From fd6dbd3ede0ac6a50030a1381fef5a8a27ed37bb Mon Sep 17 00:00:00 2001 From: Ghostkeeper Date: Sat, 3 Apr 2021 15:40:14 +0200 Subject: [PATCH] Draw simulation view lines with a constant colour for the entire line All of our current layer view colour schemes are properties of a line, not of a vertex. The line has a single feedrate, a single line type, a single layer thickness, a single material colour and a single width. This is even limited by the g-code specification itself, which is unable to represent lines with varying line width. However, we store this information in the vertices, the vertex data being the only data sent to layer view since layer view is sent as polylines to the shader. This change makes the entire line take on the colour scheme of the vertex where its representative data is stored. This data is intended for the line, not just for that vertex, so it makes sense that the entire line listens to the data of the correct vertex, not just the nearest vertex of the line's endpoint. --- plugins/SimulationView/layers3d.shader | 42 +++++++++++++------------- 1 file changed, 21 insertions(+), 21 deletions(-) diff --git a/plugins/SimulationView/layers3d.shader b/plugins/SimulationView/layers3d.shader index 6a2ff63b8e..ea59e89152 100644 --- a/plugins/SimulationView/layers3d.shader +++ b/plugins/SimulationView/layers3d.shader @@ -221,20 +221,20 @@ geometry41core = vec4 vb_up = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert); // Travels: flat plane with pointy ends - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_head); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_down); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_head); //And reverse so that the line is also visible from the back side. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_down); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_head); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up); EndPrimitive(); } else { @@ -250,31 +250,31 @@ geometry41core = vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head); //Line end, tip. // All normal lines are rendered as 3d tubes. - myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz); + myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_p_vert); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz); - myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert); + myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_vert, va_m_vert); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert); - myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz); + myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); EndPrimitive(); // left side - myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz); + myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_p_vert); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz_head, va_head); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz); EndPrimitive(); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz); - myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert); - myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head); - myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz); + myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_vert, va_m_vert); + myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz_head, va_head); + myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz); EndPrimitive();