Cura/plugins/SimulationView/layers3d.shader

377 lines
16 KiB
GLSL

[shaders]
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_max_feedrate;
uniform lowp float u_min_feedrate;
uniform lowp float u_max_thickness;
uniform lowp float u_min_thickness;
uniform lowp int u_layer_view_type;
uniform lowp mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
in highp vec4 a_normal;
in highp vec2 a_line_dim; // line width and thickness
in highp float a_extruder;
in highp float a_prev_line_type;
in highp float a_line_type;
in highp float a_feedrate;
in highp float a_thickness;
out lowp vec4 v_color;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp mat4 v_extruder_opacity;
out float v_prev_line_type;
out float v_line_type;
out lowp vec4 f_color;
out highp vec3 f_vertex;
out highp vec3 f_normal;
vec4 feedrateGradientColor(float abs_value, float min_value, float max_value)
{
float value = (abs_value - min_value)/(max_value - min_value);
float red = value;
float green = 1-abs(1-4*value);
if (value > 0.375)
{
green = 0.5;
}
float blue = max(1-4*value, 0);
return vec4(red, green, blue, 1.0);
}
vec4 layerThicknessGradientColor(float abs_value, float min_value, float max_value)
{
float value = (abs_value - min_value)/(max_value - min_value);
float red = min(max(4*value-2, 0), 1);
float green = min(1.5*value, 0.75);
if (value > 0.75)
{
green = value;
}
float blue = 0.75-abs(0.25-value);
return vec4(red, green, blue, 1.0);
}
void main()
{
vec4 v1_vertex = a_vertex;
v1_vertex.y -= a_line_dim.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex;
gl_Position = world_space_vert;
// shade the color depending on the extruder index stored in the alpha component of the color
switch (u_layer_view_type) {
case 0: // "Material color"
v_color = a_material_color;
break;
case 1: // "Line type"
v_color = a_color;
break;
case 2: // "Speed", or technically 'Feedrate'
v_color = feedrateGradientColor(a_feedrate, u_min_feedrate, u_max_feedrate);
break;
case 3: // "Layer thickness"
v_color = layerThicknessGradientColor(a_line_dim.y, u_min_thickness, u_max_thickness);
break;
}
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_line_dim = a_line_dim;
v_extruder = int(a_extruder);
v_prev_line_type = a_prev_line_type;
v_line_type = a_line_type;
v_extruder_opacity = u_extruder_opacity;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;
}
geometry41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform lowp vec4 u_starts_color;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
uniform int u_show_starts;
layout(lines) in;
layout(triangle_strip, max_vertices = 40) out;
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec2 v_line_dim[];
in int v_extruder[];
in mat4 v_extruder_opacity[];
in float v_prev_line_type[];
in float v_line_type[];
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
// Set the set of variables and EmitVertex
void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
f_vertex = vertex;
f_color = color;
f_normal = normal;
gl_Position = pos;
EmitVertex();
}
void main()
{
highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
vec3 g_vertex_normal_vert;
vec4 g_vertex_offset_vert;
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
float size_x;
float size_y;
if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
return;
}
// See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
return;
}
if ((u_show_helpers == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 5) || (v_line_type[0] == 7) || (v_line_type[0] == 10) || v_line_type[0] == 11)) {
return;
}
if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
return;
}
if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
return;
}
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// fixed size for movements
size_x = 0.05;
} else {
size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
}
size_y = v_line_dim[1].y / 2 + 0.01;
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert);
vec4 va_up = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
vec4 va_down = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert);
vec4 vb_down = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
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[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);
EndPrimitive();
} else {
vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
// 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[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[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[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[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[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);
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);
EndPrimitive();
// right side
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
EndPrimitive();
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
EndPrimitive();
}
if ((u_show_starts == 1) && (v_prev_line_type[0] != 1) && (v_line_type[0] == 1)) {
float w = v_line_dim[0].x / 2;
float h = v_line_dim[0].y / 2;
myEmitVertex(v_vertex[0] + vec3( w, h, w), u_starts_color, normalize(vec3( 1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, w, 0.0))); // Front-top-left
myEmitVertex(v_vertex[0] + vec3(-w, h, w), u_starts_color, normalize(vec3(-1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, w, 0.0))); // Front-top-right
myEmitVertex(v_vertex[0] + vec3( w, -h, w), u_starts_color, normalize(vec3( 1.0, -1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, -h, w, 0.0))); // Front-bottom-left
myEmitVertex(v_vertex[0] + vec3(-w, -h, w), u_starts_color, normalize(vec3(-1.0, -1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, -h, w, 0.0))); // Front-bottom-right
myEmitVertex(v_vertex[0] + vec3(-w, -h, -w), u_starts_color, normalize(vec3(-1.0, -1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, -h, -w, 0.0))); // Back-bottom-right
myEmitVertex(v_vertex[0] + vec3(-w, h, w), u_starts_color, normalize(vec3(-1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, w, 0.0))); // Front-top-right
myEmitVertex(v_vertex[0] + vec3(-w, h, -w), u_starts_color, normalize(vec3(-1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, -w, 0.0))); // Back-top-right
myEmitVertex(v_vertex[0] + vec3( w, h, w), u_starts_color, normalize(vec3( 1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, w, 0.0))); // Front-top-left
myEmitVertex(v_vertex[0] + vec3( w, h, -w), u_starts_color, normalize(vec3( 1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, -w, 0.0))); // Back-top-left
myEmitVertex(v_vertex[0] + vec3( w, -h, w), u_starts_color, normalize(vec3( 1.0, -1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, -h, w, 0.0))); // Front-bottom-left
myEmitVertex(v_vertex[0] + vec3( w, -h, -w), u_starts_color, normalize(vec3( 1.0, -1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, -h, -w, 0.0))); // Back-bottom-left
myEmitVertex(v_vertex[0] + vec3(-w, -h, -w), u_starts_color, normalize(vec3(-1.0, -1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, -h, -w, 0.0))); // Back-bottom-right
myEmitVertex(v_vertex[0] + vec3( w, h, -w), u_starts_color, normalize(vec3( 1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, -w, 0.0))); // Back-top-left
myEmitVertex(v_vertex[0] + vec3(-w, h, -w), u_starts_color, normalize(vec3(-1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, -w, 0.0))); // Back-top-right
EndPrimitive();
}
}
fragment41core =
#version 410
in lowp vec4 f_color;
in lowp vec3 f_normal;
in lowp vec3 f_vertex;
out vec4 frag_color;
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_minimumAlbedo;
uniform highp vec3 u_lightPosition;
void main()
{
mediump vec4 finalColor = vec4(0.0);
float alpha = f_color.a;
finalColor.rgb += f_color.rgb * 0.2 + u_minimumAlbedo.rgb;
highp vec3 normal = normalize(f_normal);
highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
finalColor += (NdotL * f_color);
finalColor.a = alpha; // Do not change alpha in any way
frag_color = finalColor;
}
[defaults]
u_active_extruder = 0.0
u_layer_view_type = 0
u_extruder_opacity = [[1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0]]
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
u_minimumAlbedo = [0.1, 0.1, 0.1, 1.0]
u_shininess = 20.0
u_starts_color = [1.0, 1.0, 1.0, 1.0]
u_show_travel_moves = 0
u_show_helpers = 1
u_show_skin = 1
u_show_infill = 1
u_show_starts = 1
u_min_feedrate = 0
u_max_feedrate = 1
u_min_thickness = 0
u_max_thickness = 1
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
[attributes]
a_vertex = vertex
a_color = color
a_normal = normal
a_line_dim = line_dim
a_extruder = extruder
a_material_color = material_color
a_prev_line_type = prev_line_type
a_line_type = line_type
a_feedrate = feedrate
a_thickness = thickness