mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-04-16 18:59:39 +08:00
377 lines
16 KiB
GLSL
377 lines
16 KiB
GLSL
[shaders]
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp float u_max_feedrate;
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uniform lowp float u_min_feedrate;
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uniform lowp float u_max_thickness;
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uniform lowp float u_min_thickness;
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uniform lowp int u_layer_view_type;
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uniform lowp mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible
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uniform highp mat4 u_normalMatrix;
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in highp vec4 a_vertex;
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in lowp vec4 a_color;
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in lowp vec4 a_material_color;
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in highp vec4 a_normal;
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in highp vec2 a_line_dim; // line width and thickness
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in highp float a_extruder;
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in highp float a_prev_line_type;
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in highp float a_line_type;
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in highp float a_feedrate;
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in highp float a_thickness;
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out lowp vec4 v_color;
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out highp vec3 v_vertex;
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out highp vec3 v_normal;
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out lowp vec2 v_line_dim;
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out highp int v_extruder;
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out highp mat4 v_extruder_opacity;
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out float v_prev_line_type;
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out float v_line_type;
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out lowp vec4 f_color;
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out highp vec3 f_vertex;
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out highp vec3 f_normal;
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vec4 feedrateGradientColor(float abs_value, float min_value, float max_value)
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{
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float value = (abs_value - min_value)/(max_value - min_value);
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float red = value;
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float green = 1-abs(1-4*value);
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if (value > 0.375)
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{
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green = 0.5;
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}
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float blue = max(1-4*value, 0);
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return vec4(red, green, blue, 1.0);
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}
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vec4 layerThicknessGradientColor(float abs_value, float min_value, float max_value)
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{
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float value = (abs_value - min_value)/(max_value - min_value);
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float red = min(max(4*value-2, 0), 1);
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float green = min(1.5*value, 0.75);
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if (value > 0.75)
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{
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green = value;
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}
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float blue = 0.75-abs(0.25-value);
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return vec4(red, green, blue, 1.0);
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}
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void main()
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{
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vec4 v1_vertex = a_vertex;
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v1_vertex.y -= a_line_dim.y / 2; // half layer down
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vec4 world_space_vert = u_modelMatrix * v1_vertex;
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gl_Position = world_space_vert;
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// shade the color depending on the extruder index stored in the alpha component of the color
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switch (u_layer_view_type) {
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case 0: // "Material color"
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v_color = a_material_color;
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break;
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case 1: // "Line type"
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v_color = a_color;
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break;
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case 2: // "Speed", or technically 'Feedrate'
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v_color = feedrateGradientColor(a_feedrate, u_min_feedrate, u_max_feedrate);
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break;
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case 3: // "Layer thickness"
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v_color = layerThicknessGradientColor(a_line_dim.y, u_min_thickness, u_max_thickness);
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break;
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}
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_line_dim = a_line_dim;
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v_extruder = int(a_extruder);
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v_prev_line_type = a_prev_line_type;
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v_line_type = a_line_type;
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v_extruder_opacity = u_extruder_opacity;
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// for testing without geometry shader
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f_color = v_color;
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f_vertex = v_vertex;
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f_normal = v_normal;
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}
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geometry41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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uniform lowp vec4 u_starts_color;
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uniform int u_show_travel_moves;
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uniform int u_show_helpers;
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uniform int u_show_skin;
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uniform int u_show_infill;
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uniform int u_show_starts;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 40) out;
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in vec4 v_color[];
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in vec3 v_vertex[];
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in vec3 v_normal[];
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in vec2 v_line_dim[];
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in int v_extruder[];
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in mat4 v_extruder_opacity[];
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in float v_prev_line_type[];
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in float v_line_type[];
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out vec4 f_color;
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out vec3 f_normal;
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out vec3 f_vertex;
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// Set the set of variables and EmitVertex
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void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
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f_vertex = vertex;
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f_color = color;
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f_normal = normal;
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gl_Position = pos;
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EmitVertex();
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}
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void main()
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{
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highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
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vec4 g_vertex_delta;
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vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
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vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
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vec3 g_vertex_normal_vert;
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vec4 g_vertex_offset_vert;
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vec3 g_vertex_normal_horz_head;
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vec4 g_vertex_offset_horz_head;
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float size_x;
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float size_y;
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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)) {
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return;
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}
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// See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
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if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
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return;
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}
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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)) {
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return;
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}
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if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
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return;
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}
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if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
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return;
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}
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if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
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// fixed size for movements
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size_x = 0.05;
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} else {
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size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
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}
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size_y = v_line_dim[1].y / 2 + 0.01;
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
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g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
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g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
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g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
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g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
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g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
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if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
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vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert);
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vec4 va_up = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
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vec4 va_down = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
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vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert);
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vec4 vb_down = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
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vec4 vb_up = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
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// Travels: flat plane with pointy ends
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_head);
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//And reverse so that the line is also visible from the back side.
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
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EndPrimitive();
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} else {
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vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
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vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
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vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
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vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
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// All normal lines are rendered as 3d tubes.
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
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EndPrimitive();
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// left side
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
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EndPrimitive();
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
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EndPrimitive();
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// right side
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
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EndPrimitive();
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
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EndPrimitive();
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}
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if ((u_show_starts == 1) && (v_prev_line_type[0] != 1) && (v_line_type[0] == 1)) {
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float w = v_line_dim[0].x / 2;
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float h = v_line_dim[0].y / 2;
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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EndPrimitive();
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}
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}
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fragment41core =
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#version 410
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in lowp vec4 f_color;
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in lowp vec3 f_normal;
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in lowp vec3 f_vertex;
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out vec4 frag_color;
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_minimumAlbedo;
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uniform highp vec3 u_lightPosition;
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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float alpha = f_color.a;
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finalColor.rgb += f_color.rgb * 0.2 + u_minimumAlbedo.rgb;
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highp vec3 normal = normalize(f_normal);
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highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
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// Diffuse Component
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highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
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finalColor += (NdotL * f_color);
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finalColor.a = alpha; // Do not change alpha in any way
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frag_color = finalColor;
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}
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[defaults]
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u_active_extruder = 0.0
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u_layer_view_type = 0
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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]]
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u_specularColor = [0.4, 0.4, 0.4, 1.0]
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u_ambientColor = [0.3, 0.3, 0.3, 0.0]
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u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
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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
|