mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-04-23 14:19:37 +08:00
356 lines
11 KiB
GLSL
356 lines
11 KiB
GLSL
[shaders]
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vertex =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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//uniform highp mat4 u_modelViewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp int u_layer_view_type;
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uniform lowp int u_only_color_active_extruder;
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uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
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uniform highp mat4 u_normalMatrix;
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attribute highp vec4 a_vertex;
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attribute lowp vec4 a_color;
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attribute lowp vec4 a_material_color;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_line_dim; // line width and thickness
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attribute highp int a_extruder;
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attribute highp int a_line_type;
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varying lowp vec4 v_color;
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//varying lowp vec4 v_material_color;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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//varying lowp vec2 v_uvs;
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varying lowp vec2 v_line_dim;
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varying highp int v_extruder;
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varying highp vec4 v_extruder_opacity;
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varying int v_line_type;
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varying lowp vec4 f_color;
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varying highp vec3 f_vertex;
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varying highp vec3 f_normal;
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varying highp int f_extruder;
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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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}
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if ((u_only_color_active_extruder == 1) && (a_line_type != 8) && (a_line_type != 9)) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a);
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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 = a_extruder;
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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 and backwards compatibility 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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geometry =
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#version 410
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uniform highp mat4 u_viewProjectionMatrix;
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uniform int u_show_travel_moves;
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uniform int u_show_support;
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uniform int u_show_adhesion;
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uniform int u_show_skin;
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uniform int u_show_infill;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 26) 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 vec4 v_extruder_opacity[];
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in int 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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out uint f_extruder;
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//out vec4 f_material_color;
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void main()
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{
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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][v_extruder[0]] == 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_support == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) {
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return;
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}
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if ((u_show_adhesion == 0) && (v_line_type[0] == 5)) {
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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 = 0.1;
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size_y = 0.1;
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} else {
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size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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size_y = v_line_dim[0].y / 2 + 0.01;
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}
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f_extruder = v_extruder[0];
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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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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_normal = -g_vertex_normal_horz;
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f_color = v_color[0];
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_normal = g_vertex_normal_horz;
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f_color = v_color[0];
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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// left side
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_normal = g_vertex_normal_horz_head;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
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EmitVertex();
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_normal = g_vertex_normal_horz_head;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
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EmitVertex();
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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// right side
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_normal = -g_vertex_normal_horz_head;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
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EmitVertex();
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_normal = -g_vertex_normal_horz_head;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
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EmitVertex();
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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EndPrimitive();
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}
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fragment =
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#version 410
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varying lowp vec4 f_color;
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varying lowp vec3 f_normal;
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varying lowp vec3 f_vertex;
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uniform mediump vec4 u_ambientColor;
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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 * 0.3;
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highp vec3 normal = normalize(f_normal);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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// Diffuse Component
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highp float NdotL = clamp(dot(normal, lightDir), 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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gl_FragColor = 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_only_color_active_extruder = 1
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u_extruder_opacity = [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_shininess = 20.0
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u_show_travel_moves = 0
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u_show_support = 1
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u_show_adhesion = 1
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u_show_skin = 1
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u_show_infill = 1
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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u_modelMatrix = model_matrix
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u_viewProjectionMatrix = view_projection_matrix
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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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[attributes]
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a_vertex = vertex
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a_color = color
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a_normal = normal
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a_line_dim = line_dim
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a_extruder = extruder
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a_material_color = material_color
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a_line_type = line_type
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