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https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-08-14 04:45:53 +08:00
Merge branch 'master' into fs_emboss
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commit
40817f537b
@ -26,8 +26,6 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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uniform bool offset_depth_buffer;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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@ -78,9 +76,4 @@ void main()
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
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// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
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// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
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gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
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}
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@ -1,13 +1,8 @@
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#version 110
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const float EPSILON = 0.0001;
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uniform vec4 uniform_color;
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void main()
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{
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gl_FragColor = uniform_color;
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// Values inside depth buffer for fragments of the contour of a selected area are offset
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// by small epsilon to solve z-fighting between painted triangles and contour lines.
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gl_FragDepth = gl_FragCoord.z - EPSILON;
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}
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@ -2,10 +2,14 @@
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform float offset;
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attribute vec3 v_position;
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void main()
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{
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
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vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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clip_position.z -= offset * abs(clip_position.w);
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gl_Position = clip_position;
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}
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@ -26,8 +26,6 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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uniform bool offset_depth_buffer;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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@ -78,9 +76,4 @@ void main()
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
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// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
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// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
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gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
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}
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@ -1,13 +1,8 @@
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#version 140
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const float EPSILON = 0.0001;
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uniform vec4 uniform_color;
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void main()
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{
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gl_FragColor = uniform_color;
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// Values inside depth buffer for fragments of the contour of a selected area are offset
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// by small epsilon to solve z-fighting between painted triangles and contour lines.
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gl_FragDepth = gl_FragCoord.z - EPSILON;
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}
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@ -2,10 +2,14 @@
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform float offset;
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in vec3 v_position;
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void main()
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{
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
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vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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clip_position.z -= offset * abs(clip_position.w);
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gl_Position = clip_position;
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}
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@ -26,8 +26,6 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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uniform bool offset_depth_buffer;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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@ -78,9 +76,4 @@ void main()
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
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// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
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// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
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gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
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}
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@ -1,11 +1,6 @@
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#version 110
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const float EPSILON = 0.0001;
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void main()
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{
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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// Values inside depth buffer for fragments of the contour of a selected area are offset
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// by small epsilon to solve z-fighting between painted triangles and contour lines.
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gl_FragDepth = gl_FragCoord.z - EPSILON;
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}
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@ -1,6 +1,11 @@
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#version 110
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uniform float offset;
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void main()
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{
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gl_Position = ftransform();
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// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
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vec4 clip_position = gl_ModelViewProjectionMatrix * gl_Vertex;
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clip_position.z -= offset * abs(clip_position.w);
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gl_Position = clip_position;
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}
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@ -5351,7 +5351,7 @@ void GLCanvas3D::_picking_pass()
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#if !ENABLE_GL_SHADERS_ATTRIBUTES
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m_camera_clipping_plane = m_gizmos.get_clipping_plane();
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if (m_camera_clipping_plane.is_active()) {
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::glClipPlane(GL_CLIP_PLANE0, (GLdouble*)m_camera_clipping_plane.get_data());
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::glClipPlane(GL_CLIP_PLANE0, (GLdouble*)m_camera_clipping_plane.get_data().data());
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::glEnable(GL_CLIP_PLANE0);
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}
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#endif // !ENABLE_GL_SHADERS_ATTRIBUTES
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@ -9,6 +9,7 @@
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#include "slic3r/GUI/format.hpp"
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#include "slic3r/GUI/GUI_ObjectList.hpp"
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#include "slic3r/GUI/NotificationManager.hpp"
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#include "slic3r/GUI/OpenGLManager.hpp"
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#include "libslic3r/PresetBundle.hpp"
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#include "libslic3r/Model.hpp"
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#include "slic3r/Utils/UndoRedo.hpp"
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@ -627,11 +628,8 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
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auto *contour_shader = wxGetApp().get_shader("mm_contour");
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contour_shader->start_using();
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glsafe(::glDepthFunc(GL_LEQUAL));
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contour_shader->set_uniform("offset", OpenGLManager::get_gl_info().is_mesa() ? 0.0005 : 0.00001);
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m_paint_contour.render();
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glsafe(::glDepthFunc(GL_LESS));
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contour_shader->stop_using();
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}
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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@ -8,6 +8,7 @@
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#include "slic3r/GUI/GUI_App.hpp"
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#include "slic3r/GUI/Camera.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/OpenGLManager.hpp"
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#include "slic3r/Utils/UndoRedo.hpp"
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#include "libslic3r/Model.hpp"
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#include "libslic3r/PresetBundle.hpp"
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@ -284,9 +285,11 @@ void GLGizmoPainterBase::render_cursor_sphere(const Transform3d& trafo) const
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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}
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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if (shader == nullptr)
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return;
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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const Transform3d complete_scaling_matrix_inverse = Geometry::Transformation(trafo).get_matrix(true, true, false, true).inverse();
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const bool is_left_handed = Geometry::Transformation(trafo).is_left_handed();
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@ -918,8 +921,6 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui)
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assert(shader->get_name() == "gouraud");
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ScopeGuard guard([shader]() { if (shader) shader->set_uniform("offset_depth_buffer", false);});
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shader->set_uniform("offset_depth_buffer", true);
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for (auto iva : {std::make_pair(&m_iva_enforcers, enforcers_color),
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std::make_pair(&m_iva_blockers, blockers_color)}) {
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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@ -967,11 +968,8 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui)
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auto *contour_shader = wxGetApp().get_shader("mm_contour");
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contour_shader->start_using();
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glsafe(::glDepthFunc(GL_LEQUAL));
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contour_shader->set_uniform("offset", OpenGLManager::get_gl_info().is_mesa() ? 0.0005 : 0.00001);
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m_paint_contour.render();
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glsafe(::glDepthFunc(GL_LESS));
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contour_shader->stop_using();
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}
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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@ -1014,6 +1012,9 @@ void TriangleSelectorGUI::update_render_data()
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iva.release_geometry();
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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// small value used to offset triangles along their normal to avoid z-fighting
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static const float offset = 0.001f;
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for (const Triangle &tr : m_triangles) {
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if (!tr.valid() || tr.is_split() || (tr.get_state() == EnforcerBlockerType::NONE && !tr.is_selected_by_seed_fill()))
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continue;
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@ -1037,15 +1038,17 @@ void TriangleSelectorGUI::update_render_data()
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//FIXME the normal may likely be pulled from m_triangle_selectors, but it may not be worth the effort
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// or the current implementation may be more cache friendly.
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const Vec3f n = (v1 - v0).cross(v2 - v1).normalized();
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// small value used to offset triangles along their normal to avoid z-fighting
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const Vec3f offset_n = offset * n;
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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iva.add_vertex(v0, n);
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iva.add_vertex(v1, n);
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iva.add_vertex(v2, n);
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iva.add_vertex(v0 + offset_n, n);
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iva.add_vertex(v1 + offset_n, n);
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iva.add_vertex(v2 + offset_n, n);
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iva.add_triangle((unsigned int)cnt, (unsigned int)cnt + 1, (unsigned int)cnt + 2);
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#else
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iva.push_geometry(v0, n);
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iva.push_geometry(v1, n);
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iva.push_geometry(v2, n);
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iva.push_geometry(v0 + offset_n, n);
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iva.push_geometry(v1 + offset_n, n);
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iva.push_geometry(v2 + offset_n, n);
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iva.push_triangle(cnt, cnt + 1, cnt + 2);
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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cnt += 3;
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@ -1361,16 +1364,14 @@ void TriangleSelectorGUI::render_paint_contour()
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if (contour_shader != nullptr) {
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contour_shader->start_using();
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contour_shader->set_uniform("offset", OpenGLManager::get_gl_info().is_mesa() ? 0.0005 : 0.00001);
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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const Camera& camera = wxGetApp().plater()->get_camera();
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contour_shader->set_uniform("view_model_matrix", camera.get_view_matrix() * matrix);
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contour_shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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glsafe(::glDepthFunc(GL_LEQUAL));
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m_paint_contour.render();
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glsafe(::glDepthFunc(GL_LESS));
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contour_shader->stop_using();
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}
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@ -7,6 +7,7 @@
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#include "slic3r/GUI/NotificationManager.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/format.hpp"
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#include "slic3r/GUI/OpenGLManager.hpp"
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#include "libslic3r/AppConfig.hpp"
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#include "libslic3r/Model.hpp"
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#include "libslic3r/QuadricEdgeCollapse.hpp"
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@ -756,6 +757,7 @@ void GLGizmoSimplify::on_render()
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if (m_show_wireframe) {
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auto *contour_shader = wxGetApp().get_shader("mm_contour");
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contour_shader->start_using();
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contour_shader->set_uniform("offset", OpenGLManager::get_gl_info().is_mesa() ? 0.0005 : 0.00001);
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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contour_shader->set_uniform("view_model_matrix", view_model_matrix);
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contour_shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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@ -65,6 +65,11 @@ const std::string& OpenGLManager::GLInfo::get_renderer() const
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return m_renderer;
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}
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bool OpenGLManager::GLInfo::is_mesa() const
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{
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return boost::icontains(m_version, "mesa");
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}
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int OpenGLManager::GLInfo::get_max_tex_size() const
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{
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if (!m_detected)
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@ -40,6 +40,8 @@ public:
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const std::string& get_vendor() const;
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const std::string& get_renderer() const;
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bool is_mesa() const;
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int get_max_tex_size() const;
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float get_max_anisotropy() const;
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