Tech ENABLE_OPENGL_ES - Use OpenGL ES context - 1st installment

This commit is contained in:
enricoturri1966 2022-03-31 14:57:05 +02:00
parent c89a95f5ef
commit 426adcc5e6
41 changed files with 1013 additions and 50 deletions

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#version 110
precision highp float;
uniform vec4 top_color;
uniform vec4 bottom_color;
varying vec2 tex_coord;
void main()
{
gl_FragColor = mix(bottom_color, top_color, tex_coord.y);
}

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#version 110
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = vec4(v_position, 1.0);
}

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#version 110
precision highp float;
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
void main()
{
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
precision highp float;
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
varying vec3 clipping_planes_dots;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
gl_FragColor = uniform_color;
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
attribute vec3 v_position;
varying vec3 clipping_planes_dots;
void main()
{
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
precision highp float;
uniform sampler2D uniform_texture;
varying vec2 tex_coord;
void main()
{
gl_FragColor = texture2D(uniform_texture, tex_coord);
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
#extension GL_NV_fragdepth : enable
precision highp float;
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float EPSILON = 0.0001;
struct PrintVolumeDetection
{
// 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
int type;
// type = 0 (rectangle):
// x = min.x, y = min.y, z = max.x, w = max.y
// type = 1 (circle):
// x = center.x, y = center.y, z = radius
vec4 xy_data;
// x = min z, y = max z
vec2 z_data;
};
struct SlopeDetection
{
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
};
uniform vec4 uniform_color;
uniform SlopeDetection slope;
uniform bool offset_depth_buffer;
#ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
#endif // ENABLE_ENVIRONMENT_MAP
uniform PrintVolumeDetection print_volume;
varying vec3 clipping_planes_dots;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
color = vec3(0.7, 0.7, 1.0);
alpha = 1.0;
}
// if the fragment is outside the print volume -> use darker color
vec3 pv_check_min = ZERO;
vec3 pv_check_max = ZERO;
if (print_volume.type == 0) {
// rectangle
pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
}
else if (print_volume.type == 1) {
// circle
float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
}
color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
#ifdef ENABLE_ENVIRONMENT_MAP
if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
else
#endif
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
struct SlopeDetection
{
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
};
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat4 volume_world_matrix;
uniform SlopeDetection slope;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
void main()
{
// First transform the normal into camera space and normalize the result.
eye_normal = normalize(normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Point in homogenous coordinates.
world_pos = volume_world_matrix * vec4(v_position, 1.0);
// z component of normal vector in world coordinate used for slope shading
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
gl_Position = projection_matrix * position;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
}

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#version 110
precision highp float;
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * position;
}

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#version 110
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
// vertex attributes
attribute vec3 v_position;
attribute vec3 v_normal;
// instance attributes
attribute vec3 i_offset;
attribute vec2 i_scales;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
vec4 eye_position = view_model_matrix * world_position;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * eye_position;
}

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#version 110
precision highp float;
uniform sampler2D Texture;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
}

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#version 110
uniform mat4 ProjMtx;
attribute vec2 Position;
attribute vec2 UV;
attribute vec4 Color;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}

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#version 110
#extension GL_NV_fragdepth : enable
precision highp float;
const float EPSILON = 0.0001;
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
// Values inside depth buffer for fragments of the contour of a selected area are offset
// by small epsilon to solve z-fighting between painted triangles and contour lines.
gl_FragDepth = gl_FragCoord.z - EPSILON;
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
void main()
{
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
#extension GL_OES_standard_derivatives : enable
precision highp float;
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float EPSILON = 0.0001;
uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 normal_matrix;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
#ifdef FLIP_TRIANGLE_NORMALS
triangle_normal = -triangle_normal;
#endif
if (volume_mirrored)
triangle_normal = -triangle_normal;
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(normal_matrix * triangle_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
// x = diffuse, y = specular;
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
}

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#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
attribute vec3 v_position;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
void main()
{
model_pos = vec4(v_position, 1.0);
// Point in homogenous coordinates.
vec4 world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
}

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#version 110
precision highp float;
const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
uniform sampler2D texture;
uniform bool transparent_background;
uniform bool svg_source;
varying vec2 tex_coord;
vec4 svg_color()
{
// takes foreground from texture
vec4 fore_color = texture2D(texture, tex_coord);
// calculates radial gradient
vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
// blends foreground with background
return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
}
vec4 non_svg_color()
{
// takes foreground from texture
vec4 color = texture2D(texture, tex_coord);
return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
}
void main()
{
gl_FragColor = svg_source ? svg_color() : non_svg_color();
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
precision highp float;
const vec4 BLACK = vec4(vec3(0.1), 1.0);
const vec4 WHITE = vec4(vec3(1.0), 1.0);
const float emission_factor = 0.25;
uniform vec3 world_center;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 world_position;
void main()
{
vec3 delta = world_position - world_center;
vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 world_position;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_position = v_position;
gl_Position = projection_matrix * position;
}

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#version 110
#extension GL_OES_standard_derivatives : enable
precision highp float;
#define M_PI 3.1415926535897932384626433832795
// 2D texture (1D texture split by the rows) of color along the object Z axis.
uniform sampler2D z_texture;
// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
uniform float z_to_texture_row;
uniform float z_texture_row_to_normalized;
uniform float z_cursor;
uniform float z_cursor_band_width;
// x = tainted, y = specular;
varying vec2 intensity;
varying float object_z;
void main()
{
float object_z_row = z_to_texture_row * object_z;
// Index of the row in the texture.
float z_texture_row = floor(object_z_row);
// Normalized coordinate from 0. to 1.
float z_texture_col = object_z_row - z_texture_row;
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
// Calculate level of detail from the object Z coordinate.
// This makes the slowly sloping surfaces to be shown with high detail (with stripes),
// and the vertical surfaces to be shown with low detail (no stripes)
float z_in_cells = object_z_row * 190.;
// Gradient of Z projected on the screen.
float dx_vtc = dFdx(z_in_cells);
float dy_vtc = dFdy(z_in_cells);
float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.);
// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
if (z_texture_row >= 0.0)
color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
// Mix the final color.
gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
}

View File

@ -0,0 +1,60 @@
#version 110
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat4 volume_world_matrix;
uniform float object_max_z;
attribute vec3 v_position;
attribute vec3 v_normal;
attribute vec2 v_tex_coord;
// x = tainted, y = specular;
varying vec2 intensity;
varying float object_z;
void main()
{
// =====================================================
// NOTE:
// when object_max_z > 0.0 we are rendering the overlay
// when object_max_z == 0.0 we are rendering the volumes
// =====================================================
// First transform the normal into camera space and normalize the result.
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular)
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Scaled to widths of the Z texture.
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
gl_Position = projection_matrix * position;
}

View File

@ -55,8 +55,10 @@
#define ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL (1 && ENABLE_2_5_0_ALPHA1) #define ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL (1 && ENABLE_2_5_0_ALPHA1)
// Enable removal of legacy OpenGL calls // Enable removal of legacy OpenGL calls
#define ENABLE_LEGACY_OPENGL_REMOVAL (1 && ENABLE_2_5_0_ALPHA1) #define ENABLE_LEGACY_OPENGL_REMOVAL (1 && ENABLE_2_5_0_ALPHA1)
// Enable OpenGL ES
#define ENABLE_OPENGL_ES (1 && ENABLE_LEGACY_OPENGL_REMOVAL)
// Enable OpenGL core profile context (tested against Mesa 20.1.8 on Windows) // Enable OpenGL core profile context (tested against Mesa 20.1.8 on Windows)
#define ENABLE_GL_CORE_PROFILE (1 && ENABLE_LEGACY_OPENGL_REMOVAL) #define ENABLE_GL_CORE_PROFILE (1 && ENABLE_LEGACY_OPENGL_REMOVAL && !ENABLE_OPENGL_ES)
// Shows an imgui dialog with GLModel statistics data // Shows an imgui dialog with GLModel statistics data
#define ENABLE_GLMODEL_STATISTICS (0 && ENABLE_LEGACY_OPENGL_REMOVAL) #define ENABLE_GLMODEL_STATISTICS (0 && ENABLE_LEGACY_OPENGL_REMOVAL)
// Enable show non-manifold edges // Enable show non-manifold edges

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@ -903,13 +903,25 @@ void GLVolumeCollection::load_object_auxiliary(
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL #if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL
#if ENABLE_OPENGL_ES
int GLVolumeCollection::load_wipe_tower_preview(
float pos_x, float pos_y, float width, float depth, float height,
float rotation_angle, bool size_unknown, float brim_width, TriangleMesh* out_mesh)
#else
int GLVolumeCollection::load_wipe_tower_preview( int GLVolumeCollection::load_wipe_tower_preview(
float pos_x, float pos_y, float width, float depth, float height, float pos_x, float pos_y, float width, float depth, float height,
float rotation_angle, bool size_unknown, float brim_width) float rotation_angle, bool size_unknown, float brim_width)
#endif // ENABLE_OPENGL_ES
#else
#if ENABLE_OPENGL_ES
int GLVolumeCollection::load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height,
float rotation_angle, bool size_unknown, float brim_width, TriangleMesh* out_mesh)
#else #else
int GLVolumeCollection::load_wipe_tower_preview( int GLVolumeCollection::load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, int obj_idx, float pos_x, float pos_y, float width, float depth, float height,
float rotation_angle, bool size_unknown, float brim_width) float rotation_angle, bool size_unknown, float brim_width)
#endif // ENABLE_OPENGL_ES
#endif // ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL #endif // ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL
#else #else
#if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL #if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL
@ -979,6 +991,10 @@ int GLVolumeCollection::load_wipe_tower_preview(
volumes.emplace_back(new GLVolume(color)); volumes.emplace_back(new GLVolume(color));
GLVolume& v = *volumes.back(); GLVolume& v = *volumes.back();
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_OPENGL_ES
if (out_mesh != nullptr)
*out_mesh = mesh;
#endif // ENABLE_OPENGL_ES
v.model.init_from(mesh); v.model.init_from(mesh);
v.model.set_color(color); v.model.set_color(color);
#else #else

View File

@ -638,11 +638,21 @@ public:
size_t timestamp); size_t timestamp);
#if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL #if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL
#if ENABLE_OPENGL_ES
int load_wipe_tower_preview(
float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width, TriangleMesh* out_mesh = nullptr);
#else
int load_wipe_tower_preview( int load_wipe_tower_preview(
float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width); float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width);
#endif // ENABLE_OPENGL_ES
#else
#if ENABLE_OPENGL_ES
int load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width, TriangleMesh* out_mesh = nullptr);
#else #else
int load_wipe_tower_preview( int load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width); int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width);
#endif // ENABLE_OPENGL_ES
#endif // ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL #endif // ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL
#else #else
std::vector<int> load_object( std::vector<int> load_object(

View File

@ -1221,9 +1221,16 @@ void GCodeViewer::export_toolpaths_to_obj(const char* filename) const
// get vertices/normals data from vertex buffers on gpu // get vertices/normals data from vertex buffers on gpu
for (size_t i = 0; i < t_buffer.vertices.vbos.size(); ++i) { for (size_t i = 0; i < t_buffer.vertices.vbos.size(); ++i) {
const size_t floats_count = t_buffer.vertices.sizes[i] / sizeof(float); const size_t floats_count = t_buffer.vertices.sizes[i] / sizeof(float);
VertexBuffer vertices(floats_count);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, t_buffer.vertices.vbos[i])); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, t_buffer.vertices.vbos[i]));
#if ENABLE_OPENGL_ES
const VertexBuffer vertices = *static_cast<VertexBuffer*>(::glMapBufferRange(GL_ARRAY_BUFFER, 0,
static_cast<GLsizeiptr>(t_buffer.vertices.sizes[i]), GL_MAP_READ_BIT));
glcheck();
glsafe(::glUnmapBuffer(GL_ARRAY_BUFFER));
#else
VertexBuffer vertices(floats_count);
glsafe(::glGetBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(t_buffer.vertices.sizes[i]), static_cast<void*>(vertices.data()))); glsafe(::glGetBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(t_buffer.vertices.sizes[i]), static_cast<void*>(vertices.data())));
#endif // ENABLE_OPENGL_ES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
const size_t vertices_count = floats_count / floats_per_vertex; const size_t vertices_count = floats_count / floats_per_vertex;
for (size_t j = 0; j < vertices_count; ++j) { for (size_t j = 0; j < vertices_count; ++j) {
@ -1271,9 +1278,17 @@ void GCodeViewer::export_toolpaths_to_obj(const char* filename) const
// get indices data from index buffer on gpu // get indices data from index buffer on gpu
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuffer.ibo)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuffer.ibo));
for (size_t j = 0; j < render_path.sizes.size(); ++j) { for (size_t j = 0; j < render_path.sizes.size(); ++j) {
#if ENABLE_OPENGL_ES
const IndexBuffer indices = *static_cast<IndexBuffer*>(::glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,
static_cast<GLintptr>(render_path.offsets[j]), static_cast<GLsizeiptr>(render_path.sizes[j] * sizeof(IBufferType)),
GL_MAP_READ_BIT));
glcheck();
glsafe(::glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER));
#else
IndexBuffer indices(render_path.sizes[j]); IndexBuffer indices(render_path.sizes[j]);
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>(render_path.offsets[j]), glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>(render_path.offsets[j]),
static_cast<GLsizeiptr>(render_path.sizes[j] * sizeof(IBufferType)), static_cast<void*>(indices.data()))); static_cast<GLsizeiptr>(render_path.sizes[j] * sizeof(IBufferType)), static_cast<void*>(indices.data())));
#endif // ENABLE_OPENGL_ES
const size_t triangles_count = render_path.sizes[j] / 3; const size_t triangles_count = render_path.sizes[j] / 3;
for (size_t k = 0; k < triangles_count; ++k) { for (size_t k = 0; k < triangles_count; ++k) {
@ -2682,14 +2697,30 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
// gets the vertex index from the index buffer on gpu // gets the vertex index from the index buffer on gpu
const IBuffer& i_buffer = buffer.indices[sub_path.first.b_id]; const IBuffer& i_buffer = buffer.indices[sub_path.first.b_id];
IBufferType index = 0;
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_buffer.ibo)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_buffer.ibo));
#if ENABLE_OPENGL_ES
IBufferType index = *static_cast<IBufferType*>(::glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,
static_cast<GLintptr>(offset * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)),
GL_MAP_READ_BIT));
glcheck();
glsafe(::glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER));
#else
IBufferType index = 0;
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>(offset * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&index))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>(offset * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&index)));
#endif // ENABLE_OPENGL_ES
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
// gets the position from the vertices buffer on gpu // gets the position from the vertices buffer on gpu
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, i_buffer.vbo)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, i_buffer.vbo));
#if ENABLE_OPENGL_ES
sequential_view->current_position = *static_cast<Vec3f*>(::glMapBufferRange(GL_ARRAY_BUFFER,
static_cast<GLintptr>(index * buffer.vertices.vertex_size_bytes()),
static_cast<GLsizeiptr>(buffer.vertices.position_size_bytes()), GL_MAP_READ_BIT));
glcheck();
glsafe(::glUnmapBuffer(GL_ARRAY_BUFFER));
#else
glsafe(::glGetBufferSubData(GL_ARRAY_BUFFER, static_cast<GLintptr>(index* buffer.vertices.vertex_size_bytes()), static_cast<GLsizeiptr>(3 * sizeof(float)), static_cast<void*>(sequential_view->current_position.data()))); glsafe(::glGetBufferSubData(GL_ARRAY_BUFFER, static_cast<GLintptr>(index* buffer.vertices.vertex_size_bytes()), static_cast<GLsizeiptr>(3 * sizeof(float)), static_cast<void*>(sequential_view->current_position.data())));
#endif // ENABLE_OPENGL_ES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
sequential_view->current_offset = Vec3f::Zero(); sequential_view->current_offset = Vec3f::Zero();
@ -2896,10 +2927,22 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
// extract indices from index buffer // extract indices from index buffer
std::array<IBufferType, 6> indices{ 0, 0, 0, 0, 0, 0 }; std::array<IBufferType, 6> indices{ 0, 0, 0, 0, 0, 0 };
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_buffer.ibo)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_buffer.ibo));
#if ENABLE_OPENGL_ES
IBufferType* index_ptr = static_cast<IBufferType*>(::glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,
static_cast<GLintptr>(offset * sizeof(IBufferType)), static_cast<GLsizeiptr>(14 * sizeof(IBufferType)),
GL_MAP_READ_BIT));
glcheck();
indices[0] = *(index_ptr + 0);
indices[1] = *(index_ptr + 7);
indices[2] = *(index_ptr + 1);
indices[4] = *(index_ptr + 13);
glsafe(::glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER));
#else
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 0) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[0]))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 0) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[0])));
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 7) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[1]))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 7) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[1])));
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 1) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[2]))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 1) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[2])));
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 13) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[4]))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 13) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[4])));
#endif // ENABLE_OPENGL_ES
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
indices[3] = indices[0]; indices[3] = indices[0];
indices[5] = indices[1]; indices[5] = indices[1];
@ -2944,10 +2987,22 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
// extract indices from index buffer // extract indices from index buffer
std::array<IBufferType, 6> indices{ 0, 0, 0, 0, 0, 0 }; std::array<IBufferType, 6> indices{ 0, 0, 0, 0, 0, 0 };
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_buffer.ibo)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_buffer.ibo));
#if ENABLE_OPENGL_ES
IBufferType* index_ptr = static_cast<IBufferType*>(::glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,
static_cast<GLintptr>(offset * sizeof(IBufferType)), static_cast<GLsizeiptr>(17 * sizeof(IBufferType)),
GL_MAP_READ_BIT));
glcheck();
indices[0] = *(index_ptr + 2);
indices[1] = *(index_ptr + 4);
indices[2] = *(index_ptr + 10);
indices[5] = *(index_ptr + 16);
glsafe(::glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER));
#else
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 2) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[0]))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 2) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[0])));
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 4) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[1]))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 4) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[1])));
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 10) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[2]))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 10) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[2])));
glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 16) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[5]))); glsafe(::glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLintptr>((offset + 16) * sizeof(IBufferType)), static_cast<GLsizeiptr>(sizeof(IBufferType)), static_cast<void*>(&indices[5])));
#endif // ENABLE_OPENGL_ES
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
indices[3] = indices[0]; indices[3] = indices[0];
indices[4] = indices[2]; indices[4] = indices[2];
@ -3029,7 +3084,14 @@ void GCodeViewer::render_toolpaths()
shader.set_uniform("gap_size", 0.0f); shader.set_uniform("gap_size", 0.0f);
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE
#if ENABLE_OPENGL_ES
for (size_t i = 0; i < path.sizes.size(); ++i) {
glsafe(::glDrawElements(GL_LINES, (GLsizei)path.sizes[i], GL_UNSIGNED_SHORT, (const void*)path.offsets[i]));
}
#else
glsafe(::glMultiDrawElements(GL_LINES, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_SHORT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); glsafe(::glMultiDrawElements(GL_LINES, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_SHORT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
#endif // ENABLE_OPENGL_ES
#if ENABLE_GCODE_VIEWER_STATISTICS #if ENABLE_GCODE_VIEWER_STATISTICS
++m_statistics.gl_multi_lines_calls_count; ++m_statistics.gl_multi_lines_calls_count;
#endif // ENABLE_GCODE_VIEWER_STATISTICS #endif // ENABLE_GCODE_VIEWER_STATISTICS
@ -3047,7 +3109,15 @@ void GCodeViewer::render_toolpaths()
assert(! path.sizes.empty()); assert(! path.sizes.empty());
assert(! path.offsets.empty()); assert(! path.offsets.empty());
shader.set_uniform(uniform_color, path.color); shader.set_uniform(uniform_color, path.color);
#if ENABLE_OPENGL_ES
for (size_t i = 0; i < path.sizes.size(); ++i) {
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)path.sizes[i], GL_UNSIGNED_SHORT, (const void*)path.offsets[i]));
}
#else
glsafe(::glMultiDrawElements(GL_TRIANGLES, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_SHORT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size())); glsafe(::glMultiDrawElements(GL_TRIANGLES, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_SHORT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
#endif // ENABLE_OPENGL_ES
#if ENABLE_GCODE_VIEWER_STATISTICS #if ENABLE_GCODE_VIEWER_STATISTICS
++m_statistics.gl_multi_triangles_calls_count; ++m_statistics.gl_multi_triangles_calls_count;
#endif // ENABLE_GCODE_VIEWER_STATISTICS #endif // ENABLE_GCODE_VIEWER_STATISTICS

View File

@ -1216,7 +1216,11 @@ bool GLCanvas3D::init()
return false; return false;
glsafe(::glClearColor(1.0f, 1.0f, 1.0f, 1.0f)); glsafe(::glClearColor(1.0f, 1.0f, 1.0f, 1.0f));
#if ENABLE_OPENGL_ES
glsafe(::glClearDepthf(1.0f));
#else
glsafe(::glClearDepth(1.0f)); glsafe(::glClearDepth(1.0f));
#endif // ENABLE_OPENGL_ES
glsafe(::glDepthFunc(GL_LESS)); glsafe(::glDepthFunc(GL_LESS));
@ -2055,6 +2059,9 @@ void GLCanvas3D::reload_scene(bool refresh_immediately, bool force_full_scene_re
if (volume->is_wipe_tower) { if (volume->is_wipe_tower) {
// There is only one wipe tower. // There is only one wipe tower.
assert(volume_idx_wipe_tower_old == -1); assert(volume_idx_wipe_tower_old == -1);
#if ENABLE_OPENGL_ES
m_wipe_tower_mesh.clear();
#endif // ENABLE_OPENGL_ES
volume_idx_wipe_tower_old = (int)volume_id; volume_idx_wipe_tower_old = (int)volume_id;
} }
if (!m_reload_delayed) { if (!m_reload_delayed) {
@ -2294,13 +2301,25 @@ void GLCanvas3D::reload_scene(bool refresh_immediately, bool force_full_scene_re
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL #if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL
#if ENABLE_OPENGL_ES
int volume_idx_wipe_tower_new = m_volumes.load_wipe_tower_preview(
x, y, w, depth, (float)height, a, !print->is_step_done(psWipeTower),
brim_width, &m_wipe_tower_mesh);
#else
int volume_idx_wipe_tower_new = m_volumes.load_wipe_tower_preview( int volume_idx_wipe_tower_new = m_volumes.load_wipe_tower_preview(
x, y, w, depth, (float)height, a, !print->is_step_done(psWipeTower), x, y, w, depth, (float)height, a, !print->is_step_done(psWipeTower),
brim_width); brim_width);
#endif // ENABLE_OPENGL_ES
#else
#if ENABLE_OPENGL_ES
int volume_idx_wipe_tower_new = m_volumes.load_wipe_tower_preview(
1000, x, y, w, depth, (float)height, a, !print->is_step_done(psWipeTower),
brim_width, &m_wipe_tower_mesh);
#else #else
int volume_idx_wipe_tower_new = m_volumes.load_wipe_tower_preview( int volume_idx_wipe_tower_new = m_volumes.load_wipe_tower_preview(
1000, x, y, w, depth, (float)height, a, !print->is_step_done(psWipeTower), 1000, x, y, w, depth, (float)height, a, !print->is_step_done(psWipeTower),
brim_width); brim_width);
#endif // ENABLE_OPENGL_ES
#endif // ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL #endif // ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL
#else #else
#if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL #if ENABLE_WIPETOWER_OBJECTID_1000_REMOVAL
@ -6444,6 +6463,43 @@ Vec3d GLCanvas3D::_mouse_to_3d(const Point& mouse_pos, float* z)
if (m_canvas == nullptr) if (m_canvas == nullptr)
return Vec3d(DBL_MAX, DBL_MAX, DBL_MAX); return Vec3d(DBL_MAX, DBL_MAX, DBL_MAX);
#if ENABLE_OPENGL_ES
if (z == nullptr) {
const Camera& camera = wxGetApp().plater()->get_camera();
std::vector<Vec3d> hits;
for (GLVolume* v : m_volumes.volumes) {
if (v->is_active) {
const MeshRaycaster raycaster(v->is_wipe_tower ? m_wipe_tower_mesh : m_model->objects[v->object_idx()]->volumes[v->volume_idx()]->mesh());
Vec3f hit_position;
Vec3f hit_normal;
const Transform3d trafo = v->world_matrix();
if (raycaster.unproject_on_mesh(mouse_pos.cast<double>(), trafo, camera, hit_position, hit_normal))
hits.emplace_back(trafo * hit_position.cast<double>());
}
}
if (hits.empty())
return _mouse_to_bed_3d(mouse_pos);
else {
const Vec3d camera_position = camera.get_position();
std::sort(hits.begin(), hits.end(), [&camera_position](const Vec3d& h1, const Vec3d& h2) {
return (h1 - camera_position).squaredNorm() < (h2 - camera_position).squaredNorm();
});
return hits.front();
}
}
else {
const Camera& camera = wxGetApp().plater()->get_camera();
const Matrix4d modelview = camera.get_view_matrix().matrix();
const Matrix4d projection = camera.get_projection_matrix().matrix();
const Vec4i viewport(camera.get_viewport().data());
const int y = viewport[3] - mouse_pos.y();
Vec3d out;
igl::unproject(Vec3d(mouse_pos.x(), y, *z), modelview, projection, viewport, out);
return out;
}
#else
const Camera& camera = wxGetApp().plater()->get_camera(); const Camera& camera = wxGetApp().plater()->get_camera();
const Matrix4d modelview = camera.get_view_matrix().matrix(); const Matrix4d modelview = camera.get_view_matrix().matrix();
const Matrix4d projection = camera.get_projection_matrix().matrix(); const Matrix4d projection = camera.get_projection_matrix().matrix();
@ -6459,6 +6515,7 @@ Vec3d GLCanvas3D::_mouse_to_3d(const Point& mouse_pos, float* z)
Vec3d out; Vec3d out;
igl::unproject(Vec3d(mouse_pos.x(), y, mouse_z), modelview, projection, viewport, out); igl::unproject(Vec3d(mouse_pos.x(), y, mouse_z), modelview, projection, viewport, out);
return out; return out;
#endif // ENABLE_OPENGL_ES
} }
Vec3d GLCanvas3D::_mouse_to_bed_3d(const Point& mouse_pos) Vec3d GLCanvas3D::_mouse_to_bed_3d(const Point& mouse_pos)

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@ -498,6 +498,9 @@ private:
bool m_event_handlers_bound{ false }; bool m_event_handlers_bound{ false };
GLVolumeCollection m_volumes; GLVolumeCollection m_volumes;
#if ENABLE_OPENGL_ES
TriangleMesh m_wipe_tower_mesh;
#endif // ENABLE_OPENGL_ES
GCodeViewer m_gcode_viewer; GCodeViewer m_gcode_viewer;
RenderTimer m_render_timer; RenderTimer m_render_timer;

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@ -128,11 +128,11 @@ namespace GUI {
glsafe(::glScaled(gui_scale, gui_scale, 1.0)); glsafe(::glScaled(gui_scale, gui_scale, 1.0));
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL #endif // !ENABLE_LEGACY_OPENGL_REMOVAL
#if !ENABLE_GL_CORE_PROFILE #if !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
glsafe(::glPushAttrib(GL_ENABLE_BIT)); glsafe(::glPushAttrib(GL_ENABLE_BIT));
glsafe(::glLineStipple(4, 0xAAAA)); glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE)); glsafe(::glEnable(GL_LINE_STIPPLE));
#endif // !ENABLE_GL_CORE_PROFILE #endif // !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE
@ -225,9 +225,9 @@ namespace GUI {
glsafe(::glEnd()); glsafe(::glEnd());
#endif // ENABLE_LEGACY_OPENGL_REMOVAL #endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if !ENABLE_GL_CORE_PROFILE #if !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
glsafe(::glPopAttrib()); glsafe(::glPopAttrib());
#endif // !ENABLE_GL_CORE_PROFILE #endif // !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
#if !ENABLE_LEGACY_OPENGL_REMOVAL #if !ENABLE_LEGACY_OPENGL_REMOVAL
glsafe(::glPopMatrix()); glsafe(::glPopMatrix());

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@ -34,7 +34,11 @@ std::pair<bool, std::string> GLShadersManager::init()
bool valid = true; bool valid = true;
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_OPENGL_ES
const std::string prefix = "ES/";
#else
const std::string prefix = GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 1) ? "140/" : "110/"; const std::string prefix = GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 1) ? "140/" : "110/";
#endif // ENABLE_OPENGL_ES
// imgui shader // imgui shader
valid &= append_shader("imgui", { prefix + "imgui.vs", prefix + "imgui.fs" }); valid &= append_shader("imgui", { prefix + "imgui.vs", prefix + "imgui.fs" });
// basic shader, used to render all what was previously rendered using the immediate mode // basic shader, used to render all what was previously rendered using the immediate mode

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@ -334,10 +334,10 @@ void GLTexture::render_sub_texture(unsigned int tex_id, float left, float right,
glsafe(::glEnable(GL_BLEND)); glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
#if !ENABLE_GL_CORE_PROFILE #if !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
glsafe(::glEnable(GL_TEXTURE_2D)); glsafe(::glEnable(GL_TEXTURE_2D));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)); glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE));
#endif // !ENABLE_GL_CORE_PROFILE #endif // !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id)); glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id));
@ -381,9 +381,9 @@ void GLTexture::render_sub_texture(unsigned int tex_id, float left, float right,
glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
#if !ENABLE_GL_CORE_PROFILE #if !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
glsafe(::glDisable(GL_TEXTURE_2D)); glsafe(::glDisable(GL_TEXTURE_2D));
#endif // !ENABLE_GL_CORE_PROFILE #endif // !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
glsafe(::glDisable(GL_BLEND)); glsafe(::glDisable(GL_BLEND));
} }

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@ -210,11 +210,11 @@ void GLGizmoPainterBase::render_cursor_circle()
glsafe(::glScaled(gui_scale, gui_scale, 1.0)); glsafe(::glScaled(gui_scale, gui_scale, 1.0));
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL #endif // !ENABLE_LEGACY_OPENGL_REMOVAL
#if !ENABLE_GL_CORE_PROFILE #if !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
glsafe(::glPushAttrib(GL_ENABLE_BIT)); glsafe(::glPushAttrib(GL_ENABLE_BIT));
glsafe(::glLineStipple(4, 0xAAAA)); glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE)); glsafe(::glEnable(GL_LINE_STIPPLE));
#endif // !ENABLE_GL_CORE_PROFILE #endif // !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
if (!m_circle.is_initialized() || !m_old_center.isApprox(center) || std::abs(m_old_cursor_radius - radius) > EPSILON) { if (!m_circle.is_initialized() || !m_old_center.isApprox(center) || std::abs(m_old_cursor_radius - radius) > EPSILON) {
@ -292,9 +292,9 @@ void GLGizmoPainterBase::render_cursor_circle()
glsafe(::glEnd()); glsafe(::glEnd());
#endif // ENABLE_LEGACY_OPENGL_REMOVAL #endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if !ENABLE_GL_CORE_PROFILE #if !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
glsafe(::glPopAttrib()); glsafe(::glPopAttrib());
#endif // !ENABLE_GL_CORE_PROFILE #endif // !ENABLE_GL_CORE_PROFILE && !ENABLE_OPENGL_ES
#if !ENABLE_LEGACY_OPENGL_REMOVAL #if !ENABLE_LEGACY_OPENGL_REMOVAL
glsafe(::glPopMatrix()); glsafe(::glPopMatrix());
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL #endif // !ENABLE_LEGACY_OPENGL_REMOVAL

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@ -742,11 +742,11 @@ void GLGizmoSimplify::on_render()
glsafe(::glMultMatrixd(trafo_matrix.data())); glsafe(::glMultMatrixd(trafo_matrix.data()));
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL #endif // !ENABLE_LEGACY_OPENGL_REMOVAL
auto* gouraud_shader = wxGetApp().get_shader("gouraud_light"); auto* gouraud_shader = wxGetApp().get_shader("gouraud_light");
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
bool depth_test_enabled = ::glIsEnabled(GL_DEPTH_TEST); bool depth_test_enabled = ::glIsEnabled(GL_DEPTH_TEST);
#else #else
glsafe(::glPushAttrib(GL_DEPTH_TEST)); glsafe(::glPushAttrib(GL_DEPTH_TEST));
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
glsafe(::glEnable(GL_DEPTH_TEST)); glsafe(::glEnable(GL_DEPTH_TEST));
gouraud_shader->start_using(); gouraud_shader->start_using();
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
@ -779,12 +779,12 @@ void GLGizmoSimplify::on_render()
#endif // ENABLE_LEGACY_OPENGL_REMOVAL #endif // ENABLE_LEGACY_OPENGL_REMOVAL
contour_shader->stop_using(); contour_shader->stop_using();
} }
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
if (depth_test_enabled) if (depth_test_enabled)
glsafe(::glEnable(GL_DEPTH_TEST)); glsafe(::glEnable(GL_DEPTH_TEST));
#else #else
glsafe(::glPopAttrib()); glsafe(::glPopAttrib());
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
#if !ENABLE_LEGACY_OPENGL_REMOVAL #if !ENABLE_LEGACY_OPENGL_REMOVAL
glsafe(::glPopMatrix()); glsafe(::glPopMatrix());
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL #endif // !ENABLE_LEGACY_OPENGL_REMOVAL

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@ -222,23 +222,23 @@ void InstancesHider::render_cut() const
glsafe(::glColor4fv(color.data())); glsafe(::glColor4fv(color.data()));
} }
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL #endif // !ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
bool depth_test_enabled = ::glIsEnabled(GL_DEPTH_TEST); bool depth_test_enabled = ::glIsEnabled(GL_DEPTH_TEST);
#else #else
glsafe(::glPushAttrib(GL_DEPTH_TEST)); glsafe(::glPushAttrib(GL_DEPTH_TEST));
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
glsafe(::glDisable(GL_DEPTH_TEST)); glsafe(::glDisable(GL_DEPTH_TEST));
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
clipper->render_cut(mv->is_model_part() ? ColorRGBA(0.8f, 0.3f, 0.0f, 1.0f) : color_from_model_volume(*mv)); clipper->render_cut(mv->is_model_part() ? ColorRGBA(0.8f, 0.3f, 0.0f, 1.0f) : color_from_model_volume(*mv));
#else #else
clipper->render_cut(); clipper->render_cut();
#endif // ENABLE_LEGACY_OPENGL_REMOVAL #endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
if (depth_test_enabled) if (depth_test_enabled)
glsafe(::glEnable(GL_DEPTH_TEST)); glsafe(::glEnable(GL_DEPTH_TEST));
#else #else
glsafe(::glPopAttrib()); glsafe(::glPopAttrib());
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
#if !ENABLE_LEGACY_OPENGL_REMOVAL #if !ENABLE_LEGACY_OPENGL_REMOVAL
glsafe(::glPopMatrix()); glsafe(::glPopMatrix());
#endif // !ENABLE_LEGACY_OPENGL_REMOVAL #endif // !ENABLE_LEGACY_OPENGL_REMOVAL

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@ -1471,7 +1471,7 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale); draw_data->ScaleClipRects(io.DisplayFramebufferScale);
#endif // ENABLE_LEGACY_OPENGL_REMOVAL #endif // ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
// Backup GL state // Backup GL state
GLenum last_active_texture; glsafe(::glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture)); GLenum last_active_texture; glsafe(::glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture));
GLuint last_program; glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program)); GLuint last_program; glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program));
@ -1526,7 +1526,7 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
glsafe(::glEnable(GL_TEXTURE_2D)); glsafe(::glEnable(GL_TEXTURE_2D));
glsafe(::glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)); glsafe(::glPolygonMode(GL_FRONT_AND_BACK, GL_FILL));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)); glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
// Setup viewport, orthographic projection matrix // Setup viewport, orthographic projection matrix
@ -1665,7 +1665,7 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
#endif // ENABLE_LEGACY_OPENGL_REMOVAL #endif // ENABLE_LEGACY_OPENGL_REMOVAL
} }
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
// Restore modified GL state // Restore modified GL state
glsafe(::glBindTexture(GL_TEXTURE_2D, last_texture)); glsafe(::glBindTexture(GL_TEXTURE_2D, last_texture));
glsafe(::glActiveTexture(last_active_texture)); glsafe(::glActiveTexture(last_active_texture));
@ -1698,7 +1698,7 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
glsafe(::glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]))); glsafe(::glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1])));
glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3])); glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]));
glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3])); glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]));
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
#if ENABLE_LEGACY_OPENGL_REMOVAL #if ENABLE_LEGACY_OPENGL_REMOVAL
shader->stop_using(); shader->stop_using();

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@ -78,7 +78,7 @@ bool OpenGLManager::GLInfo::is_mesa() const
return boost::icontains(m_version, "mesa"); return boost::icontains(m_version, "mesa");
} }
#endif // _WIN32 #endif // _WIN32
#endif // ENABLE_OPENGL_ES #endif // ENABLE_GL_CORE_PROFILE
int OpenGLManager::GLInfo::get_max_tex_size() const int OpenGLManager::GLInfo::get_max_tex_size() const
{ {
@ -136,8 +136,16 @@ static bool version_greater_or_equal_to(const std::string& version, unsigned int
if (tokens.empty()) if (tokens.empty())
return false; return false;
#if ENABLE_OPENGL_ES
const std::string version_container = (tokens.size() > 1 && boost::istarts_with(tokens[1], "ES")) ? tokens[2] : tokens[0];
#endif // ENABLE_OPENGL_ES
std::vector<std::string> numbers; std::vector<std::string> numbers;
#if ENABLE_OPENGL_ES
boost::split(numbers, version_container, boost::is_any_of("."), boost::token_compress_on);
#else
boost::split(numbers, tokens[0], boost::is_any_of("."), boost::token_compress_on); boost::split(numbers, tokens[0], boost::is_any_of("."), boost::token_compress_on);
#endif // ENABLE_OPENGL_ES
unsigned int gl_major = 0; unsigned int gl_major = 0;
unsigned int gl_minor = 0; unsigned int gl_minor = 0;
@ -192,6 +200,8 @@ std::string OpenGLManager::GLInfo::to_string(bool for_github) const
out << b_start << "GL version: " << b_end << m_version << line_end; out << b_start << "GL version: " << b_end << m_version << line_end;
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE
out << b_start << "Profile: " << b_end << (is_core_profile() ? "Core" : "Compatibility") << line_end; out << b_start << "Profile: " << b_end << (is_core_profile() ? "Core" : "Compatibility") << line_end;
#else
out << b_start << "Profile: " << b_end << "Compatibility" << line_end;
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE
out << b_start << "Vendor: " << b_end << m_vendor << line_end; out << b_start << "Vendor: " << b_end << m_vendor << line_end;
out << b_start << "Renderer: " << b_end << m_renderer << line_end; out << b_start << "Renderer: " << b_end << m_renderer << line_end;
@ -268,9 +278,9 @@ OpenGLManager::~OpenGLManager()
bool OpenGLManager::init_gl() bool OpenGLManager::init_gl()
{ {
if (!m_gl_initialized) { if (!m_gl_initialized) {
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
glewExperimental = true; glewExperimental = true;
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
GLenum err = glewInit(); GLenum err = glewInit();
if (err != GLEW_OK) { if (err != GLEW_OK) {
BOOST_LOG_TRIVIAL(error) << "Unable to init glew library: " << glewGetErrorString(err); BOOST_LOG_TRIVIAL(error) << "Unable to init glew library: " << glewGetErrorString(err);
@ -279,7 +289,7 @@ bool OpenGLManager::init_gl()
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE
do { do {
// glewInit() generates an OpenGL GL_INVALID_ENUM error // glewInit() generates an OpenGL GL_INVALID_ENUM error when using core profile
err = ::glGetError(); err = ::glGetError();
} while (err != GL_NO_ERROR); } while (err != GL_NO_ERROR);
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE
@ -304,21 +314,26 @@ bool OpenGLManager::init_gl()
else else
s_framebuffers_type = EFramebufferType::Unknown; s_framebuffers_type = EFramebufferType::Unknown;
#if ENABLE_GL_CORE_PROFILE #if ENABLE_OPENGL_ES
bool valid_version = s_gl_info.is_version_greater_or_equal_to(2, 0);
#elif ENABLE_GL_CORE_PROFILE
bool valid_version = s_gl_info.is_core_profile() ? s_gl_info.is_version_greater_or_equal_to(3, 3) : s_gl_info.is_version_greater_or_equal_to(2, 0); bool valid_version = s_gl_info.is_core_profile() ? s_gl_info.is_version_greater_or_equal_to(3, 3) : s_gl_info.is_version_greater_or_equal_to(2, 0);
#else #else
bool valid_version = s_gl_info.is_version_greater_or_equal_to(2, 0); bool valid_version = s_gl_info.is_version_greater_or_equal_to(2, 0);
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_OPENGL_ES
if (!valid_version) { if (!valid_version) {
// Complain about the OpenGL version. // Complain about the OpenGL version.
wxString message = from_u8((boost::format( wxString message = from_u8((boost::format(
#if ENABLE_GL_CORE_PROFILE #if ENABLE_OPENGL_ES
_utf8(L("PrusaSlicer requires OpenGL ES 2.0 capable graphics driver to run correctly, \n"
"while OpenGL version %s, render %s, vendor %s was detected."))) % s_gl_info.get_version() % s_gl_info.get_renderer() % s_gl_info.get_vendor()).str());
#elif ENABLE_GL_CORE_PROFILE
_utf8(L("PrusaSlicer requires OpenGL %s capable graphics driver to run correctly, \n" _utf8(L("PrusaSlicer requires OpenGL %s capable graphics driver to run correctly, \n"
"while OpenGL version %s, render %s, vendor %s was detected."))) % (s_gl_info.is_core_profile() ? "3.3" : "2.0") % s_gl_info.get_version() % s_gl_info.get_renderer() % s_gl_info.get_vendor()).str()); "while OpenGL version %s, render %s, vendor %s was detected."))) % (s_gl_info.is_core_profile() ? "3.3" : "2.0") % s_gl_info.get_version() % s_gl_info.get_renderer() % s_gl_info.get_vendor()).str());
#else #else
_utf8(L("PrusaSlicer requires OpenGL 2.0 capable graphics driver to run correctly, \n" _utf8(L("PrusaSlicer requires OpenGL 2.0 capable graphics driver to run correctly, \n"
"while OpenGL version %s, render %s, vendor %s was detected."))) % s_gl_info.get_version() % s_gl_info.get_renderer() % s_gl_info.get_vendor()).str()); "while OpenGL version %s, render %s, vendor %s was detected."))) % s_gl_info.get_version() % s_gl_info.get_renderer() % s_gl_info.get_vendor()).str());
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_OPENGL_ES
message += "\n"; message += "\n";
message += _L("You may need to update your graphics card driver."); message += _L("You may need to update your graphics card driver.");
#ifdef _WIN32 #ifdef _WIN32
@ -345,13 +360,17 @@ bool OpenGLManager::init_gl()
wxGLContext* OpenGLManager::init_glcontext(wxGLCanvas& canvas) wxGLContext* OpenGLManager::init_glcontext(wxGLCanvas& canvas)
{ {
if (m_context == nullptr) { if (m_context == nullptr) {
#if ENABLE_GL_CORE_PROFILE #if ENABLE_OPENGL_ES
wxGLContextAttrs attrs;
attrs.ES2().MajorVersion(2).EndList();
m_context = new wxGLContext(&canvas, nullptr, &attrs);
#elif ENABLE_GL_CORE_PROFILE
wxGLContextAttrs attrs; wxGLContextAttrs attrs;
attrs.CoreProfile().ForwardCompatible().OGLVersion(3, 3).EndList(); attrs.CoreProfile().ForwardCompatible().OGLVersion(3, 3).EndList();
m_context = new wxGLContext(&canvas, nullptr, &attrs); m_context = new wxGLContext(&canvas, nullptr, &attrs);
#else #else
m_context = new wxGLContext(&canvas); m_context = new wxGLContext(&canvas);
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_OPENGL_ES
#ifdef __APPLE__ #ifdef __APPLE__
// Part of hack to remove crash when closing the application on OSX 10.9.5 when building against newer wxWidgets // Part of hack to remove crash when closing the application on OSX 10.9.5 when building against newer wxWidgets
@ -365,7 +384,7 @@ wxGLContext* OpenGLManager::init_glcontext(wxGLCanvas& canvas)
wxGLCanvas* OpenGLManager::create_wxglcanvas(wxWindow& parent) wxGLCanvas* OpenGLManager::create_wxglcanvas(wxWindow& parent)
{ {
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
wxGLAttributes attribList; wxGLAttributes attribList;
attribList.PlatformDefaults().RGBA().DoubleBuffer().MinRGBA(8, 8, 8, 8).Depth(24).SampleBuffers(1).Samplers(4).EndList(); attribList.PlatformDefaults().RGBA().DoubleBuffer().MinRGBA(8, 8, 8, 8).Depth(24).SampleBuffers(1).Samplers(4).EndList();
#else #else
@ -384,7 +403,7 @@ wxGLCanvas* OpenGLManager::create_wxglcanvas(wxWindow& parent)
WX_GL_SAMPLES, 4, WX_GL_SAMPLES, 4,
0 0
}; };
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
if (s_multisample == EMultisampleState::Unknown) { if (s_multisample == EMultisampleState::Unknown) {
detect_multisample(attribList); detect_multisample(attribList);
@ -392,26 +411,26 @@ wxGLCanvas* OpenGLManager::create_wxglcanvas(wxWindow& parent)
// std::cout << "Multisample " << (can_multisample() ? "enabled" : "disabled") << std::endl; // std::cout << "Multisample " << (can_multisample() ? "enabled" : "disabled") << std::endl;
} }
if (!can_multisample()) #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
#if ENABLE_GL_CORE_PROFILE if (!can_multisample()) {
{
attribList.Reset(); attribList.Reset();
attribList.PlatformDefaults().RGBA().DoubleBuffer().MinRGBA(8, 8, 8, 8).Depth(24).EndList(); attribList.PlatformDefaults().RGBA().DoubleBuffer().MinRGBA(8, 8, 8, 8).Depth(24).EndList();
} }
return new wxGLCanvas(&parent, attribList, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS); return new wxGLCanvas(&parent, attribList, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS);
#else #else
if (!can_multisample())
attribList[12] = 0; attribList[12] = 0;
return new wxGLCanvas(&parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS); return new wxGLCanvas(&parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS);
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
} }
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
void OpenGLManager::detect_multisample(const wxGLAttributes& attribList) void OpenGLManager::detect_multisample(const wxGLAttributes& attribList)
#else #else
void OpenGLManager::detect_multisample(int* attribList) void OpenGLManager::detect_multisample(int* attribList)
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
{ {
int wxVersion = wxMAJOR_VERSION * 10000 + wxMINOR_VERSION * 100 + wxRELEASE_NUMBER; int wxVersion = wxMAJOR_VERSION * 10000 + wxMINOR_VERSION * 100 + wxRELEASE_NUMBER;
bool enable_multisample = wxVersion >= 30003; bool enable_multisample = wxVersion >= 30003;

View File

@ -6,9 +6,9 @@
class wxWindow; class wxWindow;
class wxGLCanvas; class wxGLCanvas;
class wxGLContext; class wxGLContext;
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
class wxGLAttributes; class wxGLAttributes;
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
namespace Slic3r { namespace Slic3r {
namespace GUI { namespace GUI {
@ -49,6 +49,14 @@ public:
bool is_mesa() const; bool is_mesa() const;
#endif // _WIN32 #endif // _WIN32
#endif // ENABLE_OPENGL_ES #endif // ENABLE_OPENGL_ES
bool is_es() {
return
#if ENABLE_OPENGL_ES
true;
#else
false;
#endif // ENABLE_OPENGL_ES
}
int get_max_tex_size() const; int get_max_tex_size() const;
float get_max_anisotropy() const; float get_max_anisotropy() const;
@ -112,11 +120,11 @@ public:
static const GLInfo& get_gl_info() { return s_gl_info; } static const GLInfo& get_gl_info() { return s_gl_info; }
private: private:
#if ENABLE_GL_CORE_PROFILE #if ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
static void detect_multisample(const wxGLAttributes& attribList); static void detect_multisample(const wxGLAttributes& attribList);
#else #else
static void detect_multisample(int* attribList); static void detect_multisample(int* attribList);
#endif // ENABLE_GL_CORE_PROFILE #endif // ENABLE_GL_CORE_PROFILE || ENABLE_OPENGL_ES
}; };
} // namespace GUI } // namespace GUI