Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: mm_gouraud
This commit is contained in:
enricoturri1966 2022-03-08 11:17:34 +01:00
parent 3e47253725
commit dbdc272c4e
4 changed files with 116 additions and 0 deletions

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@ -0,0 +1,63 @@
#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
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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@ -0,0 +1,28 @@
#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
attribute vec3 v_position;
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;
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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@ -109,10 +109,17 @@ std::pair<bool, std::string> GLShadersManager::init()
// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
// Since macOS 12 (Monterey), this issue with the opposite direction on Apple's Arm CPU seems to be fixed, and computed
// triangle normals inside fragment shader have the right direction.
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12)
valid &= append_shader("mm_gouraud_attr", { "mm_gouraud_attr.vs", "mm_gouraud_attr.fs" }, { "FLIP_TRIANGLE_NORMALS"sv });
else
valid &= append_shader("mm_gouraud_attr", { "mm_gouraud_attr.vs", "mm_gouraud_attr.fs" });
#else
if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12)
valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
else
valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"});
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
return { valid, error };
}

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@ -170,7 +170,11 @@ void GLGizmoMmuSegmentation::data_changed()
void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
{
ClippingPlaneDataWrapper clp_data = this->get_clipping_plane_data();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
auto* shader = wxGetApp().get_shader("mm_gouraud_attr");
#else
auto *shader = wxGetApp().get_shader("mm_gouraud");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (!shader)
return;
shader->start_using();
@ -192,8 +196,16 @@ void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
if (is_left_handed)
glsafe(::glFrontFace(GL_CW));
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
shader->set_uniform("view_model_matrix", matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
#else
glsafe(::glPushMatrix());
glsafe(::glMultMatrixd(trafo_matrix.data()));
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
shader->set_uniform("volume_world_matrix", trafo_matrix);
shader->set_uniform("volume_mirrored", is_left_handed);
@ -203,7 +215,9 @@ void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
m_triangle_selectors[mesh_id]->render(m_imgui);
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glPopMatrix());
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
if (is_left_handed)
glsafe(::glFrontFace(GL_CCW));
}
@ -584,7 +598,11 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
auto *shader = wxGetApp().get_current_shader();
if (!shader)
return;
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
assert(shader->get_name() == "mm_gouraud_attr");
#else
assert(shader->get_name() == "mm_gouraud");
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
if (m_gizmo_scene.has_VBOs(color_idx)) {