From d91fc7b8ab0f5a3ce284483d2fa339fa04f643c3 Mon Sep 17 00:00:00 2001 From: enricoturri1966 Date: Wed, 19 Aug 2020 11:25:12 +0200 Subject: [PATCH] ENABLE_GCODE_VIEWER -> Removed options_120_solid shader --- resources/shaders/options_120_solid.fs | 89 -------------------------- resources/shaders/options_120_solid.vs | 14 ---- src/slic3r/GUI/GCodeViewer.cpp | 6 +- src/slic3r/GUI/GCodeViewer.hpp | 4 +- src/slic3r/GUI/GLShadersManager.cpp | 4 +- 5 files changed, 5 insertions(+), 112 deletions(-) delete mode 100644 resources/shaders/options_120_solid.fs delete mode 100644 resources/shaders/options_120_solid.vs diff --git a/resources/shaders/options_120_solid.fs b/resources/shaders/options_120_solid.fs deleted file mode 100644 index 4480d7b14..000000000 --- a/resources/shaders/options_120_solid.fs +++ /dev/null @@ -1,89 +0,0 @@ -// version 120 is needed for gl_PointCoord -#version 120 - -#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 vec3 uniform_color; - -uniform ivec4 viewport; -uniform float point_size; -uniform mat4 inv_proj_matrix; - -varying vec3 eye_center; -// x = tainted, y = specular; -vec2 intensity; - -float radius = 0.5 * point_size; - -vec3 eye_position_from_fragment() -{ - // Convert screen coordinates to normalized device coordinates (NDC) - vec4 ndc = vec4((gl_FragCoord.x / viewport.z - 0.5) * 2.0, - (gl_FragCoord.y / viewport.w - 0.5) * 2.0, - (gl_FragCoord.z - 0.5) * 2.0, - gl_FragCoord.w); - // Convert NDC throuch inverse clip coordinates to view coordinates - vec4 clip = inv_proj_matrix * ndc; - return clip.xyz; -} - -vec3 eye_position_on_sphere(vec3 eye_fragment_position) -{ - vec3 eye_dir = normalize(eye_fragment_position); - float a = dot(eye_dir, eye_dir); - float b = 2.0 * dot(-eye_center, eye_dir); - float c = dot(eye_center, eye_center) - radius * radius; - float discriminant = b * b - 4 * a * c; - float t = -(b + sqrt(discriminant)) / (2.0 * a); - return t * eye_dir; -} - -vec4 on_sphere_color(vec3 eye_on_sphere_position) -{ - vec3 eye_normal = normalize(eye_on_sphere_position - eye_center); - - // 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; - intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_on_sphere_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; - - return vec4(intensity.y + uniform_color.rgb * intensity.x, 1.0); -} - -float fragment_depth(vec3 eye_pos) -{ - vec4 clip_pos = gl_ProjectionMatrix * vec4(eye_pos, 1.0); - float ndc_depth = clip_pos.z / clip_pos.w; - return ((gl_DepthRange.far - gl_DepthRange.near) * ndc_depth + gl_DepthRange.near + gl_DepthRange.far) / 2.0; -} - -void main() -{ - vec2 pos = (gl_PointCoord - 0.5) * 2.0; - float radius = length(pos); - if (radius > 1.0) - discard; - - vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment()); - -// gl_FragDepth = fragment_depth(eye_on_sphere_position); - gl_FragColor = on_sphere_color(eye_on_sphere_position); -} diff --git a/resources/shaders/options_120_solid.vs b/resources/shaders/options_120_solid.vs deleted file mode 100644 index 745ec8ddd..000000000 --- a/resources/shaders/options_120_solid.vs +++ /dev/null @@ -1,14 +0,0 @@ -#version 120 - -uniform float zoom; -uniform float point_size; -uniform float near_plane_height; - -varying vec3 eye_center; - -void main() -{ - eye_center = (gl_ModelViewMatrix * gl_Vertex).xyz; - gl_Position = ftransform(); - gl_PointSize = (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w; -} diff --git a/src/slic3r/GUI/GCodeViewer.cpp b/src/slic3r/GUI/GCodeViewer.cpp index ed1d5bc5c..40c31d257 100644 --- a/src/slic3r/GUI/GCodeViewer.cpp +++ b/src/slic3r/GUI/GCodeViewer.cpp @@ -2479,8 +2479,8 @@ void GCodeViewer::render_statistics() const void GCodeViewer::render_shaders_editor() const { auto set_shader = [this](const std::string& shader) { - unsigned char begin_id = buffer_id(GCodeProcessor::EMoveType::Retract); - unsigned char end_id = buffer_id(GCodeProcessor::EMoveType::Custom_GCode); + unsigned char begin_id = buffer_id(EMoveType::Retract); + unsigned char end_id = buffer_id(EMoveType::Custom_GCode); for (unsigned char i = begin_id; i <= end_id; ++i) { m_buffers[i].shader = shader; } @@ -2497,7 +2497,6 @@ void GCodeViewer::render_shaders_editor() const if (ImGui::TreeNode("GLSL version")) { ImGui::RadioButton("1.10 (low end PCs)", &m_shaders_editor.points.shader_version, 0); ImGui::RadioButton("1.20 flat (billboards) [default]", &m_shaders_editor.points.shader_version, 1); - ImGui::RadioButton("1.20 solid (spheres)", &m_shaders_editor.points.shader_version, 2); ImGui::TreePop(); } @@ -2505,7 +2504,6 @@ void GCodeViewer::render_shaders_editor() const { case 0: { set_shader("options_110"); break; } case 1: { set_shader("options_120_flat"); break; } - case 2: { set_shader("options_120_solid"); break; } } if (ImGui::TreeNode("Options")) { diff --git a/src/slic3r/GUI/GCodeViewer.hpp b/src/slic3r/GUI/GCodeViewer.hpp index 74506677a..0be17f790 100644 --- a/src/slic3r/GUI/GCodeViewer.hpp +++ b/src/slic3r/GUI/GCodeViewer.hpp @@ -33,7 +33,7 @@ class GCodeViewer CustomGCodes }; - // vbo buffer containing vertices data for a specific toolpath type + // vbo buffer containing vertices data used to rendder a specific toolpath type struct VBuffer { enum class EFormat : unsigned char @@ -65,7 +65,7 @@ class GCodeViewer void reset(); }; - // ibo buffer containing indices data for a specific toolpath type + // ibo buffer containing indices data (triangles) used to render a specific toolpath type struct IBuffer { // ibo id diff --git a/src/slic3r/GUI/GLShadersManager.cpp b/src/slic3r/GUI/GLShadersManager.cpp index e62a81d39..5f726d4ef 100644 --- a/src/slic3r/GUI/GLShadersManager.cpp +++ b/src/slic3r/GUI/GLShadersManager.cpp @@ -35,10 +35,8 @@ std::pair GLShadersManager::init() valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" }); // used to render options in gcode preview valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" }); - if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20)) { + if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20)) valid &= append_shader("options_120_flat", { "options_120_flat.vs", "options_120_flat.fs" }); - valid &= append_shader("options_120_solid", { "options_120_solid.vs", "options_120_solid.fs" }); - } // used to render extrusion and travel paths in gcode preview valid &= append_shader("toolpaths", { "toolpaths.vs", "toolpaths.fs" }); // used to render objects in 3d editor