* Remove unused shader files * Port wireframe shader from BBS * Enable wireframe in MMU painter Co-Authored-By: zhou.xu <zhou.xu@bambulab.com> --------- Co-authored-by: zhou.xu <zhou.xu@bambulab.com>
121 lines
4 KiB
GLSL
121 lines
4 KiB
GLSL
#version 140
|
|
|
|
#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;
|
|
//BBS: add grey and orange
|
|
//const vec3 GREY = vec3(0.9, 0.9, 0.9);
|
|
const vec3 ORANGE = vec3(0.8, 0.4, 0.0);
|
|
const vec3 LightRed = vec3(0.78, 0.0, 0.0);
|
|
const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
|
|
uniform vec4 uniform_color;
|
|
|
|
uniform bool volume_mirrored;
|
|
|
|
uniform mat4 view_model_matrix;
|
|
uniform mat3 view_normal_matrix;
|
|
|
|
in vec3 clipping_planes_dots;
|
|
in vec4 model_pos;
|
|
in vec4 world_pos;
|
|
|
|
struct SlopeDetection
|
|
{
|
|
bool actived;
|
|
float normal_z;
|
|
mat3 volume_world_normal_matrix;
|
|
};
|
|
uniform SlopeDetection slope;
|
|
|
|
out vec4 out_color;
|
|
|
|
//BBS: add wireframe logic
|
|
in vec3 barycentric_coordinates;
|
|
float edgeFactor(float lineWidth) {
|
|
vec3 d = fwidth(barycentric_coordinates);
|
|
vec3 a3 = smoothstep(vec3(0.0), d * lineWidth, barycentric_coordinates);
|
|
return min(min(a3.x, a3.y), a3.z);
|
|
}
|
|
|
|
vec3 wireframe(vec3 fill, vec3 stroke, float lineWidth) {
|
|
return mix(stroke, fill, edgeFactor(lineWidth));
|
|
//if (any(lessThan(barycentric_coordinates, vec3(0.005, 0.005, 0.005))))
|
|
// return vec3(1.0, 0.0, 0.0);
|
|
//else
|
|
// return fill;
|
|
}
|
|
|
|
vec3 getWireframeColor(vec3 fill) {
|
|
float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
|
|
return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
|
|
}
|
|
uniform bool show_wireframe;
|
|
|
|
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;
|
|
|
|
vec3 transformed_normal = normalize(slope.volume_world_normal_matrix * triangle_normal);
|
|
|
|
if (slope.actived) {
|
|
if(world_pos.z<0.1&&world_pos.z>-0.1)
|
|
{
|
|
color = LightBlue;
|
|
alpha = 1.0;
|
|
}
|
|
else if( transformed_normal.z < slope.normal_z - EPSILON)
|
|
{
|
|
color = color * 0.5 + LightRed * 0.5;
|
|
alpha = 1.0;
|
|
}
|
|
}
|
|
// First transform the normal into camera space and normalize the result.
|
|
vec3 eye_normal = normalize(view_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;
|
|
|
|
if (show_wireframe) {
|
|
vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
|
|
vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
|
|
out_color = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
|
|
}
|
|
else {
|
|
out_color = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
|
}
|
|
}
|