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@@ -17,6 +17,7 @@ vertex =
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attribute highp vec4 a_normal;
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attribute highp vec2 a_line_dim; // line width and thickness
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attribute highp int a_extruder;
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+ attribute highp int a_line_type;
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varying lowp vec4 v_color;
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//varying lowp vec4 v_material_color;
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@@ -26,6 +27,7 @@ vertex =
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//varying lowp vec2 v_uvs;
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varying lowp vec2 v_line_dim;
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varying highp int v_extruder;
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+ varying int v_line_type;
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varying lowp vec4 f_color;
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varying highp vec3 f_vertex;
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@@ -44,19 +46,19 @@ vertex =
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switch (u_layer_view_type) {
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case 0: // "Line type"
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- v_color = a_color;
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+ v_color = a_material_color;
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break;
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case 1: // "Material color"
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- v_color = a_material_color;
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+ v_color = a_color;
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break;
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case 2: // "Speed"
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v_color = a_color;
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break;
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}
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if (u_only_color_active_extruder == 1) {
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- v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, 1.0);
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+ v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a);
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} else {
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- v_color = (a_extruder == u_active_extruder) ? v_color : v_color * u_shade_factor;
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+ v_color = (a_extruder == u_active_extruder) ? v_color : vec4((v_color * u_shade_factor).rgb, v_color.a);
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}
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if (a_extruder < 4) {
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v_color.a *= u_extruder_opacity[a_extruder]; // make it (in)visible
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@@ -66,19 +68,20 @@ vertex =
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_line_dim = a_line_dim;
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v_extruder = a_extruder;
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- //v_material_color = a_material_color;
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+ v_line_type = a_line_type;
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// for testing without geometry shader
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- f_color = v_color;
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+ /*f_color = v_color;
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f_vertex = v_vertex;
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f_normal = v_normal;
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- f_extruder = v_extruder;
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+ f_extruder = v_extruder; */
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}
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geometry =
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#version 410
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uniform highp mat4 u_viewProjectionMatrix;
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+ uniform int u_show_travel_moves;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 26) out;
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@@ -88,7 +91,7 @@ geometry =
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in vec3 v_normal[];
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in vec2 v_line_dim[];
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in int v_extruder[];
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- //in vec4 v_material_color[];
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+ in int v_line_type[];
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out vec4 f_color;
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out vec3 f_normal;
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@@ -106,13 +109,24 @@ geometry =
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vec3 g_vertex_normal_horz_head;
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vec4 g_vertex_offset_horz_head;
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- float size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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- float size_y = v_line_dim[0].y / 2 + 0.01;
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+ float size_x;
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+ float size_y;
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+
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+ // See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
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+ if (((v_line_type[0] == 8) || (v_line_type[0] == 9)) && (u_show_travel_moves == 0)) {
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+ return;
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+ }
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+ if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
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+ // fixed size for movements
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+ size_x = 0.1;
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+ size_y = 0.1;
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+ } else {
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+ size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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+ size_y = v_line_dim[0].y / 2 + 0.01;
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+ }
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f_extruder = v_extruder[0];
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- //f_material_color = v_material_color[0];
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- //g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
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g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
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@@ -125,28 +139,24 @@ geometry =
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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@@ -154,27 +164,23 @@ geometry =
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f_vertex = v_vertex[0];
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f_normal = -g_vertex_normal_horz;
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f_color = v_color[0];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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@@ -182,13 +188,11 @@ geometry =
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f_vertex = v_vertex[0];
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f_normal = g_vertex_normal_horz;
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f_color = v_color[0];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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- //f_color = vec4(v_uvs[0], 0.0, 1.0);
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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@@ -289,8 +293,9 @@ fragment =
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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+ float alpha = f_color.a;
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- finalColor += u_ambientColor;
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+ finalColor.rgb += f_color.rgb * 0.3;
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highp vec3 normal = normalize(f_normal);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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@@ -298,8 +303,7 @@ fragment =
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// Diffuse Component
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highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
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finalColor += (NdotL * f_color);
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- //finalColor += (NdotL * f_material_color);
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- //finalColor.a = 1.0;
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+ finalColor.a = alpha; // Do not change alpha in any way
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gl_FragColor = finalColor;
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}
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@@ -313,10 +317,12 @@ u_extruder_opacity = [1.0, 1.0]
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u_shade_factor = 0.60
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u_specularColor = [0.4, 0.4, 0.4, 1.0]
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-u_ambientColor = [0.3, 0.3, 0.3, 0.3]
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+u_ambientColor = [0.3, 0.3, 0.3, 0.0]
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u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
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u_shininess = 20.0
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+u_show_travel_moves = 0
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+
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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u_modelMatrix = model_matrix
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@@ -331,3 +337,4 @@ a_normal = normal
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a_line_dim = line_dim
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a_extruder = extruders
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a_material_color = material_color
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+a_line_type = line_type
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