layers3d.shader 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306
  1. [shaders]
  2. vertex41core =
  3. #version 410
  4. uniform highp mat4 u_modelViewProjectionMatrix;
  5. uniform highp mat4 u_modelMatrix;
  6. uniform highp mat4 u_viewProjectionMatrix;
  7. uniform lowp float u_active_extruder;
  8. uniform lowp float u_max_feedrate;
  9. uniform lowp float u_min_feedrate;
  10. uniform lowp float u_max_thickness;
  11. uniform lowp float u_min_thickness;
  12. uniform lowp int u_layer_view_type;
  13. uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
  14. uniform highp mat4 u_normalMatrix;
  15. in highp vec4 a_vertex;
  16. in lowp vec4 a_color;
  17. in lowp vec4 a_material_color;
  18. in highp vec4 a_normal;
  19. in highp vec2 a_line_dim; // line width and thickness
  20. in highp float a_extruder;
  21. in highp float a_line_type;
  22. in highp float a_feedrate;
  23. in highp float a_thickness;
  24. out lowp vec4 v_color;
  25. out highp vec3 v_vertex;
  26. out highp vec3 v_normal;
  27. out lowp vec2 v_line_dim;
  28. out highp int v_extruder;
  29. out highp vec4 v_extruder_opacity;
  30. out float v_line_type;
  31. out lowp vec4 f_color;
  32. out highp vec3 f_vertex;
  33. out highp vec3 f_normal;
  34. vec4 feedrateGradientColor(float abs_value, float min_value, float max_value)
  35. {
  36. float value = (abs_value - min_value)/(max_value - min_value);
  37. float red = value;
  38. float green = 1-abs(1-4*value);
  39. if (value > 0.375)
  40. {
  41. green = 0.5;
  42. }
  43. float blue = max(1-4*value, 0);
  44. return vec4(red, green, blue, 1.0);
  45. }
  46. vec4 layerThicknessGradientColor(float abs_value, float min_value, float max_value)
  47. {
  48. float value = (abs_value - min_value)/(max_value - min_value);
  49. float red = max(2*value-1, 0);
  50. float green = 1-abs(1-2*value);
  51. float blue = max(1-2*value, 0);
  52. return vec4(red, green, blue, 1.0);
  53. }
  54. void main()
  55. {
  56. vec4 v1_vertex = a_vertex;
  57. v1_vertex.y -= a_line_dim.y / 2; // half layer down
  58. vec4 world_space_vert = u_modelMatrix * v1_vertex;
  59. gl_Position = world_space_vert;
  60. // shade the color depending on the extruder index stored in the alpha component of the color
  61. switch (u_layer_view_type) {
  62. case 0: // "Material color"
  63. v_color = a_material_color;
  64. break;
  65. case 1: // "Line type"
  66. v_color = a_color;
  67. break;
  68. case 2: // "Feedrate"
  69. v_color = feedrateGradientColor(a_feedrate, u_min_feedrate, u_max_feedrate);
  70. break;
  71. case 3: // "Layer thickness"
  72. v_color = layerThicknessGradientColor(a_line_dim.y, u_min_thickness, u_max_thickness);
  73. break;
  74. }
  75. v_vertex = world_space_vert.xyz;
  76. v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  77. v_line_dim = a_line_dim;
  78. v_extruder = int(a_extruder);
  79. v_line_type = a_line_type;
  80. v_extruder_opacity = u_extruder_opacity;
  81. // for testing without geometry shader
  82. f_color = v_color;
  83. f_vertex = v_vertex;
  84. f_normal = v_normal;
  85. }
  86. geometry41core =
  87. #version 410
  88. uniform highp mat4 u_viewProjectionMatrix;
  89. uniform int u_show_travel_moves;
  90. uniform int u_show_helpers;
  91. uniform int u_show_skin;
  92. uniform int u_show_infill;
  93. layout(lines) in;
  94. layout(triangle_strip, max_vertices = 26) out;
  95. in vec4 v_color[];
  96. in vec3 v_vertex[];
  97. in vec3 v_normal[];
  98. in vec2 v_line_dim[];
  99. in int v_extruder[];
  100. in vec4 v_extruder_opacity[];
  101. in float v_line_type[];
  102. out vec4 f_color;
  103. out vec3 f_normal;
  104. out vec3 f_vertex;
  105. // Set the set of variables and EmitVertex
  106. void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
  107. f_vertex = vertex;
  108. f_color = color;
  109. f_normal = normal;
  110. gl_Position = pos;
  111. EmitVertex();
  112. }
  113. void main()
  114. {
  115. vec4 g_vertex_delta;
  116. vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
  117. vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
  118. vec3 g_vertex_normal_vert;
  119. vec4 g_vertex_offset_vert;
  120. vec3 g_vertex_normal_horz_head;
  121. vec4 g_vertex_offset_horz_head;
  122. float size_x;
  123. float size_y;
  124. if ((v_extruder_opacity[0][v_extruder[0]] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
  125. return;
  126. }
  127. // See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
  128. if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
  129. return;
  130. }
  131. if ((u_show_helpers == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 5) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) {
  132. return;
  133. }
  134. if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
  135. return;
  136. }
  137. if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
  138. return;
  139. }
  140. if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
  141. // fixed size for movements
  142. size_x = 0.05;
  143. } else {
  144. size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
  145. }
  146. size_y = v_line_dim[1].y / 2 + 0.01;
  147. g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
  148. g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
  149. g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
  150. g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
  151. g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
  152. g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
  153. g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
  154. if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
  155. // Travels: flat plane with pointy ends
  156. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
  157. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
  158. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
  159. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
  160. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
  161. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
  162. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
  163. EndPrimitive();
  164. } else {
  165. // All normal lines are rendered as 3d tubes.
  166. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
  167. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
  168. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
  169. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
  170. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
  171. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
  172. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
  173. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
  174. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
  175. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
  176. EndPrimitive();
  177. // left side
  178. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
  179. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
  180. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
  181. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
  182. EndPrimitive();
  183. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
  184. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
  185. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
  186. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
  187. EndPrimitive();
  188. // right side
  189. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
  190. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
  191. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
  192. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
  193. EndPrimitive();
  194. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
  195. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
  196. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
  197. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
  198. EndPrimitive();
  199. }
  200. }
  201. fragment41core =
  202. #version 410
  203. in lowp vec4 f_color;
  204. in lowp vec3 f_normal;
  205. in lowp vec3 f_vertex;
  206. out vec4 frag_color;
  207. uniform mediump vec4 u_ambientColor;
  208. uniform highp vec3 u_lightPosition;
  209. void main()
  210. {
  211. mediump vec4 finalColor = vec4(0.0);
  212. float alpha = f_color.a;
  213. finalColor.rgb += f_color.rgb * 0.3;
  214. highp vec3 normal = normalize(f_normal);
  215. highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
  216. // Diffuse Component
  217. highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
  218. finalColor += (NdotL * f_color);
  219. finalColor.a = alpha; // Do not change alpha in any way
  220. frag_color = finalColor;
  221. }
  222. [defaults]
  223. u_active_extruder = 0.0
  224. u_layer_view_type = 0
  225. u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
  226. u_specularColor = [0.4, 0.4, 0.4, 1.0]
  227. u_ambientColor = [0.3, 0.3, 0.3, 0.0]
  228. u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
  229. u_shininess = 20.0
  230. u_show_travel_moves = 0
  231. u_show_helpers = 1
  232. u_show_skin = 1
  233. u_show_infill = 1
  234. u_min_feedrate = 0
  235. u_max_feedrate = 1
  236. u_min_thickness = 0
  237. u_max_thickness = 1
  238. [bindings]
  239. u_modelViewProjectionMatrix = model_view_projection_matrix
  240. u_modelMatrix = model_matrix
  241. u_viewProjectionMatrix = view_projection_matrix
  242. u_normalMatrix = normal_matrix
  243. u_lightPosition = light_0_position
  244. [attributes]
  245. a_vertex = vertex
  246. a_color = color
  247. a_normal = normal
  248. a_line_dim = line_dim
  249. a_extruder = extruder
  250. a_material_color = material_color
  251. a_line_type = line_type
  252. a_feedrate = feedrate
  253. a_thickness = thickness