layers3d.shader 14 KB

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  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 = min(max(4*value-2, 0), 1);
  50. float green = min(1.5*value, 0.75);
  51. if (value > 0.75)
  52. {
  53. green = value;
  54. }
  55. float blue = 0.75-abs(0.25-value);
  56. return vec4(red, green, blue, 1.0);
  57. }
  58. void main()
  59. {
  60. vec4 v1_vertex = a_vertex;
  61. v1_vertex.y -= a_line_dim.y / 2; // half layer down
  62. vec4 world_space_vert = u_modelMatrix * v1_vertex;
  63. gl_Position = world_space_vert;
  64. // shade the color depending on the extruder index stored in the alpha component of the color
  65. switch (u_layer_view_type) {
  66. case 0: // "Material color"
  67. v_color = a_material_color;
  68. break;
  69. case 1: // "Line type"
  70. v_color = a_color;
  71. break;
  72. case 2: // "Feedrate"
  73. v_color = feedrateGradientColor(a_feedrate, u_min_feedrate, u_max_feedrate);
  74. break;
  75. case 3: // "Layer thickness"
  76. v_color = layerThicknessGradientColor(a_line_dim.y, u_min_thickness, u_max_thickness);
  77. break;
  78. }
  79. v_vertex = world_space_vert.xyz;
  80. v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  81. v_line_dim = a_line_dim;
  82. v_extruder = int(a_extruder);
  83. v_line_type = a_line_type;
  84. v_extruder_opacity = u_extruder_opacity;
  85. // for testing without geometry shader
  86. f_color = v_color;
  87. f_vertex = v_vertex;
  88. f_normal = v_normal;
  89. }
  90. geometry41core =
  91. #version 410
  92. uniform highp mat4 u_viewProjectionMatrix;
  93. uniform int u_show_travel_moves;
  94. uniform int u_show_helpers;
  95. uniform int u_show_skin;
  96. uniform int u_show_infill;
  97. layout(lines) in;
  98. layout(triangle_strip, max_vertices = 26) out;
  99. in vec4 v_color[];
  100. in vec3 v_vertex[];
  101. in vec3 v_normal[];
  102. in vec2 v_line_dim[];
  103. in int v_extruder[];
  104. in vec4 v_extruder_opacity[];
  105. in float v_line_type[];
  106. out vec4 f_color;
  107. out vec3 f_normal;
  108. out vec3 f_vertex;
  109. // Set the set of variables and EmitVertex
  110. void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
  111. f_vertex = vertex;
  112. f_color = color;
  113. f_normal = normal;
  114. gl_Position = pos;
  115. EmitVertex();
  116. }
  117. void main()
  118. {
  119. vec4 g_vertex_delta;
  120. vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
  121. vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
  122. vec3 g_vertex_normal_vert;
  123. vec4 g_vertex_offset_vert;
  124. vec3 g_vertex_normal_horz_head;
  125. vec4 g_vertex_offset_horz_head;
  126. float size_x;
  127. float size_y;
  128. if ((v_extruder_opacity[0][v_extruder[0]] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
  129. return;
  130. }
  131. // See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
  132. if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
  133. return;
  134. }
  135. 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))) {
  136. return;
  137. }
  138. if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
  139. return;
  140. }
  141. if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
  142. return;
  143. }
  144. if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
  145. // fixed size for movements
  146. size_x = 0.05;
  147. } else {
  148. size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
  149. }
  150. size_y = v_line_dim[1].y / 2 + 0.01;
  151. g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
  152. g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
  153. g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
  154. g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
  155. g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
  156. g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
  157. g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
  158. if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
  159. // Travels: flat plane with pointy ends
  160. 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));
  161. 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));
  162. 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));
  163. 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));
  164. 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));
  165. 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));
  166. 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));
  167. //And reverse so that the line is also visible from the back side.
  168. 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));
  169. 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));
  170. 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));
  171. 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));
  172. 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));
  173. 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));
  174. EndPrimitive();
  175. } else {
  176. // All normal lines are rendered as 3d tubes.
  177. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
  178. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].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[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
  181. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
  182. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
  183. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
  184. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
  185. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
  186. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
  187. EndPrimitive();
  188. // left side
  189. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
  190. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
  191. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
  192. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
  193. EndPrimitive();
  194. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
  195. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
  196. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
  197. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
  198. EndPrimitive();
  199. // right side
  200. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
  201. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
  202. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
  203. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
  204. EndPrimitive();
  205. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
  206. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
  207. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
  208. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
  209. EndPrimitive();
  210. }
  211. }
  212. fragment41core =
  213. #version 410
  214. in lowp vec4 f_color;
  215. in lowp vec3 f_normal;
  216. in lowp vec3 f_vertex;
  217. out vec4 frag_color;
  218. uniform mediump vec4 u_ambientColor;
  219. uniform highp vec3 u_lightPosition;
  220. void main()
  221. {
  222. mediump vec4 finalColor = vec4(0.0);
  223. float alpha = f_color.a;
  224. finalColor.rgb += f_color.rgb * 0.3;
  225. highp vec3 normal = normalize(f_normal);
  226. highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
  227. // Diffuse Component
  228. highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
  229. finalColor += (NdotL * f_color);
  230. finalColor.a = alpha; // Do not change alpha in any way
  231. frag_color = finalColor;
  232. }
  233. [defaults]
  234. u_active_extruder = 0.0
  235. u_layer_view_type = 0
  236. u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
  237. u_specularColor = [0.4, 0.4, 0.4, 1.0]
  238. u_ambientColor = [0.3, 0.3, 0.3, 0.0]
  239. u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
  240. u_shininess = 20.0
  241. u_show_travel_moves = 0
  242. u_show_helpers = 1
  243. u_show_skin = 1
  244. u_show_infill = 1
  245. u_min_feedrate = 0
  246. u_max_feedrate = 1
  247. u_min_thickness = 0
  248. u_max_thickness = 1
  249. [bindings]
  250. u_modelViewProjectionMatrix = model_view_projection_matrix
  251. u_modelMatrix = model_matrix
  252. u_viewProjectionMatrix = view_projection_matrix
  253. u_normalMatrix = normal_matrix
  254. u_lightPosition = light_0_position
  255. [attributes]
  256. a_vertex = vertex
  257. a_color = color
  258. a_normal = normal
  259. a_line_dim = line_dim
  260. a_extruder = extruder
  261. a_material_color = material_color
  262. a_line_type = line_type
  263. a_feedrate = feedrate
  264. a_thickness = thickness