ENH: shader: add logic to avoid error when opengl version less than 3.0

use a seperate shader for function which needs opengl 3.0 supports

Change-Id: Iff30a90211aa10ae9c4a1e36afeb331d252fb814
This commit is contained in:
lane.wei 2022-10-16 23:21:10 +08:00 committed by Lane.Wei
parent c9c98dcee8
commit 227e1f4dc3
5 changed files with 218 additions and 38 deletions

View File

@ -1,4 +1,4 @@
#version 130
#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
//BBS: add grey and orange
@ -26,29 +26,11 @@ struct SlopeDetection
mat3 volume_world_normal_matrix;
};
//BBS: add wireframe logic
varying 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));
}
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 vec4 uniform_color;
uniform SlopeDetection slope;
//BBS: add outline_color
uniform bool is_outline;
uniform bool show_wireframe;
uniform bool offset_depth_buffer;
@ -106,17 +88,9 @@ void main()
else if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
#endif
else {
//gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
if (show_wireframe) {
vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
gl_FragColor = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
}
else {
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
}
}
else
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.

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@ -1,4 +1,4 @@
#version 130
#version 110
#define INTENSITY_CORRECTION 0.6
@ -43,8 +43,6 @@ varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
varying vec3 barycentric_coordinates;
void main()
{
// First transform the normal into camera space and normalize the result.
@ -72,8 +70,4 @@ void main()
gl_Position = ftransform();
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
//compute the Barycentric Coordinates
int vertexMod3 = gl_VertexID % 3;
barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
}

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@ -0,0 +1,124 @@
#version 130
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
//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 float EPSILON = 0.0001;
struct PrintVolumeDetection
{
// 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
int type;
// type = 0 (rectangle):
// x = min.x, y = min.y, z = max.x, w = max.y
// type = 1 (circle):
// x = center.x, y = center.y, z = radius
vec4 xy_data;
// x = min z, y = max z
vec2 z_data;
};
struct SlopeDetection
{
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
};
//BBS: add wireframe logic
varying 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));
}
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 vec4 uniform_color;
uniform SlopeDetection slope;
//BBS: add outline_color
uniform bool is_outline;
uniform bool show_wireframe;
uniform bool offset_depth_buffer;
#ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
#endif // ENABLE_ENVIRONMENT_MAP
varying vec3 clipping_planes_dots;
// x = diffuse, y = specular;
varying vec2 intensity;
uniform PrintVolumeDetection print_volume;
varying vec4 model_pos;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
//color = vec3(0.7, 0.7, 1.0);
color = ORANGE;
alpha = 1.0;
}
// if the fragment is outside the print volume -> use darker color
vec3 pv_check_min = ZERO;
vec3 pv_check_max = ZERO;
if (print_volume.type == 0) {
// rectangle
pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
}
else if (print_volume.type == 1) {
// circle
float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
}
//BBS: add outline_color
if (is_outline)
gl_FragColor = uniform_color;
#ifdef ENABLE_ENVIRONMENT_MAP
else if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
#endif
else {
//gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
if (show_wireframe) {
vec3 wireframeColor = show_wireframe ? getWireframeColor(color) : color;
vec3 triangleColor = wireframe(color, wireframeColor, 1.0);
gl_FragColor = vec4(vec3(intensity.y) + triangleColor * intensity.x, alpha);
}
else {
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
}
}
// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
}

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@ -0,0 +1,79 @@
#version 130
#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 LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
struct SlopeDetection
{
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
};
uniform mat4 volume_world_matrix;
uniform SlopeDetection slope;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
varying vec3 barycentric_coordinates;
void main()
{
// First transform the normal into camera space and normalize the result.
eye_normal = normalize(gl_NormalMatrix * gl_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);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (gl_ModelViewMatrix * gl_Vertex).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;
model_pos = gl_Vertex;
// Point in homogenous coordinates.
world_pos = volume_world_matrix * gl_Vertex;
// z component of normal vector in world coordinate used for slope shading
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
gl_Position = ftransform();
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
//compute the Barycentric Coordinates
int vertexMod3 = gl_VertexID % 3;
barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
}

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@ -45,11 +45,20 @@ std::pair<bool, std::string> GLShadersManager::init()
// used to render extrusion and travel paths as lines in gcode preview
valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
// used to render objects in 3d editor
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0)) {
valid &= append_shader("gouraud", { "gouraud_130.vs", "gouraud_130.fs" }
#if ENABLE_ENVIRONMENT_MAP
, { "ENABLE_ENVIRONMENT_MAP"sv }
#endif // ENABLE_ENVIRONMENT_MAP
);
}
else {
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
#if ENABLE_ENVIRONMENT_MAP
, { "ENABLE_ENVIRONMENT_MAP"sv }
#endif // ENABLE_ENVIRONMENT_MAP
);
}
// used to render variable layers heights in 3d editor
valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
// used to render highlight contour around selected triangles inside the multi-material gizmo