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https://github.com/QIDITECH/QIDIStudio.git
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171 lines
6.0 KiB
GLSL
171 lines
6.0 KiB
GLSL
#version 140
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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const vec3 KTravel_Colors[3] = vec3[3](
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vec3(0.505, 0.064, 0.028),
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vec3(0.219, 0.282, 0.609),
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vec3(0.112, 0.422, 0.103)
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);
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uniform vec2 u_isTopLayer_hasCustomOptins;
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uniform mat3 normal_matrix;
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uniform float emission_factor;
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uniform vec3 u_rangeType_isUnlit_topLayerIndex;
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uniform vec4 u_isRangeView_isRangeVaild_topLayerOnly_viewType;
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uniform vec2 u_pathDataRange;
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uniform sampler2D s_color_range_texture;
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uniform samplerBuffer s_per_move_data_texture;
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in float moveId;
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in vec3 frag_normal;
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in vec3 frag_pos;
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out vec4 frag_color;
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bool is_top_layer()
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{
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return u_isTopLayer_hasCustomOptins.x > 0.5;
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}
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vec4 extrusion_color(vec3 type_rangeData_deltaExtruder)
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{
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vec4 final_color = vec4(0.25, 0.25, 0.25, 1.0); // Neutral_Color
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float path_data = type_rangeData_deltaExtruder.y;
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if (u_isRangeView_isRangeVaild_topLayerOnly_viewType.x > 0.5)
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{
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float view_type = u_isRangeView_isRangeVaild_topLayerOnly_viewType.w;
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if (view_type < 0.5 || (view_type > 8.5 && view_type < 9.5)) // Summer or ColorPrint
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{
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if (int(path_data + 0.5) > int(u_pathDataRange.y + 0.5))
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{
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final_color = vec4(0.5, 0.5, 0.5, 1.0);
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return final_color;
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}
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}
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else if (view_type > 9.5 && view_type < 10.5) // FilamentId
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{
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float path_data2 = type_rangeData_deltaExtruder.z;
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float id = path_data / (u_pathDataRange.y - u_pathDataRange.x);
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float role = path_data2 / (u_pathDataRange.y - u_pathDataRange.x);
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final_color = vec4(id, role, id, 1.0);
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return final_color;
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}
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// helio
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else if (view_type > 11.5 && view_type < 14.5)
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{
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if (path_data < u_pathDataRange.x - 0.01)
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{
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final_color = vec4(0.5, 0.5, 0.5, 1.0);
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return final_color;
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}
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}
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// end helio
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vec2 uv = vec2(0.0, 0.5);
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if (u_isRangeView_isRangeVaild_topLayerOnly_viewType.y > 0.5)
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{
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if (u_rangeType_isUnlit_topLayerIndex.x < 0.5)
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{
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uv.x = (path_data - u_pathDataRange.x) / (u_pathDataRange.y - u_pathDataRange.x);
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}
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else
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{
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uv.x = (log(path_data) - u_pathDataRange.x) / (u_pathDataRange.y - u_pathDataRange.x);
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}
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uv.x = clamp(uv.x, 0.0, 1.0);
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}
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final_color = texture(s_color_range_texture, uv);
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}
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return final_color;
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}
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vec4 get_base_color(vec3 type_rangeData_deltaExtruder)
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{
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vec4 final_color = vec4(0.0, 0.0, 0.0, 1.0);
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float path_type = type_rangeData_deltaExtruder.x;
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if (path_type > 7.5 && path_type < 8.5) //EMoveType::Travel
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{
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bool is_top_layer_only = u_isRangeView_isRangeVaild_topLayerOnly_viewType.z > 0.5;
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if (!is_top_layer_only || is_top_layer())
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{
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float view_type = u_isRangeView_isRangeVaild_topLayerOnly_viewType.w;
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if ((view_type > 3.5 && view_type < 4.5) || (view_type > 7.5 && view_type < 8.5))
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{
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final_color = extrusion_color(type_rangeData_deltaExtruder);
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}
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else
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{
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float flag = sign(type_rangeData_deltaExtruder.z);
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final_color.rgb = KTravel_Colors[int(flag) + 1];
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}
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}
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else
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{
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final_color = vec4(0.25, 0.25, 0.25, 1.0); // Neutral_Color
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}
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}
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else if (path_type > 8.5 && path_type < 9.5)
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{
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final_color = vec4(1.0, 1.0, 0.0, 1.0); // Wipe_Color
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}
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else if (path_type > 9.5 && path_type < 10.5)
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{
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bool is_top_layer_only = u_isRangeView_isRangeVaild_topLayerOnly_viewType.z > 0.5;
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if (!is_top_layer_only || is_top_layer())
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{
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final_color = extrusion_color(type_rangeData_deltaExtruder);
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}
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else
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{
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final_color = vec4(0.25, 0.25, 0.25, 1.0); // Neutral_Color
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}
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}
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return final_color;
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}
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void main()
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{
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vec4 custom_option_color = vec4(0.5, 0.5, 0.5, 1.0);
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vec3 type_rangeData_deltaExtruder = texelFetch(s_per_move_data_texture, int(moveId)).rgb;
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vec4 base_color = get_base_color(type_rangeData_deltaExtruder);
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vec4 mixed_color = mix(custom_option_color, base_color, u_isTopLayer_hasCustomOptins.y > 0.5 ? 0.0 : 1.0);
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// x = tainted, y = specular;
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vec2 intensity = vec2(0.0, 0.0);
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float t_emission_factor = 1.0;
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if (u_rangeType_isUnlit_topLayerIndex.y < 0.5)
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{
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vec3 norm = normal_matrix * normalize(frag_normal);
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norm = normalize(norm);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(norm, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(frag_pos.xyz), reflect(-LIGHT_TOP_DIR, norm)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(norm, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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t_emission_factor = emission_factor;
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}
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frag_color = vec4(vec3(intensity.y) + mixed_color.rgb * (intensity.x + t_emission_factor), mixed_color.a);
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}
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