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Commits
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e266c7b234 |
@@ -34,6 +34,10 @@ static const char* Segments_Vertex_Shader =
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// ORCA: 0 during the shadow caster pass - the bias below shifts eye_position but not
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// world_position, so the caster would write a depth the receiver never looks up.
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"uniform float bias_scale;\n"
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// draw the instances last to first, top layers before the ones they hide, so that early depth
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// rejection discards most of the hidden fragments; set when the camera looks down on the print
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"uniform int reverse_order;\n"
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"uniform int instance_count;\n"
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"in int vertex_id;\n"
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"out vec3 color;\n"
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"// ORCA: realistic view - the light the shadow map is able to block, kept apart from the\n"
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@@ -59,7 +63,8 @@ static const char* Segments_Vertex_Shader =
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" return top_diffuse + front_diffuse + top_specular;\n"
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"}\n"
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"void main() {\n"
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" int id_a = int(texelFetch(segment_index_tex, gl_InstanceID).r);\n"
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" int instance = (reverse_order != 0) ? instance_count - 1 - gl_InstanceID : gl_InstanceID;\n"
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" int id_a = int(texelFetch(segment_index_tex, instance).r);\n"
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" int id_b = id_a + 1;\n"
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" vec3 pos_a = texelFetch(position_tex, id_a).xyz;\n"
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" vec3 pos_b = texelFetch(position_tex, id_b).xyz;\n"
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@@ -763,6 +763,8 @@ void ViewerImpl::init(const std::string& opengl_context_version)
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m_uni_segments_height_width_angle_tex_id = glGetUniformLocation(m_segments_shader_id, "height_width_angle_tex");
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m_uni_segments_colors_tex_id = glGetUniformLocation(m_segments_shader_id, "color_tex");
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m_uni_segments_segment_index_tex_id = glGetUniformLocation(m_segments_shader_id, "segment_index_tex");
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m_uni_segments_reverse_order_id = glGetUniformLocation(m_segments_shader_id, "reverse_order");
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m_uni_segments_instance_count_id = glGetUniformLocation(m_segments_shader_id, "instance_count");
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// ORCA: realistic view
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m_uni_segments_shadow_map_id = glGetUniformLocation(m_segments_shader_id, "shadow_map");
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m_uni_segments_shadow_light_vp_id = glGetUniformLocation(m_segments_shader_id, "shadow_light_vp");
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@@ -2090,6 +2092,15 @@ void ViewerImpl::render_segments(const Mat4x4& view_matrix, const Mat4x4& projec
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glsafe(glUniformMatrix4fv(m_uni_segments_view_matrix_id, 1, GL_FALSE, view_matrix.data()));
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glsafe(glUniformMatrix4fv(m_uni_segments_projection_matrix_id, 1, GL_FALSE, projection_matrix.data()));
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glsafe(glUniform3fv(m_uni_segments_camera_position_id, 1, camera_position.data()));
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// The segments come in print order, bottom layer first. Seen from above, that is back to front,
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// and every hidden fragment is shaded before the one that covers it. Drawing them last to first
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// lets the depth test reject the hidden ones instead. The camera looks down when the world's
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// up axis points towards it, which is the view matrix's (2, 2) entry being positive.
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const bool top_down = !m_rendering_shadow_casters && view_matrix[10] > 0.0f;
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glsafe(glUniform1i(m_uni_segments_reverse_order_id, top_down ? 1 : 0));
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#ifndef ENABLE_OPENGL_ES
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glsafe(glUniform1i(m_uni_segments_instance_count_id, static_cast<int>(m_enabled_segments_count)));
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#endif // ENABLE_OPENGL_ES
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// ORCA: realistic view. The depth pass writes the map it would otherwise read, so it shades
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// with the lookup off.
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glsafe(glUniform1i(m_uni_segments_shadow_map_id, m_shadow_map_texture_unit));
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@@ -362,6 +362,8 @@ private:
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int m_uni_segments_height_width_angle_tex_id{ -1 };
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int m_uni_segments_colors_tex_id{ -1 };
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int m_uni_segments_segment_index_tex_id{ -1 };
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int m_uni_segments_reverse_order_id{ -1 };
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int m_uni_segments_instance_count_id{ -1 };
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int m_uni_segments_shadow_map_id{ -1 };
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int m_uni_segments_shadow_light_vp_id{ -1 };
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int m_uni_segments_shadow_intensity_id{ -1 };
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