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Brings belt-printer up to main4b4a261787. Resolutions: - G-code header (#15897, #15915): main moved the header, config and thumbnail block later in _do_export; write_belt_header() moves with it, still after the thumbnails and outside the BTT_TFT gate. - _extrude: first-layer acceleration keeps the per-path first-layer plane test with main's cached nozzle index (#16028); main's set_speed out-param form (#16108) everywhere else. - GCodeWriter (#16108): the arc-to-polyline fallback for machine mappings that cannot express G2/G3 now runs in the out-param extrude_arc_to_xy, which is the overload GCode calls, and appends to the caller's string. - GCodeProcessorResult: the belt fields join main's forwarding assign. - Clipper2 (#15969): belt arrange helpers take Slic3r::Point; the tree support join types lose their ClipperLib qualifier. - CLI arrange (#15837): belt printers still reserve no wipe tower. - Wipe tower options (#15841): the two new sparse-layer toggles are hidden for belt printers like the rest of the tower options. - Keyboard shortcuts (#15706): main's registry replaces the old key switch; the belt view toggle is re-registered in the next commit. - Print::process: the belt purge-plan undo runs before main's SliceStarted event. - scripts/filament_id_snapshot.json: deleted on main (a77209af8f). - Includes and appended tests: union of both sides.
98 lines
3.6 KiB
GLSL
98 lines
3.6 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 LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct SlopeDetection
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{
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bool actived;
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float normal_z;
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mat3 volume_world_normal_matrix;
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vec3 up_direction;
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};
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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uniform bool is_outline;
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uniform vec2 screen_size;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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// Color clip plane - general orientation. Used by the cut gizmo.
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uniform vec4 color_clip_plane;
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// ORCA: realistic view - static shadows also light the scene from their fixed light.
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uniform bool use_static_light;
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uniform vec3 static_light_dir;
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vec3 top_light_dir() { return use_static_light ? static_light_dir : LIGHT_TOP_DIR; }
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in vec3 v_position;
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in vec3 v_normal;
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// x = diffuse, y = specular;
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out vec2 intensity;
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out vec3 clipping_planes_dots;
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out float color_clip_plane_dot;
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out vec4 world_pos;
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out float world_normal_z;
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out vec3 eye_normal;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(view_normal_matrix * v_normal);
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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(eye_normal, top_light_dir()), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-top_light_dir(), eye_normal)), 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(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Point in homogenous coordinates.
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world_pos = volume_world_matrix * vec4(v_position, 1.0);
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// dot product of world normal with up direction, used for slope shading
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world_normal_z = slope.actived ? dot(normalize(slope.volume_world_normal_matrix * v_normal), slope.up_direction) : 0.0;
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gl_Position = projection_matrix * position;
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if (is_outline) {
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vec3 n = normalize((view_normal_matrix * v_normal).xyz);
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vec2 dir = normalize(n.xy);
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if (dot(dir, dir) > 0.0) {
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//set outline thickness
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float px = 3.0;
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gl_Position.xy += dir * (px * 2.0 / screen_size) * gl_Position.w;
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}
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}
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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color_clip_plane_dot = dot(world_pos, color_clip_plane);
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}
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