diff --git a/resources/shaders/variable_layer_height.vs b/resources/shaders/variable_layer_height.vs index 9763859d042..4f98dfa56e2 100644 --- a/resources/shaders/variable_layer_height.vs +++ b/resources/shaders/variable_layer_height.vs @@ -15,6 +15,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define INTENSITY_AMBIENT 0.3 uniform mat4 volume_world_matrix; +uniform float object_max_z; // x = tainted, y = specular; varying vec2 intensity; @@ -42,6 +43,12 @@ void main() intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; // Scaled to widths of the Z texture. - object_z = (volume_world_matrix * gl_Vertex).z; + if (object_max_z > 0.0) + // when rendering the overlay + object_z = object_max_z * gl_MultiTexCoord0.y; + else + // when rendering the volumes + object_z = (volume_world_matrix * gl_Vertex).z; + gl_Position = ftransform(); } diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index dbfde926c9e..21f1d23cdc8 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -63,11 +63,6 @@ static const float GROUND_Z = -0.02f; static const float GIZMO_RESET_BUTTON_HEIGHT = 22.0f; static const float GIZMO_RESET_BUTTON_WIDTH = 70.f; -static const float UNIT_MATRIX[] = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - static const float DEFAULT_BG_DARK_COLOR[3] = { 0.478f, 0.478f, 0.478f }; static const float DEFAULT_BG_LIGHT_COLOR[3] = { 0.753f, 0.753f, 0.753f }; static const float ERROR_BG_DARK_COLOR[3] = { 0.478f, 0.192f, 0.039f }; @@ -452,8 +447,7 @@ void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas m_shader.set_uniform("z_texture_row_to_normalized", 1.0f / (float)m_layers_texture.height); m_shader.set_uniform("z_cursor", m_object_max_z * this->get_cursor_z_relative(canvas)); m_shader.set_uniform("z_cursor_band_width", band_width); - // The shader requires the original model coordinates when rendering to the texture, so we pass it the unit matrix - m_shader.set_uniform("volume_world_matrix", UNIT_MATRIX); + m_shader.set_uniform("object_max_z", m_object_max_z); glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); glsafe(::glBindTexture(GL_TEXTURE_2D, m_z_texture_id)); @@ -466,10 +460,10 @@ void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas ::glBegin(GL_QUADS); ::glNormal3f(0.0f, 0.0f, 1.0f); - ::glVertex3f(l, b, 0.0f); - ::glVertex3f(r, b, 0.0f); - ::glVertex3f(r, t, m_object_max_z); - ::glVertex3f(l, t, m_object_max_z); + ::glTexCoord2f(0.0f, 0.0f); ::glVertex2f(l, b); + ::glTexCoord2f(1.0f, 0.0f); ::glVertex2f(r, b); + ::glTexCoord2f(1.0f, 1.0f); ::glVertex2f(r, t); + ::glTexCoord2f(0.0f, 1.0f); ::glVertex2f(l, t); glsafe(::glEnd()); glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); @@ -522,6 +516,7 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G GLint z_cursor_id = ::glGetUniformLocation(shader_id, "z_cursor"); GLint z_cursor_band_width_id = ::glGetUniformLocation(shader_id, "z_cursor_band_width"); GLint world_matrix_id = ::glGetUniformLocation(shader_id, "volume_world_matrix"); + GLint object_max_z_id = ::glGetUniformLocation(shader_id, "object_max_z"); glcheck(); if (z_to_texture_row_id != -1 && z_texture_row_to_normalized_id != -1 && z_cursor_id != -1 && z_cursor_band_width_id != -1 && world_matrix_id != -1) @@ -548,7 +543,10 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G // Render the object using the layer editing shader and texture. if (! glvolume->is_active || glvolume->composite_id.object_id != this->last_object_id || glvolume->is_modifier) continue; - glsafe(::glUniformMatrix4fv(world_matrix_id, 1, GL_FALSE, (const GLfloat*)glvolume->world_matrix().cast().data())); + if (world_matrix_id != -1) + glsafe(::glUniformMatrix4fv(world_matrix_id, 1, GL_FALSE, (const GLfloat*)glvolume->world_matrix().cast().data())); + if (object_max_z_id != -1) + glsafe(::glUniform1f(object_max_z_id, GLfloat(0))); glvolume->render(); } // Revert back to the previous shader.