Graphics Preferences: Anti-aliasing + FPS (#13538)

* Expose Antialiasing velues

Expose Antialiasing multipliers.
Default to 4 as current implementation but enables the user to disable it to improve performante or increase sampling to improve quality.

* FXAA

* Improve descriptions

* Require restart when MSAA setting changes

Detect changes to the OpenGL MSAA (multisample anti-aliasing) preference when opening Preferences and prompt the user to restart the application to apply the change. Adds a constant key for the MSAA setting, stores the previous value, checks for changes (similar to the existing FXAA handling), and shows a warning dialog explaining the restart will close the current project without saving. If the user accepts, recreate_GUI is invoked to apply the MSAA change immediately.

* Revert "Require restart when MSAA setting changes"

This reverts commit dde134d346c3849598c91d025d2faed1b51c8a22.

* Menu and FPS options

* Fix FPS limiter and remove VSYNC

* Grouped FPS settings and mode up rigth fps counter

---------

Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
This commit is contained in:
Ian Bassi
2026-05-17 02:31:51 -03:00
committed by GitHub
parent bbf16e5e4d
commit 6dfbcc75c5
12 changed files with 393 additions and 7 deletions

View File

@@ -5,6 +5,7 @@
#include "I18N.hpp"
#include "3DScene.hpp"
#include "libslic3r/AppConfig.hpp"
#include "libslic3r/Platform.hpp"
#include <glad/gl.h>
@@ -408,6 +409,13 @@ wxGLContext* OpenGLManager::init_glcontext(wxGLCanvas& canvas, const std::pair<i
wxGLCanvas* OpenGLManager::create_wxglcanvas(wxWindow& parent)
{
int antialiasing_samples = 4;
if (const AppConfig* app_config = get_app_config(); app_config != nullptr) {
const std::string value = app_config->get(SETTING_OPENGL_AA_SAMPLES);
if (value == "0" || value == "2" || value == "4" || value == "8" || value == "16")
antialiasing_samples = ::atoi(value.c_str());
}
int attribList[] = {
WX_GL_RGBA,
WX_GL_DOUBLEBUFFER,
@@ -421,19 +429,26 @@ wxGLCanvas* OpenGLManager::create_wxglcanvas(wxWindow& parent)
WX_GL_DEPTH_SIZE, 24,
//BBS: turn on stencil buffer for outline
WX_GL_STENCIL_SIZE, 8,
WX_GL_SAMPLE_BUFFERS, GL_TRUE,
WX_GL_SAMPLES, 4,
WX_GL_SAMPLE_BUFFERS, antialiasing_samples > 0 ? GL_TRUE : GL_FALSE,
WX_GL_SAMPLES, antialiasing_samples,
0
};
if (s_multisample == EMultisampleState::Unknown) {
constexpr int sample_buffers_value_idx = 15;
constexpr int samples_value_idx = 17;
if (antialiasing_samples <= 0)
s_multisample = EMultisampleState::Disabled;
else if (s_multisample == EMultisampleState::Unknown) {
detect_multisample(attribList);
// // debug output
// std::cout << "Multisample " << (can_multisample() ? "enabled" : "disabled") << std::endl;
}
if (! can_multisample())
attribList[12] = 0;
if (! can_multisample()) {
attribList[sample_buffers_value_idx] = GL_FALSE;
attribList[samples_value_idx] = 0;
}
wxGLCanvas* canvas = new wxGLCanvas(&parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS);
// The GL canvas paints its entire surface, so background erasing is unnecessary.