Realistic View: Phong Shading + Ambient Oclusion + Cast Shadows (#13704)
* Phong Shading * Add shader selection to graphics preferences * SSAO * 3D canvas menu Co-Authored-By: yw4z <yw4z@outlook.com> * better SSAO * Adjust * phong in preview mode * cast shadows sombra 3 sombra 2 * fix 1 * SSAO independent * Fix 2 * clean 1 * shadows availables with gouraud * Update Preferences.cpp * tweeks * No Normal textures * Depth texture allocation * avoid rebinding/redefining state each render. * free SSAO * set shadow fill color * remove duplicated code * cached model to avoid per-frame uploads * yw4z suggestion Co-Authored-By: yw4z <yw4z@outlook.com> * Update Preferences.cpp Co-Authored-By: yw4z <yw4z@outlook.com> * Update GLCanvas3D.cpp * only gouraud for preview mode * Apply suggestions from code review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Add new OpenGL shading model setting * Update src/slic3r/GUI/GLCanvas3D.cpp * Apply suggestion from @RF47 * Title Case * normal textures * gamma 2.2 Co-Authored-By: Ian Bassi <12130714+ianalexis@users.noreply.github.com> * Revert "gamma 2.2" This reverts commit 909a84af604a080b3f4b8dd67d13956473a77afe. * Reapply "gamma 2.2" This reverts commit 0f0c3d9ec0d2c9647ce06afac4fe9266b5ffda97. * AO blend Co-Authored-By: Ian Bassi <12130714+ianalexis@users.noreply.github.com> * Revert "AO blend" This reverts commit c5c9a3aa6b295704e71299451b937648e5c5f109. * 4.0 pixel radius * windows light effect direccion brillo * smoothing * ajuste de brillo * ajustes de brillo * No SSAO for bed * disable realistic view on paint gismos * Update ssao.fs * circular panel --------- Co-authored-by: yw4z <yw4z@outlook.com> Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> Co-authored-by: Ian Bassi <ian.bassi@outlook.com> Co-authored-by: Ian Bassi <12130714+ianalexis@users.noreply.github.com> Co-authored-by: SoftFever <softfeverever@gmail.com>
This commit is contained in:
247
resources/shaders/110/phong.fs
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247
resources/shaders/110/phong.fs
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#version 110
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const vec3 LightRed = vec3(0.78, 0.0, 0.0);
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const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
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const float EPSILON = 0.0001;
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#define INTENSITY_CORRECTION 0.6
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#define PHONG_BRIGHTNESS 1.0
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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 (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 128.0
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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 (0.28 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SHININESS 64.0
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#define INTENSITY_AMBIENT 0.22
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#define WINDOW_REFLECTION_INTENSITY 0.55
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struct PrintVolumeDetection
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{
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// 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
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int type;
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// type = 0 (rectangle):
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// x = min.x, y = min.y, z = max.x, w = max.y
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// type = 1 (circle):
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// x = center.x, y = center.y, z = radius
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vec4 xy_data;
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// x = min z, y = max z
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vec2 z_data;
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};
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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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};
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uniform vec4 uniform_color;
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uniform bool use_color_clip_plane;
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uniform vec4 uniform_color_clip_plane_1;
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uniform vec4 uniform_color_clip_plane_2;
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uniform SlopeDetection slope;
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//BBS: add outline_color
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uniform bool is_outline;
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uniform sampler2D depth_tex;
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uniform vec2 screen_size;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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#endif // ENABLE_ENVIRONMENT_MAP
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uniform PrintVolumeDetection print_volume;
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uniform float z_far;
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uniform float z_near;
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uniform bool enable_ssao;
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varying vec3 clipping_planes_dots;
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varying float color_clip_plane_dot;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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varying vec3 eye_position;
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vec3 getBackfaceColor(vec3 fill) {
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float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
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return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
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}
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// Silhouette edge detection & rendering algorithm by leoneruggiero
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// https://www.shadertoy.com/view/DslXz2
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#define INFLATE 1
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float GetTolerance(float d, float k)
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{
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float A = -(z_far+z_near)/(z_far-z_near);
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float B = -2.0*z_far*z_near /(z_far-z_near);
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d = d*2.0-1.0;
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return -k*(d+A)*(d+A)/B;
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}
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float DetectSilho(vec2 fragCoord, vec2 dir)
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{
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float x0 = abs(texture2D(depth_tex, (fragCoord + dir*-2.0) / screen_size).r);
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float x1 = abs(texture2D(depth_tex, (fragCoord + dir*-1.0) / screen_size).r);
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float x2 = abs(texture2D(depth_tex, (fragCoord + dir* 0.0) / screen_size).r);
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float x3 = abs(texture2D(depth_tex, (fragCoord + dir* 1.0) / screen_size).r);
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float d0 = (x1-x0);
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float d1 = (x2-x3);
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float r0 = x1 + d0 - x2;
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float r1 = x2 + d1 - x1;
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float tol = GetTolerance(x2, 0.04);
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return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
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}
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float DetectSilho(vec2 fragCoord)
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{
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return max(
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DetectSilho(fragCoord, vec2(1,0)),
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DetectSilho(fragCoord, vec2(0,1))
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);
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}
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float compute_ssao_factor(vec3 normal, vec3 view_dir, vec3 eye_pos)
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{
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vec3 normal_dx = dFdx(normal);
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vec3 normal_dy = dFdy(normal);
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float normal_variation = clamp(length(normal_dx) + length(normal_dy), 0.0, 1.0);
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float depth_gradient = clamp(length(vec2(dFdx(eye_pos.z), dFdy(eye_pos.z))) * 0.8, 0.0, 1.0);
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float cavity = clamp(normal_variation * 0.70 + depth_gradient * 0.60, 0.0, 1.0);
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float cavity_mask = smoothstep(0.25, 0.75, cavity);
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float ao_strength = pow(cavity, 1.15) * cavity_mask;
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return clamp(1.0 - ao_strength * 0.90, 0.25, 1.0);
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}
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float soft_circle(vec2 p, vec2 center, float radius, float blur)
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{
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float dist = distance(p, center);
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return 1.0 - smoothstep(radius - blur, radius, dist);
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}
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vec3 compute_window_reflection(vec3 normal, vec3 view_dir)
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{
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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vec3 light_dir = normalize(LIGHT_TOP_DIR);
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vec3 reflect_light = normalize(reflect(-light_dir, normal));
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// UV coordinates for the reflection
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vec2 uv = (reflect_light.xy / (1.0 + max(reflect_light.z, 0.3))) * 2.2;
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vec2 grad = fwidth(uv) * 0.8;
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float blur = 0.12 + grad.x * 1.5;
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// === CIRCULAR WINDOW (porthole style) ===
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// Single round window, no bars
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vec2 window_center = vec2(0.0, 0.0);
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float window_radius = 0.5; // Radius of the circular window
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float window_light = soft_circle(uv, window_center, window_radius, blur);
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// No bars - just pure circular glass
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float bars = 1.0;
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// Fresnel effect for edge glow
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float fresnel = pow(1.0 - max(dot(normal, view_dir), 0.0), 1.0);
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float facing = smoothstep(-0.4, 0.6, reflect_light.z);
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float intensity = window_light * bars * (0.25 + 0.25 * fresnel) * facing;
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intensity = clamp(intensity, 0.0, 0.45);
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return vec3(intensity);
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec4 color;
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if (use_color_clip_plane) {
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color.rgb = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1.rgb : uniform_color_clip_plane_2.rgb;
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color.a = uniform_color.a;
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}
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else
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color = uniform_color;
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if (slope.actived) {
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if(world_pos.z<0.1 && world_pos.z>-0.1)
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{
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color.rgb = LightBlue;
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color.a = 0.8;
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}
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else if( world_normal_z < slope.normal_z - EPSILON)
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{
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color.rgb = color.rgb * 0.5 + LightRed * 0.5;
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color.a = 0.8;
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}
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}
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vec3 pv_check_min = ZERO;
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vec3 pv_check_max = ZERO;
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if (print_volume.type == 0) {
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pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
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pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
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}
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else if (print_volume.type == 1) {
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float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
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pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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vec3 normal = normalize(eye_normal);
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vec3 view_dir = normalize(-eye_position);
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float NdotL_top = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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float diffuse = INTENSITY_AMBIENT + NdotL_top * LIGHT_TOP_DIFFUSE;
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vec3 half_top = normalize(LIGHT_TOP_DIR + view_dir);
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float specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, half_top), 0.0), LIGHT_TOP_SHININESS);
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float NdotL_front = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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diffuse += NdotL_front * LIGHT_FRONT_DIFFUSE;
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vec3 half_front = normalize(LIGHT_FRONT_DIR + view_dir);
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specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, half_front), 0.0), LIGHT_FRONT_SHININESS);
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vec3 window_reflection = compute_window_reflection(normal, view_dir);
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// SSAO is applied in post-process pass. Keep base lighting unchanged here.
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if (is_outline) {
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vec3 shaded_rgb = (vec3(specular) + window_reflection + color.rgb * diffuse) * PHONG_BRIGHTNESS;
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vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a);
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vec2 fragCoord = gl_FragCoord.xy;
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float s = DetectSilho(fragCoord);
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for(int i=1;i<=INFLATE; i++)
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{
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s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
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s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
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}
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gl_FragColor = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a);
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}
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#ifdef ENABLE_ENVIRONMENT_MAP
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else if (use_environment_tex)
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gl_FragColor = vec4(clamp((0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + window_reflection + 0.8 * color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
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#endif
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else
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gl_FragColor = vec4(clamp((vec3(specular) + window_reflection + color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
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}
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54
resources/shaders/110/phong.vs
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resources/shaders/110/phong.vs
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#version 110
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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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};
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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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// 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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attribute vec3 v_position;
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attribute vec3 v_normal;
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varying vec3 clipping_planes_dots;
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varying float color_clip_plane_dot;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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varying vec3 eye_position;
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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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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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eye_position = position.xyz;
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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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// z component of normal vector in world coordinate used for slope shading
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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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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85
resources/shaders/110/ssao.fs
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85
resources/shaders/110/ssao.fs
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#version 110
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/**
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* SSAO Shader - GLSL 110 version with highlight protection
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* Preserves brightness on upward-facing surfaces (top areas)
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*/
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uniform sampler2D color_texture;
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uniform sampler2D depth_texture;
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uniform sampler2D normal_texture;
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uniform vec2 inv_tex_size;
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uniform float z_near;
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uniform float z_far;
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varying vec2 tex_coord;
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float linearize_depth(float depth)
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{
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float z = depth * 2.0 - 1.0;
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return (2.0 * z_near * z_far) / (z_far + z_near - z * (z_far - z_near));
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}
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void main()
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{
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vec3 base = texture2D(color_texture, tex_coord).rgb;
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float depth_center = linearize_depth(texture2D(depth_texture, tex_coord).r);
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// Sample normal at current fragment (range: -1 to 1)
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vec3 normal_center = texture2D(normal_texture, tex_coord).rgb * 2.0 - 1.0;
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// Calculate how much the surface faces upward
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// up_factor = 1.0 for surfaces pointing straight up (0,0,1)
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// up_factor = 0.0 for surfaces pointing down or sideways
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float up_factor = max(0.0, normal_center.z); // Assuming Z is up axis
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// Alternative: if Y is up, use normal_center.y
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// Adaptive sampling radius
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float radius = mix(2.0, 4.0, depth_center / z_far);
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vec2 offsets[8];
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offsets[0] = vec2( 1.0, 0.0);
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offsets[1] = vec2( 0.707, 0.707);
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offsets[2] = vec2( 0.0, 1.0);
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offsets[3] = vec2(-0.707, 0.707);
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offsets[4] = vec2(-1.0, 0.0);
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offsets[5] = vec2(-0.707,-0.707);
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offsets[6] = vec2( 0.0, -1.0);
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offsets[7] = vec2( 0.707,-0.707);
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float occlusion = 0.0;
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int valid_samples = 0;
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for (int i = 0; i < 8; ++i) {
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vec2 uv = tex_coord + offsets[i] * inv_tex_size * radius;
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uv = clamp(uv, vec2(0.001), vec2(0.999));
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float sample_depth = linearize_depth(texture2D(depth_texture, uv).r);
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float depth_diff = max(0.0, depth_center - sample_depth);
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float threshold = 0.015 * (0.5 + depth_center / z_far);
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float contribution = smoothstep(0.001, threshold, depth_diff);
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float diagonal_weight = 1.0 - abs(offsets[i].x * offsets[i].y) * 0.5;
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occlusion += contribution * diagonal_weight;
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valid_samples++;
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}
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if (valid_samples > 0)
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occlusion /= float(valid_samples);
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// flatter/top-like surfaces get less darkening
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float ao_intensity = 0.55;
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float ambient_occlusion = 1.0 - occlusion * ao_intensity;
|
||||
|
||||
// Different min values for top vs bottom surfaces
|
||||
float ao_min = mix(0.45, 0.70, up_factor); // Bottom: 0.45, Top: 0.70
|
||||
ambient_occlusion = clamp(ambient_occlusion, ao_min, 1.0);
|
||||
|
||||
// Boost brightness on top surfaces (optional)
|
||||
float brightness_boost = 1.0 + up_factor * 0.15; // 15% extra brightness on top
|
||||
ambient_occlusion = pow(ambient_occlusion, 2.2) * brightness_boost;
|
||||
ambient_occlusion = clamp(ambient_occlusion, 0.45, 1.05);
|
||||
|
||||
gl_FragColor = vec4(base * ambient_occlusion, 1.0);
|
||||
}
|
||||
15
resources/shaders/110/ssao.vs
Normal file
15
resources/shaders/110/ssao.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 110
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec2 v_tex_coord;
|
||||
|
||||
varying vec2 tex_coord;
|
||||
|
||||
void main()
|
||||
{
|
||||
tex_coord = v_tex_coord;
|
||||
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
|
||||
}
|
||||
250
resources/shaders/140/phong.fs
Normal file
250
resources/shaders/140/phong.fs
Normal file
@@ -0,0 +1,250 @@
|
||||
#version 140
|
||||
|
||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
const vec3 LightRed = vec3(0.78, 0.0, 0.0);
|
||||
const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
|
||||
const float EPSILON = 0.0001;
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
#define PHONG_BRIGHTNESS 1.0
|
||||
|
||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SPECULAR (0.8 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SHININESS 128.0
|
||||
|
||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_FRONT_SHININESS 64.0
|
||||
|
||||
#define INTENSITY_AMBIENT 0.22
|
||||
#define WINDOW_REFLECTION_INTENSITY 0.55
|
||||
|
||||
struct PrintVolumeDetection
|
||||
{
|
||||
// 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
|
||||
int type;
|
||||
// type = 0 (rectangle):
|
||||
// x = min.x, y = min.y, z = max.x, w = max.y
|
||||
// type = 1 (circle):
|
||||
// x = center.x, y = center.y, z = radius
|
||||
vec4 xy_data;
|
||||
// x = min z, y = max z
|
||||
vec2 z_data;
|
||||
};
|
||||
|
||||
struct SlopeDetection
|
||||
{
|
||||
bool actived;
|
||||
float normal_z;
|
||||
mat3 volume_world_normal_matrix;
|
||||
};
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
uniform bool use_color_clip_plane;
|
||||
uniform vec4 uniform_color_clip_plane_1;
|
||||
uniform vec4 uniform_color_clip_plane_2;
|
||||
uniform SlopeDetection slope;
|
||||
|
||||
//BBS: add outline_color
|
||||
uniform bool is_outline;
|
||||
uniform sampler2D depth_tex;
|
||||
uniform vec2 screen_size;
|
||||
|
||||
#ifdef ENABLE_ENVIRONMENT_MAP
|
||||
uniform sampler2D environment_tex;
|
||||
uniform bool use_environment_tex;
|
||||
#endif // ENABLE_ENVIRONMENT_MAP
|
||||
|
||||
uniform PrintVolumeDetection print_volume;
|
||||
|
||||
uniform float z_far;
|
||||
uniform float z_near;
|
||||
uniform bool enable_ssao;
|
||||
|
||||
in vec3 clipping_planes_dots;
|
||||
in float color_clip_plane_dot;
|
||||
|
||||
in vec4 world_pos;
|
||||
in float world_normal_z;
|
||||
in vec3 eye_normal;
|
||||
in vec3 eye_position;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
vec3 getBackfaceColor(vec3 fill) {
|
||||
float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
|
||||
return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
|
||||
}
|
||||
|
||||
// Silhouette edge detection & rendering algorithm by leoneruggiero
|
||||
// https://www.shadertoy.com/view/DslXz2
|
||||
#define INFLATE 1
|
||||
|
||||
float GetTolerance(float d, float k)
|
||||
{
|
||||
float A=- (z_far+z_near)/(z_far-z_near);
|
||||
float B=-2.0*z_far*z_near /(z_far-z_near);
|
||||
|
||||
d = d*2.0-1.0;
|
||||
|
||||
return -k*(d+A)*(d+A)/B;
|
||||
}
|
||||
|
||||
float DetectSilho(vec2 fragCoord, vec2 dir)
|
||||
{
|
||||
float x0 = abs(texture(depth_tex, (fragCoord + dir*-2.0) / screen_size).r);
|
||||
float x1 = abs(texture(depth_tex, (fragCoord + dir*-1.0) / screen_size).r);
|
||||
float x2 = abs(texture(depth_tex, (fragCoord + dir* 0.0) / screen_size).r);
|
||||
float x3 = abs(texture(depth_tex, (fragCoord + dir* 1.0) / screen_size).r);
|
||||
|
||||
float d0 = (x1-x0);
|
||||
float d1 = (x2-x3);
|
||||
|
||||
float r0 = x1 + d0 - x2;
|
||||
float r1 = x2 + d1 - x1;
|
||||
|
||||
float tol = GetTolerance(x2, 0.04);
|
||||
|
||||
return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
|
||||
|
||||
}
|
||||
|
||||
float DetectSilho(vec2 fragCoord)
|
||||
{
|
||||
return max(
|
||||
DetectSilho(fragCoord, vec2(1,0)),
|
||||
DetectSilho(fragCoord, vec2(0,1))
|
||||
);
|
||||
}
|
||||
|
||||
float compute_ssao_factor(vec3 normal, vec3 view_dir, vec3 eye_pos)
|
||||
{
|
||||
vec3 normal_dx = dFdx(normal);
|
||||
vec3 normal_dy = dFdy(normal);
|
||||
float normal_variation = clamp(length(normal_dx) + length(normal_dy), 0.0, 1.0);
|
||||
|
||||
float depth_gradient = clamp(length(vec2(dFdx(eye_pos.z), dFdy(eye_pos.z))) * 0.8, 0.0, 1.0);
|
||||
|
||||
float cavity = clamp(normal_variation * 0.70 + depth_gradient * 0.60, 0.0, 1.0);
|
||||
float cavity_mask = smoothstep(0.25, 0.75, cavity);
|
||||
float ao_strength = pow(cavity, 1.15) * cavity_mask;
|
||||
return clamp(1.0 - ao_strength * 0.90, 0.25, 1.0);
|
||||
}
|
||||
|
||||
float soft_circle(vec2 p, vec2 center, float radius, float blur)
|
||||
{
|
||||
float dist = distance(p, center);
|
||||
return 1.0 - smoothstep(radius - blur, radius, dist);
|
||||
}
|
||||
|
||||
vec3 compute_window_reflection(vec3 normal, vec3 view_dir)
|
||||
{
|
||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
||||
|
||||
vec3 light_dir = normalize(LIGHT_TOP_DIR);
|
||||
vec3 reflect_light = normalize(reflect(-light_dir, normal));
|
||||
|
||||
// UV coordinates for the reflection
|
||||
vec2 uv = (reflect_light.xy / (1.0 + max(reflect_light.z, 0.3))) * 2.2;
|
||||
|
||||
vec2 grad = fwidth(uv) * 0.8;
|
||||
float blur = 0.12 + grad.x * 1.5;
|
||||
|
||||
// === CIRCULAR WINDOW (porthole style) ===
|
||||
// Single round window, no bars
|
||||
vec2 window_center = vec2(0.0, 0.0);
|
||||
float window_radius = 0.5; // Radius of the circular window
|
||||
|
||||
float window_light = soft_circle(uv, window_center, window_radius, blur);
|
||||
|
||||
// No bars - just pure circular glass
|
||||
float bars = 1.0;
|
||||
|
||||
// Fresnel effect for edge glow
|
||||
float fresnel = pow(1.0 - max(dot(normal, view_dir), 0.0), 1.0);
|
||||
float facing = smoothstep(-0.4, 0.6, reflect_light.z);
|
||||
|
||||
float intensity = window_light * bars * (0.25 + 0.25 * fresnel) * facing;
|
||||
intensity = clamp(intensity, 0.0, 0.45);
|
||||
|
||||
return vec3(intensity);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
||||
discard;
|
||||
|
||||
vec4 color;
|
||||
if (use_color_clip_plane) {
|
||||
color.rgb = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1.rgb : uniform_color_clip_plane_2.rgb;
|
||||
color.a = uniform_color.a;
|
||||
}
|
||||
else
|
||||
color = uniform_color;
|
||||
|
||||
if (slope.actived) {
|
||||
if(world_pos.z<0.1&&world_pos.z>-0.1)
|
||||
{
|
||||
color.rgb = LightBlue;
|
||||
color.a = 0.8;
|
||||
}
|
||||
else if( world_normal_z < slope.normal_z - EPSILON)
|
||||
{
|
||||
color.rgb = color.rgb * 0.5 + LightRed * 0.5;
|
||||
color.a = 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 pv_check_min = ZERO;
|
||||
vec3 pv_check_max = ZERO;
|
||||
if (print_volume.type == 0) {
|
||||
pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
|
||||
pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
|
||||
}
|
||||
else if (print_volume.type == 1) {
|
||||
float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
|
||||
pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
|
||||
pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
|
||||
}
|
||||
color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
|
||||
|
||||
vec3 normal = normalize(eye_normal);
|
||||
vec3 view_dir = normalize(-eye_position);
|
||||
|
||||
float NdotL_top = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
||||
float diffuse = INTENSITY_AMBIENT + NdotL_top * LIGHT_TOP_DIFFUSE;
|
||||
vec3 half_top = normalize(LIGHT_TOP_DIR + view_dir);
|
||||
float specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, half_top), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
float NdotL_front = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
diffuse += NdotL_front * LIGHT_FRONT_DIFFUSE;
|
||||
vec3 half_front = normalize(LIGHT_FRONT_DIR + view_dir);
|
||||
specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, half_front), 0.0), LIGHT_FRONT_SHININESS);
|
||||
vec3 window_reflection = compute_window_reflection(normal, view_dir);
|
||||
|
||||
// SSAO is applied in post-process pass. Keep base lighting unchanged here.
|
||||
|
||||
if (is_outline) {
|
||||
vec3 shaded_rgb = (vec3(specular) + window_reflection + color.rgb * diffuse) * PHONG_BRIGHTNESS;
|
||||
vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a);
|
||||
vec2 fragCoord = gl_FragCoord.xy;
|
||||
float s = DetectSilho(fragCoord);
|
||||
for(int i=1;i<=INFLATE; i++)
|
||||
{
|
||||
s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
|
||||
s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
|
||||
}
|
||||
out_color = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a);
|
||||
}
|
||||
#ifdef ENABLE_ENVIRONMENT_MAP
|
||||
else if (use_environment_tex)
|
||||
out_color = vec4(clamp((0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + window_reflection + 0.8 * color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
|
||||
#endif
|
||||
else
|
||||
out_color = vec4(clamp((vec3(specular) + window_reflection + color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
|
||||
}
|
||||
54
resources/shaders/140/phong.vs
Normal file
54
resources/shaders/140/phong.vs
Normal file
@@ -0,0 +1,54 @@
|
||||
#version 140
|
||||
|
||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
struct SlopeDetection
|
||||
{
|
||||
bool actived;
|
||||
float normal_z;
|
||||
mat3 volume_world_normal_matrix;
|
||||
};
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
uniform SlopeDetection slope;
|
||||
|
||||
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
||||
uniform vec2 z_range;
|
||||
// Clipping plane - general orientation. Used by the SLA gizmo.
|
||||
uniform vec4 clipping_plane;
|
||||
// Color clip plane - general orientation. Used by the cut gizmo.
|
||||
uniform vec4 color_clip_plane;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
out vec3 clipping_planes_dots;
|
||||
out float color_clip_plane_dot;
|
||||
|
||||
out vec4 world_pos;
|
||||
out float world_normal_z;
|
||||
out vec3 eye_normal;
|
||||
out vec3 eye_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
eye_normal = normalize(view_normal_matrix * v_normal);
|
||||
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
eye_position = position.xyz;
|
||||
|
||||
// Point in homogenous coordinates.
|
||||
world_pos = volume_world_matrix * vec4(v_position, 1.0);
|
||||
|
||||
// z component of normal vector in world coordinate used for slope shading
|
||||
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
||||
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
||||
color_clip_plane_dot = dot(world_pos, color_clip_plane);
|
||||
}
|
||||
103
resources/shaders/140/ssao.fs
Normal file
103
resources/shaders/140/ssao.fs
Normal file
@@ -0,0 +1,103 @@
|
||||
#version 140
|
||||
|
||||
/**
|
||||
* SSAO Shader - GLSL 140 version with sharp depth threshold
|
||||
* Only darkens valleys/concave areas, ignores smooth variations
|
||||
*/
|
||||
|
||||
uniform sampler2D color_texture;
|
||||
uniform sampler2D depth_texture;
|
||||
uniform sampler2D normal_texture;
|
||||
uniform float z_near;
|
||||
uniform float z_far;
|
||||
|
||||
in vec2 tex_coord;
|
||||
out vec4 frag_color;
|
||||
|
||||
float linearize_depth(float depth)
|
||||
{
|
||||
float z = depth * 2.0 - 1.0;
|
||||
return (2.0 * z_near * z_far) / (z_far + z_near - z * (z_far - z_near));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 pixel = ivec2(gl_FragCoord.xy);
|
||||
float center_depth = linearize_depth(texelFetch(depth_texture, pixel, 0).r);
|
||||
|
||||
// Sample normal buffer (stored as RGB in 0-1 range, convert to -1 to 1)
|
||||
vec3 normal_center = texelFetch(normal_texture, pixel, 0).rgb * 2.0 - 1.0;
|
||||
normal_center = normalize(normal_center);
|
||||
|
||||
// Calculate upward-facing factor (Z-up coordinate system)
|
||||
float up_factor = clamp(normal_center.z * 1.5, 0.0, 1.0);
|
||||
|
||||
// Adaptive radius in pixel space
|
||||
int radius = int(mix(2.0, 4.0, center_depth / z_far));
|
||||
|
||||
// Optimized sampling pattern
|
||||
const ivec2 offsets[12] = ivec2[](
|
||||
ivec2(1, 0), ivec2(-1, 0), ivec2(0, 1), ivec2(0, -1),
|
||||
ivec2(1, 1), ivec2(-1, 1), ivec2(1, -1), ivec2(-1, -1),
|
||||
ivec2(2, 0), ivec2(-2, 0), ivec2(0, 2), ivec2(0, -2)
|
||||
);
|
||||
|
||||
float occlusion = 0.0;
|
||||
int valid_samples = 0;
|
||||
|
||||
for (int i = 0; i < 12; i++) {
|
||||
ivec2 sample_pixel = pixel + offsets[i] * radius;
|
||||
|
||||
if (sample_pixel.x < 0 || sample_pixel.y < 0)
|
||||
continue;
|
||||
|
||||
float sample_depth = linearize_depth(texelFetch(depth_texture, sample_pixel, 0).r);
|
||||
|
||||
// Sample normal at neighbor
|
||||
vec3 normal_sample = texelFetch(normal_texture, sample_pixel, 0).rgb * 2.0 - 1.0;
|
||||
|
||||
// Depth difference (positive if neighbor is closer to camera)
|
||||
float depth_diff = center_depth - sample_depth;
|
||||
|
||||
// Sharp depth threshold ===
|
||||
// Minimum depth difference to consider occlusion (ignores small variations)
|
||||
float threshold_min = 0.008; // Higher = only deep valleys get darkened
|
||||
float threshold_max = 0.04; // Transition range for full occlusion
|
||||
|
||||
float contribution = 0.0;
|
||||
if (depth_diff > threshold_min) {
|
||||
// Abrupt mapping with power curve
|
||||
contribution = (depth_diff - threshold_min) / (threshold_max - threshold_min);
|
||||
contribution = clamp(contribution, 0.0, 1.0);
|
||||
contribution = pow(contribution, 2.0); // Steeper curve for sharper transition
|
||||
}
|
||||
|
||||
// Reduce occlusion on planar surfaces (similar normals)
|
||||
float normal_similarity = dot(normal_center, normal_sample);
|
||||
float planar_factor = smoothstep(0.75, 0.95, normal_similarity);
|
||||
contribution *= (1.0 - planar_factor * 0.6);
|
||||
|
||||
occlusion += contribution;
|
||||
valid_samples++;
|
||||
}
|
||||
|
||||
if (valid_samples > 0) {
|
||||
// Calculate ambient occlusion factor with higher base intensity
|
||||
float ao_factor = 1.0 - (occlusion / float(valid_samples)) * 0.6;
|
||||
|
||||
// Keep bright areas clean (higher minimum for upward-facing surfaces)
|
||||
float ao_min = mix(0.55, 0.85, up_factor);
|
||||
ao_factor = clamp(ao_factor, ao_min, 1.0);
|
||||
|
||||
// Slight brightness boost for upward-facing surfaces
|
||||
float brightness_boost = 1.0 + up_factor * 0.15;
|
||||
ao_factor = ao_factor * brightness_boost;
|
||||
|
||||
occlusion = ao_factor;
|
||||
} else {
|
||||
occlusion = 1.0;
|
||||
}
|
||||
|
||||
vec3 color = texture(color_texture, tex_coord).rgb;
|
||||
frag_color = vec4(color * occlusion, 1.0);
|
||||
}
|
||||
15
resources/shaders/140/ssao.vs
Normal file
15
resources/shaders/140/ssao.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 140
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec2 v_tex_coord;
|
||||
|
||||
out vec2 tex_coord;
|
||||
|
||||
void main()
|
||||
{
|
||||
tex_coord = v_tex_coord;
|
||||
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
|
||||
}
|
||||
@@ -264,6 +264,21 @@ void AppConfig::set_defaults()
|
||||
if (get(SETTING_OPENGL_SHOW_FPS_OVERLAY).empty())
|
||||
set_bool(SETTING_OPENGL_SHOW_FPS_OVERLAY, false);
|
||||
|
||||
if (get(SETTING_OPENGL_REALISTIC_MODE).empty())
|
||||
set_bool(SETTING_OPENGL_REALISTIC_MODE, false);
|
||||
|
||||
if (get(SETTING_OPENGL_REALISTIC_PHONG).empty())
|
||||
set_bool(SETTING_OPENGL_REALISTIC_PHONG, true);
|
||||
|
||||
if (get(SETTING_OPENGL_SHADING_MODEL).empty())
|
||||
set(SETTING_OPENGL_SHADING_MODEL, "gouraud");
|
||||
|
||||
if (get(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS).empty())
|
||||
set_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS, false);
|
||||
|
||||
if (get(SETTING_OPENGL_PHONG_SSAO).empty())
|
||||
set_bool(SETTING_OPENGL_PHONG_SSAO, false);
|
||||
|
||||
if (get("export_sources_full_pathnames").empty())
|
||||
set_bool("export_sources_full_pathnames", false);
|
||||
|
||||
|
||||
@@ -34,6 +34,11 @@ using namespace nlohmann;
|
||||
#define SETTING_OPENGL_FXAA_ENABLED "opengl_fxaa_enabled"
|
||||
#define SETTING_OPENGL_FPS_CAP "opengl_fps_cap"
|
||||
#define SETTING_OPENGL_SHOW_FPS_OVERLAY "opengl_show_fps_overlay"
|
||||
#define SETTING_OPENGL_REALISTIC_MODE "opengl_realistic_mode"
|
||||
#define SETTING_OPENGL_REALISTIC_PHONG "opengl_realistic_phong"
|
||||
#define SETTING_OPENGL_SHADING_MODEL "opengl_shading_model"
|
||||
#define SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS "opengl_phong_basic_plate_shadows"
|
||||
#define SETTING_OPENGL_PHONG_SSAO "opengl_phong_ssao"
|
||||
|
||||
#if defined(_WIN32) || defined(_WIN64)
|
||||
#define BAMBU_NETWORK_AGENT_VERSION_LEGACY "01.10.01.09"
|
||||
|
||||
@@ -1218,10 +1218,22 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, Bed3D &bed)
|
||||
|
||||
GLCanvas3D::~GLCanvas3D()
|
||||
{
|
||||
if (m_fxaa_texture_id != 0 && _set_current()) {
|
||||
glsafe(::glDeleteTextures(1, &m_fxaa_texture_id));
|
||||
m_fxaa_texture_id = 0;
|
||||
if (_set_current()) {
|
||||
if (m_fxaa_texture_id != 0) {
|
||||
glsafe(::glDeleteTextures(1, &m_fxaa_texture_id));
|
||||
m_fxaa_texture_id = 0;
|
||||
}
|
||||
if (m_ssao_color_texture_id != 0) {
|
||||
glsafe(::glDeleteTextures(1, &m_ssao_color_texture_id));
|
||||
m_ssao_color_texture_id = 0;
|
||||
}
|
||||
if (m_ssao_depth_texture_id != 0) {
|
||||
glsafe(::glDeleteTextures(1, &m_ssao_depth_texture_id));
|
||||
m_ssao_depth_texture_id = 0;
|
||||
}
|
||||
m_plate_shadow_mask.reset();
|
||||
}
|
||||
m_plate_shadow_mask_key.clear();
|
||||
|
||||
reset_volumes();
|
||||
|
||||
@@ -2039,14 +2051,16 @@ void GLCanvas3D::render(bool only_init)
|
||||
/* view3D render*/
|
||||
int hover_id = (m_hover_plate_idxs.size() > 0)?m_hover_plate_idxs.front():-1;
|
||||
if (m_canvas_type == ECanvasType::CanvasView3D) {
|
||||
//BBS: add outline logic
|
||||
_render_objects(GLVolumeCollection::ERenderType::Opaque, !m_gizmos.is_running());
|
||||
_render_sla_slices();
|
||||
_render_selection();
|
||||
if (!no_partplate)
|
||||
_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), m_show_world_axes);
|
||||
if (!no_partplate) //BBS: add outline logic
|
||||
_render_platelist(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), only_current, only_body, hover_id, true, show_grid);
|
||||
|
||||
//BBS: add outline logic
|
||||
_render_cast_shadows_on_plate(camera.get_view_matrix(), camera.get_projection_matrix());
|
||||
_render_objects(GLVolumeCollection::ERenderType::Opaque, !m_gizmos.is_running());
|
||||
_render_sla_slices();
|
||||
_render_selection();
|
||||
_render_objects(GLVolumeCollection::ERenderType::Transparent, !m_gizmos.is_running());
|
||||
}
|
||||
/* preview render */
|
||||
@@ -2103,6 +2117,9 @@ void GLCanvas3D::render(bool only_init)
|
||||
if (m_picking_enabled && m_rectangle_selection.is_dragging())
|
||||
m_rectangle_selection.render(*this);
|
||||
|
||||
if (_is_ssao_enabled())
|
||||
_render_ssao_pass(static_cast<unsigned int>(cnv_size.get_width()), static_cast<unsigned int>(cnv_size.get_height()));
|
||||
|
||||
if (_is_fxaa_enabled())
|
||||
_render_fxaa_pass(static_cast<unsigned int>(cnv_size.get_width()), static_cast<unsigned int>(cnv_size.get_height()));
|
||||
|
||||
@@ -7502,6 +7519,14 @@ bool GLCanvas3D::_is_fxaa_enabled() const
|
||||
return wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_FXAA_ENABLED);
|
||||
}
|
||||
|
||||
bool GLCanvas3D::_is_ssao_enabled() const
|
||||
{
|
||||
if (wxGetApp().app_config == nullptr)
|
||||
return false;
|
||||
return wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_MODE) &&
|
||||
wxGetApp().app_config->get_bool(SETTING_OPENGL_PHONG_SSAO);
|
||||
}
|
||||
|
||||
int GLCanvas3D::_get_effective_fps_cap() const
|
||||
{
|
||||
if (wxGetApp().app_config == nullptr)
|
||||
@@ -7596,6 +7621,159 @@ void GLCanvas3D::_render_fxaa_pass(unsigned int width, unsigned int height)
|
||||
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
||||
}
|
||||
|
||||
void GLCanvas3D::_render_ssao_pass(unsigned int width, unsigned int height)
|
||||
{
|
||||
if (width == 0 || height == 0)
|
||||
return;
|
||||
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("ssao");
|
||||
if (shader == nullptr)
|
||||
return;
|
||||
|
||||
if (m_ssao_color_texture_id == 0) {
|
||||
glsafe(::glGenTextures(1, &m_ssao_color_texture_id));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_color_texture_id));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
|
||||
}
|
||||
if (m_ssao_depth_texture_id == 0) {
|
||||
glsafe(::glGenTextures(1, &m_ssao_depth_texture_id));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_depth_texture_id));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
|
||||
}
|
||||
|
||||
if (m_ssao_texture_size[0] != width || m_ssao_texture_size[1] != height) {
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_color_texture_id));
|
||||
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_depth_texture_id));
|
||||
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr));
|
||||
m_ssao_texture_size = { { width, height } };
|
||||
}
|
||||
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_color_texture_id));
|
||||
glsafe(::glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_depth_texture_id));
|
||||
glsafe(::glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height));
|
||||
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
|
||||
GLint prev_stencil_mask = 0xFF;
|
||||
glsafe(::glGetIntegerv(GL_STENCIL_WRITEMASK, &prev_stencil_mask));
|
||||
GLboolean prev_stencil_test = GL_FALSE;
|
||||
glsafe(::glGetBooleanv(GL_STENCIL_TEST, &prev_stencil_test));
|
||||
GLboolean prev_depth_mask = GL_TRUE;
|
||||
glsafe(::glGetBooleanv(GL_DEPTH_WRITEMASK, &prev_depth_mask));
|
||||
GLint prev_depth_func = GL_LESS;
|
||||
glsafe(::glGetIntegerv(GL_DEPTH_FUNC, &prev_depth_func));
|
||||
|
||||
glsafe(::glDisable(GL_DEPTH_TEST));
|
||||
glsafe(::glDisable(GL_BLEND));
|
||||
|
||||
// Build stencil mask for bed/plate and apply SSAO only outside this mask.
|
||||
glsafe(::glEnable(GL_STENCIL_TEST));
|
||||
glsafe(::glStencilMask(0xFF));
|
||||
glsafe(::glClearStencil(0));
|
||||
glsafe(::glClear(GL_STENCIL_BUFFER_BIT));
|
||||
glsafe(::glStencilFunc(GL_ALWAYS, 1, 0xFF));
|
||||
glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE));
|
||||
// Mark only visible plate pixels (do not exclude objects in front of plate).
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
glsafe(::glDepthMask(GL_FALSE));
|
||||
glsafe(::glDepthFunc(GL_LEQUAL));
|
||||
|
||||
GLboolean prev_color_mask[4] = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
|
||||
glsafe(::glGetBooleanv(GL_COLOR_WRITEMASK, prev_color_mask));
|
||||
glsafe(::glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE));
|
||||
|
||||
if (const BuildVolume& build_volume = m_bed.build_volume(); build_volume.valid()) {
|
||||
GLShaderProgram* flat = wxGetApp().get_shader("flat");
|
||||
if (flat != nullptr) {
|
||||
flat->start_using();
|
||||
flat->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
|
||||
GLModel plate_mask;
|
||||
GLModel::Geometry mask;
|
||||
mask.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3 };
|
||||
|
||||
if (build_volume.type() == BuildVolume_Type::Rectangle) {
|
||||
const BoundingBox3Base<Vec3d> bb = build_volume.bounding_volume();
|
||||
mask.reserve_vertices(4);
|
||||
mask.reserve_indices(6);
|
||||
mask.add_vertex(Vec3f((float)bb.min.x(), (float)bb.min.y(), 0.0f));
|
||||
mask.add_vertex(Vec3f((float)bb.max.x(), (float)bb.min.y(), 0.0f));
|
||||
mask.add_vertex(Vec3f((float)bb.max.x(), (float)bb.max.y(), 0.0f));
|
||||
mask.add_vertex(Vec3f((float)bb.min.x(), (float)bb.max.y(), 0.0f));
|
||||
mask.add_triangle(0, 1, 2);
|
||||
mask.add_triangle(0, 2, 3);
|
||||
} else if (build_volume.type() == BuildVolume_Type::Circle) {
|
||||
const Vec2f c = Vec2f(unscaled<float>(build_volume.circle().center.x()), unscaled<float>(build_volume.circle().center.y()));
|
||||
const float r = unscaled<float>(build_volume.circle().radius);
|
||||
const int segments = 64;
|
||||
mask.reserve_vertices(segments + 1);
|
||||
mask.reserve_indices(segments * 3);
|
||||
mask.add_vertex(Vec3f(c.x(), c.y(), 0.0f));
|
||||
for (int i = 0; i < segments; ++i) {
|
||||
const float a = (2.0f * float(PI) * float(i)) / float(segments);
|
||||
mask.add_vertex(Vec3f(c.x() + r * std::cos(a), c.y() + r * std::sin(a), 0.0f));
|
||||
}
|
||||
for (int i = 0; i < segments; ++i) {
|
||||
const unsigned int i1 = 1 + i;
|
||||
const unsigned int i2 = 1 + ((i + 1) % segments);
|
||||
mask.add_triangle(0, i1, i2);
|
||||
}
|
||||
}
|
||||
|
||||
if (mask.vertices_count() > 0 && mask.indices_count() > 0) {
|
||||
plate_mask.init_from(std::move(mask));
|
||||
flat->set_uniform("view_model_matrix", camera.get_view_matrix());
|
||||
plate_mask.render(flat);
|
||||
}
|
||||
flat->stop_using();
|
||||
}
|
||||
}
|
||||
|
||||
glsafe(::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
|
||||
glsafe(::glDisable(GL_DEPTH_TEST));
|
||||
glsafe(::glStencilMask(0x00));
|
||||
glsafe(::glStencilFunc(GL_NOTEQUAL, 1, 0xFF));
|
||||
glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP));
|
||||
|
||||
shader->start_using();
|
||||
shader->set_uniform("view_model_matrix", Transform3d::Identity());
|
||||
shader->set_uniform("projection_matrix", Transform3d::Identity());
|
||||
shader->set_uniform("color_texture", 0);
|
||||
shader->set_uniform("depth_texture", 1);
|
||||
shader->set_uniform("inv_tex_size", Vec2f(1.0f / static_cast<float>(width), 1.0f / static_cast<float>(height)));
|
||||
shader->set_uniform("z_near", camera.get_near_z());
|
||||
shader->set_uniform("z_far", camera.get_far_z());
|
||||
|
||||
glsafe(::glActiveTexture(GL_TEXTURE0));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_color_texture_id));
|
||||
glsafe(::glActiveTexture(GL_TEXTURE1));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_depth_texture_id));
|
||||
m_background.render();
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
||||
glsafe(::glActiveTexture(GL_TEXTURE0));
|
||||
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
||||
shader->stop_using();
|
||||
|
||||
if (!prev_stencil_test)
|
||||
glsafe(::glDisable(GL_STENCIL_TEST));
|
||||
glsafe(::glStencilMask(prev_stencil_mask));
|
||||
glsafe(::glColorMask(prev_color_mask[0], prev_color_mask[1], prev_color_mask[2], prev_color_mask[3]));
|
||||
|
||||
glsafe(::glDepthMask(prev_depth_mask));
|
||||
glsafe(::glDepthFunc(prev_depth_func));
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
glsafe(::glEnable(GL_BLEND));
|
||||
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
||||
}
|
||||
|
||||
void GLCanvas3D::_render_background()
|
||||
{
|
||||
bool use_error_color = false;
|
||||
@@ -7686,6 +7864,206 @@ void GLCanvas3D::_render_platelist(const Transform3d& view_matrix, const Transfo
|
||||
wxGetApp().plater()->get_partplate_list().render(view_matrix, projection_matrix, bottom, only_current, only_body, hover_id, render_cali, show_grid);
|
||||
}
|
||||
|
||||
void GLCanvas3D::_render_cast_shadows_on_plate(const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
||||
{
|
||||
// Check if shadow rendering is enabled in configuration
|
||||
if (wxGetApp().app_config == nullptr)
|
||||
return;
|
||||
if (!wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_MODE))
|
||||
return;
|
||||
if (!wxGetApp().app_config->get_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS))
|
||||
return;
|
||||
if (m_volumes.empty())
|
||||
return;
|
||||
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("flat");
|
||||
if (shader == nullptr)
|
||||
return;
|
||||
|
||||
// Fixed light direction (pointing downward at an angle)
|
||||
// Drive shadow direction from current view angle: define light in eye-space,
|
||||
// then transform it to world-space with inverse view rotation.
|
||||
const Vec3d light_dir_eye = Vec3d(-0.4574957, 0.4574957, 0.7624929).normalized();
|
||||
const Matrix3d view_rot = view_matrix.matrix().block<3, 3>(0, 0);
|
||||
const Vec3d light_dir_to_light = (view_rot.transpose() * light_dir_eye).normalized();
|
||||
const Vec3d ray_dir = -light_dir_to_light; // Direction of shadow projection
|
||||
|
||||
if (std::abs(ray_dir.z()) < 1e-6)
|
||||
return;
|
||||
|
||||
// Shadow projection matrix - flattens geometry onto Z=0 plane along light direction
|
||||
Matrix4d shadow_proj = Matrix4d::Identity();
|
||||
shadow_proj(0, 2) = -ray_dir.x() / ray_dir.z();
|
||||
shadow_proj(1, 2) = -ray_dir.y() / ray_dir.z();
|
||||
shadow_proj(2, 0) = 0.0;
|
||||
shadow_proj(2, 1) = 0.0;
|
||||
shadow_proj(2, 2) = 0.0;
|
||||
shadow_proj(2, 3) = 0.01; // Bias to prevent shadow acne
|
||||
|
||||
// Save OpenGL state
|
||||
GLint prev_depth_func = GL_LESS;
|
||||
glsafe(::glGetIntegerv(GL_DEPTH_FUNC, &prev_depth_func));
|
||||
GLboolean prev_depth_mask = GL_TRUE;
|
||||
glsafe(::glGetBooleanv(GL_DEPTH_WRITEMASK, &prev_depth_mask));
|
||||
GLint prev_stencil_mask = 0xFF;
|
||||
glsafe(::glGetIntegerv(GL_STENCIL_WRITEMASK, &prev_stencil_mask));
|
||||
GLboolean prev_stencil_test = GL_FALSE;
|
||||
glsafe(::glGetBooleanv(GL_STENCIL_TEST, &prev_stencil_test));
|
||||
|
||||
// ============================================================
|
||||
// PASS 0: Create stencil mask for the build plate (value = 1)
|
||||
// ============================================================
|
||||
glsafe(::glEnable(GL_STENCIL_TEST));
|
||||
glsafe(::glStencilMask(0xFF));
|
||||
glsafe(::glClearStencil(0));
|
||||
glsafe(::glClear(GL_STENCIL_BUFFER_BIT));
|
||||
|
||||
glsafe(::glStencilFunc(GL_ALWAYS, 1, 0xFF));
|
||||
glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE));
|
||||
|
||||
glsafe(::glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE));
|
||||
glsafe(::glDisable(GL_DEPTH_TEST));
|
||||
|
||||
shader->start_using();
|
||||
shader->set_uniform("projection_matrix", projection_matrix);
|
||||
|
||||
// Draw the build plate (cached model to avoid per-frame uploads)
|
||||
if (const BuildVolume& build_volume = m_bed.build_volume(); build_volume.valid()) {
|
||||
const std::string mask_key = build_volume.type() == BuildVolume_Type::Rectangle
|
||||
? (boost::format("rect|%1$.5f|%2$.5f|%3$.5f|%4$.5f")
|
||||
% build_volume.bounding_volume().min.x()
|
||||
% build_volume.bounding_volume().min.y()
|
||||
% build_volume.bounding_volume().max.x()
|
||||
% build_volume.bounding_volume().max.y()).str()
|
||||
: (build_volume.type() == BuildVolume_Type::Circle
|
||||
? (boost::format("circle|%1$.5f|%2$.5f|%3$.5f")
|
||||
% unscaled<double>(build_volume.circle().center.x())
|
||||
% unscaled<double>(build_volume.circle().center.y())
|
||||
% unscaled<double>(build_volume.circle().radius)).str()
|
||||
: std::string("invalid"));
|
||||
|
||||
if (mask_key != m_plate_shadow_mask_key) {
|
||||
m_plate_shadow_mask.reset();
|
||||
m_plate_shadow_mask_key = mask_key;
|
||||
|
||||
GLModel::Geometry mask;
|
||||
mask.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3 };
|
||||
|
||||
if (build_volume.type() == BuildVolume_Type::Rectangle) {
|
||||
const BoundingBox3Base<Vec3d> bb = build_volume.bounding_volume();
|
||||
mask.reserve_vertices(4);
|
||||
mask.reserve_indices(6);
|
||||
mask.add_vertex(Vec3f((float)bb.min.x(), (float)bb.min.y(), 0.0f));
|
||||
mask.add_vertex(Vec3f((float)bb.max.x(), (float)bb.min.y(), 0.0f));
|
||||
mask.add_vertex(Vec3f((float)bb.max.x(), (float)bb.max.y(), 0.0f));
|
||||
mask.add_vertex(Vec3f((float)bb.min.x(), (float)bb.max.y(), 0.0f));
|
||||
mask.add_triangle(0, 1, 2);
|
||||
mask.add_triangle(0, 2, 3);
|
||||
}
|
||||
else if (build_volume.type() == BuildVolume_Type::Circle) {
|
||||
const Vec2f c = Vec2f(unscaled<float>(build_volume.circle().center.x()), unscaled<float>(build_volume.circle().center.y()));
|
||||
const float r = unscaled<float>(build_volume.circle().radius);
|
||||
const int segments = 64;
|
||||
mask.reserve_vertices(segments + 1);
|
||||
mask.reserve_indices(segments * 3);
|
||||
mask.add_vertex(Vec3f(c.x(), c.y(), 0.0f));
|
||||
for (int i = 0; i < segments; ++i) {
|
||||
const float a = (2.0f * float(PI) * float(i)) / float(segments);
|
||||
mask.add_vertex(Vec3f(c.x() + r * std::cos(a), c.y() + r * std::sin(a), 0.0f));
|
||||
}
|
||||
for (int i = 0; i < segments; ++i) {
|
||||
const unsigned int i1 = 1 + i;
|
||||
const unsigned int i2 = 1 + ((i + 1) % segments);
|
||||
mask.add_triangle(0, i1, i2);
|
||||
}
|
||||
}
|
||||
|
||||
if (mask.vertices_count() > 0 && mask.indices_count() > 0)
|
||||
m_plate_shadow_mask.init_from(std::move(mask));
|
||||
}
|
||||
|
||||
if (m_plate_shadow_mask.is_initialized()) {
|
||||
shader->set_uniform("view_model_matrix", view_matrix);
|
||||
m_plate_shadow_mask.render(shader);
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// PASS 1: Project object shadows onto plate (increment stencil to 2)
|
||||
// ============================================================
|
||||
// Only render where plate exists (stencil == 1), then increment to 2
|
||||
glsafe(::glStencilFunc(GL_EQUAL, 1, 0xFF));
|
||||
glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_INCR));
|
||||
|
||||
glsafe(::glDepthMask(GL_FALSE));
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
glsafe(::glDepthFunc(GL_ALWAYS)); // Shadows don't need depth testing
|
||||
glsafe(::glEnable(GL_POLYGON_OFFSET_FILL));
|
||||
glsafe(::glPolygonOffset(-2.0f, -2.0f));
|
||||
glsafe(::glDisable(GL_CULL_FACE));
|
||||
|
||||
// Render projected shadow geometry
|
||||
for (GLVolume* volume : m_volumes.volumes) {
|
||||
if (volume == nullptr || !volume->is_active || !volume->printable || volume->is_modifier || volume->is_wipe_tower)
|
||||
continue;
|
||||
|
||||
// CRITICAL FIX: Apply shadow projection in object's local space, then to world, then to view
|
||||
// This ensures shadows are cast from the object's actual position
|
||||
Matrix4d world_matrix = volume->world_matrix().matrix();
|
||||
|
||||
// Project the shadow - this flattens the geometry onto Z=0 in WORLD space
|
||||
Matrix4d shadow_world_matrix = shadow_proj * world_matrix;
|
||||
|
||||
// Transform to view space for rendering
|
||||
Matrix4d view_shadow_matrix = view_matrix.matrix() * shadow_world_matrix;
|
||||
|
||||
shader->set_uniform("view_model_matrix", view_shadow_matrix);
|
||||
shader->set_uniform("projection_matrix", projection_matrix);
|
||||
|
||||
volume->model.render(shader);
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// PASS 2: Draw shadow color where stencil == 2
|
||||
// ============================================================
|
||||
glsafe(::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
|
||||
glsafe(::glStencilFunc(GL_EQUAL, 2, 0xFF));
|
||||
glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP));
|
||||
glsafe(::glStencilMask(0x00));
|
||||
|
||||
glsafe(::glDepthFunc(GL_ALWAYS));
|
||||
glsafe(::glEnable(GL_BLEND));
|
||||
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
||||
|
||||
// Draw shadow fill
|
||||
shader->set_uniform("view_model_matrix", Transform3d::Identity());
|
||||
shader->set_uniform("projection_matrix", Transform3d::Identity());
|
||||
|
||||
const ColorRGBA shadow_fill_color(0.0f, 0.0f, 0.0f, 0.4f); // Darker shadow for visibility
|
||||
const ColorRGBA prev_bg_color = m_background.get_geometry().color;
|
||||
m_background.set_color(shadow_fill_color);
|
||||
shader->set_uniform("uniform_color", shadow_fill_color);
|
||||
m_background.render(shader);
|
||||
m_background.set_color(prev_bg_color);
|
||||
shader->set_uniform("uniform_color", prev_bg_color);
|
||||
|
||||
shader->stop_using();
|
||||
|
||||
// ============================================================
|
||||
// RESTORE STATE
|
||||
// ============================================================
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
glsafe(::glDepthMask(prev_depth_mask));
|
||||
glsafe(::glDepthFunc(prev_depth_func));
|
||||
glsafe(::glEnable(GL_CULL_FACE));
|
||||
glsafe(::glDisable(GL_POLYGON_OFFSET_FILL));
|
||||
glsafe(::glDisable(GL_BLEND));
|
||||
|
||||
if (!prev_stencil_test)
|
||||
glsafe(::glDisable(GL_STENCIL_TEST));
|
||||
glsafe(::glStencilMask(prev_stencil_mask));
|
||||
}
|
||||
|
||||
void GLCanvas3D::_render_plane() const
|
||||
{
|
||||
;//TODO render assemble plane
|
||||
@@ -7756,12 +8134,20 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type, bool with
|
||||
else
|
||||
m_volumes.set_show_sinking_contours(!m_gizmos.is_hiding_instances());
|
||||
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("gouraud");
|
||||
const bool realistic_mode = wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_MODE);
|
||||
const bool realistic_phong = wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_PHONG);
|
||||
const std::string shader_name = (realistic_mode && realistic_phong) ? "phong" : "gouraud";
|
||||
GLShaderProgram* shader = wxGetApp().get_shader(shader_name);
|
||||
if (shader == nullptr && shader_name != "gouraud")
|
||||
shader = wxGetApp().get_shader("gouraud");
|
||||
ECanvasType canvas_type = this->m_canvas_type;
|
||||
bool partly_inside_enable = canvas_type == ECanvasType::CanvasAssembleView ? false : true;
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
|
||||
const bool phong_ssao = wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_PHONG_SSAO);
|
||||
shader->set_uniform("enable_ssao", phong_ssao);
|
||||
|
||||
const Size& cvn_size = get_canvas_size();
|
||||
{
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
@@ -8836,6 +9222,15 @@ void GLCanvas3D::_render_canvas_toolbar()
|
||||
[this]{wxGetApp().toggle_show_outline();}
|
||||
);
|
||||
|
||||
create_menu_item( _utf8(L("Realistic View")),
|
||||
true,
|
||||
cfg->get_bool(SETTING_OPENGL_REALISTIC_MODE),
|
||||
[this, &cfg]{
|
||||
cfg->set_bool(SETTING_OPENGL_REALISTIC_MODE, !cfg->get_bool(SETTING_OPENGL_REALISTIC_MODE));
|
||||
cfg->save();
|
||||
}
|
||||
);
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
create_menu_item( _utf8(L("Perspective")),
|
||||
|
||||
@@ -727,6 +727,11 @@ public:
|
||||
GLModel m_background;
|
||||
unsigned int m_fxaa_texture_id{ 0 };
|
||||
std::array<unsigned int, 2> m_fxaa_texture_size{ 0, 0 };
|
||||
unsigned int m_ssao_color_texture_id{ 0 };
|
||||
unsigned int m_ssao_depth_texture_id{ 0 };
|
||||
std::array<unsigned int, 2> m_ssao_texture_size{ { 0, 0 } };
|
||||
GLModel m_plate_shadow_mask;
|
||||
std::string m_plate_shadow_mask_key;
|
||||
public:
|
||||
explicit GLCanvas3D(wxGLCanvas* canvas, Bed3D &bed);
|
||||
~GLCanvas3D();
|
||||
@@ -1238,12 +1243,15 @@ private:
|
||||
void _picking_pass();
|
||||
void _rectangular_selection_picking_pass();
|
||||
bool _is_fxaa_enabled() const;
|
||||
bool _is_ssao_enabled() const;
|
||||
int _get_effective_fps_cap() const;
|
||||
bool _is_fps_overlay_enabled() const;
|
||||
void _render_fps_overlay(int fps) const;
|
||||
void _render_fxaa_pass(unsigned int width, unsigned int height);
|
||||
void _render_ssao_pass(unsigned int width, unsigned int height);
|
||||
void _render_background();
|
||||
void _render_bed(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_axes);
|
||||
void _render_cast_shadows_on_plate(const Transform3d& view_matrix, const Transform3d& projection_matrix);
|
||||
//BBS: add part plate related logic
|
||||
void _render_platelist(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool only_current, bool only_body = false, int hover_id = -1, bool render_cali = false, bool show_grid = true);
|
||||
//BBS: add outline drawing logic
|
||||
|
||||
@@ -50,6 +50,8 @@ std::pair<bool, std::string> GLShadersManager::init()
|
||||
valid &= append_shader("flat_texture", { prefix + "flat_texture.vs", prefix + "flat_texture.fs" });
|
||||
// used to apply post-processing antialiasing in screen space
|
||||
valid &= append_shader("fxaa", { prefix + "fxaa.vs", prefix + "fxaa.fs" });
|
||||
// used to apply screen-space ambient occlusion in post process
|
||||
valid &= append_shader("ssao", { prefix + "ssao.vs", prefix + "ssao.fs" });
|
||||
// used to render 3D scene background
|
||||
valid &= append_shader("background", { prefix + "background.vs", prefix + "background.fs" });
|
||||
#if SLIC3R_OPENGL_ES
|
||||
@@ -76,6 +78,12 @@ std::pair<bool, std::string> GLShadersManager::init()
|
||||
valid &= append_shader("gouraud", { prefix + "gouraud.vs", prefix + "gouraud.fs" }
|
||||
#if ENABLE_ENVIRONMENT_MAP
|
||||
, { "ENABLE_ENVIRONMENT_MAP"sv }
|
||||
#endif // ENABLE_ENVIRONMENT_MAP
|
||||
);
|
||||
// used to render objects in 3d editor with phong shading
|
||||
valid &= append_shader("phong", { prefix + "phong.vs", prefix + "phong.fs" }
|
||||
#if ENABLE_ENVIRONMENT_MAP
|
||||
, { "ENABLE_ENVIRONMENT_MAP"sv }
|
||||
#endif // ENABLE_ENVIRONMENT_MAP
|
||||
);
|
||||
// used to render variable layers heights in 3d editor
|
||||
|
||||
@@ -1386,8 +1386,13 @@ bool GLGizmosManager::activate_gizmo(EType type)
|
||||
UndoRedo::SnapshotType::LeavingGizmoWithAction);
|
||||
}
|
||||
|
||||
if (type == Undefined) {
|
||||
if (type == Undefined) {
|
||||
// it is deactivation of gizmo
|
||||
if (m_restore_realistic_view_after_paint && wxGetApp().app_config != nullptr) {
|
||||
wxGetApp().app_config->set_bool(SETTING_OPENGL_REALISTIC_MODE, true);
|
||||
wxGetApp().app_config->save();
|
||||
m_restore_realistic_view_after_paint = false;
|
||||
}
|
||||
m_current = Undefined;
|
||||
return true;
|
||||
}
|
||||
@@ -1396,6 +1401,16 @@ bool GLGizmosManager::activate_gizmo(EType type)
|
||||
GLGizmoBase& new_gizmo = *m_gizmos[type];
|
||||
if (!new_gizmo.is_activable()) return false;
|
||||
|
||||
if (type == Seam || type == FdmSupports || type == FuzzySkin) {
|
||||
if (wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_MODE)) {
|
||||
m_restore_realistic_view_after_paint = true;
|
||||
wxGetApp().app_config->set_bool(SETTING_OPENGL_REALISTIC_MODE, false);
|
||||
wxGetApp().app_config->save();
|
||||
}
|
||||
} else {
|
||||
m_restore_realistic_view_after_paint = false;
|
||||
}
|
||||
|
||||
if (!m_serializing && new_gizmo.wants_enter_leave_snapshots())
|
||||
Plater::TakeSnapshot snapshot(wxGetApp().plater(),
|
||||
new_gizmo.get_gizmo_entering_text(),
|
||||
|
||||
@@ -150,6 +150,7 @@ private:
|
||||
static std::map<int, void*> icon_list;
|
||||
|
||||
bool m_is_dark = false;
|
||||
bool m_restore_realistic_view_after_paint = false;
|
||||
|
||||
/// <summary>
|
||||
/// Process mouse event on gizmo toolbar
|
||||
|
||||
@@ -1554,6 +1554,30 @@ void PreferencesDialog::create_items()
|
||||
g_sizer = f_sizers.back();
|
||||
g_sizer->AddGrowableCol(0, 1);
|
||||
|
||||
//// GRAPHICS > Realistic view
|
||||
g_sizer->Add(create_item_title(_L("Realistic View")), 1, wxEXPAND);
|
||||
|
||||
auto item_realistic_phong = create_item_checkbox(
|
||||
_L("Phong shading"),
|
||||
_L("Uses Phong shading inside realistic view.")
|
||||
, SETTING_OPENGL_REALISTIC_PHONG
|
||||
);
|
||||
g_sizer->Add(item_realistic_phong);
|
||||
|
||||
auto item_realistic_ssao = create_item_checkbox(
|
||||
_L("SSAO ambient occlusion"),
|
||||
_L("Applies SSAO in realistic view."),
|
||||
SETTING_OPENGL_PHONG_SSAO
|
||||
);
|
||||
g_sizer->Add(item_realistic_ssao);
|
||||
|
||||
auto item_realistic_shadows = create_item_checkbox(
|
||||
_L("Shadows"),
|
||||
_L("Renders cast shadows on the plate in realistic view."),
|
||||
SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS
|
||||
);
|
||||
g_sizer->Add(item_realistic_shadows);
|
||||
|
||||
//// GRAPHICS > Anti-aliasing
|
||||
g_sizer->Add(create_item_title(_L("Anti-aliasing")), 1, wxEXPAND);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user