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>
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@@ -50,6 +50,8 @@ std::pair<bool, std::string> GLShadersManager::init()
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valid &= append_shader("flat_texture", { prefix + "flat_texture.vs", prefix + "flat_texture.fs" });
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// used to apply post-processing antialiasing in screen space
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valid &= append_shader("fxaa", { prefix + "fxaa.vs", prefix + "fxaa.fs" });
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// used to apply screen-space ambient occlusion in post process
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valid &= append_shader("ssao", { prefix + "ssao.vs", prefix + "ssao.fs" });
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// used to render 3D scene background
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valid &= append_shader("background", { prefix + "background.vs", prefix + "background.fs" });
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#if SLIC3R_OPENGL_ES
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@@ -76,6 +78,12 @@ std::pair<bool, std::string> GLShadersManager::init()
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valid &= append_shader("gouraud", { prefix + "gouraud.vs", prefix + "gouraud.fs" }
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#if ENABLE_ENVIRONMENT_MAP
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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#endif // ENABLE_ENVIRONMENT_MAP
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);
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// used to render objects in 3d editor with phong shading
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valid &= append_shader("phong", { prefix + "phong.vs", prefix + "phong.fs" }
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#if ENABLE_ENVIRONMENT_MAP
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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#endif // ENABLE_ENVIRONMENT_MAP
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);
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// used to render variable layers heights in 3d editor
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