mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-06-14 07:52:56 +00:00
cast shadows
sombra 3 sombra 2
This commit is contained in:
@@ -262,6 +262,9 @@ void AppConfig::set_defaults()
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if (get(SETTING_OPENGL_SHADING_MODEL).empty())
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set(SETTING_OPENGL_SHADING_MODEL, "gouraud");
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if (get(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS).empty())
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set_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS, false);
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if (get(SETTING_OPENGL_PHONG_SSAO).empty())
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set_bool(SETTING_OPENGL_PHONG_SSAO, false);
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@@ -35,6 +35,7 @@ using namespace nlohmann;
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#define SETTING_OPENGL_FPS_CAP "opengl_fps_cap"
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#define SETTING_OPENGL_SHOW_FPS_OVERLAY "opengl_show_fps_overlay"
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#define SETTING_OPENGL_SHADING_MODEL "opengl_shading_model"
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#define SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS "opengl_phong_basic_plate_shadows"
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#define SETTING_OPENGL_PHONG_SSAO "opengl_phong_ssao"
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#if defined(_WIN32) || defined(_WIN64)
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@@ -2039,14 +2039,16 @@ void GLCanvas3D::render(bool only_init)
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/* view3D render*/
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int hover_id = (m_hover_plate_idxs.size() > 0)?m_hover_plate_idxs.front():-1;
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if (m_canvas_type == ECanvasType::CanvasView3D) {
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//BBS: add outline logic
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_render_objects(GLVolumeCollection::ERenderType::Opaque, !m_gizmos.is_running());
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_render_sla_slices();
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_render_selection();
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if (!no_partplate)
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_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), m_show_world_axes);
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if (!no_partplate) //BBS: add outline logic
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_render_platelist(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), only_current, only_body, hover_id, true, show_grid);
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_render_cast_shadows_on_plate(camera.get_view_matrix(), camera.get_projection_matrix());
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//BBS: add outline logic
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_render_objects(GLVolumeCollection::ERenderType::Opaque, !m_gizmos.is_running());
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_render_sla_slices();
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_render_selection();
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_render_objects(GLVolumeCollection::ERenderType::Transparent, !m_gizmos.is_running());
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}
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/* preview render */
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@@ -7765,6 +7767,184 @@ void GLCanvas3D::_render_platelist(const Transform3d& view_matrix, const Transfo
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wxGetApp().plater()->get_partplate_list().render(view_matrix, projection_matrix, bottom, only_current, only_body, hover_id, render_cali, show_grid);
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}
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void GLCanvas3D::_render_cast_shadows_on_plate(const Transform3d& view_matrix, const Transform3d& projection_matrix)
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{
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// Check if shadow rendering is enabled in configuration
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if (wxGetApp().app_config == nullptr)
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return;
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if (wxGetApp().app_config->get(SETTING_OPENGL_SHADING_MODEL) != "phong")
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return;
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if (!wxGetApp().app_config->get_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS))
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return;
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if (m_volumes.empty())
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return;
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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if (shader == nullptr)
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return;
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// Fixed light direction (pointing downward at an angle)
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// Drive shadow direction from current view angle: define light in eye-space,
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// then transform it to world-space with inverse view rotation.
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const Vec3d light_dir_eye = Vec3d(-0.4574957, 0.4574957, 0.7624929).normalized();
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const Matrix3d view_rot = view_matrix.matrix().block<3, 3>(0, 0);
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const Vec3d light_dir_to_light = (view_rot.transpose() * light_dir_eye).normalized();
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const Vec3d ray_dir = -light_dir_to_light; // Direction of shadow projection
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if (std::abs(ray_dir.z()) < 1e-6)
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return;
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// Shadow projection matrix - flattens geometry onto Z=0 plane along light direction
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Matrix4d shadow_proj = Matrix4d::Identity();
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shadow_proj(0, 2) = -ray_dir.x() / ray_dir.z();
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shadow_proj(1, 2) = -ray_dir.y() / ray_dir.z();
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shadow_proj(2, 0) = 0.0;
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shadow_proj(2, 1) = 0.0;
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shadow_proj(2, 2) = 0.0;
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shadow_proj(2, 3) = 0.01; // Bias to prevent shadow acne
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// Save OpenGL state
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GLint prev_depth_func = GL_LESS;
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glsafe(::glGetIntegerv(GL_DEPTH_FUNC, &prev_depth_func));
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GLboolean prev_depth_mask = GL_TRUE;
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glsafe(::glGetBooleanv(GL_DEPTH_WRITEMASK, &prev_depth_mask));
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GLint prev_stencil_mask = 0xFF;
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glsafe(::glGetIntegerv(GL_STENCIL_WRITEMASK, &prev_stencil_mask));
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GLboolean prev_stencil_test = GL_FALSE;
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glsafe(::glGetBooleanv(GL_STENCIL_TEST, &prev_stencil_test));
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// ============================================================
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// PASS 0: Create stencil mask for the build plate (value = 1)
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// ============================================================
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glsafe(::glEnable(GL_STENCIL_TEST));
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glsafe(::glStencilMask(0xFF));
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glsafe(::glClearStencil(0));
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glsafe(::glClear(GL_STENCIL_BUFFER_BIT));
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glsafe(::glStencilFunc(GL_ALWAYS, 1, 0xFF));
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glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE));
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glsafe(::glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE));
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glsafe(::glDisable(GL_DEPTH_TEST));
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shader->start_using();
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shader->set_uniform("projection_matrix", projection_matrix);
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// Draw the build plate
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if (const BuildVolume& build_volume = m_bed.build_volume(); build_volume.valid()) {
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GLModel plate_mask;
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GLModel::Geometry mask;
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mask.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3 };
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if (build_volume.type() == BuildVolume_Type::Rectangle) {
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const BoundingBox3Base<Vec3d> bb = build_volume.bounding_volume();
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mask.reserve_vertices(4);
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mask.reserve_indices(6);
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mask.add_vertex(Vec3f((float)bb.min.x(), (float)bb.min.y(), 0.0f));
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mask.add_vertex(Vec3f((float)bb.max.x(), (float)bb.min.y(), 0.0f));
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mask.add_vertex(Vec3f((float)bb.max.x(), (float)bb.max.y(), 0.0f));
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mask.add_vertex(Vec3f((float)bb.min.x(), (float)bb.max.y(), 0.0f));
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mask.add_triangle(0, 1, 2);
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mask.add_triangle(0, 2, 3);
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} else if (build_volume.type() == BuildVolume_Type::Circle) {
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const Vec2f c = Vec2f(unscaled<float>(build_volume.circle().center.x()), unscaled<float>(build_volume.circle().center.y()));
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const float r = unscaled<float>(build_volume.circle().radius);
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const int segments = 64;
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mask.reserve_vertices(segments + 1);
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mask.reserve_indices(segments * 3);
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mask.add_vertex(Vec3f(c.x(), c.y(), 0.0f));
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for (int i = 0; i < segments; ++i) {
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const float a = (2.0f * float(PI) * float(i)) / float(segments);
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mask.add_vertex(Vec3f(c.x() + r * std::cos(a), c.y() + r * std::sin(a), 0.0f));
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}
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for (int i = 0; i < segments; ++i) {
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const unsigned int i1 = 1 + i;
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const unsigned int i2 = 1 + ((i + 1) % segments);
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mask.add_triangle(0, i1, i2);
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}
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}
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if (mask.vertices_count() > 0 && mask.indices_count() > 0) {
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plate_mask.init_from(std::move(mask));
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shader->set_uniform("view_model_matrix", view_matrix);
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plate_mask.render(shader);
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}
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}
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// ============================================================
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// PASS 1: Project object shadows onto plate (increment stencil to 2)
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// ============================================================
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// Only render where plate exists (stencil == 1), then increment to 2
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glsafe(::glStencilFunc(GL_EQUAL, 1, 0xFF));
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glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_INCR));
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glsafe(::glDepthMask(GL_FALSE));
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glDepthFunc(GL_ALWAYS)); // Shadows don't need depth testing
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glsafe(::glEnable(GL_POLYGON_OFFSET_FILL));
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glsafe(::glPolygonOffset(-2.0f, -2.0f));
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glsafe(::glDisable(GL_CULL_FACE));
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// Render projected shadow geometry
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for (GLVolume* volume : m_volumes.volumes) {
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if (volume == nullptr || !volume->is_active || !volume->printable || volume->is_modifier || volume->is_wipe_tower)
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continue;
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// CRITICAL FIX: Apply shadow projection in object's local space, then to world, then to view
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// This ensures shadows are cast from the object's actual position
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Matrix4d world_matrix = volume->world_matrix().matrix();
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// Project the shadow - this flattens the geometry onto Z=0 in WORLD space
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Matrix4d shadow_world_matrix = shadow_proj * world_matrix;
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// Transform to view space for rendering
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Matrix4d view_shadow_matrix = view_matrix.matrix() * shadow_world_matrix;
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shader->set_uniform("view_model_matrix", view_shadow_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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volume->model.render(shader);
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}
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// ============================================================
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// PASS 2: Draw shadow color where stencil == 2
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// ============================================================
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glsafe(::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
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glsafe(::glStencilFunc(GL_EQUAL, 2, 0xFF));
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glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP));
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glsafe(::glStencilMask(0x00));
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glsafe(::glDepthFunc(GL_ALWAYS));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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// Draw shadow fill
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shader->set_uniform("view_model_matrix", Transform3d::Identity());
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shader->set_uniform("projection_matrix", Transform3d::Identity());
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const ColorRGBA shadow_fill_color(0.0f, 0.0f, 0.0f, 0.4f); // Darker shadow for visibility
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const ColorRGBA prev_bg_color = m_background.get_geometry().color;
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m_background.set_color(shadow_fill_color);
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m_background.render(shader);
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m_background.set_color(prev_bg_color);
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shader->stop_using();
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// ============================================================
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// RESTORE STATE
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// ============================================================
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glDepthMask(prev_depth_mask));
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glsafe(::glDepthFunc(prev_depth_func));
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glsafe(::glEnable(GL_CULL_FACE));
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glsafe(::glDisable(GL_POLYGON_OFFSET_FILL));
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glsafe(::glDisable(GL_BLEND));
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if (!prev_stencil_test)
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glsafe(::glDisable(GL_STENCIL_TEST));
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glsafe(::glStencilMask(prev_stencil_mask));
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}
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void GLCanvas3D::_render_plane() const
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{
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;//TODO render assemble plane
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@@ -8941,6 +9121,15 @@ void GLCanvas3D::_render_canvas_toolbar()
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}
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);
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create_menu_item( _utf8(L("Shadows")),
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m_canvas_type != ECanvasType::CanvasAssembleView && cfg->get(SETTING_OPENGL_SHADING_MODEL) == "phong",
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cfg->get_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS),
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[this, &cfg]{
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cfg->set_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS, !cfg->get_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS));
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cfg->save();
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}
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);
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ImGui::Separator();
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create_menu_item( _utf8(L("Perspective")),
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@@ -1249,6 +1249,7 @@ private:
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void _render_ssao_pass(unsigned int width, unsigned int height);
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void _render_background();
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void _render_bed(const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_axes);
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void _render_cast_shadows_on_plate(const Transform3d& view_matrix, const Transform3d& projection_matrix);
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//BBS: add part plate related logic
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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);
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//BBS: add outline drawing logic
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