mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-05-17 10:32:20 +00:00
Merge branch 'main' into main
This commit is contained in:
46
resources/images/horizontal_hide.svg
Normal file
46
resources/images/horizontal_hide.svg
Normal file
@@ -0,0 +1,46 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<svg
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version="1.0"
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y="0px"
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||||
viewBox="0 0 16 16"
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||||
xml:space="preserve"
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sodipodi:docname="hide_horizontal.svg"
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inkscape:pageshadow="0"
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</svg>
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After Width: | Height: | Size: 1.3 KiB |
46
resources/images/horizontal_show.svg
Normal file
46
resources/images/horizontal_show.svg
Normal file
@@ -0,0 +1,46 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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viewBox="0 0 16 16"
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xml:space="preserve"
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sodipodi:docname="show_horizontal.svg"
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inkscape:version="1.1 (c68e22c387, 2021-05-23)"
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xmlns:svg="http://www.w3.org/2000/svg"><defs
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pagecolor="#505050"
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transform="translate(0,4)" />
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</svg>
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After Width: | Height: | Size: 1.3 KiB |
@@ -111,7 +111,7 @@
|
||||
"0"
|
||||
],
|
||||
"hot_plate_temp": [
|
||||
"5705"
|
||||
"70"
|
||||
],
|
||||
"hot_plate_temp_initial_layer": [
|
||||
"70"
|
||||
@@ -165,4 +165,4 @@
|
||||
"filament_end_gcode": [
|
||||
"; filament end gcode \nM106 P3 S0\n"
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,9 @@ uniform vec4 bottom_color;
|
||||
|
||||
in vec2 tex_coord;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = mix(bottom_color, top_color, tex_coord.y);
|
||||
out_color = mix(bottom_color, top_color, tex_coord.y);
|
||||
}
|
||||
|
||||
34
resources/shaders/140/dashed_thick_lines.fs
Normal file
34
resources/shaders/140/dashed_thick_lines.fs
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@@ -0,0 +1,34 @@
|
||||
#version 150
|
||||
|
||||
// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
|
||||
// https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
|
||||
|
||||
const float aa_radius = 0.5;
|
||||
|
||||
uniform float dash_size;
|
||||
uniform float gap_size;
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
in float line_width;
|
||||
// x = v tex coord, y = s coord
|
||||
in vec2 seg_params;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
float inv_stride = 1.0 / (dash_size + gap_size);
|
||||
if (gap_size > 0.0 && fract(seg_params.y * inv_stride) > dash_size * inv_stride)
|
||||
discard;
|
||||
|
||||
// We render a quad that is fattened by r, giving total width of the line to be w+r. We want smoothing to happen
|
||||
// around w, so that the edge is properly smoothed out. As such, in the smoothstep function we have:
|
||||
// Far edge : 1.0 = (w+r) / (w+r)
|
||||
// Close edge : 1.0 - (2r / (w+r)) = (w+r)/(w+r) - 2r/(w+r)) = (w-r) / (w+r)
|
||||
// This way the smoothing is centered around 'w'.
|
||||
|
||||
out_color = uniform_color;
|
||||
float inv_line_width = 1.0 / line_width;
|
||||
float aa = 1.0 - smoothstep(1.0 - (2.0 * aa_radius * inv_line_width), 1.0, abs(seg_params.x * inv_line_width));
|
||||
out_color.a *= aa;
|
||||
}
|
||||
50
resources/shaders/140/dashed_thick_lines.gs
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50
resources/shaders/140/dashed_thick_lines.gs
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@@ -0,0 +1,50 @@
|
||||
#version 150
|
||||
|
||||
// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
|
||||
// https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
|
||||
|
||||
layout(lines) in;
|
||||
layout(triangle_strip, max_vertices = 4) out;
|
||||
|
||||
const float aa_radius = 0.5;
|
||||
|
||||
uniform vec2 viewport_size;
|
||||
uniform float width;
|
||||
|
||||
in float coord_s[];
|
||||
|
||||
out float line_width;
|
||||
// x = v tex coord, y = s coord
|
||||
out vec2 seg_params;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 ndc_0 = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
|
||||
vec2 ndc_1 = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
|
||||
|
||||
vec2 dir = normalize((ndc_1 - ndc_0) * viewport_size);
|
||||
vec2 normal_dir = vec2(-dir.y, dir.x);
|
||||
|
||||
line_width = max(1.0, width) + 2.0 * aa_radius;
|
||||
float half_line_width = 0.5 * line_width;
|
||||
|
||||
vec2 normal = vec2(line_width / viewport_size[0], line_width / viewport_size[1]) * normal_dir;
|
||||
|
||||
seg_params = vec2(-half_line_width, coord_s[0]);
|
||||
gl_Position = vec4((ndc_0 + normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);
|
||||
EmitVertex();
|
||||
|
||||
seg_params = vec2(-half_line_width, coord_s[0]);
|
||||
gl_Position = vec4((ndc_0 - normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);
|
||||
EmitVertex();
|
||||
|
||||
seg_params = vec2(half_line_width, coord_s[1]);
|
||||
gl_Position = vec4((ndc_1 + normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw);
|
||||
EmitVertex();
|
||||
|
||||
seg_params = vec2(half_line_width, coord_s[1]);
|
||||
gl_Position = vec4((ndc_1 - normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
18
resources/shaders/140/dashed_thick_lines.vs
Normal file
18
resources/shaders/140/dashed_thick_lines.vs
Normal file
@@ -0,0 +1,18 @@
|
||||
#version 150
|
||||
|
||||
// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
|
||||
// https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
|
||||
// v_position.w = coordinate along the line
|
||||
in vec4 v_position;
|
||||
|
||||
out float coord_s;
|
||||
|
||||
void main()
|
||||
{
|
||||
coord_s = v_position.w;
|
||||
gl_Position = projection_matrix * view_model_matrix * vec4(v_position.xyz, 1.0);
|
||||
}
|
||||
@@ -2,7 +2,9 @@
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = uniform_color;
|
||||
out_color = uniform_color;
|
||||
}
|
||||
|
||||
@@ -4,7 +4,9 @@ uniform sampler2D uniform_texture;
|
||||
|
||||
in vec2 tex_coord;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = texture(uniform_texture, tex_coord);
|
||||
out_color = texture(uniform_texture, tex_coord);
|
||||
}
|
||||
|
||||
@@ -6,7 +6,9 @@ uniform float emission_factor;
|
||||
// x = tainted, y = specular;
|
||||
in vec2 intensity;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
||||
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
||||
}
|
||||
|
||||
@@ -6,7 +6,9 @@ uniform float emission_factor;
|
||||
// x = tainted, y = specular;
|
||||
in vec2 intensity;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
||||
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
||||
}
|
||||
|
||||
46
resources/shaders/140/hotbed.fs
Normal file
46
resources/shaders/140/hotbed.fs
Normal file
@@ -0,0 +1,46 @@
|
||||
#version 140
|
||||
|
||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
const vec3 WHITE = vec3(1.0, 1.0, 1.0);
|
||||
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;
|
||||
};
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
uniform float emission_factor;
|
||||
uniform PrintVolumeDetection print_volume;
|
||||
// x = diffuse, y = specular;
|
||||
in vec2 intensity;
|
||||
in vec4 world_pos;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = uniform_color.rgb;
|
||||
float alpha = uniform_color.a;
|
||||
// if the fragment is outside the print volume -> use darker color
|
||||
vec3 pv_check_min = ZERO;
|
||||
vec3 pv_check_max = ZERO;
|
||||
if (print_volume.type == 0) {// rectangle
|
||||
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) {// circle
|
||||
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 = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, WHITE, 0.3333) : color;
|
||||
//out_color = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
||||
out_color = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), alpha);
|
||||
}
|
||||
47
resources/shaders/140/hotbed.vs
Normal file
47
resources/shaders/140/hotbed.vs
Normal file
@@ -0,0 +1,47 @@
|
||||
#version 140
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
|
||||
// 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 (0.125 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SHININESS 20.0
|
||||
|
||||
// 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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
out vec4 world_pos;
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(view_normal_matrix * v_normal);
|
||||
|
||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
||||
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
||||
|
||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||
world_pos = volume_world_matrix * vec4(v_position, 1.0);
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
@@ -5,7 +5,9 @@ uniform sampler2D Texture;
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color * texture(Texture, Frag_UV.st);
|
||||
out_color = Frag_Color * texture(Texture, Frag_UV.st);
|
||||
}
|
||||
@@ -2,7 +2,9 @@
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = uniform_color;
|
||||
out_color = uniform_color;
|
||||
}
|
||||
|
||||
@@ -9,13 +9,15 @@ in vec2 intensity;
|
||||
//varying float drop;
|
||||
in vec4 world_pos;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (world_pos.z < 0.0)
|
||||
discard;
|
||||
if(ban_light){
|
||||
gl_FragColor = uniform_color;
|
||||
out_color = uniform_color;
|
||||
} else{
|
||||
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
||||
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,6 +15,8 @@ in vec2 intensity;
|
||||
|
||||
in float object_z;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
float object_z_row = z_to_texture_row * object_z;
|
||||
@@ -37,5 +39,5 @@ void main()
|
||||
color = mix(texture(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
|
||||
texture(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
|
||||
// Mix the final color.
|
||||
gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
|
||||
out_color = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user