Commit Graph
7 Commits
Author SHA1 Message Date
SoftFever 9351bbaa83 Merge branch 'main' into claude/inspiring-knuth-7cp6pk-upstream 2026-10-03 02:30:59 +08:00
Ian BassiandKris Austin 70bc02467b Faster Preview View (#15884)
Co-authored-by: Kris Austin <kris.austin@gmail.com>
2026-10-02 14:45:58 -03:00
Claude b8d45c6bb1 Design tab: studio lighting and body edges in the 3D view
Reported: once extruded, a part is hard to read; the lighting says
little about its shape. Both lights of the object shaders sit near the
camera, so the sides of a part come out in almost the same tone, and
nothing marks where one face ends and the next begins.

- The phong shader gains a studio lighting model, chosen by a new
  lighting_model uniform: a sky/ground hemisphere in world space (up
  faces cool and bright, down faces warm and dark), a key light from the
  upper left and a weak fill from the right, a plastic-like highlight,
  and a darker base with a faint sheen toward the silhouette so curved
  faces read as round. GLCanvas3D::set_studio_lighting() makes a canvas
  draw its objects with it whatever the realistic-view preferences; only
  the Design canvas turns it on. Every canvas sets the uniform on each
  use, 0 for the slicer's, so they render as before.
- Every B-rep edge of a body is drawn as a thin dark line over it, depth
  tested and pulled a few pixels toward the eye so it wins against the
  faces meeting at it and hides behind the faces in front. The seam of a
  closed surface and degenerate edges are left out
  (GeometryEngine::display_edges). Edges are sampled once per shape and
  kept across recomputes that leave a body unchanged; bodies faded by
  body focus get fainter edges, and a dress-up previewing its result
  alone hides them with the bodies.

Tests: display_edges gives a box its 12 edges at their lengths, a
cylinder its two round rims without the seam, a cone its base rim
without the seam or the apex.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QK4VgguuCAk2hZLWgcjJb9
2026-09-30 08:34:46 +00:00
33909a51cd Fix external outline Thickness (#14741)
* Fix external outline

* Format and values

* frag_color -> gl_FragColor

* Remove Transform3d& view_matrix

* Clarify rendering comments in 3DScene.cpp

Updated comments to clarify rendering process using stencil buffer.

---------

Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
2026-07-17 09:04:36 +08:00
78692aa08f Interactive shadows (#14702)
Co-authored-by: Ian Bassi <12130714+ianalexis@users.noreply.github.com>
Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
2026-07-12 21:44:30 -03:00
Rodrigo Faselli 115d6dde46 ENABLE_SMOOTH_NORMALS (#14080)
* ENABLE_SMOOTH_NORMALS

* Remove definition of macro L if defined

* Update GLModel.cpp

* suavizado ajustado en 5 grados

5 grados

3,5 grados

* Ajuste de brillo menos intenso

* opcion smooth normals

Update GLModel.cpp

test

test 3

* cleaning macros

* tooltip

* Apply suggestion from @RF47

* Apply suggestion from @RF47

* Apply suggestions from code review

Co-authored-by: Rodrigo Faselli <162915171+RF47@users.noreply.github.com>
2026-06-19 09:42:12 +08:00
cf8bb38dc6 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>
2026-06-04 18:22:06 +08:00