Commit Graph
8 Commits
Author SHA1 Message Date
harrierpigeonandClaude Fable 5.1 2867a701af Belt printer: declare up_direction in both phong fragment shaders
#16195 added slope.up_direction to the SlopeDetection uniform struct of
phong.vs (110 and 140) but not to phong.fs, so the two stages declared the
uniform with different types and the program failed to link: "unable to
load shaders: phong" at startup, and studio lighting / realistic phong
rendering fell back. gouraud.fs already carries the member.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 13:59:28 -05:00
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