Compare commits

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Author SHA1 Message Date
Ian Bassi e71497738f Configurable default G-code preview view type (#15769) 2026-09-22 20:50:59 -03:00
Ian BassiandRodrigo Faselli d820303a3f Improve preview colors (#15809)
Co-authored-by: Rodrigo Faselli <162915171+RF47@users.noreply.github.com>
2026-09-22 20:50:18 -03:00
Kris Austin f83bfa17ff ci: keep older compiler cache entries when the save wrote nothing (#15828)
#15668 saves the compiler cache on cancelled and failed builds and then
drops the older entries for the leg on the ref. actions/cache/save only
warns when its tar fails, so a cancelled build whose ccache directory
was still being written saved nothing, the drop ran anyway and deleted
the leg's last good entry. The next run on main restored nothing and
compiled cold, and so did every PR that restored in the gap. Run
35405244634 (Flatpak x86_64, 2026-09-18) did this to
ccache-Flatpak-x86_64-35397824860-1; between 13 and 18 September 9 of
87 cancelled main build jobs did the same.

Look the new entry up before deleting anything, and keep the older ones
when it is not there.
2026-09-22 15:41:30 -03:00
7ca2b9ad9c update FlyingBear Ghost7 0.4 nozzle.json, InfiMech EX 0.4 nozzle.json… (#15707)
update FlyingBear Ghost7 0.4 nozzle.json, InfiMech EX 0.4 nozzle.json, InfiMech EX+APS 0.4 nozzle.json

Co-authored-by: Flyingbear <adam@3dflyingbear.com>
Co-authored-by: SoftFever <103989404+SoftFever@users.noreply.github.com>
2026-09-23 01:46:05 +08:00
20 changed files with 664 additions and 237 deletions
+8
View File
@@ -413,6 +413,14 @@ jobs:
GH_TOKEN: ${{ github.token }}
run: |
api="$GITHUB_API_URL/repos/$GITHUB_REPOSITORY/actions/caches"
# The save step reports success even when its tar failed, so keep
# the older entries unless the new one is listed.
if ! curl -sSf -H "Authorization: Bearer $GH_TOKEN" \
"$api?ref=$GITHUB_REF&key=$CCACHE_ENTRY" \
| jq -e --arg entry "$CCACHE_ENTRY" 'any(.actions_caches[]; .key == $entry)' > /dev/null; then
echo "$CCACHE_ENTRY was not saved; keeping the older entries."
exit 0
fi
curl -sSf -H "Authorization: Bearer $GH_TOKEN" \
"$api?ref=$GITHUB_REF&key=ccache-$CCACHE_LEG-&per_page=100" \
| jq -r --arg prefix "ccache-$CCACHE_LEG-" --argjson run "$GITHUB_RUN_ID" \
+7
View File
@@ -798,6 +798,13 @@ jobs:
env:
GH_TOKEN: ${{ github.token }}
run: |
# The save step reports success even when its tar failed, so keep
# the older entries unless the new one is listed.
if ! gh cache list --ref "$GITHUB_REF" --key "$CCACHE_ENTRY" --json key \
| jq -e --arg entry "$CCACHE_ENTRY" 'any(.[]; .key == $entry)' > /dev/null; then
echo "$CCACHE_ENTRY was not saved; keeping the older entries."
exit 0
fi
gh cache list --ref "$GITHUB_REF" --key "ccache-$CCACHE_LEG-" --limit 100 --json id,key \
| jq -r --arg prefix "ccache-$CCACHE_LEG-" --argjson run "$GITHUB_RUN_ID" \
'.[] | select((.key | ltrimstr($prefix) | split("-")[0] | tonumber?) < $run) | .id' \
@@ -198,6 +198,6 @@
"0.4"
],
"z_hop_types": [
"Normal Lift"
"Auto Lift"
]
}
@@ -198,6 +198,6 @@
"0.4"
],
"z_hop_types": [
"Normal Lift"
"Auto Lift"
]
}
@@ -198,6 +198,6 @@
"0.4"
],
"z_hop_types": [
"Normal Lift"
"Auto Lift"
]
}
+53 -29
View File
@@ -7,18 +7,38 @@
uniform sampler2D color_texture;
uniform sampler2D depth_texture;
uniform sampler2D normal_texture;
uniform vec2 inv_tex_size;
uniform float z_near;
uniform float z_far;
uniform bool is_outline;
// The pass has no normal target to read, so the surface normal is reconstructed from the depth
// buffer. inv_projection_matrix unprojects a pixel back into view space and up_view is world +Z
// expressed in view space, which is what tells a top surface from a wall.
uniform mat4 inv_projection_matrix;
uniform vec3 up_view;
varying vec2 tex_coord;
float linearize_depth(float depth)
// Position of the given pixel in view space. Valid under both an orthographic and a perspective
// camera, unlike the depth linearization it replaces.
vec3 view_pos(vec2 uv)
{
float z = depth * 2.0 - 1.0;
return (2.0 * z_near * z_far) / (z_far + z_near - z * (z_far - z_near));
vec2 c = clamp(uv, vec2(0.0), vec2(1.0));
float d = texture2D(depth_texture, c).r;
vec4 ndc = vec4(c * 2.0 - 1.0, d * 2.0 - 1.0, 1.0);
vec4 view = inv_projection_matrix * ndc;
return view.xyz / view.w;
}
// Surface normal at the given pixel, from the forward differences of the reconstructed view
// position. It rings by a pixel across a depth discontinuity, which is acceptable here: the
// normal only weights the occlusion, nothing is shaded with it.
vec3 view_normal(vec2 uv, vec3 p)
{
vec3 px = view_pos(uv + vec2(inv_tex_size.x, 0.0));
vec3 py = view_pos(uv + vec2(0.0, inv_tex_size.y));
vec3 n = cross(px - p, py - p);
float len = length(n);
return (len > 1e-8) ? n / len : vec3(0.0, 0.0, 1.0);
}
void main()
@@ -28,16 +48,21 @@ void main()
return;
}
vec3 base = texture2D(color_texture, tex_coord).rgb;
float depth_center = linearize_depth(texture2D(depth_texture, tex_coord).r);
// Sample normal at current fragment (range: -1 to 1)
vec3 normal_center = texture2D(normal_texture, tex_coord).rgb * 2.0 - 1.0;
// Nothing was drawn here: occluding the background would only darken the gradient, and its
// reconstructed normal is degenerate anyway.
if (texture2D(depth_texture, tex_coord).r >= 0.9999) {
gl_FragColor = vec4(base, 1.0);
return;
}
vec3 center_pos = view_pos(tex_coord);
float depth_center = -center_pos.z;
vec3 normal_center = view_normal(tex_coord, center_pos);
// Calculate how much the surface faces upward
// up_factor = 1.0 for surfaces pointing straight up (0,0,1)
// up_factor = 0.0 for surfaces pointing down or sideways
float up_factor = max(0.0, normal_center.z); // Assuming Z is up axis
// Alternative: if Y is up, use normal_center.y
// up_factor = 1.0 for surfaces pointing straight up, 0.0 for walls and downward faces
float up_factor = clamp(dot(normal_center, up_view), 0.0, 1.0);
// Adaptive sampling radius
float radius = mix(2.0, 4.0, depth_center / z_far);
@@ -52,39 +77,38 @@ void main()
offsets[6] = vec2( 0.0, -1.0);
offsets[7] = vec2( 0.707,-0.707);
// Occlusion is a slope, not a depth difference: how far a neighbour rises out of the
// centre's tangent plane over how far away it is. Unlike a raw difference, that sine is
// free of camera distance and zoom, so a crease reads the same from any view.
const float SLOPE_MIN = 0.08; // ~5 degrees, above the depth-buffer noise of a flat surface
const float SLOPE_MAX = 0.60; // ~37 degrees, a full crease
const float SAMPLE_COUNT = 8.0;
float occlusion = 0.0;
int valid_samples = 0;
for (int i = 0; i < 8; ++i) {
vec2 uv = tex_coord + offsets[i] * inv_tex_size * radius;
uv = clamp(uv, vec2(0.001), vec2(0.999));
float sample_depth = linearize_depth(texture2D(depth_texture, uv).r);
float depth_diff = max(0.0, depth_center - sample_depth);
float threshold = 0.015 * (0.5 + depth_center / z_far);
float contribution = smoothstep(0.001, threshold, depth_diff);
vec3 delta = view_pos(uv) - center_pos;
float dist = length(delta);
float rise = (dist > 1e-6) ? dot(delta, normal_center) / dist : 0.0;
float contribution = smoothstep(SLOPE_MIN, SLOPE_MAX, rise);
float diagonal_weight = 1.0 - abs(offsets[i].x * offsets[i].y) * 0.5;
occlusion += contribution * diagonal_weight;
valid_samples++;
}
if (valid_samples > 0)
occlusion /= float(valid_samples);
occlusion /= SAMPLE_COUNT;
// flatter/top-like surfaces get less darkening
float ao_intensity = 0.55;
float ambient_occlusion = 1.0 - occlusion * ao_intensity;
// Different min values for top vs bottom surfaces
// Different min values for top vs bottom surfaces. The boost that used to follow lifted a
// top surface back to within 2% of unoccluded once up_factor became a real normal rather
// than a colour, which is where the AO went; the floors alone shape the effect now.
float ao_min = mix(0.45, 0.70, up_factor); // Bottom: 0.45, Top: 0.70
ambient_occlusion = clamp(ambient_occlusion, ao_min, 1.0);
// Boost brightness on top surfaces (optional)
float brightness_boost = 1.0 + up_factor * 0.15; // 15% extra brightness on top
ambient_occlusion = pow(ambient_occlusion, 2.2) * brightness_boost;
ambient_occlusion = clamp(ambient_occlusion, 0.45, 1.05);
gl_FragColor = vec4(base * ambient_occlusion, 1.0);
}
}
+71 -59
View File
@@ -1,24 +1,45 @@
#version 140
/**
* SSAO Shader - GLSL 140 version with sharp depth threshold
* SSAO Shader - GLSL 140 version with a slope-based occlusion test
* Only darkens valleys/concave areas, ignores smooth variations
*/
uniform sampler2D color_texture;
uniform sampler2D depth_texture;
uniform sampler2D normal_texture;
uniform float z_near;
uniform vec2 inv_tex_size;
uniform float z_far;
uniform bool is_outline;
// The pass has no normal target to read, so the surface normal is reconstructed from the depth
// buffer. inv_projection_matrix unprojects a pixel back into view space and up_view is world +Z
// expressed in view space, which is what tells a top surface from a wall.
uniform mat4 inv_projection_matrix;
uniform vec3 up_view;
in vec2 tex_coord;
out vec4 frag_color;
float linearize_depth(float depth)
// Position of the given pixel in view space. Valid under both an orthographic and a perspective
// camera, unlike the depth linearization it replaces.
vec3 view_pos(ivec2 pixel)
{
float z = depth * 2.0 - 1.0;
return (2.0 * z_near * z_far) / (z_far + z_near - z * (z_far - z_near));
ivec2 p = clamp(pixel, ivec2(0), textureSize(depth_texture, 0) - 1);
float d = texelFetch(depth_texture, p, 0).r;
vec4 ndc = vec4((vec2(p) + 0.5) * inv_tex_size * 2.0 - 1.0, d * 2.0 - 1.0, 1.0);
vec4 view = inv_projection_matrix * ndc;
return view.xyz / view.w;
}
// Surface normal at the given pixel, from the forward differences of the reconstructed view
// position. It rings by a pixel across a depth discontinuity, which is acceptable here: the
// normal only weights the occlusion, nothing is shaded with it.
vec3 view_normal(ivec2 pixel, vec3 p)
{
vec3 px = view_pos(pixel + ivec2(1, 0));
vec3 py = view_pos(pixel + ivec2(0, 1));
vec3 n = cross(px - p, py - p);
float len = length(n);
return (len > 1e-8) ? n / len : vec3(0.0, 0.0, 1.0);
}
void main()
@@ -28,81 +49,72 @@ void main()
return;
}
ivec2 pixel = ivec2(gl_FragCoord.xy);
float center_depth = linearize_depth(texelFetch(depth_texture, pixel, 0).r);
// Sample normal buffer (stored as RGB in 0-1 range, convert to -1 to 1)
vec3 normal_center = texelFetch(normal_texture, pixel, 0).rgb * 2.0 - 1.0;
normal_center = normalize(normal_center);
vec3 color = texture(color_texture, tex_coord).rgb;
// Nothing was drawn here: occluding the background would only darken the gradient, and its
// reconstructed normal is degenerate anyway.
if (texelFetch(depth_texture, pixel, 0).r >= 0.9999) {
frag_color = vec4(color, 1.0);
return;
}
vec3 center_pos = view_pos(pixel);
float center_depth = -center_pos.z;
vec3 normal_center = view_normal(pixel, center_pos);
// Calculate upward-facing factor (Z-up coordinate system)
float up_factor = clamp(normal_center.z * 1.5, 0.0, 1.0);
float up_factor = clamp(dot(normal_center, up_view), 0.0, 1.0);
// Adaptive radius in pixel space
int radius = int(mix(2.0, 4.0, center_depth / z_far));
// Optimized sampling pattern
const ivec2 offsets[12] = ivec2[](
const int SAMPLE_COUNT = 12;
const ivec2 offsets[SAMPLE_COUNT] = ivec2[](
ivec2(1, 0), ivec2(-1, 0), ivec2(0, 1), ivec2(0, -1),
ivec2(1, 1), ivec2(-1, 1), ivec2(1, -1), ivec2(-1, -1),
ivec2(2, 0), ivec2(-2, 0), ivec2(0, 2), ivec2(0, -2)
);
float occlusion = 0.0;
int valid_samples = 0;
// Occlusion is a slope, not a depth difference: the sine of the angle a neighbour subtends
// above the centre's tangent plane. A raw difference depends on camera distance and zoom,
// so no fixed thresholds suit both a 0.2 mm layer step and a 5 mm overhang.
const float SLOPE_MIN = 0.08; // ~5 degrees, above the depth-buffer noise of a flat surface
const float SLOPE_MAX = 0.60; // ~37 degrees, a full crease
for (int i = 0; i < 12; i++) {
float occlusion = 0.0;
for (int i = 0; i < SAMPLE_COUNT; i++) {
// No edge rejection: view_pos clamps, giving a near-zero delta and no occlusion.
// Rejecting one side only would bias the denominator against the other.
ivec2 sample_pixel = pixel + offsets[i] * radius;
if (sample_pixel.x < 0 || sample_pixel.y < 0)
continue;
float sample_depth = linearize_depth(texelFetch(depth_texture, sample_pixel, 0).r);
// Sample normal at neighbor
vec3 normal_sample = texelFetch(normal_texture, sample_pixel, 0).rgb * 2.0 - 1.0;
// Depth difference (positive if neighbor is closer to camera)
float depth_diff = center_depth - sample_depth;
// Sharp depth threshold ===
// Minimum depth difference to consider occlusion (ignores small variations)
float threshold_min = 0.008; // Higher = only deep valleys get darkened
float threshold_max = 0.04; // Transition range for full occlusion
vec3 delta = view_pos(sample_pixel) - center_pos;
float dist = length(delta);
// How far the neighbour rises towards the viewer out of the centre's tangent plane. A
// flat surface gives ~0 whatever its orientation, so this also subsumes the separate
// planar test the normals were compared for.
float rise = (dist > 1e-6) ? dot(delta, normal_center) / dist : 0.0;
float contribution = 0.0;
if (depth_diff > threshold_min) {
if (rise > SLOPE_MIN) {
// Abrupt mapping with power curve
contribution = (depth_diff - threshold_min) / (threshold_max - threshold_min);
contribution = (rise - SLOPE_MIN) / (SLOPE_MAX - SLOPE_MIN);
contribution = clamp(contribution, 0.0, 1.0);
contribution = pow(contribution, 2.0); // Steeper curve for sharper transition
}
// Reduce occlusion on planar surfaces (similar normals)
float normal_similarity = dot(normal_center, normal_sample);
float planar_factor = smoothstep(0.75, 0.95, normal_similarity);
contribution *= (1.0 - planar_factor * 0.6);
occlusion += contribution;
valid_samples++;
}
if (valid_samples > 0) {
// Calculate ambient occlusion factor with higher base intensity
float ao_factor = 1.0 - (occlusion / float(valid_samples)) * 0.6;
// Keep bright areas clean (higher minimum for upward-facing surfaces)
float ao_min = mix(0.55, 0.85, up_factor);
ao_factor = clamp(ao_factor, ao_min, 1.0);
// Slight brightness boost for upward-facing surfaces
float brightness_boost = 1.0 + up_factor * 0.15;
ao_factor = ao_factor * brightness_boost;
occlusion = ao_factor;
} else {
occlusion = 1.0;
}
// Calculate ambient occlusion factor with higher base intensity
float ao_factor = 1.0 - (occlusion / float(SAMPLE_COUNT)) * 0.6;
// Keep bright areas clean (higher minimum for upward-facing surfaces). The old 0.85 floor
// and 1.15 boost were set when up_factor came from the colour buffer and read ~0; with a
// real normal they capped a top surface at 2% darkening, which hid the AO entirely.
float ao_min = mix(0.45, 0.70, up_factor);
occlusion = clamp(ao_factor, ao_min, 1.0);
vec3 color = texture(color_texture, tex_coord).rgb;
frag_color = vec4(color * occlusion, 1.0);
}
}
+9
View File
@@ -224,6 +224,12 @@ void AppConfig::set_defaults()
set("preview_dim_previous_layers_brightness", std::to_string(std::max(0, std::min(brightness, 99))));
}
// ORCA: view type the G-code preview opens with. "auto" keeps the automatic choice (Filament for
// multi material prints, Line Type for single material ones), "last" restores the view type the user
// picked last, any other value is a fixed view type name, see GCodeViewer::view_type_to_config_name().
if (get("preview_default_view_type").empty())
set("preview_default_view_type", "auto");
if (get("filaments_area_preferred_count").empty())
set("filaments_area_preferred_count", "10");
@@ -303,6 +309,9 @@ void AppConfig::set_defaults()
if (get(SETTING_OPENGL_REALISTIC_PHONG).empty())
set_bool(SETTING_OPENGL_REALISTIC_PHONG, true);
if (get(SETTING_OPENGL_REALISTIC_PREVIEW).empty())
set_bool(SETTING_OPENGL_REALISTIC_PREVIEW, false);
if (get(SETTING_OPENGL_SHADING_MODEL).empty())
set(SETTING_OPENGL_SHADING_MODEL, "gouraud");
+1
View File
@@ -42,6 +42,7 @@ using namespace nlohmann;
#define SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS "opengl_phong_basic_plate_shadows"
#define SETTING_OPENGL_PHONG_SSAO "opengl_phong_ssao"
#define SETTING_OPENGL_PHONG_SMOOTH_NORMALS "opengl_phong_smooth_normals"
#define SETTING_OPENGL_REALISTIC_PREVIEW "opengl_realistic_preview"
#define SETTING_PLUGIN_PAGES_VISIBLE_COUNT "plugin_pages_visible_count"
#define PLUGIN_PAGES_VISIBLE_COUNT_MIN 1
+16
View File
@@ -60,6 +60,22 @@ public:
// using the given camera matrices.
//
void render(const Mat4x4& view_matrix, const Mat4x4& projection_matrix);
//
// ORCA: realistic view. Render the toolpaths as seen from the light, to fill the caller's
// shadow map. Depth only - the caller masks colour writes and owns the framebuffer.
//
void render_shadow_casters(const Mat4x4& view_matrix, const Mat4x4& projection_matrix, const Vec3& light_position);
//
// ORCA: realistic view. The shadow map the toolpaths sample, in the given texture unit.
// intensity == 0, the default, turns the lookup off and restores the plain shading.
//
void set_shadow_map(int texture_unit, const Mat4x4& light_view_projection, float intensity, float texel_size);
//
// ORCA: tone applied to the shaded toolpaths, to pay back the light the lighting term,
// the shadow and the SSAO pass each take off. 1.0/1.0, the default, is a no-op; the
// caller decides which of the two it varies with the realistic view setting.
//
void set_tone(float exposure, float saturation);
//
// ************************************************************************
+62 -6
View File
@@ -16,7 +16,8 @@ static const char* Segments_Vertex_Shader =
"#define FIX_TWISTING\n"
"const vec3 light_top_dir = vec3(-0.4574957, 0.4574957, 0.7624929);\n"
"const float light_top_diffuse = 0.6 * 0.8;\n"
"const float light_top_specular = 0.6 * 0.125;\n"
// ORCA: the specular was 0.6 * 0.125, too faint to give the filament any sheen.
"const float light_top_specular = 0.6 * 0.25;\n"
"const float light_top_shininess = 20.0;\n"
"const vec3 light_front_dir = vec3(0.6985074, 0.1397015, 0.6985074);\n"
"const float light_front_diffuse = 0.6 * 0.2;\n"
@@ -30,8 +31,19 @@ static const char* Segments_Vertex_Shader =
"uniform samplerBuffer height_width_angle_tex;\n"
"uniform samplerBuffer color_tex;\n"
"uniform usamplerBuffer segment_index_tex;\n"
// ORCA: 0 during the shadow caster pass - the bias below shifts eye_position but not
// world_position, so the caster would write a depth the receiver never looks up.
"uniform float bias_scale;\n"
"in int vertex_id;\n"
"out vec3 color;\n"
"// ORCA: realistic view - the light the shadow map is able to block, kept apart from the\n"
"// ambient and emissive terms in color, which a shadow does not occlude. Their sum is the\n"
"// single lighting term this replaces, so shading is unchanged while shadows are off.\n"
"out vec3 color_direct;\n"
"// ORCA: realistic view - the fragment shader looks the fragment up in the shadow map, which\n"
"// needs its world position and, for the depth bias, its eye space normal.\n"
"out vec3 world_position;\n"
"out vec3 shadow_normal;\n"
"vec3 decode_color(float color) {\n"
" int c = int(round(color));\n"
" int r = (c >> 16) & 0xFF;\n"
@@ -40,11 +52,11 @@ static const char* Segments_Vertex_Shader =
" float f = 1.0 / 255.0f;\n"
" return f * vec3(r, g, b);\n"
"}\n"
"float lighting(vec3 eye_position, vec3 eye_normal) {\n"
"float direct_lighting(vec3 eye_position, vec3 eye_normal) {\n"
" float top_diffuse = light_top_diffuse * max(dot(eye_normal, light_top_dir), 0.0);\n"
" float front_diffuse = light_front_diffuse * max(dot(eye_normal, light_front_dir), 0.0);\n"
" float top_specular = light_top_specular * pow(max(dot(-normalize(eye_position), reflect(-light_top_dir, eye_normal)), 0.0), light_top_shininess);\n"
" return ambient + top_diffuse + front_diffuse + top_specular + emission;\n"
" return top_diffuse + front_diffuse + top_specular;\n"
"}\n"
"void main() {\n"
" int id_a = int(texelFetch(segment_index_tex, gl_InstanceID).r);\n"
@@ -135,19 +147,63 @@ static const char* Segments_Vertex_Shader =
" }\n"
" vec3 eye_position = (view_matrix * vec4(pos, 1.0)).xyz;\n"
" // ORCA: Apply bias to z-position to avoid z-fighting\n"
" eye_position.z += bias;\n"
" eye_position.z += bias * bias_scale;\n"
" vec3 eye_normal = (view_matrix * vec4(normalize(pos - endpoint_pos), 0.0)).xyz;\n"
" vec3 color_base = decode_color(texelFetch(color_tex, id).r);\n"
" color = color_base * lighting(eye_position, eye_normal);\n"
" color = color_base * (ambient + emission);\n"
" color_direct = color_base * direct_lighting(eye_position, eye_normal);\n"
" world_position = pos;\n"
" shadow_normal = eye_normal;\n"
" gl_Position = projection_matrix * vec4(eye_position, 1.0);\n"
"}\n";
static const char* Segments_Fragment_Shader =
"#version 150\n"
"// ORCA: realistic view - object-on-object and self shadows, read from the same depth map the\n"
"// rest of the 3D scene samples. shadow_intensity == 0, the default, short-circuits the lookup,\n"
"// so the toolpaths shade exactly as before whenever realistic view is off.\n"
"const vec3 SHADOW_LIGHT_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);\n"
"uniform sampler2D shadow_map;\n"
"uniform mat4 shadow_light_vp;\n"
"uniform float shadow_intensity;\n"
"uniform float shadow_map_texel;\n"
// ORCA: the lighting term peaks near 0.9 and every later multiplier - the shadow, then the SSAO
// post pass - only takes more light away, so the print reads dimmer and duller than the legend
// colours. These pay that back. Both are 1.0 for an untouched image; what the caller actually
// passes in each mode is decided in GLCanvas3D::_render_gcode, not here.
"uniform float exposure;\n"
"uniform float saturation;\n"
"const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);\n"
"in vec3 color;\n"
"in vec3 color_direct;\n"
"in vec3 world_position;\n"
"in vec3 shadow_normal;\n"
"out vec4 fragment_color;\n"
"float shadow_shade() {\n"
" if (shadow_intensity <= 0.0)\n"
" return 1.0;\n"
" vec4 lp = shadow_light_vp * vec4(world_position, 1.0);\n"
" vec3 proj = lp.xyz / lp.w;\n"
" proj = proj * 0.5 + 0.5;\n"
" if (proj.z > 1.0)\n"
" return 1.0;\n"
" // Slope-scaled bias, as in gouraud.fs. An extrusion is only a handful of shadow-map texels\n"
" // wide, so grazing faces need the larger bias to keep self-shadow acne off the top surfaces.\n"
" float NdotL = dot(normalize(shadow_normal), SHADOW_LIGHT_DIR);\n"
" float bias = mix(0.0004, 0.004, clamp(1.0 - NdotL, 0.0, 1.0));\n"
" float sum = 0.0;\n"
" for (int x = -2; x <= 2; ++x) {\n"
" for (int y = -2; y <= 2; ++y) {\n"
" float closest = texture(shadow_map, proj.xy + vec2(float(x), float(y)) * shadow_map_texel).r;\n"
" sum += (proj.z - bias > closest) ? 1.0 : 0.0;\n"
" }\n"
" }\n"
" return 1.0 - shadow_intensity * (sum / 25.0);\n"
"}\n"
"void main() {\n"
" fragment_color = vec4(color, 1.0);\n"
" vec3 c = (color + color_direct * shadow_shade()) * exposure;\n"
" c = mix(vec3(dot(c, LUMA)), c, saturation);\n"
" fragment_color = vec4(clamp(c, 0.0, 1.0), 1.0);\n"
"}\n";
static const char* Options_Vertex_Shader =
+61 -5
View File
@@ -17,7 +17,8 @@ static const char* Segments_Vertex_Shader_ES =
"#define FIX_TWISTING\n"
"const vec3 light_top_dir = vec3(-0.4574957, 0.4574957, 0.7624929);\n"
"const float light_top_diffuse = 0.6 * 0.8;\n"
"const float light_top_specular = 0.6 * 0.125;\n"
// ORCA: the specular was 0.6 * 0.125, too faint to give the filament any sheen.
"const float light_top_specular = 0.6 * 0.25;\n"
"const float light_top_shininess = 20.0;\n"
"const vec3 light_front_dir = vec3(0.6985074, 0.1397015, 0.6985074);\n"
"const float light_front_diffuse = 0.6 * 0.3;\n"
@@ -33,6 +34,14 @@ static const char* Segments_Vertex_Shader_ES =
"uniform usampler2D segment_index_tex;\n"
"in float vertex_id_float;\n"
"out vec3 color;\n"
"// ORCA: realistic view - the light the shadow map is able to block, kept apart from the\n"
"// ambient and emissive terms in color, which a shadow does not occlude. Their sum is the\n"
"// single lighting term this replaces, so shading is unchanged while shadows are off.\n"
"out vec3 color_direct;\n"
"// ORCA: realistic view - the fragment shader looks the fragment up in the shadow map, which\n"
"// needs its world position and, for the depth bias, its eye space normal.\n"
"out vec3 world_position;\n"
"out vec3 shadow_normal;\n"
"vec3 decode_color(float color) {\n"
" int c = int(round(color));\n"
" int r = (c >> 16) & 0xFF;\n"
@@ -41,11 +50,11 @@ static const char* Segments_Vertex_Shader_ES =
" float f = 1.0 / 255.0f;\n"
" return f * vec3(r, g, b);\n"
"}\n"
"float lighting(vec3 eye_position, vec3 eye_normal) {\n"
"float direct_lighting(vec3 eye_position, vec3 eye_normal) {\n"
" float top_diffuse = light_top_diffuse * max(dot(eye_normal, light_top_dir), 0.0);\n"
" float front_diffuse = light_front_diffuse * max(dot(eye_normal, light_front_dir), 0.0);\n"
" float top_specular = light_top_specular * pow(max(dot(-normalize(eye_position), reflect(-light_top_dir, eye_normal)), 0.0), light_top_shininess);\n"
" return ambient + top_diffuse + front_diffuse + top_specular + emission;\n"
" return top_diffuse + front_diffuse + top_specular;\n"
"}\n"
"ivec2 tex_coord(sampler2D sampler, int id) {\n"
" ivec2 tex_size = textureSize(sampler, 0);\n"
@@ -143,17 +152,64 @@ static const char* Segments_Vertex_Shader_ES =
" vec3 eye_position = (view_matrix * vec4(pos, 1.0)).xyz;\n"
" vec3 eye_normal = (view_matrix * vec4(normalize(pos - endpoint_pos), 0.0)).xyz;\n"
" vec3 color_base = decode_color(texelFetch(color_tex, tex_coord(color_tex, id), 0).r);\n"
" color = color_base * lighting(eye_position, eye_normal);\n"
" color = color_base * (ambient + emission);\n"
" color_direct = color_base * direct_lighting(eye_position, eye_normal);\n"
" world_position = pos;\n"
" shadow_normal = eye_normal;\n"
" gl_Position = projection_matrix * vec4(eye_position, 1.0);\n"
"}\n";
static const char* Segments_Fragment_Shader_ES =
"#version 300 es\n"
"precision highp float;\n"
"// ORCA: sampler2D defaults to lowp in an ES fragment shader, far too coarse to compare\n"
"// shadow map depths against.\n"
"precision highp sampler2D;\n"
"// ORCA: realistic view - object-on-object and self shadows, read from the same depth map the\n"
"// rest of the 3D scene samples. shadow_intensity == 0, the default, short-circuits the lookup,\n"
"// so the toolpaths shade exactly as before whenever realistic view is off.\n"
"const vec3 SHADOW_LIGHT_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);\n"
"uniform sampler2D shadow_map;\n"
"uniform mat4 shadow_light_vp;\n"
"uniform float shadow_intensity;\n"
"uniform float shadow_map_texel;\n"
// ORCA: the lighting term peaks near 0.9 and every later multiplier - the shadow, then the SSAO
// post pass - only takes more light away, so the print reads dimmer and duller than the legend
// colours. These pay that back. Both are 1.0 for an untouched image; what the caller actually
// passes in each mode is decided in GLCanvas3D::_render_gcode, not here.
"uniform float exposure;\n"
"uniform float saturation;\n"
"const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);\n"
"in vec3 color;\n"
"in vec3 color_direct;\n"
"in vec3 world_position;\n"
"in vec3 shadow_normal;\n"
"out vec4 fragment_color;\n"
"float shadow_shade() {\n"
" if (shadow_intensity <= 0.0)\n"
" return 1.0;\n"
" vec4 lp = shadow_light_vp * vec4(world_position, 1.0);\n"
" vec3 proj = lp.xyz / lp.w;\n"
" proj = proj * 0.5 + 0.5;\n"
" if (proj.z > 1.0)\n"
" return 1.0;\n"
" // Slope-scaled bias, as in gouraud.fs. An extrusion is only a handful of shadow-map texels\n"
" // wide, so grazing faces need the larger bias to keep self-shadow acne off the top surfaces.\n"
" float NdotL = dot(normalize(shadow_normal), SHADOW_LIGHT_DIR);\n"
" float bias = mix(0.0004, 0.004, clamp(1.0 - NdotL, 0.0, 1.0));\n"
" float sum = 0.0;\n"
" for (int x = -2; x <= 2; ++x) {\n"
" for (int y = -2; y <= 2; ++y) {\n"
" float closest = texture(shadow_map, proj.xy + vec2(float(x), float(y)) * shadow_map_texel).r;\n"
" sum += (proj.z - bias > closest) ? 1.0 : 0.0;\n"
" }\n"
" }\n"
" return 1.0 - shadow_intensity * (sum / 25.0);\n"
"}\n"
"void main() {\n"
" fragment_color = vec4(color, 1.0);\n"
" vec3 c = (color + color_direct * shadow_shade()) * exposure;\n"
" c = mix(vec3(dot(c, LUMA)), c, saturation);\n"
" fragment_color = vec4(clamp(c, 0.0, 1.0), 1.0);\n"
"}\n";
static const char* Options_Vertex_Shader_ES =
+15
View File
@@ -42,6 +42,21 @@ void Viewer::render(const Mat4x4& view_matrix, const Mat4x4& projection_matrix)
m_impl->render(view_matrix, projection_matrix);
}
void Viewer::render_shadow_casters(const Mat4x4& view_matrix, const Mat4x4& projection_matrix, const Vec3& light_position)
{
m_impl->render_shadow_casters(view_matrix, projection_matrix, light_position);
}
void Viewer::set_shadow_map(int texture_unit, const Mat4x4& light_view_projection, float intensity, float texel_size)
{
m_impl->set_shadow_map(texture_unit, light_view_projection, intensity, texel_size);
}
void Viewer::set_tone(float exposure, float saturation)
{
m_impl->set_tone(exposure, saturation);
}
EViewType Viewer::get_view_type() const
{
return m_impl->get_view_type();
+47 -1
View File
@@ -763,6 +763,14 @@ void ViewerImpl::init(const std::string& opengl_context_version)
m_uni_segments_height_width_angle_tex_id = glGetUniformLocation(m_segments_shader_id, "height_width_angle_tex");
m_uni_segments_colors_tex_id = glGetUniformLocation(m_segments_shader_id, "color_tex");
m_uni_segments_segment_index_tex_id = glGetUniformLocation(m_segments_shader_id, "segment_index_tex");
// ORCA: realistic view
m_uni_segments_shadow_map_id = glGetUniformLocation(m_segments_shader_id, "shadow_map");
m_uni_segments_shadow_light_vp_id = glGetUniformLocation(m_segments_shader_id, "shadow_light_vp");
m_uni_segments_shadow_intensity_id = glGetUniformLocation(m_segments_shader_id, "shadow_intensity");
m_uni_segments_shadow_map_texel_id = glGetUniformLocation(m_segments_shader_id, "shadow_map_texel");
m_uni_segments_exposure_id = glGetUniformLocation(m_segments_shader_id, "exposure");
m_uni_segments_saturation_id = glGetUniformLocation(m_segments_shader_id, "saturation");
m_uni_segments_bias_scale_id = glGetUniformLocation(m_segments_shader_id, "bias_scale");
glcheck();
assert(m_uni_segments_view_matrix_id != -1 &&
m_uni_segments_projection_matrix_id != -1 &&
@@ -1321,7 +1329,7 @@ void ViewerImpl::update_colors()
m_settings.update_colors = false;
}
void ViewerImpl::render(const Mat4x4& view_matrix, const Mat4x4& projection_matrix)
void ViewerImpl::apply_pending_updates()
{
if (m_settings.update_view_full_range)
update_view_full_range();
@@ -1331,6 +1339,11 @@ void ViewerImpl::render(const Mat4x4& view_matrix, const Mat4x4& projection_matr
if (m_settings.update_colors)
update_colors();
}
void ViewerImpl::render(const Mat4x4& view_matrix, const Mat4x4& projection_matrix)
{
apply_pending_updates();
const Mat4x4 inv_view_matrix = inverse(view_matrix);
const Vec3 camera_position = { inv_view_matrix[12], inv_view_matrix[13], inv_view_matrix[14] };
@@ -1345,6 +1358,30 @@ void ViewerImpl::render(const Mat4x4& view_matrix, const Mat4x4& projection_matr
#endif // VGCODE_ENABLE_COG_AND_TOOL_MARKERS
}
void ViewerImpl::render_shadow_casters(const Mat4x4& view_matrix, const Mat4x4& projection_matrix, const Vec3& light_position)
{
apply_pending_updates();
// Only the extrusions and travels cast: the option markers are indicators, not material.
m_rendering_shadow_casters = true;
render_segments(view_matrix, projection_matrix, light_position);
m_rendering_shadow_casters = false;
}
void ViewerImpl::set_shadow_map(int texture_unit, const Mat4x4& light_view_projection, float intensity, float texel_size)
{
m_shadow_map_texture_unit = texture_unit;
m_shadow_light_vp = light_view_projection;
m_shadow_intensity = intensity;
m_shadow_map_texel = texel_size;
}
void ViewerImpl::set_tone(float exposure, float saturation)
{
m_exposure = exposure;
m_saturation = saturation;
}
void ViewerImpl::set_view_type(EViewType type)
{
m_settings.view_type = type;
@@ -1994,6 +2031,15 @@ void ViewerImpl::render_segments(const Mat4x4& view_matrix, const Mat4x4& projec
glsafe(glUniformMatrix4fv(m_uni_segments_view_matrix_id, 1, GL_FALSE, view_matrix.data()));
glsafe(glUniformMatrix4fv(m_uni_segments_projection_matrix_id, 1, GL_FALSE, projection_matrix.data()));
glsafe(glUniform3fv(m_uni_segments_camera_position_id, 1, camera_position.data()));
// ORCA: realistic view. The depth pass writes the map it would otherwise read, so it shades
// with the lookup off.
glsafe(glUniform1i(m_uni_segments_shadow_map_id, m_shadow_map_texture_unit));
glsafe(glUniformMatrix4fv(m_uni_segments_shadow_light_vp_id, 1, GL_FALSE, m_shadow_light_vp.data()));
glsafe(glUniform1f(m_uni_segments_shadow_intensity_id, m_rendering_shadow_casters ? 0.0f : m_shadow_intensity));
glsafe(glUniform1f(m_uni_segments_shadow_map_texel_id, m_shadow_map_texel));
glsafe(glUniform1f(m_uni_segments_exposure_id, m_exposure));
glsafe(glUniform1f(m_uni_segments_saturation_id, m_saturation));
glsafe(glUniform1f(m_uni_segments_bias_scale_id, m_rendering_shadow_casters ? 0.0f : 1.0f));
glsafe(glDisable(GL_CULL_FACE));
+46
View File
@@ -71,6 +71,24 @@ public:
// Render the toolpaths
//
void render(const Mat4x4& view_matrix, const Mat4x4& projection_matrix);
//
// ORCA: realistic view. Render the toolpaths as seen from the light, to fill the caller's
// shadow map. Only depth matters here, so the caller masks colour writes; light_position
// takes the place of the camera when the segment boxes are expanded, which gives their
// silhouette as the light sees it.
//
void render_shadow_casters(const Mat4x4& view_matrix, const Mat4x4& projection_matrix, const Vec3& light_position);
//
// ORCA: realistic view. The shadow map the toolpaths sample, in the given texture unit.
// intensity == 0, the default, turns the lookup off and restores the plain shading.
//
void set_shadow_map(int texture_unit, const Mat4x4& light_view_projection, float intensity, float texel_size);
//
// ORCA: tone applied to the shaded toolpaths, to pay back the light the lighting term,
// the shadow and the SSAO pass each take off. 1.0/1.0, the default, is a no-op; the
// caller decides which of the two it varies with the realistic view setting.
//
void set_tone(float exposure, float saturation);
EViewType get_view_type() const { return m_settings.view_type; }
void set_view_type(EViewType type);
@@ -330,6 +348,13 @@ private:
int m_uni_segments_height_width_angle_tex_id{ -1 };
int m_uni_segments_colors_tex_id{ -1 };
int m_uni_segments_segment_index_tex_id{ -1 };
int m_uni_segments_shadow_map_id{ -1 };
int m_uni_segments_shadow_light_vp_id{ -1 };
int m_uni_segments_shadow_intensity_id{ -1 };
int m_uni_segments_shadow_map_texel_id{ -1 };
int m_uni_segments_exposure_id{ -1 };
int m_uni_segments_saturation_id{ -1 };
int m_uni_segments_bias_scale_id{ -1 };
//
// Caches for OpenGL uniforms id for options shader
//
@@ -469,6 +494,27 @@ private:
size_t m_enabled_options_tex_size{ 0 };
#endif // ENABLE_OPENGL_ES
//
// ORCA: realistic view. Shadow map state set by set_shadow_map(), consumed by the segments
// shader. m_rendering_shadow_casters forces the intensity to 0 for the depth pass, which
// must not sample the very map it is writing.
//
// Defaults past the four texture units render_segments() binds itself, so the sampler never
// aliases one of the buffer textures before the owner of the map has said where it lives.
int m_shadow_map_texture_unit{ 4 };
Mat4x4 m_shadow_light_vp{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f };
float m_shadow_intensity{ 0.0f };
float m_shadow_map_texel{ 0.0f };
bool m_rendering_shadow_casters{ false };
//
// ORCA: realistic view. Tone set by set_tone(), consumed by the segments shader.
// The identity values leave the shading as it is outside realistic view.
//
float m_exposure{ 1.0f };
float m_saturation{ 1.0f };
void apply_pending_updates();
void update_view_full_range();
void update_color_ranges();
void update_heights_widths();
+122 -24
View File
@@ -104,6 +104,31 @@ static std::string get_view_type_string(libvgcode::EViewType view_type)
return "";
}
// ORCA: Stable, locale independent names used to persist a view type in the application config.
// Keep these in sync with the entries of libvgcode::EViewType exposed in the preview combo box.
static const std::vector<std::pair<std::string, libvgcode::EViewType>>& view_type_config_map()
{
static const std::vector<std::pair<std::string, libvgcode::EViewType>> map = {
{ "summary", libvgcode::EViewType::Summary },
{ "feature_type", libvgcode::EViewType::FeatureType },
{ "color_print", libvgcode::EViewType::ColorPrint },
{ "speed", libvgcode::EViewType::Speed },
{ "actual_speed", libvgcode::EViewType::ActualSpeed },
{ "acceleration", libvgcode::EViewType::Acceleration },
{ "jerk", libvgcode::EViewType::Jerk },
{ "height", libvgcode::EViewType::Height },
{ "width", libvgcode::EViewType::Width },
{ "volumetric_flow_rate", libvgcode::EViewType::VolumetricFlowRate },
{ "actual_volumetric_flow_rate", libvgcode::EViewType::ActualVolumetricFlowRate },
{ "layer_time_linear", libvgcode::EViewType::LayerTimeLinear },
{ "layer_time_logarithmic", libvgcode::EViewType::LayerTimeLogarithmic },
{ "fan_speed", libvgcode::EViewType::FanSpeed },
{ "temperature", libvgcode::EViewType::Temperature },
{ "pressure_advance", libvgcode::EViewType::PressureAdvance },
};
return map;
}
// Find an index of a value in a sorted vector, which is in <z-eps, z+eps>.
// Returns -1 if there is no such member.
static int find_close_layer_idx(const std::vector<double> &zs, double &z, double eps)
@@ -1091,9 +1116,7 @@ void GCodeViewer::init(ConfigOptionMode mode, PresetBundle* preset_bundle)
// Default view type at first slice.
// May be overridden in load() once we know how many tools are actually used in the G-code.
m_nozzle_nums = preset_bundle ? preset_bundle->get_printer_extruder_count() : 1;
auto it = std::find(view_type_items.begin(), view_type_items.end(), libvgcode::EViewType::FeatureType);
m_view_type_sel = (it != view_type_items.end()) ? std::distance(view_type_items.begin(), it) : 0;
set_view_type(libvgcode::EViewType::FeatureType);
apply_default_view_type();
BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << boost::format(": finished");
}
@@ -1114,6 +1137,73 @@ void GCodeViewer::set_scale(float scale)
}
}
// ORCA: Preview default view type preference, see "preview_default_view_type" in the application config.
std::string GCodeViewer::view_type_to_config_name(libvgcode::EViewType type)
{
for (const auto& [name, value] : view_type_config_map()) {
if (value == type)
return name;
}
return std::string();
}
bool GCodeViewer::view_type_from_config_name(const std::string& name, libvgcode::EViewType& type)
{
for (const auto& [config_name, value] : view_type_config_map()) {
if (config_name == name) {
type = value;
return true;
}
}
return false;
}
std::vector<std::pair<std::string, std::string>> GCodeViewer::default_view_type_choices()
{
std::vector<std::pair<std::string, std::string>> choices = {
{ "auto", _u8L("Automatic") },
{ "last", _u8L("Last used") },
};
for (const auto& [name, type] : view_type_config_map())
choices.push_back({ name, get_view_type_string(type) });
return choices;
}
void GCodeViewer::select_view_type(libvgcode::EViewType type)
{
auto it = std::find(view_type_items.begin(), view_type_items.end(), type);
m_view_type_sel = (it != view_type_items.end()) ? static_cast<int>(std::distance(view_type_items.begin(), it)) : 0;
set_view_type(type);
}
// ORCA: Pick the view type the preview opens with, following the "preview_default_view_type" preference:
// a fixed view type, the one the user picked last ("last"), or the automatic choice ("auto", the default)
// which shows Filament for multi material prints and Line Type for single material ones.
// The default is only (re)applied when it actually changes, so a view type picked by hand survives a reslice.
void GCodeViewer::apply_default_view_type()
{
const std::string preference = wxGetApp().app_config->get("preview_default_view_type");
std::string key = preference;
libvgcode::EViewType type = libvgcode::EViewType::FeatureType;
if (preference == "last") {
if (!view_type_from_config_name(wxGetApp().app_config->get("preview_last_view_type"), type))
type = libvgcode::EViewType::FeatureType;
}
else if (!view_type_from_config_name(preference, type)) {
// "auto", or an unknown value written by a newer version
const bool multi_material = m_viewer.get_used_extruders_count() > 1;
type = multi_material ? libvgcode::EViewType::ColorPrint : libvgcode::EViewType::FeatureType;
key = multi_material ? "auto_multi_material" : "auto_single_material";
}
if (m_applied_default_view_type_key == key)
return;
m_applied_default_view_type_key = key;
select_view_type(type);
}
void GCodeViewer::update_by_mode(ConfigOptionMode mode)
{
view_type_items.clear();
@@ -1395,27 +1485,8 @@ void GCodeViewer::load_as_gcode(const GCodeProcessorResult& gcode_result, const
// load_toolpaths(gcode_result, build_volume, exclude_bounding_box);
// ORCA: Apply smart default view type when extruder count changes.
// Multi-color: ColorPrint (Filament), Single-color: FeatureType (Line Type).
// User selections persist within same extruder count, defaults reapply on count change.
int current_count = m_viewer.get_used_extruders_count();
if (current_count > 1) {
if (m_last_extruder_count_default_applied != 2) {
auto it = std::find(view_type_items.begin(), view_type_items.end(), libvgcode::EViewType::ColorPrint);
if (it != view_type_items.end())
m_view_type_sel = std::distance(view_type_items.begin(), it);
set_view_type(libvgcode::EViewType::ColorPrint);
m_last_extruder_count_default_applied = 2;
}
} else {
if (m_last_extruder_count_default_applied != 1) {
auto it = std::find(view_type_items.begin(), view_type_items.end(), libvgcode::EViewType::FeatureType);
if (it != view_type_items.end())
m_view_type_sel = std::distance(view_type_items.begin(), it);
set_view_type(libvgcode::EViewType::FeatureType);
m_last_extruder_count_default_applied = 1;
}
}
// ORCA: Apply the default view type now that we know how many tools the G-code actually uses.
apply_default_view_type();
// BBS: data for rendering color arrangement recommendation
m_nozzle_nums = print.config().option<ConfigOptionFloats>("nozzle_diameter")->values.size();
@@ -1641,6 +1712,29 @@ void GCodeViewer::render_scene(int canvas_width, int canvas_height)
m_sequential_view.render_marker(!m_no_render_path, canvas_width, sequential_view_height(canvas_height), m_viewer.get_view_type());
}
void GCodeViewer::render_shadow_casters(const Transform3d& light_view_matrix, const Transform3d& light_projection_matrix, const Vec3d& light_position)
{
if (!has_data())
return;
m_viewer.render_shadow_casters(
libvgcode::convert(static_cast<Matrix4f>(light_view_matrix.matrix().cast<float>())),
libvgcode::convert(static_cast<Matrix4f>(light_projection_matrix.matrix().cast<float>())),
libvgcode::convert(static_cast<Vec3f>(light_position.cast<float>())));
}
void GCodeViewer::set_shadow_map(int texture_unit, const Transform3d& light_view_projection, float intensity, float texel_size)
{
m_viewer.set_shadow_map(texture_unit,
libvgcode::convert(static_cast<Matrix4f>(light_view_projection.matrix().cast<float>())),
intensity, texel_size);
}
void GCodeViewer::set_tone(float exposure, float saturation)
{
m_viewer.set_tone(exposure, saturation);
}
void GCodeViewer::render_overlay(int canvas_width, int canvas_height, int right_margin)
{
if (m_viewer.get_extrusion_roles().empty())
@@ -3558,6 +3652,10 @@ void GCodeViewer::render_legend(float &legend_height, int canvas_width, int canv
m_view_type_sel = i;
set_view_type(view_type_items[m_view_type_sel]);
reset_visible(view_type_items[m_view_type_sel]);
// ORCA: remember the pick so the "Last used" preview default can restore it
const std::string view_type_name = view_type_to_config_name(view_type_items[m_view_type_sel]);
if (!view_type_name.empty())
wxGetApp().app_config->set("preview_last_view_type", view_type_name);
update_moves_slider();
#if ENABLE_ENHANCED_IMGUI_SLIDER_FLOAT
imgui.set_requires_extra_frame();
+19 -1
View File
@@ -228,7 +228,8 @@ private:
std::vector<libvgcode::EViewType> view_type_items;
std::vector<std::string> view_type_items_str;
int m_view_type_sel = 0;
int m_last_extruder_count_default_applied{0}; // 0=unset, 1=single, 2+=multi
// ORCA: which default view type was last applied, see apply_default_view_type(). Empty until the first one is applied.
std::string m_applied_default_view_type_key;
std::vector<EMoveType> options_items;
bool m_legend_visible{ true };
@@ -279,6 +280,13 @@ public:
void render_scene(int canvas_width, int canvas_height);
// Legend, sliders, the marker's position window and the G-code window, all ImGui.
void render_overlay(int canvas_width, int canvas_height, int right_margin);
// ORCA: realistic view. Depth-only pass drawing the toolpaths as the light sees them, into
// the shadow map the caller has bound, and the map they sample back in render_scene.
void render_shadow_casters(const Transform3d& light_view_matrix, const Transform3d& light_projection_matrix, const Vec3d& light_position);
void set_shadow_map(int texture_unit, const Transform3d& light_view_projection, float intensity, float texel_size);
// ORCA: tone applied to the shaded toolpaths, paying back the light the lighting term,
// the shadow and the SSAO pass each take off. 1.0/1.0 is a no-op.
void set_tone(float exposure, float saturation);
//BBS
// void _render_calibration_thumbnail_internal(ThumbnailData& thumbnail_data, const ThumbnailsParams& thumbnail_params, PartPlateList& partplate_list, OpenGLManager& opengl_manager);
// void _render_calibration_thumbnail_framebuffer(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, const ThumbnailsParams& thumbnail_params, PartPlateList& partplate_list, OpenGLManager& opengl_manager);
@@ -324,6 +332,16 @@ public:
void set_view_type(libvgcode::EViewType type) {
m_viewer.set_view_type(type);
}
// ORCA: select a view type in the preview combo box and apply it
void select_view_type(libvgcode::EViewType type);
// ORCA: apply the "preview_default_view_type" preference, see the definition for the supported values
void apply_default_view_type();
// ORCA: stable, locale independent name of a view type, as stored in the application config
static std::string view_type_to_config_name(libvgcode::EViewType type);
static bool view_type_from_config_name(const std::string& name, libvgcode::EViewType& type);
// ORCA: (config value, translated label) pairs for the "preview_default_view_type" preference combo box
static std::vector<std::pair<std::string, std::string>> default_view_type_choices();
void reset_visible(libvgcode::EViewType type) {
if (type == libvgcode::EViewType::FeatureType) {
auto roles = m_viewer.get_extrusion_roles();
+97 -109
View File
@@ -2199,8 +2199,8 @@ void GLCanvas3D::_render_scene(const Camera& camera, const Size& cnv_size)
// Recorded by PartPlate::render_icons() below, when it runs.
wxGetApp().plater()->get_partplate_list().clear_hover_tooltip();
glsafe(::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
// Invalidate the shadow map each frame; only the View3D path below rebuilds it. This keeps
// the Preview / Assemble canvases from sampling a stale map with an outdated light matrix.
// Invalidate the shadow map each frame; the View3D and Preview paths below rebuild it. This
// keeps the Assemble canvas from sampling a stale map with an outdated light matrix.
m_shadow_map_valid = false;
_render_background();
@@ -2251,6 +2251,8 @@ void GLCanvas3D::_render_scene(const Camera& camera, const Size& cnv_size)
_render_selection();
_render_bed(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), m_show_world_axes);
_render_platelist(camera.get_view_matrix(), camera.get_projection_matrix(), !camera.is_looking_downward(), only_current, true, hover_id);
// Realistic view: the print casts a shadow onto the plate here as it does in View3D.
_render_shadows(camera.get_view_matrix(), camera.get_projection_matrix());
// BBS: GUI refactor: add canvas size as parameters
_render_gcode(cnv_size.get_width(), cnv_size.get_height());
}
@@ -7644,11 +7646,20 @@ bool GLCanvas3D::_is_fxaa_enabled() const
return wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_FXAA_ENABLED);
}
bool GLCanvas3D::_is_realistic_view_enabled() const
{
const AppConfig* cfg = wxGetApp().app_config;
if (cfg == nullptr || !cfg->get_bool(SETTING_OPENGL_REALISTIC_MODE))
return false;
// Prepare and Assemble follow the umbrella toggle alone; Preview needs its own opt-in.
return m_canvas_type != ECanvasType::CanvasPreview || cfg->get_bool(SETTING_OPENGL_REALISTIC_PREVIEW);
}
bool GLCanvas3D::_is_ssao_enabled() const
{
if (wxGetApp().app_config == nullptr)
return false;
return wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_MODE) &&
return _is_realistic_view_enabled() &&
wxGetApp().app_config->get_bool(SETTING_OPENGL_PHONG_SSAO);
}
@@ -7803,95 +7814,23 @@ void GLCanvas3D::_render_ssao_pass(unsigned int width, unsigned int height)
const Camera& camera = wxGetApp().plater()->get_camera();
GLint prev_stencil_mask = 0xFF;
glsafe(::glGetIntegerv(GL_STENCIL_WRITEMASK, &prev_stencil_mask));
GLboolean prev_stencil_test = GL_FALSE;
glsafe(::glGetBooleanv(GL_STENCIL_TEST, &prev_stencil_test));
GLboolean prev_depth_mask = GL_TRUE;
glsafe(::glGetBooleanv(GL_DEPTH_WRITEMASK, &prev_depth_mask));
GLint prev_depth_func = GL_LESS;
glsafe(::glGetIntegerv(GL_DEPTH_FUNC, &prev_depth_func));
glsafe(::glDisable(GL_DEPTH_TEST));
glsafe(::glDisable(GL_BLEND));
// Build stencil mask for bed/plate and apply SSAO only outside this mask.
glsafe(::glEnable(GL_STENCIL_TEST));
glsafe(::glStencilMask(0xFF));
glsafe(::glClearStencil(0));
glsafe(::glClear(GL_STENCIL_BUFFER_BIT));
glsafe(::glStencilFunc(GL_ALWAYS, 1, 0xFF));
glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE));
// Mark only visible plate pixels (do not exclude objects in front of plate).
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glDepthMask(GL_FALSE));
glsafe(::glDepthFunc(GL_LEQUAL));
GLboolean prev_color_mask[4] = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
glsafe(::glGetBooleanv(GL_COLOR_WRITEMASK, prev_color_mask));
glsafe(::glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE));
if (const BuildVolume& build_volume = m_bed.build_volume(); build_volume.valid()) {
GLShaderProgram* flat = wxGetApp().get_shader("flat");
if (flat != nullptr) {
flat->start_using();
flat->set_uniform("projection_matrix", camera.get_projection_matrix());
GLModel plate_mask;
GLModel::Geometry mask;
mask.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3 };
if (build_volume.type() == BuildVolume_Type::Rectangle) {
const BoundingBox3Base<Vec3d> bb = build_volume.bounding_volume();
mask.reserve_vertices(4);
mask.reserve_indices(6);
mask.add_vertex(Vec3f((float)bb.min.x(), (float)bb.min.y(), 0.0f));
mask.add_vertex(Vec3f((float)bb.max.x(), (float)bb.min.y(), 0.0f));
mask.add_vertex(Vec3f((float)bb.max.x(), (float)bb.max.y(), 0.0f));
mask.add_vertex(Vec3f((float)bb.min.x(), (float)bb.max.y(), 0.0f));
mask.add_triangle(0, 1, 2);
mask.add_triangle(0, 2, 3);
} else if (build_volume.type() == BuildVolume_Type::Circle) {
const Vec2f c = Vec2f(unscaled<float>(build_volume.circle().center.x()), unscaled<float>(build_volume.circle().center.y()));
const float r = unscaled<float>(build_volume.circle().radius);
const int segments = 64;
mask.reserve_vertices(segments + 1);
mask.reserve_indices(segments * 3);
mask.add_vertex(Vec3f(c.x(), c.y(), 0.0f));
for (int i = 0; i < segments; ++i) {
const float a = (2.0f * float(PI) * float(i)) / float(segments);
mask.add_vertex(Vec3f(c.x() + r * std::cos(a), c.y() + r * std::sin(a), 0.0f));
}
for (int i = 0; i < segments; ++i) {
const unsigned int i1 = 1 + i;
const unsigned int i2 = 1 + ((i + 1) % segments);
mask.add_triangle(0, i1, i2);
}
}
if (mask.vertices_count() > 0 && mask.indices_count() > 0) {
plate_mask.init_from(std::move(mask));
flat->set_uniform("view_model_matrix", camera.get_view_matrix());
plate_mask.render(flat);
}
flat->stop_using();
}
}
glsafe(::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
glsafe(::glDisable(GL_DEPTH_TEST));
glsafe(::glStencilMask(0x00));
glsafe(::glStencilFunc(GL_NOTEQUAL, 1, 0xFF));
glsafe(::glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP));
shader->start_using();
shader->set_uniform("view_model_matrix", Transform3d::Identity());
shader->set_uniform("projection_matrix", Transform3d::Identity());
shader->set_uniform("color_texture", 0);
shader->set_uniform("depth_texture", 1);
shader->set_uniform("inv_tex_size", Vec2f(1.0f / static_cast<float>(width), 1.0f / static_cast<float>(height)));
shader->set_uniform("z_near", camera.get_near_z());
shader->set_uniform("z_far", camera.get_far_z());
// The shader reconstructs the surface normal from the depth buffer, there being no normal
// target to read: it unprojects a pixel back into view space, then measures the result
// against world +Z expressed in view space to tell a top surface from a wall.
const Matrix4d inv_projection_matrix = camera.get_projection_matrix().matrix().inverse();
shader->set_uniform("inv_projection_matrix", inv_projection_matrix);
const Vec3d up_view = (camera.get_view_matrix().matrix().block<3, 3>(0, 0) * Vec3d::UnitZ()).normalized();
shader->set_uniform("up_view", up_view);
glsafe(::glActiveTexture(GL_TEXTURE0));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_color_texture_id));
@@ -7903,13 +7842,6 @@ void GLCanvas3D::_render_ssao_pass(unsigned int width, unsigned int height)
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
shader->stop_using();
if (!prev_stencil_test)
glsafe(::glDisable(GL_STENCIL_TEST));
glsafe(::glStencilMask(prev_stencil_mask));
glsafe(::glColorMask(prev_color_mask[0], prev_color_mask[1], prev_color_mask[2], prev_color_mask[3]));
glsafe(::glDepthMask(prev_depth_mask));
glsafe(::glDepthFunc(prev_depth_func));
glsafe(::glEnable(GL_DEPTH_TEST));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
@@ -8154,15 +8086,19 @@ void GLCanvas3D::_render_shadows(const Transform3d& view_matrix, const Transform
{
if (wxGetApp().app_config == nullptr)
return;
if (!wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_MODE))
if (!_is_realistic_view_enabled())
return;
if (!wxGetApp().app_config->get_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS))
return;
if (m_volumes.empty())
return;
GLShaderProgram* shader = wxGetApp().get_shader("flat");
if (shader == nullptr)
// The preview canvas holds no volumes of its own for FFF. Once slicing has run its printed
// geometry is the G-code toolpaths, which both cast into the map here and sample it back in
// _render_gcode; before slicing there are only shells, and nothing casts at all. View3D and
// SLA preview use m_volumes. The shells are deliberately never casters: they are a
// translucent ghost of the whole object, so they would drop the solid shadow of a print that
// has not been sliced, and at any layer below the last, one that is not there yet.
const bool toolpath_casters = m_canvas_type == ECanvasType::CanvasPreview && m_gcode_viewer.has_data();
if (!toolpath_casters && m_volumes.empty())
return;
if (OpenGLManager::get_framebuffers_type() == OpenGLManager::EFramebufferType::Arb) {
@@ -8174,10 +8110,30 @@ void GLCanvas3D::_render_shadows(const Transform3d& view_matrix, const Transform
// Bounding box of the printable objects (the shadow casters).
BoundingBoxf3 obj_bb;
for (const GLVolume* volume : m_volumes.volumes) {
if (volume == nullptr || !volume->is_active || !volume->printable || volume->is_modifier || volume->is_wipe_tower)
continue;
obj_bb.merge(volume->transformed_bounding_box());
if (toolpath_casters) {
// Merged corner by corner: BoundingBoxf3(min, max) marks itself undefined at zero
// Z extent, which a single layer print gives, and the check below would then drop
// every shadow in the frame.
const BoundingBoxf3& paths_bb = m_gcode_viewer.get_paths_bounding_box();
if ((paths_bb.min.array() <= paths_bb.max.array()).all()) {
obj_bb.merge(paths_bb.min);
obj_bb.merge(paths_bb.max);
}
// Only the enabled layers are drawn, so fitting the map to the whole print wastes
// its depth range and makes contact shadows shift as the slider moves. The z = 0
// shadow is enclosed separately below, so the plate shadow is unaffected.
const std::vector<double> layer_zs = m_gcode_viewer.get_layers_zs();
if (!layer_zs.empty()) {
const size_t top = std::min<size_t>(m_gcode_viewer.get_layers_z_range()[1], layer_zs.size() - 1);
obj_bb.max.z() = std::max(obj_bb.min.z(), std::min(obj_bb.max.z(), layer_zs[top]));
}
}
else {
for (const GLVolume* volume : m_volumes.volumes) {
if (volume == nullptr || !volume->is_active || !volume->printable || volume->is_modifier || volume->is_wipe_tower)
continue;
obj_bb.merge(volume->transformed_bounding_box());
}
}
if (!obj_bb.defined)
return; // no objects to cast shadows
@@ -8299,16 +8255,21 @@ void GLCanvas3D::_render_shadows(const Transform3d& view_matrix, const Transform
glsafe(::glPolygonOffset(4.0f, 4.0f));
glsafe(::glDisable(GL_CULL_FACE));
shader->start_using();
shader->set_uniform("projection_matrix", Transform3d(light_proj));
for (GLVolume* volume : m_volumes.volumes) {
if (volume == nullptr || !volume->is_active || !volume->printable || volume->is_modifier || volume->is_wipe_tower)
continue;
const Transform3d view_model = Transform3d(light_view) * volume->world_matrix();
shader->set_uniform("view_model_matrix", view_model);
volume->model.render(shader);
if (toolpath_casters)
m_gcode_viewer.render_shadow_casters(Transform3d(light_view), Transform3d(light_proj), eye);
// Only this branch draws through "flat"; the toolpaths bring their own program.
else if (GLShaderProgram* shader = wxGetApp().get_shader("flat"); shader != nullptr) {
shader->start_using();
shader->set_uniform("projection_matrix", Transform3d(light_proj));
for (GLVolume* volume : m_volumes.volumes) {
if (volume == nullptr || !volume->is_active || !volume->printable || volume->is_modifier || volume->is_wipe_tower)
continue;
const Transform3d view_model = Transform3d(light_view) * volume->world_matrix();
shader->set_uniform("view_model_matrix", view_model);
volume->model.render(shader);
}
shader->stop_using();
}
shader->stop_using();
// Restore state
glsafe(::glDisable(GL_POLYGON_OFFSET_FILL));
@@ -8517,7 +8478,7 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type, bool with
return;
}
const bool realistic_mode = wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_MODE);
const bool realistic_mode = _is_realistic_view_enabled();
const bool realistic_phong = wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_REALISTIC_PHONG);
const std::string shader_name = (realistic_mode && realistic_phong) ? "phong" : "gouraud";
GLShaderProgram* shader = wxGetApp().get_shader(shader_name);
@@ -8741,7 +8702,34 @@ void GLCanvas3D::_render_wireframe_overlay()
//BBS: GUI refactor: add canvas size as parameters
void GLCanvas3D::_render_gcode(int canvas_width, int canvas_height)
{
// Realistic view: the toolpaths receive the same depth map they were rendered into by
// _render_shadows, which is what gives them object-on-object and self shadows. Intensity 0
// short-circuits the lookup in the shader, so this is inert whenever the map is missing.
const bool receive_shadows = m_shadow_map_valid && m_shadow_map_texture_id != 0 && m_shadow_map_size != 0;
if (receive_shadows) {
glsafe(::glActiveTexture(GL_TEXTURE4));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_shadow_map_texture_id));
glsafe(::glActiveTexture(GL_TEXTURE0));
m_gcode_viewer.set_shadow_map(4, m_shadow_light_vp, 0.35f, 1.0f / static_cast<float>(m_shadow_map_size));
}
else
m_gcode_viewer.set_shadow_map(4, Transform3d::Identity(), 0.0f, 0.0f);
// The lighting term leaves the print dimmer and duller than the legend colours. Saturation
// pays back the duller half in both modes; brightness only where something takes light off
// again - realistic view with at least one lossy pass on - else the lift would just clip.
const AppConfig* cfg = wxGetApp().app_config;
const bool lossy_passes = cfg != nullptr && _is_realistic_view_enabled() &&
(cfg->get_bool(SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS) || cfg->get_bool(SETTING_OPENGL_PHONG_SSAO));
m_gcode_viewer.set_tone(lossy_passes ? 1.1f : 1.0f, 1.15f);
m_gcode_viewer.render_scene(canvas_width, canvas_height);
if (receive_shadows) {
glsafe(::glActiveTexture(GL_TEXTURE4));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
glsafe(::glActiveTexture(GL_TEXTURE0));
}
}
void GLCanvas3D::_render_gcode_overlay(int canvas_width, int canvas_height)
@@ -9831,7 +9819,7 @@ void GLCanvas3D::_render_canvas_toolbar()
);
create_menu_item( _utf8(L("Realistic View")),
m_canvas_type != ECanvasType::CanvasPreview, // not work on preview
true, // work on all
cfg->get_bool(SETTING_OPENGL_REALISTIC_MODE),
[&cfg]{
cfg->set_bool(SETTING_OPENGL_REALISTIC_MODE, !cfg->get_bool(SETTING_OPENGL_REALISTIC_MODE));
+1
View File
@@ -1324,6 +1324,7 @@ private:
void _picking_pass();
void _rectangular_selection_picking_pass();
bool _is_fxaa_enabled() const;
bool _is_realistic_view_enabled() const;
bool _is_ssao_enabled() const;
int _get_effective_fps_cap() const;
bool _is_fps_overlay_enabled() const;
+26
View File
@@ -1932,6 +1932,15 @@ void PreferencesDialog::create_items()
);
g_sizer->Add(item_realistic_phong);
auto item_realistic_preview = create_item_checkbox(
_L("Enable in Preview"),
_L("Also applies realistic view to the Preview canvas, not just Prepare.\n"
"Preview draws the full toolpath geometry, so shadows and SSAO cost considerably"
" more there than on a plain model."),
SETTING_OPENGL_REALISTIC_PREVIEW
);
g_sizer->Add(item_realistic_preview);
auto item_realistic_ssao = create_item_checkbox(
_L("SSAO ambient occlusion"),
_L("Applies SSAO in realistic view."),
@@ -2019,6 +2028,23 @@ void PreferencesDialog::create_items()
//// GRAPHICS > G-code Preview
g_sizer->Add(create_item_title(_L("G-code Preview")), 1, wxEXPAND);
// ORCA: view type the preview opens with
std::vector<wxString> PreviewViewTypeLabels;
std::vector<std::string> PreviewViewTypeValues;
for (const auto& [value, label] : GCodeViewer::default_view_type_choices()) {
PreviewViewTypeValues.push_back(value);
PreviewViewTypeLabels.push_back(from_u8(label));
}
auto item_preview_view_type = create_item_combobox(
_L("Default view type"),
_L("The color scheme the sliced preview opens with.\n"
"Automatic: Filament for multi material prints, Line Type for single material ones.\n"
"Last used: the view type you selected last.\n"
"Any other value always opens that view type.\n"
"You can still switch the view type in the preview afterwards."),
"preview_default_view_type", PreviewViewTypeLabels, PreviewViewTypeValues);
g_sizer->Add(item_preview_view_type);
auto item_dim_previous_layers = create_item_checkbox(
_L("Dim lower layers"),
_L("When scrubbing the layer slider in the sliced preview, render the layers below the current one darkened so that only the layer being viewed is shown at full brightness."),