Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer into et_gcode_viewer
This commit is contained in:
commit
4df141815b
3 changed files with 20 additions and 8 deletions
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@ -65,11 +65,15 @@ void main()
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intensity.y = 0.0;
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intensity.y = 0.0;
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if (NdotL > 0.0)
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if (NdotL > 0.0)
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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{
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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}
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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if (NdotL > 0.0)
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// compute deltas for out of print volume detection (world coordinates)
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// compute deltas for out of print volume detection (world coordinates)
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if (print_box.actived)
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if (print_box.actived)
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@ -35,12 +35,16 @@ void main()
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intensity.y = 0.0;
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intensity.y = 0.0;
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if (NdotL > 0.0)
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if (NdotL > 0.0)
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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{
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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}
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// Perform the same lighting calculation for the 2nd light source (no specular)
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// Perform the same lighting calculation for the 2nd light source (no specular)
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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if (NdotL > 0.0)
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Scaled to widths of the Z texture.
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// Scaled to widths of the Z texture.
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if (object_max_z > 0.0)
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if (object_max_z > 0.0)
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@ -1291,9 +1291,13 @@ void PointCtrl::set_value(const boost::any& value, bool change_event)
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boost::any& PointCtrl::get_value()
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boost::any& PointCtrl::get_value()
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{
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{
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double x, y;
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double x, y;
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x_textctrl->GetValue().ToDouble(&x);
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if (!x_textctrl->GetValue().ToDouble(&x) ||
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y_textctrl->GetValue().ToDouble(&y);
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!y_textctrl->GetValue().ToDouble(&y))
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{
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set_value(m_value.empty() ? Vec2d(0.0, 0.0) : m_value, true);
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show_error(m_parent, _L("Invalid numeric input."));
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}
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else
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if (m_opt.min > x || x > m_opt.max ||
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if (m_opt.min > x || x > m_opt.max ||
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m_opt.min > y || y > m_opt.max)
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m_opt.min > y || y > m_opt.max)
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{
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{
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@ -1303,7 +1307,7 @@ boost::any& PointCtrl::get_value()
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if (y > m_opt.max) y = m_opt.max;
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if (y > m_opt.max) y = m_opt.max;
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set_value(Vec2d(x, y), true);
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set_value(Vec2d(x, y), true);
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show_error(m_parent, _(L("Input value is out of range")));
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show_error(m_parent, _L("Input value is out of range"));
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}
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}
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return m_value = Vec2d(x, y);
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return m_value = Vec2d(x, y);
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