Merge branch 'master' into fs_emboss
# Conflicts: # src/libslic3r/Format/3mf.cpp
This commit is contained in:
commit
faa63f3182
93 changed files with 3309 additions and 597 deletions
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resources/icons/legend_cog.svg
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resources/icons/legend_cog.svg
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!-- Svg Vector Icons : http://www.onlinewebfonts.com/icon -->
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<svg
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version="1.1"
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x="0px"
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y="0px"
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viewBox="0 0 1000 1000"
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enable-background="new 0 0 1000 1000"
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xml:space="preserve"
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id="svg1405"
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sodipodi:docname="legend_cog.svg"
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inkscape:version="1.1 (c68e22c387, 2021-05-23)"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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xmlns="http://www.w3.org/2000/svg"
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xmlns:svg="http://www.w3.org/2000/svg"><defs
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id="defs1409" /><sodipodi:namedview
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id="namedview1407"
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pagecolor="#505050"
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bordercolor="#eeeeee"
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borderopacity="1"
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inkscape:pageshadow="0"
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inkscape:pageopacity="0"
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inkscape:pagecheckerboard="0"
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showgrid="false"
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inkscape:zoom="0.57417071"
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inkscape:cx="498.98052"
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inkscape:cy="500.72217"
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inkscape:window-width="1920"
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inkscape:window-height="1001"
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inkscape:window-x="-9"
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inkscape:window-y="-9"
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inkscape:window-maximized="1"
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inkscape:current-layer="g1403" />
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<metadata
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id="metadata1400"> Svg Vector Icons : http://www.onlinewebfonts.com/icon </metadata>
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<g
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id="g1403"><g
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id="g3385"
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transform="matrix(0.9,0,0,0.9,50,50)"><path
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id="Delicious"
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d="M 951.5,309.2 C 914.3,221.2 852.2,146.5 774,93.7 734.9,67.3 691.8,46.3 645.7,32 599.6,17.7 550.7,10 500,10 432.4,10 367.9,23.7 309.3,48.5 221.3,85.7 146.5,147.8 93.7,226 67.3,265.1 46.3,308.2 32,354.3 c -14.3,46 -22,95 -22,145.7 0,67.6 13.7,132.1 38.5,190.8 37.2,88 99.3,162.7 177.5,215.5 39.1,26.4 82.2,47.3 128.3,61.7 46,14.4 95,22 145.7,22 67.5,0 132.1,-13.7 190.7,-38.5 88,-37.2 162.7,-99.3 215.6,-177.5 26.4,-39.1 47.3,-82.3 61.7,-128.3 14.3,-46 22,-95 22,-145.7 0,-67.6 -13.7,-132.1 -38.5,-190.8 z m -61,355.7 c -32.2,76 -85.9,140.8 -153.6,186.4 -33.8,22.9 -71.1,41 -110.9,53.3 -39.8,12.3 -82.1,19 -126,19.1 v 0 -423.2 H 76.3 c 0,-0.2 0,-0.3 0,-0.5 0,-58.6 11.8,-114.2 33.3,-164.9 32.1,-76 85.9,-140.8 153.6,-186.5 33.8,-22.8 71.1,-40.9 110.9,-53.3 39.8,-12.4 82.1,-19 126,-19 V 500 h 423.7 c -0.1,58.6 -11.9,114.2 -33.3,164.9 z" /></g><path
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style="fill:#ffffff;stroke-width:7.38916;stroke-miterlimit:10;fill-opacity:1"
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d="m 77.139043,487.37685 c 3.697394,-84.56835 26.698247,-155.86557 72.010107,-223.21429 16.59166,-24.6608 30.37464,-41.20638 53.34679,-64.03941 27.30359,-27.13822 52.65045,-46.7668 84.88257,-65.73293 55.05852,-32.39773 124.18158,-53.51654 183.99427,-56.214822 7.95557,-0.358893 17.65123,-0.906877 21.54594,-1.217743 L 500,76.392444 V 288.19622 500 H 288.29357 76.58715 Z"
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id="path1516" /><path
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style="fill:#ffffff;fill-opacity:1;stroke-width:7.38916;stroke-miterlimit:10"
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d="M 500,711.76464 V 500 h 211.90502 211.90504 l -0.7671,13.23892 c -1.37279,23.69173 -3.21854,41.23939 -6.18546,58.80541 -24.78089,146.71813 -128.58118,271.82029 -269.07425,324.29358 -38.30204,14.30558 -84.14865,23.99629 -120.68965,25.51049 -8.46675,0.35085 -18.02648,0.87257 -21.24385,1.1594 L 500,923.52927 Z"
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id="path3257" /></g>
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</svg>
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After Width: | Height: | Size: 3 KiB |
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@ -1,6 +1,6 @@
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#version 110
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const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
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const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
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const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
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uniform sampler2D texture;
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#version 110
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attribute vec3 v_position;
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attribute vec2 v_tex_coords;
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varying vec2 tex_coords;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position.x, v_position.y, v_position.z, 1.0);
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// the following line leads to crash on some Intel graphics card
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//gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position, 1.0);
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tex_coords = v_tex_coords;
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gl_Position = ftransform();
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tex_coords = gl_MultiTexCoord0.xy;
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}
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resources/shaders/toolpaths_cog.fs
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resources/shaders/toolpaths_cog.fs
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#version 110
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const vec4 BLACK = vec4(vec3(0.1), 1.0);
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const vec4 WHITE = vec4(vec3(1.0), 1.0);
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const float emission_factor = 0.25;
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// x = tainted, y = specular;
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varying vec2 intensity;
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varying vec3 world_position;
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uniform vec3 world_center;
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void main()
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{
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vec3 delta = world_position - world_center;
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vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
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gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
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}
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resources/shaders/toolpaths_cog.vs
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resources/shaders/toolpaths_cog.vs
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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// x = tainted, y = specular;
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varying vec2 intensity;
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varying vec3 world_position;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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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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// 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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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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world_position = gl_Vertex.xyz;
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gl_Position = ftransform();
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}
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