This commit is contained in:
Diego Prado Gesto 2018-02-15 14:59:40 +01:00
commit ea5a95edaa
2 changed files with 17 additions and 3 deletions

View file

@ -17,6 +17,17 @@ MYPY = False
if MYPY:
from UM.Scene.Camera import Camera
# Make color brighter by normalizing it (maximum factor 2.5 brighter)
def prettier_color(l):
maximum = max(l[:3])
if maximum > 0:
factor = min(1 / maximum, 2.5)
else:
factor = 1.0
return [min(i * factor, 1.0) for i in l]
## A render pass subclass that renders slicable objects with default parameters.
# It uses the active camera by default, but it can be overridden to use a different camera.
#
@ -41,6 +52,9 @@ class PreviewPass(RenderPass):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
self._shader.setUniformValue("u_overhangAngle", 1.0)
self._shader.setUniformValue("u_ambientColor", [0.1, 0.1, 0.1, 1.0])
self._shader.setUniformValue("u_specularColor", [0.6, 0.6, 0.6, 1.0])
self._shader.setUniformValue("u_shininess", 20.0)
self._gl.glClearColor(0.0, 0.0, 0.0, 0.0)
self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
@ -52,7 +66,7 @@ class PreviewPass(RenderPass):
for node in DepthFirstIterator(self._scene.getRoot()):
if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
uniforms = {}
uniforms["diffuse_color"] = node.getDiffuseColor()
uniforms["diffuse_color"] = prettier_color(node.getDiffuseColor())
batch.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms)
self.bind()

View file

@ -5,12 +5,12 @@
"fonts": {
"large": {
"size": 1.25,
"size": 1.35,
"bold": true,
"family": "Noto Sans"
},
"large_nonbold": {
"size": 1.25,
"size": 1.35,
"family": "Noto Sans"
},
"default": {