Fixed conflicts after merge with master

This commit is contained in:
enricoturri1966 2021-05-13 14:10:42 +02:00
commit 6bddacee44
90 changed files with 4276 additions and 4185 deletions

View file

@ -1163,7 +1163,7 @@ before_layer_gcode = ;BEFORE_LAYER_CHANGE\nG92 E0.0\n;[layer_z]
default_filament_profile = Generic PLA @MEGA
default_print_profile = 0.15mm QUALITY @MEGA
deretract_speed = 40
end_gcode = G1 E-1.0 F2100 ; retract\nG92 E0.0\nG1{if max_layer_z < max_print_height} Z{z_offset+min(max_layer_z+30, max_print_height)}{endif} ; move print head up\nG4 ; wait\nM104 S0 ; turn off temperature\nM140 S0 ; turn off heatbed\nM107 ; turn off fan\nG1 X0 Y105 F3000 ; park print head\nM84 ; disable motors
end_gcode = G1 E-1.0 F2100 ; retract\nG92 E0.0\nG1{if max_layer_z < max_print_height} Z{z_offset+min(max_layer_z+30, max_print_height)}{endif} E-34.0 F720 ; move print head up & retract filament\nG4 ; wait\nM104 S0 ; turn off temperature\nM140 S0 ; turn off heatbed\nM107 ; turn off fan\nG1 X0 Y105 F3000 ; park print head\nM84 ; disable motors
extruder_colour = #808080
gcode_flavor = marlin
layer_gcode = ;AFTER_LAYER_CHANGE\n;[layer_z]
@ -1178,7 +1178,7 @@ retract_lift = 0.2
retract_lift_below = 204
retract_speed = 70
silent_mode = 0
start_gcode = G90 ; use absolute coordinates\nM83 ; extruder relative mode\nM204 S[machine_max_acceleration_extruding] T[machine_max_acceleration_retracting]\nM104 S[first_layer_temperature] ; set extruder temp\nM140 S[first_layer_bed_temperature] ; set bed temp\nG28 ; home all\nG1 Y2.0 Z0.2 F1000 ; move print head up\nM190 S[first_layer_bed_temperature] ; wait for bed temp\nM109 S[first_layer_temperature] ; wait for extruder temp\nG92 E0.0\nG1 X60.0 E9.0 F1000 ; intro line\nG1 X100.0 E12.5 F1000 ; intro line\nG92 E0.0
start_gcode = G90 ; use absolute coordinates\nM83 ; extruder relative mode\nM204 S[machine_max_acceleration_extruding] T[machine_max_acceleration_retracting]\nM104 S[first_layer_temperature] ; set extruder temp\nM140 S[first_layer_bed_temperature] ; set bed temp\nG28 ; home all\nG1 Y1.0 Z0.3 F1000 ; move print head up\nM190 S[first_layer_bed_temperature] ; wait for bed temp\nM109 S[first_layer_temperature] ; wait for extruder temp\nG92 E0.0\n; initial load\nG1 X205.0 E19 F1000\nG1 Y1.6\nG1 X5.0 E19 F1000\nG92 E0.0\n; intro line\nG1 Y2.0 Z0.2 F1000\nG1 X65.0 E9.0 F1000\nG1 X105.0 E12.5 F1000\nG92 E0.0
thumbnails = 16x16,220x124
use_relative_e_distances = 1
wipe = 1
@ -1892,4 +1892,4 @@ default_print_profile = 0.24mm 0.8 nozzle DETAILED QUALITY @PREDATOR
#########################################
########## end printer presets ##########
#########################################"do not" cause ' is bad for syntax highlighting
#########################################

View file

@ -4,7 +4,9 @@ const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const vec3 GREEN = vec3(0.0, 0.7, 0.0);
const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
const vec3 RED = vec3(0.7, 0.0, 0.0);
const vec3 WHITE = vec3(1.0, 1.0, 1.0);
const float EPSILON = 0.0001;
const float BANDS_WIDTH = 10.0;
struct SlopeDetection
{
@ -15,6 +17,7 @@ struct SlopeDetection
uniform vec4 uniform_color;
uniform SlopeDetection slope;
uniform bool sinking;
#ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
@ -23,27 +26,38 @@ uniform SlopeDetection slope;
varying vec3 clipping_planes_dots;
// x = tainted, y = specular;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min;
varying vec3 delta_box_max;
varying vec4 model_pos;
varying float world_pos_z;
varying float world_normal_z;
varying vec3 eye_normal;
vec3 sinking_color(vec3 color)
{
return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color;
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
if (slope.actived && world_normal_z < slope.normal_z - EPSILON)
{
color = vec3(0.7, 0.7, 1.0);
alpha = 1.0;
}
// if the fragment is outside the print volume -> use darker color
color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
// if the object is sinking, shade it with inclined bands or white around world z = 0
if (sinking)
color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(color);
#ifdef ENABLE_ENVIRONMENT_MAP
if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);

View file

@ -41,7 +41,7 @@ uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
// x = tainted, y = specular;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min;
@ -49,6 +49,8 @@ varying vec3 delta_box_max;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying float world_pos_z;
varying float world_normal_z;
varying vec3 eye_normal;
@ -69,12 +71,16 @@ void main()
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
model_pos = gl_Vertex;
// Point in homogenous coordinates.
vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
world_pos_z = world_pos.z;
// compute deltas for out of print volume detection (world coordinates)
if (print_box.actived)
{
vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
delta_box_min = v - print_box.min;
delta_box_max = v - print_box.max;
delta_box_min = world_pos.xyz - print_box.min;
delta_box_max = world_pos.xyz - print_box.max;
}
else
{
@ -86,8 +92,6 @@ void main()
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
gl_Position = ftransform();
// Point in homogenous coordinates.
vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
}

View file

@ -24,7 +24,7 @@ void main()
float z_texture_col = object_z_row - z_texture_row;
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
// Calculate level of detail from the object Z coordinate.
// This makes the slowly sloping surfaces to be show with high detail (with stripes),
// This makes the slowly sloping surfaces to be shown with high detail (with stripes),
// and the vertical surfaces to be shown with low detail (no stripes)
float z_in_cells = object_z_row * 190.;
// Gradient of Z projected on the screen.
@ -32,9 +32,10 @@ void main()
float dy_vtc = dFdy(z_in_cells);
float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.);
// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
vec4 color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
if (z_texture_row >= 0.0)
color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
// Mix the final color.
gl_FragColor = vec4(intensity.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
}