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	ENH: refine the thumbnail rendering
1. add specific shader for thumbnail 2. do not render the negative-z part 3. fix the sinking related issue under cli Change-Id: Ia59083437544c1c0bd924c811274ccbb137e9eb7
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					 6 changed files with 86 additions and 11 deletions
				
			
		
							
								
								
									
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								resources/shaders/thumbnail.vs
									
										
									
									
									
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								resources/shaders/thumbnail.vs
									
										
									
									
									
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							|  | @ -0,0 +1,43 @@ | |||
| #version 110 | ||||
| 
 | ||||
| #define INTENSITY_CORRECTION 0.6 | ||||
| 
 | ||||
| // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) | ||||
| const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); | ||||
| #define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION) | ||||
| #define LIGHT_TOP_SPECULAR   (0.125 * INTENSITY_CORRECTION) | ||||
| #define LIGHT_TOP_SHININESS  20.0 | ||||
| 
 | ||||
| // normalized values for (1./1.43, 0.2/1.43, 1./1.43) | ||||
| const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); | ||||
| #define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION) | ||||
| 
 | ||||
| #define INTENSITY_AMBIENT    0.3 | ||||
| 
 | ||||
| uniform mat4 volume_world_matrix; | ||||
| // x = tainted, y = specular; | ||||
| varying vec2 intensity; | ||||
| varying vec4 world_pos; | ||||
| 
 | ||||
| void main() | ||||
| { | ||||
|     // First transform the normal into camera space and normalize the result. | ||||
|     vec3 normal = normalize(gl_NormalMatrix * gl_Normal); | ||||
|      | ||||
|     // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. | ||||
|     // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. | ||||
|     float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); | ||||
| 
 | ||||
|     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; | ||||
|     vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; | ||||
|     intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); | ||||
| 
 | ||||
|     // Perform the same lighting calculation for the 2nd light source (no specular applied). | ||||
|     NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); | ||||
|     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; | ||||
| 
 | ||||
|     // Point in homogenous coordinates. | ||||
|     world_pos = volume_world_matrix * gl_Vertex; | ||||
| 
 | ||||
|     gl_Position = ftransform(); | ||||
| } | ||||
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