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
This commit is contained in:
lane.wei 2023-04-06 21:21:44 +08:00 committed by Lane.Wei
parent 031d61faca
commit 90760e0d07
6 changed files with 86 additions and 11 deletions

View file

@ -1983,7 +1983,7 @@ void GLCanvas3D::render_thumbnail(ThumbnailData& thumbnail_data, unsigned int w,
void GLCanvas3D::render_thumbnail(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, const ThumbnailsParams& thumbnail_params,
const GLVolumeCollection& volumes, Camera::EType camera_type, bool use_top_view, bool for_picking)
{
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
GLShaderProgram* shader = wxGetApp().get_shader("thumbnail");
ModelObjectPtrs& model_objects = GUI::wxGetApp().model().objects;
std::vector<std::array<float, 4>> colors = ::get_extruders_colors();
switch (OpenGLManager::get_framebuffers_type())
@ -5429,7 +5429,14 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const
auto is_visible = [plate_idx, plate_build_volume](const GLVolume& v) {
bool ret = v.printable;
if (plate_idx >= 0) {
ret &= plate_build_volume.contains(v.transformed_convex_hull_bounding_box());
bool contained = false;
BoundingBoxf3 plate_bbox = plate_build_volume;
plate_bbox.min(2) = -1e10;
const BoundingBoxf3& volume_bbox = v.transformed_convex_hull_bounding_box();
if (plate_bbox.contains(volume_bbox) && (volume_bbox.max(2) > 0)) {
contained = true;
}
ret &= contained;
}
else {
ret &= (!v.shader_outside_printer_detection_enabled || !v.is_outside);
@ -5461,6 +5468,7 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const
volumes_box.merge(vol->transformed_bounding_box());
}
}
volumes_box.min.z() = -Slic3r::BuildVolume::SceneEpsilon;
double width = volumes_box.max.x() - volumes_box.min.x();
double depth = volumes_box.max.y() - volumes_box.min.y();
double height = volumes_box.max.z() - volumes_box.min.z();
@ -5592,6 +5600,7 @@ void GLCanvas3D::render_thumbnail_internal(ThumbnailData& thumbnail_data, const
curr_color[3] = vol->color[3];
shader->set_uniform("uniform_color", curr_color);
shader->set_uniform("volume_world_matrix", vol->world_matrix());
//BBS set all volume to orange
//shader->set_uniform("uniform_color", orange);
/*if (plate_idx > 0) {