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synced 2025-08-14 05:55:53 +08:00
Tweaked the snapshot images to make it look prettier
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1e02463c7e
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037298cf03
@ -17,6 +17,17 @@ MYPY = False
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if MYPY:
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if MYPY:
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from UM.Scene.Camera import Camera
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from UM.Scene.Camera import Camera
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# Make color brighter by normalizing it (maximum factor 2.5 brighter)
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def prettier_color(l):
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maximum = max(l[:3])
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if maximum > 0:
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factor = min(1 / maximum, 2.5)
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else:
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factor = 1.0
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return [min(i * factor, 1.0) for i in l]
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## A render pass subclass that renders slicable objects with default parameters.
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## A render pass subclass that renders slicable objects with default parameters.
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# It uses the active camera by default, but it can be overridden to use a different camera.
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# It uses the active camera by default, but it can be overridden to use a different camera.
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#
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#
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@ -41,6 +52,9 @@ class PreviewPass(RenderPass):
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if not self._shader:
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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self._shader.setUniformValue("u_overhangAngle", 1.0)
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self._shader.setUniformValue("u_overhangAngle", 1.0)
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self._shader.setUniformValue("u_ambientColor", [0.1, 0.1, 0.1, 1.0])
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self._shader.setUniformValue("u_specularColor", [0.6, 0.6, 0.6, 1.0])
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self._shader.setUniformValue("u_shininess", 20.0)
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self._gl.glClearColor(0.0, 0.0, 0.0, 0.0)
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self._gl.glClearColor(0.0, 0.0, 0.0, 0.0)
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self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
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self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
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@ -52,7 +66,7 @@ class PreviewPass(RenderPass):
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for node in DepthFirstIterator(self._scene.getRoot()):
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for node in DepthFirstIterator(self._scene.getRoot()):
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if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
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if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
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uniforms = {}
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uniforms = {}
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uniforms["diffuse_color"] = node.getDiffuseColor()
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uniforms["diffuse_color"] = prettier_color(node.getDiffuseColor())
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batch.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms)
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batch.addItem(node.getWorldTransformation(), node.getMeshData(), uniforms = uniforms)
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self.bind()
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self.bind()
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