refine the black color's rendering behavior

let the black color not hard to see at the 3d page

Change-Id: Id739a589c2f28781e646fb59e50ed270eb2f0e91
This commit is contained in:
lane.wei 2022-08-09 15:35:46 +08:00 committed by Lane.Wei
parent 7dee2d8a80
commit 2f849a86b8
3 changed files with 61 additions and 15 deletions

View File

@ -83,6 +83,21 @@ std::vector<std::array<float, 4>> get_extruders_colors()
return colors_out;
}
std::array<float, 4> adjust_color_for_rendering(const std::array<float, 4>& colors)
{
if ((colors[0] < 0.1) && (colors[1] < 0.1) && (colors[2] < 0.1))
{
std::array<float, 4> new_color;
new_color[0] = 0.1;
new_color[1] = 0.1;
new_color[2] = 0.1;
new_color[3] = colors[3];
return new_color;
}
return colors;
}
namespace Slic3r {
#if ENABLE_SMOOTH_NORMALS
@ -488,8 +503,11 @@ void GLVolume::set_render_color()
else if (is_outside && shader_outside_printer_detection_enabled)
set_render_color(OUTSIDE_COLOR);
#endif
else
set_render_color(color);
else {
//to make black not too hard too see
std::array<float, 4> new_color = adjust_color_for_rendering(color);
set_render_color(new_color);
}
}
if (force_transparent)
@ -708,13 +726,24 @@ void GLVolume::render(bool with_outline) const
ModelObject* mo = model_objects[object_idx()];
ModelVolume* mv = mo->volumes[volume_idx()];
int extruder_id = mv->extruder_id();
shader->set_uniform("uniform_color", colors[extruder_id - 1]);
//shader->set_uniform("uniform_color", colors[extruder_id - 1]);
//to make black not too hard too see
std::array<float, 4> new_color = adjust_color_for_rendering(colors[extruder_id - 1]);
shader->set_uniform("uniform_color", new_color);
}
else {
if (idx <= colors.size())
shader->set_uniform("uniform_color", colors[idx - 1]);
else
shader->set_uniform("uniform_color", colors[0]);
if (idx <= colors.size()) {
//shader->set_uniform("uniform_color", colors[idx - 1]);
//to make black not too hard too see
std::array<float, 4> new_color = adjust_color_for_rendering(colors[idx - 1]);
shader->set_uniform("uniform_color", new_color);
}
else {
//shader->set_uniform("uniform_color", colors[0]);
//to make black not too hard too see
std::array<float, 4> new_color = adjust_color_for_rendering(colors[0]);
shader->set_uniform("uniform_color", new_color);
}
}
}
iva.render(this->tverts_range, this->qverts_range);
@ -913,13 +942,23 @@ void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_obj
if (shader) {
if (idx == 0) {
int extruder_id = model_volume->extruder_id();
shader->set_uniform("uniform_color", extruder_colors[extruder_id - 1]);
//to make black not too hard too see
std::array<float, 4> new_color = adjust_color_for_rendering(extruder_colors[extruder_id - 1]);
shader->set_uniform("uniform_color", new_color);
}
else {
if (idx <= extruder_colors.size())
shader->set_uniform("uniform_color", extruder_colors[idx - 1]);
else
shader->set_uniform("uniform_color", extruder_colors[0]);
if (idx <= extruder_colors.size()) {
//shader->set_uniform("uniform_color", extruder_colors[idx - 1]);
//to make black not too hard too see
std::array<float, 4> new_color = adjust_color_for_rendering(extruder_colors[idx - 1]);
shader->set_uniform("uniform_color", new_color);
}
else {
//shader->set_uniform("uniform_color", extruder_colors[0]);
//to make black not too hard too see
std::array<float, 4> new_color = adjust_color_for_rendering(extruder_colors[0]);
shader->set_uniform("uniform_color", new_color);
}
}
}
iva.render(this->tverts_range, this->qverts_range);
@ -978,8 +1017,10 @@ void GLWipeTowerVolume::render(bool with_outline) const
GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
for (int i = 0; i < m_colors.size(); i++) {
if (shader)
shader->set_uniform("uniform_color", m_colors[i]);
if (shader) {
std::array<float, 4> new_color = adjust_color_for_rendering(m_colors[i]);
shader->set_uniform("uniform_color", new_color);
}
this->iva_per_colors[i].render();
}

View File

@ -31,6 +31,8 @@
#define glcheck()
#endif // HAS_GLSAFE
extern std::vector<std::array<float, 4>> get_extruders_colors();
extern std::array<float, 4> adjust_color_for_rendering(const std::array<float, 4>& colors);
namespace Slic3r {
class SLAPrintObject;

View File

@ -1064,7 +1064,10 @@ void TriangleSelectorPatch::render(ImGuiWrapper* imgui)
size_t color_idx = (size_t)patch.type;
color = m_ebt_colors[color_idx];
}
shader->set_uniform("uniform_color", color);
//to make black not too hard too see
std::array<float, 4> new_color = adjust_color_for_rendering(color);
shader->set_uniform("uniform_color", new_color);
//shader->set_uniform("uniform_color", color);
this->render(buffer_idx);
}
}