update resources and localization

This commit is contained in:
QIDI TECH
2024-11-09 14:38:04 +08:00
parent a616ed7278
commit c9ec3da208
73 changed files with 155634 additions and 102254 deletions

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@@ -233,7 +233,7 @@ enabled_tags = Windows
[hint:Printables integration] [hint:Printables integration]
text = Printables.com integration\nDid you know that when you are browsing Printables.com, you can send 3D model files to QIDISlicer with a single click? Learn more in the documentation. text = Printables.com integration\nDid you know that when you are browsing Printables.com, you can send 3D model files to QIDISlicer with a single click? Learn more in the documentation.
documentation_link = https://help.qidi3d.com/article/prusaslicer-printables-com-integration_399198 documentation_link = https://wiki.qidi3d.com/en/home
weight = 3 weight = 3
[hint:Cut tool] [hint:Cut tool]

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18
resources/icons/user.svg Normal file
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Written by Treer (gitlab.com/Treer) -->
<svg
version="1.1"
xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
width="600"
height="600"
stroke="#808080"
stroke-width="30"
fill="none">
<title>Abstract user icon</title>
<circle cx="300" cy="300" r="265" />
<circle cx="300" cy="230" r="115" />
<path d="M106.81863443903,481.4 a205,205 1 0,1 386.36273112194,0" stroke-linecap="butt" />
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Written by Treer (gitlab.com/Treer) -->
<svg
version="1.1"
xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
width="240"
height="240"
style="background-color:black">
<title>Mask for user icon</title>
<circle cx="120" cy="120" r="115"
stroke="black" stroke-width="1" fill="white" />
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@@ -29,8 +29,10 @@ src/slic3r/GUI/ButtonsDescription.cpp
src/slic3r/GUI/ConfigManipulation.cpp src/slic3r/GUI/ConfigManipulation.cpp
src/slic3r/GUI/ConfigSnapshotDialog.cpp src/slic3r/GUI/ConfigSnapshotDialog.cpp
src/slic3r/GUI/ConfigWizard.cpp src/slic3r/GUI/ConfigWizard.cpp
src/slic3r/GUI/ConfigWizardWebViewPage.cpp
src/slic3r/GUI/DesktopIntegrationDialog.cpp src/slic3r/GUI/DesktopIntegrationDialog.cpp
src/slic3r/GUI/DoubleSlider.cpp src/slic3r/GUI/TickCodesManager.cpp
src/slic3r/GUI/DoubleSliderForLayers.cpp
src/slic3r/GUI/Downloader.cpp src/slic3r/GUI/Downloader.cpp
src/slic3r/GUI/DownloaderFileGet.cpp src/slic3r/GUI/DownloaderFileGet.cpp
src/slic3r/GUI/EditGCodeDialog.cpp src/slic3r/GUI/EditGCodeDialog.cpp
@@ -39,6 +41,7 @@ src/slic3r/GUI/ExtruderSequenceDialog.cpp
src/slic3r/GUI/Field.cpp src/slic3r/GUI/Field.cpp
src/slic3r/GUI/FileArchiveDialog.cpp src/slic3r/GUI/FileArchiveDialog.cpp
src/slic3r/GUI/FirmwareDialog.cpp src/slic3r/GUI/FirmwareDialog.cpp
src/slic3r/GUI/FrequentlyChangedParameters.cpp
src/slic3r/GUI/GalleryDialog.cpp src/slic3r/GUI/GalleryDialog.cpp
src/slic3r/GUI/GCodeViewer.cpp src/slic3r/GUI/GCodeViewer.cpp
src/slic3r/GUI/Gizmos/GLGizmoCut.cpp src/slic3r/GUI/Gizmos/GLGizmoCut.cpp
@@ -85,6 +88,7 @@ src/slic3r/GUI/Jobs/RotoptimizeJob.cpp
src/slic3r/GUI/Jobs/SLAImportDialog.hpp src/slic3r/GUI/Jobs/SLAImportDialog.hpp
src/slic3r/GUI/Jobs/SLAImportJob.cpp src/slic3r/GUI/Jobs/SLAImportJob.cpp
src/slic3r/GUI/KBShortcutsDialog.cpp src/slic3r/GUI/KBShortcutsDialog.cpp
src/slic3r/GUI/LoginDialog.cpp
src/slic3r/GUI/MainFrame.cpp src/slic3r/GUI/MainFrame.cpp
src/slic3r/GUI/Mouse3DController.cpp src/slic3r/GUI/Mouse3DController.cpp
src/slic3r/GUI/MsgDialog.cpp src/slic3r/GUI/MsgDialog.cpp
@@ -96,6 +100,7 @@ src/slic3r/GUI/OptionsGroup.cpp
src/slic3r/GUI/PhysicalPrinterDialog.cpp src/slic3r/GUI/PhysicalPrinterDialog.cpp
src/slic3r/GUI/Plater.cpp src/slic3r/GUI/Plater.cpp
src/slic3r/GUI/Preferences.cpp src/slic3r/GUI/Preferences.cpp
src/slic3r/GUI/PresetArchiveDatabase.cpp
src/slic3r/GUI/PresetComboBoxes.cpp src/slic3r/GUI/PresetComboBoxes.cpp
src/slic3r/GUI/PresetHints.cpp src/slic3r/GUI/PresetHints.cpp
src/slic3r/GUI/PrintHostDialogs.cpp src/slic3r/GUI/PrintHostDialogs.cpp
@@ -105,12 +110,19 @@ src/slic3r/GUI/SavePresetDialog.cpp
src/slic3r/GUI/Search.cpp src/slic3r/GUI/Search.cpp
src/slic3r/GUI/Selection.cpp src/slic3r/GUI/Selection.cpp
src/slic3r/GUI/SendSystemInfoDialog.cpp src/slic3r/GUI/SendSystemInfoDialog.cpp
src/slic3r/GUI/Sidebar.cpp
src/slic3r/GUI/SurfaceDrag.cpp src/slic3r/GUI/SurfaceDrag.cpp
src/slic3r/GUI/SysInfoDialog.cpp src/slic3r/GUI/SysInfoDialog.cpp
src/slic3r/GUI/Tab.cpp src/slic3r/GUI/Tab.cpp
src/slic3r/GUI/Tab.hpp src/slic3r/GUI/Tab.hpp
src/slic3r/GUI/TickCodesManager.cpp
src/slic3r/GUI/TopBar.cpp
src/slic3r/GUI/TopBarMenus.cpp
src/slic3r/GUI/UnsavedChangesDialog.cpp src/slic3r/GUI/UnsavedChangesDialog.cpp
src/slic3r/GUI/UpdateDialogs.cpp src/slic3r/GUI/UpdateDialogs.cpp
src/slic3r/GUI/UpdatesUIManager.cpp
src/slic3r/GUI/UserAccountCommunication.cpp
src/slic3r/GUI/WebViewDialog.cpp
src/slic3r/GUI/WifiConfigDialog.cpp src/slic3r/GUI/WifiConfigDialog.cpp
src/slic3r/GUI/WipeTowerDialog.cpp src/slic3r/GUI/WipeTowerDialog.cpp
src/slic3r/GUI/wxExtensions.cpp src/slic3r/GUI/wxExtensions.cpp
@@ -125,4 +137,5 @@ src/slic3r/Utils/Moonraker.cpp
src/slic3r/Utils/OctoPrint.cpp src/slic3r/Utils/OctoPrint.cpp
src/slic3r/Utils/PresetUpdater.cpp src/slic3r/Utils/PresetUpdater.cpp
src/slic3r/Utils/Process.cpp src/slic3r/Utils/Process.cpp
src/slic3r/Utils/QIDIConnect.cpp
src/slic3r/Utils/Repetier.cpp src/slic3r/Utils/Repetier.cpp

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@@ -1,19 +1,16 @@
#version 110 #version 110
const vec4 BLACK = vec4(vec3(0.1), 1.0); const vec3 BLACK = vec3(0.1);
const vec4 WHITE = vec4(vec3(1.0), 1.0); const vec3 WHITE = vec3(0.9);
const float emission_factor = 0.25; const float emission_factor = 0.25;
uniform vec3 world_center;
// x = tainted, y = specular; // x = tainted, y = specular;
varying vec2 intensity; varying vec2 intensity;
varying vec3 world_position; varying vec3 position;
void main() void main()
{ {
vec3 delta = world_position - world_center; vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE; gl_FragColor = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
} }

View File

@@ -23,25 +23,26 @@ attribute vec3 v_normal;
// x = tainted, y = specular; // x = tainted, y = specular;
varying vec2 intensity; varying vec2 intensity;
varying vec3 world_position; varying vec3 position;
void main() void main()
{ {
// First transform the normal into camera space and normalize the result. // First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal); vec3 eye_normal = normalize(view_normal_matrix * v_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. // 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. // 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); float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0); vec4 eye_position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied). // Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_position = v_position; position = v_position;
gl_Position = projection_matrix * position; gl_Position = projection_matrix * eye_position;
} }

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@@ -1,21 +1,18 @@
#version 140 #version 140
const vec4 BLACK = vec4(vec3(0.1), 1.0); const vec3 BLACK = vec3(0.1);
const vec4 WHITE = vec4(vec3(1.0), 1.0); const vec3 WHITE = vec3(0.9);
const float emission_factor = 0.25; const float emission_factor = 0.25;
uniform vec3 world_center;
// x = tainted, y = specular; // x = tainted, y = specular;
in vec2 intensity; in vec2 intensity;
in vec3 world_position; in vec3 position;
out vec4 out_color; out vec4 out_color;
void main() void main()
{ {
vec3 delta = world_position - world_center; vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE; out_color = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
out_color = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
} }

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@@ -23,25 +23,25 @@ in vec3 v_normal;
// x = tainted, y = specular; // x = tainted, y = specular;
out vec2 intensity; out vec2 intensity;
out vec3 world_position; out vec3 position;
void main() void main()
{ {
// First transform the normal into camera space and normalize the result. // First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal); vec3 eye_normal = normalize(view_normal_matrix * v_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. // 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. // 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); float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0); vec4 eye_position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied). // Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_position = v_position; position = v_position;
gl_Position = projection_matrix * position; gl_Position = projection_matrix * eye_position;
} }

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@@ -2,20 +2,17 @@
precision highp float; precision highp float;
const vec4 BLACK = vec4(vec3(0.1), 1.0); const vec3 BLACK = vec3(0.1);
const vec4 WHITE = vec4(vec3(1.0), 1.0); const vec3 WHITE = vec3(0.9);
const float emission_factor = 0.25; const float emission_factor = 0.25;
uniform vec3 world_center;
// x = tainted, y = specular; // x = tainted, y = specular;
varying vec2 intensity; varying vec2 intensity;
varying vec3 world_position; varying vec3 position;
void main() void main()
{ {
vec3 delta = world_position - world_center; vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE; gl_FragColor = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
} }

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@@ -23,25 +23,25 @@ attribute vec3 v_normal;
// x = tainted, y = specular; // x = tainted, y = specular;
varying vec2 intensity; varying vec2 intensity;
varying vec3 world_position; varying vec3 position;
void main() void main()
{ {
// First transform the normal into camera space and normalize the result. // First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal); vec3 eye_normal = normalize(view_normal_matrix * v_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. // 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. // 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); float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0); vec4 eye_position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied). // Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_position = v_position; position = v_position;
gl_Position = projection_matrix * position; gl_Position = projection_matrix * eye_position;
} }

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@@ -12,6 +12,7 @@
width:100%; width:100%;
max-width: 1400px; max-width: 1400px;
height:100%; height:100%;
overflow: hidden;
} }
.table-container { .table-container {
width: 100%; width: 100%;
@@ -26,6 +27,7 @@
position: relative; position: relative;
margin: 0 auto; margin: 0 auto;
padding: 0; padding: 0;
overflow: hidden;
} }
table { table {
width: 100%; width: 100%;