Let texture bakes create a chosen number of mixed colours

The new Mixed colors setting caps how many mixed filaments a bake adds. They are picked from the
texture's colours, and only the ones the bake paints with are created. Previewing no longer creates
filament slots, both previews show a mix in its slot's colour, and the bake paints each mix with the
slot it actually got.
This commit is contained in:
SoftFever
2026-10-09 22:23:07 +08:00
parent 62b829d1cb
commit 0473da4ef8
17 changed files with 888 additions and 320 deletions
@@ -29,13 +29,11 @@ uniform vec3 palette_lab[64];
uniform vec3 palette_rgb[64];
uniform int palette_count;
uniform bool pure_only; // match against single filaments only (flat-colour image)
// How each entry prints. Every entry names a single filament: a mix is given its own mixed filament
// slot, whose components the slicer alternates per print layer, so the fragment just looks that slot's
// colour up.
// The entry's two filaments, equal for a single filament - only so a mix can be told apart. An entry's
// palette_rgb is already the colour it prints in (for a mix, its mixed filament slot's).
uniform int palette_a[64];
uniform int palette_b[64];
uniform vec3 filament_rgb[16];
uniform int filament_count;
uniform float prefer_pure_de; // PREFER_PURE_DE: how much better than a single filament a mix must be
uniform sampler2D color_tex; // the layer's colour image, sampled at the same uv as the height
uniform bool has_color_tex;
uniform bool volume_mirrored;
@@ -210,31 +208,16 @@ int nearest_palette_entry(vec3 rgb)
best = i;
}
}
// The same bias make_palette_quantizer() applies (PREFER_PURE_DE = 10): a mix is an interleave, so
// it is only worth taking when it beats the nearest single filament by a visible step. Without it
// this picked a mix for almost every fragment - with four filaments the palette is 4 pure entries
// against 30 mixes - while the bake picked a single filament for most of them, so the preview
// interleaved the whole wall where the bake interleaves only patches. Compared on the distances
// rather than their squares, so the threshold means the same thing as it does on the CPU (up to
// CIE76 against CIEDE2000, the approximation already noted above).
if (best_pure >= 0 && palette_a[best] != palette_b[best] && sqrt(bd_pure) - sqrt(bd) < 10.0)
// The same bias make_palette_quantizer() applies: a mix is an interleave, so it is only worth taking
// when it beats the nearest single filament by a visible step - otherwise the preview shows mixes
// where the bake prints a single filament. Compared on the distances rather than their squares, so
// the margin means the same thing as it does on the CPU (up to CIE76 against CIEDE2000, the
// approximation already noted above).
if (best_pure >= 0 && palette_a[best] != palette_b[best] && sqrt(bd_pure) - sqrt(bd) < prefer_pure_de)
best = best_pure;
return best;
}
// One 2x2 Bayer cell, {0, 2; 3, 1}, for x and y in {0, 1}.
// The colour the printer lays down at world point `pos` for palette entry `index`. Every entry names a
// single filament: a mix is given its own mixed filament slot, whose components the slicer alternates
// per print layer, so there is nothing left to interleave here.
vec3 printed_color(int index)
{
int a = palette_a[index];
if (a < 0 || a >= filament_count)
return palette_rgb[index]; // no filament to resolve to: the entry's own colour
return filament_rgb[a];
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -354,16 +337,11 @@ void main()
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour -
// and, where that is a mix, the filament the interleave puts here, so the pattern that prints shows.
// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour.
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
// the same material under the same light, and the relief this preview exists to show is unaffected.
vec3 albedo = uniform_color.rgb;
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
// tex_pos, not world_pos: the bake resolves the interleave in the bake frame (world
// orientation and scale about the volume's origin, see texture_displacement_bake_frame()), so
// measuring z from the bed instead shifted the band phase by the volume origin's height - a
// different filament in the same place than the bake produces.
albedo = printed_color(nearest_palette_entry(texture2D(color_tex, color_uv).rgb));
albedo = palette_rgb[nearest_palette_entry(texture2D(color_tex, color_uv).rgb)];
gl_FragColor = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}
@@ -88,13 +88,11 @@ uniform vec3 palette_lab[64];
uniform vec3 palette_rgb[64];
uniform int palette_count;
uniform bool pure_only; // match against single filaments only (flat-colour image)
// How each entry prints. Every entry names a single filament: a mix is given its own mixed filament
// slot, whose components the slicer alternates per print layer, so the fragment just looks that slot's
// colour up.
// The entry's two filaments, equal for a single filament - only so a mix can be told apart. An entry's
// palette_rgb is already the colour it prints in (for a mix, its mixed filament slot's).
uniform int palette_a[64];
uniform int palette_b[64];
uniform vec3 filament_rgb[16];
uniform int filament_count;
uniform float prefer_pure_de; // PREFER_PURE_DE: how much better than a single filament a mix must be
uniform sampler2D color_tex; // the layer's colour image, sampled at the same uv as the height
uniform bool has_color_tex;
uniform bool volume_mirrored;
@@ -276,31 +274,16 @@ int nearest_palette_entry(vec3 rgb)
best = i;
}
}
// The same bias make_palette_quantizer() applies (PREFER_PURE_DE = 10): a mix is an interleave, so
// it is only worth taking when it beats the nearest single filament by a visible step. Without it
// this picked a mix for almost every fragment - with four filaments the palette is 4 pure entries
// against 30 mixes - while the bake picked a single filament for most of them, so the preview
// interleaved the whole wall where the bake interleaves only patches. Compared on the distances
// rather than their squares, so the threshold means the same thing as it does on the CPU (up to
// CIE76 against CIEDE2000, the approximation already noted above).
if (best_pure >= 0 && palette_a[best] != palette_b[best] && sqrt(bd_pure) - sqrt(bd) < 10.0)
// The same bias make_palette_quantizer() applies: a mix is an interleave, so it is only worth taking
// when it beats the nearest single filament by a visible step - otherwise the preview shows mixes
// where the bake prints a single filament. Compared on the distances rather than their squares, so
// the margin means the same thing as it does on the CPU (up to CIE76 against CIEDE2000, the
// approximation already noted above).
if (best_pure >= 0 && palette_a[best] != palette_b[best] && sqrt(bd_pure) - sqrt(bd) < prefer_pure_de)
best = best_pure;
return best;
}
// One 2x2 Bayer cell, {0, 2; 3, 1}, for x and y in {0, 1}.
// The colour the printer lays down at world point `pos` for palette entry `index`. Every entry names a
// single filament: a mix is given its own mixed filament slot, whose components the slicer alternates
// per print layer, so there is nothing left to interleave here.
vec3 printed_color(int index)
{
int a = palette_a[index];
if (a < 0 || a >= filament_count)
return palette_rgb[index]; // no filament to resolve to: the entry's own colour
return filament_rgb[a];
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -442,16 +425,11 @@ void main()
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour -
// and, where that is a mix, the filament the interleave puts here, so the pattern that prints shows.
// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour.
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
// the same material under the same light, and the relief this preview exists to show is unaffected.
vec3 albedo = uniform_color.rgb;
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
// tex_pos, not world_pos: the bake resolves the interleave in the bake frame (world
// orientation and scale about the volume's origin, see texture_displacement_bake_frame()), so
// measuring z from the bed instead shifted the band phase by the volume origin's height - a
// different filament in the same place than the bake produces.
albedo = printed_color(nearest_palette_entry(texture(color_tex, color_uv).rgb));
albedo = palette_rgb[nearest_palette_entry(texture(color_tex, color_uv).rgb)];
out_color = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}
+54
View File
@@ -18,6 +18,7 @@
#include <utility>
#include "ColorDecomposeRecipe.hpp"
#include "Config.hpp"
#include "FilamentMixerModel.hpp"
#include "LocalesUtils.hpp"
@@ -427,6 +428,59 @@ std::vector<double> parse_mixed_ratios(const std::string &str, size_t n_componen
return ratios;
}
std::string format_mixed_components(const std::vector<unsigned int> &components)
{
std::string out;
for (size_t i = 0; i < components.size(); ++i) {
if (i > 0)
out += ",";
out += std::to_string(components[i]);
}
return out;
}
std::string format_mixed_ratios(const std::vector<int> &weights)
{
int sum = std::accumulate(weights.begin(), weights.end(), 0);
if (sum <= 0)
sum = 100;
CNumericLocalesSetter c_locale_setter;
std::string out;
for (size_t i = 0; i < weights.size(); ++i) {
if (i > 0)
out += ",";
char buf[32];
std::snprintf(buf, sizeof(buf), "%.4f", float(weights[i]) / float(sum));
out += buf;
}
return out;
}
int find_fixed_mixed_filament(const ConfigBase &project_config,
const std::vector<unsigned int> &components,
const std::vector<int> &weights)
{
const auto *is_mixed = project_config.option<ConfigOptionBools>("filament_is_mixed");
const auto *comps = project_config.option<ConfigOptionStrings>("filament_mixed_components");
const auto *ratios = project_config.option<ConfigOptionStrings>("filament_mixed_sublayer_ratios");
if (is_mixed == nullptr || comps == nullptr || ratios == nullptr)
return -1;
// Created lazily with the first mixed slot, so an older project may not have it at all.
const auto *gradient = project_config.option<ConfigOptionBools>("filament_mixed_gradient");
const std::string comp_str = format_mixed_components(components);
const std::string ratio_str = format_mixed_ratios(weights);
for (size_t i = 0; i < is_mixed->values.size(); ++i) {
if (!is_mixed->values[i] || i >= comps->values.size() || i >= ratios->values.size())
continue;
if (gradient != nullptr && i < gradient->values.size() && gradient->values[i])
continue;
if (comps->values[i] == comp_str && ratios->values[i] == ratio_str)
return int(i);
}
return -1;
}
bool has_any_mixed_filament(const std::vector<unsigned char> &is_mixed)
{
for (unsigned char v : is_mixed)
+18
View File
@@ -11,6 +11,8 @@
namespace Slic3r {
class ConfigBase;
// Photoshop-style gradient curve control point in [0,1] x [0,1].
// (x, y) is the anchor position; (m_in, m_out) are optional cubic Hermite tangent
// overrides. NaN means "use the PCHIP-computed default", which is the case for plain
@@ -94,6 +96,22 @@ std::vector<unsigned int> parse_mixed_components(const std::string &str);
// Normalizes so the sum equals 1.0.
std::vector<double> parse_mixed_ratios(const std::string &str, size_t n_components);
// The text a mixed slot stores in filament_mixed_components, e.g. {1, 3} → "1,3".
std::string format_mixed_components(const std::vector<unsigned int> &components);
// The text a mixed slot stores in filament_mixed_sublayer_ratios: the weights normalised to sum to 1,
// four decimals, e.g. {1, 2} → "0.3333,0.6667". A non-positive sum is read as 100.
std::string format_mixed_ratios(const std::vector<int> &weights);
// The 0-based index of the mixed slot in `project_config` that blends `components` (1-based physical
// filaments) in `weights` at a fixed ratio, or -1 when there is none. Matched on the stored text, as
// format_mixed_components() and format_mixed_ratios() write it. A gradient slot never matches: its
// ratio drifts from layer to layer, so it is not the blend asked for even where its stored ratios
// are the same.
int find_fixed_mixed_filament(const ConfigBase &project_config,
const std::vector<unsigned int> &components,
const std::vector<int> &weights);
// Returns true if any element in is_mixed is true.
// ConfigOptionBools stores values as std::vector<unsigned char>.
bool has_any_mixed_filament(const std::vector<unsigned char> &is_mixed);
+13 -5
View File
@@ -1,6 +1,7 @@
#ifndef slic3r_TextureDisplacement_hpp_
#define slic3r_TextureDisplacement_hpp_
#include <cmath>
#include <cstddef>
#include <Eigen/Core>
#include <cstdint>
@@ -387,6 +388,10 @@ struct TextureDisplacementOptions
// image (TextureDetail::flat_colors): a texture of flat colours prints in single filaments, a
// photograph or gradient in mixes. Off forces single filaments everywhere.
bool color_mix_enabled = true;
// The most mixes the palette may offer. Every mix a bake paints with becomes a mixed filament slot,
// so this is also the most slots one bake can add. The mixes themselves are picked from the
// texture's colours, those that improve the match the most coming first.
int color_mix_count = 8;
// Majority-filter passes over the assigned colours. See TextureColorRequest::despeckle_passes -
// this is the control for it, and 2 is enough to clear the salt-and-pepper an image with detail
// finer than the mesh leaves behind, without eating features that are genuinely a facet wide.
@@ -396,7 +401,7 @@ struct TextureDisplacementOptions
{
ar(displace_border, smooth_enabled, smooth_strength, smooth_iterations, smooth_skip_border,
pipeline_v2, v2_refine_mm, v2_regularize, v2_max_triangles_k,
v2_relocate, color_mix_enabled, color_despeckle);
v2_relocate, color_mix_enabled, color_despeckle, color_mix_count);
}
};
@@ -494,12 +499,14 @@ using ColorQuantizeFn = std::function<int(const Vec3f &)>;
// interleaving, which the slicer does per print layer. Plain data, so it can be captured into a job.
struct PrintableColor
{
Vec3f rgb = Vec3f::Zero(); // what it looks like; for a mix, the perceptual average of the two
Vec3f rgb = Vec3f::Zero(); // what it looks like; for a mix, the colour its mixed filament slot shows
int a = 0; // filament index
int b = 0; // the second filament; == a for a pure entry
int num = 1; // a's share of the interleave, out of `den`
int den = 1;
bool is_mix() const { return a != b; }
// a's share in percent, the form a mixed filament slot is created from.
int a_percent() const { return int(std::lround(100.0 * double(num) / double(den))); }
};
// Everything needed to colour a mesh, captured on the main thread and handed to a job. An empty
@@ -762,9 +769,10 @@ struct TextureColorRequest
float min_color_region_mm2 = 0.5f;
// Filled per *base mesh* triangle (the bake is topology-preserving, so this indexes the returned
// mesh too): the quantize callback's index plus one, or 0 for "this triangle takes no colour from
// the texture". The +1 is not arbitrary - it lines up with EnforcerBlockerType, where 0 is NONE
// ("use the volume's own filament") and 1..16 are Extruder1..16, so the caller can hand these
// straight to a TriangleSelector without a second mapping table.
// the texture". The +1 lines up with EnforcerBlockerType, where 0 is NONE ("use the volume's own
// filament"): where every palette entry is a filament, these go straight to a TriangleSelector. A
// palette with mixes maps each index to the mix's filament slot first (see
// GLGizmoTextureDisplacement::palette_filaments()).
std::vector<uint8_t> *out_triangle = nullptr;
};
@@ -8,6 +8,7 @@
#include "ColorSpaceConvert.hpp"
#include "libslic3r/AABBTreeIndirect.hpp"
#include "libslic3r/Color.hpp"
#include "libslic3r/FilamentMixer.hpp"
#include "libslic3r/PresetBundle.hpp"
#include "libslic3r/MeshBoolean.hpp"
#include "libslic3r/Model.hpp"
@@ -69,6 +70,7 @@
#include <array>
#include <cmath>
#include <limits>
#include <numeric>
#include <queue>
#include <set>
#include <vector>
@@ -257,11 +259,54 @@ TriangleSelector::TriangleSplittingData remap_texture_paint_spatial(
// entry to fill.
constexpr int PALETTE_LUT_EDGE = 24;
// Ceiling on the printable palette, which bounds that fill cost (and the shader's uniform array).
// The shaded preview shader's palette arrays. The palette itself stays within the paint mask's
// EnforcerBlockerType::ExtruderMax states, since every entry has to become a filament.
constexpr int PALETTE_MAX_ENTRIES = 64;
// Ceiling on the filaments the palette's entries can refer to (the shaded preview shader's filament_rgb[]);
// mmu segmentation stops at Extruder16 anyway.
constexpr int PALETTE_MAX_FILAMENTS = 16;
// A mix is an interleave that only reads as its colour from a distance; up close it is stripes. So it
// is spent only where it beats the nearest single filament by this much (CIEDE2000). Two is about
// where a side-by-side difference stops being arguable; a margin of ten already turns most of a
// greyscale ramp - the shape a height texture actually traces - back into single filaments. The
// quantizer, the mix ranking and the shaded preview shader all apply it, so they agree on where a mix
// is used.
constexpr float PREFER_PURE_DE = 2.f;
// mix_targets(): the most pixels read per layer, and the histogram bins kept over all layers. Together
// they bound rank_mixes() to candidates x MIX_TARGET_BINS colour differences, the same order as filling
// the quantizer's lookup cube.
constexpr size_t MIX_TARGET_SAMPLES = size_t(1) << 20;
constexpr size_t MIX_TARGET_BINS = 256;
// rank_mixes() stops once the best remaining mix would improve the match by less than this, in
// CIEDE2000 averaged over every pixel of the colouring layers (see mix_targets()): a mix that only
// touches a few stray pixels is not worth a filament slot.
constexpr float MIN_MIX_GAIN = 0.05f;
// The project's mixed filament slots, one string each, as the palette cache compares them: anything
// that changes which of them a mix can reuse changes this.
std::vector<std::string> mixed_slot_signature(const DynamicPrintConfig &project_config)
{
std::vector<std::string> out;
const auto *is_mixed = project_config.option<ConfigOptionBools>("filament_is_mixed");
const auto *comps = project_config.option<ConfigOptionStrings>("filament_mixed_components");
const auto *ratios = project_config.option<ConfigOptionStrings>("filament_mixed_sublayer_ratios");
const auto *gradient = project_config.option<ConfigOptionBools>("filament_mixed_gradient");
if (is_mixed == nullptr || comps == nullptr || ratios == nullptr)
return out;
for (size_t i = 0; i < is_mixed->values.size(); ++i)
if (is_mixed->values[i])
out.push_back(std::to_string(i) + ':' + (i < comps->values.size() ? comps->values[i] : std::string()) + '|' +
(i < ratios->values.size() ? ratios->values[i] : std::string()) + '|' +
(gradient != nullptr && i < gradient->values.size() && gradient->values[i] ? "g" : ""));
return out;
}
// Whether two palettes would draw and print the same.
bool same_palette(const std::vector<PrintableColor> &l, const std::vector<PrintableColor> &r)
{
return std::equal(l.begin(), l.end(), r.begin(), r.end(), [](const PrintableColor &x, const PrintableColor &y) {
return x.a == y.a && x.b == y.b && x.num == y.num && x.den == y.den && x.rgb == y.rgb;
});
}
// sRGB (0..1) <-> CIELAB, D65. Exactly what the preview shader's srgb_to_lab() computes, so the CPU
// quantizer, the mixed-palette entries and the per-fragment preview all match in the same space.
@@ -469,6 +514,15 @@ void GLGizmoTextureDisplacement::on_shutdown()
// progress poll, and its completion handler then finds nothing to do.
m_preview_generation->fetch_add(1);
m_preview_job_pending = false;
// The palette caches hold the last volume's images; a closed gizmo should not keep them alive.
m_palette_cache.clear();
m_palette_quantizer = nullptr;
m_palette_pure_quantizer = nullptr;
m_palette_filaments.clear();
m_palette_images.clear();
m_mix_ranking.reset();
m_palette_slots.clear();
m_palette_changed = false;
m_uvcheck_glmodel.reset();
m_wireframe_overlay_glmodel.reset();
m_wireframe_overlay_vcount = 0;
@@ -1495,10 +1549,9 @@ void GLGizmoTextureDisplacement::render_shaded_preview_mesh()
shader->set_uniform("patch_center", m_shaded_patch_center);
shader->set_uniform("patch_axis", m_shaded_patch_axis);
// The filament palette the mesh's per-triangle indices refer to. Count 0 means "no layer is
// colouring", and the shader keeps the model's own colour for every fragment.
// The printable palette, in RGB for display and in Lab for the match. Uploaded rather than
// matched on the CPU because the quantization is per fragment here.
// The printable palette, in RGB for display and in Lab for the match. Uploaded rather than matched
// on the CPU because the quantization is per fragment here. Count 0 means "no layer is colouring",
// and the shader keeps the model's own colour for every fragment.
const GLTexture *color_tex = get_layer_color_texture(*layer);
const int palette_count =
(color_tex != nullptr) ? int(std::min(m_shaded_preview_palette.size(), size_t(PALETTE_MAX_ENTRIES))) : 0;
@@ -1506,24 +1559,17 @@ void GLGizmoTextureDisplacement::render_shaded_preview_mesh()
shader->set_uniform("has_color_tex", color_tex != nullptr);
// A flat-colour image is matched against single filaments only, as the bake does.
shader->set_uniform("pure_only", color_tex != nullptr && analyze_texture_detail(*layer).flat_colors);
shader->set_uniform("prefer_pure_de", PREFER_PURE_DE);
for (int i = 0; i < palette_count; ++i) {
const PaletteEntry &e = m_shaded_preview_palette[size_t(i)];
const std::string idx = "[" + std::to_string(i) + "]";
// An entry's colour is what it prints as: its filament's, or for a mix its mixed filament slot's.
shader->set_uniform(("palette_rgb" + idx).c_str(), e.rgb);
shader->set_uniform(("palette_lab" + idx).c_str(), srgb_to_lab(e.rgb));
// How the entry prints: its filament, or for a mix the two it interleaves and in what ratio.
// Only so the shader can tell a mix (a != b) from a single filament.
shader->set_uniform(("palette_a" + idx).c_str(), e.a);
shader->set_uniform(("palette_b" + idx).c_str(), e.b);
}
// The filaments those indices refer to, and the interleave the shader resolves a mix with - the
// the mix's smooth average colour. m_palette_filaments is what m_shaded_preview_palette was built from.
const int filament_count =
(palette_count > 0) ? int(std::min(m_palette_filaments.size(), size_t(PALETTE_MAX_FILAMENTS))) : 0;
shader->set_uniform("filament_count", filament_count);
for (int i = 0; i < filament_count; ++i) {
const ColorRGBA &c = m_palette_filaments[size_t(i)];
shader->set_uniform(("filament_rgb[" + std::to_string(i) + "]").c_str(), Vec3f(c.r(), c.g(), c.b()));
}
if (color_tex != nullptr) {
shader->set_uniform("color_tex", 1);
glsafe(::glActiveTexture(GL_TEXTURE1));
@@ -1991,6 +2037,9 @@ void GLGizmoTextureDisplacement::rebuild_preview()
// finishes after the job queued below - and, since the counter is shared with the worker, that
// job also notices mid-run and aborts rather than computing a result nobody will use.
m_preview_generation->fetch_add(1);
// Everything rebuilt from here on reads the current palette. Cleared before any of the early returns
// below, which would otherwise leave it set and re-run this every frame.
m_palette_changed = false;
update_uv_editor();
rebuild_shaded_preview_mesh();
rebuild_paint_overlay();
@@ -2061,25 +2110,21 @@ void GLGizmoTextureDisplacement::queue_preview_job()
input.volume_to_world = texture_displacement_volume_to_world(*mv);
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
input.facets_data[size_t(i)] = mv->texture_displacement_facet(i).get_data();
// Captured here rather than read in the handler: get_extruders_colors() is main-thread state and
// the preview has to be grouped against the same palette it was computed with, not whatever is
// loaded by the time it lands.
// Captured here rather than read in the handler: the palette is main-thread state, and the preview
// has to be grouped against the same palette it was computed with, not whatever it is by the time
// the result lands.
input.color = color_settings_for(*mv);
// The filament list the result's indices refer to, captured with the job rather than read back
// when it lands - loading a filament meanwhile must not recolour a preview computed against a
// different list.
// Every extruder, not the palette's physical-only list: the bake writes the filament it resolved
// to, and a mix resolves to a *mixed filament slot*, which is an extruder past the physical ones.
// Grouping against the shorter list dropped every triangle carrying such a slot out of the mesh
// entirely - the relief vanished and left only the few triangles that happened to print in a plain
// filament. The palette still has to be built from physical filaments alone (see filament_palette()),
// which is why these two are not the same list.
const std::vector<ColorRGBA> filaments = wxGetApp().plater()->get_extruders_colors();
// The result names a palette entry per triangle (index + 1), so these are the colours to draw it in:
// a single filament's own, or for a mix the colour its slot will show once a bake creates it.
std::vector<ColorRGBA> entry_colors;
entry_colors.reserve(input.color.palette.size());
for (const PrintableColor &e : input.color.palette)
entry_colors.emplace_back(e.rgb.x(), e.rgb.y(), e.rgb.z(), 1.f);
m_preview_job_running = true;
auto &worker = wxGetApp().plater()->get_ui_job_worker();
queue_job(worker, std::make_unique<TextureDisplacementPreviewJob>(std::move(input), generation, m_preview_generation,
[this, filaments](TextureDisplacementPreviewResult result, uint64_t result_generation) {
[this, entry_colors](TextureDisplacementPreviewResult result, uint64_t result_generation) {
indexed_triangle_set its = std::move(result.mesh);
m_preview_job_running = false;
if (result_generation != m_preview_generation->load()) {
@@ -2093,14 +2138,11 @@ void GLGizmoTextureDisplacement::queue_preview_job()
} else {
m_preview_glmodel.reset();
m_preview_color_runs.clear();
if (result.triangle_color.size() == its.indices.size() && !filaments.empty()) {
// Group by *filament*, not by palette entry: what the bake wrote is the resolved
// filament, interleaving already applied, so this shows the real banding rather
// than the flat average the eye will turn it into.
if (result.triangle_color.size() == its.indices.size() && !entry_colors.empty()) {
indexed_triangle_set sorted;
sorted.vertices = its.vertices;
sorted.indices.reserve(its.indices.size());
for (int want = 0; want <= int(filaments.size()); ++want) {
for (int want = 0; want <= int(entry_colors.size()); ++want) {
const size_t first = sorted.indices.size();
for (size_t i = 0; i < its.indices.size(); ++i)
if (int(result.triangle_color[i]) == want)
@@ -2109,7 +2151,7 @@ void GLGizmoTextureDisplacement::queue_preview_job()
continue;
m_preview_color_runs.push_back(
{ { first * 3, sorted.indices.size() * 3 },
want == 0 ? GLVolume::NEUTRAL_COLOR : filaments[size_t(want - 1)] });
want == 0 ? GLVolume::NEUTRAL_COLOR : entry_colors[size_t(want - 1)] });
}
m_preview_glmodel.init_from(sorted);
} else {
@@ -4271,79 +4313,96 @@ bool GLGizmoTextureDisplacement::any_layer_colors(const ModelVolume &mv)
return false;
}
void GLGizmoTextureDisplacement::bind_mixes_to_filament_slots(std::vector<PaletteEntry> &palette)
{
Sidebar *sidebar = &wxGetApp().plater()->sidebar();
if (sidebar == nullptr)
return;
for (PaletteEntry &e : palette) {
if (!e.is_mix())
continue;
// Components are 1-based in the config; the ratios are percentages summing to 100, which is the
// form create_mixed_filament_from_result() normalises from.
const int a_pct = int(std::lround(100.0 * double(e.num) / double(e.den)));
const int slot = sidebar->ensure_mixed_filament({ unsigned(e.a + 1), unsigned(e.b + 1) },
{ a_pct, 100 - a_pct });
if (slot >= 0) {
e.a = e.b = slot;
e.num = e.den = 1;
} else {
// No room for another slot. Collapse to the component that dominates the blend, which is what
// the old per-triangle path did on a surface it could not band anyway.
const int dominant = (e.num * 2 >= e.den) ? e.a : e.b;
e.a = e.b = dominant;
e.num = e.den = 1;
}
}
}
TextureColorSettings GLGizmoTextureDisplacement::color_settings_for(const ModelVolume &mv)
{
TextureColorSettings out;
if (!any_layer_colors(mv))
return out; // nothing is colouring: every colour path stays switched off
out.palette = cached_palette();
out.palette_pure = make_palette(m_palette_filaments, /* mixing */ false, PALETTE_MAX_ENTRIES);
// Done here rather than in cached_palette(): this runs when a preview or a bake is queued, off a
// user action, while that one is also touched from the render path - and creating filament slots
// there would mutate the project mid-frame.
bind_mixes_to_filament_slots(out.palette);
out.palette_pure = make_palette(m_palette_filaments, {});
out.despeckle_passes = mv.texture_displacement_options.color_despeckle;
return out;
}
const std::vector<GLGizmoTextureDisplacement::PaletteEntry> &GLGizmoTextureDisplacement::cached_palette()
{
// Rebuilt only when the loaded filaments or the mixing setting actually change. The shaded preview
// rebuilds on every paint stroke and the subdivide preview on every slider frame, and filling the
// quantizer's lookup cube for a 64-entry palette is tens of milliseconds - paying that per stroke
// is the difference between painting that keeps up and painting that stutters.
const ModelVolume *mv = texture_volume();
const bool mixing = mv != nullptr && mv->texture_displacement_options.color_mix_enabled;
// Rebuilt only when something it depends on actually changes. The shaded preview rebuilds on every
// paint stroke and the panel asks every frame, while ranking the mixes and filling the quantizer's
// lookup cube each take tens of milliseconds - paying that per stroke is the difference between
// painting that keeps up and painting that stutters.
//
// Two levels. The ranking depends only on the filaments and the images, so dragging the count, or a
// bake creating slots, re-picks from it without ranking again; the palette and its quantizers depend
// on that pick as well.
const ModelVolume *mv = texture_volume();
const bool mixing = mv != nullptr && mv->texture_displacement_options.color_mix_enabled;
const int mix_count = mv != nullptr ? std::max(0, mv->texture_displacement_options.color_mix_count) : 0;
std::vector<ColorRGBA> filaments = filament_palette();
// Every mix costs a filament slot once they are bound to one, and the mask can name only so many
// states, so the palette has to leave room beside the physical filaments it already counts.
const int cap = int(EnforcerBlockerType::ExtruderMax);
if (m_palette_cache.empty() || filaments != m_palette_filaments || mixing != m_palette_mixing ||
cap != m_palette_cap) {
// The images themselves rather than their addresses, so a freed and reallocated image can never
// pass for the old one. Whether one has colour, and whether its colours are flat, follows from it.
std::vector<std::shared_ptr<std::vector<unsigned char>>> images;
if (mv != nullptr)
for (const TextureDisplacementLayer &layer : mv->texture_displacement_layers)
if (layer.color_enabled && !layer.empty())
images.push_back(layer.image_data);
const bool ranking_stale = filaments != m_palette_filaments || images != m_palette_images;
if (ranking_stale) {
m_palette_filaments = std::move(filaments);
m_palette_mixing = mixing;
m_palette_cap = cap;
m_palette_cache = make_palette(m_palette_filaments, mixing, cap);
m_palette_quantizer = make_palette_quantizer(m_palette_cache);
m_palette_images = std::move(images);
m_mix_ranking.reset();
}
if (mixing && !m_mix_ranking)
m_mix_ranking = rank_mixes(m_palette_filaments, mix_targets(mv->texture_displacement_layers),
int(EnforcerBlockerType::ExtruderMax) - int(m_palette_filaments.size()));
// Which mixes the project can still print: those it has a fixed slot for, plus as many new ones as
// there are free slots.
const PresetBundle &bundle = *wxGetApp().preset_bundle;
const int free_slots = std::max(0, int(EnforcerBlockerType::ExtruderMax) - int(bundle.filament_presets.size()));
const std::vector<std::string> slots = mixed_slot_signature(bundle.project_config);
if (ranking_stale || m_palette_cache.empty() || mixing != m_palette_mixing || mix_count != m_palette_mix_count ||
free_slots != m_palette_free_slots || slots != m_palette_slots) {
m_palette_mixing = mixing;
m_palette_mix_count = mix_count;
m_palette_free_slots = free_slots;
m_palette_slots = slots;
std::vector<PaletteEntry> mixes;
if (mixing && m_mix_ranking)
mixes = pick_mixes(*m_mix_ranking, mix_count, free_slots, [&bundle](const PaletteEntry &e) {
return find_fixed_mixed_filament(bundle.project_config, {unsigned(e.a + 1), unsigned(e.b + 1)},
{e.a_percent(), 100 - e.a_percent()}) >= 0;
});
std::vector<PaletteEntry> palette = make_palette(m_palette_filaments, mixes);
// The previews keep what they were drawn with, so a palette that really changed under them -
// a filament or a mixed slot edited in the sidebar - has to send them round again.
m_palette_changed = m_palette_changed || (!m_palette_cache.empty() && !same_palette(palette, m_palette_cache));
m_palette_cache = std::move(palette);
m_palette_quantizer = nullptr;
m_palette_pure_quantizer = nullptr;
}
return m_palette_cache;
}
std::pair<ColorQuantizeFn, ColorQuantizeFn> GLGizmoTextureDisplacement::palette_quantizers()
{
cached_palette();
if (!m_palette_quantizer) {
m_palette_quantizer = make_palette_quantizer(m_palette_cache);
const bool has_mixes = m_palette_cache.size() > m_palette_filaments.size();
m_palette_pure_quantizer = has_mixes ? make_palette_quantizer(make_palette(m_palette_filaments, {})) : m_palette_quantizer;
}
return { m_palette_quantizer, m_palette_pure_quantizer };
}
std::vector<ColorRGBA> GLGizmoTextureDisplacement::filament_palette()
{
std::vector<ColorRGBA> all = wxGetApp().plater()->get_extruders_colors();
// Physical filaments only. The mixes this palette produces each become a mixed filament slot of
// their own (see bind_mixes_to_filament_slots()), and those slots are extruders too - so taking the
// list as it comes meant the next rebuild mixed *them* again, and handed components naming a
// virtual slot to a blend that can only name physical ones. That is what left entries reading
// "filament 1 plus nothing" and raised "Mixed filament has invalid or mismatched components".
// Physical filaments only. A mix bakes into a mixed filament slot of its own, and those slots are
// extruders too - mixing them again would hand a blend components naming a virtual slot, where it
// can only name physical ones ("Mixed filament has invalid or mismatched components"). Mixed slots
// are kept after the physical ones, so filament i here is extruder i.
const auto *is_mixed = wxGetApp().preset_bundle->project_config.option<ConfigOptionBools>("filament_is_mixed");
std::vector<ColorRGBA> palette;
palette.reserve(all.size());
@@ -4357,44 +4416,211 @@ std::vector<ColorRGBA> GLGizmoTextureDisplacement::filament_palette()
return palette;
}
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::make_palette(
const std::vector<ColorRGBA> &filaments, bool mixing, int max_entries)
std::vector<GLGizmoTextureDisplacement::MixTarget> GLGizmoTextureDisplacement::mix_targets(
const std::vector<TextureDisplacementLayer> &layers)
{
std::vector<PaletteEntry> out;
const int n = int(filaments.size());
for (int i = 0; i < n; ++i)
out.push_back({ Vec3f(filaments[size_t(i)].r(), filaments[size_t(i)].g(), filaments[size_t(i)].b()),
i, i, 1, 1 });
if (!mixing || n < 2)
return out;
// Each layer's bins, weighted by their share of that layer's pixels.
std::vector<std::vector<MixTarget>> per_layer;
for (const TextureDisplacementLayer &layer : layers) {
if (!layer.color_enabled || layer.empty() || analyze_texture_detail(layer).flat_colors)
continue;
TextureDisplacementLayer raw = layer;
raw.smoothing = 0.f;
const DecodedHeightTexture tex = decode_height_texture(raw);
if (!tex.has_color())
continue;
// How many intermediate steps each pair gets, chosen so the whole palette stays under
// PALETTE_MAX_ENTRIES. Fewer filaments means more room for mixes, which is also what you want:
// with two filaments the mixes are the only way to get anywhere, and with sixteen there is little
// point mixing at all. `den` is also the band/dither repeat, so a small one is a short pattern.
const int pairs = n * (n - 1) / 2;
int steps = 0;
for (int s = 5; s >= 1; --s)
if (n + pairs * s <= max_entries) {
steps = s;
break;
// 16 levels per channel, each bin keeping the mean of the colours that fell in it: a coarse grid
// to gather on, without snapping every colour to a bin corner.
struct Bin
{
double r = 0., g = 0., b = 0.;
uint32_t n = 0;
};
std::vector<Bin> bins(size_t(16 * 16 * 16));
// Past the budget, one pixel from each run of `stride`, at an offset jittered by a fixed-seed
// generator. A fixed step would sample a lattice that a striped texture can line up with, so
// that only one of its colours is ever seen; jittered, stripes of any period or orientation are
// sampled in proportion, and the same image still always gives the same targets. The offset
// comes from the generator's high bits: a power-of-two LCG's low bits repeat every 2, 4, 8...
// steps, and the stride is a power of two for exactly the images large enough to need this.
const size_t npx = size_t(tex.width) * size_t(tex.height);
const size_t stride = std::max<size_t>(1, npx / MIX_TARGET_SAMPLES);
uint64_t state = 0x9E3779B97F4A7C15ull;
size_t sampled = 0;
for (size_t start = 0; start < npx; start += stride) {
state = state * 6364136223846793005ull + 1442695040888963407ull;
const size_t i = start + size_t((uint64_t(uint32_t(state >> 32)) * uint64_t(stride)) >> 32);
if (i >= npx)
break;
const uint8_t *px = &tex.rgb[i * 3];
Bin &bin = bins[size_t(px[0] >> 4) * 256 + size_t(px[1] >> 4) * 16 + size_t(px[2] >> 4)];
bin.r += px[0];
bin.g += px[1];
bin.b += px[2];
++bin.n;
++sampled;
}
if (steps == 0)
return out;
const int den = steps + 1;
std::vector<MixTarget> targets;
for (const Bin &bin : bins)
if (bin.n > 0) {
const double inv = 1. / (255. * double(bin.n));
targets.push_back({ srgb_to_lab(Vec3f(float(bin.r * inv), float(bin.g * inv), float(bin.b * inv))),
float(double(bin.n) / double(sampled)) });
}
per_layer.push_back(std::move(targets));
}
// The layers weigh the same and together 1, settled before the pruning below: what rank_mixes() sums
// over the kept bins is then a mean over every pixel of the colouring layers, with the pixels of a
// dropped bin counted as no better off.
std::vector<MixTarget> out;
for (std::vector<MixTarget> &targets : per_layer)
for (MixTarget &t : targets) {
t.weight /= float(per_layer.size());
out.push_back(t);
}
if (out.size() > MIX_TARGET_BINS) {
std::partial_sort(out.begin(), out.begin() + MIX_TARGET_BINS, out.end(),
[](const MixTarget &l, const MixTarget &r) { return l.weight > r.weight; });
out.resize(MIX_TARGET_BINS);
}
return out;
}
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::rank_mixes(
const std::vector<ColorRGBA> &filaments, const std::vector<MixTarget> &targets, int limit)
{
const int n = int(filaments.size());
if (n < 2 || targets.empty() || limit <= 0)
return {};
// Every pair at every short-cycle ratio, coloured as its slot will be.
std::vector<std::string> hex(filaments.size());
for (int i = 0; i < n; ++i)
for (int j = i + 1; j < n; ++j) {
const Vec3f lab_i = srgb_to_lab(Vec3f(filaments[size_t(i)].r(), filaments[size_t(i)].g(), filaments[size_t(i)].b()));
const Vec3f lab_j = srgb_to_lab(Vec3f(filaments[size_t(j)].r(), filaments[size_t(j)].g(), filaments[size_t(j)].b()));
for (int k = 1; k <= steps; ++k) {
// k/den of filament i, the rest of j - averaged in Lab, which is what the eye does
// when the two are interleaved too finely to resolve.
const float t = float(k) / float(den);
out.push_back({ lab_to_srgb(lab_i * t + lab_j * (1.f - t)), i, j, k, den });
hex[size_t(i)] = encode_color(filaments[size_t(i)]);
std::vector<PaletteEntry> candidates;
for (int i = 0; i < n; ++i)
for (int j = i + 1; j < n; ++j)
for (int den = 2; den <= 6; ++den)
for (int num = 1; num < den; ++num) {
if (std::gcd(num, den) != 1)
continue; // 2/4 is 1/2, already there
PaletteEntry e{ Vec3f::Zero(), i, j, num, den };
ColorRGB blended;
if (!decode_color(blend_color_multi({ hex[size_t(i)], hex[size_t(j)] },
{ e.a_percent(), 100 - e.a_percent() }),
blended))
continue;
e.rgb = Vec3f(blended.r(), blended.g(), blended.b());
candidates.push_back(e);
}
// How far each target is from the nearest single filament, and from every candidate.
const size_t nt = targets.size(), nc = candidates.size();
std::vector<Vec3f> filament_lab(size_t(n), Vec3f::Zero());
for (int i = 0; i < n; ++i)
filament_lab[size_t(i)] = srgb_to_lab(Vec3f(filaments[size_t(i)].r(), filaments[size_t(i)].g(), filaments[size_t(i)].b()));
const auto de = [](const Vec3f &l, const Vec3f &r) { return DeltaE00(l.x(), l.y(), l.z(), r.x(), r.y(), r.z()); };
std::vector<float> pure_d(nt, std::numeric_limits<float>::max());
for (size_t t = 0; t < nt; ++t)
for (const Vec3f &lab : filament_lab)
pure_d[t] = std::min(pure_d[t], de(targets[t].lab, lab));
std::vector<float> dist(nc * nt);
tbb::parallel_for(tbb::blocked_range<size_t>(0, nc), [&](const tbb::blocked_range<size_t> &range) {
for (size_t c = range.begin(); c < range.end(); ++c) {
const Vec3f lab = srgb_to_lab(candidates[c].rgb);
for (size_t t = 0; t < nt; ++t)
dist[c * nt + t] = de(targets[t].lab, lab);
}
});
// Greedy: each round takes the candidate that lowers the weighted error the most. A candidate only
// counts where it beats the single filament by PREFER_PURE_DE, since everywhere else the quantizer
// picks the filament anyway.
std::vector<float> current = pure_d;
std::vector<char> taken(nc, 0);
std::vector<PaletteEntry> out;
const auto counts = [&](size_t c, size_t t) {
const float d = dist[c * nt + t];
return d < current[t] && d <= pure_d[t] - PREFER_PURE_DE;
};
while (int(out.size()) < limit) {
size_t best = nc;
double best_gain = 0.;
for (size_t c = 0; c < nc; ++c) {
if (taken[c])
continue;
double gain = 0.;
for (size_t t = 0; t < nt; ++t)
if (counts(c, t))
gain += double(targets[t].weight) * double(current[t] - dist[c * nt + t]);
if (gain > best_gain) {
best_gain = gain;
best = c;
}
}
if (best == nc || best_gain < double(MIN_MIX_GAIN))
break;
taken[best] = 1;
out.push_back(candidates[best]);
for (size_t t = 0; t < nt; ++t)
if (counts(best, t))
current[t] = dist[best * nt + t];
}
return out;
}
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::pick_mixes(
const std::vector<PaletteEntry> &ranking, int count, int free_slots, const std::function<bool(const PaletteEntry &)> &reusable)
{
std::vector<PaletteEntry> out;
for (const PaletteEntry &e : ranking) {
if (int(out.size()) >= count)
break;
// Out of free slots, a later mix that already has one still fits.
if (reusable && reusable(e)) {
out.push_back(e);
} else if (free_slots > 0) {
out.push_back(e);
--free_slots;
}
}
return out;
}
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::make_palette(
const std::vector<ColorRGBA> &filaments, const std::vector<PaletteEntry> &mixes)
{
std::vector<PaletteEntry> out;
out.reserve(filaments.size() + mixes.size());
for (int i = 0; i < int(filaments.size()); ++i)
out.push_back({ Vec3f(filaments[size_t(i)].r(), filaments[size_t(i)].g(), filaments[size_t(i)].b()), i, i, 1, 1 });
out.insert(out.end(), mixes.begin(), mixes.end());
return out;
}
std::vector<int> GLGizmoTextureDisplacement::palette_filaments(const std::vector<PaletteEntry> &palette,
const std::vector<uint8_t> &triangle_color,
const std::function<int(const PaletteEntry &)> &slot_for_mix)
{
std::vector<char> used(palette.size(), 0);
for (const uint8_t v : triangle_color)
if (v > 0 && size_t(v) <= palette.size())
used[size_t(v) - 1] = 1;
std::vector<int> out(palette.size(), -1);
for (size_t i = 0; i < palette.size(); ++i) {
const PaletteEntry &e = palette[i];
if (!e.is_mix()) {
out[i] = e.a;
} else if (used[i]) {
const int slot = slot_for_mix ? slot_for_mix(e) : -1;
// No room for another slot: the component that dominates the blend is the nearest the print
// can come.
out[i] = slot >= 0 ? slot : (e.num * 2 >= e.den ? e.a : e.b);
}
}
return out;
}
@@ -4434,15 +4660,7 @@ ColorQuantizeFn GLGizmoTextureDisplacement::make_palette_quantizer(const std::ve
best_pure = int(i);
}
}
// A mix is an interleave that only reads as its colour from a distance; up close it is
// stripes. So it is spent only where it buys a better match than the nearest single
// filament - but "better" was set at ten Delta E, which is not a visible step, it is a
// different colour. Measured over the whole cube that threshold turned 94% of the
// lookups that wanted a mix back into a pure filament, leaving 38%; along a greyscale
// ramp, the shape a height texture actually traces, it cut 80% to 66%. Two Delta E is
// about where a side-by-side difference stops being arguable, which is the right place
// to start paying for stripes.
constexpr float PREFER_PURE_DE = 2.f;
// A mix only where it clearly beats the nearest single filament, see PREFER_PURE_DE.
if (best_pure >= 0 && palette[size_t(best)].is_mix() && best_pure_d - best_d < PREFER_PURE_DE)
best = best_pure;
(*lut)[(size_t(r) * E + size_t(g)) * E + size_t(b)] = uint8_t(best);
@@ -4461,7 +4679,7 @@ ColorQuantizeFn GLGizmoTextureDisplacement::make_palette_quantizer(const std::ve
TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
const indexed_triangle_set &base, const TextureDisplacementFacetsData &masks,
const std::vector<TextureDisplacementLayer> &layers, const TextureDisplacementPrepareParams &params,
const std::vector<PrintableColor> &palette, const DisplacementProgressFn &progress,
const TextureColorSettings &color_settings, const DisplacementProgressFn &progress,
BakeStageRecorder *debug)
{
TextureDisplacementPrepareResult out;
@@ -4539,10 +4757,13 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
// Colour boundaries need triangles of their own - the chord test cannot see them, since
// the height field is perfectly smooth across a change of filament.
ColorFieldSampler color;
if (params.subdiv_color_edge_mm > 0.f && !palette.empty())
color = make_combined_color_sampler(mesh.its, layers, current, make_palette_quantizer(palette));
// Note the sampler is built on the *quantizer* alone - the refinement follows perceived
// colour, never the interleaving that realises a mix - the slicer does that per layer.
// A flat-colour layer is matched against single filaments only, as the bake does, so its
// boundaries are refined where the bake will actually change filament.
if (params.subdiv_color_edge_mm > 0.f && !color_settings.empty())
color = make_combined_color_sampler(mesh.its, layers, current, make_palette_quantizer(color_settings.palette),
make_palette_quantizer(color_settings.palette_pure));
// The refinement follows perceived colour: a mix is one colour here, however the slicer
// interleaves its filaments layer by layer.
// "Min edge" is a feature-mode control (it is the floor the curvature test refines down
// to); in plain adaptive mode the target edge length is the only criterion, so the floor
// must not be allowed to silently override a target the user set below it.
@@ -4830,9 +5051,9 @@ void GLGizmoTextureDisplacement::rebuild_subdivide_preview()
// Same colour criterion Apply will use, so the previewed wireframe is the mesh that commits.
ColorFieldSampler color;
if (m_subdivide_color_mm > 0.f && any_layer_colors(*mv)) {
cached_palette(); // refreshes m_palette_quantizer if the filaments changed
color = make_combined_color_sampler(mv->mesh().its, mv->texture_displacement_layers, facets,
m_palette_quantizer);
const auto [quantize, quantize_pure] = palette_quantizers();
color = make_combined_color_sampler(mv->mesh().its, mv->texture_displacement_layers, facets, quantize,
quantize_pure);
}
its = subdivide_mesh_adaptive(mv->mesh().its, region, m_subdivide_target_mm,
int(mv->mesh().its.indices.size()) + m_subdivide_budget_k * 1000,
@@ -5344,6 +5565,12 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
return;
ModelVolume *mv = texture_volume();
// The palette also follows project state nobody tells this gizmo about - the filaments and mixed
// slots in the sidebar - so it is checked once a frame, and a change re-runs the previews.
cached_palette();
if (m_palette_changed)
m_preview_params_dirty = true;
float scale = m_parent.get_scale();
#ifdef WIN32
int dpi = get_dpi_for_window(wxGetApp().GetTopWindow());
@@ -6127,6 +6354,15 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
"of filaments can cover a photo or a gradient. An image of flat colors "
"prints the same either way. Off uses one filament per area."));
if (opts.color_mix_enabled) {
cached_palette(); // brings m_palette_filaments up to date
// Every mix can become a filament slot, and there are only so many beside the
// physical filaments.
const int max_mixes = std::max(1, int(EnforcerBlockerType::ExtruderMax) - int(m_palette_filaments.size()));
if (int_row("##color_mix_count", _L("Mixed colors"), &opts.color_mix_count, 1, max_mixes, "%d", card_pad))
m_preview_params_dirty = true;
hover_tip(_u8L("The most mixed filaments a bake may add. They are picked from the "
"texture's colors, and only the ones the bake actually uses are created."));
// After the slider, so a change shows in the same frame.
ImGui::TextDisabled("%s", Slic3r::format(_u8L("%1% printable colors from %2% filaments"),
int(cached_palette().size()), int(m_palette_filaments.size())).c_str());
}
@@ -17,10 +17,12 @@
#include <cstddef>
#include "libslic3r/TriangleSelector.hpp"
#include <cstdint>
#include <functional>
#include "libslic3r/Point.hpp"
#include <imgui.h>
#include <map>
#include <memory>
#include <optional>
#include "slic3r/GUI/Gizmos/GLGizmoBase.hpp"
#include <string>
#include <vector>
@@ -58,7 +60,7 @@ public:
const TextureDisplacementFacetsData &masks,
const std::vector<TextureDisplacementLayer> &layers,
const TextureDisplacementPrepareParams &params,
const std::vector<PrintableColor> &palette,
const TextureColorSettings &color_settings,
const DisplacementProgressFn &progress,
// Optional step capture: receives the mesh
// after the remesh and after the refinement,
@@ -70,22 +72,43 @@ public:
using PaletteEntry = PrintableColor;
// The printable palette: the loaded filaments (clamped to the sixteen mmu_segmentation_facets can
// address), plus - when `mixing` - every pair of them at evenly spaced ratios.
// One colour mixes are meant to reach: a bin of the textures' colour histogram, in CIELAB, and how
// much of the image it covers.
struct MixTarget
{
Vec3f lab = Vec3f::Zero();
float weight = 0.f;
};
// The colours worth mixing for: those of the colouring layers in `layers` whose image is not made of
// flat colours (TextureDetail::flat_colors - those print in single filaments only, so no mix could
// serve them). The layers weigh the same and, before only the heaviest bins are kept (which is what
// bounds rank_mixes()), together 1. Read from the image as imported, as analyze_texture_detail()
// does, so the Smoothing slider does not move the palette around.
static std::vector<MixTarget> mix_targets(const std::vector<TextureDisplacementLayer> &layers);
// Mixes of pairs of `filaments`, best first and at most `limit` of them. Each is the one that most
// improves the match to `targets` given those ranked before it, counted only where it beats the
// nearest single filament by the quantizer's prefer-pure margin - which is where the quantizer will
// actually pick it. Stops early once another mix would make no noticeable difference, so a texture
// the filaments already cover gets few mixes or none.
//
// Mixes are averaged in **CIELAB**, not RGB and not subtractively: two filaments interleaved too
// finely to resolve are averaged by the eye, which is what a perceptual space models. Yellow and
// blue banded together read as a desaturated grey-green, and that is what the preview must promise
// - blending them subtractively would show a green the printer cannot produce this way.
//
// How many ratios depends on how many filaments there are, so the palette stays bounded: the
// quantizer's lookup cube costs one DeltaE00 per cell per entry to fill, and with sixteen
// filaments there are already plenty of colours without mixing any of them.
// `max_entries` bounds the whole palette. It is normally the quantizer's own limit, but when the
// mixes become filament slots it has to be the paint mask's instead: a mask can name only
// EnforcerBlockerType::ExtruderMax states, and every mix now occupies one of them.
static std::vector<PaletteEntry> make_palette(const std::vector<ColorRGBA> &filaments, bool mixing,
int max_entries);
// Ratios are the short-cycle ones (k/d for d up to 6): the slicer interleaves a mix layer by layer,
// and a long cycle prints as visible bands rather than as a colour. A mix's `rgb` is the colour its
// mixed filament slot will show (blend_color_multi(), as the sidebar computes it), so the match, the
// preview and the slot all agree on what the mix looks like.
static std::vector<PaletteEntry> rank_mixes(const std::vector<ColorRGBA> &filaments,
const std::vector<MixTarget> &targets, int limit);
// The first `count` mixes of `ranking` the project can give a filament slot to. A mix `reusable`
// reports as already having a fixed slot costs nothing; any other uses up one of `free_slots`, and
// is skipped once they run out - so the palette never offers a colour a bake could not print.
static std::vector<PaletteEntry> pick_mixes(const std::vector<PaletteEntry> &ranking, int count, int free_slots,
const std::function<bool(const PaletteEntry &)> &reusable);
// The printable palette: the loaded filaments, entry i being filament i, followed by `mixes`.
static std::vector<PaletteEntry> make_palette(const std::vector<ColorRGBA> &filaments,
const std::vector<PaletteEntry> &mixes);
// Maps an image colour to the closest entry of `palette`, perceptually (CIEDE2000 over CIELAB - a
// plain RGB distance picks visibly wrong filaments, most obviously between a saturated colour and
@@ -97,40 +120,49 @@ public:
// to a worker thread and outlives the palette it was built from.
static ColorQuantizeFn make_palette_quantizer(const std::vector<PaletteEntry> &palette);
// Turns a palette index plus a position into the filament to print there, interleaving the two
// filaments of a mixed entry per `mode`. `layer_height` sizes the Z bands; `cell_mm` the dither
// The filament (0-based) each entry of `palette` prints in, by palette index: a single filament is
// itself, a mix is the slot `slot_for_mix` returns for it. Only the mixes `triangle_color` actually
// uses (palette index + 1 per triangle, 0 for none) are asked for, since asking is what creates a
// slot. A mix that gets no slot (-1) prints in its dominant component; one nothing uses maps to -1.
//
// This is what the bake writes into the paint: a palette index is a filament only for the single
// filaments, while a mix's slot can sit anywhere among the project's mixed slots.
static std::vector<int> palette_filaments(const std::vector<PaletteEntry> &palette,
const std::vector<uint8_t> &triangle_color,
const std::function<int(const PaletteEntry &)> &slot_for_mix);
// Everything the jobs need to colour with, for the current volume: palette, mix mode, layer
// height, despeckle. Empty when no layer is actually colouring.
// Everything the jobs need to colour with, for the current volume: the palette, its single-filament
// part, and the despeckle passes. Empty when no layer is actually colouring. Read-only: no filament
// slot is created here, only when a bake commits (see palette_filaments()).
TextureColorSettings color_settings_for(const ModelVolume &mv);
// The printable palette for the current filaments and mixing setting, rebuilt only when either
// actually changes - see the definition for why that caching is not optional.
// The printable palette for the current volume and project, rebuilt only when what it depends on
// changes - see the definition for why that caching is not optional.
const std::vector<PaletteEntry> &cached_palette();
// Turns every mix in `palette` into a mixed filament slot and rewrites the entry to name that slot
// as a plain filament, so nothing downstream has to know a mix is involved: is_mix() goes false and
// the resolver simply returns it. The per-layer interleaving then happens in the slicer, where it is
// not limited by how fine the mesh is. Entries whose slot could not be created (the paint-state cap)
// fall back to the nearer of the two components.
void bind_mixes_to_filament_slots(std::vector<PaletteEntry> &palette);
std::vector<PaletteEntry> m_palette_cache;
std::vector<ColorRGBA> m_palette_filaments;
int m_palette_cap = 0; // the max_entries m_palette_cache was built with
bool m_palette_mixing = false;
ColorQuantizeFn m_palette_quantizer;
// The quantizers for the cached palette and for its single filaments alone (flat-colour images),
// filled on first use. Only the subdivide preview matches colours on this thread - the jobs build
// their own from the palette they capture - so a palette rebuild, such as every step of a count
// drag, costs no lookup cube unless that preview asks for one.
std::pair<ColorQuantizeFn, ColorQuantizeFn> palette_quantizers();
std::vector<PaletteEntry> m_palette_cache;
ColorQuantizeFn m_palette_quantizer;
ColorQuantizeFn m_palette_pure_quantizer;
// Set when a rebuild changed the palette the previews were drawn with; cleared by rebuild_preview().
bool m_palette_changed = false;
// What the cache was built from.
std::vector<ColorRGBA> m_palette_filaments;
std::vector<std::shared_ptr<std::vector<unsigned char>>> m_palette_images; // the colouring layers' images
std::optional<std::vector<PaletteEntry>> m_mix_ranking; // rank_mixes(), computed on demand
bool m_palette_mixing = false;
int m_palette_mix_count = 0;
int m_palette_free_slots = 0;
std::vector<std::string> m_palette_slots; // the project's mixed slots
// The loaded filaments, clamped to the sixteen mmu_segmentation_facets can address.
// The loaded physical filaments, clamped to the states mmu_segmentation_facets can address.
static std::vector<ColorRGBA> filament_palette();
// The Z band height, in mm. One print layer is the ideal, but the interleave is realised per
// *facet*: a band thinner than the mesh can resolve does not dither, it beats against the triangle
// grid and comes out as broad horizontal stripes - and since MMU segmentation reads facet colour,
// it does so in the print too, not only on screen. The refinement edge is chosen from the model's
// diagonal and knows nothing about the layer height, so the band is rounded up to a whole number of
// layers at least two facet rows tall: still exact on the printer, and representable by the mesh
// that has to carry it. Used by both the bake settings and the preview shader, so the two agree.
// The Normal preview's triangles, grouped by the filament they will print in. Colour is per facet
// and there are at most sixteen filaments, so the mesh is uploaded once with its index buffer
// The Normal preview's triangles, grouped by the palette entry they will print in. Colour is per facet
// and the palette is small, so the mesh is uploaded once with its index buffer
// sorted by colour and drawn as one GLModel::render(range) per group - which needs no per-vertex
// colour attribute, and so no change to GLModel's vertex layouts.
//
@@ -712,11 +744,9 @@ private:
int m_shaded_projection_mode = 0;
Vec3f m_shaded_patch_center = Vec3f::Zero();
Vec3f m_shaded_patch_axis = Vec3f::UnitZ();
// The palette the fast preview's per-triangle filament indices were built against, captured when
// the mesh was. Empty when the active layer is not colouring, which is what tells the shader to
// fall back to the model's own colour. Held rather than re-read at draw time so the indices baked
// into the mesh can never be resolved against a different set of filaments than they were computed
// from - loading a filament mid-session would otherwise recolour a stale preview at random.
// The palette the fast preview matches each fragment against, captured with its mesh. Empty when the
// active layer is not colouring, which is what tells the shader to fall back to the model's own
// colour. Every entry carries the colour it prints in, so drawing it needs nothing else.
std::vector<PaletteEntry> m_shaded_preview_palette;
// GPU island drag: while an island is dragged in the UV editor, the displacement mesh is baked once (with
@@ -4,6 +4,7 @@
#include <functional>
#include <utility>
#include <string>
#include <vector>
#include "libslic3r/TextureDisplacement.hpp"
#include <exception>
#include <cstddef>
@@ -114,6 +115,17 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
if (volume == nullptr)
return;
// The filament each palette entry prints in. This is where a mix becomes a mixed filament slot,
// and only a mix the bake actually painted with: the preview never creates one, so the project
// gains only the slots this result needs. Done before anything below names them - adding a slot
// runs ModelVolume::update_extruder_count(), which clamps paint above the old filament count.
Sidebar &sidebar = plater->sidebar();
const std::vector<int> filament_of = GLGizmoTextureDisplacement::palette_filaments(
m_input.color.palette, m_triangle_color, [&sidebar](const PrintableColor &mix) {
return sidebar.ensure_mixed_filament({ unsigned(mix.a + 1), unsigned(mix.b + 1) },
{ mix.a_percent(), 100 - mix.a_percent() });
});
volume->set_mesh(std::move(m_result));
volume->set_new_unique_id();
volume->calculate_convex_hull();
@@ -129,9 +141,11 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
const TriangleSelector::TriangleSplittingData &existing = volume->mmu_segmentation_facets.get_data();
if (!existing.bitstream.empty())
selector.deserialize(existing, false);
for (size_t i = 0; i < m_triangle_color.size(); ++i)
if (m_triangle_color[i] > 0)
selector.set_facet(int(i), EnforcerBlockerType(m_triangle_color[i]));
for (size_t i = 0; i < m_triangle_color.size(); ++i) {
const size_t entry = size_t(m_triangle_color[i]);
if (entry > 0 && entry <= filament_of.size() && filament_of[entry - 1] >= 0)
selector.set_facet(int(i), EnforcerBlockerType(filament_of[entry - 1] + 1));
}
volume->mmu_segmentation_facets.set(selector);
}
@@ -56,8 +56,9 @@ private:
TriangleMesh m_result;
// What the bake spent, for the message it leaves behind when the budget capped the detail.
TextureBakeStats m_stats;
// Per triangle of m_result: the filament to print it in, as an EnforcerBlockerType value
// (0 = leave alone). Empty unless a layer asked for colour. See TextureColorRequest.
// Per triangle of m_result: the palette entry to print it in, as its index + 1 (0 = leave alone).
// Empty unless a layer asked for colour. See TextureColorRequest; finalize() turns these into
// filaments.
std::vector<uint8_t> m_triangle_color;
std::function<void()> m_on_finished;
};
@@ -59,7 +59,7 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
if (m_input.run_prepare && !m_input.options.pipeline_v2) {
const TextureDisplacementPrepareResult prepared =
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, m_input.prepare_params,
m_input.color.palette,
m_input.color,
// Preparation is roughly half the run; the bake
// takes the progress bar from there.
[&report](int pct) { return report(1 + pct / 2); },
@@ -46,7 +46,7 @@ void TextureDisplacementPrepareJob::process(Ctl &ctl)
// idle loop.
int last_reported = 1;
m_result = GLGizmoTextureDisplacement::prepare_mesh(m_input.base_mesh, m_input.masks, m_input.layers,
m_input.params, m_input.color.palette,
m_input.params, m_input.color,
[&ctl, &status, &last_reported](int percent) {
if (ctl.was_canceled())
return false;
@@ -26,13 +26,13 @@ struct TextureDisplacementPreviewInput
// Mesh coordinates -> world millimetres, so the preview is displaced in the same space the bake
// is and the two cannot disagree. See build_texture_displacement().
Transform3d volume_to_world = Transform3d::Identity();
// Empty unless a layer is colouring, in which case the preview reports the filament per triangle
// alongside the mesh, so the Normal view shows what the bake will produce - interleaving included.
// Empty unless a layer is colouring, in which case the preview reports the palette entry per
// triangle alongside the mesh, so the Normal view shows the colours the bake will produce.
TextureColorSettings color;
};
// A preview result: the displaced mesh, and - when the input carried a palette - one filament index
// per triangle (an EnforcerBlockerType value; 0 means "no colour from the texture").
// A preview result: the displaced mesh, and - when the input carried a palette - one palette entry per
// triangle (its index + 1; 0 means "no colour from the texture").
struct TextureDisplacementPreviewResult
{
indexed_triangle_set mesh;
+6 -50
View File
@@ -5048,35 +5048,15 @@ static bool create_mixed_filament_from_result(
is_mixed_opt->values[new_idx] = true;
}
std::string comp_str;
for (size_t i = 0; i < result.components.size(); ++i) {
if (i > 0) comp_str += ",";
comp_str += std::to_string(result.components[i]);
}
{
auto* comp_opt = project_config.option<ConfigOptionStrings>("filament_mixed_components");
while (comp_opt->values.size() <= new_idx) comp_opt->values.push_back(std::string{});
comp_opt->values[new_idx] = comp_str;
}
int ratio_sum = 0;
for (int r : result.ratios) ratio_sum += r;
if (ratio_sum <= 0) ratio_sum = 100;
std::string ratio_str;
{
CNumericLocalesSetter c_locale_setter;
for (size_t i = 0; i < result.ratios.size(); ++i) {
if (i > 0) ratio_str += ",";
char buf[32];
std::snprintf(buf, sizeof(buf), "%.4f", (float)result.ratios[i] / ratio_sum);
ratio_str += buf;
}
comp_opt->values[new_idx] = format_mixed_components(result.components);
}
{
auto* ratios_opt = project_config.option<ConfigOptionStrings>("filament_mixed_sublayer_ratios");
while (ratios_opt->values.size() <= new_idx) ratios_opt->values.push_back(std::string{});
ratios_opt->values[new_idx] = ratio_str;
ratios_opt->values[new_idx] = format_mixed_ratios(result.ratios);
}
if (!project_config.option("filament_mixed_gradient"))
@@ -5136,36 +5116,12 @@ int Sidebar::ensure_mixed_filament(const std::vector<unsigned int> &components,
return -1;
if (p->combos_filament.size() < 2)
return -1;
// Normalise the way create_mixed_filament_from_result() stores them, so the comparison below sees
// the same text the config holds rather than two spellings of one blend.
int ratio_sum = 0;
for (const int r : ratios)
ratio_sum += r;
if (ratio_sum <= 0)
if (std::accumulate(ratios.begin(), ratios.end(), 0) <= 0)
return -1;
std::string comp_str, ratio_str;
{
CNumericLocalesSetter c_locale_setter;
for (size_t i = 0; i < components.size(); ++i) {
if (i > 0) { comp_str += ","; ratio_str += ","; }
comp_str += std::to_string(components[i]);
char buf[32];
std::snprintf(buf, sizeof(buf), "%.4f", float(ratios[i]) / float(ratio_sum));
ratio_str += buf;
}
}
const auto &project_config = wxGetApp().preset_bundle->project_config;
const auto *is_mixed_opt = project_config.option<ConfigOptionBools>("filament_is_mixed");
const auto *comp_opt = project_config.option<ConfigOptionStrings>("filament_mixed_components");
const auto *ratios_opt = project_config.option<ConfigOptionStrings>("filament_mixed_sublayer_ratios");
if (is_mixed_opt != nullptr && comp_opt != nullptr && ratios_opt != nullptr)
for (size_t i = 0; i < is_mixed_opt->values.size(); ++i)
if (is_mixed_opt->values[i] && i < comp_opt->values.size() && i < ratios_opt->values.size() &&
comp_opt->values[i] == comp_str && ratios_opt->values[i] == ratio_str)
return int(i);
if (const int existing = find_fixed_mixed_filament(wxGetApp().preset_bundle->project_config, components, ratios);
existing >= 0)
return existing;
if (wxGetApp().preset_bundle->filament_presets.size() >= size_t(EnforcerBlockerType::ExtruderMax))
return -1;
+4 -3
View File
@@ -292,11 +292,12 @@ public:
// Mixed-color filament sidebar section
void add_mixed_filament();
// The filament slot that blends `components` (1-based physical filament indices) in `ratios`
// (percentages), creating it when no existing mixed slot already describes that blend. Returns the
// 0-based filament index, or -1 when the paint-state cap leaves no room for another one.
// (percentages) at a fixed ratio, creating it when no existing fixed mixed slot already describes
// that blend (see find_fixed_mixed_filament()). Returns the 0-based filament index, or -1 when the
// paint-state cap leaves no room for another one.
//
// Exists so a feature that needs a blend can ask for one without going through the modal dialog:
// the texture displacement gizmo turns each mix in its palette into a slot, which is what moves the
// a texture displacement bake turns each mix it painted with into a slot, which is what moves the
// interleaving from its own paint mask to the slicer, where it happens per layer.
int ensure_mixed_filament(const std::vector<unsigned int> &components, const std::vector<int> &ratios);
void edit_mixed_filament(size_t idx);
+36
View File
@@ -255,3 +255,39 @@ TEST_CASE("blend_color_multi weights components", "[FilamentMixer]")
REQUIRE(std::abs(comp(mixed, i) - comp("#123456", i)) <= 8);
}
}
TEST_CASE("format_mixed_ratios normalises weights to four decimals", "[FilamentMixer]")
{
REQUIRE(format_mixed_components({1, 3}) == "1,3");
REQUIRE(format_mixed_ratios({50, 50}) == "0.5000,0.5000");
REQUIRE(format_mixed_ratios({1, 2}) == "0.3333,0.6667");
REQUIRE(format_mixed_ratios({1, 1}) == format_mixed_ratios({50, 50}));
}
TEST_CASE("find_fixed_mixed_filament reuses only a fixed slot of the same blend", "[FilamentMixer]")
{
// Physical slots 0 and 1; slot 2 blends them 50:50 as a gradient, slot 3 at a fixed 50:50.
DynamicPrintConfig cfg;
cfg.set_key_value("filament_is_mixed", new ConfigOptionBools({false, false, true, true}));
cfg.set_key_value("filament_mixed_components", new ConfigOptionStrings({"", "", "1,2", "1,2"}));
cfg.set_key_value("filament_mixed_sublayer_ratios",
new ConfigOptionStrings({"", "", format_mixed_ratios({50, 50}), format_mixed_ratios({50, 50})}));
cfg.set_key_value("filament_mixed_gradient", new ConfigOptionBools({false, false, true, false}));
SECTION("The fixed slot is found, whatever scale the weights are given at") {
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {50, 50}) == 3);
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {1, 1}) == 3);
}
SECTION("A gradient slot with the same components and ratios is not a match") {
cfg.option<ConfigOptionBools>("filament_is_mixed")->values[3] = false;
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {50, 50}) == -1);
}
SECTION("A project without the gradient key still matches its fixed slots") {
cfg.erase("filament_mixed_gradient");
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {50, 50}) == 2);
}
SECTION("Another ratio or another component order is a different blend") {
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {1, 2}) == -1);
REQUIRE(find_fixed_mixed_filament(cfg, {2, 1}, {50, 50}) == -1);
}
}
+1
View File
@@ -36,6 +36,7 @@ add_executable(${_TEST_NAME}_tests
test_plugin_audit.cpp
test_plugin_json_depth.cpp
test_shortcuts.cpp
test_texture_color_palette.cpp
test_file_url.cpp
test_user_manager.cpp
../fff_print/test_helpers.cpp
@@ -0,0 +1,257 @@
// The texture displacement gizmo's palette helpers live in libslic3r_gui; this is the suite that links it.
// Same Windows include prologue as test_filament_bitmap_utils.cpp (wx pulls in <windows.h>; keep
// WIN32_LEAN_AND_MEAN / NOMINMAX ahead of the Catch2 headers).
#ifdef WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#ifndef NOMINMAX
#define NOMINMAX
#endif
#include <Windows.h>
#endif
#include <cstddef>
#include <cstdint>
#include <fstream>
#include <ios>
#include <iterator>
#include <memory>
#include <string>
#include <utility>
#include <vector>
#include <catch2/catch_all.hpp>
#include <catch2/catch_test_macros.hpp>
#include <catch2/matchers/catch_matchers.hpp>
#include <catch2/matchers/catch_matchers_floating_point.hpp>
#include "libslic3r/Color.hpp"
#include "libslic3r/FilamentMixer.hpp"
#include "libslic3r/PNGReadWrite.hpp"
#include "libslic3r/Point.hpp"
#include "libslic3r/TextureDisplacement.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
#include "slic3r/Utils/ColorSpaceConvert.hpp"
#include "test_utils.hpp"
using namespace Slic3r;
using Catch::Matchers::WithinAbs;
using Gizmo = Slic3r::GUI::GLGizmoTextureDisplacement;
using Entry = Gizmo::PaletteEntry;
using MixTarget = Gizmo::MixTarget;
namespace {
const ColorRGBA BLACK{ 0.f, 0.f, 0.f, 1.f };
const ColorRGBA WHITE{ 1.f, 1.f, 1.f, 1.f };
const ColorRGBA RED{ 1.f, 0.f, 0.f, 1.f };
const ColorRGBA BLUE{ 0.f, 0.f, 1.f, 1.f };
const ColorRGBA YELLOW{ 1.f, 1.f, 0.f, 1.f };
MixTarget target(const Vec3f &rgb, float weight)
{
MixTarget t;
RGB2Lab(rgb.x(), rgb.y(), rgb.z(), &t.lab.x(), &t.lab.y(), &t.lab.z());
t.weight = weight;
return t;
}
// The colour a mixed slot of these two filaments shows, as the sidebar computes it.
Vec3f slot_color(const ColorRGBA &a, const ColorRGBA &b, int a_percent)
{
ColorRGB c;
REQUIRE(decode_color(blend_color_multi({ encode_color(a), encode_color(b) }, { a_percent, 100 - a_percent }), c));
return Vec3f(c.r(), c.g(), c.b());
}
// A colour image layer, through Slic3r's own PNG writer so decode_height_texture() reads it the way it
// reads an imported texture.
TextureDisplacementLayer color_layer(int w, int h, const std::vector<uint8_t> &rgb)
{
ScopedTemporaryFile png(".png");
REQUIRE(png::write_rgb_to_file(png.string(), size_t(w), size_t(h), rgb));
std::ifstream in(png.string(), std::ios::binary);
std::vector<unsigned char> bytes{ std::istreambuf_iterator<char>(in), std::istreambuf_iterator<char>() };
REQUIRE_FALSE(bytes.empty());
TextureDisplacementLayer layer;
layer.image_data = std::make_shared<std::vector<unsigned char>>(std::move(bytes));
layer.color_enabled = true;
return layer;
}
// A red/green ramp over a fixed blue: colours spread over many bins, so the image is not flat-colour.
TextureDisplacementLayer gradient_layer()
{
const int n = 64;
std::vector<uint8_t> rgb;
for (int y = 0; y < n; ++y)
for (int x = 0; x < n; ++x) {
rgb.push_back(uint8_t(x * 4));
rgb.push_back(uint8_t(y * 4));
rgb.push_back(128);
}
return color_layer(n, n, rgb);
}
// A 2048x1100 image, over mix_targets()' sampling budget, that is pure red wherever `red(x, y)` holds and
// elsewhere a gradient spread over far more than eight coarse bins, so the image is not flat-colour.
template<class RedFn> TextureDisplacementLayer striped_layer(RedFn red)
{
const int w = 2048, h = 1100;
std::vector<uint8_t> rgb;
rgb.reserve(size_t(w) * size_t(h) * 3);
for (int y = 0; y < h; ++y)
for (int x = 0; x < w; ++x) {
const bool is_red = red(x, y);
rgb.push_back(is_red ? 255 : uint8_t(x * 255 / w));
rgb.push_back(is_red ? 0 : uint8_t(y * 255 / h));
rgb.push_back(is_red ? 0 : 128);
}
return color_layer(w, h, rgb);
}
// How much of the targets' weight is pure red.
float red_weight(const std::vector<MixTarget> &targets)
{
Vec3f red;
RGB2Lab(1.f, 0.f, 0.f, &red.x(), &red.y(), &red.z());
float weight = 0.f;
for (const MixTarget &t : targets)
if ((t.lab - red).norm() < 3.f)
weight += t.weight;
return weight;
}
} // namespace
TEST_CASE("mix targets cover each colouring photo layer once and skip the rest", "[TextureColorPalette][TextureDisplacement]")
{
TextureDisplacementLayer photo = gradient_layer();
const std::vector<MixTarget> targets = Gizmo::mix_targets({ photo });
REQUIRE_FALSE(targets.empty());
float total = 0.f;
for (const MixTarget &t : targets)
total += t.weight;
REQUIRE_THAT(total, WithinAbs(1., 1e-4));
SECTION("A layer that does not colour gives no targets") {
photo.color_enabled = false;
REQUIRE(Gizmo::mix_targets({ photo }).empty());
}
SECTION("A flat-colour image prints in single filaments, so it gives no targets") {
const TextureDisplacementLayer flat = color_layer(8, 8, std::vector<uint8_t>(8 * 8 * 3, 200));
REQUIRE(Gizmo::mix_targets({ flat }).empty());
}
}
TEST_CASE("mix targets of a large image weigh each colour by its share, whatever its stripes", "[TextureColorPalette][TextureDisplacement]")
{
// Sampled rather than read in full, these must not line up with the samples: a fixed sampling step
// sees only one phase of a stripe pattern, and a generator whose offsets repeat sees only some.
SECTION("Red on every other column") {
CHECK_THAT(red_weight(Gizmo::mix_targets({ striped_layer([](int x, int) { return x % 2 == 0; }) })),
WithinAbs(1. / 2., 0.03));
}
SECTION("Red on every fourth column") {
CHECK_THAT(red_weight(Gizmo::mix_targets({ striped_layer([](int x, int) { return x % 4 == 0; }) })),
WithinAbs(1. / 4., 0.03));
}
SECTION("Red on diagonals") {
CHECK_THAT(red_weight(Gizmo::mix_targets({ striped_layer([](int x, int y) { return (x - y) % 3 == 0; }) })),
WithinAbs(1. / 3., 0.03));
}
}
TEST_CASE("the mix ranked first is the one the image needs most", "[TextureColorPalette][TextureDisplacement]")
{
// The whole image is exactly the colour of a 1:1 black/white slot.
const std::vector<MixTarget> targets = { target(slot_color(BLACK, WHITE, 50), 1.f) };
const std::vector<Entry> ranked = Gizmo::rank_mixes({ BLACK, WHITE }, targets, 1);
REQUIRE(ranked.size() == 1);
CHECK(ranked.front().a == 0);
CHECK(ranked.front().b == 1);
CHECK(ranked.front().num * 2 == ranked.front().den);
}
TEST_CASE("an image the filaments already match ranks no mixes", "[TextureColorPalette][TextureDisplacement]")
{
const std::vector<MixTarget> targets = { target(Vec3f(1.f, 0.f, 0.f), 0.5f), target(Vec3f(0.f, 0.f, 1.f), 0.5f) };
REQUIRE(Gizmo::rank_mixes({ RED, BLUE }, targets, 8).empty());
}
TEST_CASE("ranked mixes stay within the limit and show their slot's colour", "[TextureColorPalette][TextureDisplacement]")
{
const std::vector<ColorRGBA> filaments = { RED, BLUE, YELLOW };
const std::vector<MixTarget> targets = Gizmo::mix_targets({ gradient_layer() });
for (const int limit : { 1, 3 }) {
const std::vector<Entry> ranked = Gizmo::rank_mixes(filaments, targets, limit);
CHECK(int(ranked.size()) <= limit);
CHECK_FALSE(ranked.empty());
}
const std::vector<Entry> ranked = Gizmo::rank_mixes(filaments, targets, 6);
for (const Entry &e : ranked) {
REQUIRE(e.is_mix());
const Vec3f expected = slot_color(filaments[size_t(e.a)], filaments[size_t(e.b)], e.a_percent());
CHECK_THAT(e.rgb.x(), WithinAbs(expected.x(), 1e-6));
CHECK_THAT(e.rgb.y(), WithinAbs(expected.y(), 1e-6));
CHECK_THAT(e.rgb.z(), WithinAbs(expected.z(), 1e-6));
}
}
TEST_CASE("picked mixes never need more slots than the project has free", "[TextureColorPalette][TextureDisplacement]")
{
const std::vector<Entry> ranking = { { Vec3f::Zero(), 0, 1, 1, 2 }, { Vec3f::Zero(), 0, 1, 1, 3 }, { Vec3f::Zero(), 0, 1, 2, 3 } };
const auto reusable_second = [](const Entry &e) { return e.num == 1 && e.den == 3; };
SECTION("The count caps the pick") {
REQUIRE(Gizmo::pick_mixes(ranking, 2, 10, nullptr).size() == 2);
}
SECTION("With no free slot only a mix that already has one is kept") {
const std::vector<Entry> picked = Gizmo::pick_mixes(ranking, 3, 0, reusable_second);
REQUIRE(picked.size() == 1);
CHECK(picked.front().den == 3);
CHECK(picked.front().num == 1);
}
SECTION("A reusable mix costs no free slot") {
const std::vector<Entry> picked = Gizmo::pick_mixes(ranking, 3, 1, reusable_second);
REQUIRE(picked.size() == 2);
CHECK(picked[0].den == 2);
CHECK(picked[1].den == 3);
}
}
TEST_CASE("a baked mix paints the slot it was given, wherever that slot sits", "[TextureColorPalette][TextureDisplacement]")
{
// Two filaments, then two mixes of them. Palette index 2 is a mix, but its slot need not be
// filament 2: a project that already holds other mixed slots puts it further along.
const std::vector<Entry> palette = Gizmo::make_palette({ BLACK, WHITE }, { { Vec3f::Zero(), 0, 1, 1, 2 }, { Vec3f::Zero(), 0, 1, 1, 3 } });
REQUIRE(palette.size() == 4);
// Filament 0, the 1:1 mix twice, nothing: the 1:2 mix is never used.
const std::vector<uint8_t> triangle_color = { 1, 3, 3, 0 };
std::vector<Entry> asked;
const auto slot_seven = [&asked](const Entry &e) {
asked.push_back(e);
return 7;
};
const std::vector<int> filament = Gizmo::palette_filaments(palette, triangle_color, slot_seven);
REQUIRE(filament.size() == 4);
CHECK(filament[0] == 0);
CHECK(filament[1] == 1);
CHECK(filament[2] == 7);
CHECK(filament[3] == -1);
// Asking creates a slot, so an unused mix is never asked for.
REQUIRE(asked.size() == 1);
CHECK(asked.front().den == 2);
SECTION("A mix that gets no slot prints in its dominant component") {
const std::vector<int> fallback = Gizmo::palette_filaments(palette, { 3, 4 }, [](const Entry &) { return -1; });
CHECK(fallback[2] == 0); // 1:1 - the first component
CHECK(fallback[3] == 1); // 1 part black in 3 - white dominates
}
}