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https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-09-09 10:16:50 +00:00
Improve adaptive subdivision at border & fix some visual bugs
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@@ -30,6 +30,9 @@ uniform sampler2D height_tex;
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uniform vec2 height_tex_texel;
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uniform float depth_mm;
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uniform float tiling_scale;
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// Height map width / height. Scales the v axis so a non-square image keeps its proportions
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// instead of being squeezed into a square tile - mirrors libslic3r's apply_uv_transform().
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uniform float tex_aspect;
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uniform float rotation_rad;
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uniform vec2 uv_offset;
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uniform bool invert;
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@@ -70,7 +73,10 @@ vec2 project_uv(vec3 p, vec3 n)
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planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
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float cs = cos(rotation_rad);
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float sn = sin(rotation_rad);
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return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
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vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
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// After the rotation, so the rotation stays a rotation rather than becoming a shear.
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r.y *= tex_aspect;
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return r + uv_offset;
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}
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void main()
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@@ -156,7 +162,10 @@ void main()
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float cs = cos(rotation_rad);
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float sn = sin(rotation_rad);
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vec2 slope = amplitude * vec2(dh_duv.x * cs + dh_duv.y * sn, -dh_duv.x * sn + dh_duv.y * cs);
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// One uv unit is tiling_scale mm along u but tiling_scale / tex_aspect mm along v, so the v
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// component of the gradient carries the extra factor before being rotated back into t/b.
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vec2 g = vec2(dh_duv.x, dh_duv.y * tex_aspect);
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vec2 slope = amplitude * vec2(g.x * cs + g.y * sn, -g.x * sn + g.y * cs);
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vec3 gradient = slope.x * t + slope.y * b;
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gradient -= triangle_normal * dot(triangle_normal, gradient);
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@@ -89,6 +89,9 @@ uniform sampler2D height_tex;
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uniform vec2 height_tex_texel; // (1/width, 1/height) of height_tex
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uniform float depth_mm;
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uniform float tiling_scale;
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// Height map width / height. Scales the v axis so a non-square image keeps its proportions
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// instead of being squeezed into a square tile - mirrors libslic3r's apply_uv_transform().
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uniform float tex_aspect;
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uniform float rotation_rad;
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uniform vec2 uv_offset;
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uniform bool invert;
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@@ -136,7 +139,10 @@ vec2 project_uv(vec3 p, vec3 n)
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planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
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float cs = cos(rotation_rad);
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float sn = sin(rotation_rad);
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return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
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vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
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// After the rotation, so the rotation stays a rotation rather than becoming a shear.
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r.y *= tex_aspect;
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return r + uv_offset;
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}
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void main()
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@@ -240,7 +246,10 @@ void main()
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// gradient back into the axes' frame.
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float cs = cos(rotation_rad);
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float sn = sin(rotation_rad);
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vec2 slope = amplitude * vec2(dh_duv.x * cs + dh_duv.y * sn, -dh_duv.x * sn + dh_duv.y * cs);
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// One uv unit is tiling_scale mm along u but tiling_scale / tex_aspect mm along v, so the v
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// component of the gradient carries the extra factor before being rotated back into t/b.
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vec2 g = vec2(dh_duv.x, dh_duv.y * tex_aspect);
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vec2 slope = amplitude * vec2(g.x * cs + g.y * sn, -g.x * sn + g.y * cs);
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vec3 gradient = slope.x * t + slope.y * b;
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gradient -= triangle_normal * dot(triangle_normal, gradient);
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