Texture displacement: mix filament colours in the slicer (#16242)

This commit is contained in:
ExPikaPaka
2026-10-09 17:52:35 +08:00
committed by GitHub
parent 1bddcf3ab6
commit 62b829d1cb
19 changed files with 324 additions and 329 deletions
@@ -0,0 +1 @@
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After

Width:  |  Height:  |  Size: 931 B

@@ -29,19 +29,13 @@ 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. A pure entry is one filament (a == b); a mix interleaves filaments a and b,
// num parts of a in every den, and the print shows that interleave rather than the entry's average
// colour. The fragment resolves it exactly as GLGizmoTextureDisplacement::make_mix_resolver() does
// per triangle on the CPU, so the preview shows the pattern the bake will print.
// 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.
uniform int palette_a[64];
uniform int palette_b[64];
uniform int palette_num[64];
uniform int palette_den[64];
uniform vec3 filament_rgb[16];
uniform int filament_count;
uniform int mix_mode; // ColorMixMode: 0 Z bands, 1 XY dither, 2 auto
uniform float layer_height; // mm; one Z band per print layer
uniform float dither_cell; // mm; one XY dither cell
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;
@@ -229,63 +223,16 @@ int nearest_palette_entry(vec3 rgb)
}
// One 2x2 Bayer cell, {0, 2; 3, 1}, for x and y in {0, 1}.
float bayer2(float x, float y) { return 2.0 * x + 3.0 * y - 4.0 * x * y; }
// The colour the printer lays down at world point `pos` for palette entry `index`: its filament, or
// for a mix whichever of its two filaments this point falls on. Mirrors make_mix_resolver() on the
// CPU, floors on the band/cell size included. All the modular arithmetic is done in floats with
// mod(), which wraps negative coordinates the way the CPU's ((v % n) + n) % n does and needs no
// integer % (not available on every GLSL 1.10 target).
vec3 printed_color(int index, vec3 pos, vec3 normal, vec3 footprint)
// 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];
int b = palette_b[index];
if (a < 0 || a >= filament_count || b < 0 || b >= filament_count)
if (a < 0 || a >= filament_count)
return palette_rgb[index]; // no filament to resolve to: the entry's own colour
if (a == b)
return filament_rgb[a];
float num = float(palette_num[index]);
float den = float(palette_den[index]);
// Auto: bands where the surface is steeper than ~45 degrees, the dominant filament elsewhere.
if (mix_mode == 2 && abs(normal.z) >= 0.7)
return filament_rgb[(num * 2.0 >= den) ? a : b];
// Pre-filter. The interleave is an ordered dither the eye is meant to blend away, and no dither
// blends when it is drawn at less than a few pixels per period - it aliases, which is what turned
// every upright wall into horizontal streaks: the Z band cycle is den * layer_height (around a
// millimetre), and every pixel of a row on a vertical wall shares one z, so each row came out as a
// 1-bit threshold of the image at that row's phase. `footprint` is mm of world position per pixel,
// so this is zoom- and resolution-correct rather than a tuned constant: where the print's own
// pattern is finer than this view can resolve, show what the print looks like from here, which is
// the entry's perceptual average. The Normal view remains where the per-facet truth lives.
float period = (mix_mode == 1) ? 2.0 * max(dither_cell, 0.01) : den * max(layer_height, 0.01);
float px = (mix_mode == 1) ? max(footprint.x, footprint.y) : footprint.z;
float sharp = clamp(period / max(4.0 * px, 1e-6) - 0.5, 0.0, 1.0);
if (sharp <= 0.0)
return palette_rgb[index];
vec3 picked;
if (mix_mode == 1) {
// Ordered 4x4 Bayer over floor(x / cell), floor(y / cell). The CPU's table
// 0 8 2 10
// 12 4 14 6
// 3 11 1 9
// 15 7 13 5
// is 4 * bayer2(x % 2, y % 2) + bayer2(x / 2, y / 2), which needs no array (GLSL 1.10 has
// no constant arrays).
float cell = max(dither_cell, 0.01);
float gx = mod(floor(pos.x / cell), 4.0);
float gy = mod(floor(pos.y / cell), 4.0);
float bayer = 4.0 * bayer2(mod(gx, 2.0), mod(gy, 2.0)) + bayer2(floor(gx / 2.0), floor(gy / 2.0));
picked = filament_rgb[(num / den > (bayer + 0.5) / 16.0) ? a : b];
} else {
// Z bands: one per band height, the band's phase in the a/b cycle picks the filament. Both
// operands are integer-valued, so the half keeps "phase < num" exact under float rounding.
float slot = floor(pos.z / max(layer_height, 0.01));
float phase = mod(slot, den);
picked = filament_rgb[(phase < num - 0.5) ? a : b];
}
return mix(palette_rgb[index], picked, sharp);
return filament_rgb[a];
}
void main()
@@ -296,9 +243,6 @@ void main()
// World millimetres throughout, like the bake - see the 140 variant.
vec3 triangle_normal = normalize(cross(dFdx(world_pos.xyz), dFdy(world_pos.xyz)));
vec3 tex_pos = world_pos.xyz - tex_anchor; // the frame the texture is projected in, as the bake does
// World mm per pixel, for pre-filtering the interleave in printed_color(). Taken here because the
// albedo branch at the end of main() is non-uniform control flow, where derivatives are undefined.
vec3 pos_fwidth = fwidth(world_pos.xyz);
if (volume_mirrored)
triangle_normal = -triangle_normal;
@@ -420,6 +364,6 @@ void main()
// 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), tex_pos, triangle_normal, pos_fwidth);
albedo = printed_color(nearest_palette_entry(texture2D(color_tex, color_uv).rgb));
gl_FragColor = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}
@@ -88,19 +88,13 @@ 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. A pure entry is one filament (a == b); a mix interleaves filaments a and b,
// num parts of a in every den, and the print shows that interleave rather than the entry's average
// colour. The fragment resolves it exactly as GLGizmoTextureDisplacement::make_mix_resolver() does
// per triangle on the CPU, so the preview shows the pattern the bake will print.
// 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.
uniform int palette_a[64];
uniform int palette_b[64];
uniform int palette_num[64];
uniform int palette_den[64];
uniform vec3 filament_rgb[16];
uniform int filament_count;
uniform int mix_mode; // ColorMixMode: 0 Z bands, 1 XY dither, 2 auto
uniform float layer_height; // mm; one Z band per print layer
uniform float dither_cell; // mm; one XY dither cell
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;
@@ -295,63 +289,16 @@ int nearest_palette_entry(vec3 rgb)
}
// One 2x2 Bayer cell, {0, 2; 3, 1}, for x and y in {0, 1}.
float bayer2(float x, float y) { return 2.0 * x + 3.0 * y - 4.0 * x * y; }
// The colour the printer lays down at world point `pos` for palette entry `index`: its filament, or
// for a mix whichever of its two filaments this point falls on. Mirrors make_mix_resolver() on the
// CPU, floors on the band/cell size included. All the modular arithmetic is done in floats with
// mod(), which wraps negative coordinates the way the CPU's ((v % n) + n) % n does and needs no
// integer % (not available on every GLSL 1.10 target).
vec3 printed_color(int index, vec3 pos, vec3 normal, vec3 footprint)
// 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];
int b = palette_b[index];
if (a < 0 || a >= filament_count || b < 0 || b >= filament_count)
if (a < 0 || a >= filament_count)
return palette_rgb[index]; // no filament to resolve to: the entry's own colour
if (a == b)
return filament_rgb[a];
float num = float(palette_num[index]);
float den = float(palette_den[index]);
// Auto: bands where the surface is steeper than ~45 degrees, the dominant filament elsewhere.
if (mix_mode == 2 && abs(normal.z) >= 0.7)
return filament_rgb[(num * 2.0 >= den) ? a : b];
// Pre-filter. The interleave is an ordered dither the eye is meant to blend away, and no dither
// blends when it is drawn at less than a few pixels per period - it aliases, which is what turned
// every upright wall into horizontal streaks: the Z band cycle is den * layer_height (around a
// millimetre), and every pixel of a row on a vertical wall shares one z, so each row came out as a
// 1-bit threshold of the image at that row's phase. `footprint` is mm of world position per pixel,
// so this is zoom- and resolution-correct rather than a tuned constant: where the print's own
// pattern is finer than this view can resolve, show what the print looks like from here, which is
// the entry's perceptual average. The Normal view remains where the per-facet truth lives.
float period = (mix_mode == 1) ? 2.0 * max(dither_cell, 0.01) : den * max(layer_height, 0.01);
float px = (mix_mode == 1) ? max(footprint.x, footprint.y) : footprint.z;
float sharp = clamp(period / max(4.0 * px, 1e-6) - 0.5, 0.0, 1.0);
if (sharp <= 0.0)
return palette_rgb[index];
vec3 picked;
if (mix_mode == 1) {
// Ordered 4x4 Bayer over floor(x / cell), floor(y / cell). The CPU's table
// 0 8 2 10
// 12 4 14 6
// 3 11 1 9
// 15 7 13 5
// is 4 * bayer2(x % 2, y % 2) + bayer2(x / 2, y / 2), which needs no array (GLSL 1.10 has
// no constant arrays).
float cell = max(dither_cell, 0.01);
float gx = mod(floor(pos.x / cell), 4.0);
float gy = mod(floor(pos.y / cell), 4.0);
float bayer = 4.0 * bayer2(mod(gx, 2.0), mod(gy, 2.0)) + bayer2(floor(gx / 2.0), floor(gy / 2.0));
picked = filament_rgb[(num / den > (bayer + 0.5) / 16.0) ? a : b];
} else {
// Z bands: one per band height, the band's phase in the a/b cycle picks the filament. Both
// operands are integer-valued, so the half keeps "phase < num" exact under float rounding.
float slot = floor(pos.z / max(layer_height, 0.01));
float phase = mod(slot, den);
picked = filament_rgb[(phase < num - 0.5) ? a : b];
}
return mix(palette_rgb[index], picked, sharp);
return filament_rgb[a];
}
void main()
@@ -364,9 +311,6 @@ void main()
// world position and perturb the world normal.
vec3 triangle_normal = normalize(cross(dFdx(world_pos.xyz), dFdy(world_pos.xyz)));
vec3 tex_pos = world_pos.xyz - tex_anchor; // the frame the texture is projected in, as the bake does
// World mm per pixel, for pre-filtering the interleave in printed_color(). Taken here because the
// albedo branch at the end of main() is non-uniform control flow, where derivatives are undefined.
vec3 pos_fwidth = fwidth(world_pos.xyz);
if (volume_mirrored)
triangle_normal = -triangle_normal;
@@ -508,6 +452,6 @@ void main()
// 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), tex_pos, triangle_normal, pos_fwidth);
albedo = printed_color(nearest_palette_entry(texture(color_tex, color_uv).rgb));
out_color = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}
@@ -551,9 +551,13 @@ DecimateResult decimate(const TriSoup &geometry, size_t target_triangles, bool h
// Rebuild from the surviving faces, with per-face normals.
TriSoup &out = result.geometry;
if (!face_color.empty())
result.face_color.reserve(active_faces);
for (size_t f = 0; f < face_count; ++f) {
if (faces[f * 3] < 0)
continue;
if (!face_color.empty())
result.face_color.push_back(f < face_color.size() ? face_color[f] : -1);
const Vec3f a = pos[size_t(faces[f * 3])].cast<float>();
const Vec3f b = pos[size_t(faces[f * 3 + 1])].cast<float>();
const Vec3f c = pos[size_t(faces[f * 3 + 2])].cast<float>();
@@ -46,6 +46,13 @@ using DecimateProgressFn = std::function<bool(double fraction)>;
struct DecimateResult
{
TriSoup geometry;
// One entry per output face, carried from the `face_color` handed in: a colour difference is a
// crease, so no collapse ever merges two faces of different colour and every survivor keeps exactly
// the colour it came with. Empty when no `face_color` was given.
//
// This is what lets the caller colour the simplified mesh by *provenance* rather than by sampling it
// again: the input colours were masked by the paint on the fine mesh, where that mask is exact.
std::vector<int> face_color;
// The locked faces alone met the target, so it was unreachable without touching preserved
// geometry.
bool locked_over_budget = false;
+12 -1
View File
@@ -3,6 +3,7 @@
#include "libslic3r/Point.hpp"
#include <algorithm>
#include <utility>
#include <vector>
#include <cstdint>
#include <cstddef>
@@ -42,7 +43,7 @@ TriSoup to_soup(const indexed_triangle_set &its, const std::vector<uint8_t> &fac
return out;
}
indexed_triangle_set to_indexed_triangle_set(const TriSoup &soup)
indexed_triangle_set to_indexed_triangle_set(const TriSoup &soup, std::vector<int> *face_color)
{
indexed_triangle_set out;
const size_t n = soup.pos.size();
@@ -54,12 +55,22 @@ indexed_triangle_set to_indexed_triangle_set(const TriSoup &soup)
if (map.inserted())
out.vertices.push_back(soup.pos[i]);
}
const bool track_color = face_color != nullptr && !face_color->empty();
std::vector<int> kept_color;
if (track_color)
kept_color.reserve(face_color->size());
for (size_t t = 0; t + 2 < n; t += 3) {
// Welded-together corners carry no area.
if (id[t] == id[t + 1] || id[t + 1] == id[t + 2] || id[t] == id[t + 2])
continue;
out.indices.emplace_back(id[t], id[t + 1], id[t + 2]);
if (track_color) {
const size_t src = t / 3;
kept_color.push_back(src < face_color->size() ? (*face_color)[src] : -1);
}
}
if (track_color)
*face_color = std::move(kept_color);
return out;
}
@@ -15,7 +15,10 @@ namespace TextureBake {
TriSoup to_soup(const indexed_triangle_set &its, const std::vector<uint8_t> &face_excluded = {});
// Welds at the geometry grid.
indexed_triangle_set to_indexed_triangle_set(const TriSoup &soup);
// `face_color`, when given, is read as one entry per soup triangle and rewritten to match the output.
// Welding can leave a triangle with no area, and those are dropped here, so the two would otherwise
// fall out of step.
indexed_triangle_set to_indexed_triangle_set(const TriSoup &soup, std::vector<int> *face_color = nullptr);
} // namespace TextureBake
} // namespace Slic3r
@@ -290,6 +290,34 @@ PipelineResult run_pipeline(const TriSoup &input, const HeightSampleFn &sample,
return result;
}
// Colour per face, taken here and carried from here on. This is the only point where the paint mask
// is exact: `exclude_weight` says which faces the paint left out, and the mesh is still the refined
// one the displacement produced. Everything downstream (the collapse, the T-junction repair) carries
// these along rather than sampling again, and the caller uses them as they are.
//
// It also gives the collapse its crease criterion: an edge between two colours is never collapsed
// across, which is what keeps a survivor's colour well defined.
if (color_sample) {
const size_t nf = displaced.triangle_count();
result.face_color.assign(nf, -1);
const bool have_w = !displaced.exclude_weight.empty();
tbb::parallel_for(tbb::blocked_range<size_t>(0, nf), [&](const tbb::blocked_range<size_t> &r) {
for (size_t t = r.begin(); t < r.end(); ++t) {
// Unpainted faces take no colour at all, which is what stops the texture appearing on
// surfaces the paint never covered.
if (have_w && (displaced.exclude_weight[t * 3] + displaced.exclude_weight[t * 3 + 1] +
displaced.exclude_weight[t * 3 + 2]) / 3.f > 0.99f)
continue; // stays FACE_UNPAINTED
const Vec3f &a = displaced.pos[t * 3], &b = displaced.pos[t * 3 + 1], &c = displaced.pos[t * 3 + 2];
const int sampled = color_sample((a + b + c) / 3.f, displaced.nrm[t * 3]);
// Painted either way. The sampler expects a point on the base surface and these are on
// the displaced one, so off the patch by more than its tolerance it simply says "no
// colour" - which must not be confused with "not painted".
result.face_color[t] = (sampled >= 0) ? sampled : FACE_NO_COLOUR;
}
});
}
// 4. Decimate - export only. A bake needs the face-parent map, which a collapse destroys.
std::vector<int> parent = std::move(sub.face_parent_id);
const size_t displaced_before_decimate = displaced.triangle_count();
@@ -323,24 +351,8 @@ PipelineResult run_pipeline(const TriSoup &input, const HeightSampleFn &sample,
// unless the budget was lowered until decimation had to run. Only collapses costing less than
// harvest_tol are taken, so this does not reach the relief.
const bool harvest_only = !over_budget && settings.harvest_flat && displaced.triangle_count() > 0;
std::vector<int> &face_color = result.face_color;
if (over_budget || harvest_only) {
// Colour per face on the fine mesh, so colour boundaries become creases the collapse
// respects. Excluded (unpainted) faces take no colour.
std::vector<int> face_color;
if (color_sample) {
const size_t nf = displaced.triangle_count();
face_color.assign(nf, -1);
const bool have_w = !displaced.exclude_weight.empty();
tbb::parallel_for(tbb::blocked_range<size_t>(0, nf), [&](const tbb::blocked_range<size_t> &r) {
for (size_t t = r.begin(); t < r.end(); ++t) {
if (have_w && (displaced.exclude_weight[t * 3] + displaced.exclude_weight[t * 3 + 1] +
displaced.exclude_weight[t * 3 + 2]) / 3.f > 0.99f)
continue;
const Vec3f &a = displaced.pos[t * 3], &b = displaced.pos[t * 3 + 1], &c = displaced.pos[t * 3 + 2];
face_color[t] = color_sample((a + b + c) / 3.f, displaced.nrm[t * 3]);
}
});
}
// Harvesting alone is asked for by handing it the count it already has: nothing is then
// over the target, so the loop only ever pops collapses under the tolerance.
const size_t before = displaced.triangle_count();
@@ -350,6 +362,7 @@ PipelineResult run_pipeline(const TriSoup &input, const HeightSampleFn &sample,
result.locked_over_budget = dec.locked_over_budget;
result.budget_limited = result.simplified = dec.target_cost_detail;
displaced = std::move(dec.geometry);
face_color = std::move(dec.face_color);
lap("decimate", displaced, over_budget ? "over budget, simplified" : "flat faces harvested");
BOOST_LOG_TRIVIAL(info) << "TextureBake decimate: " << before << " -> " << displaced.triangle_count()
<< (over_budget ? " (budget " : " (flat harvest, budget ") << target << ")";
@@ -377,7 +390,7 @@ PipelineResult run_pipeline(const TriSoup &input, const HeightSampleFn &sample,
// 6. Close the T-junctions decimation left behind. Only meaningful when it ran.
if (mode == PipelineMode::Export && parent.empty()) {
displaced = resolve_t_junctions(displaced);
displaced = resolve_t_junctions(displaced, {}, &result.face_color);
lap("repair", displaced);
}
@@ -108,9 +108,27 @@ using PipelineProgressFn = std::function<bool(const char *stage, double fraction
// colour-boundary creases. Only consulted when the mesh is over budget.
using ColorSampleFn = std::function<int(const Vec3f &centroid, const Vec3f &normal)>;
// Sentinels for PipelineResult::face_color.
static constexpr int FACE_UNPAINTED = -1; // the paint did not cover this face's origin
static constexpr int FACE_NO_COLOUR = -2; // painted, but the sampler returned nothing at this point
struct PipelineResult
{
TriSoup geometry;
// One entry per output face, carried through decimation, the T-junction repair and the weld.
// FACE_UNPAINTED means the paint never covered the geometry this face came from; anything else means
// it did, and is the palette index `color_sample` returned there (FACE_NO_COLOUR when it returned
// none). The distinction matters: the sampler answers for points on the *base* surface, and these
// are sampled on the displaced one, so a painted face can easily come back without a colour. Only
// the painted/unpainted split is reliable here, and that is what a caller should use it for.
//
// Empty unless the caller gave a `color_sample`.
//
// A caller that needs per-face colour must use this rather than sampling the result again. The
// result is displaced geometry: a point on it is no longer where its base surface was, so matching
// it back by proximity colours whatever base surface happens to be nearest - which on a part thinner
// than the relief depth is the *opposite* face, picking up the texture meant for the painted one.
std::vector<int> face_color;
// Output face -> input face. Empty in Export mode, where decimation invalidates it.
std::vector<int> face_parent_id;
bool safety_cap_hit = false;
@@ -72,7 +72,8 @@ size_t count_area_slivers(const TriSoup &geometry)
return n;
}
TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts)
TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts,
std::vector<int> *face_color)
{
const size_t n_tri = geometry.triangle_count();
const double on_tol2 = opts.on_seg_tol * opts.on_seg_tol;
@@ -98,7 +99,12 @@ TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts)
// grid. A needle reads as watertight yet is deleted downstream, and dropping it leaves exactly
// the on-edge-vertex topology the pass below closes.
std::vector<std::array<int, 3>> faces;
// Parallel to `faces` throughout, so a split or a dropped degenerate keeps the two in step.
const bool track_color = face_color != nullptr && !face_color->empty();
std::vector<int> colors;
faces.reserve(n_tri);
if (track_color)
colors.reserve(n_tri);
for (size_t t = 0; t < n_tri; ++t) {
const int a = vid[t * 3], b = vid[t * 3 + 1], c = vid[t * 3 + 2];
if (a == b || b == c || a == c)
@@ -108,6 +114,8 @@ TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts)
if (u.cross(w).squaredNorm() < DEGENERATE_AREA_SQ)
continue;
faces.push_back({ a, b, c });
if (track_color)
colors.push_back(t < face_color->size() ? (*face_color)[t] : -1);
}
for (int iter = 0; iter < opts.max_iters; ++iter) {
@@ -166,11 +174,16 @@ TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts)
break;
std::vector<std::array<int, 3>> next;
std::vector<int> next_colors;
next.reserve(faces.size() + splits.size() * 2);
if (track_color)
next_colors.reserve(next.capacity());
for (size_t fi = 0; fi < faces.size(); ++fi) {
const auto it = splits.find(fi);
if (it == splits.end()) {
next.push_back(faces[fi]);
if (track_color)
next_colors.push_back(colors[fi]);
continue;
}
const auto &f = faces[fi];
@@ -195,11 +208,18 @@ TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts)
seq.insert(seq.end(), sp.mids.rbegin(), sp.mids.rend());
seq.push_back(sp.a);
}
for (size_t s = 0; s + 1 < seq.size(); ++s)
for (size_t s = 0; s + 1 < seq.size(); ++s) {
next.push_back({ seq[s], seq[s + 1], apex });
if (track_color)
next_colors.push_back(colors[fi]); // every piece of a split face keeps its colour
}
}
faces.swap(next);
if (track_color)
colors.swap(next_colors);
}
if (track_color)
*face_color = std::move(colors);
TriSoup out;
out.pos.reserve(faces.size() * 3);
@@ -43,7 +43,12 @@ struct RepairOptions
int max_iters = 16;
};
TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts = {});
// `face_color`, when given, is read as one entry per input face and rewritten to match the output: a
// face split to close a T-junction hands its colour to every piece, and a degenerate face dropped on
// the way takes its entry with it. Without this the caller would have no way to keep a per-face colour
// across this pass, which changes the triangle count.
TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts = {},
std::vector<int> *face_color = nullptr);
} // namespace TextureBake
} // namespace Slic3r
+22 -11
View File
@@ -2372,12 +2372,11 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
//
// The *palette* index, not the printed filament. The decimation treats any edge whose two faces
// differ as a crease (TextureBakeDecimate.cpp), so it must only ever see where the **perceived**
// colour changes - which is exactly what ColorResolveFn's own contract says the interleaving may
// never be fed into. Handing it the resolved filament made every Z band boundary a crease: on an
// upright wall that is one crease per band, so the collapse ran along those lines and left a stack
// of horizontal slivers, each printing in a single filament. Those were the horizontal colour
// lines in the baked result, and they also spent the triangle budget drawing a pattern the eye is
// meant to blend away. Faces the paint excludes are skipped by the pipeline itself.
// colour changes. A mix is one perceived colour however its components are laid down, which is why
// it has to be the palette index here: back when this was handed a per-triangle interleave instead,
// every band boundary read as a crease, the collapse ran along those lines and left a stack of
// horizontal slivers, and the triangle budget went on drawing a pattern the eye is meant to blend
// away. Faces the paint excludes are skipped by the pipeline itself.
const TextureBake::ColorSampleFn color_sample =
color_sampler ? TextureBake::ColorSampleFn([&color_sampler](const Vec3f &p, const Vec3f &n) {
return color_sampler(p, n);
@@ -2403,7 +2402,7 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
stats->triangles_budget = result.triangles_budget;
stats->budget_limited = result.budget_limited;
}
indexed_triangle_set out = TextureBake::to_indexed_triangle_set(result.geometry);
indexed_triangle_set out = TextureBake::to_indexed_triangle_set(result.geometry, &result.face_color);
if (out.indices.empty())
return mesh;
if (flip_normals)
@@ -2424,6 +2423,8 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
max_depth = std::max(max_depth, std::abs(layer.depth_mm));
const float relief_tol = max_depth + paint_tol;
std::vector<int> palette(out.indices.size(), -1);
const std::vector<int> &face_mask = result.face_color;
const bool have_face_mask = face_mask.size() == out.indices.size();
tbb::parallel_for(tbb::blocked_range<size_t>(0, out.indices.size()), [&](const tbb::blocked_range<size_t> &r) {
for (size_t i = r.begin(); i < r.end(); ++i) {
const stl_triangle_vertex_indices &t = out.indices[i];
@@ -2439,8 +2440,19 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
// reason; this path was the inconsistent one.
Vec3f foot = centroid, base_n = Vec3f::UnitZ();
const float d2 = painted_closest(centroid, &foot, &base_n);
if (!all_painted && d2 >= relief_tol * relief_tol)
// Which faces may be coloured comes from the pipeline, which recorded it on the
// refined mesh where the paint mask is exact, and carried it through the collapse,
// the T-junction repair and the weld. Proximity cannot answer this: a displaced face
// is no longer where its base was, so on a part thinner than the relief depth the
// nearest painted surface to the *opposite* face is the painted one, and the texture
// appeared there too. Only the position to sample at still comes from the base
// surface, for the projection reason above.
if (have_face_mask) {
if (face_mask[i] == TextureBake::FACE_UNPAINTED)
continue;
} else if (!all_painted && d2 >= relief_tol * relief_tol) {
continue;
}
palette[i] = sampler(foot, base_n);
}
});
@@ -2462,7 +2474,7 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
Vec3f normal = (b - a).cross(c - a);
const float nl = normal.norm();
normal = (nl > 0.f) ? Vec3f(normal / nl) : Vec3f::UnitZ();
const int filament = color->resolve ? color->resolve(palette[i], centroid, normal) : palette[i];
const int filament = palette[i];
if (filament >= 0)
out_color[i] = uint8_t(std::min(filament + 1, 255));
}
@@ -2919,8 +2931,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
Vec3f normal = (b - a).cross(c - a);
const float nl = normal.norm();
normal = (nl > 0.f) ? Vec3f(normal / nl) : Vec3f::UnitZ();
const int filament = color->resolve ? color->resolve(triangle_palette[i], centroid, normal)
: triangle_palette[i];
const int filament = triangle_palette[i];
if (filament >= 0)
out_color[i] = uint8_t(std::min(filament + 1, 255));
}
+2 -38
View File
@@ -321,25 +321,6 @@ struct TextureDisplacementLayer
}
};
// How a *mixed* palette entry - one that names two filaments rather than one - is turned into real
// per-facet paint. An MMU extrudes one filament at a time, so an intermediate colour exists only by
// interleaving two of them finely enough that the eye does the blending.
enum class ColorMixMode : int
{
// Horizontal bands: which of the two filaments a point takes depends on its height, so
// consecutive print layers alternate. This is how filament-blend prints actually work, and on a
// vertical-ish surface it reads as a genuinely smooth colour. On a near-horizontal surface a whole
// layer is one band, so the blend disappears - that is what XYDither is for.
ZBands = 0,
// An ordered (Bayer) checkerboard across the surface, at any orientation. Independent of layer
// height, but its cell is around the size of one facet, so a fine mix can read as texture rather
// than as a clean blend.
XYDither = 1,
// Per triangle, by its orientation: bands where the surface is upright enough for consecutive
// layers to alternate, the checkerboard where it faces up or down and a layer would be one band.
// The default - a flat-topped part with a mix on top gets no blend at all from bands alone.
Auto = 2,
};
// Settings that apply to the whole layer stack rather than to one layer, held per ModelVolume next
// to texture_displacement_layers and consumed by build_texture_displacement().
@@ -406,7 +387,6 @@ 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;
ColorMixMode color_mix_mode = ColorMixMode::Auto;
// 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.
@@ -414,11 +394,9 @@ struct TextureDisplacementOptions
template<class Archive> void serialize(Archive &ar)
{
int mix_mode = int(color_mix_mode);
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, mix_mode, color_despeckle);
color_mix_mode = ColorMixMode(mix_mode);
v2_relocate, color_mix_enabled, color_despeckle);
}
};
@@ -511,17 +489,9 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
// is. See GLGizmoTextureDisplacement::make_palette_quantizer().
using ColorQuantizeFn = std::function<int(const Vec3f &)>;
// Resolves a palette index plus a surface position to the filament index that position should print
// in. A pure entry ignores the position; a mixed one interleaves its two filaments per ColorMixMode.
//
// Deliberately separate from ColorQuantizeFn, and deliberately *not* used by the subdivision's colour
// criterion: that criterion asks where the **perceived** colour changes, and must not see the
// interleaving. Refining on every band or dither-cell boundary would spend the whole triangle budget
// drawing a pattern the eye is supposed to blend away.
using ColorResolveFn = std::function<int(int palette_index, const Vec3f &pos, const Vec3f &normal)>;
// One printable colour: either a loaded filament on its own, or a blend of two of them realised by
// interleaving (see ColorMixMode). Plain data, so it can be captured into a background job.
// 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
@@ -538,9 +508,6 @@ struct TextureColorSettings
{
std::vector<PrintableColor> palette;
std::vector<PrintableColor> palette_pure; // the filaments alone, for flat-colour images
ColorMixMode mix_mode = ColorMixMode::ZBands;
float layer_height = 0.2f; // sizes the Z bands
float dither_cell_mm = 0.4f; // sizes the XY dither cells
int despeckle_passes = 2;
bool empty() const { return palette.empty(); }
@@ -780,9 +747,6 @@ struct TextureColorRequest
// made of flat colours (TextureDetail::flat_colors) is matched with this one, so a tile or a logo
// prints in single filaments while a photograph on another layer may still use mixes.
ColorQuantizeFn quantize_pure;
// Palette index + position -> filament. Optional: without it a palette index is taken to be a
// filament index directly, which is the no-mixing case.
ColorResolveFn resolve;
// Majority-filter passes over the *perceived* colour, before any interleaving is resolved.
//
// Sampling a detailed image once per triangle leaves salt-and-pepper wherever the image's own
@@ -1514,11 +1514,8 @@ void GLGizmoTextureDisplacement::render_shaded_preview_mesh()
// How the entry prints: its filament, or for a mix the two it interleaves and in what ratio.
shader->set_uniform(("palette_a" + idx).c_str(), e.a);
shader->set_uniform(("palette_b" + idx).c_str(), e.b);
shader->set_uniform(("palette_num" + idx).c_str(), e.num);
shader->set_uniform(("palette_den" + idx).c_str(), e.den);
}
// The filaments those indices refer to, and the interleave the shader resolves a mix with - the
// same inputs make_mix_resolver() gets, so the preview shows the pattern that prints rather than
// 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;
@@ -1527,9 +1524,6 @@ void GLGizmoTextureDisplacement::render_shaded_preview_mesh()
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()));
}
shader->set_uniform("mix_mode", int(mv->texture_displacement_options.color_mix_mode));
shader->set_uniform("layer_height", color_band_mm(*mv)); // as color_settings_for()
shader->set_uniform("dither_cell", std::max(m_subdivide_color_mm, 0.05f) * 2.f); // as color_settings_for()
if (color_tex != nullptr) {
shader->set_uniform("color_tex", 1);
glsafe(::glActiveTexture(GL_TEXTURE1));
@@ -2074,7 +2068,13 @@ void GLGizmoTextureDisplacement::queue_preview_job()
// 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.
const std::vector<ColorRGBA> filaments = m_palette_filaments;
// 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();
m_preview_job_running = true;
auto &worker = wxGetApp().plater()->get_ui_job_worker();
@@ -4271,19 +4271,44 @@ 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);
out.mix_mode = mv.texture_displacement_options.color_mix_mode;
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.despeckle_passes = mv.texture_displacement_options.color_despeckle;
out.layer_height = color_band_mm(mv);
// The dither cell is tied to the colour-detail target: a cell much smaller than a facet cannot be
// drawn at all, and one much larger stops reading as a blend and starts reading as a check.
out.dither_cell_mm = std::max(m_subdivide_color_mm, 0.05f) * 2.f;
return out;
}
@@ -4296,10 +4321,15 @@ const std::vector<GLGizmoTextureDisplacement::PaletteEntry> &GLGizmoTextureDispl
const ModelVolume *mv = texture_volume();
const bool mixing = mv != nullptr && mv->texture_displacement_options.color_mix_enabled;
std::vector<ColorRGBA> filaments = filament_palette();
if (m_palette_cache.empty() || filaments != m_palette_filaments || mixing != m_palette_mixing) {
// 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) {
m_palette_filaments = std::move(filaments);
m_palette_mixing = mixing;
m_palette_cache = make_palette(m_palette_filaments, mixing);
m_palette_cap = cap;
m_palette_cache = make_palette(m_palette_filaments, mixing, cap);
m_palette_quantizer = make_palette_quantizer(m_palette_cache);
}
return m_palette_cache;
@@ -4307,40 +4337,29 @@ const std::vector<GLGizmoTextureDisplacement::PaletteEntry> &GLGizmoTextureDispl
std::vector<ColorRGBA> GLGizmoTextureDisplacement::filament_palette()
{
std::vector<ColorRGBA> palette = wxGetApp().plater()->get_extruders_colors();
// mmu_segmentation_facets encodes the filament in a 6-bit prefix code and stops at Extruder16.
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".
const auto *is_mixed = wxGetApp().preset_bundle->project_config.option<ConfigOptionBools>("filament_is_mixed");
std::vector<ColorRGBA> palette;
palette.reserve(all.size());
for (size_t i = 0; i < all.size(); ++i)
if (is_mixed == nullptr || i >= is_mixed->values.size() || !is_mixed->values[i])
palette.push_back(all[i]);
// A paint mask can only name so many states, and every mix spends one beside these.
if (palette.size() > size_t(EnforcerBlockerType::ExtruderMax))
palette.resize(size_t(EnforcerBlockerType::ExtruderMax));
return palette;
}
float GLGizmoTextureDisplacement::color_band_mm(const ModelVolume &mv)
{
const float lh = print_layer_height();
const float edge = (mv.texture_displacement_options.v2_refine_mm > 0.f) ? mv.texture_displacement_options.v2_refine_mm
: v2_recommendation(mv).edge_mm;
if (edge <= 0.f || lh <= 0.f)
return lh;
// A refined triangle of edge e stacks in rows about 0.87 * e apart (an equilateral triangle's
// height), and a dither needs at least two rows per period to be a dither at all.
constexpr float ROW_PER_EDGE = 0.87f;
return lh * std::max(1.f, std::ceil(2.f * ROW_PER_EDGE * edge / lh));
}
float GLGizmoTextureDisplacement::print_layer_height()
{
try {
const DynamicPrintConfig &cfg = wxGetApp().preset_bundle->prints.get_edited_preset().config;
if (const ConfigOptionFloat *opt = cfg.option<ConfigOptionFloat>("layer_height"); opt != nullptr)
if (opt->value > 1e-3)
return float(opt->value);
} catch (...) {
}
return 0.2f;
}
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::make_palette(
const std::vector<ColorRGBA> &filaments, bool mixing)
const std::vector<ColorRGBA> &filaments, bool mixing, int max_entries)
{
std::vector<PaletteEntry> out;
const int n = int(filaments.size());
@@ -4357,7 +4376,7 @@ std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement
const int pairs = n * (n - 1) / 2;
int steps = 0;
for (int s = 5; s >= 1; --s)
if (n + pairs * s <= PALETTE_MAX_ENTRIES) {
if (n + pairs * s <= max_entries) {
steps = s;
break;
}
@@ -4379,51 +4398,6 @@ std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement
return out;
}
ColorResolveFn GLGizmoTextureDisplacement::make_mix_resolver(const std::vector<PaletteEntry> &palette,
ColorMixMode mode, float layer_height,
float cell_mm)
{
if (palette.empty())
return nullptr;
auto entries = std::make_shared<std::vector<PaletteEntry>>(palette);
const float band = std::max(layer_height, 0.01f);
const float cell = std::max(cell_mm, 0.01f);
return [entries, mode, band, cell](int index, const Vec3f &pos, const Vec3f &normal) -> int {
if (index < 0 || size_t(index) >= entries->size())
return -1;
const PaletteEntry &e = (*entries)[size_t(index)];
if (!e.is_mix())
return e.a;
// Which of the two filaments this point falls on. Both patterns are *ordered*, never random:
// the eye blends a regular pattern into a flat colour, and turns a random one into noise.
// Auto: bands wherever the surface is steeper than ~45 degrees - consecutive layers alternate
// there, which is how a blend prints and reads. On a flat-facing surface a layer is one band
// and the only way to interleave is a checkerboard across the surface, which at print scale
// reads as a pattern rather than a colour; there the mix falls back to its dominant filament.
const bool upright = std::abs(normal.z()) < 0.7f;
if (mode == ColorMixMode::Auto && !upright)
return e.num * 2 >= e.den ? e.a : e.b;
const bool bands = mode == ColorMixMode::ZBands || mode == ColorMixMode::Auto;
if (bands) {
// One band per print layer. floorf, not a cast, so this stays correct below z = 0.
const int slot = int(std::floor(pos.z() / band));
const int phase = ((slot % e.den) + e.den) % e.den;
return phase < e.num ? e.a : e.b;
}
// Ordered 4x4 Bayer over the surface, indexed by position so the pattern is stable in space
// rather than in triangle order (which would move under any remesh, and read as noise).
static const int BAYER[16] = { 0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5 };
const int gx = ((int(std::floor(pos.x() / cell)) % 4) + 4) % 4;
const int gy = ((int(std::floor(pos.y() / cell)) % 4) + 4) % 4;
// A third axis would be ideal, but the two dominant ones are enough for a surface pattern and
// keep the cell square on the faces that matter.
const float threshold = (float(BAYER[gy * 4 + gx]) + 0.5f) / 16.f;
return (float(e.num) / float(e.den)) > threshold ? e.a : e.b;
};
}
ColorQuantizeFn GLGizmoTextureDisplacement::make_palette_quantizer(const std::vector<PaletteEntry> &palette)
{
if (palette.empty())
@@ -4460,10 +4434,15 @@ 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. Spend it only where it buys a clearly better match than the nearest
// single filament: ten Delta E is a visible step, less is not worth the stripes.
constexpr float PREFER_PURE_DE = 10.f;
// 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;
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);
@@ -4563,7 +4542,7 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
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 (see ColorResolveFn).
// colour, never the interleaving that realises a mix - the slicer does that per 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.
@@ -6148,24 +6127,6 @@ 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) {
slider_label(_L("Mix by"));
const std::string mix_z = _u8L("Layers");
const std::string mix_xy = _u8L_CONTEXT("Surface", "Texture Displacement");
const std::string mix_auto = _u8L("Automatic");
const char *mix_items[] = { mix_z.c_str(), mix_xy.c_str(), mix_auto.c_str() };
int mix_mode = int(opts.color_mix_mode);
ImGui::SetNextItemWidth(-card_pad);
if (scoped_combo("##color_mix_mode", &mix_mode, mix_items, IM_ARRAYSIZE(mix_items))) {
opts.color_mix_mode = ColorMixMode(mix_mode);
m_preview_params_dirty = true;
}
hover_tip(_u8L("Layers: the two filaments alternate between print layers, which "
"blends smoothly on upright surfaces but disappears on flat-facing "
"ones, where a whole layer is a single band.\n"
"Surface: a fine checkerboard across the surface, which works at "
"any angle but can read as texture rather than as a blend.\n"
"Automatic: layers on upright faces; flat-facing faces take the nearer "
"single filament, since a checkerboard there shows as a pattern."));
ImGui::TextDisabled("%s", Slic3r::format(_u8L("%1% printable colors from %2% filaments"),
int(cached_palette().size()), int(m_palette_filaments.size())).c_str());
}
@@ -81,7 +81,11 @@ public:
// 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.
static std::vector<PaletteEntry> make_palette(const std::vector<ColorRGBA> &filaments, bool mixing);
// `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);
// 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
@@ -95,9 +99,6 @@ public:
// 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
// cells. See ColorResolveFn for why this is separate from the quantizer.
static ColorResolveFn make_mix_resolver(const std::vector<PaletteEntry> &palette, ColorMixMode mode,
float layer_height, float cell_mm);
// Everything the jobs need to colour with, for the current volume: palette, mix mode, layer
// height, despeckle. Empty when no layer is actually colouring.
@@ -106,16 +107,20 @@ public:
// 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.
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 loaded filaments, clamped to the sixteen mmu_segmentation_facets can address.
static std::vector<ColorRGBA> filament_palette();
// The print's layer height, which sizes ColorMixMode::ZBands. Falls back to 0.2 mm if it cannot be
// read - a wrong band size is a cosmetic error, not a reason to refuse to colour anything.
static float print_layer_height();
// 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,
@@ -123,7 +128,6 @@ public:
// 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.
float color_band_mm(const ModelVolume &mv);
// 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
@@ -53,9 +53,6 @@ void TextureDisplacementBakeJob::process(Ctl &ctl)
color_request.quantize = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette);
if (!m_input.color.palette_pure.empty())
color_request.quantize_pure = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette_pure);
color_request.resolve = GLGizmoTextureDisplacement::make_mix_resolver(
m_input.color.palette, m_input.color.mix_mode, m_input.color.layer_height,
m_input.color.dither_cell_mm);
color_request.despeckle_passes = m_input.color.despeckle_passes;
color_request.out_triangle = &m_triangle_color;
if (color_request.quantize)
@@ -32,9 +32,6 @@ void TextureDisplacementPreviewJob::process(Ctl &ctl)
color_request.quantize = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette);
if (!m_input.color.palette_pure.empty())
color_request.quantize_pure = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette_pure);
color_request.resolve = GLGizmoTextureDisplacement::make_mix_resolver(
m_input.color.palette, m_input.color.mix_mode, m_input.color.layer_height,
m_input.color.dither_cell_mm);
color_request.despeckle_passes = m_input.color.despeckle_passes;
color_request.out_triangle = &m_result.triangle_color;
if (color_request.quantize)
+80
View File
@@ -937,6 +937,7 @@ struct Sidebar::priv
StaticLine* m_text_mixed_title{nullptr};
ScalableButton* m_btn_mixed_add{nullptr};
ScalableButton* m_btn_mixed_del{nullptr};
ScalableButton* m_btn_mixed_del_all{nullptr};
wxScrolledWindow* m_mixed_scroll_area{nullptr}; // independent scrollbar for mixed rows
wxPanel* m_panel_mixed_content{nullptr};
wxBoxSizer* m_sizer_mixed_filaments{nullptr}; // two-column, mirrors sizer_filaments
@@ -3451,6 +3452,11 @@ Sidebar::Sidebar(Plater *parent)
});
title_sizer->Add(p->m_btn_mixed_del, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, FromDIP(SidebarProps::IconSpacing()));
p->m_btn_mixed_del_all = new ScalableButton(p->m_panel_mixed_title, wxID_ANY, "delete_all_filaments");
p->m_btn_mixed_del_all->SetToolTip(_L("Remove all mixed filaments"));
p->m_btn_mixed_del_all->Bind(wxEVT_BUTTON, [this](wxCommandEvent&) { remove_all_mixed_filaments(); });
title_sizer->Add(p->m_btn_mixed_del_all, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, FromDIP(SidebarProps::IconSpacing()));
p->m_btn_mixed_add = new ScalableButton(p->m_panel_mixed_title, wxID_ANY, "add_filament");
p->m_btn_mixed_add->SetToolTip(_L("Add mixed filament"));
p->m_btn_mixed_add->Bind(wxEVT_BUTTON, [this](wxCommandEvent&) { add_mixed_filament(); });
@@ -5124,6 +5130,58 @@ static bool create_mixed_filament_from_result(
return true;
}
int Sidebar::ensure_mixed_filament(const std::vector<unsigned int> &components, const std::vector<int> &ratios)
{
if (components.size() < 2 || components.size() != ratios.size())
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)
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 (wxGetApp().preset_bundle->filament_presets.size() >= size_t(EnforcerBlockerType::ExtruderMax))
return -1;
std::vector<std::string> color_strs, names, types;
collect_physical_filament_info(color_strs, names, types);
MixedFilamentResult result;
result.components = components;
result.ratios = ratios;
const size_t created_at = wxGetApp().preset_bundle->filament_presets.size();
if (!create_mixed_filament_from_result(this, result, color_strs))
return -1;
return int(created_at);
}
void Sidebar::add_mixed_filament()
{
auto* plater = dynamic_cast<Plater*>(GetParent());
@@ -5301,6 +5359,28 @@ void Sidebar::edit_mixed_filament(size_t panel_idx)
}
}
void Sidebar::remove_all_mixed_filaments()
{
auto *plater = dynamic_cast<Plater *>(GetParent());
if (plater == nullptr)
return;
const size_t count = plater->mixed_filament_config_indices().size();
if (count == 0)
return;
// Worth a confirmation: this drops filament slots the model may be painted with, and anything
// painted in one falls back to a plain filament.
MessageDialog dlg(this, format_wxstr(_L("Remove all %1% mixed filaments?"), count), _L("Mixed Filament"),
wxYES_NO | wxNO_DEFAULT | wxICON_QUESTION);
if (dlg.ShowModal() != wxID_YES)
return;
// Back to front: delete_mixed_filament_at() indexes the list as it stands, so removing from the end
// leaves the indices of everything still to go untouched.
for (size_t i = count; i-- > 0;)
delete_mixed_filament_at(i);
}
void Sidebar::delete_mixed_filament_at(size_t panel_idx)
{
auto* plater = dynamic_cast<Plater*>(GetParent());
+11
View File
@@ -291,8 +291,19 @@ 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.
//
// 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
// 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);
void delete_mixed_filament_at(size_t idx);
// Drops every mixed filament at once, after confirming. The texture displacement gizmo can create
// one slot per colour in its palette, so clearing them one at a time is tedious.
void remove_all_mixed_filaments();
void decompose_filament_color(int filament_idx);
void recalc_filament_scroll_sizes();
void update_mixed_filament_list();