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Add texture displacement documentation
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TEXTURE_DISPLACEMENT.md
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# Texture Displacement — Technical Notes
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Branch: `feature/texture_displacement`. This document is a knowledge dump of the whole feature as
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it stands: architecture, file map, algorithms, known bugs found and fixed (with root causes worth
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remembering), and what's still deferred. Written so a fresh session (or a fresh pair of eyes) can
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pick this up without re-deriving everything from scratch.
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## What it does
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A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you:
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- Paint one or more "layers" onto a model's surface, each a height-map texture with its own
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depth/tiling/rotation/offset/invert/tile-mode/projection-mode/blend-mode.
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- Pick a texture from a shipped library (`resources/textures/displacement/`) or import your own
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(saved into `<data_dir>/textures/displacement/`, kept separate so app updates can't clobber it).
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- Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide).
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- Preview the true displaced result live, before baking (background job, not on the UI thread).
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- Optionally preview via a fast GPU bump-map shader instead (no real geometry movement, just
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shading) for a lighter-weight alternative.
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- Bake into real mesh geometry on demand, restricted to the painted area only.
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- Subdivide a low-poly model first so there are enough vertices to show fine detail.
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- Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated,
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dockable 2D "UV Editor" pane.
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## Architecture
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### Data model (per `ModelVolume`)
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Each of up to `TEXTURE_DISPLACEMENT_MAX_LAYERS` (8) layers gets its **own independent
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`FacetsAnnotation`** paint mask — the exact same `TriangleSelector`/`FacetsAnnotation` machinery
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every other paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance
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per layer slot instead of one per volume. This is what makes "layered/blended" painting work for
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free: the same triangle can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and
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at bake/preview time each layer displaces the surface left by the previous one (image-editor-layer
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semantics).
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**Important gotcha**: `ModelVolume` does **not** hold `std::array<FacetsAnnotation, 8>`. It holds
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8 individually-named fields (`texture_displacement_facets_0` .. `_7`) plus a
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`texture_displacement_facet(int slot)` accessor. Reason: `FacetsAnnotation`'s ctor is private,
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friended only to `ModelVolume`; `std::array`'s own implicitly-generated special member functions
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are generated with **`std::array`'s** access rights, not the enclosing class's, so friendship does
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not propagate through the array wrapper. This is a real MSVC C2280 if you try it — confirmed by
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attempting it. `TextureDisplacementFacetsData` (a `std::array<TriangleSelector::TriangleSplittingData, 8>`,
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used to carry paint-mask *data* around, e.g. into the bake job) is fine as a real `std::array`
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since `TriangleSplittingData` has an ordinary public ctor — only the `FacetsAnnotation` object
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itself has the friend-ctor problem.
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Plus `std::vector<TextureDisplacementLayer> texture_displacement_layers;` — the plain-data layer
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definitions (texture bytes + params), ordinary public ctor, safe in a vector.
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Touch points that had to mirror the existing `FacetsAnnotation` pattern (see `supported_facets` for
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the template): all constructors' asserts, copy ctors' init lists, the `-1`-id deserialization ctor,
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`set_new_unique_id()`, cereal `save`/`load`, `is_texture_displacement_painted()`, and
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`reset_extra_facets()` (called whenever a topology-changing op like Simplify or subdivision
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replaces the mesh — this is what drops any unbaked texture-displacement paint, since there's no
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remap-across-topology-change support for it yet, see Limitations).
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### Bake algorithm (`libslic3r/TextureDisplacement.cpp`)
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`build_texture_displacement(base_mesh, layers, facets_data)` is **accumulate-then-displace, and
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topology-preserving**: the returned mesh has exactly the input's vertices and triangles, in the same
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order — only the positions of displaced vertices differ.
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1. `its_compactify_vertices()` on a copy of the input. In practice a no-op (it only drops
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*unreferenced* vertices, and preserves the order and indices of the rest). It is there to
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guarantee the index alignment step 3 depends on.
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2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both
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projects and displaces along these, so a vertex covered by several layers moves along one single
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well-defined direction.
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3. For each layer in slot order: deserialize its stored paint mask into a `TriangleSelector` against
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the **base mesh** (never against a previous layer's output), then
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`selector.get_facets_strict(ENFORCER)` → the painted patch. Two facts are exploited:
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- `get_facets_strict()` returns the mesh's **entire** referenced vertex array regardless of which
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state was asked for — only `.indices` is filtered by state. So `get_facets_strict(ENFORCER)`
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and `get_facets_strict(NONE)` share identical vertex indexing, which is what lets boundary
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detection be a plain index check instead of a position-hash lookup.
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- The selector's vertex array *starts with* the mesh's own vertices (extra ones created where a
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brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the
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referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**.
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Split vertices live past the end of our array and are simply skipped — they sit on the paint
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boundary anyway (splitting only happens at partial coverage), so they would be pinned regardless.
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4. A vertex used by at least one **unpainted** triangle is a boundary vertex — pinned, never
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displaced (its final position is ambiguous, it belongs to both regions). Only vertices used
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exclusively by painted triangles get displaced. This is what keeps bakes seamless with zero
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remeshing/hole-filling at the seam.
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5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods)
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and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's
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`TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once**
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per vertex, no matter how many of the patch's triangles share it — otherwise a Multiply/Subtract
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layer would apply two or three times over depending on local triangle fan-out.
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6. Finally, move each touched vertex along its (step 2) normal by its accumulated total.
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**This replaced a sequential design** that re-meshed after each layer and carried the next layer's
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paint mask onto the result with `TriangleSelector::remap_painting()`. That was the root cause of the
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reported "the second texture is never applied" bug: remapping a mask onto a mesh whose vertices had
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just been displaced out from under it routinely produced an empty bitstream, and the layer was then
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silently `continue`d past. It was also what forced the per-layer vertex duplication and the final
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`its_compactify_vertices()` weld. The current formulation has neither problem, is substantially
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faster (no remap, no welding, one pass), makes blend modes possible at all (they need a shared
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per-vertex accumulator, which sequential re-meshing cannot provide), and — because the output keeps
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the input's exact vertex indexing — lets GUI code overlay a preview on the base mesh with no index
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translation.
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### Blend modes
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`TextureBlendMode` {Add, Subtract, Multiply, Divide}, per layer, applied per vertex against the
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total accumulated by the layers **below** it (lower slots). The quantity blended is a signed
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displacement in **mm**, not a pixel value.
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Add/Subtract are self-explanatory. Multiply/Divide are *scaling* operations and so need a unit
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convention: they treat the layer's own value as a **factor relative to 1 mm**. That makes `depth_mm`
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a gain, and — the property that makes a Multiply layer usable as a mask — a layer with depth 1 mm
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sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged.
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Divide floors its divisor's magnitude at 0.05 — a black texel samples to *exactly* zero, so the
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divisor really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands
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of mm away and poison the mesh's bounding box (and every plate/print-volume check downstream). The
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floor doubles as a cap on how far Divide can amplify the relief beneath it: at most 20×.
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The **lowest painted layer ignores its blend mode**: it has nothing beneath it, and Multiply/Divide
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against an implicit zero base would annihilate (or blow up) it. Enforced in `build_texture_
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displacement()` (the first layer to reach a given vertex always folds in additively) and surfaced in
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the UI, which labels that layer "Base layer" instead of offering a control that silently does nothing.
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### Projection methods
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Four choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()`
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(scale by `1/tiling_scale`, rotate by `rotation_deg`, add `offset`). They are dispatched by
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`sample_layer_height()`, which returns a **height**, not a UV — because Triplanar takes three
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texture samples per vertex and so has no single UV that represents it.
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- **Triplanar** (default) — samples the texture on all three world planes (`(y,z)`, `(x,z)`, `(x,y)`)
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and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4).
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This is the fix for a real, user-reported bug. The previous version *hard-picked* the single axis
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most aligned with the normal, which is discontinuous wherever that dominant axis flips: on a +X
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face the planar coordinate is `(y, z)`, on a −Y face it is `(x, z)`, so at the shared edge `u`
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jumps from `y_edge` to `x_edge`. On a box centred near the origin those two happen to **agree** at
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the (+,+) and (−,−) corners and **differ by the full corner width** at the (+,−) and (−,+) corners
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— which is exactly the "two bad corners, two good ones" symmetry that was observed. A weighted
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blend is continuous across the transition by construction, since the weight of the axis being left
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behind falls smoothly to zero. (Note this removes the hard *seam*; some cross-fade blurring in the
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band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap around a box
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needs a real unwrap — that is what the LSCM mode is for.)
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- **Cylindrical** — wraps around an axis through the patch centroid, axis auto-picked as the world
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axis *least* aligned with the average normal (perpendicular to the outward radial normal, as a
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cylinder's own axis would be). `u = angle * local_radius` (arc length in mm), `v = distance along
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axis`. Approximation, not an exact fit for arbitrary geometry.
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- **Spherical** — longitude/latitude around the centroid, scaled by local radius. Same caveat.
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- **LSCM** — real UV unwrap via `MeshBoolean::cgal::parameterize_lscm()` (CGAL's
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`Surface_mesh_parameterization` package, LSCM algorithm). Computed **once per patch** (not
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per-vertex like the others — it's a single global least-squares solve), then each vertex looks up
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its precomputed UV. Requires the patch to be a single topological disk (one connected component,
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one boundary loop) — `compute_lscm_uvs()` returns empty and the layer silently falls back to
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Triplanar if not (e.g. multiple disconnected painted islands, or a fully closed patch).
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CGAL's parameterizer needs a mesh with no isolated/unreferenced vertices, but `get_facets_strict()`
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returns the *whole* mesh's vertex array — so there's a compaction step
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(`compact_patch_with_map()`) that builds a clean sub-mesh + an index map back to the original
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(uncompacted) vertex numbering, purely local to this file.
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- **ViewProjected** ("From view") — a flat projection along a fixed direction captured from the 3D
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camera, like a slide projector. `capture_view_projection()` takes the camera's right/up axes,
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transforms them into the volume's *local* frame (so the projection rides along if the part is later
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moved), and stores them as `TextureDisplacementLayer::view_project_right/up` (unit vectors, so the
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projected coordinate stays in mm and `tiling_scale` keeps meaning mm). `sample_layer_height()`
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projects `Vec2f(dot(pos, right), dot(pos, up))`. Single-valued per point, so — like LSCM but unlike
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blended Triplanar — the fast preview and UV-check overlay precompute it per vertex
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(`compute_layer_vertex_uvs()`) and drive the shader's `use_vertex_uv` path. Faces angled away from
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the projector smear; that is inherent to view projection, not a bug.
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### Manual seams and island cutting
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`TextureDisplacementLayer::lscm_seam_edges` — undirected mesh-vertex-index edge pairs the unwrap is
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forced to cut along, on top of the dihedral-angle seams. `segment_into_charts()` takes a set of these
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(translated from mesh → compacted-patch numbering inside `compute_patch_unwrap()`) and refuses to
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union two triangles across a marked edge whatever their angle. Both the unwrap cache key and the
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gizmo's `UVEditorState` include the seam list, so marking a seam (which leaves the paint mask
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untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-space and so dropped on
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any topology change.
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Two ways to write to it:
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- **Mark seam (manual, #9)** — a "Mark seams" click mode (`m_seam_edit_mode`) that suppresses
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painting. A click raycasts the volume (`m_c->raycaster()->raycasters()[idx]->unproject_on_mesh()`,
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`idx` = the volume's slot among model-part volumes), finds the facet's edge nearest the hit point,
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and toggles it. Marked edges render as a red overlay (`render_seam_overlay()`), pulled toward the
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camera so they read on top. This is the Blender mark-seam workflow.
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- **Cut island (auto, #17)** — `cut_island()` takes the selected chart's triangles (back-mapped from
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the unwrap via `source_vertex`), finds their 3D bounding box, and marks every edge that straddles
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the mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its
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narrow waist — the "islands might be very long" case. Exposed as the UV pane's **Cut** button.
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### UV-check overlays (checker / distortion)
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`resources/shaders/{110,140}/texture_displacement_uvcheck.{vs,fs}`, one shader with a `mode` uniform,
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drawn over the painted patch (`rebuild_uvcheck_mesh()`/`render_uvcheck_mesh()`, P3N3T2: `normal.x` =
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distortion, `tex_coord` = uv), pulled forward with a polygon offset. **Checker** (#13) samples a
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procedural checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar
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otherwise) — squares that stay square mean low distortion. **Distortion** (#14) colours each triangle
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blue→green→red by `log2(uv_area / surface_area)` centred on the patch's *median* stretch (so a
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globally-scaled unwrap reads as uniformly ideal and only relative stretch shows), averaged to
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vertices. A separate **Show mesh wireframe** toggle (#8) draws the whole volume's triangle edges,
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rebuilt only when the vertex count changes (not per stroke).
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### Tiling
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`DecodedHeightTexture::sample(uv, tile_enabled, tile_method)`. Two tile methods when enabled
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(Repeat, MirroredRepeat). **When `tile_enabled` is false, sampling outside `[0,1)` returns `0`
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directly** — clamping the *coordinate* into range (what an earlier version did) instead smears the
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border row/column of pixels outward to infinity in every direction, which is a real bug that was
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reported and fixed (visually: streaky lines radiating out from the painted patch).
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### Subdivision (`subdivide_mesh_uniform()`)
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Deliberately **whole-mesh and uniform**, not limited to the painted patch. A patch-only /
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adaptive subdivision would create a classic T-junction/cracking problem where the denser
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(subdivided) and sparser (untouched) regions meet — the fine side has edge midpoints the coarse
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side doesn't know about, producing a real (non-manifold-looking) crack in the baked geometry. This
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was consciously scoped down from the original plan's "adaptive per-patch subdivider" idea to avoid
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that correctness risk (a subtly-cracked mesh is a much worse outcome than "not implemented yet").
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Algorithm: recursive 1-to-4 triangle split via edge midpoints, with a shared per-pass midpoint cache
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(keyed by sorted vertex-index pair) so triangles sharing an edge get the *same* new vertex — capped
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at `max_iterations` (default 6) passes to bound worst-case triangle-count explosion.
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Wired as a "Subdivide model" button in the gizmo panel — a real, committed geometry change (like
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Bake), using the same `save_painting()`/`set_mesh()`/`restore_painting()` dance `GLGizmoSimplify`
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uses: supported/seam/mmu/fuzzy-skin masks get remapped onto the new triangles, texture-displacement
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paint does not (no remap support yet) and is dropped rather than left pointing at now-meaningless
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triangle indices.
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### Preview pipeline (perf)
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`rebuild_preview()` used to call `build_texture_displacement()` **synchronously on the UI thread**
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on every stroke-end and every slider release. With multiple painted layers this got slow (each
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layer's PNG sampling + vertex welding + `remap_painting()` stacks up). Fixed by moving the actual
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computation into `TextureDisplacementPreviewJob` (mirrors `TextureDisplacementBakeJob`'s
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process()/finalize() split), queued on the app's shared UI job worker via plain `queue_job()` (not
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`replace_job()` — that worker is shared app-wide, including with Bake; `replace_job()` would cancel
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an in-flight bake if one happened to be running). A `m_preview_generation` counter discards stale
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results if a burst of edits queues several jobs in a row and an older one finishes after a newer one.
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Two other real perf fixes worth remembering:
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- Sliders in ImGui report "changed" continuously on every drag frame, not just once on release —
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gating the (then-synchronous) rebuild behind "mouse button not currently down" was necessary to
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stop dozens of rebuilds per drag.
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- `decode_height_texture()` used to re-decode the same PNG from scratch on every call. Now cached
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in `TextureDisplacement.cpp`, keyed by a `weak_ptr` to the layer's `image_data` (not just the raw
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pointer — a `weak_ptr` correctly detects a freed-then-reused address, where a raw-pointer key
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would alias a stale cache entry onto an unrelated later texture).
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### Fast bump preview (GPU-only, no CPU meshing)
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`resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}`, registered as
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`"texture_displacement_bump"`. Perturbs the *shading* normal from the height texture's local
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gradient instead of moving geometry — active-layer-only, toggled via a "Fast preview (normal map)"
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checkbox. Vertex format is `GLModel::Geometry::EVertexLayout::P3N3T2`: `normal.x` carries the
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per-vertex paint weight (0/1) and `tex_coord` carries a precomputed texture UV, so it can use
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`GLModel` normally instead of needing a hand-rolled VBO/VAO manager. Weight buffer is
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rebuilt at the same cadence as the true-displacement preview (stroke-end/slider-release), using the
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**live** `TriangleSelector` state (not the flushed model facets), so it doesn't lag by a full model
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round-trip.
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The perturbed normal is the analytic one for a height field `H = ±depth_mm · h(uv)` displaced along
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`N` over any orthonormal surface tangent pair `T`/`B`:
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N' = normalize(N − (dH/da)·T − (dH/db)·B), a = dot(p,T), b = dot(p,B)
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The two slopes have to be genuine **mm-per-mm** derivatives for the preview's apparent depth to
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match the bake's — see bug #13.
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**Two projection paths (`use_vertex_uv` uniform):**
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- **Triplanar (`use_vertex_uv = 0`)** — `uv` and the `T`/`B` axes are both derived in-shader from
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the dominant normal component, mirroring `project_planar()`/`apply_uv_transform()`, and the slope is
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formed analytically. `T`/`B` are the projection's axis-aligned pair, exact only when the face is
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axis-aligned; the shader drops the along-normal component to keep the gradient in the surface. Here
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one `uv` unit is exactly `tiling_scale` mm, so the `1/tiling_scale` gradient factor is right.
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- **Precomputed UV (`use_vertex_uv = 1`, used for LSCM)** — `uv` comes per-vertex from the CPU
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(`compute_lscm_uvs(patch, layer)`, so island placement + tiling/rotation/offset are already folded
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in), and the perturbed normal is built with **Mikkelsen's method** ("Bump Mapping Unparametrized
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Surfaces on the GPU"): the surface gradient taken directly from the screen-space derivatives of the
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*sampled height* and position. **This makes no uv→mm scale assumption**, which is essential —
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the first cut used the same global `1/tiling_scale` factor as triplanar and the depth came out
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visibly wrong, because an LSCM map is **conformal, not isometric**: it is globally area-scaled but
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the *local* mm-per-uv varies across the chart. `dFdx(h)` captures the true on-screen rate of change
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however the chart is stretched. **This path is also what makes the fast preview follow the UV
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editor: move an island and its uv — hence its bump — moves with it** (the bump mesh rebuilds on
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drag-end, since `on_island_edited(finished)` → `rebuild_preview()` → `rebuild_bump_preview_mesh()`).
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The branch is uniform (`use_vertex_uv` is a uniform) and the paint weight gates by multiply, so the
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texture derivatives stay well defined. A triangle straddling a seam has a discontinuous uv → the
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`det≈0` guard skips it (a localised preview-only artifact, never in the bake).
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Remaining deliberate approximation: the GPU sampler's wrap mode stands in for
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`tile_enabled`/`tile_method`, so with tiling *off* the GPU repeats where the CPU returns 0 outside
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`[0,1)`.
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> **Known divergence from the CPU path (not yet reconciled).** The shader's `project_uv()` mirrors
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> the *hard-axis* `project_planar()`, but the CPU's Triplanar mode is now a **blended** three-plane
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> sample (see Projection methods — that change is what fixed the 90°-corner seam). The two therefore
|
||||
> still agree on any face that is roughly axis-aligned (one blend weight ≈ 1 there, so the blend
|
||||
> degenerates to exactly the hard-axis pick), and disagree in the cross-fade band around a sharp
|
||||
> edge — precisely where the fast preview will still show the old hard seam that the true preview and
|
||||
> the bake no longer have. Reconciling it means sampling all three planes in the shader and blending
|
||||
> the three gradients by `pow(abs(N), TRIPLANAR_BLEND_SHARPNESS)`, the same weights
|
||||
> `sample_layer_height()` uses. Also note the shader is still **active-layer-only** and knows nothing
|
||||
> about `TextureBlendMode`, so a multi-layer stack cannot match the true preview by construction.
|
||||
|
||||
### On-canvas "Adjust Texture" gizmo
|
||||
|
||||
A per-active-layer toggle ("Adjust placement (drag on model)") that disables painting and shows a
|
||||
flat pan panel (free 2D drag on both axes) plus two arrows along the patch's own U/V axes
|
||||
(constrained single-axis drag). Anchored to the painted patch's centroid/average-normal
|
||||
(`compute_layer_paint_anchor()`). Hit-testing is screen-space distance/point-to-segment (not real
|
||||
3D ray intersection against the handle geometry) — simple and good enough at this handle size.
|
||||
|
||||
Known unverified detail: the **offset-drag direction/sign** is reasoning-based (increasing `offset`
|
||||
shifts which texel is sampled at a fixed world position, which visually slides the pattern the
|
||||
*opposite* way — so the code subtracts), not visually confirmed, since this environment can't
|
||||
render pixels. May need a one-line sign flip once actually tested. The rotation-arrow-implied
|
||||
direction should be reliable (it follows directly from a self-consistent 2D basis, no such
|
||||
ambiguity).
|
||||
|
||||
### UV Editor pane
|
||||
|
||||
`UVEditorCanvas` (`src/slic3r/GUI/UVEditorCanvas.hpp/.cpp`) — a standalone `wxGLCanvas` rendering the
|
||||
flattened LSCM islands (per-island wireframe + outline + fill) over the height texture (background
|
||||
quad tiled across the whole unwrap), with mouse pan/zoom. It is wrapped in a **`UVEditorPanel`**
|
||||
(same file) that adds a button row (Frame / Snap / Average scale) and a Blender-style status line
|
||||
along the bottom naming the current gesture and the shortcuts in play. The *panel* is what is
|
||||
registered as a `wxAuiPaneInfo` pane on `Plater`'s `m_aui_mgr`; `Plater::show_uv_editor(bool)`
|
||||
shows/hides it (deferred via `CallAfter`, since the gizmo calls it mid-3D-frame), and
|
||||
`get_uv_editor_canvas()` returns the inner canvas the gizmo talks to.
|
||||
|
||||
Deliberately **shares the app's one real `wxGLContext`** (`wxGetApp().init_glcontext(*this)`, the
|
||||
same call `View3D`/`Preview`/`AssembleView` make) rather than creating an independent context like
|
||||
`SkipPartCanvas` does elsewhere in this codebase — this is what lets it reuse the already-registered
|
||||
`"flat"`/`"flat_texture"` shaders and `GLModel` as-is, instead of needing its own shader
|
||||
compilation/VBO management.
|
||||
|
||||
**Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates**, one `GLModel` set per
|
||||
island; each island is then drawn through its own 2x3 affine (`island_transform_matrix()` composed
|
||||
with the layer's tiling/rotation/offset) passed as the `flat` shader's `view_model_matrix`. This is
|
||||
the fix for the ~200 ms-per-frame island-drag stall (#3): the old design pre-transformed every UV on
|
||||
the CPU and re-uploaded the entire wireframe on every mouse-move event, which on a million-triangle
|
||||
patch is exactly as slow as it sounds. Now a drag updates one matrix per island and touches no vertex
|
||||
buffer — `on_island_edited(!finished)` calls only `set_island_transforms()`, and the full
|
||||
`set_islands()` rebuild happens solely when the unwrap itself changes (`unwrap_changed` in
|
||||
`update_uv_editor()`).
|
||||
|
||||
**Gestures** (canvas-owned, reported to the gizmo as incremental deltas via `IslandEditFn`): left-drag
|
||||
= move, right-drag or **R** = rotate (hold **Shift** to snap to 15° steps — quantised on the
|
||||
*cumulative* rotation, not each delta, so it doesn't judder, and accumulated incrementally so it
|
||||
survives crossing ±180°), **S** = scale (R/S modal, click/Enter to confirm, Esc to cancel), wheel =
|
||||
zoom about the cursor, middle-drag = pan, **Home**/**F** = frame all. Scale writes
|
||||
`TextureIsland::scale`; "Average scale" (`average_island_scales()`) sets every island to the mean, so
|
||||
one island scaled by hand can be matched back to its neighbours' texel density. **Snap** (canvas-owned
|
||||
`m_snap_enabled`, toggled from the toolbar) sticks a dragged island's nearest boundary vertex onto a
|
||||
neighbouring island's at drag-*end* only — a magnet that re-applies mid-drag is very hard to pull out
|
||||
of. Toolbar commands the canvas can't service itself (Average scale) are forwarded to the gizmo via
|
||||
`CommandFn`; view-only ones (Frame, Snap) it handles directly.
|
||||
|
||||
## Bugs found and fixed this session (worth remembering)
|
||||
|
||||
These were all real, confirmed root causes (found by reading the actual code path, not guessed):
|
||||
|
||||
1. **Cross-face projection distortion** — see "Triplanar" above. Fixed by projecting each vertex
|
||||
with its own normal instead of one shared patch-average normal.
|
||||
2. **Disabled-tile smearing to infinity** — clamping the UV *coordinate* into `[0,1]` instead of
|
||||
returning 0 outside it, when tiling is off. Fixed in `DecodedHeightTexture::sample()`.
|
||||
3. **Invisible checkbox/radio "checked" state in light mode** — `ImGuiWrapper::push_toolbar_style()`
|
||||
sets `ImGuiCol_CheckMark` to white while the checkbox/radio frame background is fully transparent
|
||||
(alpha 0) over a light window background — a white checkmark on an effectively-white background
|
||||
is invisible by construction. This is a **pre-existing, general app-wide bug**, not specific to
|
||||
this feature (every panel using `push_toolbar_style()` in light mode has it) — fixed by changing
|
||||
just the light-mode branch's `CheckMark` color to the app's teal accent.
|
||||
4. **Distorted (non-aspect-correct) texture thumbnails** — was forcing a square `ImGui::Image` size
|
||||
regardless of the source image's actual aspect ratio.
|
||||
5. **`std::array<FacetsAnnotation, 8>` compile error** — see Data model above (MSVC C2280,
|
||||
`std::array`'s implicit special members don't inherit element-type friendship).
|
||||
6. **Eigen ternary expression-template type mismatch** (MSVC C2446) — `cond ? (n / len) :
|
||||
Vec3f::UnitZ()` fails because the two branches are different unevaluated Eigen expression
|
||||
*types* with no common type; fixed by wrapping the non-`UnitZ()` branch in an explicit
|
||||
`Vec3f(...)` to force a concrete common type.
|
||||
7. **Post-bake stale preview** — `GLGizmoPainterBase::data_changed()`'s change-detection only
|
||||
checks object id / volume count, neither of which changes when Bake replaces a volume's mesh
|
||||
(same object, same volume count, just a new mesh/id on the volume itself) — so the gizmo kept
|
||||
rendering/painting against the pre-bake `TriangleSelectorPatch` until manually deselected and
|
||||
reselected. Fixed by explicitly calling `update_from_model_object()` in the bake-completion
|
||||
callback.
|
||||
8. **Bake job / crash-report `resources` junction going stale** — unrelated to this feature's code,
|
||||
but hit during testing: `build/src/Release/resources` was a leftover **empty plain directory**
|
||||
instead of the junction CMake's post-build step creates (`if not exist` skipped it because the
|
||||
empty folder already "existed"), so the built exe couldn't find `resources/data/hints.ini`,
|
||||
leaving `HintDatabase`'s hint list empty → `rand() % 0` divide-by-zero crash before the UI ever
|
||||
opened. Fixed by deleting the empty folder and manually recreating the `mklink /J` junction.
|
||||
9. **Fast bump preview showing a solid black object** — `GLModel::render()` **unconditionally**
|
||||
re-sets the shader's `"uniform_color"` uniform from its own internal `Geometry::color` field
|
||||
(defaulting to `ColorRGBA::BLACK()`) right before every draw call — so a manual
|
||||
`shader->set_uniform("uniform_color", ...)` call made just before `.render()` gets silently
|
||||
clobbered. Any `GLModel` that needs a specific flat color **must** call `.set_color(...)` on the
|
||||
model itself, not set the shader uniform directly. Found by reading `GLModel::render()`'s actual
|
||||
source rather than guessing at shader/lighting math.
|
||||
10. **UV editor canvas rendering nothing / showing stale content on resize** — the canvas requested
|
||||
a generic `wxGLAttributes().Defaults()` pixel format while sharing the app's one real
|
||||
`wxGLContext` (which was originally created against `View3D`'s canvas, itself requesting a
|
||||
specific RGBA/24-bit-depth/8-bit-stencil format). `wxGLCanvas::SetCurrent()` on WGL/GLX
|
||||
generally requires the target window's pixel format to be compatible with the one the context
|
||||
was created against; a mismatch can make `SetCurrent()` silently fail, leaving the canvas
|
||||
showing whatever was last in its backbuffer (looks exactly like "blank" or "stale image on
|
||||
resize"). Fixed by requesting the same explicit attribute list
|
||||
`OpenGLManager::create_wxglcanvas()` uses for the main view canvases — but see bug #14: the
|
||||
first attempt at this copied only *part* of that list and the symptom therefore survived.
|
||||
11. **`<glad/gl.h>` / `<wx/glcanvas.h>` include-order conflict** — `wx/glcanvas.h` pulls in the
|
||||
platform's real `GL/gl.h`; if that happens before `<glad/gl.h>` is processed in the same
|
||||
translation unit, glad's own header errors out (`OpenGL (gl.h) header already included`).
|
||||
Fixed by including `<glad/gl.h>` first in `UVEditorCanvas.hpp`, before `<wx/glcanvas.h>` — any
|
||||
file that includes this header (including `Plater.cpp`, transitively) needs glad to win that
|
||||
race.
|
||||
12. **Fast preview hidden behind the paint-highlight overlay** — `render_painter_gizmo()` always
|
||||
drew the selection-highlight overlay on top with a depth-bias trick (`glPolygonOffset`) that
|
||||
only makes sense for the *true*-displacement preview: real geometry moves in the painted area,
|
||||
so the depth-biased overlay only wins the depth test in the *unpainted* (coincident) region.
|
||||
The bump preview never moves geometry — its depth is identical to the overlay's *everywhere* —
|
||||
so the overlay was winning the depth test across the whole surface and hiding the bump shading
|
||||
entirely. Fixed by skipping the overlay draw entirely when the bump-preview path is active.
|
||||
13. **Fast preview's apparent depth not matching the true preview's** — the bump shader built its
|
||||
perturbed normal as `normalize(N + depth_mm * vec3(hL-hR, hD-hU, 0))`. Two things wrong with
|
||||
that. (a) `hL-hR` is a height difference across *one texel step*, i.e. `dh/du` already scaled by
|
||||
`2·texel`, and `du` is in uv units, not mm — the real surface slope needs the full chain rule
|
||||
back through `uv = R(rotation) · planar_mm / tiling_scale`, i.e. a further `1/tiling_scale` and
|
||||
a rotation of the gradient by `−rotation`. The missing `1/(2·texel·tiling_scale)` factor is
|
||||
~26× at a 1024px texture and a 20mm tile size, all in the flattening direction — which is
|
||||
exactly what "fast preview has a different height from the real preview" looks like. (b) the
|
||||
gradient was added to model-space `xy`, but the two axes the planar projection actually runs
|
||||
along are `yz`/`xz`/`xy` depending on the dominant normal component, so on any face not
|
||||
dominated by `z` the perturbation was applied to the wrong axes. Fixed by computing the real
|
||||
mm-per-mm slope and rotating it into the projection's own `T`/`B` axes (see "Fast bump preview"
|
||||
above for the derivation).
|
||||
14. **UV editor pane still blank after bug #10** — three separate causes, all of them live at once:
|
||||
- The bug-#10 fix copied `OpenGLManager::create_wxglcanvas()`'s attribute list but **dropped its
|
||||
multisampling attributes** (`WX_GL_SAMPLE_BUFFERS`/`WX_GL_SAMPLES`, 4 samples by default), on
|
||||
the reasoning that a flat 2D wireframe view doesn't need AA. But a differing sample count *is*
|
||||
a differing pixel format, so this left exactly the `wglMakeCurrent()` mismatch bug #10 set out
|
||||
to fix. It now mirrors the full list, AA included, reading `OpenGLManager::can_multisample()`
|
||||
(already resolved by then — `View3D` is constructed first).
|
||||
- `set_mesh()`/`set_background_texture()` each called `render()` **inline**, and both are reached
|
||||
from `update_uv_editor()` → `rebuild_preview()` → the gizmo's ImGui panel — i.e. from the
|
||||
middle of the *3D* canvas's GL frame, and (since `show_uv_editor(true)` is the last line of
|
||||
`update_uv_editor()`) while this pane was still **hidden**. `wxGLCanvas::SetCurrent()` returns
|
||||
false outright on a canvas that isn't shown on screen, and the old code ignored the return
|
||||
value — so every GL call in `render()`, `glViewport`/`glClear` included, silently landed on the
|
||||
3D canvas instead. These now only mark dirty + `Refresh()`; `render()` bails unless
|
||||
`IsShownOnScreen()` *and* `SetCurrent()` succeeds; and `Plater::show_uv_editor()` defers its
|
||||
AUI relayout via `CallAfter` so the pane's first size/paint can't be delivered mid-frame either.
|
||||
- Even once drawing, nothing would have been *visible*: the background quad spanned `[-1,1]²`
|
||||
while LSCM UVs land around `[0,1]²`, and the view was centered on the origin at a half-extent
|
||||
of 0.6. The quad is now the unit square in the same UV space the wireframe uses (which is also
|
||||
where `sample()` maps the texture, regardless of its pixel aspect), the projection's Y is
|
||||
negated so `v` runs down-screen (putting the texture's first pixel row at the top rather than
|
||||
upside down), and the view auto-fits to the unwrap ∪ unit square the first time a patch shows up.
|
||||
15. **A second texture layer was silently never applied** — the reported "multiple textures don't
|
||||
work reliably". Root cause was the old sequential bake: layer N's paint mask was stored against
|
||||
the volume's original mesh, so before layer N+1 could be deserialized the mask had to be carried
|
||||
onto the mesh layer N had *just displaced*, via `TriangleSelector::remap_painting()`. Remapping a
|
||||
mask onto geometry that has moved out from under it routinely returned an empty bitstream, and
|
||||
the code then did `if (data.bitstream.empty()) continue;` — i.e. dropped the layer **without any
|
||||
diagnostic**. Fixed structurally rather than patched: every layer is now evaluated against the
|
||||
base mesh and merged per vertex (see Bake algorithm), so no remap happens at all. Covered by a
|
||||
regression test.
|
||||
16. **Hard-axis triplanar seam at exactly two of a box's four vertical corners** — see "Triplanar"
|
||||
under Projection methods. Worth recording the *diagnostic* here, because the asymmetry is what
|
||||
pinned it down: the user reported the seam at the (X+,Y−) and (X−,Y+) corners with the other two
|
||||
clean. That is precisely what a dominant-axis switch predicts (`u = y` on an X face, `u = x` on a
|
||||
Y face; those agree where `x == y` and differ by the corner width where `x == −y`) and it ruled
|
||||
out every "the texture is wrong" hypothesis, since the texture itself is fine — the *mapping* is
|
||||
discontinuous. Fixed by blending the three axis projections instead of picking one.
|
||||
17. **Use-after-free when removing a texture layer** (latent, pre-existing — found while touching the
|
||||
panel, not caused by it). The layer list's "Remove" button called `remove_texture_layer()` *in
|
||||
the middle of rendering that layer's row*. That erases the layer from
|
||||
`mv->texture_displacement_layers`, shifting every later element down — after which the loop
|
||||
happily carried on dereferencing `layer` for the rest of the row's widgets (depth/tiling sliders,
|
||||
`PopID`) and kept iterating `ordered`, a vector of pointers into the storage that had just moved.
|
||||
Never crashed loudly because `vector::erase` doesn't reallocate, so the reads landed on a *valid*
|
||||
but *wrong* (shifted) layer. Fixed by recording the slot and doing the removal after the loop.
|
||||
18. **Every LSCM island collapsed to a point** (the UV editor was empty; the Tile-size slider did
|
||||
nothing; an LSCM bake came out as a flat "single-face extrude"). One line in
|
||||
`compute_patch_unwrap()`: `chart.indices = std::move(chart_mesh.indices);` ran *before*
|
||||
`area_3d(chart_mesh)` was taken. `area_3d()` iterates those indices, so on the moved-from
|
||||
(emptied) mesh it returned `0`, giving `scale = sqrt(0 / uv_area) = 0` — **every chart's UVs
|
||||
multiplied by zero**. That one zero explained all three symptoms at once (no island extent to
|
||||
draw; a zero-size unwrap is still zero after any tiling divide; the bake sampled ~one constant
|
||||
texel per chart). Fixed by measuring the 3D area before the move. Found only by instrumenting the
|
||||
actual island bbox into the panel — three rounds of reasoning from screenshots had each guessed
|
||||
wrong, because a collapsed-to-a-point unwrap and an off-screen-framed one look identical.
|
||||
|
||||
## Known limitations / deferred work
|
||||
|
||||
- **No `.3mf` serialization** for texture-displacement paint data or texture assets. A background
|
||||
agent attempted this in an earlier session, hit its own usage limit mid-edit, and left
|
||||
`bbs_3mf.cpp` with an undefined forward-declared function; that partial edit was reverted rather
|
||||
than shipped broken. Practical impact: **baked** geometry round-trips fine (it's just an ordinary
|
||||
part of the mesh via the existing mesh serialization path) — what does *not* survive a project
|
||||
save/reload is any *unbaked* paint stroke and texture layer definition.
|
||||
- **No remap-across-topology-change** for texture-displacement paint (`ModelObject::split()`, mesh
|
||||
boolean ops, Simplify, and now `subdivide_mesh_uniform()` all drop it via `reset_extra_facets()`).
|
||||
The other four paint channels (supported/seam/mmu/fuzzy) do get remapped in these cases.
|
||||
- **Cylindrical/Spherical axis/center are auto-picked heuristically**, not user-controllable — no
|
||||
UI to override the auto-detected wrap axis if it picks the "wrong" one for an odd shape.
|
||||
- **Fast preview covers the active layer only**, while the true preview stacks every painted layer —
|
||||
so with more than one layer painted the two will legitimately not agree, independently of bug #13.
|
||||
- **Bump preview and true preview both only refresh at stroke-end**, not continuously during an
|
||||
active drag (a deliberate scope cut for simplicity/consistency — the original plan's "instant
|
||||
update mid-stroke" idea for the bump shader specifically was not carried through).
|
||||
- **On-canvas Adjust-Texture gizmo's offset-drag direction is unverified** (see above).
|
||||
- **The bump shader still uses hard-axis, single-layer projection** while the CPU path is now
|
||||
blended-triplanar and blend-mode aware — see the callout under "Fast bump preview".
|
||||
- **Displacement resolution is capped by the mesh's own vertex density.** Baking only ever *moves*
|
||||
existing vertices (it never inserts any), so a coarse patch cannot show fine texture detail no
|
||||
matter how high-resolution the height map is — that is what the "Subdivide model" button is for.
|
||||
Since the rewrite the bake is topology-preserving, so this is now a hard, explicit property rather
|
||||
than something partly papered over by the old per-layer re-meshing.
|
||||
- **Placeholder toolbar icon** — reuses `toolbar_fuzzy_skin_paint.svg`, noted as a TODO in code.
|
||||
- **Textures are matched to the picker by absolute path** (`TextureDisplacementLayer::path`), so the
|
||||
picker's "which entry is selected" highlight goes blank if a project is moved between machines.
|
||||
Harmless — the layer keeps its own embedded `image_data` and still bakes correctly.
|
||||
|
||||
### Requested UV-editing features — status
|
||||
|
||||
A user working through the feature end-to-end asked for a batch of UV-editing features. All of the
|
||||
functional ones are now implemented (see the sections above): checker (#13), distortion heatmap
|
||||
(#14), mesh wireframe overlay (#8), cut island (#17), project-from-view (#6), and Blender-style mark
|
||||
seam (#9), plus per-island fills, the fast preview honouring the LSCM unwrap and island moves (#1),
|
||||
the UV pane toolbar + status line (#18), Shift-snap rotation, midlevel/bidirectional displacement
|
||||
(#19), and island scale/average/padding/snap (#15/#16/#2).
|
||||
|
||||
Remaining cosmetic / known gaps:
|
||||
- The UV pane toolbar has **text buttons, not icons** — no existing SVG reads cleanly as "average
|
||||
island scale" / "snap islands", so real icons are deferred rather than mis-assigned.
|
||||
- **Mark-seam edge picking** snaps to the nearest edge of the *hit facet* only; it does not
|
||||
highlight the candidate edge on hover before you click (a hover-preview would be a nice refinement).
|
||||
- **Cut island** always halves along the longest 3D axis; there is no UI to pick the cut line.
|
||||
|
||||
## File map
|
||||
|
||||
**libslic3r (core, no GUI dependency):**
|
||||
- `src/libslic3r/TextureDisplacement.hpp/.cpp` — data model, bake algorithm, projection methods,
|
||||
tiling, subdivision. See doc comments throughout, they're kept accurate and up to date.
|
||||
- `src/libslic3r/MeshBoolean.hpp/.cpp` — added `parameterize_lscm()` in the `cgal` sub-namespace,
|
||||
reusing the existing `CGALMesh`/`_EpicMesh`/conversion-helper infrastructure already there for
|
||||
mesh boolean ops. New CGAL includes: `Polygon_mesh_processing/border.h`,
|
||||
`Polygon_mesh_processing/connected_components.h`, `Surface_mesh_parameterization/{Error_code,
|
||||
LSCM_parameterizer_3, parameterize}.h`. No new dependency — CGAL 5.6.3 is already vendored and
|
||||
the `Surface_mesh_parameterization` package headers were already present, just unused before now.
|
||||
- `src/libslic3r/Model.hpp/.cpp` — the 8 named `FacetsAnnotation` fields + accessor,
|
||||
`texture_displacement_layers`, and all the mirrored touch points (see Data model above).
|
||||
|
||||
**GUI:**
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp` — the gizmo. Panel controls: dock/
|
||||
undock toggle, brush/face/connected-area selection mode + "select whole model" button, per-layer
|
||||
texture picker + depth/tiling/rotation/invert/tile-mode/projection-mode/blend-mode controls,
|
||||
"Adjust placement" toggle (on-canvas gizmo), "Fast preview (normal map)" toggle, "Subdivide model"
|
||||
button, Add layer/Erase all/Bake.
|
||||
- `src/slic3r/GUI/TextureLibrary.hpp/.cpp` — scans the shipped + user texture folders, imports an
|
||||
arbitrary image into the user folder (converting it to the 8-bit grayscale PNG libslic3r decodes),
|
||||
and loads a library file's bytes for a layer. The image→grayscale-PNG conversion lives here, on the
|
||||
GUI side, because libslic3r has no image toolkit; both the import path and the "pick a shipped
|
||||
texture" path go through the same one function.
|
||||
- `resources/textures/displacement/*.png` — the 10 shipped height maps (Bricks, Grid, Hexagons,
|
||||
Knurl, Noise, Quilt, Studs, Waves, Weave, Wood Grain). All 512×512 8-bit grayscale and **seamless**
|
||||
(each is periodic over the full image in both axes, so tiling shows no seam). Generated
|
||||
procedurally; the whole `resources/` tree is installed recursively by CMake, so a new folder under
|
||||
it ships with no build-system change.
|
||||
- `src/slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp/.cpp` — background bake commit.
|
||||
- `src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.hpp/.cpp` — background preview compute
|
||||
(mirrors the bake job's shape but commits nothing to the Model).
|
||||
- `src/slic3r/GUI/UVEditorCanvas.hpp/.cpp` — the 2D UV unwrap viewer widget.
|
||||
- `src/slic3r/GUI/Plater.hpp/.cpp` — `uv_editor_canvas` member, AUI pane registration,
|
||||
`get_uv_editor_canvas()`/`show_uv_editor()`.
|
||||
- `src/slic3r/GUI/GLShadersManager.cpp` — registers `"texture_displacement_bump"`.
|
||||
- `resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}` — the bump-preview shader.
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp` — `PainterGizmoType::TEXTURE_DISPLACEMENT`.
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmosManager.hpp/.cpp` — `EType::TextureDisplacement` registration.
|
||||
- `src/slic3r/GUI/ImGuiWrapper.cpp` — the light-mode checkmark-color fix (bug #3 above; a
|
||||
pre-existing, general bug, not scoped to this feature).
|
||||
|
||||
**CMake:** all new source files added to `src/libslic3r/CMakeLists.txt`,
|
||||
`src/slic3r/CMakeLists.txt` (in roughly-alphabetical position matching each list's existing
|
||||
convention), and `tests/libslic3r/CMakeLists.txt` for the unit test file.
|
||||
|
||||
**Tests:** `tests/libslic3r/test_texture_displacement.cpp` — **run and passing** (7 cases, 116
|
||||
assertions). Covers `decode_height_texture` round-trip, empty-layer no-op, full-cube uniform
|
||||
displacement, boundary-vertex pinning on a hand-built fan mesh, and — added with the bake rewrite —
|
||||
a regression test that a **second layer over the same area actually contributes** (the bug that
|
||||
rewrite fixed), a table-driven check of all four blend modes, and that the lowest layer ignores its
|
||||
blend mode. `BUILD_TESTS` is `OFF` in the checked-in build cache; flip it on to run them:
|
||||
|
||||
cmake -S . -B build -DBUILD_TESTS=ON
|
||||
cmake --build build --config Release --target libslic3r_tests -- -m
|
||||
./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand
|
||||
|
||||
## Build notes
|
||||
|
||||
- Everything here lives in `libslic3r`/`libslic3r_gui`/`libslic3r_cgal` — no new external
|
||||
dependency, no `deps/` rebuild needed. CGAL's parameterization package was already vendored.
|
||||
- To build just this feature's code path fastest: `cmake --build build --config Release --target
|
||||
libslic3r_gui -- -m` (pulls in `libslic3r` and `libslic3r_cgal` as needed). The full app target
|
||||
is `OrcaSlicer_app_gui` (produces `build/src/Release/orca-slicer.exe`) — only needed to actually
|
||||
run and visually test, not to verify compilation.
|
||||
- `BUILD_TESTS` is `OFF` in the existing build cache; flip it on to actually run
|
||||
`test_texture_displacement.cpp`.
|
||||
326
TEXTURE_DISPLACEMENT_GUIDE.md
Normal file
326
TEXTURE_DISPLACEMENT_GUIDE.md
Normal file
@@ -0,0 +1,326 @@
|
||||
# Texture Displacement — Feature & Controls Guide
|
||||
|
||||
Texture Displacement is a paint-style gizmo that stamps height-map textures onto a model's surface
|
||||
and turns them into real relief — engraved or embossed detail — either as a live preview or baked
|
||||
into actual mesh geometry. You paint where the texture applies, stack multiple textures as blended
|
||||
layers, choose how each is projected onto the surface, and (for the unwrap projection) lay the result
|
||||
out by hand in a dedicated 2D **UV Editor** pane.
|
||||
|
||||
This document describes every feature and control. For the internal architecture and algorithms, see
|
||||
`TEXTURE_DISPLACEMENT.md`.
|
||||
|
||||
---
|
||||
|
||||
## Table of contents
|
||||
|
||||
1. [Quick start](#quick-start)
|
||||
2. [Entering the tool](#entering-the-tool)
|
||||
3. [Selection modes](#selection-modes)
|
||||
4. [View modes](#view-modes)
|
||||
5. [Auto update](#auto-update)
|
||||
6. [Texture layers](#texture-layers)
|
||||
7. [Per-layer settings](#per-layer-settings)
|
||||
8. [Projection methods](#projection-methods)
|
||||
9. [The UV Editor](#the-uv-editor)
|
||||
10. [Seams](#seams)
|
||||
11. [Adjust placement (on-model)](#adjust-placement-on-model)
|
||||
12. [Preparing the mesh: Subdivide & Remesh](#preparing-the-mesh-subdivide--remesh)
|
||||
13. [Baking & resetting](#baking--resetting)
|
||||
14. [Controls reference](#controls-reference)
|
||||
15. [Tips & limitations](#tips--limitations)
|
||||
|
||||
---
|
||||
|
||||
## Quick start
|
||||
|
||||
1. Select an object and open the **Texture displacement** gizmo from the left toolbar.
|
||||
2. A texture layer is added automatically. Pick a texture from the layer's picker, or import your own.
|
||||
3. **Paint** the area you want the texture to affect (or press **Select whole model**).
|
||||
4. The relief appears live on the model. Tune **Depth**, **Tile size**, **Rotation**, etc.
|
||||
5. If the model is low-poly, use **Subdivide** or **Remesh** so there are enough vertices for detail.
|
||||
6. Press **Bake** to convert the preview into real geometry, or leave it as a live preview.
|
||||
|
||||
> The tool only ever affects the **painted** area. Everything you don't paint keeps its original
|
||||
> surface, and bake blends the relief seamlessly into it.
|
||||
|
||||
---
|
||||
|
||||
## Entering the tool
|
||||
|
||||
The gizmo lives on the left gizmo toolbar (icon: `toolbar_texture_displacement.svg`). Its settings
|
||||
panel opens beside the toolbar. You can **Dock panel / Undock panel** (top of the panel) to pin it or
|
||||
float it freely over the 3D view, and **Close** at the bottom exits the gizmo.
|
||||
|
||||
When you first open the tool on a never-textured object it starts with **one texture layer already
|
||||
added**, so you can paint straight away.
|
||||
|
||||
---
|
||||
|
||||
## Selection modes
|
||||
|
||||
Choose *how* you paint. All three write into the **active layer's** mask.
|
||||
|
||||
| Mode | What it does |
|
||||
|------|--------------|
|
||||
| **Brush** | Free-hand painting with a round brush. Shows a **Brush size** slider and a **Circle / Sphere** choice (circle = surface disc, sphere = 3D ball that also paints around curves). |
|
||||
| **Face** | Click a single triangle to paint it. |
|
||||
| **Connected area** | Click to flood-fill a region; the **Angle threshold** slider limits how far the fill spreads across changes in surface angle. |
|
||||
|
||||
- **Select whole model** — marks the entire model as painted for the active layer, instead of
|
||||
brushing it by hand.
|
||||
|
||||
---
|
||||
|
||||
## View modes
|
||||
|
||||
A row of icon buttons labelled **View** controls how the painted area is shown. The first four are a
|
||||
radio group; **Wireframe** is an independent toggle. Hover any icon for its tooltip.
|
||||
|
||||
| View | Meaning |
|
||||
|------|---------|
|
||||
| **Normal** | The true displaced geometry — exactly what **Bake** produces. Rebuilt in the background. |
|
||||
| **Fast** | A GPU bump-shaded approximation of the *active layer only*. No real geometry movement — quick to update, not exact. Best while tuning or dragging islands. |
|
||||
| **Checker** | A test grid painted over the unwrap so you can see stretching (squares stay square where the map isn't distorted). |
|
||||
| **Distortion** | A blue→green→red heatmap of how much each area is compressed or stretched in UV space. Needs the **Unwrap (LSCM)** projection. |
|
||||
| **Wireframe** | Overlays the mesh edges (white). Independent of the view above; in **Normal** view it sits on the displaced surface. |
|
||||
|
||||
---
|
||||
|
||||
## Auto update
|
||||
|
||||
**Auto update** (on by default) rebuilds the true displaced geometry as soon as *anything* changes —
|
||||
painting, swapping textures, moving sliders. Turn it off on very heavy models to only rebuild when you
|
||||
release a slider (painting still updates on stroke end).
|
||||
|
||||
---
|
||||
|
||||
## Texture layers
|
||||
|
||||
You can stack up to **8** texture layers. Each has its own independent paint mask, its own texture,
|
||||
and its own parameters, and they combine in slot order like layers in an image editor.
|
||||
|
||||
- **Add a layer** — the **+ icon** to the right of the *Texture layers* heading (reuses the tool icon
|
||||
for now).
|
||||
- **Remove** — the button on each layer's header row.
|
||||
- **Active layer** — click a layer's header (or anywhere in its block) to make it active. The active
|
||||
layer is the one you paint into and the one whose block is tinted. Only one layer is active at a time.
|
||||
- **Erase all** — clears the active layer's paint.
|
||||
|
||||
Each layer shows a texture **picker** (large preview + name). Open it to choose from the shipped
|
||||
library or import your own image (any png/jpg/bmp; it's converted to an 8-bit grayscale height map and
|
||||
copied into your user texture folder so app updates can't overwrite it).
|
||||
|
||||
---
|
||||
|
||||
## Per-layer settings
|
||||
|
||||
| Control | Range / options | What it does |
|
||||
|---------|-----------------|--------------|
|
||||
| **Depth (mm)** | 0.01–10 (log) | Maximum displacement along the surface normal. |
|
||||
| **Tile size (mm)** | 0.2–200 (log) | Physical size of one texture tile on the surface. |
|
||||
| **Rotation** | 0–360° | Rotates the texture on the surface. |
|
||||
| **Midlevel** | 0–10 | The grey level that means "don't move". At 0 the texture only pushes outward; raise it and darker texels cut *inward* (one map both embosses and engraves). 0.5 makes mid-grey neutral. |
|
||||
| **Smoothing** | 0–1 | Blurs the height texture before it displaces — rounds hard edges and removes speckle without needing a softer source image. |
|
||||
| **Edge smoothing** | checkbox + **Edge amount** 0–1 | Fades the relief to flat toward the *edge of the painted area*, so it blends into the surrounding surface. A small amount softens only a thin band at the very edge; the maximum flattens the whole painted face. |
|
||||
| **Invert** | checkbox | Flips the height map (peaks become valleys). |
|
||||
| **Blend** | Add / Subtract / Multiply / Divide | How this layer combines with the layers **below** it where they overlap. Add/Subtract pile relief on or carve it away; Multiply/Divide scale the relief underneath (a mask). The lowest painted layer is the **Base** and always behaves additively. |
|
||||
| **Tile** | checkbox + **Repeat / Mirrored repeat** | When off, the texture is placed once (a decal) instead of repeating. Mirrored repeat flips every other tile to hide seams. |
|
||||
| **Projection** | see below | How the texture is mapped onto the painted surface. |
|
||||
|
||||
> **Midlevel warning:** cutting inward can fold the surface through itself in sharp concave corners or
|
||||
> thin walls. Keep Depth small relative to the feature you're cutting into; the panel warns when a deep
|
||||
> inward setting is risky.
|
||||
|
||||
---
|
||||
|
||||
## Projection methods
|
||||
|
||||
How the 2D texture is wrapped onto the 3D painted area.
|
||||
|
||||
| Method | Best for | Notes |
|
||||
|--------|----------|-------|
|
||||
| **Triplanar (blended)** | Patches wrapping around edges | Projects from all three axes at once and blends, so there's no seam across a sharp edge. |
|
||||
| **Cylindrical** | Round, tube-like selections | Wraps the texture around the patch's own centre/axis. |
|
||||
| **Spherical** | Ball-like selections | Longitude/latitude wrap around the patch centre. |
|
||||
| **Unwrap (LSCM)** | Flat, controlled layout | A real conformal unwrap. Cuts the area into pieces at sharp edges (see **Seam angle**), flattens each, and lets you lay them out by hand in the **UV Editor**. Unlocks Checker/Distortion, seams, and island editing. |
|
||||
| **From view** | Decals / slide-projector look | Projects straight onto the surface from the current camera direction. Use **Capture current view** to re-lay it from wherever you're looking. |
|
||||
|
||||
### LSCM-only controls
|
||||
|
||||
These appear when a layer uses **Unwrap (LSCM)**:
|
||||
|
||||
- **Seam angle** (5–90°) — edges sharper than this are cut so each piece lies flat. Lower cuts more
|
||||
(less stretching, more seams); raise to keep more in one piece. A box's 90° corners are cut by
|
||||
default. *Ignored once you've marked any seam by hand* (your seams then define the pieces).
|
||||
- **Connect islands** (on by default) — lays the unwrap out as a **connected net**: pieces that share
|
||||
an edge are unfolded next to each other (a cube becomes a joined net instead of six loose squares).
|
||||
They stay separate islands, so you can still move any of them by hand. Turn off for the classic
|
||||
packed-grid layout.
|
||||
- **Open UV editor** — shows the flattened unwrap in a side pane (see below). Opens *only* when you
|
||||
turn this on — it never pops up on its own.
|
||||
- **Mark seams** / **Path** / **Clear seams** — see [Seams](#seams).
|
||||
- An **Unwrap: N islands, F faces, V verts** read-out tells you what the unwrap actually produced.
|
||||
|
||||
---
|
||||
|
||||
## The UV Editor
|
||||
|
||||
A dockable 2D pane (enable **Open UV editor** on an LSCM layer) showing the flattened unwrap over the
|
||||
height texture. Islands are the flattened pieces; you can rearrange them freely — nothing re-packs them
|
||||
behind your back. Moving an island updates the model **live** (in Fast view it tracks the cursor
|
||||
smoothly, via a shader uniform — no rebuild until you release).
|
||||
|
||||
### Navigation
|
||||
|
||||
| Action | Control |
|
||||
|--------|---------|
|
||||
| Pan | Middle-drag |
|
||||
| Zoom | Mouse wheel (zooms about the cursor) |
|
||||
| Frame everything | **Home** or **F**, or the **Frame** toolbar button |
|
||||
|
||||
### Editing an island
|
||||
|
||||
| Action | Control |
|
||||
|--------|---------|
|
||||
| Select | Left-click an island |
|
||||
| Move | Left-drag |
|
||||
| Rotate | Right-drag, or press **R** then move the mouse (click/Enter to confirm, Esc to cancel) |
|
||||
| Rotate snapped | Hold **Shift** while rotating — snaps to **global** 15° marks (0/15/30…). A protractor dial with tick marks and the current angle is shown. |
|
||||
| Scale | Press **S** then move the mouse (click/Enter to confirm, Esc to cancel) |
|
||||
| Undo / Redo | **Ctrl+Z** / **Ctrl+Shift+Z** or **Ctrl+Y** |
|
||||
|
||||
The **selected** island gets a bold light-green outline and a brighter wireframe; unselected islands
|
||||
are a translucent light-green wash. The texture underneath repeats exactly as it will when baked.
|
||||
A **status line** along the bottom always names the current gesture and the shortcuts in play.
|
||||
|
||||
### Toolbar
|
||||
|
||||
| Button | Action |
|
||||
|--------|--------|
|
||||
| **Frame** | Frame all islands (same as Home). |
|
||||
| **Snap** | Toggle magnetic snapping — a dragged island sticks its boundary to a neighbour's when they come close. |
|
||||
| **Avg scale** | Give every island the same texel density (Blender's "Average Islands Scale"). |
|
||||
| **Cut** | Split the selected island across its long axis (useful for very long islands). |
|
||||
| **Join** | Unfold the selected island onto its nearest neighbour along their shared edge — keeps both as separate islands with their own borders. |
|
||||
| **Unjoin** | Send the selected island back to its own packed position. |
|
||||
|
||||
> **Checker / Distortion in the UV editor:** selecting those View modes also colours the UV pane — a
|
||||
> checker background, or a per-island distortion heatmap — so you can judge stretch in 2D as well as
|
||||
> on the model.
|
||||
|
||||
---
|
||||
|
||||
## Seams
|
||||
|
||||
Seams are edges the unwrap is forced to cut along, on top of whatever the Seam angle cuts — the
|
||||
Blender "mark seam" workflow. They let you control exactly where the unwrap splits.
|
||||
|
||||
Enable **Mark seams** on an active LSCM layer, then:
|
||||
|
||||
- **Click an edge** on the model to mark it (it turns **red**); click a red edge again to unmark it.
|
||||
The edge under the cursor is highlighted **yellow** so you can see what a click will toggle.
|
||||
- **Path mode** (the **Path** checkbox) — for dense meshes where clicking each edge is tedious: click a
|
||||
start point, then an end point, and the whole **shortest path** between them is seamed at once. It
|
||||
chains (each click extends from the last point); the start vertex is shown in **green**.
|
||||
- **Ctrl+drag** rotates/pans the camera while in seam mode.
|
||||
- **Clear seams** removes them all.
|
||||
|
||||
Once any seam is marked, the automatic Seam-angle cutting is disabled so *your* seams define the
|
||||
islands — pieces you leave un-seamed merge together.
|
||||
|
||||
---
|
||||
|
||||
## Adjust placement (on-model)
|
||||
|
||||
**Adjust placement** (on an active layer) lets you position the texture by dragging a handle on the
|
||||
model instead of nudging the Rotation/offset numbers. The handle is a flat panel in the patch's
|
||||
tangent plane (drag anywhere on it to move freely) plus U/V arrows for single-axis nudges. It's
|
||||
anchored to the painted patch, so paint something first.
|
||||
|
||||
---
|
||||
|
||||
## Preparing the mesh: Subdivide & Remesh
|
||||
|
||||
Displacement can only move vertices that exist, so a coarse model needs more of them first.
|
||||
|
||||
### Subdivide
|
||||
|
||||
Splits every triangle into four, **1–5 times** (each step roughly quadruples the triangle count).
|
||||
|
||||
- **Subdivide steps** (1–5) — how many times to split.
|
||||
- **Preview subdivision** — shows the result as a **cyan wireframe** without changing the model.
|
||||
- **Apply** — commits the subdivision to the geometry.
|
||||
- **Done** — ends the preview and leaves the model as it is.
|
||||
|
||||
### Remesh
|
||||
|
||||
Rebuilds the whole model with triangles close to a target edge length — evens out a mesh with wildly
|
||||
varying triangle sizes (CGAL isotropic remeshing).
|
||||
|
||||
- **Target edge (mm)** — desired triangle edge length (seeded to the model's current average).
|
||||
- **Remesh** — splits the big triangles and merges the small ones to that size.
|
||||
|
||||
> Both Subdivide-Apply and Remesh **replace the geometry** and clear any *not-yet-baked* paint on it
|
||||
> (already-baked relief is kept). If you had the mesh **Wireframe** on before, it stays on afterward.
|
||||
|
||||
---
|
||||
|
||||
## Baking & resetting
|
||||
|
||||
- **Bake** — converts the current preview into real, permanent mesh geometry, restricted to the
|
||||
painted area. Runs in the background; the button shows *Baking…* while it works.
|
||||
- **Erase all** — clears the active layer's paint.
|
||||
|
||||
Baking is the exact same algorithm as the **Normal** preview, so what you see is what you get.
|
||||
|
||||
---
|
||||
|
||||
## Controls reference
|
||||
|
||||
### Mouse — 3D view (while painting)
|
||||
|
||||
| Input | Action |
|
||||
|-------|--------|
|
||||
| Left-drag | Paint the active layer |
|
||||
| Ctrl + drag | Rotate / pan the camera (works in seam mode too) |
|
||||
| Wheel | Zoom |
|
||||
|
||||
### Mouse & keys — UV Editor
|
||||
|
||||
| Input | Action |
|
||||
|-------|--------|
|
||||
| Left-click | Select island |
|
||||
| Left-drag | Move island |
|
||||
| Right-drag | Rotate island |
|
||||
| **R** / **S** | Modal rotate / scale (mouse drives it, click or Enter confirms, Esc cancels) |
|
||||
| **Shift** (while rotating) | Snap to global 15° marks |
|
||||
| Middle-drag | Pan |
|
||||
| Wheel | Zoom about cursor |
|
||||
| **Home** / **F** | Frame all islands |
|
||||
| **Ctrl+Z** / **Ctrl+Shift+Z** / **Ctrl+Y** | Undo / redo |
|
||||
|
||||
### Seam mode
|
||||
|
||||
| Input | Action |
|
||||
|-------|--------|
|
||||
| Click edge | Mark / unmark a seam (yellow = hover, red = marked) |
|
||||
| Click (Path mode) | Set start, then seam the shortest path to the next click |
|
||||
| Ctrl + drag | Rotate / pan camera |
|
||||
|
||||
---
|
||||
|
||||
## Tips & limitations
|
||||
|
||||
- **Paint first, then bake.** The preview is free to explore; only Bake changes the real mesh.
|
||||
- **Not enough detail?** Subdivide or Remesh before painting fine textures.
|
||||
- **Inward cuts** (high Midlevel + big Depth) can self-intersect on thin walls or sharp concave
|
||||
corners — keep Depth modest there.
|
||||
- **Fast vs Normal:** Fast preview shades a bump and shows only the active layer; use it for quick
|
||||
tuning and smooth UV dragging, but trust **Normal**/**Bake** for the exact result.
|
||||
- **Topology changes drop unbaked paint.** Subdivide-Apply, Remesh, and Simplify replace the mesh, and
|
||||
texture-displacement paint isn't remapped across that change (already-baked relief is unaffected).
|
||||
- **Island placements** are tied to the current unwrap. Re-painting or changing the Seam angle can
|
||||
re-segment the charts and renumber them, so a re-unwrap re-lays the connected net and discards
|
||||
hand placements made before it.
|
||||
- **Connect islands** is on by default; turn it off (per layer) for the classic packed-grid layout, or
|
||||
if an unfold looks wrong on an unusual mesh.
|
||||
Reference in New Issue
Block a user