Add texture projection frame overlay, fix remeshing and subdivision

This commit is contained in:
ExPikaPaka
2026-07-21 09:44:25 +02:00
parent 8247514ae2
commit ab023f3f6d
24 changed files with 4658 additions and 120 deletions

View File

@@ -164,6 +164,21 @@ texture samples per vertex and so has no single UV that represents it.
(`compute_layer_vertex_uvs()`) and drive the shader's `use_vertex_uv` path. Faces angled away from
the projector smear; that is inherent to view projection, not a bug.
Two companions to this mode:
- **Projection frame overlay** (`TextureProjectorFrame`, see below) — a semi-transparent window
dragged over the 3D view whose border becomes the projection's edge. Applying it stores an exact
**projective** map in `view_project_matrix`, which supersedes the affine `right`/`up` axes above
for that layer (`view_project_projective`).
- **"Project only on visible"** (`select_visible_faces()`) — repaints the layer with exactly the
facets the camera can see, so the projected area matches the viewpoint the projector was captured
from. Two tests: a facing test (normal vs. view direction, per triangle — under perspective the
view direction varies across the model, so it is taken from the eye to each centroid), then
`MeshRaycaster::get_unobscured_idxs()` on the survivors to drop facets hidden behind other
geometry, so a concave part's far inner wall is correctly excluded. One ray query per front-facing
facet, hence click-driven (on the checkbox and on each "Capture current view"), never per frame.
It **replaces** the layer's paint rather than adding to it — "project onto what I can see" would
otherwise accumulate every angle the user had ever looked from.
### Manual seams and island cutting
`TextureDisplacementLayer::lscm_seam_edges` — undirected mesh-vertex-index edge pairs the unwrap is
@@ -217,7 +232,10 @@ Algorithm: recursive 1-to-4 triangle split via edge midpoints, with a shared per
(keyed by sorted vertex-index pair) so triangles sharing an edge get the *same* new vertex — capped
at `max_iterations` (default 6) passes to bound worst-case triangle-count explosion.
Wired as a "Subdivide model" button in the gizmo panel — a real, committed geometry change (like
Wired as a "Subdivide steps" slider (**05**, where 0 means no subdivision and previews nothing) plus
Preview/Apply/Done in the gizmo panel. **Apply snaps the slider back to 0** — see bug #22: leaving it
at the count just committed made the panel immediately re-preview N more passes on top of a mesh 4^N
times denser, which is what the "subdivide lags" report was. A real, committed geometry change (like
Bake), using the same `save_painting()`/`set_mesh()`/`restore_painting()` dance `GLGizmoSimplify`
uses: supported/seam/mmu/fuzzy-skin masks get remapped onto the new triangles, texture-displacement
paint does not (no remap support yet) and is dropped rather than left pointing at now-meaningless
@@ -314,6 +332,53 @@ render pixels. May need a one-line sign flip once actually tested. The rotation-
direction should be reliable (it follows directly from a self-consistent 2D basis, no such
ambiguity).
### Projection frame overlay (ViewProjected)
`src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` — a semi-transparent, resizable `wxFrame` the user
drags **over the 3D view**, like a slide projector's gate. Whatever the model shows through it is what
the texture is projected onto, and the window's border becomes the hard edge of the displacement.
Press **Apply projection frame** and the gizmo reads the window's rectangle and commits it.
The window is deliberately **dumb**: it owns no placement state and reports nothing continuously. Its
position and size *are* the placement, read on demand at Apply — which is also when the expensive
visible-facet raycast runs. So dragging it is free and nothing recomputes until asked.
Plain 2D (`wxPaintDC`), not a `wxGLCanvas`: a second GL canvas would have to share the app's one real
`wxGLContext`, the cause of bugs #10 and #14 below. It only ever draws a bitmap and a border.
**The projective mapping (`apply_projection_frame()`)** is the substantive part. The frame defines a
**screen-space** rectangle, but the bake samples from a **local-space** position, so the two have to be
reconciled. `view_project_right/up` can only express an *affine* projection — exact under an
orthographic camera, but wrong under perspective, where the near end of a part projects larger than the
far end and no pair of axes reproduces that. So the layer instead stores a full projective map
(`view_project_matrix`, row-major 3×4, `uv = (row0·p̃/row2·p̃, row1·p̃/row2·p̃)`), built like this:
- `K = projection · view · (instance · volume)`, i.e. local → clip, the same product the renderer uses.
Note `Camera::get_projection_matrix()` is typed `Transform3d` (nominally affine) but its perspective
form explicitly writes a `(0, 0, 1, 0)` bottom row into the underlying 4×4, so `clip.w = z_eye` is
genuinely carried. The build therefore multiplies **`.matrix()` products** (plain `Matrix4d`), never
`Transform3d` products, which would not compose that row correctly.
- Window coordinates follow `igl::project`'s convention (as `CameraUtils::project` does), with y
measured downward. Writing `uv = (win rect_origin) / rect_size` makes u and v affine in
`ndc = clip.xyz / clip.w`; multiplying through by `clip.w` leaves a plain linear combination of `K`'s
rows, which is exactly the 3×4 matrix — the perspective divide survives intact.
- `w > 0` is checked rather than divided blindly. A point behind the projector has `w < 0` and divides
to a plausible-looking but **mirrored** uv — the classic way a projected decal reappears on the back
of a model. `project_uv_projective()` returns false there and the caller treats it as no height.
The map already includes placement, so `apply_uv_transform()` is **not** applied on top of it — the
window's own position and size are the placement, and the tiling/rotation/offset sliders would shove
the result off the frame the user just aligned. A "Clear" button drops back to the affine path where
those controls mean something again.
Apply also sets `tile_enabled = false`, so `DecodedHeightTexture::sample()` returns 0 outside `[0,1)`
and the border is a hard edge rather than the first seam of an endless repeat, and repaints the layer
via `select_visible_faces(&matrix)` — the frame's uv square clips the selection, which both matches the
paint to the border and keeps the ray queries proportional to the framed area instead of the model.
Owned by the gizmo and **destroyed** (not just hidden) in `on_shutdown()`. Closing it only hides it, so
reopening keeps it where it was left.
### UV Editor pane
`UVEditorCanvas` (`src/slic3r/GUI/UVEditorCanvas.hpp/.cpp`) — a standalone `wxGLCanvas` rendering the
@@ -487,6 +552,37 @@ These were all real, confirmed root causes (found by reading the actual code pat
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.
19. **Isotropic remeshing produced scrambled geometry with dropped triangles** — the "remeshing kinda
does not work properly" report, and a genuine one-line root cause. `isotropic_remeshing()` edits
the `Surface_mesh` **in place**, and its edge collapses only *mark* vertices and faces as removed;
the underlying arrays keep the holes until `collect_garbage()` is called. That matters because the
shared `cgal_to_indexed_triangle_set()` numbers its output vertices by **iteration order** (which
skips removed slots) while reading each face's corner as the **raw integer value of the vertex
descriptor** (which does not). The two agree only up to the first collapse; past that every
triangle indexes the wrong vertices, and any descriptor beyond the live vertex count hits the
converter's `iv >= vsize` guard and is silently dropped *together with its triangle*. Fixed by
compacting (`cgal_mesh.collect_garbage()`) before converting. Note the pre-existing callers were
unaffected: the boolean ops build their result into a fresh mesh, so only the in-place remesher
ever handed the converter a mesh with garbage in it.
20. **Remeshing rounded off every sharp edge** — the second half of the same report. CGAL's
`isotropic_remeshing` relaxes vertices tangentially along the surface, which erodes hard features
unless they are constrained: a cube came back with wobbly, eroded edges. Fixed by detecting sharp
edges (`PMP::detect_sharp_edges()` at a user-settable dihedral angle, default 40°) plus every open
border, constraining them, and passing `protect_constraints(true)`. That option additionally
requires each constrained edge to already be shorter than 4/3 · target, hence the
`PMP::split_long_edges()` pre-pass (given the same map, so the halves inherit the constraint) —
this mirrors CGAL's own isotropic_remeshing example. Also added a guard for the case where
`Surface_mesh::add_face()` refused faces on a non-manifold input: remeshing a mesh that silently
lost faces yields a **punctured** model, so it now bails out and reports instead.
21. **Remesh falsely reporting "did not change the model"** — the GUI decided success by comparing
*vertex counts*. A remesh that redistributes triangles at roughly the current density legitimately
lands on the same count, so a perfectly good result was discarded with an error. Now compared
structurally against the input (which is what `remesh_isotropic()` hands back on failure).
22. **Subdivide re-previewing at the same count after Apply** — Apply committed N passes and then
immediately rebuilt the *preview* at N passes again, now on top of a mesh up to 4^N times denser.
That is the single most expensive thing the panel can do, and it ran on every Apply. The slider
now starts at 0 (a real "no subdivision" value that previews nothing), and Apply snaps back to it.
## Known limitations / deferred work
- **No `.3mf` serialization** for texture-displacement paint data or texture assets. A background
@@ -539,7 +635,8 @@ Remaining cosmetic / known gaps:
**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,
- `src/libslic3r/MeshBoolean.hpp/.cpp` — added `parameterize_lscm()` and `remesh_isotropic()`
(sharp-feature-preserving isotropic remeshing, see bugs #19#21) 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,
@@ -567,6 +664,8 @@ Remaining cosmetic / known gaps:
- `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/TextureProjectorFrame.hpp/.cpp` — the semi-transparent projection-frame overlay for
ViewProjected layers (plain 2D `wxPaintDC`, no GL context — see its section above).
- `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()`.

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After

Width:  |  Height:  |  Size: 16 KiB

View File

@@ -29,6 +29,7 @@
// For parameterize_lscm()
#include <CGAL/Polygon_mesh_processing/border.h>
#include <CGAL/Polygon_mesh_processing/connected_components.h>
#include <CGAL/Polygon_mesh_processing/detect_features.h>
#include <CGAL/Surface_mesh_parameterization/Error_code.h>
#include <CGAL/Surface_mesh_parameterization/LSCM_parameterizer_3.h>
#include <CGAL/Surface_mesh_parameterization/parameterize.h>
@@ -259,7 +260,8 @@ indexed_triangle_set cgal_to_indexed_triangle_set(const CGALMesh &cgalmesh)
// Isotropic remeshing
// /////////////////////////////////////////////////////////////////////////////
indexed_triangle_set remesh_isotropic(const indexed_triangle_set &mesh, double target_edge_length, unsigned n_iterations)
indexed_triangle_set remesh_isotropic(const indexed_triangle_set &mesh, double target_edge_length,
unsigned n_iterations, double sharp_angle_deg)
{
if (mesh.indices.empty() || target_edge_length <= 0.0)
return mesh;
@@ -269,14 +271,56 @@ indexed_triangle_set remesh_isotropic(const indexed_triangle_set &mesh, double t
if (cgal_mesh.is_empty() || cgal_mesh.number_of_faces() == 0)
return mesh;
// Surface_mesh::add_face() refuses any face that would make the mesh non-manifold and returns a
// null descriptor instead. Remeshing a mesh that silently lost faces that way produces holes in
// the output, so bail out and let the caller report it rather than hand back a punctured model.
if (cgal_mesh.number_of_faces() != mesh.indices.size())
return mesh;
using edge_descriptor = boost::graph_traits<_EpicMesh>::edge_descriptor;
try {
// Sharp edges and open borders are pinned before remeshing. Without that, the tangential
// relaxation pass slides vertices along the surface and rounds every hard feature off - a
// cube comes back with wobbly, eroded edges, which is the most visible way "remeshing does
// not work properly". protect_constraints() forbids splitting or collapsing them, but it
// requires each constrained edge to already be shorter than 4/3 * target, hence the split
// first (passing the map so the halves inherit the constraint). This mirrors CGAL's own
// isotropic_remeshing example.
auto ecm = cgal_mesh.add_property_map<edge_descriptor, bool>("e:is_constrained", false).first;
if (sharp_angle_deg > 0.0)
CGALProc::detect_sharp_edges(cgal_mesh, sharp_angle_deg, ecm);
for (edge_descriptor e : edges(cgal_mesh)) {
const auto h = halfedge(e, cgal_mesh);
if (is_border(h, cgal_mesh) || is_border(opposite(h, cgal_mesh), cgal_mesh))
put(ecm, e, true);
}
std::vector<edge_descriptor> constrained;
for (edge_descriptor e : edges(cgal_mesh))
if (get(ecm, e))
constrained.push_back(e);
if (!constrained.empty())
CGALProc::split_long_edges(constrained, target_edge_length, cgal_mesh,
CGALParams::edge_is_constrained_map(ecm));
CGALProc::isotropic_remeshing(faces(cgal_mesh), target_edge_length, cgal_mesh,
CGALParams::number_of_iterations(n_iterations));
CGALParams::number_of_iterations(n_iterations)
.edge_is_constrained_map(ecm)
.protect_constraints(true));
} catch (const std::exception &) {
return mesh; // CGAL throws on some non-manifold / degenerate inputs; leave the mesh untouched
}
if (cgal_mesh.number_of_faces() == 0)
return mesh;
// isotropic_remeshing edits in place, and its edge collapses only *mark* vertices and faces as
// removed - the underlying arrays keep the holes until the garbage is collected. That matters
// because cgal_to_indexed_triangle_set() numbers its output vertices by iteration order (which
// skips removed slots) while reading each face's corner as the raw integer value of the vertex
// descriptor (which does not). Past the first collapse the two disagree, so every triangle
// points at the wrong vertices, and any descriptor beyond the live vertex count is dropped
// together with its triangle. Compacting first makes descriptor == iteration order again.
cgal_mesh.collect_garbage();
return cgal_to_indexed_triangle_set(cgal_mesh);
}

View File

@@ -86,9 +86,11 @@ std::optional<std::vector<Vec2f>> parameterize_lscm(const indexed_triangle_set &
// Isotropic remeshing (CGAL): rebuilds the mesh so its triangles are close to a uniform target edge
// length, splitting oversized triangles and collapsing undersized ones. Used to even out a model with
// wildly varying triangle sizes so texture displacement has a consistent vertex density to work with.
// Edges whose dihedral angle exceeds `sharp_angle_deg`, and any open border, are held fixed so hard
// features survive instead of being eroded by the relaxation pass; pass 0 to remesh everything.
// Returns the input unchanged if remeshing fails (e.g. a non-manifold or self-intersecting input).
indexed_triangle_set remesh_isotropic(const indexed_triangle_set &mesh, double target_edge_length,
unsigned n_iterations = 3);
unsigned n_iterations = 3, double sharp_angle_deg = 40.0);
}
namespace mcut {

View File

@@ -934,6 +934,19 @@ float blend_displacement(float accumulated, float value, TextureBlendMode mode)
}
}
bool project_uv_projective(const std::array<float, 12> &m, const Vec3f &position, Vec2f &uv)
{
const float x = position.x(), y = position.y(), z = position.z();
const float w = m[8] * x + m[9] * y + m[10] * z + m[11];
// Strictly greater than zero: at w == 0 the point sits on the projector's plane and maps to
// infinity, and at w < 0 it is behind the projector, where dividing yields a plausible-looking
// but mirrored uv - the classic way a projected decal reappears on the back of a model.
if (!(w > 1e-6f))
return false;
uv = Vec2f((m[0] * x + m[1] * y + m[2] * z + m[3]) / w, (m[4] * x + m[5] * y + m[6] * z + m[7]) / w);
return true;
}
float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisplacementLayer &layer,
const Vec3f &position, const Vec3f &normal,
const Vec3f &patch_center, const Vec3f &patch_axis, const Vec2f *lscm_uv)
@@ -957,6 +970,16 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
case TextureProjectionMethod::Spherical:
return sample_at(project_spherical(position, patch_center));
case TextureProjectionMethod::ViewProjected:
if (layer.view_project_projective) {
// Exact projective placement written by the projection-frame overlay. Sampled directly,
// *without* apply_uv_transform(): the matrix already maps the window's border to the uv
// unit square, so the tiling/rotation/offset controls would displace it off the frame
// the user just aligned. A point behind the projector has no uv at all -> no height.
Vec2f uv;
if (!project_uv_projective(layer.view_project_matrix, position, uv))
return 0.f;
return texture.sample(uv, layer.tile_enabled, layer.tile_method);
}
// Flat projection onto the captured projector plane. Single-valued per point, so unlike
// blended triplanar it is one sample, and it is what "project from view" places.
return sample_at(Vec2f(position.dot(layer.view_project_right), position.dot(layer.view_project_up)));
@@ -1163,9 +1186,15 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
int patch_vertex_count = 0;
for (const stl_triangle_vertex_indices &tri : patch.indices)
for (int i = 0; i < 3; ++i) {
average_normal += vertex_normals[tri[i]];
patch_centroid += patch.vertices[tri[i]];
const int vi = tri[i];
patch_centroid += patch.vertices[size_t(vi)];
++patch_vertex_count;
// A brush stroke that split a triangle appends new vertices past the base mesh's own
// (see the get_facets_strict() note above); vertex_normals is sized to the base mesh,
// so those split indices must be skipped here or this reads out of bounds. The main
// displacement loop below guards the same way.
if (vi < int(vertex_normals.size()))
average_normal += vertex_normals[size_t(vi)];
}
average_normal = (average_normal.norm() > 1e-8f) ? Vec3f(average_normal.normalized()) : Vec3f::UnitZ();
patch_centroid = (patch_vertex_count > 0) ? Vec3f(patch_centroid / float(patch_vertex_count)) : Vec3f::Zero();

View File

@@ -7,6 +7,7 @@
#include <vector>
#include <cereal/cereal.hpp>
#include <cereal/types/array.hpp> // view_project_matrix is a std::array<float, 12>
#include <cereal/types/string.hpp>
#include <cereal/types/vector.hpp>
@@ -218,6 +219,24 @@ struct TextureDisplacementLayer
// projects to Vec2f(dot(pos, right), dot(pos, up)) before the usual tiling/rotation/offset.
Vec3f view_project_right = Vec3f::UnitX();
Vec3f view_project_up = Vec3f::UnitY();
// Also ViewProjected, and takes precedence over the two axes above when set: an exact *projective*
// map from a local-space position straight to a texture uv, written by the projection-frame overlay
// (the semi-transparent window dragged over the 3D view -- its border becomes the uv unit square).
//
// Row-major 3x4, applied to the homogeneous point p~ = (x, y, z, 1):
// uv = ( row0.p~ / row2.p~ , row1.p~ / row2.p~ )
// The perspective divide is the whole point. view_project_right/up can only express an *affine*
// projection, which matches an orthographic camera exactly but not a perspective one -- under
// perspective the near end of a part projects larger than the far end, and no pair of axes
// reproduces that. Folding the camera's full projection*view*model product into one matrix does.
// Because a point behind the projector has row2.p~ <= 0 and no meaningful uv, sampling must check
// the sign rather than divide blindly; see project_uv_projective().
//
// Note this map already includes placement, so the usual tiling/rotation/offset transform is NOT
// applied on top of it -- the window's own position and size are the placement.
bool view_project_projective = false;
std::array<float, 12> view_project_matrix{};
// Only used by TextureProjectionMethod::LSCM: hand placement of the unwrap's islands, indexed by
// chart id (see TextureIsland). Shorter than the chart count simply means the missing ones are
// still where the automatic packing put them.
@@ -255,7 +274,7 @@ struct TextureDisplacementLayer
static_cast<int>(tile_method), static_cast<int>(projection_method), lscm_seam_angle_deg, islands,
static_cast<int>(blend_mode), midlevel, island_padding_mm, lscm_seam_edges, view_project_right,
view_project_up, smoothing, edge_smoothing, edge_smoothing_amount, auto_connect_islands, island_groups,
lscm_uv_overrides);
lscm_uv_overrides, view_project_projective, view_project_matrix);
}
template<class Archive> void load(Archive &ar)
{
@@ -266,7 +285,8 @@ struct TextureDisplacementLayer
ar(slot, name, path, path_in_3mf, blob, depth_mm, tiling_scale, rotation_deg, offset, invert, tile_enabled,
tile_method_int, projection_method_int, lscm_seam_angle_deg, islands, blend_mode_int, midlevel,
island_padding_mm, lscm_seam_edges, view_project_right, view_project_up, smoothing, edge_smoothing,
edge_smoothing_amount, auto_connect_islands, island_groups, lscm_uv_overrides);
edge_smoothing_amount, auto_connect_islands, island_groups, lscm_uv_overrides, view_project_projective,
view_project_matrix);
image_data = blob.empty() ? nullptr : std::make_shared<std::vector<unsigned char>>(blob.begin(), blob.end());
tile_method = static_cast<TextureTileMethod>(tile_method_int);
projection_method = static_cast<TextureProjectionMethod>(projection_method_int);
@@ -283,8 +303,11 @@ struct DecodedHeightTexture
int height = 0;
bool empty() const { return width <= 0 || height <= 0 || pixels.empty(); }
// Bilinearly sampled height in [0, 1] at a normalized uv coordinate. When tile_enabled is
// false, uv is clamped to the texture's edge instead of being wrapped/repeated.
// Bilinearly sampled height in [0, 1] at a normalized uv coordinate. When tile_enabled is false,
// a uv outside [0, 1) samples as 0 -- the texture simply is not there, rather than its border
// row/column being smeared outward forever (which is what clamping the coordinate would do, and
// was a real reported bug). Callers rely on this to get a hard edge: it is how the projection
// frame's border becomes the edge of the displacement.
float sample(const Vec2f &uv, bool tile_enabled = true, TextureTileMethod tile_method = TextureTileMethod::Repeat) const;
};
@@ -307,6 +330,12 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal);
// (which only knows how to compute the *analytic* methods from a single vertex + normal).
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer);
// Applies a row-major 3x4 projective matrix (see TextureDisplacementLayer::view_project_matrix) to a
// local-space point, writing the resulting texture uv. Returns false -- and leaves `uv` untouched --
// when the point lies behind the projector or on its plane (w <= 0), where there is no meaningful uv
// and dividing would produce a mirrored or infinite coordinate. Callers treat that as "no height".
bool project_uv_projective(const std::array<float, 12> &m, const Vec3f &position, Vec2f &uv);
// Sample a layer's height texture at a mesh-local position, honouring the layer's projection
// method, tiling scale, rotation, offset and tiling mode. Returns a height in [0, 1].
//

View File

@@ -474,6 +474,8 @@ set(SLIC3R_GUI_SOURCES
GUI/TextLines.hpp
GUI/TextureLibrary.cpp
GUI/TextureLibrary.hpp
GUI/TextureProjectorFrame.cpp
GUI/TextureProjectorFrame.hpp
GUI/TickCode.cpp
GUI/TickCode.hpp
GUI/TroubleshootDialog.cpp

View File

@@ -5,18 +5,22 @@
#include "libslic3r/MeshBoolean.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/Utils.hpp"
#include "libslic3r/format.hpp"
#include "slic3r/GUI/Camera.hpp"
#include "slic3r/GUI/CameraUtils.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include "slic3r/GUI/GLToolbar.hpp" // GLToolbar::Default_Icons_Size, to match the toolbar's icon size
#include "slic3r/GUI/GUI.hpp"
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/GUI_ObjectList.hpp"
#include "slic3r/GUI/ImGuiWrapper.hpp"
#include "slic3r/GUI/MainFrame.hpp" // wxGetApp().mainframe, as the projector window's parent
#include "slic3r/GUI/MsgDialog.hpp"
#include "slic3r/GUI/OpenGLManager.hpp"
#include "slic3r/GUI/Plater.hpp"
#include "slic3r/GUI/TextureLibrary.hpp"
#include "slic3r/GUI/TextureProjectorFrame.hpp"
#include "slic3r/GUI/UVEditorCanvas.hpp"
#include "slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp"
#include "slic3r/GUI/Jobs/TextureDisplacementPreviewJob.hpp"
@@ -177,6 +181,16 @@ void GLGizmoTextureDisplacement::on_shutdown()
// silently reopen the pane too.
m_show_uv_editor = false;
wxGetApp().plater()->show_uv_editor(false);
// Destroyed, not just hidden: unlike the UV pane (owned by Plater), this frame is owned here, and
// it holds a callback capturing `this`. Leaving it alive past the gizmo would leave that callback
// pointing at a gizmo that is no longer driving anything.
if (m_projector_frame != nullptr) {
m_projector_frame->Destroy();
m_projector_frame = nullptr;
}
m_projector_tex_source = nullptr; // a rebuilt frame starts with no texture in it
m_projector_tex_smoothing = -1.f;
}
PainterGizmoType GLGizmoTextureDisplacement::get_painter_type() const
@@ -331,14 +345,13 @@ bool GLGizmoTextureDisplacement::on_mouse_seam(const wxMouseEvent &mouse_event)
return false;
}
std::pair<int, int> GLGizmoTextureDisplacement::seam_edge_at(const Vec2d &mouse_pos) const
int GLGizmoTextureDisplacement::texture_volume_raycaster_index() const
{
const ModelVolume *mv = texture_volume();
const ModelObject *mo = m_c->selection_info()->model_object();
if (mv == nullptr || mo == nullptr)
return { -1, -1 };
return -1;
// The mesh raycasters are built one per model-part volume, in that order; find this volume's slot.
int idx = -1, count = 0;
for (const ModelVolume *v : mo->volumes) {
if (!v->is_model_part())
@@ -346,10 +359,21 @@ std::pair<int, int> GLGizmoTextureDisplacement::seam_edge_at(const Vec2d &mouse_
if (v == mv) { idx = count; break; }
++count;
}
const auto &raycasters = m_c->raycaster()->raycasters();
if (idx < 0 || idx >= int(raycasters.size()))
return (idx >= 0 && idx < int(m_c->raycaster()->raycasters().size())) ? idx : -1;
}
std::pair<int, int> GLGizmoTextureDisplacement::seam_edge_at(const Vec2d &mouse_pos) const
{
const ModelVolume *mv = texture_volume();
const ModelObject *mo = m_c->selection_info()->model_object();
if (mv == nullptr || mo == nullptr)
return { -1, -1 };
const int idx = texture_volume_raycaster_index();
if (idx < 0)
return { -1, -1 };
const auto &raycasters = m_c->raycaster()->raycasters();
const Selection &selection = m_parent.get_selection();
const Transform3d trafo = mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix();
const Camera &camera = wxGetApp().plater()->get_camera();
@@ -406,16 +430,10 @@ int GLGizmoTextureDisplacement::seam_vertex_at(const Vec2d &mouse_pos) const
const ModelObject *mo = m_c->selection_info()->model_object();
if (mv == nullptr || mo == nullptr)
return -1;
int idx = -1, count = 0;
for (const ModelVolume *v : mo->volumes) {
if (!v->is_model_part())
continue;
if (v == mv) { idx = count; break; }
++count;
}
const auto &raycasters = m_c->raycaster()->raycasters();
if (idx < 0 || idx >= int(raycasters.size()))
const int idx = texture_volume_raycaster_index();
if (idx < 0)
return -1;
const auto &raycasters = m_c->raycaster()->raycasters();
const Selection &selection = m_parent.get_selection();
const Transform3d trafo = mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix();
@@ -690,6 +708,14 @@ std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_vertex_uvs(const in
if (layer.projection_method == TextureProjectionMethod::ViewProjected) {
std::vector<Vec2f> uv(patch.vertices.size());
for (size_t vi = 0; vi < patch.vertices.size(); ++vi) {
if (layer.view_project_projective) {
// Matches sample_layer_height()'s projective branch, including skipping
// apply_uv_transform(). A vertex behind the projector gets a uv far outside [0,1] so
// it samples as nothing, rather than the mirrored coordinate a blind divide gives.
if (!project_uv_projective(layer.view_project_matrix, patch.vertices[vi], uv[vi]))
uv[vi] = Vec2f(-1e6f, -1e6f);
continue;
}
const Vec2f planar(patch.vertices[vi].dot(layer.view_project_right),
patch.vertices[vi].dot(layer.view_project_up));
uv[vi] = apply_uv_transform(planar, layer);
@@ -1502,6 +1528,137 @@ void GLGizmoTextureDisplacement::capture_view_projection(TextureDisplacementLaye
layer.view_project_up = local_up.norm() > 1e-9 ? Vec3f(local_up.normalized().cast<float>()) : Vec3f::UnitY();
}
void GLGizmoTextureDisplacement::show_projector(bool show)
{
if (!show) {
if (m_projector_frame != nullptr)
m_projector_frame->Hide();
return;
}
if (m_projector_frame == nullptr) {
// Parented to the main frame, not to Plater: Plater is a wxPanel, and wxFRAME_FLOAT_ON_PARENT
// wants a real top-level window to float above.
m_projector_frame = new TextureProjectorFrame(wxGetApp().mainframe);
m_projector_tex_source = nullptr; // fresh window, nothing uploaded into it yet
m_projector_tex_smoothing = -1.f;
m_projector_frame->set_opacity(m_projector_opacity);
// Opened centred over the 3D canvas, at about half its size: the frame is meant to be
// dragged onto part of the model, so starting somewhere on top of it beats the OS's default
// cascade position, which is often off over the sidebar.
if (const wxGLCanvas *cnv = m_parent.get_wxglcanvas(); cnv != nullptr) {
const wxRect area = cnv->GetScreenRect();
const wxSize size(std::max(160, area.width / 2), std::max(160, area.height / 2));
m_projector_frame->SetSize(wxRect(area.GetTopLeft() + wxPoint((area.width - size.x) / 2,
(area.height - size.y) / 2),
size));
}
}
m_projector_frame->Show();
m_projector_frame->Raise();
update_projector();
}
void GLGizmoTextureDisplacement::update_projector()
{
if (m_projector_frame == nullptr || !m_projector_frame->IsShown())
return;
const TextureDisplacementLayer *layer = active_layer();
if (layer == nullptr || layer->projection_method != TextureProjectionMethod::ViewProjected) {
m_projector_frame->set_texture({}, 0, 0);
m_projector_tex_source = nullptr;
m_projector_tex_smoothing = -1.f;
return;
}
// Only re-upload when the pixels actually changed - this is reached from the panel's per-edit
// flush, and rebuilding the bitmap from identical bytes every time would be pure waste.
if (m_projector_tex_source != layer->image_data.get() || m_projector_tex_smoothing != layer->smoothing) {
const DecodedHeightTexture height = decode_height_texture(*layer);
if (height.empty())
m_projector_frame->set_texture({}, 0, 0);
else
m_projector_frame->set_texture(height.pixels, height.width, height.height);
m_projector_tex_source = layer->image_data.get();
m_projector_tex_smoothing = layer->smoothing;
}
}
int GLGizmoTextureDisplacement::apply_projection_frame()
{
TextureDisplacementLayer *layer = active_layer();
const ModelVolume *mv = texture_volume();
const ModelObject *mo = m_c->selection_info()->model_object();
wxGLCanvas *cnv = m_parent.get_wxglcanvas();
if (layer == nullptr || mv == nullptr || mo == nullptr || cnv == nullptr || m_projector_frame == nullptr ||
!m_projector_frame->IsShown())
return -1;
// The frame's gate, brought from screen coordinates into the GL viewport's pixel space. Two
// conversions, both necessary: ScreenToClient() because the viewport's origin is the canvas's
// top-left, not the desktop's, and the retina scale because the viewport is sized in physical
// pixels (see GLCanvas3D::get_canvas_size()) while wx hands out logical ones.
const wxRect gate = m_projector_frame->client_rect_on_screen();
const wxPoint tl = cnv->ScreenToClient(gate.GetTopLeft());
const double scale = double(m_parent.get_scale());
const double rx = double(tl.x) * scale, ry = double(tl.y) * scale;
const double rw = double(gate.width) * scale, rh = double(gate.height) * scale;
if (rw < 1.0 || rh < 1.0)
return -1;
const Camera &camera = wxGetApp().plater()->get_camera();
const std::array<int, 4> &vp = camera.get_viewport();
const Selection &sel = m_parent.get_selection();
const Transform3d trafo = mo->instances[sel.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix();
// Local space -> clip space, the same product the renderer uses, so the mapping agrees with what
// is actually on screen rather than with an idealisation of it.
const Eigen::Matrix4d K = camera.get_projection_matrix().matrix() * camera.get_view_matrix().matrix() * trafo.matrix();
// Window coordinates follow igl::project's convention (as CameraUtils::project does):
// win_x = vp.x + vp.w * (ndc.x + 1) / 2, and y measured downward as vp.h - win_y_gl.
// Turning those into uv = (win - rect_origin) / rect_size gives u and v as affine functions of
// ndc.x and ndc.y, and since ndc = clip.xyz / clip.w, multiplying through by clip.w leaves a
// plain linear combination of K's rows - i.e. one 3x4 matrix carrying the perspective divide.
const double A = double(vp[2]) / (2.0 * rw);
const double B = (double(vp[0]) + double(vp[2]) * 0.5 - rx) / rw;
const double C = -double(vp[3]) / (2.0 * rh);
const double D = (double(vp[3]) * 0.5 - double(vp[1]) - ry) / rh;
const Eigen::Vector4d row_u = A * K.row(0).transpose() + B * K.row(3).transpose();
const Eigen::Vector4d row_v = C * K.row(1).transpose() + D * K.row(3).transpose();
const Eigen::Vector4d row_w = K.row(3).transpose();
std::array<float, 12> m{};
for (int i = 0; i < 4; ++i) {
m[size_t(i)] = float(row_u[i]);
m[size_t(4 + i)] = float(row_v[i]);
m[size_t(8 + i)] = float(row_w[i]);
}
Plater::TakeSnapshot snapshot(wxGetApp().plater(), _u8L("Apply texture projection frame"),
UndoRedo::SnapshotType::GizmoAction);
layer->projection_method = TextureProjectionMethod::ViewProjected;
layer->view_project_projective = true;
layer->view_project_matrix = m;
// Off, so the height sampler returns 0 outside [0,1) and the frame's border becomes a hard edge
// of the displacement rather than the first seam of an endless repeat.
layer->tile_enabled = false;
// The affine axes are kept up to date too, so turning the projective mapping off later leaves a
// sane flat projection from this same viewpoint instead of whatever was captured long ago.
capture_view_projection(*layer);
const int painted = select_visible_faces(&m);
m_preview_params_dirty = true;
rebuild_preview();
m_parent.set_as_dirty();
return painted;
}
void GLGizmoTextureDisplacement::cut_island(TextureDisplacementLayer &layer, int chart)
{
const ModelVolume *mv = texture_volume();
@@ -2088,22 +2245,45 @@ unsigned int GLGizmoTextureDisplacement::tool_icon_id()
if (!m_tool_icon_tried) {
m_tool_icon_tried = true;
// Runs from the panel render, i.e. with a GL context current, so the upload is safe here.
m_tool_icon.load_from_svg_file(resources_dir() + "/images/toolbar_texture_displacement.svg", false, false, false, 32);
m_tool_icon.load_from_svg_file(resources_dir() + "/images/texture_displacement_add.svg", false, false, false, 32);
}
return m_tool_icon.get_id();
}
unsigned int GLGizmoTextureDisplacement::icon_id(const std::string &filename)
void GLGizmoTextureDisplacement::ensure_panel_icons()
{
auto it = m_icon_cache.find(filename);
if (it == m_icon_cache.end()) {
// First request for this icon: default-construct the texture in place and load it once (with a
// GL context current, since this runs from the panel render). A failed load leaves id 0 and is
// not retried.
it = m_icon_cache.try_emplace(filename).first;
it->second.load_from_svg_file(resources_dir() + "/images/" + filename, false, false, false, 32);
}
return it->second.get_id();
if (m_panel_icons_tried)
return;
m_panel_icons_tried = true;
// Order is irrelevant; the map keys by file name. Loaded with color_wite_gray so each icon has both
// a monochrome ("normal", grey in the current theme) and an original-colour variant.
static const std::vector<std::string> names = {
"toolbar_big_brush.svg", "toolbar_face.svg", "texture_displacement_connected_area.svg",
"texture_displacement_real_preview.svg", "texture_displacement_fast_preview.svg",
"texture_displacement_checker.svg", "texture_displacement_distortion.svg",
"texture_displacement_wireframe.svg", "texture_displacement_cross.svg",
"texture_displacement_uv_select_island.svg", "texture_displacement_uv_select_edge.svg",
"texture_displacement_uv_select_vertex.svg",
};
std::vector<std::string> paths;
paths.reserve(names.size());
for (const std::string &n : names)
paths.push_back(resources_dir() + "/images/" + n);
// Runs from the panel render, i.e. with a GL context current, so the upload is safe here.
//
// Rasterized at twice GLToolbar::Default_Icons_Size rather than at it: these are drawn at the
// toolbar's icon size, which is that constant scaled by DPI (toolbar_icon_scale() folds in
// em_unit), so on a 200% display the draw size reaches 80 px. Rasterizing at 40 would upscale a
// 40 px bitmap there, which is what actually reads as blurry - downscaling does not. The icon set
// is rasterized once for the gizmo's lifetime, so it cannot re-raster on a DPI change; sizing for
// the larger case and letting ImGui shrink it is the version that looks right on both.
const std::vector<IconManager::Icons> icons =
m_panel_icons.init(paths, ImVec2(2 * GLToolbar::Default_Icons_Size, 2 * GLToolbar::Default_Icons_Size),
IconManager::RasterType::color_wite_gray);
for (size_t i = 0; i < names.size() && i < icons.size(); ++i)
m_panel_icon_map[names[i]] = icons[i];
}
void GLGizmoTextureDisplacement::add_texture_layer()
@@ -2322,6 +2502,101 @@ void GLGizmoTextureDisplacement::remove_texture_layer(int slot)
m_parent.set_as_dirty();
}
int GLGizmoTextureDisplacement::select_visible_faces(const std::array<float, 12> *uv_clip)
{
ModelVolume *mv = texture_volume();
ModelObject *mo = m_c->selection_info()->model_object();
const int idx = texture_volume_raycaster_index();
if (mv == nullptr || mo == nullptr || idx < 0 || idx >= int(m_triangle_selectors.size()))
return 0;
const indexed_triangle_set &its = mv->mesh().its;
if (its.indices.empty())
return 0;
const Selection &selection = m_parent.get_selection();
const Geometry::Transformation trafo(mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() *
mv->get_matrix());
const Transform3d &to_world = trafo.get_matrix();
const Camera &camera = wxGetApp().plater()->get_camera();
// Normals transform by the inverse transpose, not by the matrix itself - with a non-uniform
// scale the two differ, and using the wrong one flips the facing test on the scaled axes.
const Matrix3d normal_matrix = to_world.matrix().block<3, 3>(0, 0).inverse().transpose();
// Pass 1 (cheap): drop back-facing triangles. Under perspective the view direction varies across
// the model, so it is taken per triangle from the eye to the centroid; under an orthographic
// camera get_position() is still a point on the view axis, so the same expression stays correct
// in direction terms for everything actually on screen.
const Vec3d eye = camera.get_position();
const bool ortho = camera.get_type() == Camera::EType::Ortho;
const Vec3d fwd = camera.get_dir_forward();
std::vector<Vec3f> centroids; // world coords, what get_unobscured_idxs() expects
std::vector<unsigned> front_facing; // parallel: which facet each centroid came from
centroids.reserve(its.indices.size() / 2);
front_facing.reserve(its.indices.size() / 2);
for (size_t f = 0; f < its.indices.size(); ++f) {
const stl_triangle_vertex_indices &tri = its.indices[f];
const Vec3d a = its.vertices[tri[0]].cast<double>();
const Vec3d b = its.vertices[tri[1]].cast<double>();
const Vec3d c = its.vertices[tri[2]].cast<double>();
const Vec3d n_world = normal_matrix * (b - a).cross(c - a);
if (n_world.squaredNorm() < 1e-20)
continue; // degenerate triangle: no meaningful normal, so no meaningful facing test
const Vec3d centroid_local = (a + b + c) / 3.0;
const Vec3d centroid_world = to_world * centroid_local;
const Vec3d view_dir = ortho ? fwd : Vec3d(centroid_world - eye);
if (n_world.dot(view_dir) >= 0.0)
continue; // facing away from the camera
// Clip to the projection frame before the raycast, not after: outside the frame the texture
// samples to nothing anyway, so those facets would only be painted to no effect - and this
// is also what keeps the ray queries proportional to the framed area instead of the model.
if (uv_clip != nullptr) {
Vec2f uv;
if (!project_uv_projective(*uv_clip, centroid_local.cast<float>(), uv))
continue; // behind the projector
if (uv.x() < 0.f || uv.x() > 1.f || uv.y() < 0.f || uv.y() > 1.f)
continue;
}
centroids.emplace_back(centroid_world.cast<float>());
front_facing.push_back(unsigned(f));
}
if (centroids.empty())
return 0;
// Pass 2 (the expensive one): a real ray query per surviving centroid, so geometry in front of a
// front-facing triangle correctly hides it - the far inner wall of a cup is front-facing but not
// visible. This is why the whole thing is click-driven rather than live.
std::vector<unsigned> unobscured;
{
wxBusyCursor wait;
unobscured = m_c->raycaster()->raycasters()[size_t(idx)]->get_unobscured_idxs(
trafo, camera, centroids, m_c->object_clipper()->get_clipping_plane());
}
if (unobscured.empty())
return 0;
Plater::TakeSnapshot snapshot(wxGetApp().plater(), _u8L("Select visible faces for texture displacement"),
UndoRedo::SnapshotType::GizmoAction);
// Replaces the layer's paint rather than adding to it: the checkbox means "project onto what I
// can see", so a second capture from a new angle should not leave the previous angle painted.
// TriangleSelectorGUI, not the TriangleSelector base: request_update_render_data() is declared on
// the GUI subclass, so binding to the base here would drop it.
TriangleSelectorGUI &selector = *m_triangle_selectors[size_t(idx)];
selector.reset();
for (unsigned i : unobscured)
selector.set_facet(int(front_facing[i]), EnforcerBlockerType::ENFORCER);
selector.request_update_render_data();
update_model_object();
m_parent.set_as_dirty();
return int(unobscured.size());
}
void GLGizmoTextureDisplacement::select_whole_model()
{
ModelObject *mo = m_c->selection_info()->model_object();
@@ -2348,8 +2623,8 @@ void GLGizmoTextureDisplacement::subdivide_model()
{
ModelVolume *mv = texture_volume();
ModelObject *mo = m_c->selection_info()->model_object();
if (mv == nullptr || mo == nullptr)
return;
if (mv == nullptr || mo == nullptr || m_subdivide_count < 1)
return; // 0 passes means "no subdivision" - don't take a snapshot for a no-op
Plater *plater = wxGetApp().plater();
Plater::TakeSnapshot snapshot(plater, _u8L("Subdivide model for texture displacement"), UndoRedo::SnapshotType::GizmoAction);
@@ -2391,14 +2666,24 @@ void GLGizmoTextureDisplacement::remesh_model()
// CGAL isotropic remeshing can be slow on a big mesh; do it before taking the snapshot so a failure
// (it returns the input unchanged) doesn't leave an empty undo step.
indexed_triangle_set remeshed;
const indexed_triangle_set &src = mv->mesh().its;
indexed_triangle_set remeshed;
{
wxBusyCursor wait;
remeshed = MeshBoolean::cgal::remesh_isotropic(mv->mesh().its, double(m_remesh_target_edge_mm), 3);
remeshed = MeshBoolean::cgal::remesh_isotropic(mv->mesh().its, double(m_remesh_target_edge_mm), 3,
m_remesh_keep_sharp_edges ? double(m_remesh_sharp_angle_deg) : 0.0);
}
if (remeshed.indices.empty() || remeshed.vertices.size() == mv->mesh().its.vertices.size()) {
show_error(nullptr, _u8L("Remeshing did not change the model (it may be non-manifold or the target size "
"is already met)."));
// remesh_isotropic() signals failure by handing the input straight back, so compare against it
// structurally. Vertex count alone is not enough: a remesh that only redistributes triangles at
// roughly the current density legitimately lands on the same count, and treating that as failure
// meant a perfectly good result got thrown away with an error message.
const bool unchanged = remeshed.indices.empty() ||
(remeshed.vertices.size() == src.vertices.size() && remeshed.indices.size() == src.indices.size() &&
remeshed.indices == src.indices);
if (unchanged) {
show_error(nullptr, _u8L("Remeshing did not change the model. It may be non-manifold (open edges or "
"edges shared by more than two triangles), or the target edge length may "
"already be met."));
return;
}
@@ -2528,6 +2813,30 @@ void GLGizmoTextureDisplacement::bake()
});
}
void GLGizmoTextureDisplacement::render_paint_cursor_hint()
{
// Only in the plain paint/select modes; seam and adjust modes have their own click semantics where
// an add/remove sign would just be noise.
if (m_seam_edit_mode || m_adjust_texture_mode)
return;
const ImGuiIO &io = ImGui::GetIO();
// The pointer must be over the 3D view, not over this panel (or any other ImGui window).
if (io.WantCaptureMouse || !ImGui::IsMousePosValid())
return;
// Shift erases (see handle_snapshot_action_name()); a plain stroke adds.
const bool removing = io.KeyShift;
const ImU32 color = removing ? IM_COL32(235, 70, 60, 255) : IM_COL32(90, 210, 110, 255);
const char *glyph = removing ? "-" : "+";
ImDrawList *dl = ImGui::GetForegroundDrawList();
const float fs = ImGui::GetFontSize() * 1.5f;
const ImVec2 at(io.MousePos.x + 15.f, io.MousePos.y - fs - 6.f);
// A translucent dark disc behind the glyph so it reads on any material colour.
dl->AddCircleFilled(ImVec2(at.x + fs * 0.28f, at.y + fs * 0.5f), fs * 0.62f, IM_COL32(0, 0, 0, 150));
dl->AddText(ImGui::GetFont(), fs, at, color, glyph);
}
void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float bottom_limit)
{
ModelObject *mo = m_c->selection_info()->model_object();
@@ -2565,19 +2874,42 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
return changed;
};
// Icon toggle button shared by the selection-mode and view-mode rows: an SVG button with a teal
// backing and full-brightness icon when active, dimmed otherwise. Falls back to a text checkbox if
// its icon could not be loaded, so the control is never lost.
const float icon_btn_sz = m_imgui->scaled(1.5f);
const ImVec4 icon_active_bg(0.0f, 0.59f, 0.53f, 1.0f);
const auto icon_toggle = [&](int uid, unsigned int ic, bool active, const wxString &label, const wxString &tip) -> bool {
bool clicked;
// Icon toggle button shared by the selection-mode and view-mode rows, styled like the main toolbar:
// an inactive button shows the icon in the theme's normal (grey) monochrome, an active one shows it
// in its original colours. All icons are the same square size. Falls back to a text checkbox if the
// icon set could not be loaded, so the control is never lost.
ensure_panel_icons();
// Sized to match the 3D toolbar's icons exactly, rather than to the panel's font. It is the same
// expression GLCanvas3D::_update_toolbar_icons_scale() uses, and it is valid here because ImGui's
// DisplaySize is set from the canvas's pixel size (GLCanvas3D::_resize()) - so one ImGui unit is
// one canvas pixel, the very units the toolbar is drawn in. Deriving it rather than hard-coding a
// font multiple also keeps the two in step when the toolbar auto-fit shrinks its icons to make
// them fit a narrow window, which it does by lowering the same toolbar_icon_scale() read here.
const float icon_btn_sz = GLToolbar::Default_Icons_Size * wxGetApp().toolbar_icon_scale() * m_parent.get_scale();
// The icon SVGs carry their own border, so the ImGui button's own frame border and idle fill are
// suppressed here (FrameBorderSize 0 + transparent ImGuiCol_Button) to avoid a doubled border -- the
// hover/active fill is left in place for feedback. Applied only around these gizmo icon buttons.
const auto push_borderless_icon_style = []() {
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.f);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
};
const auto pop_borderless_icon_style = []() {
ImGui::PopStyleColor();
ImGui::PopStyleVar();
};
const auto icon_toggle = [&](int uid, const std::string &iconfile, bool active, const wxString &label,
const wxString &tip) -> bool {
bool clicked = false;
const auto it = m_panel_icon_map.find(iconfile);
ImGui::PushID(uid);
if (ic != 0)
clicked = m_imgui->image_button((ImTextureID) (intptr_t) ic, ImVec2(icon_btn_sz, icon_btn_sz), ImVec2(0, 0),
ImVec2(1, 1), -1, active ? icon_active_bg : ImVec4(0, 0, 0, 0),
active ? ImVec4(1, 1, 1, 1) : ImVec4(0.65f, 0.65f, 0.65f, 1.f));
else {
// color_wite_gray variants: [0] normal/grey, [1] original colour, [2] disabled.
if (it != m_panel_icon_map.end() && it->second.size() >= 2 && it->second[active ? 1 : 0]->is_valid()) {
const IconManager::Icon &ic = *it->second[active ? 1 : 0];
push_borderless_icon_style();
clicked = m_imgui->image_button((ImTextureID) (intptr_t) ic.tex_id, ImVec2(icon_btn_sz, icon_btn_sz),
ic.tl, ic.br, -1, ImVec4(0, 0, 0, 0), ImVec4(1, 1, 1, 1));
pop_borderless_icon_style();
} else {
bool v = active;
clicked = ImGui::Checkbox(label.ToUTF8().data(), &v);
}
@@ -2586,6 +2918,27 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
m_imgui->tooltip(tip, m_imgui->scaled(18.f));
return clicked;
};
// Borderless icon button (non-toggle): always the grey monochrome variant. Falls back to a plain
// text button when the icon file is absent, so the control is never lost before the art lands.
const auto icon_button = [&](int uid, const std::string &iconfile, float sz, const wxString &label,
const wxString &tip) -> bool {
bool clicked = false;
const auto it = m_panel_icon_map.find(iconfile);
ImGui::PushID(uid);
if (it != m_panel_icon_map.end() && !it->second.empty() && it->second[0]->is_valid()) {
const IconManager::Icon &ic = *it->second[0];
push_borderless_icon_style();
clicked = m_imgui->image_button((ImTextureID) (intptr_t) ic.tex_id, ImVec2(sz, sz), ic.tl, ic.br, -1,
ImVec4(0, 0, 0, 0), ImVec4(1, 1, 1, 1));
pop_borderless_icon_style();
} else {
clicked = m_imgui->button(label);
}
ImGui::PopID();
if (!tip.empty() && ImGui::IsItemHovered())
m_imgui->tooltip(tip, m_imgui->scaled(18.f));
return clicked;
};
if (m_imgui->button(m_undocked ? _L("Dock panel") : _L("Undock panel")))
m_undocked = !m_undocked;
@@ -2604,19 +2957,19 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
const bool is_face_mode = m_tool_type == ToolType::BRUSH && m_cursor_type == TriangleSelector::CursorType::POINTER;
const bool is_area_mode = m_tool_type == ToolType::SMART_FILL;
ImGui::SameLine();
if (icon_toggle(801, icon_id("toolbar_big_brush.svg"), is_brush_mode, _L("Brush"),
if (icon_toggle(801, "toolbar_big_brush.svg", is_brush_mode, _L("Brush"),
_L("Brush - paint over the surface by dragging"))) {
m_tool_type = ToolType::BRUSH;
m_cursor_type = TriangleSelector::CursorType::CIRCLE;
}
ImGui::SameLine();
if (icon_toggle(802, icon_id("toolbar_face.svg"), is_face_mode, _L("Face"),
if (icon_toggle(802, "toolbar_face.svg", is_face_mode, _L("Face"),
_L("Face - click individual triangles"))) {
m_tool_type = ToolType::BRUSH;
m_cursor_type = TriangleSelector::CursorType::POINTER;
}
ImGui::SameLine();
if (icon_toggle(803, icon_id("texture_displacement_connected_area.svg"), is_area_mode, _L("Connected area"),
if (icon_toggle(803, "texture_displacement_connected_area.svg", is_area_mode, _L("Connected area"),
_L("Connected area - flood-fill the region reachable without crossing an edge sharper than the "
"angle threshold"))) {
m_tool_type = ToolType::SMART_FILL;
@@ -2657,21 +3010,21 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
m_imgui->text(_L("View"));
ImGui::SameLine();
if (icon_toggle(701, icon_id("texture_displacement_real_preview.svg"), cur_mode == 0, _L("Normal"),
if (icon_toggle(701, "texture_displacement_real_preview.svg", cur_mode == 0, _L("Normal"),
_L("Normal - the true displaced geometry (what Bake produces)"))) new_mode = 0;
ImGui::SameLine();
if (icon_toggle(702, icon_id("texture_displacement_fast_preview.svg"), cur_mode == 1, _L("Fast"),
if (icon_toggle(702, "texture_displacement_fast_preview.svg", cur_mode == 1, _L("Fast"),
_L("Fast - a bump-shaded approximation of the active layer only; quick to update, not exact"))) new_mode = 1;
ImGui::SameLine();
if (icon_toggle(703, icon_id("texture_displacement_checker.svg"), cur_mode == 2, _L("Checker"),
if (icon_toggle(703, "texture_displacement_checker.svg", cur_mode == 2, _L("Checker"),
_L("Checker - a test grid over the unwrap; squares stay square where it does not stretch"))) new_mode = 2;
ImGui::SameLine();
if (icon_toggle(704, icon_id("texture_displacement_distortion.svg"), cur_mode == 3, _L("Distortion"),
if (icon_toggle(704, "texture_displacement_distortion.svg", cur_mode == 3, _L("Distortion"),
_L("Distortion - blue-to-red stretch heatmap over the unwrap (needs the Unwrap/LSCM projection)"))) new_mode = 3;
ImGui::SameLine();
ImGui::Dummy(ImVec2(m_imgui->scaled(0.6f), 0.f));
ImGui::SameLine();
if (icon_toggle(705, icon_id("texture_displacement_wireframe.svg"), m_wireframe_overlay, _L("Wireframe"),
if (icon_toggle(705, "texture_displacement_wireframe.svg", m_wireframe_overlay, _L("Wireframe"),
_L("Wireframe - overlay the mesh edges; independent of the view above"))) wf_toggle = true;
if (new_mode != cur_mode) {
@@ -2711,8 +3064,15 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
const unsigned int add_icon = tool_icon_id();
const float sz = m_imgui->scaled(1.3f);
ImGui::SameLine();
const bool add_clicked = (add_icon != 0) ? m_imgui->image_button((ImTextureID) (intptr_t) add_icon, ImVec2(sz, sz))
: m_imgui->button(m_desc.at("add_texture"));
bool add_clicked;
if (add_icon != 0) {
// The add icon SVG carries its own border; suppress the ImGui frame border/idle fill.
push_borderless_icon_style();
add_clicked = m_imgui->image_button((ImTextureID) (intptr_t) add_icon, ImVec2(sz, sz));
pop_borderless_icon_style();
} else {
add_clicked = m_imgui->button(m_desc.at("add_texture"));
}
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Add a texture layer"), m_imgui->scaled(20.f));
if (add_clicked)
@@ -2765,7 +3125,8 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
set_active_layer(layer->slot);
ImGui::PopStyleColor(2);
ImGui::SameLine();
if (m_imgui->button(m_desc.at("remove_layer")))
if (icon_button(600 + layer->slot, "texture_displacement_cross.svg", m_imgui->scaled(1.3f),
m_desc.at("remove_layer"), _u8L("Remove this layer")))
slot_to_remove = layer->slot;
// Everything below is this layer's own; the group lets a click anywhere inside it select
@@ -2958,18 +3319,25 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
// bake honours; Island is the move/rotate/scale-with-grouping behaviour.
if (!m_uv_editor_unwrap.empty()) {
m_imgui->text(_u8L("Select:"));
const auto set_uv_mode = [&](int mode) {
if (mode != m_uv_select_mode) {
m_uv_select_mode = mode;
if (UVEditorCanvas *c = wxGetApp().plater()->get_uv_editor_canvas())
c->set_select_mode(static_cast<UVEditorCanvas::SelectMode>(mode));
}
};
ImGui::SameLine();
int mode = m_uv_select_mode;
ImGui::RadioButton(_u8L("Island").c_str(), &mode, 0);
if (icon_toggle(810, "texture_displacement_uv_select_island.svg", m_uv_select_mode == 0,
_L("Island"), _L("Island - move, rotate and scale whole islands")))
set_uv_mode(0);
ImGui::SameLine();
ImGui::RadioButton(_u8L("Vertex").c_str(), &mode, 1);
if (icon_toggle(811, "texture_displacement_uv_select_vertex.svg", m_uv_select_mode == 1,
_L("Vertex"), _L("Vertex - drag vertices to reshape; Shift/Ctrl to multi-select")))
set_uv_mode(1);
ImGui::SameLine();
ImGui::RadioButton(_u8L("Edge").c_str(), &mode, 2);
if (mode != m_uv_select_mode) {
m_uv_select_mode = mode;
if (UVEditorCanvas *c = wxGetApp().plater()->get_uv_editor_canvas())
c->set_select_mode(static_cast<UVEditorCanvas::SelectMode>(mode));
}
if (icon_toggle(812, "texture_displacement_uv_select_edge.svg", m_uv_select_mode == 2,
_L("Edge"), _L("Edge - drag edges to reshape; Shift/Ctrl to multi-select")))
set_uv_mode(2);
if (!layer->lscm_uv_overrides.empty()) {
ImGui::SameLine();
if (m_imgui->button(_u8L("Clear UV edits"))) {
@@ -3056,7 +3424,14 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
// press this, and the texture is re-laid from the new angle.
if (m_imgui->button(_u8L("Capture current view"))) {
capture_view_projection(*layer);
// Selecting the visible faces *after* capturing means the projector axes are
// already the ones the selection was made against - the two describe the
// same viewpoint, which is the whole point of the option.
if (m_project_only_visible && select_visible_faces() == 0)
show_error(nullptr, _u8L("Nothing is visible from this angle - turn the model to face the "
"part you want to project onto."));
m_preview_params_dirty = true;
update_projector();
}
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Projects the texture straight onto the painted area from the direction "
@@ -3064,6 +3439,66 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
"that direction will stretch - turn the model to where you want the "
"texture crisp, then capture."),
m_imgui->scaled(20.f));
if (ImGui::Checkbox(_u8L("Project only on visible").c_str(), &m_project_only_visible)) {
if (m_project_only_visible && select_visible_faces() == 0)
show_error(nullptr, _u8L("Nothing is visible from this angle - turn the model to face the "
"part you want to project onto."));
m_preview_params_dirty = true;
update_projector();
}
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Paints exactly the faces you can currently see - facing the camera and "
"not hidden behind anything else - and projects onto those. This replaces "
"the layer's painted area, and is re-applied each time you capture the "
"view."),
m_imgui->scaled(20.f));
ImGui::Separator();
bool projector_open = m_projector_frame != nullptr && m_projector_frame->IsShown();
if (ImGui::Checkbox(_u8L("Projection frame").c_str(), &projector_open))
show_projector(projector_open);
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Opens a see-through window you drag over the model. Whatever shows "
"through it is what the texture is projected onto, and the window's "
"border becomes the edge of the projection. Move and resize it to frame "
"the area you want, then press Apply."),
m_imgui->scaled(20.f));
if (projector_open) {
ImGui::PushItemWidth(m_imgui->scaled(6.f));
if (ImGui::SliderInt(_u8L("Opacity").c_str(), &m_projector_opacity, 20, 255))
m_projector_frame->set_opacity(m_projector_opacity);
ImGui::PopItemWidth();
if (m_imgui->button(_u8L("Apply projection frame"))) {
const int painted = apply_projection_frame();
if (painted == 0)
show_error(nullptr, _u8L("Nothing of the model is inside the frame - move it over the "
"part you want to project onto."));
else if (painted < 0)
show_error(nullptr, _u8L("The frame could not be applied. Make sure it overlaps the "
"3D view."));
}
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Projects the texture through the frame from the direction you are "
"looking now, and paints the visible faces inside it. This replaces "
"the layer's painted area. The result is fixed to the model, so you "
"can orbit freely afterwards."),
m_imgui->scaled(20.f));
}
if (layer->view_project_projective) {
m_imgui->text(_u8L("Placed by projection frame."));
ImGui::SameLine();
if (m_imgui->button(_u8L("Clear"))) {
// Back to the plain axis projection, where tiling/rotation/offset mean
// something again - the matrix path deliberately ignores them.
layer->view_project_projective = false;
layer->tile_enabled = true;
m_preview_params_dirty = true;
}
}
}
}
@@ -3114,6 +3549,9 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
// that's driving the drag is released, i.e. once per edit instead of dozens of times per drag.
if (m_preview_params_dirty && (m_auto_update || !ImGui::IsMouseDown(ImGuiMouseButton_Left))) {
rebuild_preview();
// Same edits (tile size, rotation, offset, a new texture) are what the projector window
// draws, so it refreshes on the same one-per-edit cadence. No-op while it is closed.
update_projector();
m_preview_params_dirty = false;
}
// (The "Add layer" button now lives next to the "Texture layers" heading, as an icon.)
@@ -3121,16 +3559,17 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
ImGui::Separator();
m_imgui->text(_u8L("Not enough vertices for fine detail?"));
ImGui::PushItemWidth(m_imgui->scaled(8.4f));
if (ImGui::SliderInt(_u8L("Subdivide steps").c_str(), &m_subdivide_count, 1, 5)) {
m_subdivide_count = std::clamp(m_subdivide_count, 1, 5);
if (ImGui::SliderInt(_u8L("Subdivide steps").c_str(), &m_subdivide_count, 0, 5)) {
m_subdivide_count = std::clamp(m_subdivide_count, 0, 5);
if (m_subdivide_editing)
rebuild_subdivide_preview();
rebuild_subdivide_preview(); // a count of 0 clears the preview, it doesn't compute one
m_parent.set_as_dirty();
}
ImGui::PopItemWidth();
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("How many times to split every triangle into four. Each step roughly quadruples the "
"triangle count, so there are enough vertices for the height texture to displace."),
"triangle count, so there are enough vertices for the height texture to displace. "
"0 means no subdivision."),
m_imgui->scaled(20.f));
if (!m_subdivide_editing) {
@@ -3144,11 +3583,18 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
"commit it, or Done to leave the model as it is."),
m_imgui->scaled(20.f));
} else {
m_imgui->disabled_begin(m_subdivide_count < 1);
if (m_imgui->button(_u8L("Apply"))) {
subdivide_model(); // commits m_subdivide_count passes (takes its own snapshot)
rebuild_subdivide_preview(); // re-preview against the now-denser mesh
subdivide_model(); // commits m_subdivide_count passes (takes its own snapshot)
// Back to 0 rather than staying at the count just applied: the mesh is now up to 4^N
// times denser, so re-previewing the same N passes on top of it is both pointless (the
// density asked for is already committed) and by far the slowest thing this panel does.
// rebuild_subdivide_preview() at 0 just drops the wireframe.
m_subdivide_count = 0;
rebuild_subdivide_preview();
m_parent.set_as_dirty();
}
m_imgui->disabled_end();
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Replaces the model's geometry with the subdivided mesh and clears any not-yet-baked "
"paint on it (already-baked bumps are unaffected)."),
@@ -3180,6 +3626,23 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
ImGui::PushItemWidth(m_imgui->scaled(8.4f));
m_imgui->slider_float(_u8L("Target edge (mm)"), &m_remesh_target_edge_mm, 0.1f, 20.f, "%.2f", ImGuiLogSlider);
ImGui::PopItemWidth();
ImGui::Checkbox(_u8L("Keep sharp edges").c_str(), &m_remesh_keep_sharp_edges);
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Holds hard edges and open borders in place while the rest is remeshed. Without it "
"the remesher slides vertices along the surface and rounds every crisp edge off - "
"a cube comes back with wobbly edges."),
m_imgui->scaled(20.f));
if (m_remesh_keep_sharp_edges) {
ImGui::PushItemWidth(m_imgui->scaled(8.4f));
m_imgui->slider_float(_u8L("Sharp edge angle"), &m_remesh_sharp_angle_deg, 5.f, 90.f, "%.0f deg");
ImGui::PopItemWidth();
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Edges bent by more than this count as hard features and are kept. Lower keeps "
"more detail but leaves more of the mesh untouched; higher remeshes more freely."),
m_imgui->scaled(20.f));
}
m_imgui->disabled_begin(mv == nullptr);
if (m_imgui->button(_u8L("Remesh")))
remesh_model();
@@ -3219,6 +3682,10 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
GizmoImguiEnd();
ImGuiWrapper::pop_toolbar_style();
// Drawn last, over everything, via the foreground draw list: the +/- add-remove sign next to the
// 3D cursor. Still inside the gizmo's ImGui frame here, which is what render_paint_cursor_hint() needs.
render_paint_cursor_hint();
}
} // namespace Slic3r::GUI

View File

@@ -6,6 +6,7 @@
#include "slic3r/GUI/GLModel.hpp"
#include "slic3r/GUI/GLTexture.hpp"
#include "slic3r/GUI/I18N.hpp"
#include "slic3r/GUI/IconManager.hpp"
#include "slic3r/GUI/TextureLibrary.hpp"
#include <array>
@@ -15,6 +16,8 @@
namespace Slic3r::GUI {
class TextureProjectorFrame;
// Paint-style gizmo that assigns one or more texture-displacement "layers" (see
// libslic3r/TextureDisplacement.hpp) to painted areas of a model, and can bake the result into
// real mesh geometry. See the project plan for the overall architecture; in short:
@@ -70,6 +73,44 @@ private:
// "whole model" as an alternative to brushing/clicking every triangle by hand.
void select_whole_model();
// The mesh raycasters are built one per model-part volume, in that order; this is the texture
// volume's slot among them, or -1 if it has none (no selection, or the lists disagree).
int texture_volume_raycaster_index() const;
// Paints exactly the facets currently visible from the camera onto the active layer, replacing
// whatever that layer had painted. "Visible" is two tests: the facet faces the camera, and its
// centroid is not hidden behind other geometry (a real raycast, so a concave part's far inner
// wall is correctly excluded). When `uv_clip` is given (the projection frame's matrix), facets
// whose centroid falls outside the frame's uv unit square are skipped first - which both clips
// the selection to the frame and spares the raycast for everything outside it. Costs one ray
// query per surviving facet, so it is a one-shot action, never a per-frame one. Returns the
// number of facets selected.
int select_visible_faces(const std::array<float, 12> *uv_clip = nullptr);
// When set, "Capture current view" also re-selects the visible faces, so the viewpoint the
// projector was captured from and the area it projects onto stay the same. Independent of the
// projection frame below: this takes every visible facet, the frame clips to its rectangle.
// Off by default, because turning it on replaces whatever the layer had painted.
bool m_project_only_visible = false;
// The projection-frame overlay for a ViewProjected layer: a semi-transparent window dragged over
// the 3D view whose border becomes the projection's edge. Created lazily and owned here; hidden
// rather than destroyed when closed, so reopening keeps it where the user left it.
TextureProjectorFrame *m_projector_frame = nullptr;
int m_projector_opacity = 140;
// What the overlay's texture was last built from, so repeated updates don't rebuild the bitmap
// from unchanged pixels. Same shape as the m_thumbnail_source/m_thumbnail_smoothing pair above.
const void *m_projector_tex_source = nullptr;
float m_projector_tex_smoothing = -1.f;
void show_projector(bool show);
// Pushes the active layer's texture into the overlay. Cheap, and a no-op while it is hidden.
void update_projector();
// Reads the overlay's rectangle and commits it as the layer's projection: builds the exact
// projective local->uv matrix from the camera and that rectangle, turns tiling off so the border
// is a hard edge, and repaints the layer with the visible facets inside the frame. Returns the
// number of facets selected, or -1 if the frame could not be used at all.
int apply_projection_frame();
// Uniformly subdivides the volume's mesh (see libslic3r::subdivide_mesh_uniform()) so a
// low-poly input model has enough vertices to actually show texture-displacement detail.
// A real, committed geometry change (like Bake), so it needs its own snapshot; unlike Bake it
@@ -120,6 +161,10 @@ private:
bool update_adjust_anchor(); // recomputes m_adjust_anchor_pos/normal; false if nothing painted
bool on_mouse_adjust_texture(const wxMouseEvent &mouse_event);
void render_adjust_texture_gizmo();
// Draws a small '+'/'-' next to the mouse over the 3D view while painting/selecting, so it is
// obvious whether the next stroke adds paint (default) or erases it (Shift). Uses ImGui's
// foreground draw list, so it must be called from inside the gizmo's ImGui frame.
void render_paint_cursor_hint();
// Mesh-local tangent-plane basis at m_adjust_anchor_normal, matching project_planar()'s
// dominant-axis convention so dragging on-canvas maps consistently onto offset.
void adjust_tangent_basis(Vec3f &u_axis, Vec3f &v_axis) const;
@@ -251,6 +296,10 @@ private:
// until "Apply". While previewing, the would-be subdivided mesh is drawn as a wireframe overlay so
// the added density is visible; "Done" ends the preview without touching the model. The normal
// "Show mesh wireframe" toggle is left alone, so a wireframe the user already had on stays on.
// 0 is a real value meaning "no subdivision": it previews nothing and Apply is a no-op. Apply
// snaps the slider back to it, because each pass quadruples the triangle count - leaving the
// count where it was would immediately re-preview N more passes on top of the mesh that was just
// committed, i.e. the most expensive thing the panel can do, on every Apply.
int m_subdivide_count = 1;
bool m_subdivide_editing = false;
int m_subdivide_preview_count = -1; // the count m_subdivide_preview_glmodel was built for
@@ -263,6 +312,10 @@ private:
// with the mesh's mean edge length the first time the control is shown. Like subdivide, it replaces
// the geometry and drops not-yet-baked paint (no remap across a topology change).
float m_remesh_target_edge_mm = 0.f;
// Dihedral angle above which an edge counts as a hard feature and is held fixed by the remesher.
// Off by default would round every sharp edge off, so this is on; 0 disables the protection.
float m_remesh_sharp_angle_deg = 40.f;
bool m_remesh_keep_sharp_edges = true;
void remesh_model();
// Live, pre-bake preview of the true displaced geometry (built by the same algorithm Bake
@@ -450,11 +503,14 @@ private:
bool m_tool_icon_tried = false;
unsigned int tool_icon_id(); // 0 if the icon could not be loaded
// The panel's icon-button rows (selection mode, view mode) each need their own small SVG. Loaded and
// uploaded once on first use and cached by file name (under resources/images/). Returns 0 if an icon
// could not be loaded, in which case the button falls back to a text control.
std::map<std::string, GLTexture> m_icon_cache;
unsigned int icon_id(const std::string &filename);
// Icons for the panel's selection-mode and view-mode button rows. Loaded through IconManager with
// the same colour/monochrome variants the main toolbar uses, so an inactive button shows the icon in
// the theme's normal (grey) foreground colour and an active one shows it in its original colours --
// matching the toolbar's selected/unselected look. Uploaded once on first panel render.
IconManager m_panel_icons;
std::map<std::string, IconManager::Icons> m_panel_icon_map; // file name -> [normal, colour, disabled]
bool m_panel_icons_tried = false;
void ensure_panel_icons();
};
} // namespace Slic3r::GUI

View File

@@ -0,0 +1,97 @@
#include "TextureProjectorFrame.hpp"
#include <algorithm>
#include <wx/dcclient.h>
#include <wx/image.h>
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/I18N.hpp"
namespace Slic3r { namespace GUI {
TextureProjectorFrame::TextureProjectorFrame(wxWindow *parent)
: wxFrame(parent, wxID_ANY, _L("Projection frame - drag over the model, then Apply"), wxDefaultPosition,
wxSize(360, 360),
// Caption and resize border so moving and sizing are the native gestures the user
// already knows - "align it by moving the window" only works if the window moves the
// ordinary way. FLOAT_ON_PARENT keeps it above the 3D view without the antisocial
// always-on-top-of-everything behaviour of wxSTAY_ON_TOP.
wxCAPTION | wxRESIZE_BORDER | wxCLOSE_BOX | wxFRAME_NO_TASKBAR | wxFRAME_FLOAT_ON_PARENT)
{
SetBackgroundStyle(wxBG_STYLE_PAINT);
Bind(wxEVT_PAINT, &TextureProjectorFrame::on_paint, this);
// A resize changes the gate, so the texture has to be re-stretched under it.
Bind(wxEVT_SIZE, [this](wxSizeEvent &evt) { Refresh(); evt.Skip(); });
SetTransparent(wxByte(m_alpha));
// Hide rather than destroy: the gizmo owns this window's lifetime, and reopening should keep the
// frame exactly where it was left - its position is the placement.
Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt) {
if (evt.CanVeto()) {
evt.Veto();
Hide();
} else
evt.Skip();
});
}
void TextureProjectorFrame::set_texture(const std::vector<unsigned char> &gray, int width, int height)
{
if (width <= 0 || height <= 0 || gray.size() < size_t(width) * size_t(height)) {
m_bitmap = wxBitmap();
Refresh();
return;
}
wxImage img(width, height);
unsigned char *dst = img.GetData();
for (size_t i = 0, n = size_t(width) * size_t(height); i < n; ++i) {
const unsigned char v = gray[i];
dst[i * 3 + 0] = v;
dst[i * 3 + 1] = v;
dst[i * 3 + 2] = v;
}
m_bitmap = wxBitmap(img);
Refresh();
}
void TextureProjectorFrame::set_opacity(int alpha)
{
m_alpha = std::clamp(alpha, 20, 255);
SetTransparent(wxByte(m_alpha));
Refresh();
}
wxRect TextureProjectorFrame::client_rect_on_screen() const
{
const wxSize sz = GetClientSize();
return wxRect(ClientToScreen(wxPoint(0, 0)), sz);
}
void TextureProjectorFrame::on_paint(wxPaintEvent &)
{
wxPaintDC dc(this);
const wxSize sz = GetClientSize();
if (sz.x <= 0 || sz.y <= 0)
return;
dc.SetBackground(wxBrush(wxColour(20, 20, 20)));
dc.Clear();
if (m_bitmap.IsOk()) {
// Stretched to fill the client area rather than kept at its own aspect: the gate maps to the
// uv unit square whatever its shape, so a non-square window genuinely does project a
// stretched texture. Showing it any other way would misrepresent the bake.
wxImage scaled = m_bitmap.ConvertToImage().Scale(sz.x, sz.y, wxIMAGE_QUALITY_NORMAL);
dc.DrawBitmap(wxBitmap(scaled), 0, 0, false);
}
// The border is the projection's hard edge, so it is drawn explicitly - with the window
// translucent, the native frame alone reads poorly against a busy 3D scene.
dc.SetPen(wxPen(wxColour(0, 200, 180), 2));
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(0, 0, sz.x, sz.y);
}
}} // namespace Slic3r::GUI

View File

@@ -0,0 +1,56 @@
#ifndef slic3r_TextureProjectorFrame_hpp_
#define slic3r_TextureProjectorFrame_hpp_
// The projection-frame overlay for TextureProjectionMethod::ViewProjected.
//
// A semi-transparent, resizable window that the user drags over the 3D view like a slide projector's
// gate: whatever the model shows through this window is what the texture is projected onto, and the
// window's border is the hard edge of the projection. "Apply" then reads the window's client
// rectangle, converts it into the 3D canvas's own pixel space, and builds an exact projective map
// from it (see GLGizmoTextureDisplacement::apply_projection_frame()).
//
// The window itself is deliberately dumb - it owns no placement state and reports nothing
// continuously. Its position and size *are* the placement, and they are read on demand at Apply,
// which is also when the (expensive) visible-facet selection runs. Moving the window is therefore
// free, and nothing recomputes until the user asks for it.
//
// Plain 2D (wxGraphicsContext), not a wxGLCanvas: a second GL canvas would have to share the app's
// one real wxGLContext, the cause of bugs #10 and #14 in TEXTURE_DISPLACEMENT.md. A paint-DC window
// has no such failure mode, and this one only ever draws a bitmap and a border.
#include <vector>
#include <wx/bitmap.h>
#include <wx/frame.h>
namespace Slic3r { namespace GUI {
class TextureProjectorFrame : public wxFrame
{
public:
explicit TextureProjectorFrame(wxWindow *parent);
// The same 8-bit grayscale pixels build_texture_displacement() samples, so what is aligned here
// is what gets baked. Pass width/height <= 0 to clear it.
void set_texture(const std::vector<unsigned char> &grayscale_pixels, int width, int height);
// Whole-window opacity, 0..255. Low enough to see the model through it, high enough to judge
// where the texture lands - the useful range is roughly 60..200.
void set_opacity(int alpha);
int opacity() const { return m_alpha; }
// The client area (the gate itself, excluding caption and borders) in screen coordinates. This
// is what the projection is built from, so it deliberately excludes the window decorations -
// the user aligns what they see, which is the client area.
wxRect client_rect_on_screen() const;
private:
wxBitmap m_bitmap;
int m_alpha = 140;
void on_paint(wxPaintEvent &);
};
}} // namespace Slic3r::GUI
#endif // slic3r_TextureProjectorFrame_hpp_

View File

@@ -145,6 +145,7 @@ UVEditorCanvas::UVEditorCanvas(wxWindow *parent)
Bind(wxEVT_MIDDLE_UP, &UVEditorCanvas::on_mouse, this);
Bind(wxEVT_MOTION, &UVEditorCanvas::on_mouse, this);
Bind(wxEVT_MOUSEWHEEL, &UVEditorCanvas::on_mouse, this);
Bind(wxEVT_LEAVE_WINDOW, &UVEditorCanvas::on_leave, this);
Bind(wxEVT_KEY_DOWN, &UVEditorCanvas::on_key, this);
Bind(wxEVT_ERASE_BACKGROUND, &UVEditorCanvas::on_erase_background, this);
}
@@ -177,6 +178,8 @@ void UVEditorCanvas::set_islands(Islands islands)
// Vertex/edge picks index into the old unwrap; drop them too.
m_active_vertex = -1;
m_active_edge = { -1, -1 };
m_sel_vertices.clear();
m_sel_edges.clear();
}
// Boundary vertices, bucketed per island, for snapping.
@@ -283,9 +286,15 @@ void UVEditorCanvas::update_status()
case Gesture::None:
default:
if (m_select_mode == SelectMode::Vertex)
msg = _L("Vertex mode: drag a vertex to reshape the unwrap | wheel = zoom, middle-drag = pan, Home = frame");
msg = m_sel_vertices.size() > 1 ?
wxString::Format(_L("%d vertices selected | drag = move together, Shift/Ctrl click = add/remove"),
int(m_sel_vertices.size())) :
_L("Vertex mode: drag a vertex to reshape | Shift/Ctrl click = multi-select, wheel = zoom, Home = frame");
else if (m_select_mode == SelectMode::Edge)
msg = _L("Edge mode: drag an island edge to reshape the unwrap | wheel = zoom, middle-drag = pan, Home = frame");
msg = m_sel_edges.size() > 1 ?
wxString::Format(_L("%d edges selected | drag = move together, Shift/Ctrl click = add/remove"),
int(m_sel_edges.size())) :
_L("Edge mode: drag an island edge to reshape | Shift/Ctrl click = multi-select, wheel = zoom, Home = frame");
else if (m_selection.size() > 1)
msg = wxString::Format(_L("%d islands selected | drag = move together, Shift/Ctrl click = add/remove, R/S = rotate/scale primary"),
int(m_selection.size()));
@@ -391,6 +400,8 @@ void UVEditorCanvas::set_select_mode(SelectMode mode)
m_select_mode = mode;
m_active_vertex = -1;
m_active_edge = { -1, -1 };
m_sel_vertices.clear();
m_sel_edges.clear();
m_gesture = Gesture::None;
update_status();
Refresh();
@@ -520,6 +531,16 @@ Vec2f UVEditorCanvas::snap_correction(int island) const
return best;
}
std::vector<int> UVEditorCanvas::selected_edge_endpoints() const
{
std::vector<int> verts;
for (const auto &[a, b] : m_sel_edges)
for (const int v : { a, b })
if (v >= 0 && std::find(verts.begin(), verts.end(), v) == verts.end())
verts.push_back(v);
return verts;
}
void UVEditorCanvas::end_gesture()
{
const bool was_editing = m_gesture == Gesture::MoveIsland || m_gesture == Gesture::RotateIsland ||
@@ -545,11 +566,22 @@ void UVEditorCanvas::end_gesture()
if (v >= 0 && size_t(v) < m_islands.uvs.size())
edits.emplace_back(v, m_islands.uvs[size_t(v)]);
};
if (m_gesture == Gesture::MoveVertex)
add(m_active_vertex);
else {
add(m_active_edge.first);
add(m_active_edge.second);
// Commit every element of the multi-selection, not just the primary, so a group drag stores all
// the moved vertices' overrides. Falls back to the primary if the selection is somehow empty.
if (m_gesture == Gesture::MoveVertex) {
if (m_sel_vertices.empty())
add(m_active_vertex);
else
for (const int v : m_sel_vertices)
add(v);
} else {
const std::vector<int> endpoints = selected_edge_endpoints();
if (endpoints.empty()) {
add(m_active_edge.first);
add(m_active_edge.second);
} else
for (const int v : endpoints)
add(v);
}
if (!edits.empty())
m_on_vertex_edit(edits);
@@ -638,6 +670,12 @@ void UVEditorCanvas::on_mouse(wxMouseEvent &evt)
const wxEventType type = evt.GetEventType();
const wxPoint pos = evt.GetPosition();
// Track the pointer so the +/- add-remove hint can be drawn next to it in Vertex/Edge mode.
m_cursor_px = pos;
m_cursor_inside = true;
if (type == wxEVT_MOTION && m_select_mode != SelectMode::Island && m_gesture == Gesture::None)
Refresh(); // animate the hint (and its +/- flip) as the pointer/modifiers move
// Key events (R/S/Home) only arrive if this canvas has focus, and clicking it is the natural way
// to ask for it - the pane is not in the tab order.
if (type == wxEVT_LEFT_DOWN || type == wxEVT_RIGHT_DOWN || type == wxEVT_MIDDLE_DOWN)
@@ -656,15 +694,50 @@ void UVEditorCanvas::on_mouse(wxMouseEvent &evt)
m_drag_last_px = pos;
m_gesture_last_uv = uv;
if (m_select_mode == SelectMode::Vertex) {
m_active_vertex = vertex_at(uv);
const int hit = vertex_at(uv);
m_active_edge = { -1, -1 };
m_vertex_edit_moved = false;
m_gesture = (m_active_vertex >= 0) ? Gesture::MoveVertex : Gesture::Pan;
// Same Shift-adds / Ctrl-toggles / plain-replaces rules as island selection, so a group of
// vertices can be picked and dragged together.
if (hit >= 0) {
if (evt.ShiftDown()) {
if (!is_vertex_selected(hit))
m_sel_vertices.push_back(hit);
} else if (evt.ControlDown()) {
if (auto it = std::find(m_sel_vertices.begin(), m_sel_vertices.end(), hit); it != m_sel_vertices.end())
m_sel_vertices.erase(it);
else
m_sel_vertices.push_back(hit);
} else if (!is_vertex_selected(hit)) {
m_sel_vertices.assign(1, hit);
}
} else if (!evt.ShiftDown() && !evt.ControlDown()) {
m_sel_vertices.clear();
}
// Primary = the clicked vertex only if it is (still) selected; a Ctrl-deselect just toggles.
m_active_vertex = (hit >= 0 && is_vertex_selected(hit)) ? hit : -1;
m_gesture = (m_active_vertex >= 0) ? Gesture::MoveVertex : Gesture::Pan;
} else if (m_select_mode == SelectMode::Edge) {
m_active_edge = edge_at(uv);
const std::pair<int, int> hit = edge_at(uv);
m_active_vertex = -1;
m_vertex_edit_moved = false;
m_gesture = (m_active_edge.first >= 0) ? Gesture::MoveEdge : Gesture::Pan;
if (hit.first >= 0) {
if (evt.ShiftDown()) {
if (!is_edge_selected(hit))
m_sel_edges.push_back(hit);
} else if (evt.ControlDown()) {
if (auto it = std::find(m_sel_edges.begin(), m_sel_edges.end(), hit); it != m_sel_edges.end())
m_sel_edges.erase(it);
else
m_sel_edges.push_back(hit);
} else if (!is_edge_selected(hit)) {
m_sel_edges.assign(1, hit);
}
} else if (!evt.ShiftDown() && !evt.ControlDown()) {
m_sel_edges.clear();
}
m_active_edge = (hit.first >= 0 && is_edge_selected(hit)) ? hit : std::pair<int, int>{ -1, -1 };
m_gesture = (m_active_edge.first >= 0) ? Gesture::MoveEdge : Gesture::Pan;
} else {
const int hit = island_at(uv);
if (hit >= 0) {
@@ -739,8 +812,15 @@ void UVEditorCanvas::on_mouse(wxMouseEvent &evt)
break;
}
case Gesture::MoveVertex: {
const Vec2f uv = screen_to_uv(pos);
move_vertex_raw(m_active_vertex, uv - m_gesture_last_uv);
const Vec2f uv = screen_to_uv(pos);
const Vec2f delta = uv - m_gesture_last_uv;
// Move the whole selection by the same uv-space delta (each vertex converts it through its
// own island transform in move_vertex_raw). Falls back to the primary if none is selected.
if (m_sel_vertices.empty())
move_vertex_raw(m_active_vertex, delta);
else
for (const int v : m_sel_vertices)
move_vertex_raw(v, delta);
m_gesture_last_uv = uv;
m_vertex_edit_moved = true;
Refresh();
@@ -749,8 +829,14 @@ void UVEditorCanvas::on_mouse(wxMouseEvent &evt)
case Gesture::MoveEdge: {
const Vec2f uv = screen_to_uv(pos);
const Vec2f delta = uv - m_gesture_last_uv;
move_vertex_raw(m_active_edge.first, delta);
move_vertex_raw(m_active_edge.second, delta);
// Move every unique endpoint of every selected edge once. Falls back to the primary edge.
const std::vector<int> endpoints = selected_edge_endpoints();
if (endpoints.empty()) {
move_vertex_raw(m_active_edge.first, delta);
move_vertex_raw(m_active_edge.second, delta);
} else
for (const int v : endpoints)
move_vertex_raw(v, delta);
m_gesture_last_uv = uv;
m_vertex_edit_moved = true;
Refresh();
@@ -1046,6 +1132,16 @@ void UVEditorCanvas::on_size(wxSizeEvent &evt)
Update();
}
void UVEditorCanvas::on_leave(wxMouseEvent &evt)
{
evt.Skip();
if (m_cursor_inside) {
m_cursor_inside = false;
if (m_select_mode != SelectMode::Island)
Refresh(); // the +/- hint was following the cursor; drop it now the pointer is gone
}
}
void UVEditorCanvas::render()
{
if (m_context == nullptr || !IsShownOnScreen())
@@ -1190,7 +1286,8 @@ void UVEditorCanvas::render()
// Vertex/Edge mode handles: a small square drawn over the picked vertex (or each endpoint of the
// picked edge), so it is obvious which sub-element a drag will move. The already-drawn boundary
// sits between an edge's two markers, so the pair reads as "this edge".
if (m_select_mode != SelectMode::Island && (m_active_vertex >= 0 || m_active_edge.first >= 0)) {
if (m_select_mode != SelectMode::Island &&
(!m_sel_vertices.empty() || !m_sel_edges.empty() || m_active_vertex >= 0 || m_active_edge.first >= 0)) {
if (!m_vertex_marker_glmodel.is_initialized()) {
GLModel::Geometry q;
q.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3 };
@@ -1215,14 +1312,57 @@ void UVEditorCanvas::render()
m.scale(double(marker));
draw(m_vertex_marker_glmodel, UV_COLOR_SEL_BOUNDARY, m);
};
if (m_active_vertex >= 0)
draw_marker(m_active_vertex);
if (m_active_edge.first >= 0) {
draw_marker(m_active_edge.first);
draw_marker(m_active_edge.second);
// Mark every element of the multi-selection (falling back to the primary when nothing is in the
// set yet), so a Shift/Ctrl group is all visibly highlighted.
if (m_select_mode == SelectMode::Vertex) {
if (m_sel_vertices.empty())
draw_marker(m_active_vertex);
else
for (const int v : m_sel_vertices)
draw_marker(v);
} else {
if (m_sel_edges.empty()) {
draw_marker(m_active_edge.first);
draw_marker(m_active_edge.second);
} else
for (const auto &[a, b] : m_sel_edges) {
draw_marker(a);
draw_marker(b);
}
}
}
// Add/remove hint next to the cursor in Vertex/Edge mode: a green '+' when a click will add to the
// selection (plain or Shift), a red '-' when Ctrl is held and a click will remove one -- the UV-side
// twin of the 3D paint cursor's own sign. Rebuilt each frame at the pointer, sized in pixels.
if (m_select_mode != SelectMode::Island && m_cursor_inside) {
const float uv_per_px = 2.f * m_zoom / float(std::max(1, std::min(size.GetWidth(), size.GetHeight())));
const Vec2f centre = screen_to_uv(m_cursor_px) + Vec2f(14.f, -14.f) * uv_per_px; // up-right of the pointer
const float r = 6.f * uv_per_px;
const bool removing = wxGetKeyState(WXK_CONTROL);
GLModel::Geometry sign;
sign.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P3 };
unsigned idx = 0;
const auto seg = [&](const Vec2f &a, const Vec2f &b) {
sign.add_vertex(Vec3f(a.x(), a.y(), 0.f));
sign.add_vertex(Vec3f(b.x(), b.y(), 0.f));
sign.add_line(idx, idx + 1);
idx += 2;
};
seg(centre - Vec2f(r, 0.f), centre + Vec2f(r, 0.f)); // the '-' bar, shared by both signs
if (!removing)
seg(centre - Vec2f(0.f, r), centre + Vec2f(0.f, r)); // the extra stroke that makes it a '+'
m_cursor_sign_glmodel.reset();
if (!sign.is_empty())
m_cursor_sign_glmodel.init_from(std::move(sign));
set_line_width(3.f);
draw(m_cursor_sign_glmodel, removing ? ColorRGBA(1.f, 0.30f, 0.25f, 0.95f) : ColorRGBA(0.35f, 0.90f, 0.45f, 0.95f),
identity);
set_line_width(1.f);
}
// The GL context is shared with the 3D view; leave the bits we touched as we found them.
glsafe(::glDisable(GL_BLEND));
glsafe(::glEnable(GL_DEPTH_TEST));
@@ -1253,29 +1393,33 @@ enum : int {
UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
{
// Icon + label buttons: the tool icon (toolbar_texture_displacement.svg) is reused on all four as a
// placeholder until dedicated per-tool art exists, and the label is kept alongside it so the
// buttons stay tellable apart while they share one picture.
const wxBitmap icon = create_scaled_bitmap("toolbar_texture_displacement", this, 16);
// Icon + label buttons: each has its own dedicated SVG (see the map below), with the label kept
// alongside it. A missing SVG simply leaves the button showing only its label -- never bitmap-less
// garbage -- so the bar stays usable before the art lands.
auto *bar = new wxBoxSizer(wxHORIZONTAL);
const auto add_button = [&](int id, const wxString &label, const wxString &tip) {
const auto set_icon = [this](wxAnyButton *b, const std::string &iconname) {
const wxBitmap bmp = create_scaled_bitmap(iconname, this, 16);
if (bmp.IsOk())
b->SetBitmap(bmp);
};
const auto add_button = [&](int id, const std::string &iconname, const wxString &label, const wxString &tip) {
auto *b = new wxButton(this, id, label, wxDefaultPosition, wxDefaultSize, wxBU_EXACTFIT);
b->SetBitmap(icon);
set_icon(b, iconname);
b->SetToolTip(tip);
bar->Add(b, 0, wxALL, 2);
b->Bind(wxEVT_BUTTON, &UVEditorPanel::on_tool, this);
return b;
};
add_button(ID_UV_FRAME, _L("Frame"), _L("Frame all islands (Home)"));
add_button(ID_UV_FRAME, "texture_displacement_frame", _L("Frame"), _L("Frame all islands (Home)"));
m_snap_button = new wxToggleButton(this, ID_UV_SNAP, _L("Snap"), wxDefaultPosition, wxDefaultSize, wxBU_EXACTFIT);
m_snap_button->SetBitmap(icon);
set_icon(m_snap_button, "texture_displacement_snap");
m_snap_button->SetToolTip(_L("Snap islands together when dragging"));
bar->Add(m_snap_button, 0, wxALL, 2);
m_snap_button->Bind(wxEVT_TOGGLEBUTTON, &UVEditorPanel::on_tool, this);
add_button(ID_UV_AVG_SCALE, _L("Avg scale"), _L("Give every island the same texel density"));
add_button(ID_UV_CUT, _L("Cut"), _L("Split the selected island across its long axis"));
add_button(ID_UV_JOIN, _L("Join"), _L("Unfold the selected island onto its nearest neighbour along their shared edge"));
add_button(ID_UV_UNJOIN, _L("Unjoin"), _L("Send the selected island back to its own packed position"));
add_button(ID_UV_AVG_SCALE, "texture_displacement_avg_scale", _L("Avg scale"), _L("Give every island the same texel density"));
add_button(ID_UV_CUT, "texture_displacement_cut", _L("Cut"), _L("Split the selected island across its long axis"));
add_button(ID_UV_JOIN, "texture_displacement_join", _L("Join"), _L("Unfold the selected island onto its nearest neighbour along their shared edge"));
add_button(ID_UV_UNJOIN, "texture_displacement_join", _L("Unjoin"), _L("Send the selected island back to its own packed position"));
m_canvas = new UVEditorCanvas(this);
m_canvas->set_status_callback([this](const wxString &text) {

View File

@@ -144,6 +144,7 @@ private:
void on_size(wxSizeEvent &evt);
void on_mouse(wxMouseEvent &evt);
void on_key(wxKeyEvent &evt);
void on_leave(wxMouseEvent &evt); // drops the +/- cursor hint when the pointer leaves the canvas
void on_erase_background(wxEraseEvent &evt) {} // required to avoid flicker on MSW, deliberately a no-op
void render();
@@ -244,14 +245,37 @@ private:
Gesture m_gesture = Gesture::None;
SelectMode m_select_mode = SelectMode::Island;
// The sub-element being edited in Vertex/Edge mode (unwrapped-vertex indices), or -1/{-1,-1}.
// The sub-element being edited in Vertex/Edge mode (unwrapped-vertex indices), or -1/{-1,-1}. This
// is the *primary* (last-picked) element of the multi-selection below.
int m_active_vertex = -1;
std::pair<int, int> m_active_edge{ -1, -1 };
// Multi-selection for Vertex/Edge modes, mirroring the island selection: plain click replaces, Shift
// adds, Ctrl toggles, and a drag moves the whole set together. m_active_vertex/m_active_edge stay the
// primary. Kept as small vectors (tiny, and order doesn't matter here).
std::vector<int> m_sel_vertices;
std::vector<std::pair<int, int>> m_sel_edges;
bool is_vertex_selected(int v) const
{
return std::find(m_sel_vertices.begin(), m_sel_vertices.end(), v) != m_sel_vertices.end();
}
bool is_edge_selected(const std::pair<int, int> &e) const
{
return std::find(m_sel_edges.begin(), m_sel_edges.end(), e) != m_sel_edges.end();
}
// Unique unwrapped-vertex endpoints of every selected edge (an endpoint shared by two selected edges
// is returned once, so a drag doesn't move it twice).
std::vector<int> selected_edge_endpoints() const;
// Last known mouse position over the canvas, and whether the pointer is currently inside it. Used to
// draw the +/- add/remove sign next to the cursor in Vertex/Edge mode.
wxPoint m_cursor_px{ 0, 0 };
bool m_cursor_inside = false;
// Set once a Vertex/Edge drag actually moves, so a bare click (select without drag) doesn't commit a
// no-op edit and take an undo snapshot for nothing.
bool m_vertex_edit_moved = false;
// Lazily-built small filled square, drawn at an edited/hovered vertex as a handle.
GLModel m_vertex_marker_glmodel;
// Rebuilt each frame at the cursor while a +/- add-remove hint is shown (Vertex/Edge mode).
GLModel m_cursor_sign_glmodel;
int m_selected_island = -1;
// The full multi-selection; m_selected_island is its primary (last-clicked) member. Kept as a small
// vector rather than a set because it is tiny and iteration order (primary last) is convenient.