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Add Parallax preview & fix Undo\Redo history
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@@ -1,9 +1,7 @@
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# Texture Displacement - Technical Notes
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Branch: `feature/texture_displacement`. This document is a knowledge dump of the whole feature as
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it stands: architecture, file map, algorithms, known bugs found and fixed (with root causes worth
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remembering), and what's still deferred. Written so a fresh session (or a fresh pair of eyes) can
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pick this up without re-deriving everything from scratch.
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Branch: `feature/texture_displacement`. Reference for the feature as it stands: what it does, how the
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algorithms work, and where the code lives.
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## What it does
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@@ -14,24 +12,67 @@ A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you:
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(saved into `<data_dir>/textures/displacement/`, kept separate so app updates can't clobber it).
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- Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide).
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- Preview the true displaced result live, before baking (background job, not on the UI thread).
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- Optionally preview via a fast GPU bump-map shader instead (no real geometry movement, just
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shading) for a lighter-weight alternative.
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- Preview via a fast GPU shader instead (no real geometry movement) for a lighter-weight alternative.
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- Bake into real mesh geometry on demand, restricted to the painted area only.
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- Subdivide a low-poly model first so there are enough vertices to show fine detail.
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- Remesh and subdivide so a low-poly model has enough vertices to show fine detail.
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- Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated,
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dockable 2D "UV Editor" pane.
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## Standard vs Pro mode
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A two-position slider in the panel header, right of the Dock/Undock button.
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**Pro** shows every mesh-preparation control; Remesh, Subdivide and Bake are run separately by the user,
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in whatever order they like.
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**Standard** hides all of it and folds one fixed recipe into the Bake button, because a height map only
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ever *moves vertices that already exist* - painting onto an imported 12-triangle box and pressing Bake
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would otherwise do nothing visible. Standard's Bake is:
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1. `plan_remesh()` + `replace_mesh_keep_all_paint()` - isotropic remesh to 1 mm, sharp edges above 40
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degrees protected. Gives the subdivider an even starting density whatever the input looked like.
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2. `plan_adaptive_subdivision()` + `apply_adaptive_subdivision()` - feature-adaptive refinement, max
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edge 20 mm, detail 0.02 mm, min edge 0.02 mm.
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3. `bake()` - the ordinary background displacement job.
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Both preparation stages are *planned* before the undo snapshot and *applied* after it, so a stage with
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nothing to do is skipped without leaving an empty undo step. The standalone Pro buttons share the same
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plan/apply split.
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**All three stages sit under one undo step.** `Plater::take_snapshot()` records the state *before* the
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change, so a single snapshot taken at the top of `bake_standard()` means one Undo returns the mesh to
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exactly what was imported. `TextureDisplacementBakeInput::take_snapshot` lets the caller say who owns
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the undo step - true for the Pro-mode button, false for the pipeline, whose background job commits long
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after that snapshot's scope has closed.
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The presets live in one place (`STD_*` constants) and `apply_standard_mode_presets()` pins the hidden
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controls to them every frame while Standard is active, so the live preview cannot disagree with what
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Bake will do. Switching to Standard also closes the subdivision preview, whose controls have just gone.
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One control survives into Standard: **"Added triangles (k)"**, the subdivision budget. It is deliberately
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*not* pinned - pinning would fight the user's own slider every frame - because unlike the rest of the
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recipe its right value depends on the part rather than on the method (a big model, or a fine texture,
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simply needs more triangles). Default 1500. The widget is one lambda shared by both layouts.
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Standard remeshes *after* painting, so the remesh has to preserve paint: `ModelVolume::restore_painting()`
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only remaps the four standard channels, so `replace_mesh_keep_all_paint()` additionally runs
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`TriangleSelector::remap_painting()` over the eight texture-displacement masks. The Pro Remesh button
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goes through the same helper. If the remap comes back empty the pipeline stops with a message rather
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than baking a flat mesh.
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## Architecture
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### Data model (per `ModelVolume`)
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Each of up to `TEXTURE_DISPLACEMENT_MAX_LAYERS` (8) layers gets its **own independent
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`FacetsAnnotation`** paint mask - the exact same `TriangleSelector`/`FacetsAnnotation` machinery
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every other paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance
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per layer slot instead of one per volume. This is what makes "layered/blended" painting work for
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free: the same triangle can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and
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at bake/preview time each layer displaces the surface left by the previous one (image-editor-layer
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semantics).
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`FacetsAnnotation`** paint mask - the same `TriangleSelector`/`FacetsAnnotation` machinery every other
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paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance per layer slot
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instead of one per volume. This is what makes layered/blended painting work for free: the same triangle
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can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and at bake/preview time each
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layer displaces the surface left by the previous one (image-editor-layer semantics).
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Whole-stack settings (border handling, post-process smoothing) live beside the layers in
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`texture_displacement_options` (`TextureDisplacementOptions`), since they belong to no single layer.
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### Bake algorithm (`libslic3r/TextureDisplacement.cpp`)
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@@ -42,13 +83,13 @@ same order - only the positions of displaced vertices differ.
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1. `its_compactify_vertices()` on a copy of the input. In practice a no-op (it only drops
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*unreferenced* vertices, and preserves the order and indices of the rest). It is there to
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guarantee the index alignment step 3 depends on.
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2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both
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projects and displaces along these, so a vertex covered by several layers moves along one single
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well-defined direction. Where the paint does *not* cover every triangle around a vertex, the normal
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is recomputed from the painted triangles alone (the union over all layers, so it stays one direction
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per vertex). On the rim of a fully painted top face the whole-mesh normal is the 45 degrees bisector
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it shares with the side wall, and displacing along that flares the rim outwards instead of raising
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it. Interior vertices are unaffected - all their triangles are painted, so the two coincide. Paint
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2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both projects
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and displaces along these, so a vertex covered by several layers moves along one single well-defined
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direction. Where the paint does *not* cover every triangle around a vertex, the normal is recomputed
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from the painted triangles alone (the union over all layers, so it stays one direction per vertex):
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on the rim of a fully painted top face the whole-mesh normal is the 45-degree bisector it shares with
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the side wall, and displacing along that flares the rim outwards instead of raising it. Interior
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vertices are unaffected - all their triangles are painted, so the two normals coincide. Paint
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coverage per original triangle comes straight off `TriangleSplittingData::triangles_to_split`.
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3. For each layer in slot order: deserialize its stored paint mask into a `TriangleSelector` against
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the **base mesh** (never against a previous layer's output), then
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@@ -61,36 +102,33 @@ same order - only the positions of displaced vertices differ.
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brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the
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referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**.
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Split vertices live past the end of our array and are simply skipped - they sit on the paint
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boundary anyway (splitting only happens at partial coverage), so they would be pinned regardless.
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boundary anyway (splitting only happens at partial coverage).
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4. A vertex used by at least one **unpainted** triangle is a border vertex. Whether it moves is
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`TextureDisplacementOptions::displace_border`, and it **does by default**. The original design
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pinned it, justified as stopping the patch tearing away from the surrounding surface - which stopped
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being true the moment the bake became topology-preserving. There is no seam to tear: a border vertex
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is *one* vertex shared by both regions, and moving it simply tilts the unpainted triangles that use
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it. What pinning actually does is clamp the outermost ring of relief to zero, so on a fully painted
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face the pattern collapses into a ring of steep ramps right at the edge - the reported "it doesn't
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extrude at the border" artifact. Pinning is kept as an option for the case where the relief must not
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spill past the paint at all. Either way the border still drives the `edge_smoothing` falloff.
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`TextureDisplacementOptions::displace_border`, and it does by default. Nothing can tear: the bake is
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topology-preserving, so a border vertex is *one* vertex shared by both regions and moving it simply
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tilts the unpainted triangles that use it. Pinning it instead clamps the outermost ring of relief to
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zero, which on a fully painted face collapses the pattern into a ring of steep ramps at the edge; it
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is kept as an option for when the relief must not spill past the paint at all. Either way the border
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drives the `edge_smoothing` falloff.
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5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods)
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and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's
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`TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once**
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per vertex, no matter how many of the patch's triangles share it - otherwise a Multiply/Subtract
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layer would apply two or three times over depending on local triangle fan-out.
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6. Finally, move each touched vertex along its (step 2) normal by its accumulated total.
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6. Move each touched vertex along its (step 2) normal by its accumulated total.
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7. Optionally (`TextureDisplacementOptions::smooth_*`) relax the result - see Post-process smoothing.
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### Post-process smoothing
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`smooth_mesh_vertices(mesh, movable, strength, iterations)` - plain Laplacian relaxation, run after all
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layers have been folded in, restricted to the vertices flagged in `movable`. Each pass moves a movable
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vertex a `strength` fraction of the way to the average of its one-ring, read from a **snapshot** of the
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previous pass so the result does not depend on vertex order (a Gauss-Seidel sweep would smooth several
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times as hard at the end of the array as at the start). Neighbours come from a CSR-style adjacency built
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once per call.
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`smooth_mesh_vertices(mesh, movable, strength, iterations)` - Laplacian relaxation, run after all layers
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have been folded in, restricted to the vertices flagged in `movable`. Each pass moves a movable vertex a
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`strength` fraction of the way to the average of its one-ring, read from a **snapshot** of the previous
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pass so the result does not depend on vertex order (a Gauss-Seidel sweep would smooth several times as
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hard at the end of the array as at the start). Neighbours come from a CSR-style adjacency built once per
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call. Topology-preserving, like the bake.
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Its job is to round off the hard steps a bitmap height map leaves behind, which is a different knob from
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`TextureDisplacementLayer::smoothing` - that blurs the *height map* before it is ever sampled, this
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relaxes the *geometry* afterwards. Topology-preserving, like the bake.
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Its job is to round off the hard steps a bitmap height map leaves behind - a different knob from
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`TextureDisplacementLayer::smoothing`, which blurs the *height map* before it is ever sampled.
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Two ways in, sharing one set of settings on the volume:
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- The **"Smooth result"** checkbox + "Smoothing (%)" / "Passes" ride along with Preview and Bake.
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@@ -103,14 +141,13 @@ Two ways in, sharing one set of settings on the volume:
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operation in the gizmo that keeps **every** paint channel verbatim - it saves and restores the eight
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texture-displacement masks around `set_mesh()` rather than remapping or dropping them.
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**"Ignore outer ring"** (`smooth_skip_border`, **on by default**) drops the patch's own outermost ring of
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**"Ignore outer ring"** (`smooth_skip_border`, on by default) drops the patch's own outermost ring of
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vertices from `movable`. That ring's neighbours *outside* the paint never move, so relaxing it drags the
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rim of the relief back down toward the flat surface and the pattern comes out half-melted exactly where
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it meets the edge - crisp everywhere else, which is what makes it look like a bug rather than a setting.
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Held out, the border keeps the full depth the texture asked for and only the interior relaxes. Turning it
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off softens the outer edge deliberately (a blunter version of the per-layer edge-smoothing falloff).
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Note this is the *smoothing* rim, a separate question from whether that rim is displaced at all
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(`displace_border`, step 4 above) - the two are independent and both default to "keep the border sharp".
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rim of the relief down toward the flat surface and the pattern comes out half-melted where it meets the
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edge. Held out, the border keeps the full depth the texture asked for and only the interior relaxes.
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Turning it off softens the outer edge deliberately (a blunter version of the per-layer edge-smoothing
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falloff). This is the *smoothing* rim, independent of whether that rim is displaced at all
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(`displace_border`, step 4 above); both default to keeping the border sharp.
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### Blend modes
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@@ -122,50 +159,46 @@ Add/Subtract are self-explanatory. Multiply/Divide are *scaling* operations and
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convention: they treat the layer's own value as a **factor relative to 1 mm**. That makes `depth_mm`
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a gain, and - the property that makes a Multiply layer usable as a mask - a layer with depth 1 mm
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sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged.
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Divide floors its divisor's magnitude at 0.05 - a black texel samples to *exactly* zero, so the
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divisor really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands
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of mm away and poison the mesh's bounding box (and every plate/print-volume check downstream). The
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floor doubles as a cap on how far Divide can amplify the relief beneath it: at most 20×.
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Divide floors its divisor's magnitude at 0.05: a black texel samples to *exactly* zero, so the divisor
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really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands of mm away
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and poison the mesh's bounding box (and every plate/print-volume check downstream). The floor doubles as
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a cap on how far Divide can amplify the relief beneath it: at most 20×.
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The **lowest painted layer ignores its blend mode**: it has nothing beneath it, and Multiply/Divide
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against an implicit zero base would annihilate (or blow up) it. Enforced in `build_texture_
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displacement()` (the first layer to reach a given vertex always folds in additively) and surfaced in
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the UI, which labels that layer "Base layer" instead of offering a control that silently does nothing.
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against an implicit zero base would annihilate (or blow up) it. Enforced in
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`build_texture_displacement()` (the first layer to reach a given vertex always folds in additively) and
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surfaced in the UI, which labels that layer "Base layer" instead of offering a control that does nothing.
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### Projection methods
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Four choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()`
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Five choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()`
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(scale by `1/tiling_scale`, rotate by `rotation_deg`, add `offset`). They are dispatched by
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`sample_layer_height()`, which returns a **height**, not a UV - because Triplanar takes three
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texture samples per vertex and so has no single UV that represents it.
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- **Triplanar** (default) - samples the texture on all three world planes (`(y,z)`, `(x,z)`, `(x,y)`)
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and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4).
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This is the fix for a real, user-reported bug. The previous version *hard-picked* the single axis
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most aligned with the normal, which is discontinuous wherever that dominant axis flips: on a +X
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face the planar coordinate is `(y, z)`, on a −Y face it is `(x, z)`, so at the shared edge `u`
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jumps from `y_edge` to `x_edge`. On a box centred near the origin those two happen to **agree** at
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the (+,+) and (−,−) corners and **differ by the full corner width** at the (+,−) and (−,+) corners
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- which is exactly the "two bad corners, two good ones" symmetry that was observed. A weighted
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blend is continuous across the transition by construction, since the weight of the axis being left
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behind falls smoothly to zero. (Note this removes the hard *seam*; some cross-fade blurring in the
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band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap around a box
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needs a real unwrap - that is what the LSCM mode is for.)
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and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4). Hard-picking
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the single axis most aligned with the normal instead is discontinuous wherever that dominant axis
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flips: on a +X face the planar coordinate is `(y, z)`, on a −Y face it is `(x, z)`, so at the shared
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edge `u` jumps. A weighted blend is continuous across the transition by construction, since the weight
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of the axis being left behind falls smoothly to zero. This removes the hard *seam*; some cross-fade
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blurring in the band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap
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around a box needs a real unwrap - that is what the LSCM mode is for.
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- **Cylindrical** - wraps around an axis through the patch centroid, axis auto-picked as the world
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axis *least* aligned with the average normal (perpendicular to the outward radial normal, as a
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cylinder's own axis would be). `u = angle * local_radius` (arc length in mm), `v = distance along
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axis`. Approximation, not an exact fit for arbitrary geometry.
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axis`. An approximation, not an exact fit for arbitrary geometry, and the axis/centre are not
|
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user-overridable.
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- **Spherical** - longitude/latitude around the centroid, scaled by local radius. Same caveat.
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- **LSCM** - real UV unwrap via `MeshBoolean::cgal::parameterize_lscm()` (CGAL's
|
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`Surface_mesh_parameterization` package, LSCM algorithm). Computed **once per patch** (not
|
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per-vertex like the others - it's a single global least-squares solve), then each vertex looks up
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its precomputed UV. Requires the patch to be a single topological disk (one connected component,
|
||||
one boundary loop) - `compute_lscm_uvs()` returns empty and the layer silently falls back to
|
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Triplanar if not (e.g. multiple disconnected painted islands, or a fully closed patch).
|
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CGAL's parameterizer needs a mesh with no isolated/unreferenced vertices, but `get_facets_strict()`
|
||||
returns the *whole* mesh's vertex array - so there's a compaction step
|
||||
(`compact_patch_with_map()`) that builds a clean sub-mesh + an index map back to the original
|
||||
(uncompacted) vertex numbering, purely local to this file.
|
||||
one boundary loop) - `compute_lscm_uvs()` returns empty and the layer falls back to Triplanar if not
|
||||
(e.g. multiple disconnected painted islands, or a fully closed patch). CGAL's parameterizer needs a
|
||||
mesh with no isolated/unreferenced vertices, but `get_facets_strict()` returns the *whole* mesh's
|
||||
vertex array - so `compact_patch_with_map()` builds a clean sub-mesh plus an index map back to the
|
||||
original vertex numbering, purely local to this file.
|
||||
- **ViewProjected** ("From view") - a flat projection along a fixed direction captured from the 3D
|
||||
camera, like a slide projector. `capture_view_projection()` takes the camera's right/up axes,
|
||||
transforms them into the volume's *local* frame (so the projection rides along if the part is later
|
||||
@@ -174,7 +207,7 @@ texture samples per vertex and so has no single UV that represents it.
|
||||
projects `Vec2f(dot(pos, right), dot(pos, up))`. Single-valued per point, so - like LSCM but unlike
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||||
blended Triplanar - the fast preview and UV-check overlay precompute it per vertex
|
||||
(`compute_layer_vertex_uvs()`) and drive the shader's `use_vertex_uv` path. Faces angled away from
|
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the projector smear; that is inherent to view projection, not a bug.
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the projector smear; that is inherent to view projection.
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||||
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||||
Two companions to this mode:
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||||
- **Projection frame overlay** (`TextureProjectorFrame`, see below) - a semi-transparent window
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||||
@@ -202,35 +235,34 @@ untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-s
|
||||
any topology change.
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||||
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||||
Two ways to write to it:
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||||
- **Mark seam (manual, #9)** - a "Mark seams" click mode (`m_seam_edit_mode`) that suppresses
|
||||
painting. A click raycasts the volume (`m_c->raycaster()->raycasters()[idx]->unproject_on_mesh()`,
|
||||
`idx` = the volume's slot among model-part volumes), finds the facet's edge nearest the hit point,
|
||||
and toggles it. Marked edges render as a red overlay (`render_seam_overlay()`), pulled toward the
|
||||
camera so they read on top. This is the Blender mark-seam workflow.
|
||||
- **Cut island (auto, #17)** - `cut_island()` takes the selected chart's triangles (back-mapped from
|
||||
the unwrap via `source_vertex`), finds their 3D bounding box, and marks every edge that straddles
|
||||
the mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its
|
||||
narrow waist - the "islands might be very long" case. Exposed as the UV pane's **Cut** button.
|
||||
- **Mark seam (manual)** - a "Mark seams" click mode (`m_seam_edit_mode`) that suppresses painting. A
|
||||
click raycasts the volume (`m_c->raycaster()->raycasters()[idx]->unproject_on_mesh()`, `idx` = the
|
||||
volume's slot among model-part volumes), finds the facet's edge nearest the hit point, and toggles it.
|
||||
Marked edges render as a red overlay (`render_seam_overlay()`), pulled toward the camera so they read
|
||||
on top. This is the Blender mark-seam workflow.
|
||||
- **Cut island (auto)** - `cut_island()` takes the selected chart's triangles (back-mapped from the
|
||||
unwrap via `source_vertex`), finds their 3D bounding box, and marks every edge that straddles the
|
||||
mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its narrow
|
||||
waist. Exposed as the UV pane's **Cut** button.
|
||||
|
||||
### UV-check overlays (checker / distortion)
|
||||
|
||||
`resources/shaders/{110,140}/texture_displacement_uvcheck.{vs,fs}`, one shader with a `mode` uniform,
|
||||
drawn over the painted patch (`rebuild_uvcheck_mesh()`/`render_uvcheck_mesh()`, P3N3T2: `normal.x` =
|
||||
distortion, `tex_coord` = uv), pulled forward with a polygon offset. **Checker** (#13) samples a
|
||||
procedural checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar
|
||||
otherwise) - squares that stay square mean low distortion. **Distortion** (#14) colours each triangle
|
||||
blue→green→red by `log2(uv_area / surface_area)` centred on the patch's *median* stretch (so a
|
||||
globally-scaled unwrap reads as uniformly ideal and only relative stretch shows), averaged to
|
||||
vertices. A separate **Show mesh wireframe** toggle (#8) draws the whole volume's triangle edges,
|
||||
rebuilt only when the vertex count changes (not per stroke).
|
||||
distortion, `tex_coord` = uv), pulled forward with a polygon offset. **Checker** samples a procedural
|
||||
checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar otherwise) -
|
||||
squares that stay square mean low distortion. **Distortion** colours each triangle blue→green→red by
|
||||
`log2(uv_area / surface_area)` centred on the patch's *median* stretch (so a globally-scaled unwrap
|
||||
reads as uniformly ideal and only relative stretch shows), averaged to vertices. A separate **Show mesh
|
||||
wireframe** toggle draws the whole volume's triangle edges, rebuilt only when the vertex count changes
|
||||
(not per stroke).
|
||||
|
||||
### Tiling
|
||||
|
||||
`DecodedHeightTexture::sample(uv, tile_enabled, tile_method)`. Two tile methods when enabled
|
||||
(Repeat, MirroredRepeat). **When `tile_enabled` is false, sampling outside `[0,1)` returns `0`
|
||||
directly** - clamping the *coordinate* into range (what an earlier version did) instead smears the
|
||||
border row/column of pixels outward to infinity in every direction, which is a real bug that was
|
||||
reported and fixed (visually: streaky lines radiating out from the painted patch).
|
||||
directly** rather than clamping the *coordinate* into range, which would smear the border row/column of
|
||||
pixels outward to infinity in every direction (streaky lines radiating out from the painted patch).
|
||||
|
||||
### Subdivision — two modes
|
||||
|
||||
@@ -242,16 +274,15 @@ no subdivision), Apply snaps back to 0. Drops texture-displacement paint (no rem
|
||||
`save_painting()`/`set_mesh()`/`restore_painting()` dance; the other four channels are remapped.
|
||||
|
||||
**Adaptive (`subdivide_mesh_adaptive()`)** — refine **only the painted area**, by **Rivara longest-edge
|
||||
bisection**. This is the algorithm that was "scoped out" originally for fear of the T-junction/crack
|
||||
problem; it is safe because it is *conformal by construction*. Only **terminal** edges are ever bisected
|
||||
- an edge that is the longest edge of *every* triangle sharing it - which splits both those triangles
|
||||
along one shared midpoint at once, so a hanging node is never created. The edge to split for a triangle
|
||||
that wants refining is found by **longest-edge propagation (LEPP)**: walk to the longest edge of
|
||||
ever-longer-edged neighbours until a terminal one is reached, and bisect that. Edge length strictly
|
||||
increases along the path (ties broken by mesh-vertex key, which both sides of an edge compute
|
||||
identically), so the walk cannot cycle, and Rivara's result is that repeating it refines the original
|
||||
triangle in a bounded number of bisections. The transition triangles it pulls in just outside the
|
||||
painted patch are the graded band that makes the size change conformal.
|
||||
bisection**, which is *conformal by construction*. Only **terminal** edges are ever bisected - an edge
|
||||
that is the longest edge of *every* triangle sharing it - which splits both those triangles along one
|
||||
shared midpoint at once, so a hanging node is never created. The edge to split for a triangle that wants
|
||||
refining is found by **longest-edge propagation (LEPP)**: walk to the longest edge of ever-longer-edged
|
||||
neighbours until a terminal one is reached, and bisect that. Edge length strictly increases along the
|
||||
path (ties broken by mesh-vertex key, which both sides of an edge compute identically), so the walk
|
||||
cannot cycle, and Rivara's result is that repeating it refines the original triangle in a bounded number
|
||||
of bisections. The transition triangles it pulls in just outside the painted patch are the graded band
|
||||
that makes the size change conformal.
|
||||
|
||||
The win: a small decal on a big model no longer quadruples the *whole* model's triangle count.
|
||||
|
||||
@@ -260,16 +291,11 @@ of sweeps: it holds every triangle that is over its criteria in a max-heap keyed
|
||||
it is, pops the worst, walks its LEPP, bisects, and re-scores. Edge adjacency (`nb[e]`, the triangle
|
||||
across each edge) is built **once** and maintained incrementally through each bisection, so the cost
|
||||
scales with the refined region rather than with the whole model. `max_triangles` is the only bound;
|
||||
stopping on it leaves a perfectly valid, still-conformal mesh that spent its budget on the largest errors.
|
||||
stopping on it leaves a perfectly valid, still-conformal mesh that spent its budget on the largest
|
||||
errors. A fixed sweep count instead spends itself grading the *coarse surroundings* - whose edges are
|
||||
the longest, so they win every terminal-edge contest - and never reaches the painted patch.
|
||||
|
||||
This shape replaced a first version that ran a fixed 12 sweeps, each rebuilding a whole-mesh edge map and
|
||||
bisecting one terminal edge per active triangle. Two failure modes came out of that, and they are worth
|
||||
remembering because they look like separate bugs and are not: the sweeps were consumed grading the
|
||||
*coarse surroundings* (whose edges are the longest, so they win every terminal-edge contest), which both
|
||||
**stopped refinement of the painted patch far short** of the requested detail and left the band outside
|
||||
it looking wildly over-refined relative to the patch itself.
|
||||
|
||||
**It carries the paint forward**, which is what makes it usable (uniform/remesh both drop paint). Because
|
||||
**It carries the paint forward**, which is what makes it usable (uniform subdivide drops paint). Because
|
||||
the refinement is *driven by* the paint, the remap is trivial: `subdivide_mesh_adaptive()` fills an
|
||||
`out_source[new_tri] = input_tri` map (children inherit their parent), and the gizmo rebuilds each
|
||||
layer's mask on the new mesh - a new triangle is painted iff its source was fully painted in that
|
||||
@@ -277,32 +303,30 @@ layer. `collect_paint_region()` derives both:
|
||||
- the union refine-region: **exactly** the original triangles the brush touched, read straight off
|
||||
`TriangleSplittingData::triangles_to_split` (`serialize()` records an entry per original triangle that
|
||||
is either split - i.e. partially painted, the patch boundary - or carries a non-default state). No
|
||||
dilation. An earlier version marked every triangle sharing a *vertex* with the patch, which drags in a
|
||||
whole fan of huge unpainted neighbours and then refines *those* down to the resolution floor, since the
|
||||
height field the detail test samples is not restricted to the painted area. The conformal closure
|
||||
already grades the size change outward on its own; it does not need help.
|
||||
dilation: marking every triangle that shares a *vertex* with the patch drags in a whole fan of huge
|
||||
unpainted neighbours and refines *those* down to the resolution floor, since the height field the
|
||||
detail test samples is not restricted to the painted area. The conformal closure already grades the
|
||||
size change outward on its own.
|
||||
- the per-layer fully-painted-triangle sets (a `get_facets_strict(ENFORCER)` sub-triangle with all three
|
||||
*original* vertex indices == a whole, fully-painted original triangle; a partial stroke's sub-triangles
|
||||
always carry a split vertex).
|
||||
|
||||
The other four channels still ride the normal `restore_painting()` remap. Covered by a conformality unit
|
||||
test (`every_edge_used_twice` on a partially-refined cube - an exact crack detector for a closed mesh),
|
||||
plus tests that the target edge length is actually *reached* and that the budget caps the result without
|
||||
opening a crack.
|
||||
The other four channels ride the normal `restore_painting()` remap.
|
||||
|
||||
Both share the gizmo's Preview/Apply/Done flow; the **"Only painted area (adaptive)"** checkbox picks
|
||||
the mode, and the adaptive preview follows the paint live (`rebuild_preview()` refreshes the wireframe
|
||||
while the subdivide preview is open in adaptive mode). The panel shows the previewed triangle count.
|
||||
Both modes share the gizmo's Preview/Apply/Done flow; the **"Only painted area (adaptive)"** checkbox
|
||||
picks the mode, and the adaptive preview follows the paint live (`rebuild_preview()` refreshes the
|
||||
wireframe while the subdivide preview is open in adaptive mode). The panel shows the previewed triangle
|
||||
count.
|
||||
|
||||
**Feature-adaptive (follow texture detail).** A sub-mode of adaptive (the **"Follow texture detail"**
|
||||
checkbox) that puts triangles where the *displaced surface actually bends*, not evenly. The insight:
|
||||
a flat region or a linear **ramp** needs no extra vertices (linear interpolation is exact for a ramp);
|
||||
what needs them is **curvature** - the *second* derivative, not the gradient. So the extra predicate is a
|
||||
**chord-error** test: sample the combined displacement at the triangle's three edge midpoints *and its
|
||||
centroid* (sampling the interior is what catches a bump sitting inside a triangle, the blind spot of an
|
||||
edge-only test) and take the largest departure from the flat triangle's barycentric interpolation. Refine
|
||||
while that exceeds `chord_tolerance_mm` ("Detail (mm)"). Zero chord error on a ramp ⇒ untouched; high on
|
||||
a bump/ridge/noise ⇒ refined until captured. Same conformal machinery, so still crack-free. The
|
||||
checkbox) that puts triangles where the *displaced surface actually bends*, not evenly. A flat region or
|
||||
a linear **ramp** needs no extra vertices (linear interpolation is exact for a ramp); what needs them is
|
||||
**curvature** - the *second* derivative, not the gradient. So the extra predicate is a **chord-error**
|
||||
test: sample the combined displacement at the triangle's three edge midpoints *and its centroid*
|
||||
(sampling the interior is what catches a bump sitting inside a triangle, the blind spot of an edge-only
|
||||
test) and take the largest departure from the flat triangle's barycentric interpolation. Refine while
|
||||
that exceeds `chord_tolerance_mm` ("Detail (mm)"). Zero chord error on a ramp ⇒ untouched; high on a
|
||||
bump/ridge/noise ⇒ refined until captured. Same conformal machinery, so still crack-free. The
|
||||
per-triangle error is cached and recomputed only for the children of a split.
|
||||
|
||||
Four knobs bracket it, and all four matter:
|
||||
@@ -320,33 +344,40 @@ The height field is `make_combined_displacement_sampler()` - it mirrors `build_t
|
||||
per-layer setup (decode, patch centroid, cylinder axis, blend order, "lowest layer folds additively")
|
||||
but evaluated per point. Two deliberate simplifications, both erring toward *more* detail (safe -
|
||||
over-refinement is never a crack): every sampleable layer is sampled at every point (no per-point paint
|
||||
test), and edge-smoothing falloff is ignored. Note the first one is *why* the refine region must not be
|
||||
dilated - outside the paint the sampler still reports full relief. **LSCM layers are skipped** (no
|
||||
per-point UV); a purely LSCM stack yields a null sampler and the code falls back to the length baseline
|
||||
alone. Per-vertex heights are sampled lazily, so a small patch on a huge model never pays for the rest of
|
||||
it. Covered by unit tests: a Gaussian bump refines densely at its center and leaves flat corners coarse,
|
||||
a linear ramp produces *zero* extra triangles (the case a gradient criterion would over-refine), and a
|
||||
flat field still honours the max-edge baseline.
|
||||
test), and edge-smoothing falloff is ignored. The first is *why* the refine region must not be dilated -
|
||||
outside the paint the sampler still reports full relief. **LSCM layers are skipped** (no per-point UV); a
|
||||
purely LSCM stack yields a null sampler and the code falls back to the length baseline alone. Per-vertex
|
||||
heights are sampled lazily, so a small patch on a huge model never pays for the rest of it.
|
||||
|
||||
### Fast bump preview (GPU-only, no CPU meshing)
|
||||
### Fast preview (GPU-only, no CPU meshing)
|
||||
|
||||
`resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}`, registered as
|
||||
`"texture_displacement_bump"`. Perturbs the *shading* normal from the height texture's local
|
||||
gradient instead of moving geometry - active-layer-only, toggled via a "Fast preview (normal map)"
|
||||
checkbox. Vertex format is `GLModel::Geometry::EVertexLayout::P3N3T2`: `normal.x` carries the
|
||||
per-vertex paint weight (0/1) and `tex_coord` carries a precomputed texture UV, so it can use
|
||||
`GLModel` normally instead of needing a hand-rolled VBO/VAO manager. Weight buffer is
|
||||
rebuilt at the same cadence as the true-displacement preview (stroke-end/slider-release), using the
|
||||
**live** `TriangleSelector` state (not the flushed model facets), so it doesn't lag by a full model
|
||||
round-trip.
|
||||
`"texture_displacement_bump"`. Shades the *displaced* surface without moving geometry - active-layer
|
||||
only, selected from the View row, and the default when the gizmo opens (`m_use_bump_preview = true`).
|
||||
Vertex format is `GLModel::Geometry::EVertexLayout::P3N3T2`: `normal.x` carries the per-vertex paint
|
||||
weight (0/1), `normal.y` flags the UV island currently being dragged, and `tex_coord` carries a
|
||||
precomputed texture UV, so it can use `GLModel` normally instead of a hand-rolled VBO/VAO manager.
|
||||
|
||||
The mesh is **flat** (vertices not shared between triangles): every corner of a painted triangle gets
|
||||
weight 1, every corner of an unpainted one weight 0. A coarse mesh needs that - one painted face of a raw
|
||||
cube has no strictly-interior vertex, so per-vertex weighting would either bleed onto the neighbours or
|
||||
vanish outright. Duplicating vertices costs no shading quality here because the shader takes its surface
|
||||
normal from screen-space derivatives of position, not from a per-vertex normal.
|
||||
|
||||
**Both preview meshes work in the patch's vertex space, not the mesh's.** Those agree only until a
|
||||
*brush* stroke splits a triangle: `get_facets_strict()` then appends the split vertices, so the patch
|
||||
array is longer. `rebuild_bump_preview_mesh()` and `rebuild_uvcheck_mesh()` therefore index
|
||||
`patch.vertices` throughout. The weight buffer is rebuilt at the same cadence as the true-displacement
|
||||
preview (stroke-end/slider-release) but from the **live** `TriangleSelector` state, not the flushed model
|
||||
facets, so it does not lag by a full model round-trip.
|
||||
|
||||
The perturbed normal is the analytic one for a height field `H = ±depth_mm · h(uv)` displaced along
|
||||
`N` over any orthonormal surface tangent pair `T`/`B`:
|
||||
|
||||
N' = normalize(N − (dH/da)·T − (dH/db)·B), a = dot(p,T), b = dot(p,B)
|
||||
|
||||
The two slopes have to be genuine **mm-per-mm** derivatives for the preview's apparent depth to
|
||||
match the bake's - see bug #13.
|
||||
The two slopes have to be genuine **mm-per-mm** derivatives for the preview's apparent depth to match
|
||||
the bake's.
|
||||
|
||||
**Two projection paths (`use_vertex_uv` uniform):**
|
||||
- **Triplanar (`use_vertex_uv = 0`)** - `uv` and the `T`/`B` axes are both derived in-shader from
|
||||
@@ -354,32 +385,58 @@ match the bake's - see bug #13.
|
||||
formed analytically. `T`/`B` are the projection's axis-aligned pair, exact only when the face is
|
||||
axis-aligned; the shader drops the along-normal component to keep the gradient in the surface. Here
|
||||
one `uv` unit is exactly `tiling_scale` mm, so the `1/tiling_scale` gradient factor is right.
|
||||
- **Precomputed UV (`use_vertex_uv = 1`, used for LSCM)** - `uv` comes per-vertex from the CPU
|
||||
(`compute_lscm_uvs(patch, layer)`, so island placement + tiling/rotation/offset are already folded
|
||||
- **Precomputed UV (`use_vertex_uv = 1`, used for LSCM and ViewProjected)** - `uv` comes per-vertex from
|
||||
the CPU (`compute_layer_vertex_uvs()`, so island placement + tiling/rotation/offset are already folded
|
||||
in), and the perturbed normal is built with **Mikkelsen's method** ("Bump Mapping Unparametrized
|
||||
Surfaces on the GPU"): the surface gradient taken directly from the screen-space derivatives of the
|
||||
*sampled height* and position. **This makes no uv→mm scale assumption**, which is essential -
|
||||
the first cut used the same global `1/tiling_scale` factor as triplanar and the depth came out
|
||||
visibly wrong, because an LSCM map is **conformal, not isometric**: it is globally area-scaled but
|
||||
the *local* mm-per-uv varies across the chart. `dFdx(h)` captures the true on-screen rate of change
|
||||
however the chart is stretched. **This path is also what makes the fast preview follow the UV
|
||||
editor: move an island and its uv - hence its bump - moves with it** (the bump mesh rebuilds on
|
||||
drag-end, since `on_island_edited(finished)` → `rebuild_preview()` → `rebuild_bump_preview_mesh()`).
|
||||
The branch is uniform (`use_vertex_uv` is a uniform) and the paint weight gates by multiply, so the
|
||||
*sampled height* and position. **This makes no uv→mm scale assumption**, which is essential, because an
|
||||
LSCM map is **conformal, not isometric**: it is globally area-scaled but the *local* mm-per-uv varies
|
||||
across the chart, so a single global `1/tiling_scale` factor gets the apparent depth wrong. `dFdx(h)`
|
||||
captures the true on-screen rate of change however the chart is stretched. This path is also what makes
|
||||
the fast preview follow the UV editor: move an island and its uv - hence its shading - moves with it
|
||||
(the mesh rebuilds on drag-end, `on_island_edited(finished)` → `rebuild_preview()` →
|
||||
`rebuild_bump_preview_mesh()`). The branch is uniform and the paint weight gates by multiply, so the
|
||||
texture derivatives stay well defined. A triangle straddling a seam has a discontinuous uv → the
|
||||
`det≈0` guard skips it (a localised preview-only artifact, never in the bake).
|
||||
|
||||
Remaining deliberate approximation: the GPU sampler's wrap mode stands in for
|
||||
`tile_enabled`/`tile_method`, so with tiling *off* the GPU repeats where the CPU returns 0 outside
|
||||
**Parallax (triplanar path).** Perturbing the shading normal alone welds the pattern to the base surface:
|
||||
it does not slide as the camera orbits, and does not get deeper as `depth_mm` grows. The triplanar path
|
||||
therefore shades at the point the *displaced* surface would show at this pixel, found by **ray marching**
|
||||
(parallax occlusion mapping). A point at ray parameter `s`, i.e. `P + V·s` (`P` the base point, `V` the
|
||||
unit direction to the eye), sits at height `s·dot(V,n)` above the undisplaced surface. The displaced
|
||||
surface lives in a shell between the extreme values of `amp·(h − midlevel)` - taken from both ends of
|
||||
`h ∈ [0,1]`, so it holds for an inverted layer and a raised midlevel too, where the surface sits *below*
|
||||
the undisplaced one. The march starts at the top of that shell, where the ray is outside the surface by
|
||||
construction, and steps inward until the ray height drops below the sampled height. That crossing *is*
|
||||
the visible point.
|
||||
|
||||
Solving `Q = P + V·(H(Q)/dot(V,n))` by fixed-point iteration instead is geometrically exact but the
|
||||
divisor goes to zero edge-on; the sample then lands a large fraction of a tile away and the iteration
|
||||
oscillates, which reads as a second, flat copy of the pattern ghosted over the real one. Clamping the
|
||||
step to one tile does not help - a tile-sized shift lands on the neighbouring tile, the same pattern
|
||||
again. Offset limiting (stepping along the tangential part of `V`) is stable but understates parallax
|
||||
enough that the relief still flattens as soon as the camera tilts. Marching has neither problem.
|
||||
|
||||
The hit is interpolated between the last two samples, which keeps `PARALLAX_STEPS` (24) affordable, and
|
||||
the whole march is skipped when sweeping the shell would move the sample point less than half a texel -
|
||||
the head-on case, so the common view pays almost nothing. The 140 variant samples with
|
||||
`textureLod(…, 0.0)` inside the loop, since implicit derivatives are undefined in non-uniform control
|
||||
flow. Two uniforms exist for this: `midlevel` (parallax needs the real height, not just its derivative)
|
||||
and `eye_model_pos` (the camera in the volume's local frame).
|
||||
|
||||
Parallax cannot change the model's silhouette or cast shadows; the View row's Normal mode is one click
|
||||
away for that. The LSCM path stays plain Mikkelsen bump - it has no closed-form uv, so there is no cheap
|
||||
way to re-project a marched position. One further approximation: the GPU sampler's wrap mode stands in
|
||||
for `tile_enabled`/`tile_method`, so with tiling *off* the GPU repeats where the CPU returns 0 outside
|
||||
`[0,1)`.
|
||||
|
||||
### On-canvas "Adjust Texture" gizmo
|
||||
|
||||
A per-active-layer toggle ("Adjust placement (drag on model)") that disables painting and shows a
|
||||
flat pan panel (free 2D drag on both axes) plus two arrows along the patch's own U/V axes
|
||||
(constrained single-axis drag). Anchored to the painted patch's centroid/average-normal
|
||||
(`compute_layer_paint_anchor()`). Hit-testing is screen-space distance/point-to-segment (not real
|
||||
3D ray intersection against the handle geometry) - simple and good enough at this handle size.
|
||||
A per-active-layer toggle ("Adjust placement") that disables painting and shows a flat pan panel (free
|
||||
2D drag on both axes) plus two arrows along the patch's own U/V axes (constrained single-axis drag).
|
||||
Anchored to the painted patch's centroid/average-normal (`compute_layer_paint_anchor()`). Hit-testing is
|
||||
screen-space distance/point-to-segment, not real 3D ray intersection against the handle geometry - simple
|
||||
and good enough at this handle size.
|
||||
|
||||
### Projection frame overlay (ViewProjected)
|
||||
|
||||
@@ -393,14 +450,14 @@ position and size *are* the placement, read on demand at Apply - which is also w
|
||||
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.
|
||||
`wxGLContext`. It only ever draws a bitmap and a border.
|
||||
|
||||
**The projective mapping (`apply_projection_frame()`)**. 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:
|
||||
**The projective mapping (`apply_projection_frame()`)**. 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
|
||||
@@ -433,7 +490,7 @@ reopening keeps it where it was left.
|
||||
`UVEditorCanvas` (`src/slic3r/GUI/UVEditorCanvas.hpp/.cpp`) - a standalone `wxGLCanvas` rendering the
|
||||
flattened LSCM islands (per-island wireframe + outline + fill) over the height texture (background
|
||||
quad tiled across the whole unwrap), with mouse pan/zoom. It is wrapped in a **`UVEditorPanel`**
|
||||
(same file) that adds a button row (Frame / Snap / Average scale) and a status line
|
||||
(same file) that adds a button row (Frame / Snap / Avg scale / Cut / Join / Unjoin) and a status line
|
||||
along the bottom naming the current gesture and the shortcuts in play. The *panel* is what is
|
||||
registered as a `wxAuiPaneInfo` pane on `Plater`'s `m_aui_mgr`; `Plater::show_uv_editor(bool)`
|
||||
shows/hides it (deferred via `CallAfter`, since the gizmo calls it mid-3D-frame), and
|
||||
@@ -445,51 +502,24 @@ same call `View3D`/`Preview`/`AssembleView` make) rather than creating an indepe
|
||||
`"flat"`/`"flat_texture"` shaders and `GLModel` as-is, instead of needing its own shader
|
||||
compilation/VBO management.
|
||||
|
||||
**Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates**, one `GLModel` set per
|
||||
island; each island is then drawn through its own 2x3 affine (`island_transform_matrix()` composed
|
||||
with the layer's tiling/rotation/offset) passed as the `flat` shader's `view_model_matrix`. A
|
||||
drag updates one matrix per island and touches no vertex
|
||||
buffer - `on_island_edited(!finished)` calls only `set_island_transforms()`, and the full
|
||||
`set_islands()` rebuild happens solely when the unwrap itself changes (`unwrap_changed` in
|
||||
`update_uv_editor()`).
|
||||
**Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates**, one `GLModel` set per island;
|
||||
each island is then drawn through its own 2x3 affine (`island_transform_matrix()` composed with the
|
||||
layer's tiling/rotation/offset) passed as the `flat` shader's `view_model_matrix`. A drag updates one
|
||||
matrix per island and touches no vertex buffer - `on_island_edited(!finished)` calls only
|
||||
`set_island_transforms()`, and the full `set_islands()` rebuild happens solely when the unwrap itself
|
||||
changes (`unwrap_changed` in `update_uv_editor()`).
|
||||
|
||||
**Gestures** (canvas-owned, reported to the gizmo as incremental deltas via `IslandEditFn`): left-drag
|
||||
= move, right-drag or **R** = rotate (hold **Shift** to snap to 15° steps - quantised on the
|
||||
*cumulative* rotation, not each delta, so it doesn't judder, and accumulated incrementally so it
|
||||
survives crossing ±180°), **S** = scale (R/S modal, click/Enter to confirm, Esc to cancel), wheel =
|
||||
zoom about the cursor, middle-drag = pan, **Home**/**F** = frame all. Scale writes
|
||||
`TextureIsland::scale`; "Average scale" (`average_island_scales()`) sets every island to the mean, so
|
||||
`TextureIsland::scale`; "Avg scale" (`average_island_scales()`) sets every island to the mean, so
|
||||
one island scaled by hand can be matched back to its neighbours' texel density. **Snap** (canvas-owned
|
||||
`m_snap_enabled`, toggled from the toolbar) sticks a dragged island's nearest boundary vertex onto a
|
||||
neighbouring island's at drag-*end* only - a magnet that re-applies mid-drag is very hard to pull out
|
||||
of. Toolbar commands the canvas can't service itself (Average scale) are forwarded to the gizmo via
|
||||
`CommandFn`; view-only ones (Frame, Snap) it handles directly.
|
||||
|
||||
## Known limitations / deferred work
|
||||
|
||||
- **No `.3mf` serialization** for texture-displacement paint data or texture assets. A background
|
||||
agent attempted this in an earlier session, hit its own usage limit mid-edit, and left
|
||||
`bbs_3mf.cpp` with an undefined forward-declared function; that partial edit was reverted rather
|
||||
than shipped broken. Practical impact: **baked** geometry round-trips fine (it's just an ordinary
|
||||
part of the mesh via the existing mesh serialization path) - what does *not* survive a project
|
||||
save/reload is any *unbaked* paint stroke and texture layer definition.
|
||||
- **No remap-across-topology-change** for texture-displacement paint (`ModelObject::split()`, mesh
|
||||
boolean ops, Simplify, uniform subdivide, and remesh all drop it via `reset_extra_facets()`). The
|
||||
other four paint channels (supported/seam/mmu/fuzzy) do get remapped in these cases. The lone
|
||||
exception is **adaptive subdivide**, which carries texture-displacement paint forward itself via its
|
||||
source map (see the Subdivision section) - a targeted remap that only works because the operation is
|
||||
driven by the paint.
|
||||
- **Cylindrical/Spherical axis/center are auto-picked heuristically**, not user-controllable - no
|
||||
UI to override the auto-detected wrap axis if it picks the "wrong" one for an odd shape.
|
||||
- **Fast preview covers the active layer only** — and is now the **default** view when the gizmo
|
||||
opens (`m_use_bump_preview = true`): it is the instant, no-CPU-meshing preview, so it is the better
|
||||
first impression while painting. The exact true-displacement view is one click away in the View row.
|
||||
- **Displacement resolution is capped by the mesh's own vertex density.** Baking only ever *moves*
|
||||
existing vertices (it never inserts any), so a coarse patch cannot show fine texture detail no
|
||||
matter how high-resolution the height map is - that is what the subdivision controls are for
|
||||
(uniform, adaptive, or feature-adaptive; see the Subdivision section). Since the rewrite the bake is
|
||||
topology-preserving, so this is now a hard, explicit property rather than something partly papered
|
||||
over by the old per-layer re-meshing.
|
||||
of. Toolbar commands the canvas can't service itself (Avg scale, Cut, Join, Unjoin) are forwarded to the
|
||||
gizmo via `CommandFn`; view-only ones (Frame, Snap) it handles directly.
|
||||
|
||||
## File map
|
||||
|
||||
@@ -498,23 +528,18 @@ of. Toolbar commands the canvas can't service itself (Average scale) are forward
|
||||
tiling, subdivision (uniform + adaptive longest-edge bisection), post-process smoothing
|
||||
(`smooth_mesh_vertices()`), and `TextureDisplacementOptions` (the whole-stack settings). See doc
|
||||
comments throughout, they're kept accurate and up to date.
|
||||
- `src/libslic3r/MeshBoolean.hpp/.cpp` - added `parameterize_lscm()` and `remesh_isotropic()`
|
||||
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`,
|
||||
- `src/libslic3r/MeshBoolean.hpp/.cpp` - `parameterize_lscm()` and `remesh_isotropic()` in the `cgal`
|
||||
sub-namespace, reusing the existing `CGALMesh`/`_EpicMesh`/conversion-helper infrastructure already
|
||||
there for mesh boolean ops. CGAL includes: `Polygon_mesh_processing/border.h`,
|
||||
`Polygon_mesh_processing/connected_components.h`, `Surface_mesh_parameterization/{Error_code,
|
||||
LSCM_parameterizer_3, parameterize}.h`. No new dependency - CGAL 5.6.3 is already vendored and
|
||||
the `Surface_mesh_parameterization` package headers were already present, just unused before now.
|
||||
LSCM_parameterizer_3, parameterize}.h`. No new dependency - CGAL 5.6.3 is already vendored and the
|
||||
`Surface_mesh_parameterization` package headers were already present.
|
||||
- `src/libslic3r/Model.hpp/.cpp` - the 8 named `FacetsAnnotation` fields + accessor,
|
||||
`texture_displacement_layers`, `texture_displacement_options`, and all the mirrored touch points
|
||||
(see Data model above).
|
||||
|
||||
**GUI:**
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp` - the gizmo. Panel controls: dock/
|
||||
undock toggle, brush/face/connected-area selection mode + "select whole model" button, per-layer
|
||||
texture picker + depth/tiling/rotation/invert/tile-mode/projection-mode/blend-mode controls,
|
||||
"Adjust placement" toggle (on-canvas gizmo), "Fast preview (normal map)" toggle, "Subdivide model"
|
||||
button, Add layer/Erase all/Bake.
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp` - the gizmo and its whole panel.
|
||||
- `src/slic3r/GUI/TextureLibrary.hpp/.cpp` - scans the shipped + user texture folders, imports an
|
||||
arbitrary image into the user folder (converting it to the 8-bit grayscale PNG libslic3r decodes),
|
||||
and loads a library file's bytes for a layer. The image→grayscale-PNG conversion lives here, on the
|
||||
@@ -534,18 +559,23 @@ of. Toolbar commands the canvas can't service itself (Average scale) are forward
|
||||
- `src/slic3r/GUI/Plater.hpp/.cpp` - `uv_editor_canvas` member, AUI pane registration,
|
||||
`get_uv_editor_canvas()`/`show_uv_editor()`.
|
||||
- `src/slic3r/GUI/GLShadersManager.cpp` - registers `"texture_displacement_bump"`.
|
||||
- `resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}` - the bump-preview shader.
|
||||
- `resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}` - the fast-preview shader.
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp` - `PainterGizmoType::TEXTURE_DISPLACEMENT`.
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmosManager.hpp/.cpp` - `EType::TextureDisplacement` registration.
|
||||
- `src/slic3r/GUI/ImGuiWrapper.cpp` - the light-mode checkmark-color fix
|
||||
|
||||
**Tests:** `tests/libslic3r/test_texture_displacement.cpp` - **run and passing** (7 cases, 116
|
||||
assertions). Covers `decode_height_texture` round-trip, empty-layer no-op, full-cube uniform
|
||||
displacement, boundary-vertex pinning on a hand-built fan mesh, and - added with the bake rewrite -
|
||||
a regression test that a **second layer over the same area actually contributes**,
|
||||
a table-driven check of all four blend modes, and that the lowest layer ignores its
|
||||
blend mode. `BUILD_TESTS` is `OFF` in the checked-in build cache; flip it on to run them:
|
||||
## Tests
|
||||
|
||||
`tests/libslic3r/test_texture_displacement.cpp`. Covers `decode_height_texture` round-trip, empty-layer
|
||||
no-op, full-cube uniform displacement, a second layer over the same area contributing, all four blend
|
||||
modes (table-driven), the lowest layer ignoring its blend mode, border displace/pin, post-process
|
||||
smoothing and its mask guarantees, and adaptive subdivision: conformality (`every_edge_used_twice` on a
|
||||
partially-refined cube - an exact crack detector for a closed mesh), the target edge length actually
|
||||
being reached, the triangle budget capping the result without opening a crack, curvature-driven
|
||||
refinement (a Gaussian bump refines at its centre, a linear ramp adds nothing), and the max-edge
|
||||
baseline.
|
||||
|
||||
`BUILD_TESTS` is `OFF` in the checked-in build cache; flip it on to run them:
|
||||
|
||||
cmake -S . -B build -DBUILD_TESTS=ON
|
||||
cmake --build build --config Release --target libslic3r_tests -- -m
|
||||
./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand
|
||||
./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand
|
||||
|
||||
Reference in New Issue
Block a user