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https://github.com/OrcaSlicer/OrcaSlicer.git
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Use a model's own UV channel for texture displacement, and keep its colours through a bake (#16394)
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@@ -17,6 +17,7 @@
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#include "slic3r/GUI/Jobs/Worker.hpp"
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#include <memory>
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#include "libslic3r/ObjectID.hpp"
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#include "libslic3r/Point.hpp"
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#include "libslic3r/TriangleMesh.hpp"
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namespace Slic3r::GUI {
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@@ -52,13 +53,14 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
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indexed_triangle_set mesh = m_input.base_mesh;
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TextureDisplacementFacetsData masks = m_input.facets_data;
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std::vector<Vec2f> uv = m_input.model_uv;
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// The default pipeline can only move vertices the mesh already has, so its recipe starts with the
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// preparation - which is where "first it remeshes, then it refines" actually happens. The
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// experimental pipeline refines as part of the bake and has nothing to prepare.
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if (m_input.run_prepare && !m_input.options.pipeline_v2) {
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const TextureDisplacementPrepareResult prepared =
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GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, m_input.prepare_params,
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GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, uv, m_input.prepare_params,
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m_input.color,
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// Preparation is roughly half the run; the bake
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// takes the progress bar from there.
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@@ -77,12 +79,14 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
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if (!prepared.mesh.indices.empty()) {
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mesh = prepared.mesh;
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masks = prepared.masks;
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uv = prepared.uv; // resampled onto the prepared mesh, as the prepare commit stores it
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}
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}
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build_texture_displacement(mesh, m_input.layers, masks, m_input.options,
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[&report](int pct) { return report(50 + pct / 2); },
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/* color */ nullptr, m_input.volume_to_world, &recorder);
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/* color */ nullptr, m_input.volume_to_world, &recorder, /* stats */ nullptr,
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uv.empty() ? nullptr : &uv);
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m_stages = recorder.take();
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ctl.update_status(100, status); // always finish at 100: this is what closes the notification
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@@ -115,6 +119,8 @@ void queue_texture_displacement_debug(const ModelVolume &volume, const TextureCo
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input.check_topology = check_topology;
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input.color = color;
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input.volume_to_world = texture_displacement_volume_to_world(volume);
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if (volume.has_texture_uv())
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input.model_uv = volume.texture_uv;
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for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
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input.facets_data[size_t(i)] = volume.texture_displacement_facet(i).get_data();
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