Use a model's own UV channel for texture displacement, and keep its colours through a bake (#16394)

This commit is contained in:
ExPikaPaka
2026-10-13 19:51:07 +08:00
committed by GitHub
parent ab42ddeef2
commit f546551b3f
17 changed files with 904 additions and 102 deletions
@@ -17,6 +17,7 @@
#include "slic3r/GUI/Jobs/Worker.hpp"
#include <memory>
#include "libslic3r/ObjectID.hpp"
#include "libslic3r/Point.hpp"
#include "libslic3r/TriangleMesh.hpp"
namespace Slic3r::GUI {
@@ -52,13 +53,14 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
indexed_triangle_set mesh = m_input.base_mesh;
TextureDisplacementFacetsData masks = m_input.facets_data;
std::vector<Vec2f> uv = m_input.model_uv;
// The default pipeline can only move vertices the mesh already has, so its recipe starts with the
// preparation - which is where "first it remeshes, then it refines" actually happens. The
// experimental pipeline refines as part of the bake and has nothing to prepare.
if (m_input.run_prepare && !m_input.options.pipeline_v2) {
const TextureDisplacementPrepareResult prepared =
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, m_input.prepare_params,
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, uv, m_input.prepare_params,
m_input.color,
// Preparation is roughly half the run; the bake
// takes the progress bar from there.
@@ -77,12 +79,14 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
if (!prepared.mesh.indices.empty()) {
mesh = prepared.mesh;
masks = prepared.masks;
uv = prepared.uv; // resampled onto the prepared mesh, as the prepare commit stores it
}
}
build_texture_displacement(mesh, m_input.layers, masks, m_input.options,
[&report](int pct) { return report(50 + pct / 2); },
/* color */ nullptr, m_input.volume_to_world, &recorder);
/* color */ nullptr, m_input.volume_to_world, &recorder, /* stats */ nullptr,
uv.empty() ? nullptr : &uv);
m_stages = recorder.take();
ctl.update_status(100, status); // always finish at 100: this is what closes the notification
@@ -115,6 +119,8 @@ void queue_texture_displacement_debug(const ModelVolume &volume, const TextureCo
input.check_topology = check_topology;
input.color = color;
input.volume_to_world = texture_displacement_volume_to_world(volume);
if (volume.has_texture_uv())
input.model_uv = volume.texture_uv;
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
input.facets_data[size_t(i)] = volume.texture_displacement_facet(i).get_data();