Commit Graph
6 Commits
Author SHA1 Message Date
ExPikaPaka 56b559d36a Fix texture projection UV orientation
An image laid onto a model came out upside down under the ordinary box
(tri-planar) projection, and on three of a cube's six faces it was also
mirrored left to right, which reads as a 180 degree rotation.

DecodedHeightTexture::sample() defines v = 0 as the height map's first
pixel row, i.e. its top. Every projection built v from world +Z, so v
grew upward and the image landed bottom row up. The one path that was
already right is the projective "project from view" matrix, which
measures window y downward.

Both halves of the box basis were wrong:

- v is now negated on all three world planes, so the top of an image
  sits at the top of the model.
- u now carries a sign for the side of the plane the face is on, chosen
  so that u x v == -normal. Without it the two faces sharing a plane get
  one u and one of them is mirrored. The sign flips exactly where that
  plane's blend weight (the fourth power of a normal component) reaches
  zero, so the blended tri-planar sum stays continuous and the hard axis
  switch the old code removed does not come back.

The same v convention was missing from the other mapping modes:
cylindrical (which also had a left handed frame, right x up rather than
up x right, so its wrap ran mirrored), spherical, the affine branch of
view projection, and the flat chart fallback of the LSCM unwrap, which
now reuses the box basis so a cube face unwraps to the orientation
tri-planar would have given it.

The basis table is exported as box_projection_axes() and the gizmo's
adjust_tangent_basis() calls it instead of restating it, so the
placement ring and offset handle cannot drift from the bake. All four
preview shaders get the matching change, including projection_axes(),
whose tangent and bitangent have to flip with the coordinate or the
relief shading inverts.

Re-baking an existing project now places its texture upright, so it will
differ from how it looked before. Geometry already baked into a 3mf is
untouched, so nothing changes until the user re-bakes.

Verified by measuring the sampled texture row and column against world
position for every mapping mode on all six faces of a cube, and by a
full bake of a quadrant coded image, which lands each quadrant within
1e-3 mm of its expected depth.
2026-10-12 07:57:50 +02:00
ExPikaPaka 9327e7770b Rename the fast preview to the shaded preview
Its shader files, the name they are registered under, its members and
the panel text now match what it does: shading only, no geometry.
2026-09-23 09:51:08 +02:00
ExPikaPaka cef6527f9d Texture displacement: per-layer bake, UV pane redesign, unwrap and layer view fixes
- Bake: each layer is sampled only on its own painted area; analytic
  projections used to stack every layer over every painted region, so the
  top layer's texture showed on all of them (colour sampler too)
- Auto resolution follows the texture's texel size and sharpness again
- Unwrap: charts cut by each face's own normal (a cube gives 6 islands, not
  12 triangles); non-disk charts (tubes, closed shells) are split until they
  flatten; connected nets test real triangle overlap, grow from the largest
  chart and are packed side by side
- UV edits are stored per unwrapped copy, so dragging a seam vertex no
  longer moves its copies in neighbouring islands
- UV pane: tool strip with unwrap settings moved in from the panel, sharp
  HiDPI icons, clearer island/edge/selection drawing with hover, texture
  picker from the thumbnail, texture no longer lost on reopen (GL state
  from the 3D view, background upload retries)
- Panel: whole-model select/erase as icons in the tools row; inactive
  layers' paint shown muted; colour textures shown in colour in the picker
- Built-in displacement texture library
- Tests for unwrap segmentation, connected nets, UV edits and per-layer
  sampling
2026-09-21 08:59:26 +02:00
ExPikaPaka bc28052245 Bump and uvcheck shaders: project in the bake's world frame 2026-09-15 08:58:26 +02:00
ExPikaPaka 61d2d4355a Cleanup 2026-07-21 10:12:09 +02:00
ExPikaPaka a393b21642 Add texture displacement bump and UV-check shaders 2026-07-16 08:43:08 +02:00