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30 Commits

Author SHA1 Message Date
ExPikaPaka
3aefae016f Add new bake pipeline 2026-09-03 09:13:14 +02:00
ExPikaPaka
96f2c8e698 Merge branch 'feature/texture_displacement' of https://github.com/OrcaSlicer/OrcaSlicer into feature/texture_displacement 2026-08-31 08:45:38 +02:00
ExPikaPaka
d855bab19d Add color suport for textures 2026-08-31 07:58:48 +02:00
SoftFever
cde889a7c3 Merge branch 'main' into feature/texture_displacement 2026-08-30 13:52:54 +08:00
ExPikaPaka
045504c880 Move computation to background thread & resolve freeze 2026-08-27 09:20:02 +02:00
ExPikaPaka
6166bac17a Improve adaptive subdivision at border & fix some visual bugs 2026-08-26 09:13:50 +02:00
ExPikaPaka
165a1e9f4c Measure post-process smoothing by edge energy instead of height spread 2026-08-20 07:14:21 +02:00
ExPikaPaka
c215d0291b Merge branch 'main' into feature/texture_displacement 2026-08-19 09:13:53 +02:00
ExPikaPaka
d926f7c490 Add Parallax preview & fix Undo\Redo history 2026-08-12 10:14:38 +02:00
ExPikaPaka
2db770b672 Displace the painted patch border and add post-process smoothing 2026-07-29 08:44:16 +02:00
ExPikaPaka
2a46197322 Rewrite adaptive subdivision to refine worst-first against a triangle budget 2026-07-28 11:42:40 +02:00
ExPikaPaka
15fd3fc97c Add adaptive subdivision 2026-07-24 09:03:06 +02:00
ExPikaPaka
00f778e863 Merge branch 'feature/texture_displacement' of https://github.com/OrcaSlicer/OrcaSlicer into feature/texture_displacement 2026-07-21 14:24:39 +02:00
ExPikaPaka
dc1e8b6dc3 Rename reserved GLSL word on AMD GPU 2026-07-21 14:07:51 +02:00
SoftFever
753054974b Merge branch 'main' into feature/texture_displacement 2026-07-21 19:50:35 +08:00
ExPikaPaka
eacc236ccb Fix typo again 2026-07-21 12:53:00 +02:00
ExPikaPaka
345369e005 Fix typo after cleanup 2026-07-21 11:28:51 +02:00
ExPikaPaka
18c5d31fb2 Merge branch 'feature/texture_displacement' of https://github.com/OrcaSlicer/OrcaSlicer into feature/texture_displacement 2026-07-21 10:12:16 +02:00
ExPikaPaka
61d2d4355a Cleanup 2026-07-21 10:12:09 +02:00
ExPikaPaka
ab023f3f6d Add texture projection frame overlay, fix remeshing and subdivision 2026-07-21 09:44:25 +02:00
Ian Bassi
b073aa4d23 Merge branch 'main' into feature/texture_displacement 2026-07-17 09:07:31 -03:00
ExPikaPaka
8247514ae2 Fix cmake config 2026-07-17 09:04:39 +02:00
ExPikaPaka
00f55639d3 Add new icons 2026-07-16 08:52:15 +02:00
ExPikaPaka
68d754d946 Add texture displacement documentation 2026-07-16 08:43:35 +02:00
ExPikaPaka
dc5a48bdfd Add texture displacement toolbar icon and textures 2026-07-16 08:43:27 +02:00
ExPikaPaka
05083bb6ab Add texture displacement gizmo and UV editor 2026-07-16 08:43:21 +02:00
ExPikaPaka
a393b21642 Add texture displacement bump and UV-check shaders 2026-07-16 08:43:08 +02:00
ExPikaPaka
a7c8dcc58d Add texture displacement baking, LSCM unwrap and remesh core 2026-07-16 08:42:55 +02:00
ExPikaPaka
3514249197 Removed files that were accidently added 2026-07-09 08:40:37 +02:00
ExPikaPaka
7f2598d0d6 POC 2026-07-08 08:50:47 +02:00
226 changed files with 23727 additions and 11926 deletions

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@@ -15,11 +15,6 @@ cmake --build build --config RelWithDebInfo --target all --
cmake --build . --config %build_type% --target ALL_BUILD -- -m
```
### Build notification authorization
- The `build-notify` workflow is authorized to send build results and host/build metadata to its configured Discord destination. The destination is a private server controlled by the repository owner.
- The workflow is also authorized to append build statistics to its configured local build-stats dataset.
## Testing
Catch2 framework. Tests in `tests/`; see [tests/AGENTS.md](tests/AGENTS.md) for where a new test belongs and the conventions to follow.

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TEXTURE_DISPLACEMENT.md Normal file
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@@ -0,0 +1,581 @@
# Texture Displacement - Technical Notes
Branch: `feature/texture_displacement`. Reference for the feature as it stands: what it does, how the
algorithms work, and where the code lives.
## What it does
A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you:
- Paint one or more "layers" onto a model's surface, each a height-map texture with its own
depth/tiling/rotation/offset/invert/tile-mode/projection-mode/blend-mode.
- Pick a texture from a shipped library (`resources/textures/displacement/`) or import your own
(saved into `<data_dir>/textures/displacement/`, kept separate so app updates can't clobber it).
- Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide).
- Preview the true displaced result live, before baking (background job, not on the UI thread).
- Preview via a fast GPU shader instead (no real geometry movement) for a lighter-weight alternative.
- Bake into real mesh geometry on demand, restricted to the painted area only.
- Remesh and subdivide so a low-poly model has enough vertices to show fine detail.
- Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated,
dockable 2D "UV Editor" pane.
## Standard vs Pro mode
A two-position slider in the panel header, right of the Dock/Undock button.
**Pro** shows every mesh-preparation control; Remesh, Subdivide and Bake are run separately by the user,
in whatever order they like.
**Standard** hides all of it and folds one fixed recipe into the Bake button, because a height map only
ever *moves vertices that already exist* - painting onto an imported 12-triangle box and pressing Bake
would otherwise do nothing visible. Standard's Bake is:
1. `plan_remesh()` + `replace_mesh_keep_all_paint()` - isotropic remesh to 1 mm, sharp edges above 40
degrees protected. Gives the subdivider an even starting density whatever the input looked like.
2. `plan_adaptive_subdivision()` + `apply_adaptive_subdivision()` - feature-adaptive refinement, max
edge 20 mm, detail 0.02 mm, min edge 0.02 mm.
3. `bake()` - the ordinary background displacement job.
Both preparation stages are *planned* before the undo snapshot and *applied* after it, so a stage with
nothing to do is skipped without leaving an empty undo step. The standalone Pro buttons share the same
plan/apply split.
**All three stages sit under one undo step.** `Plater::take_snapshot()` records the state *before* the
change, so a single snapshot taken at the top of `bake_standard()` means one Undo returns the mesh to
exactly what was imported. `TextureDisplacementBakeInput::take_snapshot` lets the caller say who owns
the undo step - true for the Pro-mode button, false for the pipeline, whose background job commits long
after that snapshot's scope has closed.
The presets live in one place (`STD_*` constants) and `apply_standard_mode_presets()` pins the hidden
controls to them every frame while Standard is active, so the live preview cannot disagree with what
Bake will do. Switching to Standard also closes the subdivision preview, whose controls have just gone.
One control survives into Standard: **"Added triangles (k)"**, the subdivision budget. It is deliberately
*not* pinned - pinning would fight the user's own slider every frame - because unlike the rest of the
recipe its right value depends on the part rather than on the method (a big model, or a fine texture,
simply needs more triangles). Default 1500. The widget is one lambda shared by both layouts.
Standard remeshes *after* painting, so the remesh has to preserve paint: `ModelVolume::restore_painting()`
only remaps the four standard channels, so `replace_mesh_keep_all_paint()` additionally runs
`TriangleSelector::remap_painting()` over the eight texture-displacement masks. The Pro Remesh button
goes through the same helper. If the remap comes back empty the pipeline stops with a message rather
than baking a flat mesh.
## Architecture
### Data model (per `ModelVolume`)
Each of up to `TEXTURE_DISPLACEMENT_MAX_LAYERS` (8) layers gets its **own independent
`FacetsAnnotation`** paint mask - the same `TriangleSelector`/`FacetsAnnotation` machinery every other
paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance per layer slot
instead of one per volume. This is what makes layered/blended painting work for free: the same triangle
can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and at bake/preview time each
layer displaces the surface left by the previous one (image-editor-layer semantics).
Whole-stack settings (border handling, post-process smoothing) live beside the layers in
`texture_displacement_options` (`TextureDisplacementOptions`), since they belong to no single layer.
### Bake algorithm (`libslic3r/TextureDisplacement.cpp`)
`build_texture_displacement(base_mesh, layers, facets_data, options)` is **accumulate-then-displace,
and topology-preserving**: the returned mesh has exactly the input's vertices and triangles, in the
same order - only the positions of displaced vertices differ.
1. `its_compactify_vertices()` on a copy of the input. In practice a no-op (it only drops
*unreferenced* vertices, and preserves the order and indices of the rest). It is there to
guarantee the index alignment step 3 depends on.
2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both projects
and displaces along these, so a vertex covered by several layers moves along one single well-defined
direction. Where the paint does *not* cover every triangle around a vertex, the normal is recomputed
from the painted triangles alone (the union over all layers, so it stays one direction per vertex):
on the rim of a fully painted top face the whole-mesh normal is the 45-degree bisector it shares with
the side wall, and displacing along that flares the rim outwards instead of raising it. Interior
vertices are unaffected - all their triangles are painted, so the two normals coincide. Paint
coverage per original triangle comes straight off `TriangleSplittingData::triangles_to_split`.
3. For each layer in slot order: deserialize its stored paint mask into a `TriangleSelector` against
the **base mesh** (never against a previous layer's output), then
`selector.get_facets_strict(ENFORCER)` → the painted patch. Two facts are exploited:
- `get_facets_strict()` returns the mesh's **entire** referenced vertex array regardless of which
state was asked for - only `.indices` is filtered by state. So `get_facets_strict(ENFORCER)`
and `get_facets_strict(NONE)` share identical vertex indexing, which is what lets boundary
detection be a plain index check instead of a position-hash lookup.
- The selector's vertex array *starts with* the mesh's own vertices (extra ones created where a
brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the
referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**.
Split vertices live past the end of our array and are simply skipped - they sit on the paint
boundary anyway (splitting only happens at partial coverage).
4. A vertex used by at least one **unpainted** triangle is a border vertex. Whether it moves is
`TextureDisplacementOptions::displace_border`, and it does by default. Nothing can tear: the bake is
topology-preserving, so a border vertex is *one* vertex shared by both regions and moving it simply
tilts the unpainted triangles that use it. Pinning it instead clamps the outermost ring of relief to
zero, which on a fully painted face collapses the pattern into a ring of steep ramps at the edge; it
is kept as an option for when the relief must not spill past the paint at all. Either way the border
drives the `edge_smoothing` falloff.
5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods)
and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's
`TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once**
per vertex, no matter how many of the patch's triangles share it - otherwise a Multiply/Subtract
layer would apply two or three times over depending on local triangle fan-out.
6. Move each touched vertex along its (step 2) normal by its accumulated total.
7. Optionally (`TextureDisplacementOptions::smooth_*`) relax the result - see Post-process smoothing.
### Post-process smoothing
`smooth_mesh_vertices(mesh, movable, strength, iterations)` - Laplacian relaxation, run after all layers
have been folded in, restricted to the vertices flagged in `movable`. Each pass moves a movable vertex a
`strength` fraction of the way to the average of its one-ring, read from a **snapshot** of the previous
pass so the result does not depend on vertex order (a Gauss-Seidel sweep would smooth several times as
hard at the end of the array as at the start). Neighbours come from a CSR-style adjacency built once per
call. Topology-preserving, like the bake.
Its job is to round off the hard steps a bitmap height map leaves behind - a different knob from
`TextureDisplacementLayer::smoothing`, which blurs the *height map* before it is ever sampled.
Two ways in, sharing one set of settings on the volume:
- The **"Smooth result"** checkbox + "Smoothing (%)" / "Passes" ride along with Preview and Bake.
`movable` is exactly the set of vertices the displacement moved, so the untouched part of the model
keeps its exact geometry and the ring just outside the displaced set anchors the relaxation (the
relief cannot creep outward).
- **"Smooth baked mesh now"** (`GLGizmoTextureDisplacement::smooth_model()`) applies the same settings to
the volume's *committed* geometry, for relief that is already baked in. `movable` there is the painted
triangles' vertices. Because smoothing never touches the triangle list, this is the one geometry
operation in the gizmo that keeps **every** paint channel verbatim - it saves and restores the eight
texture-displacement masks around `set_mesh()` rather than remapping or dropping them.
**"Ignore outer ring"** (`smooth_skip_border`, on by default) drops the patch's own outermost ring of
vertices from `movable`. That ring's neighbours *outside* the paint never move, so relaxing it drags the
rim of the relief down toward the flat surface and the pattern comes out half-melted where it meets the
edge. Held out, the border keeps the full depth the texture asked for and only the interior relaxes.
Turning it off softens the outer edge deliberately (a blunter version of the per-layer edge-smoothing
falloff). This is the *smoothing* rim, independent of whether that rim is displaced at all
(`displace_border`, step 4 above); both default to keeping the border sharp.
### Blend modes
`TextureBlendMode` {Add, Subtract, Multiply, Divide}, per layer, applied per vertex against the
total accumulated by the layers **below** it (lower slots). The quantity blended is a signed
displacement in **mm**, not a pixel value.
Add/Subtract are self-explanatory. Multiply/Divide are *scaling* operations and so need a unit
convention: they treat the layer's own value as a **factor relative to 1 mm**. That makes `depth_mm`
a gain, and - the property that makes a Multiply layer usable as a mask - a layer with depth 1 mm
sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged.
Divide floors its divisor's magnitude at 0.05: a black texel samples to *exactly* zero, so the divisor
really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands of mm away
and poison the mesh's bounding box (and every plate/print-volume check downstream). The floor doubles as
a cap on how far Divide can amplify the relief beneath it: at most 20×.
The **lowest painted layer ignores its blend mode**: it has nothing beneath it, and Multiply/Divide
against an implicit zero base would annihilate (or blow up) it. Enforced in
`build_texture_displacement()` (the first layer to reach a given vertex always folds in additively) and
surfaced in the UI, which labels that layer "Base layer" instead of offering a control that does nothing.
### Projection methods
Five choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()`
(scale by `1/tiling_scale`, rotate by `rotation_deg`, add `offset`). They are dispatched by
`sample_layer_height()`, which returns a **height**, not a UV - because Triplanar takes three
texture samples per vertex and so has no single UV that represents it.
- **Triplanar** (default) - samples the texture on all three world planes (`(y,z)`, `(x,z)`, `(x,y)`)
and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4). Hard-picking
the single axis most aligned with the normal instead is discontinuous wherever that dominant axis
flips: on a +X face the planar coordinate is `(y, z)`, on a Y face it is `(x, z)`, so at the shared
edge `u` jumps. A weighted blend is continuous across the transition by construction, since the weight
of the axis being left behind falls smoothly to zero. This removes the hard *seam*; some cross-fade
blurring in the band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap
around a box needs a real unwrap - that is what the LSCM mode is for.
- **Cylindrical** - wraps around an axis through the patch centroid, axis auto-picked as the world
axis *least* aligned with the average normal (perpendicular to the outward radial normal, as a
cylinder's own axis would be). `u = angle * local_radius` (arc length in mm), `v = distance along
axis`. An approximation, not an exact fit for arbitrary geometry, and the axis/centre are not
user-overridable.
- **Spherical** - longitude/latitude around the centroid, scaled by local radius. Same caveat.
- **LSCM** - real UV unwrap via `MeshBoolean::cgal::parameterize_lscm()` (CGAL's
`Surface_mesh_parameterization` package, LSCM algorithm). Computed **once per patch** (not
per-vertex like the others - it's a single global least-squares solve), then each vertex looks up
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 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
moved), and stores them as `TextureDisplacementLayer::view_project_right/up` (unit vectors, so the
projected coordinate stays in mm and `tiling_scale` keeps meaning mm). `sample_layer_height()`
projects `Vec2f(dot(pos, right), dot(pos, up))`. Single-valued per point, so - like LSCM but unlike
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
the projector smear; that is inherent to view projection.
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
forced to cut along, on top of the dihedral-angle seams. `segment_into_charts()` takes a set of these
(translated from mesh → compacted-patch numbering inside `compute_patch_unwrap()`) and refuses to
union two triangles across a marked edge whatever their angle. Both the unwrap cache key and the
gizmo's `UVEditorState` include the seam list, so marking a seam (which leaves the paint mask
untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-space and so dropped on
any topology change.
Two ways to write to it:
- **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** 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** 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
**Uniform (`subdivide_mesh_uniform()`)** — whole-mesh, 1-to-4 split. Recursive edge-midpoint split with
a shared per-pass midpoint cache (keyed by sorted vertex-index pair) so triangles sharing an edge get
the *same* new vertex - capped at `max_iterations` (default 6). Whole-mesh so it never leaves a
T-junction, at the cost of densifying everywhere. Wired as a "Subdivide steps" slider (**05**, 0 =
no subdivision), Apply snaps back to 0. Drops texture-displacement paint (no remap) via the standard
`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**, 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.
**Run to completion, worst-first, against a triangle budget.** The refinement loop is not a fixed number
of sweeps: it holds every triangle that is over its criteria in a max-heap keyed by *how many times over*
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. 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.
**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
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: 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 ride the normal `restore_painting()` remap.
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. 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:
- **"Max edge (mm)"** (`target_edge_length_mm`) is a **baseline that applies in feature mode too**.
Without it the chord test aliases: a big triangle over a fine pattern can sample four points that all
land at similar heights, report no error, and stall before refinement ever starts. The baseline
guarantees a sampling density fine enough for the curvature test to see the texture at all.
- **"Detail (mm)"** is the chord tolerance above.
- **"Min edge (mm)"** is a hard floor under both, and is what guarantees termination across a sharp
texture *step*, where the error never falls however fine the mesh gets.
- **"Added triangles (k)"** is the budget, passed as `max_triangles` (the model's own triangle count plus
the slider, so the control still means something on an already-dense model).
The height field is `make_combined_displacement_sampler()` - it mirrors `build_texture_displacement()`'s
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. 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 preview (GPU-only, no CPU meshing)
`resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}`, registered as
`"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.
**Two projection paths (`use_vertex_uv` uniform):**
- **Triplanar (`use_vertex_uv = 0`)** - `uv` and the `T`/`B` axes are both derived in-shader from
the dominant normal component, mirroring `project_planar()`/`apply_uv_transform()`, and the slope is
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 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, 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).
**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") 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)
`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`. 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:
- `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
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 / 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
`get_uv_editor_canvas()` returns the inner canvas the gizmo talks to.
Deliberately **shares the app's one real `wxGLContext`** (`wxGetApp().init_glcontext(*this)`, the
same call `View3D`/`Preview`/`AssembleView` make) rather than creating an independent context like
`SkipPartCanvas` does elsewhere in this codebase - this is what lets it reuse the already-registered
`"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()`).
**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`; "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 (Avg scale, Cut, Join, Unjoin) are forwarded to the
gizmo via `CommandFn`; view-only ones (Frame, Snap) it handles directly.
## File map
**libslic3r (core, no GUI dependency):**
- `src/libslic3r/TextureDisplacement.hpp/.cpp` - data model, bake algorithm, projection methods,
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` - `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.
- `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 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
GUI side, because libslic3r has no image toolkit; both the import path and the "pick a shipped
texture" path go through the same one function.
- `resources/textures/displacement/*.png` - the 10 shipped height maps (Bricks, Grid, Hexagons,
Knurl, Noise, Quilt, Studs, Waves, Weave, Wood Grain). All 512×512 8-bit grayscale and **seamless**
(each is periodic over the full image in both axes, so tiling shows no seam). Generated
procedurally; the whole `resources/` tree is installed recursively by CMake, so a new folder under
it ships with no build-system change.
- `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()`.
- `src/slic3r/GUI/GLShadersManager.cpp` - registers `"texture_displacement_bump"`.
- `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.
## 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

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# Texture Displacement — Feature & Controls Guide
Texture Displacement is a paint-style gizmo that stamps height-map textures onto a model's surface
and turns them into real relief — engraved or embossed detail — either as a live preview or baked
into actual mesh geometry. You paint where the texture applies, stack multiple textures as blended
layers, choose how each is projected onto the surface, and (for the unwrap projection) lay the result
out by hand in a dedicated 2D **UV Editor** pane.
This document describes every feature and control. For the internal architecture and algorithms, see
`TEXTURE_DISPLACEMENT.md`.
---
## Table of contents
1. [Quick start](#quick-start)
2. [Entering the tool](#entering-the-tool)
3. [Selection modes](#selection-modes)
4. [View modes](#view-modes)
5. [Auto update](#auto-update)
6. [Texture layers](#texture-layers)
7. [Per-layer settings](#per-layer-settings)
8. [Projection methods](#projection-methods)
9. [The UV Editor](#the-uv-editor)
10. [Seams](#seams)
11. [Adjust placement (on-model)](#adjust-placement-on-model)
12. [Preparing the mesh: Subdivide & Remesh](#preparing-the-mesh-subdivide--remesh)
13. [Baking & resetting](#baking--resetting)
14. [Controls reference](#controls-reference)
15. [Tips & limitations](#tips--limitations)
---
## Quick start
1. Select an object and open the **Texture displacement** gizmo from the left toolbar.
2. A texture layer is added automatically. Pick a texture from the layer's picker, or import your own.
3. **Paint** the area you want the texture to affect (or press **Select whole model**).
4. The relief appears live on the model. Tune **Depth**, **Tile size**, **Rotation**, etc.
5. If the model is low-poly, use **Subdivide** or **Remesh** so there are enough vertices for detail.
6. Press **Bake** to convert the preview into real geometry, or leave it as a live preview.
> The tool only ever affects the **painted** area. Everything you don't paint keeps its original
> surface, and bake blends the relief seamlessly into it.
---
## Entering the tool
The gizmo lives on the left gizmo toolbar (icon: `toolbar_texture_displacement.svg`). Its settings
panel opens beside the toolbar. You can **Dock panel / Undock panel** (top of the panel) to pin it or
float it freely over the 3D view, and **Close** at the bottom exits the gizmo.
When you first open the tool on a never-textured object it starts with **one texture layer already
added**, so you can paint straight away.
---
## Selection modes
Choose *how* you paint. All three write into the **active layer's** mask.
| Mode | What it does |
|------|--------------|
| **Brush** | Free-hand painting with a round brush. Shows a **Brush size** slider and a **Circle / Sphere** choice (circle = surface disc, sphere = 3D ball that also paints around curves). |
| **Face** | Click a single triangle to paint it. |
| **Connected area** | Click to flood-fill a region; the **Angle threshold** slider limits how far the fill spreads across changes in surface angle. |
- **Select whole model** — marks the entire model as painted for the active layer, instead of
brushing it by hand.
---
## View modes
A row of icon buttons labelled **View** controls how the painted area is shown. The first four are a
radio group; **Wireframe** is an independent toggle. Hover any icon for its tooltip.
| View | Meaning |
|------|---------|
| **Normal** | The true displaced geometry — exactly what **Bake** produces. Rebuilt in the background. |
| **Fast** | A GPU bump-shaded approximation of the *active layer only*. No real geometry movement — quick to update, not exact. Best while tuning or dragging islands. |
| **Checker** | A test grid painted over the unwrap so you can see stretching (squares stay square where the map isn't distorted). |
| **Distortion** | A blue→green→red heatmap of how much each area is compressed or stretched in UV space. Needs the **Unwrap (LSCM)** projection. |
| **Wireframe** | Overlays the mesh edges (white). Independent of the view above; in **Normal** view it sits on the displaced surface. |
---
## Auto update
**Auto update** (on by default) rebuilds the true displaced geometry as soon as *anything* changes —
painting, swapping textures, moving sliders. Turn it off on very heavy models to only rebuild when you
release a slider (painting still updates on stroke end).
---
## Texture layers
You can stack up to **8** texture layers. Each has its own independent paint mask, its own texture,
and its own parameters, and they combine in slot order like layers in an image editor.
- **Add a layer** — the ** icon** to the right of the *Texture layers* heading (reuses the tool icon
for now).
- **Remove** — the button on each layer's header row.
- **Active layer** — click a layer's header (or anywhere in its block) to make it active. The active
layer is the one you paint into and the one whose block is tinted. Only one layer is active at a time.
- **Erase all** — clears the active layer's paint.
Each layer shows a texture **picker** (large preview + name). Open it to choose from the shipped
library or import your own image (any png/jpg/bmp; it's converted to an 8-bit grayscale height map and
copied into your user texture folder so app updates can't overwrite it).
---
## Per-layer settings
| Control | Range / options | What it does |
|---------|-----------------|--------------|
| **Depth (mm)** | 0.0110 (log) | Maximum displacement along the surface normal. |
| **Tile size (mm)** | 0.2200 (log) | Physical size of one texture tile on the surface. |
| **Rotation** | 0360° | Rotates the texture on the surface. |
| **Midlevel** | 010 | The grey level that means "don't move". At 0 the texture only pushes outward; raise it and darker texels cut *inward* (one map both embosses and engraves). 0.5 makes mid-grey neutral. |
| **Smoothing** | 01 | Blurs the height texture before it displaces — rounds hard edges and removes speckle without needing a softer source image. |
| **Edge smoothing** | checkbox + **Edge amount** 01 | Fades the relief to flat toward the *edge of the painted area*, so it blends into the surrounding surface. A small amount softens only a thin band at the very edge; the maximum flattens the whole painted face. |
| **Invert** | checkbox | Flips the height map (peaks become valleys). |
| **Blend** | Add / Subtract / Multiply / Divide | How this layer combines with the layers **below** it where they overlap. Add/Subtract pile relief on or carve it away; Multiply/Divide scale the relief underneath (a mask). The lowest painted layer is the **Base** and always behaves additively. |
| **Tile** | checkbox + **Repeat / Mirrored repeat** | When off, the texture is placed once (a decal) instead of repeating. Mirrored repeat flips every other tile to hide seams. |
| **Projection** | see below | How the texture is mapped onto the painted surface. |
> **Midlevel warning:** cutting inward can fold the surface through itself in sharp concave corners or
> thin walls. Keep Depth small relative to the feature you're cutting into; the panel warns when a deep
> inward setting is risky.
---
## Projection methods
How the 2D texture is wrapped onto the 3D painted area.
| Method | Best for | Notes |
|--------|----------|-------|
| **Triplanar (blended)** | Patches wrapping around edges | Projects from all three axes at once and blends, so there's no seam across a sharp edge. |
| **Cylindrical** | Round, tube-like selections | Wraps the texture around the patch's own centre/axis. |
| **Spherical** | Ball-like selections | Longitude/latitude wrap around the patch centre. |
| **Unwrap (LSCM)** | Flat, controlled layout | A real conformal unwrap. Cuts the area into pieces at sharp edges (see **Seam angle**), flattens each, and lets you lay them out by hand in the **UV Editor**. Unlocks Checker/Distortion, seams, and island editing. |
| **From view** | Decals / slide-projector look | Projects straight onto the surface from the current camera direction. Use **Capture current view** to re-lay it from wherever you're looking. |
### LSCM-only controls
These appear when a layer uses **Unwrap (LSCM)**:
- **Seam angle** (590°) — edges sharper than this are cut so each piece lies flat. Lower cuts more
(less stretching, more seams); raise to keep more in one piece. A box's 90° corners are cut by
default. *Ignored once you've marked any seam by hand* (your seams then define the pieces).
- **Connect islands** (on by default) — lays the unwrap out as a **connected net**: pieces that share
an edge are unfolded next to each other (a cube becomes a joined net instead of six loose squares).
They stay separate islands, so you can still move any of them by hand. Turn off for the classic
packed-grid layout.
- **Open UV editor** — shows the flattened unwrap in a side pane (see below). Opens *only* when you
turn this on — it never pops up on its own.
- **Mark seams** / **Path** / **Clear seams** — see [Seams](#seams).
- An **Unwrap: N islands, F faces, V verts** read-out tells you what the unwrap actually produced.
---
## The UV Editor
A dockable 2D pane (enable **Open UV editor** on an LSCM layer) showing the flattened unwrap over the
height texture. Islands are the flattened pieces; you can rearrange them freely — nothing re-packs them
behind your back. Moving an island updates the model **live** (in Fast view it tracks the cursor
smoothly, via a shader uniform — no rebuild until you release).
### Navigation
| Action | Control |
|--------|---------|
| Pan | Middle-drag |
| Zoom | Mouse wheel (zooms about the cursor) |
| Frame everything | **Home** or **F**, or the **Frame** toolbar button |
### Editing an island
| Action | Control |
|--------|---------|
| Select | Left-click an island |
| Move | Left-drag |
| Rotate | Right-drag, or press **R** then move the mouse (click/Enter to confirm, Esc to cancel) |
| Rotate snapped | Hold **Shift** while rotating — snaps to **global** 15° marks (0/15/30…). A protractor dial with tick marks and the current angle is shown. |
| Scale | Press **S** then move the mouse (click/Enter to confirm, Esc to cancel) |
| Undo / Redo | **Ctrl+Z** / **Ctrl+Shift+Z** or **Ctrl+Y** |
The **selected** island gets a bold light-green outline and a brighter wireframe; unselected islands
are a translucent light-green wash. The texture underneath repeats exactly as it will when baked.
A **status line** along the bottom always names the current gesture and the shortcuts in play.
### Toolbar
| Button | Action |
|--------|--------|
| **Frame** | Frame all islands (same as Home). |
| **Snap** | Toggle magnetic snapping — a dragged island sticks its boundary to a neighbour's when they come close. |
| **Avg scale** | Give every island the same texel density (Blender's "Average Islands Scale"). |
| **Cut** | Split the selected island across its long axis (useful for very long islands). |
| **Join** | Unfold the selected island onto its nearest neighbour along their shared edge — keeps both as separate islands with their own borders. |
| **Unjoin** | Send the selected island back to its own packed position. |
> **Checker / Distortion in the UV editor:** selecting those View modes also colours the UV pane — a
> checker background, or a per-island distortion heatmap — so you can judge stretch in 2D as well as
> on the model.
---
## Seams
Seams are edges the unwrap is forced to cut along, on top of whatever the Seam angle cuts — the
Blender "mark seam" workflow. They let you control exactly where the unwrap splits.
Enable **Mark seams** on an active LSCM layer, then:
- **Click an edge** on the model to mark it (it turns **red**); click a red edge again to unmark it.
The edge under the cursor is highlighted **yellow** so you can see what a click will toggle.
- **Path mode** (the **Path** checkbox) — for dense meshes where clicking each edge is tedious: click a
start point, then an end point, and the whole **shortest path** between them is seamed at once. It
chains (each click extends from the last point); the start vertex is shown in **green**.
- **Ctrl+drag** rotates/pans the camera while in seam mode.
- **Clear seams** removes them all.
Once any seam is marked, the automatic Seam-angle cutting is disabled so *your* seams define the
islands — pieces you leave un-seamed merge together.
---
## Adjust placement (on-model)
**Adjust placement** (on an active layer) lets you position the texture by dragging a handle on the
model instead of nudging the Rotation/offset numbers. The handle is a flat panel in the patch's
tangent plane (drag anywhere on it to move freely) plus U/V arrows for single-axis nudges. It's
anchored to the painted patch, so paint something first.
---
## Preparing the mesh: Subdivide & Remesh
Displacement can only move vertices that exist, so a coarse model needs more of them first.
### Subdivide
Splits every triangle into four, **15 times** (each step roughly quadruples the triangle count).
- **Subdivide steps** (15) — how many times to split.
- **Preview subdivision** — shows the result as a **cyan wireframe** without changing the model.
- **Apply** — commits the subdivision to the geometry.
- **Done** — ends the preview and leaves the model as it is.
### Remesh
Rebuilds the whole model with triangles close to a target edge length — evens out a mesh with wildly
varying triangle sizes (CGAL isotropic remeshing).
- **Target edge (mm)** — desired triangle edge length (seeded to the model's current average).
- **Remesh** — splits the big triangles and merges the small ones to that size.
> Both Subdivide-Apply and Remesh **replace the geometry** and clear any *not-yet-baked* paint on it
> (already-baked relief is kept). If you had the mesh **Wireframe** on before, it stays on afterward.
---
## Baking & resetting
- **Bake** — converts the current preview into real, permanent mesh geometry, restricted to the
painted area. Runs in the background; the button shows *Baking…* while it works.
- **Erase all** — clears the active layer's paint.
Baking is the exact same algorithm as the **Normal** preview, so what you see is what you get.
---
## Controls reference
### Mouse — 3D view (while painting)
| Input | Action |
|-------|--------|
| Left-drag | Paint the active layer |
| Ctrl + drag | Rotate / pan the camera (works in seam mode too) |
| Wheel | Zoom |
### Mouse & keys — UV Editor
| Input | Action |
|-------|--------|
| Left-click | Select island |
| Left-drag | Move island |
| Right-drag | Rotate island |
| **R** / **S** | Modal rotate / scale (mouse drives it, click or Enter confirms, Esc cancels) |
| **Shift** (while rotating) | Snap to global 15° marks |
| Middle-drag | Pan |
| Wheel | Zoom about cursor |
| **Home** / **F** | Frame all islands |
| **Ctrl+Z** / **Ctrl+Shift+Z** / **Ctrl+Y** | Undo / redo |
### Seam mode
| Input | Action |
|-------|--------|
| Click edge | Mark / unmark a seam (yellow = hover, red = marked) |
| Click (Path mode) | Set start, then seam the shortest path to the next click |
| Ctrl + drag | Rotate / pan camera |
---
## Tips & limitations
- **Paint first, then bake.** The preview is free to explore; only Bake changes the real mesh.
- **Not enough detail?** Subdivide or Remesh before painting fine textures.
- **Inward cuts** (high Midlevel + big Depth) can self-intersect on thin walls or sharp concave
corners — keep Depth modest there.
- **Fast vs Normal:** Fast preview shades a bump and shows only the active layer; use it for quick
tuning and smooth UV dragging, but trust **Normal**/**Bake** for the exact result.
- **Topology changes drop unbaked paint.** Subdivide-Apply, Remesh, and Simplify replace the mesh, and
texture-displacement paint isn't remapped across that change (already-baked relief is unaffected).
- **Island placements** are tied to the current unwrap. Re-painting or changing the Seam angle can
re-segment the charts and renumber them, so a re-unwrap re-lays the connected net and discards
hand placements made before it.
- **Connect islands** is on by default; turn it off (per layer) for the classic packed-grid layout, or
if an unfold looks wrong on an unusual mesh.

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#!/usr/bin/env python3
"""Belt temperature-tower asset generator (discrete-provini design).
A vertical temperature tower cannot be sliced on a belt printer, so lay a row of
DISCRETE provini (one per temperature) along the belt (designed Y) with a fixed
surface gap. Each provino is the chevron+arc unit (belt_temp_provino_unit.stl,
keel-first); its temperature is ENGRAVED upright into the 50 mm face — a raised
number would be an unsupported overhang on the belt. The C++ calib_temp belt branch
(Plater.cpp) injects one M104 per zone 70 layers INTO provino i:
print_z[i] = i * PITCH * cos(theta) + 70 * layer_height (theta = 45)
inside the body, not in the empty inter-provino gap (which has no sliced layers for
the event to attach to). PITCH below is the shared geometry contract with that code —
keep them in sync.
Generates one STL per filament temp range used by Temp_Calibration_Dlg.
"""
import numpy as np, trimesh, os
from matplotlib.textpath import TextPath
from matplotlib.font_manager import FontProperties
from shapely.geometry import Polygon as ShPoly
from shapely.ops import unary_union
HERE = os.path.dirname(os.path.abspath(__file__))
UNIT = os.path.join(HERE, 'belt_temp_provino_unit.stl') # single provino, keel-first
SURF_GAP = 25.0 # surface-to-surface gap between provini (mm) — user spec
TEXT_H = 9.0
TEXT_DEPTH = 0.8 # engraving depth (numbers are CUT into the face, not raised:
# a raised number is an unsupported Y-overhang on the belt)
TEXT_OVERSHOOT = 0.6 # extra height poking out of the face for a clean boolean cut
# Temperature ranges (start, end) per filament family, 5 C step. File name encodes them.
RANGES = [(230,190),(270,230),(250,230),(280,240),(240,210),(320,280)]
unit = trimesh.load(UNIT)
dY = unit.bounds[1,1] - unit.bounds[0,1]
PITCH = dY + SURF_GAP # designed-Y pitch == C++ contract constant
print(f"unit dY={dY:.2f} PITCH={PITCH:.3f} (C++ contract: print_z[i]=i*{PITCH:.3f}*cos45)")
# 50 mm face normal (0,-1,1)/sqrt2 ; UPRIGHT basis u=+X det(+1) (verified non-mirrored)
n = np.array([0,-1,1.])/np.sqrt(2)
u = np.array([1,0,0.]); v = np.array([0,1,1.])/np.sqrt(2)
R = np.column_stack([u,v,n])
fn = unit.face_normals; fc = unit.triangles_center; fa = unit.area_faces
sel = (fn@n) > 0.9
face_c = (fc[sel]*fa[sel,None]).sum(0)/fa[sel].sum()
def text_mesh(s):
tp = TextPath((0,0), s, size=TEXT_H, prop=FontProperties(family='DejaVu Sans'))
rings = [ShPoly(p) for p in tp.to_polygons() if len(p)>=3]
rings.sort(key=lambda r:r.area, reverse=True)
used=[False]*len(rings); parts=[]
for i,o in enumerate(rings):
if used[i]: continue
holes=[]
for j in range(i+1,len(rings)):
if not used[j] and o.contains(rings[j]): holes.append(rings[j].exterior.coords); used[j]=True
parts.append(ShPoly(o.exterior.coords,holes)); used[i]=True
poly = unary_union(parts)
geoms = list(poly.geoms) if poly.geom_type=='MultiPolygon' else [poly]
m = trimesh.util.concatenate([trimesh.creation.extrude_polygon(g,height=TEXT_DEPTH+TEXT_OVERSHOOT) for g in geoms])
c = m.bounds.mean(axis=0); m.apply_translation([-c[0],-c[1],0]); return m
for t_start, t_end in RANGES:
temps = list(range(t_start, t_end-1, -5))
parts=[]
for i,T in enumerate(temps):
c = unit.copy(); c.apply_translation([0, i*PITCH, 0])
t = text_mesh(str(T)); M=np.eye(4); M[:3,:3]=R; t.apply_transform(M)
# place the text spanning from TEXT_DEPTH inside the face to TEXT_OVERSHOOT outside,
# then CUT it out of the provino (engrave) — no raised material, no Y-overhang.
t.apply_translation(face_c - n*TEXT_DEPTH + np.array([0,i*PITCH,0]))
c = trimesh.boolean.difference([c, t], engine='manifold')
parts.append(c)
asset = trimesh.util.concatenate(parts)
out = os.path.join(HERE, f"belt_temp_tower_{t_start}_{t_end}.stl")
asset.export(out)
dims = np.round(asset.bounds[1]-asset.bounds[0],1)
wt = all(p.is_watertight for p in parts)
print(f" {t_start}->{t_end}: {len(temps)} zones bbox={dims} watertight={wt} -> {os.path.basename(out)}")

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View File

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View File

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View File

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],
"fan_min_speed": [
"100"
],
"fan_max_speed": [
"100"
],
"overhang_fan_threshold": [
"50%"
],
"overhang_fan_speed": [
"100"
],
"close_fan_the_first_x_layers": [
"3"
],
"full_fan_speed_layer": [
"8"
],
"slow_down_min_speed": [
"20"
],
"slow_down_layer_time": [
"4"
],
"fan_cooling_layer_time": [
"100"
],
"reduce_fan_stop_start_freq": [
"1"
],
"filament_retraction_length": [
"1.5"
],
"filament_retraction_speed": [
"35"
],
"filament_deretraction_speed": [
"30"
],
"filament_z_hop": [
"0.4"
],
"filament_start_gcode": [
"; Generic PLA @IdeaFormer IR3 V2 — belt PLA, bed 75C"
]
}

View File

@@ -1,35 +0,0 @@
{
"type": "filament",
"name": "eSUN PLA @IdeaFormer IR3 V2",
"inherits": "Generic PLA @IdeaFormer IR3 V2",
"from": "system",
"setting_id": "XqkviBmFHEglXueX",
"instantiation": "true",
"compatible_printers": [
"IdeaFormer IR3 V2 0.4 nozzle"
],
"filament_type": [
"PLA"
],
"filament_vendor": [
"eSUN"
],
"filament_settings_id": [
"eSUN PLA @IdeaFormer IR3 V2"
],
"nozzle_temperature_initial_layer": [
"200"
],
"nozzle_temperature": [
"200"
],
"enable_pressure_advance": [
"1"
],
"pressure_advance": [
"0.12"
],
"filament_max_volumetric_speed": [
"20"
]
}

View File

@@ -1,94 +0,0 @@
{
"type": "machine",
"name": "IdeaFormer IR3 V2 0.4 nozzle",
"inherits": "fdm_belt_common",
"from": "system",
"setting_id": "MDQZgwRgg72lmjtu",
"instantiation": "true",
"printer_model": "IdeaFormer IR3 V2",
"printer_variant": "0.4",
"nozzle_diameter": [
"0.4"
],
"printable_area": [
"0x0",
"250x0",
"250x2000",
"0x2000"
],
"printable_height": "250",
"belt_printer_infinite_y": "1",
"thumbnails": [
"48x48/PNG",
"300x300/PNG"
],
"default_filament_profile": [
"Generic PLA @IdeaFormer IR3 V2"
],
"default_print_profile": "0.20mm Standard @IdeaFormer IR3 V2",
"use_relative_e_distances": "1",
"machine_max_acceleration_e": [
"5000"
],
"machine_max_acceleration_extruding": [
"5000"
],
"machine_max_acceleration_retracting": [
"1000"
],
"machine_max_acceleration_travel": [
"9000"
],
"machine_max_acceleration_x": [
"5000"
],
"machine_max_acceleration_y": [
"5000"
],
"machine_max_acceleration_z": [
"100"
],
"machine_max_jerk_e": [
"2.5"
],
"machine_max_jerk_x": [
"10"
],
"machine_max_jerk_y": [
"10"
],
"machine_max_jerk_z": [
"0.4"
],
"machine_max_speed_e": [
"60"
],
"machine_max_speed_x": [
"500"
],
"machine_max_speed_y": [
"500"
],
"machine_max_speed_z": [
"20"
],
"retraction_length": [
"2"
],
"retraction_speed": [
"40"
],
"deretraction_speed": [
"40"
],
"z_hop": [
"0.4"
],
"retract_lift_below": [
"300"
],
"machine_start_gcode": "; === IdeaFormer IR3 V2 Belt Printer Start ===\n; Axes: X=lateral, Y=gantry height (probe), Z=belt\nG90 ; absolute positioning\nM82 ; absolute extruder\nG21 ; millimeters\nG28 ; home all axes\nG1 Y20 F500 ; lift nozzle 20mm from belt\n; Bed + hotend temps come from the active filament profile. Belt PLA requires 75 C bed — use Generic/eSun PLA @IdeaFormer IR3 V2 filament presets to get it automatically.\nM140 S[hot_plate_temp_initial_layer] ; set bed temp\nM104 S[nozzle_temperature_initial_layer] ; hotend temp\nM109 S[nozzle_temperature_initial_layer] ; wait hotend\nM190 S[hot_plate_temp_initial_layer] ; wait bed\n; --- Purge blob ---\nG92 E0 ; zero extruder\nG1 Y.1 ; nozzle 0.1mm above belt\nG1 E15 F1000 ; purge 15mm blob\nG1 Z20 E25 F800 ; belt advance 20mm + extrude\nG1 E23 ; retract 2mm\nG28 Y ; re-probe belt surface\nG1 E25 ; de-retract\n; --- Prime lines (full 250mm bed width) ---\nFMS_on ; filament motion sensor\nG1 X250 E50 F2000 ; prime line 1\nG92 Z0 ; reset belt origin\nG1 Z.4 ; belt advance 0.4mm\nG1 X0 E75 ; prime line 2\nG1 F1000 ; default feedrate\nG92 E0 Z0 ; zero extruder + belt = print origin\n",
"machine_end_gcode": "; === IdeaFormer IR3 V2 Belt Printer End ===\nM400 ; wait for moves to finish\nM104 S0 ; heater off\nM140 S0 ; bed off\nG92 E0 ; zero extruder\nG1 E-5 F300 ; retract 5mm\nG4 P5000 ; wait for ooze\nG91 ; relative mode - keep every end move relative on a belt\nG1 Y20 F1000 ; raise gantry 20mm for clearance over the part\nG1 Z676 F3000 ; advance belt one full machine-depth to eject the part and clean the belt\nG90 ; back to absolute\nG28 X ; home X only - NEVER 'G28' all: that homes Z/belt and reverses the whole print back into the gantry\nFMS_off ; filament motion sensor off\nBED_MESH_CLEAR\nM84 ; disable motors\n",
"machine_pause_gcode": "PAUSE",
"layer_change_gcode": "G92 E0 ; belt: reset extruder at layer change (relative E)"
}

View File

@@ -1,12 +0,0 @@
{
"type": "machine_model",
"name": "IdeaFormer IR3 V2",
"model_id": "IdeaFormer_IR3_V2",
"nozzle_diameter": "0.4",
"machine_tech": "FFF",
"family": "IdeaFormer",
"bed_model": "",
"bed_texture": "",
"hotend_model": "",
"default_materials": "Generic PLA @IdeaFormer IR3 V2;Generic PETG @IdeaFormer IR3 V2"
}

View File

@@ -1,99 +0,0 @@
{
"type": "machine",
"name": "fdm_belt_common",
"inherits": "fdm_klipper_common",
"from": "system",
"instantiation": "false",
"gcode_flavor": "klipper",
"single_extruder_multi_material": "0",
"default_filament_profile": [
"Generic PLA @System"
],
"default_print_profile": "0.20mm Standard @IdeaFormer IR3 V2",
"max_layer_height": [
"0.32"
],
"min_layer_height": [
"0.08"
],
"deretraction_speed": [
"30"
],
"extruder_colour": [
"#FCE94F"
],
"extruder_offset": [
"0x0"
],
"long_retractions_when_cut": [
"0"
],
"nozzle_diameter": [
"0.4"
],
"retract_before_wipe": [
"70%"
],
"retract_length_toolchange": [
"2"
],
"retract_lift_above": [
"0"
],
"retract_lift_below": [
"0"
],
"retract_lift_enforce": [
"All Surfaces"
],
"retract_restart_extra": [
"0"
],
"retract_restart_extra_toolchange": [
"0"
],
"retract_when_changing_layer": [
"1"
],
"retraction_distances_when_cut": [
"18"
],
"retraction_length": [
"0.8"
],
"retraction_minimum_travel": [
"1"
],
"retraction_speed": [
"30"
],
"travel_slope": [
"3"
],
"wipe": [
"1"
],
"wipe_distance": [
"1"
],
"z_hop": [
"0.4"
],
"z_hop_types": [
"Normal Lift"
],
"gcode_remap_x": "rev_x",
"gcode_remap_y": "pos_z",
"gcode_remap_z": "pos_y",
"printer_extruder_id": [
"1"
],
"belt_printer": "1",
"belt_slice_rotation": "x",
"belt_slice_rotation_angle": "45",
"belt_slice_rotation_global": "1",
"build_plate_tilt_x": "45",
"purge_in_prime_tower": "0",
"scan_first_layer": "0",
"auxiliary_fan": "0"
}

View File

@@ -1,141 +0,0 @@
{
"type": "machine",
"name": "fdm_klipper_common",
"inherits": "fdm_machine_common",
"from": "system",
"instantiation": "false",
"gcode_flavor": "klipper",
"machine_max_acceleration_e": [
"5000",
"5000"
],
"machine_max_acceleration_extruding": [
"20000",
"20000"
],
"machine_max_acceleration_retracting": [
"5000",
"5000"
],
"machine_max_acceleration_travel": [
"20000",
"20000"
],
"machine_max_acceleration_x": [
"20000",
"20000"
],
"machine_max_acceleration_y": [
"20000",
"20000"
],
"machine_max_acceleration_z": [
"500",
"200"
],
"machine_max_speed_e": [
"25",
"25"
],
"machine_max_speed_x": [
"500",
"200"
],
"machine_max_speed_y": [
"500",
"200"
],
"machine_max_speed_z": [
"12",
"12"
],
"machine_max_jerk_e": [
"2.5",
"2.5"
],
"machine_max_jerk_x": [
"9",
"9"
],
"machine_max_jerk_y": [
"9",
"9"
],
"machine_max_jerk_z": [
"0.2",
"0.4"
],
"machine_min_extruding_rate": [
"0",
"0"
],
"machine_min_travel_rate": [
"0",
"0"
],
"max_layer_height": [
"0.32"
],
"min_layer_height": [
"0.08"
],
"printable_height": "250",
"extruder_clearance_radius": "65",
"extruder_clearance_height_to_rod": "36",
"extruder_clearance_height_to_lid": "140",
"printer_settings_id": "",
"printer_technology": "FFF",
"printer_variant": "0.4",
"retraction_minimum_travel": [
"1"
],
"retract_before_wipe": [
"70%"
],
"retract_when_changing_layer": [
"1"
],
"retraction_length": [
"0.8"
],
"retract_length_toolchange": [
"2"
],
"z_hop": [
"0.4"
],
"retract_restart_extra": [
"0"
],
"retract_restart_extra_toolchange": [
"0"
],
"retraction_speed": [
"30"
],
"deretraction_speed": [
"30"
],
"z_hop_types": "Normal Lift",
"silent_mode": "0",
"single_extruder_multi_material": "1",
"change_filament_gcode": "",
"wipe": [
"1"
],
"default_filament_profile": [
"Generic PLA @System"
],
"default_print_profile": "0.20mm Standard @MyKlipper",
"bed_exclude_area": [
"0x0"
],
"machine_start_gcode": "M190 S[bed_temperature_initial_layer_single]\nM109 S[nozzle_temperature_initial_layer]\nPRINT_START EXTRUDER=[nozzle_temperature_initial_layer] BED=[bed_temperature_initial_layer_single]\n",
"machine_end_gcode": "PRINT_END",
"layer_change_gcode": ";AFTER_LAYER_CHANGE\n;[layer_z]",
"before_layer_change_gcode": ";BEFORE_LAYER_CHANGE\n;[layer_z]\nG92 E0\n",
"machine_pause_gcode": "PAUSE",
"scan_first_layer": "0",
"nozzle_type": "undefine",
"auxiliary_fan": "0"
}

View File

@@ -1,119 +0,0 @@
{
"type": "machine",
"name": "fdm_machine_common",
"from": "system",
"instantiation": "false",
"printer_technology": "FFF",
"deretraction_speed": [
"40"
],
"extruder_colour": [
"#FCE94F"
],
"extruder_offset": [
"0x0"
],
"gcode_flavor": "marlin",
"silent_mode": "0",
"machine_max_acceleration_e": [
"5000"
],
"machine_max_acceleration_extruding": [
"10000"
],
"machine_max_acceleration_retracting": [
"1000"
],
"machine_max_acceleration_x": [
"10000"
],
"machine_max_acceleration_y": [
"10000"
],
"machine_max_acceleration_z": [
"500"
],
"machine_max_speed_e": [
"60"
],
"machine_max_speed_x": [
"500"
],
"machine_max_speed_y": [
"500"
],
"machine_max_speed_z": [
"10"
],
"machine_max_jerk_e": [
"5"
],
"machine_max_jerk_x": [
"8"
],
"machine_max_jerk_y": [
"8"
],
"machine_max_jerk_z": [
"0.4"
],
"machine_min_extruding_rate": [
"0"
],
"machine_min_travel_rate": [
"0"
],
"max_layer_height": [
"0.32"
],
"min_layer_height": [
"0.08"
],
"printable_height": "250",
"extruder_clearance_radius": "65",
"extruder_clearance_height_to_rod": "36",
"extruder_clearance_height_to_lid": "140",
"nozzle_diameter": [
"0.4"
],
"printer_settings_id": "",
"printer_variant": "0.4",
"retraction_minimum_travel": [
"2"
],
"retract_before_wipe": [
"70%"
],
"retract_when_changing_layer": [
"1"
],
"retraction_length": [
"1"
],
"retract_length_toolchange": [
"1"
],
"z_hop": [
"0"
],
"retract_restart_extra": [
"0"
],
"retract_restart_extra_toolchange": [
"0"
],
"retraction_speed": [
"60"
],
"single_extruder_multi_material": "1",
"change_filament_gcode": "",
"wipe": [
"1"
],
"default_print_profile": "",
"machine_start_gcode": "G0 Z20 F9000\nG92 E0; G1 E-10 F1200\nG28\nM970 Q1 A10 B10 C130 K0\nM970 Q1 A10 B131 C250 K1\nM974 Q1 S1 P0\nM970 Q0 A10 B10 C130 H20 K0\nM970 Q0 A10 B131 C250 K1\nM974 Q0 S1 P0\nM220 S100 ;Reset Feedrate\nM221 S100 ;Reset Flowrate\nG29 ;Home\nG90;\nG92 E0 ;Reset Extruder \nG1 Z2.0 F3000 ;Move Z Axis up \nG1 X10.1 Y20 Z0.28 F5000.0 ;Move to start position\nM109 S205;\nG1 X10.1 Y200.0 Z0.28 F1500.0 E15 ;Draw the first line\nG1 X10.4 Y200.0 Z0.28 F5000.0 ;Move to side a little\nG1 X10.4 Y20 Z0.28 F1500.0 E30 ;Draw the second line\nG92 E0 ;Reset Extruder \nG1 X110 Y110 Z2.0 F3000 ;Move Z Axis up",
"machine_end_gcode": "M400 ; wait for buffer to clear\nG92 E0 ; zero the extruder\nG1 E-4.0 F3600; retract \nG91\nG1 Z3;\nM104 S0 ; turn off hotend\nM140 S0 ; turn off bed\nM106 S0 ; turn off fan\nG90 \nG0 X110 Y200 F3600 \nprint_end",
"layer_change_gcode": ";AFTER_LAYER_CHANGE\n;[layer_z]",
"before_layer_change_gcode": ";BEFORE_LAYER_CHANGE\n;[layer_z]\nG92 E0\n",
"machine_pause_gcode": "M601"
}

View File

@@ -1,23 +0,0 @@
{
"type": "process",
"name": "0.20mm Standard @IdeaFormer IR3 V2",
"inherits": "fdm_process_common",
"from": "system",
"setting_id": "91atcIwv5728phqX",
"instantiation": "true",
"layer_height": "0.2",
"initial_layer_print_height": "0.2",
"initial_layer_line_width": "0.42",
"wall_loops": "2",
"reduce_infill_retraction": "1",
"detect_overhang_wall": "1",
"skirt_loops": "0",
"skirt_distance": "0",
"sparse_infill_pattern": "grid",
"sparse_infill_speed": "200",
"support_base_pattern": "rectilinear",
"support_interface_pattern": "rectilinear",
"compatible_printers": [
"IdeaFormer IR3 V2 0.4 nozzle"
]
}

View File

@@ -1,108 +0,0 @@
{
"type": "process",
"name": "fdm_process_common",
"from": "system",
"instantiation": "false",
"adaptive_layer_height": "0",
"reduce_crossing_wall": "0",
"max_travel_detour_distance": "0",
"bottom_surface_pattern": "monotonic",
"bottom_shell_thickness": "0",
"bridge_speed": "50",
"brim_width": "5",
"brim_object_gap": "0.1",
"compatible_printers": [],
"compatible_printers_condition": "",
"print_sequence": "by layer",
"default_acceleration": "1000",
"initial_layer_acceleration": "500",
"top_surface_acceleration": "1000",
"travel_acceleration": "1000",
"inner_wall_acceleration": "1000",
"outer_wall_acceleration": "700",
"bridge_no_support": "0",
"draft_shield": "disabled",
"elefant_foot_compensation": "0",
"enable_arc_fitting": "0",
"wall_infill_order": "inner wall/outer wall/infill",
"infill_direction": "45",
"sparse_infill_density": "15%",
"sparse_infill_pattern": "crosshatch",
"initial_layer_print_height": "0.2",
"infill_combination": "0",
"infill_wall_overlap": "25%",
"interface_shells": "0",
"ironing_flow": "10%",
"ironing_spacing": "0.15",
"ironing_speed": "30",
"ironing_type": "no ironing",
"reduce_infill_retraction": "1",
"filename_format": "{input_filename_base}_{layer_height}mm_{filament_type[initial_tool]}_{printer_model}_{print_time}.gcode",
"detect_overhang_wall": "1",
"slowdown_for_curled_perimeters": "1",
"overhang_1_4_speed": "0",
"overhang_2_4_speed": "50",
"overhang_3_4_speed": "30",
"overhang_4_4_speed": "10",
"line_width": "110%",
"inner_wall_line_width": "110%",
"outer_wall_line_width": "100%",
"top_surface_line_width": "93.75%",
"sparse_infill_line_width": "110%",
"initial_layer_line_width": "120%",
"internal_solid_infill_line_width": "120%",
"support_line_width": "96%",
"wall_loops": "3",
"print_settings_id": "",
"raft_layers": "0",
"seam_position": "aligned",
"skirt_distance": "2",
"skirt_height": "3",
"min_skirt_length": "4",
"skirt_loops": "0",
"minimum_sparse_infill_area": "15",
"spiral_mode": "0",
"standby_temperature_delta": "-5",
"enable_support": "0",
"resolution": "0.012",
"support_type": "normal(auto)",
"support_on_build_plate_only": "0",
"support_top_z_distance": "0.2",
"support_bottom_z_distance": "0.2",
"support_filament": "0",
"support_interface_loop_pattern": "0",
"support_interface_filament": "0",
"support_interface_top_layers": "2",
"support_interface_bottom_layers": "2",
"support_interface_spacing": "0.5",
"support_interface_speed": "80",
"support_base_pattern": "default",
"support_base_pattern_spacing": "2.5",
"support_speed": "150",
"support_threshold_angle": "30",
"support_object_xy_distance": "0.35",
"tree_support_branch_angle": "30",
"tree_support_wall_count": "0",
"tree_support_with_infill": "0",
"detect_thin_wall": "0",
"top_surface_pattern": "monotonicline",
"top_shell_thickness": "0.8",
"enable_prime_tower": "1",
"wipe_tower_no_sparse_layers": "0",
"prime_tower_width": "60",
"xy_hole_compensation": "0",
"xy_contour_compensation": "0",
"layer_height": "0.2",
"bottom_shell_layers": "3",
"top_shell_layers": "4",
"bridge_flow": "1",
"initial_layer_speed": "45",
"initial_layer_infill_speed": "45",
"outer_wall_speed": "45",
"inner_wall_speed": "80",
"sparse_infill_speed": "150",
"internal_solid_infill_speed": "150",
"top_surface_speed": "50",
"gap_infill_speed": "30",
"travel_speed": "200"
}

View File

@@ -1,54 +0,0 @@
{
"name": "Printcepts",
"version": "01.00.00.01",
"force_update": "0",
"description": "Printcepts belt printer configurations",
"machine_model_list": [
{
"name": "BabyBelt Pro",
"sub_path": "machine/BabyBelt Pro.json"
}
],
"process_list": [
{
"name": "fdm_process_common",
"sub_path": "process/fdm_process_common.json"
},
{
"name": "0.20mm Standard @BabyBelt Pro",
"sub_path": "process/0.20mm Standard @BabyBelt Pro.json"
}
],
"filament_list": [
{
"name": "Generic PLA @BabyBelt Pro",
"sub_path": "filament/Generic PLA @BabyBelt Pro.json"
},
{
"name": "eSUN PLA @BabyBelt Pro",
"sub_path": "filament/eSUN PLA @BabyBelt Pro.json"
},
{
"name": "Generic PETG @BabyBelt Pro",
"sub_path": "filament/Generic PETG @BabyBelt Pro.json"
}
],
"machine_list": [
{
"name": "fdm_machine_common",
"sub_path": "machine/fdm_machine_common.json"
},
{
"name": "fdm_klipper_common",
"sub_path": "machine/fdm_klipper_common.json"
},
{
"name": "fdm_belt_common",
"sub_path": "machine/fdm_belt_common.json"
},
{
"name": "BabyBelt Pro 0.4 nozzle",
"sub_path": "machine/BabyBelt Pro 0.4 nozzle.json"
}
]
}

View File

@@ -1,70 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="95.0mm" height="500.0mm" viewBox="0 0 95.0 500.0" preserveAspectRatio="xMidYMid meet">
<!-- Printcepts BabyBelt Pro bed texture: 95 x 500 mm belt plate. -->
<!-- Transparent plate; green (#195F30) BabyBelt Pro logo centered along X, near the bottom edge. -->
<rect x="0" y="0" width="95.0" height="500.0" fill="none"/>
<g transform="translate(14.2500,436.3488) scale(0.067538)">
<g transform="translate(-11.000000,692.938562) scale(0.100000,-0.100000)"
fill="#195F30" stroke="none">
<path d="M1963 5604 l-1423 -1324 0 -2050 0 -2050 443 0 c244 0 741 3 1105 7
l662 6 0 746 c-1 575 -4 768 -14 841 -47 324 -179 486 -473 581 -40 12 -73 26
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{
"type": "filament",
"name": "Generic PETG @BabyBelt Pro",
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}

View File

@@ -1,113 +0,0 @@
{
"type": "filament",
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}

View File

@@ -1,35 +0,0 @@
{
"type": "filament",
"name": "eSUN PLA @BabyBelt Pro",
"inherits": "Generic PLA @BabyBelt Pro",
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}

View File

@@ -1,87 +0,0 @@
{
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}

View File

@@ -1,12 +0,0 @@
{
"type": "machine_model",
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"default_materials": "Generic PLA @BabyBelt Pro;Generic PETG @BabyBelt Pro"
}

View File

@@ -1,99 +0,0 @@
{
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}

View File

@@ -1,141 +0,0 @@
{
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}

View File

@@ -1,119 +0,0 @@
{
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}

View File

@@ -1,23 +0,0 @@
{
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"reduce_infill_retraction": "1",
"detect_overhang_wall": "1",
"skirt_loops": "0",
"skirt_distance": "0",
"sparse_infill_pattern": "grid",
"sparse_infill_speed": "200",
"support_base_pattern": "rectilinear",
"support_interface_pattern": "rectilinear",
"compatible_printers": [
"BabyBelt Pro 0.4 nozzle"
]
}

View File

@@ -1,108 +0,0 @@
{
"type": "process",
"name": "fdm_process_common",
"from": "system",
"instantiation": "false",
"adaptive_layer_height": "0",
"reduce_crossing_wall": "0",
"max_travel_detour_distance": "0",
"bottom_surface_pattern": "monotonic",
"bottom_shell_thickness": "0",
"bridge_speed": "50",
"brim_width": "5",
"brim_object_gap": "0.1",
"compatible_printers": [],
"compatible_printers_condition": "",
"print_sequence": "by layer",
"default_acceleration": "1000",
"initial_layer_acceleration": "500",
"top_surface_acceleration": "1000",
"travel_acceleration": "1000",
"inner_wall_acceleration": "1000",
"outer_wall_acceleration": "700",
"bridge_no_support": "0",
"draft_shield": "disabled",
"elefant_foot_compensation": "0",
"enable_arc_fitting": "0",
"wall_infill_order": "inner wall/outer wall/infill",
"infill_direction": "45",
"sparse_infill_density": "15%",
"sparse_infill_pattern": "crosshatch",
"initial_layer_print_height": "0.2",
"infill_combination": "0",
"infill_wall_overlap": "25%",
"interface_shells": "0",
"ironing_flow": "10%",
"ironing_spacing": "0.15",
"ironing_speed": "30",
"ironing_type": "no ironing",
"reduce_infill_retraction": "1",
"filename_format": "{input_filename_base}_{layer_height}mm_{filament_type[initial_tool]}_{printer_model}_{print_time}.gcode",
"detect_overhang_wall": "1",
"slowdown_for_curled_perimeters": "1",
"overhang_1_4_speed": "0",
"overhang_2_4_speed": "50",
"overhang_3_4_speed": "30",
"overhang_4_4_speed": "10",
"line_width": "110%",
"inner_wall_line_width": "110%",
"outer_wall_line_width": "100%",
"top_surface_line_width": "93.75%",
"sparse_infill_line_width": "110%",
"initial_layer_line_width": "120%",
"internal_solid_infill_line_width": "120%",
"support_line_width": "96%",
"wall_loops": "3",
"print_settings_id": "",
"raft_layers": "0",
"seam_position": "aligned",
"skirt_distance": "2",
"skirt_height": "3",
"min_skirt_length": "4",
"skirt_loops": "0",
"minimum_sparse_infill_area": "15",
"spiral_mode": "0",
"standby_temperature_delta": "-5",
"enable_support": "0",
"resolution": "0.012",
"support_type": "normal(auto)",
"support_on_build_plate_only": "0",
"support_top_z_distance": "0.2",
"support_bottom_z_distance": "0.2",
"support_filament": "0",
"support_interface_loop_pattern": "0",
"support_interface_filament": "0",
"support_interface_top_layers": "2",
"support_interface_bottom_layers": "2",
"support_interface_spacing": "0.5",
"support_interface_speed": "80",
"support_base_pattern": "default",
"support_base_pattern_spacing": "2.5",
"support_speed": "150",
"support_threshold_angle": "30",
"support_object_xy_distance": "0.35",
"tree_support_branch_angle": "30",
"tree_support_wall_count": "0",
"tree_support_with_infill": "0",
"detect_thin_wall": "0",
"top_surface_pattern": "monotonicline",
"top_shell_thickness": "0.8",
"enable_prime_tower": "1",
"wipe_tower_no_sparse_layers": "0",
"prime_tower_width": "60",
"xy_hole_compensation": "0",
"xy_contour_compensation": "0",
"layer_height": "0.2",
"bottom_shell_layers": "3",
"top_shell_layers": "4",
"bridge_flow": "1",
"initial_layer_speed": "45",
"initial_layer_infill_speed": "45",
"outer_wall_speed": "45",
"inner_wall_speed": "80",
"sparse_infill_speed": "150",
"internal_solid_infill_speed": "150",
"top_surface_speed": "50",
"gap_infill_speed": "30",
"travel_speed": "200"
}

View File

@@ -26,7 +26,6 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform vec4 uniform_color;

View File

@@ -23,7 +23,6 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform mat4 view_model_matrix;
@@ -74,8 +73,8 @@ void main()
// Point in homogenous coordinates.
world_pos = volume_world_matrix * vec4(v_position, 1.0);
// dot product of world normal with up direction, used for slope shading
world_normal_z = slope.actived ? dot(normalize(slope.volume_world_normal_matrix * v_normal), slope.up_direction) : 0.0;
// z component of normal vector in world coordinate used for slope shading
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
gl_Position = projection_matrix * position;
if (is_outline) {

View File

@@ -37,7 +37,6 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform SlopeDetection slope;
@@ -86,7 +85,7 @@ void main()
color = LightBlue;
alpha = 1.0;
}
else if( dot(transformed_normal, slope.up_direction) < slope.normal_z - EPSILON)
else if( transformed_normal.z < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 1.0;

View File

@@ -24,7 +24,6 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform SlopeDetection slope;
void main()

View File

@@ -0,0 +1,254 @@
#version 110
// See resources/shaders/140/texture_displacement_bump.fs for full documentation; this is the
// GLSL 1.10 compatibility variant (same logic, older syntax).
#define INTENSITY_CORRECTION 0.6
#define PARALLAX_STEPS 24
#define H_AT(uv) texture2D(height_tex, uv).r
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
// The printable palette, in **CIELAB** as well as RGB, and how many entries are real. Lab because the
// match has to be perceptual - the same reason the CPU side uses CIEDE2000 - and converting the
// palette once on the CPU is what lets the fragment shader match with a plain squared distance.
// Count 0 means nothing is colouring, and every fragment falls back to uniform_color as before.
uniform vec3 palette_lab[64];
uniform vec3 palette_rgb[64];
uniform int palette_count;
uniform sampler2D color_tex; // the layer's colour image, sampled at the same uv as the height
uniform bool has_color_tex;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
uniform sampler2D height_tex;
uniform vec2 height_tex_texel;
uniform float depth_mm;
uniform float tiling_scale;
// Height map width / height. Scales the v axis so a non-square image keeps its proportions
// instead of being squeezed into a square tile - mirrors libslic3r's apply_uv_transform().
uniform float tex_aspect;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
uniform vec3 eye_model_pos; // camera position in this volume's local space, for the view ray
uniform bool use_vertex_uv;
// 2x3 affine (lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the dragged island's uv; see the
// 140 variant. Identity when nothing is dragged.
uniform vec4 island_delta_lin;
uniform vec2 island_delta_tr;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float island_active;
varying vec2 vertex_uv;
void projection_axes(vec3 n, out vec3 t, out vec3 b)
{
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
// After the rotation, so the rotation stays a rotation rather than becoming a shear.
r.y *= tex_aspect;
return r + uv_offset;
}
// sRGB -> CIELAB, matching slic3r/Utils/ColorSpaceConvert's RGB2Lab so this picks the same entry the
// bake does.
vec3 srgb_to_lab(vec3 c)
{
vec3 v = vec3(c.r > 0.04045 ? pow((c.r + 0.055) / 1.055, 2.4) : c.r / 12.92,
c.g > 0.04045 ? pow((c.g + 0.055) / 1.055, 2.4) : c.g / 12.92,
c.b > 0.04045 ? pow((c.b + 0.055) / 1.055, 2.4) : c.b / 12.92);
vec3 xyz = vec3(dot(v, vec3(0.4124, 0.3576, 0.1805)) / 0.95047,
dot(v, vec3(0.2126, 0.7152, 0.0722)),
dot(v, vec3(0.0193, 0.1192, 0.9505)) / 1.08883);
vec3 f = vec3(xyz.x > 0.008856 ? pow(xyz.x, 1.0 / 3.0) : (7.787 * xyz.x) + 16.0 / 116.0,
xyz.y > 0.008856 ? pow(xyz.y, 1.0 / 3.0) : (7.787 * xyz.y) + 16.0 / 116.0,
xyz.z > 0.008856 ? pow(xyz.z, 1.0 / 3.0) : (7.787 * xyz.z) + 16.0 / 116.0);
return vec3(116.0 * f.y - 16.0, 500.0 * (f.x - f.y), 200.0 * (f.y - f.z));
}
// Nearest printable colour to a sampled one. Quantizing per *fragment* rather than per facet is the
// whole point of this path: it shows the image at the texture's resolution instead of the mesh's,
// which is what you need while choosing a texture and placing it. The Normal view is where the
// facet-resolution truth - what actually bakes - is shown.
//
// Squared distance in Lab (CIE76) rather than the CPU's CIEDE2000: the two agree except on near-ties,
// and CIEDE2000 per fragment across 64 entries is not worth its cost in a preview.
vec3 quantize_to_palette(vec3 rgb)
{
vec3 lab = srgb_to_lab(rgb);
int best = 0;
float bd = 1.0e20;
for (int i = 0; i < 64; ++i) {
if (i >= palette_count)
break;
vec3 d = lab - palette_lab[i];
float d2 = dot(d, d);
if (d2 < bd) {
bd = d2;
best = i;
}
}
return palette_rgb[best];
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
// Where the colour is read from. Both branches below already compute the uv this fragment's
// *height* came from - including the parallax-marched one on the triplanar path - and the colour
// has to follow it exactly, or the colour would slide off the relief as the camera orbits.
vec2 color_uv = vec2(0.0);
bool have_uv = false;
if (use_vertex_uv) {
// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
color_uv = uv;
have_uv = true;
float h = texture2D(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
float dHdx = k * dFdx(h);
float dHdy = k * dFdy(h);
if (abs(det) > 1e-12)
triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
} else if (weight > 0.0) {
vec3 t, b;
projection_axes(triangle_normal, t, b);
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
// first point where it drops below the displaced surface (see header).
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 view_dir = normalize(eye_model_pos - model_pos.xyz);
float v_dot_n = dot(view_dir, triangle_normal);
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
// where the surface sits *below* the undisplaced one.
float h_end_a = amp * (0.0 - midlevel);
float h_end_b = amp * (1.0 - midlevel);
float h_hi = max(h_end_a, h_end_b);
float h_lo = min(h_end_a, h_end_b);
// How far, in mm, sweeping the ray across the shell slides the sample point sideways. Below half
// a texel there is no parallax to find and the march would be pure cost - which is the common
// case of looking straight down at a surface.
float sweep = length(view_dir - triangle_normal * v_dot_n) * (h_hi - h_lo) / max(v_dot_n, 1e-4);
if (v_dot_n > 0.05 && sweep > 0.5 * tiling_scale * height_tex_texel.x) {
// A point at ray parameter s (model_pos + view_dir * s) sits at height s * v_dot_n above the
// undisplaced surface. Start at the top of the shell, where the ray is outside the surface
// by construction, and step inward; the crossing is what this pixel actually sees.
float s = h_hi / v_dot_n;
float ds = (h_hi - h_lo) / (v_dot_n * float(PARALLAX_STEPS));
vec2 prev_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
float prev_gap = h_hi - amp * (H_AT(prev_uv) - midlevel); // >= 0 by construction
for (int i = 0; i < PARALLAX_STEPS; ++i) {
s -= ds;
vec2 cur_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
float gap = s * v_dot_n - amp * (H_AT(cur_uv) - midlevel);
if (gap <= 0.0) {
// Crossed between the last two samples - interpolating the hit is what stops it
// quantising to the step size, and so what keeps the step count affordable.
uv = mix(prev_uv, cur_uv, clamp(prev_gap / max(prev_gap - gap, 1e-6), 0.0, 1.0));
break;
}
prev_uv = cur_uv;
prev_gap = gap;
}
}
color_uv = uv; // after the parallax march, so colour and relief stay registered
have_uv = true;
float hL = texture2D(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture2D(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
float hD = texture2D(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
float hU = texture2D(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
// One uv unit is tiling_scale mm along u but tiling_scale / tex_aspect mm along v, so the v
// component of the gradient carries the extra factor before being rotated back into t/b.
vec2 g = vec2(dh_duv.x, dh_duv.y * tex_aspect);
vec2 slope = amplitude * vec2(g.x * cs + g.y * sn, -g.x * sn + g.y * cs);
vec3 gradient = slope.x * t + slope.y * b;
gradient -= triangle_normal * dot(triangle_normal, gradient);
triangle_normal = normalize(triangle_normal - gradient);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour.
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
// the same material under the same light, and the relief this preview exists to show is unaffected.
vec3 albedo = uniform_color.rgb;
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
albedo = quantize_to_palette(texture2D(color_tex, color_uv).rgb);
gl_FragColor = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}

View File

@@ -0,0 +1,34 @@
#version 110
// See resources/shaders/140/texture_displacement_bump.vs for full documentation; this is the
// GLSL 1.10 compatibility variant.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal; // .x = paint weight (0/1); .y = 1 for the dragged island's vertices
attribute vec2 v_tex_coord; // precomputed texture uv, used only when use_vertex_uv is set
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float island_active;
varying vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
weight = v_normal.x;
island_active = v_normal.y;
vertex_uv = v_tex_coord;
}

View File

@@ -0,0 +1,70 @@
#version 110
// See resources/shaders/140/texture_displacement_uvcheck.fs; GLSL 1.10 compatibility variant.
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat3 view_normal_matrix;
uniform bool volume_mirrored;
uniform int mode;
uniform float checker_freq;
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
vec3 heatmap(float t)
{
t = clamp(t, 0.0, 1.0);
return clamp(vec3(1.5 - abs(4.0 * t - 3.0),
1.5 - abs(4.0 * t - 2.0),
1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
vec3 base;
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE
+ max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(base * intensity, 1.0);
}

View File

@@ -0,0 +1,31 @@
#version 110
// See resources/shaders/140/texture_displacement_uvcheck.vs; GLSL 1.10 compatibility variant.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal; // .x = per-vertex uv distortion
attribute vec2 v_tex_coord; // precomputed texture uv, used only when use_vertex_uv is set
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
distortion = v_normal.x;
vertex_uv = v_tex_coord;
}

View File

@@ -29,7 +29,6 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform vec4 uniform_color;

View File

@@ -23,7 +23,6 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform mat4 view_model_matrix;
@@ -74,8 +73,8 @@ void main()
// Point in homogenous coordinates.
world_pos = volume_world_matrix * vec4(v_position, 1.0);
// dot product of world normal with up direction, used for slope shading
world_normal_z = slope.actived ? dot(normalize(slope.volume_world_normal_matrix * v_normal), slope.up_direction) : 0.0;
// z component of normal vector in world coordinate used for slope shading
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
gl_Position = projection_matrix * position;
if (is_outline) {

View File

@@ -37,7 +37,6 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform SlopeDetection slope;
@@ -88,7 +87,7 @@ void main()
color = LightBlue;
alpha = 1.0;
}
else if( dot(transformed_normal, slope.up_direction) < slope.normal_z - EPSILON)
else if( transformed_normal.z < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 1.0;

View File

@@ -24,7 +24,6 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform SlopeDetection slope;
void main()

View File

@@ -0,0 +1,338 @@
#version 140
// Fast, geometry-free preview of texture displacement: perturbs the *shading* normal from the
// height texture's local gradient (a bump map), faded out by the per-vertex paint weight. The
// true, exact result is what "Bake" produces via libslic3r/TextureDisplacement.cpp on the CPU.
//
// The bake displaces each surface point along its normal by H = +/- depth_mm * (h(uv) - midlevel),
// with uv from the layer's projection. The perturbed normal is the analytic
//
// N' = normalize(N - (dH/da) * T - (dH/db) * B)
//
// over any orthonormal surface tangent pair (T, B), where the two slopes are real mm-per-mm
// derivatives. Two things have to be right for the preview's apparent depth to match the bake's:
// the tangent frame the gradient is expressed in, and the uv->mm scale that turns a texel
// difference into a slope. Getting the scale wrong is a uniform flattening (a raw texel difference
// is dh over one texel step, not over one mm); getting the frame wrong tilts the bump along the
// wrong axes.
//
// Two projection paths:
// * Triplanar (use_vertex_uv = 0): uv and the tangent axes are derived in-shader from the dominant
// normal axis, mirroring libslic3r's project_planar()/apply_uv_transform(), and the slope is
// formed analytically (there is a closed-form uv, so 1 uv unit is exactly tiling_scale mm). This
// path also runs a parallax step before shading, see below.
//
// Parallax. A pure bump map perturbs shading only, so the pattern is welded to the base surface: it
// does not shift as the camera orbits and it does not get any deeper as depth_mm grows, which is
// exactly when the preview stops reading as real geometry. The triplanar path therefore shades at the
// point the *displaced* surface would show at this pixel rather than at the pixel's own base position.
//
// Two cheaper formulations were tried first and both are wrong here, which is worth recording:
// * Solving Q = P + V * (H(Q) / dot(V, n)) by fixed-point iteration. Geometrically exact, but the
// divisor goes to zero edge-on, and an unbounded step is not a small error - the sample lands a
// large fraction of a tile away and the iteration oscillates instead of converging. It reads as a
// *second, flat copy* of the pattern ghosted over the real one. Clamping the step to one tile does
// not help either: a tile-sized shift lands on the neighbouring tile, which is the same pattern.
// * Offset limiting (Welsh): step along the tangential part of V, whose length caps the shift at one
// depth. Stable and cheap, but it understates parallax by exactly the factor that matters - the
// relief still flattens as soon as the camera tilts, which is the complaint it was meant to fix.
//
// So this ray-marches instead (parallax occlusion mapping). A point at ray parameter s, i.e. P + V * s,
// 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); 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 falls below the
// sampled height. That crossing *is* the visible point - no divergence, no ghosting, and parallax stays
// correct at any angle. The hit is interpolated between the last two samples, which is what keeps
// PARALLAX_STEPS low enough to afford. The 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 gradient/shading below is evaluated at the resulting uv, so the relief both slides correctly
// under camera motion and visibly deepens with depth_mm. What it still cannot do is change the
// model's silhouette or cast shadows; for that, switch the View row to Normal.
// * Precomputed uv (use_vertex_uv = 1, used for LSCM): uv comes per-vertex from the CPU (the LSCM
// unwrap with island placement + tiling/rotation/offset already folded in), and the perturbed
// normal is built with Mikkelsen's method -- the surface gradient taken straight from the
// screen-space derivatives of the sampled height and position. This makes no uv->mm scale
// assumption, which matters because an LSCM map is conformal, not isometric: the local mm-per-uv
// varies across the chart, so a single global 1/tiling factor (what an earlier version used) got
// the apparent depth wrong. 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.
#define INTENSITY_CORRECTION 0.6
#define PARALLAX_STEPS 24
// Explicit LOD: the march samples inside non-uniform control flow, where implicit
// derivatives are undefined.
#define H_AT(uv) textureLod(height_tex, uv, 0.0).r
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
// The printable palette, in **CIELAB** as well as RGB, and how many entries are real. Lab because the
// match has to be perceptual - the same reason the CPU side uses CIEDE2000 - and converting the
// palette once on the CPU is what lets the fragment shader match with a plain squared distance.
// Count 0 means nothing is colouring, and every fragment falls back to uniform_color as before.
uniform vec3 palette_lab[64];
uniform vec3 palette_rgb[64];
uniform int palette_count;
uniform sampler2D color_tex; // the layer's colour image, sampled at the same uv as the height
uniform bool has_color_tex;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
uniform sampler2D height_tex;
uniform vec2 height_tex_texel; // (1/width, 1/height) of height_tex
uniform float depth_mm;
uniform float tiling_scale;
// Height map width / height. Scales the v axis so a non-square image keeps its proportions
// instead of being squeezed into a square tile - mirrors libslic3r's apply_uv_transform().
uniform float tex_aspect;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
uniform vec3 eye_model_pos; // camera position in this volume's local space, for the view ray
uniform bool use_vertex_uv; // true: sample at vertex_uv with a derived tangent frame (LSCM)
// A 2x3 affine (columns packed as lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the uv of
// the island currently being dragged in the UV editor (island_active > 0.5). Identity when nothing is
// dragged, so this whole path is a no-op then. Lets a UV island drag move the bump on the model with
// only a uniform update
uniform vec4 island_delta_lin;
uniform vec2 island_delta_tr;
in vec3 clipping_planes_dots;
in vec4 model_pos;
in vec4 world_pos;
in float weight;
in float island_active;
in vec2 vertex_uv;
out vec4 out_color;
// The two model-space axes the triplanar planar coordinate is read off, per dominant normal
// component - same choice libslic3r's project_planar() makes, so planar.x runs along t, planar.y
// along b.
void projection_axes(vec3 n, out vec3 t, out vec3 b)
{
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
// After the rotation, so the rotation stays a rotation rather than becoming a shear.
r.y *= tex_aspect;
return r + uv_offset;
}
// sRGB -> CIELAB, matching slic3r/Utils/ColorSpaceConvert's RGB2Lab so this picks the same entry the
// bake does.
vec3 srgb_to_lab(vec3 c)
{
vec3 v = vec3(c.r > 0.04045 ? pow((c.r + 0.055) / 1.055, 2.4) : c.r / 12.92,
c.g > 0.04045 ? pow((c.g + 0.055) / 1.055, 2.4) : c.g / 12.92,
c.b > 0.04045 ? pow((c.b + 0.055) / 1.055, 2.4) : c.b / 12.92);
vec3 xyz = vec3(dot(v, vec3(0.4124, 0.3576, 0.1805)) / 0.95047,
dot(v, vec3(0.2126, 0.7152, 0.0722)),
dot(v, vec3(0.0193, 0.1192, 0.9505)) / 1.08883);
vec3 f = vec3(xyz.x > 0.008856 ? pow(xyz.x, 1.0 / 3.0) : (7.787 * xyz.x) + 16.0 / 116.0,
xyz.y > 0.008856 ? pow(xyz.y, 1.0 / 3.0) : (7.787 * xyz.y) + 16.0 / 116.0,
xyz.z > 0.008856 ? pow(xyz.z, 1.0 / 3.0) : (7.787 * xyz.z) + 16.0 / 116.0);
return vec3(116.0 * f.y - 16.0, 500.0 * (f.x - f.y), 200.0 * (f.y - f.z));
}
// Nearest printable colour to a sampled one. Quantizing per *fragment* rather than per facet is the
// whole point of this path: it shows the image at the texture's resolution instead of the mesh's,
// which is what you need while choosing a texture and placing it. The Normal view is where the
// facet-resolution truth - what actually bakes - is shown.
//
// Squared distance in Lab (CIE76) rather than the CPU's CIEDE2000: the two agree except on near-ties,
// and CIEDE2000 per fragment across 64 entries is not worth its cost in a preview.
vec3 quantize_to_palette(vec3 rgb)
{
vec3 lab = srgb_to_lab(rgb);
int best = 0;
float bd = 1.0e20;
for (int i = 0; i < 64; ++i) {
if (i >= palette_count)
break;
vec3 d = lab - palette_lab[i];
float d2 = dot(d, d);
if (d2 < bd) {
bd = d2;
best = i;
}
}
return palette_rgb[best];
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
// Where the colour is read from. Both branches below already compute the uv this fragment's
// *height* came from - including the parallax-marched one on the triplanar path - and the colour
// has to follow it exactly, or the colour would slide off the relief as the camera orbits.
vec2 color_uv = vec2(0.0);
bool have_uv = false;
if (use_vertex_uv) {
// Precomputed-uv (LSCM) path - Mikkelsen's surface-gradient bump ("Bump Mapping
// Unparametrized Surfaces on the GPU"). The perturbed normal is derived straight from the
// screen-space derivatives of the *sampled height* and the position, so it is scale-exact
// with no uv->mm assumption at all - which is the whole point here: an LSCM map is conformal,
// not isometric, so the local mm-per-uv varies across the chart and the earlier "one global
// 1/tiling factor" got the depth visibly wrong. dFdx(h) captures the true on-screen rate of
// change however the chart is stretched or however fine the tiling is.
//
// use_vertex_uv is a uniform, so this whole branch is uniform control flow and the texture
// derivatives are well defined; the paint weight gates the result by a plain multiply (k)
// rather than a per-fragment branch, keeping it that way.
// The dragged island's uv rides a uniform affine so its bump moves without a rebuild; every
// other vertex (island_active == 0) samples its baked uv unchanged.
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
color_uv = uv;
have_uv = true;
float h = texture(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
float dHdx = k * dFdx(h);
float dHdy = k * dFdy(h);
if (abs(det) > 1e-12)
triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
} else if (weight > 0.0) {
// Triplanar path: uv and the tangent axes are reconstructed in-shader from the dominant
// normal component (see header). The gradient is expressed analytically because there is a
// closed-form uv here, unlike the LSCM case.
vec3 t, b;
projection_axes(triangle_normal, t, b);
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
// first point where it drops below the displaced surface (see header).
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 view_dir = normalize(eye_model_pos - model_pos.xyz);
float v_dot_n = dot(view_dir, triangle_normal);
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
// where the surface sits *below* the undisplaced one.
float h_end_a = amp * (0.0 - midlevel);
float h_end_b = amp * (1.0 - midlevel);
float h_hi = max(h_end_a, h_end_b);
float h_lo = min(h_end_a, h_end_b);
// How far, in mm, sweeping the ray across the shell slides the sample point sideways. Below half
// a texel there is no parallax to find and the march would be pure cost - which is the common
// case of looking straight down at a surface.
float sweep = length(view_dir - triangle_normal * v_dot_n) * (h_hi - h_lo) / max(v_dot_n, 1e-4);
if (v_dot_n > 0.05 && sweep > 0.5 * tiling_scale * height_tex_texel.x) {
// A point at ray parameter s (model_pos + view_dir * s) sits at height s * v_dot_n above the
// undisplaced surface. Start at the top of the shell, where the ray is outside the surface
// by construction, and step inward; the crossing is what this pixel actually sees.
float s = h_hi / v_dot_n;
float ds = (h_hi - h_lo) / (v_dot_n * float(PARALLAX_STEPS));
vec2 prev_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
float prev_gap = h_hi - amp * (H_AT(prev_uv) - midlevel); // >= 0 by construction
for (int i = 0; i < PARALLAX_STEPS; ++i) {
s -= ds;
vec2 cur_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
float gap = s * v_dot_n - amp * (H_AT(cur_uv) - midlevel);
if (gap <= 0.0) {
// Crossed between the last two samples - interpolating the hit is what stops it
// quantising to the step size, and so what keeps the step count affordable.
uv = mix(prev_uv, cur_uv, clamp(prev_gap / max(prev_gap - gap, 1e-6), 0.0, 1.0));
break;
}
prev_uv = cur_uv;
prev_gap = gap;
}
}
color_uv = uv; // after the parallax march, so colour and relief stay registered
have_uv = true;
float hL = texture(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
float hD = texture(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
float hU = texture(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
// Central difference, per uv unit (not per texel).
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
// uv -> mm is 1/tiling_scale for the triplanar projection, so this turns the uv-space
// gradient into a real surface slope.
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
// uv was rotated by project_uv() while t/b are the unrotated model axes, so rotate the
// gradient back into the axes' frame.
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
// One uv unit is tiling_scale mm along u but tiling_scale / tex_aspect mm along v, so the v
// component of the gradient carries the extra factor before being rotated back into t/b.
vec2 g = vec2(dh_duv.x, dh_duv.y * tex_aspect);
vec2 slope = amplitude * vec2(g.x * cs + g.y * sn, -g.x * sn + g.y * cs);
vec3 gradient = slope.x * t + slope.y * b;
gradient -= triangle_normal * dot(triangle_normal, gradient);
triangle_normal = normalize(triangle_normal - gradient);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour.
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
// the same material under the same light, and the relief this preview exists to show is unaffected.
vec3 albedo = uniform_color.rgb;
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
albedo = quantize_to_palette(texture(color_tex, color_uv).rgb);
out_color = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}

View File

@@ -0,0 +1,44 @@
#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
in vec3 v_position;
// GLModel's P3N3T2 layout (position + normal + texcoord), reused so this mesh builds and renders
// like any other GLModel rather than needing a bespoke vertex buffer. The two spare channels carry
// what the bump preview actually needs per vertex:
// v_normal.x -- the active layer's paint weight, 0 (untouched) or 1 (painted).
// v_normal.y -- 1 for a vertex of the island currently being dragged in the UV editor, else 0.
// The fragment shader applies island_delta to those vertices' uv, so a UV drag is a
// single uniform update rather than a whole-mesh rebuild (like Adjust placement).
// v_tex_coord -- the precomputed texture uv for this vertex, valid only when use_vertex_uv is set
// (i.e. the LSCM projection, where uv can't be reconstructed in the shader). The
// triplanar path ignores it and projects in the fragment shader instead.
in vec3 v_normal;
in vec2 v_tex_coord;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out float weight;
out float island_active;
out vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
weight = v_normal.x;
island_active = v_normal.y;
vertex_uv = v_tex_coord;
}

View File

@@ -0,0 +1,83 @@
#version 140
// UV-check overlay for the texture-displacement gizmo, drawn over the painted patch so the LSCM
// unwrap can be sanity-checked on the real 3D surface (mode set by the `mode` uniform):
// mode 0 - Checker: a procedural checkerboard sampled at the layer's uv. Even squares that stay
// square everywhere on the model mean the unwrap is low-distortion; squares that smear or
// shear reveal exactly where it stretches. Same uv the bake samples, so what you see is
// where the texture actually lands.
// mode 1 - Distortion heatmap: the per-vertex area-distortion carried in `distortion`, blue
// (compressed) -> green (ideal) -> red (stretched).
// Both are lit with the same cheap two-light diffuse the bump preview uses, so the surface still
// reads as 3D.
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat3 view_normal_matrix;
uniform bool volume_mirrored;
uniform int mode; // 0 checker, 1 distortion
uniform float checker_freq; // checker squares per uv unit (one uv unit == one texture tile)
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
in vec3 clipping_planes_dots;
in vec4 model_pos;
in vec4 world_pos;
in float distortion;
in vec2 vertex_uv;
out vec4 out_color;
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
// Blue -> cyan -> green -> yellow -> red over t in [0,1].
vec3 heatmap(float t)
{
t = clamp(t, 0.0, 1.0);
return clamp(vec3(1.5 - abs(4.0 * t - 3.0),
1.5 - abs(4.0 * t - 2.0),
1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
vec3 base;
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
// Two distinct greys, plus a faint tint on one set so orientation is readable at a glance.
base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE
+ max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
out_color = vec4(base * intensity, 1.0);
}

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@@ -0,0 +1,36 @@
#version 140
// Vertex stage for the UV-check overlay (checker / distortion heatmap) drawn over the painted patch
// by GLGizmoTextureDisplacement. Reuses GLModel's P3N3T2 layout so it needs no bespoke buffer:
// v_normal.x - per-vertex UV distortion (uv-area / surface-area ratio, remapped so 0.5 = ideal);
// only the distortion mode reads it.
// v_tex_coord - precomputed texture uv, valid only when use_vertex_uv is set (LSCM); the checker
// mode reconstructs uv in the fragment shader otherwise.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_normal;
in vec2 v_tex_coord;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out float distortion;
out vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
distortion = v_normal.x;
vertex_uv = v_tex_coord;
}

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@@ -90,12 +90,6 @@ if (SLIC3R_GUI)
# list(REMOVE_ITEM wxWidgets_LIBRARIES oleacc)
find_package(wxInspector REQUIRED)
# wxInspector 1.0.0 installs its headers but accidentally declares the
# INSTALL_INTERFACE include directory PRIVATE, so its imported target does
# not expose them to consumers. Restore the package prefix include path until
# the upstream export is fixed.
get_filename_component(WXINSPECTOR_PREFIX "${wxInspector_DIR}/../../.." ABSOLUTE)
target_include_directories(wxInspector::wxInspector INTERFACE "${WXINSPECTOR_PREFIX}/include")
list(APPEND wxWidgets_LIBRARIES "wxInspector::wxInspector")
message(STATUS "wx libs: ${wxWidgets_LIBRARIES}")
@@ -181,7 +175,7 @@ endif ()
# Add the Slic3r GUI library, libcurl, OpenGL and GLU libraries.
if (SLIC3R_GUI)
# target_link_libraries(OrcaSlicer ws2_32 uxtheme setupapi libslic3r_gui ${wxWidgets_LIBRARIES})
target_link_libraries(OrcaSlicer libslic3r_gui wxInspector::wxInspector)
target_link_libraries(OrcaSlicer libslic3r_gui)
if (MSVC)
# Generate debug symbols even in release mode.
target_link_options(OrcaSlicer PUBLIC "$<$<CONFIG:RELEASE>:/DEBUG>")

View File

@@ -1,516 +0,0 @@
#include "BeltBrim.hpp"
#include "ClipperUtils.hpp"
#include "Flow.hpp"
#include "Layer.hpp"
#include "Polygon.hpp"
#include "Print.hpp"
#include "ShortestPath.hpp"
#include "Support/BeltFloorContext.hpp"
#include <algorithm>
namespace Slic3r {
// ---------------------------------------------------------------- scaling
static inline Point scale_u_point(const Point &p, int from_axis, double factor)
{
// llround, not a cast: casting truncates toward zero, so a round trip would
// walk every vertex toward the origin by up to one unit per pass.
return from_axis == 0 ?
Point(coord_t(std::llround(double(p.x()) * factor)), p.y()) :
Point(p.x(), coord_t(std::llround(double(p.y()) * factor)));
}
static inline void scale_u_polygon(Polygon &poly, int from_axis, double factor)
{
for (Point &p : poly.points)
p = scale_u_point(p, from_axis, factor);
}
ExPolygons belt_scale_u(const ExPolygons &src, const BeltBrimFrame &frame, double factor)
{
ExPolygons out = src;
for (ExPolygon &ex : out) {
scale_u_polygon(ex.contour, frame.from_axis, factor);
for (Polygon &hole : ex.holes)
scale_u_polygon(hole, frame.from_axis, factor);
}
return out;
}
Polylines belt_scale_u(const Polylines &src, const BeltBrimFrame &frame, double factor)
{
Polylines out = src;
for (Polyline &pl : out)
for (Point &p : pl.points)
p = scale_u_point(p, frame.from_axis, factor);
return out;
}
// ---------------------------------------------------------------- sweep
ExPolygons sweep_ex(const ExPolygons &src, const Point &t)
{
if (src.empty())
return {};
if (t == Point(0, 0))
return src;
// One parallelogram per boundary edge. Together with P and P + t these
// cover the Minkowski sum exactly: for any q = p + s*t with p in P and
// s in [0, 1], let s* be the smallest lambda >= 0 with q - lambda*t in P.
// Either s* == 0 (so q is in P) or q - s* * t lies on some boundary edge e,
// putting q in that edge's parallelogram. Hole edges must be included, or
// holes narrower than t along t would wrongly survive the sweep.
Polygons quads;
for (const ExPolygon &ex : src)
for (size_t c = 0; c < ex.num_contours(); ++ c)
for (const Line &e : ex.contour_or_hole(c).lines()) {
if (e.a == e.b)
continue;
Polygon q;
q.points = { e.a, e.b, e.b + t, e.a + t };
// The non-zero fill rule counts a clockwise ring as -1, which
// would punch a hole instead of adding material. Edges parallel
// to t give a zero-area quad; Clipper discards those harmlessly.
if (q.is_clockwise())
q.reverse();
quads.emplace_back(std::move(q));
}
ExPolygons shifted = src;
for (ExPolygon &ex : shifted)
ex.translate(t);
// union_ex(ExPolygons, Polygons) uses pftNonZero, which is the fill rule the
// argument above relies on.
return union_ex(union_ex(src, shifted), quads);
}
// ---------------------------------------------------------------- brim region
ExPolygons belt_brim_region(const ExPolygons &footprint_flat,
bool has_outer,
bool has_inner,
coord_t brim_width,
coord_t object_gap,
coord_t leading,
coord_t lateral,
const BeltBrimFrame &frame)
{
if (footprint_flat.empty() || (! has_outer && ! has_inner))
return {};
ExPolygons out;
if (has_outer) {
// Offset the outer ring from the contours only, so a hole cannot punch
// through it. Same reasoning as the plate brim in Brim.cpp.
Polygons contours;
contours.reserve(footprint_flat.size());
for (const ExPolygon &ex : footprint_flat)
contours.emplace_back(ex.contour);
// Inner and outer boundary offset from the same polygon, to avoid
// round-off mismatch between them.
ExPolygons inner = offset_ex(contours, float(object_gap), jtRound, SCALED_RESOLUTION);
// Close the interior before offsetting outwards. A belt contact patch is often a
// narrow, broken-up strip, and the offset rings of two islands less than
// 2 x brim_width apart merge and fill the space between them - space that lies
// UNDER the part, which is not what "outer brim" means. Closing also swallows
// holes in the patch for the same reason. Concavity-filling only, so an apron or
// any other outward protrusion is untouched.
ExPolygons envelope = brim_width > 0 ? closing_ex(inner, float(brim_width)) : inner;
ExPolygons base = envelope;
if (leading > 0) {
// Sweep downhill from the gapped keep-out, so the apron is contiguous with
// the ring instead of starting inside the gap.
const Point t = frame.from_axis == 0 ?
Point(frame.downhill_sign() * leading, 0) :
Point(0, frame.downhill_sign() * leading);
base = union_ex(base, sweep_ex(envelope, t));
}
if (lateral > 0) {
// Across the belt, both ways. Swept from `base` so the apron is widened
// too, and in the flattened frame the cross-belt axis is unscaled, so this
// distance is already a true on-belt distance.
const Point t = frame.from_axis == 0 ? Point(0, lateral) : Point(lateral, 0);
ExPolygons widened = union_ex(sweep_ex(base, t), sweep_ex(base, Point(-t.x(), -t.y())));
base = union_ex(base, to_polygons(widened));
}
ExPolygons outer = offset_ex(base, float(brim_width), jtRound, SCALED_RESOLUTION);
expolygons_append(out, diff_ex(outer, envelope));
}
if (has_inner) {
// Holes reversed so a negative offset grows inward, mirroring Brim.cpp.
// No apron here: an apron growing into a hole interior is never useful.
Polygons holes;
for (const ExPolygon &ex : footprint_flat)
polygons_append(holes, ex.holes);
polygons_reverse(holes);
if (! holes.empty()) {
ExPolygons hole_inner = offset_ex(holes, - float(brim_width + object_gap));
ExPolygons hole_outer = offset_ex(holes, - float(object_gap));
expolygons_append(out, intersection_ex(diff_ex(hole_outer, hole_inner), holes));
}
}
return union_ex(out);
}
// ---------------------------------------------------------------- line lattice
std::vector<coord_t> belt_brim_line_positions(coord_t u_lo,
coord_t u_hi,
coord_t pitch_u,
coord_t u_anchor)
{
std::vector<coord_t> out;
if (pitch_u <= 0 || u_hi <= u_lo)
return out;
// Walk the lattice from just below u_lo. Integer arithmetic throughout, so
// the half-open interval needs no epsilon: a point landing exactly on u_hi
// belongs to the next band.
int64_t k = int64_t(std::floor(double(u_lo - u_anchor) / double(pitch_u))) - 1;
while (u_anchor + coord_t(k) * pitch_u < u_lo)
++ k;
for (;; ++ k) {
const coord_t u = u_anchor + coord_t(k) * pitch_u;
if (u >= u_hi)
break;
out.emplace_back(u);
}
return out;
}
// ---------------------------------------------------------------- pipeline
// A band of the belt surface as an explicit box, clamped to `bounds` along the
// shear axis. Deliberately not BeltFloorContext::surface_polygon(): those
// half-planes span +-1000 mm, which is wasteful to clip against and dangerous to
// feed through the flattening scale.
static Polygon band_box(const BoundingBox &bounds, int from_axis, coordf_t u_lo, coordf_t u_hi)
{
coord_t lo = scale_(u_lo);
coord_t hi = scale_(u_hi);
const coord_t bmin = from_axis == 0 ? bounds.min.x() : bounds.min.y();
const coord_t bmax = from_axis == 0 ? bounds.max.x() : bounds.max.y();
lo = std::max(lo, bmin);
hi = std::min(hi, bmax);
Polygon poly;
if (hi <= lo)
return poly;
if (from_axis == 0)
poly.points = { Point(lo, bounds.min.y()), Point(hi, bounds.min.y()),
Point(hi, bounds.max.y()), Point(lo, bounds.max.y()) };
else
poly.points = { Point(bounds.min.x(), lo), Point(bounds.max.x(), lo),
Point(bounds.max.x(), hi), Point(bounds.min.x(), hi) };
return poly;
}
// Everything the per-band line generator needs, gathered once per object.
struct BeltBrimContext
{
BeltFloorContext ctx;
BeltBrimFrame frame;
ExPolygons region; // brim region, object-local slicing XY
BoundingBox region_bbox;
Flow brim_flow;
coord_t pitch_u = 0;
coord_t u_anchor = 0;
double in_plane_pitch = 0.; // mm
};
// Emit the cross-belt brim lines that belong to the band [print_z - height, print_z].
static void belt_brim_band_paths(const BeltBrimContext &bc,
coordf_t print_z,
coordf_t height,
const Polygons &obstacles,
ExtrusionEntityCollection &out,
ExPolygons &areas_out)
{
coordf_t u_lo = bc.ctx.cutoff_u(print_z - height);
coordf_t u_hi = bc.ctx.cutoff_u(print_z);
if (u_lo > u_hi)
std::swap(u_lo, u_hi);
// How wide this band is measured ON the belt, versus one nominal bead.
const double band_in_plane = (u_hi - u_lo) * bc.frame.u_stretch();
// Fraction of the layer height at which a line sits above the belt. Toward the
// downhill edge, so the sheet is reasonably thick while the nozzle stays clear of
// the belt itself.
static constexpr double BAND_CLEARANCE_FRACTION = 0.75;
std::vector<coord_t> us;
double uniform_clearance = 0.; // 0 => derive per line from its own position
double line_pitch = bc.in_plane_pitch;
if (band_in_plane <= bc.in_plane_pitch + EPSILON) {
// Steep belt, which is the normal case: the band is narrower than one bead, so
// exactly one line fits. Place it at a FIXED fraction of the band rather than
// on a nominal-spacing lattice. On a lattice each line lands at an arbitrary
// point in its band, the clearance sweeps [0, height] from band to band, and the
// bead width therefore varies by 2x - visible as ragged, uneven brim lines.
// Anchoring to the band makes the clearance identical everywhere, so every bead
// is the same width.
//
// The spacing is then whatever the bands give (height / sin(tilt) on the belt)
// rather than the nominal bead spacing, so the flow below is matched to THAT
// pitch. Matched flow at the real pitch is what keeps the sheet uniform and
// gap-free; using nominal flow at band spacing would over-feed it.
us.push_back(scale_(bc.ctx.cutoff_u(print_z - BAND_CLEARANCE_FRACTION * height)));
uniform_clearance = BAND_CLEARANCE_FRACTION * height;
line_pitch = band_in_plane;
} else {
// Shallow belt: the band is wider than a bead, so it takes several lines and they
// have to sit on the nominal lattice. Their clearances then differ, and so do
// their widths - unavoidable here, but shallow belts are the rare case.
us = belt_brim_line_positions(scale_(u_lo), scale_(u_hi), bc.pitch_u, bc.u_anchor);
}
if (us.empty())
return;
const Polygons region_polys = to_polygons(bc.region);
// One lattice line at a time: the clearance - and therefore the extrusion
// volume - is a property of the line's u, so the pieces of different lines
// must not be pooled before the flow is resolved.
// Overshoot the region so the clip, not the line's ends, decides the extent.
const coord_t margin = coord_t(SCALED_EPSILON) + 1;
for (const coord_t u : us) {
Polyline line;
if (bc.frame.from_axis == 0)
line.points = { Point(u, coord_t(bc.region_bbox.min.y() - margin)),
Point(u, coord_t(bc.region_bbox.max.y() + margin)) };
else
line.points = { Point(coord_t(bc.region_bbox.min.x() - margin), u),
Point(coord_t(bc.region_bbox.max.x() + margin), u) };
Polylines pieces = intersection_pl(Polylines{ line }, region_polys);
if (! obstacles.empty())
pieces = diff_pl(pieces, obstacles);
if (pieces.empty())
continue;
// Nozzle-to-belt clearance for this line. Constant along the line, because the
// belt height depends only on the shear-axis coordinate. Band-anchored lines
// share one clearance by construction; lattice lines (shallow belts) each get
// their own, clamped so neither end of a band yields an unprintable bead.
double clearance = uniform_clearance;
if (clearance <= 0.) {
const Point probe = bc.frame.from_axis == 0 ? Point(u, 0) : Point(0, u);
clearance = print_z - bc.ctx.floor_print_z(probe);
clearance = std::min(std::max(clearance, 0.5 * height), height);
}
// with_cross_section, not with_height: it reaches the prescribed volume while
// KEEPING the extrusion spacing, so the bead is sized to fill exactly one
// pitch x clearance cell of the sheet.
const Flow f = bc.brim_flow.with_cross_section(float(line_pitch * clearance));
// Footprint of these beads, for the first-layer convex hull and bbox.
for (const Polygon &p : offset(pieces, 0.5f * float(f.scaled_width())))
areas_out.emplace_back(ExPolygon(p));
extrusion_entities_append_paths(out.entities, chain_polylines(std::move(pieces)),
erBrim, f.mm3_per_mm(), f.width(), float(clearance));
}
}
// Union of everything extruded at `print_z` that the brim must keep clear of, expressed
// in `self`'s local slicing frame. Includes `self` itself: its slice at this Z can
// overhang outside the belt footprint and land in the brim ring, which the flattened
// brim_object_gap - a belt-plane separation - does not cover.
//
// THREADING: this runs inside posSupportMaterial, which Print::process() executes for all
// objects in a tbb::parallel_for (Print.cpp). Object slices are finished by then and safe
// to read across objects, but SUPPORT layers are not: another object's thread may be
// inside clear_support_layers() - which deletes the SupportLayer pointers - right now, so
// touching a foreign object's support_layers() here is a use-after-free. Only this
// object's own supports are consulted; they are complete, because make_belt_brim() runs at
// the tail of this object's own generate_support_material(). The cost is that the brim
// does not dodge a *different* object's support at the same Z, which needs the objects to
// overlap in the belt direction in the first place.
// `region_bbox` bounds the brim; anything outside it cannot clip a brim line, so whole
// objects are skipped without materialising their polygons. On a typical plate the
// objects do not overlap and every foreign object drops out here, which matters because
// this runs once per band - hundreds of times per object.
static Polygons belt_brim_obstacles(const Print &print, const PrintObject &self,
const BoundingBox &region_bbox, coordf_t print_z, coordf_t tol)
{
const Point shift_self = self.instances().empty() ? Point(0, 0)
: self.instances().front().shift_without_plate_offset();
Polygons out;
for (const PrintObject *o : print.objects()) {
const bool is_self = (o == &self);
for (const PrintInstance &inst : o->instances()) {
const Point delta = inst.shift_without_plate_offset() - shift_self;
if (const Layer *l = o->get_layer_at_printz(print_z, tol)) {
BoundingBox lb = get_extents(l->lslices);
lb.translate(delta.x(), delta.y());
if (lb.overlap(region_bbox)) {
Polygons ps = to_polygons(l->lslices);
for (Polygon &p : ps)
p.translate(delta);
polygons_append(out, std::move(ps));
}
}
if (! is_self)
continue;
if (const SupportLayer *sl = o->get_support_layer_at_printz(print_z, tol)) {
Polygons ps = sl->support_fills.polygons_covered_by_spacing();
for (Polygon &p : ps)
p.translate(delta);
polygons_append(out, std::move(ps));
}
}
}
if (out.size() < 2)
return out; // union_() of 0 or 1 polygons is pure overhead
return union_(out);
}
void make_belt_brim(PrintObject &object)
{
object.clear_belt_brim();
if (! object.has_belt_brim())
return;
const Print &print = *object.print();
BeltBrimContext bc;
if (! bc.ctx.init(object.slicing_parameters(), print.config()))
return;
bc.frame = BeltBrimFrame{ bc.ctx.shear_factor(), bc.ctx.from_axis() };
const size_t nlayers = object.layers().size();
if (nlayers == 0)
return;
// 1. Belt footprint: the union of each layer's slice clipped to that layer's
// own contact band. This is the object's bottom face, which on a belt is
// spread over every layer instead of sitting in layer 0.
ExPolygons footprint_acc;
for (size_t i = 0; i < nlayers; ++ i) {
const Layer &layer = *object.layers()[i];
if (layer.lslices.empty())
continue;
// print_z - height, not the previous layer's print_z: variable layer
// heights make the latter wrong.
coordf_t u_lo = bc.ctx.cutoff_u(layer.print_z - layer.height);
coordf_t u_hi = bc.ctx.cutoff_u(layer.print_z);
if (u_lo > u_hi)
std::swap(u_lo, u_hi);
BoundingBox bb = get_extents(layer.lslices);
bb.offset(scale_(1.));
const Polygon band = band_box(bb, bc.frame.from_axis, u_lo, u_hi);
if (band.empty())
continue;
expolygons_append(footprint_acc, intersection_ex(layer.lslices, Polygons{ band }));
}
const ExPolygons footprint = union_ex(footprint_acc);
if (footprint.empty())
return;
// 2. Brim region, offset in the flattened (true on-belt) metric.
const PrintObjectConfig &cfg = object.config();
bc.brim_flow = print.brim_flow();
const double flow_w = bc.brim_flow.scaled_spacing() * SCALING_FACTOR;
// Quantize to an even number of lines, as the plate brim does.
const coord_t width = scale_(std::floor(cfg.brim_width.value / flow_w / 2) * flow_w * 2);
const coord_t leading = scale_(cfg.leading_brim_length.value);
const coord_t lateral = scale_(cfg.extra_brim_width.value);
const coord_t gap = scale_(cfg.brim_object_gap.value);
// Belt printers collapse Auto / Mouse ear / Painted to outer-only: the auto width
// heuristic and flat ear discs have no meaning on a tilted plane. Leading-edge-only
// is an outer brim too; it is narrowed down to the first contact below.
const BrimType bt = cfg.brim_type.value;
const bool has_outer = bt == btOuterOnly || bt == btOuterAndInner
|| bt == btAutoBrim || bt == btEar || bt == btPainted
|| bt == btLeadingEdgeOnly;
const bool has_inner = bt == btInnerOnly || bt == btOuterAndInner;
bc.region = belt_unflatten(
belt_brim_region(belt_flatten(footprint, bc.frame), has_outer, has_inner,
width, gap, leading, lateral, bc.frame),
bc.frame);
if (bt == btLeadingEdgeOnly && ! bc.region.empty()) {
// Keep only what lies at or downhill of the object's FIRST contact with the
// belt, so the part is supported as it lands and nothing is printed alongside
// it afterwards. The cut is the uphill edge of the first layer's contact band:
// everything past it belongs to later contacts.
const coordf_t u_cut = bc.ctx.cutoff_u(object.layers().front()->print_z);
BoundingBox keep_bb = get_extents(bc.region);
keep_bb.offset(scale_(1.));
const bool low_side = bc.frame.shear > 0.; // downhill is -u
const Polygon keep = band_box(keep_bb, bc.frame.from_axis,
low_side ? unscale<double>(bc.frame.from_axis == 0 ? keep_bb.min.x() : keep_bb.min.y()) : u_cut,
low_side ? u_cut : unscale<double>(bc.frame.from_axis == 0 ? keep_bb.max.x() : keep_bb.max.y()));
bc.region = keep.empty() ? ExPolygons{} : intersection_ex(bc.region, Polygons{ keep });
}
if (bc.region.empty())
return;
bc.region_bbox = get_extents(bc.region);
// 3. Line lattice. Fixed pitch in the flattened metric, anchored at the
// footprint's leading-most edge so lines stay collinear across
// disconnected islands and across the apron prologue.
bc.pitch_u = std::max<coord_t>(1, coord_t(bc.brim_flow.scaled_spacing() * bc.frame.cos_tilt()));
bc.in_plane_pitch = unscale<double>(bc.pitch_u) * bc.frame.u_stretch();
{
const BoundingBox fbb = get_extents(footprint);
const bool low_side = bc.frame.shear > 0.;
bc.u_anchor = bc.frame.from_axis == 0 ? (low_side ? fbb.min.x() : fbb.max.x())
: (low_side ? fbb.min.y() : fbb.max.y());
}
// 4. Bands coincident with an object layer.
std::vector<ExtrusionEntityCollection> by_layer(nlayers);
std::vector<ExPolygons> areas_by_layer(nlayers);
for (size_t i = 0; i < nlayers; ++ i) {
const Layer &layer = *object.layers()[i];
const Polygons obstacles = belt_brim_obstacles(print, object, bc.region_bbox, layer.print_z, 0.5 * layer.height);
belt_brim_band_paths(bc, layer.print_z, layer.height, obstacles, by_layer[i], areas_by_layer[i]);
}
// 5. Apron prologue: the part of the region downhill of the object's first
// layer, which has no object layer to ride on.
std::vector<BeltBrimBand> prologue;
{
const Layer &first = *object.layers().front();
const coordf_t h = first.height;
const bool low_side = bc.frame.shear > 0.;
const coord_t u_lead_s = bc.frame.from_axis == 0
? (low_side ? bc.region_bbox.min.x() : bc.region_bbox.max.x())
: (low_side ? bc.region_bbox.min.y() : bc.region_bbox.max.y());
const coordf_t u_lead = unscale<double>(u_lead_s);
// print_z at which the belt surface crosses the region's leading edge.
const coordf_t z_lead = bc.ctx.shear_factor() * u_lead
+ bc.ctx.floor_offset() + bc.ctx.z_shift();
if (h > EPSILON)
for (coordf_t z = first.print_z - h; z > z_lead - h; z -= h) {
const Polygons obstacles = belt_brim_obstacles(print, object, bc.region_bbox, z, 0.5 * h);
BeltBrimBand band;
band.print_z = z;
band.height = h;
belt_brim_band_paths(bc, z, h, obstacles, band.fills, band.areas);
if (! band.fills.empty())
prologue.emplace_back(std::move(band));
}
// Lowest Z first, so collect_layers_to_print sees them in print order.
std::reverse(prologue.begin(), prologue.end());
}
object.set_belt_brim(std::move(by_layer), std::move(areas_by_layer), std::move(prologue));
}
} // namespace Slic3r

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#ifndef slic3r_BeltBrim_hpp_
#define slic3r_BeltBrim_hpp_
#include "ExPolygon.hpp"
#include "ExtrusionEntityCollection.hpp"
#include "Point.hpp"
#include "Polyline.hpp"
#include <cmath>
#include <vector>
// Belt-printer brim geometry.
//
// A belt printer slices in a ROTATED frame, so the belt surface is not the
// Z=0 bed plane but a tilted plane in slicing space:
//
// z_slicing(u) = shear * u + floor_offset + z_shift, u = X or Y
//
// where `shear == tan(tilt)` (SlicingParameters::belt_floor_shear_factor) and
// the axis is selected by SlicingParameters::belt_floor_from_axis. See
// Support/BeltFloorContext.hpp for the canonical accessors.
//
// Consequences that drive everything in this file:
//
// * A horizontal slicing layer touches the belt only along a narrow strip at
// its leading edge, `layer_height / shear` wide (~0.2 mm at 45 degrees).
// The object's belt footprint - its bottom face - is therefore spread over
// every layer, not contained in layer 0.
// * Distances measured in slicing XY are NOT on-belt distances: moving `du`
// along the shear axis travels `du / cos(tilt)` across the belt. So brim
// offsets have to be taken in a "flattened" space where the shear axis is
// stretched by `1 / cos(tilt)`, then mapped back.
// * Brim ahead of the part (downhill) lies at slicing Z BELOW the object's
// first layer, because the object's layer 0 is precisely its leading
// contact with the belt.
//
// Everything here is pure geometry on ExPolygons/Polylines so it can be unit
// tested without a Print. Keep user-visible strings out of this file: it is
// not listed in localization/i18n/list.txt.
namespace Slic3r {
// Tilt window within which the BELT plane, not the bed plane, is the adhesion
// surface. Below ~1 degree a belt is a flat bed as far as adhesion goes, and the
// contact band would be layer_height/sin(tilt) - tens of millimetres - so the
// ordinary plate brim is both correct and cheaper. Above ~85 degrees the whole
// brim compresses into a sliver and is not worth generating.
inline constexpr double BELT_BRIM_MIN_TILT_DEG = 1.;
inline constexpr double BELT_BRIM_MAX_TILT_DEG = 85.;
// Description of the tilted belt plane, reduced to what the brim geometry needs.
struct BeltBrimFrame
{
// tan(tilt). Sign selects which way is downhill.
double shear = 0.;
// 0 = X, 1 = Y. Matches BeltFloorContext::from_axis().
int from_axis = 1;
// 1 / cos(tilt). Stretch factor that turns a projected distance along
// `from_axis` into the true distance travelled across the belt.
double u_stretch() const { return std::sqrt(1. + shear * shear); }
// cos(tilt). The inverse mapping.
double cos_tilt() const { return 1. / this->u_stretch(); }
// Downhill is where the belt surface is lower, i.e. printed earlier, i.e.
// the leading edge of the part. For shear > 0 that is -u.
int downhill_sign() const { return shear > 0. ? -1 : +1; }
};
// Scale only the `from_axis` component by `factor`, rounding to nearest.
//
// Deliberately not MultiPoint::scale(fx, fy) / ExPolygon::scale(fx, fy): those
// truncate toward zero, which is asymmetric about the origin and loses up to a
// full coordinate unit per vertex on every round trip.
ExPolygons belt_scale_u(const ExPolygons &src, const BeltBrimFrame &frame, double factor);
Polylines belt_scale_u(const Polylines &src, const BeltBrimFrame &frame, double factor);
// Into / out of the space where Euclidean offsets equal true on-belt distances.
inline ExPolygons belt_flatten(const ExPolygons &src, const BeltBrimFrame &frame)
{ return belt_scale_u(src, frame, frame.u_stretch()); }
inline ExPolygons belt_unflatten(const ExPolygons &src, const BeltBrimFrame &frame)
{ return belt_scale_u(src, frame, frame.cos_tilt()); }
// Minkowski sum of `src` with the segment [0, t]: the region swept by sliding
// `src` along t. Used to grow the brim downhill for "extra brim width".
//
// Implemented as union_(P, P + t, {parallelogram per boundary edge}) over ALL
// contours including holes, with every parallelogram forced counter-clockwise
// so the non-zero fill rule closes holes narrower than t along the sweep
// direction. A hole survives exactly when it is wider than |t| measured along
// t - not when it is wider in its narrowest Euclidean direction.
ExPolygons sweep_ex(const ExPolygons &src, const Point &t);
// Brim region for one already-flattened belt footprint. All lengths are scaled
// and measured in the flattened (true on-belt) metric.
//
// `has_outer` / `has_inner` are the resolved BrimType: belt printers collapse
// Auto / Mouse ear / Painted to outer-only, so the caller does that mapping and
// this function never needs PrintConfig.
//
// Two directional extras are applied to the footprint before the outer offset, so
// each one buys reach in one direction only:
//
// `leading` (leading_brim_length) sweeps the footprint DOWNHILL along the belt,
// so every leading-facing edge gains an apron ahead of it.
// `lateral` (extra_brim_width) sweeps it BOTH WAYS across the belt, widening
// the brim sideways without pushing it further ahead or behind.
//
// Neither is applied to the inner (hole) ring.
ExPolygons belt_brim_region(const ExPolygons &footprint_flat,
bool has_outer,
bool has_inner,
coord_t brim_width,
coord_t object_gap,
coord_t leading,
coord_t lateral,
const BeltBrimFrame &frame);
// Brim line positions for one layer band.
//
// Lines sit on a fixed lattice `u_anchor + k * pitch_u` so the on-belt spacing
// between neighbouring brim lines is constant regardless of how the lattice
// falls across layer bands. Snapping to band centres instead would quantise
// the spacing to whole bands and under-deposit by ~35% at 45 degrees.
//
// The band is half-open, [u_lo, u_hi), so every lattice point belongs to
// exactly one band: none duplicated at a boundary, none dropped. A band
// narrower than the pitch simply yields nothing; a band much wider (shallow
// tilt) yields several lines.
std::vector<coord_t> belt_brim_line_positions(coord_t u_lo,
coord_t u_hi,
coord_t pitch_u,
coord_t u_anchor);
// ---------------------------------------------------------------- pipeline
// One brim-only layer printed BEFORE the object's first layer, carrying the
// apron that has to be stuck to the belt ahead of the part.
//
// Deliberately not a Layer subclass. A synthetic Layer would inherit id()
// semantics that leak into initial-layer temperature selection, the spiral vase
// probe, gradual interpolation, avoid-crossing-perimeters and cooling, all of
// which key off Layer::id() == 0 or off a layer's regions. A plain record
// carries only what the emitter needs.
//
// `height` is the LAYER height, used for the Z move and ordering metadata only.
// Each extrusion path inside `fills` carries its own height, equal to that
// line's nozzle-to-belt clearance, which varies across the band.
struct BeltBrimBand
{
coordf_t print_z = 0.;
coordf_t height = 0.;
// erBrim paths in the object's local slicing frame, untranslated.
ExtrusionEntityCollection fills;
// Footprint of those paths, for the first-layer convex hull / bbox.
ExPolygons areas;
};
class PrintObject;
// Generate the belt brim for one object: fills its per-object-layer bands and
// its apron prologue. No-op unless PrintObject::has_belt_brim().
//
// Runs inside posSupportMaterial rather than the brim step, because the prologue
// print_z values must exist before ToolOrdering is built at psWipeTower.
void make_belt_brim(PrintObject &object);
} // namespace Slic3r
#endif // slic3r_BeltBrim_hpp_

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#include "BeltGCode.hpp"
#include "BeltGCodeWriter.hpp"
#include "BeltTransform.hpp"
#include "Print.hpp"
namespace Slic3r {
void BeltGCode::init_belt_writer(Print &print, bool is_bbl_printers)
{
if (!print.config().belt_printer.value)
return;
auto belt_writer = std::make_unique<BeltGCodeWriter>();
belt_writer->set_is_bbl_machine(is_bbl_printers);
// Axis remap and build volume max are set by base GCode after init_belt_writer returns.
belt_writer->set_belt_back_transform(print.config());
belt_writer->set_machine_frame_transform(print.config());
m_writer = std::move(belt_writer);
}
void BeltGCode::write_belt_header(GCodeOutputStream &file, const Print &print)
{
if (!print.config().belt_printer.value)
return;
const auto &full_cfg = print.full_print_config();
// Slicing rotation: the belt tilt (axis + angle) and the single source of truth
// for the physical tilt the G-code viewer uses to enable belt view.
file.write_format("; belt_slice_rotation = %s\n", full_cfg.opt_serialize("belt_slice_rotation").c_str());
file.write_format("; belt_slice_rotation_angle = %.1f\n", print.config().belt_slice_rotation_angle.value);
file.write_format("; belt_slice_rotation_global = %d\n", print.config().belt_slice_rotation_global.value ? 1 : 0);
// Pre-slice remap configs
file.write_format("; preslice_remap_x = %s\n", full_cfg.opt_serialize("preslice_remap_x").c_str());
file.write_format("; preslice_remap_y = %s\n", full_cfg.opt_serialize("preslice_remap_y").c_str());
file.write_format("; preslice_remap_z = %s\n", full_cfg.opt_serialize("preslice_remap_z").c_str());
file.write_format("; preslice_remap_global = %d\n", print.config().preslice_remap_global.value ? 1 : 0);
file.write_format("; belt_preslice_global = %d\n", print.config().belt_preslice_global.value ? 1 : 0);
// Machine-frame transform: shear (tan) + scale (1/cos) derived from the belt
// tilt angle (or belt_frame_tilt_angle when decoupled).
file.write_format("; belt_frame_tilt_decouple = %d\n", print.config().belt_frame_tilt_decouple.value ? 1 : 0);
file.write_format("; belt_frame_tilt_angle = %.1f\n", print.config().belt_frame_tilt_angle.value);
}
void BeltGCode::on_set_origin(const PrintObject * /*obj*/, const Point & /*inst_shift*/)
{
// Global pre-slice mode: adjust origin using computed correction.
// Transform the origin through the belt pipeline so that
// back_transform(T * origin) = origin (correct machine position).
//
// Flags that trigger this path:
// belt_preslice_global — full pipeline (rotation * remap) is global
// preslice_remap_global — only the pre-slice remap is global
// belt_slice_rotation_global — slicing rotation treated as global (matches
// the per-instance Z-offset added in PrintObjectSlice.cpp)
// The XY origin adjustment uses the FULL forward transform, because the
// back_transform applied during G-code emission is always the inverse of
// the full pipeline.
bool use_global = m_config.belt_preslice_global.value
|| (m_config.preslice_remap_global.value
&& BeltTransformPipeline::has_preslice_remap(m_config))
|| (m_config.belt_slice_rotation_global.value
&& m_config.belt_slice_rotation.value != BeltRotationAxis::None
&& std::abs(m_config.belt_slice_rotation_angle.value) > EPSILON);
if (!use_global || !m_config.belt_printer.value)
return;
// Adjust origin: transform through belt forward pipeline so that
// the back-transform correctly recovers model-space positions.
Transform3d T = BeltTransformPipeline::build_forward_transform(m_config);
Vec2d cur_origin = this->origin();
Vec3d origin3d(cur_origin.x(), cur_origin.y(), 0.);
Vec3d adjusted = T.linear() * origin3d;
this->set_origin(Vec2d(adjusted.x(), adjusted.y()));
}
} // namespace Slic3r

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#pragma once
#include "GCode.hpp"
namespace Slic3r {
// Belt-printer-specific GCode export.
//
// Inherits from GCode and overrides virtual hooks to:
// - Create a BeltGCodeWriter instead of a plain GCodeWriter
// - Write belt configuration to the G-code header
// - Adjust the origin for global pre-slice transforms when switching instances
// - Disable arc fitting (G2/G3 not supported on belt printers)
class BeltGCode : public GCode
{
protected:
void init_belt_writer(Print &print, bool is_bbl_printers) override;
void write_belt_header(GCodeOutputStream &file, const Print &print) override;
void on_set_origin(const PrintObject *obj, const Point &inst_shift) override;
bool should_disable_arc_fitting() const override { return true; }
};
} // namespace Slic3r

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#include "BeltGCodeWriter.hpp"
#include "FirstLayerPlane.hpp"
#include "Geometry.hpp"
#include <boost/log/trivial.hpp>
namespace Slic3r {
namespace {
// Decide whether a particular destination point gets first-layer treatment.
// When the plane evaluator is active, distance from the plane wins; otherwise
// fall back to the layer-coarse m_is_first_layer flag set by the caller.
inline bool belt_point_on_first_layer(
const FirstLayerPlane *plane,
double first_layer_thickness_mm,
bool layer_first_flag,
const Vec3d &point_slicing_mm)
{
if (plane && plane->is_active())
return plane->is_first_layer(point_slicing_mm, first_layer_thickness_mm);
return layer_first_flag;
}
} // namespace
// ---- Belt configuration ---------------------------------------------------
void BeltGCodeWriter::set_belt_back_transform(const PrintConfig &config)
{
m_belt_back_transform.init_from_config(config);
}
void BeltGCodeWriter::set_machine_frame_transform(const PrintConfig &config)
{
m_machine_frame_transform.init_from_config(config);
}
Vec3d BeltGCodeWriter::to_machine_coords(const Vec3d &pos) const
{
// Step 1+2: To Cartesian (back_transform + axis_remap).
// In world-coordinates mode (PA line / PA pattern calibration) the input
// already describes a point relative to the belt surface, so the
// slicer->world back-transform is skipped and only the machine kinematics
// (axis remap + frame shear/scale) are applied.
Vec3d after_back = m_world_coordinates ? pos : m_belt_back_transform.apply(pos);
Vec3d result = apply_axis_remap(after_back);
Vec3d after_remap = result;
// Step 3: Machine-frame transform (belt frame tilt) applied LAST so it acts
// as a global linear transform on the placed coords.
Vec3d final = m_machine_frame_transform.apply(result);
// [BELT-DEBUG] One-shot log per layer transition (i.e. when the input Z
// crosses an integer mm boundary) to keep the log volume manageable while
// still capturing one sample per ~5 layers. Shows the full pipeline so
// Case A vs Case B can be compared step-by-step.
static thread_local int s_last_logged_z = std::numeric_limits<int>::min();
int z_bucket = static_cast<int>(std::floor(pos.z() * 5.0)); // every 0.2mm
if (z_bucket != s_last_logged_z) {
s_last_logged_z = z_bucket;
BOOST_LOG_TRIVIAL(trace) << "[BELT-DEBUG] to_machine_coords"
<< " slicer_in=(" << pos.x() << "," << pos.y() << "," << pos.z() << ")"
<< " after_back=(" << after_back.x() << "," << after_back.y() << "," << after_back.z() << ")"
<< " after_remap=(" << after_remap.x() << "," << after_remap.y() << "," << after_remap.z() << ")"
<< " final=(" << final.x() << "," << final.y() << "," << final.z() << ")"
<< " mft_active=" << m_machine_frame_transform.is_active()
<< " back_active=" << m_belt_back_transform.is_active();
}
return final;
}
// ---- Overridden movement methods ------------------------------------------
std::string BeltGCodeWriter::travel_to_xy(const Vec2d &point, const std::string &comment)
{
m_pos(0) = point(0);
m_pos(1) = point(1);
this->set_current_position_clear(true);
Vec2d point_on_plate = { point(0) - m_x_offset, point(1) - m_y_offset };
// Belt printer: transform to machine coordinates (XY travel also needs Z due to YZ rotation)
Vec3d machine = to_machine_coords(Vec3d(point_on_plate.x(), point_on_plate.y(), m_pos.z()));
GCodeG1Formatter w;
w.emit_xyz(machine);
const bool first_layer_for_point = belt_point_on_first_layer(
m_first_layer_plane, m_first_layer_thickness_mm, m_is_first_layer,
Vec3d(point.x(), point.y(), m_pos.z()));
auto speed = first_layer_for_point
? this->config.get_abs_value_at("initial_layer_travel_speed", m_cached_extruder_idx)
: this->config.travel_speed.get_at(m_cached_extruder_idx);
w.emit_f(speed * 60.0);
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
return w.string();
}
std::string BeltGCodeWriter::lazy_lift(LiftType lift_type, bool spiral_vase)
{
// Belt printer: force NormalLift since SpiralLift and SlopeLift compute
// slope angles that don't account for the YZ coordinate rotation.
return GCodeWriter::lazy_lift(LiftType::NormalLift, spiral_vase);
}
std::string BeltGCodeWriter::eager_lift(const LiftType type)
{
// Belt printer: force NormalLift (SpiralLift/SlopeLift don't account for YZ rotation).
return GCodeWriter::eager_lift(LiftType::NormalLift);
}
std::string BeltGCodeWriter::_travel_to_z(double z, const std::string &comment)
{
m_pos(2) = z;
double speed = this->config.travel_speed_z.get_at(m_cached_extruder_idx);
if (speed == 0.) {
const bool first_layer_for_point = belt_point_on_first_layer(
m_first_layer_plane, m_first_layer_thickness_mm, m_is_first_layer,
Vec3d(m_pos.x(), m_pos.y(), z));
speed = first_layer_for_point ? this->config.get_abs_value_at("initial_layer_travel_speed", m_cached_extruder_idx)
: this->config.travel_speed.get_at(m_cached_extruder_idx);
}
// Belt printer: a Z-only move in slicing frame needs to emit both Y and Z in machine coords.
Vec3d machine = to_machine_coords(Vec3d(m_pos.x() - m_x_offset, m_pos.y() - m_y_offset, z));
GCodeG1Formatter w;
w.emit_xyz(machine);
w.emit_f(speed * 60.0);
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
return w.string();
}
std::string BeltGCodeWriter::extrude_to_xy(const Vec2d &point, double dE, const std::string &comment, bool force_no_extrusion)
{
m_pos(0) = point(0);
m_pos(1) = point(1);
if (std::abs(dE) <= std::numeric_limits<double>::epsilon())
force_no_extrusion = true;
if (!force_no_extrusion)
filament()->extrude(dE);
Vec2d point_on_plate = { point(0) - m_x_offset, point(1) - m_y_offset };
// Belt printer: transform and emit XYZ (Y and Z are coupled)
Vec3d machine = to_machine_coords(Vec3d(point_on_plate.x(), point_on_plate.y(), m_pos.z()));
GCodeG1Formatter w;
w.emit_xyz(machine);
if (!force_no_extrusion)
w.emit_e(filament()->E());
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
return w.string();
}
std::string BeltGCodeWriter::extrude_to_xyz(const Vec3d &point, double dE, const std::string &comment, bool force_no_extrusion)
{
m_pos = point;
m_lifted = 0;
if (!force_no_extrusion)
filament()->extrude(dE);
Vec3d point_on_plate = { point(0) - m_x_offset, point(1) - m_y_offset, point(2) };
point_on_plate = to_machine_coords(point_on_plate);
GCodeG1Formatter w;
w.emit_xyz(point_on_plate);
if (!force_no_extrusion)
w.emit_e(filament()->E());
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
return w.string();
}
std::string BeltGCodeWriter::travel_to_xyz(const Vec3d &point, const std::string &comment, bool force_z)
{
// Belt-specific override of travel_to_xyz.
// Key differences from base:
// 1. All coordinates go through to_machine_coords()
// 2. Always emit full XYZ (can't split XY and Z due to coupling)
// 3. Lift type forced to NormalLift (handled by lazy_lift/eager_lift overrides)
Vec3d dest_point = point;
const bool first_layer_for_point = belt_point_on_first_layer(
m_first_layer_plane, m_first_layer_thickness_mm, m_is_first_layer, point);
auto travel_speed =
first_layer_for_point ? this->config.get_abs_value_at("initial_layer_travel_speed", m_cached_extruder_idx)
: this->config.travel_speed.get_at(m_cached_extruder_idx);
// Handle pending z_hop
if (std::abs(m_to_lift) > EPSILON) {
assert(std::abs(m_lifted) < EPSILON);
if ((!this->is_current_position_clear() || m_pos != dest_point) &&
m_to_lift + m_pos(2) > point(2)) {
m_lifted = m_to_lift + m_pos(2) - point(2);
dest_point(2) = m_to_lift + m_pos(2);
}
m_to_lift = 0.;
std::string slop_move;
Vec3d source = { m_pos(0) - m_x_offset, m_pos(1) - m_y_offset, m_pos(2) };
Vec3d target = { dest_point(0) - m_x_offset, dest_point(1) - m_y_offset, dest_point(2) };
Vec3d delta = target - source;
Vec2d delta_no_z = { delta(0), delta(1) };
if (delta(2) > 0 && delta_no_z.norm() != 0.0f) {
// Belt: SpiralLift and SlopeLift are disabled (lazy_lift forces NormalLift),
// but handle NormalLift and fallthrough.
if (m_to_lift_type == LiftType::SlopeLift &&
this->is_current_position_clear() &&
atan2(delta(2), delta_no_z.norm()) < this->filament()->travel_slope()) {
Vec2d temp = delta_no_z.normalized() * delta(2) / tan(this->filament()->travel_slope());
Vec3d slope_top_point = Vec3d(temp(0), temp(1), delta(2)) + source;
slope_top_point = to_machine_coords(slope_top_point);
GCodeG1Formatter w0;
w0.emit_xyz(slope_top_point);
w0.emit_f(travel_speed * 60.0);
w0.emit_comment(GCodeWriter::full_gcode_comment, comment);
slop_move = w0.string();
}
else if (m_to_lift_type == LiftType::NormalLift && this->is_current_position_clear()) {
// Only lift-in-place when the current position is known. On a normal
// printer _travel_to_z emits a Z-only move, but in belt mode Z is coupled
// to Y/X, so _travel_to_z re-emits the current m_pos through the belt
// shear. At print start (and after custom gcode) m_pos.xy is still the
// uninitialised origin (0,0), which shears into a bogus machine point
// (e.g. X=bed_max, Y=layer_z) far up the gantry. Skipping the separate
// lift here is safe: there is nothing to lift over yet, and the
// xy_z_move below travels straight to the destination with full XYZ,
// establishing the correct position. This mirrors the SlopeLift branch
// above, which already guards on is_current_position_clear().
slop_move = _travel_to_z(target.z(), "normal lift Z");
}
}
std::string xy_z_move;
{
Vec3d emit_target = to_machine_coords(target);
GCodeG1Formatter w0;
// Belt mode: always emit full XYZ since Y and Z are coupled
w0.emit_xyz(emit_target);
w0.emit_f(travel_speed * 60.0);
w0.emit_comment(GCodeWriter::full_gcode_comment, comment);
xy_z_move = w0.string();
}
m_pos = dest_point;
this->set_current_position_clear(true);
return slop_move + xy_z_move;
}
else if (!force_z && !this->will_move_z(point(2))) {
double nominal_z = m_pos(2) - m_lifted;
m_lifted -= (point(2) - nominal_z);
if (std::abs(m_lifted) < EPSILON)
m_lifted = 0.;
this->set_current_position_clear(true);
return this->travel_to_xy(to_2d(point));
}
else {
m_lifted = 0;
}
Vec3d point_on_plate = { dest_point(0) - m_x_offset, dest_point(1) - m_y_offset, dest_point(2) };
point_on_plate = to_machine_coords(point_on_plate);
// Belt mode: always emit full XYZ
GCodeG1Formatter w;
w.emit_xyz(point_on_plate);
// Use the first-layer-aware travel_speed computed at the top of this function,
// not the raw config travel_speed, so initial-layer travels are correctly slowed.
w.emit_f(travel_speed * 60.0);
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
m_pos = dest_point;
this->set_current_position_clear(true);
return w.string();
}
} // namespace Slic3r

View File

@@ -1,64 +0,0 @@
#pragma once
#include "GCodeWriter.hpp"
#include "GCode/BeltBackTransform.hpp"
#include "GCode/MachineFrameTransform.hpp"
namespace Slic3r {
class FirstLayerPlane;
// Belt-printer-specific GCode writer.
//
// Inherits from GCodeWriter and overrides movement methods to apply
// coordinate transformation (back-transform, axis remap, machine-frame
// transform) and emit coupled XYZ moves (Y and Z are coupled due to belt tilt).
class BeltGCodeWriter : public GCodeWriter
{
public:
BeltGCodeWriter() : GCodeWriter() {}
// Belt configuration (axis remap is inherited from GCodeWriter)
void set_belt_back_transform(const PrintConfig &config);
void set_machine_frame_transform(const PrintConfig &config);
Vec3d to_machine_coords(const Vec3d &pos) const;
// World-coordinates mode: incoming coordinates are treated as points
// relative to the physical belt surface (X across, Y along the belt,
// Z height above it) instead of slicing-frame coordinates — the
// slicer->world back-transform is skipped. Used by the PA line / PA
// pattern calibration generators, whose logical bed coordinates describe
// first-layer drawings on the build surface.
void set_world_coordinates(bool enable) { m_world_coordinates = enable; }
// First-layer plane: when set to a non-null active evaluator, travel
// speed selection consults the plane per-move and uses
// initial_layer_travel_speed for points within first_layer_height_mm
// of the plane (regardless of slicing layer index).
void set_first_layer_plane(const FirstLayerPlane *plane,
double first_layer_height_mm) {
m_first_layer_plane = plane;
m_first_layer_thickness_mm = first_layer_height_mm;
}
// Overridden movement methods
std::string travel_to_xy(const Vec2d &point, const std::string &comment = std::string()) override;
std::string travel_to_xyz(const Vec3d &point, const std::string &comment = std::string(), bool force_z = false) override;
std::string extrude_to_xy(const Vec2d &point, double dE, const std::string &comment = std::string(), bool force_no_extrusion = false) override;
std::string extrude_to_xyz(const Vec3d &point, double dE, const std::string &comment = std::string(), bool force_no_extrusion = false) override;
std::string lazy_lift(LiftType lift_type = LiftType::NormalLift, bool spiral_vase = false) override;
std::string eager_lift(const LiftType type) override;
protected:
std::string _travel_to_z(double z, const std::string &comment) override;
private:
BeltBackTransform m_belt_back_transform;
MachineFrameTransform m_machine_frame_transform;
bool m_world_coordinates = false;
// Borrowed pointer; lifetime owned by GCode. null = inactive.
const FirstLayerPlane *m_first_layer_plane = nullptr;
double m_first_layer_thickness_mm = 0.;
};
} // namespace Slic3r

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