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https://github.com/OrcaSlicer/OrcaSlicer.git
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2
Commits
| Author | SHA1 | Date | |
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c113b46594 | ||
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18cef4f51d |
@@ -0,0 +1 @@
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<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 16 16"><path d="M2.5,2.5h11v11h-11z" style="fill:none;stroke:#949494;stroke-linecap:round;stroke-linejoin:round"/><path d="M8,2.5v11M2.5,8h11" style="fill:none;stroke:#949494;stroke-dasharray:1.5,1.5"/><path d="M4.5,11.5l3.5-6l3.5,6z" style="fill:#009688"/></svg>
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After Width: | Height: | Size: 340 B |
@@ -353,6 +353,24 @@ Model Model::read_from_file(const std::string&
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ObjInfo obj_info;
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ObjParser::MtlData mtl_data;
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result = load_obj(input_file.c_str(), &model, obj_info, message, nullptr, &mtl_data);
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// Keep the model's own UV channel on the volume, whatever the colour import then does with
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// the mesh: it is what TextureProjectionMethod::ModelUV maps a texture-displacement layer
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// through, so a model that arrives with a UV layout is textured on that layout instead of on
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// a fresh unwrap. load_obj() fills obj_info.uvs per face of the mesh it built, in the same
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// order (and only when every face named a known material, hence the size check). V is flipped
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// on the way in, to the convention DecodedHeightTexture samples in - the same flip
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// obj_to_textured_mesh() does for the colour importer.
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if (result && !obj_info.uvs.empty() && !model.objects.empty() && !model.objects.back()->volumes.empty()) {
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ModelVolume &volume = *model.objects.back()->volumes[0];
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const indexed_triangle_set &its = volume.mesh().its;
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if (obj_info.uvs.size() == its.indices.size()) {
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volume.texture_uv.resize(its.indices.size() * 3);
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for (size_t fi = 0; fi < obj_info.uvs.size(); ++fi)
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for (int k = 0; k < 3; ++k)
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volume.texture_uv[fi * 3 + size_t(k)] =
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Vec2f(obj_info.uvs[fi][size_t(k)].x(), 1.f - obj_info.uvs[fi][size_t(k)].y());
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}
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}
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if (result && obj_info.has_uv_png && !obj_info.uvs.empty() && !model.objects.empty()) {
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// Textured OBJ: hand the mesh + materials to the texture-to-color importer
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// instead of the flat per-face colour dialog.
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@@ -2133,6 +2151,10 @@ void ModelVolume::reset_extra_facets()
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// than left referring to a mesh that no longer matches it.
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for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
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this->texture_displacement_facet(i).reset();
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// Same reasoning for the model's own UV channel: it is indexed by triangle, so against a mesh
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// this no longer matches it would map the texture by another mesh's triangle numbering. A caller
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// that can carry it across - see transfer_uv_channel() - puts it back after this.
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this->reset_texture_uv();
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}
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std::optional<TriangleSelector::SavedPainting> ModelVolume::save_painting() const
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+23
-2
@@ -974,6 +974,26 @@ public:
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// they are not a property of any single layer.
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TextureDisplacementOptions texture_displacement_options;
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// The model's own texture coordinates, as the file it was imported from carried them: three per
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// triangle of mesh().its, in its triangle order (corner k of triangle i at 3i+k), V already
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// flipped to the sampling convention (V = 0 is the image's top row). Empty when the source had
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// none, which is every STL and every 3mf - only a textured OBJ brings one in today.
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//
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// Per corner rather than per vertex because that is what a UV layout is: the two sides of a seam
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// are the same vertex with two different coordinates, and collapsing them would smear the texture
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// across every island boundary. TextureProjectionMethod::ModelUV maps through it, which is what
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// lets a model that already carries a UV channel be textured on the artist's own layout instead
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// of on a fresh unwrap.
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//
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// Indexed by triangle, so anything that *replaces* the mesh has to bring it across (or drop it):
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// see transfer_uv_channel(), and reset_texture_uv() for the cases that cannot.
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std::vector<Vec2f> texture_uv;
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bool has_texture_uv() const { return !texture_uv.empty() && texture_uv.size() == mesh().its.indices.size() * 3; }
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// Forgets the channel. For a mesh change that nothing can carry it across - a split, a boolean -
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// where leaving it would map the texture by another mesh's triangle numbering.
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void reset_texture_uv() { texture_uv.clear(); }
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// Save painting data before reset_extra_facets() discards it.
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// Used for replacing mesh without losing painting data.
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// Only for model parts (not modifiers/connectors).
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@@ -1236,6 +1256,7 @@ private:
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texture_displacement_facets_6(other.texture_displacement_facets_6), texture_displacement_facets_7(other.texture_displacement_facets_7),
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texture_displacement_layers(other.texture_displacement_layers),
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texture_displacement_options(other.texture_displacement_options),
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texture_uv(other.texture_uv),
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cut_info(other.cut_info), text_configuration(other.text_configuration), emboss_shape(other.emboss_shape)
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{
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assert(this->id().valid());
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@@ -1334,7 +1355,7 @@ private:
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cereal::load_by_value(ar, f);
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mesh_changed |= tf != f.timestamp();
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}
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ar(texture_displacement_layers, texture_displacement_options);
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ar(texture_displacement_layers, texture_displacement_options, texture_uv);
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cereal::load_by_value(ar, config);
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cereal::load(ar, text_configuration);
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cereal::load(ar, emboss_shape);
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@@ -1358,7 +1379,7 @@ private:
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cereal::save_by_value(ar, fuzzy_skin_facets);
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for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
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cereal::save_by_value(ar, texture_displacement_facet(i));
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ar(texture_displacement_layers, texture_displacement_options);
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ar(texture_displacement_layers, texture_displacement_options, texture_uv);
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cereal::save_by_value(ar, config);
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cereal::save(ar, text_configuration);
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cereal::save(ar, emboss_shape);
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@@ -157,33 +157,12 @@ struct SmoothedTextureCache
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{
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std::weak_ptr<const std::vector<unsigned char>> source;
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float smoothing = 0.f;
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// Part of the key, not of the result: smoothing is applied *after* the panel's adjustments, so a
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// blur computed over one set of adjustments is not the blur another set would give.
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TextureAdjustments adjust;
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DecodedHeightTexture texture;
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};
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std::mutex mutex;
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std::unordered_map<const void *, Entry> entries;
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};
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SmoothedTextureCache g_smoothed_texture_cache;
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// The adjusted copy, cached between the raw decode and the smoothed one. Needed for the same reason the
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// smoothed cache is: while a slider in the image-adjustment panel moves, the thumbnail, the shaded
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// preview's height and colour textures, the UV editor backdrop and the displacement preview job all ask
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// for the same (image, adjustments) pair within one frame, and each of them running a full-size resample
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// of its own is what would make the panel unusable on a large texture.
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struct AdjustedTextureCache
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{
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struct Entry
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{
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std::weak_ptr<const std::vector<unsigned char>> source;
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TextureAdjustments adjust;
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DecodedHeightTexture texture;
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};
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std::mutex mutex;
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std::unordered_map<const void *, Entry> entries;
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};
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AdjustedTextureCache g_adjusted_texture_cache;
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} // namespace
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namespace {
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@@ -359,34 +338,6 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
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entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data), result };
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}
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// The image-adjustment panel's live edits, on top of the decode and before the smoothing. Before,
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// because `preview_adjust` is an edit to the image while `smoothing` is a live low-pass over whatever
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// the image is - the same order the panel presents them in, and the same order a commit bakes in.
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//
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// Nothing applies here once the panel has closed: it resets preview_adjust to identity, and identity
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// is a no-op that costs one comparison.
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if (!layer.preview_adjust.identity()) {
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bool have_adjusted = false;
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{
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std::lock_guard<std::mutex> lock(g_adjusted_texture_cache.mutex);
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auto it = g_adjusted_texture_cache.entries.find(key);
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if (it != g_adjusted_texture_cache.entries.end() && it->second.adjust == layer.preview_adjust &&
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it->second.source.lock() == layer.image_data) {
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result = it->second.texture;
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have_adjusted = true;
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}
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}
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if (!have_adjusted) {
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result = apply_texture_adjustments(result, layer.preview_adjust);
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std::lock_guard<std::mutex> lock(g_adjusted_texture_cache.mutex);
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auto &entries = g_adjusted_texture_cache.entries;
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for (auto it = entries.begin(); it != entries.end();)
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it = it->second.source.expired() ? entries.erase(it) : std::next(it);
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entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data),
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layer.preview_adjust, result };
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}
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}
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// Smoothing radius scales with the texture so the same slider value blurs the same *fraction* of
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// the image whatever resolution it came in at, and stays continuous in the slider - see
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// smooth_height_pixels(). The cap is a cost limit, not part of the mapping: the blur is
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@@ -397,7 +348,7 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
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std::lock_guard<std::mutex> lock(g_smoothed_texture_cache.mutex);
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auto it = g_smoothed_texture_cache.entries.find(key);
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if (it != g_smoothed_texture_cache.entries.end() && it->second.smoothing == layer.smoothing &&
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it->second.adjust == layer.preview_adjust && it->second.source.lock() == layer.image_data)
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it->second.source.lock() == layer.image_data)
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return it->second.texture;
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}
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const float span = 0.05f * float(std::min(result.width, result.height));
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@@ -421,70 +372,12 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
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auto &entries = g_smoothed_texture_cache.entries;
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for (auto it = entries.begin(); it != entries.end();)
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it = it->second.source.expired() ? entries.erase(it) : std::next(it);
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entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data), layer.smoothing,
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layer.preview_adjust, result };
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entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data), layer.smoothing, result };
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}
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return result;
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}
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namespace {
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// Fraction of the short side that TextureAdjustments::blur == 1 blurs over, and the cost cap on it.
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// Deliberately the same pair decode_height_texture() uses for the Smoothing slider - see
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// adjustment_blur_radius().
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constexpr float SOURCE_BLUR_SPAN = 0.05f;
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constexpr float SOURCE_BLUR_MAX_PX = 48.f;
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// Radius of the unsharp mask's blurred reference, in texels. Small and only mildly resolution-dependent:
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// a sharpen is meant to act on the finest detail the image holds, so its radius tracks the texel grid
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// rather than the picture's size. 1024x1024 gives ~2 texels, the usual photo-editor default.
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float unsharp_radius(int width, int height)
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{
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return std::max(1.f, 0.002f * float(std::min(width, height)));
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}
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// Brightness as a *lift* toward white (or toward black) rather than an additive offset: positive b maps
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// v to v + b*(1 - v), negative to v*(1 + b). Both reach the endpoint exactly at |b| == 1 while staying
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// monotonic and non-clipping in between, which an additive shift does not - it drives a whole region to
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// a flat 255 and, because this image is also the height map, that region bakes as flat relief rather
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// than as bright relief. Keeping the curve injective keeps the detail in it.
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float apply_brightness(float v, float b)
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{
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return b >= 0.f ? v + b * (1.f - v) : v * (1.f + b);
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}
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// Contrast about the 0.5 pivot. Gain is 1/(1-c) going up (c == 1 would be an infinite-slope threshold, so
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// the caller's clamp keeps it finite) and 1+c going down, reaching a flat mid-grey at c == -1.
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float apply_contrast(float v, float c)
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{
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const float gain = c >= 0.f ? 1.f / std::max(1e-3f, 1.f - c) : 1.f + c;
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return (v - 0.5f) * gain + 0.5f;
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}
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// Blur then sharpen one 8-bit channel in place. Shared by the grayscale path and by each of a colour
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// image's three channels, so every channel gets the identical spatial treatment and a colour image's
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// hue cannot shift just because its channels were filtered differently.
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void adjust_channel_spatial(std::vector<uint8_t> &channel, int width, int height, float blur, float sharpness)
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{
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if (blur > 0.f)
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smooth_height_pixels(channel, width, height, adjustment_blur_radius(blur, width, height));
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if (sharpness <= 0.f)
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return;
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// Unsharp mask: push each texel away from its local average by `amount` times the difference. The
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// blurred reference is a copy, so the sharpen reads the un-sharpened neighbourhood everywhere rather
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// than its own partly-written output.
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std::vector<uint8_t> base = channel;
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smooth_height_pixels(base, width, height, unsharp_radius(width, height));
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const float amount = 1.5f * std::clamp(sharpness, 0.f, 1.f);
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tbb::parallel_for(tbb::blocked_range<size_t>(0, channel.size()), [&](const tbb::blocked_range<size_t> &r) {
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for (size_t i = r.begin(); i < r.end(); ++i) {
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const float v = float(channel[i]) + amount * (float(channel[i]) - float(base[i]));
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channel[i] = uint8_t(std::lround(std::clamp(v, 0.f, 255.f)));
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}
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});
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}
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struct TextureDetailCache
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{
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std::mutex mutex;
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@@ -493,150 +386,6 @@ struct TextureDetailCache
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TextureDetailCache g_texture_detail_cache;
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} // namespace
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float adjustment_blur_radius(float blur, int width, int height)
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{
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if (blur <= 0.f || width <= 0 || height <= 0)
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return 0.f;
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const float span = SOURCE_BLUR_SPAN * float(std::min(width, height));
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return std::clamp(blur, 0.f, 1.f) * std::min(span, SOURCE_BLUR_MAX_PX);
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}
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DecodedHeightTexture downscale_height_texture(const DecodedHeightTexture &src, int max_px)
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{
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if (src.empty() || max_px <= 0 || (src.width <= max_px && src.height <= max_px))
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return src;
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const int scale = std::max(1, (std::max(src.width, src.height) + max_px - 1) / max_px);
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const int w = std::max(1, src.width / scale);
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const int h = std::max(1, src.height / scale);
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const bool color = src.has_color();
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DecodedHeightTexture out;
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out.width = w;
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out.height = h;
|
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out.pixels.resize(size_t(w) * size_t(h));
|
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if (color)
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out.rgb.resize(size_t(w) * size_t(h) * 3);
|
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|
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tbb::parallel_for(tbb::blocked_range<int>(0, h), [&](const tbb::blocked_range<int> &r) {
|
||||
for (int y = r.begin(); y < r.end(); ++y)
|
||||
for (int x = 0; x < w; ++x) {
|
||||
// The source block this destination texel covers. The max() keeps the block non-empty
|
||||
// when rounding would otherwise collapse it.
|
||||
const int x0 = x * src.width / w, x1 = std::max(x0 + 1, (x + 1) * src.width / w);
|
||||
const int y0 = y * src.height / h, y1 = std::max(y0 + 1, (y + 1) * src.height / h);
|
||||
uint32_t sum_h = 0, sum_c[3] = { 0, 0, 0 }, n = 0;
|
||||
for (int sy = y0; sy < y1 && sy < src.height; ++sy)
|
||||
for (int sx = x0; sx < x1 && sx < src.width; ++sx, ++n) {
|
||||
const size_t si = size_t(sy) * size_t(src.width) + size_t(sx);
|
||||
sum_h += src.pixels[si];
|
||||
if (color)
|
||||
for (int c = 0; c < 3; ++c)
|
||||
sum_c[c] += src.rgb[si * 3 + size_t(c)];
|
||||
}
|
||||
const size_t di = size_t(y) * size_t(w) + size_t(x);
|
||||
out.pixels[di] = n > 0 ? uint8_t(sum_h / n) : 0;
|
||||
if (color)
|
||||
for (int c = 0; c < 3; ++c)
|
||||
out.rgb[di * 3 + size_t(c)] = n > 0 ? uint8_t(sum_c[c] / n) : 0;
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
DecodedHeightTexture apply_texture_adjustments(const DecodedHeightTexture &src, const TextureAdjustments &adj)
|
||||
{
|
||||
DecodedHeightTexture out = src;
|
||||
if (src.empty() || adj.identity())
|
||||
return out;
|
||||
|
||||
const int w = out.width;
|
||||
const int h = out.height;
|
||||
const size_t n = size_t(w) * size_t(h);
|
||||
|
||||
const float brightness = std::clamp(adj.brightness, -1.f, 1.f);
|
||||
// Short of 1, so apply_contrast()'s gain stays finite; at this value it is already a 1000x slope,
|
||||
// i.e. a threshold in all but name.
|
||||
const float contrast = std::clamp(adj.contrast, -1.f, 0.999f);
|
||||
const float blur = std::clamp(adj.blur, 0.f, 1.f);
|
||||
const float sharpness = std::clamp(adj.sharpness, 0.f, 1.f);
|
||||
|
||||
// The tonal pass: a 256-entry lookup table, because brightness and contrast are the same scalar
|
||||
// curve for every texel and every channel. Building it once beats evaluating two curves a few
|
||||
// million times, and it is what keeps this pass off the panel's critical path.
|
||||
std::array<uint8_t, 256> tone{};
|
||||
for (int i = 0; i < 256; ++i) {
|
||||
float v = float(i) / 255.f;
|
||||
v = apply_brightness(v, brightness);
|
||||
v = apply_contrast(v, contrast);
|
||||
tone[size_t(i)] = uint8_t(std::lround(std::clamp(v, 0.f, 1.f) * 255.f));
|
||||
}
|
||||
|
||||
if (!out.has_color()) {
|
||||
// Grayscale: one channel, and hue has nothing to turn.
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, n), [&](const tbb::blocked_range<size_t> &r) {
|
||||
for (size_t i = r.begin(); i < r.end(); ++i)
|
||||
out.pixels[i] = tone[out.pixels[i]];
|
||||
});
|
||||
adjust_channel_spatial(out.pixels, w, h, blur, sharpness);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Colour: tone each channel through the same table, then rotate the hue about the luminance axis.
|
||||
//
|
||||
// The rotation is feColorMatrix's hueRotate matrix (SVG filters), which holds Rec.709 luma fixed.
|
||||
// The height below is taken with decode_height_texture()'s Rec.601 coefficients instead, so a hue
|
||||
// turn is not perfectly height-neutral - a few levels at full saturation. Reconciling the two would
|
||||
// mean a different rotation than every other tool's, which is the worse trade: the user is watching
|
||||
// the colour, and the height follows the colour by construction either way.
|
||||
const float theta = adj.hue_deg * float(M_PI) / 180.f;
|
||||
const float c = std::cos(theta);
|
||||
const float s = std::sin(theta);
|
||||
const float m[9] = {
|
||||
0.213f + c * 0.787f - s * 0.213f, 0.715f - c * 0.715f - s * 0.715f, 0.072f - c * 0.072f + s * 0.928f,
|
||||
0.213f - c * 0.213f + s * 0.143f, 0.715f + c * 0.285f + s * 0.140f, 0.072f - c * 0.072f - s * 0.283f,
|
||||
0.213f - c * 0.213f - s * 0.787f, 0.715f - c * 0.715f + s * 0.715f, 0.072f + c * 0.928f + s * 0.072f,
|
||||
};
|
||||
const bool turn_hue = adj.hue_deg != 0.f;
|
||||
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, n), [&](const tbb::blocked_range<size_t> &r) {
|
||||
for (size_t i = r.begin(); i < r.end(); ++i) {
|
||||
const float rr = float(tone[out.rgb[i * 3]]);
|
||||
const float gg = float(tone[out.rgb[i * 3 + 1]]);
|
||||
const float bb = float(tone[out.rgb[i * 3 + 2]]);
|
||||
const float nr = turn_hue ? m[0] * rr + m[1] * gg + m[2] * bb : rr;
|
||||
const float ng = turn_hue ? m[3] * rr + m[4] * gg + m[5] * bb : gg;
|
||||
const float nb = turn_hue ? m[6] * rr + m[7] * gg + m[8] * bb : bb;
|
||||
out.rgb[i * 3] = uint8_t(std::lround(std::clamp(nr, 0.f, 255.f)));
|
||||
out.rgb[i * 3 + 1] = uint8_t(std::lround(std::clamp(ng, 0.f, 255.f)));
|
||||
out.rgb[i * 3 + 2] = uint8_t(std::lround(std::clamp(nb, 0.f, 255.f)));
|
||||
}
|
||||
});
|
||||
|
||||
// The spatial pass wants one channel at a time (smooth_height_pixels() is a single-channel blur, and
|
||||
// reusing it is what keeps this consistent with Smoothing), so de-interleave, filter, re-interleave.
|
||||
if (blur > 0.f || sharpness > 0.f) {
|
||||
std::vector<uint8_t> channel(n);
|
||||
for (int ch = 0; ch < 3; ++ch) {
|
||||
for (size_t i = 0; i < n; ++i)
|
||||
channel[i] = out.rgb[i * 3 + size_t(ch)];
|
||||
adjust_channel_spatial(channel, w, h, blur, sharpness);
|
||||
for (size_t i = 0; i < n; ++i)
|
||||
out.rgb[i * 3 + size_t(ch)] = channel[i];
|
||||
}
|
||||
}
|
||||
|
||||
// Height is the luminance of the colour that came out, not the toned luminance of the colour that
|
||||
// went in: the two differ once hue rotation or a per-channel clamp has moved the channels around,
|
||||
// and a height that disagrees with the colour it is stored next to is the bug this avoids.
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, n), [&](const tbb::blocked_range<size_t> &r) {
|
||||
for (size_t i = r.begin(); i < r.end(); ++i)
|
||||
out.pixels[i] = uint8_t(std::lround(0.299 * out.rgb[i * 3] + 0.587 * out.rgb[i * 3 + 1] +
|
||||
0.114 * out.rgb[i * 3 + 2]));
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
TextureDetail analyze_texture_detail(const TextureDisplacementLayer &layer)
|
||||
{
|
||||
TextureDetail out;
|
||||
@@ -1923,6 +1672,165 @@ std::vector<Vec2f> compute_lscm_corner_uvs(const indexed_triangle_set &patch, co
|
||||
return corner;
|
||||
}
|
||||
|
||||
// Barycentric weights of `p` inside triangle (a, b, c), as the pair that belongs with the edges
|
||||
// (b - a) and (c - a): p ~= (1 - w1 - w2) * a + w1 * b + w2 * c. `p` is projected onto the triangle's
|
||||
// plane, so a point a hair off the surface still reports the weights of its foot point. A degenerate
|
||||
// triangle reports its centroid, the only coordinate that means anything there.
|
||||
static void barycentric_weights(const Vec3f &a, const Vec3f &b, const Vec3f &c, const Vec3f &p, float &w1, float &w2)
|
||||
{
|
||||
const Vec3f e0 = b - a, e1 = c - a, ep = p - a;
|
||||
const float d00 = e0.dot(e0), d01 = e0.dot(e1), d11 = e1.dot(e1), dp0 = ep.dot(e0), dp1 = ep.dot(e1);
|
||||
const float den = d00 * d11 - d01 * d01;
|
||||
if (std::abs(den) <= 1e-20f) {
|
||||
w1 = w2 = 1.f / 3.f;
|
||||
return;
|
||||
}
|
||||
w1 = (d11 * dp0 - d01 * dp1) / den;
|
||||
w2 = (d00 * dp1 - d01 * dp0) / den;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> compute_model_corner_uvs(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const indexed_triangle_set &patch,
|
||||
const std::vector<int> &patch_source)
|
||||
{
|
||||
if (patch.indices.empty() || model_uv.size() != base_mesh.indices.size() * 3 ||
|
||||
patch_source.size() != patch.indices.size())
|
||||
return {};
|
||||
|
||||
std::vector<Vec2f> corner(patch.indices.size() * 3, Vec2f::Zero());
|
||||
for (size_t j = 0; j < patch.indices.size(); ++j) {
|
||||
const int S = patch_source[j];
|
||||
if (S < 0 || size_t(S) >= base_mesh.indices.size())
|
||||
continue; // no source triangle: leave (0, 0), which the callers read as "no placement"
|
||||
const stl_triangle_vertex_indices &src = base_mesh.indices[size_t(S)];
|
||||
const Vec3f &a = base_mesh.vertices[size_t(src[0])];
|
||||
const Vec3f &b = base_mesh.vertices[size_t(src[1])];
|
||||
const Vec3f &c = base_mesh.vertices[size_t(src[2])];
|
||||
const Vec2f *uv = &model_uv[size_t(S) * 3];
|
||||
const stl_triangle_vertex_indices &tri = patch.indices[j];
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
// An unsplit patch triangle is its source triangle, so its corners land exactly on a, b
|
||||
// and c and this reproduces their uvs unchanged; a sub-triangle the brush cut gets the
|
||||
// interpolated coordinate, which is the whole point of going through the barycentric.
|
||||
float w1 = 0.f, w2 = 0.f;
|
||||
barycentric_weights(a, b, c, patch.vertices[size_t(tri[k])], w1, w2);
|
||||
corner[j * 3 + size_t(k)] = (1.f - w1 - w2) * uv[0] + w1 * uv[1] + w2 * uv[2];
|
||||
}
|
||||
}
|
||||
return corner;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> collapse_corner_uvs(const indexed_triangle_set &patch, const std::vector<Vec2f> &corner)
|
||||
{
|
||||
if (patch.indices.empty() || corner.size() != patch.indices.size() * 3)
|
||||
return {};
|
||||
|
||||
std::vector<Vec2f> per_vertex(patch.vertices.size(), Vec2f::Zero());
|
||||
std::vector<char> seen(patch.vertices.size(), 0);
|
||||
for (size_t j = 0; j < patch.indices.size(); ++j)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const int vi = patch.indices[j][k];
|
||||
if (vi < 0 || size_t(vi) >= per_vertex.size() || seen[size_t(vi)])
|
||||
continue;
|
||||
seen[size_t(vi)] = 1;
|
||||
per_vertex[size_t(vi)] = corner[j * 3 + size_t(k)];
|
||||
}
|
||||
return per_vertex;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> transfer_uv_channel(const indexed_triangle_set &src_mesh,
|
||||
const std::vector<Vec2f> &src_uv,
|
||||
const indexed_triangle_set &dst_mesh,
|
||||
float max_distance)
|
||||
{
|
||||
if (src_mesh.indices.empty() || dst_mesh.indices.empty() || src_uv.size() != src_mesh.indices.size() * 3)
|
||||
return {};
|
||||
|
||||
const AABBTreeIndirect::Tree3f tree =
|
||||
AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(src_mesh.vertices, src_mesh.indices);
|
||||
const float limit2 = max_distance >= 0.f ? max_distance * max_distance : std::numeric_limits<float>::max();
|
||||
|
||||
std::vector<Vec2f> out(dst_mesh.indices.size() * 3, Vec2f::Zero());
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, dst_mesh.indices.size()),
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t j = range.begin(); j < range.end(); ++j) {
|
||||
const stl_triangle_vertex_indices &tri = dst_mesh.indices[j];
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = dst_mesh.vertices[size_t(tri[k])];
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
|
||||
src_mesh.vertices, src_mesh.indices, tree, p, hit, foot);
|
||||
if (d2 < 0.f || d2 > limit2 || hit >= src_mesh.indices.size())
|
||||
continue; // nowhere near the source surface: (0, 0), as documented
|
||||
const stl_triangle_vertex_indices &st = src_mesh.indices[hit];
|
||||
float w1 = 0.f, w2 = 0.f;
|
||||
barycentric_weights(src_mesh.vertices[size_t(st[0])], src_mesh.vertices[size_t(st[1])],
|
||||
src_mesh.vertices[size_t(st[2])], foot, w1, w2);
|
||||
const Vec2f *uv = &src_uv[hit * 3];
|
||||
out[j * 3 + size_t(k)] = (1.f - w1 - w2) * uv[0] + w1 * uv[1] + w2 * uv[2];
|
||||
}
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh)
|
||||
{
|
||||
if (src_mesh.indices.empty() || dst_mesh.indices.empty() || src_paint.bitstream.empty())
|
||||
return {};
|
||||
|
||||
const TriangleMesh src(src_mesh);
|
||||
TriangleSelector selector(src);
|
||||
selector.deserialize(src_paint, false);
|
||||
|
||||
// Every sub-triangle of the source, each carrying its own state - NONE included, so the soup
|
||||
// covers the whole surface and a foot point always lands on something. One soup rather than one
|
||||
// tree per state: a foot point has one nearest triangle, and that triangle's state is the answer.
|
||||
std::vector<indexed_triangle_set> per_state;
|
||||
selector.get_facets(per_state);
|
||||
indexed_triangle_set soup;
|
||||
std::vector<uint8_t> label;
|
||||
for (size_t st = 0; st < per_state.size(); ++st) {
|
||||
const indexed_triangle_set &part = per_state[st];
|
||||
if (part.indices.empty())
|
||||
continue;
|
||||
const int base = int(soup.vertices.size());
|
||||
soup.vertices.insert(soup.vertices.end(), part.vertices.begin(), part.vertices.end());
|
||||
for (const stl_triangle_vertex_indices &t : part.indices) {
|
||||
soup.indices.emplace_back(t[0] + base, t[1] + base, t[2] + base);
|
||||
label.push_back(uint8_t(st));
|
||||
}
|
||||
}
|
||||
if (soup.indices.empty())
|
||||
return {};
|
||||
|
||||
const AABBTreeIndirect::Tree3f tree =
|
||||
AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(soup.vertices, soup.indices);
|
||||
|
||||
std::vector<uint8_t> out(dst_mesh.indices.size(), 0);
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, dst_mesh.indices.size()),
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t j = range.begin(); j < range.end(); ++j) {
|
||||
const stl_triangle_vertex_indices &t = dst_mesh.indices[j];
|
||||
// The centroid, not a corner: a facet takes one state, and its middle is the point that
|
||||
// is inside it whatever the triangle looks like.
|
||||
const Vec3f centroid = (dst_mesh.vertices[size_t(t[0])] + dst_mesh.vertices[size_t(t[1])] +
|
||||
dst_mesh.vertices[size_t(t[2])]) / 3.f;
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(soup.vertices, soup.indices,
|
||||
tree, centroid, hit, foot);
|
||||
if (d2 >= 0.f && hit < label.size())
|
||||
out[j] = label[hit];
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
namespace {
|
||||
// apply_uv_transform()'s per-layer constants, worked out once. Triplanar sampling runs the transform
|
||||
// three times per point, and recomputing the rotation's cos/sin and the tiling reciprocal on every one
|
||||
@@ -1932,13 +1840,16 @@ struct UVTransform
|
||||
float scale, cs, sn, aspect;
|
||||
Vec2f offset;
|
||||
|
||||
UVTransform(const TextureDisplacementLayer &layer, float aspect_)
|
||||
// `normalized_uv` drops the two steps that only mean something for a coordinate measured on the
|
||||
// model - the millimetre tiling scale and the non-square aspect correction - and keeps the
|
||||
// rotation and offset. See apply_uv_transform(); TextureProjectionMethod::ModelUV is what needs it.
|
||||
UVTransform(const TextureDisplacementLayer &layer, float aspect_, bool normalized_uv = false)
|
||||
{
|
||||
scale = (layer.tiling_scale > 1e-6f) ? (1.f / layer.tiling_scale) : 1.f;
|
||||
scale = (normalized_uv || layer.tiling_scale <= 1e-6f) ? 1.f : (1.f / layer.tiling_scale);
|
||||
const float rad = layer.rotation_deg * float(M_PI) / 180.f;
|
||||
cs = std::cos(rad);
|
||||
sn = std::sin(rad);
|
||||
aspect = aspect_;
|
||||
aspect = normalized_uv ? 1.f : aspect_;
|
||||
offset = layer.offset;
|
||||
}
|
||||
Vec2f operator()(const Vec2f &planar) const
|
||||
@@ -1963,9 +1874,11 @@ inline Vec3f triplanar_weights(const Vec3f &normal)
|
||||
}
|
||||
} // namespace
|
||||
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect)
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect, bool normalized_uv)
|
||||
{
|
||||
const float scale = (layer.tiling_scale > 1e-6f) ? (1.f / layer.tiling_scale) : 1.f;
|
||||
// A uv that is already normalized has no millimetre scale to divide by and no aspect to correct -
|
||||
// see the header. UVTransform does the same, and the two must stay in step.
|
||||
const float scale = (normalized_uv || layer.tiling_scale <= 1e-6f) ? 1.f : (1.f / layer.tiling_scale);
|
||||
const Vec2f scaled = planar * scale;
|
||||
|
||||
const float rad = layer.rotation_deg * float(M_PI) / 180.f;
|
||||
@@ -1983,7 +1896,7 @@ Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &la
|
||||
// Applied after the rotation, not before: scaling one axis of an already-rotated coordinate is a
|
||||
// shear, and doing it the other way round would make "Rotation" skew the pattern instead of
|
||||
// turning it.
|
||||
if (aspect > 0.f && aspect != 1.f)
|
||||
if (!normalized_uv && aspect > 0.f && aspect != 1.f)
|
||||
rotated.y() *= aspect;
|
||||
|
||||
return rotated + layer.offset;
|
||||
@@ -2008,6 +1921,9 @@ float blend_displacement(float accumulated, float value, TextureBlendMode mode)
|
||||
value;
|
||||
return accumulated / divisor;
|
||||
}
|
||||
// Replaces instead of combining, so `accumulated` is deliberately unused: whatever the layers
|
||||
// below put here is gone where this one is painted.
|
||||
case TextureBlendMode::Override: return value;
|
||||
case TextureBlendMode::Add:
|
||||
default: return accumulated + value;
|
||||
}
|
||||
@@ -2037,14 +1953,21 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
|
||||
// apply_uv_transform()). Every projection except the projective "from view" one funnels through
|
||||
// here, so this one line is what makes them all aspect-correct.
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
const UVTransform xf(layer, aspect);
|
||||
// A ModelUV layer's precomputed uv is the model's own, already normalized; every other coordinate
|
||||
// reaching the transform - the unwrap's, and every analytic projection's - is in millimetres. The
|
||||
// `lscm_uv` test is what keeps the two apart: a ModelUV layer with no channel gets none, falls
|
||||
// through to the millimetre methods below, and must be scaled like them.
|
||||
const bool normalized_uv = layer.projection_method == TextureProjectionMethod::ModelUV &&
|
||||
lscm_uv != nullptr;
|
||||
const UVTransform xf(layer, aspect, normalized_uv);
|
||||
auto sample_at = [&](const Vec2f &planar) {
|
||||
return texture.sample(xf(planar), layer.tile_enabled, layer.tile_method);
|
||||
};
|
||||
|
||||
// Precomputed per-patch LSCM solve wins over the layer's own method (see the header): the
|
||||
// caller only passes it when the patch actually parameterized successfully, so a patch that
|
||||
// failed to unwrap falls through to the analytic methods below as its documented fallback.
|
||||
// A precomputed per-patch uv - the LSCM solve, or the model's own channel - wins over the layer's
|
||||
// own method (see the header): the caller only passes it when the patch actually has one, so a
|
||||
// patch that failed to unwrap, or a volume with no UV channel, falls through to the analytic
|
||||
// methods below as its documented fallback.
|
||||
if (lscm_uv != nullptr)
|
||||
return sample_at(*lscm_uv);
|
||||
|
||||
@@ -2067,7 +1990,8 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
|
||||
// Flat projection onto the captured projector plane. Single-valued per point, so unlike
|
||||
// blended triplanar it is one sample, and it is what "project from view" places.
|
||||
return sample_at(Vec2f(position.dot(layer.view_project_right), position.dot(layer.view_project_up)));
|
||||
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
|
||||
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
|
||||
case TextureProjectionMethod::ModelUV: // the volume carries no UV channel - same fallback
|
||||
case TextureProjectionMethod::Triplanar:
|
||||
default: break;
|
||||
}
|
||||
@@ -2102,8 +2026,12 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
// the two differ in what "nothing here" means. Height returns 0, which is a perfectly good height
|
||||
// (no displacement); colour has no such neutral value - black is a colour - so every path that
|
||||
// returns 0 there has to report false here instead, and the caller leaves the triangle uncoloured.
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
const UVTransform xf(layer, aspect);
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
// Same reasoning as sample_layer_height(), and it has to match it exactly or a layer's colour and
|
||||
// its relief would be read from different places in the image.
|
||||
const bool normalized_uv = layer.projection_method == TextureProjectionMethod::ModelUV &&
|
||||
lscm_uv != nullptr;
|
||||
const UVTransform xf(layer, aspect, normalized_uv);
|
||||
auto sample_at = [&](const Vec2f &planar) {
|
||||
return texture.sample_color(xf(planar), layer.tile_enabled, layer.tile_method);
|
||||
};
|
||||
@@ -2117,6 +2045,8 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
};
|
||||
|
||||
if (lscm_uv != nullptr) {
|
||||
// The coverage test goes through the same transform, so an untiled ModelUV layer is "there"
|
||||
// exactly where the model's own uv lands inside the image.
|
||||
if (!covered(*lscm_uv))
|
||||
return false;
|
||||
out = sample_at(*lscm_uv);
|
||||
@@ -2156,7 +2086,8 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
out = sample_at(p);
|
||||
return true;
|
||||
}
|
||||
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
|
||||
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
|
||||
case TextureProjectionMethod::ModelUV: // the volume carries no UV channel - same fallback
|
||||
case TextureProjectionMethod::Triplanar:
|
||||
default: break;
|
||||
}
|
||||
@@ -2461,9 +2392,10 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
|
||||
const TextureColorRequest *color,
|
||||
bool flip_normals,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats)
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
HeightFieldSampler combined = make_combined_displacement_sampler(mesh, layers, facets_data);
|
||||
HeightFieldSampler combined = make_combined_displacement_sampler(mesh, layers, facets_data, model_uv);
|
||||
if (!combined)
|
||||
return mesh; // nothing decodable to displace with
|
||||
|
||||
@@ -2633,7 +2565,8 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
|
||||
// part of it (half a tile in the neighbour's colour, a tile edge that wanders).
|
||||
const bool want_color = color != nullptr && color->out_triangle != nullptr && bool(color->quantize);
|
||||
const ColorFieldSampler color_sampler =
|
||||
want_color ? make_combined_color_sampler(mesh, layers, facets_data, color->quantize, color->quantize_pure) : ColorFieldSampler{};
|
||||
want_color ? make_combined_color_sampler(mesh, layers, facets_data, color->quantize, color->quantize_pure, model_uv) :
|
||||
ColorFieldSampler{};
|
||||
//
|
||||
// The *palette* index, not the printed filament. The decimation treats any edge whose two faces
|
||||
// differ as a crease (TextureBakeDecimate.cpp), so it must only ever see where the **perceived**
|
||||
@@ -2765,7 +2698,8 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
const TextureColorRequest *color,
|
||||
bool flip_normals,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats)
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
// The classic path moves the vertices the mesh already has, so there is no budget to report on.
|
||||
(void) stats;
|
||||
@@ -2802,7 +2736,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
|
||||
if (options.pipeline_v2)
|
||||
return build_texture_displacement_v2(mesh, layers, facets_data, options, progress, color, flip_normals,
|
||||
debug, stats);
|
||||
debug, stats, model_uv);
|
||||
|
||||
// Layers are combined in slot order, like stacked layers in an image editor: each one folds its
|
||||
// own displacement into the running total via its blend mode (see TextureBlendMode).
|
||||
@@ -2920,13 +2854,19 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
selector_dirty = true;
|
||||
|
||||
const bool color_this_layer = want_color && layer->color_enabled;
|
||||
// The model's own channel is per base-mesh *triangle*, so reading it needs to know which base
|
||||
// triangle each (possibly brush-split) patch triangle came from - the colour pass's map, asked
|
||||
// for here as well.
|
||||
const bool model_uv_layer = layer->projection_method == TextureProjectionMethod::ModelUV &&
|
||||
model_uv != nullptr && model_uv->size() == mesh.indices.size() * 3;
|
||||
// A flat-colour image is matched against the filaments alone (see TextureColorRequest).
|
||||
const ColorQuantizeFn &layer_quantize =
|
||||
(color_this_layer && color->quantize_pure && analyze_texture_detail(*layer).flat_colors) ? color->quantize_pure
|
||||
: color->quantize;
|
||||
std::vector<int> patch_source; // sub-triangle -> base mesh triangle, only built when colouring
|
||||
std::vector<int> patch_source; // sub-triangle -> base mesh triangle; built when colouring or mapping by ModelUV
|
||||
const indexed_triangle_set patch =
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER, color_this_layer ? &patch_source : nullptr);
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER,
|
||||
(color_this_layer || model_uv_layer) ? &patch_source : nullptr);
|
||||
if (patch.indices.empty())
|
||||
continue;
|
||||
// get_facets_strict() returns the same vertex array whichever state is asked for (only the
|
||||
@@ -2957,18 +2897,25 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
// A real unwrap of the whole patch, computed once here rather than per vertex - it is a
|
||||
// per-chart solve over the whole patch, not a per-point formula. Cached, so repeating this
|
||||
// for every slider tweak costs a hash rather than a re-solve (see compute_patch_unwrap()).
|
||||
const std::vector<Vec2f> lscm_uvs = (layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
// ModelUV takes its corners from the volume's own channel instead of solving anything, and
|
||||
// collapses them to one per vertex the same way the unwrap does.
|
||||
const std::vector<Vec2f> model_corner_uvs = model_uv_layer ?
|
||||
compute_model_corner_uvs(mesh, *model_uv, patch, patch_source) :
|
||||
std::vector<Vec2f>{};
|
||||
const std::vector<Vec2f> patch_uvs = model_uv_layer ? collapse_corner_uvs(patch, model_corner_uvs) :
|
||||
(layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
compute_lscm_uvs(patch, *layer) :
|
||||
std::vector<Vec2f>{};
|
||||
// The colour pass below samples per *triangle*, so it takes the per-corner unwrap instead: the
|
||||
// per-vertex collapse above would hand a triangle at a seam the island layout did not join its
|
||||
// neighbour's placement, painting one triangle per face from the wrong part of the texture.
|
||||
// (The displacement itself stays on lscm_uvs - a vertex has one position, so one height.)
|
||||
const std::vector<Vec2f> lscm_corner_uvs = (layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
// (The displacement itself stays on patch_uvs - a vertex has one position, so one height.)
|
||||
const std::vector<Vec2f> patch_corner_uvs = model_uv_layer ? model_corner_uvs :
|
||||
(layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
compute_lscm_corner_uvs(patch, *layer) :
|
||||
std::vector<Vec2f>{};
|
||||
const bool corner_uv_ok = !lscm_corner_uvs.empty() &&
|
||||
lscm_corner_uvs.size() == patch.indices.size() * 3;
|
||||
const bool corner_uv_ok = !patch_corner_uvs.empty() &&
|
||||
patch_corner_uvs.size() == patch.indices.size() * 3;
|
||||
|
||||
// Colour, if this layer carries any. Area-weighted over each base triangle's *painted* part,
|
||||
// so a triangle the brush only clipped a corner off takes the colour of that corner rather
|
||||
@@ -2998,7 +2945,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
// the per-vertex height sampling uses, evaluated at the centroid instead.
|
||||
Vec3f n = Vec3f::Zero();
|
||||
Vec2f uv = Vec2f::Zero();
|
||||
bool have_uv = !lscm_uvs.empty();
|
||||
bool have_uv = !patch_uvs.empty();
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const int vi = t[k];
|
||||
if (vi < int(vertex_normals.size()))
|
||||
@@ -3006,9 +2953,9 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
if (!have_uv)
|
||||
continue;
|
||||
if (corner_uv_ok)
|
||||
uv += lscm_corner_uvs[j * 3 + size_t(k)];
|
||||
else if (size_t(vi) < lscm_uvs.size())
|
||||
uv += lscm_uvs[size_t(vi)];
|
||||
uv += patch_corner_uvs[j * 3 + size_t(k)];
|
||||
else if (size_t(vi) < patch_uvs.size())
|
||||
uv += patch_uvs[size_t(vi)];
|
||||
else
|
||||
have_uv = false;
|
||||
}
|
||||
@@ -3082,7 +3029,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t k = range.begin(); k < range.end(); ++k) {
|
||||
const size_t vi = size_t(layer_vertices[k]);
|
||||
const Vec2f *lscm_uv = lscm_uvs.empty() ? nullptr : &lscm_uvs[vi];
|
||||
const Vec2f *lscm_uv = patch_uvs.empty() ? nullptr : &patch_uvs[vi];
|
||||
const float h = sample_layer_height(height, *layer, mesh.vertices[vi], vertex_normals[vi],
|
||||
patch_centroid, patch_axis, lscm_uv);
|
||||
// midlevel is the height that means "stay put", so anything below it displaces
|
||||
@@ -3215,7 +3162,8 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
const TextureColorRequest *color,
|
||||
const Transform3d &volume_to_world,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats)
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
// An untransformed volume on an untransformed instance is by far the common case, and the round
|
||||
// trip costs two matrix multiplies per vertex on a mesh that can carry millions of them - so take
|
||||
@@ -3225,7 +3173,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
const Transform3d frame = texture_displacement_bake_frame(volume_to_world);
|
||||
if (frame.matrix().isApprox(Transform3d::Identity().matrix()))
|
||||
return build_texture_displacement_in_place(base_mesh, layers, facets_data, options, progress, color,
|
||||
false, debug, stats);
|
||||
false, debug, stats, model_uv);
|
||||
|
||||
const Transform3d to_local = frame.inverse();
|
||||
// A mirroring placement leaves the positions correct but every winding-derived normal pointing
|
||||
@@ -3239,8 +3187,10 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
v = (frame * v.cast<double>()).cast<float>();
|
||||
|
||||
const size_t debug_mark = (debug != nullptr) ? debug->mark() : 0;
|
||||
// The UV channel rides along untouched: a uv is a coordinate in the texture, not on the model, so
|
||||
// the frame the mesh is measured in does not reach it.
|
||||
indexed_triangle_set out = build_texture_displacement_in_place(world, layers, facets_data, options,
|
||||
progress, color, mirrored, debug, stats);
|
||||
progress, color, mirrored, debug, stats, model_uv);
|
||||
// Everything the bake recorded is in world millimetres, like `out` itself. The debug view draws in
|
||||
// the volume's local frame, so the stages are brought back the same way the result is.
|
||||
if (debug != nullptr)
|
||||
@@ -3312,7 +3262,8 @@ indexed_triangle_set build_texture_displacement(const ModelVolume &volume)
|
||||
|
||||
return build_texture_displacement(volume.mesh().its, volume.texture_displacement_layers, facets_data,
|
||||
volume.texture_displacement_options, {}, nullptr,
|
||||
texture_displacement_volume_to_world(volume));
|
||||
texture_displacement_volume_to_world(volume), nullptr, nullptr,
|
||||
volume.has_texture_uv() ? &volume.texture_uv : nullptr);
|
||||
}
|
||||
|
||||
void smooth_mesh_vertices(indexed_triangle_set &mesh, const std::vector<uint8_t> &movable, float strength,
|
||||
@@ -3376,16 +3327,18 @@ void smooth_mesh_vertices(indexed_triangle_set &mesh, const std::vector<uint8_t>
|
||||
namespace {
|
||||
// One decoded texture + placement per sampleable layer, in blend (slot) order. Held by shared_ptr so
|
||||
// the returned closure owns it for as long as the subdivider keeps calling back.
|
||||
// An unwrap turned into something a *point* sampler can use. LSCM has no formula from position to
|
||||
// uv - it is a per-triangle map - so a point is placed on the painted patch (the nearest patch
|
||||
// triangle, and its barycentric coordinates there) and the uv is interpolated from that triangle's own
|
||||
// per-corner uvs. Exact for a point on the base surface, which is where both samplers are queried: the
|
||||
// displacement samples refined positions before moving them, and the colour pass samples the foot
|
||||
// point on the painted pieces.
|
||||
// A per-triangle uv map turned into something a *point* sampler can use. Neither of the two maps that
|
||||
// are not a formula from position to uv - the LSCM unwrap and the model's own UV channel - can be
|
||||
// evaluated at an arbitrary point directly, so a point is placed on the painted patch (the nearest
|
||||
// patch triangle, and its barycentric coordinates there) and the uv is interpolated from that
|
||||
// triangle's own per-corner uvs. Exact for a point on the base surface, which is where both samplers
|
||||
// are queried: the displacement samples refined positions before moving them, and the colour pass
|
||||
// samples the foot point on the painted pieces.
|
||||
struct LscmLookup {
|
||||
indexed_triangle_set patch; // the layer's painted patch, as the unwrap was solved on
|
||||
indexed_triangle_set patch; // the layer's painted patch, as the uvs were computed on
|
||||
AABBTreeIndirect::Tree3f tree;
|
||||
std::vector<Vec2f> corner; // compute_lscm_corner_uvs(patch, layer)
|
||||
// compute_lscm_corner_uvs(patch, layer), or compute_model_corner_uvs() for a ModelUV layer
|
||||
std::vector<Vec2f> corner;
|
||||
|
||||
// False when `pos` is not on this layer's patch (farther than `tol`): there is no uv there, so the
|
||||
// layer contributes nothing - the same as a non-tiled texture outside its placement.
|
||||
@@ -3398,15 +3351,9 @@ struct LscmLookup {
|
||||
if (d2 < 0.f || d2 > tol * tol || hit >= patch.indices.size())
|
||||
return false;
|
||||
const stl_triangle_vertex_indices &t = patch.indices[hit];
|
||||
const Vec3f &a = patch.vertices[size_t(t[0])], &b = patch.vertices[size_t(t[1])], &c = patch.vertices[size_t(t[2])];
|
||||
const Vec3f e0 = b - a, e1 = c - a, ep = foot - a;
|
||||
const float d00 = e0.dot(e0), d01 = e0.dot(e1), d11 = e1.dot(e1), dp0 = ep.dot(e0), dp1 = ep.dot(e1);
|
||||
const float den = d00 * d11 - d01 * d01;
|
||||
float w1 = 1.f / 3.f, w2 = 1.f / 3.f; // a degenerate triangle takes its centroid's uv
|
||||
if (std::abs(den) > 1e-20f) {
|
||||
w1 = (d11 * dp0 - d01 * dp1) / den;
|
||||
w2 = (d00 * dp1 - d01 * dp0) / den;
|
||||
}
|
||||
float w1 = 0.f, w2 = 0.f; // a degenerate triangle takes its centroid's uv
|
||||
barycentric_weights(patch.vertices[size_t(t[0])], patch.vertices[size_t(t[1])], patch.vertices[size_t(t[2])],
|
||||
foot, w1, w2);
|
||||
const Vec2f *c3 = &corner[hit * 3];
|
||||
uv = (1.f - w1 - w2) * c3[0] + w1 * c3[1] + w2 * c3[2];
|
||||
return true;
|
||||
@@ -3465,7 +3412,7 @@ struct PreparedLayer {
|
||||
// where a layer is placed. `need_color` additionally drops layers that cannot contribute colour.
|
||||
std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
const indexed_triangle_set &base_mesh, const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data, bool need_color)
|
||||
const TextureDisplacementFacetsData &facets_data, bool need_color, const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
auto prepared = std::make_shared<std::vector<PreparedLayer>>();
|
||||
|
||||
@@ -3496,9 +3443,14 @@ std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
if (tex.empty() || (need_color && !tex.has_color()))
|
||||
continue;
|
||||
|
||||
const bool model_uv_layer = layer->projection_method == TextureProjectionMethod::ModelUV &&
|
||||
model_uv != nullptr && model_uv->size() == base_mesh.indices.size() * 3;
|
||||
|
||||
TriangleSelector selector(selector_mesh);
|
||||
selector.deserialize(data, false);
|
||||
const indexed_triangle_set patch = selector.get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
std::vector<int> patch_source; // only the model's own channel needs it; see the classic path
|
||||
const indexed_triangle_set patch =
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER, model_uv_layer ? &patch_source : nullptr);
|
||||
if (patch.indices.empty())
|
||||
continue;
|
||||
|
||||
@@ -3508,12 +3460,16 @@ std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
texture_displacement_patch_frame(patch, vertex_normals, centroid, axis, average_normal);
|
||||
|
||||
std::shared_ptr<const LscmLookup> lscm;
|
||||
if (layer->projection_method == TextureProjectionMethod::LSCM) {
|
||||
if (model_uv_layer || layer->projection_method == TextureProjectionMethod::LSCM) {
|
||||
// Solved on the very patch the classic path and the GUI solve it on (same geometry, seam
|
||||
// angle and edges), so it hits the unwrap cache and lands exactly where the UV editor
|
||||
// shows it, hand-placed islands and UV edits included.
|
||||
// shows it, hand-placed islands and UV edits included. A ModelUV layer needs no solve at
|
||||
// all - its corners are read straight out of the volume's channel - but it is looked up
|
||||
// through the same per-triangle machinery, for the same reason: there is no formula from a
|
||||
// point to its uv.
|
||||
auto l = std::make_shared<LscmLookup>();
|
||||
l->corner = compute_lscm_corner_uvs(patch, *layer);
|
||||
l->corner = model_uv_layer ? compute_model_corner_uvs(base_mesh, *model_uv, patch, patch_source) :
|
||||
compute_lscm_corner_uvs(patch, *layer);
|
||||
if (l->corner.size() == patch.indices.size() * 3) {
|
||||
l->patch = patch;
|
||||
l->tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(l->patch.vertices, l->patch.indices);
|
||||
@@ -3539,11 +3495,12 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
ColorQuantizeFn quantize,
|
||||
ColorQuantizeFn quantize_pure)
|
||||
ColorQuantizeFn quantize_pure,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
if (!quantize)
|
||||
return nullptr;
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ true);
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ true, model_uv);
|
||||
if (prepared->empty())
|
||||
return nullptr;
|
||||
// Per layer: a flat-colour image is matched against the filaments alone, when that quantizer
|
||||
@@ -3574,9 +3531,10 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
|
||||
HeightFieldSampler make_combined_displacement_sampler(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data)
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ false);
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ false, model_uv);
|
||||
if (prepared->empty())
|
||||
return nullptr;
|
||||
|
||||
|
||||
@@ -86,6 +86,17 @@ enum class TextureProjectionMethod : int
|
||||
// that is inherent to view projection and is the user's call, not a bug. The projector's two
|
||||
// in-plane axes live in TextureDisplacementLayer::view_project_right/up.
|
||||
ViewProjected = 4,
|
||||
// The model's own texture coordinates, as the file it was imported from carried them (see
|
||||
// ModelVolume::texture_uv). Nothing is unwrapped or projected: the artist's layout *is* the
|
||||
// placement, so a texture authored against that layout - the model's own albedo map, say - lands
|
||||
// exactly where it was painted. Automatically picked for a new layer on a volume that has a UV
|
||||
// channel, since re-unwrapping a model that already carries one can only be worse than using it.
|
||||
//
|
||||
// The uv is already normalized, so unlike every method above it is not measured in millimetres:
|
||||
// "Tile size" and the non-square aspect correction do not apply to it (the layer's rotation and
|
||||
// offset still do). Falls back to Triplanar when the volume has no channel, exactly as LSCM falls
|
||||
// back when a patch cannot be flattened.
|
||||
ModelUV = 5,
|
||||
};
|
||||
|
||||
// Dihedral angle (degrees) above which an edge between two painted triangles becomes a chart seam
|
||||
@@ -121,6 +132,11 @@ enum class TextureBlendMode : int
|
||||
Subtract = 1, // acc - value (carve this layer's relief out of the layers below)
|
||||
Multiply = 2, // acc * (value / 1mm) (mask/modulate the layers below by this layer)
|
||||
Divide = 3, // acc / (value / 1mm) (inverse mask; guarded against a zero/near-zero divisor)
|
||||
// acc = value: this layer replaces what is under it instead of combining with it, so where it is
|
||||
// painted only its own relief remains. The image editor's "Normal" mode, under the name the panel
|
||||
// uses. Note the stack's *colour* already behaves this way - a higher slot's colour overwrites a
|
||||
// lower one's where they overlap - so this is what makes the displacement agree with it.
|
||||
Override = 4,
|
||||
};
|
||||
|
||||
// Combines one layer's signed displacement `value` (mm) into `accumulated` (mm) per `mode`.
|
||||
@@ -154,38 +170,6 @@ struct TextureIsland
|
||||
// chart to its true mm area, so a freshly unwrapped patch has uniform texel density to begin with.
|
||||
void average_island_scales(std::vector<TextureIsland> &islands);
|
||||
|
||||
// Photo-style adjustments to a layer's source image, as the gizmo's image-adjustment panel sets them.
|
||||
//
|
||||
// These are *not* layer parameters: nothing here is stored on TextureDisplacementLayer and nothing here is
|
||||
// re-applied at bake time. The panel applies them once, to the image, and the result becomes the layer's
|
||||
// image - so the adjusted pixels feed the colour and the displacement together, and a brightness change
|
||||
// really does change the relief. That is the intended behaviour: one image, one source of truth, rather
|
||||
// than a second set of knobs the bake would have to replay in the right order.
|
||||
//
|
||||
// Contrast with TextureDisplacementLayer::smoothing, which *is* a layer parameter applied on every decode:
|
||||
// `blur` here is a destructive edit of the image, `smoothing` is a live low-pass over whatever the image is.
|
||||
struct TextureAdjustments
|
||||
{
|
||||
float brightness = 0.f; // [-1, 1]; 0 unchanged, -1 black, +1 white
|
||||
float contrast = 0.f; // [-1, 1]; 0 unchanged, -1 flat mid-grey, +1 hard threshold
|
||||
float sharpness = 0.f; // [0, 1]; 0 unchanged. Unsharp-mask amount
|
||||
float blur = 0.f; // [0, 1]; 0 unchanged. Fraction of SOURCE_BLUR_SPAN, as `smoothing` is
|
||||
float hue_deg = 0.f; // [-180, 180]; 0 unchanged. No effect on a grayscale image - grey has no hue
|
||||
|
||||
bool identity() const
|
||||
{
|
||||
return brightness == 0.f && contrast == 0.f && sharpness == 0.f && blur == 0.f && hue_deg == 0.f;
|
||||
}
|
||||
// Exact equality, which is what is wanted: these come straight off sliders, and the question asked of
|
||||
// them is "is this still the value the preview on screen was computed from", not "are these close".
|
||||
bool operator==(const TextureAdjustments &o) const
|
||||
{
|
||||
return brightness == o.brightness && contrast == o.contrast && sharpness == o.sharpness &&
|
||||
blur == o.blur && hue_deg == o.hue_deg;
|
||||
}
|
||||
bool operator!=(const TextureAdjustments &o) const { return !(*this == o); }
|
||||
};
|
||||
|
||||
// One texture asset plus its projection/displacement parameters. Several layers may be painted
|
||||
// onto overlapping areas of the same volume: their displacements are combined per vertex, in slot
|
||||
// order, each layer folding into the total via its own TextureBlendMode (see
|
||||
@@ -325,18 +309,6 @@ struct TextureDisplacementLayer
|
||||
// for the boundary to be drawn on.
|
||||
bool color_enabled = false;
|
||||
|
||||
// Live, unsaved image adjustments from the gizmo's image-adjustment panel, applied by
|
||||
// decode_height_texture() on top of the decoded image - so while the panel is open the relief, the
|
||||
// colour, the thumbnails and the bake all see the adjusted image, and moving a slider really does
|
||||
// change the displacement. See TextureAdjustments.
|
||||
//
|
||||
// Deliberately *not* serialized, by either save()/load() here or the .3mf: it is the state of an open
|
||||
// editor, not a property of the layer. The panel resets it when it closes, and "Save as copy" resolves
|
||||
// it by writing a new image and pointing the layer at that - which is the only way an adjustment
|
||||
// becomes permanent. A project saved mid-adjustment therefore stores the unadjusted image, which is
|
||||
// the honest answer: nothing was committed.
|
||||
TextureAdjustments preview_adjust;
|
||||
|
||||
bool empty() const { return !image_data || image_data->empty(); }
|
||||
|
||||
template<class Archive> void save(Archive &ar) const
|
||||
@@ -533,36 +505,6 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
|
||||
// texture - cheap enough to ask every frame. Smoothing does not change it, so the raw decode is what is read.
|
||||
bool height_texture_has_color(const TextureDisplacementLayer &layer);
|
||||
|
||||
// Applies `adj` to `src` and returns the result; `src` is left alone. An empty `src`, or an identity
|
||||
// `adj`, gives back a copy.
|
||||
//
|
||||
// Order is tonal, then spatial: brightness, contrast and hue per texel first, then blur, then sharpness.
|
||||
// Sharpness last is what lets the two spatial knobs be used together - blur to kill speckle, then
|
||||
// sharpness to put the real edges back - instead of the blur simply undoing the sharpen.
|
||||
//
|
||||
// Grayscale in, grayscale out (`rgb` stays empty): promoting a grey image to RGB would hand the layer's
|
||||
// colour feature a row of identical greys to "colour" the model with, and triple the stored PNG for it.
|
||||
// For a colour image the height is recomputed as the luminance of the *adjusted* colour, with
|
||||
// decode_height_texture()'s own coefficients, so the relief and the colour can never drift apart.
|
||||
DecodedHeightTexture apply_texture_adjustments(const DecodedHeightTexture &src, const TextureAdjustments &adj);
|
||||
|
||||
// Blur radius, in texels, that TextureAdjustments::blur == 1 means on a `min(width, height)`-sized image:
|
||||
// the same 5%-of-the-short-side span the Smoothing slider uses, under the same 48-texel cost cap, so the
|
||||
// two controls bite at the same rate and a user moving between them is not surprised.
|
||||
float adjustment_blur_radius(float blur, int width, int height);
|
||||
|
||||
// Box-filters `src` down so neither side exceeds `max_px`, preserving aspect; never upscales, and
|
||||
// returns a copy when it already fits. Colour and height are filtered the same way, and the height
|
||||
// stays the height - it is not recomputed from the filtered colour, because a box filter is linear and
|
||||
// luminance is linear in the channels, so the two agree already.
|
||||
//
|
||||
// This is what lets the adjustment panel's live preview cost depend on the size of the box it is drawn
|
||||
// in rather than on the size of the image: adjusting a downscaled copy per slider frame, and the
|
||||
// full-size image only once, on commit. A box filter (rather than a plain decimation) is the point -
|
||||
// these textures are high-frequency by nature, and dropping texels would alias the preview into
|
||||
// showing detail the adjustment is not actually producing.
|
||||
DecodedHeightTexture downscale_height_texture(const DecodedHeightTexture &src, int max_px);
|
||||
|
||||
// Maps a linear RGB colour in [0, 1] to an index into the caller's palette, or -1 for "no colour".
|
||||
//
|
||||
// Deliberately a callback rather than a function here: matching a colour to a filament is a
|
||||
@@ -615,7 +557,13 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal);
|
||||
// squeezed into a square tile: `tiling_scale` is the tile's size along u, and the tile is
|
||||
// `tiling_scale * height / width` mm along v, which keeps texels square. 1 (the default) is the
|
||||
// square case and leaves the coordinate exactly as it always was.
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect = 1.f);
|
||||
//
|
||||
// `normalized_uv` says the coordinate is already a uv rather than a millimetre measurement on the
|
||||
// model - which is what TextureProjectionMethod::ModelUV hands in. Then neither the tiling scale (mm
|
||||
// per tile is meaningless for it) nor the aspect correction (the artist's layout already accounts for
|
||||
// the image's proportions) applies, and only the rotation and offset are left.
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect = 1.f,
|
||||
bool normalized_uv = false);
|
||||
|
||||
// Applies a row-major 3x4 projective matrix (see TextureDisplacementLayer::view_project_matrix) to a
|
||||
// local-space point, writing the resulting texture uv. Returns false - and leaves `uv` untouched -
|
||||
@@ -765,6 +713,80 @@ std::vector<Vec2f> compute_lscm_uvs(const indexed_triangle_set &patch, const Tex
|
||||
// Returns an empty vector if the patch has no triangles or the unwrap carries no source_face map.
|
||||
std::vector<Vec2f> compute_lscm_corner_uvs(const indexed_triangle_set &patch, const TextureDisplacementLayer &layer);
|
||||
|
||||
// Three UVs per patch triangle, read out of the model's *own* UV channel - the
|
||||
// TextureProjectionMethod::ModelUV counterpart of compute_lscm_corner_uvs(), and laid out the same way
|
||||
// (corner k of triangle i at index 3i+k).
|
||||
//
|
||||
// `model_uv` is the volume's channel: three uvs per triangle of `base_mesh`, in its triangle order
|
||||
// (see ModelVolume::texture_uv). `patch_source` maps each patch triangle back to the base-mesh
|
||||
// triangle it was cut from - TriangleSelector::get_facets_strict()'s out_source. A patch triangle is
|
||||
// always a piece of exactly one base triangle, so each of its corners is interpolated barycentrically
|
||||
// inside that triangle's three uvs. That is what keeps a sub-triangle the brush split (whose corners
|
||||
// are not base-mesh vertices at all) on the texture, and what keeps the two sides of a UV seam
|
||||
// reading from their own island instead of from one averaged coordinate.
|
||||
//
|
||||
// Returns an empty vector when the channel does not match `base_mesh`, when `patch_source` does not
|
||||
// match `patch`, or when either is empty - the callers treat that as "no placement" and fall back,
|
||||
// exactly as they do for an unwrap that failed.
|
||||
std::vector<Vec2f> compute_model_corner_uvs(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const indexed_triangle_set &patch,
|
||||
const std::vector<int> &patch_source);
|
||||
|
||||
// One UV per patch vertex, collapsed from a per-corner array: the first corner to reach a vertex wins.
|
||||
// This is the per-corner/per-vertex split compute_lscm_uvs() documents, applied to any corner array -
|
||||
// displacement is per-vertex, so a vertex on a seam has to settle on one of its copies.
|
||||
// Returns an empty vector if `corner` is not three per patch triangle.
|
||||
std::vector<Vec2f> collapse_corner_uvs(const indexed_triangle_set &patch, const std::vector<Vec2f> &corner);
|
||||
|
||||
// Resamples a per-corner UV channel from `src_mesh` onto `dst_mesh`, for when something replaces a
|
||||
// volume's mesh and the model's own UV channel has to come along: the colour import's painted mesh,
|
||||
// the gizmo's remesh/subdivide, the default bake pipeline's rebuild. Each destination corner takes the
|
||||
// uv of its closest point on the source surface, interpolated barycentrically inside the source
|
||||
// triangle it lands on - the same transfer LscmLookup does per point, run over every corner.
|
||||
//
|
||||
// Exact wherever the two meshes describe the same surface, which is the case for every caller here
|
||||
// (they subdivide, repair or displace it, they do not reshape it). A corner that lands nowhere near
|
||||
// the source - farther than `max_distance` (negative: no limit) - takes (0, 0).
|
||||
//
|
||||
// One thing a positional transfer cannot reproduce: a *seam* vertex, where one position carries a
|
||||
// different uv in each island that meets there. Position alone does not say which island a corner
|
||||
// belongs to, so corners on a seam all take whichever island the nearest-triangle lookup lands on,
|
||||
// and the texture can be off by up to one triangle in a band along the island borders. Doing better
|
||||
// needs a triangle-to-triangle correspondence, which only some of the stages that replace a mesh
|
||||
// have (a remesh has none at all).
|
||||
//
|
||||
// Returns an empty vector when `src_uv` is not three per source triangle, or when either mesh is empty.
|
||||
std::vector<Vec2f> transfer_uv_channel(const indexed_triangle_set &src_mesh,
|
||||
const std::vector<Vec2f> &src_uv,
|
||||
const indexed_triangle_set &dst_mesh,
|
||||
float max_distance = -1.f);
|
||||
|
||||
// Carries a per-facet paint annotation - the colour paint above all - from a mesh onto the mesh a
|
||||
// bake produced from it: every triangle of `dst_mesh` takes the state painted at its own foot point on
|
||||
// `src_mesh`, i.e. on the nearest point of the surface it was built from. Returned as one
|
||||
// EnforcerBlockerType per `dst_mesh` triangle, 0 (NONE) where that foot point carried no paint.
|
||||
//
|
||||
// ModelVolume::restore_painting() cannot do this. Its remap pairs a source paint triangle with a
|
||||
// target triangle that *overlaps* it to within 0.01 mm, which is right for a remesh or a
|
||||
// simplification - they leave the surface where it was - and useless after a bake, which moves the
|
||||
// surface by the relief depth. Measured on a model displaced by a tenth of its own size, that remap
|
||||
// kept a quarter of the colour and left the rest unpainted; this keeps essentially all of it, because
|
||||
// a foot point is exactly as far away as the relief is deep and the lookup does not care how far that
|
||||
// is.
|
||||
//
|
||||
// The source's *sub*-triangles are what is looked up, not its triangles, so the part of a triangle a
|
||||
// brush stroke only clipped a corner off keeps its own state rather than rounding to the whole
|
||||
// triangle's. No distance limit is needed or wanted: the nearest point on the source surface is where
|
||||
// a baked triangle came from however far the relief carried it, and an unpainted origin reports NONE
|
||||
// on its own.
|
||||
//
|
||||
// Returns an empty vector when `src_paint` is empty or either mesh is - the caller then has nothing to
|
||||
// carry, which is not the same as "carry nothing".
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh);
|
||||
|
||||
// The TextureDisplacementLayer::lscm_uv_overrides key for one unwrapped vertex (an index into PatchUnwrap::uvs).
|
||||
inline int lscm_uv_override_key(int unwrapped_vertex) { return -(unwrapped_vertex + 1); }
|
||||
|
||||
@@ -823,6 +845,10 @@ using TextureDisplacementFacetsData = std::array<TriangleSelector::TriangleSplit
|
||||
//
|
||||
// `color`, when given, also reports which filament each triangle should print in - see
|
||||
// TextureColorRequest.
|
||||
//
|
||||
// `model_uv`, when given, is the volume's own UV channel (three uvs per base-mesh triangle, see
|
||||
// ModelVolume::texture_uv) and is what a TextureProjectionMethod::ModelUV layer maps through. A layer
|
||||
// set to ModelUV without it falls back to Triplanar.
|
||||
struct TextureColorRequest
|
||||
{
|
||||
// RGB -> palette index. Supplied by the GUI, which owns both the perceptual matching and the list
|
||||
@@ -897,7 +923,9 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
// stage, already brought back into `base_mesh`'s frame.
|
||||
BakeStageRecorder *debug = nullptr,
|
||||
// When given, receives what the bake spent.
|
||||
TextureBakeStats *stats = nullptr);
|
||||
TextureBakeStats *stats = nullptr,
|
||||
// The model's own UV channel; see above.
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
|
||||
// `volume`'s mesh coordinates -> world millimetres: its first instance's transform times its own.
|
||||
// The mesh is shared by every instance, so a multi-instance object can only be baked for one of
|
||||
@@ -972,11 +1000,15 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
ColorQuantizeFn quantize,
|
||||
ColorQuantizeFn quantize_pure = nullptr);
|
||||
ColorQuantizeFn quantize_pure = nullptr,
|
||||
// The model's own UV channel, for ModelUV layers; see
|
||||
// build_texture_displacement().
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
|
||||
HeightFieldSampler make_combined_displacement_sampler(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data);
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
|
||||
// Uniformly subdivides `mesh` (every triangle recursively split into 4 via edge midpoints, using a
|
||||
// shared cache so a midpoint is computed once and reused by both triangles on either side of that
|
||||
@@ -1181,6 +1213,10 @@ struct TextureDisplacementPrepareResult
|
||||
{
|
||||
indexed_triangle_set mesh;
|
||||
TextureDisplacementFacetsData masks;
|
||||
// The model's own UV channel, resampled onto `mesh` (see transfer_uv_channel()). Empty when the
|
||||
// volume had none. Like the masks it is handed back rather than left to the caller to recompute,
|
||||
// because only the run itself knows which stages replaced the mesh.
|
||||
std::vector<Vec2f> uv;
|
||||
// The remesh landed but no layer's paint survived being carried onto it. Nothing is committed:
|
||||
// everything downstream is driven by that paint, so baking on would bake a flat mesh.
|
||||
bool paint_lost = false;
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
#include "TextureToColor/ColorUtils.hpp"
|
||||
|
||||
#include "Model.hpp"
|
||||
#include "TextureDisplacement.hpp"
|
||||
#include "TextureToColor/TriMesh.hpp"
|
||||
#include "TriangleMesh.hpp"
|
||||
#include "TriangleSelector.hpp"
|
||||
@@ -554,9 +555,29 @@ bool apply_painted_mesh_to_volume(
|
||||
<< ", unit_scale=" << unit_scale << ")";
|
||||
}
|
||||
|
||||
// The model's own UV channel is indexed by triangle, and this replaces the triangles, so it has
|
||||
// to be resampled onto them. Kept rather than dropped because it is the layout the model was
|
||||
// authored against: a texture-displacement layer set to ModelUV maps through it, and the colour
|
||||
// import is exactly the path a model that carries one arrives by.
|
||||
const indexed_triangle_set old_its = volume.has_texture_uv() ? volume.mesh().its : indexed_triangle_set{};
|
||||
const std::vector<Vec2f> old_uv = volume.texture_uv;
|
||||
|
||||
volume.set_mesh(std::move(new_mesh));
|
||||
volume.calculate_convex_hull();
|
||||
|
||||
// Resampled here and not further down, while the two meshes still share a frame: the painted mesh
|
||||
// was just shifted by the same source.mesh_offset the old one was centred by, so the only thing
|
||||
// between them is whatever drift the repair introduced. The re-centering below translates the mesh
|
||||
// again, and a translation is exactly what a closest-point transfer cannot see through - it would
|
||||
// read every uv off a point that far away. A uv is a coordinate in the texture, so it does not care
|
||||
// about either shift; it just has to be read before the second one happens.
|
||||
if (!old_its.indices.empty())
|
||||
volume.texture_uv = transfer_uv_channel(old_its, old_uv, volume.mesh().its);
|
||||
else
|
||||
// No channel to carry, so make sure none is left behind either: a leftover of the right length
|
||||
// would read as a valid channel against a mesh it was never measured on.
|
||||
volume.reset_texture_uv();
|
||||
|
||||
// Re-center the replaced mesh so its bbox center sits at the origin,
|
||||
// matching what center_geometry_after_creation did for the original mesh.
|
||||
// CGAL repair / subdivision may shift the bbox center (drift); without
|
||||
|
||||
@@ -43,7 +43,6 @@
|
||||
#include <cstdint>
|
||||
#include <functional>
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
#include <cstdio>
|
||||
#include <glad/gl.h>
|
||||
#include <imgui.h>
|
||||
@@ -121,14 +120,6 @@ constexpr int THUMBNAIL_MAX_PX = 128;
|
||||
// blur of it - which is what made Fast look flatter and softer than the result it was previewing.
|
||||
constexpr int HEIGHT_TEX_MAX_PX = 2048;
|
||||
|
||||
// Size the image-adjustment panel's live preview is computed and uploaded at. The panel draws the image
|
||||
// in a box about 240 px wide, so there is nothing to show above this - and the preview is recomputed on
|
||||
// every slider move, which is what makes its cost worth bounding. Measured on a 1024x1024 with every
|
||||
// knob engaged, a full-size pass is 13-19 ms grayscale / 40-60 ms in colour (130-190 ms at 2048 in
|
||||
// colour); the same pass on a 384 px copy is 3-4 ms / 9-12 ms, and it runs off the UI thread besides.
|
||||
// The full-size image is only ever adjusted once, on commit.
|
||||
constexpr int ADJUST_PREVIEW_MAX_PX = 384;
|
||||
|
||||
// How many rings of vertex-adjacent triangles either side of the paint's edge join the border refine
|
||||
// band (see collect_paint_region()). Two is enough to grade the size change without the band's own
|
||||
// cost growing to matter: it is a ring around a perimeter, not an area.
|
||||
@@ -534,10 +525,6 @@ void GLGizmoTextureDisplacement::on_shutdown()
|
||||
// progress poll, and its completion handler then finds nothing to do.
|
||||
m_preview_generation->fetch_add(1);
|
||||
m_preview_job_pending = false;
|
||||
// The adjustment panel holds a full-size decode of its layer's image, which is the largest thing
|
||||
// here; a closed gizmo should not keep it alive. Discards the edit, as closing the gizmo on an open
|
||||
// panel implies.
|
||||
close_image_adjust();
|
||||
// The palette caches hold the last volume's images; a closed gizmo should not keep them alive.
|
||||
m_palette_cache.clear();
|
||||
m_palette_quantizer = nullptr;
|
||||
@@ -1234,9 +1221,33 @@ indexed_triangle_set GLGizmoTextureDisplacement::patch_in_world(const indexed_tr
|
||||
return world;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_vertex_uvs(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer) const
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::model_uv_corners(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
{
|
||||
const ModelVolume *mv = texture_volume();
|
||||
if (layer.projection_method != TextureProjectionMethod::ModelUV || patch_source == nullptr || mv == nullptr ||
|
||||
!mv->has_texture_uv())
|
||||
return {};
|
||||
// The channel is indexed against the volume's *local* mesh, and a uv is a coordinate in the
|
||||
// texture rather than on the model, so unlike every projected method this never goes through
|
||||
// patch_in_world() - there is no millimetre measurement here for a world scale to change.
|
||||
std::vector<Vec2f> uv = compute_model_corner_uvs(mv->mesh().its, mv->texture_uv, local_patch, *patch_source);
|
||||
for (Vec2f &p : uv)
|
||||
// Already a uv: no tiling scale, no aspect correction - see apply_uv_transform().
|
||||
p = apply_uv_transform(p, layer, 1.f, /* normalized_uv */ true);
|
||||
return uv;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_vertex_uvs(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
{
|
||||
if (layer.projection_method == TextureProjectionMethod::ModelUV)
|
||||
// Collapsed to one per vertex the same way the unwrap is - a vertex has one position, so the
|
||||
// displacement can only read one height for it.
|
||||
return collapse_corner_uvs(local_patch, model_uv_corners(local_patch, layer, patch_source));
|
||||
|
||||
// The bake maps the texture in world millimetres, so "Tile size (mm)" means the same thing on a
|
||||
// scaled instance as it does on an untouched one (see build_texture_displacement()). Everything
|
||||
// that has to agree with the bake - the fast preview's uvs, the checker/distortion overlays -
|
||||
@@ -1296,8 +1307,11 @@ int GLGizmoTextureDisplacement::layer_projection_frame(const indexed_triangle_se
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_corner_uvs(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer) const
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
{
|
||||
if (layer.projection_method == TextureProjectionMethod::ModelUV)
|
||||
return model_uv_corners(local_patch, layer, patch_source);
|
||||
if (layer.projection_method == TextureProjectionMethod::LSCM) {
|
||||
const indexed_triangle_set patch = patch_in_world(local_patch);
|
||||
const float aspect = layer_texture_aspect(layer);
|
||||
@@ -1307,7 +1321,7 @@ std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_corner_uvs(const in
|
||||
return uv;
|
||||
}
|
||||
// Single-valued per point: fan the per-vertex result out over the corners.
|
||||
const std::vector<Vec2f> per_vertex = compute_layer_vertex_uvs(local_patch, layer);
|
||||
const std::vector<Vec2f> per_vertex = compute_layer_vertex_uvs(local_patch, layer, patch_source);
|
||||
if (per_vertex.size() != local_patch.vertices.size())
|
||||
return {};
|
||||
std::vector<Vec2f> corner(local_patch.indices.size() * 3);
|
||||
@@ -1328,7 +1342,11 @@ void GLGizmoTextureDisplacement::rebuild_shaded_preview_mesh()
|
||||
// Uses the *live* selector (not the flushed model facet data), so this reflects an in-progress
|
||||
// stroke immediately rather than only once it ends - the point of this preview mode is to be
|
||||
// the fast, no-CPU-meshing one.
|
||||
const indexed_triangle_set patch = m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
// The source map comes along because a ModelUV layer's uvs are read per base-mesh triangle; every
|
||||
// other mapping ignores it.
|
||||
std::vector<int> patch_source;
|
||||
const indexed_triangle_set patch =
|
||||
m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER, &patch_source);
|
||||
if (patch.indices.empty())
|
||||
return;
|
||||
|
||||
@@ -1352,7 +1370,8 @@ void GLGizmoTextureDisplacement::rebuild_shaded_preview_mesh()
|
||||
// Per *corner*, not per vertex: the mesh below is flat (unshared) anyway, so each triangle can
|
||||
// carry its own chart's UVs - see compute_layer_corner_uvs().
|
||||
const TextureDisplacementLayer *active = active_layer();
|
||||
std::vector<Vec2f> corner_uv = active != nullptr ? compute_layer_corner_uvs(patch, *active) : std::vector<Vec2f>{};
|
||||
std::vector<Vec2f> corner_uv = active != nullptr ? compute_layer_corner_uvs(patch, *active, &patch_source) :
|
||||
std::vector<Vec2f>{};
|
||||
m_shaded_preview_uses_vertex_uv = corner_uv.size() == patch.indices.size() * 3;
|
||||
if (!m_shaded_preview_uses_vertex_uv)
|
||||
corner_uv.clear();
|
||||
@@ -2009,7 +2028,9 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
const ModelVolume *mv = texture_volume();
|
||||
if (mv == nullptr || m_triangle_selectors.empty())
|
||||
return;
|
||||
const indexed_triangle_set patch = m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
std::vector<int> patch_source; // only ModelUV reads it; see compute_layer_vertex_uvs()
|
||||
const indexed_triangle_set patch =
|
||||
m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER, &patch_source);
|
||||
if (patch.indices.empty())
|
||||
return;
|
||||
// Everything below works in the *patch's* vertex space, not the mesh's. Those agree only until a
|
||||
@@ -2023,7 +2044,7 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
|
||||
// The checker samples wherever the projection puts it; the projections the shader can't
|
||||
// reconstruct (LSCM, ViewProjected) get a precomputed per-vertex uv, the rest project in-shader.
|
||||
std::vector<Vec2f> uv = compute_layer_vertex_uvs(patch, *layer);
|
||||
std::vector<Vec2f> uv = compute_layer_vertex_uvs(patch, *layer, &patch_source);
|
||||
const bool have_uvs = uv.size() == patch.vertices.size();
|
||||
m_uvcheck_uses_vertex_uv = have_uvs;
|
||||
m_uvcheck_projection_mode = have_uvs ? 0 :
|
||||
@@ -2032,7 +2053,7 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
// different uv in each island it borders, so the shared-vertex form drew one triangle per face from
|
||||
// a neighbouring island's placement. Only the *drawing* needs this; the distortion metric below is
|
||||
// a per-vertex average by construction and keeps using `uv`.
|
||||
const std::vector<Vec2f> corner_uv = compute_layer_corner_uvs(patch, *layer);
|
||||
const std::vector<Vec2f> corner_uv = compute_layer_corner_uvs(patch, *layer, &patch_source);
|
||||
const bool have_corner_uvs = have_uvs && corner_uv.size() == patch.indices.size() * 3;
|
||||
|
||||
// Per-vertex area distortion in [0,1] (0.5 == ideal), only when both requested and possible.
|
||||
@@ -2308,6 +2329,8 @@ void GLGizmoTextureDisplacement::queue_preview_job()
|
||||
if (input.options.pipeline_v2)
|
||||
input.options.v2_max_triangles_k = 0;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(*mv);
|
||||
if (mv->has_texture_uv())
|
||||
input.model_uv = mv->texture_uv;
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
input.facets_data[size_t(i)] = mv->texture_displacement_facet(i).get_data();
|
||||
// Captured here rather than read in the handler: the palette is main-thread state, and the preview
|
||||
@@ -2463,12 +2486,9 @@ void GLGizmoTextureDisplacement::update_uv_editor()
|
||||
// before, and independently of, the unwrap - the texture belongs on screen before anything is unwrapped - and
|
||||
// only when the choice, the layer's image or its smoothing changed, because the height image is large.
|
||||
const UVBackground desired_bg = (m_uv_check_mode == UVCheckMode::Checker) ? UVBackground::Checker : UVBackground::Height;
|
||||
const bool bg_smoothing_changed = (desired_bg == UVBackground::Height) &&
|
||||
(m_uv_editor_bg_smoothing != layer->smoothing ||
|
||||
!(m_uv_editor_bg_adjust == layer->preview_adjust));
|
||||
const bool bg_smoothing_changed = (desired_bg == UVBackground::Height) && (m_uv_editor_bg_smoothing != layer->smoothing);
|
||||
if (desired_bg != m_uv_editor_bg || layer->image_data.get() != m_uv_editor_bg_image || bg_smoothing_changed) {
|
||||
m_uv_editor_bg_smoothing = layer->smoothing;
|
||||
m_uv_editor_bg_adjust = layer->preview_adjust;
|
||||
m_uv_editor_bg_image = layer->image_data.get();
|
||||
m_uv_editor_bg = desired_bg;
|
||||
if (desired_bg == UVBackground::Checker) {
|
||||
@@ -3692,9 +3712,10 @@ void GLGizmoTextureDisplacement::ensure_panel_icons()
|
||||
// Paint / Erase, brush cursor shape, mapping, tiling, placement and the dock toggle.
|
||||
"texture_displacement_add.svg", "texture_displacement_add_negative.svg", "circle_paint.svg",
|
||||
"menu_obj_sphere.svg", "menu_obj_cube.svg", "menu_obj_cylinder.svg", "texture_displacement_map_unwrap.svg",
|
||||
"texture_displacement_map_view.svg", "texture_displacement_tile_repeat.svg", "menu_mirror_x.svg",
|
||||
"texture_displacement_map_view.svg", "texture_displacement_map_model_uv.svg",
|
||||
"texture_displacement_tile_repeat.svg", "menu_mirror_x.svg",
|
||||
"texture_displacement_adjust.svg", "canvas_drag.svg", "texture_displacement_move_up.svg",
|
||||
"texture_displacement_move_down.svg", "texture_displacement_drag.svg", "cog.svg",
|
||||
"texture_displacement_move_down.svg", "texture_displacement_drag.svg",
|
||||
"texture_displacement_select_all.svg", "texture_displacement_erase_all.svg",
|
||||
};
|
||||
std::vector<std::string> paths;
|
||||
@@ -3739,6 +3760,11 @@ void GLGizmoTextureDisplacement::add_texture_layer()
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = free_slot;
|
||||
// A model that came with a UV channel is mapped by it. Re-unwrapping such a model throws away the
|
||||
// layout it was authored against and can only be worse than using it, so the default follows the
|
||||
// model rather than the other way round; the Mapping row still offers every other method.
|
||||
if (mv->has_texture_uv())
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
// Start the layer off on the first library texture rather than on nothing at all: a textureless
|
||||
// layer looks broken (painting on it appears to do nothing, because there is no height map to
|
||||
// displace by). The user swaps it for another from the layer's own picker.
|
||||
@@ -3998,321 +4024,6 @@ void GLGizmoTextureDisplacement::render_texture_library_popup(const ImVec2 &pane
|
||||
m_picker_open_request = true;
|
||||
}
|
||||
}
|
||||
bool GLGizmoTextureDisplacement::load_image_adjust_source(const TextureDisplacementLayer &layer)
|
||||
{
|
||||
if (layer.empty())
|
||||
return false;
|
||||
|
||||
// The *raw* image: neither the layer's Smoothing nor the panel's own preview_adjust, so what the
|
||||
// sliders act on is always the image as it is actually stored rather than the last preview of it.
|
||||
// Without clearing preview_adjust here the adjustment would compound on itself every reload.
|
||||
TextureDisplacementLayer raw = layer;
|
||||
raw.smoothing = 0.f;
|
||||
raw.preview_adjust = TextureAdjustments{};
|
||||
|
||||
DecodedHeightTexture decoded = decode_height_texture(raw);
|
||||
if (decoded.empty())
|
||||
return false;
|
||||
|
||||
m_adjust_source = std::move(decoded);
|
||||
m_adjust_preview_source = downscale_height_texture(m_adjust_source, ADJUST_PREVIEW_MAX_PX);
|
||||
m_adjust_source_image = layer.image_data.get();
|
||||
// The unadjusted image, so the box is filled now rather than one background pass later. Pairing it
|
||||
// with an identity `shown` is what makes update_image_adjust_preview() relaunch for the sliders'
|
||||
// current values against the new source instead of deciding it is already showing them.
|
||||
m_adjust_preview_shown = TextureAdjustments{};
|
||||
m_adjust_preview_tex = upload_height_thumbnail(m_adjust_preview_source, ADJUST_PREVIEW_MAX_PX);
|
||||
m_adjust_preview_valid = m_adjust_preview_tex != nullptr;
|
||||
return true;
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::open_image_adjust(const TextureDisplacementLayer &layer)
|
||||
{
|
||||
if (layer.empty() || layer.slot < 0)
|
||||
return;
|
||||
|
||||
close_image_adjust(); // reverts and clears any previous panel
|
||||
|
||||
if (!load_image_adjust_source(layer))
|
||||
return;
|
||||
|
||||
m_adjust = TextureAdjustments{};
|
||||
m_adjust_applied = TextureAdjustments{};
|
||||
m_adjust_slot = layer.slot;
|
||||
const ModelVolume *mv = texture_volume();
|
||||
m_adjust_volume_id = mv != nullptr ? mv->id().id : 0;
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::close_image_adjust()
|
||||
{
|
||||
// Revert the layer's live adjustment. Every exit that reaches here is a discard: a commit resets
|
||||
// preview_adjust itself, before pointing the layer at the file that already carries the edit, so this
|
||||
// cannot undo a committed adjustment.
|
||||
//
|
||||
// Found by the id recorded when the panel opened rather than through texture_volume(), which answers
|
||||
// for the *current* selection. One of the ways to get here is the selection having moved on, and
|
||||
// reverting the newly selected object's layer instead would both miss the adjustment that is still
|
||||
// live on the original volume and clear one the user never touched.
|
||||
bool reverted = false;
|
||||
if (m_adjust_slot >= 0 && m_adjust_volume_id != 0)
|
||||
for (ModelObject *mo : wxGetApp().model().objects) {
|
||||
for (ModelVolume *mv : mo->volumes) {
|
||||
if (mv->id().id != m_adjust_volume_id)
|
||||
continue;
|
||||
for (TextureDisplacementLayer &l : mv->texture_displacement_layers)
|
||||
if (l.slot == m_adjust_slot && !l.preview_adjust.identity()) {
|
||||
l.preview_adjust = TextureAdjustments{};
|
||||
reverted = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// std::async's future blocks here until the pass finishes. That is a few milliseconds on an image
|
||||
// this small, and the alternative - a detached thread writing into the members of a closed panel -
|
||||
// is worse.
|
||||
if (m_adjust_preview_job.valid())
|
||||
m_adjust_preview_job.wait();
|
||||
m_adjust_preview_job = {};
|
||||
|
||||
m_adjust_slot = -1;
|
||||
m_adjust = TextureAdjustments{};
|
||||
m_adjust_applied = TextureAdjustments{};
|
||||
m_adjust_source = DecodedHeightTexture{};
|
||||
m_adjust_preview_source = DecodedHeightTexture{};
|
||||
m_adjust_source_image = nullptr;
|
||||
m_adjust_volume_id = 0;
|
||||
m_adjust_preview_tex.reset();
|
||||
m_adjust_preview_valid = false;
|
||||
|
||||
// Only while the gizmo is up: on_shutdown() also comes through here, and rebuilding a preview for a
|
||||
// gizmo that is closing would be work for a model nobody is looking at. The reverted layer data is
|
||||
// what matters there, and that is already done above.
|
||||
if (reverted && m_state == On) {
|
||||
rebuild_preview();
|
||||
m_parent.set_as_dirty();
|
||||
}
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::update_image_adjust_preview()
|
||||
{
|
||||
if (m_adjust_preview_source.empty())
|
||||
return;
|
||||
|
||||
// Collect a finished pass. wait_for(0) rather than get() outright: this runs inside the frame, and
|
||||
// blocking on the worker here would hand back to the UI thread the very stall the worker exists to
|
||||
// spare it.
|
||||
if (m_adjust_preview_job.valid() &&
|
||||
m_adjust_preview_job.wait_for(std::chrono::seconds(0)) == std::future_status::ready) {
|
||||
const DecodedHeightTexture adjusted = m_adjust_preview_job.get();
|
||||
m_adjust_preview_job = {};
|
||||
if (std::unique_ptr<GLTexture> tex = upload_height_thumbnail(adjusted, ADJUST_PREVIEW_MAX_PX)) {
|
||||
m_adjust_preview_tex = std::move(tex);
|
||||
m_adjust_preview_shown = m_adjust_preview_running;
|
||||
m_adjust_preview_valid = true;
|
||||
}
|
||||
}
|
||||
|
||||
// One pass at a time: whatever the sliders did while it ran is picked up by the next launch, so a
|
||||
// drag collapses to the value the sliders ended on instead of queuing one pass per frame.
|
||||
if (!m_adjust_preview_job.valid() && m_adjust != m_adjust_preview_shown) {
|
||||
m_adjust_preview_running = m_adjust;
|
||||
// Captured by value: the pass must not read members the UI thread goes on editing while it runs.
|
||||
m_adjust_preview_job = std::async(std::launch::async,
|
||||
[src = m_adjust_preview_source, adj = m_adjust_preview_running] {
|
||||
return apply_texture_adjustments(src, adj);
|
||||
});
|
||||
}
|
||||
|
||||
// A pass in flight has no other way to get its result on screen: without a redraw request the canvas
|
||||
// can sit idle, and the preview would only catch up on the next unrelated frame.
|
||||
if (m_adjust_preview_job.valid())
|
||||
m_parent.set_as_dirty();
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::commit_image_adjust(TextureDisplacementLayer &layer)
|
||||
{
|
||||
if (m_adjust_source.empty() || m_adjust.identity()) {
|
||||
// Nothing was changed, so there is nothing to save.
|
||||
close_image_adjust();
|
||||
return;
|
||||
}
|
||||
|
||||
// The full-size pass, once: 13-19 ms grayscale / 40-60 ms colour on a 1024x1024 with every knob
|
||||
// engaged. Run on the UI thread deliberately, unlike the live preview: this is a single click, and the
|
||||
// rebuild that follows it - a CPU mesh displacement of the painted patch - is already an order of
|
||||
// magnitude more work, synchronously, so moving only this off the thread would buy nothing a user
|
||||
// could perceive.
|
||||
const DecodedHeightTexture adjusted = apply_texture_adjustments(m_adjust_source, m_adjust);
|
||||
|
||||
std::string error;
|
||||
const std::string stem = layer.name.empty() ? std::string("texture") : layer.name;
|
||||
const std::optional<TextureLibraryEntry> entry = save_texture_to_library(adjusted, stem, error);
|
||||
if (!entry) {
|
||||
show_error(nullptr, error);
|
||||
return; // the panel stays open, and the layer keeps the live adjustment: the edit is not lost
|
||||
}
|
||||
|
||||
// Cleared *before* the layer is pointed at the new file, and this ordering is the whole correctness of
|
||||
// the commit: the saved image already has the adjustment baked into its pixels, so leaving
|
||||
// preview_adjust set would apply brightness, contrast and the rest a second time on top of itself.
|
||||
layer.preview_adjust = TextureAdjustments{};
|
||||
// set_layer_texture() does the rest - the name, the recently-used ordering, a fresh image_data buffer
|
||||
// (which is what invalidates every cache keyed by the old pointer), the undo snapshot and the rebuild.
|
||||
set_layer_texture(layer, *entry);
|
||||
|
||||
close_image_adjust();
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::render_image_adjust_window(const ImVec2 &panel_min, const ImVec2 &panel_max)
|
||||
{
|
||||
if (m_adjust_slot < 0)
|
||||
return;
|
||||
|
||||
ModelVolume *mv = texture_volume();
|
||||
// A different volume is selected than the one this panel was opened on. Slots are numbered per
|
||||
// volume, so looking m_adjust_slot up here would find an unrelated layer rather than nothing.
|
||||
if (mv == nullptr || mv->id().id != m_adjust_volume_id) {
|
||||
close_image_adjust();
|
||||
return;
|
||||
}
|
||||
|
||||
TextureDisplacementLayer *layer = nullptr;
|
||||
for (TextureDisplacementLayer &l : mv->texture_displacement_layers)
|
||||
if (l.slot == m_adjust_slot)
|
||||
layer = &l;
|
||||
if (layer == nullptr) {
|
||||
// The layer went away under the panel (removed, or merged away by an undo).
|
||||
close_image_adjust();
|
||||
return;
|
||||
}
|
||||
|
||||
// The layer's image can be swapped from the texture picker while this panel is open - the panel is a
|
||||
// window now, so the rest of the gizmo stays usable behind it. Re-read the source when that happens,
|
||||
// keeping the slider positions: the user is adjusting this layer, and the 3D view has already moved to
|
||||
// the new image (decode_height_texture() reads layer.image_data, which changed), so re-reading here is
|
||||
// also what keeps the panel's photo and the model showing the same thing.
|
||||
if (layer->image_data.get() != m_adjust_source_image && !load_image_adjust_source(*layer)) {
|
||||
close_image_adjust(); // the new image cannot be decoded; nothing left to adjust
|
||||
return;
|
||||
}
|
||||
|
||||
const float img_w = std::round(m_imgui->scaled(16.f));
|
||||
const float gap = m_imgui->scaled(0.5f);
|
||||
// Placed beside the panel on first appearance only, and left wherever the user drags it after that -
|
||||
// it is a window, not a popup, so its position is theirs to keep.
|
||||
const float win_w = img_w + 2.f * ImGui::GetStyle().WindowPadding.x;
|
||||
const bool left = panel_min.x - gap - win_w >= 0.f;
|
||||
ImGui::SetNextWindowPos(ImVec2(left ? panel_min.x - gap - win_w : panel_max.x + gap,
|
||||
panel_min.y + m_imgui->scaled(4.f)), ImGuiCond_Appearing);
|
||||
|
||||
bool keep_open = true;
|
||||
if (!ImGui::Begin((_u8L("Adjust image") + "##texture_adjust").c_str(), &keep_open,
|
||||
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse)) {
|
||||
ImGui::End();
|
||||
if (!keep_open)
|
||||
close_image_adjust();
|
||||
return;
|
||||
}
|
||||
|
||||
// Collect a finished pass and start one for the current slider values before the image is drawn, so
|
||||
// the newest available result is what lands on screen this frame.
|
||||
update_image_adjust_preview();
|
||||
|
||||
// The photo itself, at the image's own aspect so a non-square texture is not stretched.
|
||||
const float aspect = m_adjust_source.height > 0 ? float(m_adjust_source.width) / float(m_adjust_source.height) : 1.f;
|
||||
const float img_h = std::round(img_w / std::max(0.05f, aspect));
|
||||
if (m_adjust_preview_valid && m_adjust_preview_tex)
|
||||
ImGui::Image((ImTextureID) (intptr_t) m_adjust_preview_tex->get_id(), ImVec2(img_w, img_h));
|
||||
else
|
||||
ImGui::Dummy(ImVec2(img_w, img_h));
|
||||
|
||||
// The label column is sized off the widest of the five labels, so the tracks line up whatever the
|
||||
// translation does to their lengths.
|
||||
float label_w = 0.f;
|
||||
for (const wxString &l : { _L("Brightness"), _L("Contrast"), _L("Sharpness"), _L("Blur"), _L("Hue") })
|
||||
label_w = std::max(label_w, ImGui::CalcTextSize(into_u8(l).c_str()).x);
|
||||
label_w += m_imgui->scaled(1.2f);
|
||||
// An explicit track width rather than a fill-to-the-right one: this window is AlwaysAutoResize, so its
|
||||
// width comes from its content, and an item asking for "whatever is left" would make the width depend
|
||||
// on itself. The image above sets the content width, and the sliders match it.
|
||||
const float slider_w = std::max(m_imgui->scaled(4.f), img_w - label_w);
|
||||
|
||||
const auto row = [&](const char *id, const wxString &label, float *v, float v_min, float v_max,
|
||||
const char *format, bool enabled, const std::string &tip) {
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
m_imgui->text(label);
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
ImGui::SetNextItemWidth(slider_w);
|
||||
m_imgui->disabled_begin(!enabled);
|
||||
ImGui::SliderFloat(id, v, v_min, v_max, format, ImGuiSliderFlags_AlwaysClamp);
|
||||
m_imgui->disabled_end();
|
||||
// Only on an enabled row: a disabled item does not report hover, so a tooltip on one would never
|
||||
// be shown. What has to be said about a disabled slider is written out below it instead.
|
||||
if (enabled && !tip.empty() && ImGui::IsItemHovered())
|
||||
m_imgui->tooltip(tip, ImGui::GetFontSize() * 20.f);
|
||||
};
|
||||
|
||||
row("##adj_brightness", _L("Brightness"), &m_adjust.brightness, -1.f, 1.f, "%.2f", true, {});
|
||||
row("##adj_contrast", _L("Contrast"), &m_adjust.contrast, -1.f, 1.f, "%.2f", true, {});
|
||||
row("##adj_sharpness", _L("Sharpness"), &m_adjust.sharpness, 0.f, 1.f, "%.2f", true,
|
||||
_u8L("Brings out the finest detail in the image. Applied after Blur, so the two can be used "
|
||||
"together: blur away the speckle, then sharpen the edges that remain."));
|
||||
row("##adj_blur", _L("Blur"), &m_adjust.blur, 0.f, 1.f, "%.2f", true,
|
||||
_u8L("Blurs the image itself. The layer's own Smoothing slider softens the relief without altering "
|
||||
"the image, and is the one to reach for first."));
|
||||
// Grey has no hue to turn, and the shipped library is grayscale - so on most textures this is a
|
||||
// slider that would visibly do nothing. Disabled with the reason given, rather than hidden.
|
||||
const bool has_color = m_adjust_source.has_color();
|
||||
row("##adj_hue", _L("Hue"), &m_adjust.hue_deg, -180.f, 180.f, "%.0f°", has_color, {});
|
||||
if (!has_color) {
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + img_w);
|
||||
ImGui::TextDisabled("%s", _u8L("This texture is grayscale, so it has no hue to shift.").c_str());
|
||||
ImGui::PopTextWrapPos();
|
||||
}
|
||||
|
||||
if (m_imgui->button(_L("Reset")))
|
||||
m_adjust = TextureAdjustments{};
|
||||
|
||||
// Hand the sliders to the layer, which is what puts the adjusted image in front of the displacement:
|
||||
// decode_height_texture() applies preview_adjust, so the relief, the colour and the thumbnails all
|
||||
// follow from here. Written every frame rather than only on a change, so an undo snapshot or a
|
||||
// reselection that resets the layer cannot leave the model showing an adjustment the panel has moved
|
||||
// on from.
|
||||
layer->preview_adjust = m_adjust;
|
||||
if (m_adjust != m_adjust_applied) {
|
||||
m_adjust_applied = m_adjust;
|
||||
// Marked dirty rather than rebuilt here: the panel's own flag is consumed by the main panel's
|
||||
// "rebuild once the mouse is released" rule, so dragging a slider recomputes the displacement
|
||||
// once, on release, instead of on every frame of the drag. That is what keeps the UI responsive
|
||||
// while a full-size resample and a mesh displacement happen behind it.
|
||||
m_preview_params_dirty = true;
|
||||
// This window is drawn after the block that consumes that flag, so the rebuild happens on a later
|
||||
// frame - which means there has to *be* one. Cheap insurance: a slider release that generated no
|
||||
// further canvas event would otherwise leave the flag set and the model unchanged until something
|
||||
// unrelated redrew.
|
||||
m_parent.set_as_dirty();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
m_imgui->text_wrapped(_u8L("The model updates when you release a slider. Save as copy writes the "
|
||||
"adjusted image to your texture library and points this layer at it."), img_w);
|
||||
|
||||
const bool cancel = m_imgui->button(_L("Cancel"));
|
||||
ImGui::SameLine();
|
||||
// Nothing to save until a slider has actually moved.
|
||||
m_imgui->disabled_begin(m_adjust.identity());
|
||||
const bool as_copy = m_imgui->button(_L("Save as copy"));
|
||||
m_imgui->disabled_end();
|
||||
|
||||
ImGui::End();
|
||||
|
||||
if (cancel || !keep_open)
|
||||
close_image_adjust();
|
||||
else if (as_copy)
|
||||
commit_image_adjust(*layer);
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::remove_texture_layer(int slot)
|
||||
{
|
||||
@@ -4371,7 +4082,6 @@ void GLGizmoTextureDisplacement::swap_layer_slots(int slot_a, int slot_b)
|
||||
std::swap(m_thumbnails[a], m_thumbnails[b]);
|
||||
std::swap(m_thumbnail_source[a], m_thumbnail_source[b]);
|
||||
std::swap(m_thumbnail_smoothing[a], m_thumbnail_smoothing[b]);
|
||||
std::swap(m_thumbnail_adjust[a], m_thumbnail_adjust[b]);
|
||||
std::swap(m_layer_expanded[a], m_layer_expanded[b]);
|
||||
if (m_active_layer_slot == slot_a)
|
||||
m_active_layer_slot = slot_b;
|
||||
@@ -5200,7 +4910,8 @@ ColorQuantizeFn GLGizmoTextureDisplacement::make_palette_quantizer(const std::ve
|
||||
|
||||
TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
const indexed_triangle_set &base, const TextureDisplacementFacetsData &masks,
|
||||
const std::vector<TextureDisplacementLayer> &layers, const TextureDisplacementPrepareParams ¶ms,
|
||||
const std::vector<TextureDisplacementLayer> &layers, const std::vector<Vec2f> &model_uv,
|
||||
const TextureDisplacementPrepareParams ¶ms,
|
||||
const TextureColorSettings &color_settings, const DisplacementProgressFn &progress,
|
||||
BakeStageRecorder *debug)
|
||||
{
|
||||
@@ -5227,6 +4938,13 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
bool had_paint = false;
|
||||
for (const TriangleSelector::TriangleSplittingData &m : masks)
|
||||
had_paint = had_paint || TriangleSelector::has_facets(m, EnforcerBlockerType::ENFORCER);
|
||||
// The model's own UV channel for whatever `mesh` currently is. Every stage below keeps the input's
|
||||
// surface - it evens out, refines or cuts the triangles lying on it - so each corner reads its uv
|
||||
// straight off `base`'s channel at its own position instead of being carried stage by stage, which
|
||||
// would compound each stage's approximation. Untouched while nothing has replaced the mesh yet.
|
||||
const auto uv_now = [&]() {
|
||||
return (model_uv.empty() || !changed) ? model_uv : transfer_uv_channel(base, model_uv, mesh.its);
|
||||
};
|
||||
if (!report(1))
|
||||
return out;
|
||||
|
||||
@@ -5273,9 +4991,11 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
// Feature-adaptive: sample the combined displacement so refinement follows texture
|
||||
// curvature. A null sampler (only LSCM layers, or nothing decodable) falls back to the
|
||||
// length baseline alone.
|
||||
const std::vector<Vec2f> uv_stage = uv_now();
|
||||
const std::vector<Vec2f> *uv_ptr = uv_stage.empty() ? nullptr : &uv_stage;
|
||||
HeightFieldSampler sampler;
|
||||
if (params.subdiv_feature)
|
||||
sampler = make_combined_displacement_sampler(mesh.its, layers, current);
|
||||
sampler = make_combined_displacement_sampler(mesh.its, layers, current, uv_ptr);
|
||||
// Colour boundaries need triangles of their own - the chord test cannot see them, since
|
||||
// the height field is perfectly smooth across a change of filament.
|
||||
ColorFieldSampler color;
|
||||
@@ -5283,7 +5003,7 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
// boundaries are refined where the bake will actually change filament.
|
||||
if (params.subdiv_color_edge_mm > 0.f && !color_settings.empty())
|
||||
color = make_combined_color_sampler(mesh.its, layers, current, make_palette_quantizer(color_settings.palette),
|
||||
make_palette_quantizer(color_settings.palette_pure));
|
||||
make_palette_quantizer(color_settings.palette_pure), uv_ptr);
|
||||
// The refinement follows perceived colour: a mix is one colour here, however the slicer
|
||||
// interleaves its filaments layer by layer.
|
||||
// "Min edge" is a feature-mode control (it is the floor the curvature test refines down
|
||||
@@ -5342,8 +5062,10 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
std::vector<uint8_t> cut_region(mesh.its.indices.size(), 0);
|
||||
for (size_t i = 0; i < cut_region.size() && i < source.size(); ++i)
|
||||
cut_region[i] = (region[size_t(source[i])] & REFINE_PAINTED) ? 1 : 0;
|
||||
const std::vector<Vec2f> uv_refined = uv_now();
|
||||
const HeightFieldSampler refined_sampler =
|
||||
make_combined_displacement_sampler(mesh.its, layers, current);
|
||||
make_combined_displacement_sampler(mesh.its, layers, current,
|
||||
uv_refined.empty() ? nullptr : &uv_refined);
|
||||
std::vector<int> cut_source;
|
||||
size_t cuts = 0;
|
||||
indexed_triangle_set cut = cut_mesh_at_steps(mesh.its, cut_region, refined_sampler,
|
||||
@@ -5367,6 +5089,7 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
if (!report(100) || !changed)
|
||||
return out; // an empty result: nothing to commit, which is not a failure
|
||||
|
||||
out.uv = uv_now();
|
||||
out.mesh = std::move(mesh.its);
|
||||
out.masks = std::move(current);
|
||||
return out;
|
||||
@@ -5635,7 +5358,7 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_thumbnail(const TextureDisplace
|
||||
|
||||
const size_t slot = size_t(layer.slot);
|
||||
if (m_thumbnails[slot] && m_thumbnail_source[slot] == layer.image_data.get() &&
|
||||
m_thumbnail_smoothing[slot] == layer.smoothing && m_thumbnail_adjust[slot] == layer.preview_adjust)
|
||||
m_thumbnail_smoothing[slot] == layer.smoothing)
|
||||
return m_thumbnails[slot].get();
|
||||
|
||||
// Reuses the already-decoded, already-cached grayscale pixels (see decode_height_texture()'s
|
||||
@@ -5649,7 +5372,6 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_thumbnail(const TextureDisplace
|
||||
m_thumbnails[slot] = std::move(texture);
|
||||
m_thumbnail_source[slot] = layer.image_data.get();
|
||||
m_thumbnail_smoothing[slot] = layer.smoothing;
|
||||
m_thumbnail_adjust[slot] = layer.preview_adjust;
|
||||
return m_thumbnails[slot].get();
|
||||
}
|
||||
|
||||
@@ -5657,8 +5379,7 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_color_texture(const TextureDisp
|
||||
{
|
||||
if (layer.empty() || !layer.color_enabled)
|
||||
return nullptr;
|
||||
if (m_color_tex && m_color_tex_source == layer.image_data.get() && m_color_tex_smoothing == layer.smoothing &&
|
||||
m_color_tex_adjust == layer.preview_adjust)
|
||||
if (m_color_tex && m_color_tex_source == layer.image_data.get() && m_color_tex_smoothing == layer.smoothing)
|
||||
return m_color_tex.get();
|
||||
|
||||
std::unique_ptr<GLTexture> texture = upload_color_texture(decode_height_texture(layer), HEIGHT_TEX_MAX_PX);
|
||||
@@ -5670,7 +5391,6 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_color_texture(const TextureDisp
|
||||
m_color_tex = std::move(texture);
|
||||
m_color_tex_source = layer.image_data.get();
|
||||
m_color_tex_smoothing = layer.smoothing;
|
||||
m_color_tex_adjust = layer.preview_adjust;
|
||||
return m_color_tex.get();
|
||||
}
|
||||
|
||||
@@ -5681,8 +5401,7 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_height_texture(const TextureDis
|
||||
|
||||
// One slot, not one per layer: the preview shader only ever shades the *active* layer, so a single
|
||||
// full-resolution upload is enough and the VRAM cost stays at one texture rather than eight.
|
||||
if (m_height_tex && m_height_tex_source == layer.image_data.get() && m_height_tex_smoothing == layer.smoothing &&
|
||||
m_height_tex_adjust == layer.preview_adjust)
|
||||
if (m_height_tex && m_height_tex_source == layer.image_data.get() && m_height_tex_smoothing == layer.smoothing)
|
||||
return m_height_tex.get();
|
||||
|
||||
std::unique_ptr<GLTexture> texture = upload_height_thumbnail(decode_height_texture(layer), HEIGHT_TEX_MAX_PX);
|
||||
@@ -5692,7 +5411,6 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_height_texture(const TextureDis
|
||||
m_height_tex = std::move(texture);
|
||||
m_height_tex_source = layer.image_data.get();
|
||||
m_height_tex_smoothing = layer.smoothing;
|
||||
m_height_tex_adjust = layer.preview_adjust;
|
||||
return m_height_tex.get();
|
||||
}
|
||||
|
||||
@@ -6023,6 +5741,8 @@ void GLGizmoTextureDisplacement::queue_prepare(const TextureDisplacementPrepareP
|
||||
input.layers = mv->texture_displacement_layers;
|
||||
input.params = params;
|
||||
input.snapshot_name = snapshot_name;
|
||||
if (mv->has_texture_uv())
|
||||
input.model_uv = mv->texture_uv;
|
||||
if (params.subdiv_color_edge_mm > 0.f)
|
||||
input.color = color_settings_for(*mv);
|
||||
|
||||
@@ -6749,7 +6469,7 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
ImGui::SameLine();
|
||||
|
||||
const std::string not_painted = _u8L("not painted");
|
||||
const float right_w = (painted ? 0.f : ImGui::CalcTextSize(not_painted.c_str()).x + gap_s) + 4.f * frame_h + 3.f * gap_s;
|
||||
const float right_w = (painted ? 0.f : ImGui::CalcTextSize(not_painted.c_str()).x + gap_s) + 3.f * frame_h + 2.f * gap_s;
|
||||
const float name_w = std::max(frame_h, ImGui::GetWindowContentRegionMax().x - card_pad - ImGui::GetCursorPosX() - gap_s - right_w);
|
||||
ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(orca.x, orca.y, orca.z, 0.2f));
|
||||
ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImVec4(orca.x, orca.y, orca.z, 0.35f));
|
||||
@@ -6763,16 +6483,6 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
ImGui::SameLine();
|
||||
ImGui::TextDisabled("%s", not_painted.c_str());
|
||||
}
|
||||
// Between the name and the order arrows: it acts on the image the name refers to, so it
|
||||
// belongs with the name rather than with the controls that reorder the stack.
|
||||
ImGui::SameLine();
|
||||
m_imgui->disabled_begin(busy || layer.empty());
|
||||
if (icon_button(613 + layer.slot, "cog.svg", frame_h, _L("Adjust image"),
|
||||
_u8L("Brightness, contrast, sharpness, blur and hue, shown on the image and on the "
|
||||
"model as you set them. Save as copy writes the result to your texture library "
|
||||
"and points this layer at it.")))
|
||||
open_image_adjust(layer);
|
||||
m_imgui->disabled_end();
|
||||
ImGui::SameLine();
|
||||
m_imgui->disabled_begin(busy || li == 0);
|
||||
if (icon_button(611, "texture_displacement_move_up.svg", frame_h, _L("Move up"), _L("Move up - applied earlier"))) {
|
||||
@@ -6801,10 +6511,22 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
m_preview_params_dirty |= float_row("##depth", _L("Depth"), &layer.depth_mm, 0.01f, 10.f, "%.3f mm", true, card_pad);
|
||||
hover_tip(_u8L("Height of the relief: how far white in the texture lifts the surface, in "
|
||||
"millimetres. Black does not move it at all, unless Midlevel says otherwise."));
|
||||
m_preview_params_dirty |= float_row("##tile_size", _L("Tile size"), &layer.tiling_scale, 0.2f, 200.f, "%.2f mm", true, card_pad);
|
||||
hover_tip(_u8L("How wide one copy of the texture is on the model. Smaller repeats the pattern "
|
||||
"more often and makes its detail finer; with Tile off, this is the size of the "
|
||||
"single copy."));
|
||||
// Mapped by the model's own UV layout there is no millimetre scale to set: the layout is the
|
||||
// placement (see TextureProjectionMethod::ModelUV), so the slider would move nothing.
|
||||
const bool tile_size_na = layer.projection_method == TextureProjectionMethod::ModelUV;
|
||||
m_imgui->disabled_begin(tile_size_na);
|
||||
m_preview_params_dirty |= float_row("##tile_size", _L("Tile size"), &layer.tiling_scale, 0.2f, 200.f,
|
||||
"%.2f mm", true, card_pad);
|
||||
m_imgui->disabled_end();
|
||||
// AllowWhenDisabled, or the one case that needs explaining is the one that cannot be hovered.
|
||||
if (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))
|
||||
m_imgui->tooltip(tile_size_na ?
|
||||
_u8L("Mapped by the model's own UV layout, which is already the placement - one "
|
||||
"copy of the texture covers it exactly, so there is no tile size to set.") :
|
||||
_u8L("How wide one copy of the texture is on the model. Smaller repeats the "
|
||||
"pattern more often and makes its detail finer; with Tile off, this is the "
|
||||
"size of the single copy."),
|
||||
wrap_w);
|
||||
m_preview_params_dirty |= float_row("##rotation", _L("Rotation"), &layer.rotation_deg, 0.f, 360.f, "%.0f°", false, card_pad);
|
||||
hover_tip(_u8L("Turns the texture on the surface, in degrees - for lining a pattern up with an "
|
||||
"edge of the model."));
|
||||
@@ -6911,7 +6633,7 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
}
|
||||
}
|
||||
|
||||
// Mapping, as five icons in TextureProjectionMethod's own order.
|
||||
// Mapping, as one icon per TextureProjectionMethod, in the enum's own order.
|
||||
{
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
@@ -6939,13 +6661,26 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
{ "texture_displacement_map_view.svg", _L("From view"),
|
||||
_L("From view - projects straight onto the painted area from where you are looking, like a slide "
|
||||
"projector.") },
|
||||
{ "texture_displacement_map_model_uv.svg", _L("Model UV"),
|
||||
_L("Model UV - uses the texture coordinates the model itself came with, so a texture made for "
|
||||
"that model lands exactly where it was painted. Nothing is unwrapped, and Tile size does "
|
||||
"not apply: the model's own layout is the placement.") },
|
||||
};
|
||||
// Only a volume that actually carries a UV channel can be mapped by it. Shown
|
||||
// greyed out rather than hidden, so the reason is visible instead of the control
|
||||
// simply being missing.
|
||||
const wxString model_uv_na =
|
||||
(mv != nullptr && mv->has_texture_uv()) ?
|
||||
wxString() :
|
||||
_L("This model carries no texture coordinates of its own. Only a model imported with a UV "
|
||||
"channel - a textured OBJ, say - can be mapped by them.");
|
||||
for (int mi = 0; mi < int(IM_ARRAYSIZE(mappings)); ++mi) {
|
||||
if (mi > 0)
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
const auto method = static_cast<TextureProjectionMethod>(mi);
|
||||
const wxString na = (method == TextureProjectionMethod::ModelUV) ? model_uv_na : wxString();
|
||||
if (icon_toggle(830 + mi, mappings[mi].file, layer.projection_method == method, icon_sm, mappings[mi].label,
|
||||
mappings[mi].tip) &&
|
||||
mappings[mi].tip, na) &&
|
||||
layer.projection_method != method) {
|
||||
// Capture the current view the moment "From view" is chosen, so it does something
|
||||
// sensible immediately rather than projecting from a stale/default direction.
|
||||
@@ -7075,18 +6810,33 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
const std::string blend_add = _u8L_CONTEXT("Add", "Texture Displacement");
|
||||
const std::string blend_override = _u8L_CONTEXT("Override", "Texture Displacement");
|
||||
const std::string blend_subtract = _u8L_CONTEXT("Subtract", "Texture Displacement");
|
||||
const std::string blend_multiply = _u8L_CONTEXT("Multiply", "Texture Displacement");
|
||||
const std::string blend_divide = _u8L("Divide");
|
||||
const char *blend_items[] = { blend_add.c_str(), blend_subtract.c_str(), blend_multiply.c_str(), blend_divide.c_str() };
|
||||
const char *blend_items[] = { blend_add.c_str(), blend_override.c_str(), blend_subtract.c_str(),
|
||||
blend_multiply.c_str(), blend_divide.c_str() };
|
||||
// The combo's order is the panel's, not the enum's - Override reads as the sibling of Add and
|
||||
// belongs next to it, while TextureBlendMode's numbering is fixed by what projects already
|
||||
// store. Hence the explicit mapping rather than a cast of the index.
|
||||
static const TextureBlendMode blend_modes[] = { TextureBlendMode::Add, TextureBlendMode::Override,
|
||||
TextureBlendMode::Subtract, TextureBlendMode::Multiply,
|
||||
TextureBlendMode::Divide };
|
||||
static_assert(IM_ARRAYSIZE(blend_items) == IM_ARRAYSIZE(blend_modes),
|
||||
"every Blend entry needs its mode");
|
||||
// The first layer has nothing before it to combine with - build_texture_displacement() makes it
|
||||
// add regardless - so its combo shows Add and cannot be changed.
|
||||
const bool base_layer = li == 0;
|
||||
int blend_mode = base_layer ? 0 : static_cast<int>(layer.blend_mode);
|
||||
int blend_mode = 0;
|
||||
if (!base_layer)
|
||||
for (int bi = 0; bi < int(IM_ARRAYSIZE(blend_modes)); ++bi)
|
||||
if (blend_modes[bi] == layer.blend_mode)
|
||||
blend_mode = bi;
|
||||
ImGui::SetNextItemWidth(-(card_pad + gap_s + icon_sm));
|
||||
m_imgui->disabled_begin(base_layer);
|
||||
if (scoped_combo("##blend_mode", &blend_mode, blend_items, IM_ARRAYSIZE(blend_items)) && !base_layer) {
|
||||
layer.blend_mode = static_cast<TextureBlendMode>(blend_mode);
|
||||
if (scoped_combo("##blend_mode", &blend_mode, blend_items, IM_ARRAYSIZE(blend_items)) && !base_layer &&
|
||||
blend_mode >= 0 && blend_mode < int(IM_ARRAYSIZE(blend_modes))) {
|
||||
layer.blend_mode = blend_modes[blend_mode];
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
m_imgui->disabled_end();
|
||||
@@ -7094,10 +6844,11 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
m_imgui->tooltip(base_layer ?
|
||||
_u8L("The base layer has nothing beneath it to combine with, so it always adds.") :
|
||||
_u8L("What this layer does where it overlaps the ones below. Add and "
|
||||
"Subtract pile relief on or carve it away. Multiply and Divide scale "
|
||||
"what is underneath, which turns this layer into a mask over it - "
|
||||
"there, Depth acts as a strength, and 1 mm leaves white areas "
|
||||
"untouched."),
|
||||
"Subtract pile relief on or carve it away. Override replaces them, "
|
||||
"so only this layer's relief is left where it is painted. Multiply "
|
||||
"and Divide scale what is underneath, which turns this layer into a "
|
||||
"mask over it - there, Depth acts as a strength, and 1 mm leaves "
|
||||
"white areas untouched."),
|
||||
wrap_w);
|
||||
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
@@ -7572,15 +7323,10 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
set_active_layer(m_picker_slot);
|
||||
|
||||
// In this window's scope, where the popup's open request and the popup itself share one ID stack.
|
||||
ImVec2 panel_rect_min, panel_rect_max;
|
||||
{
|
||||
const ImVec2 win_min = ImGui::GetWindowPos();
|
||||
const ImVec2 win_sz = ImGui::GetWindowSize();
|
||||
render_texture_library_popup(win_min, ImVec2(win_min.x + win_sz.x, win_min.y + win_sz.y));
|
||||
// Only recorded here. The image-adjustment panel is a top-level window rather than a popup, so it
|
||||
// cannot be begun inside this one; it is drawn after GizmoImguiEnd() below.
|
||||
panel_rect_min = win_min;
|
||||
panel_rect_max = ImVec2(win_min.x + win_sz.x, win_min.y + win_sz.y);
|
||||
}
|
||||
|
||||
// ImGui sliders report "changed" continuously on every frame while being dragged, not just once on
|
||||
@@ -7817,11 +7563,6 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
m_parent.request_extra_frame();
|
||||
}
|
||||
GizmoImguiEnd();
|
||||
|
||||
// Outside the gizmo's window, because it is a window of its own: a floating, non-modal panel that
|
||||
// leaves the 3D view live so the relief can be watched while the sliders move. No-op when closed.
|
||||
render_image_adjust_window(panel_rect_min, panel_rect_max);
|
||||
|
||||
ImGuiWrapper::pop_toolbar_style();
|
||||
|
||||
// Drawn last, over everything, via the foreground draw list: the +/- add-remove sign next to the 3D
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include <imgui.h>
|
||||
#include <map>
|
||||
#include <future>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoBase.hpp"
|
||||
@@ -62,6 +61,12 @@ public:
|
||||
static TextureDisplacementPrepareResult prepare_mesh(const indexed_triangle_set &base,
|
||||
const TextureDisplacementFacetsData &masks,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
// `base`'s own UV channel, when it has one
|
||||
// (ModelVolume::texture_uv). Resampled onto
|
||||
// the result and reported back in it, and fed
|
||||
// to the samplers so a ModelUV layer drives
|
||||
// the refinement through its own layout.
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const TextureDisplacementPrepareParams ¶ms,
|
||||
const TextureColorSettings &color_settings,
|
||||
const DisplacementProgressFn &progress,
|
||||
@@ -400,68 +405,6 @@ private:
|
||||
void set_layer_texture(TextureDisplacementLayer &layer, const TextureLibraryEntry &entry);
|
||||
void import_custom_texture(TextureDisplacementLayer &layer);
|
||||
|
||||
// ---- The image-adjustment panel ----
|
||||
//
|
||||
// Brightness/contrast/sharpness/blur/hue over one layer's image, shown on the image itself and
|
||||
// updating as the sliders move. What it produces is not a set of layer parameters: it replaces the
|
||||
// layer's *image*, so the adjusted pixels feed the colour and the displacement together and a
|
||||
// brightness change moves the relief too (see TextureAdjustments).
|
||||
//
|
||||
// An ordinary floating window rather than a popup, and deliberately so. A popup dims the canvas
|
||||
// behind it and closes on any click outside itself, which between them make it impossible to watch the
|
||||
// relief change on the model - which is the whole point of adjusting the image here rather than in an
|
||||
// image editor. A window leaves the 3D view live, clickable and orbitable while the panel is open.
|
||||
void render_image_adjust_window(const ImVec2 &panel_min, const ImVec2 &panel_max);
|
||||
// Opens the panel for `layer`, decoding its image into m_adjust_source. Sliders never re-decode
|
||||
// the PNG.
|
||||
void open_image_adjust(const TextureDisplacementLayer &layer);
|
||||
// Reads `layer`'s stored image into the panel's source buffers and records which image it came from.
|
||||
// Called when the panel opens and again whenever the layer's image is swapped under it, which is why
|
||||
// it leaves the slider values alone. False when the image cannot be decoded.
|
||||
bool load_image_adjust_source(const TextureDisplacementLayer &layer);
|
||||
// Resolves the panel: writes the adjusted image into the user's texture library as a new file and
|
||||
// points `layer` at it, which is the only way an adjustment becomes permanent. Closes the panel.
|
||||
void commit_image_adjust(TextureDisplacementLayer &layer);
|
||||
// Closes the panel and reverts the layer's live preview_adjust to identity, so every exit that is not
|
||||
// a commit - Cancel, the window's close button, the gizmo closing - leaves the layer as it was found.
|
||||
void close_image_adjust();
|
||||
// Collects a finished preview and starts one for the current slider values. One at a time, so a drag
|
||||
// coalesces into "whatever the sliders last said" instead of a queue of superseded frames.
|
||||
void update_image_adjust_preview();
|
||||
|
||||
int m_adjust_slot = -1; // the layer the panel is open for; -1 when closed
|
||||
TextureAdjustments m_adjust; // what the sliders currently say
|
||||
// What the layer's live preview_adjust was last set from, so a slider move can be told from a frame in
|
||||
// which nothing happened and only the former asks the displacement to be recomputed.
|
||||
TextureAdjustments m_adjust_applied;
|
||||
|
||||
// The layer's image as it was when the panel opened, and a small copy of it. The sliders are applied
|
||||
// to the small copy for the live preview and to the full-size one exactly once, on commit. Measured on
|
||||
// a 1024x1024 with every knob engaged, a full-size pass costs 13-19 ms grayscale and 40-60 ms in
|
||||
// colour (130-190 ms at 2048 in colour) - far too much to repeat per slider frame. The same pass on a
|
||||
// 384 px copy is 3-4 ms / 9-12 ms, and that is all the preview box can show anyway.
|
||||
DecodedHeightTexture m_adjust_source;
|
||||
DecodedHeightTexture m_adjust_preview_source;
|
||||
// Which image_data the two buffers above were decoded from, so the panel can notice the layer's image
|
||||
// being swapped from the texture picker while it is open and re-read it. Compared, never dereferenced.
|
||||
const void *m_adjust_source_image = nullptr;
|
||||
// And which volume the panel was opened on. Slot numbers are per volume, so without this a change of
|
||||
// selection would silently rebind the open panel to whichever layer happens to hold the same slot on
|
||||
// the newly selected object - a different image, under a panel the user opened for this one.
|
||||
size_t m_adjust_volume_id = 0;
|
||||
// The preview image on screen, re-uploaded whenever a background pass finishes.
|
||||
std::unique_ptr<GLTexture> m_adjust_preview_tex;
|
||||
|
||||
// The live preview runs on its own thread rather than on the UI thread or on the plater's job
|
||||
// worker. Not the UI thread because even the small pass is milliseconds and this runs while a slider
|
||||
// is being dragged; not the job worker because that is a single FIFO shared with Bake and the
|
||||
// displacement preview (see queue_preview_job()), where a per-frame image filter would sit behind -
|
||||
// and delay - multi-second mesh work.
|
||||
std::future<DecodedHeightTexture> m_adjust_preview_job;
|
||||
TextureAdjustments m_adjust_preview_running; // what the in-flight pass is computing
|
||||
TextureAdjustments m_adjust_preview_shown; // what m_adjust_preview_tex holds
|
||||
bool m_adjust_preview_valid = false;
|
||||
|
||||
// Paint / Erase, from the panel. See get_left_button_state_type().
|
||||
bool m_erase_mode = false;
|
||||
// Per slot: whether the layer's card shows every setting or only Depth, Tile size and Rotation.
|
||||
@@ -881,18 +824,31 @@ private:
|
||||
// Merges chart `b`'s join group into chart `a`'s (materialising `groups` to `chart_count` first).
|
||||
static void join_island_groups(std::vector<int> &groups, int a, int b, int chart_count);
|
||||
// Final per-vertex texture uv for the projections the shader can't reconstruct itself - LSCM (an
|
||||
// unwrap) and ViewProjected (a projector plane the shader doesn't know). One entry per patch/base
|
||||
// vertex, already through apply_uv_transform(). Empty for Triplanar/Cylindrical/Spherical, which
|
||||
// the shader projects on its own. Shared by the shaded preview and the UV-check overlay.
|
||||
// unwrap), ModelUV (the model's own channel) and ViewProjected (a projector plane the shader
|
||||
// doesn't know). One entry per patch/base vertex, already through apply_uv_transform(). Empty for
|
||||
// Triplanar/Cylindrical/Spherical, which the shader projects on its own. Shared by the shaded
|
||||
// preview and the UV-check overlay.
|
||||
//
|
||||
// `patch_source` maps each patch triangle back to its base-mesh triangle
|
||||
// (TriangleSelector::get_facets_strict()'s out_source). Only ModelUV needs it - its channel is per
|
||||
// base triangle - and without it a ModelUV layer reports no uvs and the preview falls back.
|
||||
std::vector<Vec2f> compute_layer_vertex_uvs(const indexed_triangle_set &patch,
|
||||
const TextureDisplacementLayer &layer) const;
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source = nullptr) const;
|
||||
// The same, but three UVs per patch triangle (corner 0..2 of triangle i at 3i..3i+2). This is what
|
||||
// the flat, unshared-vertex preview meshes actually want: under LSCM a seam vertex has a different
|
||||
// UV in each island it borders, so collapsing to one per vertex handed a triangle at an unjoined
|
||||
// seam its neighbour's placement - one visibly skewed triangle per face. Every other projection is
|
||||
// single-valued per point, so there a corner's UV is just its vertex's.
|
||||
std::vector<Vec2f> compute_layer_corner_uvs(const indexed_triangle_set &patch,
|
||||
const TextureDisplacementLayer &layer) const;
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source = nullptr) const;
|
||||
// The model's own channel over `local_patch`, already through apply_uv_transform() - three per
|
||||
// patch triangle. Empty when the volume has no channel, or when `patch_source` is missing. Shared
|
||||
// by the two functions above so the per-vertex and per-corner forms can never disagree.
|
||||
std::vector<Vec2f> model_uv_corners(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const;
|
||||
// The in-shader projection for `layer` (0 Triplanar, 1 Cylindrical, 2 Spherical) plus, for the two
|
||||
// wrapping ones, the patch centroid and cylinder axis they wrap around - in the texture frame the
|
||||
// shaders project in. Taken from the bake's own texture_displacement_patch_frame(), so a preview
|
||||
@@ -941,7 +897,6 @@ private:
|
||||
enum class UVBackground { None, Height, Checker };
|
||||
UVBackground m_uv_editor_bg = UVBackground::None;
|
||||
float m_uv_editor_bg_smoothing = -1.f; // smoothing the height backdrop was uploaded at
|
||||
TextureAdjustments m_uv_editor_bg_adjust; // and the live image adjustment it was uploaded at
|
||||
const void *m_uv_editor_bg_image = nullptr; // the layer image it was uploaded from
|
||||
// Per-chart distortion heatmap colour for the UV pane (#7/#14), computed once when the unwrap is
|
||||
// re-solved (relative stretch doesn't change when islands are merely moved), fed to the canvas only
|
||||
@@ -985,10 +940,6 @@ private:
|
||||
std::array<const void *, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnail_source{};
|
||||
// The smoothing each cached thumbnail was built at, so a smoothing change re-uploads it.
|
||||
std::array<float, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnail_smoothing{};
|
||||
// And the live image adjustment each was built at, so moving a slider in the image-adjustment panel
|
||||
// re-uploads it. Part of the key for the same reason smoothing is: preview_adjust changes the pixels
|
||||
// decode_height_texture() hands back, and every one of these textures is a copy of those pixels.
|
||||
std::array<TextureAdjustments, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnail_adjust{};
|
||||
|
||||
// Full-resolution height texture for the preview shader, keyed the same way (see
|
||||
// get_layer_height_texture()). A smoothing change re-uploads it, so the fast preview shows the
|
||||
@@ -996,14 +947,12 @@ private:
|
||||
std::unique_ptr<GLTexture> m_height_tex;
|
||||
const void *m_height_tex_source = nullptr;
|
||||
float m_height_tex_smoothing = -1.f;
|
||||
TextureAdjustments m_height_tex_adjust;
|
||||
|
||||
// The same, for the layer's *colour*, which the fast preview quantizes per fragment so it shows
|
||||
// the image at texel resolution rather than at the mesh's. Null for a grayscale texture.
|
||||
std::unique_ptr<GLTexture> m_color_tex;
|
||||
const void *m_color_tex_source = nullptr;
|
||||
float m_color_tex_smoothing = -1.f;
|
||||
TextureAdjustments m_color_tex_adjust;
|
||||
|
||||
// Library textures the picker has shown at least once, keyed by file path (see LibraryTexture).
|
||||
std::map<std::string, LibraryTexture> m_library_textures;
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include <exception>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include "slic3r/GUI/Jobs/Worker.hpp"
|
||||
#include <memory>
|
||||
|
||||
@@ -26,6 +27,7 @@
|
||||
#include "slic3r/Utils/UndoRedo.hpp"
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
#include <array>
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
|
||||
@@ -74,7 +76,8 @@ void TextureDisplacementBakeJob::process(Ctl &ctl)
|
||||
}
|
||||
return true;
|
||||
},
|
||||
color, m_input.volume_to_world, nullptr, &m_stats));
|
||||
color, m_input.volume_to_world, nullptr, &m_stats,
|
||||
m_input.model_uv.empty() ? nullptr : &m_input.model_uv));
|
||||
|
||||
// Always finish at 100: this is what closes the notification. Reported even on cancel, where
|
||||
// build_texture_displacement() returns an empty mesh and finalize() commits nothing.
|
||||
@@ -126,10 +129,73 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
{ mix.a_percent(), 100 - mix.a_percent() });
|
||||
});
|
||||
|
||||
// Whether the bake replaced the triangles or only moved the vertices it was given. The classic
|
||||
// path is topology-preserving by contract, so every per-triangle annotation on the volume still
|
||||
// means what it did; the default pipeline refines, cuts and simplifies, so none of them do.
|
||||
// Both are checked: the flag is what the bake promised, the count is what it delivered. Only
|
||||
// the triangles matter - the annotations are per facet and reference no vertex index - so a
|
||||
// vertex count that changed on its own (the bake compacts unreferenced vertices away) is not a
|
||||
// reason to remap anything.
|
||||
const bool topology_changed = m_input.options.pipeline_v2 ||
|
||||
m_result.its.indices.size() != m_input.base_mesh.indices.size();
|
||||
|
||||
// Carry the volume's existing paint - the model's own colours above all - across that rebuild.
|
||||
// Without it a bake left the mmu_segmentation_facets bitstream pointing at a triangle set that
|
||||
// no longer existed, which is what scrambled the colours of an imported coloured model even
|
||||
// with colour switched off on every layer and nothing in the bake that was meant to touch them.
|
||||
//
|
||||
// transfer_facet_paint() rather than ModelVolume::restore_painting(): the latter's remap wants
|
||||
// a target triangle overlapping the source paint to within 0.01 mm, which the baked surface is
|
||||
// nowhere near - it has moved by the relief depth. Nothing to do when the topology is intact:
|
||||
// triangle i is still triangle i, so the paint is already exactly right and carrying it at all
|
||||
// could only lose detail.
|
||||
std::array<TriangleSelector::TriangleSplittingData, 4> before;
|
||||
if (topology_changed) {
|
||||
before[0] = volume->supported_facets.get_data();
|
||||
before[1] = volume->seam_facets.get_data();
|
||||
before[2] = volume->mmu_segmentation_facets.get_data();
|
||||
before[3] = volume->fuzzy_skin_facets.get_data();
|
||||
}
|
||||
|
||||
volume->set_mesh(std::move(m_result));
|
||||
volume->set_new_unique_id();
|
||||
volume->calculate_convex_hull();
|
||||
|
||||
if (topology_changed) {
|
||||
const std::array<FacetsAnnotation *, 4> target{ &volume->supported_facets, &volume->seam_facets,
|
||||
&volume->mmu_segmentation_facets,
|
||||
&volume->fuzzy_skin_facets };
|
||||
for (size_t ch = 0; ch < target.size(); ++ch) {
|
||||
const std::vector<uint8_t> state =
|
||||
transfer_facet_paint(m_input.base_mesh, before[ch], volume->mesh().its);
|
||||
// Nothing was painted in this channel, or there is nothing to paint it onto: either
|
||||
// way the annotation must not keep describing the mesh that is gone.
|
||||
if (state.empty()) {
|
||||
target[ch]->reset();
|
||||
continue;
|
||||
}
|
||||
TriangleSelector selector(volume->mesh());
|
||||
bool any = false;
|
||||
for (size_t i = 0; i < state.size(); ++i)
|
||||
if (state[i] != 0) {
|
||||
selector.set_facet(int(i), EnforcerBlockerType(state[i]));
|
||||
any = true;
|
||||
}
|
||||
if (any)
|
||||
target[ch]->set(selector);
|
||||
else
|
||||
target[ch]->reset();
|
||||
}
|
||||
}
|
||||
|
||||
// The model's own UV channel. Resampled onto a rebuilt mesh from the surface the bake started
|
||||
// from: a displaced vertex came from its foot point on that surface, which is the position its
|
||||
// uv belongs to - so no distance limit, the relief depth is exactly how far it has moved.
|
||||
if (!m_input.model_uv.empty())
|
||||
volume->texture_uv = topology_changed ? transfer_uv_channel(m_input.base_mesh, m_input.model_uv,
|
||||
volume->mesh().its) :
|
||||
m_input.model_uv;
|
||||
|
||||
// Colour lands in mmu_segmentation_facets, merged *over* whatever is already painted there
|
||||
// rather than replacing it: a triangle the texture does not colour keeps its existing filament,
|
||||
// and one the user never painted at all stays at NONE, which already means "the volume's own
|
||||
@@ -159,7 +225,6 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
// pipeline, which rebuilds and then simplifies the mesh. A mask left behind against the old
|
||||
// topology is exactly what makes the gizmo reload an empty selector over a non-empty mask and
|
||||
// then erase it on the next flush - see GLGizmoTextureDisplacement::update_from_model_object().
|
||||
const bool topology_changed = m_input.base_mesh.indices.size() != volume->mesh().its.indices.size();
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++slot) {
|
||||
const auto it = std::find_if(m_input.layers.begin(), m_input.layers.end(),
|
||||
[slot](const TextureDisplacementLayer &l) { return l.slot == slot; });
|
||||
@@ -219,6 +284,8 @@ void queue_texture_displacement_bake(const ModelVolume &volume, const TextureCol
|
||||
input.take_snapshot = take_snapshot;
|
||||
input.volume_id = volume.id();
|
||||
input.base_mesh = volume.mesh().its;
|
||||
if (volume.has_texture_uv())
|
||||
input.model_uv = volume.texture_uv;
|
||||
input.layers = volume.texture_displacement_layers;
|
||||
input.options = volume.texture_displacement_options;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(volume);
|
||||
|
||||
@@ -34,6 +34,9 @@ struct TextureDisplacementBakeInput
|
||||
// writes the volume's mmu_segmentation_facets - the same per-triangle filament assignment the MMU
|
||||
// paint gizmo writes - alongside the displaced geometry.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), empty when it has none: what a ModelUV
|
||||
// layer maps through, and what the commit puts back on the baked mesh.
|
||||
std::vector<Vec2f> model_uv;
|
||||
// Whether this job pushes its own undo step when it commits. False when the caller has already
|
||||
// taken one that is meant to cover the displacement as well - Standard mode's Bake, which remeshes
|
||||
// and subdivides first and has to undo as a single action.
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
#include "slic3r/GUI/Jobs/Worker.hpp"
|
||||
#include <memory>
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
@@ -52,13 +53,14 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
|
||||
|
||||
indexed_triangle_set mesh = m_input.base_mesh;
|
||||
TextureDisplacementFacetsData masks = m_input.facets_data;
|
||||
std::vector<Vec2f> uv = m_input.model_uv;
|
||||
|
||||
// The default pipeline can only move vertices the mesh already has, so its recipe starts with the
|
||||
// preparation - which is where "first it remeshes, then it refines" actually happens. The
|
||||
// experimental pipeline refines as part of the bake and has nothing to prepare.
|
||||
if (m_input.run_prepare && !m_input.options.pipeline_v2) {
|
||||
const TextureDisplacementPrepareResult prepared =
|
||||
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, m_input.prepare_params,
|
||||
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, uv, m_input.prepare_params,
|
||||
m_input.color,
|
||||
// Preparation is roughly half the run; the bake
|
||||
// takes the progress bar from there.
|
||||
@@ -77,12 +79,14 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
|
||||
if (!prepared.mesh.indices.empty()) {
|
||||
mesh = prepared.mesh;
|
||||
masks = prepared.masks;
|
||||
uv = prepared.uv; // resampled onto the prepared mesh, as the prepare commit stores it
|
||||
}
|
||||
}
|
||||
|
||||
build_texture_displacement(mesh, m_input.layers, masks, m_input.options,
|
||||
[&report](int pct) { return report(50 + pct / 2); },
|
||||
/* color */ nullptr, m_input.volume_to_world, &recorder);
|
||||
/* color */ nullptr, m_input.volume_to_world, &recorder, /* stats */ nullptr,
|
||||
uv.empty() ? nullptr : &uv);
|
||||
|
||||
m_stages = recorder.take();
|
||||
ctl.update_status(100, status); // always finish at 100: this is what closes the notification
|
||||
@@ -115,6 +119,8 @@ void queue_texture_displacement_debug(const ModelVolume &volume, const TextureCo
|
||||
input.check_topology = check_topology;
|
||||
input.color = color;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(volume);
|
||||
if (volume.has_texture_uv())
|
||||
input.model_uv = volume.texture_uv;
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
input.facets_data[size_t(i)] = volume.texture_displacement_facet(i).get_data();
|
||||
|
||||
|
||||
@@ -47,6 +47,9 @@ struct TextureDisplacementDebugInput
|
||||
// Only the quantizer is used, and only by the refinement's colour criterion - the debug run
|
||||
// produces no colour of its own.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), so the recipe captured here is the one a
|
||||
// ModelUV layer actually bakes through. Empty when the volume has none.
|
||||
std::vector<Vec2f> model_uv;
|
||||
|
||||
// The edge scan behind the open / non-manifold counts is a sort over every half-edge, which on a
|
||||
// multi-million triangle stage costs more than the stage did. On by default because a stage that
|
||||
|
||||
@@ -46,7 +46,7 @@ void TextureDisplacementPrepareJob::process(Ctl &ctl)
|
||||
// idle loop.
|
||||
int last_reported = 1;
|
||||
m_result = GLGizmoTextureDisplacement::prepare_mesh(m_input.base_mesh, m_input.masks, m_input.layers,
|
||||
m_input.params, m_input.color,
|
||||
m_input.model_uv, m_input.params, m_input.color,
|
||||
[&ctl, &status, &last_reported](int percent) {
|
||||
if (ctl.was_canceled())
|
||||
return false;
|
||||
@@ -106,6 +106,10 @@ void TextureDisplacementPrepareJob::finalize(bool canceled, std::exception_ptr &
|
||||
volume->restore_painting(saved_painting);
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
volume->texture_displacement_facet(i).set_data(std::move(m_result.masks[size_t(i)]));
|
||||
// The model's own UV channel, resampled onto the new mesh by the run. Also put back after
|
||||
// restore_painting(), which resets it along with the extra facets for the same reason: it is
|
||||
// indexed by triangle and the triangles have changed.
|
||||
volume->texture_uv = std::move(m_result.uv);
|
||||
|
||||
if (ObjectList *obj_list = wxGetApp().obj_list()) {
|
||||
const ModelObjectPtrs &objs = plater->model().objects;
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Job.hpp"
|
||||
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
|
||||
namespace Slic3r {
|
||||
@@ -47,6 +48,10 @@ struct TextureDisplacementPrepareInput
|
||||
// skips the colour criterion entirely. Only the *quantizer* is used here: refinement follows
|
||||
// perceived colour, never the interleaving that realises a mix.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), empty when it has none. prepare_mesh()
|
||||
// resamples it onto the mesh it produces, and the commit puts it back - like the masks, it is
|
||||
// indexed by triangle and so cannot survive the stages on its own.
|
||||
std::vector<Vec2f> model_uv;
|
||||
// The undo step the commit opens. Standard mode's Bake names it after the bake, because the
|
||||
// displacement job that follows commits into this same step rather than pushing its own.
|
||||
std::string snapshot_name;
|
||||
|
||||
@@ -48,7 +48,8 @@ void TextureDisplacementPreviewJob::process(Ctl &ctl)
|
||||
(!m_current_generation ||
|
||||
m_current_generation->load() == m_generation);
|
||||
},
|
||||
color, m_input.volume_to_world);
|
||||
color, m_input.volume_to_world, nullptr, nullptr,
|
||||
m_input.model_uv.empty() ? nullptr : &m_input.model_uv);
|
||||
}
|
||||
|
||||
void TextureDisplacementPreviewJob::finalize(bool canceled, std::exception_ptr &eptr)
|
||||
|
||||
@@ -29,6 +29,9 @@ struct TextureDisplacementPreviewInput
|
||||
// Empty unless a layer is colouring, in which case the preview reports the palette entry per
|
||||
// triangle alongside the mesh, so the Normal view shows the colours the bake will produce.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), so a ModelUV layer previews through the
|
||||
// same layout it will bake through. Empty when the volume has none.
|
||||
std::vector<Vec2f> model_uv;
|
||||
};
|
||||
|
||||
// A preview result: the displaced mesh, and - when the input carried a palette - one palette entry per
|
||||
|
||||
@@ -27,7 +27,6 @@
|
||||
#include <wx/mstream.h>
|
||||
|
||||
#include "libslic3r/PNGReadWrite.hpp"
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include "libslic3r/Utils.hpp"
|
||||
|
||||
#include "libslic3r/AppConfig.hpp"
|
||||
@@ -159,28 +158,6 @@ bool encode_png_bytes(const wxImage &image, std::vector<unsigned char> &out, std
|
||||
: encode_gray_png_bytes(image, out, error);
|
||||
}
|
||||
|
||||
// A wxImage over decoded pixels, so the encoders above can be reached from an in-memory image as well as
|
||||
// from a file. Grayscale is expanded to the three equal channels wxImage always stores, which is what
|
||||
// image_has_color() then reads as "no colour" - so a grey image still encodes as a grayscale PNG.
|
||||
//
|
||||
// `scratch` holds the pixel buffer: the wxImage is constructed over it without taking ownership, so it
|
||||
// has to outlive every use of the returned image.
|
||||
wxImage image_from_decoded(const DecodedHeightTexture &image, std::vector<unsigned char> &scratch)
|
||||
{
|
||||
if (image.empty())
|
||||
return wxImage();
|
||||
|
||||
const size_t n = size_t(image.width) * size_t(image.height);
|
||||
scratch.resize(n * 3);
|
||||
if (image.has_color())
|
||||
scratch.assign(image.rgb.begin(), image.rgb.end());
|
||||
else
|
||||
for (size_t i = 0; i < n; ++i)
|
||||
scratch[i * 3] = scratch[i * 3 + 1] = scratch[i * 3 + 2] = image.pixels[i];
|
||||
|
||||
return wxImage(image.width, image.height, scratch.data(), /* static_data */ true);
|
||||
}
|
||||
|
||||
std::vector<unsigned char> read_file_bytes(const std::string &path)
|
||||
{
|
||||
std::ifstream ifs(path, std::ios::binary);
|
||||
@@ -209,42 +186,6 @@ bool is_supported_height_map(const std::vector<unsigned char> &bytes)
|
||||
std::vector<TextureLibraryEntry> g_library;
|
||||
bool g_library_scanned = false;
|
||||
|
||||
// Writes `bytes` into the user's own texture folder as `stem`.png, uniquified so an existing texture -
|
||||
// shipped-name collision, or a second edit of the same source - is never overwritten. Returns the new
|
||||
// file's library entry. Shared by import_texture_to_library() and save_texture_to_library(), which
|
||||
// differ only in where their bytes came from.
|
||||
std::optional<TextureLibraryEntry> write_user_texture(const std::vector<unsigned char> &bytes, const std::string &stem,
|
||||
std::string &error)
|
||||
{
|
||||
const std::string user_dir = user_texture_dir();
|
||||
if (user_dir.empty()) {
|
||||
error = _u8L("Could not create the folder for imported textures.");
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
boost::filesystem::path dest = boost::filesystem::path(user_dir) / (stem + ".png");
|
||||
for (int i = 2; boost::filesystem::exists(dest); ++i)
|
||||
dest = boost::filesystem::path(user_dir) / (stem + " (" + std::to_string(i) + ").png");
|
||||
|
||||
{
|
||||
boost::nowide::ofstream ofs(dest.string(), std::ios::binary);
|
||||
ofs.write(reinterpret_cast<const char *>(bytes.data()), std::streamsize(bytes.size()));
|
||||
if (!ofs.good()) {
|
||||
error = _u8L("Failed to save the imported texture.");
|
||||
return std::nullopt;
|
||||
}
|
||||
}
|
||||
|
||||
texture_library(true); // pick the new file up
|
||||
const std::string dest_str = dest.string();
|
||||
for (const TextureLibraryEntry &e : g_library)
|
||||
if (e.path == dest_str)
|
||||
return e;
|
||||
|
||||
error = _u8L("Failed to save the imported texture.");
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// The user's own textures, most recently used first, kept in the app config. File names are stored rather
|
||||
// than paths so the order survives a moved data directory; '/' separates them because no platform allows
|
||||
// it inside a file name. Bounded so a long-lived config does not grow a line without end.
|
||||
@@ -376,6 +317,12 @@ bool remove_user_texture(const std::string &path, std::string &error)
|
||||
|
||||
std::optional<TextureLibraryEntry> import_texture_to_library(const std::string &source_path, std::string &error)
|
||||
{
|
||||
const std::string user_dir = user_texture_dir();
|
||||
if (user_dir.empty()) {
|
||||
error = _u8L("Could not create the folder for imported textures.");
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
wxImage image;
|
||||
if (!image.LoadFile(from_u8(source_path)) || !image.IsOk()) {
|
||||
error = _u8L("Could not load the selected image.");
|
||||
@@ -386,7 +333,30 @@ std::optional<TextureLibraryEntry> import_texture_to_library(const std::string &
|
||||
if (!encode_png_bytes(image, bytes, error))
|
||||
return std::nullopt;
|
||||
|
||||
return write_user_texture(bytes, boost::filesystem::path(source_path).stem().string(), error);
|
||||
// Never overwrite an existing texture (the user's or, if they picked the same name twice, their
|
||||
// own earlier import) - uniquify instead.
|
||||
const std::string stem = boost::filesystem::path(source_path).stem().string();
|
||||
boost::filesystem::path dest = boost::filesystem::path(user_dir) / (stem + ".png");
|
||||
for (int i = 2; boost::filesystem::exists(dest); ++i)
|
||||
dest = boost::filesystem::path(user_dir) / (stem + " (" + std::to_string(i) + ").png");
|
||||
|
||||
{
|
||||
boost::nowide::ofstream ofs(dest.string(), std::ios::binary);
|
||||
ofs.write(reinterpret_cast<const char *>(bytes.data()), std::streamsize(bytes.size()));
|
||||
if (!ofs.good()) {
|
||||
error = _u8L("Failed to save the imported texture.");
|
||||
return std::nullopt;
|
||||
}
|
||||
}
|
||||
|
||||
texture_library(true); // pick the new file up
|
||||
const std::string dest_str = dest.string();
|
||||
for (const TextureLibraryEntry &e : g_library)
|
||||
if (e.path == dest_str)
|
||||
return e;
|
||||
|
||||
error = _u8L("Failed to save the imported texture.");
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
std::shared_ptr<std::vector<unsigned char>> load_texture_image_data(const std::string &path, std::string &error)
|
||||
@@ -412,21 +382,4 @@ std::shared_ptr<std::vector<unsigned char>> load_texture_image_data(const std::s
|
||||
return std::make_shared<std::vector<unsigned char>>(std::move(converted));
|
||||
}
|
||||
|
||||
std::optional<TextureLibraryEntry> save_texture_to_library(const DecodedHeightTexture &image, const std::string &stem,
|
||||
std::string &error)
|
||||
{
|
||||
std::vector<unsigned char> scratch;
|
||||
const wxImage wx = image_from_decoded(image, scratch);
|
||||
if (!wx.IsOk()) {
|
||||
error = _u8L("The selected image is empty.");
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
std::vector<unsigned char> bytes;
|
||||
if (!encode_png_bytes(wx, bytes, error))
|
||||
return std::nullopt;
|
||||
|
||||
return write_user_texture(bytes, stem.empty() ? std::string("texture") : stem, error);
|
||||
}
|
||||
|
||||
} // namespace Slic3r::GUI
|
||||
|
||||
@@ -6,8 +6,6 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
|
||||
// One selectable height-map texture in the texture-displacement gizmo's texture picker.
|
||||
@@ -59,14 +57,6 @@ std::optional<TextureLibraryEntry> import_texture_to_library(const std::string &
|
||||
// Returns nullptr with `error` set if the file cannot be read or decoded at all.
|
||||
std::shared_ptr<std::vector<unsigned char>> load_texture_image_data(const std::string &path, std::string &error);
|
||||
|
||||
// Writes `image` into user_texture_dir() as a new PNG named after `stem` (uniquified if taken, so an
|
||||
// existing texture is never overwritten) and returns its library entry. The in-memory counterpart of
|
||||
// import_texture_to_library(), for an image that was edited rather than read off disk.
|
||||
//
|
||||
// Returns nullopt with `error` set on failure.
|
||||
std::optional<TextureLibraryEntry> save_texture_to_library(const DecodedHeightTexture &image, const std::string &stem,
|
||||
std::string &error);
|
||||
|
||||
} // namespace Slic3r::GUI
|
||||
|
||||
#endif // slic3r_TextureLibrary_hpp_
|
||||
|
||||
@@ -28,7 +28,6 @@
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <functional>
|
||||
#include <cmath>
|
||||
#include <fstream>
|
||||
#include <limits>
|
||||
@@ -2176,290 +2175,352 @@ TEST_CASE("whether a layer's texture has colour agrees with its decode", "[Textu
|
||||
CHECK_FALSE(height_texture_has_color(TextureDisplacementLayer{}));
|
||||
}
|
||||
|
||||
// ---- Image adjustments (the gizmo's image-adjustment panel) ----------------------------------------
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
// The model's own UV channel, and the Override blend mode
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
|
||||
// A grayscale ramp 0..255 across the width, so every input level is present exactly once per row and a
|
||||
// tonal curve can be read straight off the output.
|
||||
static DecodedHeightTexture make_gray_ramp(int w = 256, int h = 4)
|
||||
// A grayscale image that is black in its left half and white in its right half, so where a sample
|
||||
// lands along u is readable straight off the height it comes back with.
|
||||
static std::shared_ptr<std::vector<unsigned char>> make_left_right_split_png(size_t w = 16, size_t h = 16)
|
||||
{
|
||||
DecodedHeightTexture t;
|
||||
t.width = w;
|
||||
t.height = h;
|
||||
t.pixels.resize(size_t(w) * size_t(h));
|
||||
for (int y = 0; y < h; ++y)
|
||||
for (int x = 0; x < w; ++x)
|
||||
t.pixels[size_t(y) * size_t(w) + size_t(x)] = uint8_t(x * 255 / std::max(1, w - 1));
|
||||
return t;
|
||||
}
|
||||
std::vector<uint8_t> pixels(w * h);
|
||||
for (size_t y = 0; y < h; ++y)
|
||||
for (size_t x = 0; x < w; ++x)
|
||||
pixels[y * w + x] = (x < w / 2) ? 0 : 255;
|
||||
const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
|
||||
/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
|
||||
REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
|
||||
|
||||
// A one-texel checkerboard of 0 and 255 - the highest spatial frequency the grid can hold, which is what
|
||||
// a blur has to remove and a downscale has to average rather than drop.
|
||||
static DecodedHeightTexture make_gray_checkerboard(int w = 16, int h = 16)
|
||||
{
|
||||
DecodedHeightTexture t;
|
||||
t.width = w;
|
||||
t.height = h;
|
||||
t.pixels.resize(size_t(w) * size_t(h));
|
||||
for (int y = 0; y < h; ++y)
|
||||
for (int x = 0; x < w; ++x)
|
||||
t.pixels[size_t(y) * size_t(w) + size_t(x)] = ((x + y) % 2 == 0) ? 0 : 255;
|
||||
return t;
|
||||
}
|
||||
|
||||
static DecodedHeightTexture make_rgb_flat(uint8_t r, uint8_t g, uint8_t b, int w = 8, int h = 8)
|
||||
{
|
||||
DecodedHeightTexture t;
|
||||
t.width = w;
|
||||
t.height = h;
|
||||
t.pixels.resize(size_t(w) * size_t(h));
|
||||
t.rgb.resize(size_t(w) * size_t(h) * 3);
|
||||
for (size_t i = 0; i < size_t(w) * size_t(h); ++i) {
|
||||
t.rgb[i * 3] = r;
|
||||
t.rgb[i * 3 + 1] = g;
|
||||
t.rgb[i * 3 + 2] = b;
|
||||
t.pixels[i] = uint8_t(std::lround(0.299 * r + 0.587 * g + 0.114 * b));
|
||||
std::vector<unsigned char> bytes;
|
||||
{
|
||||
std::ifstream ifs(tmp_path.string(), std::ios::binary);
|
||||
bytes.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
|
||||
}
|
||||
return t;
|
||||
boost::system::error_code ec;
|
||||
boost::filesystem::remove(tmp_path, ec);
|
||||
|
||||
REQUIRE_FALSE(bytes.empty());
|
||||
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
|
||||
}
|
||||
|
||||
TEST_CASE("an adjustment that moves no slider returns the image unchanged", "[TextureDisplacement]")
|
||||
// Where a sheet coordinate lands in uv: across [UV_LO, UV_LO + UV_SPAN] rather than the full [0, 1].
|
||||
// The inset keeps the tests off the exact edge of an untiled placement, where there is deliberately no
|
||||
// texture at all rather than its border texel (see DecodedHeightTexture::sample()) - a real model's
|
||||
// channel does reach 1.0, and a vertex sitting exactly there displaces by nothing on purpose.
|
||||
static constexpr float UV_LO = 0.1f;
|
||||
static constexpr float UV_SPAN = 0.8f;
|
||||
|
||||
static float sheet_uv_at(float coord, float size, bool mirror = false)
|
||||
{
|
||||
const DecodedHeightTexture src = make_gray_ramp();
|
||||
const DecodedHeightTexture out = apply_texture_adjustments(src, TextureAdjustments{});
|
||||
CHECK(out.width == src.width);
|
||||
CHECK(out.height == src.height);
|
||||
CHECK(out.pixels == src.pixels);
|
||||
CHECK(TextureAdjustments{}.identity());
|
||||
const float t = coord / size;
|
||||
return UV_LO + UV_SPAN * (mirror ? 1.f - t : t);
|
||||
}
|
||||
|
||||
TEST_CASE("brightness reaches pure white and pure black only at the ends of its range", "[TextureDisplacement]")
|
||||
// One UV per triangle corner: u follows x, v follows y. `mirror_u` mirrors u, which is what the tests
|
||||
// use to show the bake is really reading the channel rather than projecting the position.
|
||||
static std::vector<Vec2f> sheet_uv_channel(const indexed_triangle_set &sheet, float size, bool mirror_u = false)
|
||||
{
|
||||
const DecodedHeightTexture src = make_gray_ramp();
|
||||
|
||||
TextureAdjustments up;
|
||||
up.brightness = 1.f;
|
||||
const DecodedHeightTexture white = apply_texture_adjustments(src, up);
|
||||
CHECK(std::all_of(white.pixels.begin(), white.pixels.end(), [](uint8_t v) { return v == 255; }));
|
||||
|
||||
TextureAdjustments down;
|
||||
down.brightness = -1.f;
|
||||
const DecodedHeightTexture black = apply_texture_adjustments(src, down);
|
||||
CHECK(std::all_of(black.pixels.begin(), black.pixels.end(), [](uint8_t v) { return v == 0; }));
|
||||
std::vector<Vec2f> uv(sheet.indices.size() * 3);
|
||||
for (size_t f = 0; f < sheet.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = sheet.vertices[size_t(sheet.indices[f][k])];
|
||||
uv[f * 3 + size_t(k)] = Vec2f(sheet_uv_at(p.x(), size, mirror_u), sheet_uv_at(p.y(), size));
|
||||
}
|
||||
return uv;
|
||||
}
|
||||
|
||||
TEST_CASE("brightness lifts the image without flattening it into a clipped plateau", "[TextureDisplacement]")
|
||||
{
|
||||
// The reason brightness is a lift toward white rather than an additive offset: an offset would drive
|
||||
// everything above mid-grey to a flat 255, and since this image is also the height map that region
|
||||
// would bake as flat relief. Half a stop up must leave almost nothing at pure white.
|
||||
const DecodedHeightTexture src = make_gray_ramp();
|
||||
TextureAdjustments adj;
|
||||
adj.brightness = 0.5f;
|
||||
const DecodedHeightTexture out = apply_texture_adjustments(src, adj);
|
||||
|
||||
REQUIRE(out.pixels.size() == src.pixels.size());
|
||||
const size_t clipped = size_t(std::count(out.pixels.begin(), out.pixels.end(), uint8_t(255)));
|
||||
CHECK(clipped * 100 < out.pixels.size()); // under 1%; an additive shift would clip half the ramp
|
||||
|
||||
// Every texel got brighter, and the curve stays ordered: brighter in means brighter out.
|
||||
for (size_t i = 0; i < out.pixels.size(); ++i)
|
||||
REQUIRE(out.pixels[i] >= src.pixels[i]);
|
||||
for (int x = 1; x < out.width; ++x)
|
||||
REQUIRE(out.pixels[size_t(x)] >= out.pixels[size_t(x - 1)]);
|
||||
}
|
||||
|
||||
TEST_CASE("contrast at its lowest flattens the image to mid-grey and at its highest spreads it apart",
|
||||
TEST_CASE("Override blend replaces the displacement under it instead of combining with it",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
const DecodedHeightTexture src = make_gray_ramp();
|
||||
|
||||
TextureAdjustments flat;
|
||||
flat.contrast = -1.f;
|
||||
const DecodedHeightTexture grey = apply_texture_adjustments(src, flat);
|
||||
// One value everywhere - the pivot. Which exact level that rounds to is not the point.
|
||||
CHECK(std::adjacent_find(grey.pixels.begin(), grey.pixels.end(), std::not_equal_to<uint8_t>()) ==
|
||||
grey.pixels.end());
|
||||
|
||||
TextureAdjustments hard;
|
||||
hard.contrast = 1.f;
|
||||
const DecodedHeightTexture split = apply_texture_adjustments(src, hard);
|
||||
// A threshold about the pivot: the dark end of the ramp goes to black, the light end to white.
|
||||
CHECK(split.pixels[0] == 0);
|
||||
CHECK(split.pixels[size_t(split.width - 1)] == 255);
|
||||
CHECK_THAT(blend_displacement(3.f, 1.f, TextureBlendMode::Override), WithinAbs(1.f, 1e-6f));
|
||||
// Nothing underneath yet is still just the value, so an Override layer at the bottom of the
|
||||
// stack behaves exactly like the Add the bake forces there.
|
||||
CHECK_THAT(blend_displacement(0.f, 1.f, TextureBlendMode::Override), WithinAbs(1.f, 1e-6f));
|
||||
// The sign carries, and a zero sample really does flatten what is under it - that is the point.
|
||||
CHECK_THAT(blend_displacement(3.f, -1.f, TextureBlendMode::Override), WithinAbs(-1.f, 1e-6f));
|
||||
CHECK_THAT(blend_displacement(3.f, 0.f, TextureBlendMode::Override), WithinAbs(0.f, 1e-6f));
|
||||
}
|
||||
|
||||
TEST_CASE("blur removes the finest detail and sharpness exaggerates an edge", "[TextureDisplacement]")
|
||||
TEST_CASE("an Override layer leaves only its own relief where two layers overlap", "[TextureDisplacement]")
|
||||
{
|
||||
// Blur: a one-texel checkerboard is the highest frequency the grid holds, so a blur has to collapse it
|
||||
// toward its own mean. Measured as mean absolute deviation, which needs no assumption about the mean.
|
||||
const DecodedHeightTexture checker = make_gray_checkerboard(32, 32);
|
||||
const auto deviation = [](const DecodedHeightTexture &t) {
|
||||
double mean = 0.;
|
||||
for (uint8_t v : t.pixels)
|
||||
mean += double(v);
|
||||
mean /= double(t.pixels.size());
|
||||
double dev = 0.;
|
||||
for (uint8_t v : t.pixels)
|
||||
dev += std::abs(double(v) - mean);
|
||||
return dev / double(t.pixels.size());
|
||||
};
|
||||
TextureAdjustments blur;
|
||||
blur.blur = 1.f;
|
||||
CHECK(deviation(apply_texture_adjustments(checker, blur)) < 0.25 * deviation(checker));
|
||||
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
||||
|
||||
// Sharpness: an unsharp mask pushes each side of a step further from the other, so the step
|
||||
// overshoots - darker than the dark side just inside it, brighter than the bright side just inside.
|
||||
DecodedHeightTexture step;
|
||||
step.width = 64;
|
||||
step.height = 8;
|
||||
step.pixels.assign(size_t(step.width) * size_t(step.height), 100);
|
||||
for (int y = 0; y < step.height; ++y)
|
||||
for (int x = step.width / 2; x < step.width; ++x)
|
||||
step.pixels[size_t(y) * size_t(step.width) + size_t(x)] = 150;
|
||||
TextureDisplacementLayer base;
|
||||
base.slot = 0;
|
||||
base.depth_mm = 2.0f;
|
||||
base.tiling_scale = 5.0f;
|
||||
base.image_data = make_flat_gray_png(255); // full depth everywhere
|
||||
|
||||
TextureAdjustments sharp;
|
||||
sharp.sharpness = 1.f;
|
||||
const DecodedHeightTexture sharpened = apply_texture_adjustments(step, sharp);
|
||||
const size_t row = size_t(step.height / 2) * size_t(step.width);
|
||||
const size_t mid = size_t(step.width / 2);
|
||||
CHECK(sharpened.pixels[row + mid - 1] < 100); // undershoot on the dark side of the step
|
||||
CHECK(sharpened.pixels[row + mid] > 150); // overshoot on the light side
|
||||
}
|
||||
TextureDisplacementLayer second = base;
|
||||
second.slot = 1;
|
||||
second.depth_mm = 0.5f;
|
||||
second.blend_mode = TextureBlendMode::Override;
|
||||
|
||||
TEST_CASE("a grayscale image stays grayscale and its hue slider does nothing", "[TextureDisplacement]")
|
||||
{
|
||||
const DecodedHeightTexture src = make_gray_ramp();
|
||||
REQUIRE_FALSE(src.has_color());
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(cube);
|
||||
facets[1] = facets[0];
|
||||
|
||||
TextureAdjustments hue;
|
||||
hue.hue_deg = 120.f;
|
||||
const DecodedHeightTexture out = apply_texture_adjustments(src, hue);
|
||||
// Not promoted to RGB: a grey image has no colour to offer the layer's colour feature, and storing it
|
||||
// as RGB would triple the PNG for a row of identical greys.
|
||||
CHECK_FALSE(out.has_color());
|
||||
CHECK(out.rgb.empty());
|
||||
CHECK(out.pixels == src.pixels);
|
||||
}
|
||||
const indexed_triangle_set overridden = build_texture_displacement(cube, {base, second}, facets, classic_options());
|
||||
REQUIRE(overridden.vertices.size() == cube.vertices.size());
|
||||
|
||||
TEST_CASE("a colour image's height stays the luminance of its adjusted colour", "[TextureDisplacement]")
|
||||
{
|
||||
// The invariant that keeps the relief and the colour from drifting apart: whatever the adjustment did
|
||||
// to the channels, the height is recomputed from the channels that came out.
|
||||
const DecodedHeightTexture src = make_rgb_flat(200, 60, 30);
|
||||
REQUIRE(src.has_color());
|
||||
// Add would have piled the two up to 2.5 mm; Override keeps the upper layer's 0.5 mm alone.
|
||||
TextureDisplacementLayer added = second;
|
||||
added.blend_mode = TextureBlendMode::Add;
|
||||
const indexed_triangle_set summed = build_texture_displacement(cube, {base, added}, facets, classic_options());
|
||||
REQUIRE(summed.vertices.size() == cube.vertices.size());
|
||||
|
||||
TextureAdjustments adj;
|
||||
adj.brightness = 0.2f;
|
||||
adj.contrast = 0.3f;
|
||||
adj.hue_deg = 75.f;
|
||||
const DecodedHeightTexture out = apply_texture_adjustments(src, adj);
|
||||
REQUIRE(out.has_color());
|
||||
|
||||
for (size_t i = 0; i < out.pixels.size(); ++i) {
|
||||
const long expect = std::lround(0.299 * out.rgb[i * 3] + 0.587 * out.rgb[i * 3 + 1] +
|
||||
0.114 * out.rgb[i * 3 + 2]);
|
||||
REQUIRE(long(out.pixels[i]) == expect);
|
||||
for (size_t i = 0; i < cube.vertices.size(); ++i) {
|
||||
if (!above_resting_plane(cube, i))
|
||||
continue;
|
||||
CHECK_THAT((overridden.vertices[i] - cube.vertices[i]).norm(), WithinAbs(0.5f, 1e-3f));
|
||||
CHECK_THAT((summed.vertices[i] - cube.vertices[i]).norm(), WithinAbs(2.5f, 1e-3f));
|
||||
}
|
||||
// The hue turn actually moved the colour, so the check above is not passing on an unchanged image.
|
||||
CHECK(out.rgb != src.rgb);
|
||||
}
|
||||
|
||||
TEST_CASE("a full turn of the hue leaves a colour where it started", "[TextureDisplacement]")
|
||||
TEST_CASE("the ModelUV mapping displaces through the model's own UV channel", "[TextureDisplacement]")
|
||||
{
|
||||
const DecodedHeightTexture src = make_rgb_flat(200, 60, 30);
|
||||
TextureAdjustments adj;
|
||||
adj.hue_deg = 360.f;
|
||||
const DecodedHeightTexture out = apply_texture_adjustments(src, adj);
|
||||
REQUIRE(out.has_color());
|
||||
// Rounding through 8-bit channels, so a level or two of slack rather than exact equality.
|
||||
for (size_t i = 0; i < out.rgb.size(); ++i)
|
||||
REQUIRE(std::abs(int(out.rgb[i]) - int(src.rgb[i])) <= 2);
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 1.f);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.image_data = make_left_right_split_png();
|
||||
layer.tile_enabled = false; // the layout is the placement; nothing should repeat
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(sheet);
|
||||
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(sheet, size);
|
||||
const std::vector<Vec2f> flipped = sheet_uv_channel(sheet, size, /* mirror_u */ true);
|
||||
|
||||
const indexed_triangle_set out = build_texture_displacement(sheet, {layer}, facets, classic_options(), {}, nullptr,
|
||||
Transform3d::Identity(), nullptr, nullptr, &uv);
|
||||
REQUIRE(out.vertices.size() == sheet.vertices.size());
|
||||
|
||||
// The image is black for u < 0.5 and white above it, and the channel's u rises with x across the
|
||||
// sheet, so it comes out flat on its left half and raised by the full depth on its right.
|
||||
size_t low = 0, high = 0;
|
||||
for (size_t i = 0; i < sheet.vertices.size(); ++i) {
|
||||
const float x = sheet.vertices[i].x();
|
||||
const float dz = out.vertices[i].z() - sheet.vertices[i].z();
|
||||
if (x < 0.4f * size) {
|
||||
CHECK_THAT(dz, WithinAbs(0.f, 1e-3f));
|
||||
++low;
|
||||
} else if (x > 0.6f * size) {
|
||||
CHECK_THAT(dz, WithinAbs(layer.depth_mm, 1e-3f));
|
||||
++high;
|
||||
}
|
||||
}
|
||||
REQUIRE(low > 0);
|
||||
REQUIRE(high > 0);
|
||||
|
||||
// Mirroring the channel mirrors the relief: the mapping really is the channel's, not a planar
|
||||
// projection of the position (which would be unchanged by it).
|
||||
const indexed_triangle_set mirrored = build_texture_displacement(sheet, {layer}, facets, classic_options(), {},
|
||||
nullptr, Transform3d::Identity(), nullptr, nullptr,
|
||||
&flipped);
|
||||
REQUIRE(mirrored.vertices.size() == sheet.vertices.size());
|
||||
for (size_t i = 0; i < sheet.vertices.size(); ++i) {
|
||||
const float x = sheet.vertices[i].x();
|
||||
if (x < 0.4f * size)
|
||||
CHECK_THAT(mirrored.vertices[i].z() - sheet.vertices[i].z(), WithinAbs(layer.depth_mm, 1e-3f));
|
||||
else if (x > 0.6f * size)
|
||||
CHECK_THAT(mirrored.vertices[i].z() - sheet.vertices[i].z(), WithinAbs(0.f, 1e-3f));
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("the adjustment blur radius ramps from zero and stays under its cost cap", "[TextureDisplacement]")
|
||||
{
|
||||
CHECK_THAT(adjustment_blur_radius(0.f, 512, 512), Catch::Matchers::WithinAbs(0.f, 1e-6f));
|
||||
// 5% of the short side, as the Smoothing slider uses.
|
||||
CHECK_THAT(adjustment_blur_radius(1.f, 512, 512), Catch::Matchers::WithinAbs(25.6f, 1e-3f));
|
||||
CHECK_THAT(adjustment_blur_radius(0.5f, 512, 512), Catch::Matchers::WithinAbs(12.8f, 1e-3f));
|
||||
// Capped, so a large image at the top of the slider cannot cost without bound.
|
||||
CHECK_THAT(adjustment_blur_radius(1.f, 8192, 8192), Catch::Matchers::WithinAbs(48.f, 1e-3f));
|
||||
// Sized off the short side, not the long one.
|
||||
CHECK_THAT(adjustment_blur_radius(1.f, 4096, 200), Catch::Matchers::WithinAbs(10.f, 1e-3f));
|
||||
}
|
||||
|
||||
TEST_CASE("downscaling a height texture averages the texels it drops and never upscales",
|
||||
TEST_CASE("a ModelUV layer falls back to Triplanar when the volume carries no UV channel",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
// Averaging, not decimation: a one-texel checkerboard halved must come out uniformly mid-grey. Picking
|
||||
// one texel per block would instead come out all black or all white - detail the adjustment never
|
||||
// produced, shown in the preview.
|
||||
const DecodedHeightTexture small = downscale_height_texture(make_gray_checkerboard(16, 16), 8);
|
||||
CHECK(small.width == 8);
|
||||
CHECK(small.height == 8);
|
||||
CHECK(std::all_of(small.pixels.begin(), small.pixels.end(), [](uint8_t v) { return v == 127; }));
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 2.f);
|
||||
|
||||
// Already within the limit: handed back as it is.
|
||||
const DecodedHeightTexture ramp = make_gray_ramp(64, 4);
|
||||
const DecodedHeightTexture same = downscale_height_texture(ramp, 256);
|
||||
CHECK(same.width == ramp.width);
|
||||
CHECK(same.height == ramp.height);
|
||||
CHECK(same.pixels == ramp.pixels);
|
||||
|
||||
// Aspect preserved, and a colour source keeps its colour.
|
||||
const DecodedHeightTexture wide = downscale_height_texture(make_rgb_flat(200, 60, 30, 400, 100), 100);
|
||||
CHECK(wide.width == 100);
|
||||
CHECK(wide.height == 25);
|
||||
CHECK(wide.has_color());
|
||||
}
|
||||
|
||||
TEST_CASE("a layer's live image adjustment reaches its decode", "[TextureDisplacement]")
|
||||
{
|
||||
// This is what makes the image-adjustment panel's sliders move the relief: decode_height_texture()
|
||||
// applies the layer's preview_adjust, so everything downstream of the decode - the displacement, the
|
||||
// colour, the thumbnails, the bake - sees the adjusted image without being told about the panel.
|
||||
TextureDisplacementLayer layer;
|
||||
layer.image_data = make_checkerboard_png(32, 32);
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.tiling_scale = 5.0f;
|
||||
layer.image_data = make_flat_gray_png(255);
|
||||
|
||||
const DecodedHeightTexture raw = decode_height_texture(layer);
|
||||
REQUIRE_FALSE(raw.empty());
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(sheet);
|
||||
|
||||
// An untouched panel, and a closed one, cost nothing and change nothing.
|
||||
layer.preview_adjust = TextureAdjustments{};
|
||||
CHECK(decode_height_texture(layer).pixels == raw.pixels);
|
||||
layer.projection_method = TextureProjectionMethod::Triplanar;
|
||||
const indexed_triangle_set as_triplanar = build_texture_displacement(sheet, {layer}, facets, classic_options());
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
const indexed_triangle_set no_channel = build_texture_displacement(sheet, {layer}, facets, classic_options());
|
||||
|
||||
layer.preview_adjust.brightness = 0.5f;
|
||||
const DecodedHeightTexture bright = decode_height_texture(layer);
|
||||
CHECK(bright.pixels != raw.pixels);
|
||||
CHECK(bright.pixels == apply_texture_adjustments(raw, layer.preview_adjust).pixels);
|
||||
|
||||
// Back to identity gives the stored image back, so closing the panel really does revert the layer.
|
||||
layer.preview_adjust = TextureAdjustments{};
|
||||
CHECK(decode_height_texture(layer).pixels == raw.pixels);
|
||||
REQUIRE(no_channel.vertices.size() == as_triplanar.vertices.size());
|
||||
for (size_t i = 0; i < as_triplanar.vertices.size(); ++i)
|
||||
CHECK_THAT((no_channel.vertices[i] - as_triplanar.vertices[i]).norm(), WithinAbs(0.f, 1e-5f));
|
||||
}
|
||||
|
||||
TEST_CASE("changing a live adjustment is not served the previous one from cache", "[TextureDisplacement]")
|
||||
TEST_CASE("a bake with colour off on every layer reports no colour at all", "[TextureDisplacement]")
|
||||
{
|
||||
// The decode caches by the image_data pointer, which does not change while a slider moves - so the
|
||||
// adjustment has to be part of the key or every slider move past the first would redraw the same
|
||||
// pixels. Same for the smoothed copy, which is computed on top of the adjusted one.
|
||||
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.image_data = make_checkerboard_png(32, 32);
|
||||
const DecodedHeightTexture raw = decode_height_texture(layer);
|
||||
REQUIRE_FALSE(raw.empty());
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.tiling_scale = 5.0f;
|
||||
layer.image_data = make_flat_rgb_png(200, 40, 10); // has colour to give...
|
||||
layer.color_enabled = false; // ...but is not asked for it
|
||||
|
||||
layer.preview_adjust.brightness = 0.5f;
|
||||
const std::vector<uint8_t> bright = decode_height_texture(layer).pixels;
|
||||
layer.preview_adjust.brightness = -0.5f;
|
||||
const std::vector<uint8_t> dark = decode_height_texture(layer).pixels;
|
||||
CHECK(bright != dark);
|
||||
CHECK(dark == apply_texture_adjustments(raw, layer.preview_adjust).pixels);
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(cube);
|
||||
|
||||
// The same question again with smoothing on, which is cached separately and keyed by both.
|
||||
layer.smoothing = 0.5f;
|
||||
layer.preview_adjust.brightness = 0.5f;
|
||||
const std::vector<uint8_t> smooth_bright = decode_height_texture(layer).pixels;
|
||||
layer.preview_adjust.brightness = -0.5f;
|
||||
const std::vector<uint8_t> smooth_dark = decode_height_texture(layer).pixels;
|
||||
CHECK(smooth_bright != smooth_dark);
|
||||
std::vector<uint8_t> triangle_color;
|
||||
TextureColorRequest request;
|
||||
request.quantize = [](const Vec3f &) { return 0; }; // would colour everything, if asked
|
||||
request.out_triangle = &triangle_color;
|
||||
|
||||
const indexed_triangle_set out = build_texture_displacement(cube, {layer}, facets, classic_options(), {}, &request);
|
||||
REQUIRE_FALSE(out.vertices.empty());
|
||||
// Every entry 0 ("this triangle takes no colour from the texture"), so the commit leaves whatever
|
||||
// the model was already painted with exactly as it was.
|
||||
for (const uint8_t entry : triangle_color)
|
||||
CHECK(entry == 0);
|
||||
}
|
||||
|
||||
TEST_CASE("transfer_uv_channel resamples a UV channel onto a subdivided copy of the same surface",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 5.f);
|
||||
const indexed_triangle_set fine = make_flat_sheet(size, 1.f);
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(coarse, size);
|
||||
|
||||
const std::vector<Vec2f> moved = transfer_uv_channel(coarse, uv, fine);
|
||||
REQUIRE(moved.size() == fine.indices.size() * 3);
|
||||
|
||||
// The channel is affine in position here (u = x/size, v = y/size), so a correct transfer
|
||||
// reproduces it exactly at every corner of the finer mesh.
|
||||
for (size_t f = 0; f < fine.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = fine.vertices[size_t(fine.indices[f][k])];
|
||||
CHECK_THAT(moved[f * 3 + size_t(k)].x(), WithinAbs(sheet_uv_at(p.x(), size), 1e-4f));
|
||||
CHECK_THAT(moved[f * 3 + size_t(k)].y(), WithinAbs(sheet_uv_at(p.y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
// A mismatched channel is refused rather than read past its end.
|
||||
CHECK(transfer_uv_channel(coarse, {Vec2f::Zero()}, fine).empty());
|
||||
CHECK(transfer_uv_channel(coarse, uv, indexed_triangle_set{}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("the model's per-corner UVs survive a brush split and collapse to one per vertex",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 5.f);
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(sheet, size);
|
||||
|
||||
// The whole sheet as a patch, with the source map the channel is read through.
|
||||
const TriangleMesh tm(sheet);
|
||||
TriangleSelector selector(tm);
|
||||
for (int f = 0; f < int(sheet.indices.size()); ++f)
|
||||
selector.set_facet(f, EnforcerBlockerType::ENFORCER);
|
||||
std::vector<int> source;
|
||||
const indexed_triangle_set patch = selector.get_facets_strict(EnforcerBlockerType::ENFORCER, &source);
|
||||
REQUIRE(patch.indices.size() == source.size());
|
||||
|
||||
const std::vector<Vec2f> corner = compute_model_corner_uvs(sheet, uv, patch, source);
|
||||
REQUIRE(corner.size() == patch.indices.size() * 3);
|
||||
// An unsplit patch triangle *is* its source triangle, so its corners reproduce the channel.
|
||||
for (size_t f = 0; f < patch.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = patch.vertices[size_t(patch.indices[f][k])];
|
||||
CHECK_THAT(corner[f * 3 + size_t(k)].x(), WithinAbs(sheet_uv_at(p.x(), size), 1e-4f));
|
||||
CHECK_THAT(corner[f * 3 + size_t(k)].y(), WithinAbs(sheet_uv_at(p.y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
const std::vector<Vec2f> per_vertex = collapse_corner_uvs(patch, corner);
|
||||
REQUIRE(per_vertex.size() == patch.vertices.size());
|
||||
for (size_t i = 0; i < patch.vertices.size(); ++i) {
|
||||
CHECK_THAT(per_vertex[i].x(), WithinAbs(sheet_uv_at(patch.vertices[i].x(), size), 1e-4f));
|
||||
CHECK_THAT(per_vertex[i].y(), WithinAbs(sheet_uv_at(patch.vertices[i].y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
// Mismatched inputs report nothing rather than guessing.
|
||||
CHECK(compute_model_corner_uvs(sheet, {Vec2f::Zero()}, patch, source).empty());
|
||||
CHECK(compute_model_corner_uvs(sheet, uv, patch, {}).empty());
|
||||
CHECK(collapse_corner_uvs(patch, {Vec2f::Zero()}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("facet paint is carried onto a rebuilt mesh by each facet's foot point", "[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 2.5f);
|
||||
|
||||
// Two filaments, split down the middle - the pattern the transfer has to reproduce.
|
||||
const TriangleMesh coarse_mesh(coarse);
|
||||
TriangleSelector painter(coarse_mesh);
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
painter.set_facet(int(t), x < 0.5f * size ? EnforcerBlockerType::Extruder1 : EnforcerBlockerType::Extruder2);
|
||||
}
|
||||
const TriangleSelector::TriangleSplittingData paint = painter.serialize();
|
||||
|
||||
// A finer mesh, lifted clear of the original surface the way a bake's relief lifts it. This is
|
||||
// what ModelVolume::restore_painting()'s 0.01 mm overlap remap cannot follow.
|
||||
indexed_triangle_set lifted = make_flat_sheet(size, 1.f);
|
||||
for (Vec3f &v : lifted.vertices)
|
||||
v.z() += 0.5f;
|
||||
|
||||
const std::vector<uint8_t> state = transfer_facet_paint(coarse, paint, lifted);
|
||||
REQUIRE(state.size() == lifted.indices.size());
|
||||
|
||||
size_t left = 0, right = 0;
|
||||
for (size_t t = 0; t < lifted.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = lifted.indices[t];
|
||||
const float x = (lifted.vertices[size_t(tri[0])].x() + lifted.vertices[size_t(tri[1])].x() +
|
||||
lifted.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
// Only away from the split: a facet straddling it may legitimately land on either side.
|
||||
if (x < 0.4f * size) {
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder1));
|
||||
++left;
|
||||
} else if (x > 0.6f * size) {
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder2));
|
||||
++right;
|
||||
}
|
||||
}
|
||||
REQUIRE(left > 0);
|
||||
REQUIRE(right > 0);
|
||||
|
||||
// An unpainted source has nothing to carry, which is not the same as carrying NONE everywhere:
|
||||
// the caller has to tell those apart to decide between resetting the annotation and writing one.
|
||||
CHECK(transfer_facet_paint(coarse, TriangleSelector::TriangleSplittingData{}, lifted).empty());
|
||||
CHECK(transfer_facet_paint(coarse, paint, indexed_triangle_set{}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("an unpainted part of the source carries no paint onto the rebuilt mesh", "[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 2.5f);
|
||||
|
||||
// Only the left half is painted at all; the right half must come back NONE rather than borrowing
|
||||
// the nearest painted colour from across the model.
|
||||
const TriangleMesh coarse_mesh(coarse);
|
||||
TriangleSelector painter(coarse_mesh);
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
if (x < 0.5f * size)
|
||||
painter.set_facet(int(t), EnforcerBlockerType::Extruder3);
|
||||
}
|
||||
|
||||
const std::vector<uint8_t> state = transfer_facet_paint(coarse, painter.serialize(), coarse);
|
||||
REQUIRE(state.size() == coarse.indices.size());
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
if (x < 0.4f * size)
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder3));
|
||||
else if (x > 0.6f * size)
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::NONE));
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user