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Author SHA1 Message Date
ExPikaPaka 8ac8a75056 Include the headers GLGizmoImage.cpp uses directly
Adds the includes misc-include-cleaner named: libslic3r/Point.hpp for
Vec2d, Vec3f and Transform3d, GLGizmoTextureDisplacement.hpp for the
base class, IconManager.hpp for the icon lookup, and cmath, cstddef
and cstdlib for round, size_t and abs.
2026-10-12 15:31:21 +02:00
ExPikaPaka 60248cadd3 Move the Image tool's declarations off the line main now uses
store_panel_state() landed in the same place, from the .3mf persistence
branch. Same declarations, a few lines down, after bake_standard().
2026-10-12 15:14:22 +02:00
ExPikaPaka c07a082050 Add the pipette icon on a line of its own
Three other open texture-displacement branches add an icon to this list too.
Reflowing the lines they also touch is what turns four one-word additions
into four conflicts; a new line four lines away from the next one merges in
any order. Order in the list is irrelevant - the map keys by file name.
2026-10-12 14:03:43 +02:00
ExPikaPaka c92721cabf fix: Negative belongs with the colour corrections, not under Background
It sat below the Background section purely because of source order, which
read as if it were part of it. Reset moves out of both sections and becomes
Reset all, since it clears the corrections and the background key alike and
a reset living inside one of them would look like it only reached that far.
2026-10-12 13:30:31 +02:00
ExPikaPaka 47a4e7447f feat: a real dropper that reads the model, foldable sections, a scrolling panel
- The dropper has its own pipette icon instead of borrowing the placement
  handle's, drawn in the house style: 16 px canvas, 0.4 stroke in #949494,
  teal on the tip, which is the part that carries the meaning.

- It picks off the model as well as off the preview. A click on the 3D view
  while it is armed reads the picture's own colour at that point, through
  the same projection the bake uses, not the pixel on screen: the screen
  pixel carries the lighting and the filament the colour was already
  quantized to, so keying on it would remove the wrong thing. The patch
  frame comes from extract_painted_patch() plus
  texture_displacement_patch_frame(), so a cylindrical or spherical layer
  reads at the same place the bake will.

- Placement, Color and Background fold away, with the triangle-and-text the
  displacement panel's "More settings" link uses rather than ImGui's own
  filled bar, which is louder than anything else in this window. Folded,
  Background still says whether it is removing anything. Open by default and
  remembered for the session only: this is panel state, not something a
  project should carry.

- The body scrolls and the footer is pinned under it, the shape the
  displacement panel already uses. With the panel this tall, Apply and Close
  were the first things to go off the bottom of a short canvas.
2026-10-12 13:21:41 +02:00
ExPikaPaka 4286cb30ba feat: a colour count instead of Two colours, and a pickable background
Two colours was the N=2 case of a more useful control, so it is replaced by
a Colors slider: 0 for off, then 2 to 12. The picture is reduced to that many
colours before the filaments are matched to it, so it prints in at most that
many.

Reduced by k-means in RGB rather than by posterizing the range, because the
useful question is which colours the picture is actually made of. A tartan
asks for its own handful of greens and reds; an even split of the range would
hand it eight shades of mud. The clustering runs over a coarse 16-per-channel
histogram, 4096 weighted points instead of a million pixels, which is what
makes it cheap enough to sit on a slider, and it is seeded the k-means++ way
so a picture with one dominant colour does not get every centre inside it.

This is not the displacement tool's "Mixed colors", which caps how many mixed
filament slots a bake may create. Nothing like it existed.

Background removal can now be told which colour to remove. The four corners
stay the default, because a background that does not reach all four of them
is not a background and that makes the common case one click, but the panel
shows the colour as a swatch that is also a picker, and a dropper beside it
takes the colour from the preview. The dropper reads the decoded image rather
than the screen: the preview is scaled, and it already has the corrections
applied, so a screen read would key the corrected colour against itself.
"Corners" puts it back.

Measured on Tartan, a cube face, four filaments:

  run                    out tris  coloured  filaments  filament shares
  image, no correction      22534     14544          4  1:91% 3:8% 4:1%
  image, 2 colors           18232     10268          2  1:66% 3:34%
  image, 3 colors           24458     16459          3  1:78% 3:18% 4:5%
  image, 5 colors           23972     15978          4  1:90% 3:9% 4:1%

Asking for 2 gives 2 and asking for 3 gives 3. Asking for 5 gives 4, which is
the contract working the right way round: only four filaments are loaded, and
"at most" is the guarantee. No run moves the surface.
2026-10-12 13:01:06 +02:00
ExPikaPaka 3ee9c02acf feat: sharpen, two colours, and remove background in the Image tool
Three more corrections, chosen because the output is a handful of flat
filament colours rather than a continuous image: what helps is whatever
decides which filament an area lands in and where the boundary between two
of them falls.

- Sharpen. An unsharp mask over the colour, reusing the sliding-window blur
  the Smoothing slider already uses, run per channel. Worth more here than
  in a photo editor: a soft edge between two colours quantizes into a ragged
  band of both, and sharpening first makes it land in one place.

- Two colours. Thresholds on luma so a logo or line art prints in exactly
  two filaments instead of speckling across several, with the split point on
  a slider.

- Remove background. The one that is not an RGB transform. DecodedHeightTexture
  gains an alpha plane, filled from the source PNG's fourth channel when it
  has one, and the key additionally clears whatever colour the picture's four
  corners share. A transparent texel is not black: sample_layer_color()'s
  covered() now reports it the same way it reports being outside an untiled
  placement, so the triangle keeps the object's own colour and the bake needs
  no new concept. The preview follows: upload_color_texture() box-filters
  coverage into the alpha channel it used to fill with 255, and the shader
  leaves the surface alone where it is below half.

The corners rather than an eyedropper: a background that does not reach all
four of them is not a background, and a picker would be a second interaction
for the case this exists to make one click. The median of the four is taken
so one stray corner cannot decide it.

Measured on Tartan, a cube face, four filaments:

  run                    out tris  coloured  max offset mm  filament shares
  image, no correction      22534     14544       0.000005  1:91% 3:8% 4:1%
  image, sharpen 1.0        24780     16783       0.000004  1:84% 3:12% 4:3%
  image, two colors         14798      6837       0.000005  2:22% 4:78%
  image, bg removed         14120      2620       0.000005  1:29% 3:16% 4:55%

Background removal cuts the painted area from 14544 triangles to 2620, which
is the whole point of it; the threshold collapses to two filaments; sharpen
shifts the shares and adds boundary triangles. None of them moves the
surface. The probe's default scene is now Tartan rather than Colour Bricks,
which has too little luma range for the threshold to show anything.
2026-10-12 12:37:57 +02:00
ExPikaPaka 533aaaed28 feat: add Hue to the Image tool's colour correction
Turns every colour of the picture around the colour wheel without changing
how light it is. This matters more here than in a photo editor: the filament
set is fixed and arbitrary, so hue is what lets the picture meet the palette
rather than the other way round. With orange loaded but no red, a small turn
puts the reds onto the orange instead of onto whatever happens to be nearest.

Implemented as Rodrigues' rotation of the colour about the grey axis, then
the Rec. 709 luma is restored exactly: the rotation preserves R+G+B, not the
weighted luma, and without the correction turning the wheel would also change
which areas read as light and dark.

Measured, same scene and harness as the other corrections:

  run                      out tris   coloured  max offset mm  filament shares
  image, no correction        12066       4052       0.000005  1:71% 2:25% 3:4%
  image, hue +60               8208        268       0.000005  2:100%
  image, hue -120              8208        268       0.000005  3:100%

The reddish brick moves onto a different filament in each direction and the
surface does not move.
2026-10-12 12:22:30 +02:00
ExPikaPaka 4dc87e876e feat: show a drop zone while a file is dragged over the view
Dropping a picture already worked, but a drag had no feedback at all: the
only way to find out whether letting go would do anything was to let go.

While a drag is over the 3D view and the Image tool is open, the canvas now
dims and shows a dashed teal border with "Drop a picture to put it on the
model" in the middle. It goes away on leave and on drop.

Three things worth knowing about how it is wired:

- wxWidgets cannot hand us the file names before the drop on GTK, so the
  zone says nothing about what is actually being dragged. It is worded as an
  invitation rather than a promise, and anything that is not a picture still
  falls through to the model loader exactly as before.

- A drag is not a mouse move as far as the canvas is concerned, so nothing
  would repaint and the zone would appear only once something else happened
  to trigger a frame. set_file_drag_over() marks the canvas dirty and asks
  for an extra frame.

- OnEnter and OnLeave are declared virtual without override, matching the
  class's existing OnDropFiles. Marking only the new ones trips
  -Winconsistent-missing-override on that pre-existing line, which is an
  error here.

The zone is drawn on the foreground draw list from inside the panel's ImGui
frame, so it covers the panel as well as the view.
2026-10-12 12:05:22 +02:00
ExPikaPaka 8bb2a1eec5 feat: match the icon weight, drop a picture onto the view, handle on by default
- The toolbar icon's stroke is 0.4 at its 16 px canvas, which renders at
  1.00 px on the 40 px sprite. Measured rather than judged: every icon on the
  gizmo bar was rasterized at 10x and the median thin run length taken, and
  1.00 px is what thirteen of the seventeen use. The previous 0.75 came out
  at 1.90, the heaviest on the bar.

- Dropping a picture on the 3D view loads it, when the Image tool is the one
  open. It is imported into the user's library on the way, as the panel's
  Import tile does, so it is there next time. With the tool closed a dropped
  PNG goes on doing whatever it did before. This mirrors the SVG drop that
  already fed the text tool, and sits next to it.

- The placement handle comes up by itself the first moment there is something
  to anchor it to, so a picture can be nudged straight after the click that
  placed it. Armed once, so turning it off stays off.

Two things had to change for that last one to be usable rather than annoying:

- A click that misses the handle now falls through to placing the picture.
  on_mouse() used to return false there and swallow it, which is right for
  the displacement tool, where the user turned the mode on deliberately, and
  wrong here, where it is on from the start and would have disabled the
  tool's one gesture.

- update_model_object() re-anchors the handle after a stroke that moved the
  paint. Previously the anchor was only refreshed on a layer switch or
  reorder, so clicking a different face left the handle behind on the old
  one.
2026-10-12 11:48:33 +02:00
ExPikaPaka 518f961640 feat: empty start, user images only, untiled preview, dockable Image panel
Five fixes to the Image tool, from using it:

- The layer now starts with no picture on it, so the panel opens on its empty
  frame with a plus in it. It used to seed the first shipped colour texture,
  which put somebody else's picture on screen before the user had chosen one.
  The frame is the only state the panel has until a picture is loaded, and
  clicking it is what creates the layer.

- Its picker offers only the user's own images. The shipped library is
  grayscale height maps, which is what the displacement tool wants and the
  opposite of what an image bake can use: it prints colour, and a height map
  has none. The Built-in section is left out rather than shown full of things
  that would all warn when picked, and the import hints now talk about
  pictures instead of height maps.

- The preview stopped tiling a layer that is not tiled. The shader had no
  tile_enabled uniform and wrapped the image unconditionally, so an untiled
  picture previewed as a repeating pattern the bake would never produce.
  in_tile() now draws the same line DecodedHeightTexture::sample() does, and
  gates the colour and all three relief paths on it. Both the 140 and the 110
  variant; glslangValidator passes on each.

- The panel docks against the right edge of the canvas, where the
  displacement panel is, with the same undock toggle in its title row, so the
  two tools do not put their controls in different corners.

- The toolbar icon's frame is square and its stroke thinner. At 16 px scaled
  to the toolbar a 1 px stroke came out at 2.5 px, heavier than every
  neighbour; 0.75 px matches them.
2026-10-12 11:31:33 +02:00
ExPikaPaka 680a597567 feat: show the picture whole in the Image panel, add tile, move and detail
Five changes to the Image tool, all in its own window bar the presets:

- The picture is shown whole, the full width of the window, instead of a row
  sized thumbnail beside a file name: it is the thing being placed, so that
  was the wrong size for it. The box shows the corrected colour texture, so
  moving a correction slider is visible in the panel as well as on the model;
  a grayscale picture has no colour texture and falls back to the height
  thumbnail. The file name stays underneath as a caption.

- Before anything is loaded the same box is an empty frame with a plus in it,
  in the same place and the same size, rather than a button of its own.
  Clicking either state opens the library, which is also where Import lives.

- Tile, off by default. A photo or a logo goes on once, so a new layer the
  Image tool creates starts with a single copy and Size sets how big that
  copy is. It is a default and not a pin, so the checkbox can turn it on.

- Move, the on-canvas placement handle the displacement tool has: drag the
  handle on the surface to slide the picture, or one of its arrows to slide
  it along one axis.

- Detail, the bake resolution, with the budget pinned to a million triangles.
  Each triangle prints in one filament, so this is how sharp an edge between
  two colours can come out, and it is the only thing left that decides it.
  The auto budget is 750 k, chosen for relief where triangles buy shape;
  here they buy the whole output, so it is worth spending more. The slider is
  seeded with the resolution Auto would have picked for the model, and warns
  when what it asks for no longer fits the budget.

Also fixes a short circuit in the panel: apply_standard_mode_presets(mv) ||
apply_image_mode_presets(mv) skipped the image presets on any frame the
standard ones changed something.

Measured with the texture-bake harness on the tool's shipped configuration
(tiling off, million-triangle budget, the seeded resolution), one cube face,
four filaments:

  run                      out tris   coloured  max offset mm  filament shares
  relief, depth 0.4 mm        41040      33902       0.216000  1:91% 2:6% 3:3%
  image, no correction        12066       4052       0.000005  1:71% 2:25% 3:4%
  image, brightness +0.5       8208        268       0.000005  4:100%
  image, contrast +0.8        11980       3910       0.000005  1:78% 2:20% 3:1%
  image, saturation 0          8208        268       0.000005  3:100%
  image, gamma 2.2            13176       5175       0.000004  1:67% 4:33%
  image, negative              8208        268       0.000005  4:100%

Fewer coloured triangles than the previous run of the same scene because
tiling is now off: one copy covers part of the face rather than repeating
across it. The surface still does not move and every correction still changes
which filaments the picture prints in.
2026-10-12 11:12:57 +02:00
ExPikaPaka e003b61e17 feat: make the Image gizmo a minimal load, click, correct, apply tool
The first cut was the displacement panel with depth hidden, which left the
brushes, the eight layer slots, the UV editor, seams, tiling and the
mesh-preparation sections in a tool that needs none of them, and offered no
way to correct the picture at all. This replaces that panel and adds the
corrections.

The flow is now: load a picture, click the model to put it there, adjust it,
press Apply.

- The Image tool gets its own window, render_image_input_window(), defined in
  GLGizmoImage.cpp. on_render_input_window() dispatches to it on the first
  line, so the displacement panel goes back to exactly what it was rather
  than being threaded with tests for which tool is drawing.

- A click places the picture: the tool pins SMART_FILL with a pointer cursor,
  so one click floods the surface it lands on out to the first fold sharper
  than the Spread angle. No brush, no erase toggle.

- Projection keeps Flat, Around, Ball and From view. Unwrap is left out and a
  layer arriving on it falls back to Flat: seams, islands and the UV pane are
  an editor's worth of interface for a tool that wants a click and a slider.

- The preview is pinned to the fast one. With no relief to build it is both
  instant and exactly the final colour, since the shader's colour path does
  not depend on depth_mm.

- The window shows only what this case needs: the picture, Spread, the four
  projections, Size, Rotation, the corrections, Apply and Close.

Colour correction is new in libslic3r. TextureDisplacementLayer gains
brightness, contrast, saturation, gamma and color_invert, all defaulting to
the identity, and apply_color_adjustments() applies them to an image's RGB
only, never to the height: a brightness slider has no business moving
geometry. It runs at the single point every bake and preview job reads a
layer's colour from, prepare_sampleable_layers(), and at the two caches that
would otherwise miss a change the image_data pointer does not show: the fast
preview's GPU texture and the mix ranking.

Measured with the texture-bake harness, one cube face painted with a colour
image, four filaments:

  run                      out tris   coloured  max offset mm  filament shares
  relief, depth 0.4 mm        41040      33902       0.216000  1:91% 2:6% 3:3%
  image, no correction        24226      17090       0.000007  1:71% 2:25% 3:4%
  image, brightness +0.5       8204       1068       0.000004  4:100%
  image, contrast +0.8        22688      15552       0.000007  1:75% 2:24% 3:1%
  image, saturation 0          8204       1068       0.000004  3:100%
  image, gamma 2.2            24754      17618       0.000007  1:66% 4:34%
  image, negative              8204       1068       0.000004  4:100%

Max offset is the distance from every output vertex to the original surface,
not a vertex-array diff: the bake refines, so a new vertex only counts as
unmoved if it lies in the old surface. Every correction moves which filaments
the picture prints in, and none of them moves the surface.
2026-10-12 10:20:44 +02:00
ExPikaPaka a800e0c186 feat: add an Image gizmo for zero-displacement colour
A separate toolbar tool for the simple case of texture displacement: put a
colour picture on the model with no relief at all.

It is a thin wrapper, not a fork. GLGizmoImage subclasses
GLGizmoTextureDisplacement and overrides one new protected virtual,
image_mode(). Painting, the layer stack, the paint masks, the texture
library, the previews and the bake are the same code reached the same way;
a zero-depth bake refines the painted area and writes the per-triangle
filament indices exactly as a relief bake does, it just displaces by
nothing.

In the base gizmo, image_mode() does three things:

- apply_image_mode_presets() pins every layer to depth 0 and turns colour on
  wherever the image has any, alongside the existing Standard-mode presets.
- The panel leaves out Depth, Midlevel, Invert, Edge fade and Blend, and the
  Standard/Pro switch, which is what keeps the mesh-preparation sections
  hidden. Bake is disabled when no image carries colour, since that bake
  would refine the mesh and produce nothing.
- add_texture_layer() seeds a new layer from the first library texture that
  has colour, rather than the first one, because most of the shipped library
  is grayscale height maps.

The two tools share one layer stack, so opening the Image tool on a volume
whose layers carry relief flattens them. Only depth changes: the paint, the
image, the tiling, the mapping and any relief already baked into the mesh
are untouched.

The toolbar icon follows Orca's menu-icon style: 16 px, 1 px #949494 frame,
#009688 on the picture inside.

The shortcut is registered but unbound: every single letter the Plater
context can reach is already taken, and a default that shadows one of them
is worse than none. docs/HLSD/keyboard-shortcuts.md now documents that an
empty default chord is a supported choice.

Measured with a probe built against this tree in the texture-bake harness:
a depth-0 bake of a painted cube face leaves every output vertex within
7 nm of the original surface (tolerance 1 um) while colouring 17090 of
24226 output triangles across 3 filaments; the same scene at depth 0.4 mm
moves vertices up to 0.216 mm.
2026-10-12 08:29:10 +02:00
20 changed files with 1700 additions and 1190 deletions
+3 -1
View File
@@ -124,7 +124,9 @@ Control on the Global page, and from the `?` key on the page of the view that re
the dialog should list it; the row's section heading is the `section_table` entry
above it, so a new section needs an entry there too. Pick a default that does not
collide inside its contexts; the `[Shortcuts]` tests check every default against the
others.
others. A default `KeyChord{}` leaves the action unbound: it is listed in the dialog
for the user to bind and matches nothing until they do, which is the honest answer
when every key its contexts can reach is already spoken for.
2. Handle it in the dispatcher of its context: `MainFrame::handle_global_shortcut`,
`GLCanvas3D::handle_shortcut`, `ObjectList::dispatch_shortcut`, or a gizmo's
`on_tool_shortcut`. A gizmo that opens on a key sets `m_shortcut` in its constructor.
@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 16 16"><g transform="rotate(-45 8 8)"><path d="M8 14.4 6.5 11.2 9.5 11.2 Z" style="fill:#009688"/><path d="M6.5 7.3 6.5 11.2 8 14.4 9.5 11.2 9.5 7.3" style="fill:none;stroke:#949494;stroke-width:0.4;stroke-linejoin:round;stroke-linecap:round"/><rect x="5.5" y="3.8" width="5" height="3.5" rx="0.9" style="fill:none;stroke:#949494;stroke-width:0.4;stroke-linejoin:round"/></g></svg>

After

Width:  |  Height:  |  Size: 458 B

+1
View File
@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 16 16"><circle cx="5.9" cy="6.3" r="1.25" style="fill:#009688"/><path d="M3.4 11.9 6.4 7.7 8.8 10.7 10.4 8.6 12.6 11.9 Z" style="fill:#009688"/><rect x="2.375" y="2.375" width="11.25" height="11.25" rx="1.25" style="fill:none;stroke:#949494;stroke-width:0.4;stroke-linecap:round;stroke-linejoin:round"/></svg>

After

Width:  |  Height:  |  Size: 386 B

@@ -51,6 +51,11 @@ uniform float tex_aspect;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
// False means the layer places a single copy rather than repeating: outside that copy there is
// simply no texture. DecodedHeightTexture::sample() has always returned 0 there, so the bake got
// this right while the preview wrapped the image and showed a tiled pattern that was never going
// to be printed.
uniform bool tile_enabled;
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
uniform vec3 eye_model_pos; // camera position in the texture frame (world minus tex_anchor)
uniform vec3 tex_anchor; // the volume's origin in world space: the texture frame's origin
@@ -218,6 +223,14 @@ int nearest_palette_entry(vec3 rgb)
return best;
}
// True where this uv has texture on it: everywhere when the layer repeats, and only inside the
// single placed copy when it does not. The bake's own sampler draws the same line (see
// DecodedHeightTexture::sample), so the preview now stops at the same edge it does.
bool in_tile(vec2 uv)
{
return tile_enabled || (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -243,9 +256,9 @@ void main()
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
color_uv = uv;
have_uv = true;
have_uv = in_tile(uv);
float h = texture2D(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0) * (have_uv ? 1.0 : 0.0);
vec3 sigmaS = dFdx(world_pos.xyz);
vec3 sigmaT = dFdy(world_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
@@ -262,10 +275,12 @@ void main()
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
// first point where it drops below the displaced surface (see header).
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
// uv first: outside a single placed copy there is no shell to march through.
vec2 uv = project_uv(tex_pos, triangle_normal);
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0) *
(in_tile(uv) ? 1.0 : 0.0);
vec3 view_dir = normalize(eye_model_pos - tex_pos);
float v_dot_n = dot(view_dir, triangle_normal);
vec2 uv = project_uv(tex_pos, triangle_normal);
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
@@ -302,7 +317,7 @@ void main()
}
color_uv = uv; // after the parallax march, so colour and relief stay registered
have_uv = true;
have_uv = in_tile(uv);
float hL = texture2D(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture2D(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
@@ -311,7 +326,8 @@ void main()
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0) *
(have_uv ? 1.0 : 0.0);
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
@@ -341,7 +357,12 @@ void main()
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
// the same material under the same light, and the relief this preview exists to show is unaffected.
vec3 albedo = uniform_color.rgb;
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
albedo = palette_rgb[nearest_palette_entry(texture2D(color_tex, color_uv).rgb)];
// The fourth channel is coverage: where the picture is not there, the surface keeps its own
// colour rather than being painted the black that a transparent texel's rgb reads as.
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0) {
vec4 tex_rgba = texture2D(color_tex, color_uv);
if (tex_rgba.a >= 0.5)
albedo = palette_rgb[nearest_palette_entry(tex_rgba.rgb)];
}
gl_FragColor = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}
@@ -110,6 +110,11 @@ uniform float tex_aspect;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
// False means the layer places a single copy rather than repeating: outside that copy there is
// simply no texture. DecodedHeightTexture::sample() has always returned 0 there, so the bake got
// this right while the preview wrapped the image and showed a tiled pattern that was never going
// to be printed.
uniform bool tile_enabled;
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
uniform vec3 eye_model_pos; // camera position in the texture frame (world minus tex_anchor)
uniform vec3 tex_anchor; // the volume's origin in world space: the texture frame's origin
@@ -284,6 +289,14 @@ int nearest_palette_entry(vec3 rgb)
return best;
}
// True where this uv has texture on it: everywhere when the layer repeats, and only inside the
// single placed copy when it does not. The bake's own sampler draws the same line (see
// DecodedHeightTexture::sample), so the preview now stops at the same edge it does.
bool in_tile(vec2 uv)
{
return tile_enabled || (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -321,9 +334,9 @@ void main()
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
color_uv = uv;
have_uv = true;
have_uv = in_tile(uv);
float h = texture(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0) * (have_uv ? 1.0 : 0.0);
vec3 sigmaS = dFdx(world_pos.xyz);
vec3 sigmaT = dFdy(world_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
@@ -343,10 +356,12 @@ void main()
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
// first point where it drops below the displaced surface (see header).
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
// uv first: outside a single placed copy there is no shell to march through.
vec2 uv = project_uv(tex_pos, triangle_normal);
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0) *
(in_tile(uv) ? 1.0 : 0.0);
vec3 view_dir = normalize(eye_model_pos - tex_pos);
float v_dot_n = dot(view_dir, triangle_normal);
vec2 uv = project_uv(tex_pos, triangle_normal);
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
@@ -383,7 +398,7 @@ void main()
}
color_uv = uv; // after the parallax march, so colour and relief stay registered
have_uv = true;
have_uv = in_tile(uv);
float hL = texture(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
@@ -396,7 +411,8 @@ void main()
// uv -> mm is 1/tiling_scale for the triplanar projection, so this turns the uv-space
// gradient into a real surface slope.
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0) *
(have_uv ? 1.0 : 0.0);
// uv was rotated by project_uv() while t/b are the unrotated model axes, so rotate the
// gradient back into the axes' frame.
float cs = cos(rotation_rad);
@@ -429,7 +445,12 @@ void main()
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
// the same material under the same light, and the relief this preview exists to show is unaffected.
vec3 albedo = uniform_color.rgb;
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
albedo = palette_rgb[nearest_palette_entry(texture(color_tex, color_uv).rgb)];
// The fourth channel is coverage: where the picture is not there, the surface keeps its own
// colour rather than being painted the black that a transparent texel's rgb reads as.
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0) {
vec4 tex_rgba = texture(color_tex, color_uv);
if (tex_rgba.a >= 0.5)
albedo = palette_rgb[nearest_palette_entry(tex_rgba.rgb)];
}
out_color = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}
+300 -257
View File
@@ -115,6 +115,20 @@ float DecodedHeightTexture::sample(const Vec2f &uv, bool tile_enabled, TextureTi
return top * (1.f - ty) + bottom * ty;
}
float DecodedHeightTexture::sample_alpha(const Vec2f &uv, bool tile_enabled, TextureTileMethod tile_method) const
{
TexelTap tap;
if (!has_alpha())
return 1.f; // no coverage plane means the picture is everywhere, which is the usual case
if (!texel_tap(uv, tile_enabled, tile_method, tap))
return 0.f;
auto at = [this](int x, int y) { return float(alpha[size_t(y) * size_t(width) + size_t(x)]) / 255.f; };
const float top = at(tap.x0, tap.y0) * (1.f - tap.tx) + at(tap.x1, tap.y0) * tap.tx;
const float bottom = at(tap.x0, tap.y1) * (1.f - tap.tx) + at(tap.x1, tap.y1) * tap.tx;
return top * (1.f - tap.ty) + bottom * tap.ty;
}
Vec3f DecodedHeightTexture::sample_color(const Vec2f &uv, bool tile_enabled, TextureTileMethod tile_method) const
{
TexelTap tap;
@@ -157,33 +171,12 @@ struct SmoothedTextureCache
{
std::weak_ptr<const std::vector<unsigned char>> source;
float smoothing = 0.f;
// Part of the key, not of the result: smoothing is applied *after* the panel's adjustments, so a
// blur computed over one set of adjustments is not the blur another set would give.
TextureAdjustments adjust;
DecodedHeightTexture texture;
};
std::mutex mutex;
std::unordered_map<const void *, Entry> entries;
};
SmoothedTextureCache g_smoothed_texture_cache;
// The adjusted copy, cached between the raw decode and the smoothed one. Needed for the same reason the
// smoothed cache is: while a slider in the image-adjustment panel moves, the thumbnail, the shaded
// preview's height and colour textures, the UV editor backdrop and the displacement preview job all ask
// for the same (image, adjustments) pair within one frame, and each of them running a full-size resample
// of its own is what would make the panel unusable on a large texture.
struct AdjustedTextureCache
{
struct Entry
{
std::weak_ptr<const std::vector<unsigned char>> source;
TextureAdjustments adjust;
DecodedHeightTexture texture;
};
std::mutex mutex;
std::unordered_map<const void *, Entry> entries;
};
AdjustedTextureCache g_adjusted_texture_cache;
} // namespace
namespace {
@@ -282,6 +275,272 @@ bool height_texture_has_color(const TextureDisplacementLayer &layer)
return decode_height_texture(layer).has_color();
}
namespace {
// Unsharp mask over the colour: blur a copy and push each texel away from it. The blur is the same
// sliding-window helper the Smoothing slider uses, run per channel, so the cost is the image size
// rather than the image size times the radius.
//
// Worth having here for a reason it would not be in a photo editor: the picture is about to be
// reduced to a handful of flat colours, and a soft edge between two of them quantizes into a ragged
// band of both. Sharpening first makes that boundary land in one place.
void sharpen_rgb(DecodedHeightTexture &tex, float amount)
{
if (!tex.has_color() || amount <= 0.f)
return;
const size_t n = size_t(tex.width) * size_t(tex.height);
// A small radius, scaled with the image so a 4k picture is not sharpened a tenth as hard as a
// 512 one. Deliberately not tied to `amount`: that is how much, this is how wide.
const int radius = std::max(1, int(std::lround(double(std::min(tex.width, tex.height)) / 512.0)));
const float k = std::clamp(amount, 0.f, 1.f) * 1.5f;
std::vector<uint8_t> plane(n);
for (int c = 0; c < 3; ++c) {
for (size_t i = 0; i < n; ++i)
plane[i] = tex.rgb[i * 3 + size_t(c)];
smooth_height_pixels_box(plane, tex.width, tex.height, radius);
for (size_t i = 0; i < n; ++i) {
const float sharp = float(tex.rgb[i * 3 + size_t(c)]) + k * (float(tex.rgb[i * 3 + size_t(c)]) - float(plane[i]));
tex.rgb[i * 3 + size_t(c)] = uint8_t(std::lround(std::clamp(sharp, 0.f, 255.f)));
}
}
}
// Reduces the picture to at most `count` colours, by k-means in RGB.
//
// "At most": two of the chosen colours can still match the same filament, in which case the print
// uses fewer. The guarantee runs the right way round, which is the one that matters - asking for
// three colours cannot produce four.
//
// k-means rather than a fixed palette or an even split of the luma range, because the useful
// question is which colours this picture is actually made of. A tartan asks for its own handful of
// greens and reds; posterizing the range would hand it eight shades of mud instead. The clustering
// runs over a coarse histogram, not over the pixels: at 1024 x 1024 that is 4096 weighted points
// instead of a million, which is what makes it cheap enough to sit on a slider.
void reduce_colors(DecodedHeightTexture &tex, int count)
{
if (!tex.has_color() || count < 2 || count > 64)
return;
const size_t n = size_t(tex.width) * size_t(tex.height);
// 16 levels per channel, each bin keeping the mean of what fell in it, so a colour is not
// snapped to a bin corner before the clustering has had a say.
struct Bin { double r = 0, g = 0, b = 0; uint32_t n = 0; };
std::vector<Bin> bins(size_t(16 * 16 * 16));
for (size_t i = 0; i < n; ++i) {
const uint8_t r = tex.rgb[i * 3], g = tex.rgb[i * 3 + 1], b = tex.rgb[i * 3 + 2];
Bin &bin = bins[(size_t(r >> 4) << 8) | (size_t(g >> 4) << 4) | size_t(b >> 4)];
bin.r += r; bin.g += g; bin.b += b; ++bin.n;
}
struct Point { float c[3]; double w; };
std::vector<Point> pts;
pts.reserve(bins.size());
for (const Bin &bin : bins)
if (bin.n > 0)
pts.push_back({ { float(bin.r / bin.n), float(bin.g / bin.n), float(bin.b / bin.n) }, double(bin.n) });
if (pts.size() <= size_t(count))
return; // already no more colours than asked for
// Seeded the k-means++ way, deterministically: the heaviest point first, then each next one is
// whichever point is furthest from everything chosen so far, weighted by how much of the image
// it is. Picking the N fullest bins instead would put every centre inside the one dominant
// colour of a picture that has one.
std::vector<std::array<float, 3>> centre;
{
size_t best = 0;
for (size_t i = 1; i < pts.size(); ++i)
if (pts[i].w > pts[best].w)
best = i;
centre.push_back({ pts[best].c[0], pts[best].c[1], pts[best].c[2] });
std::vector<double> d2(pts.size(), std::numeric_limits<double>::max());
while (int(centre.size()) < count) {
const auto &last = centre.back();
double top = -1.0;
size_t pick = 0;
for (size_t i = 0; i < pts.size(); ++i) {
const double dr = pts[i].c[0] - last[0], dg = pts[i].c[1] - last[1], db = pts[i].c[2] - last[2];
d2[i] = std::min(d2[i], dr * dr + dg * dg + db * db);
if (const double score = d2[i] * pts[i].w; score > top) {
top = score;
pick = i;
}
}
if (top <= 0.0)
break; // fewer distinct colours than asked for
centre.push_back({ pts[pick].c[0], pts[pick].c[1], pts[pick].c[2] });
}
}
// Lloyd's algorithm over the weighted bins. Twelve passes: on a histogram this coarse it has
// stopped moving well before that, and a fixed count keeps the slider's cost predictable.
const int k = int(centre.size());
for (int iter = 0; iter < 12; ++iter) {
std::vector<std::array<double, 3>> sum(size_t(k), { 0.0, 0.0, 0.0 });
std::vector<double> wsum(size_t(k), 0.0);
for (const Point &p : pts) {
int best = 0;
double bd = std::numeric_limits<double>::max();
for (int c = 0; c < k; ++c) {
const double dr = p.c[0] - centre[size_t(c)][0], dg = p.c[1] - centre[size_t(c)][1],
db = p.c[2] - centre[size_t(c)][2];
if (const double d = dr * dr + dg * dg + db * db; d < bd) { bd = d; best = c; }
}
for (int ch = 0; ch < 3; ++ch)
sum[size_t(best)][size_t(ch)] += double(p.c[ch]) * p.w;
wsum[size_t(best)] += p.w;
}
for (int c = 0; c < k; ++c)
if (wsum[size_t(c)] > 0.0)
for (int ch = 0; ch < 3; ++ch)
centre[size_t(c)][size_t(ch)] = float(sum[size_t(c)][size_t(ch)] / wsum[size_t(c)]);
}
// Every texel takes its nearest centre. Parallel by rows, as the tonal pass is.
const size_t rows = size_t(tex.height), cols = size_t(tex.width);
tbb::parallel_for(tbb::blocked_range<size_t>(0, rows), [&](const tbb::blocked_range<size_t> &range) {
for (size_t y = range.begin(); y < range.end(); ++y)
for (size_t x = 0; x < cols; ++x) {
uint8_t *px = tex.rgb.data() + (y * cols + x) * 3;
int best = 0;
float bd = std::numeric_limits<float>::max();
for (int c = 0; c < k; ++c) {
const float dr = float(px[0]) - centre[size_t(c)][0], dg = float(px[1]) - centre[size_t(c)][1],
db = float(px[2]) - centre[size_t(c)][2];
if (const float d = dr * dr + dg * dg + db * db; d < bd) { bd = d; best = c; }
}
for (int ch = 0; ch < 3; ++ch)
px[size_t(ch)] = uint8_t(std::lround(std::clamp(centre[size_t(best)][size_t(ch)], 0.f, 255.f)));
}
});
}
// Keys one colour out, so a logo on a white card prints as the logo and the object's own colour
// shows through the rest.
//
// The corners are the default because a background that does not reach all four of them is not a
// background, and that makes the common case one click; the median of the four is taken so a single
// stray corner cannot decide it. The panel's dropper and swatch override it when the picture needs
// something else keyed out.
void remove_background(DecodedHeightTexture &tex, const TextureDisplacementLayer &layer)
{
if (!tex.has_color() || !layer.bg_remove || tex.width < 2 || tex.height < 2)
return;
const size_t n = size_t(tex.width) * size_t(tex.height);
float key[3];
if (layer.bg_from_corners) {
const size_t corner[4] = { 0, size_t(tex.width) - 1, (size_t(tex.height) - 1) * size_t(tex.width),
n - 1 };
for (int c = 0; c < 3; ++c) {
std::array<float, 4> v{};
for (int i = 0; i < 4; ++i)
v[size_t(i)] = float(tex.rgb[corner[i] * 3 + size_t(c)]);
std::sort(v.begin(), v.end());
key[c] = 0.5f * (v[1] + v[2]);
}
} else {
for (int c = 0; c < 3; ++c)
key[c] = std::clamp(layer.bg_color[c], 0.f, 1.f) * 255.f;
}
// Euclidean in 0..255 RGB, against a tolerance scaled to the diagonal of that cube, so the
// slider reads as "how different from the background still counts as background".
const float limit = std::clamp(layer.bg_tolerance, 0.f, 1.f) * 441.67f;
if (!tex.has_alpha())
tex.alpha.assign(n, 255);
for (size_t i = 0; i < n; ++i) {
const float dr = float(tex.rgb[i * 3]) - key[0];
const float dg = float(tex.rgb[i * 3 + 1]) - key[1];
const float db = float(tex.rgb[i * 3 + 2]) - key[2];
if (std::sqrt(dr * dr + dg * dg + db * db) <= limit)
tex.alpha[i] = 0;
}
}
} // namespace
bool has_color_adjustments(const TextureDisplacementLayer &layer)
{
return layer.brightness != 0.f || layer.contrast != 0.f || layer.saturation != 1.f ||
layer.gamma != 1.f || layer.color_invert || layer.hue != 0.f || layer.sharpness > 0.f ||
layer.color_count >= 2 || layer.bg_remove;
}
void apply_color_adjustments(DecodedHeightTexture &tex, const TextureDisplacementLayer &layer)
{
if (!tex.has_color() || !has_color_adjustments(layer))
return;
// A contrast of -1 collapses the image to mid grey and +1 doubles the slope about it, which is
// the range a single slider can offer without a scale nobody can read off the handle.
const float slope = 1.f + std::clamp(layer.contrast, -1.f, 1.f);
const float bright = std::clamp(layer.brightness, -1.f, 1.f);
const float sat = std::max(0.f, layer.saturation);
const float inv_g = 1.f / std::max(0.01f, layer.gamma);
const bool negate = layer.color_invert;
// Hue is a rotation of the colour about the grey axis. Rodrigues' formula about (1,1,1)/sqrt(3),
// then the luma is put back exactly (the rotation preserves R+G+B, not the Rec. 709 weighting),
// so turning the wheel changes which filament an area matches without also changing how light
// it is.
const float hue_rad = layer.hue * float(M_PI) / 180.f;
const float hue_cos = std::cos(hue_rad), hue_sin = std::sin(hue_rad);
const bool rotate = layer.hue != 0.f;
constexpr float LW[3] = { 0.2126f, 0.7152f, 0.0722f }; // Rec. 709 luma
// Each output byte depends only on its own pixel, so the rows are independent. At 1024 x 1024
// this runs on every preview rebuild and every bake, which is what makes it worth splitting.
const size_t rows = size_t(tex.height);
const size_t cols = size_t(tex.width);
tbb::parallel_for(tbb::blocked_range<size_t>(0, rows), [&](const tbb::blocked_range<size_t> &range) {
for (size_t y = range.begin(); y < range.end(); ++y) {
uint8_t *row = tex.rgb.data() + y * cols * 3;
for (size_t x = 0; x < cols; ++x) {
uint8_t *px = row + x * 3;
float c[3];
for (int k = 0; k < 3; ++k) {
float v = float(px[k]) * (1.f / 255.f);
v = std::pow(v, inv_g);
v = (v - 0.5f) * slope + 0.5f;
v += bright;
c[k] = v;
}
if (rotate) {
const float luma = LW[0] * c[0] + LW[1] * c[1] + LW[2] * c[2];
// The component of the colour across the grey axis, which is what a hue is.
const float mean = (c[0] + c[1] + c[2]) / 3.f;
const float p[3] = { c[0] - mean, c[1] - mean, c[2] - mean };
// k x p for the unit grey axis k = (1,1,1)/sqrt(3).
constexpr float INV_SQRT3 = 0.57735027f;
const float x[3] = { INV_SQRT3 * (p[1] - p[2]), INV_SQRT3 * (p[2] - p[0]),
INV_SQRT3 * (p[0] - p[1]) };
for (int k = 0; k < 3; ++k)
c[k] = mean + p[k] * hue_cos + x[k] * hue_sin;
const float luma_now = LW[0] * c[0] + LW[1] * c[1] + LW[2] * c[2];
for (float &v : c)
v += luma - luma_now;
}
if (sat != 1.f) {
// Rec. 709 luma, the same weights the rest of the colour path uses to decide
// what counts as light and dark.
const float luma = LW[0] * c[0] + LW[1] * c[1] + LW[2] * c[2];
for (float &v : c)
v = luma + (v - luma) * sat;
}
for (int k = 0; k < 3; ++k) {
float v = std::clamp(c[k], 0.f, 1.f);
if (negate)
v = 1.f - v;
px[k] = uint8_t(std::lround(v * 255.f));
}
}
}
});
// Sharpen, threshold and the background key are all passes over the whole image rather than
// per-texel arithmetic, so they come after the loop above and in this order: sharpening a
// thresholded image would only ring along the one edge it has left, and the key has to read the
// colours the user is actually looking at.
sharpen_rgb(tex, layer.sharpness);
reduce_colors(tex, layer.color_count);
remove_background(tex, layer);
}
DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer)
{
DecodedHeightTexture result;
@@ -334,6 +593,10 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
result.height = h;
result.pixels.resize(size_t(w) * size_t(h));
result.rgb.resize(size_t(w) * size_t(h) * 3);
// A fourth channel is coverage, and it is the only thing that can say "the picture is
// not here" as opposed to "the picture is black here". Kept only when the source has it.
if (bpp >= 4)
result.alpha.resize(size_t(w) * size_t(h));
// decode_colored_png() hands its buffer back bottom-up - it is shared with the CLI's
// plate-thumbnail loader, which expects that - while this type, and decode_png()'s
// grayscale path above, are top-to-bottom. Reverse the rows on the way in so a colour
@@ -347,6 +610,8 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
result.rgb[dst * 3 + 1] = g;
result.rgb[dst * 3 + 2] = b;
result.pixels[dst] = uint8_t(std::lround(0.299 * r + 0.587 * g + 0.114 * b));
if (bpp >= 4)
result.alpha[dst] = src[3];
}
}
@@ -359,34 +624,6 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data), result };
}
// The image-adjustment panel's live edits, on top of the decode and before the smoothing. Before,
// because `preview_adjust` is an edit to the image while `smoothing` is a live low-pass over whatever
// the image is - the same order the panel presents them in, and the same order a commit bakes in.
//
// Nothing applies here once the panel has closed: it resets preview_adjust to identity, and identity
// is a no-op that costs one comparison.
if (!layer.preview_adjust.identity()) {
bool have_adjusted = false;
{
std::lock_guard<std::mutex> lock(g_adjusted_texture_cache.mutex);
auto it = g_adjusted_texture_cache.entries.find(key);
if (it != g_adjusted_texture_cache.entries.end() && it->second.adjust == layer.preview_adjust &&
it->second.source.lock() == layer.image_data) {
result = it->second.texture;
have_adjusted = true;
}
}
if (!have_adjusted) {
result = apply_texture_adjustments(result, layer.preview_adjust);
std::lock_guard<std::mutex> lock(g_adjusted_texture_cache.mutex);
auto &entries = g_adjusted_texture_cache.entries;
for (auto it = entries.begin(); it != entries.end();)
it = it->second.source.expired() ? entries.erase(it) : std::next(it);
entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data),
layer.preview_adjust, result };
}
}
// Smoothing radius scales with the texture so the same slider value blurs the same *fraction* of
// the image whatever resolution it came in at, and stays continuous in the slider - see
// smooth_height_pixels(). The cap is a cost limit, not part of the mapping: the blur is
@@ -397,7 +634,7 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
std::lock_guard<std::mutex> lock(g_smoothed_texture_cache.mutex);
auto it = g_smoothed_texture_cache.entries.find(key);
if (it != g_smoothed_texture_cache.entries.end() && it->second.smoothing == layer.smoothing &&
it->second.adjust == layer.preview_adjust && it->second.source.lock() == layer.image_data)
it->second.source.lock() == layer.image_data)
return it->second.texture;
}
const float span = 0.05f * float(std::min(result.width, result.height));
@@ -421,70 +658,12 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
auto &entries = g_smoothed_texture_cache.entries;
for (auto it = entries.begin(); it != entries.end();)
it = it->second.source.expired() ? entries.erase(it) : std::next(it);
entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data), layer.smoothing,
layer.preview_adjust, result };
entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data), layer.smoothing, result };
}
return result;
}
namespace {
// Fraction of the short side that TextureAdjustments::blur == 1 blurs over, and the cost cap on it.
// Deliberately the same pair decode_height_texture() uses for the Smoothing slider - see
// adjustment_blur_radius().
constexpr float SOURCE_BLUR_SPAN = 0.05f;
constexpr float SOURCE_BLUR_MAX_PX = 48.f;
// Radius of the unsharp mask's blurred reference, in texels. Small and only mildly resolution-dependent:
// a sharpen is meant to act on the finest detail the image holds, so its radius tracks the texel grid
// rather than the picture's size. 1024x1024 gives ~2 texels, the usual photo-editor default.
float unsharp_radius(int width, int height)
{
return std::max(1.f, 0.002f * float(std::min(width, height)));
}
// Brightness as a *lift* toward white (or toward black) rather than an additive offset: positive b maps
// v to v + b*(1 - v), negative to v*(1 + b). Both reach the endpoint exactly at |b| == 1 while staying
// monotonic and non-clipping in between, which an additive shift does not - it drives a whole region to
// a flat 255 and, because this image is also the height map, that region bakes as flat relief rather
// than as bright relief. Keeping the curve injective keeps the detail in it.
float apply_brightness(float v, float b)
{
return b >= 0.f ? v + b * (1.f - v) : v * (1.f + b);
}
// Contrast about the 0.5 pivot. Gain is 1/(1-c) going up (c == 1 would be an infinite-slope threshold, so
// the caller's clamp keeps it finite) and 1+c going down, reaching a flat mid-grey at c == -1.
float apply_contrast(float v, float c)
{
const float gain = c >= 0.f ? 1.f / std::max(1e-3f, 1.f - c) : 1.f + c;
return (v - 0.5f) * gain + 0.5f;
}
// Blur then sharpen one 8-bit channel in place. Shared by the grayscale path and by each of a colour
// image's three channels, so every channel gets the identical spatial treatment and a colour image's
// hue cannot shift just because its channels were filtered differently.
void adjust_channel_spatial(std::vector<uint8_t> &channel, int width, int height, float blur, float sharpness)
{
if (blur > 0.f)
smooth_height_pixels(channel, width, height, adjustment_blur_radius(blur, width, height));
if (sharpness <= 0.f)
return;
// Unsharp mask: push each texel away from its local average by `amount` times the difference. The
// blurred reference is a copy, so the sharpen reads the un-sharpened neighbourhood everywhere rather
// than its own partly-written output.
std::vector<uint8_t> base = channel;
smooth_height_pixels(base, width, height, unsharp_radius(width, height));
const float amount = 1.5f * std::clamp(sharpness, 0.f, 1.f);
tbb::parallel_for(tbb::blocked_range<size_t>(0, channel.size()), [&](const tbb::blocked_range<size_t> &r) {
for (size_t i = r.begin(); i < r.end(); ++i) {
const float v = float(channel[i]) + amount * (float(channel[i]) - float(base[i]));
channel[i] = uint8_t(std::lround(std::clamp(v, 0.f, 255.f)));
}
});
}
struct TextureDetailCache
{
std::mutex mutex;
@@ -493,150 +672,6 @@ struct TextureDetailCache
TextureDetailCache g_texture_detail_cache;
} // namespace
float adjustment_blur_radius(float blur, int width, int height)
{
if (blur <= 0.f || width <= 0 || height <= 0)
return 0.f;
const float span = SOURCE_BLUR_SPAN * float(std::min(width, height));
return std::clamp(blur, 0.f, 1.f) * std::min(span, SOURCE_BLUR_MAX_PX);
}
DecodedHeightTexture downscale_height_texture(const DecodedHeightTexture &src, int max_px)
{
if (src.empty() || max_px <= 0 || (src.width <= max_px && src.height <= max_px))
return src;
const int scale = std::max(1, (std::max(src.width, src.height) + max_px - 1) / max_px);
const int w = std::max(1, src.width / scale);
const int h = std::max(1, src.height / scale);
const bool color = src.has_color();
DecodedHeightTexture out;
out.width = w;
out.height = h;
out.pixels.resize(size_t(w) * size_t(h));
if (color)
out.rgb.resize(size_t(w) * size_t(h) * 3);
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;
@@ -2110,10 +2145,14 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
// Outside a non-tiled placement there is no texture at all - the same hard edge sample() gives the
// height. Checked explicitly because sample_color() reports it as black, which is a real colour.
auto covered = [&](const Vec2f &planar) {
if (layer.tile_enabled)
return true;
const Vec2f uv = xf(planar);
return uv.x() >= 0.f && uv.x() < 1.f && uv.y() >= 0.f && uv.y() < 1.f;
if (!layer.tile_enabled && !(uv.x() >= 0.f && uv.x() < 1.f && uv.y() >= 0.f && uv.y() < 1.f))
return false;
// Where the picture is transparent there is no colour to print, which is the same answer as
// being outside the placement - not black, which is a colour. Half coverage counts as
// covered: a triangle prints in one filament either way, so the only useful question is
// which side of the edge it falls on.
return texture.sample_alpha(uv, layer.tile_enabled, layer.tile_method) >= 0.5f;
};
if (lscm_uv != nullptr) {
@@ -3492,9 +3531,13 @@ std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
const TriangleSelector::TriangleSplittingData &data = facets_data[size_t(layer->slot)];
if (data.triangles_to_split.empty())
continue;
const DecodedHeightTexture tex = decode_height_texture(*layer);
DecodedHeightTexture tex = decode_height_texture(*layer);
if (tex.empty() || (need_color && !tex.has_color()))
continue;
// The one place the bake and every preview job read a layer's colour from, so correcting it
// here is what keeps what the panel shows and what the bake prints the same image.
if (need_color)
apply_color_adjustments(tex, *layer);
TriangleSelector selector(selector_mesh);
selector.deserialize(data, false);
+52 -76
View File
@@ -154,38 +154,6 @@ 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
@@ -309,18 +277,6 @@ struct TextureDisplacementLayer
// - zero or positive: a mesh vertex, every unwrapped copy of it (how edits were stored before).
std::vector<std::pair<int, Vec2f>> lscm_uv_overrides;
// 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;
// How this layer folds into the displacement accumulated by the layers below it. Ignored for
// the lowest-slot painted layer, which has nothing beneath it to combine with (the GUI shows
// it as the "Base" layer and hides the control).
@@ -337,6 +293,32 @@ struct TextureDisplacementLayer
// for the boundary to be drawn on.
bool color_enabled = false;
// Colour correction, applied to the image's RGB before it is matched against the filaments and
// before the preview quantizes it. Never to the height: the relief is what the grayscale says,
// and a brightness slider has no business moving geometry. The defaults below are the identity,
// so a layer that never meets the Image tool behaves exactly as it did.
float brightness = 0.f; // -1 .. 1, added last, after contrast
float contrast = 0.f; // -1 .. 1, pivoted on mid grey; -1 flattens to grey, 1 doubles the slope
float hue = 0.f; // -180 .. 180 degrees, rotated about the grey axis at constant luma
float sharpness = 0.f; // 0 .. 1 unsharp mask amount, 0 is off
// How many colours the picture is allowed to use, 0 for as many as it likes. Reduced by k-means
// in RGB before the filaments are matched, so the result uses at most this many of them: 2 for a
// logo that should be two flat colours, 4 or 5 for a poster, off for a photograph.
int color_count = 0; // 0, or 2 .. 12
// Leaves the background of a picture unprinted, so the object's own colour shows through instead
// of a slab of white behind a logo. Texels the source image marked transparent always count;
// `bg_remove` additionally keys out one colour.
bool bg_remove = false;
float bg_tolerance = 0.15f; // 0 .. 1, distance from the keyed colour that still counts as background
// The colour keyed out. Taken from the median of the picture's four corners while
// `bg_from_corners` is set, which is right for nearly every logo on a flat card; the panel's
// dropper and swatch clear it and put a colour of the user's own here.
bool bg_from_corners = true;
float bg_color[3] = { 1.f, 1.f, 1.f };
float saturation = 1.f; // 0 .. 2, 1 leaves it alone, 0 is grayscale
float gamma = 1.f; // 0.2 .. 5, 1 leaves it alone; above 1 lifts the midtones
bool color_invert = false; // negative of the colour, as opposed to `invert` which flips relief
bool empty() const { return !image_data || image_data->empty(); }
template<class Archive> void save(Archive &ar) const
@@ -346,7 +328,9 @@ struct TextureDisplacementLayer
static_cast<int>(tile_method), static_cast<int>(projection_method), lscm_seam_angle_deg, islands,
static_cast<int>(blend_mode), midlevel, island_padding_mm, lscm_seam_edges, view_project_right,
view_project_up, smoothing, edge_smoothing, edge_smoothing_amount, auto_connect_islands, island_groups,
lscm_uv_overrides, view_project_projective, view_project_matrix, color_enabled);
lscm_uv_overrides, view_project_projective, view_project_matrix, color_enabled, brightness,
contrast, saturation, gamma, color_invert, hue, sharpness, color_count, bg_remove,
bg_tolerance, bg_from_corners, bg_color[0], bg_color[1], bg_color[2]);
}
template<class Archive> void load(Archive &ar)
{
@@ -358,7 +342,8 @@ struct TextureDisplacementLayer
tile_method_int, projection_method_int, lscm_seam_angle_deg, islands, blend_mode_int, midlevel,
island_padding_mm, lscm_seam_edges, view_project_right, view_project_up, smoothing, edge_smoothing,
edge_smoothing_amount, auto_connect_islands, island_groups, lscm_uv_overrides, view_project_projective,
view_project_matrix, color_enabled);
view_project_matrix, color_enabled, brightness, contrast, saturation, gamma, color_invert, hue, sharpness,
color_count, bg_remove, bg_tolerance, bg_from_corners, bg_color[0], bg_color[1], bg_color[2]);
image_data = blob.empty() ? nullptr : std::make_shared<std::vector<unsigned char>>(blob.begin(), blob.end());
tile_method = static_cast<TextureTileMethod>(tile_method_int);
projection_method = static_cast<TextureProjectionMethod>(projection_method_int);
@@ -492,11 +477,19 @@ struct DecodedHeightTexture
// has_color() is what the whole colour feature keys off: a layer set to colour a model with a
// grayscale texture on it simply colours nothing.
std::vector<uint8_t> rgb;
// Coverage: 0 where the picture is not there at all, 255 where it is fully there. Empty when the
// source image had no alpha and nothing has keyed a background out, which is the common case and
// means "opaque everywhere". Distinct from a black texel, which is a colour.
std::vector<uint8_t> alpha;
int width = 0;
int height = 0;
bool empty() const { return width <= 0 || height <= 0 || pixels.empty(); }
bool has_color() const { return !empty() && rgb.size() == size_t(width) * size_t(height) * 3; }
bool has_alpha() const { return !empty() && alpha.size() == size_t(width) * size_t(height); }
// Coverage at a uv, bilinear, in [0, 1]. 1 everywhere when there is no alpha plane.
float sample_alpha(const Vec2f &uv, bool tile_enabled = true,
TextureTileMethod tile_method = TextureTileMethod::Repeat) const;
// Bilinearly sampled height in [0, 1] at a normalized uv coordinate. When tile_enabled is false,
// a uv outside [0, 1) samples as 0 - the texture simply is not there, rather than its border
// row/column being smeared outward forever (which is what clamping the coordinate would do, and
@@ -521,36 +514,6 @@ struct DecodedHeightTexture
bool texel_tap(const Vec2f &uv, bool tile_enabled, TextureTileMethod tile_method, TexelTap &out) const;
};
// 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);
// Decode a layer's raw image bytes into sampleable height data, plus colour when the source has any.
// Both 8-bit grayscale PNGs (the shipped library, and anything imported before colour was kept) and
// colour PNGs are accepted; for a colour source the height is its luminance, using the same
@@ -563,6 +526,19 @@ 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);
// True when `layer`'s colour correction is anything other than the identity, so callers can skip
// both the work and the cache invalidation it would otherwise force.
bool has_color_adjustments(const TextureDisplacementLayer &layer);
// Applies that correction to an already decoded image, in place, to `rgb` only. Order is gamma,
// contrast, brightness, saturation, invert, each clamped back into range - the order a photo editor
// applies them in, and the one that keeps contrast pivoted on mid grey rather than on a brightness
// the slider has already moved.
//
// Deliberately not folded into decode_height_texture(): that result is cached per image, shared by
// every layer using the same file, and keyed on the image bytes alone.
void apply_color_adjustments(DecodedHeightTexture &tex, const TextureDisplacementLayer &layer);
// 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
+2
View File
@@ -186,6 +186,8 @@ set(SLIC3R_GUI_SOURCES
GUI/Gizmos/GLGizmoFlatten.hpp
GUI/Gizmos/GLGizmoFuzzySkin.cpp
GUI/Gizmos/GLGizmoFuzzySkin.hpp
GUI/Gizmos/GLGizmoImage.cpp
GUI/Gizmos/GLGizmoImage.hpp
GUI/Gizmos/GLGizmoMeasure.cpp
GUI/Gizmos/GLGizmoMeasure.hpp
GUI/Gizmos/GLGizmoMeshBoolean.cpp
+891
View File
@@ -0,0 +1,891 @@
#include "GLGizmoImage.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/Point.hpp"
#include "libslic3r/TextureDisplacement.hpp"
#include "libslic3r/format.hpp"
#include "slic3r/GUI/Camera.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include "slic3r/GUI/GLTexture.hpp"
#include "slic3r/GUI/GUI.hpp"
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/I18N.hpp"
#include "slic3r/GUI/IconManager.hpp"
#include "slic3r/GUI/ImGuiWrapper.hpp"
#include "slic3r/GUI/Plater.hpp"
#include "slic3r/GUI/TextureLibrary.hpp"
#include "slic3r/GUI/Shortcuts.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoUtils.hpp"
#include "slic3r/GUI/Jobs/Worker.hpp"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <cstdlib>
#include <imgui.h>
#include <optional>
#include <string>
#include <vector>
#include <wx/string.h>
namespace Slic3r::GUI {
GLGizmoImage::GLGizmoImage(GLCanvas3D &parent, const std::string &icon_filename, unsigned int sprite_id)
: GLGizmoTextureDisplacement(parent, icon_filename, sprite_id)
{
}
bool GLGizmoImage::on_init()
{
if (!GLGizmoTextureDisplacement::on_init())
return false;
// Everything the base set up stays - it is the same painting machinery - except the key that
// opens it, which is this tool's own.
m_shortcut = Shortcut::GizmoImage;
return true;
}
std::string GLGizmoImage::on_get_name() const
{
return _u8L("Image");
}
wxString GLGizmoImage::handle_snapshot_action_name(bool shift_down, GLGizmoPainterBase::Button button_down) const
{
// Same paint, same masks; only the undo step's wording follows the tool the user is in.
const bool erasing = shift_down || (m_erase_mode != (button_down == GLGizmoPainterBase::Button::Right));
return erasing ? _L("Remove image from the area") : _L("Place image");
}
bool GLGizmoTextureDisplacement::pick_background_at(const Vec2d &mouse_pos)
{
ModelVolume *mv = texture_volume();
ModelObject *mo = m_c->selection_info()->model_object();
TextureDisplacementLayer *layer = mv != nullptr ? active_layer() : nullptr;
if (mv == nullptr || mo == nullptr || layer == nullptr || layer->empty())
return false;
const int idx = texture_volume_raycaster_index();
if (idx < 0)
return false;
const Selection &selection = m_parent.get_selection();
const Transform3d trafo = mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix();
const Camera &camera = wxGetApp().plater()->get_camera();
Vec3f hit = Vec3f::Zero(), normal = Vec3f::Zero();
if (!m_c->raycaster()->raycasters()[size_t(idx)]->unproject_on_mesh(
mouse_pos, trafo, camera, hit, normal,
m_c->object_clipper()->get_clipping_plane()))
return false;
// The picture's own colour at that point, read through the projection the bake uses, rather
// than the pixel on screen: the screen pixel carries the lighting and the filament the colour
// was already quantized to, so keying on it would remove the wrong thing.
//
// Uncorrected, deliberately. The key is applied at the end of the correction chain, against
// colours the earlier passes have already moved, so it has to be stated in those terms - the
// same reason the panel's dropper reads the corrected preview.
const indexed_triangle_set &base = mv->mesh().its;
const indexed_triangle_set patch =
extract_painted_patch(base, mv->texture_displacement_facet(layer->slot).get_data());
Vec3f center = Vec3f::Zero(), axis = Vec3f::UnitZ(), average_normal = Vec3f::UnitZ();
if (!patch.indices.empty())
texture_displacement_patch_frame(patch, texture_displacement_vertex_normals(base), center, axis,
average_normal);
DecodedHeightTexture tex = decode_height_texture(*layer);
apply_color_adjustments(tex, *layer);
Vec3f rgb;
if (!sample_layer_color(tex, *layer, hit, normal, rgb, center, axis))
return false;
for (int c = 0; c < 3; ++c)
layer->bg_color[c] = std::clamp(rgb[c], 0.f, 1.f);
layer->bg_from_corners = false;
layer->bg_remove = true;
m_image_bg_picking = false;
m_preview_params_dirty = true;
m_parent.set_as_dirty();
return true;
}
void GLGizmoTextureDisplacement::set_file_drag_over(bool over)
{
if (!image_mode() || m_file_drag_over == over)
return;
m_file_drag_over = over;
// A drag is not a mouse move as far as the canvas is concerned, so nothing would repaint and the
// zone would appear only once something else happened to trigger a frame.
m_parent.set_as_dirty();
m_parent.request_extra_frame();
}
// Drawn over the whole canvas on the foreground list, from inside the panel's ImGui frame, which is
// what puts it above the 3D view and above the panel itself.
void GLGizmoTextureDisplacement::render_image_drop_hint()
{
if (!m_file_drag_over)
return;
const ImVec2 size = ImGui::GetIO().DisplaySize;
if (size.x < 1.f || size.y < 1.f)
return;
ImDrawList *dl = ImGui::GetForegroundDrawList();
const ImU32 teal = ImGui::GetColorU32(ImGuiWrapper::COL_ORCA);
// Dim the view so the zone reads as a state the canvas is in, not as decoration on top of it.
dl->AddRectFilled(ImVec2(0.f, 0.f), size, IM_COL32(0, 0, 0, 70));
const float inset = std::round(ImGui::GetFontSize() * 1.2f);
const ImVec2 a(inset, inset), b(size.x - inset, size.y - inset);
if (b.x <= a.x || b.y <= a.y)
return;
// A dashed border, drawn as runs along the four edges: ImGui 1.83 has no dashed stroke.
const float dash = std::round(ImGui::GetFontSize() * 0.75f);
const float gap = dash;
const float th = std::max(2.f, std::round(ImGui::GetFontSize() * 0.12f));
for (float x = a.x; x < b.x; x += dash + gap) {
const float x1 = std::min(x + dash, b.x);
dl->AddLine(ImVec2(x, a.y), ImVec2(x1, a.y), teal, th);
dl->AddLine(ImVec2(x, b.y), ImVec2(x1, b.y), teal, th);
}
for (float y = a.y; y < b.y; y += dash + gap) {
const float y1 = std::min(y + dash, b.y);
dl->AddLine(ImVec2(a.x, y), ImVec2(a.x, y1), teal, th);
dl->AddLine(ImVec2(b.x, y), ImVec2(b.x, y1), teal, th);
}
// What dropping here will do. Worded as an invitation rather than a promise: anything that is
// not a picture falls through to the model loader, exactly as it did before this tool existed.
const std::string text = _u8L("Drop a picture to put it on the model");
const ImVec2 ts = ImGui::CalcTextSize(text.c_str());
const float pad = std::round(ImGui::GetFontSize() * 0.8f);
const ImVec2 c((a.x + b.x) * 0.5f, (a.y + b.y) * 0.5f);
const ImVec2 r0(c.x - ts.x * 0.5f - pad, c.y - ts.y * 0.5f - pad * 0.6f);
const ImVec2 r1(c.x + ts.x * 0.5f + pad, c.y + ts.y * 0.5f + pad * 0.6f);
dl->AddRectFilled(r0, r1, ImGui::GetColorU32(ImGuiCol_WindowBg, 0.92f), ImGui::GetStyle().FrameRounding);
dl->AddRect(r0, r1, teal, ImGui::GetStyle().FrameRounding, 0, th * 0.5f);
dl->AddText(ImVec2(c.x - ts.x * 0.5f, c.y - ts.y * 0.5f), ImGui::GetColorU32(ImGuiCol_Text), text.c_str());
}
bool GLGizmoTextureDisplacement::drop_image_file(const std::string &path)
{
if (!image_mode() || texture_volume() == nullptr)
return false;
// Imported rather than just read: the same thing the panel's Import tile does, so a dropped
// picture lands in "My images" and is there the next time without hunting for the file again.
std::string error;
const std::optional<TextureLibraryEntry> entry = import_texture_to_library(path, error);
if (!entry) {
show_error(nullptr, error);
return false;
}
// The tool starts with no layer at all, so a drop before anything is loaded has to make one.
if (active_layer() == nullptr)
add_texture_layer();
TextureDisplacementLayer *layer = active_layer();
if (layer == nullptr)
return false;
set_layer_texture(*layer, *entry);
m_parent.set_as_dirty();
return true;
}
// ---------------------------------------------------------------------------------------------
// The Image tool's window.
//
// A member of GLGizmoTextureDisplacement rather than of GLGizmoImage, and defined here rather than
// in that class's own file: it needs the same private machinery the displacement panel uses (the
// layer, the texture picker, the previews, the bake), and keeping it here leaves that 1700 line
// panel untouched instead of threading it with tests for which tool is drawing.
//
// What it deliberately leaves out, all of which only means something once the surface moves or once
// there is more than one picture: brushes and the erase toggle, the layer stack, blend modes, depth,
// midlevel, edge fade, tiling mode, the unwrap projection and its UV editor, seams, the wireframe
// and the mesh-preparation sections.
// ---------------------------------------------------------------------------------------------
void GLGizmoTextureDisplacement::render_image_input_window(float x, float y, float bottom_limit)
{
ModelObject *mo = m_c->selection_info()->model_object();
if (mo == nullptr)
return;
ModelVolume *mv = texture_volume();
// The palette follows project state nobody tells this gizmo about (the filaments in the
// sidebar), so it is checked once a frame and a change re-runs the preview.
cached_palette();
if (m_palette_changed)
m_preview_params_dirty = true;
// Everything this tool fixes, re-pinned each frame so what the preview shows is what Apply will
// produce: Standard's recipe, zero depth with colour on, a click that floods the connected
// surface rather than a brush, and the fast preview, which with no relief to build is both
// instant and exactly the final colour.
// Two statements, not one `||`: short-circuiting would skip the image presets on any frame the
// standard ones changed something.
const bool std_changed = apply_standard_mode_presets(mv);
const bool image_changed = apply_image_mode_presets(mv);
if (std_changed || image_changed)
m_preview_params_dirty = true;
m_tool_type = ToolType::SMART_FILL;
m_cursor_type = TriangleSelector::CursorType::POINTER;
m_erase_mode = false;
m_auto_update = true;
if (!m_use_shaded_preview)
apply_view_mode(1);
float scale = m_parent.get_scale();
#ifdef WIN32
const int dpi = get_dpi_for_window(wxGetApp().GetTopWindow());
scale *= (float) dpi / (float) DPI_DEFAULT;
#endif // WIN32
const float approx_height = m_imgui->scaled(22.f);
y = std::min(y, bottom_limit - approx_height);
// Docked (the default) it is pinned to the right edge of the 3D canvas and cannot be moved, the
// same place and the same rule as the displacement panel, so the two tools do not put their
// controls in different corners. Undocked it becomes an ordinary floating window with a title
// bar to drag it by; the position is deliberately not seeded on undock, so it stays exactly
// where it was and the user simply gains the ability to move it.
ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse;
if (!m_undocked) {
flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar;
// Right-aligned (pivot 1), so the width the window auto-resized to last frame does not need
// to be known here.
float right = float(m_parent.get_canvas_size().get_width()) - m_imgui->scaled(0.5f);
GizmoImguiSetNextWIndowPos(right, y, 0.f, 0.f, ImGuiCond_Always, 1.0f, 0.0f);
}
ImGuiWrapper::push_toolbar_style(m_parent.get_scale());
GizmoImguiBegin(get_name(), flags);
ensure_panel_icons();
const float previous_body_h = m_panel_body_h;
const float previous_footer_h = m_panel_footer_h;
const ImGuiStyle &style = ImGui::GetStyle();
const bool busy = m_bake_in_progress || m_prepare_in_progress;
const float panel_w = m_imgui->scaled(16.f);
const float frame_h = ImGui::GetFrameHeight();
const float icon_sm = std::round(frame_h * 1.05f);
const float gap_s = std::round(m_imgui->scaled(0.4f));
const float label_w = m_imgui->scaled(4.6f);
const float wrap_w = m_imgui->scaled(15.f);
const ImVec4 orca = ImGuiWrapper::COL_ORCA;
const ImVec4 col_frame = ImGui::GetStyleColorVec4(ImGuiCol_Separator);
const auto hover_tip = [&](const auto &text) {
if (ImGui::IsItemHovered())
m_imgui->tooltip(text, wrap_w);
};
// Label column plus a slider filling the rest of the row, the same shape the displacement panel
// uses, so the two tools read as one family.
const auto float_row = [&](const char *id, const wxString &label, float *v, float v_min, float v_max,
const char *format, bool log) -> bool {
const float x0 = ImGui::GetCursorPosX();
ImGui::AlignTextToFramePadding();
m_imgui->text(label);
ImGui::SameLine();
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
ImGui::SetNextItemWidth(x0 + panel_w - ImGui::GetCursorPosX());
return ImGui::SliderFloat(id, v, v_min, v_max, format,
ImGuiSliderFlags_AlwaysClamp | (log ? ImGuiSliderFlags_Logarithmic : 0));
};
// Borderless icon button, for the dock toggle: always the grey monochrome variant.
const auto icon_button = [&](int uid, const std::string &iconfile, const wxString &label,
const wxString &tip_text) -> bool {
const auto it = m_panel_icon_map.find(iconfile);
const float pad = std::max(1.f, std::round(icon_sm * 0.14f));
bool clicked = false;
ImGui::PushID(uid);
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.f);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
if (it != m_panel_icon_map.end() && !it->second.empty() && it->second[0]->is_valid()) {
const IconManager::Icon &ic = *it->second[0];
clicked = m_imgui->image_button((ImTextureID) (intptr_t) ic.tex_id,
ImVec2(icon_sm - 2.f * pad, icon_sm - 2.f * pad), ic.tl, ic.br, int(pad));
} else {
clicked = ImGui::Button(label.ToUTF8().data(), ImVec2(0.f, icon_sm));
}
ImGui::PopStyleColor();
ImGui::PopStyleVar();
ImGui::PopID();
hover_tip(tip_text);
return clicked;
};
// A section header that folds its contents away. ImGui's own CollapsingHeader draws a filled bar
// that is louder than anything else in this window, so this is the same triangle-and-text the
// displacement panel's "More settings" link uses, at heading weight.
const auto section = [&](const char *id, const wxString &label, bool &open) {
const float arrow = std::round(ImGui::GetFontSize() * 0.55f);
const ImVec2 ts = ImGui::CalcTextSize(label.ToUTF8().data());
const ImVec2 p = ImGui::GetCursorScreenPos();
ImGui::PushID(id);
if (ImGui::InvisibleButton("##sec", ImVec2(panel_w, ts.y + gap_s)))
open = !open;
const bool hot = ImGui::IsItemHovered();
ImDrawList *dl = ImGui::GetWindowDrawList();
const ImU32 col = ImGui::GetColorU32(hot ? ImGuiCol_Text : ImGuiCol_TextDisabled);
const float cx = p.x + 0.5f * arrow, cy = p.y + 0.5f * ts.y, hs = 0.32f * arrow;
if (open)
dl->AddTriangleFilled(ImVec2(cx - hs, cy - 0.5f * hs), ImVec2(cx + hs, cy - 0.5f * hs),
ImVec2(cx, cy + 0.5f * hs), col);
else
dl->AddTriangleFilled(ImVec2(cx - 0.5f * hs, cy - hs), ImVec2(cx - 0.5f * hs, cy + hs),
ImVec2(cx + 0.5f * hs, cy), col);
dl->AddText(ImVec2(p.x + arrow + gap_s, p.y), col, label.ToUTF8().data());
ImGui::PopID();
return open;
};
// The integer twin of float_row, for the colour count.
const auto int_row = [&](const char *id, const wxString &label, int *v, int v_min, int v_max,
const char *format) -> bool {
const float x0 = ImGui::GetCursorPosX();
ImGui::AlignTextToFramePadding();
m_imgui->text(label);
ImGui::SameLine();
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
ImGui::SetNextItemWidth(x0 + panel_w - ImGui::GetCursorPosX());
return ImGui::SliderInt(id, v, v_min, v_max, format, ImGuiSliderFlags_AlwaysClamp);
};
// Framed icon toggle, the displacement panel's one cut down to what this window needs.
const auto icon_toggle = [&](int uid, const std::string &iconfile, bool active, const wxString &label,
const wxString &tip_text) -> bool {
const auto it = m_panel_icon_map.find(iconfile);
const float pad = std::max(1.f, std::round(icon_sm * 0.14f));
bool clicked = false;
ImGui::PushID(uid);
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.f);
ImGui::PushStyleColor(ImGuiCol_Button, active ? ImVec4(orca.x, orca.y, orca.z, 0.22f) : ImVec4(0.f, 0.f, 0.f, 0.f));
if (it != m_panel_icon_map.end() && int(it->second.size()) > (active ? 1 : 0) &&
it->second[active ? 1 : 0]->is_valid()) {
const IconManager::Icon &ic = *it->second[active ? 1 : 0];
clicked = m_imgui->image_button((ImTextureID) (intptr_t) ic.tex_id,
ImVec2(icon_sm - 2.f * pad, icon_sm - 2.f * pad), ic.tl, ic.br, int(pad));
} else {
clicked = ImGui::Button(label.ToUTF8().data(), ImVec2(0.f, icon_sm));
}
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(),
ImGui::GetColorU32(active ? orca : col_frame), style.FrameRounding);
ImGui::PopStyleColor();
ImGui::PopStyleVar();
ImGui::PopID();
hover_tip(tip_text);
return clicked;
};
TextureDisplacementLayer *layer = mv != nullptr ? active_layer() : nullptr;
{
const float x0 = ImGui::GetCursorPosX();
ImGui::AlignTextToFramePadding();
m_imgui->push_bold_font();
m_imgui->text(wxString::FromUTF8(get_name(false)));
m_imgui->pop_bold_font();
ImGui::SameLine();
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + panel_w - icon_sm));
if (icon_button(920, "canvas_drag.svg", m_undocked ? _L("Dock panel") : _L("Undock panel"),
_L("Detach this panel so it can be dragged anywhere over the 3D view, or dock it back "
"against the right edge.")))
m_undocked = !m_undocked;
}
ImGui::Separator();
// Everything between the title and the footer scrolls as one, so Apply and Close stay on screen
// on a short canvas instead of being the first thing pushed off the bottom. Sized from last
// frame's content and footer heights, as the displacement panel's body is.
const float bottom = m_undocked ? ImGui::GetIO().DisplaySize.y : bottom_limit;
const float max_body_h = std::max(m_imgui->scaled(8.f), bottom - ImGui::GetCursorScreenPos().y -
m_panel_footer_h - style.WindowPadding.y -
style.ItemSpacing.y);
const float body_h = m_panel_body_h > 0.f ? std::min(m_panel_body_h + 1.f, max_body_h) : max_body_h;
const float scrollbar_w = m_imgui->scaled(0.5f);
const ImVec4 grab = wxGetApp().dark_mode() ? ImVec4(1.f, 1.f, 1.f, 0.26f) : ImVec4(0.f, 0.f, 0.f, 0.26f);
ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarSize, scrollbar_w);
ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarRounding, 0.5f * scrollbar_w);
ImGui::PushStyleColor(ImGuiCol_ScrollbarBg, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrab, grab);
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrabHovered, ImVec4(grab.x, grab.y, grab.z, 0.45f));
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrabActive, ImVec4(grab.x, grab.y, grab.z, 0.65f));
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::BeginChild("##image_body", ImVec2(panel_w, body_h), false);
// The picture, shown whole and the full width of the window: it is the thing being placed, so a
// row-sized thumbnail beside a file name is the wrong size for it. Clicking it opens the library,
// which is also where Import lives, and before anything is loaded the same box is an empty frame
// with a plus in it - one target, in the same place, whichever state the tool is in.
const auto open_library = [&](int slot) {
m_picker_slot = slot;
m_picker_open_request = true;
};
// A layer with no picture on it is the starting state, not a broken one: the tool creates the
// layer empty and the panel stays on the frame below until a picture has been chosen.
const bool has_picture = layer != nullptr && !layer->empty();
const bool placed = mv != nullptr && mv->is_texture_displacement_painted();
// The handle comes up by itself the first moment there is something to anchor it to, so the
// picture can be nudged straight after the click that placed it without hunting for a toggle.
// Armed once: turning it back off has to stay off, not be undone on the next frame.
if (has_picture && placed && !m_image_handle_armed) {
m_image_handle_armed = true;
if (update_adjust_anchor())
m_adjust_texture_mode = true;
}
if (!has_picture) {
const float box_h = std::round(panel_w * 0.6f);
const ImVec2 p0 = ImGui::GetCursorScreenPos();
m_imgui->disabled_begin(busy || mv == nullptr);
const bool clicked = ImGui::InvisibleButton("##load", ImVec2(panel_w, box_h));
m_imgui->disabled_end();
const bool hot = ImGui::IsItemHovered();
ImDrawList *dl = ImGui::GetWindowDrawList();
const ImU32 col = ImGui::GetColorU32(hot ? orca : col_frame);
dl->AddRect(p0, ImVec2(p0.x + panel_w, p0.y + box_h), col, style.FrameRounding);
const float cx = p0.x + 0.5f * panel_w, cy = p0.y + 0.5f * box_h;
const float arm = std::round(box_h * 0.18f), thick = std::max(1.f, std::round(box_h * 0.035f));
dl->AddLine(ImVec2(cx - arm, cy), ImVec2(cx + arm, cy), col, thick);
dl->AddLine(ImVec2(cx, cy - arm), ImVec2(cx, cy + arm), col, thick);
hover_tip(_u8L("Choose a picture to put on the model."));
if (clicked) {
if (layer == nullptr)
add_texture_layer(); // created with no picture on it, on purpose
open_library(layer != nullptr ? layer->slot : m_active_layer_slot);
}
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
ImGui::TextDisabled("%s", _u8L("Choose a picture, then click the model to put it there.").c_str());
ImGui::PopTextWrapPos();
} else {
// The colour texture is the corrected image at full resolution, which is exactly what should
// be previewed - move a correction slider and the box follows. A grayscale picture has no
// colour texture, so it falls back to the height thumbnail.
GLTexture *shown = get_layer_color_texture(*layer);
if (shown == nullptr)
shown = get_layer_thumbnail(*layer);
const float aspect = std::max(0.05f, layer_texture_aspect(*layer));
const float box_h = std::clamp(std::round(panel_w / aspect), std::round(panel_w * 0.35f),
std::round(panel_w * 1.1f));
const ImVec2 box_min = ImGui::GetCursorScreenPos();
bool box_hit = false;
if (shown != nullptr) {
box_hit = ImGui::ImageButton((ImTextureID) (intptr_t) shown->get_id(), ImVec2(panel_w, box_h),
ImVec2(0.f, 0.f), ImVec2(1.f, 1.f), 0);
} else {
box_hit = ImGui::Button("?##thumb", ImVec2(panel_w, box_h));
}
hover_tip(m_image_bg_picking ?
_u8L("Click the background, here or on the model.") :
_u8L("Choose a different picture. Where you placed it and how it is corrected stay as "
"they are."));
if (box_hit) {
if (!m_image_bg_picking) {
open_library(layer->slot);
} else {
// Read straight out of the decoded image rather than off the screen: the preview is
// scaled, and it already has the corrections applied, so a screen read would key the
// corrected colour against itself.
const ImVec2 rel((ImGui::GetIO().MousePos.x - box_min.x) / panel_w,
(ImGui::GetIO().MousePos.y - box_min.y) / box_h);
const DecodedHeightTexture &tex = decode_height_texture(*layer);
if (tex.has_color()) {
const int px = std::clamp(int(rel.x * float(tex.width)), 0, tex.width - 1);
const int py = std::clamp(int(rel.y * float(tex.height)), 0, tex.height - 1);
const size_t i = (size_t(py) * size_t(tex.width) + size_t(px)) * 3;
for (int c = 0; c < 3; ++c)
layer->bg_color[c] = float(tex.rgb[i + size_t(c)]) / 255.f;
layer->bg_from_corners = false;
layer->bg_remove = true;
m_preview_params_dirty = true;
}
m_image_bg_picking = false;
}
}
const std::string name = layer->name.empty() ? _u8L("Image") : layer->name;
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
ImGui::TextDisabled("%s", name.c_str());
ImGui::PopTextWrapPos();
if (!height_texture_has_color(*layer)) {
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
m_imgui->warning_text(_L("This image is grayscale, so it has no colors to print. Choose a color picture."));
ImGui::PopTextWrapPos();
}
// Placing it: one click floods the surface it lands on, out to the first fold sharper than
// the angle below. No brush, no erase toggle - on a flat side or a cube face the click alone
// is the whole gesture, and the slider is there for the cases where it is not.
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
ImGui::TextDisabled("%s", placed ? _u8L("Click the model to move the picture somewhere else.").c_str() :
_u8L("Click the model to put the picture there.").c_str());
ImGui::PopTextWrapPos();
float fill_angle = m_smart_fill_angle;
if (float_row("##fill_angle", _L("Spread"), &fill_angle, SmartFillAngleMin, SmartFillAngleMax, "%.0f°", false))
m_smart_fill_angle = fill_angle;
hover_tip(_u8L("How far a click spreads from the spot you hit: it keeps going while the surface stays "
"flatter than this, and stops at a sharper fold. Small values keep it to one face."));
ImGui::Separator();
if (section("place", _L("Placement"), m_image_sec_place)) {
// Projection, minus Unwrap: that one is an editor's worth of UI (seams, islands, the UV pane)
// for a tool whose whole point is a click and a few sliders.
{
struct Mapping { const char *file; wxString label; wxString tip; TextureProjectionMethod method; };
const Mapping mappings[] = {
{ "menu_obj_cube.svg", _L("Flat"),
_L("Flat - lays the picture straight onto the surface from whichever axis it faces, and blends "
"where it wraps around an edge. The right choice for a face or a flat side."),
TextureProjectionMethod::Triplanar },
{ "menu_obj_cylinder.svg", _L("Around"),
_L("Around - wraps the picture around the area, for a round part like a mug or a tube."),
TextureProjectionMethod::Cylindrical },
{ "menu_obj_sphere.svg", _L("Ball"),
_L("Ball - wraps the picture around the area in both directions, for a dome or a sphere."),
TextureProjectionMethod::Spherical },
{ "texture_displacement_map_view.svg", _L("From view"),
_L("From view - throws the picture onto the area from where you are looking now, like a slide "
"projector. Line the view up with the surface first, because faces turned away stretch."),
TextureProjectionMethod::ViewProjected },
};
const float x0 = ImGui::GetCursorPosX();
ImGui::AlignTextToFramePadding();
// Plain text, like every other label in this window: the displacement panel greys its
// headings because it has many, and here there are five rows in total.
m_imgui->text(_L_CONTEXT("Mapping", "Texture Displacement"));
ImGui::SameLine();
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
for (int mi = 0; mi < int(IM_ARRAYSIZE(mappings)); ++mi) {
if (mi > 0)
ImGui::SameLine(0.f, gap_s);
const bool on = layer->projection_method == mappings[mi].method;
if (icon_toggle(900 + mi, mappings[mi].file, on, mappings[mi].label, mappings[mi].tip) && !on) {
// Capture the current view the moment "From view" is chosen, so it does something
// sensible immediately rather than projecting from a stale direction.
if (mappings[mi].method == TextureProjectionMethod::ViewProjected)
capture_view_projection(*layer);
layer->projection_method = mappings[mi].method;
m_preview_params_dirty = true;
}
}
}
if (layer->projection_method == TextureProjectionMethod::ViewProjected) {
if (m_imgui->button(_u8L("Capture current view"))) {
capture_view_projection(*layer);
m_preview_params_dirty = true;
}
hover_tip(_u8L("Throws the picture on again from where you are looking now. Orbit the model, press "
"this, and it is re-laid from the new angle."));
}
m_preview_params_dirty |= float_row("##size", _L("Size"), &layer->tiling_scale, 1.f, 300.f, "%.1f mm", true);
hover_tip(_u8L("How wide the picture is on the model, in millimetres."));
m_preview_params_dirty |= float_row("##rotation", _L("Rotation"), &layer->rotation_deg, 0.f, 360.f, "%.0f°", false);
hover_tip(_u8L("Turns the picture on the surface, for lining it up with an edge of the model."));
// Sliding it into place, and whether it repeats. Both belong on one row: the handle is the
// coarse control and Tile decides what it is sliding - one copy, or a pattern.
{
const float x0 = ImGui::GetCursorPosX();
ImGui::AlignTextToFramePadding();
m_imgui->text(_L("Move"));
ImGui::SameLine();
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
if (icon_toggle(910, "texture_displacement_adjust.svg", m_adjust_texture_mode, _L("Move on the model"),
_L("Move on the model - drag the handle that appears on the surface to slide the "
"picture around, or one of its two arrows to slide it along just that axis."))) {
if (!m_adjust_texture_mode) {
update_model_object(); // flush any pending placement before anchoring to it
if (update_adjust_anchor())
m_adjust_texture_mode = true;
else
show_error(nullptr, _u8L("Click the model to put the picture somewhere first."));
} else {
m_adjust_texture_mode = false;
m_adjust_drag_handle = AdjustHandle::None;
}
}
ImGui::SameLine(0.f, gap_s * 2.f);
if (m_imgui->bbl_checkbox(_L("Tile"), layer->tile_enabled))
m_preview_params_dirty = true;
hover_tip(_u8L("Repeats the picture over the area instead of placing a single copy. Off by "
"default, because a photo or a logo goes on once; Size then sets how big that "
"one copy is."));
}
// The one number that decides how sharp the printed picture is. Each triangle prints in a
// single filament, so the mesh under the paint has to be finer than the detail wanted out of
// the image - and the budget above is what stops that running away.
{
TextureDisplacementOptions &opts = mv->texture_displacement_options;
float edge = opts.v2_refine_mm;
m_imgui->disabled_begin(busy);
if (float_row("##resolution", _L("Detail"), &edge, 0.02f, 2.f, "%.2f mm", true)) {
opts.v2_refine_mm = edge;
m_preview_params_dirty = true;
}
m_imgui->disabled_end();
hover_tip(_u8L("How fine the mesh is made under the picture, in millimetres. Each triangle prints "
"in one filament, so this is how sharp an edge between two colors can come out. "
"Smaller costs triangles fast: halving it needs four times as many."));
// Refining past the budget is not an error - the bake simplifies back down to it - but the
// result then carries less of the picture than this slider asks for, and without saying so
// the only sign is a print that came out softer than expected.
const size_t budget = size_t(std::max(0, opts.v2_max_triangles_k)) * 1000;
const size_t needed = estimated_refined_triangles(*mv, edge);
if (budget > 0 && needed > budget * 5 / 4) {
const auto count = [](size_t n) {
return n >= 1000000 ? Slic3r::format("%1$.1f M", double(n) / 1000000.) :
Slic3r::format("%1% k", (n + 500) / 1000);
};
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
m_imgui->warning_text(Slic3r::format(_u8L("Needs about %1% triangles, budget %2% - it will be "
"simplified back down and come out softer."),
count(needed), count(budget)));
ImGui::PopTextWrapPos();
}
}
} // Placement
ImGui::Separator();
if (section("color", _L("Color"), m_image_sec_color)) {
// Colour correction. Every one of these changes which filament each area lands in, which is
// why they are here rather than left to whatever the file happened to contain: a photo that
// prints as mud usually only needs contrast.
m_preview_params_dirty |= float_row("##brightness", _L("Brightness"), &layer->brightness, -1.f, 1.f, "%.2f", false);
hover_tip(_u8L("Lightens or darkens the whole picture before it is matched to your filaments."));
m_preview_params_dirty |= float_row("##contrast", _L("Contrast"), &layer->contrast, -1.f, 1.f, "%.2f", false);
hover_tip(_u8L("Pushes light and dark apart. Raise it when a photo prints as mud; lower it when "
"everything collapses into the lightest and darkest filament."));
m_preview_params_dirty |= float_row("##saturation", _L("Saturation"), &layer->saturation, 0.f, 2.f, "%.2f", false);
hover_tip(_u8L("How strong the colors are. At 0 the picture is gray, so it prints in your grays and "
"blacks; raising it pushes each area towards a purer filament."));
m_preview_params_dirty |= float_row("##hue", _L("Hue"), &layer->hue, -180.f, 180.f, "%.0f°", false);
hover_tip(_u8L("Turns every color of the picture around the color wheel, without changing how light "
"it is. Your filaments are a fixed, arbitrary set, so this is what lets the picture "
"meet them: if you have orange loaded but no red, a small turn puts the reds on it."));
m_preview_params_dirty |= float_row("##gamma", _L("Gamma"), &layer->gamma, 0.2f, 5.f, "%.2f", true);
hover_tip(_u8L("Lifts or drops the midtones without touching the brightest and darkest parts. Use it "
"when the middle of the picture is the part coming out wrong."));
m_preview_params_dirty |= float_row("##sharpen", _L("Sharpen"), &layer->sharpness, 0.f, 1.f, "%.2f", false);
hover_tip(_u8L("Crisps up the edges before the picture is matched to your filaments. Worth more here "
"than in a photo: a soft edge between two colors quantizes into a ragged band of "
"both, and sharpening first makes it land in one place."));
// How many colours the picture may use. 2 is a logo in two flat colours, 4 or 5 a poster,
// off a photograph. This is not the same as the displacement tool's "Mixed colors", which
// caps how many mixed filament slots a bake may create rather than what the picture uses.
{
int count = layer->color_count;
if (int_row("##colors", _L("Colors"), &count, 0, 12, count == 0 ? _u8L("Off").c_str() : "%d")) {
// 1 is not a picture, so the slider steps over it on the way out of Off.
layer->color_count = count == 1 ? 2 : count;
m_preview_params_dirty = true;
}
hover_tip(_u8L("Reduces the picture to this many colors before your filaments are matched to "
"it, so it prints in at most that many. The colors are the ones the picture is "
"actually made of, not an even split of the range. Off leaves it alone."));
}
if (m_imgui->bbl_checkbox(_L("Negative"), layer->color_invert))
m_preview_params_dirty = true;
hover_tip(_u8L("Prints the picture inverted, light for dark and each color for its opposite."));
} // Color
ImGui::Separator();
if (!section("bg", _L("Background"), m_image_sec_bg)) {
// Folded away, but still worth saying whether it is doing anything.
ImGui::SameLine();
ImGui::TextDisabled("%s", layer->bg_remove ? _u8L("removed").c_str() : _u8L("kept").c_str());
} else {
if (m_imgui->bbl_checkbox(_L("Remove background"), layer->bg_remove))
m_preview_params_dirty = true;
hover_tip(_u8L("Leaves the background unprinted, so the object's own color shows through instead of "
"a slab of white behind a logo. A picture that is already transparent needs none of "
"this: those parts are left out either way."));
if (layer->bg_remove) {
// Which colour is being removed, shown rather than described: the swatch is also a
// picker, and the dropper beside it takes the colour from the preview above.
const float x0 = ImGui::GetCursorPosX();
ImGui::AlignTextToFramePadding();
m_imgui->text(_L("Color"));
ImGui::SameLine();
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
float shown_bg[3] = { layer->bg_color[0], layer->bg_color[1], layer->bg_color[2] };
if (layer->bg_from_corners) {
// Nothing has been picked, so show what the corners actually gave: the same median
// the bake will key on, not a placeholder white.
const DecodedHeightTexture &tex = decode_height_texture(*layer);
if (tex.has_color() && tex.width > 1 && tex.height > 1) {
const size_t n = size_t(tex.width) * size_t(tex.height);
const size_t corner[4] = { 0, size_t(tex.width) - 1,
(size_t(tex.height) - 1) * size_t(tex.width), n - 1 };
for (int c = 0; c < 3; ++c) {
std::array<float, 4> v{};
for (int i = 0; i < 4; ++i)
v[size_t(i)] = float(tex.rgb[corner[i] * 3 + size_t(c)]);
std::sort(v.begin(), v.end());
shown_bg[c] = 0.5f * (v[1] + v[2]) / 255.f;
}
}
}
ImGui::SetNextItemWidth(x0 + panel_w - ImGui::GetCursorPosX() - icon_sm - gap_s);
if (ImGui::ColorEdit3("##bg_color", shown_bg,
ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel)) {
for (int c = 0; c < 3; ++c)
layer->bg_color[c] = shown_bg[c];
layer->bg_from_corners = false;
m_preview_params_dirty = true;
}
hover_tip(layer->bg_from_corners ?
_u8L("Taken from the four corners of the picture, which is right for a logo on a "
"plain card. Click to choose a color yourself instead.") :
_u8L("The color being removed. Click to change it."));
ImGui::SameLine(0.f, gap_s);
if (icon_toggle(930, "texture_displacement_pipette.svg", m_image_bg_picking, _L("Pick the color"),
_L("Pick the color - then click the background, either in the preview above or on "
"the model itself.")))
m_image_bg_picking = !m_image_bg_picking;
if (!layer->bg_from_corners) {
ImGui::SameLine(0.f, gap_s);
if (m_imgui->button(_u8L("Corners"))) {
layer->bg_from_corners = true;
m_preview_params_dirty = true;
}
hover_tip(_u8L("Back to taking the color from the picture's four corners."));
}
m_preview_params_dirty |= float_row("##bg_tol", _L("Tolerance"), &layer->bg_tolerance, 0.01f, 0.6f, "%.2f", false);
hover_tip(_u8L("How different from that color still counts as background. Raise it when a "
"shadow or a gradient is left behind; lower it when it starts eating the picture."));
}
} // Background
// Outside both sections, because it clears the colour corrections and the background key
// alike, and a reset that lives inside one of them would look like it only reached that far.
ImGui::Separator();
if (m_imgui->button(_u8L("Reset all"))) {
layer->brightness = 0.f;
layer->contrast = 0.f;
layer->saturation = 1.f;
layer->hue = 0.f;
layer->gamma = 1.f;
layer->sharpness = 0.f;
layer->color_count = 0;
layer->bg_remove = false;
layer->bg_tolerance = 0.15f;
layer->bg_from_corners = true;
layer->bg_color[0] = layer->bg_color[1] = layer->bg_color[2] = 1.f;
m_image_bg_picking = false;
layer->color_invert = false;
m_preview_params_dirty = true;
}
hover_tip(_u8L("Puts every correction and the background back to where they started, leaving the "
"picture as it was loaded. Where you placed it and how big it is are not touched."));
}
// The library popup lives in this window's scope, where its open request and the popup itself
// share one ID stack.
{
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));
}
// ImGui sliders report "changed" on every frame of a drag, and a preview rebuild is real work,
// so with the mouse still down it waits for the release.
if (m_preview_params_dirty && !ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
rebuild_preview();
m_preview_params_dirty = false;
}
m_panel_body_h = ImGui::GetCursorPosY() - style.ItemSpacing.y;
ImGui::EndChild();
ImGui::PopStyleColor(5);
ImGui::PopStyleVar(2);
const float footer_top = ImGui::GetCursorScreenPos().y;
ImGui::Separator();
{
const bool painted = placed;
const bool no_colors = mv != nullptr && !any_layer_colors(*mv);
// Colour is the only thing this bake produces, so with a grayscale picture there would be
// nothing to show for it - and it is not a cheap no-op: the bake still refines the painted
// area and replaces the mesh with the result.
const bool can_apply = !busy && mv != nullptr && painted && !no_colors;
const float button_h = std::round(frame_h * 1.25f);
const float button_w = std::max({ ImGui::CalcTextSize(_u8L("Apply").c_str()).x,
ImGui::CalcTextSize(_u8L("Close").c_str()).x,
ImGui::CalcTextSize(_u8L("Stop").c_str()).x,
ImGui::CalcTextSize(_u8L("Working...").c_str()).x }) +
m_imgui->scaled(0.5f);
const float row_y = ImGui::GetCursorPosY();
const float icon_h = 21.f * scale;
const float row_h = std::max(icon_h, button_h);
ImGui::SetCursorPosY(row_y + (row_h - icon_h) * .5f);
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(int(m_imgui->scaled(.5f)), style.ItemSpacing.y));
GLGizmoUtils::render_wiki_guide_button(m_parent, scale,
"https://www.orcaslicer.com/wiki/print_prepare/prepare_texture_displacement");
ImGui::PopStyleVar(1);
ImGui::SameLine(panel_w - button_w * 2 - style.ItemSpacing.x);
GLGizmoUtils::push_orca_button_style();
m_imgui->push_bold_font();
m_imgui->disabled_begin(!can_apply);
ImGui::SetCursorPosY(row_y + (row_h - button_h) * .5f);
const std::string apply_label = busy ? _u8L("Working...") : _u8L("Apply");
if (ImGui::Button((apply_label + "##apply").c_str(), ImVec2(button_w, button_h)))
bake_standard();
m_imgui->disabled_end();
m_imgui->pop_bold_font();
GLGizmoUtils::pop_orca_button_style();
if (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))
m_imgui->tooltip(!has_picture ? _u8L("Choose a picture first.") :
!painted ? _u8L("Click the model to place the picture first.") :
no_colors ? _u8L("This picture is grayscale, so there is nothing to print. "
"Choose a color picture.") :
_u8L("Prints the picture where you placed it, in the nearest of your "
"loaded filaments. The surface itself is left exactly where it "
"is: this adds color, not relief."),
wrap_w);
ImGui::SameLine();
if (busy) {
if (ImGui::Button((_u8L("Stop") + "##stop").c_str(), ImVec2(button_w, button_h)))
wxGetApp().plater()->get_ui_job_worker().cancel_all();
hover_tip(_u8L("Stops it. Whatever it had already finished stays on the model, and can be undone."));
} else {
if (ImGui::Button((_u8L("Close") + "##close").c_str(), ImVec2(button_w, button_h)))
m_parent.reset_all_gizmos();
hover_tip(_u8L("Closes the tool. Your picture and where you put it stay with the model."));
}
}
m_panel_footer_h = ImGui::GetCursorScreenPos().y - footer_top;
// Both heights feed back into next frame's layout, so the window needs one more frame whenever
// either of them moved.
if (std::abs(m_panel_body_h - previous_body_h) > 0.5f || std::abs(m_panel_footer_h - previous_footer_h) > 0.5f)
m_parent.request_extra_frame();
// Last, on the foreground list, so it covers the panel as well as the view.
render_image_drop_hint();
GizmoImguiEnd();
ImGuiWrapper::pop_toolbar_style();
}
} // namespace Slic3r::GUI
+46
View File
@@ -0,0 +1,46 @@
#ifndef slic3r_GLGizmoImage_hpp_
#define slic3r_GLGizmoImage_hpp_
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
#include "slic3r/GUI/I18N.hpp"
#include <string>
#include <wx/string.h>
namespace Slic3r::GUI {
class GLCanvas3D;
// "Put this picture on the model": the texture-displacement gizmo with the relief taken out of it.
//
// There is no second engine here and no copy of one. It is GLGizmoTextureDisplacement with
// image_mode() on, which pins every layer to zero depth and colour on (see
// apply_image_mode_presets()) and leaves out the controls that only mean something once the surface
// moves. Painting, the layer stack, the texture library, the previews and the bake are the very same
// code, reached the very same way - a zero-depth bake refines the painted area and writes the
// colours exactly as a relief bake does, it just displaces by nothing.
//
// Its own toolbar button because the two are different jobs, not two settings of one: a user who
// wants a photo on a part should not have to know what a height map is, or find the one slider that
// has to be zero.
class GLGizmoImage : public GLGizmoTextureDisplacement
{
public:
GLGizmoImage(GLCanvas3D &parent, const std::string &icon_filename, unsigned int sprite_id);
protected:
bool image_mode() const override { return true; }
bool on_init() override;
std::string on_get_name() const override;
wxString handle_snapshot_action_name(bool shift_down, Button button_down) const override;
std::string get_gizmo_entering_text() const override { return _u8L("Entering Image painting"); }
std::string get_gizmo_leaving_text() const override { return _u8L("Leaving Image painting"); }
std::string get_action_snapshot_name() const override { return _u8L("Image editing"); }
};
} // namespace Slic3r::GUI
#endif // slic3r_GLGizmoImage_hpp_
@@ -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.
@@ -418,10 +409,18 @@ std::unique_ptr<GLTexture> upload_color_texture(const DecodedHeightTexture &deco
for (int c = 0; c < 3; ++c)
sum[c] += decoded.rgb[si + size_t(c)];
}
// Coverage rides in the fourth channel, box-filtered with the colour, so the shader can
// leave the surface alone where the picture is not there (see the colour path in
// texture_displacement_shaded.fs).
unsigned int sum_a = 0;
if (decoded.has_alpha())
for (int sy = y0; sy < y1 && sy < decoded.height; ++sy)
for (int sx = x0; sx < x1 && sx < decoded.width; ++sx)
sum_a += decoded.alpha[size_t(sy) * size_t(decoded.width) + size_t(sx)];
const size_t di = (size_t(y) * size_t(w) + size_t(x)) * 4;
for (int c = 0; c < 3; ++c)
rgba[di + size_t(c)] = (n > 0) ? static_cast<unsigned char>(sum[size_t(c)] / n) : 0;
rgba[di + 3] = 255;
rgba[di + 3] = (decoded.has_alpha() && n > 0) ? static_cast<unsigned char>(sum_a / n) : 255;
}
auto texture = std::make_unique<GLTexture>();
@@ -534,16 +533,13 @@ 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;
m_palette_pure_quantizer = nullptr;
m_palette_filaments.clear();
m_palette_images.clear();
m_palette_adjusts.clear();
m_mix_ranking.reset();
m_palette_slots.clear();
m_palette_changed = false;
@@ -569,6 +565,8 @@ void GLGizmoTextureDisplacement::on_shutdown()
m_seam_edit_mode = false;
m_adjust_drag_handle = AdjustHandle::None;
m_adjust_anchor_valid = false;
m_image_handle_armed = false;
m_file_drag_over = false;
// The pane is request-only: closing the gizmo drops the request, so reopening it later doesn't
// silently reopen the pane too.
m_show_uv_editor = false;
@@ -773,8 +771,21 @@ bool GLGizmoTextureDisplacement::on_mouse(const wxMouseEvent &mouse_event)
{
if (m_seam_edit_mode)
return on_mouse_seam(mouse_event);
if (m_adjust_texture_mode)
return on_mouse_adjust_texture(mouse_event);
// The background dropper takes the next click wherever it lands, the model included, so it comes
// before both the handle and the paint.
if (m_image_bg_picking && mouse_event.LeftDown() &&
pick_background_at(Vec2d(mouse_event.GetX(), mouse_event.GetY())))
return true;
if (m_adjust_texture_mode) {
if (on_mouse_adjust_texture(mouse_event))
return true;
// The displacement tool turns this mode on deliberately, so there a click off the handle
// doing nothing is the point. The Image tool has it on from the start, so the same click has
// to fall through and place the picture, or turning it on would disable the tool's one
// gesture.
if (!image_mode())
return false;
}
const bool handled = GLGizmoPainterBase::on_mouse(mouse_event);
// A consumed drag/click is a paint (or erase) event: the base class has already updated the live
@@ -1576,6 +1587,9 @@ void GLGizmoTextureDisplacement::render_shaded_preview_mesh()
shader->set_uniform("height_tex", 0);
shader->set_uniform("height_tex_texel", Vec2f(1.f / float(tex->get_width()), 1.f / float(tex->get_height())));
shader->set_uniform("depth_mm", layer->depth_mm);
// Without this the preview wrapped the image and showed a repeating pattern where the bake
// places a single copy.
shader->set_uniform("tile_enabled", layer->tile_enabled);
shader->set_uniform("tiling_scale", layer->tiling_scale);
// Read off the uploaded texture rather than the decoded one: they are the same image, and this is
// the aspect the sampler will actually see.
@@ -2463,12 +2477,9 @@ 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) {
@@ -3602,6 +3613,11 @@ void GLGizmoTextureDisplacement::update_model_object()
wxGetApp().obj_list()->update_info_items(std::find(mos.begin(), mos.end(), mo) - mos.begin());
m_parent.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
rebuild_preview();
// The on-canvas handle is anchored to the paint patch, so a stroke that moved the paint has
// to move it with them. Matters most in the Image tool, where the handle is on from the
// start and a click moves the picture to a different part of the model.
if (m_adjust_texture_mode)
update_adjust_anchor();
}
}
@@ -3684,11 +3700,11 @@ void GLGizmoTextureDisplacement::ensure_panel_icons()
// a monochrome ("normal", grey in the current theme) and an original-colour variant.
static const std::vector<std::string> names = {
"texture_displacement_brush.svg", "texture_displacement_face.svg", "texture_displacement_connected_area.svg",
"texture_displacement_pipette.svg", // the Image panel's background dropper
"texture_displacement_real_preview.svg", "texture_displacement_fast_preview.svg",
"texture_displacement_checker.svg", "texture_displacement_distortion.svg",
"texture_displacement_wireframe.svg", "texture_displacement_cross.svg",
"texture_displacement_uv_select_island.svg", "texture_displacement_uv_select_edge.svg",
"cog.svg", // the layer card's "adjust image" button
"texture_displacement_uv_select_vertex.svg",
// Paint / Erase, brush cursor shape, mapping, tiling, placement and the dock toggle.
"texture_displacement_add.svg", "texture_displacement_add_negative.svg", "circle_paint.svg",
@@ -3743,13 +3759,24 @@ void GLGizmoTextureDisplacement::add_texture_layer()
// 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.
const std::vector<TextureLibraryEntry> &library = texture_library();
if (!library.empty())
if (const LibraryTexture *tex = get_library_texture(library.front().path)) {
layer.name = library.front().name;
layer.path = library.front().path;
layer.image_data = tex->image_data;
}
//
// Not in the Image tool: there the layer deliberately starts with no picture at all, so the panel
// stays on its empty frame until the user has chosen one. Picking a shipped height map for them
// would be choosing the wrong thing twice over - it is not their picture, and most of that
// library is grayscale, which an image bake cannot print.
if (image_mode()) {
// One copy, not a repeating pattern: a photo or a logo is placed once. The panel's Tile
// checkbox is there for the cases that do want it, so this is a default and not a pin.
layer.tile_enabled = false;
} else {
const std::vector<TextureLibraryEntry> &library = texture_library();
if (!library.empty())
if (const LibraryTexture *tex = get_library_texture(library.front().path)) {
layer.name = library.front().name;
layer.path = library.front().path;
layer.image_data = tex->image_data;
}
}
mv->texture_displacement_layers.push_back(std::move(layer));
// A new layer opens with every setting showing; there is nothing on it yet to hide settings from.
m_layer_expanded[size_t(free_slot)] = true;
@@ -3944,15 +3971,19 @@ void GLGizmoTextureDisplacement::render_texture_library_popup(const ImVec2 &pane
return n;
};
ImGui::TextDisabled("%s", _u8L("Built-in").c_str());
{
// The shipped library is grayscale height maps, which is what the displacement tool wants and the
// opposite of what an image bake can use: it prints colour, and a height map has none. So the
// Image tool offers only the user's own pictures, and the section is left out entirely rather
// than shown full of things that would all warn when picked.
if (!image_mode()) {
ImGui::TextDisabled("%s", _u8L("Built-in").c_str());
const ImVec2 origin = ImGui::GetCursorScreenPos();
const int count = grid(origin, false);
end_grid(origin, count);
if (count == 0)
ImGui::TextDisabled("%s", _u8L("No textures found.").c_str());
}
ImGui::TextDisabled("%s", _u8L("My textures").c_str());
ImGui::TextDisabled("%s", image_mode() ? _u8L("My images").c_str() : _u8L("My textures").c_str());
{
const ImVec2 origin = ImGui::GetCursorScreenPos();
const int count = grid(origin, true);
@@ -3960,15 +3991,20 @@ void GLGizmoTextureDisplacement::render_texture_library_popup(const ImVec2 &pane
if (ImGui::Button("+##import_texture", ImVec2(tile, tile)))
import_clicked = true;
if (ImGui::IsItemHovered())
m_imgui->tooltip(_u8L("Import your own image as a height map. It is converted to the format the slicer "
"bakes from and saved to your personal texture folder, kept separate from the "
"textures shipped with OrcaSlicer."),
m_imgui->tooltip(image_mode() ?
_u8L("Import a picture from your computer. Its colors are kept, and it is saved to "
"your personal folder so it is here next time.") :
_u8L("Import your own image as a height map. It is converted to the format the "
"slicer bakes from and saved to your personal texture folder, kept separate "
"from the textures shipped with OrcaSlicer."),
m_imgui->scaled(20.f));
end_grid(origin, count + 1);
}
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + grid_w);
ImGui::TextDisabled("%s", _u8L("PNG, JPG or BMP - converted to a height map on import. Hover one of yours to remove it.").c_str());
ImGui::TextDisabled("%s", image_mode() ?
_u8L("PNG, JPG or BMP. Hover one to remove it.").c_str() :
_u8L("PNG, JPG or BMP - converted to a height map on import. Hover one of yours to remove it.").c_str());
ImGui::PopTextWrapPos();
if (chosen || import_clicked)
@@ -3999,338 +4035,6 @@ 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::invalidate_adjust_textures()
{
// The GPU copies of a layer's image - the list thumbnail, the preview shader's height and colour
// textures - are keyed on the image_data pointer and the layer's Smoothing, and a live adjustment
// changes neither: the pointer still names the same PNG. Rather than widen three cache keys for a
// panel that is open a few seconds at a time, the panel drops the copies itself whenever it moves
// the adjustment. Nulling the source is enough; the next get_layer_*() rebuilds from the decode,
// which does see the adjustment.
m_thumbnail_source.fill(nullptr);
m_color_tex_source = nullptr;
m_height_tex_source = nullptr;
}
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;
}
}
}
if (reverted)
invalidate_adjust_textures();
// 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;
invalidate_adjust_textures();
// 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)
{
@@ -4880,15 +4584,22 @@ const std::vector<GLGizmoTextureDisplacement::PaletteEntry> &GLGizmoTextureDispl
// The images themselves rather than their addresses, so a freed and reallocated image can never
// pass for the old one. Whether one has colour, and whether its colours are flat, follows from it.
std::vector<std::shared_ptr<std::vector<unsigned char>>> images;
// ... and what each one is corrected by, which changes the colours the mixes are ranked against
// without changing the image it came from.
std::vector<ColorAdjustKey> adjusts;
if (mv != nullptr)
for (const TextureDisplacementLayer &layer : mv->texture_displacement_layers)
if (layer.color_enabled && !layer.empty())
if (layer.color_enabled && !layer.empty()) {
images.push_back(layer.image_data);
adjusts.push_back(ColorAdjustKey::of(layer));
}
const bool ranking_stale = filaments != m_palette_filaments || images != m_palette_images;
const bool ranking_stale = filaments != m_palette_filaments || images != m_palette_images ||
adjusts != m_palette_adjusts;
if (ranking_stale) {
m_palette_filaments = std::move(filaments);
m_palette_images = std::move(images);
m_palette_adjusts = std::move(adjusts);
m_mix_ranking.reset();
}
if (mixing && !m_mix_ranking)
@@ -4965,9 +4676,12 @@ std::vector<GLGizmoTextureDisplacement::MixTarget> GLGizmoTextureDisplacement::m
continue;
TextureDisplacementLayer raw = layer;
raw.smoothing = 0.f;
const DecodedHeightTexture tex = decode_height_texture(raw);
DecodedHeightTexture tex = decode_height_texture(raw);
if (!tex.has_color())
continue;
// Corrected first: the mixes are chosen to cover the colours the bake will actually ask for,
// and a darkened or desaturated image asks for different ones.
apply_color_adjustments(tex, layer);
// 16 levels per channel, each bin keeping the mean of the colours that fell in it: a coarse grid
// to gather on, without snapping every colour to a bin corner.
@@ -5673,10 +5387,16 @@ 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)
const ColorAdjustKey adjust = ColorAdjustKey::of(layer);
if (m_color_tex && m_color_tex_source == layer.image_data.get() && m_color_tex_smoothing == layer.smoothing &&
m_color_tex_adjust == adjust)
return m_color_tex.get();
std::unique_ptr<GLTexture> texture = upload_color_texture(decode_height_texture(layer), HEIGHT_TEX_MAX_PX);
// Corrected here rather than inside the decode, exactly as prepare_sampleable_layers() does for
// the bake, so the fast preview shades the image the bake will print.
DecodedHeightTexture tex = decode_height_texture(layer);
apply_color_adjustments(tex, layer);
std::unique_ptr<GLTexture> texture = upload_color_texture(tex, HEIGHT_TEX_MAX_PX);
if (!texture) {
m_color_tex.reset();
m_color_tex_source = nullptr;
@@ -5685,6 +5405,7 @@ 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 = adjust;
return m_color_tex.get();
}
@@ -5761,6 +5482,8 @@ static constexpr float STD_SUBDIV_BORDER_MM = 0.4f;
// what the eye actually lands on - a stepped outline around a printed decal reads as a defect in a
// way a slightly coarse relief transition does not - and it costs triangles along an outline only.
static constexpr float STD_SUBDIV_COLOR_MM = 0.25f;
// The Image tool's triangle budget, in thousands. See apply_image_mode_presets().
static constexpr int IMAGE_BUDGET_K = 1000;
bool GLGizmoTextureDisplacement::apply_standard_mode_presets(ModelVolume *mv)
{
@@ -5791,6 +5514,61 @@ bool GLGizmoTextureDisplacement::apply_standard_mode_presets(ModelVolume *mv)
return changed;
}
// Pinned into the volume rather than applied on the way to the bake, exactly as Standard mode pins
// displace_border and smooth_enabled above: the preview, the bake, the triangle estimate and the
// palette all read the layers straight off the volume, and a value that only some of them saw would
// put the preview and the bake out of step.
//
// The two tools share one layer stack - that is what "not a fork" means here - so opening the Image
// tool on a volume whose layers carry relief flattens them, and they stay flat when the displacement
// tool is reopened. Only that one number changes: the paint, the image, the placement and any relief
// already baked into the mesh are untouched.
bool GLGizmoTextureDisplacement::apply_image_mode_presets(ModelVolume *mv)
{
if (mv == nullptr)
return false;
bool changed = false;
TextureDisplacementOptions &opts = mv->texture_displacement_options;
// A million triangles for the picture. The auto budget is 750 k, chosen for relief, where the
// triangles buy shape; here they buy nothing but the sharpness of the edges between colours, and
// that is the whole output, so it is worth spending more of them on it.
if (opts.v2_max_triangles_k != IMAGE_BUDGET_K) {
opts.v2_max_triangles_k = IMAGE_BUDGET_K;
changed = true;
}
// Resolution is a slider in this panel rather than an Auto checkbox, so it needs a real value to
// start from: the same recommendation Auto would have produced for this model.
if (opts.v2_refine_mm <= 0.f) {
const float edge = v2_recommendation(*mv).edge_mm;
opts.v2_refine_mm = edge > 0.f ? edge : 0.3f;
changed = true;
}
for (TextureDisplacementLayer &layer : mv->texture_displacement_layers) {
// Zero depth is the whole of "no relief": the bake still refines the painted area and still
// writes the colours, every layer just contributes a displacement of 0 (see
// make_combined_displacement_sampler()). Nothing special-cases it.
if (layer.depth_mm != 0.f) {
layer.depth_mm = 0.f;
changed = true;
}
// Colour is the only thing an image bake produces, so it is on wherever there is colour to
// use rather than being a checkbox the user could leave off and wonder at.
const bool wanted = height_texture_has_color(layer);
if (layer.color_enabled != wanted) {
layer.color_enabled = wanted;
changed = true;
}
// Unwrap is the one projection the Image tool does not offer: it is an editor's worth of UI
// (seams, islands, the UV pane) for a case that wants a click and a slider. A layer arriving
// from the displacement tool set to it falls back to the triplanar default.
if (layer.projection_method == TextureProjectionMethod::LSCM) {
layer.projection_method = TextureProjectionMethod::Triplanar;
changed = true;
}
}
return changed;
}
void GLGizmoTextureDisplacement::bake_standard()
{
ModelVolume *mv = texture_volume();
@@ -6099,6 +5877,14 @@ void GLGizmoTextureDisplacement::render_paint_cursor_hint()
void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float bottom_limit)
{
// The Image tool gets its own, much smaller window (see GLGizmoImage.cpp): everything below this
// point is the displacement panel, and it is left exactly as it was rather than being threaded
// with tests for which of the two tools is drawing.
if (image_mode()) {
render_image_input_window(x, y, bottom_limit);
return;
}
ModelObject *mo = m_c->selection_info()->model_object();
if (!mo)
return;
@@ -6761,7 +6547,7 @@ 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));
@@ -6775,16 +6561,6 @@ 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"))) {
@@ -7584,15 +7360,10 @@ 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
@@ -7829,11 +7600,6 @@ 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"
@@ -155,6 +154,33 @@ public:
// What the cache was built from.
std::vector<ColorRGBA> m_palette_filaments;
std::vector<std::shared_ptr<std::vector<unsigned char>>> m_palette_images; // the colouring layers' images
// One layer's colour correction, as a value that can be compared and cached on. It belongs to
// every cache keyed on "what the image looks like", because a correction slider changes the
// pixels while leaving the image_data pointer alone.
struct ColorAdjustKey
{
float brightness = 0.f, contrast = 0.f, saturation = 1.f, gamma = 1.f, hue = 0.f;
float sharpness = 0.f, bg_tolerance = 0.15f;
float bg_r = 1.f, bg_g = 1.f, bg_b = 1.f;
int color_count = 0;
bool invert = false, bg_remove = false, bg_from_corners = true;
bool operator==(const ColorAdjustKey &o) const
{
return brightness == o.brightness && contrast == o.contrast && saturation == o.saturation &&
gamma == o.gamma && hue == o.hue && sharpness == o.sharpness &&
bg_tolerance == o.bg_tolerance && bg_r == o.bg_r && bg_g == o.bg_g && bg_b == o.bg_b &&
color_count == o.color_count && invert == o.invert && bg_remove == o.bg_remove &&
bg_from_corners == o.bg_from_corners;
}
bool operator!=(const ColorAdjustKey &o) const { return !(*this == o); }
static ColorAdjustKey of(const TextureDisplacementLayer &l)
{
return { l.brightness, l.contrast, l.saturation, l.gamma, l.hue,
l.sharpness, l.bg_tolerance, l.bg_color[0], l.bg_color[1], l.bg_color[2],
l.color_count, l.color_invert, l.bg_remove, l.bg_from_corners };
}
};
std::vector<ColorAdjustKey> m_palette_adjusts; // alongside m_palette_images, one per entry
std::optional<std::vector<PaletteEntry>> m_mix_ranking; // rank_mixes(), computed on demand
bool m_palette_mixing = false;
int m_palette_mix_count = 0;
@@ -204,7 +230,25 @@ public:
// rotation handles instead of painting); otherwise forwards to the normal painting handling.
bool on_mouse(const wxMouseEvent &mouse_event) override;
// Loads `path` as the Image tool's picture, importing it into the user's library on the way so
// it is there next time. For a drop onto the 3D view; see PlaterDropTarget::OnDropFiles(). False
// when this is not the Image tool, or the file could not be read.
bool drop_image_file(const std::string &path);
// Called while a file is being dragged over the 3D view, so the Image tool can show that
// dropping it there will do something. Without it the drag has no feedback at all and the only
// way to find out is to let go.
void set_file_drag_over(bool over);
protected:
// True in the Image tool (see GLGizmoImage): this same gizmo restricted to the one case where
// the surface does not move at all - a colour picture laid on the model. Everything behind the
// panel is shared and unchanged: the same layers, the same paint masks, the same bake. This flag
// only tells the panel which of the two tools it is drawing, and makes it pin the values the
// restricted case fixes (see apply_image_mode_presets()).
virtual bool image_mode() const { return false; }
bool on_init() override;
void on_render_input_window(float x, float y, float bottom_limit) override;
std::string on_get_name() const override;
// Never in the assemble view: its toolbar does not offer this gizmo, and every preview here is drawn
@@ -222,8 +266,11 @@ protected:
EnforcerBlockerType get_left_button_state_type() const override { return m_erase_mode ? EnforcerBlockerType::NONE : EnforcerBlockerType::ENFORCER; }
EnforcerBlockerType get_right_button_state_type() const override { return m_erase_mode ? EnforcerBlockerType::ENFORCER : EnforcerBlockerType::NONE; }
// Paint / Erase, from the panel. See get_left_button_state_type(). Protected because a subclass
// overriding handle_snapshot_action_name() has to read the same flag to name the undo step.
bool m_erase_mode = false;
private:
bool on_init() override;
void update_model_object() override;
void update_from_model_object(bool first_update) override;
void on_opening() override {}
@@ -269,6 +316,36 @@ private:
// the paint if it were not carried across (see prepare_mesh()).
void bake_standard();
// Image mode's fixed values, on top of Standard's and pinned the same way (every frame, so the
// preview cannot disagree with the bake): zero depth on every layer, and colour on wherever the
// picture has any. Those two are what turn the displacement bake into "put this picture on the
// model" without a second code path. Returns true if it actually changed something.
bool apply_image_mode_presets(ModelVolume *mv);
// The Image tool's whole window: load a picture, click the model to place it, correct it, Apply.
// Defined in GLGizmoImage.cpp, beside the class it exists for, rather than here - it is a member
// only so that it can reach the same private machinery the displacement panel uses, and keeping
// it out of this file leaves that panel's 1700 lines alone.
void render_image_input_window(float x, float y, float bottom_limit);
// Set once the Image tool has switched its placement handle on for the current picture, so that
// turning the handle back off stays off instead of being re-armed on the next frame.
bool m_image_handle_armed = false;
// Set between a drag entering the 3D view and leaving or dropping on it; drives the drop zone
// render_image_input_window() draws over the canvas.
bool m_file_drag_over = false;
void render_image_drop_hint();
// Set while the panel's background dropper is armed: the next click on the picture preview takes
// the colour under it instead of opening the library.
bool m_image_bg_picking = false;
// Takes the background colour from the point of the model under `mouse_pos`: the picture's own
// colour there, read through the same projection the bake uses, not the lit pixel on screen.
// False when the ray misses or the layer does not colour that point, leaving the dropper armed.
bool pick_background_at(const Vec2d &mouse_pos);
// Which of the Image panel's sections are unfolded. Panel state for the session, deliberately
// not saved with the project.
bool m_image_sec_place = true;
bool m_image_sec_color = true;
bool m_image_sec_bg = true;
// Queues one prepare_mesh() run on the job worker and commits its result when it lands. Every
// mesh-preparation button goes through here - Pro's Remesh, Pro's adaptive Subdivide and Standard's
// Bake differ only in which stages `params` enables and in what happens afterwards:
@@ -400,77 +477,10 @@ private:
void set_layer_texture(TextureDisplacementLayer &layer, const TextureLibraryEntry &entry);
void import_custom_texture(TextureDisplacementLayer &layer);
// 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.
// Panel state only, not saved with the project.
std::array<bool, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_layer_expanded{};
// ---- 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;
// Drops the GPU copies of the layer's image so the next frame rebuilds them from the decode, which
// is where the live adjustment is applied. Called whenever the panel moves or reverts it.
void invalidate_adjust_textures();
// "Adjust Texture" mode: instead of painting, dragging an on-canvas handle changes the active
// layer's offset. The handle is a flat panel lying in the paint patch's own tangent plane
// (a "pan" - drag anywhere on it for free 2D movement), plus two arrows along the patch's
@@ -944,7 +954,6 @@ 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
@@ -1001,6 +1010,7 @@ private:
std::unique_ptr<GLTexture> m_color_tex;
const void *m_color_tex_source = nullptr;
float m_color_tex_smoothing = -1.f;
ColorAdjustKey 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;
+13
View File
@@ -22,6 +22,7 @@
//#include "slic3r/GUI/Gizmos/GLGizmoHollow.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoSeam.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoMmuSegmentation.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoImage.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoSimplify.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoEmboss.hpp"
@@ -201,6 +202,11 @@ void GLGizmosManager::switch_gizmos_icon_filename()
// light/dark switch.
gizmo->set_icon_filename("toolbar_texture_displacement.svg");
break;
case(EType::Image):
// Drawn flat in Orca's menu-icon palette, which reads on either background, so one file
// serves both themes here too.
gizmo->set_icon_filename("toolbar_image.svg");
break;
case(EType::MeshBoolean):
gizmo->set_icon_filename(m_is_dark ? "toolbar_meshboolean_dark.svg" : "toolbar_meshboolean.svg");
break;
@@ -252,6 +258,8 @@ bool GLGizmosManager::init()
m_gizmos.emplace_back(new GLGizmoMmuSegmentation(m_parent, m_is_dark ? "mmu_segmentation_dark.svg" : "mmu_segmentation.svg", EType::MmSegmentation));
// One shared icon (no dedicated dark variant yet); it recolours acceptably in both themes.
m_gizmos.emplace_back(new GLGizmoTextureDisplacement(m_parent, "toolbar_texture_displacement.svg", EType::TextureDisplacement));
// The same gizmo restricted to the zero-displacement case; see GLGizmoImage.
m_gizmos.emplace_back(new GLGizmoImage(m_parent, "toolbar_image.svg", EType::Image));
m_gizmos.emplace_back(new GLGizmoEmboss(m_parent, m_is_dark ? "toolbar_text_dark.svg" : "toolbar_text.svg", EType::Emboss));
m_gizmos.emplace_back(new GLGizmoSVG(m_parent));
m_gizmos.emplace_back(new GLGizmoMeasure(m_parent, m_is_dark ? "toolbar_measure_dark.svg" : "toolbar_measure.svg", EType::Measure));
@@ -585,6 +593,8 @@ bool GLGizmosManager::gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_p
return dynamic_cast<GLGizmoFuzzySkin*>(m_gizmos[FuzzySkin].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
else if (m_current == TextureDisplacement)
return dynamic_cast<GLGizmoTextureDisplacement*>(m_gizmos[TextureDisplacement].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
else if (m_current == Image)
return dynamic_cast<GLGizmoImage*>(m_gizmos[Image].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
else if (m_current == MeshBoolean)
return dynamic_cast<GLGizmoMeshBoolean*>(m_gizmos[MeshBoolean].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
else if (m_current == BrimEars)
@@ -599,6 +609,7 @@ bool GLGizmosManager::is_paint_gizmo()
m_current == EType::MmSegmentation ||
m_current == EType::FuzzySkin ||
m_current == EType::TextureDisplacement ||
m_current == EType::Image ||
m_current == EType::Seam;
}
@@ -1550,6 +1561,8 @@ std::string get_name_from_gizmo_etype(GLGizmosManager::EType type)
return "Fuzzy Skin Painting";
case GLGizmosManager::EType::TextureDisplacement:
return "Texture Displacement";
case GLGizmosManager::EType::Image:
return "Image";
default:
return "";
}
@@ -96,6 +96,7 @@ public:
FuzzySkin,
MmSegmentation,
TextureDisplacement,
Image,
Emboss,
Svg,
Measure,
+59
View File
@@ -67,6 +67,7 @@
#include "slic3r/GUI/Field.hpp"
#include "slic3r/GUI/Widgets/PopupWindow.hpp"
#include <set>
#include <wx/filename.h>
#include "slic3r/GUI/Widgets/StaticLine.hpp"
#include "slic3r/GUI/GUI_ObjectSettings.hpp"
#include "slic3r/GUI/ColorDecomposeDialog.hpp"
@@ -246,6 +247,7 @@
#include "DeviceCore/DevNozzleSystem.h" // DevNozzle, GetExtNozzles / GetRackNozzles
#include "ProjectDirtyStateManager.hpp"
#include "Gizmos/GLGizmoSimplify.hpp" // create suggestion notification
#include "Gizmos/GLGizmoImage.hpp" // Drop an image onto the Image tool
#include "Gizmos/GLGizmoSVG.hpp" // Drop SVG file
#include "Gizmos/GizmoObjectManipulation.hpp"
@@ -7110,6 +7112,9 @@ void Sidebar::can_search()
p->can_search();
}
// Defined with the other drop helpers below; forward declared because the drop target uses it.
void set_image_drag_over(Plater &plater, bool over);
class PlaterDropTarget : public wxFileDropTarget
{
public:
@@ -7119,12 +7124,53 @@ public:
virtual bool OnDropFiles(wxCoord x, wxCoord y, const wxArrayString &filenames);
// A drag has no feedback of its own, so the Image tool is told when one is over the view and
// draws a drop zone for as long as it is. wxWidgets cannot hand us the file names before the
// drop on GTK, so this says nothing about what is being dragged: the zone invites a picture,
// and anything else still falls through to the model loader.
virtual wxDragResult OnEnter(wxCoord x, wxCoord y, wxDragResult def)
{
set_image_drag_over(m_plater, true);
return wxFileDropTarget::OnEnter(x, y, def);
}
virtual void OnLeave()
{
set_image_drag_over(m_plater, false);
wxFileDropTarget::OnLeave();
}
private:
MainFrame& m_mainframe;
Plater& m_plater;
};
namespace {
// The Image gizmo, but only while it is the open one. Null otherwise, which is what keeps a drag or
// a drop from meaning anything different with the tool closed.
GLGizmoImage *open_image_gizmo(Plater &plater)
{
GLCanvas3D *canvas = plater.canvas3D();
if (canvas == nullptr)
return nullptr;
GLGizmosManager &gizmos = canvas->get_gizmos_manager();
if (gizmos.get_current_type() != GLGizmosManager::Image)
return nullptr;
return dynamic_cast<GLGizmoImage *>(gizmos.get_gizmo(GLGizmosManager::Image));
}
// True when `file` is a picture and the Image gizmo is the one currently open, in which case it has
// taken the file. Mirrors emboss_svg() below, which does the same for an SVG and the text tool.
bool drop_image_on_gizmo(Plater &plater, const wxString &file)
{
static const std::set<wxString> image_ext = { "png", "jpg", "jpeg", "bmp" };
const wxString ext = wxFileName(file).GetExt().Lower();
if (image_ext.count(ext) == 0)
return false;
GLGizmoImage *image = open_image_gizmo(plater);
return image != nullptr && image->drop_image_file(into_u8(file));
}
bool emboss_svg(Plater& plater, const wxString &svg_file, const Vec2d& mouse_drop_position)
{
std::string svg_file_str = into_u8(svg_file);
@@ -7783,6 +7829,12 @@ const std::regex Plater::priv::pattern_zip_amf(".*[.]zip[.]amf", std::regex::ica
const std::regex Plater::priv::pattern_any_amf(".*[.](amf|amf[.]xml|zip[.]amf)", std::regex::icase);
const std::regex Plater::priv::pattern_prusa(".*bbl", std::regex::icase);
void set_image_drag_over(Plater &plater, bool over)
{
if (GLGizmoImage *image = open_image_gizmo(plater))
image->set_file_drag_over(over);
}
bool PlaterDropTarget::OnDropFiles(wxCoord x, wxCoord y, const wxArrayString &filenames)
{
#ifdef WIN32
@@ -7790,11 +7842,18 @@ bool PlaterDropTarget::OnDropFiles(wxCoord x, wxCoord y, const wxArrayString &fi
this->MSWUpdateDragImageOnLeave();
#endif // WIN32
set_image_drag_over(m_plater, false); // the drag is over, whoever ends up taking the file
m_mainframe.Raise();
m_mainframe.select_tab(TAB_ID_PREPARE);
if (wxGetApp().is_editor())
m_plater.select_view_3D("3D");
// A picture dropped while the Image tool is open is that tool's input, not a model to load. Only
// then: with the tool closed a dropped PNG goes on doing whatever it did before.
if (filenames.size() == 1 && drop_image_on_gizmo(m_plater, filenames.Last()))
return true;
// When only one .svg file is dropped on scene
if (filenames.size() == 1) {
const wxString &filename = filenames.Last();
+3
View File
@@ -114,6 +114,9 @@ constexpr std::array<ShortcutInfo, size_t(Shortcut::Count)> shortcut_table = {{
SHORTCUT(GizmoAssembly, "gizmo_assembly", L("Gizmo assemble"), PLATER, { 'Y' }),
SHORTCUT(GizmoBrimEars, "gizmo_brim_ears", L("Gizmo brim ears"), PLATER, { 'E' }),
SHORTCUT(GizmoDisplacement, "gizmo_displacement", L("Gizmo texture displacement painting"), PLATER, { 'D' }),
// Unbound by default: every single letter this context can reach is already taken, and a default
// that shadows one of them is worse than none. The shortcuts dialog lists it for binding.
SHORTCUT(GizmoImage, "gizmo_image", L("Gizmo image painting"), PLATER, KeyChord{}),
// Sliders
SHORTCUT(GoToLayer, "go_to_layer", L("Jump to layer"), PREVIEW, { 'G', SHIFT }),
+1 -1
View File
@@ -38,7 +38,7 @@ enum class Shortcut : uint8_t {
MoveSelectionLeft, MoveSelectionRight, MoveSelectionUp, MoveSelectionDown, RotateSelectionLeft, RotateSelectionRight,
// Gizmos
GizmoMove, GizmoRotate, GizmoScale, GizmoFlatten, GizmoCut, GizmoMeshBoolean, GizmoFdmSupports, GizmoSeam, GizmoFuzzySkin,
GizmoMmuSegmentation, GizmoEmboss, GizmoMeasure, GizmoAssembly, GizmoBrimEars, GizmoDisplacement,
GizmoMmuSegmentation, GizmoEmboss, GizmoMeasure, GizmoAssembly, GizmoBrimEars, GizmoDisplacement, GizmoImage,
// Sliders
GoToLayer, LayerSliderUp, LayerSliderDown, MovesSliderLeft, MovesSliderRight, MovesSliderStart, MovesSliderEnd,
// Painting tools
+30 -77
View File
@@ -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
-10
View File
@@ -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>
@@ -1301,294 +1300,6 @@ TEST_CASE("TextureDisplacement: the step cutter only cuts inside the region", "[
}
}
// ---- Image adjustments (the gizmo's image-adjustment panel) ----------------------------------------
// 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)
{
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;
}
// 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));
}
return t;
}
TEST_CASE("an adjustment that moves no slider returns the image unchanged", "[TextureDisplacement]")
{
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());
}
TEST_CASE("brightness reaches pure white and pure black only at the ends of its range", "[TextureDisplacement]")
{
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; }));
}
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",
"[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);
}
TEST_CASE("blur removes the finest detail and sharpness exaggerates an edge", "[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));
// 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;
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
}
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());
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);
}
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());
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);
}
// 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]")
{
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);
}
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",
"[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; }));
// 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);
const DecodedHeightTexture raw = decode_height_texture(layer);
REQUIRE_FALSE(raw.empty());
// 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.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);
}
TEST_CASE("changing a live adjustment is not served the previous one from cache", "[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.
TextureDisplacementLayer layer;
layer.image_data = make_checkerboard_png(32, 32);
const DecodedHeightTexture raw = decode_height_texture(layer);
REQUIRE_FALSE(raw.empty());
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);
// 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);
}
// ---------------------------------------------------------------------------------------------
// Texture smoothing
// ---------------------------------------------------------------------------------------------