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Author SHA1 Message Date
Hanif Koh 85ee6cce71 Draw Preview Segments With 16-Bit Indices
The segment draw switched to an element buffer of 8-bit indices. GCN 1/2
GPUs cannot read 8-bit indices in hardware, so the driver converts them,
and on a Mac Pro 2013 FirePro under Windows Boot Camp the toolpaths come
out as scattered spikes. 16-bit indices are supported everywhere and keep
the eight shader runs per segment.
2026-10-12 14:47:54 +08:00
HanifKoh 4c2a63e11e Copy Plate Pick and Pattern File Paths When Loading a G-code 3MF (#16387)
The importer assigned pick_file.empty() and pattern_bbox_file.empty(), a bool, to the string fields, storing a one-character string instead of the path.
2026-10-12 14:14:28 +08:00
HanifKoh f8cf34c55b Reset the Fan Mover Instead of Releasing It (#16386)
Clearing per-export state called unique_ptr::release(), which gives up ownership without deleting. Every export uses a new GCode, so the pointer is still empty there today and nothing leaks; reset() states the intent and would free the object if a GCode were ever reused.
2026-10-12 13:42:19 +08:00
13 changed files with 137 additions and 545 deletions
@@ -72,21 +72,17 @@ varying float weight;
varying float island_active;
varying vec2 vertex_uv;
// The cylinder's own frame, built exactly as libslic3r's project_cylindrical() builds it - right
// handed, so the angle taken from it grows anticlockwise about the axis, which seen from outside the
// cylinder is to the viewer's right rather than mirrored.
// The cylinder's own frame, built exactly as libslic3r's project_cylindrical() builds it - including
// the handedness, which comes out left-handed for an axis of +Z. Copied rather than "corrected", so
// the preview wraps the texture the same way round as the bake.
void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
{
up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
right = normalize(cross(up, arbitrary));
fwd = normalize(cross(up, right));
fwd = normalize(cross(right, up));
}
// Which side of a world plane a face is on, with zero counting as the positive side. Not GLSL's own
// sign(), which returns 0 there and would collapse the coordinate onto a line.
float box_face_sign(float n) { return n >= 0.0 ? 1.0 : -1.0; }
// The raw, millimetre-valued projection of `p` (a position in the texture frame), before the layer's
// tiling/rotation/aspect/offset - a term-for-term transcription of libslic3r's project_planar(),
// project_cylindrical() and project_spherical(). `n` is read by the planar mode only.
@@ -98,7 +94,7 @@ vec2 projection_raw(vec3 p, vec3 n)
vec3 rel = p - patch_center;
float x = dot(rel, right);
float y = dot(rel, fwd);
return vec2(atan(y, x) * sqrt(x * x + y * y), -dot(rel, up));
return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
}
if (projection_mode == 2) { // Spherical: (longitude, latitude) * radius
vec3 rel = p - patch_center;
@@ -106,18 +102,10 @@ vec2 projection_raw(vec3 p, vec3 n)
if (radius < 1e-8)
return vec2(0.0);
vec3 dir = rel / radius;
return vec2(atan(dir.y, dir.x), -asin(clamp(dir.z, -1.0, 1.0))) * radius;
return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
}
// Triplanar: drop the dominant normal axis. v is negated so the image's first pixel row (v = 0)
// sits at the top of the model instead of upside down, and u is flipped on the far side of each
// plane so the two faces sharing it are not mirror images. libslic3r's box_plane_yz() and its two
// siblings, term for term.
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z)
return vec2(box_face_sign(n.x) * p.y, -p.z);
if (an.y >= an.x && an.y >= an.z)
return vec2(-box_face_sign(n.y) * p.x, -p.z);
return vec2(box_face_sign(n.z) * p.x, -p.y);
vec3 an = abs(n); // Triplanar: drop the dominant normal axis
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
// The two surface directions projection_raw()'s u and v run along at `p`, plus how many raw units one
@@ -136,7 +124,7 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
vec2 xy = vec2(dot(rel, right), dot(rel, fwd));
float r = length(xy);
t = (r > 1e-6) ? (fwd * xy.x - right * xy.y) / r : right; // circumferential: u runs along it
b = -up; // v is the distance *against* the axis
b = up; // v is the distance along the axis
return;
}
if (projection_mode == 2) {
@@ -145,20 +133,20 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
vec3 dir = (r > 1e-8) ? rel / r : vec3(0.0, 0.0, 1.0);
float c = length(dir.xy); // cos(latitude)
t = (c > 1e-6) ? vec3(-dir.y, dir.x, 0.0) / c : vec3(1.0, 0.0, 0.0);
b = -cross(dir, t); // v grows away from the pole, unit length
b = cross(dir, t); // increasing latitude, unit length
units_per_mm = vec2(1.0 / max(c, 1e-3), 1.0);
return;
}
vec3 an = abs(n); // the same signed basis projection_raw() uses
if (an.x >= an.y && an.x >= an.z) { // planar = (+-y, -z)
t = vec3(0.0, box_face_sign(n.x), 0.0);
b = vec3(0.0, 0.0, -1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = (+-x, -z)
t = vec3(-box_face_sign(n.y), 0.0, 0.0);
b = vec3(0.0, 0.0, -1.0);
} else { // planar = (+-x, -y)
t = vec3(box_face_sign(n.z), 0.0, 0.0);
b = vec3(0.0, -1.0, 0.0);
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
@@ -36,20 +36,14 @@ varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
// Right handed (up x right), like libslic3r's project_cylindrical(), so the angle taken from it grows
// anticlockwise about the axis - to the viewer's right when seen from outside the cylinder.
void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
{
up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
right = normalize(cross(up, arbitrary));
fwd = normalize(cross(up, right));
fwd = normalize(cross(right, up));
}
// Which side of a world plane a face is on, with zero counting as the positive side. Not GLSL's own
// sign(), which returns 0 there and would collapse the coordinate onto a line.
float box_face_sign(float n) { return n >= 0.0 ? 1.0 : -1.0; }
// Term for term libslic3r's project_planar() / project_cylindrical() / project_spherical(), in mm.
vec2 projection_raw(vec3 p, vec3 n)
{
@@ -59,7 +53,7 @@ vec2 projection_raw(vec3 p, vec3 n)
vec3 rel = p - patch_center;
float x = dot(rel, right);
float y = dot(rel, fwd);
return vec2(atan(y, x) * sqrt(x * x + y * y), -dot(rel, up));
return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
}
if (projection_mode == 2) {
vec3 rel = p - patch_center;
@@ -67,16 +61,10 @@ vec2 projection_raw(vec3 p, vec3 n)
if (radius < 1e-8)
return vec2(0.0);
vec3 dir = rel / radius;
return vec2(atan(dir.y, dir.x), -asin(clamp(dir.z, -1.0, 1.0))) * radius;
return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
}
// v negated so the image's first pixel row sits at the top of the model, u flipped on the far side
// of each plane so the two faces sharing it are not mirror images - see libslic3r's box_plane_yz().
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z)
return vec2(box_face_sign(n.x) * p.y, -p.z);
if (an.y >= an.x && an.y >= an.z)
return vec2(-box_face_sign(n.y) * p.x, -p.z);
return vec2(box_face_sign(n.z) * p.x, -p.y);
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
vec2 project_uv(vec3 p, vec3 n)
@@ -138,21 +138,17 @@ in vec2 vertex_uv;
out vec4 out_color;
// The cylinder's own frame, built exactly as libslic3r's project_cylindrical() builds it - right
// handed, so the angle taken from it grows anticlockwise about the axis, which seen from outside the
// cylinder is to the viewer's right rather than mirrored.
// The cylinder's own frame, built exactly as libslic3r's project_cylindrical() builds it - including
// the handedness, which comes out left-handed for an axis of +Z. Copied rather than "corrected", so
// the preview wraps the texture the same way round as the bake.
void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
{
up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
right = normalize(cross(up, arbitrary));
fwd = normalize(cross(up, right));
fwd = normalize(cross(right, up));
}
// Which side of a world plane a face is on, with zero counting as the positive side. Not GLSL's own
// sign(), which returns 0 there and would collapse the coordinate onto a line.
float box_face_sign(float n) { return n >= 0.0 ? 1.0 : -1.0; }
// The raw, millimetre-valued projection of `p` (a position in the texture frame), before the layer's
// tiling/rotation/aspect/offset - a term-for-term transcription of libslic3r's project_planar(),
// project_cylindrical() and project_spherical(). `n` is read by the planar mode only.
@@ -164,7 +160,7 @@ vec2 projection_raw(vec3 p, vec3 n)
vec3 rel = p - patch_center;
float x = dot(rel, right);
float y = dot(rel, fwd);
return vec2(atan(y, x) * sqrt(x * x + y * y), -dot(rel, up));
return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
}
if (projection_mode == 2) { // Spherical: (longitude, latitude) * radius
vec3 rel = p - patch_center;
@@ -172,18 +168,10 @@ vec2 projection_raw(vec3 p, vec3 n)
if (radius < 1e-8)
return vec2(0.0);
vec3 dir = rel / radius;
return vec2(atan(dir.y, dir.x), -asin(clamp(dir.z, -1.0, 1.0))) * radius;
return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
}
// Triplanar: drop the dominant normal axis. v is negated so the image's first pixel row (v = 0)
// sits at the top of the model instead of upside down, and u is flipped on the far side of each
// plane so the two faces sharing it are not mirror images. libslic3r's box_plane_yz() and its two
// siblings, term for term.
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z)
return vec2(box_face_sign(n.x) * p.y, -p.z);
if (an.y >= an.x && an.y >= an.z)
return vec2(-box_face_sign(n.y) * p.x, -p.z);
return vec2(box_face_sign(n.z) * p.x, -p.y);
vec3 an = abs(n); // Triplanar: drop the dominant normal axis
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
// The two surface directions projection_raw()'s u and v run along at `p`, plus how many raw units one
@@ -202,7 +190,7 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
vec2 xy = vec2(dot(rel, right), dot(rel, fwd));
float r = length(xy);
t = (r > 1e-6) ? (fwd * xy.x - right * xy.y) / r : right; // circumferential: u runs along it
b = -up; // v is the distance *against* the axis
b = up; // v is the distance along the axis
return;
}
if (projection_mode == 2) {
@@ -211,20 +199,20 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
vec3 dir = (r > 1e-8) ? rel / r : vec3(0.0, 0.0, 1.0);
float c = length(dir.xy); // cos(latitude)
t = (c > 1e-6) ? vec3(-dir.y, dir.x, 0.0) / c : vec3(1.0, 0.0, 0.0);
b = -cross(dir, t); // v grows away from the pole, unit length
b = cross(dir, t); // increasing latitude, unit length
units_per_mm = vec2(1.0 / max(c, 1e-3), 1.0);
return;
}
vec3 an = abs(n); // the same signed basis projection_raw() uses
if (an.x >= an.y && an.x >= an.z) { // planar = (+-y, -z)
t = vec3(0.0, box_face_sign(n.x), 0.0);
b = vec3(0.0, 0.0, -1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = (+-x, -z)
t = vec3(-box_face_sign(n.y), 0.0, 0.0);
b = vec3(0.0, 0.0, -1.0);
} else { // planar = (+-x, -y)
t = vec3(box_face_sign(n.z), 0.0, 0.0);
b = vec3(0.0, -1.0, 0.0);
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
@@ -47,20 +47,14 @@ in vec2 vertex_uv;
out vec4 out_color;
// Right handed (up x right), like libslic3r's project_cylindrical(), so the angle taken from it grows
// anticlockwise about the axis - to the viewer's right when seen from outside the cylinder.
void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
{
up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
right = normalize(cross(up, arbitrary));
fwd = normalize(cross(up, right));
fwd = normalize(cross(right, up));
}
// Which side of a world plane a face is on, with zero counting as the positive side. Not GLSL's own
// sign(), which returns 0 there and would collapse the coordinate onto a line.
float box_face_sign(float n) { return n >= 0.0 ? 1.0 : -1.0; }
// Term for term libslic3r's project_planar() / project_cylindrical() / project_spherical(), in mm.
vec2 projection_raw(vec3 p, vec3 n)
{
@@ -70,7 +64,7 @@ vec2 projection_raw(vec3 p, vec3 n)
vec3 rel = p - patch_center;
float x = dot(rel, right);
float y = dot(rel, fwd);
return vec2(atan(y, x) * sqrt(x * x + y * y), -dot(rel, up));
return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
}
if (projection_mode == 2) {
vec3 rel = p - patch_center;
@@ -78,16 +72,10 @@ vec2 projection_raw(vec3 p, vec3 n)
if (radius < 1e-8)
return vec2(0.0);
vec3 dir = rel / radius;
return vec2(atan(dir.y, dir.x), -asin(clamp(dir.z, -1.0, 1.0))) * radius;
return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
}
// v negated so the image's first pixel row sits at the top of the model, u flipped on the far side
// of each plane so the two faces sharing it are not mirror images - see libslic3r's box_plane_yz().
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z)
return vec2(box_face_sign(n.x) * p.y, -p.z);
if (an.y >= an.x && an.y >= an.z)
return vec2(-box_face_sign(n.y) * p.x, -p.z);
return vec2(box_face_sign(n.z) * p.x, -p.y);
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
vec2 project_uv(vec3 p, vec3 n)
+2 -2
View File
@@ -1729,8 +1729,8 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
//plate->pattern_file = it->second->pattern_file;
plate->no_light_thumbnail_file = it->second->no_light_thumbnail_file;
plate->top_file = it->second->top_file;
plate->pick_file = it->second->pick_file.empty();
plate->pattern_bbox_file = it->second->pattern_bbox_file.empty();
plate->pick_file = it->second->pick_file;
plate->pattern_bbox_file = it->second->pattern_bbox_file;
plate->config = it->second->config;
if (!plate->thumbnail_file.empty())
+1 -1
View File
@@ -3295,7 +3295,7 @@ void GCode::_do_export(Print& print, GCodeOutputStream &file, ThumbnailsGenerato
m_is_role_based_fan_on.fill(false);
m_role_based_fan_marker_layer.fill(-1);
m_fan_mover.release();
m_fan_mover.reset();
m_ordering_cache.clear();
// Belt printer: initialize belt-specific writer via virtual hook.
+23 -102
View File
@@ -491,57 +491,6 @@ V2Resolution recommend_v2_resolution(const indexed_triangle_set
return out;
}
namespace {
// Which side of a world plane a face is on, with an exactly zero component counted as the positive
// side. The tie never shows: a normal component of zero carries zero tri-planar blend weight (see
// triplanar_weights()), so the plane it orients contributes nothing at that point.
inline float box_face_sign(float n) { return n >= 0.f ? 1.f : -1.f; }
// The box projection's 2D basis for one of the three world planes, oriented the way a viewer
// standing outside the model sees that face.
//
// v runs *down* the image, because that is what v means to the sampler: v = 0 is the texture's first
// pixel row, i.e. its top (DecodedHeightTexture::sample(); the UV editor negates Y on screen for the
// same reason, see UVEditorCanvas::render()). So v = -z on the four upright planes and v = -y on the
// horizontal one, which is what puts the top of an image at the top of the model rather than
// upside down.
//
// u then has to depend on which *side* of the plane the face is on, or one of the two faces sharing
// a plane comes out left-right mirrored: with a single u per plane, a portrait image reads upright on
// +X and 180 degrees round on -X. Fixing that is the sign below, chosen so that u x v == -normal,
// i.e. (right, down, into the surface) is right-handed for a viewer outside:
//
// face u v face u v face u v
// +X +y -z +Y -x -z +Z +x -y
// -X -y -z -Y +x -z -Z -x -y
//
// The sign flips where its own normal component crosses zero, and the blend weight of the plane it
// belongs to is exactly zero there, so the blended tri-planar sum stays continuous across the flip -
// it is not a return of the hard axis switch described on TextureProjectionMethod::Triplanar.
inline Vec2f box_plane_yz(const Vec3f &p, float nx) { return Vec2f(box_face_sign(nx) * p.y(), -p.z()); }
inline Vec2f box_plane_xz(const Vec3f &p, float ny) { return Vec2f(-box_face_sign(ny) * p.x(), -p.z()); }
inline Vec2f box_plane_xy(const Vec3f &p, float nz) { return Vec2f(box_face_sign(nz) * p.x(), -p.y()); }
} // namespace
void box_projection_axes(const Vec3f &normal, Vec3f &u_axis, Vec3f &v_axis)
{
// The same table as box_plane_yz()/box_plane_xz()/box_plane_xy(), handed out as a pair of world
// directions for the plane the normal is closest to. Two shapes of one table, because the bake's
// hot path wants the closed form and the GUI wants the axes; the test suite checks them against
// each other so they cannot drift apart.
const Vec3f n = normal.cwiseAbs();
if (n.x() >= n.y() && n.x() >= n.z()) {
u_axis = box_face_sign(normal.x()) * Vec3f::UnitY();
v_axis = -Vec3f::UnitZ();
} else if (n.y() >= n.x() && n.y() >= n.z()) {
u_axis = -box_face_sign(normal.y()) * Vec3f::UnitX();
v_axis = -Vec3f::UnitZ();
} else {
u_axis = box_face_sign(normal.z()) * Vec3f::UnitX();
v_axis = -Vec3f::UnitY();
}
}
Vec2f project_planar(const Vec3f &position, const Vec3f &normal)
{
// Planar-project onto the two axes orthogonal to the dominant component of `normal`. Called
@@ -552,26 +501,23 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal)
// other face in the same patch - exactly the bug an earlier version of this feature had).
const Vec3f n = normal.cwiseAbs();
if (n.x() >= n.y() && n.x() >= n.z())
return box_plane_yz(position, normal.x());
return Vec2f(position.y(), position.z());
if (n.y() >= n.x() && n.y() >= n.z())
return box_plane_xz(position, normal.y());
return box_plane_xy(position, normal.z());
return Vec2f(position.x(), position.z());
return Vec2f(position.x(), position.y());
}
namespace {
// Wrapped around patch_axis, centered at patch_center. u is the arc length (mm) around the axis at
// this point's own radius, v is the distance along the axis, measured *against* it - a reasonable
// approximation for roughly cylindrical selections, not an exact fit for arbitrary geometry.
// this point's own radius, v is the signed distance along the axis - a reasonable approximation
// for roughly cylindrical selections, not an exact fit for arbitrary geometry.
Vec2f project_cylindrical(const Vec3f &position, const Vec3f &patch_center, const Vec3f &patch_axis)
{
Vec3f up = patch_axis;
up = (up.norm() > 1e-8f) ? Vec3f(up.normalized()) : Vec3f::UnitZ();
const Vec3f arbitrary = (std::abs(up.dot(Vec3f::UnitZ())) < 0.9f) ? Vec3f::UnitZ() : Vec3f::UnitX();
const Vec3f right = Vec3f(up.cross(arbitrary).normalized());
// up x right, not right x up: that makes (right, fwd, up) right-handed, so the angle below grows
// anticlockwise about the axis - which, seen from outside the cylinder, is to the viewer's right.
// The other way round the texture wraps on mirrored, as if seen through the model from behind.
const Vec3f fwd = Vec3f(up.cross(right).normalized());
const Vec3f fwd = Vec3f(right.cross(up).normalized());
const Vec3f rel = position - patch_center;
const float along_axis = rel.dot(up);
@@ -580,9 +526,7 @@ Vec2f project_cylindrical(const Vec3f &position, const Vec3f &patch_center, cons
const float radius = std::sqrt(x * x + y * y);
const float angle = std::atan2(y, x);
// Negated, like every other projection's v: v = 0 is the texture's top row, so v has to grow
// *down* the axis for the top of the image to sit at the top of the model.
return Vec2f(angle * radius, -along_axis);
return Vec2f(angle * radius, along_axis);
}
// Longitude/latitude around patch_center. u/v are scaled by this point's own distance from the
@@ -598,9 +542,7 @@ Vec2f project_spherical(const Vec3f &position, const Vec3f &patch_center)
const Vec3f dir = rel / radius;
const float longitude = std::atan2(dir.y(), dir.x());
const float latitude = std::asin(std::clamp(dir.z(), -1.f, 1.f));
// Longitude already grows to the right as seen from outside; latitude grows toward the north
// pole, so it is negated to put the image's top row (v = 0) at the top of the model.
return Vec2f(longitude, -latitude) * radius;
return Vec2f(longitude, latitude) * radius;
}
// CGAL's LSCM parameterizer expects a clean mesh with no isolated (unreferenced) vertices - but
@@ -895,26 +837,9 @@ std::vector<int> segment_into_charts(const indexed_triangle_set &mesh, const std
// solve at all, and why this also serves as the fallback for a chart LSCM cannot handle.
std::vector<Vec2f> project_to_tangent_plane(const indexed_triangle_set &chart, const Vec3f &normal)
{
// Oriented like the box projection (see box_projection_axes()), so a chart reads the right way up
// and unmirrored instead of being flattened to whichever basis a cross product happened to give.
// For a chart whose normal *is* a world axis - a cube face, which is the common case once the
// seam angle has cut the patch along its sharp edges - this is exactly the box basis, so such a
// face unwraps to the same orientation Triplanar would have given it.
Vec3f u, v;
box_projection_axes(normal, u, v);
// The box axes lie in the tangent plane already when the normal is a world axis; for any other
// normal, u is squared up against it and v follows. u x v == -normal keeps the chart the way
// round a viewer outside the model sees it (a plain normal x u would mirror it).
u = u - normal * normal.dot(u);
if (u.norm() <= 1e-6f) {
// Out of reach for a unit normal - the box basis puts u perpendicular to the normal's own
// dominant axis, so the two can never be within 45 degrees of each other - but a caller
// handing over an unnormalized normal should still get a usable basis rather than a NaN.
const Vec3f seed = (std::abs(normal.z()) < 0.9f) ? Vec3f::UnitZ() : Vec3f::UnitX();
u = seed.cross(normal);
}
u = Vec3f(u.normalized());
v = Vec3f(u.cross(normal).normalized());
const Vec3f seed = (std::abs(normal.z()) < 0.9f) ? Vec3f::UnitZ() : Vec3f::UnitX();
const Vec3f u = Vec3f(seed.cross(normal).normalized());
const Vec3f v = Vec3f(normal.cross(u).normalized());
std::vector<Vec2f> uvs(chart.vertices.size());
for (size_t i = 0; i < chart.vertices.size(); ++i)
@@ -1889,10 +1814,8 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
return texture.sample(uv, layer.tile_enabled, layer.tile_method);
}
// Flat projection onto the captured projector plane. Single-valued per point, so unlike
// blended triplanar it is one sample, and it is what "project from view" places. The
// projector's up axis is negated because v runs *down* the image (v = 0 is its first pixel
// row), the same reason the projective branch above measures window y downward.
return sample_at(Vec2f(position.dot(layer.view_project_right), -position.dot(layer.view_project_up)));
// blended triplanar it is one sample, and it is what "project from view" places.
return sample_at(Vec2f(position.dot(layer.view_project_right), position.dot(layer.view_project_up)));
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
case TextureProjectionMethod::Triplanar:
default: break;
@@ -1907,15 +1830,14 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
const float w_sum = w.x() + w.y() + w.z();
if (w_sum < 1e-8f)
// Degenerate normal: no axis is meaningfully dominant, so no blend is meaningful either.
return sample_at(box_plane_xy(position, normal.z()));
return sample_at(Vec2f(position.x(), position.y()));
w /= w_sum;
// Each plane drops the axis it is named for and is oriented for the side of that plane the normal
// points to, matching project_planar()'s own convention (which the GUI's on-canvas placement
// gizmo also relies on). See box_plane_yz() for why the orientation is not simply (y, z).
return w.x() * sample_at(box_plane_yz(position, normal.x())) +
w.y() * sample_at(box_plane_xz(position, normal.y())) +
w.z() * sample_at(box_plane_xy(position, normal.z()));
// Each plane drops the axis it is named for, matching project_planar()'s own convention (which
// the GUI's on-canvas placement gizmo also relies on).
return w.x() * sample_at(Vec2f(position.y(), position.z())) +
w.y() * sample_at(Vec2f(position.x(), position.z())) +
w.z() * sample_at(Vec2f(position.x(), position.y()));
}
bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDisplacementLayer &layer,
@@ -1977,8 +1899,7 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
out = texture.sample_color(uv, layer.tile_enabled, layer.tile_method);
return true;
} else {
// Negated up, exactly as sample_layer_height() does it.
const Vec2f p(position.dot(layer.view_project_right), -position.dot(layer.view_project_up));
const Vec2f p(position.dot(layer.view_project_right), position.dot(layer.view_project_up));
if (!covered(p))
return false;
out = sample_at(p);
@@ -1994,7 +1915,7 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
Vec3f w = triplanar_weights(normal);
const float w_sum = w.x() + w.y() + w.z();
if (w_sum < 1e-8f) {
const Vec2f p = box_plane_xy(position, normal.z());
const Vec2f p(position.x(), position.y());
if (!covered(p))
return false;
out = sample_at(p);
@@ -2005,8 +1926,8 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
// A blend of three planes is only "not covered" where *every* contributing plane is outside the
// placement; where some are, the covered ones are renormalised so the colour does not fade toward
// black at the edge of an untiled tri-planar layer.
const std::array<Vec2f, 3> planes = { box_plane_yz(position, normal.x()), box_plane_xz(position, normal.y()),
box_plane_xy(position, normal.z()) };
const std::array<Vec2f, 3> planes = { Vec2f(position.y(), position.z()), Vec2f(position.x(), position.z()),
Vec2f(position.x(), position.y()) };
Vec3f acc = Vec3f::Zero();
float acc_w = 0.f;
for (int i = 0; i < 3; ++i)
+4 -17
View File
@@ -524,24 +524,11 @@ struct TextureColorSettings
bool empty() const { return palette.empty(); }
};
// The two world directions the box projection takes its u and v along on a face whose outward
// normal is `normal`: the plane is the one that normal is closest to, and the pair is oriented as a
// viewer standing outside the model sees it - u to their right, v *down* the image, which is the
// direction v runs in the texture (v = 0 is the image's first pixel row, see
// DecodedHeightTexture::sample()). So an image comes out the way it looks in a file manager rather
// than upside down, and it is not mirrored on the three faces facing the other way.
//
// Exposed because the GUI needs the same basis for the on-canvas "adjust texture placement" gizmo
// (its ring's zero angle and its offset handle's plane), and it must not be a second, drifting copy
// of the table.
void box_projection_axes(const Vec3f &normal, Vec3f &u_axis, Vec3f &v_axis);
// Raw dominant-axis planar projection of `position` (in mm, not yet scaled/rotated/offset by any
// layer), dropping the axis position that best aligns with `normal`. Equivalent to projecting onto
// box_projection_axes()' pair. Exposed on its own (rather than only inline inside
// project_texture_displacement_uv()) so GUI code - the on-canvas "adjust texture placement" gizmo -
// can map a dragged 3D point into the exact same 2D space tiling_scale/rotation_deg/offset operate
// in, without duplicating the axis-selection logic.
// layer), dropping the axis position that best aligns with `normal`. Exposed on its own (rather
// than only inline inside project_texture_displacement_uv()) so GUI code - the on-canvas
// "adjust texture placement" gizmo - can map a dragged 3D point into the exact same 2D space
// tiling_scale/rotation_deg/offset operate in, without duplicating the axis-selection logic.
Vec2f project_planar(const Vec3f &position, const Vec3f &normal);
// Applies a layer's tiling_scale/rotation_deg/offset to an already-projected planar coordinate
+6 -4
View File
@@ -21,7 +21,9 @@ namespace libvgcode {
// the triangles that share it: the shader runs 8 times per segment instead of 24.
static constexpr const std::array<uint8_t, 8> VERTEX_DATA = { 0, 1, 2, 3, 4, 5, 6, 7 };
static constexpr const std::array<uint8_t, 24> INDEX_DATA = {
// 16-bit indices: GCN 1/2 GPUs have no 8-bit index support, and some of their drivers
// emulate it wrongly in instanced draws.
static constexpr const std::array<uint16_t, 24> INDEX_DATA = {
0, 1, 2, // front spike
0, 2, 3, // front spike
0, 3, 4, // right/bottom body
@@ -37,7 +39,7 @@ void SegmentTemplate::init()
if (m_vao_id != 0)
return;
m_size_in_bytes_gpu += (VERTEX_DATA.size() + INDEX_DATA.size()) * sizeof(uint8_t);
m_size_in_bytes_gpu += VERTEX_DATA.size() * sizeof(uint8_t) + INDEX_DATA.size() * sizeof(uint16_t);
int curr_vertex_array;
glsafe(glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &curr_vertex_array));
@@ -61,7 +63,7 @@ void SegmentTemplate::init()
// and restored together with the vao.
glsafe(glGenBuffers(1, &m_ibo_id));
glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
glsafe(glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDEX_DATA.size() * sizeof(uint8_t), INDEX_DATA.data(), GL_STATIC_DRAW));
glsafe(glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDEX_DATA.size() * sizeof(uint16_t), INDEX_DATA.data(), GL_STATIC_DRAW));
glsafe(glBindBuffer(GL_ARRAY_BUFFER, curr_array_buffer));
glsafe(glBindVertexArray(curr_vertex_array));
@@ -94,7 +96,7 @@ void SegmentTemplate::render(size_t count)
glsafe(glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &curr_vertex_array));
glsafe(glBindVertexArray(m_vao_id));
glsafe(glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(INDEX_DATA.size()), GL_UNSIGNED_BYTE,
glsafe(glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(INDEX_DATA.size()), GL_UNSIGNED_SHORT,
nullptr, static_cast<GLsizei>(count)));
glsafe(glBindVertexArray(curr_vertex_array));
}
@@ -1252,9 +1252,8 @@ std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_vertex_uvs(const in
uv[vi] = Vec2f(-1e6f, -1e6f);
continue;
}
// Negated up, as sample_layer_height()'s affine branch has it: v runs down the image.
const Vec2f planar(patch.vertices[vi].dot(layer.view_project_right),
-patch.vertices[vi].dot(layer.view_project_up));
patch.vertices[vi].dot(layer.view_project_up));
uv[vi] = apply_uv_transform(planar, layer, aspect);
}
return uv;
@@ -3293,10 +3292,19 @@ Vec3f GLGizmoTextureDisplacement::adjust_handle_center(const TextureDisplacement
void GLGizmoTextureDisplacement::adjust_tangent_basis(Vec3f &u_axis, Vec3f &v_axis) const
{
// libslic3r's own basis, asked for rather than restated here, so the ring's "0 degrees" and the
// offset handle's plane always agree with what project_texture_displacement_uv() does - including
// v pointing *down* the texture and u flipping on the far side of each plane.
box_projection_axes(m_adjust_anchor_normal, u_axis, v_axis);
// Mirrors project_planar()'s own dominant-axis choice exactly, so the ring's "0 degrees" and
// the offset handle's plane always agree with what project_texture_displacement_uv() does.
const Vec3f n = m_adjust_anchor_normal.cwiseAbs();
if (n.x() >= n.y() && n.x() >= n.z()) {
u_axis = Vec3f::UnitY();
v_axis = Vec3f::UnitZ();
} else if (n.y() >= n.x() && n.y() >= n.z()) {
u_axis = Vec3f::UnitX();
v_axis = Vec3f::UnitZ();
} else {
u_axis = Vec3f::UnitX();
v_axis = Vec3f::UnitY();
}
}
void GLGizmoTextureDisplacement::render_adjust_texture_gizmo()
@@ -423,8 +423,8 @@ private:
// obvious whether the next stroke adds paint (default) or erases it (Shift). Uses ImGui's
// foreground draw list, so it must be called from inside the gizmo's ImGui frame.
void render_paint_cursor_hint();
// Mesh-local tangent-plane basis at m_adjust_anchor_normal: box_projection_axes(), so dragging
// on-canvas maps consistently onto offset whichever face the anchor is on.
// Mesh-local tangent-plane basis at m_adjust_anchor_normal, matching project_planar()'s
// dominant-axis convention so dragging on-canvas maps consistently onto offset.
void adjust_tangent_basis(Vec3f &u_axis, Vec3f &v_axis) const;
// The plane a drag is measured against: the paint patch's anchor, lifted clear of the surface.
+37
View File
@@ -2043,3 +2043,40 @@ TEST_CASE("3MF XML entries declaring more than an int can hold fail to load", "[
CHECK_FALSE(parser.check_3mf_from_prusa(path));
}
}
TEST_CASE("Loading a gcode.3mf from a stream keeps the plate's pick and pattern file paths", "[3mf][Regression]")
{
Model model;
REQUIRE(load_stl((std::string(TEST_DATA_DIR) + "/test_3mf/Prusa.stl").c_str(), &model));
model.add_default_instances();
ScopedTemporaryDir backup_dir("orca_pick");
model.set_backup_path(backup_dir.string());
DynamicPrintConfig config = DynamicPrintConfig::full_print_config();
auto plate = std::make_unique<PlateData>();
plate->plate_index = 0;
plate->pick_file = (backup_dir.path() / "pick.png").string();
plate->pattern_bbox_file = (backup_dir.path() / "plate.json").string();
ScopedTemporaryFile temp(".3mf");
const std::string test_file = temp.string();
StoreParams store_params;
store_params.path = test_file.c_str();
store_params.model = &model;
store_params.config = &config;
store_params.plate_data_list.push_back(plate.get());
store_params.strategy = SaveStrategy::Zip64 | SaveStrategy::Silence;
REQUIRE(store_bbs_3mf(store_params));
boost::nowide::ifstream in(test_file, std::ios::binary);
Model dst_model;
DynamicPrintConfig dst_config;
PlateDataPtrs dst_plates;
Semver file_version;
dst_model.set_backup_path(backup_dir.string());
REQUIRE(load_gcode_3mf_from_stream(in, &dst_config, &dst_model, &dst_plates, &file_version));
REQUIRE(dst_plates.size() == 1);
CHECK(dst_plates.front()->pick_file == "Metadata/pick_1.png");
CHECK(dst_plates.front()->pattern_bbox_file == "Metadata/plate_1.json");
release_PlateData_list(dst_plates);
}
@@ -2174,318 +2174,3 @@ TEST_CASE("whether a layer's texture has colour agrees with its decode", "[Textu
CHECK_FALSE(height_texture_has_color(TextureDisplacementLayer{}));
}
// ---------------------------------------------------------------------------------------------
// UV orientation: which way up a texture lands on the model.
//
// v = 0 is the height map's *first* pixel row, i.e. its top (DecodedHeightTexture::sample(), and
// the UV editor negates Y on screen for the same reason). So "the image is the right way up" is the
// statement that the row a point samples gets *lower* as the point moves up the face, and "it is
// not left-right mirrored" is that the column gets higher as the point moves to the right of a
// viewer standing outside the model. Both are measured below by sampling a ramp whose value says
// which row (or column) it came from, which settles the question without having to reason about the
// uv transform at all.
static constexpr int RAMP_N = 64; // the ramp texture's size, in texels
static constexpr float RAMP_TILING = 40.f; // mm per tile
static constexpr float CUBE_HALF = 5.f; // half extent of the cube the probes walk over
// How far a probe steps off a face centre. Short on purpose: the cylindrical and spherical u is an
// arc length (angle * radius), so a long step also changes the radius, and that term swamps the
// angular one. It is symmetric about the face centre, so at a short step it cancels between the two
// readings a check compares.
static constexpr float RAMP_STEP = 1.f;
// What one step's worth of travel is in ramp rows: 2 * RAMP_STEP mm of separation, RAMP_N texels per
// RAMP_TILING mm. Halved as the margin a check demands, so "flat" cannot pass as either direction.
static constexpr double RAMP_MARGIN = RAMP_N * RAMP_STEP / RAMP_TILING;
// A height map whose rows (or columns) carry a linear ramp: row r holds 3 + 4r, so the sampled
// height identifies the row. Built directly rather than through a PNG because these tests are about
// the projection, not the decoder - decode_height_texture() has its own tests.
static DecodedHeightTexture ramp_texture(bool by_row)
{
DecodedHeightTexture t;
t.width = t.height = RAMP_N;
t.pixels.resize(size_t(RAMP_N) * size_t(RAMP_N));
for (int y = 0; y < RAMP_N; ++y)
for (int x = 0; x < RAMP_N; ++x)
t.pixels[size_t(y) * size_t(RAMP_N) + size_t(x)] = uint8_t(3 + 4 * (by_row ? y : x));
return t;
}
// uv 0.5 at the cube's centre, and a tile wide enough that every point the probes visit stays well
// inside the one tile - so no reading is a wrapped-around neighbour of the one it is compared with.
static TextureDisplacementLayer ramp_layer(TextureProjectionMethod method)
{
TextureDisplacementLayer layer;
layer.projection_method = method;
layer.tiling_scale = RAMP_TILING;
layer.offset = Vec2f(0.5f, 0.5f);
layer.depth_mm = 1.f;
return layer;
}
// Which row (or column) of `ramp` the layer reads at `p`. Fractional, because a point between two
// texels reads the ramp between them; only the direction it moves in matters here.
static double ramp_index(const DecodedHeightTexture &ramp, const TextureDisplacementLayer &layer, const Vec3f &p,
const Vec3f &n, const Vec3f &center = Vec3f(Vec3f::Zero()),
const Vec3f &axis = Vec3f(Vec3f::UnitZ()))
{
return (double(sample_layer_height(ramp, layer, p, n, center, axis, nullptr)) * 255.0 - 3.0) / 4.0;
}
// How a viewer standing outside the model sees a face: their right, and their up. Up is world +Z on
// the four upright faces; on the top and bottom, where +Z is edge on, it is world +Y.
static void outside_viewer_frame(const Vec3f &n, Vec3f &right, Vec3f &up)
{
up = (std::abs(n.z()) < 0.9f) ? Vec3f(0.f, 0.f, 1.f) : Vec3f(0.f, 1.f, 0.f);
right = Vec3f((-n).cross(up).normalized());
}
static const std::array<std::pair<const char *, Vec3f>, 6> CUBE_FACES = { {
{ "+X", Vec3f(1.f, 0.f, 0.f) },
{ "-X", Vec3f(-1.f, 0.f, 0.f) },
{ "+Y", Vec3f(0.f, 1.f, 0.f) },
{ "-Y", Vec3f(0.f, -1.f, 0.f) },
{ "+Z", Vec3f(0.f, 0.f, 1.f) },
{ "-Z", Vec3f(0.f, 0.f, -1.f) },
} };
TEST_CASE("the box projection lands a texture upright and unmirrored on all six faces of a cube",
"[TextureDisplacement]")
{
const DecodedHeightTexture rows = ramp_texture(true);
const DecodedHeightTexture cols = ramp_texture(false);
const TextureDisplacementLayer layer = ramp_layer(TextureProjectionMethod::Triplanar);
for (const auto &[name, n] : CUBE_FACES) {
DYNAMIC_SECTION("face " << name)
{
Vec3f right, up;
outside_viewer_frame(n, right, up);
const Vec3f centre = n * CUBE_HALF;
// Upright: the row read near the top of the face is nearer the image's first row.
const double row_up = ramp_index(rows, layer, centre + up * RAMP_STEP, n);
const double row_down = ramp_index(rows, layer, centre - up * RAMP_STEP, n);
INFO("row at the top of the face " << row_up << ", at the bottom " << row_down);
CHECK(row_down - row_up > RAMP_MARGIN);
// Unmirrored: the column read to the viewer's right is further into the image. Without a
// per-side sign this fails on exactly the three faces facing away - -X, +Y and -Z - which
// is the mirroring a bare v flip leaves behind.
const double col_left = ramp_index(cols, layer, centre - right * RAMP_STEP, n);
const double col_right = ramp_index(cols, layer, centre + right * RAMP_STEP, n);
INFO("column at the left of the face " << col_left << ", at the right " << col_right);
CHECK(col_right - col_left > RAMP_MARGIN);
}
}
}
TEST_CASE("every projection method lands a texture upright on an upright face", "[TextureDisplacement]")
{
const DecodedHeightTexture rows = ramp_texture(true);
// ViewProjected is one flat projection from the captured camera rather than a per-face map, so its
// "up" is the projector's own (view_project_up), which the default capture puts at +Y.
const auto method = GENERATE(TextureProjectionMethod::Triplanar, TextureProjectionMethod::Cylindrical,
TextureProjectionMethod::Spherical, TextureProjectionMethod::ViewProjected);
const TextureDisplacementLayer layer = ramp_layer(method);
for (const auto &[name, n] : CUBE_FACES) {
// Only the four upright faces: on the top and bottom a cylinder's v is constant (they are its
// caps) and a sphere's is at an extremum (they are its poles), so neither says anything about
// which way up the image is.
if (std::abs(n.z()) > 0.9f)
continue;
DYNAMIC_SECTION("method " << int(method) << ", face " << name)
{
const Vec3f up = (method == TextureProjectionMethod::ViewProjected) ? layer.view_project_up :
Vec3f(0.f, 0.f, 1.f);
const Vec3f centre = n * CUBE_HALF;
const double row_up = ramp_index(rows, layer, centre + up * RAMP_STEP, n);
const double row_down = ramp_index(rows, layer, centre - up * RAMP_STEP, n);
INFO("row at the top " << row_up << ", at the bottom " << row_down);
CHECK(row_down - row_up > RAMP_MARGIN);
}
}
}
TEST_CASE("the cylindrical and spherical wraps run left to right as seen from outside", "[TextureDisplacement]")
{
const DecodedHeightTexture cols = ramp_texture(false);
const auto method = GENERATE(TextureProjectionMethod::Cylindrical, TextureProjectionMethod::Spherical);
const TextureDisplacementLayer layer = ramp_layer(method);
for (const auto &[name, n] : CUBE_FACES) {
// The caps and poles are out, as above - u is undefined on the axis. So is whichever face the
// atan2 branch cut runs through, where u jumps from +pi to -pi: that is a real seam in both
// projections, and a reading taken across it compares two opposite sides of the model.
if (std::abs(n.z()) > 0.9f)
continue;
const bool on_the_cut = (method == TextureProjectionMethod::Cylindrical) ? (n.y() < -0.9f) : (n.x() < -0.9f);
if (on_the_cut)
continue;
DYNAMIC_SECTION("method " << int(method) << ", face " << name)
{
Vec3f right, up;
outside_viewer_frame(n, right, up);
const Vec3f centre = n * CUBE_HALF;
const double col_left = ramp_index(cols, layer, centre - right * RAMP_STEP, n);
const double col_right = ramp_index(cols, layer, centre + right * RAMP_STEP, n);
INFO("column at the left " << col_left << ", at the right " << col_right);
CHECK(col_right - col_left > RAMP_MARGIN);
}
}
}
TEST_CASE("an unwrapped cube's flat charts are laid out the right way up", "[TextureDisplacement]")
{
indexed_triangle_set cube = its_make_cube(2. * CUBE_HALF, 2. * CUBE_HALF, 2. * CUBE_HALF);
for (Vec3f &v : cube.vertices)
v -= Vec3f(CUBE_HALF, CUBE_HALF, CUBE_HALF);
const PatchUnwrap unwrap = compute_patch_unwrap(cube, LSCM_DEFAULT_SEAM_ANGLE_DEG);
REQUIRE_FALSE(unwrap.empty());
REQUIRE(unwrap.chart_count == 6); // one flat chart per face, cut at the 90-degree edges
// Each chart carries one face. The four upright ones span world Z, and their v has to grow
// downwards like every other projection's - whatever the packing then did with the island.
int upright_charts = 0;
for (int c = 0; c < unwrap.chart_count; ++c) {
int top = -1, bottom = -1;
for (size_t i = 0; i < unwrap.uvs.size(); ++i) {
if (unwrap.vertex_chart[i] != c)
continue;
const float z = cube.vertices[size_t(unwrap.source_vertex[i])].z();
if (top < 0 || z > cube.vertices[size_t(unwrap.source_vertex[size_t(top)])].z())
top = int(i);
if (bottom < 0 || z < cube.vertices[size_t(unwrap.source_vertex[size_t(bottom)])].z())
bottom = int(i);
}
REQUIRE(top >= 0);
REQUIRE(bottom >= 0);
const float v_top = unwrap.uvs[size_t(top)].y(), v_bottom = unwrap.uvs[size_t(bottom)].y();
if (std::abs(v_top - v_bottom) < 1e-3f)
continue; // a cap: the whole chart is at one height, so it has no up
++upright_charts;
DYNAMIC_SECTION("chart " << c)
{
INFO("v at the chart's topmost vertex " << v_top << ", at its bottommost " << v_bottom);
CHECK(v_bottom - v_top > 1.f);
}
}
CHECK(upright_charts == 4); // the four sides; the top and bottom faces are the caps skipped above
}
TEST_CASE("project_planar agrees with the box projection's own axes", "[TextureDisplacement]")
{
// The two express the same table in different shapes - one a pair of world axes for the GUI, the
// other the closed form the bake's hot path uses - so they are checked against each other here
// rather than left to drift apart.
const Vec3f p(2.f, -3.f, 7.f);
for (const auto &[name, n] : CUBE_FACES) {
DYNAMIC_SECTION("face " << name)
{
Vec3f u_axis, v_axis;
box_projection_axes(n, u_axis, v_axis);
const Vec2f planar = project_planar(p, n);
CHECK_THAT(planar.x(), WithinAbs(p.dot(u_axis), 1e-5f));
CHECK_THAT(planar.y(), WithinAbs(p.dot(v_axis), 1e-5f));
// Right-handed for a viewer outside the model: u to their right, v down, so u x v points
// into the surface. Getting this wrong is exactly what mirrors a face.
CHECK_THAT(u_axis.cross(v_axis).dot(n), WithinAbs(-1.f, 1e-5f));
}
}
}
// An image with a different value in each quadrant, so one bake says both which way up it landed
// and whether it came out mirrored. Distinct enough that a wrong quadrant cannot be mistaken for the
// right one: top-left 255, top-right 170, bottom-left 85, bottom-right 0.
static std::shared_ptr<std::vector<unsigned char>> make_quadrant_marker_png(size_t w = 32, size_t h = 32)
{
std::vector<uint8_t> pixels(w * h);
for (size_t y = 0; y < h; ++y)
for (size_t x = 0; x < w; ++x)
pixels[y * w + x] = (y < h / 2) ? ((x < w / 2) ? 255 : 170) : ((x < w / 2) ? 85 : 0);
const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
std::vector<unsigned char> bytes;
{
std::ifstream ifs(tmp_path.string(), std::ios::binary);
bytes.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
}
boost::system::error_code ec;
boost::filesystem::remove(tmp_path, ec);
REQUIRE_FALSE(bytes.empty());
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
}
TEST_CASE("baking an asymmetric image puts the top of the image at the top of the model", "[TextureDisplacement]")
{
// An upright wall in the plane y = 0, facing -Y, tessellated so that each of the image's four
// quadrants gets a vertex at its centre. A flat sheet rather than a cube because every vertex
// normal is then exactly the face normal, which is what makes the expected depth below an exact
// number instead of a tri-planar blend of three of them.
constexpr int STEPS = 4; // cells per side, so 5x5 vertices
constexpr float SPAN = 20.f; // mm, the wall's width and height
indexed_triangle_set wall;
for (int j = 0; j <= STEPS; ++j)
for (int i = 0; i <= STEPS; ++i)
wall.vertices.emplace_back(-SPAN / 2.f + SPAN * float(i) / float(STEPS), 0.f,
SPAN * float(j) / float(STEPS));
const auto at = [](int i, int j) { return j * (STEPS + 1) + i; };
for (int j = 0; j < STEPS; ++j)
for (int i = 0; i < STEPS; ++i) {
// Wound so that (+x) x (+z) = -y: the wall faces -Y, away from the origin.
wall.indices.emplace_back(at(i, j), at(i + 1, j), at(i + 1, j + 1));
wall.indices.emplace_back(at(i, j), at(i + 1, j + 1), at(i, j + 1));
}
TextureDisplacementFacetsData facets{};
facets[0] = paint_whole_mesh(wall);
TextureDisplacementLayer layer;
layer.slot = 0;
layer.projection_method = TextureProjectionMethod::Triplanar;
layer.image_data = make_quadrant_marker_png();
layer.depth_mm = 2.f;
// The wall is 20 mm across and one tile is 40 mm, so it covers the middle half of the image in
// both axes: the quadrant boundaries land on x = 0 and z = 10, and the probed vertices sit a
// whole number of texels away from both.
layer.tiling_scale = 40.f;
layer.offset = Vec2f(0.5f, 0.75f);
// A single decal rather than a repeat, so that getting the orientation wrong cannot be masked by
// the wrap bringing the flipped coordinate back into the image at a plausible-looking row. With
// tiling off, uv stays inside [0.25, 0.75] in both axes only while v runs the right way.
layer.tile_enabled = false;
const indexed_triangle_set result = build_texture_displacement(wall, { layer }, facets, classic_options());
REQUIRE(result.vertices.size() == wall.vertices.size());
// Seen from outside this face the viewer's right is +X and their up is +Z, so the image's
// top-left quadrant has to land at low x and high z. Each entry: the vertex, and the image value
// whose quadrant it must have read.
const std::array<std::tuple<const char *, int, int, int>, 4> expected = { {
{ "top-left (255)", 1, 3, 255 },
{ "top-right (170)", 3, 3, 170 },
{ "bottom-left (85)", 1, 1, 85 },
{ "bottom-right (0)", 3, 1, 0 },
} };
for (const auto &[name, i, j, value] : expected) {
DYNAMIC_SECTION("quadrant " << name)
{
const size_t vi = size_t(at(i, j));
// The whole displacement is along -Y, so this is the relief's height at that vertex.
const float raised = wall.vertices[vi].y() - result.vertices[vi].y();
INFO("vertex at " << wall.vertices[vi].x() << ", " << wall.vertices[vi].z());
CHECK_THAT(raised, WithinAbs(layer.depth_mm * float(value) / 255.f, 1e-3f));
// Nothing moved sideways or vertically: a mirrored or rotated basis would still have
// displaced along the normal, so this is here to catch the relief leaning instead.
CHECK_THAT(result.vertices[vi].x(), WithinAbs(wall.vertices[vi].x(), 1e-4f));
CHECK_THAT(result.vertices[vi].z(), WithinAbs(wall.vertices[vi].z(), 1e-4f));
}
}
}