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Author SHA1 Message Date
ExPikaPaka de07a84bfb fix: add the two includes clang-tidy reported as missing
misc-include-cleaner on the changed lines:
  TextureLibrary.cpp uses DecodedHeightTexture, which only reached it through
  TextureLibrary.hpp; it now includes libslic3r/TextureDisplacement.hpp itself.
  The contrast test uses std::not_equal_to, so <functional>.
2026-10-12 09:54:43 +02:00
ExPikaPaka 752b356ff0 fix: refresh the image-adjustment panel when the layer's image changes under it
The panel decoded the layer's image once, when it opened, so switching the
layer's texture from the picker left it showing the old photo. The 3D view had
already moved on, since decode_height_texture() reads layer.image_data and
that had changed, so the panel and the model disagreed about what was being
adjusted. Now the panel notices the image_data it decoded from is no longer
the layer's and re-reads it, keeping the slider positions: the user is
adjusting this layer, and the sliders are what they have just set.

Possible because the panel is a window rather than a popup - the picker is
reachable while it is open, which is what makes this case exist at all.

Two more ways the open panel could end up pointing at the wrong thing, found
while fixing that one:

Slots are numbered per volume, so selecting a different object rebound the
panel to whatever layer held the same slot on the newly selected one - a
different image under a panel opened for another object. The panel now
records the volume it was opened on and closes when the selection leaves it.

And closing it reverted preview_adjust through texture_volume(), which
answers for the current selection. Since a selection change is one of the
ways to close it, that reverted the wrong volume's layer: it cleared an
adjustment the user never made and left the real one live on the original
object, which would have gone on displacing from the adjusted image with no
panel open. The revert now finds the volume by the id recorded at open time.
2026-10-12 08:28:08 +02:00
ExPikaPaka 8f1c8f0580 feat: live displacement in the image-adjustment panel, reached from a per-layer icon
Four changes to the image-adjustment panel, all from using it:

Entry point. The panel is now opened by an icon in the layer's header row,
between the image name and the order arrows, rather than by a button buried
under "More settings". It acts on the image the name refers to, so it belongs
beside the name. Disabled for a layer with no image.

Only "Save as copy". Overwrite is gone, and with it the one path that edited
a layer's stored image in place. Writing the result to the texture library and
pointing the layer at it is the single way an adjustment becomes permanent,
which also means an adjusted texture is always a file the user can find and
reuse. encode_texture_image_data() had no other caller and is removed.

A window, not a popup. A popup dimmed the canvas and closed on any click
outside itself, which between them made it impossible to watch the model
while adjusting it. An ordinary floating window leaves the 3D view live,
clickable and orbitable, and stays put until Cancel, Save as copy or its
close button.

The displacement follows the sliders. TextureDisplacementLayer gains a
transient preview_adjust that decode_height_texture() applies on top of the
decoded image, before smoothing. Everything downstream of the decode then
sees the adjusted image without being told the panel exists: the relief, the
colour, the thumbnails, the UV backdrop and the bake. It is not serialized by
cereal or the .3mf, because it is the state of an open editor rather than a
property of the layer; the panel reverts it on every exit that is not a
commit, and a commit clears it before pointing the layer at the file that
already carries the edit, so the adjustment is never applied twice.

Two caches had to learn about it or they would have gone on serving the
pixels from before the slider moved, since neither the image_data pointer nor
the smoothing value changes while a slider is dragged: the new adjusted-copy
cache keys on (image, adjustments), the smoothed cache now keys on both, and
the GPU thumbnail, height and colour textures and the UV editor backdrop
carry the adjustment in their keys alongside smoothing. Two tests cover
exactly that: the same image_data with two different adjustments must decode
to two different images, with and without smoothing on.

The recompute is lazy. A slider move marks the preview dirty and the existing
"rebuild once the mouse is released" rule in the panel consumes it, so a drag
recomputes the displacement once, on release, instead of once per frame. The
panel's own image still updates continuously, from a background pass over a
384 px copy, so the photo tracks the slider while the model catches up after.
2026-10-12 08:18:58 +02:00
ExPikaPaka c07165888b feat: add an image-adjustment panel to texture displacement layers
Adds brightness, contrast, sharpness, blur and hue over one layer's image,
shown on the image itself and updating as the sliders move. Reached from an
"Adjust image" button in the layer card, beside Smoothing.

What the panel 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. That is deliberate,
and the panel says so. It is also why brightness is a lift toward white
rather than an additive offset: an offset drives everything above mid-grey
to a flat 255, and since the image is the height map, that region would bake
as flat relief instead of bright relief.

Three exits: Cancel discards, Overwrite replaces the layer's image_data, and
Save as copy writes a new PNG into the user's texture library and points the
layer at it. Overwrite and Save as copy both hand the layer a brand new
allocation, which is what invalidates decode_height_texture()'s cache,
analyze_texture_detail()'s, and the GPU thumbnail and height/colour
textures, all of them keyed by that pointer.

Grayscale in, grayscale out: a grey image is not promoted to RGB, since that
would offer the colour feature a row of identical greys and triple the
stored PNG for it. Hue is disabled for a grayscale source, with the reason
shown, because grey has no hue to turn.

The live preview runs on its own thread over a 384 px downscale, one pass in
flight at a time so a drag coalesces to wherever the sliders stop. 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), which is
far too much to repeat per slider frame; the same pass on the downscale is
3-4 ms and 9-12 ms. Not the plater's job worker either: that is a single
FIFO shared with Bake, where a per-frame image filter would queue behind
multi-second mesh work. The full-size pass runs once, on commit, on the UI
thread, because the rebuild_preview() immediately after it is an order of
magnitude more work synchronously already.

The image maths lands in libslic3r as apply_texture_adjustments() and
downscale_height_texture(), so it is testable without a GUI, and the blur
reuses the same smooth_height_pixels() the Smoothing slider drives.
2026-10-12 07:56:54 +02:00
11 changed files with 1139 additions and 85 deletions
+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;
plate->pattern_bbox_file = it->second->pattern_bbox_file;
plate->pick_file = it->second->pick_file.empty();
plate->pattern_bbox_file = it->second->pattern_bbox_file.empty();
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.reset();
m_fan_mover.release();
m_ordering_cache.clear();
// Belt printer: initialize belt-specific writer via virtual hook.
+253 -2
View File
@@ -157,12 +157,33 @@ 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 {
@@ -338,6 +359,34 @@ 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
@@ -348,7 +397,7 @@ 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.source.lock() == layer.image_data)
it->second.adjust == layer.preview_adjust && it->second.source.lock() == layer.image_data)
return it->second.texture;
}
const float span = 0.05f * float(std::min(result.width, result.height));
@@ -372,12 +421,70 @@ 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, result };
entries[key] = { std::weak_ptr<const std::vector<unsigned char>>(layer.image_data), layer.smoothing,
layer.preview_adjust, 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;
@@ -386,6 +493,150 @@ 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;
+74
View File
@@ -154,6 +154,38 @@ 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
@@ -293,6 +325,18 @@ struct TextureDisplacementLayer
// for the boundary to be drawn on.
bool color_enabled = false;
// Live, unsaved image adjustments from the gizmo's image-adjustment panel, applied by
// decode_height_texture() on top of the decoded image - so while the panel is open the relief, the
// colour, the thumbnails and the bake all see the adjusted image, and moving a slider really does
// change the displacement. See TextureAdjustments.
//
// Deliberately *not* serialized, by either save()/load() here or the .3mf: it is the state of an open
// editor, not a property of the layer. The panel resets it when it closes, and "Save as copy" resolves
// it by writing a new image and pointing the layer at that - which is the only way an adjustment
// becomes permanent. A project saved mid-adjustment therefore stores the unadjusted image, which is
// the honest answer: nothing was committed.
TextureAdjustments preview_adjust;
bool empty() const { return !image_data || image_data->empty(); }
template<class Archive> void save(Archive &ar) const
@@ -489,6 +533,36 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
// texture - cheap enough to ask every frame. Smoothing does not change it, so the raw decode is what is read.
bool height_texture_has_color(const TextureDisplacementLayer &layer);
// Applies `adj` to `src` and returns the result; `src` is left alone. An empty `src`, or an identity
// `adj`, gives back a copy.
//
// Order is tonal, then spatial: brightness, contrast and hue per texel first, then blur, then sharpness.
// Sharpness last is what lets the two spatial knobs be used together - blur to kill speckle, then
// sharpness to put the real edges back - instead of the blur simply undoing the sharpen.
//
// Grayscale in, grayscale out (`rgb` stays empty): promoting a grey image to RGB would hand the layer's
// colour feature a row of identical greys to "colour" the model with, and triple the stored PNG for it.
// For a colour image the height is recomputed as the luminance of the *adjusted* colour, with
// decode_height_texture()'s own coefficients, so the relief and the colour can never drift apart.
DecodedHeightTexture apply_texture_adjustments(const DecodedHeightTexture &src, const TextureAdjustments &adj);
// Blur radius, in texels, that TextureAdjustments::blur == 1 means on a `min(width, height)`-sized image:
// the same 5%-of-the-short-side span the Smoothing slider uses, under the same 48-texel cost cap, so the
// two controls bite at the same rate and a user moving between them is not surprised.
float adjustment_blur_radius(float blur, int width, int height);
// Box-filters `src` down so neither side exceeds `max_px`, preserving aspect; never upscales, and
// returns a copy when it already fits. Colour and height are filtered the same way, and the height
// stays the height - it is not recomputed from the filtered colour, because a box filter is linear and
// luminance is linear in the channels, so the two agree already.
//
// This is what lets the adjustment panel's live preview cost depend on the size of the box it is drawn
// in rather than on the size of the image: adjusting a downscaled copy per slider frame, and the
// full-size image only once, on commit. A box filter (rather than a plain decimation) is the point -
// these textures are high-frequency by nature, and dropping texels would alias the preview into
// showing detail the adjustment is not actually producing.
DecodedHeightTexture downscale_height_texture(const DecodedHeightTexture &src, int max_px);
// Maps a linear RGB colour in [0, 1] to an index into the caller's palette, or -1 for "no colour".
//
// Deliberately a callback rather than a function here: matching a colour to a filament is a
-7
View File
@@ -3232,16 +3232,9 @@ bool GUI_App::on_init_inner()
#ifdef _MSW_DARK_MODE
#ifndef __WINDOWS__
// The label colours and the dark mode flag were set above from the saved mode. When the system theme
// differs from it, refresh them, or dialogs that map their colours stay in the old mode for this session.
const bool saved_dark_mode = dark_mode();
wxSystemAppearance app = wxSystemSettings::GetAppearance();
GUI::wxGetApp().app_config->set("dark_color_mode", app.IsDark() ? "1" : "0");
GUI::wxGetApp().app_config->save();
if (dark_mode() != saved_dark_mode) {
init_label_colours();
Update_dark_mode_flag();
}
#endif // __APPLE__
@@ -43,6 +43,7 @@
#include <cstdint>
#include <functional>
#include <chrono>
#include <future>
#include <cstdio>
#include <glad/gl.h>
#include <imgui.h>
@@ -120,6 +121,14 @@ 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.
@@ -525,6 +534,10 @@ 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;
@@ -2450,9 +2463,12 @@ 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);
const bool bg_smoothing_changed = (desired_bg == UVBackground::Height) &&
(m_uv_editor_bg_smoothing != layer->smoothing ||
!(m_uv_editor_bg_adjust == layer->preview_adjust));
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) {
@@ -3678,7 +3694,7 @@ void GLGizmoTextureDisplacement::ensure_panel_icons()
"menu_obj_sphere.svg", "menu_obj_cube.svg", "menu_obj_cylinder.svg", "texture_displacement_map_unwrap.svg",
"texture_displacement_map_view.svg", "texture_displacement_tile_repeat.svg", "menu_mirror_x.svg",
"texture_displacement_adjust.svg", "canvas_drag.svg", "texture_displacement_move_up.svg",
"texture_displacement_move_down.svg", "texture_displacement_drag.svg",
"texture_displacement_move_down.svg", "texture_displacement_drag.svg", "cog.svg",
"texture_displacement_select_all.svg", "texture_displacement_erase_all.svg",
};
std::vector<std::string> paths;
@@ -3982,6 +3998,321 @@ void GLGizmoTextureDisplacement::render_texture_library_popup(const ImVec2 &pane
m_picker_open_request = true;
}
}
bool GLGizmoTextureDisplacement::load_image_adjust_source(const TextureDisplacementLayer &layer)
{
if (layer.empty())
return false;
// The *raw* image: neither the layer's Smoothing nor the panel's own preview_adjust, so what the
// sliders act on is always the image as it is actually stored rather than the last preview of it.
// Without clearing preview_adjust here the adjustment would compound on itself every reload.
TextureDisplacementLayer raw = layer;
raw.smoothing = 0.f;
raw.preview_adjust = TextureAdjustments{};
DecodedHeightTexture decoded = decode_height_texture(raw);
if (decoded.empty())
return false;
m_adjust_source = std::move(decoded);
m_adjust_preview_source = downscale_height_texture(m_adjust_source, ADJUST_PREVIEW_MAX_PX);
m_adjust_source_image = layer.image_data.get();
// The unadjusted image, so the box is filled now rather than one background pass later. Pairing it
// with an identity `shown` is what makes update_image_adjust_preview() relaunch for the sliders'
// current values against the new source instead of deciding it is already showing them.
m_adjust_preview_shown = TextureAdjustments{};
m_adjust_preview_tex = upload_height_thumbnail(m_adjust_preview_source, ADJUST_PREVIEW_MAX_PX);
m_adjust_preview_valid = m_adjust_preview_tex != nullptr;
return true;
}
void GLGizmoTextureDisplacement::open_image_adjust(const TextureDisplacementLayer &layer)
{
if (layer.empty() || layer.slot < 0)
return;
close_image_adjust(); // reverts and clears any previous panel
if (!load_image_adjust_source(layer))
return;
m_adjust = TextureAdjustments{};
m_adjust_applied = TextureAdjustments{};
m_adjust_slot = layer.slot;
const ModelVolume *mv = texture_volume();
m_adjust_volume_id = mv != nullptr ? mv->id().id : 0;
}
void GLGizmoTextureDisplacement::close_image_adjust()
{
// Revert the layer's live adjustment. Every exit that reaches here is a discard: a commit resets
// preview_adjust itself, before pointing the layer at the file that already carries the edit, so this
// cannot undo a committed adjustment.
//
// Found by the id recorded when the panel opened rather than through texture_volume(), which answers
// for the *current* selection. One of the ways to get here is the selection having moved on, and
// reverting the newly selected object's layer instead would both miss the adjustment that is still
// live on the original volume and clear one the user never touched.
bool reverted = false;
if (m_adjust_slot >= 0 && m_adjust_volume_id != 0)
for (ModelObject *mo : wxGetApp().model().objects) {
for (ModelVolume *mv : mo->volumes) {
if (mv->id().id != m_adjust_volume_id)
continue;
for (TextureDisplacementLayer &l : mv->texture_displacement_layers)
if (l.slot == m_adjust_slot && !l.preview_adjust.identity()) {
l.preview_adjust = TextureAdjustments{};
reverted = true;
}
}
}
// std::async's future blocks here until the pass finishes. That is a few milliseconds on an image
// this small, and the alternative - a detached thread writing into the members of a closed panel -
// is worse.
if (m_adjust_preview_job.valid())
m_adjust_preview_job.wait();
m_adjust_preview_job = {};
m_adjust_slot = -1;
m_adjust = TextureAdjustments{};
m_adjust_applied = TextureAdjustments{};
m_adjust_source = DecodedHeightTexture{};
m_adjust_preview_source = DecodedHeightTexture{};
m_adjust_source_image = nullptr;
m_adjust_volume_id = 0;
m_adjust_preview_tex.reset();
m_adjust_preview_valid = false;
// Only while the gizmo is up: on_shutdown() also comes through here, and rebuilding a preview for a
// gizmo that is closing would be work for a model nobody is looking at. The reverted layer data is
// what matters there, and that is already done above.
if (reverted && m_state == On) {
rebuild_preview();
m_parent.set_as_dirty();
}
}
void GLGizmoTextureDisplacement::update_image_adjust_preview()
{
if (m_adjust_preview_source.empty())
return;
// Collect a finished pass. wait_for(0) rather than get() outright: this runs inside the frame, and
// blocking on the worker here would hand back to the UI thread the very stall the worker exists to
// spare it.
if (m_adjust_preview_job.valid() &&
m_adjust_preview_job.wait_for(std::chrono::seconds(0)) == std::future_status::ready) {
const DecodedHeightTexture adjusted = m_adjust_preview_job.get();
m_adjust_preview_job = {};
if (std::unique_ptr<GLTexture> tex = upload_height_thumbnail(adjusted, ADJUST_PREVIEW_MAX_PX)) {
m_adjust_preview_tex = std::move(tex);
m_adjust_preview_shown = m_adjust_preview_running;
m_adjust_preview_valid = true;
}
}
// One pass at a time: whatever the sliders did while it ran is picked up by the next launch, so a
// drag collapses to the value the sliders ended on instead of queuing one pass per frame.
if (!m_adjust_preview_job.valid() && m_adjust != m_adjust_preview_shown) {
m_adjust_preview_running = m_adjust;
// Captured by value: the pass must not read members the UI thread goes on editing while it runs.
m_adjust_preview_job = std::async(std::launch::async,
[src = m_adjust_preview_source, adj = m_adjust_preview_running] {
return apply_texture_adjustments(src, adj);
});
}
// A pass in flight has no other way to get its result on screen: without a redraw request the canvas
// can sit idle, and the preview would only catch up on the next unrelated frame.
if (m_adjust_preview_job.valid())
m_parent.set_as_dirty();
}
void GLGizmoTextureDisplacement::commit_image_adjust(TextureDisplacementLayer &layer)
{
if (m_adjust_source.empty() || m_adjust.identity()) {
// Nothing was changed, so there is nothing to save.
close_image_adjust();
return;
}
// The full-size pass, once: 13-19 ms grayscale / 40-60 ms colour on a 1024x1024 with every knob
// engaged. Run on the UI thread deliberately, unlike the live preview: this is a single click, and the
// rebuild that follows it - a CPU mesh displacement of the painted patch - is already an order of
// magnitude more work, synchronously, so moving only this off the thread would buy nothing a user
// could perceive.
const DecodedHeightTexture adjusted = apply_texture_adjustments(m_adjust_source, m_adjust);
std::string error;
const std::string stem = layer.name.empty() ? std::string("texture") : layer.name;
const std::optional<TextureLibraryEntry> entry = save_texture_to_library(adjusted, stem, error);
if (!entry) {
show_error(nullptr, error);
return; // the panel stays open, and the layer keeps the live adjustment: the edit is not lost
}
// Cleared *before* the layer is pointed at the new file, and this ordering is the whole correctness of
// the commit: the saved image already has the adjustment baked into its pixels, so leaving
// preview_adjust set would apply brightness, contrast and the rest a second time on top of itself.
layer.preview_adjust = TextureAdjustments{};
// set_layer_texture() does the rest - the name, the recently-used ordering, a fresh image_data buffer
// (which is what invalidates every cache keyed by the old pointer), the undo snapshot and the rebuild.
set_layer_texture(layer, *entry);
close_image_adjust();
}
void GLGizmoTextureDisplacement::render_image_adjust_window(const ImVec2 &panel_min, const ImVec2 &panel_max)
{
if (m_adjust_slot < 0)
return;
ModelVolume *mv = texture_volume();
// A different volume is selected than the one this panel was opened on. Slots are numbered per
// volume, so looking m_adjust_slot up here would find an unrelated layer rather than nothing.
if (mv == nullptr || mv->id().id != m_adjust_volume_id) {
close_image_adjust();
return;
}
TextureDisplacementLayer *layer = nullptr;
for (TextureDisplacementLayer &l : mv->texture_displacement_layers)
if (l.slot == m_adjust_slot)
layer = &l;
if (layer == nullptr) {
// The layer went away under the panel (removed, or merged away by an undo).
close_image_adjust();
return;
}
// The layer's image can be swapped from the texture picker while this panel is open - the panel is a
// window now, so the rest of the gizmo stays usable behind it. Re-read the source when that happens,
// keeping the slider positions: the user is adjusting this layer, and the 3D view has already moved to
// the new image (decode_height_texture() reads layer.image_data, which changed), so re-reading here is
// also what keeps the panel's photo and the model showing the same thing.
if (layer->image_data.get() != m_adjust_source_image && !load_image_adjust_source(*layer)) {
close_image_adjust(); // the new image cannot be decoded; nothing left to adjust
return;
}
const float img_w = std::round(m_imgui->scaled(16.f));
const float gap = m_imgui->scaled(0.5f);
// Placed beside the panel on first appearance only, and left wherever the user drags it after that -
// it is a window, not a popup, so its position is theirs to keep.
const float win_w = img_w + 2.f * ImGui::GetStyle().WindowPadding.x;
const bool left = panel_min.x - gap - win_w >= 0.f;
ImGui::SetNextWindowPos(ImVec2(left ? panel_min.x - gap - win_w : panel_max.x + gap,
panel_min.y + m_imgui->scaled(4.f)), ImGuiCond_Appearing);
bool keep_open = true;
if (!ImGui::Begin((_u8L("Adjust image") + "##texture_adjust").c_str(), &keep_open,
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse)) {
ImGui::End();
if (!keep_open)
close_image_adjust();
return;
}
// Collect a finished pass and start one for the current slider values before the image is drawn, so
// the newest available result is what lands on screen this frame.
update_image_adjust_preview();
// The photo itself, at the image's own aspect so a non-square texture is not stretched.
const float aspect = m_adjust_source.height > 0 ? float(m_adjust_source.width) / float(m_adjust_source.height) : 1.f;
const float img_h = std::round(img_w / std::max(0.05f, aspect));
if (m_adjust_preview_valid && m_adjust_preview_tex)
ImGui::Image((ImTextureID) (intptr_t) m_adjust_preview_tex->get_id(), ImVec2(img_w, img_h));
else
ImGui::Dummy(ImVec2(img_w, img_h));
// The label column is sized off the widest of the five labels, so the tracks line up whatever the
// translation does to their lengths.
float label_w = 0.f;
for (const wxString &l : { _L("Brightness"), _L("Contrast"), _L("Sharpness"), _L("Blur"), _L("Hue") })
label_w = std::max(label_w, ImGui::CalcTextSize(into_u8(l).c_str()).x);
label_w += m_imgui->scaled(1.2f);
// An explicit track width rather than a fill-to-the-right one: this window is AlwaysAutoResize, so its
// width comes from its content, and an item asking for "whatever is left" would make the width depend
// on itself. The image above sets the content width, and the sliders match it.
const float slider_w = std::max(m_imgui->scaled(4.f), img_w - label_w);
const auto row = [&](const char *id, const wxString &label, float *v, float v_min, float v_max,
const char *format, bool enabled, const std::string &tip) {
const float x0 = ImGui::GetCursorPosX();
ImGui::AlignTextToFramePadding();
m_imgui->text(label);
ImGui::SameLine();
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
ImGui::SetNextItemWidth(slider_w);
m_imgui->disabled_begin(!enabled);
ImGui::SliderFloat(id, v, v_min, v_max, format, ImGuiSliderFlags_AlwaysClamp);
m_imgui->disabled_end();
// Only on an enabled row: a disabled item does not report hover, so a tooltip on one would never
// be shown. What has to be said about a disabled slider is written out below it instead.
if (enabled && !tip.empty() && ImGui::IsItemHovered())
m_imgui->tooltip(tip, ImGui::GetFontSize() * 20.f);
};
row("##adj_brightness", _L("Brightness"), &m_adjust.brightness, -1.f, 1.f, "%.2f", true, {});
row("##adj_contrast", _L("Contrast"), &m_adjust.contrast, -1.f, 1.f, "%.2f", true, {});
row("##adj_sharpness", _L("Sharpness"), &m_adjust.sharpness, 0.f, 1.f, "%.2f", true,
_u8L("Brings out the finest detail in the image. Applied after Blur, so the two can be used "
"together: blur away the speckle, then sharpen the edges that remain."));
row("##adj_blur", _L("Blur"), &m_adjust.blur, 0.f, 1.f, "%.2f", true,
_u8L("Blurs the image itself. The layer's own Smoothing slider softens the relief without altering "
"the image, and is the one to reach for first."));
// Grey has no hue to turn, and the shipped library is grayscale - so on most textures this is a
// slider that would visibly do nothing. Disabled with the reason given, rather than hidden.
const bool has_color = m_adjust_source.has_color();
row("##adj_hue", _L("Hue"), &m_adjust.hue_deg, -180.f, 180.f, "%.0f°", has_color, {});
if (!has_color) {
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + img_w);
ImGui::TextDisabled("%s", _u8L("This texture is grayscale, so it has no hue to shift.").c_str());
ImGui::PopTextWrapPos();
}
if (m_imgui->button(_L("Reset")))
m_adjust = TextureAdjustments{};
// Hand the sliders to the layer, which is what puts the adjusted image in front of the displacement:
// decode_height_texture() applies preview_adjust, so the relief, the colour and the thumbnails all
// follow from here. Written every frame rather than only on a change, so an undo snapshot or a
// reselection that resets the layer cannot leave the model showing an adjustment the panel has moved
// on from.
layer->preview_adjust = m_adjust;
if (m_adjust != m_adjust_applied) {
m_adjust_applied = m_adjust;
// Marked dirty rather than rebuilt here: the panel's own flag is consumed by the main panel's
// "rebuild once the mouse is released" rule, so dragging a slider recomputes the displacement
// once, on release, instead of on every frame of the drag. That is what keeps the UI responsive
// while a full-size resample and a mesh displacement happen behind it.
m_preview_params_dirty = true;
// This window is drawn after the block that consumes that flag, so the rebuild happens on a later
// frame - which means there has to *be* one. Cheap insurance: a slider release that generated no
// further canvas event would otherwise leave the flag set and the model unchanged until something
// unrelated redrew.
m_parent.set_as_dirty();
}
ImGui::Separator();
m_imgui->text_wrapped(_u8L("The model updates when you release a slider. Save as copy writes the "
"adjusted image to your texture library and points this layer at it."), img_w);
const bool cancel = m_imgui->button(_L("Cancel"));
ImGui::SameLine();
// Nothing to save until a slider has actually moved.
m_imgui->disabled_begin(m_adjust.identity());
const bool as_copy = m_imgui->button(_L("Save as copy"));
m_imgui->disabled_end();
ImGui::End();
if (cancel || !keep_open)
close_image_adjust();
else if (as_copy)
commit_image_adjust(*layer);
}
void GLGizmoTextureDisplacement::remove_texture_layer(int slot)
{
@@ -4040,6 +4371,7 @@ void GLGizmoTextureDisplacement::swap_layer_slots(int slot_a, int slot_b)
std::swap(m_thumbnails[a], m_thumbnails[b]);
std::swap(m_thumbnail_source[a], m_thumbnail_source[b]);
std::swap(m_thumbnail_smoothing[a], m_thumbnail_smoothing[b]);
std::swap(m_thumbnail_adjust[a], m_thumbnail_adjust[b]);
std::swap(m_layer_expanded[a], m_layer_expanded[b]);
if (m_active_layer_slot == slot_a)
m_active_layer_slot = slot_b;
@@ -5303,7 +5635,7 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_thumbnail(const TextureDisplace
const size_t slot = size_t(layer.slot);
if (m_thumbnails[slot] && m_thumbnail_source[slot] == layer.image_data.get() &&
m_thumbnail_smoothing[slot] == layer.smoothing)
m_thumbnail_smoothing[slot] == layer.smoothing && m_thumbnail_adjust[slot] == layer.preview_adjust)
return m_thumbnails[slot].get();
// Reuses the already-decoded, already-cached grayscale pixels (see decode_height_texture()'s
@@ -5317,6 +5649,7 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_thumbnail(const TextureDisplace
m_thumbnails[slot] = std::move(texture);
m_thumbnail_source[slot] = layer.image_data.get();
m_thumbnail_smoothing[slot] = layer.smoothing;
m_thumbnail_adjust[slot] = layer.preview_adjust;
return m_thumbnails[slot].get();
}
@@ -5324,7 +5657,8 @@ 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)
if (m_color_tex && m_color_tex_source == layer.image_data.get() && m_color_tex_smoothing == layer.smoothing &&
m_color_tex_adjust == layer.preview_adjust)
return m_color_tex.get();
std::unique_ptr<GLTexture> texture = upload_color_texture(decode_height_texture(layer), HEIGHT_TEX_MAX_PX);
@@ -5336,6 +5670,7 @@ 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 = layer.preview_adjust;
return m_color_tex.get();
}
@@ -5346,7 +5681,8 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_height_texture(const TextureDis
// One slot, not one per layer: the preview shader only ever shades the *active* layer, so a single
// full-resolution upload is enough and the VRAM cost stays at one texture rather than eight.
if (m_height_tex && m_height_tex_source == layer.image_data.get() && m_height_tex_smoothing == layer.smoothing)
if (m_height_tex && m_height_tex_source == layer.image_data.get() && m_height_tex_smoothing == layer.smoothing &&
m_height_tex_adjust == layer.preview_adjust)
return m_height_tex.get();
std::unique_ptr<GLTexture> texture = upload_height_thumbnail(decode_height_texture(layer), HEIGHT_TEX_MAX_PX);
@@ -5356,6 +5692,7 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_height_texture(const TextureDis
m_height_tex = std::move(texture);
m_height_tex_source = layer.image_data.get();
m_height_tex_smoothing = layer.smoothing;
m_height_tex_adjust = layer.preview_adjust;
return m_height_tex.get();
}
@@ -6412,7 +6749,7 @@ 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) + 3.f * frame_h + 2.f * gap_s;
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 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));
@@ -6426,6 +6763,16 @@ 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"))) {
@@ -7225,10 +7572,15 @@ 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
@@ -7465,6 +7817,11 @@ 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
@@ -23,6 +23,7 @@
#include "libslic3r/Point.hpp"
#include <imgui.h>
#include <map>
#include <future>
#include <memory>
#include <optional>
#include "slic3r/GUI/Gizmos/GLGizmoBase.hpp"
@@ -399,6 +400,68 @@ private:
void set_layer_texture(TextureDisplacementLayer &layer, const TextureLibraryEntry &entry);
void import_custom_texture(TextureDisplacementLayer &layer);
// ---- The image-adjustment panel ----
//
// Brightness/contrast/sharpness/blur/hue over one layer's image, shown on the image itself and
// updating as the sliders move. What it produces is not a set of layer parameters: it replaces the
// layer's *image*, so the adjusted pixels feed the colour and the displacement together and a
// brightness change moves the relief too (see TextureAdjustments).
//
// An ordinary floating window rather than a popup, and deliberately so. A popup dims the canvas
// behind it and closes on any click outside itself, which between them make it impossible to watch the
// relief change on the model - which is the whole point of adjusting the image here rather than in an
// image editor. A window leaves the 3D view live, clickable and orbitable while the panel is open.
void render_image_adjust_window(const ImVec2 &panel_min, const ImVec2 &panel_max);
// Opens the panel for `layer`, decoding its image into m_adjust_source. Sliders never re-decode
// the PNG.
void open_image_adjust(const TextureDisplacementLayer &layer);
// Reads `layer`'s stored image into the panel's source buffers and records which image it came from.
// Called when the panel opens and again whenever the layer's image is swapped under it, which is why
// it leaves the slider values alone. False when the image cannot be decoded.
bool load_image_adjust_source(const TextureDisplacementLayer &layer);
// Resolves the panel: writes the adjusted image into the user's texture library as a new file and
// points `layer` at it, which is the only way an adjustment becomes permanent. Closes the panel.
void commit_image_adjust(TextureDisplacementLayer &layer);
// Closes the panel and reverts the layer's live preview_adjust to identity, so every exit that is not
// a commit - Cancel, the window's close button, the gizmo closing - leaves the layer as it was found.
void close_image_adjust();
// Collects a finished preview and starts one for the current slider values. One at a time, so a drag
// coalesces into "whatever the sliders last said" instead of a queue of superseded frames.
void update_image_adjust_preview();
int m_adjust_slot = -1; // the layer the panel is open for; -1 when closed
TextureAdjustments m_adjust; // what the sliders currently say
// What the layer's live preview_adjust was last set from, so a slider move can be told from a frame in
// which nothing happened and only the former asks the displacement to be recomputed.
TextureAdjustments m_adjust_applied;
// The layer's image as it was when the panel opened, and a small copy of it. The sliders are applied
// to the small copy for the live preview and to the full-size one exactly once, on commit. Measured on
// a 1024x1024 with every knob engaged, a full-size pass costs 13-19 ms grayscale and 40-60 ms in
// colour (130-190 ms at 2048 in colour) - far too much to repeat per slider frame. The same pass on a
// 384 px copy is 3-4 ms / 9-12 ms, and that is all the preview box can show anyway.
DecodedHeightTexture m_adjust_source;
DecodedHeightTexture m_adjust_preview_source;
// Which image_data the two buffers above were decoded from, so the panel can notice the layer's image
// being swapped from the texture picker while it is open and re-read it. Compared, never dereferenced.
const void *m_adjust_source_image = nullptr;
// And which volume the panel was opened on. Slot numbers are per volume, so without this a change of
// selection would silently rebind the open panel to whichever layer happens to hold the same slot on
// the newly selected object - a different image, under a panel the user opened for this one.
size_t m_adjust_volume_id = 0;
// The preview image on screen, re-uploaded whenever a background pass finishes.
std::unique_ptr<GLTexture> m_adjust_preview_tex;
// The live preview runs on its own thread rather than on the UI thread or on the plater's job
// worker. Not the UI thread because even the small pass is milliseconds and this runs while a slider
// is being dragged; not the job worker because that is a single FIFO shared with Bake and the
// displacement preview (see queue_preview_job()), where a per-frame image filter would sit behind -
// and delay - multi-second mesh work.
std::future<DecodedHeightTexture> m_adjust_preview_job;
TextureAdjustments m_adjust_preview_running; // what the in-flight pass is computing
TextureAdjustments m_adjust_preview_shown; // what m_adjust_preview_tex holds
bool m_adjust_preview_valid = false;
// Paint / Erase, from the panel. See get_left_button_state_type().
bool m_erase_mode = false;
// Per slot: whether the layer's card shows every setting or only Depth, Tile size and Rotation.
@@ -878,6 +941,7 @@ 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
@@ -921,6 +985,10 @@ private:
std::array<const void *, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnail_source{};
// The smoothing each cached thumbnail was built at, so a smoothing change re-uploads it.
std::array<float, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnail_smoothing{};
// And the live image adjustment each was built at, so moving a slider in the image-adjustment panel
// re-uploads it. Part of the key for the same reason smoothing is: preview_adjust changes the pixels
// decode_height_texture() hands back, and every one of these textures is a copy of those pixels.
std::array<TextureAdjustments, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnail_adjust{};
// Full-resolution height texture for the preview shader, keyed the same way (see
// get_layer_height_texture()). A smoothing change re-uploads it, so the fast preview shows the
@@ -928,12 +996,14 @@ private:
std::unique_ptr<GLTexture> m_height_tex;
const void *m_height_tex_source = nullptr;
float m_height_tex_smoothing = -1.f;
TextureAdjustments m_height_tex_adjust;
// The same, for the layer's *colour*, which the fast preview quantizes per fragment so it shows
// the image at texel resolution rather than at the mesh's. Null for a grayscale texture.
std::unique_ptr<GLTexture> m_color_tex;
const void *m_color_tex_source = nullptr;
float m_color_tex_smoothing = -1.f;
TextureAdjustments m_color_tex_adjust;
// Library textures the picker has shown at least once, keyed by file path (see LibraryTexture).
std::map<std::string, LibraryTexture> m_library_textures;
+77 -30
View File
@@ -27,6 +27,7 @@
#include <wx/mstream.h>
#include "libslic3r/PNGReadWrite.hpp"
#include "libslic3r/TextureDisplacement.hpp"
#include "libslic3r/Utils.hpp"
#include "libslic3r/AppConfig.hpp"
@@ -158,6 +159,28 @@ 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);
@@ -186,6 +209,42 @@ 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.
@@ -317,12 +376,6 @@ 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.");
@@ -333,30 +386,7 @@ std::optional<TextureLibraryEntry> import_texture_to_library(const std::string &
if (!encode_png_bytes(image, bytes, error))
return std::nullopt;
// 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;
return write_user_texture(bytes, boost::filesystem::path(source_path).stem().string(), error);
}
std::shared_ptr<std::vector<unsigned char>> load_texture_image_data(const std::string &path, std::string &error)
@@ -382,4 +412,21 @@ 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
@@ -6,6 +6,8 @@
#include <string>
#include <vector>
#include "libslic3r/TextureDisplacement.hpp"
namespace Slic3r::GUI {
// One selectable height-map texture in the texture-displacement gizmo's texture picker.
@@ -57,6 +59,14 @@ 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_
-37
View File
@@ -2043,40 +2043,3 @@ 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);
}
@@ -28,6 +28,7 @@
#include <algorithm>
#include <array>
#include <functional>
#include <cmath>
#include <fstream>
#include <limits>
@@ -2174,3 +2175,291 @@ TEST_CASE("whether a layer's texture has colour agrees with its decode", "[Textu
CHECK_FALSE(height_texture_has_color(TextureDisplacementLayer{}));
}
// ---- Image adjustments (the gizmo's image-adjustment panel) ----------------------------------------
// 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);
}