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https://github.com/OrcaSlicer/OrcaSlicer.git
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20
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a800e0c186 |
@@ -0,0 +1,29 @@
|
||||
name: 'Deploy Nightly'
|
||||
description: 'Upload a file to a release, replacing the asset of the same name'
|
||||
inputs:
|
||||
asset_path:
|
||||
description: 'Path of the file to upload'
|
||||
required: true
|
||||
asset_name:
|
||||
description: 'Asset name on the release'
|
||||
required: true
|
||||
content_type:
|
||||
description: 'Content type of the uploaded file'
|
||||
required: false
|
||||
default: 'application/octet-stream'
|
||||
tag:
|
||||
description: 'Tag of the release to upload to'
|
||||
required: false
|
||||
default: 'nightly-builds'
|
||||
runs:
|
||||
using: 'composite'
|
||||
steps:
|
||||
- name: Replace release asset
|
||||
shell: bash
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
ASSET_PATH: ${{ inputs.asset_path }}
|
||||
ASSET_NAME: ${{ inputs.asset_name }}
|
||||
CONTENT_TYPE: ${{ inputs.content_type }}
|
||||
RELEASE_TAG: ${{ inputs.tag }}
|
||||
run: bash "$GITHUB_ACTION_PATH/deploy.sh"
|
||||
@@ -0,0 +1,104 @@
|
||||
#!/usr/bin/env bash
|
||||
# Replaces one asset of a GitHub release, uploading under a temporary name
|
||||
# first so a failed upload leaves the old asset in place.
|
||||
#
|
||||
# Environment: GH_TOKEN, ASSET_PATH, ASSET_NAME, CONTENT_TYPE, RELEASE_TAG and
|
||||
# the GITHUB_* variables Actions sets.
|
||||
|
||||
# The $names inside the single-quoted jq programs are jq variables.
|
||||
# shellcheck disable=SC2016
|
||||
set -euo pipefail
|
||||
|
||||
repo_api="$GITHUB_API_URL/repos/$GITHUB_REPOSITORY"
|
||||
|
||||
if [ ! -f "$ASSET_PATH" ]; then
|
||||
echo "::error::$ASSET_PATH does not exist"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# The speed limit turns a stalled transfer into an error that --retry handles.
|
||||
curl_opts=(-sS --retry 3 --connect-timeout 30 --speed-limit 1024 --speed-time 60
|
||||
-H "Authorization: Bearer $GH_TOKEN")
|
||||
|
||||
# Prints the response body, or reports GitHub's error body and fails.
|
||||
api() {
|
||||
local out
|
||||
if ! out=$(curl "${curl_opts[@]}" --fail-with-body "$@"); then
|
||||
# A workflow command ends at the first newline.
|
||||
echo "::error::GitHub API request failed: ${out//[$'\r\n']/ }" >&2
|
||||
return 1
|
||||
fi
|
||||
printf '%s\n' "$out"
|
||||
}
|
||||
|
||||
http_status() {
|
||||
curl "${curl_opts[@]}" -o /dev/null -w '%{http_code}' "$@"
|
||||
}
|
||||
|
||||
# jq prints CRLF on Windows.
|
||||
jqr() {
|
||||
jq -r "$@" | tr -d '\r'
|
||||
}
|
||||
|
||||
delete_asset() {
|
||||
local code
|
||||
code=$(http_status -X DELETE "$repo_api/releases/assets/$1")
|
||||
case $code in
|
||||
# A 404 means a concurrent run already deleted the asset.
|
||||
204 | 404) ;;
|
||||
*)
|
||||
echo "::error::Deleting release asset $1 failed with HTTP $code" >&2
|
||||
return 1
|
||||
;;
|
||||
esac
|
||||
}
|
||||
|
||||
list_assets() {
|
||||
local page=1 json
|
||||
while :; do
|
||||
# Callers run this inside $(...), where bash ignores set -e.
|
||||
json=$(api "$repo_api/releases/$release_id/assets?per_page=100&page=$page") || exit 1
|
||||
printf '%s\n' "$json"
|
||||
[ "$(jqr length <<<"$json")" -eq 100 ] || break
|
||||
page=$((page + 1))
|
||||
done | jq -s add
|
||||
}
|
||||
|
||||
release=$(api "$repo_api/releases/tags/$RELEASE_TAG")
|
||||
release_id=$(jqr .id <<<"$release")
|
||||
upload_url=$(jqr .upload_url <<<"$release")
|
||||
upload_url=${upload_url%%\{*}
|
||||
|
||||
# Unique per run attempt, so concurrent runs never upload to the same name.
|
||||
tmp_name="$ASSET_NAME.partial-$GITHUB_RUN_ID-$GITHUB_RUN_ATTEMPT"
|
||||
|
||||
# Deletes leftover partials older than an hour, an age no upload in progress reaches.
|
||||
stale_ids=$(list_assets | jqr --arg prefix "$ASSET_NAME.partial-" \
|
||||
'.[] | select((.name | startswith($prefix)) and (.created_at | fromdateiso8601) < now - 3600) | .id')
|
||||
for id in $stale_ids; do
|
||||
delete_asset "$id"
|
||||
done
|
||||
|
||||
name_query=$(jqr -n --arg name "$tmp_name" '$name | @uri')
|
||||
# Uploads once, since a retry after an upload that succeeded fails on the taken name.
|
||||
new_id=$(api --retry 0 -X POST -H "Content-Type: $CONTENT_TYPE" -T "$ASSET_PATH" \
|
||||
"$upload_url?name=$name_query" | jqr .id)
|
||||
trap 'delete_asset "$new_id" || true' EXIT
|
||||
|
||||
rename_body=$(jq -n --arg name "$ASSET_NAME" '{name: $name}')
|
||||
# Retries on HTTP 422, which a concurrent run causes by renaming its own upload
|
||||
# between this delete and this rename.
|
||||
for _ in 1 2 3; do
|
||||
old_ids=$(list_assets | jqr --arg name "$ASSET_NAME" '.[] | select(.name == $name) | .id')
|
||||
for id in $old_ids; do
|
||||
delete_asset "$id"
|
||||
done
|
||||
code=$(http_status -X PATCH -d "$rename_body" "$repo_api/releases/assets/$new_id")
|
||||
if [ "$code" = 200 ]; then
|
||||
trap - EXIT
|
||||
exit 0
|
||||
fi
|
||||
[ "$code" = 422 ] || break
|
||||
done
|
||||
echo "::error::Renaming $tmp_name to $ASSET_NAME failed with HTTP $code" >&2
|
||||
exit 1
|
||||
@@ -441,14 +441,10 @@ jobs:
|
||||
path: '/__w/OrcaSlicer/OrcaSlicer/OrcaSlicer-Linux-flatpak_${{ env.ver }}_${{ matrix.variant.arch }}.flatpak'
|
||||
- name: Deploy Flatpak to nightly release
|
||||
if: github.repository == 'OrcaSlicer/OrcaSlicer' && github.ref == 'refs/heads/main'
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: /__w/OrcaSlicer/OrcaSlicer/OrcaSlicer-Linux-flatpak_${{ env.ver }}_${{ matrix.variant.arch }}.flatpak
|
||||
asset_name: OrcaSlicer-Linux-flatpak_nightly_${{ matrix.variant.arch }}.flatpak
|
||||
asset_content_type: application/octet-stream
|
||||
max_releases: 1 # optional, if there are more releases than this matching the asset_name, the oldest ones are going to be deleted
|
||||
# The asset is /app (the exes link it at runtime) plus the build tree
|
||||
# slimmed to what ctest needs.
|
||||
- name: Package flatpak test asset
|
||||
|
||||
@@ -397,25 +397,18 @@ jobs:
|
||||
|
||||
- name: Deploy Mac release
|
||||
if: github.repository == 'OrcaSlicer/OrcaSlicer' && github.ref == 'refs/heads/main' && runner.os == 'macOS' && inputs.macos-combine-only && !vars.SELF_HOSTED
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ${{ github.workspace }}/OrcaSlicer_Mac_universal_${{ env.ver }}.dmg
|
||||
asset_name: OrcaSlicer_Mac_universal_nightly.dmg
|
||||
asset_content_type: application/octet-stream
|
||||
max_releases: 1 # optional, if there are more releases than this matching the asset_name, the oldest ones are going to be deleted
|
||||
|
||||
# The DMG is only built when the validator app was.
|
||||
- name: Deploy Mac OrcaSlicer_profile_validator DMG release
|
||||
if: github.repository == 'OrcaSlicer/OrcaSlicer' && github.ref == 'refs/heads/main' && runner.os == 'macOS' && inputs.macos-combine-only && !vars.SELF_HOSTED
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
if: github.repository == 'OrcaSlicer/OrcaSlicer' && github.ref == 'refs/heads/main' && runner.os == 'macOS' && inputs.macos-combine-only && !vars.SELF_HOSTED && hashFiles(format('OrcaSlicer_profile_validator_Mac_universal_{0}.dmg', env.ver)) != ''
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ${{ github.workspace }}/OrcaSlicer_profile_validator_Mac_universal_${{ env.ver }}.dmg
|
||||
asset_name: OrcaSlicer_profile_validator_Mac_universal_nightly.dmg
|
||||
asset_content_type: application/octet-stream
|
||||
max_releases: 1
|
||||
|
||||
# Windows
|
||||
- name: Set Windows build variables
|
||||
@@ -542,36 +535,27 @@ jobs:
|
||||
|
||||
- name: Deploy Windows release portable
|
||||
if: github.repository == 'OrcaSlicer/OrcaSlicer' && github.ref == 'refs/heads/main' && runner.os == 'Windows' && !vars.SELF_HOSTED
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ${{ github.workspace }}/${{ env.BUILD_DIR }}/OrcaSlicer_Windows_${{ env.ver }}${{ env.ARCH_SUFFIX }}_portable.zip
|
||||
asset_name: OrcaSlicer_Windows${{ env.ARCH_SUFFIX }}_nightly_portable.zip
|
||||
asset_content_type: application/x-zip-compressed
|
||||
max_releases: 1
|
||||
content_type: application/x-zip-compressed
|
||||
|
||||
- name: Deploy Windows release installer
|
||||
if: github.repository == 'OrcaSlicer/OrcaSlicer' && github.ref == 'refs/heads/main' && runner.os == 'Windows' && !vars.SELF_HOSTED
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ${{ github.workspace }}/${{ env.BUILD_DIR }}/OrcaSlicer_Windows_Installer_${{ env.ver }}${{ env.ARCH_SUFFIX }}.exe
|
||||
asset_name: OrcaSlicer_Windows_Installer${{ env.ARCH_SUFFIX }}_nightly.exe
|
||||
asset_content_type: application/x-msdownload
|
||||
max_releases: 1
|
||||
content_type: application/x-msdownload
|
||||
|
||||
- name: Deploy Windows OrcaSlicer_profile_validator release
|
||||
if: github.repository == 'OrcaSlicer/OrcaSlicer' && github.ref == 'refs/heads/main' && runner.os == 'Windows' && inputs.arch != 'arm64' && !vars.SELF_HOSTED
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ${{ github.workspace }}/build/src/Release/OrcaSlicer_profile_validator.exe
|
||||
asset_name: OrcaSlicer_profile_validator_Windows_nightly.exe
|
||||
asset_content_type: application/x-msdownload
|
||||
max_releases: 1
|
||||
content_type: application/x-msdownload
|
||||
|
||||
- name: Build MSIX Store package Win
|
||||
if: runner.os == 'Windows' && !vars.SELF_HOSTED
|
||||
@@ -700,14 +684,10 @@ jobs:
|
||||
|
||||
- name: Deploy Ubuntu release
|
||||
if: ${{ github.repository == 'OrcaSlicer/OrcaSlicer' && ! env.ACT && github.ref == 'refs/heads/main' && runner.os == 'Linux' && !vars.SELF_HOSTED }}
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ./build/OrcaSlicer_Linux_AppImage${{ env.ubuntu-ver-str }}${{ env.arch_suffix }}_${{ env.ver }}.AppImage
|
||||
asset_name: OrcaSlicer_Linux_AppImage${{ env.ubuntu-ver-str }}${{ env.arch_suffix }}_nightly.AppImage
|
||||
asset_content_type: application/octet-stream
|
||||
max_releases: 1 # optional, if there are more releases than this matching the asset_name, the oldest ones are going to be deleted
|
||||
- name: Deploy Ubuntu release
|
||||
if: ${{ github.repository == 'OrcaSlicer/OrcaSlicer' && ! env.ACT && github.ref == 'refs/heads/main' && runner.os == 'Linux' && !vars.SELF_HOSTED && inputs.arch != 'aarch64' }}
|
||||
run: |
|
||||
@@ -716,36 +696,24 @@ jobs:
|
||||
|
||||
- name: Deploy Ubuntu OrcaSlicer_profile_validator release
|
||||
if: ${{ github.repository == 'OrcaSlicer/OrcaSlicer' && ! env.ACT && github.ref == 'refs/heads/main' && runner.os == 'Linux' && !vars.SELF_HOSTED && inputs.arch != 'aarch64' }}
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ./build/src/Release/OrcaSlicer_profile_validator
|
||||
asset_name: OrcaSlicer_profile_validator_Linux${{ env.ubuntu-ver-str }}_nightly
|
||||
asset_content_type: application/octet-stream
|
||||
max_releases: 1
|
||||
|
||||
- name: Deploy Ubuntu generate_system_cache release
|
||||
if: ${{ github.repository == 'OrcaSlicer/OrcaSlicer' && ! env.ACT && github.ref == 'refs/heads/main' && runner.os == 'Linux' && !vars.SELF_HOSTED && inputs.arch != 'aarch64' }}
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ./build/src/dev-utils/Release/generate_system_cache
|
||||
asset_name: generate_system_cache_Linux${{ env.ubuntu-ver-str }}_nightly
|
||||
asset_content_type: application/octet-stream
|
||||
max_releases: 1
|
||||
|
||||
- name: Deploy orca_custom_preset_tests
|
||||
if: ${{ github.repository == 'OrcaSlicer/OrcaSlicer' && ! env.ACT && github.ref == 'refs/heads/main' && runner.os == 'Linux' && !vars.SELF_HOSTED && inputs.arch != 'aarch64' }}
|
||||
uses: WebFreak001/deploy-nightly@v3.2.0
|
||||
uses: ./.github/actions/deploy-nightly
|
||||
with:
|
||||
upload_url: https://uploads.github.com/repos/OrcaSlicer/OrcaSlicer/releases/137995723/assets{?name,label}
|
||||
release_id: 137995723
|
||||
asset_path: ${{ github.workspace }}/resources/profiles/orca_custom_preset_tests.zip
|
||||
asset_name: orca_custom_preset_tests.zip
|
||||
asset_content_type: application/octet-stream
|
||||
max_releases: 1
|
||||
|
||||
# The build has just touched everything it can use, so an object
|
||||
# untouched for a week is dead, usually orphaned by a flag change.
|
||||
|
||||
@@ -124,7 +124,9 @@ Control on the Global page, and from the `?` key on the page of the view that re
|
||||
the dialog should list it; the row's section heading is the `section_table` entry
|
||||
above it, so a new section needs an entry there too. Pick a default that does not
|
||||
collide inside its contexts; the `[Shortcuts]` tests check every default against the
|
||||
others.
|
||||
others. A default `KeyChord{}` leaves the action unbound: it is listed in the dialog
|
||||
for the user to bind and matches nothing until they do, which is the honest answer
|
||||
when every key its contexts can reach is already spoken for.
|
||||
2. Handle it in the dispatcher of its context: `MainFrame::handle_global_shortcut`,
|
||||
`GLCanvas3D::handle_shortcut`, `ObjectList::dispatch_shortcut`, or a gizmo's
|
||||
`on_tool_shortcut`. A gizmo that opens on a key sets `m_shortcut` in its constructor.
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 16 16"><path d="M2.5,2.5h11v11h-11z" style="fill:none;stroke:#949494;stroke-linecap:round;stroke-linejoin:round"/><path d="M8,2.5v11M2.5,8h11" style="fill:none;stroke:#949494;stroke-dasharray:1.5,1.5"/><path d="M4.5,11.5l3.5-6l3.5,6z" style="fill:#009688"/></svg>
|
||||
|
After Width: | Height: | Size: 340 B |
@@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 16 16"><g transform="rotate(-45 8 8)"><path d="M8 14.4 6.5 11.2 9.5 11.2 Z" style="fill:#009688"/><path d="M6.5 7.3 6.5 11.2 8 14.4 9.5 11.2 9.5 7.3" style="fill:none;stroke:#949494;stroke-width:0.4;stroke-linejoin:round;stroke-linecap:round"/><rect x="5.5" y="3.8" width="5" height="3.5" rx="0.9" style="fill:none;stroke:#949494;stroke-width:0.4;stroke-linejoin:round"/></g></svg>
|
||||
|
After Width: | Height: | Size: 458 B |
@@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 16 16"><circle cx="5.9" cy="6.3" r="1.25" style="fill:#009688"/><path d="M3.4 11.9 6.4 7.7 8.8 10.7 10.4 8.6 12.6 11.9 Z" style="fill:#009688"/><rect x="2.375" y="2.375" width="11.25" height="11.25" rx="1.25" style="fill:none;stroke:#949494;stroke-width:0.4;stroke-linecap:round;stroke-linejoin:round"/></svg>
|
||||
|
After Width: | Height: | Size: 386 B |
@@ -51,6 +51,11 @@ uniform float tex_aspect;
|
||||
uniform float rotation_rad;
|
||||
uniform vec2 uv_offset;
|
||||
uniform bool invert;
|
||||
// False means the layer places a single copy rather than repeating: outside that copy there is
|
||||
// simply no texture. DecodedHeightTexture::sample() has always returned 0 there, so the bake got
|
||||
// this right while the preview wrapped the image and showed a tiled pattern that was never going
|
||||
// to be printed.
|
||||
uniform bool tile_enabled;
|
||||
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
|
||||
uniform vec3 eye_model_pos; // camera position in the texture frame (world minus tex_anchor)
|
||||
uniform vec3 tex_anchor; // the volume's origin in world space: the texture frame's origin
|
||||
@@ -230,6 +235,14 @@ int nearest_palette_entry(vec3 rgb)
|
||||
return best;
|
||||
}
|
||||
|
||||
// True where this uv has texture on it: everywhere when the layer repeats, and only inside the
|
||||
// single placed copy when it does not. The bake's own sampler draws the same line (see
|
||||
// DecodedHeightTexture::sample), so the preview now stops at the same edge it does.
|
||||
bool in_tile(vec2 uv)
|
||||
{
|
||||
return tile_enabled || (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
||||
@@ -255,9 +268,9 @@ void main()
|
||||
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
|
||||
: vertex_uv;
|
||||
color_uv = uv;
|
||||
have_uv = true;
|
||||
have_uv = in_tile(uv);
|
||||
float h = texture2D(height_tex, uv).r;
|
||||
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
|
||||
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0) * (have_uv ? 1.0 : 0.0);
|
||||
vec3 sigmaS = dFdx(world_pos.xyz);
|
||||
vec3 sigmaT = dFdy(world_pos.xyz);
|
||||
vec3 R1 = cross(sigmaT, triangle_normal);
|
||||
@@ -274,10 +287,12 @@ void main()
|
||||
|
||||
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
|
||||
// first point where it drops below the displaced surface (see header).
|
||||
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
|
||||
// uv first: outside a single placed copy there is no shell to march through.
|
||||
vec2 uv = project_uv(tex_pos, triangle_normal);
|
||||
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0) *
|
||||
(in_tile(uv) ? 1.0 : 0.0);
|
||||
vec3 view_dir = normalize(eye_model_pos - tex_pos);
|
||||
float v_dot_n = dot(view_dir, triangle_normal);
|
||||
vec2 uv = project_uv(tex_pos, triangle_normal);
|
||||
|
||||
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
|
||||
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
|
||||
@@ -314,7 +329,7 @@ void main()
|
||||
}
|
||||
|
||||
color_uv = uv; // after the parallax march, so colour and relief stay registered
|
||||
have_uv = true;
|
||||
have_uv = in_tile(uv);
|
||||
|
||||
float hL = texture2D(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
|
||||
float hR = texture2D(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
|
||||
@@ -323,7 +338,8 @@ void main()
|
||||
|
||||
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
|
||||
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
|
||||
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
|
||||
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0) *
|
||||
(have_uv ? 1.0 : 0.0);
|
||||
|
||||
float cs = cos(rotation_rad);
|
||||
float sn = sin(rotation_rad);
|
||||
@@ -353,7 +369,12 @@ void main()
|
||||
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
|
||||
// the same material under the same light, and the relief this preview exists to show is unaffected.
|
||||
vec3 albedo = uniform_color.rgb;
|
||||
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
|
||||
albedo = palette_rgb[nearest_palette_entry(texture2D(color_tex, color_uv).rgb)];
|
||||
// The fourth channel is coverage: where the picture is not there, the surface keeps its own
|
||||
// colour rather than being painted the black that a transparent texel's rgb reads as.
|
||||
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0) {
|
||||
vec4 tex_rgba = texture2D(color_tex, color_uv);
|
||||
if (tex_rgba.a >= 0.5)
|
||||
albedo = palette_rgb[nearest_palette_entry(tex_rgba.rgb)];
|
||||
}
|
||||
gl_FragColor = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
|
||||
}
|
||||
|
||||
@@ -110,6 +110,11 @@ uniform float tex_aspect;
|
||||
uniform float rotation_rad;
|
||||
uniform vec2 uv_offset;
|
||||
uniform bool invert;
|
||||
// False means the layer places a single copy rather than repeating: outside that copy there is
|
||||
// simply no texture. DecodedHeightTexture::sample() has always returned 0 there, so the bake got
|
||||
// this right while the preview wrapped the image and showed a tiled pattern that was never going
|
||||
// to be printed.
|
||||
uniform bool tile_enabled;
|
||||
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
|
||||
uniform vec3 eye_model_pos; // camera position in the texture frame (world minus tex_anchor)
|
||||
uniform vec3 tex_anchor; // the volume's origin in world space: the texture frame's origin
|
||||
@@ -296,6 +301,14 @@ int nearest_palette_entry(vec3 rgb)
|
||||
return best;
|
||||
}
|
||||
|
||||
// True where this uv has texture on it: everywhere when the layer repeats, and only inside the
|
||||
// single placed copy when it does not. The bake's own sampler draws the same line (see
|
||||
// DecodedHeightTexture::sample), so the preview now stops at the same edge it does.
|
||||
bool in_tile(vec2 uv)
|
||||
{
|
||||
return tile_enabled || (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
||||
@@ -333,9 +346,9 @@ void main()
|
||||
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
|
||||
: vertex_uv;
|
||||
color_uv = uv;
|
||||
have_uv = true;
|
||||
have_uv = in_tile(uv);
|
||||
float h = texture(height_tex, uv).r;
|
||||
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
|
||||
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0) * (have_uv ? 1.0 : 0.0);
|
||||
vec3 sigmaS = dFdx(world_pos.xyz);
|
||||
vec3 sigmaT = dFdy(world_pos.xyz);
|
||||
vec3 R1 = cross(sigmaT, triangle_normal);
|
||||
@@ -355,10 +368,12 @@ void main()
|
||||
|
||||
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
|
||||
// first point where it drops below the displaced surface (see header).
|
||||
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
|
||||
// uv first: outside a single placed copy there is no shell to march through.
|
||||
vec2 uv = project_uv(tex_pos, triangle_normal);
|
||||
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0) *
|
||||
(in_tile(uv) ? 1.0 : 0.0);
|
||||
vec3 view_dir = normalize(eye_model_pos - tex_pos);
|
||||
float v_dot_n = dot(view_dir, triangle_normal);
|
||||
vec2 uv = project_uv(tex_pos, triangle_normal);
|
||||
|
||||
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
|
||||
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
|
||||
@@ -395,7 +410,7 @@ void main()
|
||||
}
|
||||
|
||||
color_uv = uv; // after the parallax march, so colour and relief stay registered
|
||||
have_uv = true;
|
||||
have_uv = in_tile(uv);
|
||||
|
||||
float hL = texture(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
|
||||
float hR = texture(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
|
||||
@@ -408,7 +423,8 @@ void main()
|
||||
// uv -> mm is 1/tiling_scale for the triplanar projection, so this turns the uv-space
|
||||
// gradient into a real surface slope.
|
||||
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
|
||||
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
|
||||
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0) *
|
||||
(have_uv ? 1.0 : 0.0);
|
||||
// uv was rotated by project_uv() while t/b are the unrotated model axes, so rotate the
|
||||
// gradient back into the axes' frame.
|
||||
float cs = cos(rotation_rad);
|
||||
@@ -441,7 +457,12 @@ void main()
|
||||
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
|
||||
// the same material under the same light, and the relief this preview exists to show is unaffected.
|
||||
vec3 albedo = uniform_color.rgb;
|
||||
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
|
||||
albedo = palette_rgb[nearest_palette_entry(texture(color_tex, color_uv).rgb)];
|
||||
// The fourth channel is coverage: where the picture is not there, the surface keeps its own
|
||||
// colour rather than being painted the black that a transparent texel's rgb reads as.
|
||||
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0) {
|
||||
vec4 tex_rgba = texture(color_tex, color_uv);
|
||||
if (tex_rgba.a >= 0.5)
|
||||
albedo = palette_rgb[nearest_palette_entry(tex_rgba.rgb)];
|
||||
}
|
||||
out_color = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
|
||||
}
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include "WipeTower.hpp"
|
||||
#include "WipeTower2.hpp"
|
||||
#include "../Config.hpp"
|
||||
#include "../FilamentMixer.hpp"
|
||||
#include "../PrintConfig.hpp"
|
||||
#include "../libslic3r.h"
|
||||
|
||||
@@ -75,19 +74,10 @@ Polygon estimate_wipe_tower_first_layer_outline(const ConfigBase &config, WipeTo
|
||||
return WipeTower2::cone_base_polygon(width, depth, height, cone ? cone_angle->getFloat() : 0.);
|
||||
}
|
||||
|
||||
WipeTowerFootprint estimate_wipe_tower_footprint(const ConfigBase &config, WipeTowerType tower_type, const std::vector<unsigned int> &filament_slots, double layer_height, double max_object_height)
|
||||
WipeTowerFootprint estimate_wipe_tower_footprint(const ConfigBase &config, WipeTowerType tower_type, const std::vector<unsigned int> &filament_ids, double layer_height, double max_object_height)
|
||||
{
|
||||
WipeTowerFootprint footprint;
|
||||
footprint.height = max_object_height;
|
||||
// A mixed slot is virtual: the tool ordering resolves it to one of its physical components
|
||||
// on every layer, with or without colour sublayers, so the tower only ever purges those.
|
||||
// Validation passes the slots as Print::extruders() lists them; the GUI and CLI placement
|
||||
// expand them beforehand, which repeating here leaves unchanged.
|
||||
std::vector<unsigned int> filament_ids = filament_slots;
|
||||
const auto *is_mixed_opt = dynamic_cast<const ConfigOptionBools *>(option_of(config, "filament_is_mixed"));
|
||||
const auto *components_opt = dynamic_cast<const ConfigOptionStrings *>(option_of(config, "filament_mixed_components"));
|
||||
if (is_mixed_opt != nullptr && components_opt != nullptr && has_any_mixed_filament(is_mixed_opt->values))
|
||||
filament_ids = expand_mixed_filaments(filament_slots, is_mixed_opt->values, components_opt->values);
|
||||
const size_t filaments_cnt = filament_ids.size();
|
||||
if (filaments_cnt == 0 || layer_height < EPSILON)
|
||||
return footprint;
|
||||
|
||||
@@ -34,8 +34,6 @@ Polygon estimate_wipe_tower_first_layer_outline(const ConfigBase &config, WipeTo
|
||||
// filament_ids: 0-based filaments purged on the plate. The config cannot see custom G-code tool
|
||||
// changes, so ids derived from the model must include them
|
||||
// (Print::extruders(true)) or a real tower is sized as if it were never built.
|
||||
// A mixed slot may be passed as itself or already expanded: it is sized as its
|
||||
// physical components either way, since those are all the tower ever purges.
|
||||
// layer_height: thinnest layer the objects are sliced at. The first layer is folded in here.
|
||||
//
|
||||
// A raft is deliberately not a reason: normalize_fdm_2 clears enable_prime_tower for a plate
|
||||
|
||||
@@ -354,6 +354,24 @@ Model Model::read_from_file(const std::string&
|
||||
ObjInfo obj_info;
|
||||
ObjParser::MtlData mtl_data;
|
||||
result = load_obj(input_file.c_str(), &model, obj_info, message, nullptr, &mtl_data);
|
||||
// Keep the model's own UV channel on the volume, whatever the colour import then does with
|
||||
// the mesh: it is what TextureProjectionMethod::ModelUV maps a texture-displacement layer
|
||||
// through, so a model that arrives with a UV layout is textured on that layout instead of on
|
||||
// a fresh unwrap. load_obj() fills obj_info.uvs per face of the mesh it built, in the same
|
||||
// order (and only when every face named a known material, hence the size check). V is flipped
|
||||
// on the way in, to the convention DecodedHeightTexture samples in - the same flip
|
||||
// obj_to_textured_mesh() does for the colour importer.
|
||||
if (result && !obj_info.uvs.empty() && !model.objects.empty() && !model.objects.back()->volumes.empty()) {
|
||||
ModelVolume &volume = *model.objects.back()->volumes[0];
|
||||
const indexed_triangle_set &its = volume.mesh().its;
|
||||
if (obj_info.uvs.size() == its.indices.size()) {
|
||||
volume.texture_uv.resize(its.indices.size() * 3);
|
||||
for (size_t fi = 0; fi < obj_info.uvs.size(); ++fi)
|
||||
for (int k = 0; k < 3; ++k)
|
||||
volume.texture_uv[fi * 3 + size_t(k)] =
|
||||
Vec2f(obj_info.uvs[fi][size_t(k)].x(), 1.f - obj_info.uvs[fi][size_t(k)].y());
|
||||
}
|
||||
}
|
||||
if (result && obj_info.has_uv_png && !obj_info.uvs.empty() && !model.objects.empty()) {
|
||||
// Textured OBJ: hand the mesh + materials to the texture-to-color importer
|
||||
// instead of the flat per-face colour dialog.
|
||||
@@ -2134,6 +2152,10 @@ void ModelVolume::reset_extra_facets()
|
||||
// than left referring to a mesh that no longer matches it.
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
this->texture_displacement_facet(i).reset();
|
||||
// Same reasoning for the model's own UV channel: it is indexed by triangle, so against a mesh
|
||||
// this no longer matches it would map the texture by another mesh's triangle numbering. A caller
|
||||
// that can carry it across - see transfer_uv_channel() - puts it back after this.
|
||||
this->reset_texture_uv();
|
||||
}
|
||||
|
||||
std::optional<TriangleSelector::SavedPainting> ModelVolume::save_painting() const
|
||||
|
||||
+23
-2
@@ -975,6 +975,26 @@ public:
|
||||
// they are not a property of any single layer.
|
||||
TextureDisplacementOptions texture_displacement_options;
|
||||
|
||||
// The model's own texture coordinates, as the file it was imported from carried them: three per
|
||||
// triangle of mesh().its, in its triangle order (corner k of triangle i at 3i+k), V already
|
||||
// flipped to the sampling convention (V = 0 is the image's top row). Empty when the source had
|
||||
// none, which is every STL and every 3mf - only a textured OBJ brings one in today.
|
||||
//
|
||||
// Per corner rather than per vertex because that is what a UV layout is: the two sides of a seam
|
||||
// are the same vertex with two different coordinates, and collapsing them would smear the texture
|
||||
// across every island boundary. TextureProjectionMethod::ModelUV maps through it, which is what
|
||||
// lets a model that already carries a UV channel be textured on the artist's own layout instead
|
||||
// of on a fresh unwrap.
|
||||
//
|
||||
// Indexed by triangle, so anything that *replaces* the mesh has to bring it across (or drop it):
|
||||
// see transfer_uv_channel(), and reset_texture_uv() for the cases that cannot.
|
||||
std::vector<Vec2f> texture_uv;
|
||||
|
||||
bool has_texture_uv() const { return !texture_uv.empty() && texture_uv.size() == mesh().its.indices.size() * 3; }
|
||||
// Forgets the channel. For a mesh change that nothing can carry it across - a split, a boolean -
|
||||
// where leaving it would map the texture by another mesh's triangle numbering.
|
||||
void reset_texture_uv() { texture_uv.clear(); }
|
||||
|
||||
// Save painting data before reset_extra_facets() discards it.
|
||||
// Used for replacing mesh without losing painting data.
|
||||
// Only for model parts (not modifiers/connectors).
|
||||
@@ -1240,6 +1260,7 @@ private:
|
||||
texture_displacement_facets_6(other.texture_displacement_facets_6), texture_displacement_facets_7(other.texture_displacement_facets_7),
|
||||
texture_displacement_layers(other.texture_displacement_layers),
|
||||
texture_displacement_options(other.texture_displacement_options),
|
||||
texture_uv(other.texture_uv),
|
||||
cut_info(other.cut_info), text_configuration(other.text_configuration), emboss_shape(other.emboss_shape)
|
||||
{
|
||||
assert(this->id().valid());
|
||||
@@ -1338,7 +1359,7 @@ private:
|
||||
cereal::load_by_value(ar, f);
|
||||
mesh_changed |= tf != f.timestamp();
|
||||
}
|
||||
ar(texture_displacement_layers, texture_displacement_options);
|
||||
ar(texture_displacement_layers, texture_displacement_options, texture_uv);
|
||||
cereal::load_by_value(ar, config);
|
||||
cereal::load(ar, text_configuration);
|
||||
cereal::load(ar, emboss_shape);
|
||||
@@ -1362,7 +1383,7 @@ private:
|
||||
cereal::save_by_value(ar, fuzzy_skin_facets);
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
cereal::save_by_value(ar, texture_displacement_facet(i));
|
||||
ar(texture_displacement_layers, texture_displacement_options);
|
||||
ar(texture_displacement_layers, texture_displacement_options, texture_uv);
|
||||
cereal::save_by_value(ar, config);
|
||||
cereal::save(ar, text_configuration);
|
||||
cereal::save(ar, emboss_shape);
|
||||
|
||||
@@ -116,6 +116,20 @@ float DecodedHeightTexture::sample(const Vec2f &uv, bool tile_enabled, TextureTi
|
||||
return top * (1.f - ty) + bottom * ty;
|
||||
}
|
||||
|
||||
float DecodedHeightTexture::sample_alpha(const Vec2f &uv, bool tile_enabled, TextureTileMethod tile_method) const
|
||||
{
|
||||
TexelTap tap;
|
||||
if (!has_alpha())
|
||||
return 1.f; // no coverage plane means the picture is everywhere, which is the usual case
|
||||
if (!texel_tap(uv, tile_enabled, tile_method, tap))
|
||||
return 0.f;
|
||||
|
||||
auto at = [this](int x, int y) { return float(alpha[size_t(y) * size_t(width) + size_t(x)]) / 255.f; };
|
||||
const float top = at(tap.x0, tap.y0) * (1.f - tap.tx) + at(tap.x1, tap.y0) * tap.tx;
|
||||
const float bottom = at(tap.x0, tap.y1) * (1.f - tap.tx) + at(tap.x1, tap.y1) * tap.tx;
|
||||
return top * (1.f - tap.ty) + bottom * tap.ty;
|
||||
}
|
||||
|
||||
Vec3f DecodedHeightTexture::sample_color(const Vec2f &uv, bool tile_enabled, TextureTileMethod tile_method) const
|
||||
{
|
||||
TexelTap tap;
|
||||
@@ -283,6 +297,272 @@ bool height_texture_has_color(const TextureDisplacementLayer &layer)
|
||||
return decode_height_texture(layer).has_color();
|
||||
}
|
||||
|
||||
namespace {
|
||||
// Unsharp mask over the colour: blur a copy and push each texel away from it. The blur is the same
|
||||
// sliding-window helper the Smoothing slider uses, run per channel, so the cost is the image size
|
||||
// rather than the image size times the radius.
|
||||
//
|
||||
// Worth having here for a reason it would not be in a photo editor: the picture is about to be
|
||||
// reduced to a handful of flat colours, and a soft edge between two of them quantizes into a ragged
|
||||
// band of both. Sharpening first makes that boundary land in one place.
|
||||
void sharpen_rgb(DecodedHeightTexture &tex, float amount)
|
||||
{
|
||||
if (!tex.has_color() || amount <= 0.f)
|
||||
return;
|
||||
const size_t n = size_t(tex.width) * size_t(tex.height);
|
||||
// A small radius, scaled with the image so a 4k picture is not sharpened a tenth as hard as a
|
||||
// 512 one. Deliberately not tied to `amount`: that is how much, this is how wide.
|
||||
const int radius = std::max(1, int(std::lround(double(std::min(tex.width, tex.height)) / 512.0)));
|
||||
const float k = std::clamp(amount, 0.f, 1.f) * 1.5f;
|
||||
|
||||
std::vector<uint8_t> plane(n);
|
||||
for (int c = 0; c < 3; ++c) {
|
||||
for (size_t i = 0; i < n; ++i)
|
||||
plane[i] = tex.rgb[i * 3 + size_t(c)];
|
||||
smooth_height_pixels_box(plane, tex.width, tex.height, radius);
|
||||
for (size_t i = 0; i < n; ++i) {
|
||||
const float sharp = float(tex.rgb[i * 3 + size_t(c)]) + k * (float(tex.rgb[i * 3 + size_t(c)]) - float(plane[i]));
|
||||
tex.rgb[i * 3 + size_t(c)] = uint8_t(std::lround(std::clamp(sharp, 0.f, 255.f)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reduces the picture to at most `count` colours, by k-means in RGB.
|
||||
//
|
||||
// "At most": two of the chosen colours can still match the same filament, in which case the print
|
||||
// uses fewer. The guarantee runs the right way round, which is the one that matters - asking for
|
||||
// three colours cannot produce four.
|
||||
//
|
||||
// k-means rather than a fixed palette or an even split of the luma range, because the useful
|
||||
// question is which colours this picture is actually made of. A tartan asks for its own handful of
|
||||
// greens and reds; posterizing the range would hand it eight shades of mud instead. The clustering
|
||||
// runs over a coarse histogram, not over the pixels: at 1024 x 1024 that is 4096 weighted points
|
||||
// instead of a million, which is what makes it cheap enough to sit on a slider.
|
||||
void reduce_colors(DecodedHeightTexture &tex, int count)
|
||||
{
|
||||
if (!tex.has_color() || count < 2 || count > 64)
|
||||
return;
|
||||
const size_t n = size_t(tex.width) * size_t(tex.height);
|
||||
|
||||
// 16 levels per channel, each bin keeping the mean of what fell in it, so a colour is not
|
||||
// snapped to a bin corner before the clustering has had a say.
|
||||
struct Bin { double r = 0, g = 0, b = 0; uint32_t n = 0; };
|
||||
std::vector<Bin> bins(size_t(16 * 16 * 16));
|
||||
for (size_t i = 0; i < n; ++i) {
|
||||
const uint8_t r = tex.rgb[i * 3], g = tex.rgb[i * 3 + 1], b = tex.rgb[i * 3 + 2];
|
||||
Bin &bin = bins[(size_t(r >> 4) << 8) | (size_t(g >> 4) << 4) | size_t(b >> 4)];
|
||||
bin.r += r; bin.g += g; bin.b += b; ++bin.n;
|
||||
}
|
||||
struct Point { float c[3]; double w; };
|
||||
std::vector<Point> pts;
|
||||
pts.reserve(bins.size());
|
||||
for (const Bin &bin : bins)
|
||||
if (bin.n > 0)
|
||||
pts.push_back({ { float(bin.r / bin.n), float(bin.g / bin.n), float(bin.b / bin.n) }, double(bin.n) });
|
||||
if (pts.size() <= size_t(count))
|
||||
return; // already no more colours than asked for
|
||||
|
||||
// Seeded the k-means++ way, deterministically: the heaviest point first, then each next one is
|
||||
// whichever point is furthest from everything chosen so far, weighted by how much of the image
|
||||
// it is. Picking the N fullest bins instead would put every centre inside the one dominant
|
||||
// colour of a picture that has one.
|
||||
std::vector<std::array<float, 3>> centre;
|
||||
{
|
||||
size_t best = 0;
|
||||
for (size_t i = 1; i < pts.size(); ++i)
|
||||
if (pts[i].w > pts[best].w)
|
||||
best = i;
|
||||
centre.push_back({ pts[best].c[0], pts[best].c[1], pts[best].c[2] });
|
||||
std::vector<double> d2(pts.size(), std::numeric_limits<double>::max());
|
||||
while (int(centre.size()) < count) {
|
||||
const auto &last = centre.back();
|
||||
double top = -1.0;
|
||||
size_t pick = 0;
|
||||
for (size_t i = 0; i < pts.size(); ++i) {
|
||||
const double dr = pts[i].c[0] - last[0], dg = pts[i].c[1] - last[1], db = pts[i].c[2] - last[2];
|
||||
d2[i] = std::min(d2[i], dr * dr + dg * dg + db * db);
|
||||
if (const double score = d2[i] * pts[i].w; score > top) {
|
||||
top = score;
|
||||
pick = i;
|
||||
}
|
||||
}
|
||||
if (top <= 0.0)
|
||||
break; // fewer distinct colours than asked for
|
||||
centre.push_back({ pts[pick].c[0], pts[pick].c[1], pts[pick].c[2] });
|
||||
}
|
||||
}
|
||||
|
||||
// Lloyd's algorithm over the weighted bins. Twelve passes: on a histogram this coarse it has
|
||||
// stopped moving well before that, and a fixed count keeps the slider's cost predictable.
|
||||
const int k = int(centre.size());
|
||||
for (int iter = 0; iter < 12; ++iter) {
|
||||
std::vector<std::array<double, 3>> sum(size_t(k), { 0.0, 0.0, 0.0 });
|
||||
std::vector<double> wsum(size_t(k), 0.0);
|
||||
for (const Point &p : pts) {
|
||||
int best = 0;
|
||||
double bd = std::numeric_limits<double>::max();
|
||||
for (int c = 0; c < k; ++c) {
|
||||
const double dr = p.c[0] - centre[size_t(c)][0], dg = p.c[1] - centre[size_t(c)][1],
|
||||
db = p.c[2] - centre[size_t(c)][2];
|
||||
if (const double d = dr * dr + dg * dg + db * db; d < bd) { bd = d; best = c; }
|
||||
}
|
||||
for (int ch = 0; ch < 3; ++ch)
|
||||
sum[size_t(best)][size_t(ch)] += double(p.c[ch]) * p.w;
|
||||
wsum[size_t(best)] += p.w;
|
||||
}
|
||||
for (int c = 0; c < k; ++c)
|
||||
if (wsum[size_t(c)] > 0.0)
|
||||
for (int ch = 0; ch < 3; ++ch)
|
||||
centre[size_t(c)][size_t(ch)] = float(sum[size_t(c)][size_t(ch)] / wsum[size_t(c)]);
|
||||
}
|
||||
|
||||
// Every texel takes its nearest centre. Parallel by rows, as the tonal pass is.
|
||||
const size_t rows = size_t(tex.height), cols = size_t(tex.width);
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, rows), [&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t y = range.begin(); y < range.end(); ++y)
|
||||
for (size_t x = 0; x < cols; ++x) {
|
||||
uint8_t *px = tex.rgb.data() + (y * cols + x) * 3;
|
||||
int best = 0;
|
||||
float bd = std::numeric_limits<float>::max();
|
||||
for (int c = 0; c < k; ++c) {
|
||||
const float dr = float(px[0]) - centre[size_t(c)][0], dg = float(px[1]) - centre[size_t(c)][1],
|
||||
db = float(px[2]) - centre[size_t(c)][2];
|
||||
if (const float d = dr * dr + dg * dg + db * db; d < bd) { bd = d; best = c; }
|
||||
}
|
||||
for (int ch = 0; ch < 3; ++ch)
|
||||
px[size_t(ch)] = uint8_t(std::lround(std::clamp(centre[size_t(best)][size_t(ch)], 0.f, 255.f)));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Keys one colour out, so a logo on a white card prints as the logo and the object's own colour
|
||||
// shows through the rest.
|
||||
//
|
||||
// The corners are the default because a background that does not reach all four of them is not a
|
||||
// background, and that makes the common case one click; the median of the four is taken so a single
|
||||
// stray corner cannot decide it. The panel's dropper and swatch override it when the picture needs
|
||||
// something else keyed out.
|
||||
void remove_background(DecodedHeightTexture &tex, const TextureDisplacementLayer &layer)
|
||||
{
|
||||
if (!tex.has_color() || !layer.bg_remove || tex.width < 2 || tex.height < 2)
|
||||
return;
|
||||
const size_t n = size_t(tex.width) * size_t(tex.height);
|
||||
float key[3];
|
||||
if (layer.bg_from_corners) {
|
||||
const size_t corner[4] = { 0, size_t(tex.width) - 1, (size_t(tex.height) - 1) * size_t(tex.width),
|
||||
n - 1 };
|
||||
for (int c = 0; c < 3; ++c) {
|
||||
std::array<float, 4> v{};
|
||||
for (int i = 0; i < 4; ++i)
|
||||
v[size_t(i)] = float(tex.rgb[corner[i] * 3 + size_t(c)]);
|
||||
std::sort(v.begin(), v.end());
|
||||
key[c] = 0.5f * (v[1] + v[2]);
|
||||
}
|
||||
} else {
|
||||
for (int c = 0; c < 3; ++c)
|
||||
key[c] = std::clamp(layer.bg_color[c], 0.f, 1.f) * 255.f;
|
||||
}
|
||||
// Euclidean in 0..255 RGB, against a tolerance scaled to the diagonal of that cube, so the
|
||||
// slider reads as "how different from the background still counts as background".
|
||||
const float limit = std::clamp(layer.bg_tolerance, 0.f, 1.f) * 441.67f;
|
||||
if (!tex.has_alpha())
|
||||
tex.alpha.assign(n, 255);
|
||||
for (size_t i = 0; i < n; ++i) {
|
||||
const float dr = float(tex.rgb[i * 3]) - key[0];
|
||||
const float dg = float(tex.rgb[i * 3 + 1]) - key[1];
|
||||
const float db = float(tex.rgb[i * 3 + 2]) - key[2];
|
||||
if (std::sqrt(dr * dr + dg * dg + db * db) <= limit)
|
||||
tex.alpha[i] = 0;
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
bool has_color_adjustments(const TextureDisplacementLayer &layer)
|
||||
{
|
||||
return layer.brightness != 0.f || layer.contrast != 0.f || layer.saturation != 1.f ||
|
||||
layer.gamma != 1.f || layer.color_invert || layer.hue != 0.f || layer.sharpness > 0.f ||
|
||||
layer.color_count >= 2 || layer.bg_remove;
|
||||
}
|
||||
|
||||
void apply_color_adjustments(DecodedHeightTexture &tex, const TextureDisplacementLayer &layer)
|
||||
{
|
||||
if (!tex.has_color() || !has_color_adjustments(layer))
|
||||
return;
|
||||
|
||||
// A contrast of -1 collapses the image to mid grey and +1 doubles the slope about it, which is
|
||||
// the range a single slider can offer without a scale nobody can read off the handle.
|
||||
const float slope = 1.f + std::clamp(layer.contrast, -1.f, 1.f);
|
||||
const float bright = std::clamp(layer.brightness, -1.f, 1.f);
|
||||
const float sat = std::max(0.f, layer.saturation);
|
||||
const float inv_g = 1.f / std::max(0.01f, layer.gamma);
|
||||
const bool negate = layer.color_invert;
|
||||
// Hue is a rotation of the colour about the grey axis. Rodrigues' formula about (1,1,1)/sqrt(3),
|
||||
// then the luma is put back exactly (the rotation preserves R+G+B, not the Rec. 709 weighting),
|
||||
// so turning the wheel changes which filament an area matches without also changing how light
|
||||
// it is.
|
||||
const float hue_rad = layer.hue * float(M_PI) / 180.f;
|
||||
const float hue_cos = std::cos(hue_rad), hue_sin = std::sin(hue_rad);
|
||||
const bool rotate = layer.hue != 0.f;
|
||||
constexpr float LW[3] = { 0.2126f, 0.7152f, 0.0722f }; // Rec. 709 luma
|
||||
|
||||
// Each output byte depends only on its own pixel, so the rows are independent. At 1024 x 1024
|
||||
// this runs on every preview rebuild and every bake, which is what makes it worth splitting.
|
||||
const size_t rows = size_t(tex.height);
|
||||
const size_t cols = size_t(tex.width);
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, rows), [&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t y = range.begin(); y < range.end(); ++y) {
|
||||
uint8_t *row = tex.rgb.data() + y * cols * 3;
|
||||
for (size_t x = 0; x < cols; ++x) {
|
||||
uint8_t *px = row + x * 3;
|
||||
float c[3];
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
float v = float(px[k]) * (1.f / 255.f);
|
||||
v = std::pow(v, inv_g);
|
||||
v = (v - 0.5f) * slope + 0.5f;
|
||||
v += bright;
|
||||
c[k] = v;
|
||||
}
|
||||
if (rotate) {
|
||||
const float luma = LW[0] * c[0] + LW[1] * c[1] + LW[2] * c[2];
|
||||
// The component of the colour across the grey axis, which is what a hue is.
|
||||
const float mean = (c[0] + c[1] + c[2]) / 3.f;
|
||||
const float p[3] = { c[0] - mean, c[1] - mean, c[2] - mean };
|
||||
// k x p for the unit grey axis k = (1,1,1)/sqrt(3).
|
||||
constexpr float INV_SQRT3 = 0.57735027f;
|
||||
const float x[3] = { INV_SQRT3 * (p[1] - p[2]), INV_SQRT3 * (p[2] - p[0]),
|
||||
INV_SQRT3 * (p[0] - p[1]) };
|
||||
for (int k = 0; k < 3; ++k)
|
||||
c[k] = mean + p[k] * hue_cos + x[k] * hue_sin;
|
||||
const float luma_now = LW[0] * c[0] + LW[1] * c[1] + LW[2] * c[2];
|
||||
for (float &v : c)
|
||||
v += luma - luma_now;
|
||||
}
|
||||
if (sat != 1.f) {
|
||||
// Rec. 709 luma, the same weights the rest of the colour path uses to decide
|
||||
// what counts as light and dark.
|
||||
const float luma = LW[0] * c[0] + LW[1] * c[1] + LW[2] * c[2];
|
||||
for (float &v : c)
|
||||
v = luma + (v - luma) * sat;
|
||||
}
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
float v = std::clamp(c[k], 0.f, 1.f);
|
||||
if (negate)
|
||||
v = 1.f - v;
|
||||
px[k] = uint8_t(std::lround(v * 255.f));
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Sharpen, threshold and the background key are all passes over the whole image rather than
|
||||
// per-texel arithmetic, so they come after the loop above and in this order: sharpening a
|
||||
// thresholded image would only ring along the one edge it has left, and the key has to read the
|
||||
// colours the user is actually looking at.
|
||||
sharpen_rgb(tex, layer.sharpness);
|
||||
reduce_colors(tex, layer.color_count);
|
||||
remove_background(tex, layer);
|
||||
}
|
||||
|
||||
DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer)
|
||||
{
|
||||
DecodedHeightTexture result;
|
||||
@@ -335,6 +615,10 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
|
||||
result.height = h;
|
||||
result.pixels.resize(size_t(w) * size_t(h));
|
||||
result.rgb.resize(size_t(w) * size_t(h) * 3);
|
||||
// A fourth channel is coverage, and it is the only thing that can say "the picture is
|
||||
// not here" as opposed to "the picture is black here". Kept only when the source has it.
|
||||
if (bpp >= 4)
|
||||
result.alpha.resize(size_t(w) * size_t(h));
|
||||
// decode_colored_png() hands its buffer back bottom-up - it is shared with the CLI's
|
||||
// plate-thumbnail loader, which expects that - while this type, and decode_png()'s
|
||||
// grayscale path above, are top-to-bottom. Reverse the rows on the way in so a colour
|
||||
@@ -348,6 +632,8 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
|
||||
result.rgb[dst * 3 + 1] = g;
|
||||
result.rgb[dst * 3 + 2] = b;
|
||||
result.pixels[dst] = uint8_t(std::lround(0.299 * r + 0.587 * g + 0.114 * b));
|
||||
if (bpp >= 4)
|
||||
result.alpha[dst] = src[3];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1897,6 +2183,61 @@ std::vector<TextureIsland> compute_connected_net(const PatchUnwrap &unwrap)
|
||||
return islands;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh)
|
||||
{
|
||||
if (src_mesh.indices.empty() || dst_mesh.indices.empty() || src_paint.bitstream.empty())
|
||||
return {};
|
||||
|
||||
const TriangleMesh src(src_mesh);
|
||||
TriangleSelector selector(src);
|
||||
selector.deserialize(src_paint, false);
|
||||
|
||||
// Every sub-triangle of the source, each carrying its own state - NONE included, so the soup
|
||||
// covers the whole surface and a foot point always lands on something. One soup rather than one
|
||||
// tree per state: a foot point has one nearest triangle, and that triangle's state is the answer.
|
||||
std::vector<indexed_triangle_set> per_state;
|
||||
selector.get_facets(per_state);
|
||||
indexed_triangle_set soup;
|
||||
std::vector<uint8_t> label;
|
||||
for (size_t st = 0; st < per_state.size(); ++st) {
|
||||
const indexed_triangle_set &part = per_state[st];
|
||||
if (part.indices.empty())
|
||||
continue;
|
||||
const int base = int(soup.vertices.size());
|
||||
soup.vertices.insert(soup.vertices.end(), part.vertices.begin(), part.vertices.end());
|
||||
for (const stl_triangle_vertex_indices &t : part.indices) {
|
||||
soup.indices.emplace_back(t[0] + base, t[1] + base, t[2] + base);
|
||||
label.push_back(uint8_t(st));
|
||||
}
|
||||
}
|
||||
if (soup.indices.empty())
|
||||
return {};
|
||||
|
||||
const AABBTreeIndirect::Tree3f tree =
|
||||
AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(soup.vertices, soup.indices);
|
||||
|
||||
std::vector<uint8_t> out(dst_mesh.indices.size(), 0);
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, dst_mesh.indices.size()),
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t j = range.begin(); j < range.end(); ++j) {
|
||||
const stl_triangle_vertex_indices &t = dst_mesh.indices[j];
|
||||
// The centroid, not a corner: a facet takes one state, and its middle is the point that
|
||||
// is inside it whatever the triangle looks like.
|
||||
const Vec3f centroid = (dst_mesh.vertices[size_t(t[0])] + dst_mesh.vertices[size_t(t[1])] +
|
||||
dst_mesh.vertices[size_t(t[2])]) / 3.f;
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(soup.vertices, soup.indices,
|
||||
tree, centroid, hit, foot);
|
||||
if (d2 >= 0.f && hit < label.size())
|
||||
out[j] = label[hit];
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
void average_island_scales(std::vector<TextureIsland> &islands)
|
||||
{
|
||||
if (islands.empty())
|
||||
@@ -1999,6 +2340,110 @@ std::vector<Vec2f> compute_lscm_corner_uvs(const indexed_triangle_set &patch, co
|
||||
return corner;
|
||||
}
|
||||
|
||||
// Barycentric weights of `p` inside triangle (a, b, c), as the pair that belongs with the edges
|
||||
// (b - a) and (c - a): p ~= (1 - w1 - w2) * a + w1 * b + w2 * c. `p` is projected onto the triangle's
|
||||
// plane, so a point a hair off the surface still reports the weights of its foot point. A degenerate
|
||||
// triangle reports its centroid, the only coordinate that means anything there.
|
||||
static void barycentric_weights(const Vec3f &a, const Vec3f &b, const Vec3f &c, const Vec3f &p, float &w1, float &w2)
|
||||
{
|
||||
const Vec3f e0 = b - a, e1 = c - a, ep = p - a;
|
||||
const float d00 = e0.dot(e0), d01 = e0.dot(e1), d11 = e1.dot(e1), dp0 = ep.dot(e0), dp1 = ep.dot(e1);
|
||||
const float den = d00 * d11 - d01 * d01;
|
||||
if (std::abs(den) <= 1e-20f) {
|
||||
w1 = w2 = 1.f / 3.f;
|
||||
return;
|
||||
}
|
||||
w1 = (d11 * dp0 - d01 * dp1) / den;
|
||||
w2 = (d00 * dp1 - d01 * dp0) / den;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> compute_model_corner_uvs(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const indexed_triangle_set &patch,
|
||||
const std::vector<int> &patch_source)
|
||||
{
|
||||
if (patch.indices.empty() || model_uv.size() != base_mesh.indices.size() * 3 ||
|
||||
patch_source.size() != patch.indices.size())
|
||||
return {};
|
||||
|
||||
std::vector<Vec2f> corner(patch.indices.size() * 3, Vec2f::Zero());
|
||||
for (size_t j = 0; j < patch.indices.size(); ++j) {
|
||||
const int S = patch_source[j];
|
||||
if (S < 0 || size_t(S) >= base_mesh.indices.size())
|
||||
continue; // no source triangle: leave (0, 0), which the callers read as "no placement"
|
||||
const stl_triangle_vertex_indices &src = base_mesh.indices[size_t(S)];
|
||||
const Vec3f &a = base_mesh.vertices[size_t(src[0])];
|
||||
const Vec3f &b = base_mesh.vertices[size_t(src[1])];
|
||||
const Vec3f &c = base_mesh.vertices[size_t(src[2])];
|
||||
const Vec2f *uv = &model_uv[size_t(S) * 3];
|
||||
const stl_triangle_vertex_indices &tri = patch.indices[j];
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
// An unsplit patch triangle is its source triangle, so its corners land exactly on a, b
|
||||
// and c and this reproduces their uvs unchanged; a sub-triangle the brush cut gets the
|
||||
// interpolated coordinate, which is the whole point of going through the barycentric.
|
||||
float w1 = 0.f, w2 = 0.f;
|
||||
barycentric_weights(a, b, c, patch.vertices[size_t(tri[k])], w1, w2);
|
||||
corner[j * 3 + size_t(k)] = (1.f - w1 - w2) * uv[0] + w1 * uv[1] + w2 * uv[2];
|
||||
}
|
||||
}
|
||||
return corner;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> collapse_corner_uvs(const indexed_triangle_set &patch, const std::vector<Vec2f> &corner)
|
||||
{
|
||||
if (patch.indices.empty() || corner.size() != patch.indices.size() * 3)
|
||||
return {};
|
||||
|
||||
std::vector<Vec2f> per_vertex(patch.vertices.size(), Vec2f::Zero());
|
||||
std::vector<char> seen(patch.vertices.size(), 0);
|
||||
for (size_t j = 0; j < patch.indices.size(); ++j)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const int vi = patch.indices[j][k];
|
||||
if (vi < 0 || size_t(vi) >= per_vertex.size() || seen[size_t(vi)])
|
||||
continue;
|
||||
seen[size_t(vi)] = 1;
|
||||
per_vertex[size_t(vi)] = corner[j * 3 + size_t(k)];
|
||||
}
|
||||
return per_vertex;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> transfer_uv_channel(const indexed_triangle_set &src_mesh,
|
||||
const std::vector<Vec2f> &src_uv,
|
||||
const indexed_triangle_set &dst_mesh,
|
||||
float max_distance)
|
||||
{
|
||||
if (src_mesh.indices.empty() || dst_mesh.indices.empty() || src_uv.size() != src_mesh.indices.size() * 3)
|
||||
return {};
|
||||
|
||||
const AABBTreeIndirect::Tree3f tree =
|
||||
AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(src_mesh.vertices, src_mesh.indices);
|
||||
const float limit2 = max_distance >= 0.f ? max_distance * max_distance : std::numeric_limits<float>::max();
|
||||
|
||||
std::vector<Vec2f> out(dst_mesh.indices.size() * 3, Vec2f::Zero());
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, dst_mesh.indices.size()),
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t j = range.begin(); j < range.end(); ++j) {
|
||||
const stl_triangle_vertex_indices &tri = dst_mesh.indices[j];
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = dst_mesh.vertices[size_t(tri[k])];
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
|
||||
src_mesh.vertices, src_mesh.indices, tree, p, hit, foot);
|
||||
if (d2 < 0.f || d2 > limit2 || hit >= src_mesh.indices.size())
|
||||
continue; // nowhere near the source surface: (0, 0), as documented
|
||||
const stl_triangle_vertex_indices &st = src_mesh.indices[hit];
|
||||
float w1 = 0.f, w2 = 0.f;
|
||||
barycentric_weights(src_mesh.vertices[size_t(st[0])], src_mesh.vertices[size_t(st[1])],
|
||||
src_mesh.vertices[size_t(st[2])], foot, w1, w2);
|
||||
const Vec2f *uv = &src_uv[hit * 3];
|
||||
out[j * 3 + size_t(k)] = (1.f - w1 - w2) * uv[0] + w1 * uv[1] + w2 * uv[2];
|
||||
}
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
namespace {
|
||||
// apply_uv_transform()'s per-layer constants, worked out once. Triplanar sampling runs the transform
|
||||
// three times per point, and recomputing the rotation's cos/sin and the tiling reciprocal on every one
|
||||
@@ -2008,13 +2453,16 @@ struct UVTransform
|
||||
float scale, cs, sn, aspect;
|
||||
Vec2f offset;
|
||||
|
||||
UVTransform(const TextureDisplacementLayer &layer, float aspect_)
|
||||
// `normalized_uv` drops the two steps that only mean something for a coordinate measured on the
|
||||
// model - the millimetre tiling scale and the non-square aspect correction - and keeps the
|
||||
// rotation and offset. See apply_uv_transform(); TextureProjectionMethod::ModelUV is what needs it.
|
||||
UVTransform(const TextureDisplacementLayer &layer, float aspect_, bool normalized_uv = false)
|
||||
{
|
||||
scale = (layer.tiling_scale > 1e-6f) ? (1.f / layer.tiling_scale) : 1.f;
|
||||
scale = (normalized_uv || layer.tiling_scale <= 1e-6f) ? 1.f : (1.f / layer.tiling_scale);
|
||||
const float rad = layer.rotation_deg * float(M_PI) / 180.f;
|
||||
cs = std::cos(rad);
|
||||
sn = std::sin(rad);
|
||||
aspect = aspect_;
|
||||
aspect = normalized_uv ? 1.f : aspect_;
|
||||
offset = layer.offset;
|
||||
}
|
||||
Vec2f operator()(const Vec2f &planar) const
|
||||
@@ -2039,9 +2487,11 @@ inline Vec3f triplanar_weights(const Vec3f &normal)
|
||||
}
|
||||
} // namespace
|
||||
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect)
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect, bool normalized_uv)
|
||||
{
|
||||
const float scale = (layer.tiling_scale > 1e-6f) ? (1.f / layer.tiling_scale) : 1.f;
|
||||
// A uv that is already normalized has no millimetre scale to divide by and no aspect to correct -
|
||||
// see the header. UVTransform does the same, and the two must stay in step.
|
||||
const float scale = (normalized_uv || layer.tiling_scale <= 1e-6f) ? 1.f : (1.f / layer.tiling_scale);
|
||||
const Vec2f scaled = planar * scale;
|
||||
|
||||
const float rad = layer.rotation_deg * float(M_PI) / 180.f;
|
||||
@@ -2059,7 +2509,7 @@ Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &la
|
||||
// Applied after the rotation, not before: scaling one axis of an already-rotated coordinate is a
|
||||
// shear, and doing it the other way round would make "Rotation" skew the pattern instead of
|
||||
// turning it.
|
||||
if (aspect > 0.f && aspect != 1.f)
|
||||
if (!normalized_uv && aspect > 0.f && aspect != 1.f)
|
||||
rotated.y() *= aspect;
|
||||
|
||||
return rotated + layer.offset;
|
||||
@@ -2084,6 +2534,9 @@ float blend_displacement(float accumulated, float value, TextureBlendMode mode)
|
||||
value;
|
||||
return accumulated / divisor;
|
||||
}
|
||||
// Replaces instead of combining, so `accumulated` is deliberately unused: whatever the layers
|
||||
// below put here is gone where this one is painted.
|
||||
case TextureBlendMode::Override: return value;
|
||||
case TextureBlendMode::Add:
|
||||
default: return accumulated + value;
|
||||
}
|
||||
@@ -2113,14 +2566,21 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
|
||||
// apply_uv_transform()). Every projection except the projective "from view" one funnels through
|
||||
// here, so this one line is what makes them all aspect-correct.
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
const UVTransform xf(layer, aspect);
|
||||
// A ModelUV layer's precomputed uv is the model's own, already normalized; every other coordinate
|
||||
// reaching the transform - the unwrap's, and every analytic projection's - is in millimetres. The
|
||||
// `lscm_uv` test is what keeps the two apart: a ModelUV layer with no channel gets none, falls
|
||||
// through to the millimetre methods below, and must be scaled like them.
|
||||
const bool normalized_uv = layer.projection_method == TextureProjectionMethod::ModelUV &&
|
||||
lscm_uv != nullptr;
|
||||
const UVTransform xf(layer, aspect, normalized_uv);
|
||||
auto sample_at = [&](const Vec2f &planar) {
|
||||
return texture.sample(xf(planar), layer.tile_enabled, layer.tile_method);
|
||||
};
|
||||
|
||||
// Precomputed per-patch LSCM solve wins over the layer's own method (see the header): the
|
||||
// caller only passes it when the patch actually parameterized successfully, so a patch that
|
||||
// failed to unwrap falls through to the analytic methods below as its documented fallback.
|
||||
// A precomputed per-patch uv - the LSCM solve, or the model's own channel - wins over the layer's
|
||||
// own method (see the header): the caller only passes it when the patch actually has one, so a
|
||||
// patch that failed to unwrap, or a volume with no UV channel, falls through to the analytic
|
||||
// methods below as its documented fallback.
|
||||
if (lscm_uv != nullptr)
|
||||
return sample_at(*lscm_uv);
|
||||
|
||||
@@ -2181,21 +2641,31 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
// the two differ in what "nothing here" means. Height returns 0, which is a perfectly good height
|
||||
// (no displacement); colour has no such neutral value - black is a colour - so every path that
|
||||
// returns 0 there has to report false here instead, and the caller leaves the triangle uncoloured.
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
const UVTransform xf(layer, aspect);
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
// Same reasoning as sample_layer_height(), and it has to match it exactly or a layer's colour and
|
||||
// its relief would be read from different places in the image.
|
||||
const bool normalized_uv = layer.projection_method == TextureProjectionMethod::ModelUV &&
|
||||
lscm_uv != nullptr;
|
||||
const UVTransform xf(layer, aspect, normalized_uv);
|
||||
auto sample_at = [&](const Vec2f &planar) {
|
||||
return texture.sample_color(xf(planar), layer.tile_enabled, layer.tile_method);
|
||||
};
|
||||
// Outside a non-tiled placement there is no texture at all - the same hard edge sample() gives the
|
||||
// height. Checked explicitly because sample_color() reports it as black, which is a real colour.
|
||||
auto covered = [&](const Vec2f &planar) {
|
||||
if (layer.tile_enabled)
|
||||
return true;
|
||||
const Vec2f uv = xf(planar);
|
||||
return uv.x() >= 0.f && uv.x() < 1.f && uv.y() >= 0.f && uv.y() < 1.f;
|
||||
if (!layer.tile_enabled && !(uv.x() >= 0.f && uv.x() < 1.f && uv.y() >= 0.f && uv.y() < 1.f))
|
||||
return false;
|
||||
// Where the picture is transparent there is no colour to print, which is the same answer as
|
||||
// being outside the placement - not black, which is a colour. Half coverage counts as
|
||||
// covered: a triangle prints in one filament either way, so the only useful question is
|
||||
// which side of the edge it falls on.
|
||||
return texture.sample_alpha(uv, layer.tile_enabled, layer.tile_method) >= 0.5f;
|
||||
};
|
||||
|
||||
if (lscm_uv != nullptr) {
|
||||
// The coverage test goes through the same transform, so an untiled ModelUV layer is "there"
|
||||
// exactly where the model's own uv lands inside the image.
|
||||
if (!covered(*lscm_uv))
|
||||
return false;
|
||||
out = sample_at(*lscm_uv);
|
||||
@@ -2541,9 +3011,10 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
|
||||
const TextureColorRequest *color,
|
||||
bool flip_normals,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats)
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
HeightFieldSampler combined = make_combined_displacement_sampler(mesh, layers, facets_data);
|
||||
HeightFieldSampler combined = make_combined_displacement_sampler(mesh, layers, facets_data, model_uv);
|
||||
if (!combined)
|
||||
return mesh; // nothing decodable to displace with
|
||||
|
||||
@@ -2713,7 +3184,8 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
|
||||
// part of it (half a tile in the neighbour's colour, a tile edge that wanders).
|
||||
const bool want_color = color != nullptr && color->out_triangle != nullptr && bool(color->quantize);
|
||||
const ColorFieldSampler color_sampler =
|
||||
want_color ? make_combined_color_sampler(mesh, layers, facets_data, color->quantize, color->quantize_pure) : ColorFieldSampler{};
|
||||
want_color ? make_combined_color_sampler(mesh, layers, facets_data, color->quantize, color->quantize_pure, model_uv) :
|
||||
ColorFieldSampler{};
|
||||
//
|
||||
// The *palette* index, not the printed filament. The decimation treats any edge whose two faces
|
||||
// differ as a crease (TextureBakeDecimate.cpp), so it must only ever see where the **perceived**
|
||||
@@ -2845,7 +3317,8 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
const TextureColorRequest *color,
|
||||
bool flip_normals,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats)
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
// The classic path moves the vertices the mesh already has, so there is no budget to report on.
|
||||
(void) stats;
|
||||
@@ -2882,7 +3355,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
|
||||
if (options.pipeline_v2)
|
||||
return build_texture_displacement_v2(mesh, layers, facets_data, options, progress, color, flip_normals,
|
||||
debug, stats);
|
||||
debug, stats, model_uv);
|
||||
|
||||
// Layers are combined in slot order, like stacked layers in an image editor: each one folds its
|
||||
// own displacement into the running total via its blend mode (see TextureBlendMode).
|
||||
@@ -3000,13 +3473,19 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
selector_dirty = true;
|
||||
|
||||
const bool color_this_layer = want_color && layer->color_enabled;
|
||||
// The model's own channel is per base-mesh *triangle*, so reading it needs to know which base
|
||||
// triangle each (possibly brush-split) patch triangle came from - the colour pass's map, asked
|
||||
// for here as well.
|
||||
const bool model_uv_layer = layer->projection_method == TextureProjectionMethod::ModelUV &&
|
||||
model_uv != nullptr && model_uv->size() == mesh.indices.size() * 3;
|
||||
// A flat-colour image is matched against the filaments alone (see TextureColorRequest).
|
||||
const ColorQuantizeFn &layer_quantize =
|
||||
(color_this_layer && color->quantize_pure && analyze_texture_detail(*layer).flat_colors) ? color->quantize_pure
|
||||
: color->quantize;
|
||||
std::vector<int> patch_source; // sub-triangle -> base mesh triangle, only built when colouring
|
||||
std::vector<int> patch_source; // sub-triangle -> base mesh triangle; built when colouring or mapping by ModelUV
|
||||
const indexed_triangle_set patch =
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER, color_this_layer ? &patch_source : nullptr);
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER,
|
||||
(color_this_layer || model_uv_layer) ? &patch_source : nullptr);
|
||||
if (patch.indices.empty())
|
||||
continue;
|
||||
// get_facets_strict() returns the same vertex array whichever state is asked for (only the
|
||||
@@ -3037,18 +3516,25 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
// A real unwrap of the whole patch, computed once here rather than per vertex - it is a
|
||||
// per-chart solve over the whole patch, not a per-point formula. Cached, so repeating this
|
||||
// for every slider tweak costs a hash rather than a re-solve (see compute_patch_unwrap()).
|
||||
const std::vector<Vec2f> lscm_uvs = (layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
// ModelUV takes its corners from the volume's own channel instead of solving anything, and
|
||||
// collapses them to one per vertex the same way the unwrap does.
|
||||
const std::vector<Vec2f> model_corner_uvs = model_uv_layer ?
|
||||
compute_model_corner_uvs(mesh, *model_uv, patch, patch_source) :
|
||||
std::vector<Vec2f>{};
|
||||
const std::vector<Vec2f> patch_uvs = model_uv_layer ? collapse_corner_uvs(patch, model_corner_uvs) :
|
||||
(layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
compute_lscm_uvs(patch, *layer) :
|
||||
std::vector<Vec2f>{};
|
||||
// The colour pass below samples per *triangle*, so it takes the per-corner unwrap instead: the
|
||||
// per-vertex collapse above would hand a triangle at a seam the island layout did not join its
|
||||
// neighbour's placement, painting one triangle per face from the wrong part of the texture.
|
||||
// (The displacement itself stays on lscm_uvs - a vertex has one position, so one height.)
|
||||
const std::vector<Vec2f> lscm_corner_uvs = (layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
// (The displacement itself stays on patch_uvs - a vertex has one position, so one height.)
|
||||
const std::vector<Vec2f> patch_corner_uvs = model_uv_layer ? model_corner_uvs :
|
||||
(layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
compute_lscm_corner_uvs(patch, *layer) :
|
||||
std::vector<Vec2f>{};
|
||||
const bool corner_uv_ok = !lscm_corner_uvs.empty() &&
|
||||
lscm_corner_uvs.size() == patch.indices.size() * 3;
|
||||
const bool corner_uv_ok = !patch_corner_uvs.empty() &&
|
||||
patch_corner_uvs.size() == patch.indices.size() * 3;
|
||||
|
||||
// Colour, if this layer carries any. Area-weighted over each base triangle's *painted* part,
|
||||
// so a triangle the brush only clipped a corner off takes the colour of that corner rather
|
||||
@@ -3078,7 +3564,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
// the per-vertex height sampling uses, evaluated at the centroid instead.
|
||||
Vec3f n = Vec3f::Zero();
|
||||
Vec2f uv = Vec2f::Zero();
|
||||
bool have_uv = !lscm_uvs.empty();
|
||||
bool have_uv = !patch_uvs.empty();
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const int vi = t[k];
|
||||
if (vi < int(vertex_normals.size()))
|
||||
@@ -3086,9 +3572,9 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
if (!have_uv)
|
||||
continue;
|
||||
if (corner_uv_ok)
|
||||
uv += lscm_corner_uvs[j * 3 + size_t(k)];
|
||||
else if (size_t(vi) < lscm_uvs.size())
|
||||
uv += lscm_uvs[size_t(vi)];
|
||||
uv += patch_corner_uvs[j * 3 + size_t(k)];
|
||||
else if (size_t(vi) < patch_uvs.size())
|
||||
uv += patch_uvs[size_t(vi)];
|
||||
else
|
||||
have_uv = false;
|
||||
}
|
||||
@@ -3162,7 +3648,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t k = range.begin(); k < range.end(); ++k) {
|
||||
const size_t vi = size_t(layer_vertices[k]);
|
||||
const Vec2f *lscm_uv = lscm_uvs.empty() ? nullptr : &lscm_uvs[vi];
|
||||
const Vec2f *lscm_uv = patch_uvs.empty() ? nullptr : &patch_uvs[vi];
|
||||
const float h = sample_layer_height(height, *layer, mesh.vertices[vi], vertex_normals[vi],
|
||||
patch_centroid, patch_axis, lscm_uv);
|
||||
// midlevel is the height that means "stay put", so anything below it displaces
|
||||
@@ -3295,7 +3781,8 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
const TextureColorRequest *color,
|
||||
const Transform3d &volume_to_world,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats)
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
// An untransformed volume on an untransformed instance is by far the common case, and the round
|
||||
// trip costs two matrix multiplies per vertex on a mesh that can carry millions of them - so take
|
||||
@@ -3305,7 +3792,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
const Transform3d frame = texture_displacement_bake_frame(volume_to_world);
|
||||
if (frame.matrix().isApprox(Transform3d::Identity().matrix()))
|
||||
return build_texture_displacement_in_place(base_mesh, layers, facets_data, options, progress, color,
|
||||
false, debug, stats);
|
||||
false, debug, stats, model_uv);
|
||||
|
||||
const Transform3d to_local = frame.inverse();
|
||||
// A mirroring placement leaves the positions correct but every winding-derived normal pointing
|
||||
@@ -3319,8 +3806,10 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
v = (frame * v.cast<double>()).cast<float>();
|
||||
|
||||
const size_t debug_mark = (debug != nullptr) ? debug->mark() : 0;
|
||||
// The UV channel rides along untouched: a uv is a coordinate in the texture, not on the model, so
|
||||
// the frame the mesh is measured in does not reach it.
|
||||
indexed_triangle_set out = build_texture_displacement_in_place(world, layers, facets_data, options,
|
||||
progress, color, mirrored, debug, stats);
|
||||
progress, color, mirrored, debug, stats, model_uv);
|
||||
// Everything the bake recorded is in world millimetres, like `out` itself. The debug view draws in
|
||||
// the volume's local frame, so the stages are brought back the same way the result is.
|
||||
if (debug != nullptr)
|
||||
@@ -3392,7 +3881,8 @@ indexed_triangle_set build_texture_displacement(const ModelVolume &volume)
|
||||
|
||||
return build_texture_displacement(volume.mesh().its, volume.texture_displacement_layers, facets_data,
|
||||
volume.texture_displacement_options, {}, nullptr,
|
||||
texture_displacement_volume_to_world(volume));
|
||||
texture_displacement_volume_to_world(volume), nullptr, nullptr,
|
||||
volume.has_texture_uv() ? &volume.texture_uv : nullptr);
|
||||
}
|
||||
|
||||
void smooth_mesh_vertices(indexed_triangle_set &mesh, const std::vector<uint8_t> &movable, float strength,
|
||||
@@ -3456,16 +3946,18 @@ void smooth_mesh_vertices(indexed_triangle_set &mesh, const std::vector<uint8_t>
|
||||
namespace {
|
||||
// One decoded texture + placement per sampleable layer, in blend (slot) order. Held by shared_ptr so
|
||||
// the returned closure owns it for as long as the subdivider keeps calling back.
|
||||
// An unwrap turned into something a *point* sampler can use. LSCM has no formula from position to
|
||||
// uv - it is a per-triangle map - so a point is placed on the painted patch (the nearest patch
|
||||
// triangle, and its barycentric coordinates there) and the uv is interpolated from that triangle's own
|
||||
// per-corner uvs. Exact for a point on the base surface, which is where both samplers are queried: the
|
||||
// displacement samples refined positions before moving them, and the colour pass samples the foot
|
||||
// point on the painted pieces.
|
||||
// A per-triangle uv map turned into something a *point* sampler can use. Neither of the two maps that
|
||||
// are not a formula from position to uv - the LSCM unwrap and the model's own UV channel - can be
|
||||
// evaluated at an arbitrary point directly, so a point is placed on the painted patch (the nearest
|
||||
// patch triangle, and its barycentric coordinates there) and the uv is interpolated from that
|
||||
// triangle's own per-corner uvs. Exact for a point on the base surface, which is where both samplers
|
||||
// are queried: the displacement samples refined positions before moving them, and the colour pass
|
||||
// samples the foot point on the painted pieces.
|
||||
struct LscmLookup {
|
||||
indexed_triangle_set patch; // the layer's painted patch, as the unwrap was solved on
|
||||
indexed_triangle_set patch; // the layer's painted patch, as the uvs were computed on
|
||||
AABBTreeIndirect::Tree3f tree;
|
||||
std::vector<Vec2f> corner; // compute_lscm_corner_uvs(patch, layer)
|
||||
// compute_lscm_corner_uvs(patch, layer), or compute_model_corner_uvs() for a ModelUV layer
|
||||
std::vector<Vec2f> corner;
|
||||
|
||||
// False when `pos` is not on this layer's patch (farther than `tol`): there is no uv there, so the
|
||||
// layer contributes nothing - the same as a non-tiled texture outside its placement.
|
||||
@@ -3478,15 +3970,9 @@ struct LscmLookup {
|
||||
if (d2 < 0.f || d2 > tol * tol || hit >= patch.indices.size())
|
||||
return false;
|
||||
const stl_triangle_vertex_indices &t = patch.indices[hit];
|
||||
const Vec3f &a = patch.vertices[size_t(t[0])], &b = patch.vertices[size_t(t[1])], &c = patch.vertices[size_t(t[2])];
|
||||
const Vec3f e0 = b - a, e1 = c - a, ep = foot - a;
|
||||
const float d00 = e0.dot(e0), d01 = e0.dot(e1), d11 = e1.dot(e1), dp0 = ep.dot(e0), dp1 = ep.dot(e1);
|
||||
const float den = d00 * d11 - d01 * d01;
|
||||
float w1 = 1.f / 3.f, w2 = 1.f / 3.f; // a degenerate triangle takes its centroid's uv
|
||||
if (std::abs(den) > 1e-20f) {
|
||||
w1 = (d11 * dp0 - d01 * dp1) / den;
|
||||
w2 = (d00 * dp1 - d01 * dp0) / den;
|
||||
}
|
||||
float w1 = 0.f, w2 = 0.f; // a degenerate triangle takes its centroid's uv
|
||||
barycentric_weights(patch.vertices[size_t(t[0])], patch.vertices[size_t(t[1])], patch.vertices[size_t(t[2])],
|
||||
foot, w1, w2);
|
||||
const Vec2f *c3 = &corner[hit * 3];
|
||||
uv = (1.f - w1 - w2) * c3[0] + w1 * c3[1] + w2 * c3[2];
|
||||
return true;
|
||||
@@ -3545,7 +4031,7 @@ struct PreparedLayer {
|
||||
// where a layer is placed. `need_color` additionally drops layers that cannot contribute colour.
|
||||
std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
const indexed_triangle_set &base_mesh, const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data, bool need_color)
|
||||
const TextureDisplacementFacetsData &facets_data, bool need_color, const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
auto prepared = std::make_shared<std::vector<PreparedLayer>>();
|
||||
|
||||
@@ -3572,13 +4058,22 @@ std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
const TriangleSelector::TriangleSplittingData &data = facets_data[size_t(layer->slot)];
|
||||
if (data.triangles_to_split.empty())
|
||||
continue;
|
||||
const DecodedHeightTexture tex = decode_height_texture(*layer);
|
||||
DecodedHeightTexture tex = decode_height_texture(*layer);
|
||||
if (tex.empty() || (need_color && !tex.has_color()))
|
||||
continue;
|
||||
// The one place the bake and every preview job read a layer's colour from, so correcting it
|
||||
// here is what keeps what the panel shows and what the bake prints the same image.
|
||||
if (need_color)
|
||||
apply_color_adjustments(tex, *layer);
|
||||
|
||||
const bool model_uv_layer = layer->projection_method == TextureProjectionMethod::ModelUV &&
|
||||
model_uv != nullptr && model_uv->size() == base_mesh.indices.size() * 3;
|
||||
|
||||
TriangleSelector selector(selector_mesh);
|
||||
selector.deserialize(data, false);
|
||||
const indexed_triangle_set patch = selector.get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
std::vector<int> patch_source; // only the model's own channel needs it; see the classic path
|
||||
const indexed_triangle_set patch =
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER, model_uv_layer ? &patch_source : nullptr);
|
||||
if (patch.indices.empty())
|
||||
continue;
|
||||
|
||||
@@ -3588,12 +4083,16 @@ std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
texture_displacement_patch_frame(patch, vertex_normals, centroid, axis, average_normal);
|
||||
|
||||
std::shared_ptr<const LscmLookup> lscm;
|
||||
if (layer->projection_method == TextureProjectionMethod::LSCM) {
|
||||
if (model_uv_layer || layer->projection_method == TextureProjectionMethod::LSCM) {
|
||||
// Solved on the very patch the classic path and the GUI solve it on (same geometry, seam
|
||||
// angle and edges), so it hits the unwrap cache and lands exactly where the UV editor
|
||||
// shows it, hand-placed islands and UV edits included.
|
||||
// shows it, hand-placed islands and UV edits included. A ModelUV layer needs no solve at
|
||||
// all - its corners are read straight out of the volume's channel - but it is looked up
|
||||
// through the same per-triangle machinery, for the same reason: there is no formula from a
|
||||
// point to its uv.
|
||||
auto l = std::make_shared<LscmLookup>();
|
||||
l->corner = compute_lscm_corner_uvs(patch, *layer);
|
||||
l->corner = model_uv_layer ? compute_model_corner_uvs(base_mesh, *model_uv, patch, patch_source) :
|
||||
compute_lscm_corner_uvs(patch, *layer);
|
||||
if (l->corner.size() == patch.indices.size() * 3) {
|
||||
l->patch = patch;
|
||||
l->tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(l->patch.vertices, l->patch.indices);
|
||||
@@ -3619,11 +4118,12 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
ColorQuantizeFn quantize,
|
||||
ColorQuantizeFn quantize_pure)
|
||||
ColorQuantizeFn quantize_pure,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
if (!quantize)
|
||||
return nullptr;
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ true);
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ true, model_uv);
|
||||
if (prepared->empty())
|
||||
return nullptr;
|
||||
// Per layer: a flat-colour image is matched against the filaments alone, when that quantizer
|
||||
@@ -3654,9 +4154,10 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
|
||||
HeightFieldSampler make_combined_displacement_sampler(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data)
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
{
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ false);
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ false, model_uv);
|
||||
if (prepared->empty())
|
||||
return nullptr;
|
||||
|
||||
|
||||
@@ -86,6 +86,17 @@ enum class TextureProjectionMethod : int
|
||||
// that is inherent to view projection and is the user's call, not a bug. The projector's two
|
||||
// in-plane axes live in TextureDisplacementLayer::view_project_right/up.
|
||||
ViewProjected = 4,
|
||||
// The model's own texture coordinates, as the file it was imported from carried them (see
|
||||
// ModelVolume::texture_uv). Nothing is unwrapped or projected: the artist's layout *is* the
|
||||
// placement, so a texture authored against that layout - the model's own albedo map, say - lands
|
||||
// exactly where it was painted. Automatically picked for a new layer on a volume that has a UV
|
||||
// channel, since re-unwrapping a model that already carries one can only be worse than using it.
|
||||
//
|
||||
// The uv is already normalized, so unlike every method above it is not measured in millimetres:
|
||||
// "Tile size" and the non-square aspect correction do not apply to it (the layer's rotation and
|
||||
// offset still do). Falls back to Triplanar when the volume has no channel, exactly as LSCM falls
|
||||
// back when a patch cannot be flattened.
|
||||
ModelUV = 5,
|
||||
};
|
||||
|
||||
// Dihedral angle (degrees) above which an edge between two painted triangles becomes a chart seam
|
||||
@@ -121,6 +132,11 @@ enum class TextureBlendMode : int
|
||||
Subtract = 1, // acc - value (carve this layer's relief out of the layers below)
|
||||
Multiply = 2, // acc * (value / 1mm) (mask/modulate the layers below by this layer)
|
||||
Divide = 3, // acc / (value / 1mm) (inverse mask; guarded against a zero/near-zero divisor)
|
||||
// acc = value: this layer replaces what is under it instead of combining with it, so where it is
|
||||
// painted only its own relief remains. The image editor's "Normal" mode, under the name the panel
|
||||
// uses. Note the stack's *colour* already behaves this way - a higher slot's colour overwrites a
|
||||
// lower one's where they overlap - so this is what makes the displacement agree with it.
|
||||
Override = 4,
|
||||
};
|
||||
|
||||
// Combines one layer's signed displacement `value` (mm) into `accumulated` (mm) per `mode`.
|
||||
@@ -337,6 +353,32 @@ struct TextureDisplacementLayer
|
||||
// for the boundary to be drawn on.
|
||||
bool color_enabled = false;
|
||||
|
||||
// Colour correction, applied to the image's RGB before it is matched against the filaments and
|
||||
// before the preview quantizes it. Never to the height: the relief is what the grayscale says,
|
||||
// and a brightness slider has no business moving geometry. The defaults below are the identity,
|
||||
// so a layer that never meets the Image tool behaves exactly as it did.
|
||||
float brightness = 0.f; // -1 .. 1, added last, after contrast
|
||||
float contrast = 0.f; // -1 .. 1, pivoted on mid grey; -1 flattens to grey, 1 doubles the slope
|
||||
float hue = 0.f; // -180 .. 180 degrees, rotated about the grey axis at constant luma
|
||||
float sharpness = 0.f; // 0 .. 1 unsharp mask amount, 0 is off
|
||||
// How many colours the picture is allowed to use, 0 for as many as it likes. Reduced by k-means
|
||||
// in RGB before the filaments are matched, so the result uses at most this many of them: 2 for a
|
||||
// logo that should be two flat colours, 4 or 5 for a poster, off for a photograph.
|
||||
int color_count = 0; // 0, or 2 .. 12
|
||||
// Leaves the background of a picture unprinted, so the object's own colour shows through instead
|
||||
// of a slab of white behind a logo. Texels the source image marked transparent always count;
|
||||
// `bg_remove` additionally keys out one colour.
|
||||
bool bg_remove = false;
|
||||
float bg_tolerance = 0.15f; // 0 .. 1, distance from the keyed colour that still counts as background
|
||||
// The colour keyed out. Taken from the median of the picture's four corners while
|
||||
// `bg_from_corners` is set, which is right for nearly every logo on a flat card; the panel's
|
||||
// dropper and swatch clear it and put a colour of the user's own here.
|
||||
bool bg_from_corners = true;
|
||||
float bg_color[3] = { 1.f, 1.f, 1.f };
|
||||
float saturation = 1.f; // 0 .. 2, 1 leaves it alone, 0 is grayscale
|
||||
float gamma = 1.f; // 0.2 .. 5, 1 leaves it alone; above 1 lifts the midtones
|
||||
bool color_invert = false; // negative of the colour, as opposed to `invert` which flips relief
|
||||
|
||||
bool empty() const { return !image_data || image_data->empty(); }
|
||||
|
||||
template<class Archive> void save(Archive &ar) const
|
||||
@@ -346,7 +388,9 @@ struct TextureDisplacementLayer
|
||||
static_cast<int>(tile_method), static_cast<int>(projection_method), lscm_seam_angle_deg, islands,
|
||||
static_cast<int>(blend_mode), midlevel, island_padding_mm, lscm_seam_edges, view_project_right,
|
||||
view_project_up, smoothing, edge_smoothing, edge_smoothing_amount, auto_connect_islands, island_groups,
|
||||
lscm_uv_overrides, view_project_projective, view_project_matrix, color_enabled);
|
||||
lscm_uv_overrides, view_project_projective, view_project_matrix, color_enabled, brightness,
|
||||
contrast, saturation, gamma, color_invert, hue, sharpness, color_count, bg_remove,
|
||||
bg_tolerance, bg_from_corners, bg_color[0], bg_color[1], bg_color[2]);
|
||||
}
|
||||
template<class Archive> void load(Archive &ar)
|
||||
{
|
||||
@@ -358,7 +402,8 @@ struct TextureDisplacementLayer
|
||||
tile_method_int, projection_method_int, lscm_seam_angle_deg, islands, blend_mode_int, midlevel,
|
||||
island_padding_mm, lscm_seam_edges, view_project_right, view_project_up, smoothing, edge_smoothing,
|
||||
edge_smoothing_amount, auto_connect_islands, island_groups, lscm_uv_overrides, view_project_projective,
|
||||
view_project_matrix, color_enabled);
|
||||
view_project_matrix, color_enabled, brightness, contrast, saturation, gamma, color_invert, hue, sharpness,
|
||||
color_count, bg_remove, bg_tolerance, bg_from_corners, bg_color[0], bg_color[1], bg_color[2]);
|
||||
image_data = blob.empty() ? nullptr : std::make_shared<std::vector<unsigned char>>(blob.begin(), blob.end());
|
||||
tile_method = static_cast<TextureTileMethod>(tile_method_int);
|
||||
projection_method = static_cast<TextureProjectionMethod>(projection_method_int);
|
||||
@@ -519,11 +564,19 @@ struct DecodedHeightTexture
|
||||
// has_color() is what the whole colour feature keys off: a layer set to colour a model with a
|
||||
// grayscale texture on it simply colours nothing.
|
||||
std::vector<uint8_t> rgb;
|
||||
// Coverage: 0 where the picture is not there at all, 255 where it is fully there. Empty when the
|
||||
// source image had no alpha and nothing has keyed a background out, which is the common case and
|
||||
// means "opaque everywhere". Distinct from a black texel, which is a colour.
|
||||
std::vector<uint8_t> alpha;
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
|
||||
bool empty() const { return width <= 0 || height <= 0 || pixels.empty(); }
|
||||
bool has_color() const { return !empty() && rgb.size() == size_t(width) * size_t(height) * 3; }
|
||||
bool has_alpha() const { return !empty() && alpha.size() == size_t(width) * size_t(height); }
|
||||
// Coverage at a uv, bilinear, in [0, 1]. 1 everywhere when there is no alpha plane.
|
||||
float sample_alpha(const Vec2f &uv, bool tile_enabled = true,
|
||||
TextureTileMethod tile_method = TextureTileMethod::Repeat) const;
|
||||
// Bilinearly sampled height in [0, 1] at a normalized uv coordinate. When tile_enabled is false,
|
||||
// a uv outside [0, 1) samples as 0 - the texture simply is not there, rather than its border
|
||||
// row/column being smeared outward forever (which is what clamping the coordinate would do, and
|
||||
@@ -590,6 +643,19 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
|
||||
// texture - cheap enough to ask every frame. Smoothing does not change it, so the raw decode is what is read.
|
||||
bool height_texture_has_color(const TextureDisplacementLayer &layer);
|
||||
|
||||
// True when `layer`'s colour correction is anything other than the identity, so callers can skip
|
||||
// both the work and the cache invalidation it would otherwise force.
|
||||
bool has_color_adjustments(const TextureDisplacementLayer &layer);
|
||||
|
||||
// Applies that correction to an already decoded image, in place, to `rgb` only. Order is gamma,
|
||||
// contrast, brightness, saturation, invert, each clamped back into range - the order a photo editor
|
||||
// applies them in, and the one that keeps contrast pivoted on mid grey rather than on a brightness
|
||||
// the slider has already moved.
|
||||
//
|
||||
// Deliberately not folded into decode_height_texture(): that result is cached per image, shared by
|
||||
// every layer using the same file, and keyed on the image bytes alone.
|
||||
void apply_color_adjustments(DecodedHeightTexture &tex, const TextureDisplacementLayer &layer);
|
||||
|
||||
// Maps a linear RGB colour in [0, 1] to an index into the caller's palette, or -1 for "no colour".
|
||||
//
|
||||
// Deliberately a callback rather than a function here: matching a colour to a filament is a
|
||||
@@ -655,7 +721,13 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal);
|
||||
// squeezed into a square tile: `tiling_scale` is the tile's size along u, and the tile is
|
||||
// `tiling_scale * height / width` mm along v, which keeps texels square. 1 (the default) is the
|
||||
// square case and leaves the coordinate exactly as it always was.
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect = 1.f);
|
||||
//
|
||||
// `normalized_uv` says the coordinate is already a uv rather than a millimetre measurement on the
|
||||
// model - which is what TextureProjectionMethod::ModelUV hands in. Then neither the tiling scale (mm
|
||||
// per tile is meaningless for it) nor the aspect correction (the artist's layout already accounts for
|
||||
// the image's proportions) applies, and only the rotation and offset are left.
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect = 1.f,
|
||||
bool normalized_uv = false);
|
||||
|
||||
// Applies a row-major 3x4 projective matrix (see TextureDisplacementLayer::view_project_matrix) to a
|
||||
// local-space point, writing the resulting texture uv. Returns false - and leaves `uv` untouched -
|
||||
@@ -692,6 +764,31 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
const Vec3f &patch_center = Vec3f::Zero(), const Vec3f &patch_axis = Vec3f::UnitZ(),
|
||||
const Vec2f *lscm_uv = nullptr);
|
||||
|
||||
// Carries a per-facet paint annotation - the colour paint above all - from a mesh onto the mesh a
|
||||
// bake produced from it: every triangle of `dst_mesh` takes the state painted at its own foot point on
|
||||
// `src_mesh`, i.e. on the nearest point of the surface it was built from. Returned as one
|
||||
// EnforcerBlockerType per `dst_mesh` triangle, 0 (NONE) where that foot point carried no paint.
|
||||
//
|
||||
// ModelVolume::restore_painting() cannot do this. Its remap pairs a source paint triangle with a
|
||||
// target triangle that *overlaps* it to within 0.01 mm, which is right for a remesh or a
|
||||
// simplification - they leave the surface where it was - and useless after a bake, which moves the
|
||||
// surface by the relief depth. Measured on a model displaced by a tenth of its own size, that remap
|
||||
// kept a quarter of the colour and left the rest unpainted; this keeps essentially all of it, because
|
||||
// a foot point is exactly as far away as the relief is deep and the lookup does not care how far that
|
||||
// is.
|
||||
//
|
||||
// The source's *sub*-triangles are what is looked up, not its triangles, so the part of a triangle a
|
||||
// brush stroke only clipped a corner off keeps its own state rather than rounding to the whole
|
||||
// triangle's. No distance limit is needed or wanted: the nearest point on the source surface is where
|
||||
// a baked triangle came from however far the relief carried it, and an unpainted origin reports NONE
|
||||
// on its own.
|
||||
//
|
||||
// Returns an empty vector when `src_paint` is empty or either mesh is - the caller then has nothing to
|
||||
// carry, which is not the same as "carry nothing".
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh);
|
||||
|
||||
// Area-weighted centroid and average normal of a layer's currently painted patch, in mesh-local
|
||||
// coordinates - the same measurements build_texture_displacement() uses to pick its dominant
|
||||
// projection axis. Used by the GUI to anchor the on-canvas "adjust texture placement" gizmo to
|
||||
@@ -805,6 +902,55 @@ std::vector<Vec2f> compute_lscm_uvs(const indexed_triangle_set &patch, const Tex
|
||||
// Returns an empty vector if the patch has no triangles or the unwrap carries no source_face map.
|
||||
std::vector<Vec2f> compute_lscm_corner_uvs(const indexed_triangle_set &patch, const TextureDisplacementLayer &layer);
|
||||
|
||||
// Three UVs per patch triangle, read out of the model's *own* UV channel - the
|
||||
// TextureProjectionMethod::ModelUV counterpart of compute_lscm_corner_uvs(), and laid out the same way
|
||||
// (corner k of triangle i at index 3i+k).
|
||||
//
|
||||
// `model_uv` is the volume's channel: three uvs per triangle of `base_mesh`, in its triangle order
|
||||
// (see ModelVolume::texture_uv). `patch_source` maps each patch triangle back to the base-mesh
|
||||
// triangle it was cut from - TriangleSelector::get_facets_strict()'s out_source. A patch triangle is
|
||||
// always a piece of exactly one base triangle, so each of its corners is interpolated barycentrically
|
||||
// inside that triangle's three uvs. That is what keeps a sub-triangle the brush split (whose corners
|
||||
// are not base-mesh vertices at all) on the texture, and what keeps the two sides of a UV seam
|
||||
// reading from their own island instead of from one averaged coordinate.
|
||||
//
|
||||
// Returns an empty vector when the channel does not match `base_mesh`, when `patch_source` does not
|
||||
// match `patch`, or when either is empty - the callers treat that as "no placement" and fall back,
|
||||
// exactly as they do for an unwrap that failed.
|
||||
std::vector<Vec2f> compute_model_corner_uvs(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const indexed_triangle_set &patch,
|
||||
const std::vector<int> &patch_source);
|
||||
|
||||
// One UV per patch vertex, collapsed from a per-corner array: the first corner to reach a vertex wins.
|
||||
// This is the per-corner/per-vertex split compute_lscm_uvs() documents, applied to any corner array -
|
||||
// displacement is per-vertex, so a vertex on a seam has to settle on one of its copies.
|
||||
// Returns an empty vector if `corner` is not three per patch triangle.
|
||||
std::vector<Vec2f> collapse_corner_uvs(const indexed_triangle_set &patch, const std::vector<Vec2f> &corner);
|
||||
|
||||
// Resamples a per-corner UV channel from `src_mesh` onto `dst_mesh`, for when something replaces a
|
||||
// volume's mesh and the model's own UV channel has to come along: the colour import's painted mesh,
|
||||
// the gizmo's remesh/subdivide, the default bake pipeline's rebuild. Each destination corner takes the
|
||||
// uv of its closest point on the source surface, interpolated barycentrically inside the source
|
||||
// triangle it lands on - the same transfer LscmLookup does per point, run over every corner.
|
||||
//
|
||||
// Exact wherever the two meshes describe the same surface, which is the case for every caller here
|
||||
// (they subdivide, repair or displace it, they do not reshape it). A corner that lands nowhere near
|
||||
// the source - farther than `max_distance` (negative: no limit) - takes (0, 0).
|
||||
//
|
||||
// One thing a positional transfer cannot reproduce: a *seam* vertex, where one position carries a
|
||||
// different uv in each island that meets there. Position alone does not say which island a corner
|
||||
// belongs to, so corners on a seam all take whichever island the nearest-triangle lookup lands on,
|
||||
// and the texture can be off by up to one triangle in a band along the island borders. Doing better
|
||||
// needs a triangle-to-triangle correspondence, which only some of the stages that replace a mesh
|
||||
// have (a remesh has none at all).
|
||||
//
|
||||
// Returns an empty vector when `src_uv` is not three per source triangle, or when either mesh is empty.
|
||||
std::vector<Vec2f> transfer_uv_channel(const indexed_triangle_set &src_mesh,
|
||||
const std::vector<Vec2f> &src_uv,
|
||||
const indexed_triangle_set &dst_mesh,
|
||||
float max_distance = -1.f);
|
||||
|
||||
// The TextureDisplacementLayer::lscm_uv_overrides key for one unwrapped vertex (an index into PatchUnwrap::uvs).
|
||||
inline int lscm_uv_override_key(int unwrapped_vertex) { return -(unwrapped_vertex + 1); }
|
||||
|
||||
@@ -863,6 +1009,10 @@ using TextureDisplacementFacetsData = std::array<TriangleSelector::TriangleSplit
|
||||
//
|
||||
// `color`, when given, also reports which filament each triangle should print in - see
|
||||
// TextureColorRequest.
|
||||
//
|
||||
// `model_uv`, when given, is the volume's own UV channel (three uvs per base-mesh triangle, see
|
||||
// ModelVolume::texture_uv) and is what a TextureProjectionMethod::ModelUV layer maps through. A layer
|
||||
// set to ModelUV without it falls back to Triplanar.
|
||||
struct TextureColorRequest
|
||||
{
|
||||
// RGB -> palette index. Supplied by the GUI, which owns both the perceptual matching and the list
|
||||
@@ -937,7 +1087,9 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
// stage, already brought back into `base_mesh`'s frame.
|
||||
BakeStageRecorder *debug = nullptr,
|
||||
// When given, receives what the bake spent.
|
||||
TextureBakeStats *stats = nullptr);
|
||||
TextureBakeStats *stats = nullptr,
|
||||
// The model's own UV channel; see above.
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
|
||||
// `volume`'s mesh coordinates -> world millimetres: its first instance's transform times its own.
|
||||
// The mesh is shared by every instance, so a multi-instance object can only be baked for one of
|
||||
@@ -1012,11 +1164,15 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
ColorQuantizeFn quantize,
|
||||
ColorQuantizeFn quantize_pure = nullptr);
|
||||
ColorQuantizeFn quantize_pure = nullptr,
|
||||
// The model's own UV channel, for ModelUV layers; see
|
||||
// build_texture_displacement().
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
|
||||
HeightFieldSampler make_combined_displacement_sampler(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data);
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
|
||||
// Uniformly subdivides `mesh` (every triangle recursively split into 4 via edge midpoints, using a
|
||||
// shared cache so a midpoint is computed once and reused by both triangles on either side of that
|
||||
@@ -1221,6 +1377,10 @@ struct TextureDisplacementPrepareResult
|
||||
{
|
||||
indexed_triangle_set mesh;
|
||||
TextureDisplacementFacetsData masks;
|
||||
// The model's own UV channel, resampled onto `mesh` (see transfer_uv_channel()). Empty when the
|
||||
// volume had none. Like the masks it is handed back rather than left to the caller to recompute,
|
||||
// because only the run itself knows which stages replaced the mesh.
|
||||
std::vector<Vec2f> uv;
|
||||
// The remesh landed but no layer's paint survived being carried onto it. Nothing is committed:
|
||||
// everything downstream is driven by that paint, so baking on would bake a flat mesh.
|
||||
bool paint_lost = false;
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
#include "TextureToColor/ColorUtils.hpp"
|
||||
|
||||
#include "Model.hpp"
|
||||
#include "TextureDisplacement.hpp"
|
||||
#include "TextureToColor/TriMesh.hpp"
|
||||
#include "TriangleMesh.hpp"
|
||||
#include "TriangleSelector.hpp"
|
||||
@@ -554,9 +555,29 @@ bool apply_painted_mesh_to_volume(
|
||||
<< ", unit_scale=" << unit_scale << ")";
|
||||
}
|
||||
|
||||
// The model's own UV channel is indexed by triangle, and this replaces the triangles, so it has
|
||||
// to be resampled onto them. Kept rather than dropped because it is the layout the model was
|
||||
// authored against: a texture-displacement layer set to ModelUV maps through it, and the colour
|
||||
// import is exactly the path a model that carries one arrives by.
|
||||
const indexed_triangle_set old_its = volume.has_texture_uv() ? volume.mesh().its : indexed_triangle_set{};
|
||||
const std::vector<Vec2f> old_uv = volume.texture_uv;
|
||||
|
||||
volume.set_mesh(std::move(new_mesh));
|
||||
volume.calculate_convex_hull();
|
||||
|
||||
// Resampled here and not further down, while the two meshes still share a frame: the painted mesh
|
||||
// was just shifted by the same source.mesh_offset the old one was centred by, so the only thing
|
||||
// between them is whatever drift the repair introduced. The re-centering below translates the mesh
|
||||
// again, and a translation is exactly what a closest-point transfer cannot see through - it would
|
||||
// read every uv off a point that far away. A uv is a coordinate in the texture, so it does not care
|
||||
// about either shift; it just has to be read before the second one happens.
|
||||
if (!old_its.indices.empty())
|
||||
volume.texture_uv = transfer_uv_channel(old_its, old_uv, volume.mesh().its);
|
||||
else
|
||||
// No channel to carry, so make sure none is left behind either: a leftover of the right length
|
||||
// would read as a valid channel against a mesh it was never measured on.
|
||||
volume.reset_texture_uv();
|
||||
|
||||
// Re-center the replaced mesh so its bbox center sits at the origin,
|
||||
// matching what center_geometry_after_creation did for the original mesh.
|
||||
// CGAL repair / subdivision may shift the bbox center (drift); without
|
||||
|
||||
@@ -186,6 +186,8 @@ set(SLIC3R_GUI_SOURCES
|
||||
GUI/Gizmos/GLGizmoFlatten.hpp
|
||||
GUI/Gizmos/GLGizmoFuzzySkin.cpp
|
||||
GUI/Gizmos/GLGizmoFuzzySkin.hpp
|
||||
GUI/Gizmos/GLGizmoImage.cpp
|
||||
GUI/Gizmos/GLGizmoImage.hpp
|
||||
GUI/Gizmos/GLGizmoMeasure.cpp
|
||||
GUI/Gizmos/GLGizmoMeasure.hpp
|
||||
GUI/Gizmos/GLGizmoMeshBoolean.cpp
|
||||
|
||||
@@ -0,0 +1,891 @@
|
||||
#include "GLGizmoImage.hpp"
|
||||
|
||||
#include "libslic3r/Model.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include "libslic3r/format.hpp"
|
||||
|
||||
#include "slic3r/GUI/Camera.hpp"
|
||||
#include "slic3r/GUI/GLCanvas3D.hpp"
|
||||
#include "slic3r/GUI/GLTexture.hpp"
|
||||
#include "slic3r/GUI/GUI.hpp"
|
||||
#include "slic3r/GUI/GUI_App.hpp"
|
||||
#include "slic3r/GUI/I18N.hpp"
|
||||
#include "slic3r/GUI/IconManager.hpp"
|
||||
#include "slic3r/GUI/ImGuiWrapper.hpp"
|
||||
#include "slic3r/GUI/Plater.hpp"
|
||||
#include "slic3r/GUI/TextureLibrary.hpp"
|
||||
#include "slic3r/GUI/Shortcuts.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoUtils.hpp"
|
||||
#include "slic3r/GUI/Jobs/Worker.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <cstdlib>
|
||||
#include <imgui.h>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <wx/string.h>
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
|
||||
GLGizmoImage::GLGizmoImage(GLCanvas3D &parent, const std::string &icon_filename, unsigned int sprite_id)
|
||||
: GLGizmoTextureDisplacement(parent, icon_filename, sprite_id)
|
||||
{
|
||||
}
|
||||
|
||||
bool GLGizmoImage::on_init()
|
||||
{
|
||||
if (!GLGizmoTextureDisplacement::on_init())
|
||||
return false;
|
||||
// Everything the base set up stays - it is the same painting machinery - except the key that
|
||||
// opens it, which is this tool's own.
|
||||
m_shortcut = Shortcut::GizmoImage;
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string GLGizmoImage::on_get_name() const
|
||||
{
|
||||
return _u8L("Image");
|
||||
}
|
||||
|
||||
wxString GLGizmoImage::handle_snapshot_action_name(bool shift_down, GLGizmoPainterBase::Button button_down) const
|
||||
{
|
||||
// Same paint, same masks; only the undo step's wording follows the tool the user is in.
|
||||
const bool erasing = shift_down || (m_erase_mode != (button_down == GLGizmoPainterBase::Button::Right));
|
||||
return erasing ? _L("Remove image from the area") : _L("Place image");
|
||||
}
|
||||
|
||||
bool GLGizmoTextureDisplacement::pick_background_at(const Vec2d &mouse_pos)
|
||||
{
|
||||
ModelVolume *mv = texture_volume();
|
||||
ModelObject *mo = m_c->selection_info()->model_object();
|
||||
TextureDisplacementLayer *layer = mv != nullptr ? active_layer() : nullptr;
|
||||
if (mv == nullptr || mo == nullptr || layer == nullptr || layer->empty())
|
||||
return false;
|
||||
|
||||
const int idx = texture_volume_raycaster_index();
|
||||
if (idx < 0)
|
||||
return false;
|
||||
const Selection &selection = m_parent.get_selection();
|
||||
const Transform3d trafo = mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix();
|
||||
const Camera &camera = wxGetApp().plater()->get_camera();
|
||||
|
||||
Vec3f hit = Vec3f::Zero(), normal = Vec3f::Zero();
|
||||
if (!m_c->raycaster()->raycasters()[size_t(idx)]->unproject_on_mesh(
|
||||
mouse_pos, trafo, camera, hit, normal,
|
||||
m_c->object_clipper()->get_clipping_plane()))
|
||||
return false;
|
||||
|
||||
// The picture's own colour at that point, read through the projection the bake uses, rather
|
||||
// than the pixel on screen: the screen pixel carries the lighting and the filament the colour
|
||||
// was already quantized to, so keying on it would remove the wrong thing.
|
||||
//
|
||||
// Uncorrected, deliberately. The key is applied at the end of the correction chain, against
|
||||
// colours the earlier passes have already moved, so it has to be stated in those terms - the
|
||||
// same reason the panel's dropper reads the corrected preview.
|
||||
const indexed_triangle_set &base = mv->mesh().its;
|
||||
const indexed_triangle_set patch =
|
||||
extract_painted_patch(base, mv->texture_displacement_facet(layer->slot).get_data());
|
||||
Vec3f center = Vec3f::Zero(), axis = Vec3f::UnitZ(), average_normal = Vec3f::UnitZ();
|
||||
if (!patch.indices.empty())
|
||||
texture_displacement_patch_frame(patch, texture_displacement_vertex_normals(base), center, axis,
|
||||
average_normal);
|
||||
|
||||
DecodedHeightTexture tex = decode_height_texture(*layer);
|
||||
apply_color_adjustments(tex, *layer);
|
||||
Vec3f rgb;
|
||||
if (!sample_layer_color(tex, *layer, hit, normal, rgb, center, axis))
|
||||
return false;
|
||||
|
||||
for (int c = 0; c < 3; ++c)
|
||||
layer->bg_color[c] = std::clamp(rgb[c], 0.f, 1.f);
|
||||
layer->bg_from_corners = false;
|
||||
layer->bg_remove = true;
|
||||
m_image_bg_picking = false;
|
||||
m_preview_params_dirty = true;
|
||||
m_parent.set_as_dirty();
|
||||
return true;
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::set_file_drag_over(bool over)
|
||||
{
|
||||
if (!image_mode() || m_file_drag_over == over)
|
||||
return;
|
||||
m_file_drag_over = over;
|
||||
// A drag is not a mouse move as far as the canvas is concerned, so nothing would repaint and the
|
||||
// zone would appear only once something else happened to trigger a frame.
|
||||
m_parent.set_as_dirty();
|
||||
m_parent.request_extra_frame();
|
||||
}
|
||||
|
||||
// Drawn over the whole canvas on the foreground list, from inside the panel's ImGui frame, which is
|
||||
// what puts it above the 3D view and above the panel itself.
|
||||
void GLGizmoTextureDisplacement::render_image_drop_hint()
|
||||
{
|
||||
if (!m_file_drag_over)
|
||||
return;
|
||||
|
||||
const ImVec2 size = ImGui::GetIO().DisplaySize;
|
||||
if (size.x < 1.f || size.y < 1.f)
|
||||
return;
|
||||
ImDrawList *dl = ImGui::GetForegroundDrawList();
|
||||
const ImU32 teal = ImGui::GetColorU32(ImGuiWrapper::COL_ORCA);
|
||||
|
||||
// Dim the view so the zone reads as a state the canvas is in, not as decoration on top of it.
|
||||
dl->AddRectFilled(ImVec2(0.f, 0.f), size, IM_COL32(0, 0, 0, 70));
|
||||
|
||||
const float inset = std::round(ImGui::GetFontSize() * 1.2f);
|
||||
const ImVec2 a(inset, inset), b(size.x - inset, size.y - inset);
|
||||
if (b.x <= a.x || b.y <= a.y)
|
||||
return;
|
||||
|
||||
// A dashed border, drawn as runs along the four edges: ImGui 1.83 has no dashed stroke.
|
||||
const float dash = std::round(ImGui::GetFontSize() * 0.75f);
|
||||
const float gap = dash;
|
||||
const float th = std::max(2.f, std::round(ImGui::GetFontSize() * 0.12f));
|
||||
for (float x = a.x; x < b.x; x += dash + gap) {
|
||||
const float x1 = std::min(x + dash, b.x);
|
||||
dl->AddLine(ImVec2(x, a.y), ImVec2(x1, a.y), teal, th);
|
||||
dl->AddLine(ImVec2(x, b.y), ImVec2(x1, b.y), teal, th);
|
||||
}
|
||||
for (float y = a.y; y < b.y; y += dash + gap) {
|
||||
const float y1 = std::min(y + dash, b.y);
|
||||
dl->AddLine(ImVec2(a.x, y), ImVec2(a.x, y1), teal, th);
|
||||
dl->AddLine(ImVec2(b.x, y), ImVec2(b.x, y1), teal, th);
|
||||
}
|
||||
|
||||
// What dropping here will do. Worded as an invitation rather than a promise: anything that is
|
||||
// not a picture falls through to the model loader, exactly as it did before this tool existed.
|
||||
const std::string text = _u8L("Drop a picture to put it on the model");
|
||||
const ImVec2 ts = ImGui::CalcTextSize(text.c_str());
|
||||
const float pad = std::round(ImGui::GetFontSize() * 0.8f);
|
||||
const ImVec2 c((a.x + b.x) * 0.5f, (a.y + b.y) * 0.5f);
|
||||
const ImVec2 r0(c.x - ts.x * 0.5f - pad, c.y - ts.y * 0.5f - pad * 0.6f);
|
||||
const ImVec2 r1(c.x + ts.x * 0.5f + pad, c.y + ts.y * 0.5f + pad * 0.6f);
|
||||
dl->AddRectFilled(r0, r1, ImGui::GetColorU32(ImGuiCol_WindowBg, 0.92f), ImGui::GetStyle().FrameRounding);
|
||||
dl->AddRect(r0, r1, teal, ImGui::GetStyle().FrameRounding, 0, th * 0.5f);
|
||||
dl->AddText(ImVec2(c.x - ts.x * 0.5f, c.y - ts.y * 0.5f), ImGui::GetColorU32(ImGuiCol_Text), text.c_str());
|
||||
}
|
||||
|
||||
bool GLGizmoTextureDisplacement::drop_image_file(const std::string &path)
|
||||
{
|
||||
if (!image_mode() || texture_volume() == nullptr)
|
||||
return false;
|
||||
|
||||
// Imported rather than just read: the same thing the panel's Import tile does, so a dropped
|
||||
// picture lands in "My images" and is there the next time without hunting for the file again.
|
||||
std::string error;
|
||||
const std::optional<TextureLibraryEntry> entry = import_texture_to_library(path, error);
|
||||
if (!entry) {
|
||||
show_error(nullptr, error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// The tool starts with no layer at all, so a drop before anything is loaded has to make one.
|
||||
if (active_layer() == nullptr)
|
||||
add_texture_layer();
|
||||
TextureDisplacementLayer *layer = active_layer();
|
||||
if (layer == nullptr)
|
||||
return false;
|
||||
set_layer_texture(*layer, *entry);
|
||||
m_parent.set_as_dirty();
|
||||
return true;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
// The Image tool's window.
|
||||
//
|
||||
// A member of GLGizmoTextureDisplacement rather than of GLGizmoImage, and defined here rather than
|
||||
// in that class's own file: it needs the same private machinery the displacement panel uses (the
|
||||
// layer, the texture picker, the previews, the bake), and keeping it here leaves that 1700 line
|
||||
// panel untouched instead of threading it with tests for which tool is drawing.
|
||||
//
|
||||
// What it deliberately leaves out, all of which only means something once the surface moves or once
|
||||
// there is more than one picture: brushes and the erase toggle, the layer stack, blend modes, depth,
|
||||
// midlevel, edge fade, tiling mode, the unwrap projection and its UV editor, seams, the wireframe
|
||||
// and the mesh-preparation sections.
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void GLGizmoTextureDisplacement::render_image_input_window(float x, float y, float bottom_limit)
|
||||
{
|
||||
ModelObject *mo = m_c->selection_info()->model_object();
|
||||
if (mo == nullptr)
|
||||
return;
|
||||
ModelVolume *mv = texture_volume();
|
||||
|
||||
// The palette follows project state nobody tells this gizmo about (the filaments in the
|
||||
// sidebar), so it is checked once a frame and a change re-runs the preview.
|
||||
cached_palette();
|
||||
if (m_palette_changed)
|
||||
m_preview_params_dirty = true;
|
||||
|
||||
// Everything this tool fixes, re-pinned each frame so what the preview shows is what Apply will
|
||||
// produce: Standard's recipe, zero depth with colour on, a click that floods the connected
|
||||
// surface rather than a brush, and the fast preview, which with no relief to build is both
|
||||
// instant and exactly the final colour.
|
||||
// Two statements, not one `||`: short-circuiting would skip the image presets on any frame the
|
||||
// standard ones changed something.
|
||||
const bool std_changed = apply_standard_mode_presets(mv);
|
||||
const bool image_changed = apply_image_mode_presets(mv);
|
||||
if (std_changed || image_changed)
|
||||
m_preview_params_dirty = true;
|
||||
m_tool_type = ToolType::SMART_FILL;
|
||||
m_cursor_type = TriangleSelector::CursorType::POINTER;
|
||||
m_erase_mode = false;
|
||||
m_auto_update = true;
|
||||
if (!m_use_shaded_preview)
|
||||
apply_view_mode(1);
|
||||
|
||||
float scale = m_parent.get_scale();
|
||||
#ifdef WIN32
|
||||
const int dpi = get_dpi_for_window(wxGetApp().GetTopWindow());
|
||||
scale *= (float) dpi / (float) DPI_DEFAULT;
|
||||
#endif // WIN32
|
||||
|
||||
const float approx_height = m_imgui->scaled(22.f);
|
||||
y = std::min(y, bottom_limit - approx_height);
|
||||
|
||||
// Docked (the default) it is pinned to the right edge of the 3D canvas and cannot be moved, the
|
||||
// same place and the same rule as the displacement panel, so the two tools do not put their
|
||||
// controls in different corners. Undocked it becomes an ordinary floating window with a title
|
||||
// bar to drag it by; the position is deliberately not seeded on undock, so it stays exactly
|
||||
// where it was and the user simply gains the ability to move it.
|
||||
ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse;
|
||||
if (!m_undocked) {
|
||||
flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar;
|
||||
// Right-aligned (pivot 1), so the width the window auto-resized to last frame does not need
|
||||
// to be known here.
|
||||
float right = float(m_parent.get_canvas_size().get_width()) - m_imgui->scaled(0.5f);
|
||||
GizmoImguiSetNextWIndowPos(right, y, 0.f, 0.f, ImGuiCond_Always, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
ImGuiWrapper::push_toolbar_style(m_parent.get_scale());
|
||||
GizmoImguiBegin(get_name(), flags);
|
||||
ensure_panel_icons();
|
||||
const float previous_body_h = m_panel_body_h;
|
||||
const float previous_footer_h = m_panel_footer_h;
|
||||
|
||||
const ImGuiStyle &style = ImGui::GetStyle();
|
||||
const bool busy = m_bake_in_progress || m_prepare_in_progress;
|
||||
const float panel_w = m_imgui->scaled(16.f);
|
||||
const float frame_h = ImGui::GetFrameHeight();
|
||||
const float icon_sm = std::round(frame_h * 1.05f);
|
||||
const float gap_s = std::round(m_imgui->scaled(0.4f));
|
||||
const float label_w = m_imgui->scaled(4.6f);
|
||||
const float wrap_w = m_imgui->scaled(15.f);
|
||||
const ImVec4 orca = ImGuiWrapper::COL_ORCA;
|
||||
const ImVec4 col_frame = ImGui::GetStyleColorVec4(ImGuiCol_Separator);
|
||||
|
||||
const auto hover_tip = [&](const auto &text) {
|
||||
if (ImGui::IsItemHovered())
|
||||
m_imgui->tooltip(text, wrap_w);
|
||||
};
|
||||
// Label column plus a slider filling the rest of the row, the same shape the displacement panel
|
||||
// uses, so the two tools read as one family.
|
||||
const auto float_row = [&](const char *id, const wxString &label, float *v, float v_min, float v_max,
|
||||
const char *format, bool log) -> bool {
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
m_imgui->text(label);
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
ImGui::SetNextItemWidth(x0 + panel_w - ImGui::GetCursorPosX());
|
||||
return ImGui::SliderFloat(id, v, v_min, v_max, format,
|
||||
ImGuiSliderFlags_AlwaysClamp | (log ? ImGuiSliderFlags_Logarithmic : 0));
|
||||
};
|
||||
// Borderless icon button, for the dock toggle: always the grey monochrome variant.
|
||||
const auto icon_button = [&](int uid, const std::string &iconfile, const wxString &label,
|
||||
const wxString &tip_text) -> bool {
|
||||
const auto it = m_panel_icon_map.find(iconfile);
|
||||
const float pad = std::max(1.f, std::round(icon_sm * 0.14f));
|
||||
bool clicked = false;
|
||||
ImGui::PushID(uid);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
if (it != m_panel_icon_map.end() && !it->second.empty() && it->second[0]->is_valid()) {
|
||||
const IconManager::Icon &ic = *it->second[0];
|
||||
clicked = m_imgui->image_button((ImTextureID) (intptr_t) ic.tex_id,
|
||||
ImVec2(icon_sm - 2.f * pad, icon_sm - 2.f * pad), ic.tl, ic.br, int(pad));
|
||||
} else {
|
||||
clicked = ImGui::Button(label.ToUTF8().data(), ImVec2(0.f, icon_sm));
|
||||
}
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::PopID();
|
||||
hover_tip(tip_text);
|
||||
return clicked;
|
||||
};
|
||||
// A section header that folds its contents away. ImGui's own CollapsingHeader draws a filled bar
|
||||
// that is louder than anything else in this window, so this is the same triangle-and-text the
|
||||
// displacement panel's "More settings" link uses, at heading weight.
|
||||
const auto section = [&](const char *id, const wxString &label, bool &open) {
|
||||
const float arrow = std::round(ImGui::GetFontSize() * 0.55f);
|
||||
const ImVec2 ts = ImGui::CalcTextSize(label.ToUTF8().data());
|
||||
const ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
ImGui::PushID(id);
|
||||
if (ImGui::InvisibleButton("##sec", ImVec2(panel_w, ts.y + gap_s)))
|
||||
open = !open;
|
||||
const bool hot = ImGui::IsItemHovered();
|
||||
ImDrawList *dl = ImGui::GetWindowDrawList();
|
||||
const ImU32 col = ImGui::GetColorU32(hot ? ImGuiCol_Text : ImGuiCol_TextDisabled);
|
||||
const float cx = p.x + 0.5f * arrow, cy = p.y + 0.5f * ts.y, hs = 0.32f * arrow;
|
||||
if (open)
|
||||
dl->AddTriangleFilled(ImVec2(cx - hs, cy - 0.5f * hs), ImVec2(cx + hs, cy - 0.5f * hs),
|
||||
ImVec2(cx, cy + 0.5f * hs), col);
|
||||
else
|
||||
dl->AddTriangleFilled(ImVec2(cx - 0.5f * hs, cy - hs), ImVec2(cx - 0.5f * hs, cy + hs),
|
||||
ImVec2(cx + 0.5f * hs, cy), col);
|
||||
dl->AddText(ImVec2(p.x + arrow + gap_s, p.y), col, label.ToUTF8().data());
|
||||
ImGui::PopID();
|
||||
return open;
|
||||
};
|
||||
|
||||
// The integer twin of float_row, for the colour count.
|
||||
const auto int_row = [&](const char *id, const wxString &label, int *v, int v_min, int v_max,
|
||||
const char *format) -> bool {
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
m_imgui->text(label);
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
ImGui::SetNextItemWidth(x0 + panel_w - ImGui::GetCursorPosX());
|
||||
return ImGui::SliderInt(id, v, v_min, v_max, format, ImGuiSliderFlags_AlwaysClamp);
|
||||
};
|
||||
// Framed icon toggle, the displacement panel's one cut down to what this window needs.
|
||||
const auto icon_toggle = [&](int uid, const std::string &iconfile, bool active, const wxString &label,
|
||||
const wxString &tip_text) -> bool {
|
||||
const auto it = m_panel_icon_map.find(iconfile);
|
||||
const float pad = std::max(1.f, std::round(icon_sm * 0.14f));
|
||||
bool clicked = false;
|
||||
ImGui::PushID(uid);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 0.f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, active ? ImVec4(orca.x, orca.y, orca.z, 0.22f) : ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
if (it != m_panel_icon_map.end() && int(it->second.size()) > (active ? 1 : 0) &&
|
||||
it->second[active ? 1 : 0]->is_valid()) {
|
||||
const IconManager::Icon &ic = *it->second[active ? 1 : 0];
|
||||
clicked = m_imgui->image_button((ImTextureID) (intptr_t) ic.tex_id,
|
||||
ImVec2(icon_sm - 2.f * pad, icon_sm - 2.f * pad), ic.tl, ic.br, int(pad));
|
||||
} else {
|
||||
clicked = ImGui::Button(label.ToUTF8().data(), ImVec2(0.f, icon_sm));
|
||||
}
|
||||
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(),
|
||||
ImGui::GetColorU32(active ? orca : col_frame), style.FrameRounding);
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::PopID();
|
||||
hover_tip(tip_text);
|
||||
return clicked;
|
||||
};
|
||||
|
||||
TextureDisplacementLayer *layer = mv != nullptr ? active_layer() : nullptr;
|
||||
|
||||
{
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
m_imgui->push_bold_font();
|
||||
m_imgui->text(wxString::FromUTF8(get_name(false)));
|
||||
m_imgui->pop_bold_font();
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + panel_w - icon_sm));
|
||||
if (icon_button(920, "canvas_drag.svg", m_undocked ? _L("Dock panel") : _L("Undock panel"),
|
||||
_L("Detach this panel so it can be dragged anywhere over the 3D view, or dock it back "
|
||||
"against the right edge.")))
|
||||
m_undocked = !m_undocked;
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
// Everything between the title and the footer scrolls as one, so Apply and Close stay on screen
|
||||
// on a short canvas instead of being the first thing pushed off the bottom. Sized from last
|
||||
// frame's content and footer heights, as the displacement panel's body is.
|
||||
const float bottom = m_undocked ? ImGui::GetIO().DisplaySize.y : bottom_limit;
|
||||
const float max_body_h = std::max(m_imgui->scaled(8.f), bottom - ImGui::GetCursorScreenPos().y -
|
||||
m_panel_footer_h - style.WindowPadding.y -
|
||||
style.ItemSpacing.y);
|
||||
const float body_h = m_panel_body_h > 0.f ? std::min(m_panel_body_h + 1.f, max_body_h) : max_body_h;
|
||||
const float scrollbar_w = m_imgui->scaled(0.5f);
|
||||
const ImVec4 grab = wxGetApp().dark_mode() ? ImVec4(1.f, 1.f, 1.f, 0.26f) : ImVec4(0.f, 0.f, 0.f, 0.26f);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarSize, scrollbar_w);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarRounding, 0.5f * scrollbar_w);
|
||||
ImGui::PushStyleColor(ImGuiCol_ScrollbarBg, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrab, grab);
|
||||
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrabHovered, ImVec4(grab.x, grab.y, grab.z, 0.45f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrabActive, ImVec4(grab.x, grab.y, grab.z, 0.65f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
ImGui::BeginChild("##image_body", ImVec2(panel_w, body_h), false);
|
||||
|
||||
// The picture, shown whole and the full width of the window: it is the thing being placed, so a
|
||||
// row-sized thumbnail beside a file name is the wrong size for it. Clicking it opens the library,
|
||||
// which is also where Import lives, and before anything is loaded the same box is an empty frame
|
||||
// with a plus in it - one target, in the same place, whichever state the tool is in.
|
||||
const auto open_library = [&](int slot) {
|
||||
m_picker_slot = slot;
|
||||
m_picker_open_request = true;
|
||||
};
|
||||
// A layer with no picture on it is the starting state, not a broken one: the tool creates the
|
||||
// layer empty and the panel stays on the frame below until a picture has been chosen.
|
||||
const bool has_picture = layer != nullptr && !layer->empty();
|
||||
const bool placed = mv != nullptr && mv->is_texture_displacement_painted();
|
||||
|
||||
// The handle comes up by itself the first moment there is something to anchor it to, so the
|
||||
// picture can be nudged straight after the click that placed it without hunting for a toggle.
|
||||
// Armed once: turning it back off has to stay off, not be undone on the next frame.
|
||||
if (has_picture && placed && !m_image_handle_armed) {
|
||||
m_image_handle_armed = true;
|
||||
if (update_adjust_anchor())
|
||||
m_adjust_texture_mode = true;
|
||||
}
|
||||
if (!has_picture) {
|
||||
const float box_h = std::round(panel_w * 0.6f);
|
||||
const ImVec2 p0 = ImGui::GetCursorScreenPos();
|
||||
m_imgui->disabled_begin(busy || mv == nullptr);
|
||||
const bool clicked = ImGui::InvisibleButton("##load", ImVec2(panel_w, box_h));
|
||||
m_imgui->disabled_end();
|
||||
const bool hot = ImGui::IsItemHovered();
|
||||
ImDrawList *dl = ImGui::GetWindowDrawList();
|
||||
const ImU32 col = ImGui::GetColorU32(hot ? orca : col_frame);
|
||||
dl->AddRect(p0, ImVec2(p0.x + panel_w, p0.y + box_h), col, style.FrameRounding);
|
||||
const float cx = p0.x + 0.5f * panel_w, cy = p0.y + 0.5f * box_h;
|
||||
const float arm = std::round(box_h * 0.18f), thick = std::max(1.f, std::round(box_h * 0.035f));
|
||||
dl->AddLine(ImVec2(cx - arm, cy), ImVec2(cx + arm, cy), col, thick);
|
||||
dl->AddLine(ImVec2(cx, cy - arm), ImVec2(cx, cy + arm), col, thick);
|
||||
hover_tip(_u8L("Choose a picture to put on the model."));
|
||||
if (clicked) {
|
||||
if (layer == nullptr)
|
||||
add_texture_layer(); // created with no picture on it, on purpose
|
||||
open_library(layer != nullptr ? layer->slot : m_active_layer_slot);
|
||||
}
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
|
||||
ImGui::TextDisabled("%s", _u8L("Choose a picture, then click the model to put it there.").c_str());
|
||||
ImGui::PopTextWrapPos();
|
||||
} else {
|
||||
// The colour texture is the corrected image at full resolution, which is exactly what should
|
||||
// be previewed - move a correction slider and the box follows. A grayscale picture has no
|
||||
// colour texture, so it falls back to the height thumbnail.
|
||||
GLTexture *shown = get_layer_color_texture(*layer);
|
||||
if (shown == nullptr)
|
||||
shown = get_layer_thumbnail(*layer);
|
||||
const float aspect = std::max(0.05f, layer_texture_aspect(*layer));
|
||||
const float box_h = std::clamp(std::round(panel_w / aspect), std::round(panel_w * 0.35f),
|
||||
std::round(panel_w * 1.1f));
|
||||
const ImVec2 box_min = ImGui::GetCursorScreenPos();
|
||||
bool box_hit = false;
|
||||
if (shown != nullptr) {
|
||||
box_hit = ImGui::ImageButton((ImTextureID) (intptr_t) shown->get_id(), ImVec2(panel_w, box_h),
|
||||
ImVec2(0.f, 0.f), ImVec2(1.f, 1.f), 0);
|
||||
} else {
|
||||
box_hit = ImGui::Button("?##thumb", ImVec2(panel_w, box_h));
|
||||
}
|
||||
hover_tip(m_image_bg_picking ?
|
||||
_u8L("Click the background, here or on the model.") :
|
||||
_u8L("Choose a different picture. Where you placed it and how it is corrected stay as "
|
||||
"they are."));
|
||||
if (box_hit) {
|
||||
if (!m_image_bg_picking) {
|
||||
open_library(layer->slot);
|
||||
} else {
|
||||
// Read straight out of the decoded image rather than off the screen: the preview is
|
||||
// scaled, and it already has the corrections applied, so a screen read would key the
|
||||
// corrected colour against itself.
|
||||
const ImVec2 rel((ImGui::GetIO().MousePos.x - box_min.x) / panel_w,
|
||||
(ImGui::GetIO().MousePos.y - box_min.y) / box_h);
|
||||
const DecodedHeightTexture &tex = decode_height_texture(*layer);
|
||||
if (tex.has_color()) {
|
||||
const int px = std::clamp(int(rel.x * float(tex.width)), 0, tex.width - 1);
|
||||
const int py = std::clamp(int(rel.y * float(tex.height)), 0, tex.height - 1);
|
||||
const size_t i = (size_t(py) * size_t(tex.width) + size_t(px)) * 3;
|
||||
for (int c = 0; c < 3; ++c)
|
||||
layer->bg_color[c] = float(tex.rgb[i + size_t(c)]) / 255.f;
|
||||
layer->bg_from_corners = false;
|
||||
layer->bg_remove = true;
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
m_image_bg_picking = false;
|
||||
}
|
||||
}
|
||||
const std::string name = layer->name.empty() ? _u8L("Image") : layer->name;
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
|
||||
ImGui::TextDisabled("%s", name.c_str());
|
||||
ImGui::PopTextWrapPos();
|
||||
|
||||
if (!height_texture_has_color(*layer)) {
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
|
||||
m_imgui->warning_text(_L("This image is grayscale, so it has no colors to print. Choose a color picture."));
|
||||
ImGui::PopTextWrapPos();
|
||||
}
|
||||
|
||||
// Placing it: one click floods the surface it lands on, out to the first fold sharper than
|
||||
// the angle below. No brush, no erase toggle - on a flat side or a cube face the click alone
|
||||
// is the whole gesture, and the slider is there for the cases where it is not.
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
|
||||
ImGui::TextDisabled("%s", placed ? _u8L("Click the model to move the picture somewhere else.").c_str() :
|
||||
_u8L("Click the model to put the picture there.").c_str());
|
||||
ImGui::PopTextWrapPos();
|
||||
float fill_angle = m_smart_fill_angle;
|
||||
if (float_row("##fill_angle", _L("Spread"), &fill_angle, SmartFillAngleMin, SmartFillAngleMax, "%.0f°", false))
|
||||
m_smart_fill_angle = fill_angle;
|
||||
hover_tip(_u8L("How far a click spreads from the spot you hit: it keeps going while the surface stays "
|
||||
"flatter than this, and stops at a sharper fold. Small values keep it to one face."));
|
||||
|
||||
ImGui::Separator();
|
||||
if (section("place", _L("Placement"), m_image_sec_place)) {
|
||||
|
||||
// Projection, minus Unwrap: that one is an editor's worth of UI (seams, islands, the UV pane)
|
||||
// for a tool whose whole point is a click and a few sliders.
|
||||
{
|
||||
struct Mapping { const char *file; wxString label; wxString tip; TextureProjectionMethod method; };
|
||||
const Mapping mappings[] = {
|
||||
{ "menu_obj_cube.svg", _L("Flat"),
|
||||
_L("Flat - lays the picture straight onto the surface from whichever axis it faces, and blends "
|
||||
"where it wraps around an edge. The right choice for a face or a flat side."),
|
||||
TextureProjectionMethod::Triplanar },
|
||||
{ "menu_obj_cylinder.svg", _L("Around"),
|
||||
_L("Around - wraps the picture around the area, for a round part like a mug or a tube."),
|
||||
TextureProjectionMethod::Cylindrical },
|
||||
{ "menu_obj_sphere.svg", _L("Ball"),
|
||||
_L("Ball - wraps the picture around the area in both directions, for a dome or a sphere."),
|
||||
TextureProjectionMethod::Spherical },
|
||||
{ "texture_displacement_map_view.svg", _L("From view"),
|
||||
_L("From view - throws the picture onto the area from where you are looking now, like a slide "
|
||||
"projector. Line the view up with the surface first, because faces turned away stretch."),
|
||||
TextureProjectionMethod::ViewProjected },
|
||||
};
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
// Plain text, like every other label in this window: the displacement panel greys its
|
||||
// headings because it has many, and here there are five rows in total.
|
||||
m_imgui->text(_L_CONTEXT("Mapping", "Texture Displacement"));
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
for (int mi = 0; mi < int(IM_ARRAYSIZE(mappings)); ++mi) {
|
||||
if (mi > 0)
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
const bool on = layer->projection_method == mappings[mi].method;
|
||||
if (icon_toggle(900 + mi, mappings[mi].file, on, mappings[mi].label, mappings[mi].tip) && !on) {
|
||||
// Capture the current view the moment "From view" is chosen, so it does something
|
||||
// sensible immediately rather than projecting from a stale direction.
|
||||
if (mappings[mi].method == TextureProjectionMethod::ViewProjected)
|
||||
capture_view_projection(*layer);
|
||||
layer->projection_method = mappings[mi].method;
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (layer->projection_method == TextureProjectionMethod::ViewProjected) {
|
||||
if (m_imgui->button(_u8L("Capture current view"))) {
|
||||
capture_view_projection(*layer);
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
hover_tip(_u8L("Throws the picture on again from where you are looking now. Orbit the model, press "
|
||||
"this, and it is re-laid from the new angle."));
|
||||
}
|
||||
|
||||
m_preview_params_dirty |= float_row("##size", _L("Size"), &layer->tiling_scale, 1.f, 300.f, "%.1f mm", true);
|
||||
hover_tip(_u8L("How wide the picture is on the model, in millimetres."));
|
||||
m_preview_params_dirty |= float_row("##rotation", _L("Rotation"), &layer->rotation_deg, 0.f, 360.f, "%.0f°", false);
|
||||
hover_tip(_u8L("Turns the picture on the surface, for lining it up with an edge of the model."));
|
||||
|
||||
// Sliding it into place, and whether it repeats. Both belong on one row: the handle is the
|
||||
// coarse control and Tile decides what it is sliding - one copy, or a pattern.
|
||||
{
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
m_imgui->text(_L("Move"));
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
if (icon_toggle(910, "texture_displacement_adjust.svg", m_adjust_texture_mode, _L("Move on the model"),
|
||||
_L("Move on the model - drag the handle that appears on the surface to slide the "
|
||||
"picture around, or one of its two arrows to slide it along just that axis."))) {
|
||||
if (!m_adjust_texture_mode) {
|
||||
update_model_object(); // flush any pending placement before anchoring to it
|
||||
if (update_adjust_anchor())
|
||||
m_adjust_texture_mode = true;
|
||||
else
|
||||
show_error(nullptr, _u8L("Click the model to put the picture somewhere first."));
|
||||
} else {
|
||||
m_adjust_texture_mode = false;
|
||||
m_adjust_drag_handle = AdjustHandle::None;
|
||||
}
|
||||
}
|
||||
ImGui::SameLine(0.f, gap_s * 2.f);
|
||||
if (m_imgui->bbl_checkbox(_L("Tile"), layer->tile_enabled))
|
||||
m_preview_params_dirty = true;
|
||||
hover_tip(_u8L("Repeats the picture over the area instead of placing a single copy. Off by "
|
||||
"default, because a photo or a logo goes on once; Size then sets how big that "
|
||||
"one copy is."));
|
||||
}
|
||||
|
||||
// The one number that decides how sharp the printed picture is. Each triangle prints in a
|
||||
// single filament, so the mesh under the paint has to be finer than the detail wanted out of
|
||||
// the image - and the budget above is what stops that running away.
|
||||
{
|
||||
TextureDisplacementOptions &opts = mv->texture_displacement_options;
|
||||
float edge = opts.v2_refine_mm;
|
||||
m_imgui->disabled_begin(busy);
|
||||
if (float_row("##resolution", _L("Detail"), &edge, 0.02f, 2.f, "%.2f mm", true)) {
|
||||
opts.v2_refine_mm = edge;
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
m_imgui->disabled_end();
|
||||
hover_tip(_u8L("How fine the mesh is made under the picture, in millimetres. Each triangle prints "
|
||||
"in one filament, so this is how sharp an edge between two colors can come out. "
|
||||
"Smaller costs triangles fast: halving it needs four times as many."));
|
||||
|
||||
// Refining past the budget is not an error - the bake simplifies back down to it - but the
|
||||
// result then carries less of the picture than this slider asks for, and without saying so
|
||||
// the only sign is a print that came out softer than expected.
|
||||
const size_t budget = size_t(std::max(0, opts.v2_max_triangles_k)) * 1000;
|
||||
const size_t needed = estimated_refined_triangles(*mv, edge);
|
||||
if (budget > 0 && needed > budget * 5 / 4) {
|
||||
const auto count = [](size_t n) {
|
||||
return n >= 1000000 ? Slic3r::format("%1$.1f M", double(n) / 1000000.) :
|
||||
Slic3r::format("%1% k", (n + 500) / 1000);
|
||||
};
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + panel_w);
|
||||
m_imgui->warning_text(Slic3r::format(_u8L("Needs about %1% triangles, budget %2% - it will be "
|
||||
"simplified back down and come out softer."),
|
||||
count(needed), count(budget)));
|
||||
ImGui::PopTextWrapPos();
|
||||
}
|
||||
}
|
||||
|
||||
} // Placement
|
||||
|
||||
ImGui::Separator();
|
||||
if (section("color", _L("Color"), m_image_sec_color)) {
|
||||
|
||||
// Colour correction. Every one of these changes which filament each area lands in, which is
|
||||
// why they are here rather than left to whatever the file happened to contain: a photo that
|
||||
// prints as mud usually only needs contrast.
|
||||
m_preview_params_dirty |= float_row("##brightness", _L("Brightness"), &layer->brightness, -1.f, 1.f, "%.2f", false);
|
||||
hover_tip(_u8L("Lightens or darkens the whole picture before it is matched to your filaments."));
|
||||
m_preview_params_dirty |= float_row("##contrast", _L("Contrast"), &layer->contrast, -1.f, 1.f, "%.2f", false);
|
||||
hover_tip(_u8L("Pushes light and dark apart. Raise it when a photo prints as mud; lower it when "
|
||||
"everything collapses into the lightest and darkest filament."));
|
||||
m_preview_params_dirty |= float_row("##saturation", _L("Saturation"), &layer->saturation, 0.f, 2.f, "%.2f", false);
|
||||
hover_tip(_u8L("How strong the colors are. At 0 the picture is gray, so it prints in your grays and "
|
||||
"blacks; raising it pushes each area towards a purer filament."));
|
||||
m_preview_params_dirty |= float_row("##hue", _L("Hue"), &layer->hue, -180.f, 180.f, "%.0f°", false);
|
||||
hover_tip(_u8L("Turns every color of the picture around the color wheel, without changing how light "
|
||||
"it is. Your filaments are a fixed, arbitrary set, so this is what lets the picture "
|
||||
"meet them: if you have orange loaded but no red, a small turn puts the reds on it."));
|
||||
m_preview_params_dirty |= float_row("##gamma", _L("Gamma"), &layer->gamma, 0.2f, 5.f, "%.2f", true);
|
||||
hover_tip(_u8L("Lifts or drops the midtones without touching the brightest and darkest parts. Use it "
|
||||
"when the middle of the picture is the part coming out wrong."));
|
||||
m_preview_params_dirty |= float_row("##sharpen", _L("Sharpen"), &layer->sharpness, 0.f, 1.f, "%.2f", false);
|
||||
hover_tip(_u8L("Crisps up the edges before the picture is matched to your filaments. Worth more here "
|
||||
"than in a photo: a soft edge between two colors quantizes into a ragged band of "
|
||||
"both, and sharpening first makes it land in one place."));
|
||||
|
||||
// How many colours the picture may use. 2 is a logo in two flat colours, 4 or 5 a poster,
|
||||
// off a photograph. This is not the same as the displacement tool's "Mixed colors", which
|
||||
// caps how many mixed filament slots a bake may create rather than what the picture uses.
|
||||
{
|
||||
int count = layer->color_count;
|
||||
if (int_row("##colors", _L("Colors"), &count, 0, 12, count == 0 ? _u8L("Off").c_str() : "%d")) {
|
||||
// 1 is not a picture, so the slider steps over it on the way out of Off.
|
||||
layer->color_count = count == 1 ? 2 : count;
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
hover_tip(_u8L("Reduces the picture to this many colors before your filaments are matched to "
|
||||
"it, so it prints in at most that many. The colors are the ones the picture is "
|
||||
"actually made of, not an even split of the range. Off leaves it alone."));
|
||||
}
|
||||
|
||||
if (m_imgui->bbl_checkbox(_L("Negative"), layer->color_invert))
|
||||
m_preview_params_dirty = true;
|
||||
hover_tip(_u8L("Prints the picture inverted, light for dark and each color for its opposite."));
|
||||
|
||||
} // Color
|
||||
|
||||
ImGui::Separator();
|
||||
if (!section("bg", _L("Background"), m_image_sec_bg)) {
|
||||
// Folded away, but still worth saying whether it is doing anything.
|
||||
ImGui::SameLine();
|
||||
ImGui::TextDisabled("%s", layer->bg_remove ? _u8L("removed").c_str() : _u8L("kept").c_str());
|
||||
} else {
|
||||
if (m_imgui->bbl_checkbox(_L("Remove background"), layer->bg_remove))
|
||||
m_preview_params_dirty = true;
|
||||
hover_tip(_u8L("Leaves the background unprinted, so the object's own color shows through instead of "
|
||||
"a slab of white behind a logo. A picture that is already transparent needs none of "
|
||||
"this: those parts are left out either way."));
|
||||
if (layer->bg_remove) {
|
||||
// Which colour is being removed, shown rather than described: the swatch is also a
|
||||
// picker, and the dropper beside it takes the colour from the preview above.
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
m_imgui->text(_L("Color"));
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
float shown_bg[3] = { layer->bg_color[0], layer->bg_color[1], layer->bg_color[2] };
|
||||
if (layer->bg_from_corners) {
|
||||
// Nothing has been picked, so show what the corners actually gave: the same median
|
||||
// the bake will key on, not a placeholder white.
|
||||
const DecodedHeightTexture &tex = decode_height_texture(*layer);
|
||||
if (tex.has_color() && tex.width > 1 && tex.height > 1) {
|
||||
const size_t n = size_t(tex.width) * size_t(tex.height);
|
||||
const size_t corner[4] = { 0, size_t(tex.width) - 1,
|
||||
(size_t(tex.height) - 1) * size_t(tex.width), n - 1 };
|
||||
for (int c = 0; c < 3; ++c) {
|
||||
std::array<float, 4> v{};
|
||||
for (int i = 0; i < 4; ++i)
|
||||
v[size_t(i)] = float(tex.rgb[corner[i] * 3 + size_t(c)]);
|
||||
std::sort(v.begin(), v.end());
|
||||
shown_bg[c] = 0.5f * (v[1] + v[2]) / 255.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::SetNextItemWidth(x0 + panel_w - ImGui::GetCursorPosX() - icon_sm - gap_s);
|
||||
if (ImGui::ColorEdit3("##bg_color", shown_bg,
|
||||
ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel)) {
|
||||
for (int c = 0; c < 3; ++c)
|
||||
layer->bg_color[c] = shown_bg[c];
|
||||
layer->bg_from_corners = false;
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
hover_tip(layer->bg_from_corners ?
|
||||
_u8L("Taken from the four corners of the picture, which is right for a logo on a "
|
||||
"plain card. Click to choose a color yourself instead.") :
|
||||
_u8L("The color being removed. Click to change it."));
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
if (icon_toggle(930, "texture_displacement_pipette.svg", m_image_bg_picking, _L("Pick the color"),
|
||||
_L("Pick the color - then click the background, either in the preview above or on "
|
||||
"the model itself.")))
|
||||
m_image_bg_picking = !m_image_bg_picking;
|
||||
if (!layer->bg_from_corners) {
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
if (m_imgui->button(_u8L("Corners"))) {
|
||||
layer->bg_from_corners = true;
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
hover_tip(_u8L("Back to taking the color from the picture's four corners."));
|
||||
}
|
||||
|
||||
m_preview_params_dirty |= float_row("##bg_tol", _L("Tolerance"), &layer->bg_tolerance, 0.01f, 0.6f, "%.2f", false);
|
||||
hover_tip(_u8L("How different from that color still counts as background. Raise it when a "
|
||||
"shadow or a gradient is left behind; lower it when it starts eating the picture."));
|
||||
}
|
||||
|
||||
} // Background
|
||||
|
||||
// Outside both sections, because it clears the colour corrections and the background key
|
||||
// alike, and a reset that lives inside one of them would look like it only reached that far.
|
||||
ImGui::Separator();
|
||||
if (m_imgui->button(_u8L("Reset all"))) {
|
||||
layer->brightness = 0.f;
|
||||
layer->contrast = 0.f;
|
||||
layer->saturation = 1.f;
|
||||
layer->hue = 0.f;
|
||||
layer->gamma = 1.f;
|
||||
layer->sharpness = 0.f;
|
||||
layer->color_count = 0;
|
||||
layer->bg_remove = false;
|
||||
layer->bg_tolerance = 0.15f;
|
||||
layer->bg_from_corners = true;
|
||||
layer->bg_color[0] = layer->bg_color[1] = layer->bg_color[2] = 1.f;
|
||||
m_image_bg_picking = false;
|
||||
layer->color_invert = false;
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
hover_tip(_u8L("Puts every correction and the background back to where they started, leaving the "
|
||||
"picture as it was loaded. Where you placed it and how big it is are not touched."));
|
||||
}
|
||||
|
||||
// The library popup lives in this window's scope, where its open request and the popup itself
|
||||
// share one ID stack.
|
||||
{
|
||||
const ImVec2 win_min = ImGui::GetWindowPos();
|
||||
const ImVec2 win_sz = ImGui::GetWindowSize();
|
||||
render_texture_library_popup(win_min, ImVec2(win_min.x + win_sz.x, win_min.y + win_sz.y));
|
||||
}
|
||||
|
||||
// ImGui sliders report "changed" on every frame of a drag, and a preview rebuild is real work,
|
||||
// so with the mouse still down it waits for the release.
|
||||
if (m_preview_params_dirty && !ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
|
||||
rebuild_preview();
|
||||
m_preview_params_dirty = false;
|
||||
}
|
||||
|
||||
m_panel_body_h = ImGui::GetCursorPosY() - style.ItemSpacing.y;
|
||||
ImGui::EndChild();
|
||||
ImGui::PopStyleColor(5);
|
||||
ImGui::PopStyleVar(2);
|
||||
|
||||
const float footer_top = ImGui::GetCursorScreenPos().y;
|
||||
ImGui::Separator();
|
||||
{
|
||||
const bool painted = placed;
|
||||
const bool no_colors = mv != nullptr && !any_layer_colors(*mv);
|
||||
// Colour is the only thing this bake produces, so with a grayscale picture there would be
|
||||
// nothing to show for it - and it is not a cheap no-op: the bake still refines the painted
|
||||
// area and replaces the mesh with the result.
|
||||
const bool can_apply = !busy && mv != nullptr && painted && !no_colors;
|
||||
|
||||
const float button_h = std::round(frame_h * 1.25f);
|
||||
const float button_w = std::max({ ImGui::CalcTextSize(_u8L("Apply").c_str()).x,
|
||||
ImGui::CalcTextSize(_u8L("Close").c_str()).x,
|
||||
ImGui::CalcTextSize(_u8L("Stop").c_str()).x,
|
||||
ImGui::CalcTextSize(_u8L("Working...").c_str()).x }) +
|
||||
m_imgui->scaled(0.5f);
|
||||
const float row_y = ImGui::GetCursorPosY();
|
||||
const float icon_h = 21.f * scale;
|
||||
const float row_h = std::max(icon_h, button_h);
|
||||
|
||||
ImGui::SetCursorPosY(row_y + (row_h - icon_h) * .5f);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(int(m_imgui->scaled(.5f)), style.ItemSpacing.y));
|
||||
GLGizmoUtils::render_wiki_guide_button(m_parent, scale,
|
||||
"https://www.orcaslicer.com/wiki/print_prepare/prepare_texture_displacement");
|
||||
ImGui::PopStyleVar(1);
|
||||
|
||||
ImGui::SameLine(panel_w - button_w * 2 - style.ItemSpacing.x);
|
||||
GLGizmoUtils::push_orca_button_style();
|
||||
m_imgui->push_bold_font();
|
||||
m_imgui->disabled_begin(!can_apply);
|
||||
ImGui::SetCursorPosY(row_y + (row_h - button_h) * .5f);
|
||||
const std::string apply_label = busy ? _u8L("Working...") : _u8L("Apply");
|
||||
if (ImGui::Button((apply_label + "##apply").c_str(), ImVec2(button_w, button_h)))
|
||||
bake_standard();
|
||||
m_imgui->disabled_end();
|
||||
m_imgui->pop_bold_font();
|
||||
GLGizmoUtils::pop_orca_button_style();
|
||||
if (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))
|
||||
m_imgui->tooltip(!has_picture ? _u8L("Choose a picture first.") :
|
||||
!painted ? _u8L("Click the model to place the picture first.") :
|
||||
no_colors ? _u8L("This picture is grayscale, so there is nothing to print. "
|
||||
"Choose a color picture.") :
|
||||
_u8L("Prints the picture where you placed it, in the nearest of your "
|
||||
"loaded filaments. The surface itself is left exactly where it "
|
||||
"is: this adds color, not relief."),
|
||||
wrap_w);
|
||||
|
||||
ImGui::SameLine();
|
||||
if (busy) {
|
||||
if (ImGui::Button((_u8L("Stop") + "##stop").c_str(), ImVec2(button_w, button_h)))
|
||||
wxGetApp().plater()->get_ui_job_worker().cancel_all();
|
||||
hover_tip(_u8L("Stops it. Whatever it had already finished stays on the model, and can be undone."));
|
||||
} else {
|
||||
if (ImGui::Button((_u8L("Close") + "##close").c_str(), ImVec2(button_w, button_h)))
|
||||
m_parent.reset_all_gizmos();
|
||||
hover_tip(_u8L("Closes the tool. Your picture and where you put it stay with the model."));
|
||||
}
|
||||
}
|
||||
|
||||
m_panel_footer_h = ImGui::GetCursorScreenPos().y - footer_top;
|
||||
// Both heights feed back into next frame's layout, so the window needs one more frame whenever
|
||||
// either of them moved.
|
||||
if (std::abs(m_panel_body_h - previous_body_h) > 0.5f || std::abs(m_panel_footer_h - previous_footer_h) > 0.5f)
|
||||
m_parent.request_extra_frame();
|
||||
|
||||
// Last, on the foreground list, so it covers the panel as well as the view.
|
||||
render_image_drop_hint();
|
||||
|
||||
GizmoImguiEnd();
|
||||
ImGuiWrapper::pop_toolbar_style();
|
||||
}
|
||||
|
||||
} // namespace Slic3r::GUI
|
||||
@@ -0,0 +1,46 @@
|
||||
#ifndef slic3r_GLGizmoImage_hpp_
|
||||
#define slic3r_GLGizmoImage_hpp_
|
||||
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
|
||||
#include "slic3r/GUI/I18N.hpp"
|
||||
|
||||
#include <string>
|
||||
#include <wx/string.h>
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
|
||||
class GLCanvas3D;
|
||||
|
||||
// "Put this picture on the model": the texture-displacement gizmo with the relief taken out of it.
|
||||
//
|
||||
// There is no second engine here and no copy of one. It is GLGizmoTextureDisplacement with
|
||||
// image_mode() on, which pins every layer to zero depth and colour on (see
|
||||
// apply_image_mode_presets()) and leaves out the controls that only mean something once the surface
|
||||
// moves. Painting, the layer stack, the texture library, the previews and the bake are the very same
|
||||
// code, reached the very same way - a zero-depth bake refines the painted area and writes the
|
||||
// colours exactly as a relief bake does, it just displaces by nothing.
|
||||
//
|
||||
// Its own toolbar button because the two are different jobs, not two settings of one: a user who
|
||||
// wants a photo on a part should not have to know what a height map is, or find the one slider that
|
||||
// has to be zero.
|
||||
class GLGizmoImage : public GLGizmoTextureDisplacement
|
||||
{
|
||||
public:
|
||||
GLGizmoImage(GLCanvas3D &parent, const std::string &icon_filename, unsigned int sprite_id);
|
||||
|
||||
protected:
|
||||
bool image_mode() const override { return true; }
|
||||
|
||||
bool on_init() override;
|
||||
std::string on_get_name() const override;
|
||||
|
||||
wxString handle_snapshot_action_name(bool shift_down, Button button_down) const override;
|
||||
|
||||
std::string get_gizmo_entering_text() const override { return _u8L("Entering Image painting"); }
|
||||
std::string get_gizmo_leaving_text() const override { return _u8L("Leaving Image painting"); }
|
||||
std::string get_action_snapshot_name() const override { return _u8L("Image editing"); }
|
||||
};
|
||||
|
||||
} // namespace Slic3r::GUI
|
||||
|
||||
#endif // slic3r_GLGizmoImage_hpp_
|
||||
@@ -418,10 +418,18 @@ std::unique_ptr<GLTexture> upload_color_texture(const DecodedHeightTexture &deco
|
||||
for (int c = 0; c < 3; ++c)
|
||||
sum[c] += decoded.rgb[si + size_t(c)];
|
||||
}
|
||||
// Coverage rides in the fourth channel, box-filtered with the colour, so the shader can
|
||||
// leave the surface alone where the picture is not there (see the colour path in
|
||||
// texture_displacement_shaded.fs).
|
||||
unsigned int sum_a = 0;
|
||||
if (decoded.has_alpha())
|
||||
for (int sy = y0; sy < y1 && sy < decoded.height; ++sy)
|
||||
for (int sx = x0; sx < x1 && sx < decoded.width; ++sx)
|
||||
sum_a += decoded.alpha[size_t(sy) * size_t(decoded.width) + size_t(sx)];
|
||||
const size_t di = (size_t(y) * size_t(w) + size_t(x)) * 4;
|
||||
for (int c = 0; c < 3; ++c)
|
||||
rgba[di + size_t(c)] = (n > 0) ? static_cast<unsigned char>(sum[size_t(c)] / n) : 0;
|
||||
rgba[di + 3] = 255;
|
||||
rgba[di + 3] = (decoded.has_alpha() && n > 0) ? static_cast<unsigned char>(sum_a / n) : 255;
|
||||
}
|
||||
|
||||
auto texture = std::make_unique<GLTexture>();
|
||||
@@ -554,6 +562,7 @@ void GLGizmoTextureDisplacement::on_shutdown()
|
||||
m_palette_pure_quantizer = nullptr;
|
||||
m_palette_filaments.clear();
|
||||
m_palette_images.clear();
|
||||
m_palette_adjusts.clear();
|
||||
m_mix_ranking.reset();
|
||||
m_palette_slots.clear();
|
||||
m_palette_changed = false;
|
||||
@@ -584,6 +593,8 @@ void GLGizmoTextureDisplacement::on_shutdown()
|
||||
m_seam_edit_mode = false;
|
||||
m_adjust_drag_handle = AdjustHandle::None;
|
||||
m_adjust_anchor_valid = false;
|
||||
m_image_handle_armed = false;
|
||||
m_file_drag_over = false;
|
||||
// The pane is request-only: closing the gizmo drops the request, so reopening it later doesn't
|
||||
// silently reopen the pane too.
|
||||
m_show_uv_editor = false;
|
||||
@@ -783,8 +794,21 @@ bool GLGizmoTextureDisplacement::on_mouse(const wxMouseEvent &mouse_event)
|
||||
{
|
||||
if (m_seam_edit_mode)
|
||||
return on_mouse_seam(mouse_event);
|
||||
if (m_adjust_texture_mode)
|
||||
return on_mouse_adjust_texture(mouse_event);
|
||||
// The background dropper takes the next click wherever it lands, the model included, so it comes
|
||||
// before both the handle and the paint.
|
||||
if (m_image_bg_picking && mouse_event.LeftDown() &&
|
||||
pick_background_at(Vec2d(mouse_event.GetX(), mouse_event.GetY())))
|
||||
return true;
|
||||
if (m_adjust_texture_mode) {
|
||||
if (on_mouse_adjust_texture(mouse_event))
|
||||
return true;
|
||||
// The displacement tool turns this mode on deliberately, so there a click off the handle
|
||||
// doing nothing is the point. The Image tool has it on from the start, so the same click has
|
||||
// to fall through and place the picture, or turning it on would disable the tool's one
|
||||
// gesture.
|
||||
if (!image_mode())
|
||||
return false;
|
||||
}
|
||||
|
||||
const bool handled = GLGizmoPainterBase::on_mouse(mouse_event);
|
||||
// A consumed drag/click is a paint (or erase) event: the base class has already updated the live
|
||||
@@ -1244,9 +1268,33 @@ indexed_triangle_set GLGizmoTextureDisplacement::patch_in_world(const indexed_tr
|
||||
return world;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_vertex_uvs(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer) const
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::model_uv_corners(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
{
|
||||
const ModelVolume *mv = texture_volume();
|
||||
if (layer.projection_method != TextureProjectionMethod::ModelUV || patch_source == nullptr || mv == nullptr ||
|
||||
!mv->has_texture_uv())
|
||||
return {};
|
||||
// The channel is indexed against the volume's *local* mesh, and a uv is a coordinate in the
|
||||
// texture rather than on the model, so unlike every projected method this never goes through
|
||||
// patch_in_world() - there is no millimetre measurement here for a world scale to change.
|
||||
std::vector<Vec2f> uv = compute_model_corner_uvs(mv->mesh().its, mv->texture_uv, local_patch, *patch_source);
|
||||
for (Vec2f &p : uv)
|
||||
// Already a uv: no tiling scale, no aspect correction - see apply_uv_transform().
|
||||
p = apply_uv_transform(p, layer, 1.f, /* normalized_uv */ true);
|
||||
return uv;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_vertex_uvs(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
{
|
||||
if (layer.projection_method == TextureProjectionMethod::ModelUV)
|
||||
// Collapsed to one per vertex the same way the unwrap is - a vertex has one position, so the
|
||||
// displacement can only read one height for it.
|
||||
return collapse_corner_uvs(local_patch, model_uv_corners(local_patch, layer, patch_source));
|
||||
|
||||
// The bake maps the texture in world millimetres, so "Tile size (mm)" means the same thing on a
|
||||
// scaled instance as it does on an untouched one (see build_texture_displacement()). Everything
|
||||
// that has to agree with the bake - the fast preview's uvs, the checker/distortion overlays -
|
||||
@@ -1307,8 +1355,11 @@ int GLGizmoTextureDisplacement::layer_projection_frame(const indexed_triangle_se
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_corner_uvs(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer) const
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
{
|
||||
if (layer.projection_method == TextureProjectionMethod::ModelUV)
|
||||
return model_uv_corners(local_patch, layer, patch_source);
|
||||
if (layer.projection_method == TextureProjectionMethod::LSCM) {
|
||||
const indexed_triangle_set patch = patch_in_world(local_patch);
|
||||
const float aspect = layer_texture_aspect(layer);
|
||||
@@ -1318,7 +1369,7 @@ std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_corner_uvs(const in
|
||||
return uv;
|
||||
}
|
||||
// Single-valued per point: fan the per-vertex result out over the corners.
|
||||
const std::vector<Vec2f> per_vertex = compute_layer_vertex_uvs(local_patch, layer);
|
||||
const std::vector<Vec2f> per_vertex = compute_layer_vertex_uvs(local_patch, layer, patch_source);
|
||||
if (per_vertex.size() != local_patch.vertices.size())
|
||||
return {};
|
||||
std::vector<Vec2f> corner(local_patch.indices.size() * 3);
|
||||
@@ -1339,7 +1390,11 @@ void GLGizmoTextureDisplacement::rebuild_shaded_preview_mesh()
|
||||
// Uses the *live* selector (not the flushed model facet data), so this reflects an in-progress
|
||||
// stroke immediately rather than only once it ends - the point of this preview mode is to be
|
||||
// the fast, no-CPU-meshing one.
|
||||
const indexed_triangle_set patch = m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
// The source map comes along because a ModelUV layer's uvs are read per base-mesh triangle; every
|
||||
// other mapping ignores it.
|
||||
std::vector<int> patch_source;
|
||||
const indexed_triangle_set patch =
|
||||
m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER, &patch_source);
|
||||
if (patch.indices.empty())
|
||||
return;
|
||||
|
||||
@@ -1363,7 +1418,8 @@ void GLGizmoTextureDisplacement::rebuild_shaded_preview_mesh()
|
||||
// Per *corner*, not per vertex: the mesh below is flat (unshared) anyway, so each triangle can
|
||||
// carry its own chart's UVs - see compute_layer_corner_uvs().
|
||||
const TextureDisplacementLayer *active = active_layer();
|
||||
std::vector<Vec2f> corner_uv = active != nullptr ? compute_layer_corner_uvs(patch, *active) : std::vector<Vec2f>{};
|
||||
std::vector<Vec2f> corner_uv = active != nullptr ? compute_layer_corner_uvs(patch, *active, &patch_source) :
|
||||
std::vector<Vec2f>{};
|
||||
m_shaded_preview_uses_vertex_uv = corner_uv.size() == patch.indices.size() * 3;
|
||||
if (!m_shaded_preview_uses_vertex_uv)
|
||||
corner_uv.clear();
|
||||
@@ -1587,6 +1643,9 @@ void GLGizmoTextureDisplacement::render_shaded_preview_mesh()
|
||||
shader->set_uniform("height_tex", 0);
|
||||
shader->set_uniform("height_tex_texel", Vec2f(1.f / float(tex->get_width()), 1.f / float(tex->get_height())));
|
||||
shader->set_uniform("depth_mm", layer->depth_mm);
|
||||
// Without this the preview wrapped the image and showed a repeating pattern where the bake
|
||||
// places a single copy.
|
||||
shader->set_uniform("tile_enabled", layer->tile_enabled);
|
||||
shader->set_uniform("tiling_scale", layer->tiling_scale);
|
||||
// Read off the uploaded texture rather than the decoded one: they are the same image, and this is
|
||||
// the aspect the sampler will actually see.
|
||||
@@ -2030,7 +2089,9 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
const ModelVolume *mv = texture_volume();
|
||||
if (mv == nullptr || m_triangle_selectors.empty())
|
||||
return;
|
||||
const indexed_triangle_set patch = m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
std::vector<int> patch_source; // only ModelUV reads it; see compute_layer_vertex_uvs()
|
||||
const indexed_triangle_set patch =
|
||||
m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER, &patch_source);
|
||||
if (patch.indices.empty())
|
||||
return;
|
||||
// Everything below works in the *patch's* vertex space, not the mesh's. Those agree only until a
|
||||
@@ -2044,7 +2105,7 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
|
||||
// The checker samples wherever the projection puts it; the projections the shader can't
|
||||
// reconstruct (LSCM, ViewProjected) get a precomputed per-vertex uv, the rest project in-shader.
|
||||
std::vector<Vec2f> uv = compute_layer_vertex_uvs(patch, *layer);
|
||||
std::vector<Vec2f> uv = compute_layer_vertex_uvs(patch, *layer, &patch_source);
|
||||
const bool have_uvs = uv.size() == patch.vertices.size();
|
||||
m_uvcheck_uses_vertex_uv = have_uvs;
|
||||
m_uvcheck_projection_mode = have_uvs ? 0 :
|
||||
@@ -2053,7 +2114,7 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
// different uv in each island it borders, so the shared-vertex form drew one triangle per face from
|
||||
// a neighbouring island's placement. Only the *drawing* needs this; the distortion metric below is
|
||||
// a per-vertex average by construction and keeps using `uv`.
|
||||
const std::vector<Vec2f> corner_uv = compute_layer_corner_uvs(patch, *layer);
|
||||
const std::vector<Vec2f> corner_uv = compute_layer_corner_uvs(patch, *layer, &patch_source);
|
||||
const bool have_corner_uvs = have_uvs && corner_uv.size() == patch.indices.size() * 3;
|
||||
|
||||
// Per-vertex area distortion in [0,1] (0.5 == ideal), only when both requested and possible.
|
||||
@@ -2329,6 +2390,8 @@ void GLGizmoTextureDisplacement::queue_preview_job()
|
||||
if (input.options.pipeline_v2)
|
||||
input.options.v2_max_triangles_k = 0;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(*mv);
|
||||
if (mv->has_texture_uv())
|
||||
input.model_uv = mv->texture_uv;
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
input.facets_data[size_t(i)] = mv->texture_displacement_facet(i).get_data();
|
||||
// Captured here rather than read in the handler: the palette is main-thread state, and the preview
|
||||
@@ -3647,6 +3710,11 @@ void GLGizmoTextureDisplacement::update_model_object()
|
||||
wxGetApp().obj_list()->update_info_items(std::find(mos.begin(), mos.end(), mo) - mos.begin());
|
||||
m_parent.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
|
||||
rebuild_preview();
|
||||
// The on-canvas handle is anchored to the paint patch, so a stroke that moved the paint has
|
||||
// to move it with them. Matters most in the Image tool, where the handle is on from the
|
||||
// start and a click moves the picture to a different part of the model.
|
||||
if (m_adjust_texture_mode)
|
||||
update_adjust_anchor();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3756,6 +3824,7 @@ void GLGizmoTextureDisplacement::ensure_panel_icons()
|
||||
// a monochrome ("normal", grey in the current theme) and an original-colour variant.
|
||||
static const std::vector<std::string> names = {
|
||||
"texture_displacement_brush.svg", "texture_displacement_face.svg", "texture_displacement_connected_area.svg",
|
||||
"texture_displacement_pipette.svg", // the Image panel's background dropper
|
||||
"texture_displacement_real_preview.svg", "texture_displacement_fast_preview.svg",
|
||||
"texture_displacement_checker.svg", "texture_displacement_distortion.svg",
|
||||
"texture_displacement_wireframe.svg", "texture_displacement_cross.svg",
|
||||
@@ -3765,7 +3834,8 @@ void GLGizmoTextureDisplacement::ensure_panel_icons()
|
||||
// Paint / Erase, brush cursor shape, mapping, tiling, placement and the dock toggle.
|
||||
"texture_displacement_add.svg", "texture_displacement_add_negative.svg", "circle_paint.svg",
|
||||
"menu_obj_sphere.svg", "menu_obj_cube.svg", "menu_obj_cylinder.svg", "texture_displacement_map_unwrap.svg",
|
||||
"texture_displacement_map_view.svg", "texture_displacement_tile_repeat.svg", "menu_mirror_x.svg",
|
||||
"texture_displacement_map_view.svg", "texture_displacement_map_model_uv.svg",
|
||||
"texture_displacement_tile_repeat.svg", "menu_mirror_x.svg",
|
||||
"texture_displacement_adjust.svg", "canvas_drag.svg", "texture_displacement_move_up.svg",
|
||||
"texture_displacement_move_down.svg", "texture_displacement_drag.svg",
|
||||
"texture_displacement_select_all.svg", "texture_displacement_erase_all.svg",
|
||||
@@ -3814,16 +3884,32 @@ void GLGizmoTextureDisplacement::add_texture_layer()
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = free_slot;
|
||||
// A model that came with a UV channel is mapped by it. Re-unwrapping such a model throws away the
|
||||
// layout it was authored against and can only be worse than using it, so the default follows the
|
||||
// model rather than the other way round; the Mapping row still offers every other method.
|
||||
if (mv->has_texture_uv())
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
// Start the layer off on the first library texture rather than on nothing at all: a textureless
|
||||
// layer looks broken (painting on it appears to do nothing, because there is no height map to
|
||||
// displace by). The user swaps it for another from the layer's own picker.
|
||||
const std::vector<TextureLibraryEntry> &library = texture_library();
|
||||
if (!library.empty())
|
||||
if (const LibraryTexture *tex = get_library_texture(library.front().path)) {
|
||||
layer.name = library.front().name;
|
||||
layer.path = library.front().path;
|
||||
layer.image_data = tex->image_data;
|
||||
}
|
||||
//
|
||||
// Not in the Image tool: there the layer deliberately starts with no picture at all, so the panel
|
||||
// stays on its empty frame until the user has chosen one. Picking a shipped height map for them
|
||||
// would be choosing the wrong thing twice over - it is not their picture, and most of that
|
||||
// library is grayscale, which an image bake cannot print.
|
||||
if (image_mode()) {
|
||||
// One copy, not a repeating pattern: a photo or a logo is placed once. The panel's Tile
|
||||
// checkbox is there for the cases that do want it, so this is a default and not a pin.
|
||||
layer.tile_enabled = false;
|
||||
} else {
|
||||
const std::vector<TextureLibraryEntry> &library = texture_library();
|
||||
if (!library.empty())
|
||||
if (const LibraryTexture *tex = get_library_texture(library.front().path)) {
|
||||
layer.name = library.front().name;
|
||||
layer.path = library.front().path;
|
||||
layer.image_data = tex->image_data;
|
||||
}
|
||||
}
|
||||
mv->texture_displacement_layers.push_back(std::move(layer));
|
||||
// A new layer opens with every setting showing; there is nothing on it yet to hide settings from.
|
||||
m_layer_expanded[size_t(free_slot)] = true;
|
||||
@@ -4018,15 +4104,19 @@ void GLGizmoTextureDisplacement::render_texture_library_popup(const ImVec2 &pane
|
||||
return n;
|
||||
};
|
||||
|
||||
ImGui::TextDisabled("%s", _u8L("Built-in").c_str());
|
||||
{
|
||||
// The shipped library is grayscale height maps, which is what the displacement tool wants and the
|
||||
// opposite of what an image bake can use: it prints colour, and a height map has none. So the
|
||||
// Image tool offers only the user's own pictures, and the section is left out entirely rather
|
||||
// than shown full of things that would all warn when picked.
|
||||
if (!image_mode()) {
|
||||
ImGui::TextDisabled("%s", _u8L("Built-in").c_str());
|
||||
const ImVec2 origin = ImGui::GetCursorScreenPos();
|
||||
const int count = grid(origin, false);
|
||||
end_grid(origin, count);
|
||||
if (count == 0)
|
||||
ImGui::TextDisabled("%s", _u8L("No textures found.").c_str());
|
||||
}
|
||||
ImGui::TextDisabled("%s", _u8L("My textures").c_str());
|
||||
ImGui::TextDisabled("%s", image_mode() ? _u8L("My images").c_str() : _u8L("My textures").c_str());
|
||||
{
|
||||
const ImVec2 origin = ImGui::GetCursorScreenPos();
|
||||
const int count = grid(origin, true);
|
||||
@@ -4034,15 +4124,20 @@ void GLGizmoTextureDisplacement::render_texture_library_popup(const ImVec2 &pane
|
||||
if (ImGui::Button("+##import_texture", ImVec2(tile, tile)))
|
||||
import_clicked = true;
|
||||
if (ImGui::IsItemHovered())
|
||||
m_imgui->tooltip(_u8L("Import your own image as a height map. It is converted to the format the slicer "
|
||||
"bakes from and saved to your personal texture folder, kept separate from the "
|
||||
"textures shipped with OrcaSlicer."),
|
||||
m_imgui->tooltip(image_mode() ?
|
||||
_u8L("Import a picture from your computer. Its colors are kept, and it is saved to "
|
||||
"your personal folder so it is here next time.") :
|
||||
_u8L("Import your own image as a height map. It is converted to the format the "
|
||||
"slicer bakes from and saved to your personal texture folder, kept separate "
|
||||
"from the textures shipped with OrcaSlicer."),
|
||||
m_imgui->scaled(20.f));
|
||||
end_grid(origin, count + 1);
|
||||
}
|
||||
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + grid_w);
|
||||
ImGui::TextDisabled("%s", _u8L("PNG, JPG or BMP - converted to a height map on import. Hover one of yours to remove it.").c_str());
|
||||
ImGui::TextDisabled("%s", image_mode() ?
|
||||
_u8L("PNG, JPG or BMP. Hover one to remove it.").c_str() :
|
||||
_u8L("PNG, JPG or BMP - converted to a height map on import. Hover one of yours to remove it.").c_str());
|
||||
ImGui::PopTextWrapPos();
|
||||
|
||||
if (chosen || import_clicked)
|
||||
@@ -4954,15 +5049,22 @@ const std::vector<GLGizmoTextureDisplacement::PaletteEntry> &GLGizmoTextureDispl
|
||||
// The images themselves rather than their addresses, so a freed and reallocated image can never
|
||||
// pass for the old one. Whether one has colour, and whether its colours are flat, follows from it.
|
||||
std::vector<std::shared_ptr<std::vector<unsigned char>>> images;
|
||||
// ... and what each one is corrected by, which changes the colours the mixes are ranked against
|
||||
// without changing the image it came from.
|
||||
std::vector<ColorAdjustKey> adjusts;
|
||||
if (mv != nullptr)
|
||||
for (const TextureDisplacementLayer &layer : mv->texture_displacement_layers)
|
||||
if (layer.color_enabled && !layer.empty())
|
||||
if (layer.color_enabled && !layer.empty()) {
|
||||
images.push_back(layer.image_data);
|
||||
adjusts.push_back(ColorAdjustKey::of(layer));
|
||||
}
|
||||
|
||||
const bool ranking_stale = filaments != m_palette_filaments || images != m_palette_images;
|
||||
const bool ranking_stale = filaments != m_palette_filaments || images != m_palette_images ||
|
||||
adjusts != m_palette_adjusts;
|
||||
if (ranking_stale) {
|
||||
m_palette_filaments = std::move(filaments);
|
||||
m_palette_images = std::move(images);
|
||||
m_palette_adjusts = std::move(adjusts);
|
||||
m_mix_ranking.reset();
|
||||
}
|
||||
if (mixing && !m_mix_ranking)
|
||||
@@ -5039,9 +5141,12 @@ std::vector<GLGizmoTextureDisplacement::MixTarget> GLGizmoTextureDisplacement::m
|
||||
continue;
|
||||
TextureDisplacementLayer raw = layer;
|
||||
raw.smoothing = 0.f;
|
||||
const DecodedHeightTexture tex = decode_height_texture(raw);
|
||||
DecodedHeightTexture tex = decode_height_texture(raw);
|
||||
if (!tex.has_color())
|
||||
continue;
|
||||
// Corrected first: the mixes are chosen to cover the colours the bake will actually ask for,
|
||||
// and a darkened or desaturated image asks for different ones.
|
||||
apply_color_adjustments(tex, layer);
|
||||
|
||||
// 16 levels per channel, each bin keeping the mean of the colours that fell in it: a coarse grid
|
||||
// to gather on, without snapping every colour to a bin corner.
|
||||
@@ -5291,7 +5396,8 @@ ColorQuantizeFn GLGizmoTextureDisplacement::make_palette_quantizer(const std::ve
|
||||
|
||||
TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
const indexed_triangle_set &base, const TextureDisplacementFacetsData &masks,
|
||||
const std::vector<TextureDisplacementLayer> &layers, const TextureDisplacementPrepareParams ¶ms,
|
||||
const std::vector<TextureDisplacementLayer> &layers, const std::vector<Vec2f> &model_uv,
|
||||
const TextureDisplacementPrepareParams ¶ms,
|
||||
const TextureColorSettings &color_settings, const DisplacementProgressFn &progress,
|
||||
BakeStageRecorder *debug)
|
||||
{
|
||||
@@ -5318,6 +5424,13 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
bool had_paint = false;
|
||||
for (const TriangleSelector::TriangleSplittingData &m : masks)
|
||||
had_paint = had_paint || TriangleSelector::has_facets(m, EnforcerBlockerType::ENFORCER);
|
||||
// The model's own UV channel for whatever `mesh` currently is. Every stage below keeps the input's
|
||||
// surface - it evens out, refines or cuts the triangles lying on it - so each corner reads its uv
|
||||
// straight off `base`'s channel at its own position instead of being carried stage by stage, which
|
||||
// would compound each stage's approximation. Untouched while nothing has replaced the mesh yet.
|
||||
const auto uv_now = [&]() {
|
||||
return (model_uv.empty() || !changed) ? model_uv : transfer_uv_channel(base, model_uv, mesh.its);
|
||||
};
|
||||
if (!report(1))
|
||||
return out;
|
||||
|
||||
@@ -5364,9 +5477,11 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
// Feature-adaptive: sample the combined displacement so refinement follows texture
|
||||
// curvature. A null sampler (only LSCM layers, or nothing decodable) falls back to the
|
||||
// length baseline alone.
|
||||
const std::vector<Vec2f> uv_stage = uv_now();
|
||||
const std::vector<Vec2f> *uv_ptr = uv_stage.empty() ? nullptr : &uv_stage;
|
||||
HeightFieldSampler sampler;
|
||||
if (params.subdiv_feature)
|
||||
sampler = make_combined_displacement_sampler(mesh.its, layers, current);
|
||||
sampler = make_combined_displacement_sampler(mesh.its, layers, current, uv_ptr);
|
||||
// Colour boundaries need triangles of their own - the chord test cannot see them, since
|
||||
// the height field is perfectly smooth across a change of filament.
|
||||
ColorFieldSampler color;
|
||||
@@ -5374,7 +5489,7 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
// boundaries are refined where the bake will actually change filament.
|
||||
if (params.subdiv_color_edge_mm > 0.f && !color_settings.empty())
|
||||
color = make_combined_color_sampler(mesh.its, layers, current, make_palette_quantizer(color_settings.palette),
|
||||
make_palette_quantizer(color_settings.palette_pure));
|
||||
make_palette_quantizer(color_settings.palette_pure), uv_ptr);
|
||||
// The refinement follows perceived colour: a mix is one colour here, however the slicer
|
||||
// interleaves its filaments layer by layer.
|
||||
// "Min edge" is a feature-mode control (it is the floor the curvature test refines down
|
||||
@@ -5433,8 +5548,10 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
std::vector<uint8_t> cut_region(mesh.its.indices.size(), 0);
|
||||
for (size_t i = 0; i < cut_region.size() && i < source.size(); ++i)
|
||||
cut_region[i] = (region[size_t(source[i])] & REFINE_PAINTED) ? 1 : 0;
|
||||
const std::vector<Vec2f> uv_refined = uv_now();
|
||||
const HeightFieldSampler refined_sampler =
|
||||
make_combined_displacement_sampler(mesh.its, layers, current);
|
||||
make_combined_displacement_sampler(mesh.its, layers, current,
|
||||
uv_refined.empty() ? nullptr : &uv_refined);
|
||||
std::vector<int> cut_source;
|
||||
size_t cuts = 0;
|
||||
indexed_triangle_set cut = cut_mesh_at_steps(mesh.its, cut_region, refined_sampler,
|
||||
@@ -5458,6 +5575,7 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
if (!report(100) || !changed)
|
||||
return out; // an empty result: nothing to commit, which is not a failure
|
||||
|
||||
out.uv = uv_now();
|
||||
out.mesh = std::move(mesh.its);
|
||||
out.masks = std::move(current);
|
||||
return out;
|
||||
@@ -5747,10 +5865,16 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_color_texture(const TextureDisp
|
||||
{
|
||||
if (layer.empty() || !layer.color_enabled)
|
||||
return nullptr;
|
||||
if (m_color_tex && m_color_tex_source.lock() == layer.image_data && m_color_tex_smoothing == layer.smoothing)
|
||||
const ColorAdjustKey adjust = ColorAdjustKey::of(layer);
|
||||
if (m_color_tex && m_color_tex_source.lock() == layer.image_data && m_color_tex_smoothing == layer.smoothing &&
|
||||
m_color_tex_adjust == adjust)
|
||||
return m_color_tex.get();
|
||||
|
||||
std::unique_ptr<GLTexture> texture = upload_color_texture(decode_height_texture(layer), HEIGHT_TEX_MAX_PX);
|
||||
// Corrected here rather than inside the decode, exactly as prepare_sampleable_layers() does for
|
||||
// the bake, so the fast preview shades the image the bake will print.
|
||||
DecodedHeightTexture tex = decode_height_texture(layer);
|
||||
apply_color_adjustments(tex, layer);
|
||||
std::unique_ptr<GLTexture> texture = upload_color_texture(tex, HEIGHT_TEX_MAX_PX);
|
||||
if (!texture) {
|
||||
m_color_tex.reset();
|
||||
m_color_tex_source.reset();
|
||||
@@ -5759,6 +5883,7 @@ GLTexture *GLGizmoTextureDisplacement::get_layer_color_texture(const TextureDisp
|
||||
m_color_tex = std::move(texture);
|
||||
m_color_tex_source = layer.image_data;
|
||||
m_color_tex_smoothing = layer.smoothing;
|
||||
m_color_tex_adjust = adjust;
|
||||
return m_color_tex.get();
|
||||
}
|
||||
|
||||
@@ -5835,6 +5960,8 @@ static constexpr float STD_SUBDIV_BORDER_MM = 0.4f;
|
||||
// what the eye actually lands on - a stepped outline around a printed decal reads as a defect in a
|
||||
// way a slightly coarse relief transition does not - and it costs triangles along an outline only.
|
||||
static constexpr float STD_SUBDIV_COLOR_MM = 0.25f;
|
||||
// The Image tool's triangle budget, in thousands. See apply_image_mode_presets().
|
||||
static constexpr int IMAGE_BUDGET_K = 1000;
|
||||
|
||||
bool GLGizmoTextureDisplacement::apply_standard_mode_presets(ModelVolume *mv)
|
||||
{
|
||||
@@ -5865,6 +5992,61 @@ bool GLGizmoTextureDisplacement::apply_standard_mode_presets(ModelVolume *mv)
|
||||
return changed;
|
||||
}
|
||||
|
||||
// Pinned into the volume rather than applied on the way to the bake, exactly as Standard mode pins
|
||||
// displace_border and smooth_enabled above: the preview, the bake, the triangle estimate and the
|
||||
// palette all read the layers straight off the volume, and a value that only some of them saw would
|
||||
// put the preview and the bake out of step.
|
||||
//
|
||||
// The two tools share one layer stack - that is what "not a fork" means here - so opening the Image
|
||||
// tool on a volume whose layers carry relief flattens them, and they stay flat when the displacement
|
||||
// tool is reopened. Only that one number changes: the paint, the image, the placement and any relief
|
||||
// already baked into the mesh are untouched.
|
||||
bool GLGizmoTextureDisplacement::apply_image_mode_presets(ModelVolume *mv)
|
||||
{
|
||||
if (mv == nullptr)
|
||||
return false;
|
||||
bool changed = false;
|
||||
TextureDisplacementOptions &opts = mv->texture_displacement_options;
|
||||
// A million triangles for the picture. The auto budget is 750 k, chosen for relief, where the
|
||||
// triangles buy shape; here they buy nothing but the sharpness of the edges between colours, and
|
||||
// that is the whole output, so it is worth spending more of them on it.
|
||||
if (opts.v2_max_triangles_k != IMAGE_BUDGET_K) {
|
||||
opts.v2_max_triangles_k = IMAGE_BUDGET_K;
|
||||
changed = true;
|
||||
}
|
||||
// Resolution is a slider in this panel rather than an Auto checkbox, so it needs a real value to
|
||||
// start from: the same recommendation Auto would have produced for this model.
|
||||
if (opts.v2_refine_mm <= 0.f) {
|
||||
const float edge = v2_recommendation(*mv).edge_mm;
|
||||
opts.v2_refine_mm = edge > 0.f ? edge : 0.3f;
|
||||
changed = true;
|
||||
}
|
||||
for (TextureDisplacementLayer &layer : mv->texture_displacement_layers) {
|
||||
// Zero depth is the whole of "no relief": the bake still refines the painted area and still
|
||||
// writes the colours, every layer just contributes a displacement of 0 (see
|
||||
// make_combined_displacement_sampler()). Nothing special-cases it.
|
||||
if (layer.depth_mm != 0.f) {
|
||||
layer.depth_mm = 0.f;
|
||||
changed = true;
|
||||
}
|
||||
// Colour is the only thing an image bake produces, so it is on wherever there is colour to
|
||||
// use rather than being a checkbox the user could leave off and wonder at.
|
||||
const bool wanted = height_texture_has_color(layer);
|
||||
if (layer.color_enabled != wanted) {
|
||||
layer.color_enabled = wanted;
|
||||
changed = true;
|
||||
}
|
||||
// Unwrap is the one projection the Image tool does not offer: it is an editor's worth of UI
|
||||
// (seams, islands, the UV pane) for a case that wants a click and a slider. A layer arriving
|
||||
// from the displacement tool set to it falls back to the triplanar default.
|
||||
if (layer.projection_method == TextureProjectionMethod::LSCM) {
|
||||
layer.projection_method = TextureProjectionMethod::Triplanar;
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
return changed;
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::bake_standard()
|
||||
{
|
||||
ModelVolume *mv = texture_volume();
|
||||
@@ -6109,6 +6291,8 @@ void GLGizmoTextureDisplacement::queue_prepare(const TextureDisplacementPrepareP
|
||||
input.layers = mv->texture_displacement_layers;
|
||||
input.params = params;
|
||||
input.snapshot_name = snapshot_name;
|
||||
if (mv->has_texture_uv())
|
||||
input.model_uv = mv->texture_uv;
|
||||
if (params.subdiv_color_edge_mm > 0.f)
|
||||
input.color = color_settings_for(*mv);
|
||||
|
||||
@@ -6173,6 +6357,14 @@ void GLGizmoTextureDisplacement::render_paint_cursor_hint()
|
||||
|
||||
void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float bottom_limit)
|
||||
{
|
||||
// The Image tool gets its own, much smaller window (see GLGizmoImage.cpp): everything below this
|
||||
// point is the displacement panel, and it is left exactly as it was rather than being threaded
|
||||
// with tests for which of the two tools is drawing.
|
||||
if (image_mode()) {
|
||||
render_image_input_window(x, y, bottom_limit);
|
||||
return;
|
||||
}
|
||||
|
||||
ModelObject *mo = m_c->selection_info()->model_object();
|
||||
if (!mo)
|
||||
return;
|
||||
@@ -6981,10 +7173,19 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
m_preview_params_dirty |= float_row("##depth", _L("Depth"), &layer.depth_mm, 0.01f, 10.f, "%.3f mm", true, card_pad,
|
||||
_L("Height of the relief: how far white in the texture lifts the surface, in "
|
||||
"millimetres. Black does not move it at all, unless Midlevel says otherwise."));
|
||||
// Mapped by the model's own UV layout there is no millimetre scale to set: the layout is the
|
||||
// placement (see TextureProjectionMethod::ModelUV), so the slider would move nothing. The row
|
||||
// states why rather than hiding: float_row()'s tooltip is shown for a disabled slider too.
|
||||
const bool tile_size_na = layer.projection_method == TextureProjectionMethod::ModelUV;
|
||||
m_imgui->disabled_begin(tile_size_na);
|
||||
m_preview_params_dirty |= float_row("##tile_size", _L("Tile size"), &layer.tiling_scale, 0.2f, 200.f, "%.2f mm", true, card_pad,
|
||||
_L("How wide one copy of the texture is on the model. Smaller repeats the pattern "
|
||||
"more often and makes its detail finer; with Tile off, this is the size of the "
|
||||
"single copy."));
|
||||
tile_size_na ?
|
||||
_L("Mapped by the model's own UV layout, which is already the placement - one "
|
||||
"copy of the texture covers it exactly, so there is no tile size to set.") :
|
||||
_L("How wide one copy of the texture is on the model. Smaller repeats the pattern "
|
||||
"more often and makes its detail finer; with Tile off, this is the size of the "
|
||||
"single copy."));
|
||||
m_imgui->disabled_end();
|
||||
m_preview_params_dirty |= float_row("##rotation", _L("Rotation"), &layer.rotation_deg, 0.f, 360.f, "%.0f°", false, card_pad,
|
||||
_L("Turns the texture on the surface, in degrees - for lining a pattern up with an "
|
||||
"edge of the model."));
|
||||
@@ -7090,7 +7291,7 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
}
|
||||
}
|
||||
|
||||
// Mapping, as five icons in TextureProjectionMethod's own order.
|
||||
// Mapping, as one icon per TextureProjectionMethod, in the enum's own order.
|
||||
{
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
@@ -7118,13 +7319,26 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
{ "texture_displacement_map_view.svg", _L("From view"),
|
||||
_L("From view - projects straight onto the painted area from where you are looking, like a slide "
|
||||
"projector.") },
|
||||
{ "texture_displacement_map_model_uv.svg", _L("Model UV"),
|
||||
_L("Model UV - uses the texture coordinates the model itself came with, so a texture made for "
|
||||
"that model lands exactly where it was painted. Nothing is unwrapped, and Tile size does "
|
||||
"not apply: the model's own layout is the placement.") },
|
||||
};
|
||||
// Only a volume that actually carries a UV channel can be mapped by it. Shown
|
||||
// greyed out rather than hidden, so the reason is visible instead of the control
|
||||
// simply being missing.
|
||||
const wxString model_uv_na =
|
||||
(mv != nullptr && mv->has_texture_uv()) ?
|
||||
wxString() :
|
||||
_L("This model carries no texture coordinates of its own. Only a model imported with a UV "
|
||||
"channel - a textured OBJ, say - can be mapped by them.");
|
||||
for (int mi = 0; mi < int(IM_ARRAYSIZE(mappings)); ++mi) {
|
||||
if (mi > 0)
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
const auto method = static_cast<TextureProjectionMethod>(mi);
|
||||
const wxString na = (method == TextureProjectionMethod::ModelUV) ? model_uv_na : wxString();
|
||||
if (icon_toggle(830 + mi, mappings[mi].file, layer.projection_method == method, icon_sm, mappings[mi].label,
|
||||
mappings[mi].tip) &&
|
||||
mappings[mi].tip, na) &&
|
||||
layer.projection_method != method) {
|
||||
// Capture the current view the moment "From view" is chosen, so it does something
|
||||
// sensible immediately rather than projecting from a stale/default direction.
|
||||
@@ -7254,18 +7468,33 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
const std::string blend_add = _u8L_CONTEXT("Add", "Texture Displacement");
|
||||
const std::string blend_override = _u8L_CONTEXT("Override", "Texture Displacement");
|
||||
const std::string blend_subtract = _u8L_CONTEXT("Subtract", "Texture Displacement");
|
||||
const std::string blend_multiply = _u8L_CONTEXT("Multiply", "Texture Displacement");
|
||||
const std::string blend_divide = _u8L("Divide");
|
||||
const char *blend_items[] = { blend_add.c_str(), blend_subtract.c_str(), blend_multiply.c_str(), blend_divide.c_str() };
|
||||
const char *blend_items[] = { blend_add.c_str(), blend_override.c_str(), blend_subtract.c_str(),
|
||||
blend_multiply.c_str(), blend_divide.c_str() };
|
||||
// The combo's order is the panel's, not the enum's - Override reads as the sibling of Add and
|
||||
// belongs next to it, while TextureBlendMode's numbering is fixed by what projects already
|
||||
// store. Hence the explicit mapping rather than a cast of the index.
|
||||
static const TextureBlendMode blend_modes[] = { TextureBlendMode::Add, TextureBlendMode::Override,
|
||||
TextureBlendMode::Subtract, TextureBlendMode::Multiply,
|
||||
TextureBlendMode::Divide };
|
||||
static_assert(IM_ARRAYSIZE(blend_items) == IM_ARRAYSIZE(blend_modes),
|
||||
"every Blend entry needs its mode");
|
||||
// The first layer has nothing before it to combine with - build_texture_displacement() makes it
|
||||
// add regardless - so its combo shows Add and cannot be changed.
|
||||
const bool base_layer = li == 0;
|
||||
int blend_mode = base_layer ? 0 : static_cast<int>(layer.blend_mode);
|
||||
int blend_mode = 0;
|
||||
if (!base_layer)
|
||||
for (int bi = 0; bi < int(IM_ARRAYSIZE(blend_modes)); ++bi)
|
||||
if (blend_modes[bi] == layer.blend_mode)
|
||||
blend_mode = bi;
|
||||
ImGui::SetNextItemWidth(-(card_pad + gap_s + icon_sm));
|
||||
m_imgui->disabled_begin(base_layer);
|
||||
if (scoped_combo("##blend_mode", &blend_mode, blend_items, IM_ARRAYSIZE(blend_items)) && !base_layer) {
|
||||
layer.blend_mode = static_cast<TextureBlendMode>(blend_mode);
|
||||
if (scoped_combo("##blend_mode", &blend_mode, blend_items, IM_ARRAYSIZE(blend_items)) && !base_layer &&
|
||||
blend_mode >= 0 && blend_mode < int(IM_ARRAYSIZE(blend_modes))) {
|
||||
layer.blend_mode = blend_modes[blend_mode];
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
m_imgui->disabled_end();
|
||||
@@ -7273,10 +7502,11 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
m_imgui->tooltip(base_layer ?
|
||||
_u8L("The base layer has nothing beneath it to combine with, so it always adds.") :
|
||||
_u8L("What this layer does where it overlaps the ones below. Add and "
|
||||
"Subtract pile relief on or carve it away. Multiply and Divide scale "
|
||||
"what is underneath, which turns this layer into a mask over it - "
|
||||
"there, Depth acts as a strength, and 1 mm leaves white areas "
|
||||
"untouched."),
|
||||
"Subtract pile relief on or carve it away. Override replaces them, "
|
||||
"so only this layer's relief is left where it is painted. Multiply "
|
||||
"and Divide scale what is underneath, which turns this layer into a "
|
||||
"mask over it - there, Depth acts as a strength, and 1 mm leaves "
|
||||
"white areas untouched."),
|
||||
wrap_w);
|
||||
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
|
||||
@@ -62,6 +62,12 @@ public:
|
||||
static TextureDisplacementPrepareResult prepare_mesh(const indexed_triangle_set &base,
|
||||
const TextureDisplacementFacetsData &masks,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
// `base`'s own UV channel, when it has one
|
||||
// (ModelVolume::texture_uv). Resampled onto
|
||||
// the result and reported back in it, and fed
|
||||
// to the samplers so a ModelUV layer drives
|
||||
// the refinement through its own layout.
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const TextureDisplacementPrepareParams ¶ms,
|
||||
const TextureColorSettings &color_settings,
|
||||
const DisplacementProgressFn &progress,
|
||||
@@ -155,6 +161,33 @@ public:
|
||||
// What the cache was built from.
|
||||
std::vector<ColorRGBA> m_palette_filaments;
|
||||
std::vector<std::shared_ptr<std::vector<unsigned char>>> m_palette_images; // the colouring layers' images
|
||||
// One layer's colour correction, as a value that can be compared and cached on. It belongs to
|
||||
// every cache keyed on "what the image looks like", because a correction slider changes the
|
||||
// pixels while leaving the image_data pointer alone.
|
||||
struct ColorAdjustKey
|
||||
{
|
||||
float brightness = 0.f, contrast = 0.f, saturation = 1.f, gamma = 1.f, hue = 0.f;
|
||||
float sharpness = 0.f, bg_tolerance = 0.15f;
|
||||
float bg_r = 1.f, bg_g = 1.f, bg_b = 1.f;
|
||||
int color_count = 0;
|
||||
bool invert = false, bg_remove = false, bg_from_corners = true;
|
||||
bool operator==(const ColorAdjustKey &o) const
|
||||
{
|
||||
return brightness == o.brightness && contrast == o.contrast && saturation == o.saturation &&
|
||||
gamma == o.gamma && hue == o.hue && sharpness == o.sharpness &&
|
||||
bg_tolerance == o.bg_tolerance && bg_r == o.bg_r && bg_g == o.bg_g && bg_b == o.bg_b &&
|
||||
color_count == o.color_count && invert == o.invert && bg_remove == o.bg_remove &&
|
||||
bg_from_corners == o.bg_from_corners;
|
||||
}
|
||||
bool operator!=(const ColorAdjustKey &o) const { return !(*this == o); }
|
||||
static ColorAdjustKey of(const TextureDisplacementLayer &l)
|
||||
{
|
||||
return { l.brightness, l.contrast, l.saturation, l.gamma, l.hue,
|
||||
l.sharpness, l.bg_tolerance, l.bg_color[0], l.bg_color[1], l.bg_color[2],
|
||||
l.color_count, l.color_invert, l.bg_remove, l.bg_from_corners };
|
||||
}
|
||||
};
|
||||
std::vector<ColorAdjustKey> m_palette_adjusts; // alongside m_palette_images, one per entry
|
||||
std::optional<std::vector<PaletteEntry>> m_mix_ranking; // rank_mixes(), computed on demand
|
||||
bool m_palette_mixing = false;
|
||||
int m_palette_mix_count = 0;
|
||||
@@ -225,7 +258,25 @@ public:
|
||||
// rotation handles instead of painting); otherwise forwards to the normal painting handling.
|
||||
bool on_mouse(const wxMouseEvent &mouse_event) override;
|
||||
|
||||
// Loads `path` as the Image tool's picture, importing it into the user's library on the way so
|
||||
// it is there next time. For a drop onto the 3D view; see PlaterDropTarget::OnDropFiles(). False
|
||||
// when this is not the Image tool, or the file could not be read.
|
||||
bool drop_image_file(const std::string &path);
|
||||
|
||||
// Called while a file is being dragged over the 3D view, so the Image tool can show that
|
||||
// dropping it there will do something. Without it the drag has no feedback at all and the only
|
||||
// way to find out is to let go.
|
||||
void set_file_drag_over(bool over);
|
||||
|
||||
protected:
|
||||
// True in the Image tool (see GLGizmoImage): this same gizmo restricted to the one case where
|
||||
// the surface does not move at all - a colour picture laid on the model. Everything behind the
|
||||
// panel is shared and unchanged: the same layers, the same paint masks, the same bake. This flag
|
||||
// only tells the panel which of the two tools it is drawing, and makes it pin the values the
|
||||
// restricted case fixes (see apply_image_mode_presets()).
|
||||
virtual bool image_mode() const { return false; }
|
||||
|
||||
bool on_init() override;
|
||||
void on_render_input_window(float x, float y, float bottom_limit) override;
|
||||
std::string on_get_name() const override;
|
||||
// Never in the assemble view: its toolbar does not offer this gizmo, and every preview here is drawn
|
||||
@@ -243,8 +294,11 @@ protected:
|
||||
EnforcerBlockerType get_left_button_state_type() const override { return m_erase_mode ? EnforcerBlockerType::NONE : EnforcerBlockerType::ENFORCER; }
|
||||
EnforcerBlockerType get_right_button_state_type() const override { return m_erase_mode ? EnforcerBlockerType::ENFORCER : EnforcerBlockerType::NONE; }
|
||||
|
||||
// Paint / Erase, from the panel. See get_left_button_state_type(). Protected because a subclass
|
||||
// overriding handle_snapshot_action_name() has to read the same flag to name the undo step.
|
||||
bool m_erase_mode = false;
|
||||
|
||||
private:
|
||||
bool on_init() override;
|
||||
void update_model_object() override;
|
||||
void update_from_model_object(bool first_update) override;
|
||||
void on_opening() override {}
|
||||
@@ -284,14 +338,44 @@ private:
|
||||
// Standard is active so what Preview shows is always what Bake will do. Returns true if it actually
|
||||
// changed something, so the caller can invalidate the preview.
|
||||
bool apply_standard_mode_presets(ModelVolume *mv);
|
||||
// Copies the panel's own state (active layer, Standard/Pro) onto the volume, so the project file
|
||||
// can carry it. Cheap and idempotent - called wherever either of the two changes.
|
||||
void store_panel_state();
|
||||
// Standard mode's Bake: remesh to an even density, refine where the texture bends, then displace.
|
||||
// The order matters and is the whole reason this is one button - a height map can only move
|
||||
// existing vertices, so the mesh has to be prepared first, and remeshing after painting would drop
|
||||
// the paint if it were not carried across (see prepare_mesh()).
|
||||
void bake_standard();
|
||||
// Copies the panel's own state (active layer, Standard/Pro) onto the volume, so the project file
|
||||
// can carry it. Cheap and idempotent - called wherever either of the two changes.
|
||||
void store_panel_state();
|
||||
|
||||
// Image mode's fixed values, on top of Standard's and pinned the same way (every frame, so the
|
||||
// preview cannot disagree with the bake): zero depth on every layer, and colour on wherever the
|
||||
// picture has any. Those two are what turn the displacement bake into "put this picture on the
|
||||
// model" without a second code path. Returns true if it actually changed something.
|
||||
bool apply_image_mode_presets(ModelVolume *mv);
|
||||
// The Image tool's whole window: load a picture, click the model to place it, correct it, Apply.
|
||||
// Defined in GLGizmoImage.cpp, beside the class it exists for, rather than here - it is a member
|
||||
// only so that it can reach the same private machinery the displacement panel uses, and keeping
|
||||
// it out of this file leaves that panel's 1700 lines alone.
|
||||
void render_image_input_window(float x, float y, float bottom_limit);
|
||||
// Set once the Image tool has switched its placement handle on for the current picture, so that
|
||||
// turning the handle back off stays off instead of being re-armed on the next frame.
|
||||
bool m_image_handle_armed = false;
|
||||
// Set between a drag entering the 3D view and leaving or dropping on it; drives the drop zone
|
||||
// render_image_input_window() draws over the canvas.
|
||||
bool m_file_drag_over = false;
|
||||
void render_image_drop_hint();
|
||||
// Set while the panel's background dropper is armed: the next click on the picture preview takes
|
||||
// the colour under it instead of opening the library.
|
||||
bool m_image_bg_picking = false;
|
||||
// Takes the background colour from the point of the model under `mouse_pos`: the picture's own
|
||||
// colour there, read through the same projection the bake uses, not the lit pixel on screen.
|
||||
// False when the ray misses or the layer does not colour that point, leaving the dropper armed.
|
||||
bool pick_background_at(const Vec2d &mouse_pos);
|
||||
// Which of the Image panel's sections are unfolded. Panel state for the session, deliberately
|
||||
// not saved with the project.
|
||||
bool m_image_sec_place = true;
|
||||
bool m_image_sec_color = true;
|
||||
bool m_image_sec_bg = true;
|
||||
|
||||
// Queues one prepare_mesh() run on the job worker and commits its result when it lands. Every
|
||||
// mesh-preparation button goes through here - Pro's Remesh, Pro's adaptive Subdivide and Standard's
|
||||
@@ -424,8 +508,6 @@ private:
|
||||
void set_layer_texture(TextureDisplacementLayer &layer, const TextureLibraryEntry &entry);
|
||||
void import_custom_texture(TextureDisplacementLayer &layer);
|
||||
|
||||
// Paint / Erase, from the panel. See get_left_button_state_type().
|
||||
bool m_erase_mode = false;
|
||||
// Per slot: whether the layer's card shows every setting or only Depth, Tile size and Rotation.
|
||||
// Panel state only, not saved with the project.
|
||||
std::array<bool, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_layer_expanded{};
|
||||
@@ -921,18 +1003,31 @@ private:
|
||||
// Merges chart `b`'s join group into chart `a`'s (materialising `groups` to `chart_count` first).
|
||||
static void join_island_groups(std::vector<int> &groups, int a, int b, int chart_count);
|
||||
// Final per-vertex texture uv for the projections the shader can't reconstruct itself - LSCM (an
|
||||
// unwrap) and ViewProjected (a projector plane the shader doesn't know). One entry per patch/base
|
||||
// vertex, already through apply_uv_transform(). Empty for Triplanar/Cylindrical/Spherical, which
|
||||
// the shader projects on its own. Shared by the shaded preview and the UV-check overlay.
|
||||
// unwrap), ModelUV (the model's own channel) and ViewProjected (a projector plane the shader
|
||||
// doesn't know). One entry per patch/base vertex, already through apply_uv_transform(). Empty for
|
||||
// Triplanar/Cylindrical/Spherical, which the shader projects on its own. Shared by the shaded
|
||||
// preview and the UV-check overlay.
|
||||
//
|
||||
// `patch_source` maps each patch triangle back to its base-mesh triangle
|
||||
// (TriangleSelector::get_facets_strict()'s out_source). Only ModelUV needs it - its channel is per
|
||||
// base triangle - and without it a ModelUV layer reports no uvs and the preview falls back.
|
||||
std::vector<Vec2f> compute_layer_vertex_uvs(const indexed_triangle_set &patch,
|
||||
const TextureDisplacementLayer &layer) const;
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source = nullptr) const;
|
||||
// The same, but three UVs per patch triangle (corner 0..2 of triangle i at 3i..3i+2). This is what
|
||||
// the flat, unshared-vertex preview meshes actually want: under LSCM a seam vertex has a different
|
||||
// UV in each island it borders, so collapsing to one per vertex handed a triangle at an unjoined
|
||||
// seam its neighbour's placement - one visibly skewed triangle per face. Every other projection is
|
||||
// single-valued per point, so there a corner's UV is just its vertex's.
|
||||
std::vector<Vec2f> compute_layer_corner_uvs(const indexed_triangle_set &patch,
|
||||
const TextureDisplacementLayer &layer) const;
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source = nullptr) const;
|
||||
// The model's own channel over `local_patch`, already through apply_uv_transform() - three per
|
||||
// patch triangle. Empty when the volume has no channel, or when `patch_source` is missing. Shared
|
||||
// by the two functions above so the per-vertex and per-corner forms can never disagree.
|
||||
std::vector<Vec2f> model_uv_corners(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const;
|
||||
// The in-shader projection for `layer` (0 Triplanar, 1 Cylindrical, 2 Spherical) plus, for the two
|
||||
// wrapping ones, the patch centroid and cylinder axis they wrap around - in the texture frame the
|
||||
// shaders project in. Taken from the bake's own texture_displacement_patch_frame(), so a preview
|
||||
@@ -1039,6 +1134,7 @@ private:
|
||||
std::unique_ptr<GLTexture> m_color_tex;
|
||||
std::weak_ptr<const std::vector<unsigned char>> m_color_tex_source;
|
||||
float m_color_tex_smoothing = -1.f;
|
||||
ColorAdjustKey m_color_tex_adjust;
|
||||
|
||||
// Library textures the picker has shown at least once, keyed by file path (see LibraryTexture).
|
||||
std::map<std::string, LibraryTexture> m_library_textures;
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
//#include "slic3r/GUI/Gizmos/GLGizmoHollow.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoSeam.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoMmuSegmentation.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoImage.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoSimplify.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoEmboss.hpp"
|
||||
@@ -201,6 +202,11 @@ void GLGizmosManager::switch_gizmos_icon_filename()
|
||||
// light/dark switch.
|
||||
gizmo->set_icon_filename("toolbar_texture_displacement.svg");
|
||||
break;
|
||||
case(EType::Image):
|
||||
// Drawn flat in Orca's menu-icon palette, which reads on either background, so one file
|
||||
// serves both themes here too.
|
||||
gizmo->set_icon_filename("toolbar_image.svg");
|
||||
break;
|
||||
case(EType::MeshBoolean):
|
||||
gizmo->set_icon_filename(m_is_dark ? "toolbar_meshboolean_dark.svg" : "toolbar_meshboolean.svg");
|
||||
break;
|
||||
@@ -252,6 +258,8 @@ bool GLGizmosManager::init()
|
||||
m_gizmos.emplace_back(new GLGizmoMmuSegmentation(m_parent, m_is_dark ? "mmu_segmentation_dark.svg" : "mmu_segmentation.svg", EType::MmSegmentation));
|
||||
// One shared icon (no dedicated dark variant yet); it recolours acceptably in both themes.
|
||||
m_gizmos.emplace_back(new GLGizmoTextureDisplacement(m_parent, "toolbar_texture_displacement.svg", EType::TextureDisplacement));
|
||||
// The same gizmo restricted to the zero-displacement case; see GLGizmoImage.
|
||||
m_gizmos.emplace_back(new GLGizmoImage(m_parent, "toolbar_image.svg", EType::Image));
|
||||
m_gizmos.emplace_back(new GLGizmoEmboss(m_parent, m_is_dark ? "toolbar_text_dark.svg" : "toolbar_text.svg", EType::Emboss));
|
||||
m_gizmos.emplace_back(new GLGizmoSVG(m_parent));
|
||||
m_gizmos.emplace_back(new GLGizmoMeasure(m_parent, m_is_dark ? "toolbar_measure_dark.svg" : "toolbar_measure.svg", EType::Measure));
|
||||
@@ -591,6 +599,8 @@ bool GLGizmosManager::gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_p
|
||||
return dynamic_cast<GLGizmoFuzzySkin*>(m_gizmos[FuzzySkin].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
|
||||
else if (m_current == TextureDisplacement)
|
||||
return dynamic_cast<GLGizmoTextureDisplacement*>(m_gizmos[TextureDisplacement].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
|
||||
else if (m_current == Image)
|
||||
return dynamic_cast<GLGizmoImage*>(m_gizmos[Image].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
|
||||
else if (m_current == MeshBoolean)
|
||||
return dynamic_cast<GLGizmoMeshBoolean*>(m_gizmos[MeshBoolean].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
|
||||
else if (m_current == BrimEars)
|
||||
@@ -605,6 +615,7 @@ bool GLGizmosManager::is_paint_gizmo()
|
||||
m_current == EType::MmSegmentation ||
|
||||
m_current == EType::FuzzySkin ||
|
||||
m_current == EType::TextureDisplacement ||
|
||||
m_current == EType::Image ||
|
||||
m_current == EType::Seam;
|
||||
}
|
||||
|
||||
@@ -1558,6 +1569,8 @@ std::string get_name_from_gizmo_etype(GLGizmosManager::EType type)
|
||||
return "Fuzzy Skin Painting";
|
||||
case GLGizmosManager::EType::TextureDisplacement:
|
||||
return "Texture Displacement";
|
||||
case GLGizmosManager::EType::Image:
|
||||
return "Image";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
|
||||
@@ -96,6 +96,7 @@ public:
|
||||
FuzzySkin,
|
||||
MmSegmentation,
|
||||
TextureDisplacement,
|
||||
Image,
|
||||
Emboss,
|
||||
Svg,
|
||||
Measure,
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include <exception>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include "slic3r/GUI/Jobs/Worker.hpp"
|
||||
#include <memory>
|
||||
|
||||
@@ -26,6 +27,7 @@
|
||||
#include "slic3r/Utils/UndoRedo.hpp"
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
#include <array>
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
|
||||
@@ -74,7 +76,8 @@ void TextureDisplacementBakeJob::process(Ctl &ctl)
|
||||
}
|
||||
return true;
|
||||
},
|
||||
color, m_input.volume_to_world, nullptr, &m_stats));
|
||||
color, m_input.volume_to_world, nullptr, &m_stats,
|
||||
m_input.model_uv.empty() ? nullptr : &m_input.model_uv));
|
||||
|
||||
// Always finish at 100: this is what closes the notification. Reported even on cancel, where
|
||||
// build_texture_displacement() returns an empty mesh and finalize() commits nothing.
|
||||
@@ -126,16 +129,71 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
{ mix.a_percent(), 100 - mix.a_percent() });
|
||||
});
|
||||
|
||||
// Whether the bake replaced the triangles or only moved the vertices it was given. The classic
|
||||
// path is topology-preserving by contract, so every per-triangle annotation on the volume still
|
||||
// means what it did; the default pipeline refines, cuts and simplifies, so none of them do.
|
||||
// Both are checked: the flag is what the bake promised, the count is what it delivered. Only
|
||||
// the triangles matter - the annotations are per facet and reference no vertex index - so a
|
||||
// vertex count that changed on its own (the bake compacts unreferenced vertices away) is not a
|
||||
// reason to remap anything.
|
||||
const bool topology_changed = m_input.options.pipeline_v2 ||
|
||||
m_result.its.indices.size() != m_input.base_mesh.indices.size();
|
||||
|
||||
// Carry the volume's existing paint - the model's own colours above all - across that rebuild.
|
||||
// Without it a bake left the mmu_segmentation_facets bitstream pointing at a triangle set that
|
||||
// no longer existed, which is what scrambled the colours of an imported coloured model even
|
||||
// with colour switched off on every layer and nothing in the bake that was meant to touch them.
|
||||
//
|
||||
// transfer_facet_paint() rather than ModelVolume::restore_painting(): the latter's remap wants
|
||||
// a target triangle overlapping the source paint to within 0.01 mm, which the baked surface is
|
||||
// nowhere near - it has moved by the relief depth. Nothing to do when the topology is intact:
|
||||
// triangle i is still triangle i, so the paint is already exactly right and carrying it at all
|
||||
// could only lose detail.
|
||||
std::array<TriangleSelector::TriangleSplittingData, 4> before;
|
||||
if (topology_changed) {
|
||||
before[0] = volume->supported_facets.get_data();
|
||||
before[1] = volume->seam_facets.get_data();
|
||||
before[2] = volume->mmu_segmentation_facets.get_data();
|
||||
before[3] = volume->fuzzy_skin_facets.get_data();
|
||||
}
|
||||
|
||||
volume->set_mesh(std::move(m_result));
|
||||
volume->set_new_unique_id();
|
||||
volume->calculate_convex_hull();
|
||||
|
||||
if (topology_changed) {
|
||||
const std::array<FacetsAnnotation *, 4> target{ &volume->supported_facets, &volume->seam_facets,
|
||||
&volume->mmu_segmentation_facets,
|
||||
&volume->fuzzy_skin_facets };
|
||||
for (size_t ch = 0; ch < target.size(); ++ch) {
|
||||
const std::vector<uint8_t> state =
|
||||
transfer_facet_paint(m_input.base_mesh, before[ch], volume->mesh().its);
|
||||
// Nothing was painted in this channel, or there is nothing to paint it onto: either
|
||||
// way the annotation must not keep describing the mesh that is gone.
|
||||
if (state.empty()) {
|
||||
target[ch]->reset();
|
||||
continue;
|
||||
}
|
||||
TriangleSelector selector(volume->mesh());
|
||||
bool any = false;
|
||||
for (size_t i = 0; i < state.size(); ++i)
|
||||
if (state[i] != 0) {
|
||||
selector.set_facet(int(i), EnforcerBlockerType(state[i]));
|
||||
any = true;
|
||||
}
|
||||
if (any)
|
||||
target[ch]->set(selector);
|
||||
else
|
||||
target[ch]->reset();
|
||||
}
|
||||
}
|
||||
|
||||
// Colour lands in mmu_segmentation_facets, merged *over* whatever is already painted there
|
||||
// rather than replacing it: a triangle the texture does not colour keeps its existing filament,
|
||||
// and one the user never painted at all stays at NONE, which already means "the volume's own
|
||||
// filament". That is what confines the effect to the painted area without having to invent a
|
||||
// colour for everything outside it. Safe to index straight onto the new mesh - the bake is
|
||||
// topology-preserving, so triangle i is still triangle i.
|
||||
// colour for everything outside it. What was already painted is whatever the transfer above
|
||||
// left in the annotation, so this bake's colour lands on top of it rather than instead of it.
|
||||
if (!m_triangle_color.empty() && m_triangle_color.size() == volume->mesh().its.indices.size()) {
|
||||
TriangleSelector selector(volume->mesh());
|
||||
const TriangleSelector::TriangleSplittingData &existing = volume->mmu_segmentation_facets.get_data();
|
||||
@@ -159,7 +217,6 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
// pipeline, which rebuilds and then simplifies the mesh. A mask left behind against the old
|
||||
// topology is exactly what makes the gizmo reload an empty selector over a non-empty mask and
|
||||
// then erase it on the next flush - see GLGizmoTextureDisplacement::update_from_model_object().
|
||||
const bool topology_changed = m_input.base_mesh.indices.size() != volume->mesh().its.indices.size();
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++slot) {
|
||||
const auto it = std::find_if(m_input.layers.begin(), m_input.layers.end(),
|
||||
[slot](const TextureDisplacementLayer &l) { return l.slot == slot; });
|
||||
@@ -167,6 +224,14 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
volume->texture_displacement_facet(slot).reset();
|
||||
}
|
||||
|
||||
// The model's own UV channel. Resampled onto a rebuilt mesh from the surface the bake started
|
||||
// from: a displaced vertex came from its foot point on that surface, which is the position its
|
||||
// uv belongs to - so no distance limit, the relief depth is exactly how far it has moved.
|
||||
if (!m_input.model_uv.empty())
|
||||
volume->texture_uv = topology_changed ? transfer_uv_channel(m_input.base_mesh, m_input.model_uv,
|
||||
volume->mesh().its) :
|
||||
m_input.model_uv;
|
||||
|
||||
ModelObject *object = volume->get_object();
|
||||
if (object == nullptr)
|
||||
return;
|
||||
@@ -219,6 +284,8 @@ void queue_texture_displacement_bake(const ModelVolume &volume, const TextureCol
|
||||
input.take_snapshot = take_snapshot;
|
||||
input.volume_id = volume.id();
|
||||
input.base_mesh = volume.mesh().its;
|
||||
if (volume.has_texture_uv())
|
||||
input.model_uv = volume.texture_uv;
|
||||
input.layers = volume.texture_displacement_layers;
|
||||
input.options = volume.texture_displacement_options;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(volume);
|
||||
|
||||
@@ -34,6 +34,9 @@ struct TextureDisplacementBakeInput
|
||||
// writes the volume's mmu_segmentation_facets - the same per-triangle filament assignment the MMU
|
||||
// paint gizmo writes - alongside the displaced geometry.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), empty when it has none: what a ModelUV
|
||||
// layer maps through, and what the commit puts back on the baked mesh.
|
||||
std::vector<Vec2f> model_uv;
|
||||
// Whether this job pushes its own undo step when it commits. False when the caller has already
|
||||
// taken one that is meant to cover the displacement as well - Standard mode's Bake, which remeshes
|
||||
// and subdivides first and has to undo as a single action.
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
#include "slic3r/GUI/Jobs/Worker.hpp"
|
||||
#include <memory>
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
@@ -52,13 +53,14 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
|
||||
|
||||
indexed_triangle_set mesh = m_input.base_mesh;
|
||||
TextureDisplacementFacetsData masks = m_input.facets_data;
|
||||
std::vector<Vec2f> uv = m_input.model_uv;
|
||||
|
||||
// The default pipeline can only move vertices the mesh already has, so its recipe starts with the
|
||||
// preparation - which is where "first it remeshes, then it refines" actually happens. The
|
||||
// experimental pipeline refines as part of the bake and has nothing to prepare.
|
||||
if (m_input.run_prepare && !m_input.options.pipeline_v2) {
|
||||
const TextureDisplacementPrepareResult prepared =
|
||||
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, m_input.prepare_params,
|
||||
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, uv, m_input.prepare_params,
|
||||
m_input.color,
|
||||
// Preparation is roughly half the run; the bake
|
||||
// takes the progress bar from there.
|
||||
@@ -77,12 +79,14 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
|
||||
if (!prepared.mesh.indices.empty()) {
|
||||
mesh = prepared.mesh;
|
||||
masks = prepared.masks;
|
||||
uv = prepared.uv; // resampled onto the prepared mesh, as the prepare commit stores it
|
||||
}
|
||||
}
|
||||
|
||||
build_texture_displacement(mesh, m_input.layers, masks, m_input.options,
|
||||
[&report](int pct) { return report(50 + pct / 2); },
|
||||
/* color */ nullptr, m_input.volume_to_world, &recorder);
|
||||
/* color */ nullptr, m_input.volume_to_world, &recorder, /* stats */ nullptr,
|
||||
uv.empty() ? nullptr : &uv);
|
||||
|
||||
m_stages = recorder.take();
|
||||
ctl.update_status(100, status); // always finish at 100: this is what closes the notification
|
||||
@@ -115,6 +119,8 @@ void queue_texture_displacement_debug(const ModelVolume &volume, const TextureCo
|
||||
input.check_topology = check_topology;
|
||||
input.color = color;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(volume);
|
||||
if (volume.has_texture_uv())
|
||||
input.model_uv = volume.texture_uv;
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
input.facets_data[size_t(i)] = volume.texture_displacement_facet(i).get_data();
|
||||
|
||||
|
||||
@@ -47,6 +47,9 @@ struct TextureDisplacementDebugInput
|
||||
// Only the quantizer is used, and only by the refinement's colour criterion - the debug run
|
||||
// produces no colour of its own.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), so the recipe captured here is the one a
|
||||
// ModelUV layer actually bakes through. Empty when the volume has none.
|
||||
std::vector<Vec2f> model_uv;
|
||||
|
||||
// The edge scan behind the open / non-manifold counts is a sort over every half-edge, which on a
|
||||
// multi-million triangle stage costs more than the stage did. On by default because a stage that
|
||||
|
||||
@@ -46,7 +46,7 @@ void TextureDisplacementPrepareJob::process(Ctl &ctl)
|
||||
// idle loop.
|
||||
int last_reported = 1;
|
||||
m_result = GLGizmoTextureDisplacement::prepare_mesh(m_input.base_mesh, m_input.masks, m_input.layers,
|
||||
m_input.params, m_input.color,
|
||||
m_input.model_uv, m_input.params, m_input.color,
|
||||
[&ctl, &status, &last_reported](int percent) {
|
||||
if (ctl.was_canceled())
|
||||
return false;
|
||||
@@ -106,6 +106,10 @@ void TextureDisplacementPrepareJob::finalize(bool canceled, std::exception_ptr &
|
||||
volume->restore_painting(saved_painting);
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
volume->texture_displacement_facet(i).set_data(std::move(m_result.masks[size_t(i)]));
|
||||
// The model's own UV channel, resampled onto the new mesh by the run. Also put back after
|
||||
// restore_painting(), which resets it along with the extra facets for the same reason: it is
|
||||
// indexed by triangle and the triangles have changed.
|
||||
volume->texture_uv = std::move(m_result.uv);
|
||||
|
||||
if (ObjectList *obj_list = wxGetApp().obj_list()) {
|
||||
const ModelObjectPtrs &objs = plater->model().objects;
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Job.hpp"
|
||||
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
|
||||
namespace Slic3r {
|
||||
@@ -47,6 +48,10 @@ struct TextureDisplacementPrepareInput
|
||||
// skips the colour criterion entirely. Only the *quantizer* is used here: refinement follows
|
||||
// perceived colour, never the interleaving that realises a mix.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), empty when it has none. prepare_mesh()
|
||||
// resamples it onto the mesh it produces, and the commit puts it back - like the masks, it is
|
||||
// indexed by triangle and so cannot survive the stages on its own.
|
||||
std::vector<Vec2f> model_uv;
|
||||
// The undo step the commit opens. Standard mode's Bake names it after the bake, because the
|
||||
// displacement job that follows commits into this same step rather than pushing its own.
|
||||
std::string snapshot_name;
|
||||
|
||||
@@ -48,7 +48,8 @@ void TextureDisplacementPreviewJob::process(Ctl &ctl)
|
||||
(!m_current_generation ||
|
||||
m_current_generation->load() == m_generation);
|
||||
},
|
||||
color, m_input.volume_to_world);
|
||||
color, m_input.volume_to_world, nullptr, nullptr,
|
||||
m_input.model_uv.empty() ? nullptr : &m_input.model_uv);
|
||||
}
|
||||
|
||||
void TextureDisplacementPreviewJob::finalize(bool canceled, std::exception_ptr &eptr)
|
||||
|
||||
@@ -29,6 +29,9 @@ struct TextureDisplacementPreviewInput
|
||||
// Empty unless a layer is colouring, in which case the preview reports the palette entry per
|
||||
// triangle alongside the mesh, so the Normal view shows the colours the bake will produce.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), so a ModelUV layer previews through the
|
||||
// same layout it will bake through. Empty when the volume has none.
|
||||
std::vector<Vec2f> model_uv;
|
||||
};
|
||||
|
||||
// A preview result: the displaced mesh, and - when the input carried a palette - one palette entry per
|
||||
|
||||
@@ -67,6 +67,7 @@
|
||||
#include "slic3r/GUI/Field.hpp"
|
||||
#include "slic3r/GUI/Widgets/PopupWindow.hpp"
|
||||
#include <set>
|
||||
#include <wx/filename.h>
|
||||
#include "slic3r/GUI/Widgets/StaticLine.hpp"
|
||||
#include "slic3r/GUI/GUI_ObjectSettings.hpp"
|
||||
#include "slic3r/GUI/ColorDecomposeDialog.hpp"
|
||||
@@ -246,6 +247,7 @@
|
||||
#include "DeviceCore/DevNozzleSystem.h" // DevNozzle, GetExtNozzles / GetRackNozzles
|
||||
#include "ProjectDirtyStateManager.hpp"
|
||||
#include "Gizmos/GLGizmoSimplify.hpp" // create suggestion notification
|
||||
#include "Gizmos/GLGizmoImage.hpp" // Drop an image onto the Image tool
|
||||
#include "Gizmos/GLGizmoSVG.hpp" // Drop SVG file
|
||||
#include "Gizmos/GizmoObjectManipulation.hpp"
|
||||
|
||||
@@ -7110,6 +7112,9 @@ void Sidebar::can_search()
|
||||
p->can_search();
|
||||
}
|
||||
|
||||
// Defined with the other drop helpers below; forward declared because the drop target uses it.
|
||||
void set_image_drag_over(Plater &plater, bool over);
|
||||
|
||||
class PlaterDropTarget : public wxFileDropTarget
|
||||
{
|
||||
public:
|
||||
@@ -7119,12 +7124,53 @@ public:
|
||||
|
||||
virtual bool OnDropFiles(wxCoord x, wxCoord y, const wxArrayString &filenames);
|
||||
|
||||
// A drag has no feedback of its own, so the Image tool is told when one is over the view and
|
||||
// draws a drop zone for as long as it is. wxWidgets cannot hand us the file names before the
|
||||
// drop on GTK, so this says nothing about what is being dragged: the zone invites a picture,
|
||||
// and anything else still falls through to the model loader.
|
||||
virtual wxDragResult OnEnter(wxCoord x, wxCoord y, wxDragResult def)
|
||||
{
|
||||
set_image_drag_over(m_plater, true);
|
||||
return wxFileDropTarget::OnEnter(x, y, def);
|
||||
}
|
||||
virtual void OnLeave()
|
||||
{
|
||||
set_image_drag_over(m_plater, false);
|
||||
wxFileDropTarget::OnLeave();
|
||||
}
|
||||
|
||||
private:
|
||||
MainFrame& m_mainframe;
|
||||
Plater& m_plater;
|
||||
};
|
||||
|
||||
namespace {
|
||||
// The Image gizmo, but only while it is the open one. Null otherwise, which is what keeps a drag or
|
||||
// a drop from meaning anything different with the tool closed.
|
||||
GLGizmoImage *open_image_gizmo(Plater &plater)
|
||||
{
|
||||
GLCanvas3D *canvas = plater.canvas3D();
|
||||
if (canvas == nullptr)
|
||||
return nullptr;
|
||||
GLGizmosManager &gizmos = canvas->get_gizmos_manager();
|
||||
if (gizmos.get_current_type() != GLGizmosManager::Image)
|
||||
return nullptr;
|
||||
return dynamic_cast<GLGizmoImage *>(gizmos.get_gizmo(GLGizmosManager::Image));
|
||||
}
|
||||
|
||||
// True when `file` is a picture and the Image gizmo is the one currently open, in which case it has
|
||||
// taken the file. Mirrors emboss_svg() below, which does the same for an SVG and the text tool.
|
||||
bool drop_image_on_gizmo(Plater &plater, const wxString &file)
|
||||
{
|
||||
static const std::set<wxString> image_ext = { "png", "jpg", "jpeg", "bmp" };
|
||||
const wxString ext = wxFileName(file).GetExt().Lower();
|
||||
if (image_ext.count(ext) == 0)
|
||||
return false;
|
||||
|
||||
GLGizmoImage *image = open_image_gizmo(plater);
|
||||
return image != nullptr && image->drop_image_file(into_u8(file));
|
||||
}
|
||||
|
||||
bool emboss_svg(Plater& plater, const wxString &svg_file, const Vec2d& mouse_drop_position)
|
||||
{
|
||||
std::string svg_file_str = into_u8(svg_file);
|
||||
@@ -7783,6 +7829,12 @@ const std::regex Plater::priv::pattern_zip_amf(".*[.]zip[.]amf", std::regex::ica
|
||||
const std::regex Plater::priv::pattern_any_amf(".*[.](amf|amf[.]xml|zip[.]amf)", std::regex::icase);
|
||||
const std::regex Plater::priv::pattern_prusa(".*bbl", std::regex::icase);
|
||||
|
||||
void set_image_drag_over(Plater &plater, bool over)
|
||||
{
|
||||
if (GLGizmoImage *image = open_image_gizmo(plater))
|
||||
image->set_file_drag_over(over);
|
||||
}
|
||||
|
||||
bool PlaterDropTarget::OnDropFiles(wxCoord x, wxCoord y, const wxArrayString &filenames)
|
||||
{
|
||||
#ifdef WIN32
|
||||
@@ -7790,11 +7842,18 @@ bool PlaterDropTarget::OnDropFiles(wxCoord x, wxCoord y, const wxArrayString &fi
|
||||
this->MSWUpdateDragImageOnLeave();
|
||||
#endif // WIN32
|
||||
|
||||
set_image_drag_over(m_plater, false); // the drag is over, whoever ends up taking the file
|
||||
|
||||
m_mainframe.Raise();
|
||||
m_mainframe.select_tab(TAB_ID_PREPARE);
|
||||
if (wxGetApp().is_editor())
|
||||
m_plater.select_view_3D("3D");
|
||||
|
||||
// A picture dropped while the Image tool is open is that tool's input, not a model to load. Only
|
||||
// then: with the tool closed a dropped PNG goes on doing whatever it did before.
|
||||
if (filenames.size() == 1 && drop_image_on_gizmo(m_plater, filenames.Last()))
|
||||
return true;
|
||||
|
||||
// When only one .svg file is dropped on scene
|
||||
if (filenames.size() == 1) {
|
||||
const wxString &filename = filenames.Last();
|
||||
|
||||
@@ -114,6 +114,9 @@ constexpr std::array<ShortcutInfo, size_t(Shortcut::Count)> shortcut_table = {{
|
||||
SHORTCUT(GizmoAssembly, "gizmo_assembly", L("Gizmo assemble"), PLATER, { 'Y' }),
|
||||
SHORTCUT(GizmoBrimEars, "gizmo_brim_ears", L("Gizmo brim ears"), PLATER, { 'E' }),
|
||||
SHORTCUT(GizmoDisplacement, "gizmo_displacement", L("Gizmo texture displacement painting"), PLATER, { 'D' }),
|
||||
// Unbound by default: every single letter this context can reach is already taken, and a default
|
||||
// that shadows one of them is worse than none. The shortcuts dialog lists it for binding.
|
||||
SHORTCUT(GizmoImage, "gizmo_image", L("Gizmo image painting"), PLATER, KeyChord{}),
|
||||
|
||||
// Sliders
|
||||
SHORTCUT(GoToLayer, "go_to_layer", L("Jump to layer"), PREVIEW, { 'G', SHIFT }),
|
||||
|
||||
@@ -38,7 +38,7 @@ enum class Shortcut : uint8_t {
|
||||
MoveSelectionLeft, MoveSelectionRight, MoveSelectionUp, MoveSelectionDown, RotateSelectionLeft, RotateSelectionRight,
|
||||
// Gizmos
|
||||
GizmoMove, GizmoRotate, GizmoScale, GizmoFlatten, GizmoCut, GizmoMeshBoolean, GizmoFdmSupports, GizmoSeam, GizmoFuzzySkin,
|
||||
GizmoMmuSegmentation, GizmoEmboss, GizmoMeasure, GizmoAssembly, GizmoBrimEars, GizmoDisplacement,
|
||||
GizmoMmuSegmentation, GizmoEmboss, GizmoMeasure, GizmoAssembly, GizmoBrimEars, GizmoDisplacement, GizmoImage,
|
||||
// Sliders
|
||||
GoToLayer, LayerSliderUp, LayerSliderDown, MovesSliderLeft, MovesSliderRight, MovesSliderStart, MovesSliderEnd,
|
||||
// Painting tools
|
||||
|
||||
@@ -37,10 +37,12 @@
|
||||
#include <boost/filesystem.hpp>
|
||||
|
||||
#include "libslic3r/AABBMesh.hpp"
|
||||
#include "libslic3r/AABBTreeIndirect.hpp"
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include "libslic3r/TextureBake/TextureBakeDecimate.hpp"
|
||||
#include "libslic3r/TextureBake/TextureBakeFlip.hpp"
|
||||
#include "libslic3r/TextureBake/TextureBakeMesh.hpp"
|
||||
#include "libslic3r/TextureBake/TextureBakeRepair.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
#include "libslic3r/TriangleSelector.hpp"
|
||||
#include "libslic3r/PNGReadWrite.hpp"
|
||||
@@ -2708,6 +2710,157 @@ TEST_CASE("Cancelling while flat faces are harvested past the budget stops the d
|
||||
CHECK(canceled > full);
|
||||
}
|
||||
|
||||
TEST_CASE("Baking twice keeps the mesh closed and carries the first bake's colours across",
|
||||
"[TextureDisplacement][Regression]")
|
||||
{
|
||||
// Bake, colour part of what came back, bake again. The one-run pipeline rebuilds the topology, so
|
||||
// the colour recorded against the first bake's mesh indexes triangles that no longer mean the same
|
||||
// thing. Taken across by triangle id it lands on unrelated faces - a bake almost always grows the
|
||||
// triangle count, so every stale id passes the only bound check deserialize() makes - which both
|
||||
// scatters colour over surfaces nothing painted and destroys what the first pass laid down.
|
||||
// transfer_facet_paint() carries it across by position instead - every triangle of the new mesh
|
||||
// takes the state painted at its foot point on the old one - which is what makes successive bakes
|
||||
// accumulate. See TextureDisplacementBakeJob, which is where the two meet.
|
||||
constexpr float side = 20.f;
|
||||
constexpr float refine = 0.5f;
|
||||
constexpr float radius = 4.f;
|
||||
const indexed_triangle_set cube = its_make_cube(side, side, side);
|
||||
const Vec2f first_stroke(6.f, 6.f), second_stroke(14.f, 14.f);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.image_data = make_rgb_png_2x2();
|
||||
layer.tiling_scale = 5.f;
|
||||
layer.depth_mm = 0.5f;
|
||||
layer.color_enabled = true;
|
||||
|
||||
TextureDisplacementOptions options;
|
||||
options.pipeline_v2 = true;
|
||||
options.v2_refine_mm = refine;
|
||||
options.v2_max_triangles_k = 750;
|
||||
|
||||
// Three primaries, so a palette entry is legible in the assertions below.
|
||||
const std::array<Vec3f, 3> palette = { Vec3f(1, 0, 0), Vec3f(0, 1, 0), Vec3f(0, 0, 1) };
|
||||
TextureColorRequest request;
|
||||
request.quantize = [&palette](const Vec3f &rgb) {
|
||||
int best = 0;
|
||||
float bd = std::numeric_limits<float>::max();
|
||||
for (int i = 0; i < 3; ++i)
|
||||
if (const float d = (palette[size_t(i)] - rgb).squaredNorm(); d < bd) { bd = d; best = i; }
|
||||
return best;
|
||||
};
|
||||
|
||||
const auto bake = [&](const indexed_triangle_set &mesh, const Vec2f &stroke, std::vector<uint8_t> &color) {
|
||||
TextureDisplacementFacetsData facets;
|
||||
facets[0] = paint_top_disc(mesh, side, stroke, radius);
|
||||
TextureColorRequest req = request;
|
||||
req.out_triangle = &color;
|
||||
return build_texture_displacement(mesh, { layer }, facets, options, {}, &req);
|
||||
};
|
||||
// The pipeline's own counters, over welded positions, so a mesh watertight only after welding
|
||||
// still reads as closed.
|
||||
const auto defects = [](const indexed_triangle_set &mesh) {
|
||||
return TextureBake::count_edge_defects(TextureBake::to_soup(mesh));
|
||||
};
|
||||
|
||||
std::vector<uint8_t> color1;
|
||||
const indexed_triangle_set first = bake(cube, first_stroke, color1);
|
||||
REQUIRE(first.indices.size() > cube.indices.size());
|
||||
REQUIRE(color1.size() == first.indices.size());
|
||||
const TextureBake::EdgeDefects d1 = defects(first);
|
||||
INFO("first bake: " << d1.triangles << " triangles, " << d1.open << " open, " << d1.non_manifold << " non-manifold");
|
||||
CHECK(d1.open == 0);
|
||||
CHECK(d1.non_manifold == 0);
|
||||
|
||||
// The colour the first bake committed, as TextureDisplacementBakeJob writes it.
|
||||
TriangleSelector::TriangleSplittingData painted_first;
|
||||
{
|
||||
const TriangleMesh mesh(first);
|
||||
TriangleSelector selector(mesh);
|
||||
for (size_t i = 0; i < color1.size(); ++i)
|
||||
if (color1[i] != 0)
|
||||
selector.set_facet(int(i), EnforcerBlockerType(color1[i]));
|
||||
painted_first = selector.serialize();
|
||||
}
|
||||
REQUIRE_FALSE(painted_first.bitstream.empty());
|
||||
|
||||
std::vector<uint8_t> color2;
|
||||
const indexed_triangle_set second = bake(first, second_stroke, color2);
|
||||
REQUIRE(color2.size() == second.indices.size());
|
||||
REQUIRE(second.indices.size() != first.indices.size()); // the topology really did change
|
||||
const TextureBake::EdgeDefects d2 = defects(second);
|
||||
INFO("second bake: " << d2.triangles << " triangles, " << d2.open << " open, " << d2.non_manifold << " non-manifold");
|
||||
CHECK(d2.open == 0);
|
||||
CHECK(d2.non_manifold == 0);
|
||||
|
||||
// The commit: the earlier colour carried onto the new topology, this bake's own colour over it.
|
||||
std::vector<uint8_t> committed(second.indices.size(), 0);
|
||||
{
|
||||
const TriangleMesh mesh(second);
|
||||
TriangleSelector selector(mesh);
|
||||
const std::vector<uint8_t> carried = transfer_facet_paint(first, painted_first, second);
|
||||
REQUIRE(carried.size() == second.indices.size());
|
||||
for (size_t i = 0; i < carried.size(); ++i)
|
||||
if (carried[i] != 0)
|
||||
selector.set_facet(int(i), EnforcerBlockerType(carried[i]));
|
||||
for (size_t i = 0; i < color2.size(); ++i)
|
||||
if (color2[i] != 0)
|
||||
selector.set_facet(int(i), EnforcerBlockerType(color2[i]));
|
||||
for (int state = 1; state <= int(palette.size()); ++state) {
|
||||
std::vector<int> src;
|
||||
if (selector.get_facets_strict(EnforcerBlockerType(state), &src).indices.empty())
|
||||
continue;
|
||||
for (const int s : src)
|
||||
if (s >= 0 && size_t(s) < committed.size() && committed[size_t(s)] == 0)
|
||||
committed[size_t(s)] = uint8_t(state);
|
||||
}
|
||||
}
|
||||
|
||||
// Just the triangles the first bake coloured, to ask "how far is this from colour that was really
|
||||
// laid down" of anything the commit painted.
|
||||
indexed_triangle_set coloured_first;
|
||||
coloured_first.vertices = first.vertices;
|
||||
for (size_t i = 0; i < color1.size(); ++i)
|
||||
if (color1[i] != 0)
|
||||
coloured_first.indices.push_back(first.indices[i]);
|
||||
const AABBTreeIndirect::Tree3f tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(
|
||||
coloured_first.vertices, coloured_first.indices);
|
||||
|
||||
// A triangle may carry colour the second bake did not produce only where the first bake's colour
|
||||
// actually was. A foot point sits on the surface the bake started from, which the relief has since
|
||||
// moved, and the transfer can widen the region by a triangle, so the margin is twice the edge
|
||||
// length the bake was told to refine to; landing anywhere else means the mask was read against a
|
||||
// mesh it no longer matches.
|
||||
size_t own = 0, carried_over = 0, stranded = 0;
|
||||
float worst = 0.f;
|
||||
for (size_t i = 0; i < second.indices.size(); ++i) {
|
||||
if (committed[i] == 0)
|
||||
continue;
|
||||
if (i < color2.size() && color2[i] != 0) {
|
||||
CHECK(committed[i] == color2[i]); // this bake's own colour wins where it painted
|
||||
++own;
|
||||
continue;
|
||||
}
|
||||
const stl_triangle_vertex_indices &t = second.indices[i];
|
||||
const Vec3f g = (second.vertices[size_t(t[0])] + second.vertices[size_t(t[1])] +
|
||||
second.vertices[size_t(t[2])]) / 3.f;
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d = std::sqrt(std::max(0.f, AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
|
||||
coloured_first.vertices, coloured_first.indices, tree, g, hit, foot)));
|
||||
worst = std::max(worst, d);
|
||||
if (d <= 2.f * refine)
|
||||
++carried_over;
|
||||
else
|
||||
++stranded;
|
||||
}
|
||||
INFO("committed: " << own << " from this bake, " << carried_over << " carried over, " << stranded
|
||||
<< " stranded, worst distance from the first bake's colour " << worst << " mm");
|
||||
CHECK(own > 0);
|
||||
CHECK(carried_over > 0); // the first bake's colour survived the second
|
||||
CHECK(stranded == 0); // and nothing was painted where neither bake put colour
|
||||
}
|
||||
|
||||
TEST_CASE("A second bake beside a first comes out as fine as a single bake", "[TextureDisplacement]")
|
||||
{
|
||||
// A stroke in each of the cube's two top triangles, baked one after the other. The first bake used
|
||||
@@ -2950,3 +3103,353 @@ TEST_CASE("whether a layer's texture has colour agrees with its decode", "[Textu
|
||||
|
||||
CHECK_FALSE(height_texture_has_color(TextureDisplacementLayer{}));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
// The model's own UV channel, and the Override blend mode
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
|
||||
// A grayscale image that is black in its left half and white in its right half, so where a sample
|
||||
// lands along u is readable straight off the height it comes back with.
|
||||
static std::shared_ptr<std::vector<unsigned char>> make_left_right_split_png(size_t w = 16, size_t h = 16)
|
||||
{
|
||||
std::vector<uint8_t> pixels(w * h);
|
||||
for (size_t y = 0; y < h; ++y)
|
||||
for (size_t x = 0; x < w; ++x)
|
||||
pixels[y * w + x] = (x < w / 2) ? 0 : 255;
|
||||
const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
|
||||
/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
|
||||
REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
// Where a sheet coordinate lands in uv: across [UV_LO, UV_LO + UV_SPAN] rather than the full [0, 1].
|
||||
// The inset keeps the tests off the exact edge of an untiled placement, where there is deliberately no
|
||||
// texture at all rather than its border texel (see DecodedHeightTexture::sample()) - a real model's
|
||||
// channel does reach 1.0, and a vertex sitting exactly there displaces by nothing on purpose.
|
||||
static constexpr float UV_LO = 0.1f;
|
||||
static constexpr float UV_SPAN = 0.8f;
|
||||
|
||||
static float sheet_uv_at(float coord, float size, bool mirror = false)
|
||||
{
|
||||
const float t = coord / size;
|
||||
return UV_LO + UV_SPAN * (mirror ? 1.f - t : t);
|
||||
}
|
||||
|
||||
// One UV per triangle corner: u follows x, v follows y. `mirror_u` mirrors u, which is what the tests
|
||||
// use to show the bake is really reading the channel rather than projecting the position.
|
||||
static std::vector<Vec2f> sheet_uv_channel(const indexed_triangle_set &sheet, float size, bool mirror_u = false)
|
||||
{
|
||||
std::vector<Vec2f> uv(sheet.indices.size() * 3);
|
||||
for (size_t f = 0; f < sheet.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = sheet.vertices[size_t(sheet.indices[f][k])];
|
||||
uv[f * 3 + size_t(k)] = Vec2f(sheet_uv_at(p.x(), size, mirror_u), sheet_uv_at(p.y(), size));
|
||||
}
|
||||
return uv;
|
||||
}
|
||||
|
||||
TEST_CASE("Override blend replaces the displacement under it instead of combining with it",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
CHECK_THAT(blend_displacement(3.f, 1.f, TextureBlendMode::Override), WithinAbs(1.f, 1e-6f));
|
||||
// Nothing underneath yet is still just the value, so an Override layer at the bottom of the
|
||||
// stack behaves exactly like the Add the bake forces there.
|
||||
CHECK_THAT(blend_displacement(0.f, 1.f, TextureBlendMode::Override), WithinAbs(1.f, 1e-6f));
|
||||
// The sign carries, and a zero sample really does flatten what is under it - that is the point.
|
||||
CHECK_THAT(blend_displacement(3.f, -1.f, TextureBlendMode::Override), WithinAbs(-1.f, 1e-6f));
|
||||
CHECK_THAT(blend_displacement(3.f, 0.f, TextureBlendMode::Override), WithinAbs(0.f, 1e-6f));
|
||||
}
|
||||
|
||||
TEST_CASE("an Override layer leaves only its own relief where two layers overlap", "[TextureDisplacement]")
|
||||
{
|
||||
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
||||
|
||||
TextureDisplacementLayer base;
|
||||
base.slot = 0;
|
||||
base.depth_mm = 2.0f;
|
||||
base.tiling_scale = 5.0f;
|
||||
base.image_data = make_flat_gray_png(255); // full depth everywhere
|
||||
|
||||
TextureDisplacementLayer second = base;
|
||||
second.slot = 1;
|
||||
second.depth_mm = 0.5f;
|
||||
second.blend_mode = TextureBlendMode::Override;
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(cube);
|
||||
facets[1] = facets[0];
|
||||
|
||||
const indexed_triangle_set overridden = build_texture_displacement(cube, {base, second}, facets, classic_options());
|
||||
REQUIRE(overridden.vertices.size() == cube.vertices.size());
|
||||
|
||||
// Add would have piled the two up to 2.5 mm; Override keeps the upper layer's 0.5 mm alone.
|
||||
TextureDisplacementLayer added = second;
|
||||
added.blend_mode = TextureBlendMode::Add;
|
||||
const indexed_triangle_set summed = build_texture_displacement(cube, {base, added}, facets, classic_options());
|
||||
REQUIRE(summed.vertices.size() == cube.vertices.size());
|
||||
|
||||
for (size_t i = 0; i < cube.vertices.size(); ++i) {
|
||||
if (!above_resting_plane(cube, i))
|
||||
continue;
|
||||
CHECK_THAT((overridden.vertices[i] - cube.vertices[i]).norm(), WithinAbs(0.5f, 1e-3f));
|
||||
CHECK_THAT((summed.vertices[i] - cube.vertices[i]).norm(), WithinAbs(2.5f, 1e-3f));
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("the ModelUV mapping displaces through the model's own UV channel", "[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 1.f);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.image_data = make_left_right_split_png();
|
||||
layer.tile_enabled = false; // the layout is the placement; nothing should repeat
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(sheet);
|
||||
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(sheet, size);
|
||||
const std::vector<Vec2f> flipped = sheet_uv_channel(sheet, size, /* mirror_u */ true);
|
||||
|
||||
const indexed_triangle_set out = build_texture_displacement(sheet, {layer}, facets, classic_options(), {}, nullptr,
|
||||
Transform3d::Identity(), nullptr, nullptr, &uv);
|
||||
REQUIRE(out.vertices.size() == sheet.vertices.size());
|
||||
|
||||
// The image is black for u < 0.5 and white above it, and the channel's u rises with x across the
|
||||
// sheet, so it comes out flat on its left half and raised by the full depth on its right.
|
||||
size_t low = 0, high = 0;
|
||||
for (size_t i = 0; i < sheet.vertices.size(); ++i) {
|
||||
const float x = sheet.vertices[i].x();
|
||||
const float dz = out.vertices[i].z() - sheet.vertices[i].z();
|
||||
if (x < 0.4f * size) {
|
||||
CHECK_THAT(dz, WithinAbs(0.f, 1e-3f));
|
||||
++low;
|
||||
} else if (x > 0.6f * size) {
|
||||
CHECK_THAT(dz, WithinAbs(layer.depth_mm, 1e-3f));
|
||||
++high;
|
||||
}
|
||||
}
|
||||
REQUIRE(low > 0);
|
||||
REQUIRE(high > 0);
|
||||
|
||||
// Mirroring the channel mirrors the relief: the mapping really is the channel's, not a planar
|
||||
// projection of the position (which would be unchanged by it).
|
||||
const indexed_triangle_set mirrored = build_texture_displacement(sheet, {layer}, facets, classic_options(), {},
|
||||
nullptr, Transform3d::Identity(), nullptr, nullptr,
|
||||
&flipped);
|
||||
REQUIRE(mirrored.vertices.size() == sheet.vertices.size());
|
||||
for (size_t i = 0; i < sheet.vertices.size(); ++i) {
|
||||
const float x = sheet.vertices[i].x();
|
||||
if (x < 0.4f * size)
|
||||
CHECK_THAT(mirrored.vertices[i].z() - sheet.vertices[i].z(), WithinAbs(layer.depth_mm, 1e-3f));
|
||||
else if (x > 0.6f * size)
|
||||
CHECK_THAT(mirrored.vertices[i].z() - sheet.vertices[i].z(), WithinAbs(0.f, 1e-3f));
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("a ModelUV layer falls back to Triplanar when the volume carries no UV channel",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 2.f);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.tiling_scale = 5.0f;
|
||||
layer.image_data = make_flat_gray_png(255);
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(sheet);
|
||||
|
||||
layer.projection_method = TextureProjectionMethod::Triplanar;
|
||||
const indexed_triangle_set as_triplanar = build_texture_displacement(sheet, {layer}, facets, classic_options());
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
const indexed_triangle_set no_channel = build_texture_displacement(sheet, {layer}, facets, classic_options());
|
||||
|
||||
REQUIRE(no_channel.vertices.size() == as_triplanar.vertices.size());
|
||||
for (size_t i = 0; i < as_triplanar.vertices.size(); ++i)
|
||||
CHECK_THAT((no_channel.vertices[i] - as_triplanar.vertices[i]).norm(), WithinAbs(0.f, 1e-5f));
|
||||
}
|
||||
|
||||
TEST_CASE("a bake with colour off on every layer reports no colour at all", "[TextureDisplacement]")
|
||||
{
|
||||
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.tiling_scale = 5.0f;
|
||||
layer.image_data = make_flat_rgb_png(200, 40, 10); // has colour to give...
|
||||
layer.color_enabled = false; // ...but is not asked for it
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(cube);
|
||||
|
||||
std::vector<uint8_t> triangle_color;
|
||||
TextureColorRequest request;
|
||||
request.quantize = [](const Vec3f &) { return 0; }; // would colour everything, if asked
|
||||
request.out_triangle = &triangle_color;
|
||||
|
||||
const indexed_triangle_set out = build_texture_displacement(cube, {layer}, facets, classic_options(), {}, &request);
|
||||
REQUIRE_FALSE(out.vertices.empty());
|
||||
// Every entry 0 ("this triangle takes no colour from the texture"), so the commit leaves whatever
|
||||
// the model was already painted with exactly as it was.
|
||||
for (const uint8_t entry : triangle_color)
|
||||
CHECK(entry == 0);
|
||||
}
|
||||
|
||||
TEST_CASE("transfer_uv_channel resamples a UV channel onto a subdivided copy of the same surface",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 5.f);
|
||||
const indexed_triangle_set fine = make_flat_sheet(size, 1.f);
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(coarse, size);
|
||||
|
||||
const std::vector<Vec2f> moved = transfer_uv_channel(coarse, uv, fine);
|
||||
REQUIRE(moved.size() == fine.indices.size() * 3);
|
||||
|
||||
// The channel is affine in position here (u = x/size, v = y/size), so a correct transfer
|
||||
// reproduces it exactly at every corner of the finer mesh.
|
||||
for (size_t f = 0; f < fine.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = fine.vertices[size_t(fine.indices[f][k])];
|
||||
CHECK_THAT(moved[f * 3 + size_t(k)].x(), WithinAbs(sheet_uv_at(p.x(), size), 1e-4f));
|
||||
CHECK_THAT(moved[f * 3 + size_t(k)].y(), WithinAbs(sheet_uv_at(p.y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
// A mismatched channel is refused rather than read past its end.
|
||||
CHECK(transfer_uv_channel(coarse, {Vec2f::Zero()}, fine).empty());
|
||||
CHECK(transfer_uv_channel(coarse, uv, indexed_triangle_set{}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("the model's per-corner UVs survive a brush split and collapse to one per vertex",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 5.f);
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(sheet, size);
|
||||
|
||||
// The whole sheet as a patch, with the source map the channel is read through.
|
||||
const TriangleMesh tm(sheet);
|
||||
TriangleSelector selector(tm);
|
||||
for (int f = 0; f < int(sheet.indices.size()); ++f)
|
||||
selector.set_facet(f, EnforcerBlockerType::ENFORCER);
|
||||
std::vector<int> source;
|
||||
const indexed_triangle_set patch = selector.get_facets_strict(EnforcerBlockerType::ENFORCER, &source);
|
||||
REQUIRE(patch.indices.size() == source.size());
|
||||
|
||||
const std::vector<Vec2f> corner = compute_model_corner_uvs(sheet, uv, patch, source);
|
||||
REQUIRE(corner.size() == patch.indices.size() * 3);
|
||||
// An unsplit patch triangle *is* its source triangle, so its corners reproduce the channel.
|
||||
for (size_t f = 0; f < patch.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = patch.vertices[size_t(patch.indices[f][k])];
|
||||
CHECK_THAT(corner[f * 3 + size_t(k)].x(), WithinAbs(sheet_uv_at(p.x(), size), 1e-4f));
|
||||
CHECK_THAT(corner[f * 3 + size_t(k)].y(), WithinAbs(sheet_uv_at(p.y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
const std::vector<Vec2f> per_vertex = collapse_corner_uvs(patch, corner);
|
||||
REQUIRE(per_vertex.size() == patch.vertices.size());
|
||||
for (size_t i = 0; i < patch.vertices.size(); ++i) {
|
||||
CHECK_THAT(per_vertex[i].x(), WithinAbs(sheet_uv_at(patch.vertices[i].x(), size), 1e-4f));
|
||||
CHECK_THAT(per_vertex[i].y(), WithinAbs(sheet_uv_at(patch.vertices[i].y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
// Mismatched inputs report nothing rather than guessing.
|
||||
CHECK(compute_model_corner_uvs(sheet, {Vec2f::Zero()}, patch, source).empty());
|
||||
CHECK(compute_model_corner_uvs(sheet, uv, patch, {}).empty());
|
||||
CHECK(collapse_corner_uvs(patch, {Vec2f::Zero()}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("facet paint is carried onto a rebuilt mesh by each facet's foot point", "[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 2.5f);
|
||||
|
||||
// Two filaments, split down the middle - the pattern the transfer has to reproduce.
|
||||
const TriangleMesh coarse_mesh(coarse);
|
||||
TriangleSelector painter(coarse_mesh);
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
painter.set_facet(int(t), x < 0.5f * size ? EnforcerBlockerType::Extruder1 : EnforcerBlockerType::Extruder2);
|
||||
}
|
||||
const TriangleSelector::TriangleSplittingData paint = painter.serialize();
|
||||
|
||||
// A finer mesh, lifted clear of the original surface the way a bake's relief lifts it. This is
|
||||
// what ModelVolume::restore_painting()'s 0.01 mm overlap remap cannot follow.
|
||||
indexed_triangle_set lifted = make_flat_sheet(size, 1.f);
|
||||
for (Vec3f &v : lifted.vertices)
|
||||
v.z() += 0.5f;
|
||||
|
||||
const std::vector<uint8_t> state = transfer_facet_paint(coarse, paint, lifted);
|
||||
REQUIRE(state.size() == lifted.indices.size());
|
||||
|
||||
size_t left = 0, right = 0;
|
||||
for (size_t t = 0; t < lifted.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = lifted.indices[t];
|
||||
const float x = (lifted.vertices[size_t(tri[0])].x() + lifted.vertices[size_t(tri[1])].x() +
|
||||
lifted.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
// Only away from the split: a facet straddling it may legitimately land on either side.
|
||||
if (x < 0.4f * size) {
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder1));
|
||||
++left;
|
||||
} else if (x > 0.6f * size) {
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder2));
|
||||
++right;
|
||||
}
|
||||
}
|
||||
REQUIRE(left > 0);
|
||||
REQUIRE(right > 0);
|
||||
|
||||
// An unpainted source has nothing to carry, which is not the same as carrying NONE everywhere:
|
||||
// the caller has to tell those apart to decide between resetting the annotation and writing one.
|
||||
CHECK(transfer_facet_paint(coarse, TriangleSelector::TriangleSplittingData{}, lifted).empty());
|
||||
CHECK(transfer_facet_paint(coarse, paint, indexed_triangle_set{}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("an unpainted part of the source carries no paint onto the rebuilt mesh", "[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 2.5f);
|
||||
|
||||
// Only the left half is painted at all; the right half must come back NONE rather than borrowing
|
||||
// the nearest painted colour from across the model.
|
||||
const TriangleMesh coarse_mesh(coarse);
|
||||
TriangleSelector painter(coarse_mesh);
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
if (x < 0.5f * size)
|
||||
painter.set_facet(int(t), EnforcerBlockerType::Extruder3);
|
||||
}
|
||||
|
||||
const std::vector<uint8_t> state = transfer_facet_paint(coarse, painter.serialize(), coarse);
|
||||
REQUIRE(state.size() == coarse.indices.size());
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
if (x < 0.4f * size)
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder3));
|
||||
else if (x > 0.6f * size)
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::NONE));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -133,28 +133,6 @@ TEST_CASE("Type1 sizes the tower from each filament's own prime volume", "[WipeT
|
||||
CHECK_THAT(rib.depth, WithinAbs(WipeTower::estimate_rib_tower_bbox_side({{30.f, 0}, {45.f, 0}}, 35.f, 0.21f, 0.4f, 1.5f, 8.f, 0.f, 5.f), 1e-4));
|
||||
}
|
||||
|
||||
TEST_CASE("A mixed slot is purged as its physical components", "[WipeTowerEstimate]") {
|
||||
// Slots 4 and 5 blend 1+2 and 1+3: every layer prints one component per mixed slot, so a
|
||||
// plate using all five slots purges the three physical filaments and nothing more.
|
||||
const WipeTowerType type = GENERATE(WipeTowerType::Type1, WipeTowerType::Type2);
|
||||
DynamicPrintConfig config = make_config();
|
||||
config.set_key_value("filament_prime_volume", new ConfigOptionFloats({100., 100., 100., 100., 100.}));
|
||||
config.set_key_value("filament_adhesiveness_category", new ConfigOptionInts({0, 0, 0, 0, 0}));
|
||||
config.set_key_value("filament_is_mixed", new ConfigOptionBools(std::vector<unsigned char>{0, 0, 0, 1, 1}));
|
||||
config.set_key_value("filament_mixed_components", new ConfigOptionStrings({"", "", "", "1,2", "1,3"}));
|
||||
const double physical = estimate(config, 3, 0.2, 5., type).depth;
|
||||
REQUIRE(physical > estimate(config, 2, 0.2, 5., type).depth);
|
||||
CHECK_THAT(estimate(config, 5, 0.2, 5., type).depth, WithinAbs(physical, 1e-9));
|
||||
// The same slots with the mixed flags cleared are five filaments, which is what sized the
|
||||
// tower before and refused positions the printed tower fits.
|
||||
DynamicPrintConfig unmixed = config;
|
||||
unmixed.set_key_value("filament_is_mixed", new ConfigOptionBools(std::vector<unsigned char>{0, 0, 0, 0, 0}));
|
||||
CHECK(estimate(unmixed, 5, 0.2, 5., type).depth > physical);
|
||||
// Mixed slots alone still purge their components, and a single one already changes tools.
|
||||
CHECK_THAT(estimate_wipe_tower_footprint(config, type, {3, 4}, 0.2, 5.).depth, WithinAbs(physical, 1e-9));
|
||||
CHECK_THAT(estimate_wipe_tower_footprint(config, type, {3}, 0.2, 5.).depth, WithinAbs(estimate(config, 2, 0.2, 5., type).depth, 1e-9));
|
||||
}
|
||||
|
||||
TEST_CASE("A second nozzle adds the ramming of one nozzle change per layer", "[WipeTowerEstimate]") {
|
||||
// Two filaments on two nozzles: the tool order crosses once per layer, and Type1 rams 10 mm
|
||||
// of filament as three 1.0 mm nozzle-change lines (see the WipeTower case).
|
||||
|
||||
Reference in New Issue
Block a user