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https://github.com/OrcaSlicer/OrcaSlicer.git
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5
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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b8665b69b0 | ||
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7d141bd691 | ||
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10787dd59d | ||
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1fb5da4148 | ||
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0473da4ef8 |
@@ -29,13 +29,11 @@ uniform vec3 palette_lab[64];
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uniform vec3 palette_rgb[64];
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uniform int palette_count;
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uniform bool pure_only; // match against single filaments only (flat-colour image)
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// How each entry prints. Every entry names a single filament: a mix is given its own mixed filament
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// slot, whose components the slicer alternates per print layer, so the fragment just looks that slot's
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// colour up.
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// The entry's two filaments, equal for a single filament - only so a mix can be told apart. An entry's
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// palette_rgb is already the colour it prints in (for a mix, its mixed filament slot's).
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uniform int palette_a[64];
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uniform int palette_b[64];
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uniform vec3 filament_rgb[16];
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uniform int filament_count;
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uniform float prefer_pure_de; // PREFER_PURE_DE: how much better than a single filament a mix must be
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uniform sampler2D color_tex; // the layer's colour image, sampled at the same uv as the height
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uniform bool has_color_tex;
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uniform bool volume_mirrored;
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@@ -210,31 +208,16 @@ int nearest_palette_entry(vec3 rgb)
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best = i;
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}
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}
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// The same bias make_palette_quantizer() applies (PREFER_PURE_DE = 10): a mix is an interleave, so
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// it is only worth taking when it beats the nearest single filament by a visible step. Without it
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// this picked a mix for almost every fragment - with four filaments the palette is 4 pure entries
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// against 30 mixes - while the bake picked a single filament for most of them, so the preview
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// interleaved the whole wall where the bake interleaves only patches. Compared on the distances
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// rather than their squares, so the threshold means the same thing as it does on the CPU (up to
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// CIE76 against CIEDE2000, the approximation already noted above).
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if (best_pure >= 0 && palette_a[best] != palette_b[best] && sqrt(bd_pure) - sqrt(bd) < 10.0)
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// The same bias make_palette_quantizer() applies: a mix is an interleave, so it is only worth taking
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// when it beats the nearest single filament by a visible step - otherwise the preview shows mixes
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// where the bake prints a single filament. Compared on the distances rather than their squares, so
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// the margin means the same thing as it does on the CPU (up to CIE76 against CIEDE2000, the
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// approximation already noted above).
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if (best_pure >= 0 && palette_a[best] != palette_b[best] && sqrt(bd_pure) - sqrt(bd) < prefer_pure_de)
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best = best_pure;
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return best;
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}
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// One 2x2 Bayer cell, {0, 2; 3, 1}, for x and y in {0, 1}.
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// The colour the printer lays down at world point `pos` for palette entry `index`. Every entry names a
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// single filament: a mix is given its own mixed filament slot, whose components the slicer alternates
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// per print layer, so there is nothing left to interleave here.
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vec3 printed_color(int index)
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{
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int a = palette_a[index];
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if (a < 0 || a >= filament_count)
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return palette_rgb[index]; // no filament to resolve to: the entry's own colour
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return filament_rgb[a];
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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@@ -354,16 +337,11 @@ void main()
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour -
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// and, where that is a mix, the filament the interleave puts here, so the pattern that prints shows.
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// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour.
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// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
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// the same material under the same light, and the relief this preview exists to show is unaffected.
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vec3 albedo = uniform_color.rgb;
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if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
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// tex_pos, not world_pos: the bake resolves the interleave in the bake frame (world
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// orientation and scale about the volume's origin, see texture_displacement_bake_frame()), so
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// measuring z from the bed instead shifted the band phase by the volume origin's height - a
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// different filament in the same place than the bake produces.
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albedo = printed_color(nearest_palette_entry(texture2D(color_tex, color_uv).rgb));
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albedo = palette_rgb[nearest_palette_entry(texture2D(color_tex, color_uv).rgb)];
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gl_FragColor = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
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}
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@@ -88,13 +88,11 @@ uniform vec3 palette_lab[64];
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uniform vec3 palette_rgb[64];
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uniform int palette_count;
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uniform bool pure_only; // match against single filaments only (flat-colour image)
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// How each entry prints. Every entry names a single filament: a mix is given its own mixed filament
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// slot, whose components the slicer alternates per print layer, so the fragment just looks that slot's
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// colour up.
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// The entry's two filaments, equal for a single filament - only so a mix can be told apart. An entry's
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// palette_rgb is already the colour it prints in (for a mix, its mixed filament slot's).
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uniform int palette_a[64];
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uniform int palette_b[64];
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uniform vec3 filament_rgb[16];
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uniform int filament_count;
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uniform float prefer_pure_de; // PREFER_PURE_DE: how much better than a single filament a mix must be
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uniform sampler2D color_tex; // the layer's colour image, sampled at the same uv as the height
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uniform bool has_color_tex;
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uniform bool volume_mirrored;
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@@ -276,31 +274,16 @@ int nearest_palette_entry(vec3 rgb)
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best = i;
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}
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}
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// The same bias make_palette_quantizer() applies (PREFER_PURE_DE = 10): a mix is an interleave, so
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// it is only worth taking when it beats the nearest single filament by a visible step. Without it
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// this picked a mix for almost every fragment - with four filaments the palette is 4 pure entries
|
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// against 30 mixes - while the bake picked a single filament for most of them, so the preview
|
||||
// interleaved the whole wall where the bake interleaves only patches. Compared on the distances
|
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// rather than their squares, so the threshold means the same thing as it does on the CPU (up to
|
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// CIE76 against CIEDE2000, the approximation already noted above).
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if (best_pure >= 0 && palette_a[best] != palette_b[best] && sqrt(bd_pure) - sqrt(bd) < 10.0)
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// The same bias make_palette_quantizer() applies: a mix is an interleave, so it is only worth taking
|
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// when it beats the nearest single filament by a visible step - otherwise the preview shows mixes
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// where the bake prints a single filament. Compared on the distances rather than their squares, so
|
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// the margin means the same thing as it does on the CPU (up to CIE76 against CIEDE2000, the
|
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// approximation already noted above).
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if (best_pure >= 0 && palette_a[best] != palette_b[best] && sqrt(bd_pure) - sqrt(bd) < prefer_pure_de)
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best = best_pure;
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return best;
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}
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// One 2x2 Bayer cell, {0, 2; 3, 1}, for x and y in {0, 1}.
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||||
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// The colour the printer lays down at world point `pos` for palette entry `index`. Every entry names a
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// single filament: a mix is given its own mixed filament slot, whose components the slicer alternates
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// per print layer, so there is nothing left to interleave here.
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vec3 printed_color(int index)
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{
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int a = palette_a[index];
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if (a < 0 || a >= filament_count)
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return palette_rgb[index]; // no filament to resolve to: the entry's own colour
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return filament_rgb[a];
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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@@ -442,16 +425,11 @@ void main()
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour -
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// and, where that is a mix, the filament the interleave puts here, so the pattern that prints shows.
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// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour.
|
||||
// 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.
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vec3 albedo = uniform_color.rgb;
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if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
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// tex_pos, not world_pos: the bake resolves the interleave in the bake frame (world
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// orientation and scale about the volume's origin, see texture_displacement_bake_frame()), so
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// measuring z from the bed instead shifted the band phase by the volume origin's height - a
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// different filament in the same place than the bake produces.
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albedo = printed_color(nearest_palette_entry(texture(color_tex, color_uv).rgb));
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albedo = palette_rgb[nearest_palette_entry(texture(color_tex, color_uv).rgb)];
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out_color = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
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}
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@@ -18,6 +18,7 @@
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#include <utility>
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#include "ColorDecomposeRecipe.hpp"
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#include "Config.hpp"
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#include "FilamentMixerModel.hpp"
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#include "LocalesUtils.hpp"
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@@ -427,6 +428,59 @@ std::vector<double> parse_mixed_ratios(const std::string &str, size_t n_componen
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return ratios;
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}
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std::string format_mixed_components(const std::vector<unsigned int> &components)
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{
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std::string out;
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for (size_t i = 0; i < components.size(); ++i) {
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if (i > 0)
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out += ",";
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out += std::to_string(components[i]);
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}
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return out;
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}
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std::string format_mixed_ratios(const std::vector<int> &weights)
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{
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int sum = std::accumulate(weights.begin(), weights.end(), 0);
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if (sum <= 0)
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sum = 100;
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CNumericLocalesSetter c_locale_setter;
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std::string out;
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for (size_t i = 0; i < weights.size(); ++i) {
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if (i > 0)
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out += ",";
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char buf[32];
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std::snprintf(buf, sizeof(buf), "%.4f", float(weights[i]) / float(sum));
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out += buf;
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}
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return out;
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}
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int find_fixed_mixed_filament(const ConfigBase &project_config,
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const std::vector<unsigned int> &components,
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const std::vector<int> &weights)
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{
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const auto *is_mixed = project_config.option<ConfigOptionBools>("filament_is_mixed");
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const auto *comps = project_config.option<ConfigOptionStrings>("filament_mixed_components");
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const auto *ratios = project_config.option<ConfigOptionStrings>("filament_mixed_sublayer_ratios");
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if (is_mixed == nullptr || comps == nullptr || ratios == nullptr)
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return -1;
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// Created lazily with the first mixed slot, so an older project may not have it at all.
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const auto *gradient = project_config.option<ConfigOptionBools>("filament_mixed_gradient");
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const std::string comp_str = format_mixed_components(components);
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const std::string ratio_str = format_mixed_ratios(weights);
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for (size_t i = 0; i < is_mixed->values.size(); ++i) {
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if (!is_mixed->values[i] || i >= comps->values.size() || i >= ratios->values.size())
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continue;
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if (gradient != nullptr && i < gradient->values.size() && gradient->values[i])
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continue;
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if (comps->values[i] == comp_str && ratios->values[i] == ratio_str)
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return int(i);
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}
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return -1;
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}
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bool has_any_mixed_filament(const std::vector<unsigned char> &is_mixed)
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{
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for (unsigned char v : is_mixed)
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@@ -11,6 +11,8 @@
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namespace Slic3r {
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class ConfigBase;
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// Photoshop-style gradient curve control point in [0,1] x [0,1].
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// (x, y) is the anchor position; (m_in, m_out) are optional cubic Hermite tangent
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// overrides. NaN means "use the PCHIP-computed default", which is the case for plain
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@@ -94,6 +96,22 @@ std::vector<unsigned int> parse_mixed_components(const std::string &str);
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// Normalizes so the sum equals 1.0.
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std::vector<double> parse_mixed_ratios(const std::string &str, size_t n_components);
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// The text a mixed slot stores in filament_mixed_components, e.g. {1, 3} → "1,3".
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std::string format_mixed_components(const std::vector<unsigned int> &components);
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// The text a mixed slot stores in filament_mixed_sublayer_ratios: the weights normalised to sum to 1,
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// four decimals, e.g. {1, 2} → "0.3333,0.6667". A non-positive sum is read as 100.
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std::string format_mixed_ratios(const std::vector<int> &weights);
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// The 0-based index of the mixed slot in `project_config` that blends `components` (1-based physical
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// filaments) in `weights` at a fixed ratio, or -1 when there is none. Matched on the stored text, as
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// format_mixed_components() and format_mixed_ratios() write it. A gradient slot never matches: its
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// ratio drifts from layer to layer, so it is not the blend asked for even where its stored ratios
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// are the same.
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int find_fixed_mixed_filament(const ConfigBase &project_config,
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const std::vector<unsigned int> &components,
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const std::vector<int> &weights);
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// Returns true if any element in is_mixed is true.
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// ConfigOptionBools stores values as std::vector<unsigned char>.
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bool has_any_mixed_filament(const std::vector<unsigned char> &is_mixed);
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@@ -247,6 +247,20 @@ void smooth_height_pixels(std::vector<uint8_t> &pixels, int width, int height, f
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}
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} // namespace
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bool height_texture_has_color(const TextureDisplacementLayer &layer)
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{
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if (layer.empty())
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return false;
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{
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std::lock_guard<std::mutex> lock(g_decoded_texture_cache.mutex);
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const auto it = g_decoded_texture_cache.entries.find(layer.image_data.get());
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if (it != g_decoded_texture_cache.entries.end() && it->second.first.lock() == layer.image_data)
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return it->second.second.has_color();
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}
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// Not decoded yet. Decoding caches the raw image, so this happens once per image.
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return decode_height_texture(layer).has_color();
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}
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DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer)
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{
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DecodedHeightTexture result;
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@@ -1,6 +1,7 @@
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#ifndef slic3r_TextureDisplacement_hpp_
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#define slic3r_TextureDisplacement_hpp_
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#include <cmath>
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#include <cstddef>
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#include <Eigen/Core>
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#include <cstdint>
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@@ -387,6 +388,10 @@ struct TextureDisplacementOptions
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// image (TextureDetail::flat_colors): a texture of flat colours prints in single filaments, a
|
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// photograph or gradient in mixes. Off forces single filaments everywhere.
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bool color_mix_enabled = true;
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// The most mixes the palette may offer. Every mix a bake paints with becomes a mixed filament slot,
|
||||
// so this is also the most slots one bake can add. The mixes themselves are picked from the
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// texture's colours, those that improve the match the most coming first.
|
||||
int color_mix_count = 8;
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// Majority-filter passes over the assigned colours. See TextureColorRequest::despeckle_passes -
|
||||
// this is the control for it, and 2 is enough to clear the salt-and-pepper an image with detail
|
||||
// finer than the mesh leaves behind, without eating features that are genuinely a facet wide.
|
||||
@@ -396,7 +401,7 @@ struct TextureDisplacementOptions
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{
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ar(displace_border, smooth_enabled, smooth_strength, smooth_iterations, smooth_skip_border,
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pipeline_v2, v2_refine_mm, v2_regularize, v2_max_triangles_k,
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v2_relocate, color_mix_enabled, color_despeckle);
|
||||
v2_relocate, color_mix_enabled, color_despeckle, color_mix_count);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -480,6 +485,10 @@ struct DecodedHeightTexture
|
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// DecodedHeightTexture if image_data is empty or is not a PNG at all.
|
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DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer);
|
||||
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||||
// decode_height_texture(layer).has_color(), answered from the decode cache rather than from a copy of the
|
||||
// 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);
|
||||
|
||||
// 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
|
||||
@@ -494,12 +503,14 @@ using ColorQuantizeFn = std::function<int(const Vec3f &)>;
|
||||
// interleaving, which the slicer does per print layer. Plain data, so it can be captured into a job.
|
||||
struct PrintableColor
|
||||
{
|
||||
Vec3f rgb = Vec3f::Zero(); // what it looks like; for a mix, the perceptual average of the two
|
||||
Vec3f rgb = Vec3f::Zero(); // what it looks like; for a mix, the colour its mixed filament slot shows
|
||||
int a = 0; // filament index
|
||||
int b = 0; // the second filament; == a for a pure entry
|
||||
int num = 1; // a's share of the interleave, out of `den`
|
||||
int den = 1;
|
||||
bool is_mix() const { return a != b; }
|
||||
// a's share in percent, the form a mixed filament slot is created from.
|
||||
int a_percent() const { return int(std::lround(100.0 * double(num) / double(den))); }
|
||||
};
|
||||
|
||||
// Everything needed to colour a mesh, captured on the main thread and handed to a job. An empty
|
||||
@@ -762,9 +773,10 @@ struct TextureColorRequest
|
||||
float min_color_region_mm2 = 0.5f;
|
||||
// Filled per *base mesh* triangle (the bake is topology-preserving, so this indexes the returned
|
||||
// mesh too): the quantize callback's index plus one, or 0 for "this triangle takes no colour from
|
||||
// the texture". The +1 is not arbitrary - it lines up with EnforcerBlockerType, where 0 is NONE
|
||||
// ("use the volume's own filament") and 1..16 are Extruder1..16, so the caller can hand these
|
||||
// straight to a TriangleSelector without a second mapping table.
|
||||
// the texture". The +1 lines up with EnforcerBlockerType, where 0 is NONE ("use the volume's own
|
||||
// filament"): where every palette entry is a filament, these go straight to a TriangleSelector. A
|
||||
// palette with mixes maps each index to the mix's filament slot first (see
|
||||
// GLGizmoTextureDisplacement::palette_filaments()).
|
||||
std::vector<uint8_t> *out_triangle = nullptr;
|
||||
};
|
||||
|
||||
|
||||
@@ -113,7 +113,7 @@ Vec3f GLGizmoPainterBase::get_tilt_up_direction() const
|
||||
return build_plate_tilt_up_direction().cast<float>();
|
||||
}
|
||||
|
||||
void GLGizmoPainterBase::render_triangles(const Selection& selection) const
|
||||
void GLGizmoPainterBase::render_triangles(const Selection& selection, const ModelVolume* skip) const
|
||||
{
|
||||
auto* shader = wxGetApp().get_shader("mm_gouraud");
|
||||
if (!shader)
|
||||
@@ -135,6 +135,8 @@ void GLGizmoPainterBase::render_triangles(const Selection& selection) const
|
||||
continue;
|
||||
|
||||
++mesh_id;
|
||||
if (mv == skip)
|
||||
continue;
|
||||
|
||||
Transform3d trafo_matrix;
|
||||
if (m_parent.get_canvas_type() == GLCanvas3D::CanvasAssembleView) {
|
||||
|
||||
@@ -48,6 +48,9 @@ public:
|
||||
virtual ~TriangleSelectorGUI() = default;
|
||||
|
||||
virtual void render(ImGuiWrapper* imgui, const Transform3d& matrix);
|
||||
// The seed-fill contour alone, as render() last built it - for a gizmo that draws over the selector
|
||||
// and has to put the contour back on top.
|
||||
void render_paint_contour(const Transform3d& matrix);
|
||||
//void render(const Transform3d& matrix) { this->render(nullptr, matrix); }
|
||||
void set_wireframe_needed(bool need_wireframe) { m_need_wireframe = need_wireframe; }
|
||||
bool get_wireframe_needed() { return m_need_wireframe; }
|
||||
@@ -90,7 +93,6 @@ protected:
|
||||
GLModel m_paint_contour;
|
||||
|
||||
void update_paint_contour();
|
||||
void render_paint_contour(const Transform3d& matrix);
|
||||
|
||||
bool m_need_wireframe {false};
|
||||
};
|
||||
@@ -231,7 +233,8 @@ public:
|
||||
bool on_mouse(const wxMouseEvent &mouse_event) override;
|
||||
|
||||
protected:
|
||||
virtual void render_triangles(const Selection& selection) const;
|
||||
// Draws every model part's selector, except `skip`'s when given.
|
||||
virtual void render_triangles(const Selection& selection, const ModelVolume* skip = nullptr) const;
|
||||
void render_cursor();
|
||||
void render_cursor_circle();
|
||||
void render_cursor_sphere(const Transform3d& trafo) const;
|
||||
@@ -328,6 +331,9 @@ protected:
|
||||
|
||||
TriangleSelector::ClippingPlane get_clipping_plane_in_volume_coordinates(const Transform3d &trafo) const;
|
||||
|
||||
// True while a paint or erase stroke is under way.
|
||||
bool is_painting() const { return m_button_down != Button::None; }
|
||||
|
||||
private:
|
||||
std::vector<std::vector<ProjectedMousePosition>> get_projected_mouse_positions(const Vec2d &mouse_position, double resolution, const std::vector<Transform3d> &trafo_matrices) const;
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "ColorSpaceConvert.hpp"
|
||||
#include "libslic3r/AABBTreeIndirect.hpp"
|
||||
#include "libslic3r/Color.hpp"
|
||||
#include "libslic3r/FilamentMixer.hpp"
|
||||
#include "libslic3r/PresetBundle.hpp"
|
||||
#include "libslic3r/MeshBoolean.hpp"
|
||||
#include "libslic3r/Model.hpp"
|
||||
@@ -69,6 +70,7 @@
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <limits>
|
||||
#include <numeric>
|
||||
#include <queue>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
@@ -257,11 +259,54 @@ TriangleSelector::TriangleSplittingData remap_texture_paint_spatial(
|
||||
// entry to fill.
|
||||
constexpr int PALETTE_LUT_EDGE = 24;
|
||||
|
||||
// Ceiling on the printable palette, which bounds that fill cost (and the shader's uniform array).
|
||||
// The shaded preview shader's palette arrays. The palette itself stays within the paint mask's
|
||||
// EnforcerBlockerType::ExtruderMax states, since every entry has to become a filament.
|
||||
constexpr int PALETTE_MAX_ENTRIES = 64;
|
||||
// Ceiling on the filaments the palette's entries can refer to (the shaded preview shader's filament_rgb[]);
|
||||
// mmu segmentation stops at Extruder16 anyway.
|
||||
constexpr int PALETTE_MAX_FILAMENTS = 16;
|
||||
|
||||
// A mix is an interleave that only reads as its colour from a distance; up close it is stripes. So it
|
||||
// is spent only where it beats the nearest single filament by this much (CIEDE2000). Two is about
|
||||
// where a side-by-side difference stops being arguable; a margin of ten already turns most of a
|
||||
// greyscale ramp - the shape a height texture actually traces - back into single filaments. The
|
||||
// quantizer, the mix ranking and the shaded preview shader all apply it, so they agree on where a mix
|
||||
// is used.
|
||||
constexpr float PREFER_PURE_DE = 2.f;
|
||||
|
||||
// mix_targets(): the most pixels read per layer, and the histogram bins kept over all layers. Together
|
||||
// they bound rank_mixes() to candidates x MIX_TARGET_BINS colour differences, the same order as filling
|
||||
// the quantizer's lookup cube.
|
||||
constexpr size_t MIX_TARGET_SAMPLES = size_t(1) << 20;
|
||||
constexpr size_t MIX_TARGET_BINS = 256;
|
||||
// rank_mixes() stops once the best remaining mix would improve the match by less than this, in
|
||||
// CIEDE2000 averaged over every pixel of the colouring layers (see mix_targets()): a mix that only
|
||||
// touches a few stray pixels is not worth a filament slot.
|
||||
constexpr float MIN_MIX_GAIN = 0.05f;
|
||||
|
||||
// The project's mixed filament slots, one string each, as the palette cache compares them: anything
|
||||
// that changes which of them a mix can reuse changes this.
|
||||
std::vector<std::string> mixed_slot_signature(const DynamicPrintConfig &project_config)
|
||||
{
|
||||
std::vector<std::string> out;
|
||||
const auto *is_mixed = project_config.option<ConfigOptionBools>("filament_is_mixed");
|
||||
const auto *comps = project_config.option<ConfigOptionStrings>("filament_mixed_components");
|
||||
const auto *ratios = project_config.option<ConfigOptionStrings>("filament_mixed_sublayer_ratios");
|
||||
const auto *gradient = project_config.option<ConfigOptionBools>("filament_mixed_gradient");
|
||||
if (is_mixed == nullptr || comps == nullptr || ratios == nullptr)
|
||||
return out;
|
||||
for (size_t i = 0; i < is_mixed->values.size(); ++i)
|
||||
if (is_mixed->values[i])
|
||||
out.push_back(std::to_string(i) + ':' + (i < comps->values.size() ? comps->values[i] : std::string()) + '|' +
|
||||
(i < ratios->values.size() ? ratios->values[i] : std::string()) + '|' +
|
||||
(gradient != nullptr && i < gradient->values.size() && gradient->values[i] ? "g" : ""));
|
||||
return out;
|
||||
}
|
||||
|
||||
// Whether two palettes would draw and print the same.
|
||||
bool same_palette(const std::vector<PrintableColor> &l, const std::vector<PrintableColor> &r)
|
||||
{
|
||||
return std::equal(l.begin(), l.end(), r.begin(), r.end(), [](const PrintableColor &x, const PrintableColor &y) {
|
||||
return x.a == y.a && x.b == y.b && x.num == y.num && x.den == y.den && x.rgb == y.rgb;
|
||||
});
|
||||
}
|
||||
|
||||
// sRGB (0..1) <-> CIELAB, D65. Exactly what the preview shader's srgb_to_lab() computes, so the CPU
|
||||
// quantizer, the mixed-palette entries and the per-fragment preview all match in the same space.
|
||||
@@ -458,6 +503,11 @@ std::string GLGizmoTextureDisplacement::on_get_name() const
|
||||
return _u8L("Texture displacement");
|
||||
}
|
||||
|
||||
bool GLGizmoTextureDisplacement::on_is_activable() const
|
||||
{
|
||||
return m_parent.get_canvas_type() != GLCanvas3D::CanvasAssembleView && GLGizmoPainterBase::on_is_activable();
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::on_shutdown()
|
||||
{
|
||||
m_parent.toggle_model_objects_visibility(true);
|
||||
@@ -465,10 +515,25 @@ void GLGizmoTextureDisplacement::on_shutdown()
|
||||
m_shaded_preview_glmodel.reset();
|
||||
m_paint_overlay_glmodel.reset();
|
||||
m_paint_overlay_dirty = false;
|
||||
m_painted_colors = PaintedColors{};
|
||||
m_painted_colors_key.clear();
|
||||
m_painted_colors_glmodel.reset();
|
||||
m_painted_colors_drawn_key.clear();
|
||||
m_painted_colors_runs.clear();
|
||||
m_seed_fill_last_mesh_id = -1; // a hover from this session must not count in the next
|
||||
// Any preview still in flight is superseded: raising the shared counter makes it abort at its next
|
||||
// progress poll, and its completion handler then finds nothing to do.
|
||||
m_preview_generation->fetch_add(1);
|
||||
m_preview_job_pending = false;
|
||||
// The palette caches hold the last volume's images; a closed gizmo should not keep them alive.
|
||||
m_palette_cache.clear();
|
||||
m_palette_quantizer = nullptr;
|
||||
m_palette_pure_quantizer = nullptr;
|
||||
m_palette_filaments.clear();
|
||||
m_palette_images.clear();
|
||||
m_mix_ranking.reset();
|
||||
m_palette_slots.clear();
|
||||
m_palette_changed = false;
|
||||
m_uvcheck_glmodel.reset();
|
||||
m_wireframe_overlay_glmodel.reset();
|
||||
m_wireframe_overlay_vcount = 0;
|
||||
@@ -538,11 +603,15 @@ void GLGizmoTextureDisplacement::render_painter_gizmo()
|
||||
// The shaded preview is different: it never actually moves geometry (it only shades), so
|
||||
// its depth is identical to the overlay's *everywhere*, not just in the unpainted area - the
|
||||
// depth-biased opaque overlay would win the depth test across the whole surface and hide the relief
|
||||
// shading entirely. So render_triangles() is skipped for it. What is *not* skipped is
|
||||
// shading entirely. So render_triangles() leaves the textured volume out there. What is *not* skipped is
|
||||
// render_paint_overlay(): leaving the shading as the only paint feedback meant a stroke that
|
||||
// erased paint, or added it with no texture picked, changed nothing on screen until the whole
|
||||
// preview rebuilt at stroke end - and in the true-displacement view the opaque overlay is hidden
|
||||
// by the raised surface for the same reason. The translucent tint covers both cases.
|
||||
//
|
||||
// A colour preview is the exception to both: the opaque overlay buries its colours under a flat plane
|
||||
// wherever the relief does not rise, and the tint washes them green. Both are what the user steers by
|
||||
// while painting, though, so they give way only between strokes.
|
||||
// Coalesced shaded-preview rebuild from an in-progress UV island drag (see on_island_edited): done here, at
|
||||
// most once per drawn frame, rather than synchronously in the UV canvas's mouse-move handler.
|
||||
if (m_use_shaded_preview && m_shaded_preview_dirty) {
|
||||
@@ -579,24 +648,39 @@ void GLGizmoTextureDisplacement::render_painter_gizmo()
|
||||
// Hide the real volume only when something is actually going to be drawn in its place; otherwise
|
||||
// put it back. Getting this wrong leaves an invisible model, so it is decided once, here, rather
|
||||
// than per branch below.
|
||||
ModelVolume *mv = texture_volume();
|
||||
m_parent.toggle_model_objects_visibility(true);
|
||||
if (use_shaded || use_true_preview) {
|
||||
if (ModelVolume *mv = texture_volume())
|
||||
m_parent.toggle_model_objects_visibility(false, m_c->selection_info()->model_object(),
|
||||
m_c->selection_info()->get_active_instance(), mv);
|
||||
}
|
||||
if ((use_shaded || use_true_preview) && mv != nullptr)
|
||||
m_parent.toggle_model_objects_visibility(false, m_c->selection_info()->model_object(),
|
||||
m_c->selection_info()->get_active_instance(), mv);
|
||||
|
||||
// Which colour preview is on screen decides what the highlight gives way to: the Normal mesh colours
|
||||
// from every layer, the shaded one from the active layer only. Only a stroke brings it back - a fill
|
||||
// tool's hover does not, so the colours stay on screen until the click. The debug view shows a captured
|
||||
// stage, not a colour preview, so it keeps its highlight.
|
||||
const TextureDisplacementLayer *al = active_layer();
|
||||
const bool color_view = !is_painting() && m_debug_stage < 0;
|
||||
const bool stack_colors = color_view && mv != nullptr && any_layer_colors(*mv);
|
||||
const bool active_colors = color_view && al != nullptr && layer_shows_color(*al);
|
||||
|
||||
// Whether the textured volume's selector - and with it a fill tool's contour - is drawn this frame.
|
||||
bool textured_selector_drawn = true;
|
||||
if (use_shaded) {
|
||||
render_shaded_preview_mesh();
|
||||
// The shaded mesh is the textured volume alone, so the other model parts are still the selectors' to draw.
|
||||
render_triangles(selection, mv);
|
||||
textured_selector_drawn = false;
|
||||
} else if (use_true_preview) {
|
||||
render_preview_mesh();
|
||||
|
||||
if (show_paint_overlay) {
|
||||
glsafe(::glEnable(GL_POLYGON_OFFSET_FILL));
|
||||
glsafe(::glPolygonOffset(-1.0f, -1.0f));
|
||||
render_triangles(selection);
|
||||
// Over a colour preview only the other model parts: render_preview_mesh() draws the textured one.
|
||||
render_triangles(selection, stack_colors ? mv : nullptr);
|
||||
glsafe(::glDisable(GL_POLYGON_OFFSET_FILL));
|
||||
}
|
||||
textured_selector_drawn = show_paint_overlay && !stack_colors;
|
||||
} else {
|
||||
// render_triangles() *is* the model in a painter gizmo (it draws every model-part volume with the
|
||||
// selector's colours), not an overlay on top of one - so it still has to run under a UV-check
|
||||
@@ -607,6 +691,10 @@ void GLGizmoTextureDisplacement::render_painter_gizmo()
|
||||
render_triangles(selection);
|
||||
}
|
||||
|
||||
// The model's colour paint, over whichever surface was drawn, left out where that surface's preview shows
|
||||
// paint of its own: every layer's for the Normal mesh, the active layer's otherwise.
|
||||
const bool painted_colors_drawn = show_paint_overlay && m_debug_stage < 0 && render_painted_colors(use_true_preview);
|
||||
|
||||
// Every other layer's paint, in muted grey, so all layers stay visible while one of them is edited. Drawn
|
||||
// before the active layer's tint so that one reads on top where the two overlap.
|
||||
if (show_paint_overlay)
|
||||
@@ -615,15 +703,36 @@ void GLGizmoTextureDisplacement::render_painter_gizmo()
|
||||
// The translucent paint tint. Needed in the shaded view because the opaque highlight above is
|
||||
// skipped there, and in the true-displacement view because the displaced surface rises *above*
|
||||
// the undisplaced overlay geometry and hides it exactly where the relief is strongest - in both
|
||||
// cases leaving an erase stroke with no visible effect until the next full preview rebuild.
|
||||
if (show_paint_overlay && (use_shaded || use_true_preview))
|
||||
// cases leaving an erase stroke with no visible effect until the next full preview rebuild. With no
|
||||
// preview, the highlight is the selectors' own, except during a stroke over the colour paint: the paint
|
||||
// there is not flushed yet, so the colours are still drawn over the stroke's highlight.
|
||||
const bool preview_drawn = use_shaded || use_true_preview;
|
||||
if (show_paint_overlay && (preview_drawn ? !active_colors : painted_colors_drawn && is_painting()))
|
||||
render_paint_overlay(m_paint_overlay_glmodel);
|
||||
|
||||
// A fill tool's contour is drawn with the selectors, under the colour paint drawn since - which covers it
|
||||
// on a steep face, where the paint's slope-scaled offset outruns the contour's fixed one. Put it back on top,
|
||||
// at the depth its first draw stored, hence LEQUAL. Only where the selector was drawn this frame: drawing it
|
||||
// is what rebuilds the contour. The tool test matters because the base keeps the last hovered mesh when the
|
||||
// tool changes.
|
||||
const bool fill_tool = m_tool_type == ToolType::SMART_FILL || m_tool_type == ToolType::BUCKET_FILL ||
|
||||
(m_tool_type == ToolType::BRUSH && m_cursor_type == TriangleSelector::CursorType::POINTER);
|
||||
const int textured_mesh_id = texture_volume_raycaster_index();
|
||||
if (painted_colors_drawn && textured_selector_drawn && fill_tool && textured_mesh_id >= 0 &&
|
||||
textured_mesh_id == m_seed_fill_last_mesh_id && size_t(textured_mesh_id) < m_triangle_selectors.size()) {
|
||||
const ModelObject *mo = m_c->selection_info()->model_object();
|
||||
GLint depth_func = GL_LESS;
|
||||
glsafe(::glGetIntegerv(GL_DEPTH_FUNC, &depth_func));
|
||||
glsafe(::glDepthFunc(GL_LEQUAL));
|
||||
m_triangle_selectors[size_t(textured_mesh_id)]->render_paint_contour(
|
||||
mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix());
|
||||
glsafe(::glDepthFunc(GLenum(depth_func)));
|
||||
}
|
||||
|
||||
// The UV editor's island selection, shown on the model. Polled here rather than pushed: the pane
|
||||
// changes its selection in its own mouse handling, and a compare of a few ints per frame is free.
|
||||
{
|
||||
const TextureDisplacementLayer *al = active_layer();
|
||||
const UVEditorCanvas *uv_canvas = wxGetApp().plater()->get_uv_editor_canvas();
|
||||
const UVEditorCanvas *uv_canvas = wxGetApp().plater()->get_uv_editor_canvas();
|
||||
if (m_show_uv_editor && al != nullptr && al->projection_method == TextureProjectionMethod::LSCM &&
|
||||
uv_canvas != nullptr && !m_uv_editor_unwrap.empty()) {
|
||||
if (uv_canvas->selected_islands() != m_island_overlay_selection)
|
||||
@@ -1495,10 +1604,9 @@ void GLGizmoTextureDisplacement::render_shaded_preview_mesh()
|
||||
shader->set_uniform("patch_center", m_shaded_patch_center);
|
||||
shader->set_uniform("patch_axis", m_shaded_patch_axis);
|
||||
|
||||
// The filament palette the mesh's per-triangle indices refer to. Count 0 means "no layer is
|
||||
// colouring", and the shader keeps the model's own colour for every fragment.
|
||||
// The printable palette, in RGB for display and in Lab for the match. Uploaded rather than
|
||||
// matched on the CPU because the quantization is per fragment here.
|
||||
// The printable palette, in RGB for display and in Lab for the match. Uploaded rather than matched
|
||||
// on the CPU because the quantization is per fragment here. Count 0 means "no layer is colouring",
|
||||
// and the shader keeps the model's own colour for every fragment.
|
||||
const GLTexture *color_tex = get_layer_color_texture(*layer);
|
||||
const int palette_count =
|
||||
(color_tex != nullptr) ? int(std::min(m_shaded_preview_palette.size(), size_t(PALETTE_MAX_ENTRIES))) : 0;
|
||||
@@ -1506,24 +1614,17 @@ void GLGizmoTextureDisplacement::render_shaded_preview_mesh()
|
||||
shader->set_uniform("has_color_tex", color_tex != nullptr);
|
||||
// A flat-colour image is matched against single filaments only, as the bake does.
|
||||
shader->set_uniform("pure_only", color_tex != nullptr && analyze_texture_detail(*layer).flat_colors);
|
||||
shader->set_uniform("prefer_pure_de", PREFER_PURE_DE);
|
||||
for (int i = 0; i < palette_count; ++i) {
|
||||
const PaletteEntry &e = m_shaded_preview_palette[size_t(i)];
|
||||
const std::string idx = "[" + std::to_string(i) + "]";
|
||||
// An entry's colour is what it prints as: its filament's, or for a mix its mixed filament slot's.
|
||||
shader->set_uniform(("palette_rgb" + idx).c_str(), e.rgb);
|
||||
shader->set_uniform(("palette_lab" + idx).c_str(), srgb_to_lab(e.rgb));
|
||||
// How the entry prints: its filament, or for a mix the two it interleaves and in what ratio.
|
||||
// Only so the shader can tell a mix (a != b) from a single filament.
|
||||
shader->set_uniform(("palette_a" + idx).c_str(), e.a);
|
||||
shader->set_uniform(("palette_b" + idx).c_str(), e.b);
|
||||
}
|
||||
// The filaments those indices refer to, and the interleave the shader resolves a mix with - the
|
||||
// the mix's smooth average colour. m_palette_filaments is what m_shaded_preview_palette was built from.
|
||||
const int filament_count =
|
||||
(palette_count > 0) ? int(std::min(m_palette_filaments.size(), size_t(PALETTE_MAX_FILAMENTS))) : 0;
|
||||
shader->set_uniform("filament_count", filament_count);
|
||||
for (int i = 0; i < filament_count; ++i) {
|
||||
const ColorRGBA &c = m_palette_filaments[size_t(i)];
|
||||
shader->set_uniform(("filament_rgb[" + std::to_string(i) + "]").c_str(), Vec3f(c.r(), c.g(), c.b()));
|
||||
}
|
||||
if (color_tex != nullptr) {
|
||||
shader->set_uniform("color_tex", 1);
|
||||
glsafe(::glActiveTexture(GL_TEXTURE1));
|
||||
@@ -1617,6 +1718,151 @@ void GLGizmoTextureDisplacement::rebuild_other_paint_overlay()
|
||||
m_other_paint_glmodel.set_color(ColorRGBA(0.55f, 0.58f, 0.60f, 0.35f));
|
||||
}
|
||||
|
||||
std::vector<size_t> GLGizmoTextureDisplacement::PaintedColors::outside(const std::vector<bool> &excluded) const
|
||||
{
|
||||
std::vector<size_t> out;
|
||||
out.reserve(source.size());
|
||||
for (size_t i = 0; i < source.size(); ++i)
|
||||
if (size_t(source[i]) >= excluded.size() || !excluded[size_t(source[i])])
|
||||
out.push_back(i);
|
||||
return out;
|
||||
}
|
||||
|
||||
GLGizmoTextureDisplacement::PaintedColors GLGizmoTextureDisplacement::painted_colors(const TriangleMesh &mesh,
|
||||
const TriangleSelector::TriangleSplittingData &paint)
|
||||
{
|
||||
PaintedColors out;
|
||||
TriangleSelector selector(mesh);
|
||||
selector.deserialize(paint, false);
|
||||
for (const EnforcerBlockerType state : TriangleSelector::extract_used_facet_states(paint)) {
|
||||
if (state == EnforcerBlockerType::NONE)
|
||||
continue;
|
||||
std::vector<int> source;
|
||||
const indexed_triangle_set part = selector.get_facets_strict(state, &source);
|
||||
// Every state comes back over the same vertex array, only the triangles differ.
|
||||
if (out.facets.vertices.empty())
|
||||
out.facets.vertices = part.vertices;
|
||||
out.facets.indices.insert(out.facets.indices.end(), part.indices.begin(), part.indices.end());
|
||||
out.source.insert(out.source.end(), source.begin(), source.end());
|
||||
out.state.resize(out.facets.indices.size(), int(state));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::rebuild_painted_colors(bool whole_stack)
|
||||
{
|
||||
const ModelVolume *mv = texture_volume();
|
||||
const bool shown = mv != nullptr && any_layer_colors(*mv) && !mv->mmu_segmentation_facets.empty();
|
||||
|
||||
// The sub-triangles, keyed on what they were read from: the volume, its mesh and the paint.
|
||||
std::string key;
|
||||
if (shown)
|
||||
key = std::to_string(mv->id().id) + ":" + std::to_string(reinterpret_cast<uintptr_t>(mv->mesh_ptr().get())) + ":" +
|
||||
std::to_string(mv->mmu_segmentation_facets.timestamp());
|
||||
if (key != m_painted_colors_key) {
|
||||
m_painted_colors_key = std::move(key);
|
||||
m_painted_colors = shown ? painted_colors(mv->mesh(), mv->mmu_segmentation_facets.get_data()) : PaintedColors{};
|
||||
m_painted_colors_drawn_key.clear();
|
||||
m_painted_colors_glmodel.reset();
|
||||
m_painted_colors_runs.clear();
|
||||
}
|
||||
if (m_painted_colors.state.empty())
|
||||
return;
|
||||
|
||||
// The part drawn, keyed on whose paint is left out and on that paint.
|
||||
std::string drawn_key = m_painted_colors_key + (whole_stack ? std::string(":all") : ":" + std::to_string(m_active_layer_slot));
|
||||
for (const TextureDisplacementLayer &l : mv->texture_displacement_layers)
|
||||
if (l.slot >= 0 && l.slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS))
|
||||
drawn_key += "|" + std::to_string(l.slot) + "@" + std::to_string(mv->texture_displacement_facet(l.slot).timestamp());
|
||||
if (drawn_key == m_painted_colors_drawn_key)
|
||||
return;
|
||||
m_painted_colors_drawn_key = std::move(drawn_key);
|
||||
m_painted_colors_glmodel.reset();
|
||||
m_painted_colors_runs.clear();
|
||||
|
||||
// Whole model triangles, as the facets record what they touch: a triangle the paint only partly covers
|
||||
// is left to the preview.
|
||||
std::vector<bool> excluded(mv->mesh().its.indices.size(), false);
|
||||
for (const TextureDisplacementLayer &l : mv->texture_displacement_layers) {
|
||||
if (l.slot < 0 || l.slot >= int(TEXTURE_DISPLACEMENT_MAX_LAYERS) || (!whole_stack && l.slot != m_active_layer_slot))
|
||||
continue;
|
||||
for (const TriangleSelector::TriangleBitStreamMapping &m : mv->texture_displacement_facet(l.slot).get_data().triangles_to_split)
|
||||
if (m.triangle_idx >= 0 && size_t(m.triangle_idx) < excluded.size())
|
||||
excluded[size_t(m.triangle_idx)] = true;
|
||||
}
|
||||
|
||||
// One model, its triangles in filament order (painted_colors() groups them), drawn a range per filament.
|
||||
const std::vector<size_t> kept = m_painted_colors.outside(excluded);
|
||||
GLModel::Geometry init_data;
|
||||
init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3 };
|
||||
init_data.reserve_vertices(kept.size() * 3);
|
||||
init_data.reserve_indices(kept.size() * 3);
|
||||
unsigned n = 0;
|
||||
for (const size_t t : kept) {
|
||||
const int state = m_painted_colors.state[t];
|
||||
if (m_painted_colors_runs.empty() || m_painted_colors_runs.back().first != state)
|
||||
m_painted_colors_runs.push_back({ state, { size_t(n), size_t(n) } });
|
||||
for (int i = 0; i < 3; ++i)
|
||||
init_data.add_vertex(m_painted_colors.facets.vertices[size_t(m_painted_colors.facets.indices[t][i])]);
|
||||
init_data.add_triangle(n, n + 1, n + 2);
|
||||
n += 3;
|
||||
m_painted_colors_runs.back().second.second = size_t(n);
|
||||
}
|
||||
if (!init_data.is_empty())
|
||||
m_painted_colors_glmodel.init_from(std::move(init_data));
|
||||
}
|
||||
|
||||
bool GLGizmoTextureDisplacement::render_painted_colors(bool whole_stack)
|
||||
{
|
||||
rebuild_painted_colors(whole_stack);
|
||||
const ModelObject *mo = m_c->selection_info()->model_object();
|
||||
const ModelVolume *mv = texture_volume();
|
||||
GLShaderProgram *shader = wxGetApp().get_shader("mm_gouraud");
|
||||
if (mo == nullptr || mv == nullptr || shader == nullptr || !m_painted_colors_glmodel.is_initialized())
|
||||
return false;
|
||||
|
||||
const Selection &selection = m_parent.get_selection();
|
||||
const Transform3d trafo_matrix = mo->instances[selection.get_instance_idx()]->get_transformation().get_matrix() * mv->get_matrix();
|
||||
const Camera &camera = wxGetApp().plater()->get_camera();
|
||||
const Transform3d &view_matrix = camera.get_view_matrix();
|
||||
const Matrix3d normal_matrix = trafo_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
const std::vector<ColorRGBA> colors = wxGetApp().plater()->get_extruders_colors();
|
||||
|
||||
shader->start_using();
|
||||
// Set up as render_triangles() sets it up, so the colours are lit, clipped and slope-marked exactly as the
|
||||
// neutral surface they cover.
|
||||
const ClippingPlaneDataWrapper clp_data = get_clipping_plane_data();
|
||||
shader->set_uniform("clipping_plane", clp_data.clp_dataf);
|
||||
shader->set_uniform("z_range", clp_data.z_range);
|
||||
shader->set_uniform("view_model_matrix", view_matrix * trafo_matrix);
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
shader->set_uniform("view_normal_matrix", Matrix3d(view_matrix.matrix().block(0, 0, 3, 3) * normal_matrix));
|
||||
shader->set_uniform("volume_world_matrix", trafo_matrix);
|
||||
shader->set_uniform("volume_mirrored", trafo_matrix.matrix().determinant() < 0.);
|
||||
shader->set_uniform("slope.actived", m_parent.is_using_slope());
|
||||
shader->set_uniform("slope.volume_world_normal_matrix", Matrix3f(normal_matrix.cast<float>()));
|
||||
shader->set_uniform("slope.normal_z", float(-std::cos(Geometry::deg2rad(m_highlight_by_angle_threshold_deg))));
|
||||
shader->set_uniform("slope.up_direction", get_tilt_up_direction());
|
||||
shader->set_uniform("show_wireframe", false);
|
||||
// A full depth unit in front of the selectors' highlight at -1 in the Normal view, the least OpenGL
|
||||
// guarantees to tell apart. Depth writes off, as for the tint: the wireframe and seam overlays drawn later
|
||||
// test against the real surface, and the tint drawn after this shows on top of it.
|
||||
glsafe(::glEnable(GL_POLYGON_OFFSET_FILL));
|
||||
glsafe(::glPolygonOffset(-2.f, -2.f));
|
||||
glsafe(::glDepthMask(GL_FALSE));
|
||||
bool drawn = false;
|
||||
for (const auto &[state, range] : m_painted_colors_runs)
|
||||
if (state >= 1 && size_t(state) <= colors.size()) {
|
||||
m_painted_colors_glmodel.set_color(adjust_color_for_rendering(colors[size_t(state - 1)]));
|
||||
m_painted_colors_glmodel.render(range, shader);
|
||||
drawn = true;
|
||||
}
|
||||
glsafe(::glDepthMask(GL_TRUE));
|
||||
glsafe(::glDisable(GL_POLYGON_OFFSET_FILL));
|
||||
shader->stop_using();
|
||||
return drawn;
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::rebuild_paint_overlay()
|
||||
{
|
||||
m_paint_overlay_glmodel.reset();
|
||||
@@ -1671,11 +1917,12 @@ void GLGizmoTextureDisplacement::render_paint_overlay(GLModel &overlay)
|
||||
shader->set_uniform("view_model_matrix", camera.get_view_matrix() * trafo_matrix);
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
// Translucent, and pulled toward the camera so it wins the depth test against the coincident
|
||||
// shaded surface. Depth writes are off: this is a tint, and letting it own the depth buffer would
|
||||
// make the wireframe and seam overlays drawn after it fight with geometry that is not really
|
||||
// there. Blending is already enabled by render_painter_gizmo().
|
||||
// shaded surface - and against the selectors' highlight at -1 in the Normal view, by the full depth
|
||||
// unit OpenGL guarantees to tell apart. Depth writes are off: this is a tint, and letting it own the
|
||||
// depth buffer would make the wireframe and seam overlays drawn after it fight with geometry that is
|
||||
// not really there. Blending is already enabled by render_painter_gizmo().
|
||||
glsafe(::glEnable(GL_POLYGON_OFFSET_FILL));
|
||||
glsafe(::glPolygonOffset(-1.5f, -1.5f));
|
||||
glsafe(::glPolygonOffset(-2.f, -2.f));
|
||||
glsafe(::glDepthMask(GL_FALSE));
|
||||
overlay.render();
|
||||
glsafe(::glDepthMask(GL_TRUE));
|
||||
@@ -1991,6 +2238,9 @@ void GLGizmoTextureDisplacement::rebuild_preview()
|
||||
// finishes after the job queued below - and, since the counter is shared with the worker, that
|
||||
// job also notices mid-run and aborts rather than computing a result nobody will use.
|
||||
m_preview_generation->fetch_add(1);
|
||||
// Everything rebuilt from here on reads the current palette. Cleared before any of the early returns
|
||||
// below, which would otherwise leave it set and re-run this every frame.
|
||||
m_palette_changed = false;
|
||||
update_uv_editor();
|
||||
rebuild_shaded_preview_mesh();
|
||||
rebuild_paint_overlay();
|
||||
@@ -2061,25 +2311,21 @@ void GLGizmoTextureDisplacement::queue_preview_job()
|
||||
input.volume_to_world = texture_displacement_volume_to_world(*mv);
|
||||
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: get_extruders_colors() is main-thread state and
|
||||
// the preview has to be grouped against the same palette it was computed with, not whatever is
|
||||
// loaded by the time it lands.
|
||||
// Captured here rather than read in the handler: the palette is main-thread state, and the preview
|
||||
// has to be grouped against the same palette it was computed with, not whatever it is by the time
|
||||
// the result lands.
|
||||
input.color = color_settings_for(*mv);
|
||||
// The filament list the result's indices refer to, captured with the job rather than read back
|
||||
// when it lands - loading a filament meanwhile must not recolour a preview computed against a
|
||||
// different list.
|
||||
// Every extruder, not the palette's physical-only list: the bake writes the filament it resolved
|
||||
// to, and a mix resolves to a *mixed filament slot*, which is an extruder past the physical ones.
|
||||
// Grouping against the shorter list dropped every triangle carrying such a slot out of the mesh
|
||||
// entirely - the relief vanished and left only the few triangles that happened to print in a plain
|
||||
// filament. The palette still has to be built from physical filaments alone (see filament_palette()),
|
||||
// which is why these two are not the same list.
|
||||
const std::vector<ColorRGBA> filaments = wxGetApp().plater()->get_extruders_colors();
|
||||
// The result names a palette entry per triangle (index + 1), so these are the colours to draw it in:
|
||||
// a single filament's own, or for a mix the colour its slot will show once a bake creates it.
|
||||
std::vector<ColorRGBA> entry_colors;
|
||||
entry_colors.reserve(input.color.palette.size());
|
||||
for (const PrintableColor &e : input.color.palette)
|
||||
entry_colors.emplace_back(e.rgb.x(), e.rgb.y(), e.rgb.z(), 1.f);
|
||||
|
||||
m_preview_job_running = true;
|
||||
auto &worker = wxGetApp().plater()->get_ui_job_worker();
|
||||
queue_job(worker, std::make_unique<TextureDisplacementPreviewJob>(std::move(input), generation, m_preview_generation,
|
||||
[this, filaments](TextureDisplacementPreviewResult result, uint64_t result_generation) {
|
||||
[this, entry_colors](TextureDisplacementPreviewResult result, uint64_t result_generation) {
|
||||
indexed_triangle_set its = std::move(result.mesh);
|
||||
m_preview_job_running = false;
|
||||
if (result_generation != m_preview_generation->load()) {
|
||||
@@ -2093,14 +2339,11 @@ void GLGizmoTextureDisplacement::queue_preview_job()
|
||||
} else {
|
||||
m_preview_glmodel.reset();
|
||||
m_preview_color_runs.clear();
|
||||
if (result.triangle_color.size() == its.indices.size() && !filaments.empty()) {
|
||||
// Group by *filament*, not by palette entry: what the bake wrote is the resolved
|
||||
// filament, interleaving already applied, so this shows the real banding rather
|
||||
// than the flat average the eye will turn it into.
|
||||
if (result.triangle_color.size() == its.indices.size() && !entry_colors.empty()) {
|
||||
indexed_triangle_set sorted;
|
||||
sorted.vertices = its.vertices;
|
||||
sorted.indices.reserve(its.indices.size());
|
||||
for (int want = 0; want <= int(filaments.size()); ++want) {
|
||||
for (int want = 0; want <= int(entry_colors.size()); ++want) {
|
||||
const size_t first = sorted.indices.size();
|
||||
for (size_t i = 0; i < its.indices.size(); ++i)
|
||||
if (int(result.triangle_color[i]) == want)
|
||||
@@ -2109,7 +2352,7 @@ void GLGizmoTextureDisplacement::queue_preview_job()
|
||||
continue;
|
||||
m_preview_color_runs.push_back(
|
||||
{ { first * 3, sorted.indices.size() * 3 },
|
||||
want == 0 ? GLVolume::NEUTRAL_COLOR : filaments[size_t(want - 1)] });
|
||||
want == 0 ? GLVolume::NEUTRAL_COLOR : entry_colors[size_t(want - 1)] });
|
||||
}
|
||||
m_preview_glmodel.init_from(sorted);
|
||||
} else {
|
||||
@@ -3366,6 +3609,9 @@ void GLGizmoTextureDisplacement::update_from_model_object(bool first_update)
|
||||
|
||||
const ModelObject *mo = m_c->selection_info()->model_object();
|
||||
m_triangle_selectors.clear();
|
||||
// The base keeps the last mesh a fill tool hovered, and render_painter_gizmo() reads it as a hover that is
|
||||
// still on: a new set of selectors has none.
|
||||
m_seed_fill_last_mesh_id = -1;
|
||||
|
||||
std::vector<ColorRGBA> ebt_colors;
|
||||
ebt_colors.push_back(GLVolume::NEUTRAL_COLOR);
|
||||
@@ -4263,38 +4509,14 @@ TextureDisplacementFacetsData GLGizmoTextureDisplacement::facets_data_of(const M
|
||||
return out;
|
||||
}
|
||||
|
||||
bool GLGizmoTextureDisplacement::any_layer_colors(const ModelVolume &mv)
|
||||
bool GLGizmoTextureDisplacement::layer_shows_color(const TextureDisplacementLayer &layer)
|
||||
{
|
||||
for (const TextureDisplacementLayer &layer : mv.texture_displacement_layers)
|
||||
if (layer.color_enabled && !layer.empty() && decode_height_texture(layer).has_color())
|
||||
return true;
|
||||
return false;
|
||||
return layer.color_enabled && !layer.empty() && height_texture_has_color(layer);
|
||||
}
|
||||
|
||||
void GLGizmoTextureDisplacement::bind_mixes_to_filament_slots(std::vector<PaletteEntry> &palette)
|
||||
bool GLGizmoTextureDisplacement::any_layer_colors(const ModelVolume &mv)
|
||||
{
|
||||
Sidebar *sidebar = &wxGetApp().plater()->sidebar();
|
||||
if (sidebar == nullptr)
|
||||
return;
|
||||
for (PaletteEntry &e : palette) {
|
||||
if (!e.is_mix())
|
||||
continue;
|
||||
// Components are 1-based in the config; the ratios are percentages summing to 100, which is the
|
||||
// form create_mixed_filament_from_result() normalises from.
|
||||
const int a_pct = int(std::lround(100.0 * double(e.num) / double(e.den)));
|
||||
const int slot = sidebar->ensure_mixed_filament({ unsigned(e.a + 1), unsigned(e.b + 1) },
|
||||
{ a_pct, 100 - a_pct });
|
||||
if (slot >= 0) {
|
||||
e.a = e.b = slot;
|
||||
e.num = e.den = 1;
|
||||
} else {
|
||||
// No room for another slot. Collapse to the component that dominates the blend, which is what
|
||||
// the old per-triangle path did on a surface it could not band anyway.
|
||||
const int dominant = (e.num * 2 >= e.den) ? e.a : e.b;
|
||||
e.a = e.b = dominant;
|
||||
e.num = e.den = 1;
|
||||
}
|
||||
}
|
||||
return std::any_of(mv.texture_displacement_layers.begin(), mv.texture_displacement_layers.end(), layer_shows_color);
|
||||
}
|
||||
|
||||
TextureColorSettings GLGizmoTextureDisplacement::color_settings_for(const ModelVolume &mv)
|
||||
@@ -4303,47 +4525,90 @@ TextureColorSettings GLGizmoTextureDisplacement::color_settings_for(const ModelV
|
||||
if (!any_layer_colors(mv))
|
||||
return out; // nothing is colouring: every colour path stays switched off
|
||||
out.palette = cached_palette();
|
||||
out.palette_pure = make_palette(m_palette_filaments, /* mixing */ false, PALETTE_MAX_ENTRIES);
|
||||
// Done here rather than in cached_palette(): this runs when a preview or a bake is queued, off a
|
||||
// user action, while that one is also touched from the render path - and creating filament slots
|
||||
// there would mutate the project mid-frame.
|
||||
bind_mixes_to_filament_slots(out.palette);
|
||||
out.palette_pure = make_palette(m_palette_filaments, {});
|
||||
out.despeckle_passes = mv.texture_displacement_options.color_despeckle;
|
||||
return out;
|
||||
}
|
||||
|
||||
const std::vector<GLGizmoTextureDisplacement::PaletteEntry> &GLGizmoTextureDisplacement::cached_palette()
|
||||
{
|
||||
// Rebuilt only when the loaded filaments or the mixing setting actually change. The shaded preview
|
||||
// rebuilds on every paint stroke and the subdivide preview on every slider frame, and filling the
|
||||
// quantizer's lookup cube for a 64-entry palette is tens of milliseconds - paying that per stroke
|
||||
// is the difference between painting that keeps up and painting that stutters.
|
||||
const ModelVolume *mv = texture_volume();
|
||||
const bool mixing = mv != nullptr && mv->texture_displacement_options.color_mix_enabled;
|
||||
// Rebuilt only when something it depends on actually changes. The shaded preview rebuilds on every
|
||||
// paint stroke and the panel asks every frame, while ranking the mixes and filling the quantizer's
|
||||
// lookup cube each take tens of milliseconds - paying that per stroke is the difference between
|
||||
// painting that keeps up and painting that stutters.
|
||||
//
|
||||
// Two levels. The ranking depends only on the filaments and the images, so dragging the count, or a
|
||||
// bake creating slots, re-picks from it without ranking again; the palette and its quantizers depend
|
||||
// on that pick as well.
|
||||
const ModelVolume *mv = texture_volume();
|
||||
const bool mixing = mv != nullptr && mv->texture_displacement_options.color_mix_enabled;
|
||||
const int mix_count = mv != nullptr ? std::max(0, mv->texture_displacement_options.color_mix_count) : 0;
|
||||
std::vector<ColorRGBA> filaments = filament_palette();
|
||||
// Every mix costs a filament slot once they are bound to one, and the mask can name only so many
|
||||
// states, so the palette has to leave room beside the physical filaments it already counts.
|
||||
const int cap = int(EnforcerBlockerType::ExtruderMax);
|
||||
if (m_palette_cache.empty() || filaments != m_palette_filaments || mixing != m_palette_mixing ||
|
||||
cap != m_palette_cap) {
|
||||
// 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;
|
||||
if (mv != nullptr)
|
||||
for (const TextureDisplacementLayer &layer : mv->texture_displacement_layers)
|
||||
if (layer.color_enabled && !layer.empty())
|
||||
images.push_back(layer.image_data);
|
||||
|
||||
const bool ranking_stale = filaments != m_palette_filaments || images != m_palette_images;
|
||||
if (ranking_stale) {
|
||||
m_palette_filaments = std::move(filaments);
|
||||
m_palette_mixing = mixing;
|
||||
m_palette_cap = cap;
|
||||
m_palette_cache = make_palette(m_palette_filaments, mixing, cap);
|
||||
m_palette_quantizer = make_palette_quantizer(m_palette_cache);
|
||||
m_palette_images = std::move(images);
|
||||
m_mix_ranking.reset();
|
||||
}
|
||||
if (mixing && !m_mix_ranking)
|
||||
m_mix_ranking = rank_mixes(m_palette_filaments, mix_targets(mv->texture_displacement_layers),
|
||||
int(EnforcerBlockerType::ExtruderMax) - int(m_palette_filaments.size()));
|
||||
|
||||
// Which mixes the project can still print: those it has a fixed slot for, plus as many new ones as
|
||||
// there are free slots.
|
||||
const PresetBundle &bundle = *wxGetApp().preset_bundle;
|
||||
const int free_slots = std::max(0, int(EnforcerBlockerType::ExtruderMax) - int(bundle.filament_presets.size()));
|
||||
const std::vector<std::string> slots = mixed_slot_signature(bundle.project_config);
|
||||
if (ranking_stale || m_palette_cache.empty() || mixing != m_palette_mixing || mix_count != m_palette_mix_count ||
|
||||
free_slots != m_palette_free_slots || slots != m_palette_slots) {
|
||||
m_palette_mixing = mixing;
|
||||
m_palette_mix_count = mix_count;
|
||||
m_palette_free_slots = free_slots;
|
||||
m_palette_slots = slots;
|
||||
std::vector<PaletteEntry> mixes;
|
||||
if (mixing && m_mix_ranking)
|
||||
mixes = pick_mixes(*m_mix_ranking, mix_count, free_slots, [&bundle](const PaletteEntry &e) {
|
||||
return find_fixed_mixed_filament(bundle.project_config, {unsigned(e.a + 1), unsigned(e.b + 1)},
|
||||
{e.a_percent(), 100 - e.a_percent()}) >= 0;
|
||||
});
|
||||
std::vector<PaletteEntry> palette = make_palette(m_palette_filaments, mixes);
|
||||
// The previews keep what they were drawn with, so a palette that really changed under them -
|
||||
// a filament or a mixed slot edited in the sidebar - has to send them round again.
|
||||
m_palette_changed = m_palette_changed || (!m_palette_cache.empty() && !same_palette(palette, m_palette_cache));
|
||||
m_palette_cache = std::move(palette);
|
||||
m_palette_quantizer = nullptr;
|
||||
m_palette_pure_quantizer = nullptr;
|
||||
}
|
||||
return m_palette_cache;
|
||||
}
|
||||
|
||||
std::pair<ColorQuantizeFn, ColorQuantizeFn> GLGizmoTextureDisplacement::palette_quantizers()
|
||||
{
|
||||
cached_palette();
|
||||
if (!m_palette_quantizer) {
|
||||
m_palette_quantizer = make_palette_quantizer(m_palette_cache);
|
||||
const bool has_mixes = m_palette_cache.size() > m_palette_filaments.size();
|
||||
m_palette_pure_quantizer = has_mixes ? make_palette_quantizer(make_palette(m_palette_filaments, {})) : m_palette_quantizer;
|
||||
}
|
||||
return { m_palette_quantizer, m_palette_pure_quantizer };
|
||||
}
|
||||
|
||||
std::vector<ColorRGBA> GLGizmoTextureDisplacement::filament_palette()
|
||||
{
|
||||
std::vector<ColorRGBA> all = wxGetApp().plater()->get_extruders_colors();
|
||||
|
||||
// Physical filaments only. The mixes this palette produces each become a mixed filament slot of
|
||||
// their own (see bind_mixes_to_filament_slots()), and those slots are extruders too - so taking the
|
||||
// list as it comes meant the next rebuild mixed *them* again, and handed components naming a
|
||||
// virtual slot to a blend that can only name physical ones. That is what left entries reading
|
||||
// "filament 1 plus nothing" and raised "Mixed filament has invalid or mismatched components".
|
||||
// Physical filaments only. A mix bakes into a mixed filament slot of its own, and those slots are
|
||||
// extruders too - mixing them again would hand a blend components naming a virtual slot, where it
|
||||
// can only name physical ones ("Mixed filament has invalid or mismatched components"). Mixed slots
|
||||
// are kept after the physical ones, so filament i here is extruder i.
|
||||
const auto *is_mixed = wxGetApp().preset_bundle->project_config.option<ConfigOptionBools>("filament_is_mixed");
|
||||
std::vector<ColorRGBA> palette;
|
||||
palette.reserve(all.size());
|
||||
@@ -4357,44 +4622,211 @@ std::vector<ColorRGBA> GLGizmoTextureDisplacement::filament_palette()
|
||||
return palette;
|
||||
}
|
||||
|
||||
|
||||
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::make_palette(
|
||||
const std::vector<ColorRGBA> &filaments, bool mixing, int max_entries)
|
||||
std::vector<GLGizmoTextureDisplacement::MixTarget> GLGizmoTextureDisplacement::mix_targets(
|
||||
const std::vector<TextureDisplacementLayer> &layers)
|
||||
{
|
||||
std::vector<PaletteEntry> out;
|
||||
const int n = int(filaments.size());
|
||||
for (int i = 0; i < n; ++i)
|
||||
out.push_back({ Vec3f(filaments[size_t(i)].r(), filaments[size_t(i)].g(), filaments[size_t(i)].b()),
|
||||
i, i, 1, 1 });
|
||||
if (!mixing || n < 2)
|
||||
return out;
|
||||
// Each layer's bins, weighted by their share of that layer's pixels.
|
||||
std::vector<std::vector<MixTarget>> per_layer;
|
||||
for (const TextureDisplacementLayer &layer : layers) {
|
||||
if (!layer.color_enabled || layer.empty() || analyze_texture_detail(layer).flat_colors)
|
||||
continue;
|
||||
TextureDisplacementLayer raw = layer;
|
||||
raw.smoothing = 0.f;
|
||||
const DecodedHeightTexture tex = decode_height_texture(raw);
|
||||
if (!tex.has_color())
|
||||
continue;
|
||||
|
||||
// How many intermediate steps each pair gets, chosen so the whole palette stays under
|
||||
// PALETTE_MAX_ENTRIES. Fewer filaments means more room for mixes, which is also what you want:
|
||||
// with two filaments the mixes are the only way to get anywhere, and with sixteen there is little
|
||||
// point mixing at all. `den` is also the band/dither repeat, so a small one is a short pattern.
|
||||
const int pairs = n * (n - 1) / 2;
|
||||
int steps = 0;
|
||||
for (int s = 5; s >= 1; --s)
|
||||
if (n + pairs * s <= max_entries) {
|
||||
steps = s;
|
||||
break;
|
||||
// 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.
|
||||
struct Bin
|
||||
{
|
||||
double r = 0., g = 0., b = 0.;
|
||||
uint32_t n = 0;
|
||||
};
|
||||
std::vector<Bin> bins(size_t(16 * 16 * 16));
|
||||
// Past the budget, one pixel from each run of `stride`, at an offset jittered by a fixed-seed
|
||||
// generator. A fixed step would sample a lattice that a striped texture can line up with, so
|
||||
// that only one of its colours is ever seen; jittered, stripes of any period or orientation are
|
||||
// sampled in proportion, and the same image still always gives the same targets. The offset
|
||||
// comes from the generator's high bits: a power-of-two LCG's low bits repeat every 2, 4, 8...
|
||||
// steps, and the stride is a power of two for exactly the images large enough to need this.
|
||||
const size_t npx = size_t(tex.width) * size_t(tex.height);
|
||||
const size_t stride = std::max<size_t>(1, npx / MIX_TARGET_SAMPLES);
|
||||
uint64_t state = 0x9E3779B97F4A7C15ull;
|
||||
size_t sampled = 0;
|
||||
for (size_t start = 0; start < npx; start += stride) {
|
||||
state = state * 6364136223846793005ull + 1442695040888963407ull;
|
||||
const size_t i = start + size_t((uint64_t(uint32_t(state >> 32)) * uint64_t(stride)) >> 32);
|
||||
if (i >= npx)
|
||||
break;
|
||||
const uint8_t *px = &tex.rgb[i * 3];
|
||||
Bin &bin = bins[size_t(px[0] >> 4) * 256 + size_t(px[1] >> 4) * 16 + size_t(px[2] >> 4)];
|
||||
bin.r += px[0];
|
||||
bin.g += px[1];
|
||||
bin.b += px[2];
|
||||
++bin.n;
|
||||
++sampled;
|
||||
}
|
||||
if (steps == 0)
|
||||
return out;
|
||||
const int den = steps + 1;
|
||||
std::vector<MixTarget> targets;
|
||||
for (const Bin &bin : bins)
|
||||
if (bin.n > 0) {
|
||||
const double inv = 1. / (255. * double(bin.n));
|
||||
targets.push_back({ srgb_to_lab(Vec3f(float(bin.r * inv), float(bin.g * inv), float(bin.b * inv))),
|
||||
float(double(bin.n) / double(sampled)) });
|
||||
}
|
||||
per_layer.push_back(std::move(targets));
|
||||
}
|
||||
|
||||
// The layers weigh the same and together 1, settled before the pruning below: what rank_mixes() sums
|
||||
// over the kept bins is then a mean over every pixel of the colouring layers, with the pixels of a
|
||||
// dropped bin counted as no better off.
|
||||
std::vector<MixTarget> out;
|
||||
for (std::vector<MixTarget> &targets : per_layer)
|
||||
for (MixTarget &t : targets) {
|
||||
t.weight /= float(per_layer.size());
|
||||
out.push_back(t);
|
||||
}
|
||||
if (out.size() > MIX_TARGET_BINS) {
|
||||
std::partial_sort(out.begin(), out.begin() + MIX_TARGET_BINS, out.end(),
|
||||
[](const MixTarget &l, const MixTarget &r) { return l.weight > r.weight; });
|
||||
out.resize(MIX_TARGET_BINS);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::rank_mixes(
|
||||
const std::vector<ColorRGBA> &filaments, const std::vector<MixTarget> &targets, int limit)
|
||||
{
|
||||
const int n = int(filaments.size());
|
||||
if (n < 2 || targets.empty() || limit <= 0)
|
||||
return {};
|
||||
|
||||
// Every pair at every short-cycle ratio, coloured as its slot will be.
|
||||
std::vector<std::string> hex(filaments.size());
|
||||
for (int i = 0; i < n; ++i)
|
||||
for (int j = i + 1; j < n; ++j) {
|
||||
const Vec3f lab_i = srgb_to_lab(Vec3f(filaments[size_t(i)].r(), filaments[size_t(i)].g(), filaments[size_t(i)].b()));
|
||||
const Vec3f lab_j = srgb_to_lab(Vec3f(filaments[size_t(j)].r(), filaments[size_t(j)].g(), filaments[size_t(j)].b()));
|
||||
for (int k = 1; k <= steps; ++k) {
|
||||
// k/den of filament i, the rest of j - averaged in Lab, which is what the eye does
|
||||
// when the two are interleaved too finely to resolve.
|
||||
const float t = float(k) / float(den);
|
||||
out.push_back({ lab_to_srgb(lab_i * t + lab_j * (1.f - t)), i, j, k, den });
|
||||
hex[size_t(i)] = encode_color(filaments[size_t(i)]);
|
||||
std::vector<PaletteEntry> candidates;
|
||||
for (int i = 0; i < n; ++i)
|
||||
for (int j = i + 1; j < n; ++j)
|
||||
for (int den = 2; den <= 6; ++den)
|
||||
for (int num = 1; num < den; ++num) {
|
||||
if (std::gcd(num, den) != 1)
|
||||
continue; // 2/4 is 1/2, already there
|
||||
PaletteEntry e{ Vec3f::Zero(), i, j, num, den };
|
||||
ColorRGB blended;
|
||||
if (!decode_color(blend_color_multi({ hex[size_t(i)], hex[size_t(j)] },
|
||||
{ e.a_percent(), 100 - e.a_percent() }),
|
||||
blended))
|
||||
continue;
|
||||
e.rgb = Vec3f(blended.r(), blended.g(), blended.b());
|
||||
candidates.push_back(e);
|
||||
}
|
||||
|
||||
// How far each target is from the nearest single filament, and from every candidate.
|
||||
const size_t nt = targets.size(), nc = candidates.size();
|
||||
std::vector<Vec3f> filament_lab(size_t(n), Vec3f::Zero());
|
||||
for (int i = 0; i < n; ++i)
|
||||
filament_lab[size_t(i)] = srgb_to_lab(Vec3f(filaments[size_t(i)].r(), filaments[size_t(i)].g(), filaments[size_t(i)].b()));
|
||||
const auto de = [](const Vec3f &l, const Vec3f &r) { return DeltaE00(l.x(), l.y(), l.z(), r.x(), r.y(), r.z()); };
|
||||
std::vector<float> pure_d(nt, std::numeric_limits<float>::max());
|
||||
for (size_t t = 0; t < nt; ++t)
|
||||
for (const Vec3f &lab : filament_lab)
|
||||
pure_d[t] = std::min(pure_d[t], de(targets[t].lab, lab));
|
||||
std::vector<float> dist(nc * nt);
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, nc), [&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t c = range.begin(); c < range.end(); ++c) {
|
||||
const Vec3f lab = srgb_to_lab(candidates[c].rgb);
|
||||
for (size_t t = 0; t < nt; ++t)
|
||||
dist[c * nt + t] = de(targets[t].lab, lab);
|
||||
}
|
||||
});
|
||||
|
||||
// Greedy: each round takes the candidate that lowers the weighted error the most. A candidate only
|
||||
// counts where it beats the single filament by PREFER_PURE_DE, since everywhere else the quantizer
|
||||
// picks the filament anyway.
|
||||
std::vector<float> current = pure_d;
|
||||
std::vector<char> taken(nc, 0);
|
||||
std::vector<PaletteEntry> out;
|
||||
const auto counts = [&](size_t c, size_t t) {
|
||||
const float d = dist[c * nt + t];
|
||||
return d < current[t] && d <= pure_d[t] - PREFER_PURE_DE;
|
||||
};
|
||||
while (int(out.size()) < limit) {
|
||||
size_t best = nc;
|
||||
double best_gain = 0.;
|
||||
for (size_t c = 0; c < nc; ++c) {
|
||||
if (taken[c])
|
||||
continue;
|
||||
double gain = 0.;
|
||||
for (size_t t = 0; t < nt; ++t)
|
||||
if (counts(c, t))
|
||||
gain += double(targets[t].weight) * double(current[t] - dist[c * nt + t]);
|
||||
if (gain > best_gain) {
|
||||
best_gain = gain;
|
||||
best = c;
|
||||
}
|
||||
}
|
||||
if (best == nc || best_gain < double(MIN_MIX_GAIN))
|
||||
break;
|
||||
taken[best] = 1;
|
||||
out.push_back(candidates[best]);
|
||||
for (size_t t = 0; t < nt; ++t)
|
||||
if (counts(best, t))
|
||||
current[t] = dist[best * nt + t];
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::pick_mixes(
|
||||
const std::vector<PaletteEntry> &ranking, int count, int free_slots, const std::function<bool(const PaletteEntry &)> &reusable)
|
||||
{
|
||||
std::vector<PaletteEntry> out;
|
||||
for (const PaletteEntry &e : ranking) {
|
||||
if (int(out.size()) >= count)
|
||||
break;
|
||||
// Out of free slots, a later mix that already has one still fits.
|
||||
if (reusable && reusable(e)) {
|
||||
out.push_back(e);
|
||||
} else if (free_slots > 0) {
|
||||
out.push_back(e);
|
||||
--free_slots;
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
std::vector<GLGizmoTextureDisplacement::PaletteEntry> GLGizmoTextureDisplacement::make_palette(
|
||||
const std::vector<ColorRGBA> &filaments, const std::vector<PaletteEntry> &mixes)
|
||||
{
|
||||
std::vector<PaletteEntry> out;
|
||||
out.reserve(filaments.size() + mixes.size());
|
||||
for (int i = 0; i < int(filaments.size()); ++i)
|
||||
out.push_back({ Vec3f(filaments[size_t(i)].r(), filaments[size_t(i)].g(), filaments[size_t(i)].b()), i, i, 1, 1 });
|
||||
out.insert(out.end(), mixes.begin(), mixes.end());
|
||||
return out;
|
||||
}
|
||||
|
||||
std::vector<int> GLGizmoTextureDisplacement::palette_filaments(const std::vector<PaletteEntry> &palette,
|
||||
const std::vector<uint8_t> &triangle_color,
|
||||
const std::function<int(const PaletteEntry &)> &slot_for_mix)
|
||||
{
|
||||
std::vector<char> used(palette.size(), 0);
|
||||
for (const uint8_t v : triangle_color)
|
||||
if (v > 0 && size_t(v) <= palette.size())
|
||||
used[size_t(v) - 1] = 1;
|
||||
|
||||
std::vector<int> out(palette.size(), -1);
|
||||
for (size_t i = 0; i < palette.size(); ++i) {
|
||||
const PaletteEntry &e = palette[i];
|
||||
if (!e.is_mix()) {
|
||||
out[i] = e.a;
|
||||
} else if (used[i]) {
|
||||
const int slot = slot_for_mix ? slot_for_mix(e) : -1;
|
||||
// No room for another slot: the component that dominates the blend is the nearest the print
|
||||
// can come.
|
||||
out[i] = slot >= 0 ? slot : (e.num * 2 >= e.den ? e.a : e.b);
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
@@ -4434,15 +4866,7 @@ ColorQuantizeFn GLGizmoTextureDisplacement::make_palette_quantizer(const std::ve
|
||||
best_pure = int(i);
|
||||
}
|
||||
}
|
||||
// A mix is an interleave that only reads as its colour from a distance; up close it is
|
||||
// stripes. So it is spent only where it buys a better match than the nearest single
|
||||
// filament - but "better" was set at ten Delta E, which is not a visible step, it is a
|
||||
// different colour. Measured over the whole cube that threshold turned 94% of the
|
||||
// lookups that wanted a mix back into a pure filament, leaving 38%; along a greyscale
|
||||
// ramp, the shape a height texture actually traces, it cut 80% to 66%. Two Delta E is
|
||||
// about where a side-by-side difference stops being arguable, which is the right place
|
||||
// to start paying for stripes.
|
||||
constexpr float PREFER_PURE_DE = 2.f;
|
||||
// A mix only where it clearly beats the nearest single filament, see PREFER_PURE_DE.
|
||||
if (best_pure >= 0 && palette[size_t(best)].is_mix() && best_pure_d - best_d < PREFER_PURE_DE)
|
||||
best = best_pure;
|
||||
(*lut)[(size_t(r) * E + size_t(g)) * E + size_t(b)] = uint8_t(best);
|
||||
@@ -4461,7 +4885,7 @@ 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<PrintableColor> &palette, const DisplacementProgressFn &progress,
|
||||
const TextureColorSettings &color_settings, const DisplacementProgressFn &progress,
|
||||
BakeStageRecorder *debug)
|
||||
{
|
||||
TextureDisplacementPrepareResult out;
|
||||
@@ -4539,10 +4963,13 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
// 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;
|
||||
if (params.subdiv_color_edge_mm > 0.f && !palette.empty())
|
||||
color = make_combined_color_sampler(mesh.its, layers, current, make_palette_quantizer(palette));
|
||||
// Note the sampler is built on the *quantizer* alone - the refinement follows perceived
|
||||
// colour, never the interleaving that realises a mix - the slicer does that per layer.
|
||||
// A flat-colour layer is matched against single filaments only, as the bake does, so its
|
||||
// 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));
|
||||
// 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
|
||||
// to); in plain adaptive mode the target edge length is the only criterion, so the floor
|
||||
// must not be allowed to silently override a target the user set below it.
|
||||
@@ -4830,9 +5257,9 @@ void GLGizmoTextureDisplacement::rebuild_subdivide_preview()
|
||||
// Same colour criterion Apply will use, so the previewed wireframe is the mesh that commits.
|
||||
ColorFieldSampler color;
|
||||
if (m_subdivide_color_mm > 0.f && any_layer_colors(*mv)) {
|
||||
cached_palette(); // refreshes m_palette_quantizer if the filaments changed
|
||||
color = make_combined_color_sampler(mv->mesh().its, mv->texture_displacement_layers, facets,
|
||||
m_palette_quantizer);
|
||||
const auto [quantize, quantize_pure] = palette_quantizers();
|
||||
color = make_combined_color_sampler(mv->mesh().its, mv->texture_displacement_layers, facets, quantize,
|
||||
quantize_pure);
|
||||
}
|
||||
its = subdivide_mesh_adaptive(mv->mesh().its, region, m_subdivide_target_mm,
|
||||
int(mv->mesh().its.indices.size()) + m_subdivide_budget_k * 1000,
|
||||
@@ -5344,6 +5771,12 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
return;
|
||||
ModelVolume *mv = texture_volume();
|
||||
|
||||
// The palette also follows project state nobody tells this gizmo about - the filaments and mixed
|
||||
// slots in the sidebar - so it is checked once a frame, and a change re-runs the previews.
|
||||
cached_palette();
|
||||
if (m_palette_changed)
|
||||
m_preview_params_dirty = true;
|
||||
|
||||
float scale = m_parent.get_scale();
|
||||
#ifdef WIN32
|
||||
int dpi = get_dpi_for_window(wxGetApp().GetTopWindow());
|
||||
@@ -6127,6 +6560,15 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
"of filaments can cover a photo or a gradient. An image of flat colors "
|
||||
"prints the same either way. Off uses one filament per area."));
|
||||
if (opts.color_mix_enabled) {
|
||||
cached_palette(); // brings m_palette_filaments up to date
|
||||
// Every mix can become a filament slot, and there are only so many beside the
|
||||
// physical filaments.
|
||||
const int max_mixes = std::max(1, int(EnforcerBlockerType::ExtruderMax) - int(m_palette_filaments.size()));
|
||||
if (int_row("##color_mix_count", _L("Mixed colors"), &opts.color_mix_count, 1, max_mixes, "%d", card_pad))
|
||||
m_preview_params_dirty = true;
|
||||
hover_tip(_u8L("The most mixed filaments a bake may add. They are picked from the "
|
||||
"texture's colors, and only the ones the bake actually uses are created."));
|
||||
// After the slider, so a change shows in the same frame.
|
||||
ImGui::TextDisabled("%s", Slic3r::format(_u8L("%1% printable colors from %2% filaments"),
|
||||
int(cached_palette().size()), int(m_palette_filaments.size())).c_str());
|
||||
}
|
||||
|
||||
@@ -16,11 +16,15 @@
|
||||
#include "libslic3r/Color.hpp"
|
||||
#include <cstddef>
|
||||
#include "libslic3r/TriangleSelector.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
#include "admesh/stl.h"
|
||||
#include <cstdint>
|
||||
#include <functional>
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include <imgui.h>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoBase.hpp"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
@@ -58,7 +62,7 @@ public:
|
||||
const TextureDisplacementFacetsData &masks,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementPrepareParams ¶ms,
|
||||
const std::vector<PrintableColor> &palette,
|
||||
const TextureColorSettings &color_settings,
|
||||
const DisplacementProgressFn &progress,
|
||||
// Optional step capture: receives the mesh
|
||||
// after the remesh and after the refinement,
|
||||
@@ -70,22 +74,43 @@ public:
|
||||
|
||||
using PaletteEntry = PrintableColor;
|
||||
|
||||
// The printable palette: the loaded filaments (clamped to the sixteen mmu_segmentation_facets can
|
||||
// address), plus - when `mixing` - every pair of them at evenly spaced ratios.
|
||||
// One colour mixes are meant to reach: a bin of the textures' colour histogram, in CIELAB, and how
|
||||
// much of the image it covers.
|
||||
struct MixTarget
|
||||
{
|
||||
Vec3f lab = Vec3f::Zero();
|
||||
float weight = 0.f;
|
||||
};
|
||||
|
||||
// The colours worth mixing for: those of the colouring layers in `layers` whose image is not made of
|
||||
// flat colours (TextureDetail::flat_colors - those print in single filaments only, so no mix could
|
||||
// serve them). The layers weigh the same and, before only the heaviest bins are kept (which is what
|
||||
// bounds rank_mixes()), together 1. Read from the image as imported, as analyze_texture_detail()
|
||||
// does, so the Smoothing slider does not move the palette around.
|
||||
static std::vector<MixTarget> mix_targets(const std::vector<TextureDisplacementLayer> &layers);
|
||||
|
||||
// Mixes of pairs of `filaments`, best first and at most `limit` of them. Each is the one that most
|
||||
// improves the match to `targets` given those ranked before it, counted only where it beats the
|
||||
// nearest single filament by the quantizer's prefer-pure margin - which is where the quantizer will
|
||||
// actually pick it. Stops early once another mix would make no noticeable difference, so a texture
|
||||
// the filaments already cover gets few mixes or none.
|
||||
//
|
||||
// Mixes are averaged in **CIELAB**, not RGB and not subtractively: two filaments interleaved too
|
||||
// finely to resolve are averaged by the eye, which is what a perceptual space models. Yellow and
|
||||
// blue banded together read as a desaturated grey-green, and that is what the preview must promise
|
||||
// - blending them subtractively would show a green the printer cannot produce this way.
|
||||
//
|
||||
// How many ratios depends on how many filaments there are, so the palette stays bounded: the
|
||||
// quantizer's lookup cube costs one DeltaE00 per cell per entry to fill, and with sixteen
|
||||
// filaments there are already plenty of colours without mixing any of them.
|
||||
// `max_entries` bounds the whole palette. It is normally the quantizer's own limit, but when the
|
||||
// mixes become filament slots it has to be the paint mask's instead: a mask can name only
|
||||
// EnforcerBlockerType::ExtruderMax states, and every mix now occupies one of them.
|
||||
static std::vector<PaletteEntry> make_palette(const std::vector<ColorRGBA> &filaments, bool mixing,
|
||||
int max_entries);
|
||||
// Ratios are the short-cycle ones (k/d for d up to 6): the slicer interleaves a mix layer by layer,
|
||||
// and a long cycle prints as visible bands rather than as a colour. A mix's `rgb` is the colour its
|
||||
// mixed filament slot will show (blend_color_multi(), as the sidebar computes it), so the match, the
|
||||
// preview and the slot all agree on what the mix looks like.
|
||||
static std::vector<PaletteEntry> rank_mixes(const std::vector<ColorRGBA> &filaments,
|
||||
const std::vector<MixTarget> &targets, int limit);
|
||||
|
||||
// The first `count` mixes of `ranking` the project can give a filament slot to. A mix `reusable`
|
||||
// reports as already having a fixed slot costs nothing; any other uses up one of `free_slots`, and
|
||||
// is skipped once they run out - so the palette never offers a colour a bake could not print.
|
||||
static std::vector<PaletteEntry> pick_mixes(const std::vector<PaletteEntry> &ranking, int count, int free_slots,
|
||||
const std::function<bool(const PaletteEntry &)> &reusable);
|
||||
|
||||
// The printable palette: the loaded filaments, entry i being filament i, followed by `mixes`.
|
||||
static std::vector<PaletteEntry> make_palette(const std::vector<ColorRGBA> &filaments,
|
||||
const std::vector<PaletteEntry> &mixes);
|
||||
|
||||
// Maps an image colour to the closest entry of `palette`, perceptually (CIEDE2000 over CIELAB - a
|
||||
// plain RGB distance picks visibly wrong filaments, most obviously between a saturated colour and
|
||||
@@ -97,40 +122,49 @@ public:
|
||||
// to a worker thread and outlives the palette it was built from.
|
||||
static ColorQuantizeFn make_palette_quantizer(const std::vector<PaletteEntry> &palette);
|
||||
|
||||
// Turns a palette index plus a position into the filament to print there, interleaving the two
|
||||
// filaments of a mixed entry per `mode`. `layer_height` sizes the Z bands; `cell_mm` the dither
|
||||
// The filament (0-based) each entry of `palette` prints in, by palette index: a single filament is
|
||||
// itself, a mix is the slot `slot_for_mix` returns for it. Only the mixes `triangle_color` actually
|
||||
// uses (palette index + 1 per triangle, 0 for none) are asked for, since asking is what creates a
|
||||
// slot. A mix that gets no slot (-1) prints in its dominant component; one nothing uses maps to -1.
|
||||
//
|
||||
// This is what the bake writes into the paint: a palette index is a filament only for the single
|
||||
// filaments, while a mix's slot can sit anywhere among the project's mixed slots.
|
||||
static std::vector<int> palette_filaments(const std::vector<PaletteEntry> &palette,
|
||||
const std::vector<uint8_t> &triangle_color,
|
||||
const std::function<int(const PaletteEntry &)> &slot_for_mix);
|
||||
|
||||
// Everything the jobs need to colour with, for the current volume: palette, mix mode, layer
|
||||
// height, despeckle. Empty when no layer is actually colouring.
|
||||
// Everything the jobs need to colour with, for the current volume: the palette, its single-filament
|
||||
// part, and the despeckle passes. Empty when no layer is actually colouring. Read-only: no filament
|
||||
// slot is created here, only when a bake commits (see palette_filaments()).
|
||||
TextureColorSettings color_settings_for(const ModelVolume &mv);
|
||||
|
||||
// The printable palette for the current filaments and mixing setting, rebuilt only when either
|
||||
// actually changes - see the definition for why that caching is not optional.
|
||||
// The printable palette for the current volume and project, rebuilt only when what it depends on
|
||||
// changes - see the definition for why that caching is not optional.
|
||||
const std::vector<PaletteEntry> &cached_palette();
|
||||
// Turns every mix in `palette` into a mixed filament slot and rewrites the entry to name that slot
|
||||
// as a plain filament, so nothing downstream has to know a mix is involved: is_mix() goes false and
|
||||
// the resolver simply returns it. The per-layer interleaving then happens in the slicer, where it is
|
||||
// not limited by how fine the mesh is. Entries whose slot could not be created (the paint-state cap)
|
||||
// fall back to the nearer of the two components.
|
||||
void bind_mixes_to_filament_slots(std::vector<PaletteEntry> &palette);
|
||||
std::vector<PaletteEntry> m_palette_cache;
|
||||
std::vector<ColorRGBA> m_palette_filaments;
|
||||
int m_palette_cap = 0; // the max_entries m_palette_cache was built with
|
||||
bool m_palette_mixing = false;
|
||||
ColorQuantizeFn m_palette_quantizer;
|
||||
// The quantizers for the cached palette and for its single filaments alone (flat-colour images),
|
||||
// filled on first use. Only the subdivide preview matches colours on this thread - the jobs build
|
||||
// their own from the palette they capture - so a palette rebuild, such as every step of a count
|
||||
// drag, costs no lookup cube unless that preview asks for one.
|
||||
std::pair<ColorQuantizeFn, ColorQuantizeFn> palette_quantizers();
|
||||
std::vector<PaletteEntry> m_palette_cache;
|
||||
ColorQuantizeFn m_palette_quantizer;
|
||||
ColorQuantizeFn m_palette_pure_quantizer;
|
||||
// Set when a rebuild changed the palette the previews were drawn with; cleared by rebuild_preview().
|
||||
bool m_palette_changed = false;
|
||||
// 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
|
||||
std::optional<std::vector<PaletteEntry>> m_mix_ranking; // rank_mixes(), computed on demand
|
||||
bool m_palette_mixing = false;
|
||||
int m_palette_mix_count = 0;
|
||||
int m_palette_free_slots = 0;
|
||||
std::vector<std::string> m_palette_slots; // the project's mixed slots
|
||||
|
||||
// The loaded filaments, clamped to the sixteen mmu_segmentation_facets can address.
|
||||
// The loaded physical filaments, clamped to the states mmu_segmentation_facets can address.
|
||||
static std::vector<ColorRGBA> filament_palette();
|
||||
// The Z band height, in mm. One print layer is the ideal, but the interleave is realised per
|
||||
// *facet*: a band thinner than the mesh can resolve does not dither, it beats against the triangle
|
||||
// grid and comes out as broad horizontal stripes - and since MMU segmentation reads facet colour,
|
||||
// it does so in the print too, not only on screen. The refinement edge is chosen from the model's
|
||||
// diagonal and knows nothing about the layer height, so the band is rounded up to a whole number of
|
||||
// layers at least two facet rows tall: still exact on the printer, and representable by the mesh
|
||||
// that has to carry it. Used by both the bake settings and the preview shader, so the two agree.
|
||||
|
||||
// The Normal preview's triangles, grouped by the filament they will print in. Colour is per facet
|
||||
// and there are at most sixteen filaments, so the mesh is uploaded once with its index buffer
|
||||
// The Normal preview's triangles, grouped by the palette entry they will print in. Colour is per facet
|
||||
// and the palette is small, so the mesh is uploaded once with its index buffer
|
||||
// sorted by colour and drawn as one GLModel::render(range) per group - which needs no per-vertex
|
||||
// colour attribute, and so no change to GLModel's vertex layouts.
|
||||
//
|
||||
@@ -143,11 +177,28 @@ public:
|
||||
ColorRGBA color;
|
||||
};
|
||||
std::vector<PreviewColorRun> m_preview_color_runs;
|
||||
// True if any of the volume's layers would actually colour something: colour turned on, and a
|
||||
// texture that has colour to give. What decides whether a palette is captured into a job at all,
|
||||
// and so whether the colour criterion and the mmu write ever run.
|
||||
// True if the layer would actually colour something: colour turned on, and a texture that has colour
|
||||
// to give.
|
||||
static bool layer_shows_color(const TextureDisplacementLayer &layer);
|
||||
// True if any of the volume's layers would. What decides whether a palette is captured into a job at
|
||||
// all, and so whether the colour criterion and the mmu write ever run.
|
||||
static bool any_layer_colors(const ModelVolume &mv);
|
||||
|
||||
// The model's own colour paint (mmu_segmentation_facets) as the gizmo draws it over its surface: the
|
||||
// sub-triangles painted in a filament, grouped by that filament. NONE - the volume's own filament - is
|
||||
// left out, so those triangles keep the gizmo's neutral, as they do in the preview.
|
||||
struct PaintedColors
|
||||
{
|
||||
indexed_triangle_set facets; // over the paint's whole vertex array
|
||||
std::vector<int> source; // per triangle of `facets`: the model triangle it lies in
|
||||
std::vector<int> state; // per triangle of `facets`: its filament state, 1-based
|
||||
|
||||
// The triangles of `facets` outside the model triangles `excluded` marks, in order. A model
|
||||
// triangle past the end of `excluded` is not excluded.
|
||||
std::vector<size_t> outside(const std::vector<bool> &excluded) const;
|
||||
};
|
||||
static PaintedColors painted_colors(const TriangleMesh &mesh, const TriangleSelector::TriangleSplittingData &paint);
|
||||
|
||||
void render_painter_gizmo() override;
|
||||
|
||||
// Intercepts mouse input while "Adjust Texture" mode is on (dragging the on-canvas offset/
|
||||
@@ -157,6 +208,9 @@ public:
|
||||
protected:
|
||||
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
|
||||
// with the main canvas's instance transform. The base alone would let the keyboard shortcut open it there.
|
||||
bool on_is_activable() const override;
|
||||
|
||||
wxString handle_snapshot_action_name(bool shift_down, Button button_down) const override;
|
||||
|
||||
@@ -676,12 +730,13 @@ private:
|
||||
GLModel m_shaded_preview_glmodel;
|
||||
|
||||
// Translucent tint over the active layer's painted triangles, drawn on top of whichever preview
|
||||
// is showing. The base painter's own opaque paint highlight (render_triangles()) cannot be used
|
||||
// in either preview mode - it is coincident with the surface and simply covers it - so the only
|
||||
// paint feedback the gizmo had was the relief itself, which meant erasing showed nothing at all
|
||||
// until the stroke ended and the whole preview rebuilt. This is that feedback: cheap (the painted
|
||||
// patch only), translucent (the preview stays visible through it) and rebuilt live during a
|
||||
// stroke.
|
||||
// is showing - except, between strokes, the active layer's own colour preview, which it would wash
|
||||
// green (see render_painter_gizmo()). The base painter's own opaque paint highlight
|
||||
// (render_triangles()) cannot be used in either preview mode - it is coincident with the surface
|
||||
// and simply covers it - so the only paint feedback the gizmo had was the relief itself, which
|
||||
// meant erasing showed nothing at all until the stroke ended and the whole preview rebuilt. This
|
||||
// is that feedback: cheap (the painted patch only), translucent (the preview stays visible through
|
||||
// it) and rebuilt live during a stroke.
|
||||
GLModel m_paint_overlay_glmodel;
|
||||
// The islands selected in the UV editor, tinted on the model so the pane's selection can be seen
|
||||
// in place. Rebuilt whenever the pane's selection differs from the one it was built for.
|
||||
@@ -699,6 +754,23 @@ private:
|
||||
GLModel m_other_paint_glmodel;
|
||||
std::string m_other_paint_key;
|
||||
void rebuild_other_paint_overlay();
|
||||
// The model's colour paint, drawn over the surface so the colours a bake wrote stay visible - the
|
||||
// canvas draws no volume while a paint gizmo is open, and the selectors hold only displacement paint.
|
||||
// Left out wherever the preview on screen shows paint of its own (`whole_stack`: every layer's, as the
|
||||
// Normal preview does; otherwise the active layer's), since an opaque overlay there would hide that
|
||||
// preview. Only while a layer colours: it is the colour workflow's result, and every other paint gizmo
|
||||
// shows the model neutral.
|
||||
//
|
||||
// Two levels: the paint's sub-triangles, which take a selector over the whole mesh and change only with
|
||||
// the paint itself, and the part drawn, which follows every flushed stroke.
|
||||
PaintedColors m_painted_colors;
|
||||
std::string m_painted_colors_key;
|
||||
GLModel m_painted_colors_glmodel;
|
||||
std::string m_painted_colors_drawn_key;
|
||||
std::vector<std::pair<int, std::pair<size_t, size_t>>> m_painted_colors_runs; // filament state, index range
|
||||
void rebuild_painted_colors(bool whole_stack);
|
||||
// False when there was nothing to draw.
|
||||
bool render_painted_colors(bool whole_stack);
|
||||
// Whether render_shaded_preview_mesh() would actually draw something. Checked before the real volume
|
||||
// is hidden: with no layer, no texture or no shader the shaded path draws nothing, and hiding the
|
||||
// volume for it left the model invisible.
|
||||
@@ -712,11 +784,9 @@ private:
|
||||
int m_shaded_projection_mode = 0;
|
||||
Vec3f m_shaded_patch_center = Vec3f::Zero();
|
||||
Vec3f m_shaded_patch_axis = Vec3f::UnitZ();
|
||||
// The palette the fast preview's per-triangle filament indices were built against, captured when
|
||||
// the mesh was. Empty when the active layer is not colouring, which is what tells the shader to
|
||||
// fall back to the model's own colour. Held rather than re-read at draw time so the indices baked
|
||||
// into the mesh can never be resolved against a different set of filaments than they were computed
|
||||
// from - loading a filament mid-session would otherwise recolour a stale preview at random.
|
||||
// The palette the fast preview matches each fragment against, captured with its mesh. Empty when the
|
||||
// active layer is not colouring, which is what tells the shader to fall back to the model's own
|
||||
// colour. Every entry carries the colour it prints in, so drawing it needs nothing else.
|
||||
std::vector<PaletteEntry> m_shaded_preview_palette;
|
||||
|
||||
// GPU island drag: while an island is dragged in the UV editor, the displacement mesh is baked once (with
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <functional>
|
||||
#include <utility>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include <exception>
|
||||
#include <cstddef>
|
||||
@@ -114,6 +115,17 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
if (volume == nullptr)
|
||||
return;
|
||||
|
||||
// The filament each palette entry prints in. This is where a mix becomes a mixed filament slot,
|
||||
// and only a mix the bake actually painted with: the preview never creates one, so the project
|
||||
// gains only the slots this result needs. Done before anything below names them - adding a slot
|
||||
// runs ModelVolume::update_extruder_count(), which clamps paint above the old filament count.
|
||||
Sidebar &sidebar = plater->sidebar();
|
||||
const std::vector<int> filament_of = GLGizmoTextureDisplacement::palette_filaments(
|
||||
m_input.color.palette, m_triangle_color, [&sidebar](const PrintableColor &mix) {
|
||||
return sidebar.ensure_mixed_filament({ unsigned(mix.a + 1), unsigned(mix.b + 1) },
|
||||
{ mix.a_percent(), 100 - mix.a_percent() });
|
||||
});
|
||||
|
||||
volume->set_mesh(std::move(m_result));
|
||||
volume->set_new_unique_id();
|
||||
volume->calculate_convex_hull();
|
||||
@@ -129,9 +141,11 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
const TriangleSelector::TriangleSplittingData &existing = volume->mmu_segmentation_facets.get_data();
|
||||
if (!existing.bitstream.empty())
|
||||
selector.deserialize(existing, false);
|
||||
for (size_t i = 0; i < m_triangle_color.size(); ++i)
|
||||
if (m_triangle_color[i] > 0)
|
||||
selector.set_facet(int(i), EnforcerBlockerType(m_triangle_color[i]));
|
||||
for (size_t i = 0; i < m_triangle_color.size(); ++i) {
|
||||
const size_t entry = size_t(m_triangle_color[i]);
|
||||
if (entry > 0 && entry <= filament_of.size() && filament_of[entry - 1] >= 0)
|
||||
selector.set_facet(int(i), EnforcerBlockerType(filament_of[entry - 1] + 1));
|
||||
}
|
||||
volume->mmu_segmentation_facets.set(selector);
|
||||
}
|
||||
|
||||
|
||||
@@ -56,8 +56,9 @@ private:
|
||||
TriangleMesh m_result;
|
||||
// What the bake spent, for the message it leaves behind when the budget capped the detail.
|
||||
TextureBakeStats m_stats;
|
||||
// Per triangle of m_result: the filament to print it in, as an EnforcerBlockerType value
|
||||
// (0 = leave alone). Empty unless a layer asked for colour. See TextureColorRequest.
|
||||
// Per triangle of m_result: the palette entry to print it in, as its index + 1 (0 = leave alone).
|
||||
// Empty unless a layer asked for colour. See TextureColorRequest; finalize() turns these into
|
||||
// filaments.
|
||||
std::vector<uint8_t> m_triangle_color;
|
||||
std::function<void()> m_on_finished;
|
||||
};
|
||||
|
||||
@@ -59,7 +59,7 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
|
||||
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,
|
||||
m_input.color.palette,
|
||||
m_input.color,
|
||||
// Preparation is roughly half the run; the bake
|
||||
// takes the progress bar from there.
|
||||
[&report](int pct) { return report(1 + pct / 2); },
|
||||
|
||||
@@ -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.palette,
|
||||
m_input.params, m_input.color,
|
||||
[&ctl, &status, &last_reported](int percent) {
|
||||
if (ctl.was_canceled())
|
||||
return false;
|
||||
|
||||
@@ -26,13 +26,13 @@ struct TextureDisplacementPreviewInput
|
||||
// Mesh coordinates -> world millimetres, so the preview is displaced in the same space the bake
|
||||
// is and the two cannot disagree. See build_texture_displacement().
|
||||
Transform3d volume_to_world = Transform3d::Identity();
|
||||
// Empty unless a layer is colouring, in which case the preview reports the filament per triangle
|
||||
// alongside the mesh, so the Normal view shows what the bake will produce - interleaving included.
|
||||
// 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;
|
||||
};
|
||||
|
||||
// A preview result: the displaced mesh, and - when the input carried a palette - one filament index
|
||||
// per triangle (an EnforcerBlockerType value; 0 means "no colour from the texture").
|
||||
// A preview result: the displaced mesh, and - when the input carried a palette - one palette entry per
|
||||
// triangle (its index + 1; 0 means "no colour from the texture").
|
||||
struct TextureDisplacementPreviewResult
|
||||
{
|
||||
indexed_triangle_set mesh;
|
||||
|
||||
@@ -5048,35 +5048,15 @@ static bool create_mixed_filament_from_result(
|
||||
is_mixed_opt->values[new_idx] = true;
|
||||
}
|
||||
|
||||
std::string comp_str;
|
||||
for (size_t i = 0; i < result.components.size(); ++i) {
|
||||
if (i > 0) comp_str += ",";
|
||||
comp_str += std::to_string(result.components[i]);
|
||||
}
|
||||
{
|
||||
auto* comp_opt = project_config.option<ConfigOptionStrings>("filament_mixed_components");
|
||||
while (comp_opt->values.size() <= new_idx) comp_opt->values.push_back(std::string{});
|
||||
comp_opt->values[new_idx] = comp_str;
|
||||
}
|
||||
|
||||
int ratio_sum = 0;
|
||||
for (int r : result.ratios) ratio_sum += r;
|
||||
if (ratio_sum <= 0) ratio_sum = 100;
|
||||
|
||||
std::string ratio_str;
|
||||
{
|
||||
CNumericLocalesSetter c_locale_setter;
|
||||
for (size_t i = 0; i < result.ratios.size(); ++i) {
|
||||
if (i > 0) ratio_str += ",";
|
||||
char buf[32];
|
||||
std::snprintf(buf, sizeof(buf), "%.4f", (float)result.ratios[i] / ratio_sum);
|
||||
ratio_str += buf;
|
||||
}
|
||||
comp_opt->values[new_idx] = format_mixed_components(result.components);
|
||||
}
|
||||
{
|
||||
auto* ratios_opt = project_config.option<ConfigOptionStrings>("filament_mixed_sublayer_ratios");
|
||||
while (ratios_opt->values.size() <= new_idx) ratios_opt->values.push_back(std::string{});
|
||||
ratios_opt->values[new_idx] = ratio_str;
|
||||
ratios_opt->values[new_idx] = format_mixed_ratios(result.ratios);
|
||||
}
|
||||
|
||||
if (!project_config.option("filament_mixed_gradient"))
|
||||
@@ -5136,36 +5116,12 @@ int Sidebar::ensure_mixed_filament(const std::vector<unsigned int> &components,
|
||||
return -1;
|
||||
if (p->combos_filament.size() < 2)
|
||||
return -1;
|
||||
|
||||
// Normalise the way create_mixed_filament_from_result() stores them, so the comparison below sees
|
||||
// the same text the config holds rather than two spellings of one blend.
|
||||
int ratio_sum = 0;
|
||||
for (const int r : ratios)
|
||||
ratio_sum += r;
|
||||
if (ratio_sum <= 0)
|
||||
if (std::accumulate(ratios.begin(), ratios.end(), 0) <= 0)
|
||||
return -1;
|
||||
|
||||
std::string comp_str, ratio_str;
|
||||
{
|
||||
CNumericLocalesSetter c_locale_setter;
|
||||
for (size_t i = 0; i < components.size(); ++i) {
|
||||
if (i > 0) { comp_str += ","; ratio_str += ","; }
|
||||
comp_str += std::to_string(components[i]);
|
||||
char buf[32];
|
||||
std::snprintf(buf, sizeof(buf), "%.4f", float(ratios[i]) / float(ratio_sum));
|
||||
ratio_str += buf;
|
||||
}
|
||||
}
|
||||
|
||||
const auto &project_config = wxGetApp().preset_bundle->project_config;
|
||||
const auto *is_mixed_opt = project_config.option<ConfigOptionBools>("filament_is_mixed");
|
||||
const auto *comp_opt = project_config.option<ConfigOptionStrings>("filament_mixed_components");
|
||||
const auto *ratios_opt = project_config.option<ConfigOptionStrings>("filament_mixed_sublayer_ratios");
|
||||
if (is_mixed_opt != nullptr && comp_opt != nullptr && ratios_opt != nullptr)
|
||||
for (size_t i = 0; i < is_mixed_opt->values.size(); ++i)
|
||||
if (is_mixed_opt->values[i] && i < comp_opt->values.size() && i < ratios_opt->values.size() &&
|
||||
comp_opt->values[i] == comp_str && ratios_opt->values[i] == ratio_str)
|
||||
return int(i);
|
||||
if (const int existing = find_fixed_mixed_filament(wxGetApp().preset_bundle->project_config, components, ratios);
|
||||
existing >= 0)
|
||||
return existing;
|
||||
|
||||
if (wxGetApp().preset_bundle->filament_presets.size() >= size_t(EnforcerBlockerType::ExtruderMax))
|
||||
return -1;
|
||||
|
||||
@@ -292,11 +292,12 @@ public:
|
||||
// Mixed-color filament sidebar section
|
||||
void add_mixed_filament();
|
||||
// The filament slot that blends `components` (1-based physical filament indices) in `ratios`
|
||||
// (percentages), creating it when no existing mixed slot already describes that blend. Returns the
|
||||
// 0-based filament index, or -1 when the paint-state cap leaves no room for another one.
|
||||
// (percentages) at a fixed ratio, creating it when no existing fixed mixed slot already describes
|
||||
// that blend (see find_fixed_mixed_filament()). Returns the 0-based filament index, or -1 when the
|
||||
// paint-state cap leaves no room for another one.
|
||||
//
|
||||
// Exists so a feature that needs a blend can ask for one without going through the modal dialog:
|
||||
// the texture displacement gizmo turns each mix in its palette into a slot, which is what moves the
|
||||
// a texture displacement bake turns each mix it painted with into a slot, which is what moves the
|
||||
// interleaving from its own paint mask to the slicer, where it happens per layer.
|
||||
int ensure_mixed_filament(const std::vector<unsigned int> &components, const std::vector<int> &ratios);
|
||||
void edit_mixed_filament(size_t idx);
|
||||
|
||||
@@ -255,3 +255,39 @@ TEST_CASE("blend_color_multi weights components", "[FilamentMixer]")
|
||||
REQUIRE(std::abs(comp(mixed, i) - comp("#123456", i)) <= 8);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("format_mixed_ratios normalises weights to four decimals", "[FilamentMixer]")
|
||||
{
|
||||
REQUIRE(format_mixed_components({1, 3}) == "1,3");
|
||||
REQUIRE(format_mixed_ratios({50, 50}) == "0.5000,0.5000");
|
||||
REQUIRE(format_mixed_ratios({1, 2}) == "0.3333,0.6667");
|
||||
REQUIRE(format_mixed_ratios({1, 1}) == format_mixed_ratios({50, 50}));
|
||||
}
|
||||
|
||||
TEST_CASE("find_fixed_mixed_filament reuses only a fixed slot of the same blend", "[FilamentMixer]")
|
||||
{
|
||||
// Physical slots 0 and 1; slot 2 blends them 50:50 as a gradient, slot 3 at a fixed 50:50.
|
||||
DynamicPrintConfig cfg;
|
||||
cfg.set_key_value("filament_is_mixed", new ConfigOptionBools({false, false, true, true}));
|
||||
cfg.set_key_value("filament_mixed_components", new ConfigOptionStrings({"", "", "1,2", "1,2"}));
|
||||
cfg.set_key_value("filament_mixed_sublayer_ratios",
|
||||
new ConfigOptionStrings({"", "", format_mixed_ratios({50, 50}), format_mixed_ratios({50, 50})}));
|
||||
cfg.set_key_value("filament_mixed_gradient", new ConfigOptionBools({false, false, true, false}));
|
||||
|
||||
SECTION("The fixed slot is found, whatever scale the weights are given at") {
|
||||
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {50, 50}) == 3);
|
||||
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {1, 1}) == 3);
|
||||
}
|
||||
SECTION("A gradient slot with the same components and ratios is not a match") {
|
||||
cfg.option<ConfigOptionBools>("filament_is_mixed")->values[3] = false;
|
||||
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {50, 50}) == -1);
|
||||
}
|
||||
SECTION("A project without the gradient key still matches its fixed slots") {
|
||||
cfg.erase("filament_mixed_gradient");
|
||||
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {50, 50}) == 2);
|
||||
}
|
||||
SECTION("Another ratio or another component order is a different blend") {
|
||||
REQUIRE(find_fixed_mixed_filament(cfg, {1, 2}, {1, 2}) == -1);
|
||||
REQUIRE(find_fixed_mixed_filament(cfg, {2, 1}, {50, 50}) == -1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,6 +68,28 @@ static std::shared_ptr<std::vector<unsigned char>> make_flat_gray_png(uint8_t va
|
||||
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
|
||||
}
|
||||
|
||||
// The same round trip for a flat colour image, which decode_height_texture() reads through its colour path.
|
||||
static std::shared_ptr<std::vector<unsigned char>> make_flat_rgb_png(uint8_t r, uint8_t g, uint8_t b, size_t w = 4, size_t h = 4)
|
||||
{
|
||||
std::vector<uint8_t> rgb;
|
||||
for (size_t i = 0; i < w * h; ++i)
|
||||
rgb.insert(rgb.end(), { r, g, b });
|
||||
const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
|
||||
/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
|
||||
REQUIRE(Slic3r::png::write_rgb_to_file(tmp_path.string(), w, h, rgb));
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
// A hard-edged black/white checkerboard, the worst case for a height map: every texel boundary is a
|
||||
// step, which is precisely the relief the post-process smoothing exists to round off.
|
||||
static std::shared_ptr<std::vector<unsigned char>> make_checkerboard_png(size_t w = 16, size_t h = 16)
|
||||
@@ -2135,3 +2157,20 @@ TEST_CASE("A second bake beside a first comes out as fine as a single bake", "[T
|
||||
CHECK(second <= single * 5 / 4);
|
||||
}
|
||||
|
||||
TEST_CASE("whether a layer's texture has colour agrees with its decode", "[TextureDisplacement]")
|
||||
{
|
||||
TextureDisplacementLayer gray;
|
||||
gray.image_data = make_flat_gray_png(128);
|
||||
CHECK_FALSE(height_texture_has_color(gray));
|
||||
|
||||
TextureDisplacementLayer color;
|
||||
color.image_data = make_flat_rgb_png(200, 40, 10);
|
||||
// Before the image is decoded and after, and whatever the smoothing.
|
||||
CHECK(height_texture_has_color(color));
|
||||
CHECK(decode_height_texture(color).has_color());
|
||||
CHECK(height_texture_has_color(color));
|
||||
color.smoothing = 0.5f;
|
||||
CHECK(height_texture_has_color(color));
|
||||
|
||||
CHECK_FALSE(height_texture_has_color(TextureDisplacementLayer{}));
|
||||
}
|
||||
|
||||
@@ -36,6 +36,7 @@ add_executable(${_TEST_NAME}_tests
|
||||
test_plugin_audit.cpp
|
||||
test_plugin_json_depth.cpp
|
||||
test_shortcuts.cpp
|
||||
test_texture_color_palette.cpp
|
||||
test_file_url.cpp
|
||||
test_user_manager.cpp
|
||||
../fff_print/test_helpers.cpp
|
||||
|
||||
@@ -0,0 +1,294 @@
|
||||
// The texture displacement gizmo's palette helpers live in libslic3r_gui; this is the suite that links it.
|
||||
// Same Windows include prologue as test_filament_bitmap_utils.cpp (wx pulls in <windows.h>; keep
|
||||
// WIN32_LEAN_AND_MEAN / NOMINMAX ahead of the Catch2 headers).
|
||||
#ifdef WIN32
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#ifndef NOMINMAX
|
||||
#define NOMINMAX
|
||||
#endif
|
||||
#include <Windows.h>
|
||||
#endif
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <fstream>
|
||||
#include <ios>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include <catch2/catch_all.hpp>
|
||||
#include <catch2/catch_test_macros.hpp>
|
||||
#include <catch2/matchers/catch_matchers.hpp>
|
||||
#include <catch2/matchers/catch_matchers_floating_point.hpp>
|
||||
|
||||
#include "libslic3r/Color.hpp"
|
||||
#include "libslic3r/FilamentMixer.hpp"
|
||||
#include "libslic3r/PNGReadWrite.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
#include "libslic3r/TriangleSelector.hpp"
|
||||
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
|
||||
#include "slic3r/Utils/ColorSpaceConvert.hpp"
|
||||
#include "test_utils.hpp"
|
||||
|
||||
using namespace Slic3r;
|
||||
using Catch::Matchers::WithinAbs;
|
||||
using Gizmo = Slic3r::GUI::GLGizmoTextureDisplacement;
|
||||
using Entry = Gizmo::PaletteEntry;
|
||||
using MixTarget = Gizmo::MixTarget;
|
||||
|
||||
namespace {
|
||||
|
||||
const ColorRGBA BLACK{ 0.f, 0.f, 0.f, 1.f };
|
||||
const ColorRGBA WHITE{ 1.f, 1.f, 1.f, 1.f };
|
||||
const ColorRGBA RED{ 1.f, 0.f, 0.f, 1.f };
|
||||
const ColorRGBA BLUE{ 0.f, 0.f, 1.f, 1.f };
|
||||
const ColorRGBA YELLOW{ 1.f, 1.f, 0.f, 1.f };
|
||||
|
||||
MixTarget target(const Vec3f &rgb, float weight)
|
||||
{
|
||||
MixTarget t;
|
||||
RGB2Lab(rgb.x(), rgb.y(), rgb.z(), &t.lab.x(), &t.lab.y(), &t.lab.z());
|
||||
t.weight = weight;
|
||||
return t;
|
||||
}
|
||||
|
||||
// The colour a mixed slot of these two filaments shows, as the sidebar computes it.
|
||||
Vec3f slot_color(const ColorRGBA &a, const ColorRGBA &b, int a_percent)
|
||||
{
|
||||
ColorRGB c;
|
||||
REQUIRE(decode_color(blend_color_multi({ encode_color(a), encode_color(b) }, { a_percent, 100 - a_percent }), c));
|
||||
return Vec3f(c.r(), c.g(), c.b());
|
||||
}
|
||||
|
||||
// A colour image layer, through Slic3r's own PNG writer so decode_height_texture() reads it the way it
|
||||
// reads an imported texture.
|
||||
TextureDisplacementLayer color_layer(int w, int h, const std::vector<uint8_t> &rgb)
|
||||
{
|
||||
ScopedTemporaryFile png(".png");
|
||||
REQUIRE(png::write_rgb_to_file(png.string(), size_t(w), size_t(h), rgb));
|
||||
std::ifstream in(png.string(), std::ios::binary);
|
||||
std::vector<unsigned char> bytes{ std::istreambuf_iterator<char>(in), std::istreambuf_iterator<char>() };
|
||||
REQUIRE_FALSE(bytes.empty());
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.image_data = std::make_shared<std::vector<unsigned char>>(std::move(bytes));
|
||||
layer.color_enabled = true;
|
||||
return layer;
|
||||
}
|
||||
|
||||
// A red/green ramp over a fixed blue: colours spread over many bins, so the image is not flat-colour.
|
||||
TextureDisplacementLayer gradient_layer()
|
||||
{
|
||||
const int n = 64;
|
||||
std::vector<uint8_t> rgb;
|
||||
for (int y = 0; y < n; ++y)
|
||||
for (int x = 0; x < n; ++x) {
|
||||
rgb.push_back(uint8_t(x * 4));
|
||||
rgb.push_back(uint8_t(y * 4));
|
||||
rgb.push_back(128);
|
||||
}
|
||||
return color_layer(n, n, rgb);
|
||||
}
|
||||
|
||||
// A 2048x1100 image, over mix_targets()' sampling budget, that is pure red wherever `red(x, y)` holds and
|
||||
// elsewhere a gradient spread over far more than eight coarse bins, so the image is not flat-colour.
|
||||
template<class RedFn> TextureDisplacementLayer striped_layer(RedFn red)
|
||||
{
|
||||
const int w = 2048, h = 1100;
|
||||
std::vector<uint8_t> rgb;
|
||||
rgb.reserve(size_t(w) * size_t(h) * 3);
|
||||
for (int y = 0; y < h; ++y)
|
||||
for (int x = 0; x < w; ++x) {
|
||||
const bool is_red = red(x, y);
|
||||
rgb.push_back(is_red ? 255 : uint8_t(x * 255 / w));
|
||||
rgb.push_back(is_red ? 0 : uint8_t(y * 255 / h));
|
||||
rgb.push_back(is_red ? 0 : 128);
|
||||
}
|
||||
return color_layer(w, h, rgb);
|
||||
}
|
||||
|
||||
// How much of the targets' weight is pure red.
|
||||
float red_weight(const std::vector<MixTarget> &targets)
|
||||
{
|
||||
Vec3f red;
|
||||
RGB2Lab(1.f, 0.f, 0.f, &red.x(), &red.y(), &red.z());
|
||||
float weight = 0.f;
|
||||
for (const MixTarget &t : targets)
|
||||
if ((t.lab - red).norm() < 3.f)
|
||||
weight += t.weight;
|
||||
return weight;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
TEST_CASE("mix targets cover each colouring photo layer once and skip the rest", "[TextureColorPalette][TextureDisplacement]")
|
||||
{
|
||||
TextureDisplacementLayer photo = gradient_layer();
|
||||
|
||||
const std::vector<MixTarget> targets = Gizmo::mix_targets({ photo });
|
||||
REQUIRE_FALSE(targets.empty());
|
||||
float total = 0.f;
|
||||
for (const MixTarget &t : targets)
|
||||
total += t.weight;
|
||||
REQUIRE_THAT(total, WithinAbs(1., 1e-4));
|
||||
|
||||
SECTION("A layer that does not colour gives no targets") {
|
||||
photo.color_enabled = false;
|
||||
REQUIRE(Gizmo::mix_targets({ photo }).empty());
|
||||
}
|
||||
SECTION("A flat-colour image prints in single filaments, so it gives no targets") {
|
||||
const TextureDisplacementLayer flat = color_layer(8, 8, std::vector<uint8_t>(8 * 8 * 3, 200));
|
||||
REQUIRE(Gizmo::mix_targets({ flat }).empty());
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("mix targets of a large image weigh each colour by its share, whatever its stripes", "[TextureColorPalette][TextureDisplacement]")
|
||||
{
|
||||
// Sampled rather than read in full, these must not line up with the samples: a fixed sampling step
|
||||
// sees only one phase of a stripe pattern, and a generator whose offsets repeat sees only some.
|
||||
SECTION("Red on every other column") {
|
||||
CHECK_THAT(red_weight(Gizmo::mix_targets({ striped_layer([](int x, int) { return x % 2 == 0; }) })),
|
||||
WithinAbs(1. / 2., 0.03));
|
||||
}
|
||||
SECTION("Red on every fourth column") {
|
||||
CHECK_THAT(red_weight(Gizmo::mix_targets({ striped_layer([](int x, int) { return x % 4 == 0; }) })),
|
||||
WithinAbs(1. / 4., 0.03));
|
||||
}
|
||||
SECTION("Red on diagonals") {
|
||||
CHECK_THAT(red_weight(Gizmo::mix_targets({ striped_layer([](int x, int y) { return (x - y) % 3 == 0; }) })),
|
||||
WithinAbs(1. / 3., 0.03));
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("the mix ranked first is the one the image needs most", "[TextureColorPalette][TextureDisplacement]")
|
||||
{
|
||||
// The whole image is exactly the colour of a 1:1 black/white slot.
|
||||
const std::vector<MixTarget> targets = { target(slot_color(BLACK, WHITE, 50), 1.f) };
|
||||
const std::vector<Entry> ranked = Gizmo::rank_mixes({ BLACK, WHITE }, targets, 1);
|
||||
REQUIRE(ranked.size() == 1);
|
||||
CHECK(ranked.front().a == 0);
|
||||
CHECK(ranked.front().b == 1);
|
||||
CHECK(ranked.front().num * 2 == ranked.front().den);
|
||||
}
|
||||
|
||||
TEST_CASE("an image the filaments already match ranks no mixes", "[TextureColorPalette][TextureDisplacement]")
|
||||
{
|
||||
const std::vector<MixTarget> targets = { target(Vec3f(1.f, 0.f, 0.f), 0.5f), target(Vec3f(0.f, 0.f, 1.f), 0.5f) };
|
||||
REQUIRE(Gizmo::rank_mixes({ RED, BLUE }, targets, 8).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("ranked mixes stay within the limit and show their slot's colour", "[TextureColorPalette][TextureDisplacement]")
|
||||
{
|
||||
const std::vector<ColorRGBA> filaments = { RED, BLUE, YELLOW };
|
||||
const std::vector<MixTarget> targets = Gizmo::mix_targets({ gradient_layer() });
|
||||
|
||||
for (const int limit : { 1, 3 }) {
|
||||
const std::vector<Entry> ranked = Gizmo::rank_mixes(filaments, targets, limit);
|
||||
CHECK(int(ranked.size()) <= limit);
|
||||
CHECK_FALSE(ranked.empty());
|
||||
}
|
||||
|
||||
const std::vector<Entry> ranked = Gizmo::rank_mixes(filaments, targets, 6);
|
||||
for (const Entry &e : ranked) {
|
||||
REQUIRE(e.is_mix());
|
||||
const Vec3f expected = slot_color(filaments[size_t(e.a)], filaments[size_t(e.b)], e.a_percent());
|
||||
CHECK_THAT(e.rgb.x(), WithinAbs(expected.x(), 1e-6));
|
||||
CHECK_THAT(e.rgb.y(), WithinAbs(expected.y(), 1e-6));
|
||||
CHECK_THAT(e.rgb.z(), WithinAbs(expected.z(), 1e-6));
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("picked mixes never need more slots than the project has free", "[TextureColorPalette][TextureDisplacement]")
|
||||
{
|
||||
const std::vector<Entry> ranking = { { Vec3f::Zero(), 0, 1, 1, 2 }, { Vec3f::Zero(), 0, 1, 1, 3 }, { Vec3f::Zero(), 0, 1, 2, 3 } };
|
||||
const auto reusable_second = [](const Entry &e) { return e.num == 1 && e.den == 3; };
|
||||
|
||||
SECTION("The count caps the pick") {
|
||||
REQUIRE(Gizmo::pick_mixes(ranking, 2, 10, nullptr).size() == 2);
|
||||
}
|
||||
SECTION("With no free slot only a mix that already has one is kept") {
|
||||
const std::vector<Entry> picked = Gizmo::pick_mixes(ranking, 3, 0, reusable_second);
|
||||
REQUIRE(picked.size() == 1);
|
||||
CHECK(picked.front().den == 3);
|
||||
CHECK(picked.front().num == 1);
|
||||
}
|
||||
SECTION("A reusable mix costs no free slot") {
|
||||
const std::vector<Entry> picked = Gizmo::pick_mixes(ranking, 3, 1, reusable_second);
|
||||
REQUIRE(picked.size() == 2);
|
||||
CHECK(picked[0].den == 2);
|
||||
CHECK(picked[1].den == 3);
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("a baked mix paints the slot it was given, wherever that slot sits", "[TextureColorPalette][TextureDisplacement]")
|
||||
{
|
||||
// Two filaments, then two mixes of them. Palette index 2 is a mix, but its slot need not be
|
||||
// filament 2: a project that already holds other mixed slots puts it further along.
|
||||
const std::vector<Entry> palette = Gizmo::make_palette({ BLACK, WHITE }, { { Vec3f::Zero(), 0, 1, 1, 2 }, { Vec3f::Zero(), 0, 1, 1, 3 } });
|
||||
REQUIRE(palette.size() == 4);
|
||||
// Filament 0, the 1:1 mix twice, nothing: the 1:2 mix is never used.
|
||||
const std::vector<uint8_t> triangle_color = { 1, 3, 3, 0 };
|
||||
|
||||
std::vector<Entry> asked;
|
||||
const auto slot_seven = [&asked](const Entry &e) {
|
||||
asked.push_back(e);
|
||||
return 7;
|
||||
};
|
||||
const std::vector<int> filament = Gizmo::palette_filaments(palette, triangle_color, slot_seven);
|
||||
REQUIRE(filament.size() == 4);
|
||||
CHECK(filament[0] == 0);
|
||||
CHECK(filament[1] == 1);
|
||||
CHECK(filament[2] == 7);
|
||||
CHECK(filament[3] == -1);
|
||||
// Asking creates a slot, so an unused mix is never asked for.
|
||||
REQUIRE(asked.size() == 1);
|
||||
CHECK(asked.front().den == 2);
|
||||
|
||||
SECTION("A mix that gets no slot prints in its dominant component") {
|
||||
const std::vector<int> fallback = Gizmo::palette_filaments(palette, { 3, 4 }, [](const Entry &) { return -1; });
|
||||
CHECK(fallback[2] == 0); // 1:1 - the first component
|
||||
CHECK(fallback[3] == 1); // 1 part black in 3 - white dominates
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("the model's colour paint is drawn by filament, and only where no layer paint covers it", "[TextureColorPalette][TextureDisplacement]")
|
||||
{
|
||||
// A strip of four triangles: filament 2 on the first and last, filament 5 on the second, and the third
|
||||
// left to the volume's own filament.
|
||||
indexed_triangle_set strip;
|
||||
strip.vertices = { Vec3f(0, 0, 0), Vec3f(1, 0, 0), Vec3f(0, 1, 0), Vec3f(1, 1, 0), Vec3f(0, 2, 0), Vec3f(1, 2, 0) };
|
||||
strip.indices = { stl_triangle_vertex_indices(0, 1, 2), stl_triangle_vertex_indices(1, 3, 2), stl_triangle_vertex_indices(2, 3, 4),
|
||||
stl_triangle_vertex_indices(3, 5, 4) };
|
||||
const TriangleMesh mesh(strip);
|
||||
TriangleSelector paint(mesh);
|
||||
paint.set_facet(0, EnforcerBlockerType(2));
|
||||
paint.set_facet(1, EnforcerBlockerType(5));
|
||||
paint.set_facet(3, EnforcerBlockerType(2));
|
||||
|
||||
const Gizmo::PaintedColors colors = Gizmo::painted_colors(mesh, paint.serialize());
|
||||
// Grouped by filament; the triangle in the volume's own filament is never drawn.
|
||||
REQUIRE(colors.facets.indices.size() == 3);
|
||||
REQUIRE(colors.source.size() == 3);
|
||||
REQUIRE(colors.state.size() == 3);
|
||||
CHECK(colors.state == std::vector<int>{ 2, 2, 5 });
|
||||
CHECK(colors.source == std::vector<int>{ 0, 3, 1 });
|
||||
|
||||
SECTION("A model triangle a layer's paint covers is left to the preview") {
|
||||
std::vector<bool> excluded(mesh.its.indices.size(), false);
|
||||
excluded[3] = true;
|
||||
const std::vector<size_t> kept = colors.outside(excluded);
|
||||
REQUIRE(kept.size() == 2);
|
||||
CHECK(colors.source[kept[0]] == 0);
|
||||
CHECK(colors.source[kept[1]] == 1);
|
||||
}
|
||||
SECTION("A mask shorter than the model leaves the rest drawn") {
|
||||
CHECK(colors.outside({ true }).size() == 2);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user