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Author SHA1 Message Date
ExPikaPaka 016b1f6a32 Give the sliders a typed value without touching a single call site
float_row() and int_row() keep the signature they had. The edit icon is
drawn first, at the right end of the row, and the slider after it, so the
slider is still the last item submitted and the hover_tip() every caller
already writes after the row still describes the slider rather than the
icon. The range note moves onto the icon's own tooltip, which this helper
owns, instead of being threaded through every row as an extra argument.

That leaves the forty-odd rows in the panel byte for byte as they were,
which is what lets the branches that edit some of those rows - the model-UV
one above all - merge in any order. The two members and the edit icon also
move off lines a neighbouring branch inserts at.
2026-10-12 14:08:12 +02:00
ExPikaPaka ed1f3e52c9 Texture displacement: typed values on every panel slider
Every slider in the texture displacement panel now takes an exact number,
either by Ctrl+clicking the track or through a small edit icon at its right
end. Both routes end in ImGui's own temp-input mode: the icon only asks ImGui
to focus the slider, which is what turns it into an input box, so the parsing,
the clamping and the Enter/click-away behaviour stay ImGui's rather than
becoming a second implementation.

The mechanism lives in one helper, typed_row(), with a float and an int form
over it. float_row() and int_row() are thin wrappers on those, and the six
sliders that previously built their widget inline (brush size, smart fill
angle, edge fade amount, remesh sharp angle, refine resolution and the uniform
triangle budget) now go through the same path.

Each slider carries a tooltip with its description and its range. The range is
derived from the bounds and the format string the slider is already given, so
no row states them twice and the tooltip cannot drift from the track. The
tooltip allows hovering while disabled, since several rows are drawn inside
disabled_begin(), where a greyed slider is exactly when the explanation is
wanted.

The panel's "?" popup gains an entry for each of the two ways in, appended to
every tool's shortcut list and shown on their own when no painting tool is
selected, where that popup was previously empty.
2026-10-12 07:57:07 +02:00
10 changed files with 422 additions and 1180 deletions
@@ -45,14 +45,6 @@ uniform sampler2D height_tex;
uniform vec2 height_tex_texel;
uniform float depth_mm;
uniform float tiling_scale;
// Tile extent along v, in mm. Zero or negative means "the same as tiling_scale" - the square tile
// every layer had before the two axes could differ - which is also what layer_tile_mm() does on the
// CPU side, so an unset uniform behaves exactly as this shader always did.
uniform float tiling_scale_v;
// Mirror the texture along one axis of the tile. Both default to false, which GLSL guarantees for an
// uninitialised bool uniform, so a shader whose caller has not set them behaves exactly as before.
uniform bool mirror_u;
uniform bool mirror_v;
// Height map width / height. Scales the v axis so a non-square image keeps its proportions
// instead of being squeezed into a square tile - mirrors libslic3r's apply_uv_transform().
uniform float tex_aspect;
@@ -158,29 +150,13 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
}
}
// Tile extents in mm, u then v, with the v fallback layer_tile_mm() applies.
vec2 tile_mm()
{
float su = (tiling_scale > 1e-6) ? tiling_scale : 1.0;
return vec2(su, (tiling_scale_v > 1e-6) ? tiling_scale_v : su);
}
// +1 or -1 per axis, matching layer_mirror_sign() on the CPU side.
vec2 mirror_sign()
{
return vec2(mirror_u ? -1.0 : 1.0, mirror_v ? -1.0 : 1.0);
}
vec2 project_uv(vec3 p, vec3 n)
{
vec2 planar = projection_raw(p, n);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
// Extents divide after the rotation, so a tile whose two sides differ stays a rotated rectangle
// instead of shearing. With a square tile the two orders agree exactly. The mirror is a sign on
// the same division, in the tile's own frame.
r *= mirror_sign() / tile_mm();
// After the rotation, so the rotation stays a rotation rather than becoming a shear.
r.y *= tex_aspect;
return r + uv_offset;
@@ -302,7 +278,7 @@ void main()
// a texel there is no parallax to find and the march would be pure cost - which is the common
// case of looking straight down at a surface.
float sweep = length(view_dir - triangle_normal * v_dot_n) * (h_hi - h_lo) / max(v_dot_n, 1e-4);
if (v_dot_n > 0.05 && sweep > 0.5 * min(tile_mm().x, tile_mm().y) * height_tex_texel.x) {
if (v_dot_n > 0.05 && sweep > 0.5 * tiling_scale * height_tex_texel.x) {
// A point at ray parameter s (model_pos + view_dir * s) sits at height s * v_dot_n above the
// undisplaced surface. Start at the top of the shell, where the ray is outside the surface
// by construction, and step inward; the crossing is what this pixel actually sees.
@@ -334,17 +310,14 @@ void main()
float hU = texture2D(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
vec2 tile = tile_mm();
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
// One uv unit is tile.x mm along u but tile.y / tex_aspect mm along v, so each component of
// the uv-space gradient carries its own factor before being rotated back into t/b.
// Each component carries its own extent and its own mirror sign, both of which project_uv()
// applied on the way in; without the sign a mirrored layer would light as though it were not.
vec2 ms = mirror_sign();
vec2 g = vec2(dh_duv.x * ms.x / tile.x, dh_duv.y * tex_aspect * ms.y / tile.y);
// One uv unit is tiling_scale mm along u but tiling_scale / tex_aspect mm along v, so the v
// component of the gradient carries the extra factor before being rotated back into t/b.
vec2 g = vec2(dh_duv.x, dh_duv.y * tex_aspect);
// ...and back out of raw-projection units into millimetres along t / b; see the 140 variant.
vec2 slope = amplitude * vec2(g.x * cs + g.y * sn, -g.x * sn + g.y * cs) * units_per_mm;
@@ -16,12 +16,6 @@ uniform bool volume_mirrored;
uniform int mode;
uniform float checker_freq;
uniform float tiling_scale;
// Tile extent along v, in mm. Zero or negative means "the same as tiling_scale" - see
// layer_tile_mm() on the CPU side, so an unset uniform behaves exactly as this shader always did.
uniform float tiling_scale_v;
// Mirror along one tile axis; false by default, so an unset uniform is the old behaviour.
uniform bool mirror_u;
uniform bool mirror_v;
uniform vec3 tex_anchor; // the volume's origin in world space
uniform float rotation_rad;
uniform vec2 uv_offset;
@@ -73,30 +67,13 @@ vec2 projection_raw(vec3 p, vec3 n)
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
// Tile extents in mm, u then v, with the v fallback layer_tile_mm() applies.
vec2 tile_mm()
{
float su = (tiling_scale > 1e-6) ? tiling_scale : 1.0;
return vec2(su, (tiling_scale_v > 1e-6) ? tiling_scale_v : su);
}
// +1 or -1 per axis, matching layer_mirror_sign() on the CPU side.
vec2 mirror_sign()
{
return vec2(mirror_u ? -1.0 : 1.0, mirror_v ? -1.0 : 1.0);
}
vec2 project_uv(vec3 p, vec3 n)
{
vec2 planar = projection_raw(p, n);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
// Extents divide after the rotation, so a tile whose two sides differ stays a rotated rectangle
// instead of shearing. With a square tile the two orders agree exactly. The mirror is a sign on
// the same division, in the tile's own frame.
r *= mirror_sign() / tile_mm();
r.y *= tex_aspect; // after the rotation, so the rotation stays a rotation rather than a shear
return r + uv_offset;
}
@@ -104,14 +104,6 @@ uniform sampler2D height_tex;
uniform vec2 height_tex_texel; // (1/width, 1/height) of height_tex
uniform float depth_mm;
uniform float tiling_scale;
// Tile extent along v, in mm. Zero or negative means "the same as tiling_scale" - the square tile
// every layer had before the two axes could differ - which is also what layer_tile_mm() does on the
// CPU side, so an unset uniform behaves exactly as this shader always did.
uniform float tiling_scale_v;
// Mirror the texture along one axis of the tile. Both default to false, which GLSL guarantees for an
// uninitialised bool uniform, so a shader whose caller has not set them behaves exactly as before.
uniform bool mirror_u;
uniform bool mirror_v;
// Height map width / height. Scales the v axis so a non-square image keeps its proportions
// instead of being squeezed into a square tile - mirrors libslic3r's apply_uv_transform().
uniform float tex_aspect;
@@ -224,29 +216,13 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
}
}
// Tile extents in mm, u then v, with the v fallback layer_tile_mm() applies.
vec2 tile_mm()
{
float su = (tiling_scale > 1e-6) ? tiling_scale : 1.0;
return vec2(su, (tiling_scale_v > 1e-6) ? tiling_scale_v : su);
}
// +1 or -1 per axis, matching layer_mirror_sign() on the CPU side.
vec2 mirror_sign()
{
return vec2(mirror_u ? -1.0 : 1.0, mirror_v ? -1.0 : 1.0);
}
vec2 project_uv(vec3 p, vec3 n)
{
vec2 planar = projection_raw(p, n);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
// Extents divide after the rotation, so a tile whose two sides differ stays a rotated rectangle
// instead of shearing. With a square tile the two orders agree exactly. The mirror is a sign on
// the same division, in the tile's own frame.
r *= mirror_sign() / tile_mm();
// After the rotation, so the rotation stays a rotation rather than becoming a shear.
r.y *= tex_aspect;
return r + uv_offset;
@@ -383,7 +359,7 @@ void main()
// a texel there is no parallax to find and the march would be pure cost - which is the common
// case of looking straight down at a surface.
float sweep = length(view_dir - triangle_normal * v_dot_n) * (h_hi - h_lo) / max(v_dot_n, 1e-4);
if (v_dot_n > 0.05 && sweep > 0.5 * min(tile_mm().x, tile_mm().y) * height_tex_texel.x) {
if (v_dot_n > 0.05 && sweep > 0.5 * tiling_scale * height_tex_texel.x) {
// A point at ray parameter s (model_pos + view_dir * s) sits at height s * v_dot_n above the
// undisplaced surface. Start at the top of the shell, where the ray is outside the surface
// by construction, and step inward; the crossing is what this pixel actually sees.
@@ -417,20 +393,17 @@ void main()
// Central difference, per uv unit (not per texel).
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
// uv -> mm is the reciprocal of the tile extents, applied per component below, which is what
// turns the uv-space gradient into a real surface slope.
vec2 tile = tile_mm();
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
// uv -> mm is 1/tiling_scale for the triplanar projection, so this turns the uv-space
// gradient into a real surface slope.
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
// uv was rotated by project_uv() while t/b are the unrotated model axes, so rotate the
// gradient back into the axes' frame.
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
// One uv unit is tile.x mm along u but tile.y / tex_aspect mm along v, so each component of
// the uv-space gradient carries its own factor before being rotated back into t/b.
// Each component carries its own extent and its own mirror sign, both of which project_uv()
// applied on the way in; without the sign a mirrored layer would light as though it were not.
vec2 ms = mirror_sign();
vec2 g = vec2(dh_duv.x * ms.x / tile.x, dh_duv.y * tex_aspect * ms.y / tile.y);
// One uv unit is tiling_scale mm along u but tiling_scale / tex_aspect mm along v, so the v
// component of the gradient carries the extra factor before being rotated back into t/b.
vec2 g = vec2(dh_duv.x, dh_duv.y * tex_aspect);
// ...and back out of raw-projection units into millimetres of travel along t / b, which is a
// no-op except for the spherical longitude (see projection_axes()). After the inverse rotation,
// because units_per_mm is expressed in the t/b frame rather than in uv.
@@ -25,12 +25,6 @@ uniform bool volume_mirrored;
uniform int mode; // 0 checker, 1 distortion
uniform float checker_freq; // checker squares per uv unit (one uv unit == one texture tile)
uniform float tiling_scale;
// Tile extent along v, in mm. Zero or negative means "the same as tiling_scale" - see
// layer_tile_mm() on the CPU side, so an unset uniform behaves exactly as this shader always did.
uniform float tiling_scale_v;
// Mirror along one tile axis; false by default, so an unset uniform is the old behaviour.
uniform bool mirror_u;
uniform bool mirror_v;
uniform vec3 tex_anchor; // the volume's origin in world space
uniform float rotation_rad;
uniform vec2 uv_offset;
@@ -84,30 +78,13 @@ vec2 projection_raw(vec3 p, vec3 n)
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
// Tile extents in mm, u then v, with the v fallback layer_tile_mm() applies.
vec2 tile_mm()
{
float su = (tiling_scale > 1e-6) ? tiling_scale : 1.0;
return vec2(su, (tiling_scale_v > 1e-6) ? tiling_scale_v : su);
}
// +1 or -1 per axis, matching layer_mirror_sign() on the CPU side.
vec2 mirror_sign()
{
return vec2(mirror_u ? -1.0 : 1.0, mirror_v ? -1.0 : 1.0);
}
vec2 project_uv(vec3 p, vec3 n)
{
vec2 planar = projection_raw(p, n);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
// Extents divide after the rotation, so a tile whose two sides differ stays a rotated rectangle
// instead of shearing. With a square tile the two orders agree exactly. The mirror is a sign on
// the same division, in the tile's own frame.
r *= mirror_sign() / tile_mm();
r.y *= tex_aspect; // after the rotation, so the rotation stays a rotation rather than a shear
return r + uv_offset;
}
+19 -37
View File
@@ -470,10 +470,7 @@ V2Resolution recommend_v2_resolution(const indexed_triangle_set
const DecodedHeightTexture &tex = decode_height_texture(layer);
if (tex.width <= 0)
continue;
// Texels are square in both axes (the aspect correction is what keeps them so), so the finer
// of the two tile extents sets the finest texel the refinement has to resolve.
const Vec2f tile = layer_tile_mm(layer);
const float texel = std::min(tile.x(), tile.y()) / float(tex.width);
const float texel = layer.tiling_scale / float(tex.width);
if (out.texel_mm <= 0.f || texel < out.texel_mm) {
out.texel_mm = texel;
out.pixels_per_edge = analyze_texture_detail(layer).pixels_per_edge;
@@ -1681,17 +1678,12 @@ namespace {
// of them was most of the per-sample arithmetic.
struct UVTransform
{
float inv_u, inv_v, cs, sn, aspect;
float scale, cs, sn, aspect;
Vec2f offset;
UVTransform(const TextureDisplacementLayer &layer, float aspect_)
{
const Vec2f tile = layer_tile_mm(layer);
const Vec2f sign = layer_mirror_sign(layer);
// The mirror folds into the reciprocal: it is a negation of the same coordinate, so there is
// nothing to do per sample beyond carrying the sign here.
inv_u = sign.x() / tile.x();
inv_v = sign.y() / tile.y();
scale = (layer.tiling_scale > 1e-6f) ? (1.f / layer.tiling_scale) : 1.f;
const float rad = layer.rotation_deg * float(M_PI) / 180.f;
cs = std::cos(rad);
sn = std::sin(rad);
@@ -1700,11 +1692,9 @@ struct UVTransform
}
Vec2f operator()(const Vec2f &planar) const
{
// See apply_uv_transform() for why both the tile extents and the aspect correction follow
// the rotation rather than preceding it.
Vec2f rotated(planar.x() * cs - planar.y() * sn, planar.x() * sn + planar.y() * cs);
rotated.x() *= inv_u;
rotated.y() *= inv_v;
const Vec2f scaled = planar * scale;
Vec2f rotated(scaled.x() * cs - scaled.y() * sn, scaled.x() * sn + scaled.y() * cs);
// See apply_uv_transform() for why the aspect correction follows the rotation.
if (aspect > 0.f && aspect != 1.f)
rotated.y() *= aspect;
return rotated + offset;
@@ -1724,32 +1714,24 @@ inline Vec3f triplanar_weights(const Vec3f &normal)
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect)
{
const float scale = (layer.tiling_scale > 1e-6f) ? (1.f / layer.tiling_scale) : 1.f;
const Vec2f scaled = planar * scale;
const float rad = layer.rotation_deg * float(M_PI) / 180.f;
const float cs = std::cos(rad);
const float sn = std::sin(rad);
Vec2f rotated(planar.x() * cs - planar.y() * sn, planar.x() * sn + planar.y() * cs);
// The tile extents. Dividing here rather than before the rotation is what makes a non-square
// tile a rotated *rectangle* on the surface: scaling the two axes of an already-rotated
// coordinate by different amounts would be a shear, so the rotation has to come first and the
// extents divide in the tile's own frame. With a square tile the two orders agree exactly,
// R being linear - which is why this is not a change in behaviour for any existing layer.
//
// The mirror rides along as a sign on the same division. It is in the tile's own frame too, so
// it mirrors along the tile's axes rather than the world's, and because the offset is what
// positions the tile, mirroring about the tile's middle is a matter of the offset the gizmo
// writes alongside it, not of anything here.
const Vec2f tile = layer_tile_mm(layer);
const Vec2f sign = layer_mirror_sign(layer);
rotated.x() *= sign.x() / tile.x();
rotated.y() *= sign.y() / tile.y();
Vec2f rotated(scaled.x() * cs - scaled.y() * sn, scaled.x() * sn + scaled.y() * cs);
// Non-square textures. Without this the [0,1] square of uv covers the whole image whatever its
// proportions, so a 2:1 image is squeezed into one tile and every feature in it comes out half
// as wide as it should be. The tile is `layer_tile_mm().y() * height / width` mm along v, which
// is exactly what keeps texels square - so dividing v by that extent is the same as multiplying
// it by width / height. A square texture has aspect 1 and is untouched, which is why this
// changes nothing for the shipped library.
// proportions, so a 2:1 image is squeezed into a square tile and every feature in it comes out
// half as wide as it should be. `tiling_scale` is the tile's size along u; the tile is
// `tiling_scale * height / width` mm along v, which is exactly what keeps texels square - so
// dividing v by that extent is the same as multiplying it by width / height. A square texture has
// aspect 1 and is untouched, which is why this changes nothing for the shipped library.
//
// Applied after the rotation, not before: scaling one axis of an already-rotated coordinate is a
// shear, and doing it the other way round would make "Rotation" skew the pattern instead of
// turning it.
if (aspect > 0.f && aspect != 1.f)
rotated.y() *= aspect;
+6 -40
View File
@@ -177,17 +177,7 @@ struct TextureDisplacementLayer
std::shared_ptr<std::vector<unsigned char>> image_data;
float depth_mm = 0.4f; // maximum displacement along the surface normal, in mm
float tiling_scale = 12.5f; // size of one texture tile along u, in mm
// Size of one tile along v, in mm. Anything <= 0 means "whatever tiling_scale is", which is both
// the default and what a layer created before the tile could be non-square meant - so an older
// undo snapshot still comes back as the square tile it was.
float tiling_scale_v = -1.f;
// Mirror the texture along one axis of the tile. Set by dragging a width or height handle back
// through the tile's middle, which is how a side handle behaves in an image editor: the extent
// cannot go negative, so the sign lives here instead. Both default to off, which is what every
// layer written before this meant.
bool mirror_u = false;
bool mirror_v = false;
float tiling_scale = 12.5f; // size of one texture tile, in mm
float rotation_deg = 0.f;
Vec2f offset = Vec2f::Zero();
bool invert = false;
@@ -312,8 +302,7 @@ struct TextureDisplacementLayer
static_cast<int>(tile_method), static_cast<int>(projection_method), lscm_seam_angle_deg, islands,
static_cast<int>(blend_mode), midlevel, island_padding_mm, lscm_seam_edges, view_project_right,
view_project_up, smoothing, edge_smoothing, edge_smoothing_amount, auto_connect_islands, island_groups,
lscm_uv_overrides, view_project_projective, view_project_matrix, color_enabled, tiling_scale_v,
mirror_u, mirror_v);
lscm_uv_overrides, view_project_projective, view_project_matrix, color_enabled);
}
template<class Archive> void load(Archive &ar)
{
@@ -325,7 +314,7 @@ struct TextureDisplacementLayer
tile_method_int, projection_method_int, lscm_seam_angle_deg, islands, blend_mode_int, midlevel,
island_padding_mm, lscm_seam_edges, view_project_right, view_project_up, smoothing, edge_smoothing,
edge_smoothing_amount, auto_connect_islands, island_groups, lscm_uv_overrides, view_project_projective,
view_project_matrix, color_enabled, tiling_scale_v, mirror_u, mirror_v);
view_project_matrix, color_enabled);
image_data = blob.empty() ? nullptr : std::make_shared<std::vector<unsigned char>>(blob.begin(), blob.end());
tile_method = static_cast<TextureTileMethod>(tile_method_int);
projection_method = static_cast<TextureProjectionMethod>(projection_method_int);
@@ -334,25 +323,6 @@ struct TextureDisplacementLayer
};
// The layer's tile extents in mm, u first. The v extent falls back to the u one whenever
// tiling_scale_v is unset, so "unset means square" is written down once and every consumer - the
// bake, the preview shaders, the UV pane and the placement gizmo - agrees on what a layer with no
// v extent means.
inline Vec2f layer_tile_mm(const TextureDisplacementLayer &layer)
{
const float su = (layer.tiling_scale > 1e-6f) ? layer.tiling_scale : 1.f;
return Vec2f(su, (layer.tiling_scale_v > 1e-6f) ? layer.tiling_scale_v : su);
}
// +1 or -1 per axis, for the layer's mirroring. A separate factor from the extents rather than a
// signed extent: the extents are a size the panel shows and the refinement measures texels against,
// and letting one of them go negative would mean every one of those places had to remember to take
// the magnitude.
inline Vec2f layer_mirror_sign(const TextureDisplacementLayer &layer)
{
return Vec2f(layer.mirror_u ? -1.f : 1.f, layer.mirror_v ? -1.f : 1.f);
}
// Settings that apply to the whole layer stack rather than to one layer, held per ModelVolume next
// to texture_displacement_layers and consumed by build_texture_displacement().
struct TextureDisplacementOptions
@@ -568,13 +538,9 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal);
// projection method, without going through project_texture_displacement_uv()'s own dispatch
// (which only knows how to compute the *analytic* methods from a single vertex + normal).
// `aspect` is the height map's width / height. It scales the v axis so a non-square image is not
// squeezed into a square tile: the tile is `layer_tile_mm().y() * height / width` mm along v, which
// keeps texels square. 1 (the default) is the square case and leaves the coordinate exactly as it
// always was.
//
// The tile extents divide *after* the rotation, not before. With one extent that made no difference
// (R is linear, so R(p / s) == R(p) / s), but with two it is what keeps a non-square tile a rotated
// rectangle on the surface instead of a sheared parallelogram.
// squeezed into a square tile: `tiling_scale` is the tile's size along u, and the tile is
// `tiling_scale * height / width` mm along v, which keeps texels square. 1 (the default) is the
// square case and leaves the coordinate exactly as it always was.
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect = 1.f);
// Applies a row-major 3x4 projective matrix (see TextureDisplacementLayer::view_project_matrix) to a
File diff suppressed because it is too large Load Diff
@@ -405,99 +405,20 @@ private:
// Panel state only, not saved with the project.
std::array<bool, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_layer_expanded{};
// "Adjust Texture" mode: instead of painting, the active layer's placement is a control lying
// on the model. The gizmo is one tile of the texture in the paint patch's own tangent plane:
// where it sits is the layer's offset, how it is turned is rotation_deg, how big it is is the
// tile extents - so each handle is one of the values it edits rather than a stand-in for it.
// Anchored to the centroid/average-normal of the active layer's paint patch (see
// libslic3r::compute_layer_paint_anchor()), so nothing is drawn until something is painted.
// "Adjust Texture" mode: instead of painting, dragging an on-canvas handle changes the active
// layer's offset. The handle is a flat panel lying in the paint patch's own tangent plane
// (a "pan" - drag anywhere on it for free 2D movement), plus two arrows along the patch's
// own U/V axes that constrain the drag to just that one axis for precise nudging. Anchored to
// the centroid/average-normal of the active layer's current paint patch (see
// libslic3r::compute_layer_paint_anchor()), so nothing is drawn if it has nothing painted yet.
//
// Drawn through ImGui's foreground draw list rather than the "flat" shader, which is what gives
// it antialiased sub-pixel strokes, rounded joins, a contrast halo and the numeric readout. The
// cost is that render_adjust_texture_gizmo() has to be called from inside the gizmo's ImGui
// frame (see on_render_input_window()), not from on_render() with the rest of the GL drawing.
// Move is the whole interior, free in both axes. AxisMove is the four arrows, each holding a
// move to one of the tile's axes. EdgeScale is the four edge bars, one tile extent each, and
// CornerScale the four corner grips, which take both extents at once.
//
// The arrows and the bars share the same four rays out of the tile, so they are kept apart by
// distance rather than direction: the bar hugs its edge, then a clear gap, then the arrow well
// outside it. adjust_pick() leans on that - see the order it tests them in.
enum class AdjustHandle { None, Move, AxisMove, EdgeScale, CornerScale, Rotate };
// The gizmo's geometry for one frame, in screen pixels. Worked out once and shared by the
// drawing and the hit test, so the two cannot disagree about where a handle is. Everything
// except the frame itself is a fixed number of pixels, which is what keeps the control equally
// usable on a 5 mm part and a 500 mm one - the old handle scaled with the volume's bounding box
// and so was unusable at both ends.
struct AdjustFrame
{
bool valid = false;
Vec2d center = Vec2d::Zero();
// +u+v, +u-v, -u-v, -u+v. A scale grip sits on each.
std::array<Vec2d, 4> corner{};
// +u, -u, +v, -v: the middle of each edge, and the two ends of the bar that sits just
// outside it. The bar's ends are kept rather than recomputed so the drawing and the hit test
// cannot end up with it in two different places.
std::array<Vec2d, 4> edge_mid{};
std::array<Vec2d, 4> bar_a{};
std::array<Vec2d, 4> bar_b{};
// The axis arrow further out on the same ray: where its shaft starts and where its chevron
// ends. Kept, like the bar's ends, so the drawing and the hit test cannot disagree.
std::array<Vec2d, 4> arm_base{};
std::array<Vec2d, 4> arm_tip{};
std::array<Vec2d, 4> arm_dir{}; // unit, pointing outward from the centre
Vec2d rotate_at = Vec2d::Zero();
// The tile projects to less than ADJUST_MIN_TILE_PX across, so the frame was drawn at that
// floor instead. It is dashed to say so, and the readout still gives the true millimetres.
bool clamped = false;
// What the frame was built from, in mesh-local mm: the tile's own (rotated) edge directions
// and its extents. The drag arithmetic reuses these rather than recomputing them, so it
// cannot end up working against a different tile than the one on screen.
Vec3f e_u = Vec3f::UnitX(), e_v = Vec3f::UnitY();
Vec2f tile_mm = Vec2f::Ones(); // (u, v) as stored on the layer
Vec2f half_planar = Vec2f::Ones(); // half extents in planar mm, v already aspect-corrected
Vec2f center_planar = Vec2f::Zero();
};
// NOTE: the drag direction/sign below is this session's best-effort reasoning about which way
// the texture should appear to move as the handle is dragged - it could not be visually
// confirmed while writing it (no way to render/see pixels in this environment), so it may
// need a one-line sign flip once actually tested.
bool update_adjust_anchor(); // recomputes m_adjust_anchor_pos/normal; false if nothing painted
// Drops every scrap of live gizmo state. Called from each of the several ways out of the mode -
// the panel's toggle, collapsing the card, switching to seam marking, closing the gizmo - so a
// stale hover highlight or a half-finished drag cannot survive into the next time it is opened.
void end_adjust_texture_mode();
bool on_mouse_adjust_texture(const wxMouseEvent &mouse_event);
void render_adjust_texture_gizmo();
// This frame's gizmo geometry, or an invalid frame when there is nothing to draw.
AdjustFrame adjust_frame() const;
// Which handle is under `mouse`, with `index` set to the arm or corner it belongs to. Tested
// outermost first; see the hit-area board of the design for the order and the radii.
AdjustHandle adjust_pick(const Vec2d &mouse, const AdjustFrame &f, int &index) const;
// Where the tile's centre sits, in planar mm relative to the anchor, for a layer's placement.
// Not the patch centroid: the gizmo *is* the texture's placement, so it has to travel as the
// offset changes - pinning it to the centroid is what made the old handle look broken, the
// texture sliding while the handle stayed put.
static Vec2f adjust_handle_planar(const TextureDisplacementLayer &layer, float aspect);
// The exact inverse: the offset that puts the tile's centre at `planar`. Rotating or resizing
// the tile changes where a given offset places it, so every drag recomputes the offset from the
// centre it wants to keep - which is what makes rotate and scale act *in place* rather than
// swinging the tile around the anchor.
static Vec2f adjust_offset_for_planar(const Vec2f &planar, float rot_deg, const Vec2f &tile_mm,
const Vec2f &mirror_sign, float aspect);
// The mesh-local-to-world transform of the selected instance, the (unrotated) tangent basis and
// the lifted anchor the whole gizmo is built on. False when there is nothing to build on - which
// is the single place that decides the gizmo is not drawable, so the drawing, the hit test and
// the drag cannot disagree about it.
bool adjust_basis(Transform3d &trafo, Vec3f &u_axis, Vec3f &v_axis, Vec3f &base) const;
// Screen-space quad of a tile with the given placement. Used for the pre-drag ghost, which is
// drawn from the captured start placement rather than from the layer, the layer having already
// been moved by then.
bool adjust_quad_for(const Vec2f &center_planar, float rot_deg, const Vec2f &tile_mm,
std::array<Vec2d, 4> &out) const;
// Where the cursor meets the drag plane, in planar mm relative to the anchor. The plane is
// deliberately the *fixed* anchor plane rather than the tile's current position: measuring a
// drag against a plane the drag itself moves is a feedback loop.
bool adjust_planar_under(const Vec2d &mouse, Vec2f &planar) const;
// Draws a small '+'/'-' next to the mouse over the 3D view while painting/selecting, so it is
// obvious whether the next stroke adds paint (default) or erases it (Shift). Uses ImGui's
// foreground draw list, so it must be called from inside the gizmo's ImGui frame.
@@ -1072,35 +993,20 @@ private:
Vec3f m_adjust_anchor_pos = Vec3f::Zero(); // mesh-local
Vec3f m_adjust_anchor_normal = Vec3f::UnitZ(); // mesh-local
// What the cursor is over, and what is being dragged. `index` picks the arm or the corner
// (0..3, in AdjustFrame's order); it is -1 for Move and Rotate, which have only one of each.
// Only ever one of each is set, so two handles can never both look live.
AdjustHandle m_adjust_hover_kind = AdjustHandle::None;
int m_adjust_hover_index = -1;
AdjustHandle m_adjust_drag_kind = AdjustHandle::None;
int m_adjust_drag_index = -1;
// Pan: free drag anywhere on the flat panel, moves offset along both axes. AxisU/AxisV: drag
// the corresponding arrow, moves offset along only that one axis.
enum class AdjustHandle { None, Pan, AxisU, AxisV };
AdjustHandle m_adjust_drag_handle = AdjustHandle::None;
Vec2f m_adjust_drag_start_offset = Vec2f::Zero();
// Anchor-relative planar position (see project_planar()) of the point under the mouse at the
// moment the current drag started; every subsequent frame's delta is measured against this,
// rather than accumulated frame-to-frame, to avoid drift.
Vec2f m_adjust_drag_start_planar = Vec2f::Zero();
// Everything the live drag is measured against, captured once on mouse-down. Every frame's
// delta is taken from these rather than accumulated frame to frame, so a long drag cannot
// drift away from the cursor.
Vec2f m_adjust_drag_start_center = Vec2f::Zero(); // tile centre, planar mm
Vec2f m_adjust_drag_start_grab = Vec2f::Zero(); // the grabbed point, planar mm
// How far the grab landed from the handle's own position, in planar mm. A scale drag reads the
// extents straight off the cursor, so without subtracting this the tile would jump by however
// far inside the generous hit radius the click happened to fall.
Vec2f m_adjust_drag_grab_bias = Vec2f::Zero();
float m_adjust_drag_start_rot = 0.f;
Vec2f m_adjust_drag_start_tile = Vec2f::Ones(); // (u, v) extents as stored
float m_adjust_drag_start_angle = 0.f; // planar angle of the grab, radians
// The mirroring the layer had when the drag began. A width or height handle dragged back through
// the tile's middle toggles its axis against this, rather than against whatever the last frame
// left behind, so dragging back and forth across the middle cannot ratchet the flag.
bool m_adjust_drag_start_mirror_u = false;
bool m_adjust_drag_start_mirror_v = false;
// The live value to put in the readout pill, built by the drag and drawn by the renderer in the
// same frame. Empty when no drag is running, which is also when no pill is drawn.
std::string m_adjust_readout;
// Lazily-built unit quad (the pan panel) and unit line-with-arrowhead (reused, rotated, for
// both the U and V axis arrows), transformed into place at render time.
GLModel m_adjust_panel_glmodel;
GLModel m_adjust_arrow_glmodel;
std::map<std::string, wxString> m_desc;
@@ -1110,6 +1016,15 @@ private:
std::vector<std::pair<wxString, wxString>> m_shortcuts_bucket_fill;
// Contains all shortcuts in the format of {shortcut, description}, e.g. {alt + _L("Left mouse button"), _L("Part_selection")}
std::vector<std::pair<wxString, wxString>> m_shortcuts_gap_fill;
// The two ways every slider in the panel takes a typed value. They hold whatever tool is selected,
// so they are tacked onto each of the lists above and stand on their own when no tool is active.
std::vector<std::pair<wxString, wxString>> m_shortcuts_sliders;
// The slider whose edit icon was just clicked, as its ImGui id, and the frame it was clicked on.
// The row acts on it on the next frame - ImGui's keyboard-focus request only takes effect a frame
// later - and clears it; the frame number is what retires a request whose row has gone off screen
// in the meantime. Panel state only, not saved with the project.
std::string m_slider_type_request;
int m_slider_type_request_frame = 0;
// Icons for the panel's icon buttons (tools, views, mapping, tiling, layer actions). Loaded through IconManager with
// the same colour/monochrome variants the main toolbar uses, so an inactive button shows the icon in
+5 -18
View File
@@ -296,12 +296,9 @@ void UVEditorCanvas::set_island_fill_colors(std::vector<ColorRGBA> colors)
Refresh();
}
void UVEditorCanvas::set_uv_transform(float tiling_scale, float tiling_scale_v, const Vec2f &mirror_sign,
float rotation_deg, bool tile_enabled, bool tile_mirrored)
void UVEditorCanvas::set_uv_transform(float tiling_scale, float rotation_deg, bool tile_enabled, bool tile_mirrored)
{
m_tiling_scale = (std::abs(tiling_scale) > 1e-6f) ? tiling_scale : 1.f;
m_tiling_scale_v = (tiling_scale_v > 1e-6f) ? tiling_scale_v : m_tiling_scale;
m_mirror_sign = mirror_sign;
m_rotation_deg = rotation_deg;
m_tile_enabled = tile_enabled;
m_tile_mirrored = tile_mirrored;
@@ -657,18 +654,11 @@ Vec2f UVEditorCanvas::island_centroid(int island) const
Vec2f UVEditorCanvas::uv_delta_to_unwrap(const Vec2f &delta_uv) const
{
// apply_uv_transform() maps unwrap -> uv as uv = S^-1 R(unwrap) + offset, with S the tile
// extents, so the inverse of a *delta* (the translation drops out) is unwrap = R^-1(S delta_uv).
// The extents therefore multiply *before* the inverse rotation, which is the mirror image of the
// forward order; with a square tile the two are interchangeable, with a rectangular one they are
// not.
// apply_uv_transform() maps unwrap -> uv as uv = R(unwrap / tiling) + offset, so the inverse of
// a *delta* (the translation drops out) is unwrap = tiling * R^-1(delta_uv).
const float rad = m_rotation_deg * float(M_PI) / 180.f;
const float cs = std::cos(rad), sn = std::sin(rad);
// The mirror is its own sign on the same axis, and a negation is its own inverse, so it comes
// back out here exactly as it went in.
const Vec2f scaled(delta_uv.x() * m_tiling_scale * m_mirror_sign.x(),
delta_uv.y() * m_tiling_scale_v * m_mirror_sign.y());
return Vec2f(scaled.x() * cs + scaled.y() * sn, -scaled.x() * sn + scaled.y() * cs);
return Vec2f(delta_uv.x() * cs + delta_uv.y() * sn, -delta_uv.x() * sn + delta_uv.y() * cs) * m_tiling_scale;
}
Vec2f UVEditorCanvas::snap_correction(int island) const
@@ -2163,10 +2153,7 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
void UVEditorPanel::apply_state(const UVEditorCanvas::PaneState &s)
{
const wxString name = s.has_layer ? s.layer_name : _L("No layer mapped with Unwrap");
// A square tile reads as one number; only a genuinely rectangular one is worth two.
const wxString tile = !s.has_layer ? wxString() :
std::abs(s.tile_mm_v - s.tile_mm) < 0.005f ? wxString::Format(_L("%.1f mm tile"), s.tile_mm) :
wxString::Format(_L("%.1f x %.1f mm tile"), s.tile_mm, s.tile_mm_v);
const wxString tile = s.has_layer ? wxString::Format(_L("%.1f mm tile"), s.tile_mm) : wxString();
const bool relayout = m_layer_name->GetLabel() != name || m_tile->GetLabel() != tile;
m_layer_name->SetLabel(name);
m_tile->SetLabel(tile);
+4 -10
View File
@@ -91,10 +91,7 @@ public:
// space, back into the unwrap's mm space - which is where a TextureIsland's offset actually
// lives (see apply_uv_transform()). The tile settings come along because the background has to
// repeat exactly the way the height sampler does, or the pane would stop showing what gets baked.
// `tiling_scale_v` is the tile's extent along v; pass <= 0 for a square tile, matching
// layer_tile_mm().
void set_uv_transform(float tiling_scale, float tiling_scale_v, const Vec2f &mirror_sign,
float rotation_deg, bool tile_enabled, bool tile_mirrored);
void set_uv_transform(float tiling_scale, float rotation_deg, bool tile_enabled, bool tile_mirrored);
// Same 8-bit grayscale pixels build_texture_displacement()'s height sampling uses, shown
// beneath the wireframe (expanded to RGBA on upload) so the unwrap can be checked against the
@@ -130,8 +127,7 @@ public:
{
bool has_layer = false; // an active layer mapped with Unwrap
wxString layer_name;
float tile_mm = 0.f; // tile extent along u
float tile_mm_v = 0.f; // along v; equal to tile_mm for a square tile
float tile_mm = 0.f;
std::vector<unsigned char> thumbnail_rgb; // thumbnail_px square, 3 bytes per pixel; empty for none
int thumbnail_px = 0;
float seam_angle_deg = 40.f;
@@ -294,10 +290,8 @@ private:
GLModel m_grid_glmodel;
float m_grid_step = 0.f; // the UV step m_grid_glmodel was built for; 0 = not built
float m_tiling_scale = 1.f;
float m_tiling_scale_v = 1.f; // already resolved: never the "unset" sentinel, see set_uv_transform()
Vec2f m_mirror_sign = Vec2f::Ones(); // +1 or -1 per axis, see layer_mirror_sign()
float m_rotation_deg = 0.f;
float m_tiling_scale = 1.f;
float m_rotation_deg = 0.f;
bool m_tile_enabled = true;
bool m_tile_mirrored = false;
bool m_snap_enabled = false;