#define NOMINMAX #include #include #include #include "libslic3r/TextureDisplacement.hpp" #include "libslic3r/TriangleMesh.hpp" #include "libslic3r/TriangleSelector.hpp" #include "libslic3r/PNGReadWrite.hpp" using namespace Slic3r; using Catch::Matchers::WithinAbs; // Encodes a flat (uniform-value) grayscale image through Slic3r's own PNG writer/reader round // trip, so decode_height_texture() (which only accepts true 8-bit grayscale PNG) is guaranteed a // compatible file, exactly like the GUI's "Add texture" import path does. static std::shared_ptr> make_flat_gray_png(uint8_t value, size_t w = 4, size_t h = 4) { std::vector pixels(w * h, value); const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path() / boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png"); REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels)); std::vector bytes; { std::ifstream ifs(tmp_path.string(), std::ios::binary); bytes.assign(std::istreambuf_iterator(ifs), std::istreambuf_iterator()); } boost::system::error_code ec; boost::filesystem::remove(tmp_path, ec); REQUIRE_FALSE(bytes.empty()); return std::make_shared>(std::move(bytes)); } TEST_CASE("TextureDisplacement: decode_height_texture round-trips an 8-bit grayscale PNG", "[TextureDisplacement]") { TextureDisplacementLayer layer; layer.image_data = make_flat_gray_png(128, 4, 4); DecodedHeightTexture tex = decode_height_texture(layer); REQUIRE_FALSE(tex.empty()); CHECK(tex.width == 4); CHECK(tex.height == 4); REQUIRE_THAT(tex.sample(Vec2f(0.5f, 0.5f)), WithinAbs(128.0 / 255.0, 1.0 / 255.0)); } TEST_CASE("TextureDisplacement: an empty layer list leaves the mesh unchanged", "[TextureDisplacement]") { const indexed_triangle_set cube = its_make_cube(10., 10., 10.); const std::vector layers; // none TextureDisplacementFacetsData facets{}; // all empty const indexed_triangle_set result = build_texture_displacement(cube, layers, facets); REQUIRE(result.vertices.size() == cube.vertices.size()); REQUIRE(result.indices.size() == cube.indices.size()); for (size_t i = 0; i < cube.vertices.size(); ++i) for (int c = 0; c < 3; ++c) CHECK(result.vertices[i](c) == cube.vertices[i](c)); } TEST_CASE("TextureDisplacement: fully painting a mesh displaces every vertex along its own normal", "[TextureDisplacement]") { const indexed_triangle_set cube = its_make_cube(10., 10., 10.); const TriangleMesh cube_mesh(cube); TriangleSelector selector(cube_mesh); for (int f = 0; f < int(cube.indices.size()); ++f) selector.set_facet(f, EnforcerBlockerType::ENFORCER); TextureDisplacementFacetsData facets{}; facets[0] = selector.serialize(); TextureDisplacementLayer layer; layer.slot = 0; layer.depth_mm = 2.0f; layer.tiling_scale = 5.0f; layer.image_data = make_flat_gray_png(255); // sample() == 1.0 everywhere -> full depth_mm displacement const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets); REQUIRE(result.vertices.size() == cube.vertices.size()); for (size_t i = 0; i < cube.vertices.size(); ++i) { const float moved = (result.vertices[i] - cube.vertices[i]).norm(); CHECK_THAT(moved, WithinAbs(layer.depth_mm, 1e-3f)); } } // Paints every facet of `mesh` into a serialized mask, the way "Select whole model" does. static TriangleSelector::TriangleSplittingData paint_whole_mesh(const indexed_triangle_set &mesh) { const TriangleMesh tm(mesh); TriangleSelector selector(tm); for (int f = 0; f < int(mesh.indices.size()); ++f) selector.set_facet(f, EnforcerBlockerType::ENFORCER); return selector.serialize(); } // Regression test for the bug this feature shipped with: with two layers painted over the same // area, the second one was silently dropped (its paint mask was remapped onto the mesh the first // layer had already displaced, which routinely produced an empty bitstream). Every layer is now // evaluated against the original mesh instead, so both must show up in the total. TEST_CASE("TextureDisplacement: a second layer over the same area is applied too", "[TextureDisplacement]") { const indexed_triangle_set cube = its_make_cube(10., 10., 10.); TextureDisplacementFacetsData facets{}; facets[0] = paint_whole_mesh(cube); facets[1] = facets[0]; // both layers cover the whole cube TextureDisplacementLayer base; base.slot = 0; base.depth_mm = 1.0f; base.tiling_scale = 5.0f; base.image_data = make_flat_gray_png(255); // height 1.0 everywhere TextureDisplacementLayer second = base; second.slot = 1; second.depth_mm = 0.5f; second.blend_mode = TextureBlendMode::Add; const indexed_triangle_set result = build_texture_displacement(cube, {base, second}, facets); // Topology is preserved exactly, so vertices can be compared 1:1 with the input. REQUIRE(result.vertices.size() == cube.vertices.size()); REQUIRE(result.indices.size() == cube.indices.size()); for (size_t i = 0; i < cube.vertices.size(); ++i) CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(1.5f, 1e-3f)); // 1.0 + 0.5, not just 1.0 } TEST_CASE("TextureDisplacement: blend modes combine a layer with the ones below it", "[TextureDisplacement]") { const indexed_triangle_set cube = its_make_cube(10., 10., 10.); TextureDisplacementFacetsData facets{}; facets[0] = paint_whole_mesh(cube); facets[1] = facets[0]; TextureDisplacementLayer base; base.slot = 0; base.depth_mm = 2.0f; base.tiling_scale = 5.0f; base.image_data = make_flat_gray_png(255); // -> contributes exactly +2.0 mm TextureDisplacementLayer second = base; second.slot = 1; second.depth_mm = 0.5f; // -> its own value is 0.5 mm // Expected total displacement for each mode, given base = 2.0 mm and second = 0.5 mm. Multiply // and Divide treat the layer's value as a factor relative to 1 mm (see TextureBlendMode). const auto expected = GENERATE(table({ { TextureBlendMode::Add, 2.5f }, // 2.0 + 0.5 { TextureBlendMode::Subtract, 1.5f }, // 2.0 - 0.5 { TextureBlendMode::Multiply, 1.0f }, // 2.0 * 0.5 { TextureBlendMode::Divide, 4.0f }, // 2.0 / 0.5 })); second.blend_mode = std::get<0>(expected); const indexed_triangle_set result = build_texture_displacement(cube, {base, second}, facets); REQUIRE(result.vertices.size() == cube.vertices.size()); for (size_t i = 0; i < cube.vertices.size(); ++i) CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(std::get<1>(expected), 1e-3f)); } TEST_CASE("TextureDisplacement: the lowest layer ignores its blend mode", "[TextureDisplacement]") { // Multiply against the implicit zero base would annihilate the only layer present; the first // layer to reach a vertex always starts the total off additively instead. const indexed_triangle_set cube = its_make_cube(10., 10., 10.); TextureDisplacementFacetsData facets{}; facets[0] = paint_whole_mesh(cube); TextureDisplacementLayer layer; layer.slot = 0; layer.depth_mm = 2.0f; layer.tiling_scale = 5.0f; layer.blend_mode = TextureBlendMode::Multiply; layer.image_data = make_flat_gray_png(255); const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets); for (size_t i = 0; i < cube.vertices.size(); ++i) CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(2.0f, 1e-3f)); } TEST_CASE("TextureDisplacement: boundary vertices shared with unpainted triangles are pinned", "[TextureDisplacement]") { // A small triangle fan around a central vertex O, with 4 outer points A/B/C/D forming 4 // triangles T0..T3 in the XY plane. Only T0, T1, T2 are painted, T3 is left unpainted: // O: touches all 4 triangles (incl. unpainted T3) -> boundary, must NOT move // A: touches T0 (painted) and T3 (unpainted) -> boundary, must NOT move // D: touches T2 (painted) and T3 (unpainted) -> boundary, must NOT move // B: touches only T0 and T1 (both painted) -> interior, SHOULD move // C: touches only T1 and T2 (both painted) -> interior, SHOULD move indexed_triangle_set fan; fan.vertices = { {0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {-1.f, 0.f, 0.f}, {0.f, -1.f, 0.f} }; fan.indices = { {0, 1, 2}, {0, 2, 3}, {0, 3, 4}, {0, 4, 1} }; const TriangleMesh fan_mesh(fan); TriangleSelector selector(fan_mesh); selector.set_facet(0, EnforcerBlockerType::ENFORCER); selector.set_facet(1, EnforcerBlockerType::ENFORCER); selector.set_facet(2, EnforcerBlockerType::ENFORCER); // facet 3 (T3) is left at its default EnforcerBlockerType::NONE. TextureDisplacementFacetsData facets{}; facets[0] = selector.serialize(); TextureDisplacementLayer layer; layer.slot = 0; layer.depth_mm = 1.0f; layer.tiling_scale = 5.0f; layer.image_data = make_flat_gray_png(255); const indexed_triangle_set result = build_texture_displacement(fan, {layer}, facets); // Find each named vertex's post-bake position by matching the original (pinned vertices keep // their exact original position; moved ones won't match any original position anymore). auto still_at_original_position = [&](const Vec3f &original) { for (const Vec3f &v : result.vertices) if ((v - original).norm() < 1e-6f) return true; return false; }; CHECK(still_at_original_position(fan.vertices[0])); // O: boundary CHECK(still_at_original_position(fan.vertices[1])); // A: boundary CHECK(still_at_original_position(fan.vertices[4])); // D: boundary CHECK_FALSE(still_at_original_position(fan.vertices[2])); // B: interior, must have moved CHECK_FALSE(still_at_original_position(fan.vertices[3])); // C: interior, must have moved }