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OrcaSlicer/tests/libslic3r/test_texture_displacement.cpp

236 lines
10 KiB
C++

#define NOMINMAX
#include <catch2/catch_all.hpp>
#include <fstream>
#include <boost/filesystem.hpp>
#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<std::vector<unsigned char>> make_flat_gray_png(uint8_t value, size_t w = 4, size_t h = 4)
{
std::vector<uint8_t> 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<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));
}
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<TextureDisplacementLayer> 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, float>({
{ 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
}