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1598 lines
75 KiB
C++
1598 lines
75 KiB
C++
#define NOMINMAX
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#include <catch2/catch_all.hpp>
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#include <algorithm>
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#include <cmath>
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#include <fstream>
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#include <limits>
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#include <set>
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#include <boost/filesystem.hpp>
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#include "libslic3r/TextureDisplacement.hpp"
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#include "libslic3r/TextureBake/TextureBakeFlip.hpp"
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#include "libslic3r/TextureBake/TextureBakeMesh.hpp"
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#include "libslic3r/TriangleMesh.hpp"
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#include "libslic3r/TriangleSelector.hpp"
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#include "libslic3r/PNGReadWrite.hpp"
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using namespace Slic3r;
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using Catch::Matchers::WithinAbs;
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// Encodes a flat (uniform-value) grayscale image through Slic3r's own PNG writer/reader round
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// trip, so decode_height_texture() (which only accepts true 8-bit grayscale PNG) is guaranteed a
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// compatible file, exactly like the GUI's "Add texture" import path does.
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static std::shared_ptr<std::vector<unsigned char>> make_flat_gray_png(uint8_t value, size_t w = 4, size_t h = 4)
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{
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std::vector<uint8_t> pixels(w * h, value);
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const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
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/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
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REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
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std::vector<unsigned char> bytes;
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{
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std::ifstream ifs(tmp_path.string(), std::ios::binary);
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bytes.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
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}
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boost::system::error_code ec;
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boost::filesystem::remove(tmp_path, ec);
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REQUIRE_FALSE(bytes.empty());
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return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
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}
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// A hard-edged black/white checkerboard, the worst case for a height map: every texel boundary is a
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// step, which is precisely the relief the post-process smoothing exists to round off.
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static std::shared_ptr<std::vector<unsigned char>> make_checkerboard_png(size_t w = 16, size_t h = 16)
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{
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std::vector<uint8_t> pixels(w * h);
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for (size_t y = 0; y < h; ++y)
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for (size_t x = 0; x < w; ++x)
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pixels[y * w + x] = ((x / 2 + y / 2) % 2) ? 255 : 0;
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const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
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/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
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REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
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std::vector<unsigned char> bytes;
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{
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std::ifstream ifs(tmp_path.string(), std::ios::binary);
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bytes.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
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}
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boost::system::error_code ec;
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boost::filesystem::remove(tmp_path, ec);
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REQUIRE_FALSE(bytes.empty());
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return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
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}
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// The bake never drives relief below the model's own resting plane (see build_texture_displacement()),
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// so on a fully painted closed solid the vertices already sitting on that plane - a cube's four bottom
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// corners, whose normals point downwards - are clamped in Z and do not move by the full depth. The
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// tests below are about the displacement maths, so they check the vertices the clamp cannot touch;
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// the clamp itself has its own test.
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// The tests below check the classic, topology-preserving bake vertex by vertex, so they select it
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// explicitly: the default pipeline rebuilds the topology and has no vertex correspondence to check.
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static TextureDisplacementOptions classic_options()
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{
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TextureDisplacementOptions o;
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o.pipeline_v2 = false;
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return o;
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}
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static bool above_resting_plane(const indexed_triangle_set &mesh, size_t vi)
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{
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float bottom = std::numeric_limits<float>::max();
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for (const Vec3f &v : mesh.vertices)
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bottom = std::min(bottom, v.z());
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return mesh.vertices[vi].z() > bottom + 1e-4f;
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}
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TEST_CASE("TextureDisplacement: decode_height_texture round-trips an 8-bit grayscale PNG", "[TextureDisplacement]")
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{
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TextureDisplacementLayer layer;
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layer.image_data = make_flat_gray_png(128, 4, 4);
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DecodedHeightTexture tex = decode_height_texture(layer);
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REQUIRE_FALSE(tex.empty());
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CHECK(tex.width == 4);
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CHECK(tex.height == 4);
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REQUIRE_THAT(tex.sample(Vec2f(0.5f, 0.5f)), WithinAbs(128.0 / 255.0, 1.0 / 255.0));
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}
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TEST_CASE("TextureDisplacement: an empty layer list leaves the mesh unchanged", "[TextureDisplacement]")
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{
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const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
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const std::vector<TextureDisplacementLayer> layers; // none
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TextureDisplacementFacetsData facets{}; // all empty
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const indexed_triangle_set result = build_texture_displacement(cube, layers, facets, classic_options());
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REQUIRE(result.vertices.size() == cube.vertices.size());
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REQUIRE(result.indices.size() == cube.indices.size());
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for (size_t i = 0; i < cube.vertices.size(); ++i)
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for (int c = 0; c < 3; ++c)
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CHECK(result.vertices[i](c) == cube.vertices[i](c));
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}
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TEST_CASE("TextureDisplacement: fully painting a mesh displaces every vertex along its own normal", "[TextureDisplacement]")
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{
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const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
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const TriangleMesh cube_mesh(cube);
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TriangleSelector selector(cube_mesh);
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for (int f = 0; f < int(cube.indices.size()); ++f)
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selector.set_facet(f, EnforcerBlockerType::ENFORCER);
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TextureDisplacementFacetsData facets{};
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facets[0] = selector.serialize();
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TextureDisplacementLayer layer;
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layer.slot = 0;
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layer.depth_mm = 2.0f;
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layer.tiling_scale = 5.0f;
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layer.image_data = make_flat_gray_png(255); // sample() == 1.0 everywhere -> full depth_mm displacement
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const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets, classic_options());
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REQUIRE(result.vertices.size() == cube.vertices.size());
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for (size_t i = 0; i < cube.vertices.size(); ++i) {
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if (!above_resting_plane(cube, i))
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continue;
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const float moved = (result.vertices[i] - cube.vertices[i]).norm();
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CHECK_THAT(moved, WithinAbs(layer.depth_mm, 1e-3f));
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}
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}
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// Paints every facet of `mesh` into a serialized mask, the way "Select whole model" does.
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static TriangleSelector::TriangleSplittingData paint_whole_mesh(const indexed_triangle_set &mesh)
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{
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const TriangleMesh tm(mesh);
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TriangleSelector selector(tm);
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for (int f = 0; f < int(mesh.indices.size()); ++f)
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selector.set_facet(f, EnforcerBlockerType::ENFORCER);
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return selector.serialize();
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}
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// Regression test for the bug this feature shipped with: with two layers painted over the same
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// area, the second one was silently dropped (its paint mask was remapped onto the mesh the first
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// layer had already displaced, which routinely produced an empty bitstream). Every layer is now
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// evaluated against the original mesh instead, so both must show up in the total.
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TEST_CASE("TextureDisplacement: a second layer over the same area is applied too", "[TextureDisplacement]")
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{
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const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
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TextureDisplacementFacetsData facets{};
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facets[0] = paint_whole_mesh(cube);
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facets[1] = facets[0]; // both layers cover the whole cube
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TextureDisplacementLayer base;
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base.slot = 0;
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base.depth_mm = 1.0f;
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base.tiling_scale = 5.0f;
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base.image_data = make_flat_gray_png(255); // height 1.0 everywhere
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TextureDisplacementLayer second = base;
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second.slot = 1;
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second.depth_mm = 0.5f;
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second.blend_mode = TextureBlendMode::Add;
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const indexed_triangle_set result = build_texture_displacement(cube, {base, second}, facets, classic_options());
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// Topology is preserved exactly, so vertices can be compared 1:1 with the input.
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REQUIRE(result.vertices.size() == cube.vertices.size());
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REQUIRE(result.indices.size() == cube.indices.size());
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for (size_t i = 0; i < cube.vertices.size(); ++i)
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if (above_resting_plane(cube, i))
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CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(1.5f, 1e-3f)); // 1.0 + 0.5, not just 1.0
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}
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TEST_CASE("TextureDisplacement: blend modes combine a layer with the ones below it", "[TextureDisplacement]")
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{
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const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
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TextureDisplacementFacetsData facets{};
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facets[0] = paint_whole_mesh(cube);
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facets[1] = facets[0];
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TextureDisplacementLayer base;
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base.slot = 0;
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base.depth_mm = 2.0f;
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base.tiling_scale = 5.0f;
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base.image_data = make_flat_gray_png(255); // -> contributes exactly +2.0 mm
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TextureDisplacementLayer second = base;
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second.slot = 1;
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second.depth_mm = 0.5f; // -> its own value is 0.5 mm
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// Expected total displacement for each mode, given base = 2.0 mm and second = 0.5 mm. Multiply
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// and Divide treat the layer's value as a factor relative to 1 mm (see TextureBlendMode).
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const auto expected = GENERATE(table<TextureBlendMode, float>({
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{ TextureBlendMode::Add, 2.5f }, // 2.0 + 0.5
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{ TextureBlendMode::Subtract, 1.5f }, // 2.0 - 0.5
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{ TextureBlendMode::Multiply, 1.0f }, // 2.0 * 0.5
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{ TextureBlendMode::Divide, 4.0f }, // 2.0 / 0.5
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}));
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second.blend_mode = std::get<0>(expected);
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const indexed_triangle_set result = build_texture_displacement(cube, {base, second}, facets, classic_options());
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REQUIRE(result.vertices.size() == cube.vertices.size());
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for (size_t i = 0; i < cube.vertices.size(); ++i)
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if (above_resting_plane(cube, i))
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CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(std::get<1>(expected), 1e-3f));
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}
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TEST_CASE("TextureDisplacement: the lowest layer ignores its blend mode", "[TextureDisplacement]")
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{
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// Multiply against the implicit zero base would annihilate the only layer present; the first
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// layer to reach a vertex always starts the total off additively instead.
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const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
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TextureDisplacementFacetsData facets{};
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facets[0] = paint_whole_mesh(cube);
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TextureDisplacementLayer layer;
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layer.slot = 0;
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layer.depth_mm = 2.0f;
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layer.tiling_scale = 5.0f;
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layer.blend_mode = TextureBlendMode::Multiply;
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layer.image_data = make_flat_gray_png(255);
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const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets, classic_options());
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for (size_t i = 0; i < cube.vertices.size(); ++i)
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if (above_resting_plane(cube, i))
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CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(2.0f, 1e-3f));
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}
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TEST_CASE("TextureDisplacement: relief is never driven below the model's resting plane", "[TextureDisplacement]")
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{
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// A fully painted cube displaces outward everywhere, which on the bottom face means straight
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// down - through the build plate. That geometry cannot be printed, so it is clamped back up.
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const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
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TextureDisplacementFacetsData facets{};
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facets[0] = paint_whole_mesh(cube);
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TextureDisplacementLayer layer;
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layer.slot = 0;
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layer.depth_mm = 2.0f;
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layer.tiling_scale = 5.0f;
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layer.image_data = make_flat_gray_png(255); // full depth everywhere
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float bottom = std::numeric_limits<float>::max();
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for (const Vec3f &v : cube.vertices)
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bottom = std::min(bottom, v.z());
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const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets, classic_options());
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REQUIRE(result.vertices.size() == cube.vertices.size());
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for (const Vec3f &v : result.vertices)
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CHECK(v.z() >= bottom - 1e-4f);
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// ...and the clamp is confined to Z: a bottom corner still moves outwards in X and Y by the same
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// amount it would have, rather than being pinned wholesale.
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bool any_bottom_moved_sideways = false;
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for (size_t i = 0; i < cube.vertices.size(); ++i)
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if (!above_resting_plane(cube, i) &&
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(result.vertices[i].head<2>() - cube.vertices[i].head<2>()).norm() > 1e-3f)
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any_bottom_moved_sideways = true;
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CHECK(any_bottom_moved_sideways);
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}
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TEST_CASE("TextureDisplacement: depth is measured in world millimetres, not the volume's own", "[TextureDisplacement]")
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{
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// The same painted patch, baked once untransformed and once through a 3x scale. "Depth (mm)" is
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// a millimetre on the printed part, so the *world* relief must come out the same height either
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// way - which means the vertices of the scaled volume move by a third as much in its own
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// coordinates. Baking both in volume space instead gave a 3x deeper relief on the scaled one.
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indexed_triangle_set fan;
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fan.vertices = { {0.f, 0.f, 1.f}, {1.f, 0.f, 1.f}, {0.f, 1.f, 1.f}, {-1.f, 0.f, 1.f}, {0.f, -1.f, 1.f} };
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fan.indices = { {0, 1, 2}, {0, 2, 3}, {0, 3, 4}, {0, 4, 1} };
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TextureDisplacementFacetsData facets{};
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facets[0] = paint_whole_mesh(fan);
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TextureDisplacementLayer layer;
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layer.slot = 0;
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layer.depth_mm = 1.0f;
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layer.tiling_scale = 5.0f;
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layer.image_data = make_flat_gray_png(255);
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const indexed_triangle_set plain = build_texture_displacement(fan, {layer}, facets, classic_options());
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Transform3d scale3 = Transform3d::Identity();
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scale3.scale(Vec3d(3.0, 3.0, 3.0));
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const indexed_triangle_set scaled = build_texture_displacement(fan, {layer}, facets, classic_options(), {}, nullptr, scale3);
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REQUIRE(plain.vertices.size() == fan.vertices.size());
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REQUIRE(scaled.vertices.size() == fan.vertices.size());
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for (size_t i = 0; i < fan.vertices.size(); ++i) {
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CHECK_THAT(plain.vertices[i].z() - fan.vertices[i].z(), WithinAbs(1.0f, 1e-3f));
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// A third of the movement locally is the same movement once the 3x scale is applied.
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CHECK_THAT(scaled.vertices[i].z() - fan.vertices[i].z(), WithinAbs(1.0f / 3.0f, 1e-3f));
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}
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}
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TEST_CASE("TextureDisplacement: a mirrored placement still raises the relief outwards", "[TextureDisplacement]")
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{
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// Mirroring reverses the winding, and every normal in the bake is derived from the winding - so
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// without correcting for it the whole relief is carved into the surface instead of raised off it.
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indexed_triangle_set fan;
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fan.vertices = { {0.f, 0.f, 1.f}, {1.f, 0.f, 1.f}, {0.f, 1.f, 1.f}, {-1.f, 0.f, 1.f}, {0.f, -1.f, 1.f} };
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fan.indices = { {0, 1, 2}, {0, 2, 3}, {0, 3, 4}, {0, 4, 1} };
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TextureDisplacementFacetsData facets{};
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facets[0] = paint_whole_mesh(fan);
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TextureDisplacementLayer layer;
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layer.slot = 0;
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layer.depth_mm = 1.0f;
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layer.tiling_scale = 5.0f;
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layer.image_data = make_flat_gray_png(255);
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// Mirrored in X: the patch's outward direction in world space is still +Z, so in the volume's own
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// coordinates the vertices must still move +Z.
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Transform3d mirror_x = Transform3d::Identity();
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mirror_x.scale(Vec3d(-1.0, 1.0, 1.0));
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const indexed_triangle_set result = build_texture_displacement(fan, {layer}, facets, classic_options(), {}, nullptr, mirror_x);
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REQUIRE(result.vertices.size() == fan.vertices.size());
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for (size_t i = 0; i < fan.vertices.size(); ++i)
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CHECK_THAT(result.vertices[i].z() - fan.vertices[i].z(), WithinAbs(1.0f, 1e-3f));
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}
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TEST_CASE("TextureDisplacement: the patch border is displaced by default and pinned on request", "[TextureDisplacement]")
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{
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// A small triangle fan around a central vertex O, with 4 outer points A/B/C/D forming 4
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// triangles T0..T3 in the XY plane. Only T0, T1, T2 are painted, T3 is left unpainted, so:
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// O: touches all 4 triangles (incl. unpainted T3) -> patch border
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// A: touches T0 (painted) and T3 (unpainted) -> patch border
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// D: touches T2 (painted) and T3 (unpainted) -> patch border
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// B: touches only T0 and T1 (both painted) -> interior
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// C: touches only T1 and T2 (both painted) -> interior
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indexed_triangle_set fan;
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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} };
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fan.indices = { {0, 1, 2}, {0, 2, 3}, {0, 3, 4}, {0, 4, 1} };
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const TriangleMesh fan_mesh(fan);
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TriangleSelector selector(fan_mesh);
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selector.set_facet(0, EnforcerBlockerType::ENFORCER);
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selector.set_facet(1, EnforcerBlockerType::ENFORCER);
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selector.set_facet(2, EnforcerBlockerType::ENFORCER);
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// facet 3 (T3) is left at its default EnforcerBlockerType::NONE.
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TextureDisplacementFacetsData facets{};
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facets[0] = selector.serialize();
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TextureDisplacementLayer layer;
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layer.slot = 0;
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layer.depth_mm = 1.0f;
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layer.tiling_scale = 5.0f;
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layer.image_data = make_flat_gray_png(255);
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// The bake is topology-preserving, so it only ever moves fan's own vertices, in order.
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auto moved = [&](const indexed_triangle_set &result, size_t i) {
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return (result.vertices[i] - fan.vertices[i]).norm() > 1e-6f;
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};
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SECTION("by default the whole painted patch moves, border included")
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{
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const indexed_triangle_set result = build_texture_displacement(fan, {layer}, facets, classic_options());
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REQUIRE(result.vertices.size() == fan.vertices.size());
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for (size_t i = 0; i < fan.vertices.size(); ++i)
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CHECK(moved(result, i));
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// ... straight along the painted surface's own normal (+Z here), by the full depth. Nothing
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// has torn: the unpainted triangle T3 simply shares the moved vertices.
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for (size_t i = 0; i < fan.vertices.size(); ++i)
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CHECK_THAT(result.vertices[i].z() - fan.vertices[i].z(), WithinAbs(1.0f, 1e-3f));
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CHECK(result.indices == fan.indices);
|
|
}
|
|
|
|
SECTION("pinning the border holds exactly the vertices an unpainted triangle also uses")
|
|
{
|
|
TextureDisplacementOptions options = classic_options();
|
|
options.displace_border = false;
|
|
const indexed_triangle_set result = build_texture_displacement(fan, {layer}, facets, options);
|
|
CHECK_FALSE(moved(result, 0)); // O: border
|
|
CHECK_FALSE(moved(result, 1)); // A: border
|
|
CHECK_FALSE(moved(result, 4)); // D: border
|
|
CHECK(moved(result, 2)); // B: interior
|
|
CHECK(moved(result, 3)); // C: interior
|
|
}
|
|
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: post-process smoothing relaxes only what moved", "[TextureDisplacement]")
|
|
{
|
|
// A checkerboard height map on a fine grid gives a relief full of hard steps - exactly what the
|
|
// smoothing pass is for. Only the central square is painted, so the patch has a real border.
|
|
indexed_triangle_set plane;
|
|
plane.vertices = { { 0.f, 0.f, 0.f }, { 20.f, 0.f, 0.f }, { 20.f, 20.f, 0.f }, { 0.f, 20.f, 0.f } };
|
|
plane.indices = { { 0, 1, 2 }, { 0, 2, 3 } };
|
|
const indexed_triangle_set grid = subdivide_mesh_uniform(plane, 1.f, 6);
|
|
REQUIRE(grid.indices.size() > 256);
|
|
|
|
std::vector<uint8_t> painted(grid.indices.size(), 0);
|
|
const TriangleMesh grid_mesh(grid);
|
|
TriangleSelector selector(grid_mesh);
|
|
for (int i = 0; i < int(grid.indices.size()); ++i) {
|
|
const auto &t = grid.indices[i];
|
|
float cx = 0.f, cy = 0.f;
|
|
for (int k = 0; k < 3; ++k) {
|
|
cx += grid.vertices[t[k]].x() / 3.f;
|
|
cy += grid.vertices[t[k]].y() / 3.f;
|
|
}
|
|
if (cx > 5.f && cx < 15.f && cy > 5.f && cy < 15.f) {
|
|
selector.set_facet(i, EnforcerBlockerType::ENFORCER);
|
|
painted[size_t(i)] = 1;
|
|
}
|
|
}
|
|
REQUIRE(std::count(painted.begin(), painted.end(), uint8_t(1)) > 32);
|
|
TextureDisplacementFacetsData facets{};
|
|
facets[0] = selector.serialize();
|
|
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.depth_mm = 2.0f;
|
|
layer.tiling_scale = 6.0f;
|
|
|
|
// The patch rim: vertices shared by a painted and an unpainted triangle - exactly the set
|
|
// TextureDisplacementOptions::smooth_skip_border holds out of the relaxation.
|
|
std::vector<uint8_t> rim(grid.vertices.size(), 0), inside(grid.vertices.size(), 0);
|
|
for (size_t i = 0; i < grid.indices.size(); ++i)
|
|
for (int k = 0; k < 3; ++k)
|
|
(painted[i] ? inside : rim)[size_t(grid.indices[i][k])] = 1;
|
|
size_t rim_count = 0;
|
|
for (size_t v = 0; v < rim.size(); ++v) {
|
|
rim[v] = (rim[v] && inside[v]) ? 1 : 0;
|
|
rim_count += rim[v];
|
|
}
|
|
REQUIRE(rim_count > 8);
|
|
|
|
TextureDisplacementOptions options = classic_options();
|
|
options.smooth_enabled = true;
|
|
options.smooth_strength = 0.5f;
|
|
options.smooth_iterations = 4;
|
|
|
|
SECTION("it rounds off the steps without touching the topology")
|
|
{
|
|
layer.image_data = make_checkerboard_png();
|
|
|
|
// Dirichlet energy over the mesh's edges. Laplacian relaxation is gradient descent on exactly
|
|
// this, so it is the quantity guaranteed to fall - unlike the min/max spread of z, which is
|
|
// pinned by whichever vertices are held (the unpainted surface at zero, and by default the
|
|
// patch rim as well) and so need not move at all.
|
|
auto roughness = [](const indexed_triangle_set &its) {
|
|
double e = 0.0;
|
|
for (const auto &t : its.indices)
|
|
for (int k = 0; k < 3; ++k) {
|
|
const double d = double(its.vertices[t[k]].z()) - double(its.vertices[t[(k + 1) % 3]].z());
|
|
e += d * d;
|
|
}
|
|
return e;
|
|
};
|
|
|
|
const indexed_triangle_set raw = build_texture_displacement(grid, { layer }, facets, classic_options());
|
|
REQUIRE(roughness(raw) > 0.0); // the checkerboard really did produce relief to smooth
|
|
|
|
const indexed_triangle_set smoothed = build_texture_displacement(grid, { layer }, facets, options);
|
|
CHECK(roughness(smoothed) < roughness(raw));
|
|
CHECK(smoothed.indices == raw.indices); // ... without touching the topology
|
|
CHECK(smoothed.vertices.size() == raw.vertices.size());
|
|
for (size_t v = 0; v < rim.size(); ++v) // ... and the held rim is bit-identical
|
|
if (rim[v])
|
|
CHECK_THAT(smoothed.vertices[v].z(), WithinAbs(raw.vertices[v].z(), 1e-6f));
|
|
}
|
|
|
|
SECTION("\"ignore outer ring\" decides whether the patch rim relaxes")
|
|
{
|
|
// A flat white texture makes this exact rather than statistical: every painted vertex is
|
|
// displaced to precisely depth_mm, so a movable interior vertex sees nothing but neighbours at
|
|
// its own height and cannot move, while every rim vertex has at least one neighbour outside the
|
|
// paint pinned at zero and so must come down the moment it is allowed to.
|
|
layer.image_data = make_flat_gray_png(255);
|
|
const indexed_triangle_set raw = build_texture_displacement(grid, { layer }, facets, classic_options());
|
|
|
|
options.smooth_skip_border = true;
|
|
const indexed_triangle_set kept = build_texture_displacement(grid, { layer }, facets, options);
|
|
|
|
options.smooth_skip_border = false;
|
|
const indexed_triangle_set relaxed = build_texture_displacement(grid, { layer }, facets, options);
|
|
|
|
// Asserted on z alone, not on the whole position: relaxation averages all three coordinates,
|
|
// and while the tangential drift cancels by symmetry on a regular grid it does so only up to
|
|
// floating-point summation order, which is not something to pin down across three platforms.
|
|
// Height is what the option is about and it is exact - every neighbour of a movable vertex sits
|
|
// at the same height, so its own height cannot move.
|
|
for (size_t v = 0; v < rim.size(); ++v)
|
|
if (rim[v]) {
|
|
CHECK_THAT(kept.vertices[v].z(), WithinAbs(raw.vertices[v].z(), 1e-6f)); // held
|
|
CHECK(relaxed.vertices[v].z() < raw.vertices[v].z()); // melted down
|
|
}
|
|
}
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: smooth_mesh_vertices holds everything outside its mask", "[TextureDisplacement]")
|
|
{
|
|
// A single spike on a flat sheet: relaxing it must pull the spike down and leave every vertex
|
|
// that is not flagged movable at exactly the coordinates it started at.
|
|
indexed_triangle_set plane;
|
|
plane.vertices = { { 0.f, 0.f, 0.f }, { 8.f, 0.f, 0.f }, { 8.f, 8.f, 0.f }, { 0.f, 8.f, 0.f } };
|
|
plane.indices = { { 0, 1, 2 }, { 0, 2, 3 } };
|
|
indexed_triangle_set grid = subdivide_mesh_uniform(plane, 1.f, 4);
|
|
|
|
// Raise one interior vertex, and let only it and its immediate neighbours move.
|
|
size_t spike = 0;
|
|
float best = std::numeric_limits<float>::max();
|
|
for (size_t i = 0; i < grid.vertices.size(); ++i)
|
|
if (const float d = (grid.vertices[i] - Vec3f(4.f, 4.f, 0.f)).norm(); d < best) {
|
|
best = d;
|
|
spike = i;
|
|
}
|
|
grid.vertices[spike].z() = 5.f;
|
|
|
|
std::vector<uint8_t> movable(grid.vertices.size(), 0);
|
|
movable[spike] = 1;
|
|
for (const auto &t : grid.indices)
|
|
for (int e = 0; e < 3; ++e)
|
|
if (size_t(t[e]) == spike)
|
|
for (int k = 0; k < 3; ++k)
|
|
movable[size_t(t[k])] = 1;
|
|
|
|
const indexed_triangle_set before = grid;
|
|
smooth_mesh_vertices(grid, movable, 0.5f, 3);
|
|
|
|
CHECK(grid.vertices[spike].z() < before.vertices[spike].z()); // the spike came down
|
|
CHECK(grid.vertices[spike].z() > 0.f); // but was not flattened outright
|
|
CHECK(grid.indices == before.indices); // topology untouched
|
|
for (size_t i = 0; i < grid.vertices.size(); ++i)
|
|
if (!movable[i])
|
|
CHECK_THAT((grid.vertices[i] - before.vertices[i]).norm(), WithinAbs(0.f, 1e-9f));
|
|
|
|
// Guard rails: each of these must leave the mesh byte-identical.
|
|
for (const auto &noop : { std::make_pair(0.f, 3), std::make_pair(0.5f, 0) }) {
|
|
indexed_triangle_set copy = before;
|
|
smooth_mesh_vertices(copy, movable, noop.first, noop.second);
|
|
CHECK(copy.vertices == before.vertices);
|
|
}
|
|
indexed_triangle_set copy = before;
|
|
smooth_mesh_vertices(copy, std::vector<uint8_t>(3, 1), 0.5f, 3); // mis-sized mask
|
|
CHECK(copy.vertices == before.vertices);
|
|
}
|
|
|
|
// Every undirected edge of a closed manifold mesh is shared by exactly two triangles. A T-junction
|
|
// (a hanging node where a refined region meets a coarse one) breaks that: the coarse side spans an
|
|
// edge that the fine side has replaced with two half-edges, so those three edges each show up an
|
|
// odd number of times. Counting edge uses is therefore an exact crack detector for a closed mesh.
|
|
static bool every_edge_used_twice(const indexed_triangle_set &its)
|
|
{
|
|
std::map<std::pair<int, int>, int> uses;
|
|
for (const auto &t : its.indices)
|
|
for (int e = 0; e < 3; ++e) {
|
|
int a = t[e], b = t[(e + 1) % 3];
|
|
if (a > b)
|
|
std::swap(a, b);
|
|
++uses[{ a, b }];
|
|
}
|
|
for (const auto &[edge, n] : uses)
|
|
if (n != 2)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: adaptive subdivision is conformal and region-restricted", "[TextureDisplacement]")
|
|
{
|
|
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
|
REQUIRE(every_edge_used_twice(cube)); // sanity: the input really is a closed manifold
|
|
|
|
auto longest_edge = [](const indexed_triangle_set &its, const stl_triangle_vertex_indices &t) {
|
|
float m = 0.f;
|
|
for (int e = 0; e < 3; ++e)
|
|
m = std::max(m, (its.vertices[t[e]] - its.vertices[t[(e + 1) % 3]]).norm());
|
|
return m;
|
|
};
|
|
|
|
SECTION("whole-mesh region refines everywhere and stays conformal")
|
|
{
|
|
std::vector<uint8_t> region(cube.indices.size(), 1);
|
|
std::vector<int> source;
|
|
const indexed_triangle_set out = subdivide_mesh_adaptive(cube, region, 3.f, 100000, &source);
|
|
|
|
CHECK(out.indices.size() > cube.indices.size()); // it actually refined
|
|
CHECK(every_edge_used_twice(out)); // ... without opening a single crack
|
|
|
|
// Refinement runs to completion, not for a fixed number of passes: with the whole mesh in the
|
|
// region and budget to spare, *every* edge really does end up at or below the target. This is
|
|
// the regression that matters - an earlier version quietly stopped a long way short, having
|
|
// spent its pass budget grading the coarse surroundings.
|
|
float worst = 0.f;
|
|
for (const auto &t : out.indices)
|
|
worst = std::max(worst, longest_edge(out, t));
|
|
CHECK(worst <= 3.f);
|
|
|
|
REQUIRE(source.size() == out.indices.size());
|
|
for (int s : source)
|
|
CHECK((s >= 0 && s < int(cube.indices.size()))); // every child names a real parent
|
|
}
|
|
|
|
SECTION("a partial region refines only there, and the boundary is still crack-free")
|
|
{
|
|
// Refine only the triangles whose centroid is in the upper (z > 5) half of the cube.
|
|
std::vector<uint8_t> region(cube.indices.size(), 0);
|
|
size_t region_count = 0;
|
|
for (size_t i = 0; i < cube.indices.size(); ++i) {
|
|
const auto &t = cube.indices[i];
|
|
const float cz = (cube.vertices[t[0]].z() + cube.vertices[t[1]].z() + cube.vertices[t[2]].z()) / 3.f;
|
|
if (cz > 5.f) {
|
|
region[i] = 1;
|
|
++region_count;
|
|
}
|
|
}
|
|
REQUIRE(region_count > 0);
|
|
|
|
std::vector<int> source;
|
|
const indexed_triangle_set out = subdivide_mesh_adaptive(cube, region, 2.f, 100000, &source);
|
|
|
|
CHECK(out.indices.size() > cube.indices.size());
|
|
CHECK(every_edge_used_twice(out)); // the refined/coarse seam has no T-junction
|
|
|
|
// Inside the region the target is actually met - refinement is not cut short by a pass budget.
|
|
// Outside it, only the graded transition band conformality requires is touched, so plenty of
|
|
// the unpainted mesh is still coarser than the target: the region was not a suggestion.
|
|
float max_in = 0.f, max_out = 0.f;
|
|
for (size_t i = 0; i < out.indices.size(); ++i) {
|
|
float &acc = region[source[i]] ? max_in : max_out;
|
|
acc = std::max(acc, longest_edge(out, out.indices[i]));
|
|
}
|
|
CHECK(max_in <= 2.f);
|
|
CHECK(max_out > 2.f);
|
|
|
|
std::vector<uint8_t> all(cube.indices.size(), 1);
|
|
const indexed_triangle_set whole = subdivide_mesh_adaptive(cube, all, 2.f, 100000);
|
|
CHECK(out.indices.size() < whole.indices.size()); // ... and it cost less than doing the lot
|
|
}
|
|
|
|
SECTION("the triangle budget caps the result and still leaves a conformal mesh")
|
|
{
|
|
std::vector<uint8_t> region(cube.indices.size(), 1);
|
|
const indexed_triangle_set out = subdivide_mesh_adaptive(cube, region, 0.05f, /*max_triangles*/ 500);
|
|
CHECK(out.indices.size() <= 500);
|
|
CHECK(out.indices.size() > cube.indices.size()); // it spent the budget rather than giving up
|
|
CHECK(every_edge_used_twice(out)); // stopping on the budget is not a crack
|
|
}
|
|
|
|
SECTION("an empty region is a no-op")
|
|
{
|
|
std::vector<uint8_t> region(cube.indices.size(), 0);
|
|
const indexed_triangle_set out = subdivide_mesh_adaptive(cube, region, 1.f, 100000, nullptr);
|
|
CHECK(out.indices.size() == cube.indices.size());
|
|
CHECK(out.vertices.size() == cube.vertices.size());
|
|
}
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: feature-adaptive subdivision follows curvature, not slope", "[TextureDisplacement]")
|
|
{
|
|
// A flat sheet, tessellated into a regular grid to give the bisector something to work with.
|
|
indexed_triangle_set plane;
|
|
plane.vertices = { { 0.f, 0.f, 0.f }, { 1.f, 0.f, 0.f }, { 1.f, 1.f, 0.f }, { 0.f, 1.f, 0.f } };
|
|
plane.indices = { { 0, 1, 2 }, { 0, 2, 3 } };
|
|
const indexed_triangle_set grid = subdivide_mesh_uniform(plane, 0.15f, 5); // ~uniform grid of small triangles
|
|
REQUIRE(grid.indices.size() > 32);
|
|
|
|
const std::vector<uint8_t> region(grid.indices.size(), 1);
|
|
|
|
auto longest_edge = [](const indexed_triangle_set &its, const stl_triangle_vertex_indices &t) {
|
|
float m = 0.f;
|
|
for (int e = 0; e < 3; ++e)
|
|
m = std::max(m, (its.vertices[t[e]] - its.vertices[t[(e + 1) % 3]]).norm());
|
|
return m;
|
|
};
|
|
auto centroid_xy = [](const indexed_triangle_set &its, const stl_triangle_vertex_indices &t) {
|
|
return Vec2f((its.vertices[t[0]].x() + its.vertices[t[1]].x() + its.vertices[t[2]].x()) / 3.f,
|
|
(its.vertices[t[0]].y() + its.vertices[t[1]].y() + its.vertices[t[2]].y()) / 3.f);
|
|
};
|
|
|
|
SECTION("a sharp bump refines densely at its center and leaves flat corners coarse")
|
|
{
|
|
// A tight Gaussian bump at the sheet's center: strong curvature near (0.5, 0.5), flat far away.
|
|
HeightFieldSampler bump = [](const Vec3f &p, const Vec3f &) {
|
|
const float r2 = (p.x() - 0.5f) * (p.x() - 0.5f) + (p.y() - 0.5f) * (p.y() - 0.5f);
|
|
return 1.0f * std::exp(-r2 / 0.02f);
|
|
};
|
|
|
|
// Baseline max edge 0.3 is coarser than the grid's own edges, so the baseline adds nothing
|
|
// here - this isolates the *curvature* contribution (the grid already meets the baseline).
|
|
std::vector<int> source;
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(grid, region, /*max edge*/ 0.3f, 200000, &source, bump, /*tol*/ 0.02f,
|
|
/*min_edge*/ 0.01f);
|
|
|
|
CHECK(out.indices.size() > grid.indices.size()); // the bump forced real refinement
|
|
|
|
// The largest triangle near the bump's center must be much smaller than the largest in a flat
|
|
// corner - i.e. triangles went where the curvature is, not spread evenly.
|
|
float near_max = 0.f, far_max = 0.f;
|
|
for (const auto &t : out.indices) {
|
|
const Vec2f c = centroid_xy(out, t);
|
|
const float r = (c - Vec2f(0.5f, 0.5f)).norm();
|
|
const float len = longest_edge(out, t);
|
|
if (r < 0.1f)
|
|
near_max = std::max(near_max, len);
|
|
else if (r > 0.45f)
|
|
far_max = std::max(far_max, len);
|
|
}
|
|
REQUIRE(near_max > 0.f);
|
|
REQUIRE(far_max > 0.f);
|
|
CHECK(near_max < far_max); // finer at the hill than on the flats
|
|
}
|
|
|
|
SECTION("a linear ramp has zero curvature and is left untouched")
|
|
{
|
|
// Height varies, but linearly - a flat triangle represents it exactly, so the chord error is
|
|
// zero everywhere and nothing should be split. This is the case a gradient-based criterion
|
|
// would wrongly over-refine.
|
|
HeightFieldSampler ramp = [](const Vec3f &p, const Vec3f &) { return 2.0f * p.x(); };
|
|
|
|
// Same coarse baseline (0.3) that the grid already meets, so any split would be curvature-
|
|
// driven - and a ramp has none.
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(grid, region, /*max edge*/ 0.3f, 200000, nullptr, ramp, /*tol*/ 0.02f,
|
|
/*min_edge*/ 0.01f);
|
|
|
|
CHECK(out.indices.size() == grid.indices.size()); // not one extra triangle
|
|
}
|
|
|
|
SECTION("the max-edge baseline still applies in feature mode")
|
|
{
|
|
// A height field that is flat everywhere the four sample points of a coarse triangle happen to
|
|
// land, but not in between - the aliasing case where a chord test alone reports no error and
|
|
// refinement stalls before it ever starts. The baseline is what stops that: it guarantees a
|
|
// sampling density fine enough for the curvature test to see the texture at all.
|
|
HeightFieldSampler flat = [](const Vec3f &, const Vec3f &) { return 0.f; };
|
|
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(grid, region, /*max edge*/ 0.03f, 200000, nullptr, flat, /*tol*/ 0.02f,
|
|
/*min_edge*/ 0.001f);
|
|
|
|
CHECK(out.indices.size() > grid.indices.size());
|
|
float worst = 0.f;
|
|
for (const auto &t : out.indices)
|
|
worst = std::max(worst, longest_edge(out, t));
|
|
CHECK(worst <= 0.03f);
|
|
}
|
|
}
|
|
|
|
// A 2x2 truecolour PNG: red, green / blue, white. Written out as bytes rather than encoded here
|
|
// because libslic3r only *writes* grayscale PNGs (png::write_gray_to_file) - which is also exactly
|
|
// why the colour path exists: the GUI importer stores colour images through wxImage instead.
|
|
static std::shared_ptr<std::vector<unsigned char>> make_rgb_png_2x2()
|
|
{
|
|
static const unsigned char bytes[] = {
|
|
0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a, 0x00, 0x00, 0x00, 0x0d,
|
|
0x49, 0x48, 0x44, 0x52, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x02,
|
|
0x08, 0x02, 0x00, 0x00, 0x00, 0xfd, 0xd4, 0x9a, 0x73, 0x00, 0x00, 0x00,
|
|
0x14, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0x63, 0xf8, 0xcf, 0xc0, 0xc0,
|
|
0x00, 0xc2, 0x0c, 0xff, 0xff, 0xff, 0xff, 0x0f, 0x00, 0x1f, 0xee, 0x05,
|
|
0xfb, 0x60, 0x6c, 0x70, 0xf2, 0x00, 0x00, 0x00, 0x00, 0x49, 0x45, 0x4e,
|
|
0x44, 0xae, 0x42, 0x60, 0x82,
|
|
};
|
|
return std::make_shared<std::vector<unsigned char>>(std::begin(bytes), std::end(bytes));
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: a colour texture decodes to both colour and height", "[TextureDisplacement]")
|
|
{
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.image_data = make_rgb_png_2x2();
|
|
|
|
const DecodedHeightTexture tex = decode_height_texture(layer);
|
|
REQUIRE_FALSE(tex.empty());
|
|
REQUIRE(tex.has_color());
|
|
REQUIRE(tex.width == 2);
|
|
REQUIRE(tex.height == 2);
|
|
REQUIRE(tex.rgb.size() == 2 * 2 * 3);
|
|
|
|
// Row-major, top-to-bottom: red, green / blue, white.
|
|
CHECK(tex.rgb[0] == 255); CHECK(tex.rgb[1] == 0); CHECK(tex.rgb[2] == 0);
|
|
CHECK(tex.rgb[3] == 0); CHECK(tex.rgb[4] == 255); CHECK(tex.rgb[5] == 0);
|
|
CHECK(tex.rgb[6] == 0); CHECK(tex.rgb[7] == 0); CHECK(tex.rgb[8] == 255);
|
|
CHECK(tex.rgb[9] == 255); CHECK(tex.rgb[10] == 255); CHECK(tex.rgb[11] == 255);
|
|
|
|
// Height is the luminance, with wxImage::ConvertToGreyscale()'s coefficients - which is what
|
|
// makes a texture displace identically whether it was imported before or after colour was kept.
|
|
CHECK(int(tex.pixels[0]) == int(std::lround(0.299 * 255))); // red
|
|
CHECK(int(tex.pixels[1]) == int(std::lround(0.587 * 255))); // green
|
|
CHECK(int(tex.pixels[2]) == int(std::lround(0.114 * 255))); // blue
|
|
CHECK(int(tex.pixels[3]) == 255); // white
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: a grayscale texture reports no colour", "[TextureDisplacement]")
|
|
{
|
|
// The shipped library is all grayscale, and has_color() is what the whole colour feature keys
|
|
// off - a height map must never look like it has colours to apply.
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.image_data = make_flat_gray_png(128);
|
|
|
|
const DecodedHeightTexture tex = decode_height_texture(layer);
|
|
REQUIRE_FALSE(tex.empty());
|
|
CHECK_FALSE(tex.has_color());
|
|
CHECK(tex.rgb.empty());
|
|
|
|
Vec3f out(9.f, 9.f, 9.f);
|
|
CHECK_FALSE(sample_layer_color(tex, layer, Vec3f::Zero(), Vec3f::UnitZ(), out));
|
|
CHECK(out.x() == 9.f); // left untouched on a false return
|
|
}
|
|
|
|
// Two triangles making a 10x10 quad in the z=0 plane.
|
|
static indexed_triangle_set color_test_quad()
|
|
{
|
|
indexed_triangle_set quad;
|
|
quad.vertices = { Vec3f(0, 0, 0), Vec3f(10, 0, 0), Vec3f(10, 10, 0), Vec3f(0, 10, 0) };
|
|
quad.indices = { { 0, 1, 2 }, { 0, 2, 3 } };
|
|
return quad;
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: colour is reported per triangle and only where painted", "[TextureDisplacement]")
|
|
{
|
|
const indexed_triangle_set quad = color_test_quad();
|
|
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.image_data = make_rgb_png_2x2();
|
|
layer.color_enabled = true;
|
|
layer.depth_mm = 0.f; // colour only, so this isolates the colour path from the geometry
|
|
layer.tiling_scale = 100.f;
|
|
layer.projection_method = TextureProjectionMethod::Triplanar;
|
|
|
|
TriangleMesh mesh(quad);
|
|
TriangleSelector selector(mesh);
|
|
selector.set_facet(0, EnforcerBlockerType::ENFORCER); // only the first triangle
|
|
|
|
TextureDisplacementFacetsData facets;
|
|
facets[0] = selector.serialize();
|
|
|
|
// A three-entry palette matched in plain RGB: all this test needs is *an* index. The perceptual
|
|
// matching is the GUI's (make_palette_quantizer), and is deliberately not under test here.
|
|
const std::array<Vec3f, 3> palette = { Vec3f(1, 0, 0), Vec3f(0, 1, 0), Vec3f(0, 0, 1) };
|
|
TextureColorRequest request;
|
|
std::vector<uint8_t> triangle_color;
|
|
request.out_triangle = &triangle_color;
|
|
request.quantize = [&palette](const Vec3f &rgb) {
|
|
int best = 0;
|
|
float bd = std::numeric_limits<float>::max();
|
|
for (int i = 0; i < 3; ++i)
|
|
if (const float d = (palette[size_t(i)] - rgb).squaredNorm(); d < bd) {
|
|
bd = d;
|
|
best = i;
|
|
}
|
|
return best;
|
|
};
|
|
|
|
const indexed_triangle_set out = build_texture_displacement(quad, { layer }, facets, classic_options(), {}, &request);
|
|
|
|
REQUIRE_FALSE(out.indices.empty());
|
|
REQUIRE(triangle_color.size() == quad.indices.size());
|
|
// The painted triangle takes a filament; the unpainted one is left at 0, which is
|
|
// EnforcerBlockerType::NONE - "use the volume's own filament". That is what confines the effect
|
|
// to the painted area without having to invent a colour for everything outside it.
|
|
CHECK(triangle_color[0] != 0);
|
|
CHECK(triangle_color[1] == 0);
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: a layer that is not colouring reports no colours", "[TextureDisplacement]")
|
|
{
|
|
const indexed_triangle_set quad = color_test_quad();
|
|
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.image_data = make_rgb_png_2x2();
|
|
layer.color_enabled = false; // the checkbox is off: colour stays off even on a colour texture
|
|
layer.depth_mm = 1.f;
|
|
|
|
TriangleMesh mesh(quad);
|
|
TriangleSelector selector(mesh);
|
|
selector.set_facet(0, EnforcerBlockerType::ENFORCER);
|
|
selector.set_facet(1, EnforcerBlockerType::ENFORCER);
|
|
|
|
TextureDisplacementFacetsData facets;
|
|
facets[0] = selector.serialize();
|
|
|
|
TextureColorRequest request;
|
|
std::vector<uint8_t> triangle_color;
|
|
request.out_triangle = &triangle_color;
|
|
request.quantize = [](const Vec3f &) { return 0; };
|
|
|
|
build_texture_displacement(quad, { layer }, facets, classic_options(), {}, &request);
|
|
|
|
REQUIRE(triangle_color.size() == quad.indices.size());
|
|
CHECK(triangle_color[0] == 0);
|
|
CHECK(triangle_color[1] == 0);
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: subdivision refines a colour boundary a flat height field hides",
|
|
"[TextureDisplacement]")
|
|
{
|
|
// A cube with a flat height field, so *nothing* in the height criteria has any reason to refine
|
|
// it - which is exactly the case the colour criterion exists for. Closed, so every_edge_used_twice()
|
|
// is an exact crack detector: the colour criterion goes through the same conformal bisection as
|
|
// everything else and must not be able to open one.
|
|
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
|
const std::vector<uint8_t> region(cube.indices.size(), REFINE_PAINTED);
|
|
|
|
auto longest_edge = [](const indexed_triangle_set &its, const stl_triangle_vertex_indices &t) {
|
|
float m = 0.f;
|
|
for (int e = 0; e < 3; ++e)
|
|
m = std::max(m, (its.vertices[t[e]] - its.vertices[t[(e + 1) % 3]]).norm());
|
|
return m;
|
|
};
|
|
|
|
// One filament on each side of x = 5: a step, with no gradient anywhere for a chord test to see.
|
|
ColorFieldSampler split_at_five = [](const Vec3f &p, const Vec3f &) { return p.x() < 5.f ? 0 : 1; };
|
|
ColorFieldSampler all_one = [](const Vec3f &, const Vec3f &) { return 0; };
|
|
|
|
SECTION("a colour boundary gets triangles")
|
|
{
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(cube, region, /*max edge*/ 0.f, 200000, nullptr, nullptr, 0.f,
|
|
/*min_edge*/ 0.05f, /*border*/ 0.f, nullptr, split_at_five,
|
|
/*colour edge*/ 0.5f);
|
|
|
|
CHECK(out.indices.size() > cube.indices.size());
|
|
CHECK(every_edge_used_twice(out)); // still watertight
|
|
|
|
// Every triangle still straddling the boundary must be down at the target.
|
|
for (const auto &t : out.indices) {
|
|
bool straddles = false;
|
|
for (int i = 1; i < 3; ++i)
|
|
if ((out.vertices[t[i]].x() < 5.f) != (out.vertices[t[0]].x() < 5.f))
|
|
straddles = true;
|
|
if (straddles)
|
|
CHECK(longest_edge(out, t) <= 0.5f + 1e-4f);
|
|
}
|
|
}
|
|
|
|
SECTION("a uniform colour adds nothing")
|
|
{
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(cube, region, /*max edge*/ 0.f, 200000, nullptr, nullptr, 0.f,
|
|
/*min_edge*/ 0.05f, /*border*/ 0.f, nullptr, all_one,
|
|
/*colour edge*/ 0.5f);
|
|
|
|
CHECK(out.indices.size() == cube.indices.size());
|
|
}
|
|
|
|
SECTION("no colour sampler leaves the mesh alone")
|
|
{
|
|
// The regression this guards: the colour criterion must be inert when nothing is colouring,
|
|
// or every bake would start refining geometry for no reason.
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(cube, region, /*max edge*/ 0.f, 200000, nullptr, nullptr, 0.f,
|
|
/*min_edge*/ 0.05f, /*border*/ 0.f, nullptr, nullptr,
|
|
/*colour edge*/ 0.5f);
|
|
|
|
CHECK(out.indices.size() == cube.indices.size());
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
// Step cutter
|
|
// ---------------------------------------------------------------------------------------------
|
|
|
|
// A flat square sheet in the (x, y) plane split into right triangles of the given edge, with the
|
|
// diagonal alternated so the mesh has no preferred direction. Normals +z.
|
|
static indexed_triangle_set make_flat_sheet(float size, float edge)
|
|
{
|
|
indexed_triangle_set its;
|
|
const int n = std::max(1, int(std::lround(size / edge)));
|
|
for (int j = 0; j <= n; ++j)
|
|
for (int i = 0; i <= n; ++i)
|
|
its.vertices.emplace_back(size * float(i) / float(n), size * float(j) / float(n), 0.f);
|
|
const auto id = [n](int i, int j) { return j * (n + 1) + i; };
|
|
for (int j = 0; j < n; ++j)
|
|
for (int i = 0; i < n; ++i) {
|
|
if ((i + j) % 2 == 0) {
|
|
its.indices.emplace_back(id(i, j), id(i + 1, j), id(i + 1, j + 1));
|
|
its.indices.emplace_back(id(i, j), id(i + 1, j + 1), id(i, j + 1));
|
|
} else {
|
|
its.indices.emplace_back(id(i, j), id(i + 1, j), id(i, j + 1));
|
|
its.indices.emplace_back(id(i + 1, j), id(i + 1, j + 1), id(i, j + 1));
|
|
}
|
|
}
|
|
return its;
|
|
}
|
|
|
|
// Every interior edge of a sheet is shared by exactly two triangles; only the sheet's own border may
|
|
// be used once.
|
|
static bool sheet_is_manifold(const indexed_triangle_set &its, float size)
|
|
{
|
|
std::map<std::pair<int, int>, int> uses;
|
|
for (const auto &t : its.indices)
|
|
for (int e = 0; e < 3; ++e) {
|
|
int a = t[e], b = t[(e + 1) % 3];
|
|
if (a > b)
|
|
std::swap(a, b);
|
|
++uses[{ a, b }];
|
|
}
|
|
for (const auto &[edge, n] : uses) {
|
|
const Vec3f &pa = its.vertices[size_t(edge.first)], &pb = its.vertices[size_t(edge.second)];
|
|
const bool border = (pa.x() == pb.x() && (pa.x() == 0.f || pa.x() == size)) ||
|
|
(pa.y() == pb.y() && (pa.y() == 0.f || pa.y() == size));
|
|
if (n > 2 || (n == 1 && !border))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: the step cutter turns a stepped field into walls", "[TextureDisplacement]")
|
|
{
|
|
// Square posts 1.2 mm wide on a 2 mm pitch, as a binary field: a step everywhere along the post
|
|
// edges, flat everywhere else. 1 mm triangles, so every post edge crosses several of them.
|
|
constexpr float RELIEF = 0.4f, SIZE = 6.f, STEP_W = 0.05f, GAP = 0.075f;
|
|
const auto posts = [](float x, float y) {
|
|
const float fx = std::fmod(std::fmod(x, 2.f) + 2.f, 2.f), fy = std::fmod(std::fmod(y, 2.f) + 2.f, 2.f);
|
|
return (fx > 0.4f && fx < 1.6f && fy > 0.4f && fy < 1.6f) ? RELIEF : 0.f;
|
|
};
|
|
const HeightFieldSampler sampler = [&](const Vec3f &p, const Vec3f &) { return posts(p.x(), p.y()); };
|
|
const indexed_triangle_set sheet = make_flat_sheet(SIZE, 1.f);
|
|
const std::vector<uint8_t> region(sheet.indices.size(), 1);
|
|
|
|
std::vector<int> source;
|
|
size_t cuts = 0;
|
|
const indexed_triangle_set cut = cut_mesh_at_steps(sheet, region, sampler, STEP_W, GAP, 0.f, &source, &cuts);
|
|
|
|
CHECK(cuts > 0);
|
|
CHECK(cut.indices.size() > sheet.indices.size());
|
|
REQUIRE(source.size() == cut.indices.size());
|
|
CHECK(sheet_is_manifold(cut, SIZE));
|
|
|
|
// Displace along the cut mesh's own area-weighted vertex normals, as the bake does.
|
|
std::vector<Vec3f> normal(cut.vertices.size(), Vec3f::Zero());
|
|
for (const auto &t : cut.indices) {
|
|
const Vec3f &a = cut.vertices[size_t(t[0])], &b = cut.vertices[size_t(t[1])], &c = cut.vertices[size_t(t[2])];
|
|
const Vec3f n = (b - a).cross(c - a);
|
|
CHECK(n.z() > 0.f); // nothing inverted, nothing degenerate
|
|
for (int k = 0; k < 3; ++k)
|
|
normal[size_t(t[k])] += n;
|
|
}
|
|
indexed_triangle_set displaced = cut;
|
|
for (size_t v = 0; v < displaced.vertices.size(); ++v) {
|
|
const Vec3f n = normal[v].normalized();
|
|
displaced.vertices[v] += n * sampler(cut.vertices[v], n);
|
|
}
|
|
|
|
// The defining property of the cut: a triangle that spans both heights is a wall, and a wall stands
|
|
// within the seam gap of a step. Anywhere else a mixed triangle would be a ramp - exactly what
|
|
// refinement leaves and the cutter is there to remove.
|
|
const auto near_step = [&](const Vec3f &p) {
|
|
const float h = posts(p.x(), p.y());
|
|
for (int k = 0; k < 8; ++k) {
|
|
const float ang = float(k) * float(M_PI) / 4.f;
|
|
if (posts(p.x() + GAP * std::cos(ang), p.y() + GAP * std::sin(ang)) != h)
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
size_t walls = 0, ramps = 0;
|
|
for (const auto &t : displaced.indices) {
|
|
const float z0 = displaced.vertices[size_t(t[0])].z(), z1 = displaced.vertices[size_t(t[1])].z(),
|
|
z2 = displaced.vertices[size_t(t[2])].z();
|
|
if (std::abs(z0 - z1) < 1e-4f && std::abs(z1 - z2) < 1e-4f)
|
|
continue; // flat: on one level
|
|
bool wall = true;
|
|
for (int k = 0; k < 3; ++k)
|
|
wall = wall && near_step(cut.vertices[size_t(t[k])]);
|
|
(wall ? walls : ramps)++;
|
|
}
|
|
CHECK(walls > 0);
|
|
CHECK(ramps == 0);
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: the step cutter passes a smooth field through untouched", "[TextureDisplacement]")
|
|
{
|
|
// A wide bump: its mid-level contour runs through the sheet, but nowhere is it a step, so there is
|
|
// nothing to cut - refinement is the right tool for it.
|
|
const HeightFieldSampler bump = [](const Vec3f &p, const Vec3f &) {
|
|
const float r2 = (p.x() - 3.f) * (p.x() - 3.f) + (p.y() - 3.f) * (p.y() - 3.f);
|
|
return 0.4f * std::exp(-r2 / 3.f);
|
|
};
|
|
const indexed_triangle_set sheet = make_flat_sheet(6.f, 1.f);
|
|
const std::vector<uint8_t> region(sheet.indices.size(), 1);
|
|
|
|
std::vector<int> source;
|
|
size_t cuts = 0;
|
|
const indexed_triangle_set out = cut_mesh_at_steps(sheet, region, bump, 0.05f, 0.075f, 0.f, &source, &cuts);
|
|
|
|
CHECK(cuts == 0);
|
|
CHECK(out.indices.size() == sheet.indices.size());
|
|
CHECK(out.vertices.size() == sheet.vertices.size());
|
|
REQUIRE(source.size() == sheet.indices.size());
|
|
for (size_t i = 0; i < source.size(); ++i)
|
|
CHECK(source[i] == int(i));
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: the step cutter leaves features at the step's own scale to refinement",
|
|
"[TextureDisplacement]")
|
|
{
|
|
// Square posts filling the middle half of each cell, binary and sharp at every crossing - the only
|
|
// difference between the two is the pitch (offset so no post edge lies along a mesh edge). Posts a
|
|
// step width or so across have no pure interior for a seam copy to land in, and cutting them would
|
|
// double the triangles for walls no bigger than the blur.
|
|
constexpr float STEP_W = 0.05f;
|
|
const float pitch = GENERATE(0.12f, 0.6f);
|
|
const auto posts = [pitch](const Vec3f &p, const Vec3f &) {
|
|
const float fx = std::fmod(p.x() + 0.17f, pitch) / pitch, fy = std::fmod(p.y() + 0.31f, pitch) / pitch;
|
|
return (fx > 0.25f && fx < 0.75f && fy > 0.25f && fy < 0.75f) ? 0.4f : 0.f;
|
|
};
|
|
const indexed_triangle_set sheet = make_flat_sheet(6.f, 1.f);
|
|
const std::vector<uint8_t> region(sheet.indices.size(), 1);
|
|
|
|
size_t cuts = 0;
|
|
const indexed_triangle_set out = cut_mesh_at_steps(sheet, region, posts, STEP_W, STEP_W, 0.f, nullptr, &cuts);
|
|
|
|
if (0.5f * pitch < 2.25f * STEP_W) {
|
|
CHECK(cuts == 0);
|
|
CHECK(out.indices.size() == sheet.indices.size());
|
|
} else {
|
|
CHECK(cuts > 0);
|
|
CHECK(sheet_is_manifold(out, 6.f));
|
|
}
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: the step cutter only cuts inside the region", "[TextureDisplacement]")
|
|
{
|
|
// A single step at x = 3 across the whole sheet, but only the left half is painted.
|
|
const HeightFieldSampler stripe = [](const Vec3f &p, const Vec3f &) { return p.x() > 3.f ? 0.4f : 0.f; };
|
|
const indexed_triangle_set sheet = make_flat_sheet(6.f, 1.f);
|
|
|
|
SECTION("an empty region is a no-op")
|
|
{
|
|
const std::vector<uint8_t> none(sheet.indices.size(), 0);
|
|
size_t cuts = 0;
|
|
const indexed_triangle_set out = cut_mesh_at_steps(sheet, none, stripe, 0.05f, 0.075f, 0.f, nullptr, &cuts);
|
|
CHECK(cuts == 0);
|
|
CHECK(out.indices.size() == sheet.indices.size());
|
|
}
|
|
|
|
SECTION("unpainted triangles away from the paint are untouched")
|
|
{
|
|
std::vector<uint8_t> region(sheet.indices.size(), 0);
|
|
for (size_t t = 0; t < sheet.indices.size(); ++t) {
|
|
const auto &f = sheet.indices[t];
|
|
const float cy = (sheet.vertices[size_t(f[0])].y() + sheet.vertices[size_t(f[1])].y() +
|
|
sheet.vertices[size_t(f[2])].y()) / 3.f;
|
|
region[t] = cy < 3.f ? 1 : 0; // paint the lower half
|
|
}
|
|
std::vector<int> source;
|
|
size_t cuts = 0;
|
|
const indexed_triangle_set out = cut_mesh_at_steps(sheet, region, stripe, 0.05f, 0.075f, 0.f, &source, &cuts);
|
|
CHECK(cuts > 0);
|
|
CHECK(sheet_is_manifold(out, 6.f));
|
|
// An unpainted triangle that shares no edge with a painted one comes out exactly as it went in.
|
|
std::vector<int> descendants(sheet.indices.size(), 0);
|
|
for (int s : source)
|
|
++descendants[size_t(s)];
|
|
for (size_t t = 0; t < sheet.indices.size(); ++t) {
|
|
const auto &f = sheet.indices[t];
|
|
float ymin = 6.f;
|
|
for (int k = 0; k < 3; ++k)
|
|
ymin = std::min(ymin, sheet.vertices[size_t(f[k])].y());
|
|
if (ymin > 3.f) // strictly above the painted half, so no shared edge with it
|
|
CHECK(descendants[t] == 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
// Texture smoothing
|
|
// ---------------------------------------------------------------------------------------------
|
|
|
|
TEST_CASE("TextureDisplacement: texture smoothing is a wrapped box blur whatever the radius", "[TextureDisplacement]")
|
|
{
|
|
// A small pseudo-random grey image, encoded through the PNG writer so decode_height_texture() takes
|
|
// its normal path. The expected result is the plain definition of the blur - two passes of a
|
|
// (2r+1) box, horizontal then vertical, wrapping at the edges - which the sliding-window
|
|
// implementation must reproduce byte for byte.
|
|
const size_t w = 37, h = 23;
|
|
std::vector<uint8_t> src(w * h);
|
|
uint32_t seed = 12345;
|
|
for (uint8_t &p : src) { seed = seed * 1664525u + 1013904223u; p = uint8_t(seed >> 24); }
|
|
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, src));
|
|
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());
|
|
|
|
TextureDisplacementLayer layer;
|
|
layer.image_data = std::make_shared<std::vector<unsigned char>>(std::move(bytes));
|
|
// radius = smoothing * 0.05 * min(w, h) = 0.05 * 23 * smoothing; 1.0 gives 1.15 -> whole radius 2,
|
|
// cross-faded 57.5 % toward the blurred image (see smooth_height_pixels()).
|
|
layer.smoothing = 1.f;
|
|
const DecodedHeightTexture tex = decode_height_texture(layer);
|
|
REQUIRE(tex.width == int(w));
|
|
REQUIRE(tex.height == int(h));
|
|
|
|
const int radius = 2;
|
|
const float mixf = std::clamp((0.05f * 23.f) / 2.f, 0.f, 1.f);
|
|
auto box = [&](std::vector<uint8_t> px) {
|
|
const int window = 2 * radius + 1;
|
|
const float inv = 1.f / float(window);
|
|
std::vector<uint8_t> t2(px.size());
|
|
for (int pass = 0; pass < 2; ++pass) {
|
|
for (int y = 0; y < int(h); ++y)
|
|
for (int x = 0; x < int(w); ++x) {
|
|
float s = 0.f;
|
|
for (int k = -radius; k <= radius; ++k) s += float(px[size_t(y) * w + size_t(((x + k) % int(w) + int(w)) % int(w))]);
|
|
t2[size_t(y) * w + size_t(x)] = uint8_t(std::lround(s * inv));
|
|
}
|
|
for (int x = 0; x < int(w); ++x)
|
|
for (int y = 0; y < int(h); ++y) {
|
|
float s = 0.f;
|
|
for (int k = -radius; k <= radius; ++k) s += float(t2[size_t(((y + k) % int(h) + int(h)) % int(h)) * w + size_t(x)]);
|
|
px[size_t(y) * w + size_t(x)] = uint8_t(std::lround(s * inv));
|
|
}
|
|
}
|
|
return px;
|
|
};
|
|
const std::vector<uint8_t> blurred = box(src);
|
|
size_t mismatches = 0;
|
|
for (size_t i = 0; i < w * h; ++i) {
|
|
const uint8_t expected = uint8_t(std::lround(float(src[i]) + (float(blurred[i]) - float(src[i])) * mixf));
|
|
mismatches += tex.pixels[i] != expected;
|
|
}
|
|
CHECK(mismatches == 0);
|
|
|
|
// Asking again with the same smoothing is served from the cache and must be identical.
|
|
const DecodedHeightTexture again = decode_height_texture(layer);
|
|
CHECK(again.pixels == tex.pixels);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
// Edge flips along the height field (v2 pipeline)
|
|
// ---------------------------------------------------------------------------------------------
|
|
|
|
TEST_CASE("TextureDisplacement: edge flips lay a stepped field's wall along the grid's diagonals", "[TextureDisplacement]")
|
|
{
|
|
// A regular grid crossed by a step at 30 degrees. Before flipping, the step's wall zigzags: many
|
|
// triangles have corners on both sides of it. Flipping each quad's diagonal to follow the step must
|
|
// cut that count down, without changing the triangle count, the winding, or the manifoldness.
|
|
const indexed_triangle_set sheet = make_flat_sheet(6.f, 0.2f);
|
|
const float c = std::cos(0.5236f), s = std::sin(0.5236f);
|
|
const auto side_of = [&](const Vec3f &p) { return c * p.x() + s * p.y() > 3.5f; };
|
|
const TextureBake::HeightSampleFn field = [&](const Vec3f &p, const Vec3f &, const Vec3f &) {
|
|
return side_of(p) ? 0.4f : 0.f;
|
|
};
|
|
const auto mixed = [&](const TextureBake::TriSoup &g) {
|
|
size_t n = 0;
|
|
for (size_t t = 0; t < g.triangle_count(); ++t) {
|
|
const bool a = side_of(g.pos[t * 3]), b = side_of(g.pos[t * 3 + 1]), d = side_of(g.pos[t * 3 + 2]);
|
|
n += (a != b || b != d);
|
|
}
|
|
return n;
|
|
};
|
|
|
|
const TextureBake::TriSoup before = TextureBake::to_soup(sheet);
|
|
const TextureBake::FlipResult after = TextureBake::flip_edges_to_height(before, {}, field, TextureBake::FlipSettings{}, {});
|
|
|
|
CHECK(after.flipped > 0);
|
|
REQUIRE(after.geometry.triangle_count() == before.triangle_count());
|
|
const size_t mixed_before = mixed(before), mixed_after = mixed(after.geometry);
|
|
CHECK(mixed_after < mixed_before);
|
|
// Every triangle still faces up, and none collapsed.
|
|
for (size_t t = 0; t < after.geometry.triangle_count(); ++t) {
|
|
const Vec3f n = (after.geometry.pos[t * 3 + 1] - after.geometry.pos[t * 3]).cross(after.geometry.pos[t * 3 + 2] - after.geometry.pos[t * 3]);
|
|
CHECK(n.z() > 1e-6f);
|
|
}
|
|
// Manifold: rebuild an indexed mesh from the soup and count edge uses.
|
|
indexed_triangle_set rebuilt;
|
|
std::map<std::tuple<int, int, int>, int> ids;
|
|
for (const Vec3f &p : after.geometry.pos) {
|
|
const auto key = std::make_tuple(int(std::lround(p.x() * 1e4)), int(std::lround(p.y() * 1e4)), int(std::lround(p.z() * 1e4)));
|
|
auto it = ids.find(key);
|
|
if (it == ids.end()) { it = ids.emplace(key, int(rebuilt.vertices.size())).first; rebuilt.vertices.push_back(p); }
|
|
(void) it;
|
|
}
|
|
for (size_t t = 0; t < after.geometry.triangle_count(); ++t) {
|
|
int idx[3];
|
|
for (int k = 0; k < 3; ++k) {
|
|
const Vec3f &p = after.geometry.pos[t * 3 + size_t(k)];
|
|
idx[k] = ids.at(std::make_tuple(int(std::lround(p.x() * 1e4)), int(std::lround(p.y() * 1e4)), int(std::lround(p.z() * 1e4))));
|
|
}
|
|
rebuilt.indices.emplace_back(idx[0], idx[1], idx[2]);
|
|
}
|
|
CHECK(sheet_is_manifold(rebuilt, 6.f));
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
// Automatic resolution (v2 pipeline)
|
|
// ---------------------------------------------------------------------------------------------
|
|
|
|
TEST_CASE("TextureDisplacement: automatic resolution follows the texture's texel size and sharpness", "[TextureDisplacement]")
|
|
{
|
|
// A 20 mm cube (diagonal 34.6 mm, so the edge may go up to 0.69 mm) with an 8 mm tile.
|
|
const indexed_triangle_set cube = its_make_cube(20.f, 20.f, 20.f);
|
|
|
|
SECTION("a hard-edged texture gets one texel per edge")
|
|
{
|
|
TextureDisplacementLayer layer;
|
|
layer.image_data = make_checkerboard_png(16, 16); // 2x2 texel checks: every other texel is a step
|
|
layer.tiling_scale = 8.f; // texel = 0.5 mm
|
|
const TextureDetail detail = analyze_texture_detail(layer);
|
|
CHECK(detail.sharp_fraction > 0.15f);
|
|
CHECK_THAT(detail.pixels_per_edge, WithinAbs(1.f, 1e-6f));
|
|
const V2Resolution rec = recommend_v2_resolution(cube, { layer });
|
|
CHECK_THAT(rec.texel_mm, WithinAbs(0.5f, 1e-4f));
|
|
CHECK_THAT(rec.edge_mm, WithinAbs(0.5f, 1e-4f));
|
|
CHECK(rec.budget_k >= 10);
|
|
CHECK(rec.budget_k <= 2000);
|
|
}
|
|
|
|
SECTION("a flat texture gets four texels per edge, within the model's clamp")
|
|
{
|
|
TextureDisplacementLayer layer;
|
|
layer.image_data = make_flat_gray_png(128, 16, 16);
|
|
layer.tiling_scale = 8.f; // texel 0.5 mm x 4 = 2 mm, clamped to diagonal / 50
|
|
const TextureDetail detail = analyze_texture_detail(layer);
|
|
CHECK_THAT(detail.pixels_per_edge, WithinAbs(4.f, 1e-6f));
|
|
const V2Resolution rec = recommend_v2_resolution(cube, { layer });
|
|
CHECK_THAT(rec.edge_mm, WithinAbs(0.70f, 0.011f)); // ceil(34.64 / 50 = 0.693) at 0.01
|
|
}
|
|
|
|
SECTION("the world transform scales the tile against the model")
|
|
{
|
|
TextureDisplacementLayer layer;
|
|
layer.image_data = make_checkerboard_png(16, 16);
|
|
layer.tiling_scale = 8.f;
|
|
// Scaled up 3x the cube is 60 mm; the texel is still 0.5 mm in world terms, so the edge holds.
|
|
const V2Resolution rec = recommend_v2_resolution(cube, { layer }, Transform3d(Eigen::Scaling(3.0)));
|
|
CHECK_THAT(rec.edge_mm, WithinAbs(0.5f, 1e-4f));
|
|
const V2Resolution plain = recommend_v2_resolution(cube, { layer });
|
|
CHECK(rec.budget_k > plain.budget_k); // nine times the area wants more triangles
|
|
}
|
|
|
|
SECTION("no usable texture gives no recommendation")
|
|
{
|
|
TextureDisplacementLayer empty;
|
|
const V2Resolution rec = recommend_v2_resolution(cube, { empty });
|
|
CHECK(rec.edge_mm == 0.f);
|
|
}
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: the default pipeline colours its rebuilt triangles where painted", "[TextureDisplacement]")
|
|
{
|
|
// The same quad and 2x2 colour texture as the classic-path colour test, but baked through the
|
|
// one-run pipeline, which rebuilds the topology: every output triangle has to be coloured from the
|
|
// texture at its own position, and only those over the painted half of the quad.
|
|
const indexed_triangle_set quad = color_test_quad();
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.image_data = make_rgb_png_2x2();
|
|
layer.color_enabled = true;
|
|
layer.depth_mm = 0.f;
|
|
layer.tiling_scale = 10.f; // one tile over the whole quad, so all four texels show
|
|
layer.projection_method = TextureProjectionMethod::Triplanar;
|
|
|
|
TriangleMesh mesh(quad);
|
|
TriangleSelector selector(mesh);
|
|
selector.set_facet(0, EnforcerBlockerType::ENFORCER); // the lower-right half only
|
|
TextureDisplacementFacetsData facets;
|
|
facets[0] = selector.serialize();
|
|
|
|
const std::array<Vec3f, 3> palette = { Vec3f(1, 0, 0), Vec3f(0, 1, 0), Vec3f(0, 0, 1) };
|
|
TextureColorRequest request;
|
|
std::vector<uint8_t> triangle_color;
|
|
request.out_triangle = &triangle_color;
|
|
request.quantize = [&palette](const Vec3f &rgb) {
|
|
int best = 0;
|
|
float bd = std::numeric_limits<float>::max();
|
|
for (int i = 0; i < 3; ++i)
|
|
if (const float d = (palette[size_t(i)] - rgb).squaredNorm(); d < bd) { bd = d; best = i; }
|
|
return best;
|
|
};
|
|
|
|
TextureDisplacementOptions options;
|
|
options.pipeline_v2 = true;
|
|
options.v2_refine_mm = 1.f;
|
|
options.v2_max_triangles_k = 0; // no simplification: a plain refined quad
|
|
const indexed_triangle_set out = build_texture_displacement(quad, { layer }, facets, options, {}, &request);
|
|
|
|
REQUIRE(out.indices.size() > 2);
|
|
REQUIRE(triangle_color.size() == out.indices.size());
|
|
size_t coloured = 0, plain = 0;
|
|
std::set<uint8_t> distinct;
|
|
for (size_t i = 0; i < out.indices.size(); ++i) {
|
|
const stl_triangle_vertex_indices &t = out.indices[i];
|
|
const Vec3f c = (out.vertices[size_t(t[0])] + out.vertices[size_t(t[1])] + out.vertices[size_t(t[2])]) / 3.f;
|
|
const bool painted_side = c.y() < c.x(); // below the diagonal: triangle 0 of the quad
|
|
if (triangle_color[i] > 0) { ++coloured; distinct.insert(triangle_color[i]); CHECK(painted_side); }
|
|
else { ++plain; CHECK_FALSE(painted_side); }
|
|
}
|
|
CHECK(coloured > 0);
|
|
CHECK(plain > 0);
|
|
CHECK(distinct.size() >= 2); // the texture has four colours across the quad, so one side sees several
|
|
}
|
|
|
|
// Per chart of an unwrap: whether it is a topological disk (V - E + F = 1, one boundary loop), the only shape a
|
|
// single island can be laid flat from.
|
|
static std::vector<bool> unwrap_charts_are_disks(const PatchUnwrap &u)
|
|
{
|
|
std::vector<std::set<int>> verts(size_t(u.chart_count));
|
|
std::vector<std::set<std::pair<int, int>>> edges(size_t(u.chart_count));
|
|
std::vector<int> faces(size_t(u.chart_count), 0);
|
|
for (const stl_triangle_vertex_indices &tri : u.indices) {
|
|
const int c = u.vertex_chart[size_t(tri[0])];
|
|
++faces[size_t(c)];
|
|
for (int i = 0; i < 3; ++i) {
|
|
verts[size_t(c)].insert(tri[i]);
|
|
edges[size_t(c)].insert({ std::min(tri[i], tri[(i + 1) % 3]), std::max(tri[i], tri[(i + 1) % 3]) });
|
|
}
|
|
}
|
|
// Boundary loops per chart: flood the boundary edges' vertices.
|
|
std::vector<std::vector<int>> boundary_adj(u.uvs.size());
|
|
for (const auto &[a, b] : u.boundary_edges) {
|
|
boundary_adj[size_t(a)].push_back(b);
|
|
boundary_adj[size_t(b)].push_back(a);
|
|
}
|
|
std::vector<int> loops(size_t(u.chart_count), 0);
|
|
std::vector<bool> seen(u.uvs.size(), false);
|
|
for (size_t v = 0; v < u.uvs.size(); ++v) {
|
|
if (seen[v] || boundary_adj[v].empty())
|
|
continue;
|
|
++loops[size_t(u.vertex_chart[v])];
|
|
std::vector<int> stack{ int(v) };
|
|
seen[v] = true;
|
|
while (!stack.empty()) {
|
|
const int x = stack.back();
|
|
stack.pop_back();
|
|
for (const int y : boundary_adj[size_t(x)])
|
|
if (!seen[size_t(y)]) {
|
|
seen[size_t(y)] = true;
|
|
stack.push_back(y);
|
|
}
|
|
}
|
|
}
|
|
std::vector<bool> disks(size_t(u.chart_count));
|
|
for (int c = 0; c < u.chart_count; ++c)
|
|
disks[size_t(c)] = int(verts[size_t(c)].size()) - int(edges[size_t(c)].size()) + faces[size_t(c)] == 1 &&
|
|
loops[size_t(c)] == 1;
|
|
return disks;
|
|
}
|
|
|
|
TEST_CASE("A cube unwraps into one island per face, laid out as a connected net", "[TextureDisplacement]")
|
|
{
|
|
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
|
const PatchUnwrap unwrap = compute_patch_unwrap(cube, 30.f, 0.f);
|
|
// Two triangles per face, and every face edge but the diagonals is a 90 degree crease.
|
|
REQUIRE(unwrap.chart_count == 6);
|
|
|
|
const std::vector<TextureIsland> islands = compute_connected_net(unwrap);
|
|
REQUIRE(islands.size() == 6);
|
|
|
|
std::vector<std::array<Vec2f, 3>> placed;
|
|
std::vector<int> placed_chart;
|
|
for (const stl_triangle_vertex_indices &tri : unwrap.indices) {
|
|
const int c = unwrap.vertex_chart[size_t(tri[0])];
|
|
std::array<Vec2f, 3> t;
|
|
for (int k = 0; k < 3; ++k)
|
|
t[size_t(k)] = apply_island_transform(unwrap.uvs[size_t(tri[k])], c, unwrap, islands);
|
|
placed.push_back(t);
|
|
placed_chart.push_back(c);
|
|
}
|
|
|
|
SECTION("no two faces overlap")
|
|
{
|
|
// A 10 mm cube: the six 100 mm2 faces laid flat without overlap cover 600 mm2, which triangles overlapping
|
|
// anywhere could not add up to within their joint bounding box... so test it directly, by sampling.
|
|
float lo_x = 1e9f, lo_y = 1e9f, hi_x = -1e9f, hi_y = -1e9f;
|
|
for (const auto &t : placed)
|
|
for (const Vec2f &p : t) {
|
|
lo_x = std::min(lo_x, p.x());
|
|
lo_y = std::min(lo_y, p.y());
|
|
hi_x = std::max(hi_x, p.x());
|
|
hi_y = std::max(hi_y, p.y());
|
|
}
|
|
const auto inside = [](const std::array<Vec2f, 3> &t, const Vec2f &p) {
|
|
const auto cross = [](const Vec2f &a, const Vec2f &b) { return a.x() * b.y() - a.y() * b.x(); };
|
|
const float d0 = cross(t[1] - t[0], p - t[0]), d1 = cross(t[2] - t[1], p - t[1]), d2 = cross(t[0] - t[2], p - t[2]);
|
|
return (d0 > 1e-3f && d1 > 1e-3f && d2 > 1e-3f) || (d0 < -1e-3f && d1 < -1e-3f && d2 < -1e-3f);
|
|
};
|
|
int overlapping = 0;
|
|
for (float x = lo_x + 0.13f; x < hi_x; x += 0.5f)
|
|
for (float y = lo_y + 0.17f; y < hi_y; y += 0.5f) {
|
|
int covering = 0;
|
|
for (const auto &t : placed)
|
|
covering += inside(t, Vec2f(x, y)) ? 1 : 0;
|
|
overlapping += covering > 1 ? 1 : 0;
|
|
}
|
|
CHECK(overlapping == 0);
|
|
}
|
|
|
|
SECTION("every face shares an edge with another face of the net")
|
|
{
|
|
std::vector<bool> joined(6, false);
|
|
for (size_t i = 0; i < placed.size(); ++i)
|
|
for (size_t j = 0; j < placed.size(); ++j) {
|
|
if (placed_chart[i] == placed_chart[j])
|
|
continue;
|
|
int shared_corners = 0;
|
|
for (const Vec2f &p : placed[i])
|
|
for (const Vec2f &q : placed[j])
|
|
shared_corners += (p - q).norm() < 1e-3f ? 1 : 0;
|
|
if (shared_corners >= 2)
|
|
joined[size_t(placed_chart[i])] = true;
|
|
}
|
|
for (int c = 0; c < 6; ++c)
|
|
CHECK(joined[size_t(c)]);
|
|
}
|
|
}
|
|
|
|
TEST_CASE("Unwrapping a closed cylinder cuts its side until every island is a disk", "[TextureDisplacement]")
|
|
{
|
|
// The side is smooth, so the seam angle alone leaves it as one ring-shaped chart, which cannot be laid flat.
|
|
const indexed_triangle_set cylinder = its_make_cylinder(5., 20., 2. * PI / 36.);
|
|
const PatchUnwrap unwrap = compute_patch_unwrap(cylinder, 30.f, 0.f);
|
|
REQUIRE(unwrap.chart_count >= 4); // two caps and at least two side pieces
|
|
|
|
const std::vector<bool> disks = unwrap_charts_are_disks(unwrap);
|
|
for (int c = 0; c < unwrap.chart_count; ++c)
|
|
CHECK(disks[size_t(c)]);
|
|
}
|
|
|
|
TEST_CASE("A UV edit on one copy of a seam vertex leaves its other copies alone", "[TextureDisplacement]")
|
|
{
|
|
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
|
PatchUnwrap unwrap = compute_patch_unwrap(cube, 30.f, 0.f);
|
|
|
|
// A cube corner has a copy in each of the three faces around it.
|
|
const int edited_copy = 0;
|
|
const int mesh_vertex = unwrap.source_vertex[size_t(edited_copy)];
|
|
std::vector<int> other_copies;
|
|
for (size_t i = 0; i < unwrap.uvs.size(); ++i)
|
|
if (int(i) != edited_copy && unwrap.source_vertex[i] == mesh_vertex)
|
|
other_copies.push_back(int(i));
|
|
REQUIRE_FALSE(other_copies.empty());
|
|
|
|
const std::vector<Vec2f> before = unwrap.uvs;
|
|
const Vec2f target = before[size_t(edited_copy)] + Vec2f(3.f, -2.f);
|
|
const std::vector<bool> edited = apply_lscm_uv_overrides(unwrap, { { lscm_uv_override_key(edited_copy), target } });
|
|
|
|
CHECK_THAT(unwrap.uvs[size_t(edited_copy)].x(), WithinAbs(target.x(), 1e-6));
|
|
CHECK_THAT(unwrap.uvs[size_t(edited_copy)].y(), WithinAbs(target.y(), 1e-6));
|
|
CHECK(edited[size_t(edited_copy)]);
|
|
for (const int i : other_copies) {
|
|
CHECK_THAT(unwrap.uvs[size_t(i)].x(), WithinAbs(before[size_t(i)].x(), 1e-6));
|
|
CHECK_THAT(unwrap.uvs[size_t(i)].y(), WithinAbs(before[size_t(i)].y(), 1e-6));
|
|
CHECK_FALSE(edited[size_t(i)]);
|
|
}
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: moving the model about the plate does not move the texture on it", "[TextureDisplacement]")
|
|
{
|
|
// The bake projects in world millimetres but anchored at the volume's origin, so an instance
|
|
// translated across the plate bakes exactly the relief the same instance bakes at the origin. The
|
|
// classic path keeps the topology, so the comparison is vertex by vertex.
|
|
const indexed_triangle_set cube = subdivide_mesh_uniform(its_make_cube(10.f, 10.f, 10.f), 1.f, 6);
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.image_data = make_checkerboard_png(16, 16);
|
|
layer.tiling_scale = 4.f;
|
|
layer.depth_mm = 0.5f;
|
|
TextureDisplacementFacetsData facets;
|
|
facets[0] = paint_whole_mesh(cube);
|
|
|
|
const indexed_triangle_set at_origin = build_texture_displacement(cube, { layer }, facets, classic_options());
|
|
const indexed_triangle_set moved = build_texture_displacement(cube, { layer }, facets, classic_options(), {}, nullptr,
|
|
Transform3d(Eigen::Translation3d(123.4, -56.7, 0.0)));
|
|
REQUIRE(moved.vertices.size() == at_origin.vertices.size());
|
|
float max_diff = 0.f;
|
|
for (size_t i = 0; i < moved.vertices.size(); ++i)
|
|
max_diff = std::max(max_diff, (moved.vertices[i] - at_origin.vertices[i]).norm());
|
|
CHECK(max_diff < 1e-3f);
|
|
}
|