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# Texture Displacement - Technical Notes
Branch: `feature/texture_displacement`. This document is a knowledge dump of the whole feature as
it stands: architecture, file map, algorithms, known bugs found and fixed (with root causes worth
remembering), and what's still deferred. Written so a fresh session (or a fresh pair of eyes) can
pick this up without re-deriving everything from scratch.
## What it does
A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you:
- Paint one or more "layers" onto a model's surface, each a height-map texture with its own
depth/tiling/rotation/offset/invert/tile-mode/projection-mode/blend-mode.
- Pick a texture from a shipped library (`resources/textures/displacement/`) or import your own
(saved into `<data_dir>/textures/displacement/`, kept separate so app updates can't clobber it).
- Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide).
- Preview the true displaced result live, before baking (background job, not on the UI thread).
- Optionally preview via a fast GPU bump-map shader instead (no real geometry movement, just
shading) for a lighter-weight alternative.
- Bake into real mesh geometry on demand, restricted to the painted area only.
- Subdivide a low-poly model first so there are enough vertices to show fine detail.
- Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated,
dockable 2D "UV Editor" pane.
## Architecture
### Data model (per `ModelVolume`)
Each of up to `TEXTURE_DISPLACEMENT_MAX_LAYERS` (8) layers gets its **own independent
`FacetsAnnotation`** paint mask - the exact same `TriangleSelector`/`FacetsAnnotation` machinery
every other paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance
per layer slot instead of one per volume. This is what makes "layered/blended" painting work for
free: the same triangle can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and
at bake/preview time each layer displaces the surface left by the previous one (image-editor-layer
semantics).
### Bake algorithm (`libslic3r/TextureDisplacement.cpp`)
`build_texture_displacement(base_mesh, layers, facets_data)` is **accumulate-then-displace, and
topology-preserving**: the returned mesh has exactly the input's vertices and triangles, in the same
order - only the positions of displaced vertices differ.
1. `its_compactify_vertices()` on a copy of the input. In practice a no-op (it only drops
*unreferenced* vertices, and preserves the order and indices of the rest). It is there to
guarantee the index alignment step 3 depends on.
2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both
projects and displaces along these, so a vertex covered by several layers moves along one single
well-defined direction.
3. For each layer in slot order: deserialize its stored paint mask into a `TriangleSelector` against
the **base mesh** (never against a previous layer's output), then
`selector.get_facets_strict(ENFORCER)` → the painted patch. Two facts are exploited:
- `get_facets_strict()` returns the mesh's **entire** referenced vertex array regardless of which
state was asked for - only `.indices` is filtered by state. So `get_facets_strict(ENFORCER)`
and `get_facets_strict(NONE)` share identical vertex indexing, which is what lets boundary
detection be a plain index check instead of a position-hash lookup.
- The selector's vertex array *starts with* the mesh's own vertices (extra ones created where a
brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the
referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**.
Split vertices live past the end of our array and are simply skipped - they sit on the paint
boundary anyway (splitting only happens at partial coverage), so they would be pinned regardless.
4. A vertex used by at least one **unpainted** triangle is a boundary vertex - pinned, never
displaced (its final position is ambiguous, it belongs to both regions). Only vertices used
exclusively by painted triangles get displaced. This is what keeps bakes seamless with zero
remeshing/hole-filling at the seam.
5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods)
and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's
`TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once**
per vertex, no matter how many of the patch's triangles share it - otherwise a Multiply/Subtract
layer would apply two or three times over depending on local triangle fan-out.
6. Finally, move each touched vertex along its (step 2) normal by its accumulated total.
### Blend modes
`TextureBlendMode` {Add, Subtract, Multiply, Divide}, per layer, applied per vertex against the
total accumulated by the layers **below** it (lower slots). The quantity blended is a signed
displacement in **mm**, not a pixel value.
Add/Subtract are self-explanatory. Multiply/Divide are *scaling* operations and so need a unit
convention: they treat the layer's own value as a **factor relative to 1 mm**. That makes `depth_mm`
a gain, and - the property that makes a Multiply layer usable as a mask - a layer with depth 1 mm
sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged.
Divide floors its divisor's magnitude at 0.05 - a black texel samples to *exactly* zero, so the
divisor really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands
of mm away and poison the mesh's bounding box (and every plate/print-volume check downstream). The
floor doubles as a cap on how far Divide can amplify the relief beneath it: at most 20×.
The **lowest painted layer ignores its blend mode**: it has nothing beneath it, and Multiply/Divide
against an implicit zero base would annihilate (or blow up) it. Enforced in `build_texture_
displacement()` (the first layer to reach a given vertex always folds in additively) and surfaced in
the UI, which labels that layer "Base layer" instead of offering a control that silently does nothing.
### Projection methods
Four choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()`
(scale by `1/tiling_scale`, rotate by `rotation_deg`, add `offset`). They are dispatched by
`sample_layer_height()`, which returns a **height**, not a UV - because Triplanar takes three
texture samples per vertex and so has no single UV that represents it.
- **Triplanar** (default) - samples the texture on all three world planes (`(y,z)`, `(x,z)`, `(x,y)`)
and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4).
This is the fix for a real, user-reported bug. The previous version *hard-picked* the single axis
most aligned with the normal, which is discontinuous wherever that dominant axis flips: on a +X
face the planar coordinate is `(y, z)`, on a Y face it is `(x, z)`, so at the shared edge `u`
jumps from `y_edge` to `x_edge`. On a box centred near the origin those two happen to **agree** at
the (+,+) and (,) corners and **differ by the full corner width** at the (+,) and (,+) corners
- which is exactly the "two bad corners, two good ones" symmetry that was observed. A weighted
blend is continuous across the transition by construction, since the weight of the axis being left
behind falls smoothly to zero. (Note this removes the hard *seam*; some cross-fade blurring in the
band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap around a box
needs a real unwrap - that is what the LSCM mode is for.)
- **Cylindrical** - wraps around an axis through the patch centroid, axis auto-picked as the world
axis *least* aligned with the average normal (perpendicular to the outward radial normal, as a
cylinder's own axis would be). `u = angle * local_radius` (arc length in mm), `v = distance along
axis`. Approximation, not an exact fit for arbitrary geometry.
- **Spherical** - longitude/latitude around the centroid, scaled by local radius. Same caveat.
- **LSCM** - real UV unwrap via `MeshBoolean::cgal::parameterize_lscm()` (CGAL's
`Surface_mesh_parameterization` package, LSCM algorithm). Computed **once per patch** (not
per-vertex like the others - it's a single global least-squares solve), then each vertex looks up
its precomputed UV. Requires the patch to be a single topological disk (one connected component,
one boundary loop) - `compute_lscm_uvs()` returns empty and the layer silently falls back to
Triplanar if not (e.g. multiple disconnected painted islands, or a fully closed patch).
CGAL's parameterizer needs a mesh with no isolated/unreferenced vertices, but `get_facets_strict()`
returns the *whole* mesh's vertex array - so there's a compaction step
(`compact_patch_with_map()`) that builds a clean sub-mesh + an index map back to the original
(uncompacted) vertex numbering, purely local to this file.
- **ViewProjected** ("From view") - a flat projection along a fixed direction captured from the 3D
camera, like a slide projector. `capture_view_projection()` takes the camera's right/up axes,
transforms them into the volume's *local* frame (so the projection rides along if the part is later
moved), and stores them as `TextureDisplacementLayer::view_project_right/up` (unit vectors, so the
projected coordinate stays in mm and `tiling_scale` keeps meaning mm). `sample_layer_height()`
projects `Vec2f(dot(pos, right), dot(pos, up))`. Single-valued per point, so - like LSCM but unlike
blended Triplanar - the fast preview and UV-check overlay precompute it per vertex
(`compute_layer_vertex_uvs()`) and drive the shader's `use_vertex_uv` path. Faces angled away from
the projector smear; that is inherent to view projection, not a bug.
Two companions to this mode:
- **Projection frame overlay** (`TextureProjectorFrame`, see below) - a semi-transparent window
dragged over the 3D view whose border becomes the projection's edge. Applying it stores an exact
**projective** map in `view_project_matrix`, which supersedes the affine `right`/`up` axes above
for that layer (`view_project_projective`).
- **"Project only on visible"** (`select_visible_faces()`) - repaints the layer with exactly the
facets the camera can see, so the projected area matches the viewpoint the projector was captured
from. Two tests: a facing test (normal vs. view direction, per triangle - under perspective the
view direction varies across the model, so it is taken from the eye to each centroid), then
`MeshRaycaster::get_unobscured_idxs()` on the survivors to drop facets hidden behind other
geometry, so a concave part's far inner wall is correctly excluded. One ray query per front-facing
facet, hence click-driven (on the checkbox and on each "Capture current view"), never per frame.
It **replaces** the layer's paint rather than adding to it - "project onto what I can see" would
otherwise accumulate every angle the user had ever looked from.
### Manual seams and island cutting
`TextureDisplacementLayer::lscm_seam_edges` - undirected mesh-vertex-index edge pairs the unwrap is
forced to cut along, on top of the dihedral-angle seams. `segment_into_charts()` takes a set of these
(translated from mesh → compacted-patch numbering inside `compute_patch_unwrap()`) and refuses to
union two triangles across a marked edge whatever their angle. Both the unwrap cache key and the
gizmo's `UVEditorState` include the seam list, so marking a seam (which leaves the paint mask
untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-space and so dropped on
any topology change.
Two ways to write to it:
- **Mark seam (manual, #9)** - a "Mark seams" click mode (`m_seam_edit_mode`) that suppresses
painting. A click raycasts the volume (`m_c->raycaster()->raycasters()[idx]->unproject_on_mesh()`,
`idx` = the volume's slot among model-part volumes), finds the facet's edge nearest the hit point,
and toggles it. Marked edges render as a red overlay (`render_seam_overlay()`), pulled toward the
camera so they read on top. This is the Blender mark-seam workflow.
- **Cut island (auto, #17)** - `cut_island()` takes the selected chart's triangles (back-mapped from
the unwrap via `source_vertex`), finds their 3D bounding box, and marks every edge that straddles
the mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its
narrow waist - the "islands might be very long" case. Exposed as the UV pane's **Cut** button.
### UV-check overlays (checker / distortion)
`resources/shaders/{110,140}/texture_displacement_uvcheck.{vs,fs}`, one shader with a `mode` uniform,
drawn over the painted patch (`rebuild_uvcheck_mesh()`/`render_uvcheck_mesh()`, P3N3T2: `normal.x` =
distortion, `tex_coord` = uv), pulled forward with a polygon offset. **Checker** (#13) samples a
procedural checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar
otherwise) - squares that stay square mean low distortion. **Distortion** (#14) colours each triangle
blue→green→red by `log2(uv_area / surface_area)` centred on the patch's *median* stretch (so a
globally-scaled unwrap reads as uniformly ideal and only relative stretch shows), averaged to
vertices. A separate **Show mesh wireframe** toggle (#8) draws the whole volume's triangle edges,
rebuilt only when the vertex count changes (not per stroke).
### Tiling
`DecodedHeightTexture::sample(uv, tile_enabled, tile_method)`. Two tile methods when enabled
(Repeat, MirroredRepeat). **When `tile_enabled` is false, sampling outside `[0,1)` returns `0`
directly** - clamping the *coordinate* into range (what an earlier version did) instead smears the
border row/column of pixels outward to infinity in every direction, which is a real bug that was
reported and fixed (visually: streaky lines radiating out from the painted patch).
### Subdivision (`subdivide_mesh_uniform()`)
Deliberately **whole-mesh and uniform**, not limited to the painted patch. A patch-only /
adaptive subdivision would create a classic T-junction/cracking problem where the denser
(subdivided) and sparser (untouched) regions meet - the fine side has edge midpoints the coarse
side doesn't know about, producing a real (non-manifold-looking) crack in the baked geometry. This
was consciously scoped down from the original plan's "adaptive per-patch subdivider" idea to avoid
that correctness risk (a subtly-cracked mesh is a much worse outcome than "not implemented yet").
Algorithm: recursive 1-to-4 triangle split via edge midpoints, with a shared per-pass midpoint cache
(keyed by sorted vertex-index pair) so triangles sharing an edge get the *same* new vertex - capped
at `max_iterations` (default 6) passes to bound worst-case triangle-count explosion.
Wired as a "Subdivide steps" slider (**05**, where 0 means no subdivision and previews nothing) plus
Preview/Apply/Done in the gizmo panel. **Apply snaps the slider back to 0**. A real, committed geometry change (like
Bake), using the same `save_painting()`/`set_mesh()`/`restore_painting()` dance `GLGizmoSimplify`
uses: supported/seam/mmu/fuzzy-skin masks get remapped onto the new triangles, texture-displacement
paint does not (no remap support yet) and is dropped rather than left pointing at now-meaningless
triangle indices.
### Fast bump preview (GPU-only, no CPU meshing)
`resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}`, registered as
`"texture_displacement_bump"`. Perturbs the *shading* normal from the height texture's local
gradient instead of moving geometry - active-layer-only, toggled via a "Fast preview (normal map)"
checkbox. Vertex format is `GLModel::Geometry::EVertexLayout::P3N3T2`: `normal.x` carries the
per-vertex paint weight (0/1) and `tex_coord` carries a precomputed texture UV, so it can use
`GLModel` normally instead of needing a hand-rolled VBO/VAO manager. Weight buffer is
rebuilt at the same cadence as the true-displacement preview (stroke-end/slider-release), using the
**live** `TriangleSelector` state (not the flushed model facets), so it doesn't lag by a full model
round-trip.
The perturbed normal is the analytic one for a height field `H = ±depth_mm · h(uv)` displaced along
`N` over any orthonormal surface tangent pair `T`/`B`:
N' = normalize(N (dH/da)·T (dH/db)·B), a = dot(p,T), b = dot(p,B)
The two slopes have to be genuine **mm-per-mm** derivatives for the preview's apparent depth to
match the bake's - see bug #13.
**Two projection paths (`use_vertex_uv` uniform):**
- **Triplanar (`use_vertex_uv = 0`)** - `uv` and the `T`/`B` axes are both derived in-shader from
the dominant normal component, mirroring `project_planar()`/`apply_uv_transform()`, and the slope is
formed analytically. `T`/`B` are the projection's axis-aligned pair, exact only when the face is
axis-aligned; the shader drops the along-normal component to keep the gradient in the surface. Here
one `uv` unit is exactly `tiling_scale` mm, so the `1/tiling_scale` gradient factor is right.
- **Precomputed UV (`use_vertex_uv = 1`, used for LSCM)** - `uv` comes per-vertex from the CPU
(`compute_lscm_uvs(patch, layer)`, so island placement + tiling/rotation/offset are already folded
in), and the perturbed normal is built with **Mikkelsen's method** ("Bump Mapping Unparametrized
Surfaces on the GPU"): the surface gradient taken directly from the screen-space derivatives of the
*sampled height* and position. **This makes no uv→mm scale assumption**, which is essential -
the first cut used the same global `1/tiling_scale` factor as triplanar and the depth came out
visibly wrong, because an LSCM map is **conformal, not isometric**: it is globally area-scaled but
the *local* mm-per-uv varies across the chart. `dFdx(h)` captures the true on-screen rate of change
however the chart is stretched. **This path is also what makes the fast preview follow the UV
editor: move an island and its uv - hence its bump - moves with it** (the bump mesh rebuilds on
drag-end, since `on_island_edited(finished)``rebuild_preview()``rebuild_bump_preview_mesh()`).
The branch is uniform (`use_vertex_uv` is a uniform) and the paint weight gates by multiply, so the
texture derivatives stay well defined. A triangle straddling a seam has a discontinuous uv → the
`det≈0` guard skips it (a localised preview-only artifact, never in the bake).
Remaining deliberate approximation: the GPU sampler's wrap mode stands in for
`tile_enabled`/`tile_method`, so with tiling *off* the GPU repeats where the CPU returns 0 outside
`[0,1)`.
### On-canvas "Adjust Texture" gizmo
A per-active-layer toggle ("Adjust placement (drag on model)") that disables painting and shows a
flat pan panel (free 2D drag on both axes) plus two arrows along the patch's own U/V axes
(constrained single-axis drag). Anchored to the painted patch's centroid/average-normal
(`compute_layer_paint_anchor()`). Hit-testing is screen-space distance/point-to-segment (not real
3D ray intersection against the handle geometry) - simple and good enough at this handle size.
### Projection frame overlay (ViewProjected)
`src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` - a semi-transparent, resizable `wxFrame` the user
drags **over the 3D view**, like a slide projector's gate. Whatever the model shows through it is what
the texture is projected onto, and the window's border becomes the hard edge of the displacement.
Press **Apply projection frame** and the gizmo reads the window's rectangle and commits it.
The window is deliberately **dumb**: it owns no placement state and reports nothing continuously. Its
position and size *are* the placement, read on demand at Apply - which is also when the expensive
visible-facet raycast runs. So dragging it is free and nothing recomputes until asked.
Plain 2D (`wxPaintDC`), not a `wxGLCanvas`: a second GL canvas would have to share the app's one real
`wxGLContext`, the cause of bugs #10 and #14 below. It only ever draws a bitmap and a border.
**The projective mapping (`apply_projection_frame()`)**. The frame defines a
**screen-space** rectangle, but the bake samples from a **local-space** position, so the two have to be
reconciled. `view_project_right/up` can only express an *affine* projection - exact under an
orthographic camera, but wrong under perspective, where the near end of a part projects larger than the
far end and no pair of axes reproduces that. So the layer instead stores a full projective map
(`view_project_matrix`, row-major 3×4, `uv = (row0·p̃/row2·p̃, row1·p̃/row2·p̃)`), built like this:
- `K = projection · view · (instance · volume)`, i.e. local → clip, the same product the renderer uses.
Note `Camera::get_projection_matrix()` is typed `Transform3d` (nominally affine) but its perspective
form explicitly writes a `(0, 0, 1, 0)` bottom row into the underlying 4×4, so `clip.w = z_eye` is
genuinely carried. The build therefore multiplies **`.matrix()` products** (plain `Matrix4d`), never
`Transform3d` products, which would not compose that row correctly.
- Window coordinates follow `igl::project`'s convention (as `CameraUtils::project` does), with y
measured downward. Writing `uv = (win rect_origin) / rect_size` makes u and v affine in
`ndc = clip.xyz / clip.w`; multiplying through by `clip.w` leaves a plain linear combination of `K`'s
rows, which is exactly the 3×4 matrix - the perspective divide survives intact.
- `w > 0` is checked rather than divided blindly. A point behind the projector has `w < 0` and divides
to a plausible-looking but **mirrored** uv - the classic way a projected decal reappears on the back
of a model. `project_uv_projective()` returns false there and the caller treats it as no height.
The map already includes placement, so `apply_uv_transform()` is **not** applied on top of it - the
window's own position and size are the placement, and the tiling/rotation/offset sliders would shove
the result off the frame the user just aligned. A "Clear" button drops back to the affine path where
those controls mean something again.
Apply also sets `tile_enabled = false`, so `DecodedHeightTexture::sample()` returns 0 outside `[0,1)`
and the border is a hard edge rather than the first seam of an endless repeat, and repaints the layer
via `select_visible_faces(&matrix)` - the frame's uv square clips the selection, which both matches the
paint to the border and keeps the ray queries proportional to the framed area instead of the model.
Owned by the gizmo and **destroyed** (not just hidden) in `on_shutdown()`. Closing it only hides it, so
reopening keeps it where it was left.
### UV Editor pane
`UVEditorCanvas` (`src/slic3r/GUI/UVEditorCanvas.hpp/.cpp`) - a standalone `wxGLCanvas` rendering the
flattened LSCM islands (per-island wireframe + outline + fill) over the height texture (background
quad tiled across the whole unwrap), with mouse pan/zoom. It is wrapped in a **`UVEditorPanel`**
(same file) that adds a button row (Frame / Snap / Average scale) and a status line
along the bottom naming the current gesture and the shortcuts in play. The *panel* is what is
registered as a `wxAuiPaneInfo` pane on `Plater`'s `m_aui_mgr`; `Plater::show_uv_editor(bool)`
shows/hides it (deferred via `CallAfter`, since the gizmo calls it mid-3D-frame), and
`get_uv_editor_canvas()` returns the inner canvas the gizmo talks to.
Deliberately **shares the app's one real `wxGLContext`** (`wxGetApp().init_glcontext(*this)`, the
same call `View3D`/`Preview`/`AssembleView` make) rather than creating an independent context like
`SkipPartCanvas` does elsewhere in this codebase - this is what lets it reuse the already-registered
`"flat"`/`"flat_texture"` shaders and `GLModel` as-is, instead of needing its own shader
compilation/VBO management.
**Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates**, one `GLModel` set per
island; each island is then drawn through its own 2x3 affine (`island_transform_matrix()` composed
with the layer's tiling/rotation/offset) passed as the `flat` shader's `view_model_matrix`. A
drag updates one matrix per island and touches no vertex
buffer - `on_island_edited(!finished)` calls only `set_island_transforms()`, and the full
`set_islands()` rebuild happens solely when the unwrap itself changes (`unwrap_changed` in
`update_uv_editor()`).
**Gestures** (canvas-owned, reported to the gizmo as incremental deltas via `IslandEditFn`): left-drag
= move, right-drag or **R** = rotate (hold **Shift** to snap to 15° steps - quantised on the
*cumulative* rotation, not each delta, so it doesn't judder, and accumulated incrementally so it
survives crossing ±180°), **S** = scale (R/S modal, click/Enter to confirm, Esc to cancel), wheel =
zoom about the cursor, middle-drag = pan, **Home**/**F** = frame all. Scale writes
`TextureIsland::scale`; "Average scale" (`average_island_scales()`) sets every island to the mean, so
one island scaled by hand can be matched back to its neighbours' texel density. **Snap** (canvas-owned
`m_snap_enabled`, toggled from the toolbar) sticks a dragged island's nearest boundary vertex onto a
neighbouring island's at drag-*end* only - a magnet that re-applies mid-drag is very hard to pull out
of. Toolbar commands the canvas can't service itself (Average scale) are forwarded to the gizmo via
`CommandFn`; view-only ones (Frame, Snap) it handles directly.
## Known limitations / deferred work
- **No `.3mf` serialization** for texture-displacement paint data or texture assets. A background
agent attempted this in an earlier session, hit its own usage limit mid-edit, and left
`bbs_3mf.cpp` with an undefined forward-declared function; that partial edit was reverted rather
than shipped broken. Practical impact: **baked** geometry round-trips fine (it's just an ordinary
part of the mesh via the existing mesh serialization path) - what does *not* survive a project
save/reload is any *unbaked* paint stroke and texture layer definition.
- **No remap-across-topology-change** for texture-displacement paint (`ModelObject::split()`, mesh
boolean ops, Simplify, and now `subdivide_mesh_uniform()` all drop it via `reset_extra_facets()`).
The other four paint channels (supported/seam/mmu/fuzzy) do get remapped in these cases.
- **Cylindrical/Spherical axis/center are auto-picked heuristically**, not user-controllable - no
UI to override the auto-detected wrap axis if it picks the "wrong" one for an odd shape.
- **Fast preview covers the active layer only**
- **Displacement resolution is capped by the mesh's own vertex density.** Baking only ever *moves*
existing vertices (it never inserts any), so a coarse patch cannot show fine texture detail no
matter how high-resolution the height map is - that is what the "Subdivide model" button is for.
Since the rewrite the bake is topology-preserving, so this is now a hard, explicit property rather
than something partly papered over by the old per-layer re-meshing.
## File map
**libslic3r (core, no GUI dependency):**
- `src/libslic3r/TextureDisplacement.hpp/.cpp` - data model, bake algorithm, projection methods,
tiling, subdivision. See doc comments throughout, they're kept accurate and up to date.
- `src/libslic3r/MeshBoolean.hpp/.cpp` - added `parameterize_lscm()` and `remesh_isotropic()`
in the `cgal` sub-namespace,
reusing the existing `CGALMesh`/`_EpicMesh`/conversion-helper infrastructure already there for
mesh boolean ops. New CGAL includes: `Polygon_mesh_processing/border.h`,
`Polygon_mesh_processing/connected_components.h`, `Surface_mesh_parameterization/{Error_code,
LSCM_parameterizer_3, parameterize}.h`. No new dependency - CGAL 5.6.3 is already vendored and
the `Surface_mesh_parameterization` package headers were already present, just unused before now.
- `src/libslic3r/Model.hpp/.cpp` - the 8 named `FacetsAnnotation` fields + accessor,
`texture_displacement_layers`, and all the mirrored touch points (see Data model above).
**GUI:**
- `src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp` - the gizmo. Panel controls: dock/
undock toggle, brush/face/connected-area selection mode + "select whole model" button, per-layer
texture picker + depth/tiling/rotation/invert/tile-mode/projection-mode/blend-mode controls,
"Adjust placement" toggle (on-canvas gizmo), "Fast preview (normal map)" toggle, "Subdivide model"
button, Add layer/Erase all/Bake.
- `src/slic3r/GUI/TextureLibrary.hpp/.cpp` - scans the shipped + user texture folders, imports an
arbitrary image into the user folder (converting it to the 8-bit grayscale PNG libslic3r decodes),
and loads a library file's bytes for a layer. The image→grayscale-PNG conversion lives here, on the
GUI side, because libslic3r has no image toolkit; both the import path and the "pick a shipped
texture" path go through the same one function.
- `resources/textures/displacement/*.png` - the 10 shipped height maps (Bricks, Grid, Hexagons,
Knurl, Noise, Quilt, Studs, Waves, Weave, Wood Grain). All 512×512 8-bit grayscale and **seamless**
(each is periodic over the full image in both axes, so tiling shows no seam). Generated
procedurally; the whole `resources/` tree is installed recursively by CMake, so a new folder under
it ships with no build-system change.
- `src/slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp/.cpp` - background bake commit.
- `src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.hpp/.cpp` - background preview compute
(mirrors the bake job's shape but commits nothing to the Model).
- `src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` - the semi-transparent projection-frame overlay for
ViewProjected layers (plain 2D `wxPaintDC`, no GL context - see its section above).
- `src/slic3r/GUI/UVEditorCanvas.hpp/.cpp` - the 2D UV unwrap viewer widget.
- `src/slic3r/GUI/Plater.hpp/.cpp` - `uv_editor_canvas` member, AUI pane registration,
`get_uv_editor_canvas()`/`show_uv_editor()`.
- `src/slic3r/GUI/GLShadersManager.cpp` - registers `"texture_displacement_bump"`.
- `resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}` - the bump-preview shader.
- `src/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp` - `PainterGizmoType::TEXTURE_DISPLACEMENT`.
- `src/slic3r/GUI/Gizmos/GLGizmosManager.hpp/.cpp` - `EType::TextureDisplacement` registration.
- `src/slic3r/GUI/ImGuiWrapper.cpp` - the light-mode checkmark-color fix
**Tests:** `tests/libslic3r/test_texture_displacement.cpp` - **run and passing** (7 cases, 116
assertions). Covers `decode_height_texture` round-trip, empty-layer no-op, full-cube uniform
displacement, boundary-vertex pinning on a hand-built fan mesh, and - added with the bake rewrite -
a regression test that a **second layer over the same area actually contributes**,
a table-driven check of all four blend modes, and that the lowest layer ignores its
blend mode. `BUILD_TESTS` is `OFF` in the checked-in build cache; flip it on to run them:
cmake -S . -B build -DBUILD_TESTS=ON
cmake --build build --config Release --target libslic3r_tests -- -m
./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand