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OrcaSlicer/src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.cpp
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#include "TextureDisplacementPreviewJob.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
#include <cstdint>
#include <memory>
#include <atomic>
#include <functional>
#include <utility>
#include "libslic3r/TextureDisplacement.hpp"
#include <exception>
namespace Slic3r::GUI {
TextureDisplacementPreviewJob::TextureDisplacementPreviewJob(TextureDisplacementPreviewInput &&input, uint64_t generation,
std::shared_ptr<const std::atomic<uint64_t>> current_generation,
std::function<void(TextureDisplacementPreviewResult, uint64_t)> on_finished)
: m_input(std::move(input)), m_generation(generation), m_current_generation(std::move(current_generation)),
m_on_finished(std::move(on_finished))
{
}
void TextureDisplacementPreviewJob::process(Ctl &ctl)
{
// No ctl.update_status() anywhere in here on purpose - see the class comment. A preview is
// invisible bookkeeping; the only thing on screen should be the preview itself.
// Only ever touches m_input (captured by value before this job was queued) and local state -
// never the live Model - so this is safe to run concurrently with the UI thread.
TextureColorRequest color_request;
TextureColorRequest *color = nullptr;
if (!m_input.color.empty()) {
color_request.quantize = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette);
if (!m_input.color.palette_pure.empty())
color_request.quantize_pure = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette_pure);
color_request.despeckle_passes = m_input.color.despeckle_passes;
color_request.out_triangle = &m_result.triangle_color;
if (color_request.quantize)
color = &color_request;
}
m_result.mesh = build_texture_displacement(m_input.base_mesh, m_input.layers, m_input.facets_data,
m_input.options,
[this, &ctl](int) {
// Bail the moment this preview stops being the current
// one; build_texture_displacement() then returns an
// empty mesh and finalize() drops it.
return !ctl.was_canceled() &&
(!m_current_generation ||
m_current_generation->load() == m_generation);
},
color, m_input.volume_to_world);
}
void TextureDisplacementPreviewJob::finalize(bool canceled, std::exception_ptr &eptr)
{
if (!m_on_finished)
return;
// The handler must run on *every* outcome, cancellation included, because the caller uses it to
// clear its "a job is in flight" latch. Returning early on `canceled` - which is what a cancel_all()
// from Plater (project load/close, app exit) delivers - left that latch stuck true and no preview
// was ever queued again for the rest of the session. An empty result is the caller's signal that
// nothing usable came back; it already handles that.
if (canceled || eptr)
m_on_finished(TextureDisplacementPreviewResult{}, m_generation);
else
m_on_finished(std::move(m_result), m_generation);
}
} // namespace Slic3r::GUI