Files
OrcaSlicer/scripts
SoftFever ba361d9882 Texture displacement (#14662)
## Summary

Adds a new paint-style **Texture Displacement** gizmo that stamps
grayscale
height-map textures onto a model's surface and turns them into real
relief -
engraved or embossed detail - either as a live preview or baked into
actual mesh
geometry.

You paint where a texture applies, stack up to **8 blended texture
layers**
(image-editor semantics: Add / Subtract / Multiply / Divide), choose how
each is
projected onto the surface (Triplanar / Cylindrical / Spherical / LSCM
unwrap /
From-view), and - for the LSCM projection - lay the charts out by hand
in a new
dockable 2D **UV Editor** pane. Coarse models can be **Subdivided** or
**Remeshed** first so there are enough vertices to carry fine detail,
and the
result is committed with **Bake**, restricted to the painted area only.

The tool only ever affects the **painted** region; everything left
unpainted
keeps its original surface, and bake blends the relief seamlessly into
it with no
remeshing or hole-filling at the seam.

---

## User-facing features

- **Paint the affected area** with Brush (circle/sphere), single-Face,
or
Connected-area flood fill; or **Select whole model** - reusing the
existing
`TriangleSelector` / `FacetsAnnotation` painting machinery, one full
mask per
  layer slot.
- **Up to 8 texture layers**, each with its own paint mask, texture, and
  parameters, combined in slot order like image layers.
- **Per-layer controls:** Depth, Tile size, Rotation, Midlevel
(bidirectional
  emboss/engrave), Smoothing, Edge smoothing, Invert, Blend mode, Tile
  (Repeat / Mirrored-repeat / decal), and Projection.
- **Projection methods:** Triplanar (blended, seam-free across sharp
edges),
  Cylindrical, Spherical, **Unwrap (LSCM)** - a real CGAL conformal
  parameterization - and **From view** (slide-projector decals).
- **UV Editor pane** for LSCM layers: move / rotate / scale / snap / cut
/ join
islands, average texel density, Checker and Distortion overlays, manual
mark-
  seam workflow, live model update while dragging.
- **View modes:** Normal (true displaced geometry = what Bake produces),
Fast
(GPU bump-shaded approximation of the active layer), Checker, Distortion
  heatmap, and an independent Wireframe toggle.
- **Mesh prep:** Subdivide (1–5* uniform 1->4 split) with cyan-wireframe
preview,
  and CGAL isotropic **Remesh** to a target edge length.
- **Texture library:** 10 shipped seamless 512×512 grayscale height
maps, plus
import of any PNG/JPG/BMP (converted to an 8-bit grayscale map and
copied into
  the user data dir so app updates can't clobber it).
- **Bake** runs in the background (off the UI thread); the preview is
free to
  explore and only Bake changes the real mesh.

---

## How it works (implementation)

- **Bake is accumulate-then-displace and topology-preserving.** The
output mesh
  has exactly the input's vertices and triangles in the same order; only
displaced vertex positions differ. Each layer is evaluated against the
**base
mesh** and folded per-vertex into a shared accumulator via its blend
mode, then
every touched vertex moves once along its precomputed undisplaced
normal. This
replaced an earlier sequential re-mesh-per-layer design that was the
root cause
of the "second layer never applies" bug and made blend modes impossible.
- **Boundary vertices are pinned.** Any vertex shared with an unpainted
triangle
is never displaced, which is what keeps bakes seamless with zero
remeshing.
- **LSCM unwrap** uses a new `MeshBoolean::cgal::parameterize_lscm()`
built on
CGAL's already-vendored `Surface_mesh_parameterization` package - **no
new
  external dependency**.
- **Fast GPU preview** perturbs the shading normal from the height
gradient
(analytic mm-per-mm slope for triplanar; Mikkelsen's
screen-space-derivative
method for the conformal LSCM path), so apparent depth matches the bake.
- **Background jobs:** preview compute and bake both run off the UI
thread on the
shared job worker (queued, not `replace_job`, so a preview never cancels
an
  in-flight bake); a generation counter discards stale results.
- **UV Editor** shares the app's single real `wxGLContext` and reuses
the
registered `flat`/`flat_texture` shaders; island drags update one affine
matrix
  per island rather than re-uploading geometry.


---


## Backward compatibility & constraints

- **Feature is fully gated behind the new gizmo** - it adds no new
default
behavior and does not touch existing slicing, profiles, or defaults.
Models
  that never open the tool are unaffected.
- **Cross-platform** - pure `libslic3r` / `libslic3r_gui` /
`libslic3r_cgal`
code; no new dependency and no `deps/` rebuild. (Built and tested on
Windows;
  no platform-specific APIs introduced.)
- **`.3mf` compatibility:** **baked** relief round-trips fine, since it
becomes
ordinary mesh geometry via the existing serialization path. **Unbaked**
paint
masks and layer definitions are **not yet serialized** - see
Limitations. No
  existing project data is affected.

---

## Testing

Unit tests in `tests/libslic3r/test_texture_displacement.cpp` - **run
and
passing** (7 cases, 116 assertions). Coverage:

- `decode_height_texture` round-trip
- Empty-layer no-op
- Full-cube uniform displacement
- Boundary-vertex pinning on a hand-built fan mesh
- Regression: a **second layer over the same area actually contributes**
(the
  bug the bake rewrite fixed)
- Table-driven check of all four blend modes
- The lowest painted layer ignoring its blend mode

`BUILD_TESTS` is `OFF` in the checked-in cache; enable to run:

```bash
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
```

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