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Author SHA1 Message Date
ExPikaPaka
00f778e863 Merge branch 'feature/texture_displacement' of https://github.com/OrcaSlicer/OrcaSlicer into feature/texture_displacement 2026-07-21 14:24:39 +02:00
ExPikaPaka
dc1e8b6dc3 Rename reserved GLSL word on AMD GPU 2026-07-21 14:07:51 +02:00
SoftFever
753054974b Merge branch 'main' into feature/texture_displacement 2026-07-21 19:50:35 +08:00
ExPikaPaka
eacc236ccb Fix typo again 2026-07-21 12:53:00 +02:00
Ian Chua
355a21626e fix: deep_diff typo (#14879)
# Description

Typo introduced a regression failure. Fixes failing tests.

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2026-07-21 18:22:34 +08:00
ExPikaPaka
345369e005 Fix typo after cleanup 2026-07-21 11:28:51 +02:00
ExPikaPaka
18c5d31fb2 Merge branch 'feature/texture_displacement' of https://github.com/OrcaSlicer/OrcaSlicer into feature/texture_displacement 2026-07-21 10:12:16 +02:00
ExPikaPaka
61d2d4355a Cleanup 2026-07-21 10:12:09 +02:00
ExPikaPaka
ab023f3f6d Add texture projection frame overlay, fix remeshing and subdivision 2026-07-21 09:44:25 +02:00
Ian Chua
8de1ff37bd fix: deep_diff typo 2026-07-21 14:52:02 +08:00
Ian Chua
8b93cc5df3 prune stale plugin capability overrides (#14862)
* prune stale plugin capability overrides

* fix: configure button still shows (n) modified configs after removing

* fix: add slicing_pipeline_plugin to deep_diff
2026-07-21 12:55:44 +08:00
Ian Bassi
b073aa4d23 Merge branch 'main' into feature/texture_displacement 2026-07-17 09:07:31 -03:00
ExPikaPaka
8247514ae2 Fix cmake config 2026-07-17 09:04:39 +02:00
ExPikaPaka
00f55639d3 Add new icons 2026-07-16 08:52:15 +02:00
ExPikaPaka
68d754d946 Add texture displacement documentation 2026-07-16 08:43:35 +02:00
ExPikaPaka
dc5a48bdfd Add texture displacement toolbar icon and textures 2026-07-16 08:43:27 +02:00
ExPikaPaka
05083bb6ab Add texture displacement gizmo and UV editor 2026-07-16 08:43:21 +02:00
ExPikaPaka
a393b21642 Add texture displacement bump and UV-check shaders 2026-07-16 08:43:08 +02:00
ExPikaPaka
a7c8dcc58d Add texture displacement baking, LSCM unwrap and remesh core 2026-07-16 08:42:55 +02:00
ExPikaPaka
3514249197 Removed files that were accidently added 2026-07-09 08:40:37 +02:00
ExPikaPaka
7f2598d0d6 POC 2026-07-08 08:50:47 +02:00
76 changed files with 15396 additions and 21 deletions

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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

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# Texture Displacement — Feature & Controls Guide
Texture Displacement is a paint-style gizmo that stamps 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 the texture applies, stack multiple textures as blended
layers, choose how each is projected onto the surface, and (for the unwrap projection) lay the result
out by hand in a dedicated 2D **UV Editor** pane.
This document describes every feature and control. For the internal architecture and algorithms, see
`TEXTURE_DISPLACEMENT.md`.
---
## Table of contents
1. [Quick start](#quick-start)
2. [Entering the tool](#entering-the-tool)
3. [Selection modes](#selection-modes)
4. [View modes](#view-modes)
5. [Auto update](#auto-update)
6. [Texture layers](#texture-layers)
7. [Per-layer settings](#per-layer-settings)
8. [Projection methods](#projection-methods)
9. [The UV Editor](#the-uv-editor)
10. [Seams](#seams)
11. [Adjust placement (on-model)](#adjust-placement-on-model)
12. [Preparing the mesh: Subdivide & Remesh](#preparing-the-mesh-subdivide--remesh)
13. [Baking & resetting](#baking--resetting)
14. [Controls reference](#controls-reference)
15. [Tips & limitations](#tips--limitations)
---
## Quick start
1. Select an object and open the **Texture displacement** gizmo from the left toolbar.
2. A texture layer is added automatically. Pick a texture from the layer's picker, or import your own.
3. **Paint** the area you want the texture to affect (or press **Select whole model**).
4. The relief appears live on the model. Tune **Depth**, **Tile size**, **Rotation**, etc.
5. If the model is low-poly, use **Subdivide** or **Remesh** so there are enough vertices for detail.
6. Press **Bake** to convert the preview into real geometry, or leave it as a live preview.
> The tool only ever affects the **painted** area. Everything you don't paint keeps its original
> surface, and bake blends the relief seamlessly into it.
---
## Entering the tool
The gizmo lives on the left gizmo toolbar (icon: `toolbar_texture_displacement.svg`). Its settings
panel opens beside the toolbar. You can **Dock panel / Undock panel** (top of the panel) to pin it or
float it freely over the 3D view, and **Close** at the bottom exits the gizmo.
When you first open the tool on a never-textured object it starts with **one texture layer already
added**, so you can paint straight away.
---
## Selection modes
Choose *how* you paint. All three write into the **active layer's** mask.
| Mode | What it does |
|------|--------------|
| **Brush** | Free-hand painting with a round brush. Shows a **Brush size** slider and a **Circle / Sphere** choice (circle = surface disc, sphere = 3D ball that also paints around curves). |
| **Face** | Click a single triangle to paint it. |
| **Connected area** | Click to flood-fill a region; the **Angle threshold** slider limits how far the fill spreads across changes in surface angle. |
- **Select whole model** — marks the entire model as painted for the active layer, instead of
brushing it by hand.
---
## View modes
A row of icon buttons labelled **View** controls how the painted area is shown. The first four are a
radio group; **Wireframe** is an independent toggle. Hover any icon for its tooltip.
| View | Meaning |
|------|---------|
| **Normal** | The true displaced geometry — exactly what **Bake** produces. Rebuilt in the background. |
| **Fast** | A GPU bump-shaded approximation of the *active layer only*. No real geometry movement — quick to update, not exact. Best while tuning or dragging islands. |
| **Checker** | A test grid painted over the unwrap so you can see stretching (squares stay square where the map isn't distorted). |
| **Distortion** | A blue→green→red heatmap of how much each area is compressed or stretched in UV space. Needs the **Unwrap (LSCM)** projection. |
| **Wireframe** | Overlays the mesh edges (white). Independent of the view above; in **Normal** view it sits on the displaced surface. |
---
## Auto update
**Auto update** (on by default) rebuilds the true displaced geometry as soon as *anything* changes —
painting, swapping textures, moving sliders. Turn it off on very heavy models to only rebuild when you
release a slider (painting still updates on stroke end).
---
## Texture layers
You can stack up to **8** texture layers. Each has its own independent paint mask, its own texture,
and its own parameters, and they combine in slot order like layers in an image editor.
- **Add a layer** — the ** icon** to the right of the *Texture layers* heading (reuses the tool icon
for now).
- **Remove** — the button on each layer's header row.
- **Active layer** — click a layer's header (or anywhere in its block) to make it active. The active
layer is the one you paint into and the one whose block is tinted. Only one layer is active at a time.
- **Erase all** — clears the active layer's paint.
Each layer shows a texture **picker** (large preview + name). Open it to choose from the shipped
library or import your own image (any png/jpg/bmp; it's converted to an 8-bit grayscale height map and
copied into your user texture folder so app updates can't overwrite it).
---
## Per-layer settings
| Control | Range / options | What it does |
|---------|-----------------|--------------|
| **Depth (mm)** | 0.0110 (log) | Maximum displacement along the surface normal. |
| **Tile size (mm)** | 0.2200 (log) | Physical size of one texture tile on the surface. |
| **Rotation** | 0360° | Rotates the texture on the surface. |
| **Midlevel** | 010 | The grey level that means "don't move". At 0 the texture only pushes outward; raise it and darker texels cut *inward* (one map both embosses and engraves). 0.5 makes mid-grey neutral. |
| **Smoothing** | 01 | Blurs the height texture before it displaces — rounds hard edges and removes speckle without needing a softer source image. |
| **Edge smoothing** | checkbox + **Edge amount** 01 | Fades the relief to flat toward the *edge of the painted area*, so it blends into the surrounding surface. A small amount softens only a thin band at the very edge; the maximum flattens the whole painted face. |
| **Invert** | checkbox | Flips the height map (peaks become valleys). |
| **Blend** | Add / Subtract / Multiply / Divide | How this layer combines with the layers **below** it where they overlap. Add/Subtract pile relief on or carve it away; Multiply/Divide scale the relief underneath (a mask). The lowest painted layer is the **Base** and always behaves additively. |
| **Tile** | checkbox + **Repeat / Mirrored repeat** | When off, the texture is placed once (a decal) instead of repeating. Mirrored repeat flips every other tile to hide seams. |
| **Projection** | see below | How the texture is mapped onto the painted surface. |
> **Midlevel warning:** cutting inward can fold the surface through itself in sharp concave corners or
> thin walls. Keep Depth small relative to the feature you're cutting into; the panel warns when a deep
> inward setting is risky.
---
## Projection methods
How the 2D texture is wrapped onto the 3D painted area.
| Method | Best for | Notes |
|--------|----------|-------|
| **Triplanar (blended)** | Patches wrapping around edges | Projects from all three axes at once and blends, so there's no seam across a sharp edge. |
| **Cylindrical** | Round, tube-like selections | Wraps the texture around the patch's own centre/axis. |
| **Spherical** | Ball-like selections | Longitude/latitude wrap around the patch centre. |
| **Unwrap (LSCM)** | Flat, controlled layout | A real conformal unwrap. Cuts the area into pieces at sharp edges (see **Seam angle**), flattens each, and lets you lay them out by hand in the **UV Editor**. Unlocks Checker/Distortion, seams, and island editing. |
| **From view** | Decals / slide-projector look | Projects straight onto the surface from the current camera direction. Use **Capture current view** to re-lay it from wherever you're looking. |
### LSCM-only controls
These appear when a layer uses **Unwrap (LSCM)**:
- **Seam angle** (590°) — edges sharper than this are cut so each piece lies flat. Lower cuts more
(less stretching, more seams); raise to keep more in one piece. A box's 90° corners are cut by
default. *Ignored once you've marked any seam by hand* (your seams then define the pieces).
- **Connect islands** (on by default) — lays the unwrap out as a **connected net**: pieces that share
an edge are unfolded next to each other (a cube becomes a joined net instead of six loose squares).
They stay separate islands, so you can still move any of them by hand. Turn off for the classic
packed-grid layout.
- **Open UV editor** — shows the flattened unwrap in a side pane (see below). Opens *only* when you
turn this on — it never pops up on its own.
- **Mark seams** / **Path** / **Clear seams** — see [Seams](#seams).
- An **Unwrap: N islands, F faces, V verts** read-out tells you what the unwrap actually produced.
---
## The UV Editor
A dockable 2D pane (enable **Open UV editor** on an LSCM layer) showing the flattened unwrap over the
height texture. Islands are the flattened pieces; you can rearrange them freely — nothing re-packs them
behind your back. Moving an island updates the model **live** (in Fast view it tracks the cursor
smoothly, via a shader uniform — no rebuild until you release).
### Navigation
| Action | Control |
|--------|---------|
| Pan | Middle-drag |
| Zoom | Mouse wheel (zooms about the cursor) |
| Frame everything | **Home** or **F**, or the **Frame** toolbar button |
### Editing an island
| Action | Control |
|--------|---------|
| Select | Left-click an island |
| Move | Left-drag |
| Rotate | Right-drag, or press **R** then move the mouse (click/Enter to confirm, Esc to cancel) |
| Rotate snapped | Hold **Shift** while rotating — snaps to **global** 15° marks (0/15/30…). A protractor dial with tick marks and the current angle is shown. |
| Scale | Press **S** then move the mouse (click/Enter to confirm, Esc to cancel) |
| Undo / Redo | **Ctrl+Z** / **Ctrl+Shift+Z** or **Ctrl+Y** |
The **selected** island gets a bold light-green outline and a brighter wireframe; unselected islands
are a translucent light-green wash. The texture underneath repeats exactly as it will when baked.
A **status line** along the bottom always names the current gesture and the shortcuts in play.
### Toolbar
| Button | Action |
|--------|--------|
| **Frame** | Frame all islands (same as Home). |
| **Snap** | Toggle magnetic snapping — a dragged island sticks its boundary to a neighbour's when they come close. |
| **Avg scale** | Give every island the same texel density (Blender's "Average Islands Scale"). |
| **Cut** | Split the selected island across its long axis (useful for very long islands). |
| **Join** | Unfold the selected island onto its nearest neighbour along their shared edge — keeps both as separate islands with their own borders. |
| **Unjoin** | Send the selected island back to its own packed position. |
> **Checker / Distortion in the UV editor:** selecting those View modes also colours the UV pane — a
> checker background, or a per-island distortion heatmap — so you can judge stretch in 2D as well as
> on the model.
---
## Seams
Seams are edges the unwrap is forced to cut along, on top of whatever the Seam angle cuts — the
Blender "mark seam" workflow. They let you control exactly where the unwrap splits.
Enable **Mark seams** on an active LSCM layer, then:
- **Click an edge** on the model to mark it (it turns **red**); click a red edge again to unmark it.
The edge under the cursor is highlighted **yellow** so you can see what a click will toggle.
- **Path mode** (the **Path** checkbox) — for dense meshes where clicking each edge is tedious: click a
start point, then an end point, and the whole **shortest path** between them is seamed at once. It
chains (each click extends from the last point); the start vertex is shown in **green**.
- **Ctrl+drag** rotates/pans the camera while in seam mode.
- **Clear seams** removes them all.
Once any seam is marked, the automatic Seam-angle cutting is disabled so *your* seams define the
islands — pieces you leave un-seamed merge together.
---
## Adjust placement (on-model)
**Adjust placement** (on an active layer) lets you position the texture by dragging a handle on the
model instead of nudging the Rotation/offset numbers. The handle is a flat panel in the patch's
tangent plane (drag anywhere on it to move freely) plus U/V arrows for single-axis nudges. It's
anchored to the painted patch, so paint something first.
---
## Preparing the mesh: Subdivide & Remesh
Displacement can only move vertices that exist, so a coarse model needs more of them first.
### Subdivide
Splits every triangle into four, **15 times** (each step roughly quadruples the triangle count).
- **Subdivide steps** (15) — how many times to split.
- **Preview subdivision** — shows the result as a **cyan wireframe** without changing the model.
- **Apply** — commits the subdivision to the geometry.
- **Done** — ends the preview and leaves the model as it is.
### Remesh
Rebuilds the whole model with triangles close to a target edge length — evens out a mesh with wildly
varying triangle sizes (CGAL isotropic remeshing).
- **Target edge (mm)** — desired triangle edge length (seeded to the model's current average).
- **Remesh** — splits the big triangles and merges the small ones to that size.
> Both Subdivide-Apply and Remesh **replace the geometry** and clear any *not-yet-baked* paint on it
> (already-baked relief is kept). If you had the mesh **Wireframe** on before, it stays on afterward.
---
## Baking & resetting
- **Bake** — converts the current preview into real, permanent mesh geometry, restricted to the
painted area. Runs in the background; the button shows *Baking…* while it works.
- **Erase all** — clears the active layer's paint.
Baking is the exact same algorithm as the **Normal** preview, so what you see is what you get.
---
## Controls reference
### Mouse — 3D view (while painting)
| Input | Action |
|-------|--------|
| Left-drag | Paint the active layer |
| Ctrl + drag | Rotate / pan the camera (works in seam mode too) |
| Wheel | Zoom |
### Mouse & keys — UV Editor
| Input | Action |
|-------|--------|
| Left-click | Select island |
| Left-drag | Move island |
| Right-drag | Rotate island |
| **R** / **S** | Modal rotate / scale (mouse drives it, click or Enter confirms, Esc cancels) |
| **Shift** (while rotating) | Snap to global 15° marks |
| Middle-drag | Pan |
| Wheel | Zoom about cursor |
| **Home** / **F** | Frame all islands |
| **Ctrl+Z** / **Ctrl+Shift+Z** / **Ctrl+Y** | Undo / redo |
### Seam mode
| Input | Action |
|-------|--------|
| Click edge | Mark / unmark a seam (yellow = hover, red = marked) |
| Click (Path mode) | Set start, then seam the shortest path to the next click |
| Ctrl + drag | Rotate / pan camera |
---
## Tips & limitations
- **Paint first, then bake.** The preview is free to explore; only Bake changes the real mesh.
- **Not enough detail?** Subdivide or Remesh before painting fine textures.
- **Inward cuts** (high Midlevel + big Depth) can self-intersect on thin walls or sharp concave
corners — keep Depth modest there.
- **Fast vs Normal:** Fast preview shades a bump and shows only the active layer; use it for quick
tuning and smooth UV dragging, but trust **Normal**/**Bake** for the exact result.
- **Topology changes drop unbaked paint.** Subdivide-Apply, Remesh, and Simplify replace the mesh, and
texture-displacement paint isn't remapped across that change (already-baked relief is unaffected).
- **Island placements** are tied to the current unwrap. Re-painting or changing the Seam angle can
re-segment the charts and renumber them, so a re-unwrap re-lays the connected net and discards
hand placements made before it.
- **Connect islands** is on by default; turn it off (per layer) for the classic packed-grid layout, or
if an unfold looks wrong on an unusual mesh.

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#version 110
// See resources/shaders/140/texture_displacement_bump.fs for full documentation; this is the
// GLSL 1.10 compatibility variant (same logic, older syntax).
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
uniform sampler2D height_tex;
uniform vec2 height_tex_texel;
uniform float depth_mm;
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform bool use_vertex_uv;
// 2x3 affine (lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the dragged island's uv; see the
// 140 variant. Identity when nothing is dragged.
uniform vec4 island_delta_lin;
uniform vec2 island_delta_tr;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float island_active;
varying vec2 vertex_uv;
void projection_axes(vec3 n, out vec3 t, out vec3 b)
{
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
if (use_vertex_uv) {
// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
float h = texture2D(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
float dHdx = k * dFdx(h);
float dHdy = k * dFdy(h);
if (abs(det) > 1e-12)
triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
} else if (weight > 0.0) {
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
vec3 t, b;
projection_axes(triangle_normal, t, b);
float hL = texture2D(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture2D(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
float hD = texture2D(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
float hU = texture2D(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 slope = amplitude * vec2(dh_duv.x * cs + dh_duv.y * sn, -dh_duv.x * sn + dh_duv.y * cs);
vec3 gradient = slope.x * t + slope.y * b;
gradient -= triangle_normal * dot(triangle_normal, gradient);
triangle_normal = normalize(triangle_normal - gradient);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
}

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#version 110
// See resources/shaders/140/texture_displacement_bump.vs for full documentation; this is the
// GLSL 1.10 compatibility variant.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal; // .x = paint weight (0/1); .y = 1 for the dragged island's vertices
attribute vec2 v_tex_coord; // precomputed texture uv, used only when use_vertex_uv is set
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float island_active;
varying vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
weight = v_normal.x;
island_active = v_normal.y;
vertex_uv = v_tex_coord;
}

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#version 110
// See resources/shaders/140/texture_displacement_uvcheck.fs; GLSL 1.10 compatibility variant.
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat3 view_normal_matrix;
uniform bool volume_mirrored;
uniform int mode;
uniform float checker_freq;
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
vec3 heatmap(float t)
{
t = clamp(t, 0.0, 1.0);
return clamp(vec3(1.5 - abs(4.0 * t - 3.0),
1.5 - abs(4.0 * t - 2.0),
1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
vec3 base;
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE
+ max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(base * intensity, 1.0);
}

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@@ -0,0 +1,31 @@
#version 110
// See resources/shaders/140/texture_displacement_uvcheck.vs; GLSL 1.10 compatibility variant.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal; // .x = per-vertex uv distortion
attribute vec2 v_tex_coord; // precomputed texture uv, used only when use_vertex_uv is set
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
distortion = v_normal.x;
vertex_uv = v_tex_coord;
}

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@@ -0,0 +1,186 @@
#version 140
// Fast, geometry-free preview of texture displacement: perturbs the *shading* normal from the
// height texture's local gradient (a bump map), faded out by the per-vertex paint weight. The
// true, exact result is what "Bake" produces via libslic3r/TextureDisplacement.cpp on the CPU.
//
// The bake displaces each surface point along its normal by H = +/- depth_mm * (h(uv) - midlevel),
// with uv from the layer's projection. The perturbed normal is the analytic
//
// N' = normalize(N - (dH/da) * T - (dH/db) * B)
//
// over any orthonormal surface tangent pair (T, B), where the two slopes are real mm-per-mm
// derivatives. Two things have to be right for the preview's apparent depth to match the bake's:
// the tangent frame the gradient is expressed in, and the uv->mm scale that turns a texel
// difference into a slope. Getting the scale wrong is a uniform flattening (a raw texel difference
// is dh over one texel step, not over one mm); getting the frame wrong tilts the bump along the
// wrong axes.
//
// Two projection paths:
// * Triplanar (use_vertex_uv = 0): uv and the tangent axes are derived in-shader from the dominant
// normal axis, mirroring libslic3r's project_planar()/apply_uv_transform(), and the slope is
// formed analytically (there is a closed-form uv, so 1 uv unit is exactly tiling_scale mm).
// * Precomputed uv (use_vertex_uv = 1, used for LSCM): uv comes per-vertex from the CPU (the LSCM
// unwrap with island placement + tiling/rotation/offset already folded in), and the perturbed
// normal is built with Mikkelsen's method -- the surface gradient taken straight from the
// screen-space derivatives of the sampled height and position. This makes no uv->mm scale
// assumption, which matters because an LSCM map is conformal, not isometric: the local mm-per-uv
// varies across the chart, so a single global 1/tiling factor (what an earlier version used) got
// the apparent depth wrong. 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.
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
uniform sampler2D height_tex;
uniform vec2 height_tex_texel; // (1/width, 1/height) of height_tex
uniform float depth_mm;
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform bool use_vertex_uv; // true: sample at vertex_uv with a derived tangent frame (LSCM)
// A 2x3 affine (columns packed as lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the uv of
// the island currently being dragged in the UV editor (island_active > 0.5). Identity when nothing is
// dragged, so this whole path is a no-op then. Lets a UV island drag move the bump on the model with
// only a uniform update
uniform vec4 island_delta_lin;
uniform vec2 island_delta_tr;
in vec3 clipping_planes_dots;
in vec4 model_pos;
in vec4 world_pos;
in float weight;
in float island_active;
in vec2 vertex_uv;
out vec4 out_color;
// The two model-space axes the triplanar planar coordinate is read off, per dominant normal
// component - same choice libslic3r's project_planar() makes, so planar.x runs along t, planar.y
// along b.
void projection_axes(vec3 n, out vec3 t, out vec3 b)
{
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
if (use_vertex_uv) {
// Precomputed-uv (LSCM) path - Mikkelsen's surface-gradient bump ("Bump Mapping
// Unparametrized Surfaces on the GPU"). The perturbed normal is derived straight from the
// screen-space derivatives of the *sampled height* and the position, so it is scale-exact
// with no uv->mm assumption at all - which is the whole point here: an LSCM map is conformal,
// not isometric, so the local mm-per-uv varies across the chart and the earlier "one global
// 1/tiling factor" got the depth visibly wrong. dFdx(h) captures the true on-screen rate of
// change however the chart is stretched or however fine the tiling is.
//
// use_vertex_uv is a uniform, so this whole branch is uniform control flow and the texture
// derivatives are well defined; the paint weight gates the result by a plain multiply (k)
// rather than a per-fragment branch, keeping it that way.
// The dragged island's uv rides a uniform affine so its bump moves without a rebuild; every
// other vertex (island_active == 0) samples its baked uv unchanged.
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
float h = texture(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
float dHdx = k * dFdx(h);
float dHdy = k * dFdy(h);
if (abs(det) > 1e-12)
triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
} else if (weight > 0.0) {
// Triplanar path: uv and the tangent axes are reconstructed in-shader from the dominant
// normal component (see header). The gradient is expressed analytically because there is a
// closed-form uv here, unlike the LSCM case.
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
vec3 t, b;
projection_axes(triangle_normal, t, b);
float hL = texture(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
float hD = texture(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
float hU = texture(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
// Central difference, per uv unit (not per texel).
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
// uv -> mm is 1/tiling_scale for the triplanar projection, so this turns the uv-space
// gradient into a real surface slope.
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
// uv was rotated by project_uv() while t/b are the unrotated model axes, so rotate the
// gradient back into the axes' frame.
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 slope = amplitude * vec2(dh_duv.x * cs + dh_duv.y * sn, -dh_duv.x * sn + dh_duv.y * cs);
vec3 gradient = slope.x * t + slope.y * b;
gradient -= triangle_normal * dot(triangle_normal, gradient);
triangle_normal = normalize(triangle_normal - gradient);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
}

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@@ -0,0 +1,44 @@
#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
in vec3 v_position;
// GLModel's P3N3T2 layout (position + normal + texcoord), reused so this mesh builds and renders
// like any other GLModel rather than needing a bespoke vertex buffer. The two spare channels carry
// what the bump preview actually needs per vertex:
// v_normal.x -- the active layer's paint weight, 0 (untouched) or 1 (painted).
// v_normal.y -- 1 for a vertex of the island currently being dragged in the UV editor, else 0.
// The fragment shader applies island_delta to those vertices' uv, so a UV drag is a
// single uniform update rather than a whole-mesh rebuild (like Adjust placement).
// v_tex_coord -- the precomputed texture uv for this vertex, valid only when use_vertex_uv is set
// (i.e. the LSCM projection, where uv can't be reconstructed in the shader). The
// triplanar path ignores it and projects in the fragment shader instead.
in vec3 v_normal;
in vec2 v_tex_coord;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out float weight;
out float island_active;
out vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
weight = v_normal.x;
island_active = v_normal.y;
vertex_uv = v_tex_coord;
}

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@@ -0,0 +1,83 @@
#version 140
// UV-check overlay for the texture-displacement gizmo, drawn over the painted patch so the LSCM
// unwrap can be sanity-checked on the real 3D surface (mode set by the `mode` uniform):
// mode 0 - Checker: a procedural checkerboard sampled at the layer's uv. Even squares that stay
// square everywhere on the model mean the unwrap is low-distortion; squares that smear or
// shear reveal exactly where it stretches. Same uv the bake samples, so what you see is
// where the texture actually lands.
// mode 1 - Distortion heatmap: the per-vertex area-distortion carried in `distortion`, blue
// (compressed) -> green (ideal) -> red (stretched).
// Both are lit with the same cheap two-light diffuse the bump preview uses, so the surface still
// reads as 3D.
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat3 view_normal_matrix;
uniform bool volume_mirrored;
uniform int mode; // 0 checker, 1 distortion
uniform float checker_freq; // checker squares per uv unit (one uv unit == one texture tile)
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
in vec3 clipping_planes_dots;
in vec4 model_pos;
in vec4 world_pos;
in float distortion;
in vec2 vertex_uv;
out vec4 out_color;
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
// Blue -> cyan -> green -> yellow -> red over t in [0,1].
vec3 heatmap(float t)
{
t = clamp(t, 0.0, 1.0);
return clamp(vec3(1.5 - abs(4.0 * t - 3.0),
1.5 - abs(4.0 * t - 2.0),
1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
vec3 base;
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
// Two distinct greys, plus a faint tint on one set so orientation is readable at a glance.
base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE
+ max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
out_color = vec4(base * intensity, 1.0);
}

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@@ -0,0 +1,36 @@
#version 140
// Vertex stage for the UV-check overlay (checker / distortion heatmap) drawn over the painted patch
// by GLGizmoTextureDisplacement. Reuses GLModel's P3N3T2 layout so it needs no bespoke buffer:
// v_normal.x - per-vertex UV distortion (uv-area / surface-area ratio, remapped so 0.5 = ideal);
// only the distortion mode reads it.
// v_tex_coord - precomputed texture uv, valid only when use_vertex_uv is set (LSCM); the checker
// mode reconstructs uv in the fragment shader otherwise.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_normal;
in vec2 v_tex_coord;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out float distortion;
out vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
distortion = v_normal.x;
vertex_uv = v_tex_coord;
}

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@@ -441,6 +441,8 @@ set(lisbslic3r_sources
Tesselate.cpp
Tesselate.hpp
TextConfiguration.hpp
TextureDisplacement.cpp
TextureDisplacement.hpp
Thread.cpp
Thread.hpp
Time.cpp

View File

@@ -26,6 +26,13 @@
#include <CGAL/property_map.h>
#include <CGAL/boost/graph/copy_face_graph.h>
#include <CGAL/boost/graph/Face_filtered_graph.h>
// For parameterize_lscm()
#include <CGAL/Polygon_mesh_processing/border.h>
#include <CGAL/Polygon_mesh_processing/connected_components.h>
#include <CGAL/Polygon_mesh_processing/detect_features.h>
#include <CGAL/Surface_mesh_parameterization/Error_code.h>
#include <CGAL/Surface_mesh_parameterization/LSCM_parameterizer_3.h>
#include <CGAL/Surface_mesh_parameterization/parameterize.h>
// BBS: for boolean using mcut
#include "mcut/include/mcut/mcut.h"
@@ -249,6 +256,130 @@ indexed_triangle_set cgal_to_indexed_triangle_set(const CGALMesh &cgalmesh)
return cgal_to_indexed_triangle_set(cgalmesh.m);
}
// /////////////////////////////////////////////////////////////////////////////
// Isotropic remeshing
// /////////////////////////////////////////////////////////////////////////////
indexed_triangle_set remesh_isotropic(const indexed_triangle_set &mesh, double target_edge_length,
unsigned n_iterations, double sharp_angle_deg)
{
if (mesh.indices.empty() || target_edge_length <= 0.0)
return mesh;
_EpicMesh cgal_mesh;
triangle_mesh_to_cgal(mesh.vertices, mesh.indices, cgal_mesh);
if (cgal_mesh.is_empty() || cgal_mesh.number_of_faces() == 0)
return mesh;
// Surface_mesh::add_face() refuses any face that would make the mesh non-manifold and returns a
// null descriptor instead. Remeshing a mesh that silently lost faces that way produces holes in
// the output, so bail out and let the caller report it rather than hand back a punctured model.
if (cgal_mesh.number_of_faces() != mesh.indices.size())
return mesh;
using edge_descriptor = boost::graph_traits<_EpicMesh>::edge_descriptor;
try {
// Sharp edges and open borders are pinned before remeshing. Without that, the tangential
// relaxation pass slides vertices along the surface and rounds every hard feature off - a
// cube comes back with wobbly, eroded edges, which is the most visible way "remeshing does
// not work properly". protect_constraints() forbids splitting or collapsing them, but it
// requires each constrained edge to already be shorter than 4/3 * target, hence the split
// first (passing the map so the halves inherit the constraint). This mirrors CGAL's own
// isotropic_remeshing example.
auto ecm = cgal_mesh.add_property_map<edge_descriptor, bool>("e:is_constrained", false).first;
if (sharp_angle_deg > 0.0)
CGALProc::detect_sharp_edges(cgal_mesh, sharp_angle_deg, ecm);
for (edge_descriptor e : edges(cgal_mesh)) {
const auto h = halfedge(e, cgal_mesh);
if (is_border(h, cgal_mesh) || is_border(opposite(h, cgal_mesh), cgal_mesh))
put(ecm, e, true);
}
std::vector<edge_descriptor> constrained;
for (edge_descriptor e : edges(cgal_mesh))
if (get(ecm, e))
constrained.push_back(e);
if (!constrained.empty())
CGALProc::split_long_edges(constrained, target_edge_length, cgal_mesh,
CGALParams::edge_is_constrained_map(ecm));
CGALProc::isotropic_remeshing(faces(cgal_mesh), target_edge_length, cgal_mesh,
CGALParams::number_of_iterations(n_iterations)
.edge_is_constrained_map(ecm)
.protect_constraints(true));
} catch (const std::exception &) {
return mesh; // CGAL throws on some non-manifold / degenerate inputs; leave the mesh untouched
}
if (cgal_mesh.number_of_faces() == 0)
return mesh;
// isotropic_remeshing edits in place, and its edge collapses only *mark* vertices and faces as
// removed - the underlying arrays keep the holes until the garbage is collected. That matters
// because cgal_to_indexed_triangle_set() numbers its output vertices by iteration order (which
// skips removed slots) while reading each face's corner as the raw integer value of the vertex
// descriptor (which does not). Past the first collapse the two disagree, so every triangle
// points at the wrong vertices, and any descriptor beyond the live vertex count is dropped
// together with its triangle. Compacting first makes descriptor == iteration order again.
cgal_mesh.collect_garbage();
return cgal_to_indexed_triangle_set(cgal_mesh);
}
// /////////////////////////////////////////////////////////////////////////////
// UV parameterization
// /////////////////////////////////////////////////////////////////////////////
std::optional<std::vector<Vec2f>> parameterize_lscm(const indexed_triangle_set &mesh)
{
namespace SMP = CGAL::Surface_mesh_parameterization;
if (mesh.indices.empty())
return std::nullopt;
_EpicMesh cgal_mesh;
triangle_mesh_to_cgal(mesh.vertices, mesh.indices, cgal_mesh);
using vertex_descriptor = boost::graph_traits<_EpicMesh>::vertex_descriptor;
using halfedge_descriptor = boost::graph_traits<_EpicMesh>::halfedge_descriptor;
// LSCM assumes a single topological disk: one connected component, one boundary loop. A patch
// with several disconnected painted islands, or with a hole in it, doesn't qualify -- bail out
// rather than silently parameterizing just one arbitrary piece of it.
{
std::vector<std::size_t> component_id(num_faces(cgal_mesh));
const std::size_t num_components = CGAL::Polygon_mesh_processing::connected_components(
cgal_mesh, CGAL::make_property_map(component_id));
if (num_components != 1)
return std::nullopt;
}
const halfedge_descriptor border = CGAL::Polygon_mesh_processing::longest_border(cgal_mesh).first;
if (border == halfedge_descriptor())
return std::nullopt; // no boundary at all -- a closed patch, which isn't a disk either
using Point_2 = EpicKernel::Point_2;
using UV_pmap = _EpicMesh::Property_map<vertex_descriptor, Point_2>;
UV_pmap uv_map = cgal_mesh.add_property_map<vertex_descriptor, Point_2>("h:uv", Point_2(0, 0)).first;
using Parameterizer = SMP::LSCM_parameterizer_3<_EpicMesh>;
const SMP::Error_code err = SMP::parameterize(cgal_mesh, Parameterizer(), border, uv_map);
if (err != SMP::OK)
return std::nullopt;
// triangle_mesh_to_cgal() adds vertices in the exact same order as mesh.vertices (see above),
// and Surface_mesh assigns indices sequentially on insertion into a fresh mesh, so a
// vertex_descriptor's index here is guaranteed to match the original input vertex index --
// the same assumption cgal_to_indexed_triangle_set() above already relies on.
std::vector<Vec2f> result(mesh.vertices.size(), Vec2f::Zero());
for (vertex_descriptor vd : vertices(cgal_mesh)) {
const std::size_t idx = std::size_t(vd);
if (idx < result.size()) {
const Point_2 &uv = uv_map[vd];
result[idx] = Vec2f(float(uv.x()), float(uv.y()));
}
}
return result;
}
// /////////////////////////////////////////////////////////////////////////////
// Boolean operations for CGAL meshes
// /////////////////////////////////////////////////////////////////////////////

View File

@@ -3,6 +3,8 @@
#include <memory>
#include <exception>
#include <optional>
#include <vector>
#include <libslic3r/TriangleMesh.hpp>
#include <Eigen/Geometry>
@@ -73,6 +75,22 @@ bool empty(const CGALMesh &mesh);
// Repair a mesh using CGAL. Returns true on success. Optionally returns a summary of repairs and an error string.
bool repair(TriangleMesh &mesh, RepairedMeshErrors *repaired_errors = nullptr, std::string *error = nullptr);
// Real UV unwrap of an open mesh patch via CGAL's LSCM (Least Squares Conformal Maps) surface
// parameterization. Returns one UV coordinate per input vertex (same indexing as `mesh.vertices`),
// or nullopt if `mesh` isn't a single topological disk -- LSCM needs exactly one connected
// component with exactly one boundary loop, true for a typical single brush stroke/patch but not
// guaranteed for multiple disconnected painted islands merged into one mesh.
std::optional<std::vector<Vec2f>> parameterize_lscm(const indexed_triangle_set &mesh);
// Isotropic remeshing (CGAL): rebuilds the mesh so its triangles are close to a uniform target edge
// length, splitting oversized triangles and collapsing undersized ones. Used to even out a model with
// wildly varying triangle sizes so texture displacement has a consistent vertex density to work with.
// Edges whose dihedral angle exceeds `sharp_angle_deg`, and any open border, are held fixed so hard
// features survive instead of being eroded by the relaxation pass; pass 0 to remesh everything.
// Returns the input unchanged if remeshing fails (e.g. a non-manifold or self-intersecting input).
indexed_triangle_set remesh_isotropic(const indexed_triangle_set &mesh, double target_edge_length,
unsigned n_iterations = 3, double sharp_angle_deg = 40.0);
}
namespace mcut {

View File

@@ -1977,6 +1977,11 @@ void ModelVolume::reset_extra_facets()
this->seam_facets.reset();
this->mmu_segmentation_facets.reset();
this->fuzzy_skin_facets.reset();
// Texture-displacement paint data has no remap-across-topology-change support yet (see
// build_texture_displacement()'s documented limitation), so it must be dropped here rather
// than left referring to a mesh that no longer matches it.
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
this->texture_displacement_facet(i).reset();
}
std::optional<TriangleSelector::SavedPainting> ModelVolume::save_painting() const

View File

@@ -19,6 +19,7 @@
#include "TextConfiguration.hpp"
#include "EmbossShape.hpp"
#include "TriangleSelector.hpp"
#include "TextureDisplacement.hpp"
//BBS: add bbs 3mf
#include "Format/bbs_3mf.hpp"
@@ -28,6 +29,7 @@
#include "Format/STL.hpp"
#include "Format/OBJ.hpp"
#include <array>
#include <map>
#include <memory>
#include <string>
@@ -878,6 +880,64 @@ public:
// List of mesh facets painted for fuzzy skin.
FacetsAnnotation fuzzy_skin_facets;
// One independent paint mask per texture-displacement layer slot (see texture_displacement_layers
// below). Unlike the other facets fields above, a triangle may be painted (ENFORCER) in more
// than one of these simultaneously -- that overlap is what makes the layers "blend".
//
// These are 8 plain named fields rather than a std::array<FacetsAnnotation, N>: FacetsAnnotation's
// default/copy constructors are private and friended only to ModelVolume, but std::array's own
// implicitly-defined default/copy constructors are generated with std::array's access rights,
// not ModelVolume's -- so an array of FacetsAnnotation ends up with its default/copy
// constructors implicitly deleted regardless of the friend declaration. Use
// texture_displacement_facet(slot) below for array-like indexed access.
FacetsAnnotation texture_displacement_facets_0;
FacetsAnnotation texture_displacement_facets_1;
FacetsAnnotation texture_displacement_facets_2;
FacetsAnnotation texture_displacement_facets_3;
FacetsAnnotation texture_displacement_facets_4;
FacetsAnnotation texture_displacement_facets_5;
FacetsAnnotation texture_displacement_facets_6;
FacetsAnnotation texture_displacement_facets_7;
FacetsAnnotation& texture_displacement_facet(int slot) {
switch (slot) {
case 0: return texture_displacement_facets_0;
case 1: return texture_displacement_facets_1;
case 2: return texture_displacement_facets_2;
case 3: return texture_displacement_facets_3;
case 4: return texture_displacement_facets_4;
case 5: return texture_displacement_facets_5;
case 6: return texture_displacement_facets_6;
default: assert(slot == 7); return texture_displacement_facets_7;
}
}
const FacetsAnnotation& texture_displacement_facet(int slot) const { return const_cast<ModelVolume*>(this)->texture_displacement_facet(slot); }
// Small helpers for the constructor asserts below (kept out of line-noise at each call site).
bool texture_displacement_facets_ids_valid() const {
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
if (!texture_displacement_facet(i).id().valid() || texture_displacement_facet(i).id() == this->id())
return false;
return true;
}
bool texture_displacement_facets_ids_invalid() const {
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
if (texture_displacement_facet(i).id().valid())
return false;
return true;
}
bool texture_displacement_facets_all_empty() const {
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
if (!texture_displacement_facet(i).empty())
return false;
return true;
}
// Texture assets (height maps) and their projection/displacement parameters. Element order
// is not meaningful for baking (layers are applied in TextureDisplacementLayer::slot order,
// see build_texture_displacement()); it only reflects UI insertion order.
std::vector<TextureDisplacementLayer> texture_displacement_layers;
// Save painting data before reset_extra_facets() discards it.
// Used for replacing mesh without losing painting data.
// Only for model parts (not modifiers/connectors).
@@ -1014,13 +1074,18 @@ public:
this->seam_facets.set_new_unique_id();
this->mmu_segmentation_facets.set_new_unique_id();
this->fuzzy_skin_facets.set_new_unique_id();
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
this->texture_displacement_facet(i).set_new_unique_id();
}
bool is_fdm_support_painted() const { return !this->supported_facets.empty(); }
bool is_seam_painted() const { return !this->seam_facets.empty(); }
bool is_mm_painted() const { return !this->mmu_segmentation_facets.empty(); }
bool is_fuzzy_skin_painted() const { return !this->fuzzy_skin_facets.empty(); }
bool is_any_painted() const { return is_fdm_support_painted() || is_seam_painted() || is_mm_painted() || is_fuzzy_skin_painted(); }
bool is_texture_displacement_painted() const { return !this->texture_displacement_facets_all_empty(); }
bool is_any_painted() const {
return is_fdm_support_painted() || is_seam_painted() || is_mm_painted() || is_fuzzy_skin_painted() || is_texture_displacement_painted();
}
// Orca: Implement prusa's filament shrink compensation approach
// Returns 0-based indices of extruders painted by multi-material painting gizmo.
@@ -1073,6 +1138,7 @@ private:
assert(this->seam_facets.id().valid());
assert(this->mmu_segmentation_facets.id().valid());
assert(this->fuzzy_skin_facets.id().valid());
assert(this->texture_displacement_facets_ids_valid());
assert(this->id() != this->config.id());
assert(this->id() != this->supported_facets.id());
assert(this->id() != this->seam_facets.id());
@@ -1089,6 +1155,7 @@ private:
assert(this->seam_facets.id().valid());
assert(this->mmu_segmentation_facets.id().valid());
assert(this->fuzzy_skin_facets.id().valid());
assert(this->texture_displacement_facets_ids_valid());
assert(this->id() != this->config.id());
assert(this->id() != this->supported_facets.id());
assert(this->id() != this->seam_facets.id());
@@ -1103,6 +1170,7 @@ private:
assert(this->seam_facets.id().valid());
assert(this->mmu_segmentation_facets.id().valid());
assert(this->fuzzy_skin_facets.id().valid());
assert(this->texture_displacement_facets_ids_valid());
assert(this->id() != this->config.id());
assert(this->id() != this->supported_facets.id());
assert(this->id() != this->seam_facets.id());
@@ -1116,10 +1184,16 @@ private:
name(other.name), source(other.source), m_mesh(other.m_mesh), m_convex_hull(other.m_convex_hull),
config(other.config), m_type(other.m_type), object(object), m_transformation(other.m_transformation),
supported_facets(other.supported_facets), seam_facets(other.seam_facets), mmu_segmentation_facets(other.mmu_segmentation_facets),
fuzzy_skin_facets(other.fuzzy_skin_facets), cut_info(other.cut_info), text_configuration(other.text_configuration), emboss_shape(other.emboss_shape)
fuzzy_skin_facets(other.fuzzy_skin_facets),
texture_displacement_facets_0(other.texture_displacement_facets_0), texture_displacement_facets_1(other.texture_displacement_facets_1),
texture_displacement_facets_2(other.texture_displacement_facets_2), texture_displacement_facets_3(other.texture_displacement_facets_3),
texture_displacement_facets_4(other.texture_displacement_facets_4), texture_displacement_facets_5(other.texture_displacement_facets_5),
texture_displacement_facets_6(other.texture_displacement_facets_6), texture_displacement_facets_7(other.texture_displacement_facets_7),
texture_displacement_layers(other.texture_displacement_layers),
cut_info(other.cut_info), text_configuration(other.text_configuration), emboss_shape(other.emboss_shape)
{
assert(this->id().valid());
assert(this->config.id().valid());
assert(this->id().valid());
assert(this->config.id().valid());
assert(this->supported_facets.id().valid());
assert(this->seam_facets.id().valid());
assert(this->mmu_segmentation_facets.id().valid());
@@ -1169,6 +1243,8 @@ private:
assert(this->seam_facets.empty());
assert(this->mmu_segmentation_facets.empty());
assert(this->fuzzy_skin_facets.empty());
assert(this->texture_displacement_facets_all_empty());
assert(this->texture_displacement_layers.empty());
}
ModelVolume& operator=(ModelVolume &rhs) = delete;
@@ -1176,13 +1252,17 @@ private:
friend class cereal::access;
friend class UndoRedo::StackImpl;
// Used for deserialization, therefore no IDs are allocated.
ModelVolume() : ObjectBase(-1), config(-1), supported_facets(-1), seam_facets(-1), mmu_segmentation_facets(-1), fuzzy_skin_facets(-1), object(nullptr) {
ModelVolume() : ObjectBase(-1), config(-1), supported_facets(-1), seam_facets(-1), mmu_segmentation_facets(-1), fuzzy_skin_facets(-1),
texture_displacement_facets_0(-1), texture_displacement_facets_1(-1), texture_displacement_facets_2(-1), texture_displacement_facets_3(-1),
texture_displacement_facets_4(-1), texture_displacement_facets_5(-1), texture_displacement_facets_6(-1), texture_displacement_facets_7(-1),
object(nullptr) {
assert(this->id().invalid());
assert(this->config.id().invalid());
assert(this->supported_facets.id().invalid());
assert(this->seam_facets.id().invalid());
assert(this->mmu_segmentation_facets.id().invalid());
assert(this->fuzzy_skin_facets.id().invalid());
assert(this->texture_displacement_facets_ids_invalid());
}
template<class Archive> void load(Archive &ar) {
bool has_convex_hull;
@@ -1202,6 +1282,13 @@ private:
mesh_changed |= t != mmu_segmentation_facets.timestamp();
cereal::load_by_value(ar, fuzzy_skin_facets);
mesh_changed |= t != fuzzy_skin_facets.timestamp();
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i) {
FacetsAnnotation &f = texture_displacement_facet(i);
Timestamp tf = f.timestamp();
cereal::load_by_value(ar, f);
mesh_changed |= tf != f.timestamp();
}
ar(texture_displacement_layers);
cereal::load_by_value(ar, config);
cereal::load(ar, text_configuration);
cereal::load(ar, emboss_shape);
@@ -1223,6 +1310,9 @@ private:
cereal::save_by_value(ar, seam_facets);
cereal::save_by_value(ar, mmu_segmentation_facets);
cereal::save_by_value(ar, fuzzy_skin_facets);
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
cereal::save_by_value(ar, texture_displacement_facet(i));
ar(texture_displacement_layers);
cereal::save_by_value(ar, config);
cereal::save(ar, text_configuration);
cereal::save(ar, emboss_shape);

View File

@@ -3504,7 +3504,7 @@ inline t_config_option_keys deep_diff(const ConfigBase &config_this, const Confi
if (this_opt != nullptr && other_opt != nullptr && *this_opt != *other_opt)
{
//BBS: add bed_exclude_area
if (opt_key == "printable_area" || opt_key == "bed_exclude_area" || opt_key == "compatible_prints" || opt_key == "compatible_printers" || opt_key == "thumbnails" || opt_key == "wrapping_exclude_area") {
if (opt_key == "printable_area" || opt_key == "bed_exclude_area" || opt_key == "compatible_prints" || opt_key == "compatible_printers" || opt_key == "thumbnails" || opt_key == "wrapping_exclude_area" || opt_key == "slicing_pipeline_plugin") {
// Scalar variable, or a vector variable, which is independent from number of extruders,
// thus the vector is presented to the user as a single input.
diff.emplace_back(opt_key);

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,516 @@
#ifndef slic3r_TextureDisplacement_hpp_
#define slic3r_TextureDisplacement_hpp_
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
#include <cereal/cereal.hpp>
#include <cereal/types/array.hpp> // view_project_matrix is a std::array<float, 12>
#include <cereal/types/string.hpp>
#include <cereal/types/vector.hpp>
#include <array>
#include "Point.hpp"
#include "TriangleMesh.hpp"
#include "TriangleSelector.hpp"
namespace Slic3r {
class ModelVolume;
// Maximum number of simultaneous texture-displacement layers a single ModelVolume can hold.
// Each layer owns its own paint mask (ModelVolume::texture_displacement_facet(slot)), so this
// is also the number of independent EnforcerBlockerType selectors kept per volume.
static constexpr size_t TEXTURE_DISPLACEMENT_MAX_LAYERS = 8;
// How a layer's height texture is sampled outside its [0, 1) tile when tiling is enabled. Ignored
// (always clamp) when TextureDisplacementLayer::tile_enabled is false.
enum class TextureTileMethod : int
{
Repeat = 0, // wrap around, tile i and tile i+1 are identical (default)
MirroredRepeat = 1, // wrap around, every other tile is mirrored (no visible seam at tile edges)
};
// How a layer's texture is mapped onto the mesh.
enum class TextureProjectionMethod : int
{
// Standard *blended* tri-planar projection: the texture is sampled once per world axis (the
// XY, XZ and YZ planes) and the three samples are blended per vertex, weighted by that
// vertex's own normal raised to TRIPLANAR_BLEND_SHARPNESS.
//
// Earlier versions instead *hard-picked* the single axis most aligned with the normal. That
// has a real, visible failure mode at any edge where the 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 agree at the (+,+) and (-,-)
// corners (making them look fine) but differ by the full corner width at the (+,-) and (-,+)
// corners, which is exactly the "two bad corners, two good ones" seam that was reported.
// Blending across the transition removes that hard discontinuity by construction.
Triplanar = 0,
// Wrapped around an axis running through the patch's centroid. The axis itself is picked
// automatically as the world axis *least* aligned with the patch's average normal (since a
// cylinder's own axis is perpendicular to its outward radial normal) - a reasonable default
// for roughly cylindrical selections, not a precise fit for arbitrary geometry.
Cylindrical = 1,
// Wrapped around the patch's centroid using longitude/latitude - reasonable for roughly
// spherical/rounded selections, again an approximation rather than an exact geodesic map.
Spherical = 2,
// Real UV unwrap of the painted patch - a proper low-distortion flattening rather than a
// planar/cylindrical/spherical approximation. The patch is first cut into charts along its
// sharp edges and each chart is flattened on its own (see compute_patch_unwrap()), so a patch
// that is not a single developable surface still unwraps sensibly. Falls back to Triplanar for
// any chart that cannot be flattened at all.
LSCM = 3,
// Flat projection along a fixed direction captured from the 3D camera ("project from view"): the
// texture is laid onto the painted area as seen from that angle, like a decal projector. Single
// planar map (no per-face axis switch), so it can smear on faces turned away from the projector -
// that is inherent to view projection and is the user's call, not a bug. The projector's two
// in-plane axes live in TextureDisplacementLayer::view_project_right/up.
ViewProjected = 4,
};
// Dihedral angle (degrees) above which an edge between two painted triangles becomes a chart seam
// - i.e. the unwrap is cut there rather than being forced to flatten across it.
//
// The whole point of this being a threshold rather than "flatten everything as one piece": three
// faces meeting at a cube corner are not developable, so a single-chart solve has to distort them
// badly to lie flat (they splay out into a fan, which is what "it merges all the edges into a
// triangle" describes). Cutting at the 90-degree edges instead lets each face flatten exactly.
// Meanwhile a smoothly curved surface - a subdivided sphere, say - has only small angles between
// neighbouring triangles, stays a single chart, and unwraps as one piece the way it should.
static constexpr float LSCM_DEFAULT_SEAM_ANGLE_DEG = 30.f;
// Exponent the tri-planar blend weights are raised to (see TextureProjectionMethod::Triplanar).
// Higher means a tighter, more "hard-edged" transition between the three axis projections; lower
// means a wider cross-fade. 4 is the usual default: tight enough that a flat face is sampled
// almost purely along its own axis, wide enough that a 90-degree edge has no visible hard seam.
static constexpr float TRIPLANAR_BLEND_SHARPNESS = 4.f;
// How a layer's displacement combines with the displacement accumulated by the layers below it
// (i.e. those in lower slots), evaluated per vertex. Analogous to an image editor's layer blend
// modes, except the quantity being blended is a signed displacement distance in mm rather than a
// pixel value.
//
// Add/Subtract are in mm and need no further explanation. Multiply/Divide are *scaling* operations
// and therefore need a unit convention: they treat the layer's own value as a unitless factor
// relative to 1 mm. That makes `depth_mm` act as a gain - a layer with depth 1 mm and a white
// (1.0) texel multiplies the accumulated relief by exactly 1, i.e. leaves it unchanged - which is
// the behaviour that makes a Multiply layer usable as a mask over the layers beneath it.
enum class TextureBlendMode : int
{
Add = 0, // acc + value (default; several layers pile their relief up together)
Subtract = 1, // acc - value (carve this layer's relief out of the layers below)
Multiply = 2, // acc * (value / 1mm) (mask/modulate the layers below by this layer)
Divide = 3, // acc / (value / 1mm) (inverse mask; guarded against a zero/near-zero divisor)
};
// Combines one layer's signed displacement `value` (mm) into `accumulated` (mm) per `mode`.
// Shared by the bake/preview path and exposed for tests.
float blend_displacement(float accumulated, float value, TextureBlendMode mode);
// Where one unwrap island (chart) sits in UV space, on top of wherever compute_patch_unwrap() first
// packed it. This is what the UV editor's drag/rotate gestures write to, so a user can lay the
// islands out by hand - move them, rotate them, overlap them - rather than being stuck with the
// automatic packing.
//
// Indexed by chart id, which compute_patch_unwrap() assigns in first-encountered-triangle order. That
// is stable for a given patch and seam angle, but *not* across a change to either: repainting the
// patch, or moving the seam-angle slider, can renumber the charts and so leave a hand-placed island
// applied to a different one. Accepted deliberately - the alternative is a persistent chart identity
// that survives arbitrary re-segmentation, which is a much larger problem than this feature warrants.
struct TextureIsland
{
Vec2f offset = Vec2f::Zero(); // in the unwrap's own mm space
float rotation_deg = 0.f; // about the island's own centroid
// About the island's own centroid too. 1 = the size compute_patch_unwrap() gave it, which is
// already its true surface area in mm - so scaling an island away from 1 deliberately makes its
// texel density differ from its neighbours'. See average_island_scales().
float scale = 1.f;
template<class Archive> void serialize(Archive &ar) { ar(offset, rotation_deg, scale); }
};
// Sets every island's scale to the mean of the current ones (Blender's "Average Islands Scale").
// Only meaningful after islands have been scaled by hand: compute_patch_unwrap() already sizes every
// chart to its true mm area, so a freshly unwrapped patch has uniform texel density to begin with.
void average_island_scales(std::vector<TextureIsland> &islands);
// One texture asset plus its projection/displacement parameters. Several layers may be painted
// onto overlapping areas of the same volume: their displacements are combined per vertex, in slot
// order, each layer folding into the total via its own TextureBlendMode (see
// build_texture_displacement()). This is what "layered/blended" texture displacement means here.
struct TextureDisplacementLayer
{
// Index into ModelVolume::texture_displacement_facets, assigned once when the layer is
// created. Not reused for the lifetime of the ModelVolume, so a deleted layer's slot simply
// becomes unused rather than being handed to a different layer.
int slot = -1;
std::string name;
// Path on the local filesystem the image was loaded from (informational; may be stale or
// empty, e.g. after loading a .3mf on a different machine).
std::string path;
// Path inside the .3mf archive once saved (empty until the project is saved once).
std::string path_in_3mf;
// Raw encoded image bytes. Only 8-bit grayscale PNG is understood by decode_height_texture()
// (libslic3r has no GUI image toolkit available); the GUI converts any imported image to that
// format before storing it here, so the baking code never needs to depend on wxWidgets.
std::shared_ptr<std::vector<unsigned char>> image_data;
float depth_mm = 0.4f; // maximum displacement along the surface normal, in mm
float tiling_scale = 10.f; // size of one texture tile, in mm
float rotation_deg = 0.f;
Vec2f offset = Vec2f::Zero();
bool invert = false;
// The height value that means "don't move this vertex". The sampled height (0..1) has this
// subtracted before being scaled by depth_mm, so with the default of 0 the surface only ever
// moves *outwards* (the classic height-map convention), while 0.5 makes mid-grey neutral and
// lets darker texels cut *into* the surface - an engraved-and-embossed result from one map.
//
// Cutting inward is not free: vertices move along their own normals, which converge inside a
// concave corner and inside a thin wall, so a large depth_mm against a small feature really can
// fold the surface through itself. There is no cheap way to detect that here (it needs a full
// self-intersection test on the displaced mesh), so the GUI warns rather than promising safety.
float midlevel = 0.f;
// Optional blur applied to the decoded height map before it is sampled, in [0, 1]: 0 is the raw
// texture, 1 the strongest blur. Softens the relief (rounds hard edges, removes speckle) without
// needing a pre-blurred source image. Applied in decode_height_texture(), so it feeds the true
// preview, the UV editor backdrop and the bake identically.
float smoothing = 0.f;
// Optional feathering of the displacement toward the edge of the painted patch. When enabled, the
// displacement is scaled down as a vertex approaches the patch boundary, so the relief blends
// smoothly into the surrounding surface instead of ending abruptly. `edge_smoothing_amount` in
// (0, 1] sets how far the fade reaches into the patch: small values only soften a thin band at the
// very edge, 1 fades the whole patch to nothing (the painted face comes out flat). Off by default.
bool edge_smoothing = false;
float edge_smoothing_amount = 0.5f;
// Only used by TextureProjectionMethod::LSCM: when set, a fresh unwrap is laid out as a connected
// net (adjacent charts unfolded edge-to-edge along a spanning tree, see compute_connected_net())
// rather than as separately packed islands. On by default. Hand-moving an island overrides its
// placement until the next re-unwrap.
bool auto_connect_islands = true;
// When false, the texture is sampled once (clamped to its edge pixels outside [0, 1)) instead
// of being repeated - useful for a single decal-like placement rather than a repeating tile.
bool tile_enabled = true;
TextureTileMethod tile_method = TextureTileMethod::Repeat;
TextureProjectionMethod projection_method = TextureProjectionMethod::Triplanar;
// Only used by TextureProjectionMethod::LSCM. See LSCM_DEFAULT_SEAM_ANGLE_DEG.
float lscm_seam_angle_deg = LSCM_DEFAULT_SEAM_ANGLE_DEG;
// Only used by TextureProjectionMethod::LSCM: gap left between islands by the automatic packing,
// in the unwrap's mm space. Negative means "auto" (a small fraction of the packed size), which is
// what a patch that has never had the slider touched gets.
float island_padding_mm = -1.f;
// Only used by TextureProjectionMethod::LSCM: edges the unwrap is forced to cut along, on top of
// whatever the seam angle already cuts. Each pair is an undirected edge in *mesh vertex index*
// space (first < second). This is what "mark seam" (manual) and "cut island" (auto) both write to.
// Mesh-index space, so like the paint masks these are dropped on any topology change.
std::vector<std::pair<int, int>> lscm_seam_edges;
// Only used by TextureProjectionMethod::ViewProjected: the projector's in-plane axes, in the
// volume's *local* space, captured from the camera when the user hits "Project from view". A point
// projects to Vec2f(dot(pos, right), dot(pos, up)) before the usual tiling/rotation/offset.
Vec3f view_project_right = Vec3f::UnitX();
Vec3f view_project_up = Vec3f::UnitY();
// Also ViewProjected, and takes precedence over the two axes above when set: an exact *projective*
// map from a local-space position straight to a texture uv, written by the projection-frame overlay
// (the semi-transparent window dragged over the 3D view - its border becomes the uv unit square).
//
// Row-major 3x4, applied to the homogeneous point p~ = (x, y, z, 1):
// uv = ( row0.p~ / row2.p~ , row1.p~ / row2.p~ )
// The perspective divide is the whole point. view_project_right/up can only express an *affine*
// projection, which matches an orthographic camera exactly but not a perspective one - under
// perspective the near end of a part projects larger than the far end, and no pair of axes
// reproduces that. Folding the camera's full projection*view*model product into one matrix does.
// Because a point behind the projector has row2.p~ <= 0 and no meaningful uv, sampling must check
// the sign rather than divide blindly; see project_uv_projective().
//
// Note this map already includes placement, so the usual tiling/rotation/offset transform is NOT
// applied on top of it - the window's own position and size are the placement.
bool view_project_projective = false;
std::array<float, 12> view_project_matrix{};
// Only used by TextureProjectionMethod::LSCM: hand placement of the unwrap's islands, indexed by
// chart id (see TextureIsland). Shorter than the chart count simply means the missing ones are
// still where the automatic packing put them.
std::vector<TextureIsland> islands;
// Only used by TextureProjectionMethod::LSCM: persistent "join" groups, indexed by chart id. Charts
// that share a group id move together as one in the UV editor - this is what the explicit "Join"
// command records (over and above placing the child next to its parent). An entry of -1, or an index
// past the end of the vector, means the chart is its own singleton group (moves alone). Empty means
// every chart is a singleton. Same chart-renumbering caveat as `islands`: a re-unwrap can reshuffle
// chart ids, so this is meaningful only against the unwrap it was made on.
std::vector<int> island_groups;
// Only used by TextureProjectionMethod::LSCM: manual per-vertex UV edits made in the UV editor's
// Vertex/Edge select modes. Each pair is (mesh vertex index, its overriding raw-unwrap coordinate in
// mm) - the *raw* unwrap position, i.e. before the island transform, so the edited vertex still
// moves and rotates with its island. In compute_lscm_uvs() this replaces the automatic unwrap
// coordinate for that vertex; in the editor it edits the displayed geometry directly. Keyed in mesh-
// vertex space like lscm_seam_edges (dropped on a topology change). The raw coordinate is only
// meaningful against the current unwrap, so a re-unwrap clears these. A mesh vertex shared by several
// charts (a seam vertex) settles on one, matching compute_lscm_uvs()'s single-UV-per-vertex rule.
std::vector<std::pair<int, Vec2f>> lscm_uv_overrides;
// How this layer folds into the displacement accumulated by the layers below it. Ignored for
// the lowest-slot painted layer, which has nothing beneath it to combine with (the GUI shows
// it as the "Base" layer and hides the control).
TextureBlendMode blend_mode = TextureBlendMode::Add;
bool empty() const { return !image_data || image_data->empty(); }
template<class Archive> void save(Archive &ar) const
{
std::string blob = image_data ? std::string(image_data->begin(), image_data->end()) : std::string();
ar(slot, name, path, path_in_3mf, blob, depth_mm, tiling_scale, rotation_deg, offset, invert, tile_enabled,
static_cast<int>(tile_method), static_cast<int>(projection_method), lscm_seam_angle_deg, islands,
static_cast<int>(blend_mode), midlevel, island_padding_mm, lscm_seam_edges, view_project_right,
view_project_up, smoothing, edge_smoothing, edge_smoothing_amount, auto_connect_islands, island_groups,
lscm_uv_overrides, view_project_projective, view_project_matrix);
}
template<class Archive> void load(Archive &ar)
{
std::string blob;
int tile_method_int = 0;
int projection_method_int = 0;
int blend_mode_int = 0;
ar(slot, name, path, path_in_3mf, blob, depth_mm, tiling_scale, rotation_deg, offset, invert, tile_enabled,
tile_method_int, projection_method_int, lscm_seam_angle_deg, islands, blend_mode_int, midlevel,
island_padding_mm, lscm_seam_edges, view_project_right, view_project_up, smoothing, edge_smoothing,
edge_smoothing_amount, auto_connect_islands, island_groups, lscm_uv_overrides, view_project_projective,
view_project_matrix);
image_data = blob.empty() ? nullptr : std::make_shared<std::vector<unsigned char>>(blob.begin(), blob.end());
tile_method = static_cast<TextureTileMethod>(tile_method_int);
projection_method = static_cast<TextureProjectionMethod>(projection_method_int);
blend_mode = static_cast<TextureBlendMode>(blend_mode_int);
}
};
// Decoded 8-bit grayscale height sample, independent of any GUI/OpenGL texture object so it can
// be evaluated from a background bake Job as well as from GUI-side preview code.
struct DecodedHeightTexture
{
std::vector<uint8_t> pixels; // row-major, top-to-bottom, one byte per pixel
int width = 0;
int height = 0;
bool empty() const { return width <= 0 || height <= 0 || pixels.empty(); }
// Bilinearly sampled height in [0, 1] at a normalized uv coordinate. When tile_enabled is false,
// a uv outside [0, 1) samples as 0 - the texture simply is not there, rather than its border
// row/column being smeared outward forever (which is what clamping the coordinate would do, and
// was a real reported bug). Callers rely on this to get a hard edge: it is how the projection
// frame's border becomes the edge of the displacement.
float sample(const Vec2f &uv, bool tile_enabled = true, TextureTileMethod tile_method = TextureTileMethod::Repeat) const;
};
// Decode a layer's raw image bytes into sampleable grayscale height data. Returns an empty
// DecodedHeightTexture if image_data is empty or is not an 8-bit grayscale PNG.
DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer);
// Raw dominant-axis planar projection of `position` (in mm, not yet scaled/rotated/offset by any
// layer), dropping the axis position that best aligns with `normal`. Exposed on its own (rather
// than only inline inside project_texture_displacement_uv()) so GUI code - the on-canvas
// "adjust texture placement" gizmo - can map a dragged 3D point into the exact same 2D space
// tiling_scale/rotation_deg/offset operate in, without duplicating the axis-selection logic.
Vec2f project_planar(const Vec3f &position, const Vec3f &normal);
// Applies a layer's tiling_scale/rotation_deg/offset to an already-projected planar coordinate
// (in mm, dominant-axis planar, cylindrical, spherical, or CGAL LSCM output - any of them, all
// share this same final step). Exposed separately so build_texture_displacement() can route CGAL
// LSCM's per-patch UV solve through the same scale/rotate/offset controls as every other
// projection method, without going through project_texture_displacement_uv()'s own dispatch
// (which only knows how to compute the *analytic* methods from a single vertex + normal).
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer);
// Applies a row-major 3x4 projective matrix (see TextureDisplacementLayer::view_project_matrix) to a
// local-space point, writing the resulting texture uv. Returns false - and leaves `uv` untouched -
// when the point lies behind the projector or on its plane (w <= 0), where there is no meaningful uv
// and dividing would produce a mirrored or infinite coordinate. Callers treat that as "no height".
bool project_uv_projective(const std::array<float, 12> &m, const Vec3f &position, Vec2f &uv);
// Sample a layer's height texture at a mesh-local position, honouring the layer's projection
// method, tiling scale, rotation, offset and tiling mode. Returns a height in [0, 1].
//
// This returns a *height* rather than a UV because TextureProjectionMethod::Triplanar is a blend
// of three separate axis projections and therefore takes three texture samples per vertex - there
// is no single UV that represents it. The other methods do map to one UV internally.
// - `normal` is this specific vertex's own normal; used only by Triplanar (for its blend weights).
// - `patch_center`/`patch_axis` describe the painted patch as a whole (its centroid, and - for
// Cylindrical only - the wrap axis); used only by the Cylindrical/Spherical methods.
// - `lscm_uv`, when non-null, is this vertex's precomputed LSCM coordinate and takes precedence
// over `layer.projection_method` (LSCM is a single per-patch solve, not a per-vertex formula,
// so build_texture_displacement() computes it once up front and passes it in here).
// patch_center/patch_axis are cheap to compute once per patch and passed through unchanged for
// every vertex rather than being re-derived per call.
float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisplacementLayer &layer,
const Vec3f &position, const Vec3f &normal,
const Vec3f &patch_center = Vec3f::Zero(), const Vec3f &patch_axis = Vec3f::UnitZ(),
const Vec2f *lscm_uv = nullptr);
// Area-weighted centroid and average normal of a layer's currently painted patch, in mesh-local
// coordinates - the same measurements build_texture_displacement() uses to pick its dominant
// projection axis. Used by the GUI to anchor the on-canvas "adjust texture placement" gizmo to
// wherever the layer is actually painted. Returns false (leaving the outputs untouched) if the
// layer has nothing painted yet.
bool compute_layer_paint_anchor(const indexed_triangle_set &base_mesh,
const TriangleSelector::TriangleSplittingData &facet_data,
Vec3f &anchor_pos,
Vec3f &anchor_normal);
// Extracts the currently painted patch from a volume's base mesh + stored facet data - the same
// extraction build_texture_displacement() and compute_layer_paint_anchor() each do internally via
// TriangleSelector::get_facets_strict(ENFORCER). Returns an empty mesh if nothing is painted.
// Exposed so GUI code (the LSCM "UV editor" preview pane) can get the same patch build_texture_
// displacement() would act on, without duplicating the deserialize/get_facets_strict boilerplate.
indexed_triangle_set extract_painted_patch(const indexed_triangle_set &base_mesh,
const TriangleSelector::TriangleSplittingData &facet_data);
// A patch flattened into 2D. The patch is first split into charts along edges sharper than
// `seam_angle_deg` (see LSCM_DEFAULT_SEAM_ANGLE_DEG), each chart is flattened independently, the
// charts are scaled to their true mm size and packed side by side.
//
// A vertex sitting on a seam belongs to several charts at once and therefore has a *different* UV
// in each of them, so this cannot be a plain "one UV per patch vertex" array: seam vertices are
// duplicated, once per chart touching them. `indices` is the patch's own triangle list re-indexed
// onto that duplicated vertex set, and `source_vertex` maps each duplicate back to the patch vertex
// it came from.
struct PatchUnwrap
{
std::vector<Vec2f> uvs; // one per unwrapped vertex, in mm
std::vector<int> source_vertex; // unwrapped vertex -> index into patch.vertices
std::vector<int> vertex_chart; // unwrapped vertex -> chart (island) id
std::vector<stl_triangle_vertex_indices> indices; // patch triangles, re-indexed into `uvs`
// Per chart, the centroid of its uvs - the point a TextureIsland's rotation turns about.
std::vector<Vec2f> chart_centroid;
// Edges belonging to exactly one triangle: the outline of each island. Indices into `uvs`. This
// is what the UV editor draws highlighted, so the boundaries the seam angle cut are visible.
std::vector<std::pair<int, int>> boundary_edges;
int chart_count = 0;
bool empty() const { return indices.empty(); }
};
// Applies an island's hand placement (scale + rotation about its own centroid, then offset) to one
// unwrapped UV. A chart with no entry in `islands` is left exactly where the packing put it.
Vec2f apply_island_transform(const Vec2f &uv, int chart, const PatchUnwrap &unwrap, const std::vector<TextureIsland> &islands);
// The same transform as a 2x3 affine matrix (columns: x basis, y basis, translation), for callers
// that would otherwise apply it to every vertex of an island one at a time. The UV editor renders
// each island through this as a uniform, which is what lets a drag move an island without touching
// its vertex buffer at all.
Eigen::Matrix<float, 2, 3> island_transform_matrix(int chart, const PatchUnwrap &unwrap, const std::vector<TextureIsland> &islands);
// Lays the unwrap's charts out as a connected net: charts that share a mesh edge are unfolded so
// their shared edge coincides (a cube -> its six faces joined along a spanning tree of edges, the rest
// left as free borders). Charts stay separate islands, so their borders still show and any of them can
// still be moved by hand afterwards. A chart whose unfold would overlap one already placed is left
// where the packing put it. Returns one placement per chart. See the gizmo's auto-connect option.
std::vector<TextureIsland> compute_connected_net(const PatchUnwrap &unwrap);
// The placement that unfolds `child` onto `parent` along their shared mesh edge, honouring `parent`'s
// current placement in `islands`. Returns false if the two charts share no edge. Backs the manual
// "Join" command; compute_connected_net() does the same thing across a whole spanning tree.
bool join_chart_placement(const PatchUnwrap &unwrap, const std::vector<TextureIsland> &islands,
int child, int parent, TextureIsland &out_child);
// Unwraps `patch` as described above. Charts that are flat (within a degree) are projected onto
// their own tangent plane directly, which is both exact and far cheaper than a solve; only genuinely
// curved charts go through CGAL's LSCM parameterizer (MeshBoolean::cgal::parameterize_lscm()). A
// chart that LSCM cannot flatten at all (it is not a topological disk - closed, or with a hole)
// falls back to that same tangent-plane projection.
//
// `padding_mm` is the gap the packing leaves between islands; negative means auto (see
// TextureDisplacementLayer::island_padding_mm). `seam_edges` are extra edges to cut along regardless
// of angle (manual/auto seams), in the patch's own vertex-index space (which is the mesh's, since the
// patch carries the whole vertex array - see get_facets_strict()).
//
// Results are cached, keyed on the patch's geometry, the seam angle, the padding and the seam edges:
// nothing else about a layer (depth, tiling, rotation, offset, texture, island placement) changes the
// unwrap, so dragging any of those sliders must not pay for a re-solve.
PatchUnwrap compute_patch_unwrap(const indexed_triangle_set &patch, float seam_angle_deg = LSCM_DEFAULT_SEAM_ANGLE_DEG,
float padding_mm = -1.f, const std::vector<std::pair<int, int>> &seam_edges = {});
// One UV per patch vertex, for displacement. Displacement is inherently per-vertex - a vertex has
// exactly one position, so it can only be pushed out by one height - which means a seam vertex has
// to settle on a single one of its charts' UVs (the first, arbitrarily). That is not a compromise
// in the result: the surface stays watertight either way, since neighbouring vertices each move
// along their own normals and nothing depends on the UVs agreeing across the seam. It is only the
// *display* in the UV editor that needs the duplicated-vertex form above.
//
// Returns an empty vector if the patch has no triangles. Takes the whole layer because it applies
// both the layer's seam angle and its hand-placed islands.
std::vector<Vec2f> compute_lscm_uvs(const indexed_triangle_set &patch, const TextureDisplacementLayer &layer);
// One paint mask (as stored by ModelVolume::texture_displacement_facets) per possible layer slot.
using TextureDisplacementFacetsData = std::array<TriangleSelector::TriangleSplittingData, TEXTURE_DISPLACEMENT_MAX_LAYERS>;
// Bake all painted texture-displacement layers into `base_mesh`'s geometry, restricted to the
// painted area(s) only (the rest of the mesh is left untouched). Returns the mesh unchanged if
// nothing is painted or no layer has a usable texture.
//
// **Topology-preserving**: the returned mesh has exactly `base_mesh`'s vertices and triangles, in
// the same order - only the positions of displaced vertices differ. Every layer's paint mask is
// evaluated against `base_mesh` directly, and each vertex accumulates a single signed displacement
// (in mm) that all the layers covering it fold into, in slot order, via their TextureBlendMode.
// The vertex is then moved once, along its base-mesh normal, by that accumulated total.
//
// This replaced an earlier design that instead applied the layers *sequentially*, re-meshing after
// each one and carrying the next layer's paint mask onto the result with
// TriangleSelector::remap_painting(). That was the cause of a real "the second texture is never
// applied" bug: remapping a mask onto a mesh whose vertices had just been displaced out from under
// it routinely produced an empty bitstream, and the layer was then silently skipped. It is also
// what forced the per-layer vertex duplication and the final its_compactify_vertices() pass. The
// accumulate-then-displace formulation has neither problem, is substantially faster (no remap, no
// welding, one pass over the mesh), and - because the output keeps the input's exact vertex
// indexing - lets the GUI overlay a preview on the base mesh without any index translation.
//
// A vertex used by even one *unpainted* triangle of a layer's mask is that layer's boundary: its
// displacement is pinned to zero, so the patch never tears away from the surrounding surface. Only
// vertices used exclusively by painted triangles move.
//
// Takes plain copied data rather than a ModelVolume reference so it is safe to call from a
// background thread (e.g. a bake Job's process() method) on a snapshot captured on the main
// thread, without touching the live Model concurrently with the UI.
//
// Known limitation: this does not attempt to remap texture-displacement paint data across
// topology-changing operations performed outside this gizmo (e.g. ModelObject::split(),
// mesh-boolean ops) the way TriangleSelector::remap_painting() does for the other paint channels.
// Such operations will silently drop any unbaked texture-displacement paint on the affected
// volume. This is an explicit extension point for a later phase, not an oversight.
indexed_triangle_set build_texture_displacement(const indexed_triangle_set &base_mesh,
const std::vector<TextureDisplacementLayer> &layers,
const TextureDisplacementFacetsData &facets_data);
// Convenience overload for main-thread callers: extracts the mesh/layers/paint data from `volume`
// and forwards to the overload above.
indexed_triangle_set build_texture_displacement(const ModelVolume &volume);
// Uniformly subdivides `mesh` (every triangle recursively split into 4 via edge midpoints, using a
// shared cache so a midpoint is computed once and reused by both triangles on either side of that
// edge) until every edge is at or below max_edge_length_mm, or max_iterations passes have run,
// whichever comes first (bounding the worst-case triangle-count explosion on a very fine target).
//
// This exists so a low-poly input model can still get fine-grained texture displacement detail -
// build_texture_displacement() can only ever move existing vertices, so a patch with only a
// handful of vertices to begin with cannot show much detail no matter the texture's resolution.
//
// Deliberately whole-mesh and uniform, not limited to a painted patch: subdividing only part of a
// mesh while leaving the rest untouched creates a classic T-junction/cracking problem where the
// denser and sparser regions meet (the finer side has edge midpoints the coarser side doesn't
// know about). Uniform, whole-mesh subdivision has no such seam and stays manifold, at the cost of
// applying everywhere rather than just where texture detail is actually wanted - meant to be run
// once, deliberately, before painting (see the gizmo's "Subdivide model" button), not automatically
// during baking.
indexed_triangle_set subdivide_mesh_uniform(const indexed_triangle_set &mesh, float max_edge_length_mm, int max_iterations = 6);
} // namespace Slic3r
#endif // slic3r_TextureDisplacement_hpp_

View File

@@ -198,6 +198,8 @@ set(SLIC3R_GUI_SOURCES
GUI/Gizmos/GLGizmosManager.hpp
GUI/Gizmos/GLGizmoSVG.cpp
GUI/Gizmos/GLGizmoSVG.hpp
GUI/Gizmos/GLGizmoTextureDisplacement.cpp
GUI/Gizmos/GLGizmoTextureDisplacement.hpp
GUI/Gizmos/GLGizmoUtils.cpp
GUI/Gizmos/GLGizmoUtils.hpp
#GUI/Gizmos/GLGizmoText.cpp
@@ -323,6 +325,10 @@ set(SLIC3R_GUI_SOURCES
GUI/Jobs/SLAImportDialog.hpp
GUI/Jobs/SLAImportJob.cpp
GUI/Jobs/SLAImportJob.hpp
GUI/Jobs/TextureDisplacementBakeJob.cpp
GUI/Jobs/TextureDisplacementBakeJob.hpp
GUI/Jobs/TextureDisplacementPreviewJob.cpp
GUI/Jobs/TextureDisplacementPreviewJob.hpp
GUI/Jobs/ThreadSafeQueue.hpp
GUI/Jobs/UpgradeNetworkJob.cpp
GUI/Jobs/UpgradeNetworkJob.hpp
@@ -494,6 +500,10 @@ set(SLIC3R_GUI_SOURCES
GUI/TaskManager.hpp
GUI/TextLines.cpp
GUI/TextLines.hpp
GUI/TextureLibrary.cpp
GUI/TextureLibrary.hpp
GUI/TextureProjectorFrame.cpp
GUI/TextureProjectorFrame.hpp
GUI/TickCode.cpp
GUI/TickCode.hpp
GUI/TroubleshootDialog.cpp
@@ -510,6 +520,8 @@ set(SLIC3R_GUI_SOURCES
GUI/UserManager.hpp
GUI/UserNotification.cpp
GUI/UserNotification.hpp
GUI/UVEditorCanvas.cpp
GUI/UVEditorCanvas.hpp
GUI/WebDownPluginDlg.cpp
GUI/WebDownPluginDlg.hpp
GUI/WebGuideDialog.cpp

View File

@@ -104,6 +104,11 @@ std::pair<bool, std::string> GLShadersManager::init()
valid &= append_shader("mm_gouraud", { prefix + "mm_gouraud.vs", prefix + "mm_gouraud.fs" }, { "FLIP_TRIANGLE_NORMALS"sv });
else
valid &= append_shader("mm_gouraud", { prefix + "mm_gouraud.vs", prefix + "mm_gouraud.fs" });
// Fast bump-map preview for the texture displacement gizmo (see libslic3r/TextureDisplacement.hpp).
valid &= append_shader("texture_displacement_bump", { prefix + "texture_displacement_bump.vs", prefix + "texture_displacement_bump.fs" });
// UV-check overlay for the same gizmo: a procedural checker or a distortion heatmap over the
// painted patch, to sanity-check the unwrap.
valid &= append_shader("texture_displacement_uvcheck", { prefix + "texture_displacement_uvcheck.vs", prefix + "texture_displacement_uvcheck.fs" });
return { valid, error };
}

View File

@@ -171,7 +171,8 @@ bool GLTexture::load_from_svg_file(const std::string& filename, bool use_mipmaps
return false;
}
bool GLTexture::load_from_raw_data(std::vector<unsigned char> data, unsigned int w, unsigned int h, bool apply_anisotropy)
bool GLTexture::load_from_raw_data(std::vector<unsigned char> data, unsigned int w, unsigned int h, bool apply_anisotropy,
bool use_mipmaps)
{
m_width = w;
m_height = h;
@@ -195,18 +196,51 @@ bool GLTexture::load_from_raw_data(std::vector<unsigned char> data, unsigned int
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
bool use_mipmaps = true;
if (use_mipmaps) {
// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
int lod_w = m_width;
int lod_h = m_height;
// We generate the mipmap chain ourselves rather than calling glGenerateMipmap(), which this
// codebase has historically considered unreliable on some graphics cards.
//
// Each level is a 2x2 box filter of the level above it. Note this used to re-upload the
// *level-0* buffer at every level instead, which does not downscale anything - it just
// reinterprets the image's first lod_w * lod_h texels as the whole smaller level, i.e. every
// level below 0 held a crop of the top-left corner. It went unnoticed for as long as every
// caller drew these textures at roughly their native size (where only level 0 is ever
// sampled); it shows up the moment one is drawn small enough to select a lower level, as a
// texture that visibly turns into something else as it shrinks.
std::vector<unsigned char> scratch;
const std::vector<unsigned char> *src = &data;
int src_w = m_width;
int src_h = m_height;
GLint level = 0;
while (lod_w > 1 || lod_h > 1) {
while (src_w > 1 || src_h > 1) {
++level;
lod_w = std::max(lod_w / 2, 1);
lod_h = std::max(lod_h / 2, 1);
n_pixels = lod_w * lod_h;
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
const int lod_w = std::max(src_w / 2, 1);
const int lod_h = std::max(src_h / 2, 1);
std::vector<unsigned char> lod(size_t(lod_w) * size_t(lod_h) * 4);
for (int y = 0; y < lod_h; ++y) {
// min() rather than a plain 2*y+1: an odd source extent leaves the last output texel
// with only one source row/column to average, not two.
const int y0 = std::min(2 * y, src_h - 1);
const int y1 = std::min(2 * y + 1, src_h - 1);
for (int x = 0; x < lod_w; ++x) {
const int x0 = std::min(2 * x, src_w - 1);
const int x1 = std::min(2 * x + 1, src_w - 1);
for (int c = 0; c < 4; ++c) {
const unsigned int sum = (*src)[(size_t(y0) * size_t(src_w) + size_t(x0)) * 4 + size_t(c)] +
(*src)[(size_t(y0) * size_t(src_w) + size_t(x1)) * 4 + size_t(c)] +
(*src)[(size_t(y1) * size_t(src_w) + size_t(x0)) * 4 + size_t(c)] +
(*src)[(size_t(y1) * size_t(src_w) + size_t(x1)) * 4 + size_t(c)];
lod[(size_t(y) * size_t(lod_w) + size_t(x)) * 4 + size_t(c)] = (unsigned char)(sum / 4);
}
}
}
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)lod.data()));
scratch = std::move(lod);
src = &scratch;
src_w = lod_w;
src_h = lod_h;
}
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level));

View File

@@ -100,7 +100,10 @@ namespace GUI {
bool load_from_file(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy);
bool load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
//BBS load GLTexture from raw pixel data
bool load_from_raw_data(std::vector<unsigned char> data, unsigned int w, unsigned int h, bool apply_anisotropy = false);
// `data` is RGBA, w * h * 4 bytes. With use_mipmaps, a real box-filtered mipmap chain is
// built, so the texture may safely be drawn smaller than its pixel size.
bool load_from_raw_data(std::vector<unsigned char> data, unsigned int w, unsigned int h, bool apply_anisotropy = false,
bool use_mipmaps = true);
// meanings of states: (std::pair<int, bool>)
// first field (int):
// 0 -> no changes

View File

@@ -27,7 +27,8 @@ enum class PainterGizmoType {
FDM_SUPPORTS,
SEAM,
MM_SEGMENTATION,
FUZZY_SKIN
FUZZY_SKIN,
TEXTURE_DISPLACEMENT
};
class TriangleSelectorGUI : public TriangleSelector {

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,518 @@
#ifndef slic3r_GLGizmoTextureDisplacement_hpp_
#define slic3r_GLGizmoTextureDisplacement_hpp_
#include "GLGizmoPainterBase.hpp"
#include "libslic3r/TextureDisplacement.hpp"
#include "slic3r/GUI/GLModel.hpp"
#include "slic3r/GUI/GLTexture.hpp"
#include "slic3r/GUI/I18N.hpp"
#include "slic3r/GUI/IconManager.hpp"
#include "slic3r/GUI/TextureLibrary.hpp"
#include <array>
#include <map>
#include <memory>
#include <string>
namespace Slic3r::GUI {
class TextureProjectorFrame;
// Paint-style gizmo that assigns one or more texture-displacement "layers" (see
// libslic3r/TextureDisplacement.hpp) to painted areas of a model, and can bake the result into
// real mesh geometry. See the project plan for the overall architecture; in short:
// - each layer owns its own independent paint mask (ModelVolume::texture_displacement_facets),
// reusing the same TriangleSelector/FacetsAnnotation machinery as every other paint gizmo -
// only one layer is "active" (paintable) at a time, selected in the panel below;
// - "Bake" runs build_texture_displacement() in a background job and commits the result exactly
// like the Emboss/SVG "project on surface" gizmo does.
class GLGizmoTextureDisplacement : public GLGizmoPainterBase
{
public:
GLGizmoTextureDisplacement(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
void render_painter_gizmo() override;
// Intercepts mouse input while "Adjust Texture" mode is on (dragging the on-canvas offset/
// rotation handles instead of painting); otherwise forwards to the normal painting handling.
bool on_mouse(const wxMouseEvent &mouse_event) override;
protected:
void on_render_input_window(float x, float y, float bottom_limit) override;
std::string on_get_name() const override;
wxString handle_snapshot_action_name(bool shift_down, Button button_down) const override;
std::string get_gizmo_entering_text() const override { return _u8L("Entering Texture displacement painting"); }
std::string get_gizmo_leaving_text() const override { return _u8L("Leaving Texture displacement painting"); }
std::string get_action_snapshot_name() const override { return _u8L("Texture displacement editing"); }
EnforcerBlockerType get_left_button_state_type() const override { return EnforcerBlockerType::ENFORCER; }
EnforcerBlockerType get_right_button_state_type() const override { return EnforcerBlockerType::NONE; }
private:
bool on_init() override;
void update_model_object() override;
void update_from_model_object(bool first_update) override;
void on_opening() override {}
void on_shutdown() override;
PainterGizmoType get_painter_type() const override;
// Phase 1 restricts the texture layer list to the first model-part volume of the current
// object (the common single-volume case); multi-part objects only get texture layers on
// their first part until a later phase. Returns nullptr if there is no model part.
ModelVolume* texture_volume();
const ModelVolume* texture_volume() const;
void add_texture_layer();
void remove_texture_layer(int slot);
void set_active_layer(int slot); // flushes the previous layer's edits, then reloads selectors
void bake();
// Marks every facet of every model-part volume as painted for the currently active layer -
// "whole model" as an alternative to brushing/clicking every triangle by hand.
void select_whole_model();
// The mesh raycasters are built one per model-part volume, in that order; this is the texture
// volume's slot among them, or -1 if it has none (no selection, or the lists disagree).
int texture_volume_raycaster_index() const;
// Paints exactly the facets currently visible from the camera onto the active layer, replacing
// whatever that layer had painted. "Visible" is two tests: the facet faces the camera, and its
// centroid is not hidden behind other geometry (a real raycast, so a concave part's far inner
// wall is correctly excluded). When `uv_clip` is given (the projection frame's matrix), facets
// whose centroid falls outside the frame's uv unit square are skipped first - which both clips
// the selection to the frame and spares the raycast for everything outside it. Costs one ray
// query per surviving facet, so it is a one-shot action, never a per-frame one. Returns the
// number of facets selected.
int select_visible_faces(const std::array<float, 12> *uv_clip = nullptr);
// When set, "Capture current view" also re-selects the visible faces, so the viewpoint the
// projector was captured from and the area it projects onto stay the same. Independent of the
// projection frame below: this takes every visible facet, the frame clips to its rectangle.
// Off by default, because turning it on replaces whatever the layer had painted.
bool m_project_only_visible = false;
// The projection-frame overlay for a ViewProjected layer: a semi-transparent window dragged over
// the 3D view whose border becomes the projection's edge. Created lazily and owned here; hidden
// rather than destroyed when closed, so reopening keeps it where the user left it.
TextureProjectorFrame *m_projector_frame = nullptr;
int m_projector_opacity = 140;
// What the overlay's texture was last built from, so repeated updates don't rebuild the bitmap
// from unchanged pixels. Same shape as the m_thumbnail_source/m_thumbnail_smoothing pair above.
const void *m_projector_tex_source = nullptr;
float m_projector_tex_smoothing = -1.f;
void show_projector(bool show);
// Pushes the active layer's texture into the overlay. Cheap, and a no-op while it is hidden.
void update_projector();
// Reads the overlay's rectangle and commits it as the layer's projection: builds the exact
// projective local->uv matrix from the camera and that rectangle, turns tiling off so the border
// is a hard edge, and repaints the layer with the visible facets inside the frame. Returns the
// number of facets selected, or -1 if the frame could not be used at all.
int apply_projection_frame();
// Uniformly subdivides the volume's mesh (see libslic3r::subdivide_mesh_uniform()) so a
// low-poly input model has enough vertices to actually show texture-displacement detail.
// A real, committed geometry change (like Bake), so it needs its own snapshot; unlike Bake it
// has no target region, so any not-yet-baked paint on the volume is dropped rather than
// remapped (texture-displacement paint has no remap-across-topology-change support yet).
void subdivide_model();
// Returns a cached GPU thumbnail of layer's texture (decoding + uploading it the first time it
// is requested, or whenever its image_data changes), or nullptr if it has no usable texture.
GLTexture *get_layer_thumbnail(const TextureDisplacementLayer &layer);
// A texture from the picker's library (see slic3r/GUI/TextureLibrary.hpp), read and uploaded
// once and then kept for the gizmo's lifetime. The decoded bytes are held alongside the GPU
// thumbnail so that picking the texture can hand the layer this very same image_data buffer -
// which both avoids re-reading the file and lets decode_height_texture()'s own cache (keyed by
// exactly this pointer) hit immediately on the first bake/preview.
struct LibraryTexture
{
std::shared_ptr<std::vector<unsigned char>> image_data;
std::unique_ptr<GLTexture> thumbnail;
};
const LibraryTexture *get_library_texture(const std::string &path);
// The layer's texture chooser: a drop-down whose closed state and every one of whose entries
// shows a large preview image on the left and the texture's name on the right, plus an adjacent
// button that imports an image file from disk into the user texture folder. Shipped and
// user-imported textures are listed under separate headings.
void render_texture_picker(TextureDisplacementLayer &layer);
void set_layer_texture(TextureDisplacementLayer &layer, const TextureLibraryEntry &entry);
void import_custom_texture(TextureDisplacementLayer &layer);
// Draws a picker row (image left, name right) on top of a full-width Selectable, and leaves the
// cursor below it. Shared by the drop-down's closed state and its individual entries so the two
// cannot drift apart. Returns true when the row is clicked.
bool texture_row(const char *id, const std::string &name, GLTexture *thumbnail, bool selected, float width);
float texture_row_height() const;
// "Adjust Texture" mode: instead of painting, dragging an on-canvas handle changes the active
// layer's offset. The handle is a flat panel lying in the paint patch's own tangent plane
// (a "pan" - drag anywhere on it for free 2D movement), plus two arrows along the patch's
// own U/V axes that constrain the drag to just that one axis for precise nudging. Anchored to
// the centroid/average-normal of the active layer's current paint patch (see
// libslic3r::compute_layer_paint_anchor()), so nothing is drawn if it has nothing painted yet.
//
// NOTE: the drag direction/sign below is this session's best-effort reasoning about which way
// the texture should appear to move as the handle is dragged - it could not be visually
// confirmed while writing it (no way to render/see pixels in this environment), so it may
// need a one-line sign flip once actually tested.
bool update_adjust_anchor(); // recomputes m_adjust_anchor_pos/normal; false if nothing painted
bool on_mouse_adjust_texture(const wxMouseEvent &mouse_event);
void render_adjust_texture_gizmo();
// Draws a small '+'/'-' next to the mouse over the 3D view while painting/selecting, so it is
// obvious whether the next stroke adds paint (default) or erases it (Shift). Uses ImGui's
// foreground draw list, so it must be called from inside the gizmo's ImGui frame.
void render_paint_cursor_hint();
// Mesh-local tangent-plane basis at m_adjust_anchor_normal, matching project_planar()'s
// dominant-axis convention so dragging on-canvas maps consistently onto offset.
void adjust_tangent_basis(Vec3f &u_axis, Vec3f &v_axis) const;
// The plane a drag is measured against: the paint patch's anchor, lifted clear of the surface.
// Deliberately *fixed* - independent of the layer's offset - so that moving the handle cannot
// move the plane the handle's own motion is derived from, which would be a feedback loop.
Vec3f adjust_plane_point() const;
// Where the handle is actually drawn, in mesh-local coordinates. This is NOT just the patch's
// centroid: the handle *represents the texture's placement*, so it has to travel as `offset`
// changes. Pinning it to the centroid is why dragging it looked broken - the texture slid but
// the handle stayed put. Undoing apply_uv_transform()'s scale and rotation turns the layer's
// offset back into a displacement in mm within the patch's tangent plane, which is what gets
// added to the anchor here. That is exactly consistent with the drag arithmetic in
// on_mouse_adjust_texture(): the handle then tracks the cursor 1:1, and sits back on the anchor
// precisely when offset is zero.
Vec3f adjust_handle_center(const TextureDisplacementLayer &layer) const;
// The layer painted by the active slot, or nullptr if that slot has no layer yet.
TextureDisplacementLayer *active_layer();
const TextureDisplacementLayer *active_layer() const;
// Recomputes m_preview_glmodel from the volume's current (unbaked) paint state, using the same
// build_texture_displacement() algorithm as Bake. Called whenever the paint mask changes
// (stroke end, layer switch, undo/redo reload, post-bake refresh) rather than every frame -
// this is real mesh work (PNG sampling, vertex welding), not something to redo per paint stroke
// drag sample or idle repaint. With several painted layers this can be slow, so the actual
// computation runs in a background TextureDisplacementPreviewJob; this function only queues
// it and returns immediately, and m_preview_glmodel is updated later when it completes.
void rebuild_preview();
void render_preview_mesh();
// Alternate, GPU-only preview: perturbs shading normals from the active layer's height texture
// (a classic bump map) instead of actually moving vertices, using the
// resources/shaders/*/texture_displacement_bump.* shader. Faster than the true-displacement
// preview (no CPU meshing at all - just a per-vertex paint-weight buffer built at the same
// cadence as rebuild_preview()) but only shows the *active* layer, and any bump is a shading
// illusion, not real geometry - "Bake" always produces the true, exact result either way.
void rebuild_bump_preview_mesh();
void render_bump_preview_mesh();
// Feeds the active layer's painted patch + LSCM unwrap (if it's using that projection method)
// into Plater's docked UV-editor pane and shows it, or hides the pane if the active layer
// isn't using LSCM (or nothing is painted). Called whenever something that could change what
// the pane should show happens: paint changes, layer switch, projection method change, bake,
// and on shutdown (to hide it).
void update_uv_editor();
// Applies one island edit reported by the UV editor's drag/rotate gestures to the active layer.
// Deltas are incremental (see UVEditorCanvas::IslandEditFn); `finished` ends the gesture, which
// is when - and only when - the 3D preview is rebuilt, since doing that per mouse-move would
// queue a mesh recompute for every pixel of a drag.
void on_island_edited(int island, const Vec2f &offset_delta, float rotation_delta, float scale_factor, bool finished);
// Applies a committed vertex/edge edit from the UV editor's Vertex/Edge modes: each entry is an
// unwrapped-vertex index and its new raw-unwrap coordinate. Maps the unwrapped index to a mesh
// vertex and stores a per-vertex UV override on the layer (see lscm_uv_overrides), then rebuilds the
// preview so the baked geometry follows.
void on_uv_vertex_edited(const std::vector<std::pair<int, Vec2f>> &edits);
// UV-editor sub-element select mode, mirrored into the canvas: 0 = Island, 1 = Vertex, 2 = Edge.
int m_uv_select_mode = 0;
// One affine per island (columns: x basis, y basis, translation), mapping the unwrap's raw mm
// coordinates to texture UVs - the same type as UVEditorCanvas::IslandTransform, spelled out
// here so this header needn't drag in wxGLCanvas/glad. Cheap to recompute (it is per *island*,
// not per vertex), which is what lets an island drag update the pane without re-uploading a
// single vertex.
std::vector<Eigen::Matrix<float, 2, 3>> uv_editor_island_transforms(const TextureDisplacementLayer &layer);
// Handles a toolbar command forwarded from the UV pane that needs the layer data the canvas
// doesn't hold (average island scale, cut island). Takes the command as an int (a cast of
// UVEditorCanvas::Command) so this header needn't pull in glad/wxGLCanvas via the canvas header.
void on_uv_command(int cmd);
// Splits one unwrap chart in two by marking the mesh edges that straddle the plane through its
// 3D centroid, perpendicular to its longest axis, as seams (#17). The re-unwrap then separates it.
void cut_island(TextureDisplacementLayer &layer, int chart);
// Captures the current camera's right/up axes into the layer's projector (#6), transformed into
// the volume's local space so the projection is stable as the object is later moved/rotated.
void capture_view_projection(TextureDisplacementLayer &layer);
// Manual seam marking (#9): a mode where clicking the model toggles the nearest mesh edge in the
// active layer's lscm_seam_edges, so the unwrap can be cut exactly where the user wants - the
// Blender "mark seam" workflow. Painting is suppressed while it is on.
bool m_seam_edit_mode = false;
GLModel m_seam_glmodel; // the current seam edges, highlighted on the mesh
bool on_mouse_seam(const wxMouseEvent &mouse_event);
void toggle_seam_at(const Vec2d &mouse_pos);
void rebuild_seam_overlay();
void render_seam_overlay();
// The mesh edge nearest the mouse, in the volume's own vertex indices, or {-1,-1} if the ray misses.
// Factored out of toggle_seam_at() so the same pick can drive a live hover highlight (below) that
// shows which edge a click would toggle - the "I don't know how it works" feedback the user hit.
std::pair<int, int> seam_edge_at(const Vec2d &mouse_pos) const;
std::pair<int, int> m_seam_hover_edge{ -1, -1 };
// The vertex a click would pick in shortest-path mode, so the target is visible on hover the same
// way the edge is in normal mode. -1 when nothing is under the cursor (or not in path mode).
int m_seam_hover_vertex = -1;
GLModel m_seam_hover_glmodel;
void rebuild_seam_hover_overlay();
// Shortest-path seam marking, for dense meshes where clicking every single triangle edge is
// tedious: in this sub-mode a click picks the nearest vertex, and the next click marks every edge
// on the shortest surface path between the two as a seam - so a whole seam line is drawn with two
// clicks. The end vertex becomes the next start, so a multi-segment seam chains click by click.
bool m_seam_path_mode = false;
int m_seam_path_anchor = -1; // mesh vertex the path starts from, or -1
GLModel m_seam_anchor_glmodel; // the anchor's incident edges, highlighted
int seam_vertex_at(const Vec2d &mouse_pos) const; // nearest mesh vertex under the cursor
void mark_seam_path(int v_from, int v_to); // seam every edge on the shortest path
void rebuild_seam_anchor_overlay();
// Set while an island gesture is in flight, so the undo snapshot is taken once at the start of
// the drag (capturing the state *before* it) rather than on every motion event.
bool m_island_drag_active = false;
// Which of the up to TEXTURE_DISPLACEMENT_MAX_LAYERS paint masks the brush currently writes
// into. Always a valid slot index (0 by default) so the base class's per-volume selector
// machinery always has something to work with, even before any texture has been added -
// painting into a slot with no texture assigned is harmless, it just has no visible/bake
// effect until a texture is added to that slot.
int m_active_layer_slot = 0;
bool m_bake_in_progress = false;
// When set, the true-displacement geometry is rebuilt on every parameter change (live), instead of
// only once the slider being dragged is released. On by default so painting/added textures show
// straight away without needing to nudge a slider first.
bool m_auto_update = true;
// Subdivision is now count-based (split the whole mesh 1..5 times) rather than a target edge
// length, and is previewed as a wireframe before it is committed: nothing is written to the model
// until "Apply". While previewing, the would-be subdivided mesh is drawn as a wireframe overlay so
// the added density is visible; "Done" ends the preview without touching the model. The normal
// "Show mesh wireframe" toggle is left alone, so a wireframe the user already had on stays on.
// 0 is a real value meaning "no subdivision": it previews nothing and Apply is a no-op. Apply
// snaps the slider back to it, because each pass quadruples the triangle count - leaving the
// count where it was would immediately re-preview N more passes on top of the mesh that was just
// committed, i.e. the most expensive thing the panel can do, on every Apply.
int m_subdivide_count = 1;
bool m_subdivide_editing = false;
int m_subdivide_preview_count = -1; // the count m_subdivide_preview_glmodel was built for
GLModel m_subdivide_preview_glmodel;
void rebuild_subdivide_preview();
void render_subdivide_preview();
// Isotropic remeshing (CGAL) to even out wildly varying triangle sizes so displacement has a
// consistent density to work with. Target edge length in mm; 0 means "not yet initialised", filled
// with the mesh's mean edge length the first time the control is shown. Like subdivide, it replaces
// the geometry and drops not-yet-baked paint (no remap across a topology change).
float m_remesh_target_edge_mm = 0.f;
// Dihedral angle above which an edge counts as a hard feature and is held fixed by the remesher.
// Off by default would round every sharp edge off, so this is on; 0 disables the protection.
float m_remesh_sharp_angle_deg = 40.f;
bool m_remesh_keep_sharp_edges = true;
void remesh_model();
// Live, pre-bake preview of the true displaced geometry (built by the same algorithm Bake
// uses). Empty/uninitialized whenever nothing is painted yet, in which case the gizmo falls
// back to the standard paint-mask overlay like every other painting gizmo.
GLModel m_preview_glmodel;
// Set while a layer parameter slider has changed since the last rebuild_preview() call but the
// mouse button driving the drag hasn't been released yet - see on_render_input_window().
bool m_preview_params_dirty = false;
// See rebuild_bump_preview_mesh()/render_bump_preview_mesh().
bool m_use_bump_preview = false;
// Set from the UV editor's per-move island edits instead of rebuilding the (potentially large) bump
// mesh synchronously inside that mouse handler - doing the rebuild there stalled both the UV pane
// and the 3D view. The rebuild is instead coalesced to once per 3D frame (render_painter_gizmo).
bool m_bump_preview_dirty = false;
GLModel m_bump_preview_glmodel;
// Whether the current bump mesh carries a precomputed per-vertex uv (LSCM) that the shader
// should sample at directly, rather than projecting in-shader. Set by rebuild_bump_preview_mesh().
bool m_bump_preview_uses_vertex_uv = false;
// GPU island drag: while an island is dragged in the UV editor, the bump mesh is baked once (with
// the dragged island's vertices flagged, v_normal.y = 1) and then moved purely through the shader's
// island_delta uniform - one uniform update per mouse move, no rebuild - so it tracks the cursor
// as smoothly as Adjust placement. m_bump_active_chart is the dragged island (or -1);
// m_bump_active_vertex flags its base vertices; m_bump_baked_active_xf is that island's placement
// baked into the current mesh, against which the live delta is measured; m_bump_island_delta is the
// resulting final-uv-space affine handed to the shader (identity except mid-drag).
int m_bump_active_chart = -1;
std::vector<uint8_t> m_bump_active_vertex;
Eigen::Matrix<float, 2, 3> m_bump_baked_active_xf = Eigen::Matrix<float, 2, 3>::Identity();
Eigen::Matrix<float, 2, 3> m_bump_island_delta = Eigen::Matrix<float, 2, 3>::Identity();
void compute_bump_active_vertices(const std::vector<int> &charts);
// The set of islands the current UV-editor drag moves together: the pane's multi-selection unioned
// with each selected island's join group (see build_island_move_set()). Populated at drag start and
// cleared when it finishes. A move applies the same offset to every island in it; rotate/scale act
// only on the primary. Empty when no move drag is in flight.
std::vector<int> m_island_move_set;
// All islands that must move with `primary`: the pane's multi-selection plus, for each of those, the
// charts sharing its join group in `layer`. Always contains `primary`.
std::vector<int> build_island_move_set(const TextureDisplacementLayer &layer, int primary) const;
// The join-group id of chart `c`: its explicit entry in `groups`, or `c` itself (its own singleton)
// when unset. Two charts move together iff this matches.
static int island_group_of(const std::vector<int> &groups, int c);
// Merges chart `b`'s join group into chart `a`'s (materialising `groups` to `chart_count` first).
static void join_island_groups(std::vector<int> &groups, int a, int b, int chart_count);
// Final per-vertex texture uv for the projections the shader can't reconstruct itself - LSCM (an
// unwrap) and ViewProjected (a projector plane the shader doesn't know). One entry per patch/base
// vertex, already through apply_uv_transform(). Empty for Triplanar/Cylindrical/Spherical, which
// the shader projects on its own. Shared by the bump preview and the UV-check overlay.
std::vector<Vec2f> compute_layer_vertex_uvs(const indexed_triangle_set &patch,
const TextureDisplacementLayer &layer) const;
// UV-check overlay drawn over the painted patch to sanity-check the unwrap (#13/#14). Built by
// rebuild_uvcheck_mesh(), drawn by render_uvcheck_mesh() with the "texture_displacement_uvcheck"
// shader. Checker works for any projection; Distortion needs the per-vertex LSCM uv.
enum class UVCheckMode { None, Checker, Distortion };
UVCheckMode m_uv_check_mode = UVCheckMode::None;
GLModel m_uvcheck_glmodel;
bool m_uvcheck_uses_vertex_uv = false;
void rebuild_uvcheck_mesh();
void render_uvcheck_mesh();
// The UV editor pane is opened only on the user's explicit request (this toggle in the panel),
// never automatically just because a patch exists - auto-popping it whenever there was "a
// selection to process" is exactly what the user asked to stop. update_uv_editor() keeps the pane
// hidden unless this is set. Reset on gizmo shutdown so reopening the gizmo doesn't reopen the pane.
bool m_show_uv_editor = false;
// The unwrap is expensive, so it is recomputed only when the user explicitly asks for it (the
// "Unwrap" button), not on every paint stroke or slider nudge. This is set by that button and
// consumed by the next update_uv_editor() call, which is the only path that re-solves the unwrap;
// every other call merely refreshes the cheap per-island affine transforms over the existing one.
bool m_uv_unwrap_pending = false;
// Set alongside m_uv_unwrap_pending only by the Unwrap button, so the connected-net auto-layout runs
// on a genuine re-unwrap but not on a refresh re-solve (a vertex-edit commit or undo), which must
// leave island placements untouched.
bool m_uv_apply_connected_net = false;
// Signature of the per-vertex UV overrides last reflected in the pane. When it changes without the
// user pressing Unwrap - a vertex/edge edit committing, or an undo/redo reverting one - the pane
// is re-solved so its geometry follows, even though a plain edit otherwise never re-solves (#Feat2).
size_t m_uv_overrides_sig = 0;
// What the UV pane's background currently holds, so update_uv_editor() only re-uploads it when the
// choice actually changes (the height texture is large; re-sending it every stroke would be waste).
enum class UVBackground { None, Height, Checker };
UVBackground m_uv_editor_bg = UVBackground::None;
float m_uv_editor_bg_smoothing = -1.f; // smoothing the height backdrop was uploaded at
// Per-chart distortion heatmap colour for the UV pane (#7/#14), computed once when the unwrap is
// re-solved (relative stretch doesn't change when islands are merely moved), fed to the canvas only
// while the Distortion check mode is on. Empty otherwise.
std::vector<ColorRGBA> m_uv_editor_distortion_colors;
void compute_uv_editor_distortion_colors(const indexed_triangle_set &patch);
// Plain triangle-edge overlay on the mesh (#8), toggled independently of the check modes.
bool m_wireframe_overlay = false;
GLModel m_wireframe_overlay_glmodel;
size_t m_wireframe_overlay_vcount = 0; // topology signature, so it rebuilds only on a real change
void rebuild_wireframe_overlay(); // from the base mesh (bump/paint mode)
void build_wireframe_from_its(const indexed_triangle_set &its); // from an explicit mesh, no early-out
void refresh_wireframe(); // pick base vs displaced source for the current view
void render_wireframe_overlay();
// The displaced preview geometry the last preview job produced, kept so the wireframe overlay can be
// drawn on the raised surface actually shown in the true-displacement view (#: "wireframe in real mode").
indexed_triangle_set m_preview_its;
// Bumped on every rebuild_preview() call; a background TextureDisplacementPreviewJob's result
// is only applied if this hasn't moved on since the job was queued (see rebuild_preview()),
// so a burst of edits can't have an earlier, now-stale job clobber a later one's result.
uint64_t m_preview_generation = 0;
// Per-slot GPU thumbnail cache for the layer list panel, keyed by the image_data pointer that
// was current the last time each thumbnail was built (see get_layer_thumbnail()).
std::array<std::unique_ptr<GLTexture>, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnails;
std::array<const void *, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnail_source{};
// The smoothing each cached thumbnail was built at, so a smoothing change re-uploads it (and the
// fast/bump preview, which samples this texture, actually shows the blur).
std::array<float, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_thumbnail_smoothing{};
// Library textures the picker has shown at least once, keyed by file path (see LibraryTexture).
std::map<std::string, LibraryTexture> m_library_textures;
// Everything the *unwrap* depends on. update_uv_editor() runs from rebuild_preview(), i.e. on
// every stroke end and every slider release - but depth/tiling/rotation/offset/blend change
// none of this, so re-extracting the patch and re-solving on those edits would be pure waste.
// Held as the real values rather than a hash: TriangleSplittingData has an exact operator==, so
// there is no reason to accept a hash's (however unlikely) chance of showing a stale unwrap.
struct UVEditorState
{
int slot = -1;
const void *image_data = nullptr;
float seam_angle = -1.f;
float padding = -2.f;
TriangleSelector::TriangleSplittingData facets;
// Manual/auto seam edges also change the unwrap, so a change here must force a re-solve just
// like the facets do (marking a seam leaves the paint mask untouched).
std::vector<std::pair<int, int>> seam_edges;
bool operator==(const UVEditorState &other) const
{
return slot == other.slot && image_data == other.image_data && seam_angle == other.seam_angle &&
padding == other.padding && facets == other.facets && seam_edges == other.seam_edges;
}
};
UVEditorState m_uv_editor_state;
// Bounds of the UVs last handed to the pane, purely so the panel can show where the unwrap
// actually landed - it is packed in mm and then divided by the tile size, so it is easy for it
// to end up far outside the texture's first tile without any of that being visible.
Vec2f m_uv_editor_bbox_min = Vec2f::Zero();
Vec2f m_uv_editor_bbox_max = Vec2f::Zero();
// The unwrap m_uv_editor_state produced, kept so that changing tiling/rotation/offset only costs
// re-running apply_uv_transform() over it, not another extraction and solve.
PatchUnwrap m_uv_editor_unwrap;
// When set, the panel is a free-floating window the user can drag anywhere (with a title bar to
// grab), instead of being pinned to the right of the gizmo toolbar. Persisted across gizmo
// open/close within a session, so the choice sticks while working.
bool m_undocked = false;
// See the "Adjust Texture" block of private methods above.
bool m_adjust_texture_mode = false;
bool m_adjust_anchor_valid = false;
Vec3f m_adjust_anchor_pos = Vec3f::Zero(); // mesh-local
Vec3f m_adjust_anchor_normal = Vec3f::UnitZ(); // mesh-local
// Pan: free drag anywhere on the flat panel, moves offset along both axes. AxisU/AxisV: drag
// the corresponding arrow, moves offset along only that one axis.
enum class AdjustHandle { None, Pan, AxisU, AxisV };
AdjustHandle m_adjust_drag_handle = AdjustHandle::None;
Vec2f m_adjust_drag_start_offset = Vec2f::Zero();
// Anchor-relative planar position (see project_planar()) of the point under the mouse at the
// moment the current drag started; every subsequent frame's delta is measured against this,
// rather than accumulated frame-to-frame, to avoid drift.
Vec2f m_adjust_drag_start_planar = Vec2f::Zero();
// Lazily-built unit quad (the pan panel) and unit line-with-arrowhead (reused, rotated, for
// both the U and V axis arrows), transformed into place at render time.
GLModel m_adjust_panel_glmodel;
GLModel m_adjust_arrow_glmodel;
std::map<std::string, wxString> m_desc;
// The tool's SVG (toolbar_texture_displacement.svg) uploaded once as a GL texture, so it can be
// used as an ImGui image button in the panel (currently the "add layer" affordance next to the
// Texture layers heading). Lazily loaded on first use, when a GL context is guaranteed current.
GLTexture m_tool_icon;
bool m_tool_icon_tried = false;
unsigned int tool_icon_id(); // 0 if the icon could not be loaded
// Icons for the panel's selection-mode and view-mode button rows. Loaded through IconManager with
// the same colour/monochrome variants the main toolbar uses, so an inactive button shows the icon in
// the theme's normal (grey) foreground colour and an active one shows it in its original colours -
// matching the toolbar's selected/unselected look. Uploaded once on first panel render.
IconManager m_panel_icons;
std::map<std::string, IconManager::Icons> m_panel_icon_map; // file name -> [normal, colour, disabled]
bool m_panel_icons_tried = false;
void ensure_panel_icons();
};
} // namespace Slic3r::GUI
#endif // slic3r_GLGizmoTextureDisplacement_hpp_

View File

@@ -22,6 +22,7 @@
//#include "slic3r/GUI/Gizmos/GLGizmoHollow.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoSeam.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoMmuSegmentation.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoSimplify.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoEmboss.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoSVG.hpp"
@@ -164,6 +165,9 @@ void GLGizmosManager::switch_gizmos_icon_filename()
case(EType::FuzzySkin):
gizmo->set_icon_filename(m_is_dark ? "toolbar_fuzzy_skin_paint_dark.svg" : "toolbar_fuzzy_skin_paint.svg");
break;
case(EType::TextureDisplacement):
gizmo->set_icon_filename(m_is_dark ? "toolbar_fuzzy_skin_paint_dark.svg" : "toolbar_fuzzy_skin_paint.svg");
break;
case(EType::MeshBoolean):
gizmo->set_icon_filename(m_is_dark ? "toolbar_meshboolean_dark.svg" : "toolbar_meshboolean.svg");
break;
@@ -213,6 +217,8 @@ bool GLGizmosManager::init()
m_gizmos.emplace_back(new GLGizmoSeam(m_parent, m_is_dark ? "toolbar_seam_dark.svg" : "toolbar_seam.svg", EType::Seam));
m_gizmos.emplace_back(new GLGizmoFuzzySkin(m_parent, m_is_dark ? "toolbar_fuzzy_skin_paint_dark.svg" : "toolbar_fuzzy_skin_paint.svg", EType::FuzzySkin));
m_gizmos.emplace_back(new GLGizmoMmuSegmentation(m_parent, m_is_dark ? "mmu_segmentation_dark.svg" : "mmu_segmentation.svg", EType::MmSegmentation));
// One shared icon (no dedicated dark variant yet); it recolours acceptably in both themes.
m_gizmos.emplace_back(new GLGizmoTextureDisplacement(m_parent, "toolbar_texture_displacement.svg", EType::TextureDisplacement));
m_gizmos.emplace_back(new GLGizmoEmboss(m_parent, m_is_dark ? "toolbar_text_dark.svg" : "toolbar_text.svg", EType::Emboss));
m_gizmos.emplace_back(new GLGizmoSVG(m_parent));
m_gizmos.emplace_back(new GLGizmoMeasure(m_parent, m_is_dark ? "toolbar_measure_dark.svg" : "toolbar_measure.svg", EType::Measure));
@@ -524,6 +530,8 @@ bool GLGizmosManager::gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_p
return dynamic_cast<GLGizmoCut3D*>(m_gizmos[Cut].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
else if (m_current == FuzzySkin)
return dynamic_cast<GLGizmoFuzzySkin*>(m_gizmos[FuzzySkin].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
else if (m_current == TextureDisplacement)
return dynamic_cast<GLGizmoTextureDisplacement*>(m_gizmos[TextureDisplacement].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
else if (m_current == MeshBoolean)
return dynamic_cast<GLGizmoMeshBoolean*>(m_gizmos[MeshBoolean].get())->gizmo_event(action, mouse_position, shift_down, alt_down, control_down);
else if (m_current == BrimEars)
@@ -537,6 +545,7 @@ bool GLGizmosManager::is_paint_gizmo()
return m_current == EType::FdmSupports ||
m_current == EType::MmSegmentation ||
m_current == EType::FuzzySkin ||
m_current == EType::TextureDisplacement ||
m_current == EType::Seam;
}
@@ -1486,6 +1495,8 @@ std::string get_name_from_gizmo_etype(GLGizmosManager::EType type)
return "Color Painting";
case GLGizmosManager::EType::FuzzySkin:
return "Fuzzy Skin Painting";
case GLGizmosManager::EType::TextureDisplacement:
return "Texture Displacement";
default:
return "";
}

View File

@@ -84,6 +84,7 @@ public:
Seam,
FuzzySkin,
MmSegmentation,
TextureDisplacement,
Emboss,
Svg,
Measure,

View File

@@ -2554,7 +2554,11 @@ void ImGuiWrapper::push_toolbar_style(const float scale)
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImVec4(238 / 255.0f, 238 / 255.0f, 238 / 255.0f, 1.00f)); // 10
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(238 / 255.0f, 238 / 255.0f, 238 / 255.0f, 0.00f)); // 11
ImGui::PushStyleColor(ImGuiCol_TextSelectedBg, COL_GREEN_LIGHT); // 12
ImGui::PushStyleColor(ImGuiCol_CheckMark, ImVec4(1.00f, 1.00f, 1.00f, 1.00f));//13
// The checkbox/radio frame behind this is drawn fully transparent (see FrameBg above,
// alpha 0), showing the light window background through it - a white check mark there is
// invisible. Dark mode doesn't have this problem (its window background is dark), so only
// this branch needs a check mark color with real contrast against a light background.
ImGui::PushStyleColor(ImGuiCol_CheckMark, ImVec4(0.f, 156 / 255.f, 136 / 255.f, 1.00f));//13
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrab, ImVec4(0.42f, 0.42f, 0.42f, 1.00f));
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrabHovered, ImVec4(0.93f, 0.93f, 0.93f, 1.00f));
ImGui::PushStyleColor(ImGuiCol_ScrollbarGrabActive, ImVec4(0.93f, 0.93f, 0.93f, 1.00f));

View File

@@ -0,0 +1,88 @@
#include "TextureDisplacementBakeJob.hpp"
#include <algorithm>
#include "libslic3r/Model.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/GUI_ObjectList.hpp"
#include "slic3r/GUI/I18N.hpp"
#include "slic3r/GUI/Plater.hpp"
#include "slic3r/Utils/UndoRedo.hpp"
namespace Slic3r::GUI {
TextureDisplacementBakeJob::TextureDisplacementBakeJob(TextureDisplacementBakeInput &&input, std::function<void()> on_finished)
: m_input(std::move(input)), m_on_finished(std::move(on_finished))
{
}
void TextureDisplacementBakeJob::process(Ctl &ctl)
{
ctl.update_status(0, _u8L("Baking texture displacement"));
// 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.
m_result = TriangleMesh(build_texture_displacement(m_input.base_mesh, m_input.layers, m_input.facets_data));
}
void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &eptr)
{
struct OnExit
{
std::function<void()> fn;
~OnExit() { if (fn) fn(); }
} on_exit{m_on_finished};
if (canceled || eptr || m_result.empty())
return;
Plater *plater = wxGetApp().plater();
Plater::TakeSnapshot snapshot(plater, _u8L("Bake texture displacement"), UndoRedo::SnapshotType::GizmoAction);
ModelVolume *volume = get_model_volume(m_input.volume_id, plater->model().objects);
if (volume == nullptr)
return;
volume->set_mesh(std::move(m_result));
volume->set_new_unique_id();
volume->calculate_convex_hull();
// Clear the paint mask of every layer that was actually baked so a repeat bake (or the paint
// overlay) doesn't act on triangles that no longer represent the same unbaked surface. The
// texture layer definitions themselves (and paint outside the baked area, if any) are left
// untouched so the user can keep sculpting with the same textures.
for (const TextureDisplacementLayer &layer : m_input.layers)
if (!layer.empty() && layer.slot >= 0 && layer.slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS))
volume->texture_displacement_facet(layer.slot).reset();
ModelObject *object = volume->get_object();
if (object == nullptr)
return;
if (ObjectList *obj_list = wxGetApp().obj_list()) {
const ModelObjectPtrs &objs = plater->model().objects;
auto it = std::find(objs.begin(), objs.end(), object);
if (it != objs.end())
obj_list->update_info_items(size_t(it - objs.begin()));
}
plater->changed_object(*object);
}
void queue_texture_displacement_bake(const ModelVolume &volume, std::function<void()> on_finished)
{
TextureDisplacementBakeInput input;
input.volume_id = volume.id();
input.base_mesh = volume.mesh().its;
input.layers = volume.texture_displacement_layers;
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
input.facets_data[size_t(i)] = volume.texture_displacement_facet(i).get_data();
auto &worker = wxGetApp().plater()->get_ui_job_worker();
queue_job(worker, std::make_unique<TextureDisplacementBakeJob>(std::move(input), std::move(on_finished)));
}
} // namespace Slic3r::GUI

View File

@@ -0,0 +1,51 @@
#ifndef slic3r_TextureDisplacementBakeJob_hpp_
#define slic3r_TextureDisplacementBakeJob_hpp_
#include <functional>
#include <vector>
#include "libslic3r/ObjectID.hpp"
#include "libslic3r/TextureDisplacement.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "Job.hpp"
namespace Slic3r::GUI {
// Everything process() needs, captured by value on the main thread when the job is queued so the
// worker thread never touches the live Model concurrently with the UI (mirrors how EmbossJob's
// DataBase is captured before process() runs).
struct TextureDisplacementBakeInput
{
ObjectID volume_id;
indexed_triangle_set base_mesh;
std::vector<TextureDisplacementLayer> layers;
TextureDisplacementFacetsData facets_data;
};
// Bakes a volume's painted texture-displacement layers into real mesh geometry in the background,
// then commits the result on the main thread - mirrors EmbossJob's UpdateJob/update_volume()
// bake-and-commit pattern (see EmbossJob.cpp).
class TextureDisplacementBakeJob : public Job
{
public:
TextureDisplacementBakeJob(TextureDisplacementBakeInput &&input, std::function<void()> on_finished);
void process(Ctl &ctl) override;
void finalize(bool canceled, std::exception_ptr &eptr) override;
private:
TextureDisplacementBakeInput m_input;
TriangleMesh m_result;
std::function<void()> m_on_finished;
};
// Captures `volume`'s current mesh/layers/paint data and queues a TextureDisplacementBakeJob on
// the app's UI job worker. `on_finished` is always called once the job settles (success, failure,
// or cancellation), so the caller can clear its own "bake in progress" UI state. Must be called
// from the main thread.
void queue_texture_displacement_bake(const ModelVolume &volume, std::function<void()> on_finished);
} // namespace Slic3r::GUI
#endif // slic3r_TextureDisplacementBakeJob_hpp_

View File

@@ -0,0 +1,29 @@
#include "TextureDisplacementPreviewJob.hpp"
#include "slic3r/GUI/I18N.hpp"
namespace Slic3r::GUI {
TextureDisplacementPreviewJob::TextureDisplacementPreviewJob(TextureDisplacementPreviewInput &&input, uint64_t generation,
std::function<void(indexed_triangle_set, uint64_t)> on_finished)
: m_input(std::move(input)), m_generation(generation), m_on_finished(std::move(on_finished))
{
}
void TextureDisplacementPreviewJob::process(Ctl &ctl)
{
ctl.update_status(0, _u8L("Computing texture displacement preview"));
// 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.
m_result = build_texture_displacement(m_input.base_mesh, m_input.layers, m_input.facets_data);
}
void TextureDisplacementPreviewJob::finalize(bool canceled, std::exception_ptr &eptr)
{
if (canceled || eptr || !m_on_finished)
return;
m_on_finished(std::move(m_result), m_generation);
}
} // namespace Slic3r::GUI

View File

@@ -0,0 +1,52 @@
#ifndef slic3r_TextureDisplacementPreviewJob_hpp_
#define slic3r_TextureDisplacementPreviewJob_hpp_
#include <cstdint>
#include <functional>
#include <vector>
#include "libslic3r/TextureDisplacement.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "Job.hpp"
namespace Slic3r::GUI {
// Everything process() needs, captured by value on the main thread when the job is queued -
// mirrors TextureDisplacementBakeInput, but a preview never writes back to the Model.
struct TextureDisplacementPreviewInput
{
indexed_triangle_set base_mesh;
std::vector<TextureDisplacementLayer> layers;
TextureDisplacementFacetsData facets_data;
};
// Computes the true (unbaked) displaced-mesh preview in the background. With several painted
// layers this is real, non-trivial CPU work (PNG sampling, per-layer vertex welding), which used
// to run synchronously on every paint stroke and parameter tweak and made editing feel slow with
// more than one or two layers. Unlike Bake, this never touches the live Model - a preview is
// purely informational, there is nothing to commit.
class TextureDisplacementPreviewJob : public Job
{
public:
// `generation` is an opaque token the caller controls (typically an incrementing counter):
// on_finished should only actually be applied by the caller if it still matches the caller's
// current generation when the job completes, so that a burst of edits queuing several of
// these jobs in a row can't have an earlier, now-stale result clobber a later one that
// finishes first.
TextureDisplacementPreviewJob(TextureDisplacementPreviewInput &&input, uint64_t generation,
std::function<void(indexed_triangle_set, uint64_t)> on_finished);
void process(Ctl &ctl) override;
void finalize(bool canceled, std::exception_ptr &eptr) override;
private:
TextureDisplacementPreviewInput m_input;
uint64_t m_generation;
indexed_triangle_set m_result;
std::function<void(indexed_triangle_set, uint64_t)> m_on_finished;
};
} // namespace Slic3r::GUI
#endif // slic3r_TextureDisplacementPreviewJob_hpp_

View File

@@ -103,6 +103,7 @@
#include "Selection.hpp"
#include "GLToolbar.hpp"
#include "GUI_Preview.hpp"
#include "UVEditorCanvas.hpp"
#include "3DBed.hpp"
#include "PartPlate.hpp"
#include "Camera.hpp"
@@ -5283,6 +5284,13 @@ struct Plater::priv
GLToolbar collapse_toolbar;
Preview *preview;
AssembleView* assemble_view { nullptr };
// Docked/resizable 2D pane showing GLGizmoTextureDisplacement's LSCM unwrap of a painted
// patch; a sibling AUI pane alongside "sidebar"/"main", not part of the view3D/preview/
// assemble_view sizer - see its registration below and Plater::get_uv_editor_canvas(). The
// pane hosts the panel (toolbar + canvas + status line); uv_editor_canvas is its inner canvas,
// cached so the gizmo can reach it directly.
UVEditorPanel* uv_editor_panel { nullptr };
UVEditorCanvas* uv_editor_canvas { nullptr };
bool first_enter_assemble{ true };
std::unique_ptr<NotificationManager> notification_manager;
@@ -5948,6 +5956,20 @@ Plater::priv::priv(Plater *q, MainFrame *main_frame)
.BottomDockable(false)
.BestSize(wxSize(39 * wxGetApp().em_unit(), 90 * wxGetApp().em_unit())));
// UV editor pane for GLGizmoTextureDisplacement's LSCM unwrap preview - a resizable/dockable
// sibling of "sidebar"/"main" like everything else registered on this same AUI manager, not a
// change to the view3D/preview/assemble_view sizer above. Hidden by default: only relevant
// while that gizmo is active with a layer using the "Unwrap (LSCM)" projection method (see
// Plater::show_uv_editor()), so it stays out of the way of everyone else's window layout.
uv_editor_panel = new UVEditorPanel(q);
uv_editor_canvas = uv_editor_panel->canvas();
m_aui_mgr.AddPane(uv_editor_panel, wxAuiPaneInfo()
.Name("uv_editor")
.Caption(_L("UV Editor"))
.Right()
.Hide()
.BestSize(wxSize(40 * wxGetApp().em_unit(), 40 * wxGetApp().em_unit())));
auto* panel_sizer = new wxBoxSizer(wxHORIZONTAL);
panel_sizer->Add(view3D, 1, wxEXPAND | wxALL, 0);
panel_sizer->Add(preview, 1, wxEXPAND | wxALL, 0);
@@ -5977,6 +5999,13 @@ Plater::priv::priv(Plater *q, MainFrame *main_frame)
BOOST_LOG_TRIVIAL(info) << "Removed floating AUI state from saved window layout for Wayland";
}
// The UV editor is a transient, gizmo-driven pane (see show_uv_editor()); a saved layout
// from a session that happened to close with it open would otherwise restore it visible on
// startup, with nothing painted in it. Force it hidden here so it only ever appears when the
// texture-displacement gizmo asks for it.
if (wxAuiPaneInfo &uv_pane = m_aui_mgr.GetPane("uv_editor"); uv_pane.IsOk())
uv_pane.Hide();
sidebar_layout.is_collapsed = !sidebar.IsShown();
}
@@ -13936,7 +13965,7 @@ void adjust_settings_for_flowrate_calib(ModelObjectPtrs& objects, bool linear, i
auto printer_config = &wxGetApp().preset_bundle->printers.get_edited_preset().config;
auto filament_config = &wxGetApp().preset_bundle->filaments.get_edited_preset().config;
/// --- scale ---
/// -- scale --
// model is created for a 0.4 nozzle, scale z with nozzle size.
const ConfigOptionFloats* nozzle_diameter_config = printer_config->option<ConfigOptionFloats>("nozzle_diameter");
std::vector<int> extruder_types = printer_config->option<ConfigOptionEnumsGeneric>("extruder_type")->values;
@@ -18060,6 +18089,33 @@ GLCanvas3D* Plater::get_assmeble_canvas3D()
return nullptr;
}
UVEditorCanvas* Plater::get_uv_editor_canvas()
{
return p->uv_editor_canvas;
}
void Plater::show_uv_editor(bool show)
{
if (p->uv_editor_panel == nullptr)
return;
const wxAuiPaneInfo &pane = p->m_aui_mgr.GetPane(p->uv_editor_panel);
if (!pane.IsOk() || pane.IsShown() == show)
return;
// Deferred, because GLGizmoTextureDisplacement calls this from its ImGui panel - that is, from
// the middle of the 3D canvas's GL frame. Showing an AUI pane re-lays out the window and
// delivers the resulting size/paint events synchronously, and the UV canvas painting itself
// makes its own surface current in the app's *shared* GL context, which mid-frame is the one
// the 3D canvas is drawing into. Doing the layout once the frame is over avoids that entirely.
CallAfter([this, show]() {
wxAuiPaneInfo &deferred_pane = p->m_aui_mgr.GetPane(p->uv_editor_panel);
if (!deferred_pane.IsOk() || deferred_pane.IsShown() == show)
return;
deferred_pane.Show(show);
p->m_aui_mgr.Update();
});
}
GLCanvas3D* Plater::get_current_canvas3D(bool exclude_preview)
{
return p->get_current_canvas3D(exclude_preview);

View File

@@ -624,6 +624,13 @@ public:
GLCanvas3D* get_assmeble_canvas3D();
wxWindow* get_select_machine_dialog();
// Docked UV-editor pane used by GLGizmoTextureDisplacement's LSCM projection preview (see
// UVEditorCanvas.hpp). Returns nullptr only before the main window is fully constructed.
class UVEditorCanvas* get_uv_editor_canvas();
// Shows or hides the UV-editor AUI pane, updating its docked layout accordingly. Safe to call
// repeatedly (e.g. every time the gizmo's active layer/projection method changes).
void show_uv_editor(bool show);
void arrange();
void orient();
void find_new_position(const ModelInstancePtrs &instances);

View File

@@ -34,6 +34,7 @@
#include "GUI_App.hpp"
#include "GUI_ObjectList.hpp"
#include "slic3r/Utils/PresetUpdater.hpp"
#include "slic3r/plugin/PluginConfig.hpp"
#include "Plater.hpp"
#include "MainFrame.hpp"
#include "format.hpp"
@@ -1795,9 +1796,19 @@ void Tab::on_value_change(const std::string& opt_key, const boost::any& value)
// Keep this preset's "plugins" manifest in sync when a plugin picker changes, so full_config() and
// save_to_json() always find resolved "name;uuid;capability" references and rebuild it nowhere else.
// Also drop any plugin_config_overrides entries for a capability the change just stopped
// referencing (e.g. a plugin removed from slicing_pipeline_plugin), so a saved preset never
// carries configuration for a capability it no longer names. The Configure button is a separate
// field holding its own cached copy of that value, so it needs to be told explicitly, or it
// keeps showing the stale count until something else happens to refresh it.
if (const ConfigOptionDef* opt_def = m_config->def()->get(opt_key);
opt_def && opt_def->is_plugin_backed())
opt_def && opt_def->is_plugin_backed()) {
m_config->update_plugin_manifest();
if (prune_stale_plugin_overrides(*m_config)) {
if (Field* overrides_field = get_field(PLUGIN_OVERRIDES_OPTION_KEY))
overrides_field->set_value(boost::any(m_config->opt_string(PLUGIN_OVERRIDES_OPTION_KEY)), false);
}
}
if (opt_key == "gcode_flavor" && m_type == Preset::TYPE_PRINTER) {
if (auto printer_tab = dynamic_cast<TabPrinter*>(this))

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#include "TextureLibrary.hpp"
#include <algorithm>
#include <fstream>
#include <boost/algorithm/string/case_conv.hpp>
#include <boost/filesystem.hpp>
#include <boost/log/trivial.hpp>
#include <boost/nowide/fstream.hpp>
#include <boost/system/error_code.hpp>
#include <wx/image.h>
#include "libslic3r/PNGReadWrite.hpp"
#include "libslic3r/Utils.hpp"
#include "slic3r/GUI/GUI.hpp"
#include "slic3r/GUI/I18N.hpp"
namespace Slic3r::GUI {
namespace {
// Extensions the picker will list. The shipped folder only ever contains .png; the rest are here
// so a user who drops a .jpg straight into their own folder still sees it (load_texture_image_data()
// converts anything it can open).
bool is_image_file(const boost::filesystem::path &path)
{
std::string ext = path.extension().string();
boost::algorithm::to_lower(ext);
return ext == ".png" || ext == ".jpg" || ext == ".jpeg" || ext == ".bmp";
}
void scan_dir(const boost::filesystem::path &dir, bool is_user, std::vector<TextureLibraryEntry> &out)
{
boost::system::error_code ec;
if (!boost::filesystem::is_directory(dir, ec))
return;
const size_t first = out.size();
for (boost::filesystem::directory_iterator it(dir, ec), end; it != end && !ec; it.increment(ec)) {
if (!boost::filesystem::is_regular_file(it->path(), ec) || !is_image_file(it->path()))
continue;
out.push_back({ it->path().stem().string(), it->path().string(), is_user });
}
std::sort(out.begin() + first, out.end(),
[](const TextureLibraryEntry &a, const TextureLibraryEntry &b) { return a.name < b.name; });
}
// Slic3r::png only writes PNGs to a file, so the encode round-trips through a temp file rather than
// staying in memory. It happens once per import / per texture pick, not per frame, so the I/O is
// not worth avoiding with a second PNG encoder.
bool encode_gray_png_bytes(const wxImage &image, std::vector<unsigned char> &out, std::string &error)
{
const wxImage gray = image.ConvertToGreyscale();
const int w = gray.GetWidth();
const int h = gray.GetHeight();
if (w <= 0 || h <= 0) {
error = _u8L("The selected image is empty.");
return false;
}
// wxImage always stores 3 bytes per pixel; after ConvertToGreyscale the three are equal.
std::vector<uint8_t> pixels(size_t(w) * size_t(h));
const unsigned char *rgb = gray.GetData();
for (size_t i = 0; i < pixels.size(); ++i)
pixels[i] = rgb[i * 3];
const boost::filesystem::path tmp = boost::filesystem::temp_directory_path()
/ boost::filesystem::unique_path("orca_texdisp_%%%%%%%%.png");
if (!Slic3r::png::write_gray_to_file(tmp.string(), size_t(w), size_t(h), pixels)) {
error = _u8L("Failed to prepare the texture for use.");
return false;
}
{
std::ifstream ifs(tmp.string(), std::ios::binary);
out.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
}
boost::system::error_code ec;
boost::filesystem::remove(tmp, ec);
if (out.empty()) {
error = _u8L("Failed to prepare the texture for use.");
return false;
}
return true;
}
std::vector<unsigned char> read_file_bytes(const std::string &path)
{
std::ifstream ifs(path, std::ios::binary);
return std::vector<unsigned char>(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
}
// True if these bytes are already the 8-bit grayscale PNG libslic3r can decode, i.e. can be stored
// on a layer as-is. Mirrors exactly what decode_height_texture() accepts.
bool is_supported_height_map(const std::vector<unsigned char> &bytes)
{
if (bytes.empty())
return false;
const png::ReadBuf rbuf{ bytes.data(), bytes.size() };
if (!png::is_png(rbuf))
return false;
png::ImageGreyscale img;
return png::decode_png(rbuf, img) && img.cols > 0 && img.rows > 0;
}
std::vector<TextureLibraryEntry> g_library;
bool g_library_scanned = false;
} // namespace
std::string user_texture_dir()
{
const boost::filesystem::path dir = boost::filesystem::path(Slic3r::data_dir()) / "textures" / "displacement";
boost::system::error_code ec;
boost::filesystem::create_directories(dir, ec);
if (ec) {
BOOST_LOG_TRIVIAL(error) << "Could not create the user texture directory " << dir.string() << ": " << ec.message();
return {};
}
return dir.string();
}
const std::vector<TextureLibraryEntry> &texture_library(bool force_rescan)
{
if (g_library_scanned && !force_rescan)
return g_library;
g_library.clear();
scan_dir(boost::filesystem::path(Slic3r::resources_dir()) / "textures" / "displacement", false, g_library);
const std::string user_dir = user_texture_dir();
if (!user_dir.empty())
scan_dir(boost::filesystem::path(user_dir), true, g_library);
g_library_scanned = true;
return g_library;
}
std::optional<TextureLibraryEntry> import_texture_to_library(const std::string &source_path, std::string &error)
{
const std::string user_dir = user_texture_dir();
if (user_dir.empty()) {
error = _u8L("Could not create the folder for imported textures.");
return std::nullopt;
}
wxImage image;
if (!image.LoadFile(from_u8(source_path)) || !image.IsOk()) {
error = _u8L("Could not load the selected image.");
return std::nullopt;
}
std::vector<unsigned char> bytes;
if (!encode_gray_png_bytes(image, bytes, error))
return std::nullopt;
// Never overwrite an existing texture (the user's or, if they picked the same name twice, their
// own earlier import) - uniquify instead.
const std::string stem = boost::filesystem::path(source_path).stem().string();
boost::filesystem::path dest = boost::filesystem::path(user_dir) / (stem + ".png");
for (int i = 2; boost::filesystem::exists(dest); ++i)
dest = boost::filesystem::path(user_dir) / (stem + " (" + std::to_string(i) + ").png");
{
boost::nowide::ofstream ofs(dest.string(), std::ios::binary);
ofs.write(reinterpret_cast<const char *>(bytes.data()), std::streamsize(bytes.size()));
if (!ofs.good()) {
error = _u8L("Failed to save the imported texture.");
return std::nullopt;
}
}
texture_library(true); // pick the new file up
const std::string dest_str = dest.string();
for (const TextureLibraryEntry &e : g_library)
if (e.path == dest_str)
return e;
error = _u8L("Failed to save the imported texture.");
return std::nullopt;
}
std::shared_ptr<std::vector<unsigned char>> load_texture_image_data(const std::string &path, std::string &error)
{
std::vector<unsigned char> bytes = read_file_bytes(path);
if (bytes.empty()) {
error = _u8L("Could not read the texture file.");
return nullptr;
}
if (is_supported_height_map(bytes))
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
// Not an 8-bit grayscale PNG (a colour image somebody copied into the folder by hand, say):
// convert it the same way an import would, but leave the file on disk alone.
wxImage image;
if (!image.LoadFile(from_u8(path)) || !image.IsOk()) {
error = _u8L("Could not load the selected image.");
return nullptr;
}
std::vector<unsigned char> converted;
if (!encode_gray_png_bytes(image, converted, error))
return nullptr;
return std::make_shared<std::vector<unsigned char>>(std::move(converted));
}
} // namespace Slic3r::GUI

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#ifndef slic3r_TextureLibrary_hpp_
#define slic3r_TextureLibrary_hpp_
#include <memory>
#include <optional>
#include <string>
#include <vector>
namespace Slic3r::GUI {
// One selectable height-map texture in the texture-displacement gizmo's texture picker.
struct TextureLibraryEntry
{
std::string name; // display name (the file's stem, e.g. "Wood Grain")
std::string path; // absolute path on disk
bool is_user; // imported by the user, as opposed to shipped with OrcaSlicer
};
// Every available height-map texture: the ones shipped in resources/textures/displacement first,
// then the user's own from <data_dir>/textures/displacement, each group sorted by name.
//
// The two live in separate directories deliberately: an app update replaces the resources tree
// wholesale, so anything the user imported has to sit somewhere that update can never overwrite or
// delete. `is_user` is what the picker uses to show them under separate headings.
//
// Scanned once and cached. Pass force_rescan after an import, or to pick up a file the user dropped
// into either folder by hand while the app was running.
const std::vector<TextureLibraryEntry> &texture_library(bool force_rescan = false);
// <data_dir>/textures/displacement, created if it does not exist yet. Empty string on failure.
std::string user_texture_dir();
// Reads any image format wxWidgets can open, converts it to the 8-bit grayscale PNG that
// libslic3r's decode_height_texture() understands, and saves it into user_texture_dir() (uniquified
// if that name is taken). The conversion has to happen here rather than in libslic3r, which has no
// image toolkit and so only ever handles the one already-normalized format.
//
// Returns the newly imported entry, or nullopt with `error` set. `source_path` is only read.
std::optional<TextureLibraryEntry> import_texture_to_library(const std::string &source_path, std::string &error);
// Encoded bytes of `path`, ready to hand to TextureDisplacementLayer::image_data. Files already in
// the supported 8-bit grayscale PNG form (everything in the two library folders, by construction)
// are passed through verbatim; anything else - e.g. a colour PNG the user copied into the folder
// by hand - is converted on the fly, so a valid image never silently produces a blank layer.
// Returns nullptr with `error` set if the file cannot be read or decoded at all.
std::shared_ptr<std::vector<unsigned char>> load_texture_image_data(const std::string &path, std::string &error);
} // namespace Slic3r::GUI
#endif // slic3r_TextureLibrary_hpp_

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#include "TextureProjectorFrame.hpp"
#include <algorithm>
#include <wx/dcclient.h>
#include <wx/image.h>
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/I18N.hpp"
namespace Slic3r { namespace GUI {
TextureProjectorFrame::TextureProjectorFrame(wxWindow *parent)
: wxFrame(parent, wxID_ANY, _L("Projection frame - drag over the model, then Apply"), wxDefaultPosition,
wxSize(360, 360),
// Caption and resize border so moving and sizing are the native gestures the user
// already knows - "align it by moving the window" only works if the window moves the
// ordinary way. FLOAT_ON_PARENT keeps it above the 3D view without the antisocial
// always-on-top-of-everything behaviour of wxSTAY_ON_TOP.
wxCAPTION | wxRESIZE_BORDER | wxCLOSE_BOX | wxFRAME_NO_TASKBAR | wxFRAME_FLOAT_ON_PARENT)
{
SetBackgroundStyle(wxBG_STYLE_PAINT);
Bind(wxEVT_PAINT, &TextureProjectorFrame::on_paint, this);
// A resize changes the gate, so the texture has to be re-stretched under it.
Bind(wxEVT_SIZE, [this](wxSizeEvent &evt) { Refresh(); evt.Skip(); });
SetTransparent(wxByte(m_alpha));
// Hide rather than destroy: the gizmo owns this window's lifetime, and reopening should keep the
// frame exactly where it was left - its position is the placement.
Bind(wxEVT_CLOSE_WINDOW, [this](wxCloseEvent &evt) {
if (evt.CanVeto()) {
evt.Veto();
Hide();
} else
evt.Skip();
});
}
void TextureProjectorFrame::set_texture(const std::vector<unsigned char> &gray, int width, int height)
{
if (width <= 0 || height <= 0 || gray.size() < size_t(width) * size_t(height)) {
m_bitmap = wxBitmap();
Refresh();
return;
}
wxImage img(width, height);
unsigned char *dst = img.GetData();
for (size_t i = 0, n = size_t(width) * size_t(height); i < n; ++i) {
const unsigned char v = gray[i];
dst[i * 3 + 0] = v;
dst[i * 3 + 1] = v;
dst[i * 3 + 2] = v;
}
m_bitmap = wxBitmap(img);
Refresh();
}
void TextureProjectorFrame::set_opacity(int alpha)
{
m_alpha = std::clamp(alpha, 20, 255);
SetTransparent(wxByte(m_alpha));
Refresh();
}
wxRect TextureProjectorFrame::client_rect_on_screen() const
{
const wxSize sz = GetClientSize();
return wxRect(ClientToScreen(wxPoint(0, 0)), sz);
}
void TextureProjectorFrame::on_paint(wxPaintEvent &)
{
wxPaintDC dc(this);
const wxSize sz = GetClientSize();
if (sz.x <= 0 || sz.y <= 0)
return;
dc.SetBackground(wxBrush(wxColour(20, 20, 20)));
dc.Clear();
if (m_bitmap.IsOk()) {
// Stretched to fill the client area rather than kept at its own aspect: the gate maps to the
// uv unit square whatever its shape, so a non-square window genuinely does project a
// stretched texture. Showing it any other way would misrepresent the bake.
wxImage scaled = m_bitmap.ConvertToImage().Scale(sz.x, sz.y, wxIMAGE_QUALITY_NORMAL);
dc.DrawBitmap(wxBitmap(scaled), 0, 0, false);
}
// The border is the projection's hard edge, so it is drawn explicitly - with the window
// translucent, the native frame alone reads poorly against a busy 3D scene.
dc.SetPen(wxPen(wxColour(0, 200, 180), 2));
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(0, 0, sz.x, sz.y);
}
}} // namespace Slic3r::GUI

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#ifndef slic3r_TextureProjectorFrame_hpp_
#define slic3r_TextureProjectorFrame_hpp_
// The projection-frame overlay for TextureProjectionMethod::ViewProjected.
//
// A semi-transparent, resizable window that the user drags over the 3D view like a slide projector's
// gate: whatever the model shows through this window is what the texture is projected onto, and the
// window's border is the hard edge of the projection. "Apply" then reads the window's client
// rectangle, converts it into the 3D canvas's own pixel space, and builds an exact projective map
// from it (see GLGizmoTextureDisplacement::apply_projection_frame()).
//
// The window itself is deliberately dumb - it owns no placement state and reports nothing
// continuously. Its position and size *are* the placement, and they are read on demand at Apply,
// which is also when the (expensive) visible-facet selection runs. Moving the window is therefore
// free, and nothing recomputes until the user asks for it.
//
// Plain 2D (wxGraphicsContext), not a wxGLCanvas: a second GL canvas would have to share the app's
// one real wxGLContext, the cause of bugs #10 and #14 in TEXTURE_DISPLACEMENT.md. A paint-DC window
// has no such failure mode, and this one only ever draws a bitmap and a border.
#include <vector>
#include <wx/bitmap.h>
#include <wx/frame.h>
namespace Slic3r { namespace GUI {
class TextureProjectorFrame : public wxFrame
{
public:
explicit TextureProjectorFrame(wxWindow *parent);
// The same 8-bit grayscale pixels build_texture_displacement() samples, so what is aligned here
// is what gets baked. Pass width/height <= 0 to clear it.
void set_texture(const std::vector<unsigned char> &grayscale_pixels, int width, int height);
// Whole-window opacity, 0..255. Low enough to see the model through it, high enough to judge
// where the texture lands - the useful range is roughly 60..200.
void set_opacity(int alpha);
int opacity() const { return m_alpha; }
// The client area (the gate itself, excluding caption and borders) in screen coordinates. This
// is what the projection is built from, so it deliberately excludes the window decorations -
// the user aligns what they see, which is the client area.
wxRect client_rect_on_screen() const;
private:
wxBitmap m_bitmap;
int m_alpha = 140;
void on_paint(wxPaintEvent &);
};
}} // namespace Slic3r::GUI
#endif // slic3r_TextureProjectorFrame_hpp_

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#ifndef slic3r_UVEditorCanvas_hpp_
#define slic3r_UVEditorCanvas_hpp_
#include <algorithm>
#include <functional>
#include <utility>
#include <vector>
// Must come before wx/glcanvas.h in any translation unit that includes this header: glcanvas.h
// pulls in the platform's real GL/gl.h, and glad/gl.h errors out if that happens first (it wants
// to be the one to define the standard include guards GL/gl.h itself defines).
#include <glad/gl.h>
#include <wx/glcanvas.h>
#include <wx/panel.h>
#include <wx/button.h>
#include <wx/tglbtn.h>
#include <wx/stattext.h>
#include <wx/sizer.h>
#include "libslic3r/Point.hpp"
#include "GLModel.hpp"
#include "GLTexture.hpp"
namespace Slic3r::GUI {
// Standalone 2D viewer/editor for a flattened (UV-unwrapped) mesh patch - shows the result of
// GLGizmoTextureDisplacement's LSCM projection method as its own resizable pane (see Plater's
// "uv_editor" AUI pane) rather than folding 2D UV-space rendering into the main 3D viewport.
//
// Islands can be laid out by hand, roughly the way Blender's UV editor works: click one to select
// it, drag to move it, right-drag or press R to rotate it, S to scale it, both about its own centre.
// Islands are free to overlap - nothing re-packs them behind the user's back. The texture underneath
// is always drawn upright and axis-aligned, and it is the islands that move over it, which is what
// makes "rotate this island" a meaningful gesture rather than just spinning the whole texture.
//
// **Geometry is uploaded in the unwrap's own (raw, mm) coordinates, once**, and each island is drawn
// through its own affine matrix passed as a shader uniform. That matters: a patch can easily run to
// a million triangles, and the earlier design - which pre-transformed every UV on the CPU and
// re-uploaded the whole wireframe on every mouse-move event - made a drag cost a couple of hundred
// milliseconds per frame. Moving an island now touches a 2x3 matrix and nothing else.
//
// Uses the app's single shared wxGLContext (via wxGetApp().init_glcontext(), the same call
// View3D/Preview/AssembleView each make in GUI_Preview.cpp) rather than an independent context of
// its own, specifically so it can reuse the app's already-registered "flat"/"flat_texture"
// shaders and GLModel as-is - GLModel::render() looks up its shader via a GUI_App-wide "current
// shader", which only means anything for canvases sharing the app's one real GL context.
class UVEditorCanvas : public wxGLCanvas
{
public:
explicit UVEditorCanvas(wxWindow *parent);
// Maps one island's raw unwrap coordinate to a texture UV: the island's own hand placement and
// then the layer's tiling/rotation/offset, composed into a single affine (columns: x basis,
// y basis, translation).
using IslandTransform = Eigen::Matrix<float, 2, 3>;
// The unwrap to display, in the unwrap's own mm coordinates - *not* texture UVs. Changing this
// is the expensive path (it rebuilds every vertex buffer), so it must only be called when the
// unwrap itself changes, never merely because an island moved. Pass an empty `indices` to show
// nothing.
struct Islands
{
std::vector<Vec2f> uvs;
std::vector<Vec3i32> indices;
std::vector<int> vertex_island; // per uv
std::vector<std::pair<int, int>> boundary_edges; // island outlines, indices into uvs
int island_count = 0;
};
void set_islands(Islands islands);
// The cheap path: one transform per island. Safe to call on every mouse-move of a drag.
void set_island_transforms(std::vector<IslandTransform> transforms);
// One fill colour per island, overriding the default light-green wash - used to paint the UV
// distortion heatmap over the islands when the gizmo's "Distortion" check mode is on (#7/#14).
// Pass empty to go back to the default wash. Cheap: it never touches a vertex buffer.
void set_island_fill_colors(std::vector<ColorRGBA> colors);
// The layer's own tiling scale and rotation. Needed to map a gesture, which happens in texture-UV
// space, back into the unwrap's mm space - which is where a TextureIsland's offset actually
// lives (see apply_uv_transform()). The tile settings come along because the background has to
// repeat exactly the way the height sampler does, or the pane would stop showing what gets baked.
void set_uv_transform(float tiling_scale, float rotation_deg, bool tile_enabled, bool tile_mirrored);
// Same 8-bit grayscale pixels build_texture_displacement()'s height sampling uses, shown
// beneath the wireframe (expanded to RGBA on upload) so the unwrap can be checked against the
// texture it will actually sample. Pass width/height <= 0 to clear it.
void set_background_texture(const std::vector<unsigned char> &grayscale_pixels, int width, int height);
// Snap a dragged island's boundary to a neighbouring island's when they come close (#2). Off is
// the honest default for overlap-friendly layouts; the pane toolbar toggles it.
void set_snap_enabled(bool enabled) { m_snap_enabled = enabled; }
bool snap_enabled() const { return m_snap_enabled; }
// High-level actions the pane toolbar triggers. The canvas handles the view-only ones (framing,
// the snap toggle) itself and forwards the rest to whoever owns the island data (the gizmo), via
// the command callback - the canvas has the selection and the view, the gizmo has the layer.
enum class Command { FrameAll, ToggleSnap, AverageScale, CutSelectedIsland, ProjectFromView, JoinSelected, UnjoinSelected };
void run_command(Command cmd);
using CommandFn = std::function<void(Command)>;
void set_command_callback(CommandFn fn) { m_on_command = std::move(fn); }
// Called whenever the one-line status/hint text changes (current gesture + the shortcuts that
// apply right now), so the pane can show it Blender-style along the bottom.
using StatusFn = std::function<void(const wxString &)>;
void set_status_callback(StatusFn fn) { m_on_status = std::move(fn); }
// Reports an island edit as it happens. The deltas are *incremental* (one mouse event's worth)
// and already converted into the units a TextureIsland stores - unwrap mm, degrees, and a scale
// *factor* to multiply the island's existing scale by. They are incremental on purpose: the owner
// applies them and hands back fresh transforms, and if the gesture tracked geometry rather than
// raw mouse motion that round trip would feed back into itself. `finished` marks the end of a
// gesture, so the owner can rebuild the 3D preview once rather than on every motion event.
using IslandEditFn =
std::function<void(int island, const Vec2f &offset_delta, float rotation_delta, float scale_factor, bool finished)>;
void set_island_edit_callback(IslandEditFn fn) { m_on_island_edit = std::move(fn); }
// What a click grabs: a whole island (move/rotate/scale, groups move together), a single vertex, or
// a single edge (both its endpoints). Vertex/Edge are free-form UV editing - they move the actual
// unwrap coordinates, which the owner then folds into the layer's per-vertex UV overrides so the
// change is baked, not just shown (see set_vertex_edit_callback).
enum class SelectMode { Island, Vertex, Edge };
void set_select_mode(SelectMode mode);
SelectMode select_mode() const { return m_select_mode; }
// Reports a committed vertex/edge edit: the list of (unwrapped-vertex index, its new raw-unwrap
// coordinate in mm). Fired once, on mouse release, since it re-solves the displacement preview; the
// pane shows the edit live from its own geometry in the meantime. The owner maps the unwrapped index
// to a mesh vertex (via the unwrap's source_vertex) and stores the override.
using UVVertexEditFn = std::function<void(const std::vector<std::pair<int, Vec2f>> &edits)>;
void set_vertex_edit_callback(UVVertexEditFn fn) { m_on_vertex_edit = std::move(fn); }
// The primary (last-clicked) island, still the pivot for rotate/scale and the target of the
// single-island toolbar commands (Cut/Join/Unjoin). -1 if nothing is selected.
int selected_island() const { return m_selected_island; }
// The full multi-selection (Shift adds, Ctrl toggles). Always contains m_selected_island when it is
// >= 0. The gizmo reads this to decide which islands a drag moves together, unioned with each
// selected island's join group.
const std::vector<int> &selected_islands() const { return m_selection; }
void reset_view();
private:
void on_paint(wxPaintEvent &evt);
void on_size(wxSizeEvent &evt);
void on_mouse(wxMouseEvent &evt);
void on_key(wxKeyEvent &evt);
void on_leave(wxMouseEvent &evt); // drops the +/- cursor hint when the pointer leaves the canvas
void on_erase_background(wxEraseEvent &evt) {} // required to avoid flicker on MSW, deliberately a no-op
void render();
void rebuild_island_models();
void rebuild_background_texture();
void rebuild_background_quad();
void rebuild_grid();
// The UV region worth looking at: every island, plus always at least the texture's first tile, so
// there is something sensibly framed even before anything is painted.
void content_bounds(Vec2f &min_uv, Vec2f &max_uv) const;
// Frames content_bounds(). Bound to Home, and run once each time an unwrap first appears.
void fit_view_to_content();
// Half-extents of the visible UV region. Split out because both rendering and every mouse
// gesture need them, and they have to agree exactly or picking lands in the wrong place.
void view_half_extents(float &half_w, float &half_h) const;
Vec2f screen_to_uv(const wxPoint &px) const;
// Raw unwrap coordinate -> texture UV, through the island's own transform.
Vec2f island_uv(size_t vertex) const;
// The island under `uv`, or -1. Prefers the current selection when islands overlap, so that
// dragging one that sits under another doesn't hand the drag to its neighbour halfway through.
int island_at(const Vec2f &uv) const;
// Nearest unwrapped vertex to `uv` within a screen-space threshold, or -1 (Vertex mode picking).
int vertex_at(const Vec2f &uv) const;
// Nearest island-boundary edge to `uv` within a screen-space threshold, as its two unwrapped-vertex
// indices, or {-1,-1} (Edge mode picking).
std::pair<int, int> edge_at(const Vec2f &uv) const;
// Moves one unwrapped vertex by a texture-UV delta, converting it back into the vertex's own raw
// unwrap space through its island's inverse transform, and marks the mesh dirty so it redraws.
void move_vertex_raw(int unwrapped_vertex, const Vec2f &delta_uv);
Vec2f island_centroid(int island) const;
// Converts a delta in texture-UV space into the unwrap's mm space, undoing the layer's scale and
// rotation - the inverse of what apply_uv_transform() did on the way in.
Vec2f uv_delta_to_unwrap(const Vec2f &delta_uv) const;
// The correction that would bring the selected island's nearest boundary vertex onto a boundary
// vertex of some *other* island, in texture-UV space. Zero if nothing is within reach (#2).
Vec2f snap_correction(int island) const;
void end_gesture();
// Rebuilds the status line from the current gesture/selection and pushes it to m_on_status.
void update_status();
wxGLContext *m_context = nullptr; // owned by OpenGLManager/GUI_App, not by this canvas
Islands m_islands;
std::vector<IslandTransform> m_transforms;
// Per-island fill colour override (distortion heatmap); empty means use the default wash (#7).
std::vector<ColorRGBA> m_island_fill_colors;
// Boundary vertices per island, for snapping - a patch's boundary is a tiny fraction of it, and
// rescanning the whole uv array on every snap test would not be.
std::vector<std::vector<int>> m_island_boundary_verts;
bool m_mesh_dirty = true;
// One set of models per island, so an island can be drawn through its own transform. Built once
// per unwrap, never on a drag.
std::vector<GLModel> m_island_wireframe; // interior edges
std::vector<GLModel> m_island_boundary; // outline
std::vector<GLModel> m_island_fill; // filled, for the selected island's wash
GLModel m_tile_outline_glmodel; // the texture's first tile, [0,1]^2 - the "you are here"
GLModel m_grid_glmodel;
float m_grid_step = 0.f; // the UV step m_grid_glmodel was built for; 0 = not built
float m_tiling_scale = 1.f;
float m_rotation_deg = 0.f;
bool m_tile_enabled = true;
bool m_tile_mirrored = false;
bool m_snap_enabled = false;
std::vector<unsigned char> m_background_pixels; // RGBA, expanded from the grayscale input
int m_background_width = 0, m_background_height = 0;
bool m_background_dirty = false; // the pixels need (re)uploading
bool m_background_quad_dirty = true; // only the quad's extent changed
GLTexture m_background_texture;
// Covers content_bounds(), not just [0,1]: the unwrap is packed in mm and then divided by the
// layer's tile size, so it routinely spans many tiles, and a single-unit-square backdrop would
// leave most of the islands sitting over bare background. Texcoord == position, so the GL wrap
// mode repeats it exactly the way DecodedHeightTexture::sample() does.
GLModel m_background_glmodel;
// 2D pan/zoom. m_pan is the UV-space point at the center of the view, m_zoom half the UV-space
// extent visible across the shorter screen edge. v runs *down* the screen, matching both the
// texture's own row order and every other UV editor's convention.
Vec2f m_pan = Vec2f(0.5f, 0.5f);
float m_zoom = 0.75f;
bool m_needs_fit = true; // fit the view to the next unwrap that arrives
enum class Gesture
{
None,
Pan,
MoveIsland,
RotateIsland, // right-drag: rotation tracks the mouse, ends when the button is released
RotateIslandModal, // 'R': rotation tracks the mouse until a click confirms or Esc cancels
ScaleIslandModal, // 'S': likewise, distance from the centre drives the scale
MoveVertex, // Vertex mode: drag one unwrapped vertex
MoveEdge, // Edge mode: drag both endpoints of one boundary edge
};
Gesture m_gesture = Gesture::None;
SelectMode m_select_mode = SelectMode::Island;
// The sub-element being edited in Vertex/Edge mode (unwrapped-vertex indices), or -1/{-1,-1}. This
// is the *primary* (last-picked) element of the multi-selection below.
int m_active_vertex = -1;
std::pair<int, int> m_active_edge{ -1, -1 };
// Multi-selection for Vertex/Edge modes, mirroring the island selection: plain click replaces, Shift
// adds, Ctrl toggles, and a drag moves the whole set together. m_active_vertex/m_active_edge stay the
// primary. Kept as small vectors (tiny, and order doesn't matter here).
std::vector<int> m_sel_vertices;
std::vector<std::pair<int, int>> m_sel_edges;
bool is_vertex_selected(int v) const
{
return std::find(m_sel_vertices.begin(), m_sel_vertices.end(), v) != m_sel_vertices.end();
}
bool is_edge_selected(const std::pair<int, int> &e) const
{
return std::find(m_sel_edges.begin(), m_sel_edges.end(), e) != m_sel_edges.end();
}
// Unique unwrapped-vertex endpoints of every selected edge (an endpoint shared by two selected edges
// is returned once, so a drag doesn't move it twice).
std::vector<int> selected_edge_endpoints() const;
// Last known mouse position over the canvas, and whether the pointer is currently inside it. Used to
// draw the +/- add/remove sign next to the cursor in Vertex/Edge mode.
wxPoint m_cursor_px{ 0, 0 };
bool m_cursor_inside = false;
// Set once a Vertex/Edge drag actually moves, so a bare click (select without drag) doesn't commit a
// no-op edit and take an undo snapshot for nothing.
bool m_vertex_edit_moved = false;
// Lazily-built small filled square, drawn at an edited/hovered vertex as a handle.
GLModel m_vertex_marker_glmodel;
// Rebuilt each frame at the cursor while a +/- add-remove hint is shown (Vertex/Edge mode).
GLModel m_cursor_sign_glmodel;
int m_selected_island = -1;
// The full multi-selection; m_selected_island is its primary (last-clicked) member. Kept as a small
// vector rather than a set because it is tiny and iteration order (primary last) is convenient.
std::vector<int> m_selection;
bool is_selected(int island) const
{
return std::find(m_selection.begin(), m_selection.end(), island) != m_selection.end();
}
wxPoint m_drag_last_px;
Vec2f m_gesture_last_uv = Vec2f::Zero();
float m_gesture_last_angle = 0.f;
float m_gesture_last_dist = 0.f;
// Rotation is tracked as two running totals over the gesture: the raw mouse rotation, and how much
// has actually been applied. With Shift held the applied total is quantised to 15-degree steps
// (Blender-style angle snapping), so the two diverge - and driving the applied total off the raw
// one, rather than snapping each incremental delta, is what makes the snap stable instead of
// juddering. The raw/applied split also survives crossing +/-180 degrees, which a single wrapped
// angle would not. m_rot_applied doubles as the modal-rotate undo amount for Esc.
float m_rot_raw_deg = 0.f;
float m_rot_applied_deg = 0.f;
// The island's absolute on-screen rotation when the gesture began (decoded from its transform), so
// Shift can snap to *global* 15-degree marks (0/15/30...) rather than 15 degrees relative to
// wherever the island happened to start (#10). Also drives the angle read-out and the dial.
float m_rot_base_deg = 0.f;
float m_rot_display_deg = 0.f; // current absolute angle, for the status line and dial needle
float m_modal_scale_accum = 1.f; // so Esc can undo exactly what the modal scale applied, as a factor
// A protractor drawn around the island while it rotates: a ring, a tick every 15 degrees, and a
// needle at the current angle, so the rotation is legible (#11). Rebuilt each frame during a
// rotation gesture (cheap: a few hundred short lines) and left empty otherwise.
GLModel m_dial_glmodel;
void rebuild_rotation_dial();
// The island's current absolute rotation in degrees, decoded from its transform's first column.
float island_rotation_deg(int island) const;
IslandEditFn m_on_island_edit;
UVVertexEditFn m_on_vertex_edit;
CommandFn m_on_command;
StatusFn m_on_status;
};
// Hosts a UVEditorCanvas together with a small icon toolbar (frame, snap, average scale, cut,
// project-from-view) and a Blender-style status line along the bottom that names the current gesture
// and the shortcuts in play (#18). This is what actually goes into Plater's "uv_editor" AUI pane;
// the gizmo still talks to the inner canvas, reached via canvas().
class UVEditorPanel : public wxPanel
{
public:
explicit UVEditorPanel(wxWindow *parent);
UVEditorCanvas *canvas() { return m_canvas; }
private:
void on_tool(wxCommandEvent &evt);
UVEditorCanvas *m_canvas = nullptr;
wxToggleButton *m_snap_button = nullptr;
wxStaticText *m_status = nullptr;
};
} // namespace Slic3r::GUI
#endif // slic3r_UVEditorCanvas_hpp_

View File

@@ -5,6 +5,7 @@
#include <boost/log/trivial.hpp>
#include <boost/nowide/fstream.hpp>
#include <libslic3r/Config.hpp>
#include <libslic3r/PresetBundle.hpp>
#include <libslic3r/PrintConfig.hpp>
#include <slic3r/GUI/GUI.hpp>
@@ -164,6 +165,20 @@ bool CapabilityConfigDocument::erase(const PluginCapabilityId& id)
return erased;
}
bool CapabilityConfigDocument::prune_unreferenced(const std::set<std::pair<PluginCapabilityType, std::string>>& referenced)
{
bool changed = false;
for (auto it = m_entries.begin(); it != m_entries.end();) {
if (referenced.count({it->first.type, it->first.name}) != 0) {
++it;
} else {
it = m_entries.erase(it);
changed = true;
}
}
return changed;
}
bool CapabilityConfigDocument::empty() const
{
return m_entries.empty() && m_opaque_entries.empty();
@@ -342,6 +357,50 @@ std::string serialize_plugin_overrides(const CapabilityConfigDocument& document)
return document.empty() ? std::string() : document.serialize_entries().dump();
}
bool prune_stale_plugin_overrides(DynamicConfig& config)
{
const auto* overrides_opt = dynamic_cast<const ConfigOptionString*>(config.option(PLUGIN_OVERRIDES_OPTION_KEY));
if (overrides_opt == nullptr || overrides_opt->value.empty())
return false;
CapabilityConfigDocument overrides;
std::string error;
if (!parse_plugin_overrides(overrides_opt->value, overrides, error)) {
// Malformed text is not ours to fix up here: leave it untouched rather than risk
// discarding data the user might still be able to recover.
BOOST_LOG_TRIVIAL(error) << "prune_stale_plugin_overrides: " << error;
return false;
}
// Capability names currently referenced by a plugin-backed option's value(s) — e.g.
// slicing_pipeline_plugin's ConfigOptionStrings entries name SlicingPipeline capabilities
// directly, the same raw values save_plugin_collection() resolves into the "plugins" manifest.
std::set<std::pair<PluginCapabilityType, std::string>> referenced;
const ConfigDef* def = config.def();
for (const std::string& opt_key : config.keys()) {
const ConfigOptionDef* opt_def = def != nullptr ? def->get(opt_key) : nullptr;
if (opt_def == nullptr || !opt_def->is_plugin_backed())
continue;
const ConfigOption* opt = config.option(opt_key);
const PluginCapabilityType type = plugin_capability_type_from_string(opt_def->plugin_type);
if (const auto* string_opt = dynamic_cast<const ConfigOptionString*>(opt)) {
if (!string_opt->value.empty())
referenced.emplace(type, string_opt->value);
} else if (const auto* vector_opt = dynamic_cast<const ConfigOptionVectorBase*>(opt)) {
for (const std::string& value : vector_opt->vserialize())
if (!value.empty())
referenced.emplace(type, value);
}
}
if (!overrides.prune_unreferenced(referenced))
return false;
config.set_key_value(PLUGIN_OVERRIDES_OPTION_KEY, new ConfigOptionString(serialize_plugin_overrides(overrides)));
return true;
}
EffectiveCapabilityConfig PresetPluginConfigService::get_effective_config(const CapabilityConfigDocument& overrides,
const PluginCapabilityId& id) const
{

View File

@@ -8,7 +8,9 @@
#include <map>
#include <mutex>
#include <optional>
#include <set>
#include <string>
#include <utility>
#include <vector>
#define PLUGIN_CONFIG_DIR "config.json"
@@ -16,6 +18,7 @@
namespace Slic3r {
class Preset;
class DynamicConfig;
struct CapabilityConfigEntry
{
PluginCapabilityId id;
@@ -35,6 +38,9 @@ public:
bool contains(const PluginCapabilityId& id) const;
bool upsert(CapabilityConfigEntry entry);
bool erase(const PluginCapabilityId& id);
// Drops every entry whose (type, name) is not in `referenced`, e.g. capabilities a preset's
// plugin-backed options no longer name. Returns true if anything was removed.
bool prune_unreferenced(const std::set<std::pair<PluginCapabilityType, std::string>>& referenced);
bool empty() const;
nlohmann::json serialize_entries() const;
nlohmann::json root_json() const;
@@ -50,6 +56,14 @@ std::string plugin_overrides_of(const Preset& preset);
bool parse_plugin_overrides(const std::string& raw, CapabilityConfigDocument& document, std::string& error);
std::string serialize_plugin_overrides(const CapabilityConfigDocument& document);
// Drops plugin_config_overrides entries for capabilities no longer named by any plugin-backed
// option's current value in `config` (e.g. slicing_pipeline_plugin cleared or switched to a
// different capability), and writes the result back if anything changed. Called wherever a
// plugin-backed option's value changes, so a saved preset never carries configuration for a
// capability it no longer references. Returns true if `config` was modified, so a caller holding a
// GUI field over PLUGIN_OVERRIDES_OPTION_KEY knows it must refresh that field's displayed value.
bool prune_stale_plugin_overrides(DynamicConfig& config);
struct EffectiveCapabilityConfig
{
PluginCapabilityId id;

View File

@@ -33,6 +33,7 @@ add_executable(${_TEST_NAME}_tests
test_optimizers.cpp
# test_png_io.cpp
test_indexed_triangle_set.cpp
test_texture_displacement.cpp
../libnest2d/printer_parts.cpp
)

View File

@@ -0,0 +1,235 @@
#define NOMINMAX
#include <catch2/catch_all.hpp>
#include <fstream>
#include <boost/filesystem.hpp>
#include "libslic3r/TextureDisplacement.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/TriangleSelector.hpp"
#include "libslic3r/PNGReadWrite.hpp"
using namespace Slic3r;
using Catch::Matchers::WithinAbs;
// Encodes a flat (uniform-value) grayscale image through Slic3r's own PNG writer/reader round
// trip, so decode_height_texture() (which only accepts true 8-bit grayscale PNG) is guaranteed a
// compatible file, exactly like the GUI's "Add texture" import path does.
static std::shared_ptr<std::vector<unsigned char>> make_flat_gray_png(uint8_t value, size_t w = 4, size_t h = 4)
{
std::vector<uint8_t> pixels(w * h, value);
const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
std::vector<unsigned char> bytes;
{
std::ifstream ifs(tmp_path.string(), std::ios::binary);
bytes.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
}
boost::system::error_code ec;
boost::filesystem::remove(tmp_path, ec);
REQUIRE_FALSE(bytes.empty());
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
}
TEST_CASE("TextureDisplacement: decode_height_texture round-trips an 8-bit grayscale PNG", "[TextureDisplacement]")
{
TextureDisplacementLayer layer;
layer.image_data = make_flat_gray_png(128, 4, 4);
DecodedHeightTexture tex = decode_height_texture(layer);
REQUIRE_FALSE(tex.empty());
CHECK(tex.width == 4);
CHECK(tex.height == 4);
REQUIRE_THAT(tex.sample(Vec2f(0.5f, 0.5f)), WithinAbs(128.0 / 255.0, 1.0 / 255.0));
}
TEST_CASE("TextureDisplacement: an empty layer list leaves the mesh unchanged", "[TextureDisplacement]")
{
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
const std::vector<TextureDisplacementLayer> layers; // none
TextureDisplacementFacetsData facets{}; // all empty
const indexed_triangle_set result = build_texture_displacement(cube, layers, facets);
REQUIRE(result.vertices.size() == cube.vertices.size());
REQUIRE(result.indices.size() == cube.indices.size());
for (size_t i = 0; i < cube.vertices.size(); ++i)
for (int c = 0; c < 3; ++c)
CHECK(result.vertices[i](c) == cube.vertices[i](c));
}
TEST_CASE("TextureDisplacement: fully painting a mesh displaces every vertex along its own normal", "[TextureDisplacement]")
{
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
const TriangleMesh cube_mesh(cube);
TriangleSelector selector(cube_mesh);
for (int f = 0; f < int(cube.indices.size()); ++f)
selector.set_facet(f, EnforcerBlockerType::ENFORCER);
TextureDisplacementFacetsData facets{};
facets[0] = selector.serialize();
TextureDisplacementLayer layer;
layer.slot = 0;
layer.depth_mm = 2.0f;
layer.tiling_scale = 5.0f;
layer.image_data = make_flat_gray_png(255); // sample() == 1.0 everywhere -> full depth_mm displacement
const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets);
REQUIRE(result.vertices.size() == cube.vertices.size());
for (size_t i = 0; i < cube.vertices.size(); ++i) {
const float moved = (result.vertices[i] - cube.vertices[i]).norm();
CHECK_THAT(moved, WithinAbs(layer.depth_mm, 1e-3f));
}
}
// Paints every facet of `mesh` into a serialized mask, the way "Select whole model" does.
static TriangleSelector::TriangleSplittingData paint_whole_mesh(const indexed_triangle_set &mesh)
{
const TriangleMesh tm(mesh);
TriangleSelector selector(tm);
for (int f = 0; f < int(mesh.indices.size()); ++f)
selector.set_facet(f, EnforcerBlockerType::ENFORCER);
return selector.serialize();
}
// Regression test for the bug this feature shipped with: with two layers painted over the same
// area, the second one was silently dropped (its paint mask was remapped onto the mesh the first
// layer had already displaced, which routinely produced an empty bitstream). Every layer is now
// evaluated against the original mesh instead, so both must show up in the total.
TEST_CASE("TextureDisplacement: a second layer over the same area is applied too", "[TextureDisplacement]")
{
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
TextureDisplacementFacetsData facets{};
facets[0] = paint_whole_mesh(cube);
facets[1] = facets[0]; // both layers cover the whole cube
TextureDisplacementLayer base;
base.slot = 0;
base.depth_mm = 1.0f;
base.tiling_scale = 5.0f;
base.image_data = make_flat_gray_png(255); // height 1.0 everywhere
TextureDisplacementLayer second = base;
second.slot = 1;
second.depth_mm = 0.5f;
second.blend_mode = TextureBlendMode::Add;
const indexed_triangle_set result = build_texture_displacement(cube, {base, second}, facets);
// Topology is preserved exactly, so vertices can be compared 1:1 with the input.
REQUIRE(result.vertices.size() == cube.vertices.size());
REQUIRE(result.indices.size() == cube.indices.size());
for (size_t i = 0; i < cube.vertices.size(); ++i)
CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(1.5f, 1e-3f)); // 1.0 + 0.5, not just 1.0
}
TEST_CASE("TextureDisplacement: blend modes combine a layer with the ones below it", "[TextureDisplacement]")
{
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
TextureDisplacementFacetsData facets{};
facets[0] = paint_whole_mesh(cube);
facets[1] = facets[0];
TextureDisplacementLayer base;
base.slot = 0;
base.depth_mm = 2.0f;
base.tiling_scale = 5.0f;
base.image_data = make_flat_gray_png(255); // -> contributes exactly +2.0 mm
TextureDisplacementLayer second = base;
second.slot = 1;
second.depth_mm = 0.5f; // -> its own value is 0.5 mm
// Expected total displacement for each mode, given base = 2.0 mm and second = 0.5 mm. Multiply
// and Divide treat the layer's value as a factor relative to 1 mm (see TextureBlendMode).
const auto expected = GENERATE(table<TextureBlendMode, float>({
{ TextureBlendMode::Add, 2.5f }, // 2.0 + 0.5
{ TextureBlendMode::Subtract, 1.5f }, // 2.0 - 0.5
{ TextureBlendMode::Multiply, 1.0f }, // 2.0 * 0.5
{ TextureBlendMode::Divide, 4.0f }, // 2.0 / 0.5
}));
second.blend_mode = std::get<0>(expected);
const indexed_triangle_set result = build_texture_displacement(cube, {base, second}, facets);
REQUIRE(result.vertices.size() == cube.vertices.size());
for (size_t i = 0; i < cube.vertices.size(); ++i)
CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(std::get<1>(expected), 1e-3f));
}
TEST_CASE("TextureDisplacement: the lowest layer ignores its blend mode", "[TextureDisplacement]")
{
// Multiply against the implicit zero base would annihilate the only layer present; the first
// layer to reach a vertex always starts the total off additively instead.
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
TextureDisplacementFacetsData facets{};
facets[0] = paint_whole_mesh(cube);
TextureDisplacementLayer layer;
layer.slot = 0;
layer.depth_mm = 2.0f;
layer.tiling_scale = 5.0f;
layer.blend_mode = TextureBlendMode::Multiply;
layer.image_data = make_flat_gray_png(255);
const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets);
for (size_t i = 0; i < cube.vertices.size(); ++i)
CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(2.0f, 1e-3f));
}
TEST_CASE("TextureDisplacement: boundary vertices shared with unpainted triangles are pinned", "[TextureDisplacement]")
{
// A small triangle fan around a central vertex O, with 4 outer points A/B/C/D forming 4
// triangles T0..T3 in the XY plane. Only T0, T1, T2 are painted, T3 is left unpainted:
// O: touches all 4 triangles (incl. unpainted T3) -> boundary, must NOT move
// A: touches T0 (painted) and T3 (unpainted) -> boundary, must NOT move
// D: touches T2 (painted) and T3 (unpainted) -> boundary, must NOT move
// B: touches only T0 and T1 (both painted) -> interior, SHOULD move
// C: touches only T1 and T2 (both painted) -> interior, SHOULD move
indexed_triangle_set fan;
fan.vertices = { {0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {-1.f, 0.f, 0.f}, {0.f, -1.f, 0.f} };
fan.indices = { {0, 1, 2}, {0, 2, 3}, {0, 3, 4}, {0, 4, 1} };
const TriangleMesh fan_mesh(fan);
TriangleSelector selector(fan_mesh);
selector.set_facet(0, EnforcerBlockerType::ENFORCER);
selector.set_facet(1, EnforcerBlockerType::ENFORCER);
selector.set_facet(2, EnforcerBlockerType::ENFORCER);
// facet 3 (T3) is left at its default EnforcerBlockerType::NONE.
TextureDisplacementFacetsData facets{};
facets[0] = selector.serialize();
TextureDisplacementLayer layer;
layer.slot = 0;
layer.depth_mm = 1.0f;
layer.tiling_scale = 5.0f;
layer.image_data = make_flat_gray_png(255);
const indexed_triangle_set result = build_texture_displacement(fan, {layer}, facets);
// Find each named vertex's post-bake position by matching the original (pinned vertices keep
// their exact original position; moved ones won't match any original position anymore).
auto still_at_original_position = [&](const Vec3f &original) {
for (const Vec3f &v : result.vertices)
if ((v - original).norm() < 1e-6f)
return true;
return false;
};
CHECK(still_at_original_position(fan.vertices[0])); // O: boundary
CHECK(still_at_original_position(fan.vertices[1])); // A: boundary
CHECK(still_at_original_position(fan.vertices[4])); // D: boundary
CHECK_FALSE(still_at_original_position(fan.vertices[2])); // B: interior, must have moved
CHECK_FALSE(still_at_original_position(fan.vertices[3])); // C: interior, must have moved
}