Render preview for 2D gradients in shader. Misc bugfixes.

- Make sure prime tower preview is updated when settings change
- Manage color data dialog now closes with escape key
- Textured objects using halftone dithering now show their original texture while preview is being generated
- Show checkboard error overlay in world space (when zone has invalid config).
This commit is contained in:
sentientstardust
2026-05-22 07:40:41 +01:00
parent 31969e8ae0
commit 14e61db633
19 changed files with 931 additions and 331 deletions

View File

@@ -0,0 +1,285 @@
#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float INVALID_TEXTURE_CHECKER_SCALE = 0.2;
const int MAX_GRADIENT_COMPONENTS = 10;
const float EPSILON = 0.000001;
struct PrintVolumeDetection
{
int type;
vec4 xy_data;
vec2 z_data;
};
uniform vec4 uniform_color;
uniform float texture_preview_mix;
uniform bool invalid_texture_mapping;
uniform PrintVolumeDetection print_volume;
uniform int gradient_component_count;
uniform vec3 gradient_component_colors[MAX_GRADIENT_COMPONENTS];
uniform float gradient_distances_mm[MAX_GRADIENT_COMPONENTS];
uniform float gradient_angles_deg[MAX_GRADIENT_COMPONENTS];
uniform float gradient_strength_factors[MAX_GRADIENT_COMPONENTS];
uniform float gradient_minimum_offset_factors[MAX_GRADIENT_COMPONENTS];
uniform float gradient_max_component_distance_mm;
uniform float gradient_max_width_delta_limit_mm;
uniform int gradient_angle_mode;
uniform bool gradient_rotation_enabled;
uniform float gradient_rotations;
uniform float gradient_repeats;
uniform bool gradient_reverse_repeats;
uniform bool gradient_clockwise;
uniform int gradient_fade_mode;
uniform vec3 gradient_center;
uniform float gradient_z_min;
uniform float gradient_z_max;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying vec4 world_pos;
varying vec3 world_normal;
float normalize_angle(float angle)
{
float out_angle = mod(angle, 360.0);
if (out_angle < 0.0)
out_angle += 360.0;
return out_angle;
}
float angular_distance_deg(float a, float b)
{
float d = abs(normalize_angle(a) - normalize_angle(b));
return min(d, 360.0 - d);
}
float angular_distance_cw(float from_deg, float to_deg)
{
float d = normalize_angle(to_deg) - normalize_angle(from_deg);
if (d < 0.0)
d += 360.0;
return d;
}
float repeated_rotation_progress(float progress01, float repeats, bool reverse_repeats)
{
float p = clamp(progress01, 0.0, 1.0);
float r = max(1.0, repeats);
if (r <= 1.0 + EPSILON)
return p;
float repeated_pos = p * r;
float segment_idx = floor(repeated_pos);
float local = repeated_pos - segment_idx;
if (p >= 1.0 - EPSILON) {
segment_idx = max(0.0, ceil(r) - 1.0);
local = 1.0;
}
if (reverse_repeats && mod(segment_idx, 2.0) >= 1.0)
local = 1.0 - local;
return clamp(local, 0.0, 1.0);
}
float offset_fade_factor(int fade_mode, float progress01)
{
float p = clamp(progress01, 0.0, 1.0);
if (fade_mode == 1)
return p;
if (fade_mode == 2)
return 1.0 - p;
if (fade_mode == 3)
return 1.0 - abs(2.0 * p - 1.0);
if (fade_mode == 4)
return abs(2.0 * p - 1.0);
if (fade_mode == 5)
return 2.0 * p - 1.0;
return 1.0;
}
float component_angular_influence(int component_idx, float theta_deg)
{
int count = min(gradient_component_count, MAX_GRADIENT_COMPONENTS);
if (count <= 0)
return 0.0;
if (count == 1)
return 1.0;
float self_angle = normalize_angle(gradient_angles_deg[component_idx]);
float prev_angle = self_angle;
float next_angle = self_angle;
float prev_to_self_deg = 360.0;
float self_to_next_deg = 360.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count || i == component_idx)
continue;
float other_angle = normalize_angle(gradient_angles_deg[i]);
float prev_distance = angular_distance_cw(other_angle, self_angle);
float next_distance = angular_distance_cw(self_angle, other_angle);
if (prev_distance < prev_to_self_deg) {
prev_to_self_deg = prev_distance;
prev_angle = other_angle;
}
if (next_distance < self_to_next_deg) {
self_to_next_deg = next_distance;
next_angle = other_angle;
}
}
if (prev_to_self_deg <= 0.001 || self_to_next_deg <= 0.001) {
float total_weight = 0.0;
float active_weight = 0.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count)
continue;
float weight = max(0.0, 1.0 - angular_distance_deg(theta_deg, gradient_angles_deg[i]) / 180.0);
total_weight += weight;
if (i == component_idx)
active_weight += weight;
}
if (total_weight <= EPSILON)
return 0.0;
return clamp(active_weight / total_weight, 0.0, 1.0);
}
float theta_norm = normalize_angle(theta_deg);
float prev_to_theta_deg = angular_distance_cw(prev_angle, theta_norm);
if (prev_to_theta_deg <= prev_to_self_deg + 0.0001)
return clamp(prev_to_theta_deg / prev_to_self_deg, 0.0, 1.0);
float self_to_theta_deg = angular_distance_cw(self_angle, theta_norm);
if (self_to_theta_deg <= self_to_next_deg + 0.0001)
return clamp(1.0 - self_to_theta_deg / self_to_next_deg, 0.0, 1.0);
return 0.0;
}
float variable_width_delta(float inset_strength, float max_width_delta_limit_mm, float minimum_offset_factor, float strength_factor)
{
if (max_width_delta_limit_mm <= 0.0)
return 0.0;
float desired_width_factor = 1.0 - clamp(inset_strength, 0.0, 1.0);
float min_width_factor = clamp(minimum_offset_factor, 0.0, 1.0);
float adjusted_width_factor = min_width_factor + desired_width_factor * clamp(strength_factor, 0.0, 1.0) * (1.0 - min_width_factor);
return clamp(max_width_delta_limit_mm * (1.0 - adjusted_width_factor), 0.0, max_width_delta_limit_mm);
}
vec3 surface_gradient_color()
{
int count = min(gradient_component_count, MAX_GRADIENT_COMPONENTS);
if (count <= 0)
return uniform_color.rgb;
float z_span = gradient_z_max - gradient_z_min;
float z_progress = z_span > EPSILON ? clamp((world_pos.z - gradient_z_min) / z_span, 0.0, 1.0) : 0.0;
float rotation_deg = 0.0;
if (gradient_rotation_enabled) {
float repeated = repeated_rotation_progress(z_progress, max(1.0, gradient_repeats), gradient_reverse_repeats);
float direction = gradient_clockwise ? -1.0 : 1.0;
rotation_deg = direction * 360.0 * gradient_rotations * repeated;
}
vec2 direction_vec = vec2(0.0);
if (gradient_angle_mode == 1)
direction_vec = world_normal.xy;
if (dot(direction_vec, direction_vec) <= EPSILON) {
vec3 radial = world_pos.xyz - gradient_center;
direction_vec = radial.xy;
}
if (dot(direction_vec, direction_vec) <= EPSILON)
direction_vec = vec2(1.0, 0.0);
float theta_deg = normalize_angle(degrees(atan(direction_vec.y, direction_vec.x)) - rotation_deg);
float fade_factor = abs(offset_fade_factor(gradient_fade_mode, z_progress));
float influences[MAX_GRADIENT_COMPONENTS];
float edge_reaches[MAX_GRADIENT_COMPONENTS];
float min_reach = 1000000.0;
float max_reach = -1000000.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
influences[i] = 0.0;
edge_reaches[i] = 0.0;
if (i < count)
influences[i] = component_angular_influence(i, theta_deg);
}
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count)
continue;
float raw_inset_mm = 0.0;
for (int j = 0; j < MAX_GRADIENT_COMPONENTS; ++j) {
if (j >= count || i == j)
continue;
raw_inset_mm += gradient_distances_mm[j] * influences[j];
}
float inset_strength = clamp(raw_inset_mm / max(gradient_max_component_distance_mm, EPSILON), 0.0, 1.0);
float width_delta_mm = variable_width_delta(inset_strength * fade_factor,
gradient_max_width_delta_limit_mm,
gradient_minimum_offset_factors[i],
gradient_strength_factors[i]);
edge_reaches[i] = clamp(gradient_max_width_delta_limit_mm - width_delta_mm, 0.0, gradient_max_width_delta_limit_mm);
min_reach = min(min_reach, edge_reaches[i]);
max_reach = max(max_reach, edge_reaches[i]);
}
vec3 mixed_color = vec3(0.0);
float total_weight = 0.0;
float reach_span = max_reach - min_reach;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count)
continue;
float weight = reach_span > EPSILON ? clamp((edge_reaches[i] - min_reach) / reach_span, 0.0, 1.0) : 1.0;
mixed_color += gradient_component_colors[i] * weight;
total_weight += weight;
}
if (total_weight <= EPSILON)
return gradient_component_colors[0];
return clamp(mixed_color / total_weight, 0.0, 1.0);
}
float invalid_texture_mapping_checker()
{
vec3 normal_axes = abs(world_normal);
vec2 checker_pos = world_pos.xy;
if (normal_axes.x > normal_axes.y && normal_axes.x > normal_axes.z)
checker_pos = world_pos.yz;
else if (normal_axes.y > normal_axes.z)
checker_pos = world_pos.xz;
return mod(floor(checker_pos.x * INVALID_TEXTURE_CHECKER_SCALE) + floor(checker_pos.y * INVALID_TEXTURE_CHECKER_SCALE), 2.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec4 color = uniform_color;
float mix_factor = clamp(texture_preview_mix, 0.0, 1.0);
color.rgb = mix(color.rgb, surface_gradient_color(), mix_factor);
if (invalid_texture_mapping) {
float checker = invalid_texture_mapping_checker();
vec3 checker_color = mix(vec3(0.0), vec3(1.0), checker);
color.rgb = mix(color.rgb, checker_color, 0.62);
}
vec3 pv_check_min = ZERO;
vec3 pv_check_max = ZERO;
if (print_volume.type == 0) {
pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
}
else if (print_volume.type == 1) {
float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
}
color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
}

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@@ -0,0 +1,46 @@
#version 110
#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
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying vec4 world_pos;
varying vec3 world_normal;
void main()
{
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
world_normal = normalize(vec3(volume_world_matrix * vec4(v_normal, 0.0)));
gl_Position = projection_matrix * position;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
}

View File

@@ -2,6 +2,7 @@
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float UV_EDGE_EPSILON = 0.000001;
const float INVALID_TEXTURE_CHECKER_SCALE = 0.2;
struct PrintVolumeDetection
{
@@ -19,6 +20,7 @@ uniform PrintVolumeDetection print_volume;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying vec4 world_pos;
varying vec3 world_normal;
varying vec2 tex_coord;
float texture_preview_coord(float uv)
@@ -34,6 +36,17 @@ vec2 texture_preview_coord(vec2 uv)
return vec2(texture_preview_coord(uv.x), texture_preview_coord(uv.y));
}
float invalid_texture_mapping_checker()
{
vec3 normal_axes = abs(world_normal);
vec2 checker_pos = world_pos.xy;
if (normal_axes.x > normal_axes.y && normal_axes.x > normal_axes.z)
checker_pos = world_pos.yz;
else if (normal_axes.y > normal_axes.z)
checker_pos = world_pos.xz;
return mod(floor(checker_pos.x * INVALID_TEXTURE_CHECKER_SCALE) + floor(checker_pos.y * INVALID_TEXTURE_CHECKER_SCALE), 2.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -44,7 +57,7 @@ void main()
float mix_factor = clamp(texture_preview_mix, 0.0, 1.0);
color.rgb = mix(color.rgb, texture_color.rgb, mix_factor);
if (invalid_texture_mapping) {
float checker = mod(floor(tex_coord.x * 24.0) + floor(tex_coord.y * 24.0), 2.0);
float checker = invalid_texture_mapping_checker();
vec3 checker_color = mix(vec3(0.0), vec3(1.0), checker);
color.rgb = mix(color.rgb, checker_color, 0.62);
}

View File

@@ -26,6 +26,7 @@ attribute vec2 v_tex_coord;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying vec4 world_pos;
varying vec3 world_normal;
varying vec2 tex_coord;
void main()
@@ -41,6 +42,7 @@ void main()
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
world_normal = normalize(vec3(volume_world_matrix * vec4(v_normal, 0.0)));
tex_coord = v_tex_coord;
gl_Position = projection_matrix * position;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);

View File

@@ -1,6 +1,7 @@
#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float INVALID_TEXTURE_CHECKER_SCALE = 0.2;
struct PrintVolumeDetection
{
@@ -17,8 +18,20 @@ uniform PrintVolumeDetection print_volume;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying vec4 world_pos;
varying vec3 world_normal;
varying vec4 vertex_color;
float invalid_texture_mapping_checker()
{
vec3 normal_axes = abs(world_normal);
vec2 checker_pos = world_pos.xy;
if (normal_axes.x > normal_axes.y && normal_axes.x > normal_axes.z)
checker_pos = world_pos.yz;
else if (normal_axes.y > normal_axes.z)
checker_pos = world_pos.xz;
return mod(floor(checker_pos.x * INVALID_TEXTURE_CHECKER_SCALE) + floor(checker_pos.y * INVALID_TEXTURE_CHECKER_SCALE), 2.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -28,7 +41,7 @@ void main()
float mix_factor = clamp(texture_preview_mix, 0.0, 1.0);
color.rgb = mix(color.rgb, vertex_color.rgb, mix_factor);
if (invalid_texture_mapping) {
float checker = mod(floor(world_pos.x * 4.0) + floor(world_pos.y * 4.0) + floor(world_pos.z * 4.0), 2.0);
float checker = invalid_texture_mapping_checker();
vec3 checker_color = mix(vec3(0.0), vec3(1.0), checker);
color.rgb = mix(color.rgb, checker_color, 0.62);
}

View File

@@ -26,6 +26,7 @@ attribute vec4 v_color;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying vec4 world_pos;
varying vec3 world_normal;
varying vec4 vertex_color;
void main()
@@ -41,6 +42,7 @@ void main()
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
world_normal = normalize(vec3(volume_world_matrix * vec4(v_normal, 0.0)));
vertex_color = v_color;
gl_Position = projection_matrix * position;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);

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@@ -0,0 +1,287 @@
#version 140
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float INVALID_TEXTURE_CHECKER_SCALE = 0.2;
const int MAX_GRADIENT_COMPONENTS = 10;
const float EPSILON = 0.000001;
struct PrintVolumeDetection
{
int type;
vec4 xy_data;
vec2 z_data;
};
uniform vec4 uniform_color;
uniform float texture_preview_mix;
uniform bool invalid_texture_mapping;
uniform PrintVolumeDetection print_volume;
uniform int gradient_component_count;
uniform vec3 gradient_component_colors[MAX_GRADIENT_COMPONENTS];
uniform float gradient_distances_mm[MAX_GRADIENT_COMPONENTS];
uniform float gradient_angles_deg[MAX_GRADIENT_COMPONENTS];
uniform float gradient_strength_factors[MAX_GRADIENT_COMPONENTS];
uniform float gradient_minimum_offset_factors[MAX_GRADIENT_COMPONENTS];
uniform float gradient_max_component_distance_mm;
uniform float gradient_max_width_delta_limit_mm;
uniform int gradient_angle_mode;
uniform bool gradient_rotation_enabled;
uniform float gradient_rotations;
uniform float gradient_repeats;
uniform bool gradient_reverse_repeats;
uniform bool gradient_clockwise;
uniform int gradient_fade_mode;
uniform vec3 gradient_center;
uniform float gradient_z_min;
uniform float gradient_z_max;
in vec2 intensity;
in vec3 clipping_planes_dots;
in vec4 world_pos;
in vec3 world_normal;
out vec4 out_color;
float normalize_angle(float angle)
{
float out_angle = mod(angle, 360.0);
if (out_angle < 0.0)
out_angle += 360.0;
return out_angle;
}
float angular_distance_deg(float a, float b)
{
float d = abs(normalize_angle(a) - normalize_angle(b));
return min(d, 360.0 - d);
}
float angular_distance_cw(float from_deg, float to_deg)
{
float d = normalize_angle(to_deg) - normalize_angle(from_deg);
if (d < 0.0)
d += 360.0;
return d;
}
float repeated_rotation_progress(float progress01, float repeats, bool reverse_repeats)
{
float p = clamp(progress01, 0.0, 1.0);
float r = max(1.0, repeats);
if (r <= 1.0 + EPSILON)
return p;
float repeated_pos = p * r;
float segment_idx = floor(repeated_pos);
float local = repeated_pos - segment_idx;
if (p >= 1.0 - EPSILON) {
segment_idx = max(0.0, ceil(r) - 1.0);
local = 1.0;
}
if (reverse_repeats && mod(segment_idx, 2.0) >= 1.0)
local = 1.0 - local;
return clamp(local, 0.0, 1.0);
}
float offset_fade_factor(int fade_mode, float progress01)
{
float p = clamp(progress01, 0.0, 1.0);
if (fade_mode == 1)
return p;
if (fade_mode == 2)
return 1.0 - p;
if (fade_mode == 3)
return 1.0 - abs(2.0 * p - 1.0);
if (fade_mode == 4)
return abs(2.0 * p - 1.0);
if (fade_mode == 5)
return 2.0 * p - 1.0;
return 1.0;
}
float component_angular_influence(int component_idx, float theta_deg)
{
int count = min(gradient_component_count, MAX_GRADIENT_COMPONENTS);
if (count <= 0)
return 0.0;
if (count == 1)
return 1.0;
float self_angle = normalize_angle(gradient_angles_deg[component_idx]);
float prev_angle = self_angle;
float next_angle = self_angle;
float prev_to_self_deg = 360.0;
float self_to_next_deg = 360.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count || i == component_idx)
continue;
float other_angle = normalize_angle(gradient_angles_deg[i]);
float prev_distance = angular_distance_cw(other_angle, self_angle);
float next_distance = angular_distance_cw(self_angle, other_angle);
if (prev_distance < prev_to_self_deg) {
prev_to_self_deg = prev_distance;
prev_angle = other_angle;
}
if (next_distance < self_to_next_deg) {
self_to_next_deg = next_distance;
next_angle = other_angle;
}
}
if (prev_to_self_deg <= 0.001 || self_to_next_deg <= 0.001) {
float total_weight = 0.0;
float active_weight = 0.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count)
continue;
float weight = max(0.0, 1.0 - angular_distance_deg(theta_deg, gradient_angles_deg[i]) / 180.0);
total_weight += weight;
if (i == component_idx)
active_weight += weight;
}
if (total_weight <= EPSILON)
return 0.0;
return clamp(active_weight / total_weight, 0.0, 1.0);
}
float theta_norm = normalize_angle(theta_deg);
float prev_to_theta_deg = angular_distance_cw(prev_angle, theta_norm);
if (prev_to_theta_deg <= prev_to_self_deg + 0.0001)
return clamp(prev_to_theta_deg / prev_to_self_deg, 0.0, 1.0);
float self_to_theta_deg = angular_distance_cw(self_angle, theta_norm);
if (self_to_theta_deg <= self_to_next_deg + 0.0001)
return clamp(1.0 - self_to_theta_deg / self_to_next_deg, 0.0, 1.0);
return 0.0;
}
float variable_width_delta(float inset_strength, float max_width_delta_limit_mm, float minimum_offset_factor, float strength_factor)
{
if (max_width_delta_limit_mm <= 0.0)
return 0.0;
float desired_width_factor = 1.0 - clamp(inset_strength, 0.0, 1.0);
float min_width_factor = clamp(minimum_offset_factor, 0.0, 1.0);
float adjusted_width_factor = min_width_factor + desired_width_factor * clamp(strength_factor, 0.0, 1.0) * (1.0 - min_width_factor);
return clamp(max_width_delta_limit_mm * (1.0 - adjusted_width_factor), 0.0, max_width_delta_limit_mm);
}
vec3 surface_gradient_color()
{
int count = min(gradient_component_count, MAX_GRADIENT_COMPONENTS);
if (count <= 0)
return uniform_color.rgb;
float z_span = gradient_z_max - gradient_z_min;
float z_progress = z_span > EPSILON ? clamp((world_pos.z - gradient_z_min) / z_span, 0.0, 1.0) : 0.0;
float rotation_deg = 0.0;
if (gradient_rotation_enabled) {
float repeated = repeated_rotation_progress(z_progress, max(1.0, gradient_repeats), gradient_reverse_repeats);
float direction = gradient_clockwise ? -1.0 : 1.0;
rotation_deg = direction * 360.0 * gradient_rotations * repeated;
}
vec2 direction_vec = vec2(0.0);
if (gradient_angle_mode == 1)
direction_vec = world_normal.xy;
if (dot(direction_vec, direction_vec) <= EPSILON) {
vec3 radial = world_pos.xyz - gradient_center;
direction_vec = radial.xy;
}
if (dot(direction_vec, direction_vec) <= EPSILON)
direction_vec = vec2(1.0, 0.0);
float theta_deg = normalize_angle(degrees(atan(direction_vec.y, direction_vec.x)) - rotation_deg);
float fade_factor = abs(offset_fade_factor(gradient_fade_mode, z_progress));
float influences[MAX_GRADIENT_COMPONENTS];
float edge_reaches[MAX_GRADIENT_COMPONENTS];
float min_reach = 1000000.0;
float max_reach = -1000000.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
influences[i] = 0.0;
edge_reaches[i] = 0.0;
if (i < count)
influences[i] = component_angular_influence(i, theta_deg);
}
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count)
continue;
float raw_inset_mm = 0.0;
for (int j = 0; j < MAX_GRADIENT_COMPONENTS; ++j) {
if (j >= count || i == j)
continue;
raw_inset_mm += gradient_distances_mm[j] * influences[j];
}
float inset_strength = clamp(raw_inset_mm / max(gradient_max_component_distance_mm, EPSILON), 0.0, 1.0);
float width_delta_mm = variable_width_delta(inset_strength * fade_factor,
gradient_max_width_delta_limit_mm,
gradient_minimum_offset_factors[i],
gradient_strength_factors[i]);
edge_reaches[i] = clamp(gradient_max_width_delta_limit_mm - width_delta_mm, 0.0, gradient_max_width_delta_limit_mm);
min_reach = min(min_reach, edge_reaches[i]);
max_reach = max(max_reach, edge_reaches[i]);
}
vec3 mixed_color = vec3(0.0);
float total_weight = 0.0;
float reach_span = max_reach - min_reach;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count)
continue;
float weight = reach_span > EPSILON ? clamp((edge_reaches[i] - min_reach) / reach_span, 0.0, 1.0) : 1.0;
mixed_color += gradient_component_colors[i] * weight;
total_weight += weight;
}
if (total_weight <= EPSILON)
return gradient_component_colors[0];
return clamp(mixed_color / total_weight, 0.0, 1.0);
}
float invalid_texture_mapping_checker()
{
vec3 normal_axes = abs(world_normal);
vec2 checker_pos = world_pos.xy;
if (normal_axes.x > normal_axes.y && normal_axes.x > normal_axes.z)
checker_pos = world_pos.yz;
else if (normal_axes.y > normal_axes.z)
checker_pos = world_pos.xz;
return mod(floor(checker_pos.x * INVALID_TEXTURE_CHECKER_SCALE) + floor(checker_pos.y * INVALID_TEXTURE_CHECKER_SCALE), 2.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec4 color = uniform_color;
float mix_factor = clamp(texture_preview_mix, 0.0, 1.0);
color.rgb = mix(color.rgb, surface_gradient_color(), mix_factor);
if (invalid_texture_mapping) {
float checker = invalid_texture_mapping_checker();
vec3 checker_color = mix(vec3(0.0), vec3(1.0), checker);
color.rgb = mix(color.rgb, checker_color, 0.62);
}
vec3 pv_check_min = ZERO;
vec3 pv_check_max = ZERO;
if (print_volume.type == 0) {
pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
}
else if (print_volume.type == 1) {
float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
}
color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
out_color = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
}

View File

@@ -0,0 +1,46 @@
#version 140
#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
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_normal;
out vec2 intensity;
out vec3 clipping_planes_dots;
out vec4 world_pos;
out vec3 world_normal;
void main()
{
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
world_normal = normalize(vec3(volume_world_matrix * vec4(v_normal, 0.0)));
gl_Position = projection_matrix * position;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
}

View File

@@ -2,6 +2,7 @@
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float UV_EDGE_EPSILON = 0.000001;
const float INVALID_TEXTURE_CHECKER_SCALE = 0.2;
struct PrintVolumeDetection
{
@@ -19,6 +20,7 @@ uniform PrintVolumeDetection print_volume;
in vec2 intensity;
in vec3 clipping_planes_dots;
in vec4 world_pos;
in vec3 world_normal;
in vec2 tex_coord;
out vec4 out_color;
@@ -36,6 +38,17 @@ vec2 texture_preview_coord(vec2 uv)
return vec2(texture_preview_coord(uv.x), texture_preview_coord(uv.y));
}
float invalid_texture_mapping_checker()
{
vec3 normal_axes = abs(world_normal);
vec2 checker_pos = world_pos.xy;
if (normal_axes.x > normal_axes.y && normal_axes.x > normal_axes.z)
checker_pos = world_pos.yz;
else if (normal_axes.y > normal_axes.z)
checker_pos = world_pos.xz;
return mod(floor(checker_pos.x * INVALID_TEXTURE_CHECKER_SCALE) + floor(checker_pos.y * INVALID_TEXTURE_CHECKER_SCALE), 2.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -46,7 +59,7 @@ void main()
float mix_factor = clamp(texture_preview_mix, 0.0, 1.0);
color.rgb = mix(color.rgb, texture_color.rgb, mix_factor);
if (invalid_texture_mapping) {
float checker = mod(floor(tex_coord.x * 24.0) + floor(tex_coord.y * 24.0), 2.0);
float checker = invalid_texture_mapping_checker();
vec3 checker_color = mix(vec3(0.0), vec3(1.0), checker);
color.rgb = mix(color.rgb, checker_color, 0.62);
}

View File

@@ -26,6 +26,7 @@ in vec2 v_tex_coord;
out vec2 intensity;
out vec3 clipping_planes_dots;
out vec4 world_pos;
out vec3 world_normal;
out vec2 tex_coord;
void main()
@@ -41,6 +42,7 @@ void main()
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
world_normal = normalize(vec3(volume_world_matrix * vec4(v_normal, 0.0)));
tex_coord = v_tex_coord;
gl_Position = projection_matrix * position;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);

View File

@@ -1,6 +1,7 @@
#version 140
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float INVALID_TEXTURE_CHECKER_SCALE = 0.2;
struct PrintVolumeDetection
{
@@ -17,10 +18,22 @@ uniform PrintVolumeDetection print_volume;
in vec2 intensity;
in vec3 clipping_planes_dots;
in vec4 world_pos;
in vec3 world_normal;
in vec4 vertex_color;
out vec4 out_color;
float invalid_texture_mapping_checker()
{
vec3 normal_axes = abs(world_normal);
vec2 checker_pos = world_pos.xy;
if (normal_axes.x > normal_axes.y && normal_axes.x > normal_axes.z)
checker_pos = world_pos.yz;
else if (normal_axes.y > normal_axes.z)
checker_pos = world_pos.xz;
return mod(floor(checker_pos.x * INVALID_TEXTURE_CHECKER_SCALE) + floor(checker_pos.y * INVALID_TEXTURE_CHECKER_SCALE), 2.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -30,7 +43,7 @@ void main()
float mix_factor = clamp(texture_preview_mix, 0.0, 1.0);
color.rgb = mix(color.rgb, vertex_color.rgb, mix_factor);
if (invalid_texture_mapping) {
float checker = mod(floor(world_pos.x * 4.0) + floor(world_pos.y * 4.0) + floor(world_pos.z * 4.0), 2.0);
float checker = invalid_texture_mapping_checker();
vec3 checker_color = mix(vec3(0.0), vec3(1.0), checker);
color.rgb = mix(color.rgb, checker_color, 0.62);
}

View File

@@ -26,6 +26,7 @@ in vec4 v_color;
out vec2 intensity;
out vec3 clipping_planes_dots;
out vec4 world_pos;
out vec3 world_normal;
out vec4 vertex_color;
void main()
@@ -41,6 +42,7 @@ void main()
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
world_normal = normalize(vec3(volume_world_matrix * vec4(v_normal, 0.0)));
vertex_color = v_color;
gl_Position = projection_matrix * position;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);

View File

@@ -776,17 +776,6 @@ void GLVolume::simple_render(GLShaderProgram* shader,
const bool has_active_texture_mapping_color_preview_data =
has_texture_preview_state && model_volume_has_texture_mapping_color_preview_data(*model_volume);
if (has_texture_preview_state && !use_original_mesh_texture_preview && !has_active_texture_mapping_color_preview_data && has_texture_preview_data) {
build_mmu_texture_preview_models(*model_volume,
triangles_per_type,
state_colors,
base_filament_id,
num_physical,
texture_mgr,
mmuseg_texture_preview_models,
mmuseg_texture_preview_colors,
mmuseg_texture_preview_filament_ids);
}
if (has_texture_preview_state) {
build_mmu_vertex_color_preview_models(*model_volume,
triangles_per_type,
@@ -799,6 +788,18 @@ void GLVolume::simple_render(GLShaderProgram* shader,
mmuseg_vertex_color_preview_colors,
mmuseg_vertex_color_preview_filament_ids);
}
if (has_texture_preview_state && !use_original_mesh_texture_preview && !has_active_texture_mapping_color_preview_data && has_texture_preview_data) {
build_mmu_texture_preview_models(*model_volume,
triangles_per_type,
state_colors,
base_filament_id,
num_physical,
texture_mgr,
mmuseg_texture_preview_models,
mmuseg_texture_preview_colors,
mmuseg_texture_preview_filament_ids,
&mmuseg_vertex_color_preview_filament_ids);
}
mmuseg_ts = model_volume->mmu_segmentation_facets.timestamp();
mmuseg_texture_preview_visual_signature = preview_visual_signature;
}
@@ -1012,7 +1013,8 @@ void GLVolume::render_mmu_texture_preview(const Transform3d &view_matrix,
print_volume_type,
print_volume_xy,
print_volume_z,
opaque);
opaque,
model_volume);
}
if (this->is_left_handed())

View File

@@ -83,6 +83,7 @@ std::pair<bool, std::string> GLShadersManager::init()
#if !SLIC3R_OPENGL_ES
valid &= append_shader("painted_texture_preview", { prefix + "painted_texture_preview.vs", prefix + "painted_texture_preview.fs" });
valid &= append_shader("painted_vertex_color_preview", { prefix + "painted_vertex_color_preview.vs", prefix + "painted_vertex_color_preview.fs" });
valid &= append_shader("painted_surface_gradient_preview", { prefix + "painted_surface_gradient_preview.vs", prefix + "painted_surface_gradient_preview.fs" });
#endif // !SLIC3R_OPENGL_ES
// Used to render painted triangles inside the multi-material gizmo. Triangle normals are computed inside fragment shader.
// For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.

View File

@@ -9427,7 +9427,18 @@ public:
SetMinSize(GetSize());
CenterOnParent();
SetEscapeId(wxID_CLOSE);
Bind(wxEVT_BUTTON, [this](wxCommandEvent &) { EndModal(wxID_CLOSE); }, wxID_CLOSE);
Bind(wxEVT_CHAR_HOOK, [this](wxKeyEvent &event) {
if (event.GetKeyCode() == WXK_ESCAPE) {
if (IsModal())
EndModal(wxID_CLOSE);
else
Close();
return;
}
event.Skip();
});
m_background_picker->Bind(wxEVT_LEFT_DOWN, [this](wxMouseEvent &) { pick_background_color(); });
m_background_clear->Bind(wxEVT_BUTTON, [this](wxCommandEvent &) { clear_background_color(); });
}
@@ -13160,7 +13171,8 @@ void GLGizmoTrueColorPainting::render_cached_rgb_data_preview(const ModelObject
-1,
std::array<float, 4>{ 0.f, 0.f, 0.f, 0.f },
std::array<float, 2>{ 0.f, 0.f },
true);
true,
volume);
}
}

View File

@@ -1847,17 +1847,6 @@ void TriangleSelectorPatch::update_render_data()
num_physical,
texture_mgr,
m_texture_mapping_color_preview);
if (model_volume_has_texture_preview_data_for_painting(*m_model_volume)) {
build_mmu_texture_preview_models(*m_model_volume,
triangles_per_type,
m_ebt_colors,
m_model_volume->extruder_id() > 0 ? unsigned(m_model_volume->extruder_id()) : 0u,
num_physical,
texture_mgr,
m_texture_preview_models,
m_texture_preview_colors,
m_texture_preview_filament_ids);
}
build_mmu_vertex_color_preview_models(*m_model_volume,
triangles_per_type,
m_ebt_colors,
@@ -1869,6 +1858,18 @@ void TriangleSelectorPatch::update_render_data()
m_vertex_color_preview_filament_ids,
nullptr,
reinterpret_cast<size_t>(this));
if (model_volume_has_texture_preview_data_for_painting(*m_model_volume)) {
build_mmu_texture_preview_models(*m_model_volume,
triangles_per_type,
m_ebt_colors,
m_model_volume->extruder_id() > 0 ? unsigned(m_model_volume->extruder_id()) : 0u,
num_physical,
texture_mgr,
m_texture_preview_models,
m_texture_preview_colors,
m_texture_preview_filament_ids,
&m_vertex_color_preview_filament_ids);
}
m_texture_preview_visual_signature = visual_signature;
}
}
@@ -2076,7 +2077,8 @@ void TriangleSelectorPatch::render_texture_preview(const Transform3d& m
-1,
std::array<float, 4>{ 0.f, 0.f, 0.f, 0.f },
std::array<float, 2>{ 0.f, 0.f },
m_texture_preview_opaque);
m_texture_preview_opaque,
m_model_volume);
}
}

View File

@@ -41,6 +41,7 @@ constexpr size_t k_simulated_texture_preview_max_pixels = 2048ull * 2048ull;
constexpr unsigned int k_temporary_simulated_texture_preview_max_edge = 1024;
constexpr size_t k_temporary_simulated_texture_preview_max_pixels = 1024ull * 1024ull;
constexpr size_t k_temporary_simulated_texture_preview_min_source_pixels = k_temporary_simulated_texture_preview_max_pixels * 3 / 2;
constexpr size_t k_surface_gradient_preview_max_components = 10;
constexpr const char *TEXTURE_MAPPING_BACKGROUND_COLOR_CONFIG_KEY = "texture_mapping_background_color";
struct TexturePreviewMixCandidate
@@ -4079,101 +4080,6 @@ bool build_simulated_image_texture_halftone_preview_model_for_state(
out_model);
}
float normalize_angle(float angle)
{
if (!std::isfinite(angle))
return 0.f;
float out = std::fmod(angle, 360.f);
if (out < 0.f)
out += 360.f;
return out;
}
float angular_distance_deg(float a, float b)
{
const float d = std::abs(normalize_angle(a) - normalize_angle(b));
return std::min(d, 360.f - d);
}
float angular_distance_cw(float from_deg, float to_deg)
{
float d = normalize_angle(to_deg) - normalize_angle(from_deg);
if (d < 0.f)
d += 360.f;
return d;
}
float component_angular_influence(unsigned int component_id,
float theta_deg,
const std::vector<unsigned int> &component_ids,
const std::vector<float> &component_angles_deg)
{
if (component_ids.empty() || component_ids.size() != component_angles_deg.size())
return 0.f;
const auto active_it = std::find(component_ids.begin(), component_ids.end(), component_id);
if (active_it == component_ids.end())
return 0.f;
if (component_ids.size() == 1)
return 1.f;
struct SortedComponentAngle {
float angle_deg { 0.f };
size_t component_idx { 0 };
};
std::vector<SortedComponentAngle> sorted_angles;
sorted_angles.reserve(component_ids.size());
for (size_t i = 0; i < component_ids.size(); ++i)
sorted_angles.push_back({ normalize_angle(component_angles_deg[i]), i });
std::sort(sorted_angles.begin(), sorted_angles.end(), [](const SortedComponentAngle &lhs, const SortedComponentAngle &rhs) {
return lhs.angle_deg < rhs.angle_deg;
});
const size_t active_component_idx = size_t(active_it - component_ids.begin());
const auto sorted_active_it = std::find_if(sorted_angles.begin(), sorted_angles.end(), [active_component_idx](const SortedComponentAngle &entry) {
return entry.component_idx == active_component_idx;
});
if (sorted_active_it == sorted_angles.end())
return 0.f;
const size_t sorted_pos = size_t(sorted_active_it - sorted_angles.begin());
const size_t count = sorted_angles.size();
const float prev_angle = sorted_angles[(sorted_pos + count - 1) % count].angle_deg;
const float self_angle = sorted_angles[sorted_pos].angle_deg;
const float next_angle = sorted_angles[(sorted_pos + 1) % count].angle_deg;
const float prev_to_self_deg = angular_distance_cw(prev_angle, self_angle);
const float self_to_next_deg = angular_distance_cw(self_angle, next_angle);
if (prev_to_self_deg <= 1e-3f || self_to_next_deg <= 1e-3f) {
float total_weight = 0.f;
float active_weight = 0.f;
for (size_t i = 0; i < component_ids.size(); ++i) {
const float dist = angular_distance_deg(theta_deg, component_angles_deg[i]);
const float weight = std::max(0.f, 1.f - dist / 180.f);
total_weight += weight;
if (component_ids[i] == component_id)
active_weight += weight;
}
if (total_weight <= k_epsilon)
return 0.f;
return std::clamp(active_weight / total_weight, 0.f, 1.f);
}
const float theta_norm = normalize_angle(theta_deg);
const float prev_to_theta_deg = angular_distance_cw(prev_angle, theta_norm);
if (prev_to_theta_deg <= prev_to_self_deg + 1e-4f)
return std::clamp(prev_to_theta_deg / prev_to_self_deg, 0.f, 1.f);
const float self_to_theta_deg = angular_distance_cw(self_angle, theta_norm);
if (self_to_theta_deg <= self_to_next_deg + 1e-4f)
return std::clamp(1.f - self_to_theta_deg / self_to_next_deg, 0.f, 1.f);
return 0.f;
}
std::vector<unsigned int> decode_surface_gradient_component_ids(const TextureMappingZone &zone, size_t num_physical)
{
std::vector<unsigned int> ids;
@@ -4206,145 +4112,6 @@ std::vector<unsigned int> decode_surface_gradient_component_ids(const TextureMap
return ids;
}
float repeated_rotation_progress(float progress01, float repeats, bool reverse_repeats)
{
const float p = clamp01(progress01);
const float r = std::max(1.f, repeats);
if (r <= 1.f + k_epsilon)
return p;
float repeated_pos = p * r;
int segment_idx = int(std::floor(repeated_pos));
float local = repeated_pos - float(segment_idx);
if (p >= 1.f - k_epsilon) {
segment_idx = std::max(0, int(std::ceil(r)) - 1);
local = 1.f;
}
if (reverse_repeats && (segment_idx % 2 == 1))
local = 1.f - local;
return clamp01(local);
}
float offset_fade_factor(int fade_mode, float progress01)
{
const float p = clamp01(progress01);
switch (fade_mode) {
case int(TextureMappingZone::OffsetFadeInUp):
return p;
case int(TextureMappingZone::OffsetFadeOutUp):
return 1.f - p;
case int(TextureMappingZone::OffsetFadeInOut):
return 1.f - std::abs(2.f * p - 1.f);
case int(TextureMappingZone::OffsetFadeOutIn):
return std::abs(2.f * p - 1.f);
case int(TextureMappingZone::OffsetFadeOutInReversed):
return 2.f * p - 1.f;
default:
return 1.f;
}
}
float variable_width_delta(float inset_strength,
float max_width_delta_limit_mm,
float minimum_offset_factor,
float strength_factor)
{
if (!std::isfinite(max_width_delta_limit_mm) || max_width_delta_limit_mm <= 0.f)
return 0.f;
const float desired_width_factor = 1.f - std::clamp(inset_strength, 0.f, 1.f);
const float min_width_factor = std::clamp(minimum_offset_factor, 0.f, 1.f);
const float adjusted_width_factor =
min_width_factor + desired_width_factor * std::clamp(strength_factor, 0.f, 1.f) * (1.f - min_width_factor);
return std::clamp(max_width_delta_limit_mm * (1.f - adjusted_width_factor), 0.f, max_width_delta_limit_mm);
}
ColorRGBA surface_gradient_preview_color_from_weights(const SurfaceGradientPreviewSettings &settings,
const std::vector<float> &weights)
{
const std::array<float, 3> rgb = mix_color_solver_components(settings.component_colors, weights, ColorSolverMixModel::PigmentPainter);
return { rgb[0], rgb[1], rgb[2], 1.f };
}
ColorRGBA surface_gradient_preview_color_at(const SurfaceGradientPreviewSettings &settings,
const Vec3f &position,
const Vec3f &normal)
{
if (settings.component_ids.empty() || settings.component_ids.size() != settings.component_colors.size())
return { 0.15f, 0.65f, 0.6f, 1.f };
const float z_span = settings.z_max - settings.z_min;
const float z_progress = z_span > k_epsilon ?
std::clamp((position.z() - settings.z_min) / z_span, 0.f, 1.f) :
0.f;
float rotation_deg = 0.f;
if (settings.rotation_enabled) {
const float repeated = repeated_rotation_progress(z_progress, std::max(1.f, settings.repeats), settings.reverse_repeats);
const float direction = settings.clockwise ? -1.f : 1.f;
rotation_deg = direction * 360.f * settings.rotations * repeated;
}
std::vector<float> rotated_angles = settings.angles_deg;
for (float &angle : rotated_angles)
angle = normalize_angle(angle + rotation_deg);
Vec2f direction = Vec2f::Zero();
if (settings.angle_mode == int(TextureMappingZone::OffsetAngleSurfaceNormal))
direction = Vec2f(normal.x(), normal.y());
if (direction.squaredNorm() <= k_epsilon) {
const Vec3f radial = position - settings.center;
direction = Vec2f(radial.x(), radial.y());
}
if (direction.squaredNorm() <= k_epsilon)
direction = Vec2f(1.f, 0.f);
const float theta_deg = normalize_angle(float(Geometry::rad2deg(std::atan2(direction.y(), direction.x()))));
const size_t component_count = settings.component_ids.size();
std::vector<float> influences(component_count, 0.f);
for (size_t i = 0; i < component_count; ++i)
influences[i] = component_angular_influence(settings.component_ids[i], theta_deg, settings.component_ids, rotated_angles);
const float fade_factor = std::abs(offset_fade_factor(settings.fade_mode, z_progress));
std::vector<float> edge_reaches(component_count, 0.f);
for (size_t i = 0; i < component_count; ++i) {
float raw_inset_mm = 0.f;
for (size_t j = 0; j < component_count; ++j) {
if (i == j)
continue;
const float distance_mm = j < settings.distances_mm.size() ? settings.distances_mm[j] : 0.f;
raw_inset_mm += distance_mm * influences[j];
}
const float inset_strength = std::clamp(raw_inset_mm / std::max(settings.max_component_distance_mm, k_epsilon), 0.f, 1.f);
const float strength_factor = i < settings.strength_factors.size() ? settings.strength_factors[i] : 1.f;
const float minimum_offset_factor = i < settings.minimum_offset_factors.size() ? settings.minimum_offset_factors[i] : 0.f;
const float width_delta_mm = variable_width_delta(inset_strength * fade_factor,
settings.max_width_delta_limit_mm,
minimum_offset_factor,
strength_factor);
edge_reaches[i] = std::clamp(settings.max_width_delta_limit_mm - width_delta_mm, 0.f, settings.max_width_delta_limit_mm);
}
const auto minmax_reach = std::minmax_element(edge_reaches.begin(), edge_reaches.end());
std::vector<float> weights(component_count, 0.f);
if (minmax_reach.first != edge_reaches.end() && (*minmax_reach.second - *minmax_reach.first) > k_epsilon) {
const float base_reach = *minmax_reach.first;
const float reach_span = *minmax_reach.second - base_reach;
for (size_t i = 0; i < component_count; ++i)
weights[i] = std::clamp((edge_reaches[i] - base_reach) / reach_span, 0.f, 1.f);
} else {
std::fill(weights.begin(), weights.end(), 1.f);
}
return surface_gradient_preview_color_from_weights(settings, weights);
}
float surface_gradient_preview_config_float(const char *key, float fallback)
{
return texture_preview_config_float(key, fallback);
@@ -4431,16 +4198,14 @@ std::optional<SurfaceGradientPreviewSettings> surface_gradient_preview_settings_
return settings;
}
bool build_surface_gradient_vertex_color_preview_model_for_state(const std::vector<TriangleSelector::FacetStateTriangle> &state_triangles,
const SurfaceGradientPreviewSettings &settings,
const Transform3d &world_matrix,
GUI::GLModel &out_model)
bool build_surface_gradient_preview_model_for_state(const std::vector<TriangleSelector::FacetStateTriangle> &state_triangles,
GUI::GLModel &out_model)
{
if (state_triangles.empty())
return false;
GUI::GLModel::Geometry geometry;
geometry.format = { GUI::GLModel::Geometry::EPrimitiveType::Triangles, GUI::GLModel::Geometry::EVertexLayout::P3N3C4 };
geometry.format = { GUI::GLModel::Geometry::EPrimitiveType::Triangles, GUI::GLModel::Geometry::EVertexLayout::P3N3 };
geometry.reserve_vertices(state_triangles.size() * 3);
geometry.reserve_indices(state_triangles.size() * 3);
@@ -4453,25 +4218,9 @@ bool build_surface_gradient_vertex_color_preview_model_for_state(const std::vect
normal /= normal_len;
const Vec3f offset = normal * k_preview_offset;
const Vec3f world_vertices[3] = {
(world_matrix * triangle.vertices[0].cast<double>()).cast<float>(),
(world_matrix * triangle.vertices[1].cast<double>()).cast<float>(),
(world_matrix * triangle.vertices[2].cast<double>()).cast<float>()
};
Vec3f world_normal = (world_vertices[1] - world_vertices[0]).cross(world_vertices[2] - world_vertices[0]);
const float world_normal_len = world_normal.norm();
if (world_normal_len <= k_epsilon)
world_normal = normal;
else
world_normal /= world_normal_len;
const ColorRGBA c0 = surface_gradient_preview_color_at(settings, world_vertices[0], world_normal);
const ColorRGBA c1 = surface_gradient_preview_color_at(settings, world_vertices[1], world_normal);
const ColorRGBA c2 = surface_gradient_preview_color_at(settings, world_vertices[2], world_normal);
geometry.add_vertex(triangle.vertices[0] + offset, normal, c0);
geometry.add_vertex(triangle.vertices[1] + offset, normal, c1);
geometry.add_vertex(triangle.vertices[2] + offset, normal, c2);
geometry.add_vertex(triangle.vertices[0] + offset, normal);
geometry.add_vertex(triangle.vertices[1] + offset, normal);
geometry.add_vertex(triangle.vertices[2] + offset, normal);
geometry.add_triangle(vertex_index, vertex_index + 1, vertex_index + 2);
vertex_index += 3;
}
@@ -4566,6 +4315,46 @@ void set_common_uniforms(GLShaderProgram &shader,
shader.set_uniform("print_volume.z_data", print_volume_z);
}
std::string gradient_array_uniform_name(const char *name, size_t idx)
{
return std::string(name) + "[" + std::to_string(idx) + "]";
}
void set_surface_gradient_preview_uniforms(GLShaderProgram &shader, const SurfaceGradientPreviewSettings *settings)
{
const size_t count = settings == nullptr ? size_t(0) :
std::min(settings->component_colors.size(), k_surface_gradient_preview_max_components);
shader.set_uniform("gradient_component_count", int(count));
shader.set_uniform("gradient_max_component_distance_mm", settings != nullptr ? settings->max_component_distance_mm : 0.f);
shader.set_uniform("gradient_max_width_delta_limit_mm", settings != nullptr ? settings->max_width_delta_limit_mm : 0.f);
shader.set_uniform("gradient_angle_mode", settings != nullptr ? settings->angle_mode : int(TextureMappingZone::OffsetAngleObjectCenter));
shader.set_uniform("gradient_rotation_enabled", settings != nullptr && settings->rotation_enabled);
shader.set_uniform("gradient_rotations", settings != nullptr ? settings->rotations : 1.f);
shader.set_uniform("gradient_repeats", settings != nullptr ? settings->repeats : 1.f);
shader.set_uniform("gradient_reverse_repeats", settings != nullptr && settings->reverse_repeats);
shader.set_uniform("gradient_clockwise", settings == nullptr || settings->clockwise);
shader.set_uniform("gradient_fade_mode", settings != nullptr ? settings->fade_mode : int(TextureMappingZone::OffsetFadeNone));
const Vec3f center = settings != nullptr ? settings->center : Vec3f::Zero();
shader.set_uniform("gradient_center", center);
shader.set_uniform("gradient_z_min", settings != nullptr ? settings->z_min : 0.f);
shader.set_uniform("gradient_z_max", settings != nullptr ? settings->z_max : 0.f);
for (size_t idx = 0; idx < k_surface_gradient_preview_max_components; ++idx) {
const std::array<float, 3> color = settings != nullptr && idx < count ?
settings->component_colors[idx] :
std::array<float, 3>{ 0.f, 0.f, 0.f };
const float distance_mm = settings != nullptr && idx < settings->distances_mm.size() ? settings->distances_mm[idx] : 0.f;
const float angle_deg = settings != nullptr && idx < settings->angles_deg.size() ? settings->angles_deg[idx] : 0.f;
const float strength = settings != nullptr && idx < settings->strength_factors.size() ? settings->strength_factors[idx] : 1.f;
const float minimum = settings != nullptr && idx < settings->minimum_offset_factors.size() ? settings->minimum_offset_factors[idx] : 0.f;
shader.set_uniform(gradient_array_uniform_name("gradient_component_colors", idx).c_str(), color);
shader.set_uniform(gradient_array_uniform_name("gradient_distances_mm", idx).c_str(), distance_mm);
shader.set_uniform(gradient_array_uniform_name("gradient_angles_deg", idx).c_str(), angle_deg);
shader.set_uniform(gradient_array_uniform_name("gradient_strength_factors", idx).c_str(), strength);
shader.set_uniform(gradient_array_uniform_name("gradient_minimum_offset_factors", idx).c_str(), minimum);
}
}
} // namespace
bool model_volume_has_texture_preview_data(const ModelVolume &model_volume)
@@ -4644,7 +4433,8 @@ bool build_mmu_texture_preview_models(
const TextureMappingManager *texture_mgr,
std::vector<GUI::GLModel> &out_models,
std::vector<ColorRGBA> &out_colors,
std::vector<unsigned int> &out_filament_ids)
std::vector<unsigned int> &out_filament_ids,
const std::vector<unsigned int> *ready_simulated_filament_ids)
{
out_models.clear();
out_colors.clear();
@@ -4653,6 +4443,11 @@ bool build_mmu_texture_preview_models(
return false;
const std::vector<std::string> physical_colors = physical_filament_colors_for_texture_preview(num_physical);
auto has_ready_simulated_preview = [ready_simulated_filament_ids](unsigned int filament_id) {
return ready_simulated_filament_ids != nullptr &&
std::find(ready_simulated_filament_ids->begin(), ready_simulated_filament_ids->end(), filament_id) !=
ready_simulated_filament_ids->end();
};
bool built_any = false;
for (size_t state_id = 0; state_id < triangles_per_type.size(); ++state_id) {
const unsigned int filament_id = filament_id_for_state(state_id, base_filament_id);
@@ -4661,7 +4456,9 @@ bool build_mmu_texture_preview_models(
continue;
std::optional<TexturePreviewSimulationSettings> simulation_settings =
texture_preview_simulation_settings_for_filament(filament_id, num_physical, texture_mgr, physical_colors);
if (simulation_settings && texture_preview_uses_halftone_dithering(*simulation_settings))
if (simulation_settings &&
texture_preview_uses_halftone_dithering(*simulation_settings) &&
(ready_simulated_filament_ids == nullptr || has_ready_simulated_preview(filament_id)))
continue;
GUI::GLModel model;
@@ -4731,9 +4528,10 @@ bool build_mmu_vertex_color_preview_models(
GUI::GLModel model;
if (is_gradient_zone(*zone)) {
std::optional<SurfaceGradientPreviewSettings> settings = surface_gradient_preview_settings_for_zone(model_volume, world_matrix, *zone, num_physical);
if (!settings)
const bool invalid = texture_preview_settings_invalid_for_filament(filament_id, num_physical, texture_mgr);
if (!settings && !invalid)
continue;
if (!build_surface_gradient_vertex_color_preview_model_for_state(triangles_per_type[state_id], *settings, world_matrix, model))
if (!build_surface_gradient_preview_model_for_state(triangles_per_type[state_id], model))
continue;
} else {
const bool has_texture_mapping_color_preview =
@@ -5218,12 +5016,16 @@ void render_model_texture_preview_models(
if (mix <= 0.f && !invalid)
continue;
const GUI::GLTexture *preview_texture = simulated_texture_preview_texture_for_filament(model_volume,
filament_ids[idx],
num_physical,
texture_mgr,
texture_signature,
texture);
const bool force_original_texture =
texture_preview_halftone_simulation_enabled_for_filament(filament_ids[idx], num_physical, texture_mgr);
const GUI::GLTexture *preview_texture = force_original_texture ?
&texture :
simulated_texture_preview_texture_for_filament(model_volume,
filament_ids[idx],
num_physical,
texture_mgr,
texture_signature,
texture);
if (preview_texture == nullptr || preview_texture->get_id() == 0)
continue;
@@ -5275,12 +5077,16 @@ void render_model_texture_preview_model(
return;
const size_t texture_signature = model_volume_texture_preview_signature(model_volume);
const GUI::GLTexture *preview_texture = simulated_texture_preview_texture_for_filament(model_volume,
filament_id,
num_physical,
texture_mgr,
texture_signature,
texture);
const bool force_original_texture =
texture_preview_halftone_simulation_enabled_for_filament(filament_id, num_physical, texture_mgr);
const GUI::GLTexture *preview_texture = force_original_texture ?
&texture :
simulated_texture_preview_texture_for_filament(model_volume,
filament_id,
num_physical,
texture_mgr,
texture_signature,
texture);
if (preview_texture == nullptr || preview_texture->get_id() == 0)
return;
@@ -5326,29 +5132,46 @@ void render_model_vertex_color_preview_models(
int print_volume_type,
const std::array<float, 4> &print_volume_xy,
const std::array<float, 2> &print_volume_z,
bool opaque)
bool opaque,
const ModelVolume *model_volume)
{
if (models.empty() || colors.size() != models.size() || filament_ids.size() != models.size())
return;
GLShaderProgram *shader = GUI::wxGetApp().get_shader("painted_vertex_color_preview");
if (shader == nullptr)
GLShaderProgram *vertex_shader = GUI::wxGetApp().get_shader("painted_vertex_color_preview");
GLShaderProgram *gradient_shader = GUI::wxGetApp().get_shader("painted_surface_gradient_preview");
if (vertex_shader == nullptr && gradient_shader == nullptr)
return;
const TexturePreviewRenderState render_state = begin_render_state(opaque);
shader->start_using();
set_common_uniforms(*shader,
model_matrix,
view_matrix,
projection_matrix,
z_range,
clipping_plane,
print_volume_type,
print_volume_xy,
print_volume_z);
GLShaderProgram *active_shader = nullptr;
auto use_shader = [&](GLShaderProgram *shader) {
if (shader == nullptr)
return false;
if (active_shader == shader)
return true;
if (active_shader != nullptr)
active_shader->stop_using();
active_shader = shader;
active_shader->start_using();
set_common_uniforms(*active_shader,
model_matrix,
view_matrix,
projection_matrix,
z_range,
clipping_plane,
print_volume_type,
print_volume_xy,
print_volume_z);
return true;
};
for (size_t idx = 0; idx < models.size(); ++idx) {
const bool raw_vertex_color_preview = filament_ids[idx] == 0;
const TextureMappingZone *zone = raw_vertex_color_preview ?
nullptr :
zone_for_filament(filament_ids[idx], num_physical, texture_mgr);
const bool gradient_preview = zone != nullptr && is_gradient_zone(*zone);
const float mix = raw_vertex_color_preview ?
1.f :
texture_preview_mix_for_filament(filament_ids[idx], num_physical, texture_mgr);
@@ -5357,13 +5180,31 @@ void render_model_vertex_color_preview_models(
texture_preview_settings_invalid_for_filament(filament_ids[idx], num_physical, texture_mgr);
if (mix <= 0.f && !invalid)
continue;
shader->set_uniform("texture_preview_mix", mix);
shader->set_uniform("invalid_texture_mapping", invalid);
if (gradient_preview) {
if (model_volume == nullptr || gradient_shader == nullptr)
continue;
const std::optional<SurfaceGradientPreviewSettings> settings =
surface_gradient_preview_settings_for_zone(*model_volume, model_matrix, *zone, num_physical);
if (!settings && !invalid)
continue;
if (!use_shader(gradient_shader))
continue;
gradient_shader->set_uniform("texture_preview_mix", mix);
gradient_shader->set_uniform("invalid_texture_mapping", invalid);
set_surface_gradient_preview_uniforms(*gradient_shader, settings ? &*settings : nullptr);
} else {
if (vertex_shader == nullptr || !use_shader(vertex_shader))
continue;
vertex_shader->set_uniform("texture_preview_mix", mix);
vertex_shader->set_uniform("invalid_texture_mapping", invalid);
}
models[idx].set_color(colors[idx]);
models[idx].render();
models[idx].render(active_shader);
}
shader->stop_using();
if (active_shader != nullptr)
active_shader->stop_using();
restore_render_state(render_state);
}

View File

@@ -25,7 +25,8 @@ bool build_mmu_texture_preview_models(
const TextureMappingManager *texture_mgr,
std::vector<GUI::GLModel> &out_models,
std::vector<ColorRGBA> &out_colors,
std::vector<unsigned int> &out_filament_ids);
std::vector<unsigned int> &out_filament_ids,
const std::vector<unsigned int> *ready_simulated_filament_ids = nullptr);
bool build_texture_preview_model_for_state(const ModelVolume &model_volume,
const std::vector<TriangleSelector::FacetStateTriangle> &state_triangles,
@@ -147,7 +148,8 @@ void render_model_vertex_color_preview_models(
int print_volume_type = -1,
const std::array<float, 4> &print_volume_xy = std::array<float, 4>{ 0.f, 0.f, 0.f, 0.f },
const std::array<float, 2> &print_volume_z = std::array<float, 2>{ 0.f, 0.f },
bool opaque = false);
bool opaque = false,
const ModelVolume *model_volume = nullptr);
} // namespace Slic3r

View File

@@ -1324,6 +1324,15 @@ private:
bool m_remove_requested {false};
};
static bool texture_mapping_prime_tower_images_equal(const TextureMappingPrimeTowerImage &lhs,
const TextureMappingPrimeTowerImage &rhs)
{
return lhs.width == rhs.width &&
lhs.height == rhs.height &&
lhs.image_name == rhs.image_name &&
lhs.rgba == rhs.rgba;
}
class TextureMappingAdvancedOptionsDialog : public wxDialog
{
public:
@@ -6475,7 +6484,9 @@ void Sidebar::update_texture_mapping_panel(bool sync_manager)
physical_colors,
apply_zone,
bundle,
set_config_string](wxCommandEvent &) {
set_config_string,
notify_change,
refresh_texture_mapping_preview](wxCommandEvent &) {
if (zone_index >= mgr_ptr->zones().size())
return;
TextureMappingZone updated = mgr_ptr->zones()[zone_index];
@@ -6579,8 +6590,14 @@ void Sidebar::update_texture_mapping_panel(bool sync_manager)
dlg_global_settings.serialize() != bundle->texture_mapping_global_settings.serialize();
if (global_settings_changed)
bundle->texture_mapping_global_settings = dlg_global_settings;
wxGetApp().model().texture_mapping_prime_tower_image = dlg.prime_tower_image();
wxGetApp().model().texture_mapping_prime_tower_image_back = dlg.prime_tower_image_back();
Model &model = wxGetApp().model();
const bool prime_tower_images_changed =
!texture_mapping_prime_tower_images_equal(model.texture_mapping_prime_tower_image, dlg.prime_tower_image()) ||
!texture_mapping_prime_tower_images_equal(model.texture_mapping_prime_tower_image_back, dlg.prime_tower_image_back());
if (prime_tower_images_changed) {
model.texture_mapping_prime_tower_image = dlg.prime_tower_image();
model.texture_mapping_prime_tower_image_back = dlg.prime_tower_image_back();
}
if (global_settings_changed)
set_config_string("texture_mapping_global_settings", bundle->texture_mapping_global_settings.serialize());
if (updated.filament_strengths_pct.size() < palette.size())
@@ -6609,12 +6626,11 @@ void Sidebar::update_texture_mapping_panel(bool sync_manager)
std::abs(updated.filament_transmission_distances_mm.back()) <= 1e-6f)
updated.filament_transmission_distances_mm.pop_back();
const bool affects_scene = apply_zone(std::move(updated));
if (affects_scene && p->plater != nullptr && !p->plater->is_preview_shown()) {
if (GLCanvas3D *canvas = p->plater->get_view3D_canvas3D())
canvas->reload_scene(true, true);
if (GLCanvas3D *canvas = p->plater->get_assmeble_canvas3D())
canvas->reload_scene(true, true);
}
const bool prime_tower_preview_changed = global_settings_changed || prime_tower_images_changed;
if (prime_tower_preview_changed)
notify_change(true);
if (affects_scene || prime_tower_preview_changed)
refresh_texture_mapping_preview();
CallAfter([this]() { update_texture_mapping_panel(false); });
});