254 Commits

Author SHA1 Message Date
thysson2701
2f96072d55 fix(build): use outer_wall_filament_id in PerimeterGenerator nozzle lookup 2026-07-22 14:41:40 +02:00
thysson2701
5c5a22c44f fix(build): convert ProcessedPoint.p (Point3) to 2D for gradient Line/Point ops 2026-07-22 14:38:09 +02:00
thysson2701
15b094540f fix(build): restore ImageMap outer-wall widths, pass model_rotation_rad, Polyline3/Point3 in LayerRegion 2026-07-22 14:34:23 +02:00
thysson2701
2d7a3165d4 fix(build): Point3 for Points3 access in texture seam sampling loop 2026-07-22 14:30:03 +02:00
thysson2701
a827f9358b fix(build): restore KX per-role solid-surface filament selection, Point3 in GCode seam hint 2026-07-22 14:29:37 +02:00
thysson2701
7595d76158 fix(build): remove duplicate loop decl, Points3/Line3/Point3 handling in GCode.cpp 2026-07-22 14:25:24 +02:00
thysson2701
bef6de4863 fix(build): add Polyline3::is_closed(), correct Point3/Point usage per polyline type in Fill.cpp 2026-07-22 14:11:57 +02:00
thysson2701
08bee0f34c fix(build): adapt Fill.cpp top-surface skin helpers and path assignments to ZAA Polyline3 2026-07-22 14:07:41 +02:00
thysson2701
0794e23b43 merge: integrate OrcaSlicer-ImageMap onto kx-v2.4.2 base
Rebuilds experimental/imagemap on the correct base. The previous attempt
merged onto upstream 8500fcdcca, which silently dropped all 13 KX commits
(branding, Gitea updater, Kobra X profile, AMS fixes) and reverted the
Moonraker AMS feature set.

Conflict resolution:
- KX side: branding assets, workflows, Kobra X profile, Gitea updater,
  GUI_App declarations, PrintObject filament-id structure, GLCanvas3D
  reload fixes, PresetBundle extruder validation, ZAA/Polyline3 in GCode.
- ImageMap side: texture/colour machinery (GCode texture sampling,
  ToolOrdering zone resolution, MeshBoolean provenance, CGAL repair
  colour remap, top-surface image fill params).
- Rewrote ImageMap's wall_filament/sparse_infill_filament/
  solid_infill_filament accesses onto the KX *_filament_id options
  instead of adding duplicate config fields.
2026-07-22 13:56:59 +02:00
sentientstardust
1ff08f8614 Allow top-surface min and max line width to be equal 2026-06-24 01:21:11 +01:00
sentientstardust
b371c68fbf Set default top-surface infill to concentric 2026-06-23 21:36:43 +01:00
sentientstardust
7dc088a8b4 Remove legacy fallback code 2026-06-23 20:00:40 +01:00
sentientstardust
6a50902150 Add canonical_component_ids helper function (de-duplicates physical filament IDs) 2026-06-23 14:05:50 +01:00
sentientstardust
a2e188294e Update default top-surface infill mode. Don't show experimental adaptive lines infill option 2026-06-14 12:12:03 +01:00
sentientstardust
6aa2686bfe Merge branch 'corner_improvements'
# Conflicts:
#	src/libslic3r/TextureMapping.cpp
#	src/libslic3r/TextureMapping.hpp
#	src/slic3r/GUI/Plater.cpp
2026-06-14 11:47:18 +01:00
sentientstardust
e8444445e8 Allow using top-surface coloring with side-surface variable line width modulation mode. Add boundary skin mode with more overlap
- Improve warnings for nearest measured sample mode fallback
2026-06-14 09:24:20 +01:00
sentientstardust
4606acea73 Add Adaptive Lines top-surface infill mode 2026-06-13 21:38:57 +01:00
sentientstardust
3fd02ef899 Add option to join extrusion paths at corners in line width modulation mode 2026-06-13 12:30:08 +01:00
sentientstardust
83d3ec97f5 Auto-enable top-surface coloring when projecting top-surface raw atlas data 2026-06-13 07:12:54 +01:00
sentientstardust
27d5ab6acb Don't render side raw offset atlas data on top surfaces and vice versa 2026-06-12 11:48:47 +01:00
sentientstardust
036ffba307 Set color pattern length to match calibration json being used 2026-06-11 11:33:04 +01:00
sentientstardust
b4a532622f Add option to only color lower surfaces 2026-06-11 10:49:45 +01:00
sentientstardust
83c287d6f4 Make windows installer packaging optional 2026-06-11 06:35:46 +01:00
sentientstardust
b3764c8454 Reduce rectilinear overlap in boundary skin infill mode 2026-06-11 06:31:28 +01:00
sentientstardust
8cc4040f5d Fix bug where top surface colors could occasionally be replaced with solid infill
- Add more information to top-surface debug export when environment variable is enabled
2026-06-11 05:42:12 +01:00
sentientstardust
4084c0a8d8 Move overhang amount contrast to experimental settings 2026-06-10 01:40:11 +01:00
sentientstardust
0493de8084 Prevent loading images that have 'do-not-print' in their filename (calibration sheet color previews, etc.) 2026-06-09 08:31:17 +01:00
sentientstardust
b1e3f265b0 Add nearest measured sample calibration mode for side surfaces 2026-06-08 11:50:33 +01:00
sentientstardust
3a7f52398c Support loading side-surface calibration JSON
- Move ColorSolver library to deps_src
2026-06-06 08:47:01 +01:00
sentientstardust
3249a2ccee Add nearest measured sample calibration mode 2026-06-04 08:17:16 +01:00
sentientstardust
5ecc99c321 Add Adaptive Spectral color prediction mode 2026-06-04 01:40:46 +01:00
sentientstardust
b8cc3c077d Add scale control and solid color mode to image projection 2026-06-03 05:10:03 +01:00
sentientstardust
055c3cde9a Add 'fit to object' button in image projection panel 2026-06-03 04:23:48 +01:00
sentientstardust
f72d1fc6ac Working on top-surface infill modes. Tweak default settings 2026-06-02 21:11:06 +01:00
sentientstardust
cac5f7b562 Improve printable geometry check slightly for top-surface coloring 2026-06-02 17:40:26 +01:00
sentientstardust
e9a4aae68a Enable no_edge_overlap for boundary skin infill interior 2026-06-02 10:23:54 +01:00
sentientstardust
a58b964e52 Disable 'reduce infill retraction' for shell infill on objects that use top-surface coloring (can cause stringing artifacts if enabled) 2026-06-02 08:34:04 +01:00
sentientstardust
f474af2348 Support loading raw atlas format with top-surface layer data 2026-06-02 01:13:27 +01:00
sentientstardust
c6802c73dc Working on boundary skin infill mode 2026-06-01 18:38:21 +01:00
sentientstardust
b5685b34f8 Add Mid Gaussian shared chain fit polygonization mode 2026-06-01 17:37:02 +01:00
sentientstardust
29525e652f Try to avoid object overlap when snapping prime tower position. Sort boundary skin paths internally to avoid excessive travel moves 2026-06-01 16:58:08 +01:00
sentientstardust
94accf7a94 Improve scheduling. Use beam search only on combined regions. Add buffer distance when prime towers are clamped to edge 2026-06-01 16:30:16 +01:00
sentientstardust
5540971e7f Allow loading filament calibration model (top-surface coloring) 2026-06-01 14:36:38 +01:00
sentientstardust
f6c56bf2bb Add Basic Reflectance mode back as an option
- Tweaks to top-surface coloring debug exports
2026-06-01 01:54:47 +01:00
sentientstardust
1a6bb9d652 Add Vector-border shared Gaussian partition polygonization mode for top-surface coloring
- Allow changing surface infill type
2026-05-31 21:54:57 +01:00
sentientstardust
25aeaec0e5 Filter out perpendicular faces when projecting images 2026-05-31 18:11:16 +01:00
sentientstardust
2738e5d474 Merge branch 'main' into cpu_projection 2026-05-31 17:45:02 +01:00
sentientstardust
e9fe58b348 Add variable layer height compensation mode. Tweak top-surface coloring UI 2026-05-31 16:59:03 +01:00
sentientstardust
63bc97e9ee Optimizations for sampling step during slicing. Disable surface scatter correction when TD Effective Alpha is enabled 2026-05-31 12:31:09 +01:00
sentientstardust
42d79dffbd Add fast mode for top-surface coloring 2026-05-31 09:32:42 +01:00
sentientstardust
2bc65951b3 Increase weight field resolution when using polygonize color regions option 2026-05-31 03:23:37 +01:00
sentientstardust
64ad2eb2e8 Make plate boundary warning prevent G-code export 2026-05-31 02:29:43 +01:00
sentientstardust
3503f0613f Ensure shallower regions merged with deeper ones don't cap color pattern length
- Export more detailed debugging data for top-surface coloring
2026-05-31 01:27:24 +01:00
sentientstardust
9aed9a4e6a Support multithreading for surface-anchored stacks
- Add Default color mode which uses current slicer default
- Update dithering to use selected color mode.
2026-05-30 23:01:03 +01:00
sentientstardust
ffd4732dd6 Add OklabSoftCap4Dark4 mode 2026-05-30 20:08:46 +01:00
sentientstardust
d6323f3924 Optimizations for surface-anchored stacks. Make sure full pattern length is always used in top-surface coloring 2026-05-30 19:47:05 +01:00
sentientstardust
07d1a85464 Rework surface-anchored stacks implementation
- Update default max line width for top surface infill
2026-05-30 17:42:31 +01:00
sentientstardust
5accfa52ea Use beam search for stack expansion. Move experimental contoning option flag to cpp file to reduce recompilation time 2026-05-30 15:57:05 +01:00
sentientstardust
138406a483 Add TD effective alpha correction 2026-05-30 14:27:58 +01:00
sentientstardust
8cdb5b0272 Add 8x polygon tracing resolution. Disable surface scatter correction by default 2026-05-30 02:15:04 +01:00
sentientstardust
6401c87c3a Add prusa-fdm-mixer as option for color mixing 2026-05-30 01:50:21 +01:00
sentientstardust
00555687a7 Allow previewing colors in G-code loaded from Snapmaker orca 2026-05-30 00:30:17 +01:00
sentientstardust
e1884ea0b4 Add RGB Beer-Lambert correction. Allow disabling surface scatter adjustment 2026-05-30 00:19:29 +01:00
sentientstardust
df8f231168 Use round-trip opacity for TD calibration to improve accuracy
- Use trilinear sampling for color LUT
2026-05-29 21:00:35 +01:00
sentientstardust
28e51216f9 Remove/hide some top-surface coloring options 2026-05-29 19:00:38 +01:00
sentientstardust
9e010689aa Fix compiler warning 2026-05-29 17:52:30 +01:00
sentientstardust
e55c775c18 Average area color when merging small regions in top-surface coloring
- Show layer count recommendation for top-surface coloring
- Show warning when shell layer count is lower than color pattern length
2026-05-29 17:52:14 +01:00
sentientstardust
6cd8fec603 Support deeper stacks in top-surface coloring 2026-05-29 15:55:28 +01:00
sentientstardust
c831e78177 Add TD correction support for top-surface coloring 2026-05-29 14:40:18 +01:00
sentientstardust
8b7da48ae2 Add 'Improve Projection Accuracy' option 2026-05-29 13:10:18 +01:00
sentientstardust
5ca2f24732 Update default options for top-surface coloring 2026-05-28 23:37:04 +01:00
sentientstardust
afbcab395f Add 4x resolution option for polygon tracing. Ensure opaque filaments are sorted deeper than translucent ones even if colors are re-ordered 2026-05-28 21:15:54 +01:00
sentientstardust
29abec47b1 Add high resolution option for polygonize color regions 2026-05-28 19:41:38 +01:00
sentientstardust
fdf97b19dd Add 'Polygonize color regions' option for top-surface coloring
- Add option to generate only one wall loop around infill when using top-surface coloring
- Fix bug where prime tower position was invalidating slicing result
2026-05-28 19:15:20 +01:00
sentientstardust
dcf79e332c Rename 'near' to avoid macro conflict on windows 2026-05-28 10:25:15 +01:00
sentientstardust
646f558560 Update README.md 2026-05-28 09:26:43 +01:00
sentientstardust
1aae13641a Convert gradients to RGB for areas that don't support raw offset 2026-05-28 09:23:27 +01:00
sentientstardust
012062a189 Add custom export name in g-code 2026-05-28 01:37:45 +01:00
sentientstardust
f41a18bcb9 Undo default setting change 2026-05-28 00:17:34 +01:00
sentientstardust
11cacfabab Add flag to toggle whether some top-surface coloring options are visible in the UI 2026-05-28 00:13:35 +01:00
sentientstardust
1fcd74ac77 Update README.md 2026-05-27 23:15:57 +01:00
sentientstardust
68460338d4 Don't show simulated color preview on lower surfaces unless they will be printed. Enable layer phase detail by default 2026-05-27 23:15:47 +01:00
sentientstardust
1f3fe6d6a1 Add simulated color preview support for top-surface coloring. Make preview settings apply to every texture mapping zone 2026-05-27 20:07:01 +01:00
sentientstardust
7b209131d4 Make sure prime tower 3d preview doesn't grow larger than actual filament count when using multiple texture mapping zones
- Show physical filament color stripes
2026-05-27 18:47:34 +01:00
sentientstardust
2d762be590 Update Clipper2 to 2.0.1 (f9c5eb6) 2026-05-27 18:12:08 +01:00
sentientstardust
a75b8b69e3 Add 'Rectilinear with Boundary' infill mode for top surface coloring 2026-05-27 18:12:08 +01:00
sentientstardust
2ea7239849 Working on 'replace top perimeters with infill' option
- Add Clipper2 wrapper functions
2026-05-27 13:59:25 +01:00
sentientstardust
ef4ba55320 Allow using different infill types for top surface coloring
- Add boundary skin, boundary skin hybrid, and spiral infill types
- Combine perimeter area with infill before solving colors (when 'replace top perimeters with infill' is enabled)
- Allow UI to update while slicing is being cancelled
2026-05-26 23:15:30 +01:00
sentientstardust
01c915be65 Top-surface coloring optimizations 2026-05-26 16:04:59 +01:00
sentientstardust
c519c107e7 Add blue noise, phase, angle and supersampling options for top-surface coloring 2026-05-26 11:14:25 +01:00
sentientstardust
15498a6942 Add top perimeter coloring options 2026-05-26 07:49:31 +01:00
sentientstardust
10c5d14be4 Reduce repeated layers of same filament (top surface coloring) 2026-05-26 01:24:38 +01:00
sentientstardust
f6f5123501 Preserve color data when subdividing mesh
- Allow setting blend pattern length for top surface coloring
- Reduce image bleed in image projection
2026-05-26 01:23:22 +01:00
sentientstardust
1ef400bbf1 Merge branch 'top_surface_coloring' 2026-05-25 13:40:04 +01:00
sentientstardust
36658ee005 Show blue dot on texture mapping zones that are used on the currently selected objects.
- Reduce filament region triangle subdivision when using image projection
2026-05-25 13:32:36 +01:00
sentientstardust
cb298296eb Hide incompatible modulation mode choices if contoning is enabled 2026-05-25 12:45:43 +01:00
sentientstardust
5d02c827e3 Change default mode for texture mapping zones to generic solver. Optimizations for filament region projection 2026-05-25 12:05:47 +01:00
sentientstardust
b9c73d7a41 Run image projection in background thread (with progress bar) 2026-05-25 11:51:03 +01:00
sentientstardust
bf81236bc5 Add contoning top surface coloring method 2026-05-25 00:59:56 +01:00
sentientstardust
21c64595a6 Make segmentation path more robust against bad contour data 2026-05-24 16:58:37 +01:00
sentientstardust
3cfd8c656b Create top-surface images with variable line widths (experimental) 2026-05-24 14:17:12 +01:00
sentientstardust
8e9a0cbfdc Merge branch 'main' into top_surface_crosshatching
# Conflicts:
#	src/libslic3r/TextureMapping.cpp
#	src/libslic3r/TextureMapping.hpp
#	src/slic3r/GUI/Plater.cpp
2026-05-24 12:09:59 +01:00
sentientstardust
bd28850f70 Make sliced result when using halftone dithering match 3d preview better 2026-05-24 11:46:34 +01:00
sentientstardust
9e27af3032 Improvements to paint by color tool 2026-05-24 08:47:37 +01:00
sentientstardust
24ab0b81a2 Add options to texture mapping zone menu: "Assign to selected objects" and "Delete all texture mapping zones"
- Use perimeter path modulation by default for gradient zones
2026-05-23 21:17:18 +01:00
sentientstardust
a32bcfda35 Allow more than two colors per gradient 2026-05-23 20:12:17 +01:00
sentientstardust
d9e74f22f6 Add radial gradients 2026-05-23 17:52:03 +01:00
sentientstardust
359693fa89 Improvements to linear gradient UI and serialization. Allow undo/redo for changes to gradient points. 2026-05-23 14:37:32 +01:00
sentientstardust
8668114350 Add linear gradient mode 2026-05-23 10:24:26 +01:00
sentientstardust
054ae4f903 Working on top layer line recoloring for v2 perimeter path modulation 2026-05-23 08:12:48 +01:00
sentientstardust
06f3511b2d Improve performance of top layer line recoloring 2026-05-22 20:31:55 +01:00
sentientstardust
679ed9b8d1 Add v2 perimeter path modulation mode. Add option for support generation to use modulated overhang geometry 2026-05-22 14:53:43 +01:00
sentientstardust
63f5828425 Allow rotating projected images and text 2026-05-22 11:42:35 +01:00
sentientstardust
c6035a7c91 Update scene preview when 2D gradient settings are being changed 2026-05-22 09:19:00 +01:00
sentientstardust
14e61db633 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).
2026-05-22 08:12:49 +01:00
sentientstardust
31969e8ae0 When importing 3mf which had texture mapping zones, make sure to assign or create a zone so textures are still visible 2026-05-21 21:34:59 +01:00
sentientstardust
06e7a6d611 Preserve model textures during mesh boolean 2026-05-21 19:32:21 +01:00
sentientstardust
64d24c755f When loading or importing 3mf files, create additional filaments if needed to preserve filament painting regions 2026-05-21 13:13:38 +01:00
sentientstardust
4e06e9d30b Fix lag when drawing with brush in RGB color painting 2026-05-21 08:27:33 +01:00
sentientstardust
2500828c58 Update README.md 2026-05-21 07:03:20 +01:00
sentientstardust
b938ed363d Update version number 2026-05-21 06:20:54 +01:00
sentientstardust
3f9638ce86 Merge branch 'image_data_painting' into main 2026-05-21 06:16:38 +01:00
sentientstardust
60fed30069 Don't preview result colors by default 2026-05-21 06:13:20 +01:00
sentientstardust
0bdefc5d8b Add TinyGLTF in deps_src 2026-05-21 06:03:40 +01:00
sentientstardust
26f84bdc1b Implement GLB/glTF 3D model import 2026-05-21 06:02:41 +01:00
sentientstardust
b86100aa14 Fix windows non-PCH build 2026-05-20 11:07:49 +01:00
sentientstardust
6646aba3cf Use sccache more effectively in windows builds 2026-05-20 03:17:55 +01:00
sentientstardust
b6e70a886d Also support RGB color painting on image data. Triangulate OBJ files on import if needed 2026-05-20 03:04:24 +01:00
sentientstardust
29be1d396e Update README.md. Make icon rounded 2026-05-20 01:40:15 +01:00
sentientstardust
0adef6ec19 Optimize RGB color painting. Avoid unnecessary scene reloads 2026-05-19 23:48:56 +01:00
sentientstardust
11a6b694d8 Copy/paste works more intuitively in macos color dialog. Make sure crash backup updates when color data is changed 2026-05-19 21:49:49 +01:00
sentientstardust
ade01c68d3 Bugfixes
- Allow pasting hex codes in color picker on macos
- Prevent texture mapping zone panel resetting to top
- Fix solid rectangle showing in projection panel while text is being rendered
- Allow textures to be restored from crash backups
2026-05-19 20:56:44 +01:00
sentientstardust
49424433df More tweaks to texture mapping UI. Update dithering/halftone default resolution 2026-05-19 09:26:31 +01:00
sentientstardust
87e3897a7f Texture mapping UI tweaks 2026-05-19 08:47:19 +01:00
sentientstardust
e77452e2e3 Make sure correct app icon is used 2026-05-19 07:41:25 +01:00
sentientstardust
532de0f04a Skip prime tower texturing during estimation pass
- Change default style for supports
2026-05-19 07:36:16 +01:00
sentientstardust
a3e979ab8a Add option to automatically use different filament for parts that are visible on the top of the model 2026-05-19 07:27:04 +01:00
sentientstardust
bf7e4a1f6d Assign filament to small reduced-line-width perimeter loops based on visible top surface color 2026-05-19 03:31:15 +01:00
sentientstardust
6af1dbf3c0 Merge dithering into path modulation 2026-05-18 17:35:44 +01:00
sentientstardust
bf7341fcc3 Update G-code modulation to use shared TextureMappingOffset code 2026-05-18 17:18:57 +01:00
sentientstardust
5841df8c19 Implement perimeter path modulation method for texture mapping 2026-05-18 16:55:08 +01:00
sentientstardust
1844a83e8e Use generic solver for prime tower texture mapping 2026-05-18 14:00:31 +01:00
sentientstardust
fa68f7653e Show (non-exact) halftone preview in 3d object view 2026-05-18 12:57:59 +01:00
sentientstardust
591e7b940f Don't clear texture mapping zones when switching between printers 2026-05-18 08:13:59 +01:00
sentientstardust
d37697d492 Add texture mapping halftone mode 2026-05-18 07:59:37 +01:00
sentientstardust
1dd0532026 Add dithering option (experimental) 2026-05-18 04:11:51 +01:00
sentientstardust
6a3e29b21c Stop unpainted triangles getting set when using filament remap (region painting) 2026-05-17 13:19:23 +01:00
sentientstardust
396cca82bb Add 'paint by color' utility. Add minimum visibility offset 2026-05-17 10:38:45 +01:00
sentientstardust
c26d06125d Update README.md 2026-05-17 06:11:13 +01:00
sentientstardust
372496d10f Also remap filament region painting to new mesh when Repair/Simplify/Cut tools are used 2026-05-17 05:31:36 +01:00
sentientstardust
b60e841cc7 Update default profiles 2026-05-17 00:16:41 +01:00
sentientstardust
47f8d15e0b Update unit tests in Github workflow 2026-05-16 22:49:50 +01:00
sentientstardust
a1b37455f3 Update Github workflow to publish release even if not all platform builds succeed 2026-05-16 11:00:17 +01:00
sentientstardust
a01ec22be4 Update README.md 2026-05-16 08:47:15 +01:00
sentientstardust
a0b522628a Update Github workflow to use sccache for linux builds 2026-05-16 08:44:02 +01:00
sentientstardust
53164d063b Make sure expected_line_width_mm is stored when using image projection 2026-05-16 04:22:46 +01:00
sentientstardust
281f81d1c7 Fix prime tower edge case bug 2026-05-16 03:17:03 +01:00
sentientstardust
277e0f83c2 Fix image projection artifacts when using auto-generated UV maps on thin lowpoly cube 2026-05-16 02:59:59 +01:00
sentientstardust
1692778cda Make sure mismatched filament warning shows even if volume slicing result is re-used. Improve channel matching when using raw offset atlas data. 2026-05-16 01:34:51 +01:00
sentientstardust
0bad0d4fd4 Warn if loaded raw offset atlas uses different min/max line widths than the slicer is using 2026-05-15 22:56:35 +01:00
sentientstardust
e8c305e4cd Use Oklab when auto-selecting filament colors 2026-05-15 21:27:12 +01:00
sentientstardust
8a550bb513 Update README.md 2026-05-15 10:45:52 +01:00
sentientstardust
5775c81167 Update README.md 2026-05-15 05:34:08 +01:00
sentientstardust
9da925fa52 Make sure projected image isn't overwritten by non-visible triangles when using imported obj with overlapping UV regions 2026-05-13 10:13:37 +01:00
sentientstardust
cf129f9ded Stop commit hash being a global compiler definition to reduce build time 2026-05-13 04:41:33 +01:00
sentientstardust
aea4282633 Map model colors to new mesh after using 'Fix Model' or Cut tool 2026-05-13 04:10:30 +01:00
sentientstardust
7066faa9d7 Add Text mode to image projection panel 2026-05-13 00:55:44 +01:00
sentientstardust
f473f3e7f1 Add 'Preserve aspect ratio' option for prime tower textures 2026-05-12 20:33:08 +01:00
sentientstardust
ec0d6406e9 Make extrusion calculation more accurate when positions are shifted. Enable pressure advance by default 2026-05-12 19:47:50 +01:00
sentientstardust
b3622f5f9e Improve simulated color preview accuracy on low-overhang areas. Remove sagging ratio limit 2026-05-12 18:30:32 +01:00
sentientstardust
10c338fe38 Update naming in github workflow releases. Update README.md to link to releases page 2026-05-12 06:48:24 +01:00
sentientstardust
a7ba31adea Update Github workflow so macos and windows builds can run separately 2026-05-12 05:17:25 +01:00
sentientstardust
0e724d1801 Update Github workflow to auto-publish release 2026-05-12 03:55:03 +01:00
sentientstardust
be63704600 Add sccache to Github workflow build 2026-05-12 03:21:18 +01:00
sentientstardust
d7c66ac575 Move version number to separate file so CMake doesn't reconfigure when it changes 2026-05-12 03:05:55 +01:00
sentientstardust
fdbbf5f135 Update Github workflows 2026-05-12 02:22:30 +01:00
sentientstardust
8c7a3b55bb Update README.md and change new version link 2026-05-12 01:59:18 +01:00
sentientstardust
643a39976d Allow changing object background color in true color painting panel 2026-05-11 22:33:00 +01:00
sentientstardust
122196730f Preserve existing image/RGBA color data on texture mapping zones when converting from region painting 2026-05-11 21:32:57 +01:00
sentientstardust
9468e8b335 Add 'Paint by slope' dialog in region painting panel 2026-05-11 18:15:44 +01:00
sentientstardust
1de6aec92d When opening true color painting panel, generate RGBA conversion in background so UI doesn't lag 2026-05-11 02:59:06 +01:00
sentientstardust
2dc5c697bc Add destructive color region painting conversion buttons to manage data dialog 2026-05-11 01:57:39 +01:00
sentientstardust
f27801b4ef Add controls to allow resizing image textures, and simplifying RGBA data 2026-05-11 01:27:44 +01:00
sentientstardust
4b33dae806 Preserve model textures and remap them to the new mesh when 'simplify model' is used 2026-05-10 21:45:01 +01:00
sentientstardust
aecead1f8c Auto-assign a texture mapping zone to objects when 3mf color region data is cleared in the manage color data dialog 2026-05-10 17:44:37 +01:00
sentientstardust
7667cd8c96 Allow manually generating a new UV map for image data 2026-05-10 17:21:42 +01:00
sentientstardust
5823c83691 Generate lower resolution color preview first when 'preview result colors' is enabled 2026-05-10 08:24:59 +01:00
sentientstardust
d7603ed561 Update README.md 2026-05-10 07:27:09 +01:00
sentientstardust
6952711491 Hide other objects when image projection panel is open. Prevent projecting on back face when using section view (unless pass through model is enabled) 2026-05-10 06:39:16 +01:00
sentientstardust
0aed75461f Show texture on prime tower mesh preview 2026-05-10 05:00:44 +01:00
sentientstardust
346d40ba24 Add section view in image projection panel 2026-05-09 23:20:53 +01:00
sentientstardust
57cd99b950 More work on Seam Hiding 2026-05-09 22:19:07 +01:00
sentientstardust
6ab2e96c0a Update checker dialog 2026-05-09 18:00:30 +01:00
sentientstardust
fd67e4a421 Preserve split triangles when converting from regions to RGBA data 2026-05-09 16:53:33 +01:00
sentientstardust
9dfda06442 Support Seam Hiding in 2D Gradient mode 2026-05-09 15:34:32 +01:00
sentientstardust
1b5a300cb3 Improvements to Seam Hiding
Update version number. Adjust orcaslicer default presets
2026-05-09 13:20:42 +01:00
sentientstardust
e93ce996d3 Make texture mapping panel UI elements match the other slicer controls
Make volume extruder ID take priority over object extruder even when an object only has a single volume
2026-05-08 19:44:23 +01:00
sentientstardust
380cc025cd Implement reduce outer surface texture mode 2026-05-08 17:32:28 +01:00
sentientstardust
3cc3cba664 Tweaks to UI in filament calibration panel. Update 3d preview when objects with 2d gradients are rotated 2026-05-08 16:48:24 +01:00
sentientstardust
d532c447c2 Speed up image texture sampling 2026-05-08 16:07:09 +01:00
sentientstardust
b42f3666a4 Add support for CMYKW and RGBKW in texture mapping zones 2026-05-08 15:13:12 +01:00
sentientstardust
ed260a8055 Show warning when raw offset image data will be converted to RGBA color data or regular color image 2026-05-08 14:20:24 +01:00
sentientstardust
8f898cc6ea Include base filament ID in visual signature (so texture preview rebuilds on change) 2026-05-08 13:08:10 +01:00
sentientstardust
de81550309 When projecting images, prefer using texture zones that are already used on the target object 2026-05-08 05:16:20 +01:00
sentientstardust
d115824d6a Allow opening object 'Manage Color Data' dialog from right click menu 2026-05-08 04:28:25 +01:00
sentientstardust
aee6db8e27 Make sure texture mapping zone sparse IDs are recognized in libslic3r internals 2026-05-08 04:02:13 +01:00
sentientstardust
0664e47a70 Recognize when extruder IDs are texture mapping zones 2026-05-08 03:34:12 +01:00
sentientstardust
30dee1911c Support loading OBJ textures with different color modes 2026-05-08 03:14:59 +01:00
sentientstardust
4d03044159 Add filament TD calibration options 2026-05-07 23:16:35 +01:00
sentientstardust
684747a8b9 Use fixed sampling step for prime tower textures 2026-05-07 11:53:37 +01:00
sentientstardust
dd2c0f9b29 Show original model texture while simulated colors are being generated 2026-05-06 19:09:50 +01:00
sentientstardust
2343e8ff26 Another tweak to reduce edge artifacts (image projection) 2026-05-06 18:53:41 +01:00
sentientstardust
76d5e99483 Make sure not to erase texture mapping zones when normalizing region painting data 2026-05-06 18:01:46 +01:00
sentientstardust
5f840fdba4 Update README.md 2026-05-06 18:01:46 +01:00
sentientstardust
6960168c07 Make sure prime tower uses correct line width and filament for outer wall 2026-05-06 18:01:46 +01:00
sentientstardust
7580532c6a Fix ColorFacetsAnnotation copy 2026-05-06 18:01:46 +01:00
sentientstardust
f8a90ec89c 6a7957444 Fix triangle edge artifacts when using image projection 2026-05-06 18:01:46 +01:00
sentientstardust
303ec41cb2 Prevent calculating simulated result colors on main thread 2026-05-06 18:01:46 +01:00
sentientstardust
4ac7f4380e Remove FilamentMixer 2026-05-06 18:01:46 +01:00
sentientstardust
7f4d3097a5 a3697e7ab Use pigment painter for better color mixing accuracy. Move ColorSolver into its own file 2026-05-06 18:01:45 +01:00
sentientstardust
42af381c2a f3d6bd3e0 Add option to convert existing color data to raw offset values when projecting a raw offset atlas image 2026-05-06 18:01:45 +01:00
sentientstardust
86094ffd9b Merge ImageMap raw offset atlas format 2026-05-06 18:01:45 +01:00
sentientstardust
0c39ef1c43 Merge ImageMap prime tower zone settings 2026-05-06 18:01:45 +01:00
sentientstardust
e2372ac5d5 Add obj texture import choice dialog 2026-05-06 18:01:45 +01:00
sentientstardust
33a391185c Fix obj color import dialog 2026-05-06 18:01:45 +01:00
sentientstardust
0927e9fda1 Disable arachne wall generation in texture mapping zones 2026-05-06 18:01:45 +01:00
sentientstardust
c0801f5773 Fix bug that caused some layers to skip being texture modulated 2026-05-06 18:01:45 +01:00
sentientstardust
ef40a49431 Update texture mapping zone panel when filament colors are changed 2026-05-06 18:01:45 +01:00
sentientstardust
6e0a3486a2 Fix image projection 2d preview. Show models with image texture properly when opening true color painting panel 2026-05-06 18:01:44 +01:00
sentientstardust
770358653a Fix issue with texture mapping zone parameter updates. Fix issue where plate thumbnail wasn't shown properly in G-code preview tab 2026-05-06 18:01:44 +01:00
sentientstardust
c1d5c06744 Working on prime tower compatibility with texture mapping zones. Prevent g-code automatically being invalidated the first time the plate is sliced 2026-05-06 18:01:44 +01:00
sentientstardust
988718a091 Prime tower preview fixes 2026-05-06 18:01:44 +01:00
sentientstardust
81b0e61845 Add missing options for texture mapping 2026-05-06 18:01:44 +01:00
sentientstardust
61a1c232c5 Fix crash in 3d preview 2026-05-06 18:01:44 +01:00
sentientstardust
d18043291f Tweak UI in texture mapping panel 2026-05-06 18:01:44 +01:00
sentientstardust
711ac44cb1 Make sure 3mf image texture loading more closely matches original imagemap 2026-05-06 18:01:44 +01:00
sentientstardust
1134d45530 Work on 3d preview. Fix 3mf texture loading 2026-05-06 18:01:44 +01:00
sentientstardust
5d93d333dd (author: ratdoux) support more than 16 colors in filament region painting data
partial commit ported from OrcaSlicer-FullSpectrum to maintain data format compatibility. original commit hash: dd994574, "added support for >16 colors in color picker" by ratdoux
2026-05-06 18:01:44 +01:00
sentientstardust
9923664212 Fix 3mf loading and 3d preview rendering 2026-05-06 18:01:44 +01:00
sentientstardust
7899f15b58 Fixing compile errors 2026-05-06 18:01:43 +01:00
sentientstardust
e70831f5b5 432d33c27 Add v2 generic solver with Oklab color space. Allow image projection to work when all vertexes are offscreen due to zoom 2026-05-06 18:01:43 +01:00
sentientstardust
c7390ef970 96f754f81 Improve texture sampling slightly 2026-05-06 18:01:43 +01:00
sentientstardust
a9dc1858b1 5050041d8 Paint texture mapping regions automatically when using image projection mode. Work on UV map auto-generation 2026-05-06 18:01:43 +01:00
sentientstardust
6df4c7f16a a799480ca Update icon and about page 2026-05-06 18:01:43 +01:00
sentientstardust
f8338a498a ed0bfe742 Allow loading a front and back prime tower image. Show prime tower even if only one filament ID is used (if it uses multiple real filaments) - Show 3d preview of prime tower image texture 2026-05-06 18:01:43 +01:00
sentientstardust
548aa1ac98 5179ce2ca Allow image texture mapping on prime tower. Speed up generic solver by precomputing color mixes 2026-05-06 18:01:43 +01:00
sentientstardust
f41f2136c2 46834b395 Update name in README.md and CMakeLists.txt 2026-05-06 18:01:43 +01:00
sentientstardust
7cb92e2502 321ce891e Show texture mapping zones in filament painting panel 2026-05-06 18:01:43 +01:00
sentientstardust
7530e344d7 44cae1f00 Fix RGBA color painting bug. Fix screen position calculation to allow image projection when in perspective view 2026-05-06 18:01:43 +01:00
sentientstardust
f719d895f5 269681546 Fix artifacts around regions when converting from color painting regions to other color data types 2026-05-06 18:01:43 +01:00
sentientstardust
195b5868ac 22fae3ddb Add 'Manage Color Data' dialog for converting between color data types 2026-05-06 18:01:43 +01:00
sentientstardust
0fbc85c0a0 6fd0fc014 Update application name 2026-05-06 18:01:42 +01:00
sentientstardust
6222bd0f23 c764fd19c New color data format for 3d models, full color painting, image projection to model surface 2026-05-06 18:01:42 +01:00
sentientstardust
33325df15d Merge ImageMap into mainline OrcaSlicer (up to aa9c2501e) 2026-05-02 11:50:23 +01:00
272 changed files with 588127 additions and 2185 deletions

View File

@@ -0,0 +1,9 @@
{
"features": {
"ghcr.io/devcontainers/features/desktop-lite:1": {
"version": "1.2.9",
"resolved": "ghcr.io/devcontainers/features/desktop-lite@sha256:d8649bc8ca8e50a52fbee29d281739ea05dc1022905b185434d6bbe9afc8f221",
"integrity": "sha256:d8649bc8ca8e50a52fbee29d281739ea05dc1022905b185434d6bbe9afc8f221"
}
}
}

2
.gitignore vendored
View File

@@ -49,3 +49,5 @@ internal_docs/
# Python bytecode
__pycache__/
*.pyc
*.3mf
*.gcode

View File

@@ -85,6 +85,7 @@ else ()
endif ()
find_package(Git)
set(GIT_COMMIT_HASH "0000000")
if(DEFINED ENV{git_commit_hash} AND NOT "$ENV{git_commit_hash}" STREQUAL "")
message(STATUS "Specified git commit hash: $ENV{git_commit_hash}")
if(GIT_FOUND AND EXISTS "${CMAKE_SOURCE_DIR}/.git")
@@ -99,7 +100,6 @@ if(DEFINED ENV{git_commit_hash} AND NOT "$ENV{git_commit_hash}" STREQUAL "")
# No .git directory (e.g., Flatpak sandbox) — truncate directly
string(SUBSTRING "$ENV{git_commit_hash}" 0 7 GIT_COMMIT_HASH)
endif()
add_definitions("-DGIT_COMMIT_HASH=\"${GIT_COMMIT_HASH}\"")
elseif(GIT_FOUND AND EXISTS "${CMAKE_SOURCE_DIR}/.git")
# Check current Git commit hash
execute_process(
@@ -108,7 +108,6 @@ elseif(GIT_FOUND AND EXISTS "${CMAKE_SOURCE_DIR}/.git")
OUTPUT_VARIABLE GIT_COMMIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
)
add_definitions("-DGIT_COMMIT_HASH=\"${GIT_COMMIT_HASH}\"")
endif()
if(DEFINED ENV{SLIC3R_STATIC})
@@ -434,8 +433,8 @@ if (NOT MSVC AND ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMP
if((${CMAKE_CXX_COMPILER_ID} STREQUAL "Clang" OR ${CMAKE_CXX_COMPILER_ID} STREQUAL "AppleClang") AND ${CMAKE_CXX_COMPILER_VERSION} VERSION_GREATER 15)
include(CheckCXXCompilerFlag)
check_cxx_compiler_flag(-Wno-error=enum-constexpr-conversion HAS_WNO_ERROR_ENUM_CONSTEXPR_CONV)
if(HAS_WNO_ERROR_ENUM_CONSTEXPR_CONV)
check_cxx_compiler_flag("-Werror=unknown-warning-option -Wno-error=enum-constexpr-conversion" HAS_WNO_ERROR_ENUM_CONSTEXPR_CONV_STRICT)
if(HAS_WNO_ERROR_ENUM_CONSTEXPR_CONV_STRICT)
add_compile_options(-Wno-error=enum-constexpr-conversion)
endif()
endif()
@@ -510,10 +509,10 @@ include_directories(SYSTEM ${LIBDIR_BIN}/dev-utils/platform)
include_directories(SYSTEM ${LIBDIR}/libigl)
if(WIN32)
add_definitions(-D_USE_MATH_DEFINES -D_WIN32 -D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS)
add_definitions(-D_USE_MATH_DEFINES -D_WIN32 -D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS -DNOMINMAX)
if(MSVC)
# BOOST_ALL_NO_LIB: Avoid the automatic linking of Boost libraries on Windows. Rather rely on explicit linking.
add_definitions(-DBOOST_ALL_NO_LIB -DBOOST_USE_WINAPI_VERSION=0x602 -DBOOST_SYSTEM_USE_UTF8 )
add_definitions(-DBOOST_ALL_NO_LIB -DBOOST_USE_WINAPI_VERSION=0x602 -DBOOST_SYSTEM_USE_UTF8 -DBOOST_REGEX_NO_WIN32_LOCALE)
# Force the source code encoding to UTF-8. See OrcaSlicer GH pull request #5583
add_compile_options("$<$<C_COMPILER_ID:MSVC>:/utf-8>")
add_compile_options("$<$<CXX_COMPILER_ID:MSVC>:/utf-8>")
@@ -578,7 +577,7 @@ endif()
# boost::process was introduced first in version 1.64.0,
# boost::beast::detail::base64 was introduced first in version 1.66.0
if(POLICY CMP0167)
cmake_policy(SET CMP0167 NEW)
cmake_policy(SET CMP0167 OLD)
endif()
set(Boost_NO_SYSTEM_PATHS TRUE)
find_package(Boost 1.83.0 REQUIRED COMPONENTS system filesystem thread log log_setup locale regex chrono atomic date_time iostreams program_options nowide)
@@ -956,7 +955,7 @@ set (CPACK_PACKAGE_INSTALL_REGISTRY_KEY "OrcaSlicer")
set (CPACK_NSIS_ENABLE_UNINSTALL_BEFORE_INSTALL ON)
set (CPACK_NSIS_EXECUTABLES_DIRECTORY ".")
# set (CPACK_NSIS_MODIFY_PATH "ON")
set(CPACK_PACKAGE_EXECUTABLES "orca-slicer;OrcaSlicer")
set(CPACK_PACKAGE_EXECUTABLES "orca-slicer;OrcaSlicer-ImageMap")
set(CPACK_CREATE_DESKTOP_LINKS "orca-slicer")
set (CPACK_RESOURCE_FILE_LICENSE ${CMAKE_SOURCE_DIR}/LICENSE.txt) # must also include in install command

View File

@@ -237,6 +237,7 @@ function build_slicer() {
resources_path=$(readlink ./OrcaSlicer.app/Contents/Resources)
rm ./OrcaSlicer.app/Contents/Resources
cp -R "$resources_path" ./OrcaSlicer.app/Contents/Resources
plutil -replace CFBundleIconFile -string "images/OrcaSlicer.icns" ./OrcaSlicer.app/Contents/Info.plist
# delete .DS_Store file
find ./OrcaSlicer.app/ -name '.DS_Store' -delete

View File

@@ -0,0 +1,34 @@
if(NOT DEFINED INPUT)
message(FATAL_ERROR "INPUT is required")
endif()
if(NOT DEFINED OUTPUT)
message(FATAL_ERROR "OUTPUT is required")
endif()
if(NOT DEFINED GIT_COMMIT_HASH)
set(GIT_COMMIT_HASH "0000000")
endif()
file(STRINGS "${INPUT}" SOFTFEVER_VERSION LIMIT_COUNT 1)
string(STRIP "${SOFTFEVER_VERSION}" SOFTFEVER_VERSION)
set(CONTENT [=[
#include "libslic3r_version.h"
namespace Slic3r {
const char* softfever_version()
{
return "@SOFTFEVER_VERSION@";
}
const char* git_commit_hash()
{
return "@GIT_COMMIT_HASH@";
}
} // namespace Slic3r
]=])
string(CONFIGURE "${CONTENT}" CONTENT @ONLY)
file(WRITE "${OUTPUT}" "${CONTENT}")

View File

@@ -30,6 +30,10 @@ add_subdirectory(md4c)
add_subdirectory(mdns)
add_subdirectory(miniz)
add_subdirectory(minilzo)
add_subdirectory(pigment-painter)
add_subdirectory(prusa-fdm-mixer)
add_subdirectory(colorsolver)
add_subdirectory(qhull)
add_subdirectory(qoi)
add_subdirectory(semver) # Semver static library
add_subdirectory(tinygltf)

View File

@@ -1,5 +1,5 @@
cmake_minimum_required(VERSION 3.10)
project(Clipper2 VERSION 1.5.2 LANGUAGES C CXX)
project(Clipper2 VERSION 2.0.1 LANGUAGES C CXX)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(CMAKE_CXX_STANDARD 17)
@@ -19,6 +19,7 @@ set(CLIPPER2_INC
Clipper2Lib/include/clipper2/clipper.minkowski.h
Clipper2Lib/include/clipper2/clipper.offset.h
Clipper2Lib/include/clipper2/clipper.rectclip.h
Clipper2Lib/include/clipper2/clipper.triangulation.h
Clipper2Lib/include/clipper2/clipper2_z.hpp
)
@@ -26,6 +27,7 @@ set(CLIPPER2_SRC
Clipper2Lib/src/clipper.engine.cpp
Clipper2Lib/src/clipper.offset.cpp
Clipper2Lib/src/clipper.rectclip.cpp
Clipper2Lib/src/clipper.triangulation.cpp
Clipper2Lib/src/clipper2_z.cpp
)
@@ -51,4 +53,3 @@ set_target_properties(Clipper2 PROPERTIES FOLDER Libraries
SOVERSION ${PROJECT_VERSION_MAJOR}
PUBLIC_HEADER "${CLIPPER2_INC}"
)

View File

@@ -1,8 +1,8 @@
/*******************************************************************************
* Author : Angus Johnson *
* Date : 12 May 2024 *
* Date : 12 October 2025 *
* Website : https://www.angusj.com *
* Copyright : Angus Johnson 2010-2024 *
* Copyright : Angus Johnson 2010-2025 *
* Purpose : Core Clipper Library structures and functions *
* License : https://www.boost.org/LICENSE_1_0.txt *
*******************************************************************************/
@@ -141,7 +141,7 @@ namespace Clipper2Lib {
}
}
explicit Point() : x(0), y(0), z(0) {};
explicit Point() : x(0), y(0), z(0) {}
template <typename T2>
Point(const T2 x_, const T2 y_, const z_type z_ = 0)
@@ -193,7 +193,7 @@ namespace Clipper2Lib {
}
}
explicit Point() : x(0), y(0) {};
explicit Point() : x(0), y(0) {}
template <typename T2>
Point(const T2 x_, const T2 y_) { Init(x_, y_); }
@@ -251,6 +251,20 @@ namespace Clipper2Lib {
template <typename T>
using Paths = std::vector<Path<T>>;
template <typename T, typename T2=T>
Path<T>& operator<<(Path<T>& poly, const Point<T2>& p)
{
poly.emplace_back(p);
return poly;
}
template <typename T>
Paths<T>& operator<<(Paths<T>& polys, const Path<T>& p)
{
polys.emplace_back(p);
return polys;
}
using Path64 = Path<int64_t>;
using PathD = Path<double>;
using Paths64 = std::vector< Path64>;
@@ -356,13 +370,13 @@ namespace Clipper2Lib {
bottom *= scale;
}
bool IsEmpty() const { return bottom <= top || right <= left; };
bool IsEmpty() const { return bottom <= top || right <= left; }
bool Intersects(const Rect<T>& rec) const
{
return ((std::max)(left, rec.left) <= (std::min)(right, rec.right)) &&
((std::max)(top, rec.top) <= (std::min)(bottom, rec.bottom));
};
}
bool operator==(const Rect<T>& other) const {
return left == other.left && right == other.right &&
@@ -688,29 +702,28 @@ namespace Clipper2Lib {
return (x > 0) - (x < 0);
}
struct MultiplyUInt64Result
struct UInt128Struct
{
const uint64_t result = 0;
const uint64_t carry = 0;
const uint64_t lo = 0;
const uint64_t hi = 0;
bool operator==(const MultiplyUInt64Result& other) const
bool operator==(const UInt128Struct& other) const
{
return result == other.result && carry == other.carry;
};
return lo == other.lo && hi == other.hi;
}
};
inline MultiplyUInt64Result Multiply(uint64_t a, uint64_t b) // #834, #835
inline UInt128Struct MultiplyUInt64(uint64_t a, uint64_t b) // #834, #835
{
// note to self - lamba expressions follow
const auto lo = [](uint64_t x) { return x & 0xFFFFFFFF; };
const auto hi = [](uint64_t x) { return x >> 32; };
const uint64_t x1 = lo(a) * lo(b);
const uint64_t x2 = hi(a) * lo(b) + hi(x1);
const uint64_t x3 = lo(a) * hi(b) + lo(x2);
const uint64_t result = lo(x3) << 32 | lo(x1);
const uint64_t carry = hi(a) * hi(b) + hi(x2) + hi(x3);
return { result, carry };
return { uint64_t(lo(x3) << 32 | lo(x1)), uint64_t(hi(a) * hi(b) + hi(x2) + hi(x3)) };
}
// returns true if (and only if) a * b == c * d
@@ -727,14 +740,50 @@ namespace Clipper2Lib {
const auto abs_c = static_cast<uint64_t>(std::abs(c));
const auto abs_d = static_cast<uint64_t>(std::abs(d));
const auto abs_ab = Multiply(abs_a, abs_b);
const auto abs_cd = Multiply(abs_c, abs_d);
const auto ab = MultiplyUInt64(abs_a, abs_b);
const auto cd = MultiplyUInt64(abs_c, abs_d);
// nb: it's important to differentiate 0 values here from other values
const auto sign_ab = TriSign(a) * TriSign(b);
const auto sign_cd = TriSign(c) * TriSign(d);
return abs_ab == abs_cd && sign_ab == sign_cd;
return ab == cd && sign_ab == sign_cd;
#endif
}
template <typename T>
inline int CrossProductSign(const Point<T>& pt1, const Point<T>& pt2, const Point<T>& pt3)
{
const auto a = pt2.x - pt1.x;
const auto b = pt3.y - pt2.y;
const auto c = pt2.y - pt1.y;
const auto d = pt3.x - pt2.x;
#if (defined(__clang__) || defined(__GNUC__)) && UINTPTR_MAX >= UINT64_MAX
const auto ab = static_cast<__int128_t>(a) * static_cast<__int128_t>(b);
const auto cd = static_cast<__int128_t>(c) * static_cast<__int128_t>(d);
if (ab > cd) return 1;
else if (ab < cd) return -1;
else return 0;
#else
const auto ab = MultiplyUInt64(std::abs(a), std::abs(b));
const auto cd = MultiplyUInt64(std::abs(c), std::abs(d));
const auto sign_ab = TriSign(a) * TriSign(b);
const auto sign_cd = TriSign(c) * TriSign(d);
if (sign_ab == sign_cd)
{
int result;
if (ab.hi == cd.hi)
{
if (ab.lo == cd.lo) return 0;
result = (ab.lo > cd.lo) ? 1 : -1;
}
else result = (ab.hi > cd.hi) ? 1 : -1;
return (sign_ab > 0) ? result : -result;
}
return (sign_ab > sign_cd) ? 1 : -1;
#endif
}
@@ -838,14 +887,18 @@ namespace Clipper2Lib {
return Area<T>(poly) >= 0;
}
#if CLIPPER2_HI_PRECISION
// GetLineIntersectPt - a 'true' result is non-parallel. The 'ip' will also
// be constrained to seg1. However, it's possible that 'ip' won't be inside
// seg2, even when 'ip' hasn't been constrained (ie 'ip' is inside seg1).
#if defined(CLIPPER2_HI_PRECISION) && CLIPPER2_HI_PRECISION
// caution: this will compromise performance
// https://github.com/AngusJohnson/Clipper2/issues/317#issuecomment-1314023253
// See also CPP/BenchMark/GetIntersectPtBenchmark.cpp
#define CC_MIN(x,y) ((x)>(y)?(y):(x))
#define CC_MAX(x,y) ((x)<(y)?(y):(x))
template<typename T>
inline bool GetSegmentIntersectPt(const Point<T>& ln1a, const Point<T>& ln1b,
inline bool GetLineIntersectPt(const Point<T>& ln1a, const Point<T>& ln1b,
const Point<T>& ln2a, const Point<T>& ln2b, Point<T>& ip)
{
double ln1dy = static_cast<double>(ln1b.y - ln1a.y);
@@ -891,11 +944,14 @@ namespace Clipper2Lib {
ip.x = originx + static_cast<T>(hitx);
ip.y = originy + static_cast<T>(hity);
}
#ifdef USINGZ
ip.z = 0;
#endif
return true;
}
#else
template<typename T>
inline bool GetSegmentIntersectPt(const Point<T>& ln1a, const Point<T>& ln1b,
inline bool GetLineIntersectPt(const Point<T>& ln1a, const Point<T>& ln1b,
const Point<T>& ln2a, const Point<T>& ln2b, Point<T>& ip)
{
// https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection
@@ -913,7 +969,10 @@ namespace Clipper2Lib {
{
ip.x = static_cast<T>(ln1a.x + t * dx1);
ip.y = static_cast<T>(ln1a.y + t * dy1);
}
#ifdef USINGZ
ip.z = 0;
#endif
}
return true;
}
#endif
@@ -949,21 +1008,44 @@ namespace Clipper2Lib {
inline bool SegmentsIntersect(const Point64& seg1a, const Point64& seg1b,
const Point64& seg2a, const Point64& seg2b, bool inclusive = false)
{
double dy1 = static_cast<double>(seg1b.y - seg1a.y);
double dx1 = static_cast<double>(seg1b.x - seg1a.x);
double dy2 = static_cast<double>(seg2b.y - seg2a.y);
double dx2 = static_cast<double>(seg2b.x - seg2a.x);
double cp = dy1 * dx2 - dy2 * dx1;
if (cp == 0) return false; // ie parallel segments
if (inclusive)
{
double res1 = CrossProduct(seg1a, seg2a, seg2b);
double res2 = CrossProduct(seg1b, seg2a, seg2b);
if (res1 * res2 > 0) return false;
double res3 = CrossProduct(seg2a, seg1a, seg1b);
double res4 = CrossProduct(seg2b, seg1a, seg1b);
if (res3 * res4 > 0) return false;
return (res1 || res2 || res3 || res4); // ensures not collinear
//result **includes** segments that touch at an end point
double t = ((seg1a.x - seg2a.x) * dy2 - (seg1a.y - seg2a.y) * dx2);
if (t == 0) return true;
if (t > 0)
{
if (cp < 0 || t > cp) return false;
}
else if (cp > 0 || t < cp) return false; // false when t more neg. than cp
t = ((seg1a.x - seg2a.x) * dy1 - (seg1a.y - seg2a.y) * dx1);
if (t == 0) return true;
if (t > 0) return (cp > 0 && t <= cp);
else return (cp < 0 && t >= cp); // true when t less neg. than cp
}
else {
return (GetSign(CrossProduct(seg1a, seg2a, seg2b)) *
GetSign(CrossProduct(seg1b, seg2a, seg2b)) < 0) &&
(GetSign(CrossProduct(seg2a, seg1a, seg1b)) *
GetSign(CrossProduct(seg2b, seg1a, seg1b)) < 0);
else
{
//result **excludes** segments that touch at an end point
double t = ((seg1a.x - seg2a.x) * dy2 - (seg1a.y - seg2a.y) * dx2);
if (t == 0) return false;
if (t > 0)
{
if (cp < 0 || t >= cp) return false;
}
else if (cp > 0 || t <= cp ) return false; // false when t more neg. than cp
t = ((seg1a.x - seg2a.x) * dy1 - (seg1a.y - seg2a.y) * dx1);
if (t == 0) return false;
if (t > 0) return (cp > 0 && t < cp);
else return (cp < 0 && t > cp); // true when t less neg. than cp
}
}
@@ -1051,7 +1133,7 @@ namespace Clipper2Lib {
val = 1 - val; // toggle val
else
{
double d = CrossProduct(*prev, *curr, pt);
int d = CrossProductSign(*prev, *curr, pt);
if (d == 0) return PointInPolygonResult::IsOn;
if ((d < 0) == is_above) val = 1 - val;
}
@@ -1065,7 +1147,7 @@ namespace Clipper2Lib {
if (curr == cend) curr = cbegin;
if (curr == cbegin) prev = cend - 1;
else prev = curr - 1;
double d = CrossProduct(*prev, *curr, pt);
int d = CrossProductSign(*prev, *curr, pt);
if (d == 0) return PointInPolygonResult::IsOn;
if ((d < 0) == is_above) val = 1 - val;
}

View File

@@ -97,7 +97,7 @@ namespace Clipper2Lib {
if (splits) delete splits;
// nb: don't delete the split pointers
// as these are owned by ClipperBase's outrec_list_
};
}
};
///////////////////////////////////////////////////////////////////
@@ -160,7 +160,7 @@ namespace Clipper2Lib {
struct HorzJoin {
OutPt* op1 = nullptr;
OutPt* op2 = nullptr;
HorzJoin() {};
HorzJoin() {}
explicit HorzJoin(OutPt* ltr, OutPt* rtl) : op1(ltr), op2(rtl) { }
};
@@ -280,11 +280,11 @@ namespace Clipper2Lib {
void AddPaths(const Paths64& paths, PathType polytype, bool is_open);
public:
virtual ~ClipperBase();
int ErrorCode() const { return error_code_; };
void PreserveCollinear(bool val) { preserve_collinear_ = val; };
bool PreserveCollinear() const { return preserve_collinear_;};
void ReverseSolution(bool val) { reverse_solution_ = val; };
bool ReverseSolution() const { return reverse_solution_; };
int ErrorCode() const { return error_code_; }
void PreserveCollinear(bool val) { preserve_collinear_ = val; }
bool PreserveCollinear() const { return preserve_collinear_;}
void ReverseSolution(bool val) { reverse_solution_ = val; }
bool ReverseSolution() const { return reverse_solution_; }
void Clear();
void AddReuseableData(const ReuseableDataContainer64& reuseable_data);
#ifdef USINGZ
@@ -304,7 +304,7 @@ namespace Clipper2Lib {
PolyPath* parent_;
public:
PolyPath(PolyPath* parent = nullptr): parent_(parent){}
virtual ~PolyPath() {};
virtual ~PolyPath() {}
//https://en.cppreference.com/w/cpp/language/rule_of_three
PolyPath(const PolyPath&) = delete;
PolyPath& operator=(const PolyPath&) = delete;
@@ -352,7 +352,7 @@ namespace Clipper2Lib {
explicit PolyPath64(PolyPath64* parent = nullptr) : PolyPath(parent) {}
explicit PolyPath64(PolyPath64* parent, const Path64& path) : PolyPath(parent) { polygon_ = path; }
~PolyPath64() {
~PolyPath64() override {
childs_.resize(0);
}
@@ -384,7 +384,7 @@ namespace Clipper2Lib {
return childs_.size();
}
const Path64& Polygon() const { return polygon_; };
const Path64& Polygon() const { return polygon_; }
double Area() const
{
@@ -418,7 +418,7 @@ namespace Clipper2Lib {
polygon_ = path;
}
~PolyPathD() {
~PolyPathD() override {
childs_.resize(0);
}
@@ -458,7 +458,7 @@ namespace Clipper2Lib {
return childs_.size();
}
const PathD& Polygon() const { return polygon_; };
const PathD& Polygon() const { return polygon_; }
double Area() const
{
@@ -548,7 +548,7 @@ namespace Clipper2Lib {
}
#ifdef USINGZ
void SetZCallback(ZCallbackD cb) { zCallbackD_ = cb; };
void SetZCallback(ZCallbackD cb) { zCallbackD_ = cb; }
void ZCB(const Point64& e1bot, const Point64& e1top,
const Point64& e2bot, const Point64& e2top, Point64& pt)
@@ -564,7 +564,7 @@ namespace Clipper2Lib {
PointD e2t = PointD(e2top) * invScale_;
zCallbackD_(e1b,e1t, e2b, e2t, tmp);
pt.z = tmp.z; // only update 'z'
};
}
void CheckCallback()
{

View File

@@ -116,6 +116,7 @@ the four vertices that define the two segments that are intersecting.
#include "clipper2/clipper.engine.h"
#include "clipper2/clipper.offset.h"
#include "clipper2/clipper.rectclip.h"
#include "clipper2/clipper.triangulation.h"
#include <cstdlib>
#ifdef USINGZ
@@ -816,6 +817,24 @@ EXTERN_DLL_EXPORT CPaths64 MinkowskiDiff64(const CPath64& cpattern, const CPath6
return CreateCPathsFromPathsT(solution);
}
EXTERN_DLL_EXPORT CPaths64 Triangulate64(const CPaths64 paths, bool use_delaunay)
{
Paths64 pp = ConvertCPathsToPathsT(paths);
Paths64 sol;
if (Triangulate(pp, sol, use_delaunay) != TriangulateResult::success) return nullptr;
return CreateCPathsFromPathsT(sol);
}
EXTERN_DLL_EXPORT CPathsD TriangulateD(const CPathsD paths, int decimal_precison, bool use_delaunay)
{
if (decimal_precison < -8 || decimal_precison > 8) return nullptr;
const double scale = std::pow(10, decimal_precison);
Paths64 pp = ConvertCPathsDToPaths64(paths, scale);
Paths64 sol;
if (Triangulate(pp, sol, use_delaunay) != TriangulateResult::success) return nullptr;
return CreateCPathsDFromPaths64(sol, 1 / scale);
}
#ifdef USINGZ
typedef void (*DLLZCallback64)(const Point64& e1bot, const Point64& e1top, const Point64& e2bot, const Point64& e2top, Point64& pt);
typedef void (*DLLZCallbackD)(const PointD& e1bot, const PointD& e1top, const PointD& e2bot, const PointD& e2top, PointD& pt);

View File

@@ -1,8 +1,8 @@
/*******************************************************************************
* Author : Angus Johnson *
* Date : 27 April 2024 *
* Date : 5 March 2025 *
* Website : https://www.angusj.com *
* Copyright : Angus Johnson 2010-2024 *
* Copyright : Angus Johnson 2010-2025 *
* Purpose : This module provides a simple interface to the Clipper Library *
* License : https://www.boost.org/LICENSE_1_0.txt *
*******************************************************************************/
@@ -13,8 +13,9 @@
#include "clipper2/clipper.core.h"
#include "clipper2/clipper.engine.h"
#include "clipper2/clipper.offset.h"
#include "clipper2/clipper.minkowski.h"
#include "clipper2/clipper.rectclip.h"
#include "clipper2/clipper.minkowski.h"
#include "clipper2/clipper.triangulation.h"
#include <type_traits>
#ifdef USINGZ
@@ -137,7 +138,7 @@
JoinType jt, EndType et, double miter_limit = 2.0,
double arc_tolerance = 0.0)
{
if (!delta) return paths;
if (delta==0.0) return paths;
ClipperOffset clip_offset(miter_limit, arc_tolerance);
clip_offset.AddPaths(paths, jt, et);
Paths64 solution;
@@ -151,10 +152,10 @@
{
int error_code = 0;
CheckPrecisionRange(precision, error_code);
if (!delta) return paths;
if (delta==0.0) return paths;
if (error_code) return PathsD();
const double scale = std::pow(10, precision);
ClipperOffset clip_offset(miter_limit, arc_tolerance);
ClipperOffset clip_offset(miter_limit, arc_tolerance * scale);
clip_offset.AddPaths(ScalePaths<int64_t,double>(paths, scale, error_code), jt, et);
if (error_code) return PathsD();
Paths64 solution;
@@ -355,6 +356,29 @@
#endif
}
inline size_t GetNext(size_t current, size_t high,
const std::vector<bool>& flags)
{
++current;
while (current <= high && flags[current]) ++current;
if (current <= high) return current;
current = 0;
while (flags[current]) ++current;
return current;
}
inline size_t GetPrior(size_t current, size_t high,
const std::vector<bool>& flags)
{
if (current == 0) current = high;
else --current;
while (current > 0 && flags[current]) --current;
if (!flags[current]) return current;
current = high;
while (flags[current]) --current;
return current;
}
} // end details namespace
inline std::ostream& operator<< (std::ostream& os, const PolyTree64& pp)
@@ -615,29 +639,6 @@
return result;
}
inline size_t GetNext(size_t current, size_t high,
const std::vector<bool>& flags)
{
++current;
while (current <= high && flags[current]) ++current;
if (current <= high) return current;
current = 0;
while (flags[current]) ++current;
return current;
}
inline size_t GetPrior(size_t current, size_t high,
const std::vector<bool>& flags)
{
if (current == 0) current = high;
else --current;
while (current > 0 && flags[current]) --current;
if (!flags[current]) return current;
current = high;
while (flags[current]) --current;
return current;
}
template <typename T>
inline Path<T> SimplifyPath(const Path<T> &path,
double epsilon, bool isClosedPath = true)
@@ -669,13 +670,13 @@
start = curr;
do
{
curr = GetNext(curr, high, flags);
curr = details::GetNext(curr, high, flags);
} while (curr != start && distSqr[curr] > epsSqr);
if (curr == start) break;
}
prior = GetPrior(curr, high, flags);
next = GetNext(curr, high, flags);
prior = details::GetPrior(curr, high, flags);
next = details::GetNext(curr, high, flags);
if (next == prior) break;
// flag for removal the smaller of adjacent 'distances'
@@ -684,14 +685,14 @@
prior2 = prior;
prior = curr;
curr = next;
next = GetNext(next, high, flags);
next = details::GetNext(next, high, flags);
}
else
prior2 = GetPrior(prior, high, flags);
prior2 = details::GetPrior(prior, high, flags);
flags[curr] = true;
curr = next;
next = GetNext(next, high, flags);
next = details::GetNext(next, high, flags);
if (isClosedPath || ((curr != high) && (curr != 0)))
distSqr[curr] = PerpendicDistFromLineSqrd(path[curr], path[prior], path[next]);
@@ -716,6 +717,35 @@
return result;
}
template <typename T>
inline bool Path2ContainsPath1(const Path<T>& path1, const Path<T>& path2)
{
// precondition: paths must not intersect, except for
// transient (and presumed 'micro') path intersections
PointInPolygonResult pip = PointInPolygonResult::IsOn;
for (const Point<T>& pt : path1)
{
switch (PointInPolygon(pt, path2))
{
case PointInPolygonResult::IsOutside:
if (pip == PointInPolygonResult::IsOutside) return false;
pip = PointInPolygonResult::IsOutside;
break;
case PointInPolygonResult::IsInside:
if (pip == PointInPolygonResult::IsInside) return true;
pip = PointInPolygonResult::IsInside;
break;
default:
break;
}
}
if (pip != PointInPolygonResult::IsInside) return false;
// result is likely true but check midpoint
Point<T> mp1 = GetBounds(path1).MidPoint();
return PointInPolygon(mp1, path2) == PointInPolygonResult::IsInside;
}
template <typename T>
inline void RDP(const Path<T> path, std::size_t begin,
std::size_t end, double epsSqrd, std::vector<bool>& flags)

View File

@@ -63,7 +63,7 @@ namespace Clipper2Lib {
quad.emplace_back(tmp[i][h]);
quad.emplace_back(tmp[i][j]);
quad.emplace_back(tmp[g][j]);
};
}
if (!IsPositive(quad))
std::reverse(quad.begin(), quad.end());
result.emplace_back(std::move(quad));

View File

@@ -39,7 +39,7 @@ private:
class Group {
public:
Paths64 paths_in;
std::optional<size_t> lowest_path_idx{};
std::optional<size_t> lowest_path_idx{};
bool is_reversed = false;
JoinType join_type;
EndType end_type;
@@ -92,14 +92,14 @@ public:
bool reverse_solution = false) :
miter_limit_(miter_limit), arc_tolerance_(arc_tolerance),
preserve_collinear_(preserve_collinear),
reverse_solution_(reverse_solution) { };
reverse_solution_(reverse_solution) { }
~ClipperOffset() { Clear(); };
~ClipperOffset() { Clear(); }
int ErrorCode() const { return error_code_; };
int ErrorCode() const { return error_code_; }
void AddPath(const Path64& path, JoinType jt_, EndType et_);
void AddPaths(const Paths64& paths, JoinType jt_, EndType et_);
void Clear() { groups_.clear(); norms.clear(); };
void Clear() { groups_.clear(); norms.clear(); }
void Execute(double delta, Paths64& sols_64);
void Execute(double delta, PolyTree64& polytree);

View File

@@ -75,7 +75,7 @@ namespace Clipper2Lib {
void ExecuteInternal(const Path64& path);
Path64 GetPath(OutPt2*& op);
public:
explicit RectClipLines64(const Rect64& rect) : RectClip64(rect) {};
explicit RectClipLines64(const Rect64& rect) : RectClip64(rect) {}
Paths64 Execute(const Paths64& paths);
};

View File

@@ -0,0 +1,30 @@
/*******************************************************************************
* Author : Angus Johnson *
* Date : 6 December 2025 *
* Release : BETA RELEASE *
* Website : https://www.angusj.com *
* Copyright : Angus Johnson 2010-2025 *
* Purpose : Delaunay Triangulation *
* License : https://www.boost.org/LICENSE_1_0.txt *
*******************************************************************************/
#ifndef CLIPPER_TRIANGULATION_H
#define CLIPPER_TRIANGULATION_H
#include <stack>
#include "clipper2/clipper.core.h"
#ifdef USINGZ
namespace Clipper2Lib_Z {
#else
namespace Clipper2Lib {
#endif
enum class TriangulateResult { success, fail, no_polygons, paths_intersect };
// Triangulate - this function will not accept intesecting paths
TriangulateResult Triangulate(const Paths64& pp, Paths64& solution, bool useDelaunay = true);
TriangulateResult Triangulate(const PathsD& pp, int decPlaces, PathsD& solution, bool useDelaunay = true);
} // Clipper2Lib namespace
#endif // CLIPPER_TRIANGULATION_H

View File

@@ -1,6 +1,6 @@
#ifndef CLIPPER_VERSION_H
#define CLIPPER_VERSION_H
constexpr auto CLIPPER2_VERSION = "1.5.2";
constexpr auto CLIPPER2_VERSION = "2.0.1";
#endif // CLIPPER_VERSION_H

View File

@@ -1,8 +1,8 @@
/*******************************************************************************
* Author : Angus Johnson *
* Date : 17 September 2024 *
* Date : 21 February 2026 *
* Website : https://www.angusj.com *
* Copyright : Angus Johnson 2010-2024 *
* Copyright : Angus Johnson 2010-2026 *
* Purpose : This is the main polygon clipping module *
* License : https://www.boost.org/LICENSE_1_0.txt *
*******************************************************************************/
@@ -482,8 +482,7 @@ namespace Clipper2Lib {
inline void SetOwner(OutRec* outrec, OutRec* new_owner)
{
//precondition1: new_owner is never null
while (new_owner->owner && !new_owner->owner->pts)
new_owner->owner = new_owner->owner->owner;
new_owner->owner = GetRealOutRec(new_owner->owner);
OutRec* tmp = new_owner;
while (tmp && tmp != outrec) tmp = tmp->owner;
if (tmp) new_owner->owner = outrec->owner;
@@ -536,9 +535,9 @@ namespace Clipper2Lib {
val = 1 - val; // toggle val
else
{
double d = CrossProduct(op2->prev->pt, op2->pt, pt);
if (d == 0) return PointInPolygonResult::IsOn;
if ((d < 0) == is_above) val = 1 - val;
int i = CrossProductSign(op2->prev->pt, op2->pt, pt);
if (i == 0) return PointInPolygonResult::IsOn;
if ((i < 0) == is_above) val = 1 - val;
}
is_above = !is_above;
op2 = op2->next;
@@ -546,9 +545,9 @@ namespace Clipper2Lib {
if (is_above != starting_above)
{
double d = CrossProduct(op2->prev->pt, op2->pt, pt);
if (d == 0) return PointInPolygonResult::IsOn;
if ((d < 0) == is_above) val = 1 - val;
int i = CrossProductSign(op2->prev->pt, op2->pt, pt);
if (i == 0) return PointInPolygonResult::IsOn;
if ((i < 0) == is_above) val = 1 - val;
}
if (val == 0) return PointInPolygonResult::IsOutside;
@@ -578,30 +577,31 @@ namespace Clipper2Lib {
return result;
}
inline bool Path1InsidePath2(OutPt* op1, OutPt* op2)
inline bool Path2ContainsPath1(OutPt* op1, OutPt* op2)
{
// we need to make some accommodation for rounding errors
// so we won't jump if the first vertex is found outside
PointInPolygonResult result;
int outside_cnt = 0;
// this function accommodates rounding errors that
// can cause path micro intersections
PointInPolygonResult pip = PointInPolygonResult::IsOn;
OutPt* op = op1;
do
{
result = PointInOpPolygon(op->pt, op2);
if (result == PointInPolygonResult::IsOutside) ++outside_cnt;
else if (result == PointInPolygonResult::IsInside) --outside_cnt;
do {
switch (PointInOpPolygon(op->pt, op2))
{
case PointInPolygonResult::IsOutside:
if (pip == PointInPolygonResult::IsOutside) return false;
pip = PointInPolygonResult::IsOutside;
break;
case PointInPolygonResult::IsInside:
if (pip == PointInPolygonResult::IsInside) return true;
pip = PointInPolygonResult::IsInside;
break;
default: break;
}
op = op->next;
} while (op != op1 && std::abs(outside_cnt) < 2);
if (std::abs(outside_cnt) > 1) return (outside_cnt < 0);
// since path1's location is still equivocal, check its midpoint
Point64 mp = GetBounds(GetCleanPath(op1)).MidPoint();
Path64 path2 = GetCleanPath(op2);
return PointInPolygon(mp, path2) != PointInPolygonResult::IsOutside;
} while (op != op1);
// result unclear, so try again using cleaned paths
return Path2ContainsPath1(GetCleanPath(op1), GetCleanPath(op2)); // (#973)
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void AddLocMin(LocalMinimaList& list,
Vertex& vert, PathType polytype, bool is_open)
{
@@ -621,7 +621,7 @@ namespace Clipper2Lib {
{return a + path.size(); });
if (total_vertex_count == 0) return;
Vertex* vertices = new Vertex[total_vertex_count], * v = vertices;
Vertex* allVertices = new Vertex[total_vertex_count], * v = allVertices;
for (const Path64& path : paths)
{
//for each path create a circular double linked list of vertices
@@ -713,7 +713,7 @@ namespace Clipper2Lib {
}
} // end processing current path
vertexLists.emplace_back(vertices);
vertexLists.emplace_back(allVertices);
}
//------------------------------------------------------------------------------
@@ -1126,21 +1126,19 @@ namespace Clipper2Lib {
return newcomer.curr_x > resident.curr_x;
//get the turning direction a1.top, a2.bot, a2.top
double d = CrossProduct(resident.top, newcomer.bot, newcomer.top);
if (d != 0) return d < 0;
int i = CrossProductSign(resident.top, newcomer.bot, newcomer.top);
if (i != 0) return i < 0;
//edges must be collinear to get here
//for starting open paths, place them according to
//the direction they're about to turn
if (!IsMaxima(resident) && (resident.top.y > newcomer.top.y))
{
return CrossProduct(newcomer.bot,
resident.top, NextVertex(resident)->pt) <= 0;
return (CrossProductSign(newcomer.bot, resident.top, NextVertex(resident)->pt) <= 0);
}
else if (!IsMaxima(newcomer) && (newcomer.top.y > resident.top.y))
{
return CrossProduct(newcomer.bot,
newcomer.top, NextVertex(newcomer)->pt) >= 0;
return (CrossProductSign(newcomer.bot, newcomer.top, NextVertex(newcomer)->pt) >= 0);
}
int64_t y = newcomer.bot.y;
@@ -1155,7 +1153,7 @@ namespace Clipper2Lib {
resident.bot, resident.top)) return true;
else
//compare turning direction of the alternate bound
return (CrossProduct(PrevPrevVertex(resident)->pt,
return (CrossProductSign(PrevPrevVertex(resident)->pt,
newcomer.bot, PrevPrevVertex(newcomer)->pt) > 0) == newcomerIsLeft;
}
@@ -1565,7 +1563,7 @@ namespace Clipper2Lib {
FixSelfIntersects(outrec);
}
void ClipperBase::DoSplitOp(OutRec* outrec, OutPt* splitOp)
void ClipperBase::DoSplitOp (OutRec* outrec, OutPt* splitOp)
{
// splitOp.prev -> splitOp &&
// splitOp.next -> splitOp.next.next are intersecting
@@ -1574,7 +1572,7 @@ namespace Clipper2Lib {
outrec->pts = prevOp;
Point64 ip;
GetSegmentIntersectPt(prevOp->pt, splitOp->pt,
GetLineIntersectPt(prevOp->pt, splitOp->pt,
splitOp->next->pt, nextNextOp->pt, ip);
#ifdef USINGZ
@@ -1630,7 +1628,7 @@ namespace Clipper2Lib {
if (using_polytree_)
{
if (Path1InsidePath2(prevOp, newOp))
if (Path2ContainsPath1(prevOp, newOp))
{
newOr->splits = new OutRecList();
newOr->splits->emplace_back(outrec);
@@ -1652,10 +1650,10 @@ namespace Clipper2Lib {
void ClipperBase::FixSelfIntersects(OutRec* outrec)
{
OutPt* op2 = outrec->pts;
if (op2->prev == op2->next->next)
return; // because triangles can't self-intersect
for (; ; )
{
// triangles can't self-intersect
if (op2->prev == op2->next->next) break;
if (SegmentsIntersect(op2->prev->pt,
op2->pt, op2->next->pt, op2->next->next->pt))
{
@@ -1664,6 +1662,8 @@ namespace Clipper2Lib {
DoSplitOp(outrec, op2);
if (!outrec->pts) break;
op2 = outrec->pts;
if (op2->prev == op2->next->next)
break; // again, because triangles can't self-intersect
continue;
}
else
@@ -2112,10 +2112,9 @@ namespace Clipper2Lib {
e->prev_in_sel = e->prev_in_ael;
e->next_in_sel = e->next_in_ael;
e->jump = e->next_in_sel;
if (e->join_with == JoinWith::Left)
e->curr_x = e->prev_in_ael->curr_x; // also avoids complications
else
e->curr_x = TopX(*e, top_y);
// it is safe to ignore 'joined' edges here because
// if necessary they will be split in IntersectEdges()
e->curr_x = TopX(*e, top_y);
e = e->next_in_ael;
}
}
@@ -2262,15 +2261,14 @@ namespace Clipper2Lib {
void MoveSplits(OutRec* fromOr, OutRec* toOr)
{
if (!fromOr->splits) return;
if (!toOr->splits) toOr->splits = new OutRecList();
OutRecList::iterator orIter = fromOr->splits->begin();
for (; orIter != fromOr->splits->end(); ++orIter)
toOr->splits->emplace_back(*orIter);
if (toOr != *orIter) // #987
toOr->splits->emplace_back(*orIter);
fromOr->splits->clear();
}
void ClipperBase::ProcessHorzJoins()
{
for (const HorzJoin& j : horz_join_list_)
@@ -2300,7 +2298,7 @@ namespace Clipper2Lib {
if (using_polytree_) //#498, #520, #584, D#576, #618
{
if (Path1InsidePath2(or1->pts, or2->pts))
if (Path2ContainsPath1(or1->pts, or2->pts))
{
//swap or1's & or2's pts
OutPt* tmp = or1->pts;
@@ -2311,7 +2309,7 @@ namespace Clipper2Lib {
//or2 is now inside or1
or2->owner = or1;
}
else if (Path1InsidePath2(or2->pts, or1->pts))
else if (Path2ContainsPath1(or2->pts, or1->pts))
{
or2->owner = or1;
}
@@ -2324,13 +2322,14 @@ namespace Clipper2Lib {
else
or2->owner = or1;
}
else
else // joining, not splitting
{
or2->pts = nullptr;
if (using_polytree_)
{
SetOwner(or2, or1);
MoveSplits(or2, or1); //#618
if (or2->splits)
MoveSplits(or2, or1); //#618
}
else
or2->owner = or1;
@@ -2350,7 +2349,7 @@ namespace Clipper2Lib {
void ClipperBase::AddNewIntersectNode(Active& e1, Active& e2, int64_t top_y)
{
Point64 ip;
if (!GetSegmentIntersectPt(e1.bot, e1.top, e2.bot, e2.top, ip))
if (!GetLineIntersectPt(e1.bot, e1.top, e2.bot, e2.top, ip))
ip = Point64(e1.curr_x, top_y); //parallel edges
//rounding errors can occasionally place the calculated intersection
@@ -2934,22 +2933,28 @@ namespace Clipper2Lib {
bool ClipperBase::CheckSplitOwner(OutRec* outrec, OutRecList* splits)
{
for (auto split : *splits)
// nb: use indexing (not an iterator) in case 'splits' is modified inside this loop (#1029)
for (size_t idx = 0; idx < splits->size(); ++idx)
{
OutRec* split = (*splits)[idx];
if (!split->pts && split->splits &&
CheckSplitOwner(outrec, split->splits)) return true; //#942
split = GetRealOutRec(split);
if(!split || split == outrec || split->recursive_split == outrec) continue;
if (!split || split == outrec || split->recursive_split == outrec) continue;
split->recursive_split = outrec; // prevent infinite loops
if (split->splits && CheckSplitOwner(outrec, split->splits))
return true;
else if (CheckBounds(split) &&
IsValidOwner(outrec, split) &&
split->bounds.Contains(outrec->bounds) &&
Path1InsidePath2(outrec->pts, split->pts))
{
outrec->owner = split; //found in split
return true;
}
if (!CheckBounds(split) || !split->bounds.Contains(outrec->bounds) ||
!Path2ContainsPath1(outrec->pts, split->pts)) continue;
if (!IsValidOwner(outrec, split)) // split is owned by outrec! (#957)
split->owner = outrec->owner;
outrec->owner = split;
return true;
}
return false;
}
@@ -2960,13 +2965,12 @@ namespace Clipper2Lib {
// post-condition: if a valid path, outrec will have a polypath
if (outrec->polypath || outrec->bounds.IsEmpty()) return;
while (outrec->owner)
{
if (outrec->owner->splits && CheckSplitOwner(outrec, outrec->owner->splits)) break;
if (outrec->owner->pts && CheckBounds(outrec->owner) &&
outrec->owner->bounds.Contains(outrec->bounds) &&
Path1InsidePath2(outrec->pts, outrec->owner->pts)) break;
Path2ContainsPath1(outrec->pts, outrec->owner->pts)) break;
outrec->owner = outrec->owner->owner;
}
@@ -3029,6 +3033,7 @@ namespace Clipper2Lib {
{
OutRec* outrec = outrec_list_[i];
if (!outrec || !outrec->pts) continue;
if (outrec->is_open)
{
Path64 path;

View File

@@ -1,6 +1,6 @@
/*******************************************************************************
* Author : Angus Johnson *
* Date : 22 January 2025 *
* Date : 11 October 2025 *
* Website : https://www.angusj.com *
* Copyright : Angus Johnson 2010-2025 *
* Purpose : Path Offset (Inflate/Shrink) *
@@ -37,22 +37,28 @@ const double arc_const = 0.002; // <-- 1/500
// Miscellaneous methods
//------------------------------------------------------------------------------
std::optional<size_t> GetLowestClosedPathIdx(const Paths64& paths)
void GetLowestClosedPathInfo(const Paths64& paths, std::optional<size_t>& idx, bool& is_neg_area)
{
std::optional<size_t> result;
idx.reset();
Point64 botPt = Point64(INT64_MAX, INT64_MIN);
for (size_t i = 0; i < paths.size(); ++i)
{
double a = MAX_DBL;
for (const Point64& pt : paths[i])
{
if ((pt.y < botPt.y) ||
((pt.y == botPt.y) && (pt.x >= botPt.x))) continue;
result = i;
if (a == MAX_DBL)
{
a = Area(paths[i]);
if (a == 0) break; // invalid closed path, so break from inner loop
is_neg_area = a < 0;
}
idx = i;
botPt.x = pt.x;
botPt.y = pt.y;
}
}
return result;
}
inline double Hypot(double x, double y)
@@ -145,15 +151,16 @@ ClipperOffset::Group::Group(const Paths64& _paths, JoinType _join_type, EndType
if (end_type == EndType::Polygon)
{
lowest_path_idx = GetLowestClosedPathIdx(paths_in);
bool is_neg_area;
GetLowestClosedPathInfo(paths_in, lowest_path_idx, is_neg_area);
// the lowermost path must be an outer path, so if its orientation is negative,
// then flag the whole group is 'reversed' (will negate delta etc.)
// as this is much more efficient than reversing every path.
is_reversed = (lowest_path_idx.has_value()) && Area(paths_in[lowest_path_idx.value()]) < 0;
is_reversed = lowest_path_idx.has_value() && is_neg_area;
}
else
{
lowest_path_idx = std::nullopt;
lowest_path_idx.reset();
is_reversed = false;
}
}
@@ -236,7 +243,7 @@ void ClipperOffset::DoSquare(const Path64& path, size_t j, size_t k)
{
PointD pt4 = PointD(pt3.x + vec.x * group_delta_, pt3.y + vec.y * group_delta_);
PointD pt = ptQ;
GetSegmentIntersectPt(pt1, pt2, pt3, pt4, pt);
GetLineIntersectPt(pt1, pt2, pt3, pt4, pt);
//get the second intersect point through reflecion
path_out.emplace_back(ReflectPoint(pt, ptQ));
path_out.emplace_back(pt);
@@ -245,7 +252,7 @@ void ClipperOffset::DoSquare(const Path64& path, size_t j, size_t k)
{
PointD pt4 = GetPerpendicD(path[j], norms[k], group_delta_);
PointD pt = ptQ;
GetSegmentIntersectPt(pt1, pt2, pt3, pt4, pt);
GetLineIntersectPt(pt1, pt2, pt3, pt4, pt);
path_out.emplace_back(pt);
//get the second intersect point through reflecion
path_out.emplace_back(ReflectPoint(pt, ptQ));
@@ -601,10 +608,10 @@ void ClipperOffset::ExecuteInternal(double delta)
if (!solution->size()) return;
bool paths_reversed = CheckReverseOrientation();
bool paths_reversed = CheckReverseOrientation();
//clean up self-intersections ...
Clipper64 c;
c.PreserveCollinear(false);
c.PreserveCollinear(preserve_collinear_);
//the solution should retain the orientation of the input
c.ReverseSolution(reverse_solution_ != paths_reversed);
#ifdef USINGZ

View File

@@ -1,8 +1,8 @@
/*******************************************************************************
* Author : Angus Johnson *
* Date : 5 July 2024 *
* Date : 11 October 2025 *
* Website : https://www.angusj.com *
* Copyright : Angus Johnson 2010-2024 *
* Copyright : Angus Johnson 2010-2025 *
* Purpose : FAST rectangular clipping *
* License : https://www.boost.org/LICENSE_1_0.txt *
*******************************************************************************/
@@ -77,8 +77,8 @@ namespace Clipper2Lib {
bool GetSegmentIntersection(const Point64& p1,
const Point64& p2, const Point64& p3, const Point64& p4, Point64& ip)
{
double res1 = CrossProduct(p1, p3, p4);
double res2 = CrossProduct(p2, p3, p4);
int res1 = CrossProductSign(p1, p3, p4);
int res2 = CrossProductSign(p2, p3, p4);
if (res1 == 0)
{
ip = p1;
@@ -97,8 +97,8 @@ namespace Clipper2Lib {
}
if ((res1 > 0) == (res2 > 0)) return false;
double res3 = CrossProduct(p3, p1, p2);
double res4 = CrossProduct(p4, p1, p2);
int res3 = CrossProductSign(p3, p1, p2);
int res4 = CrossProductSign(p4, p1, p2);
if (res3 == 0)
{
ip = p3;
@@ -116,7 +116,7 @@ namespace Clipper2Lib {
if ((res3 > 0) == (res4 > 0)) return false;
// segments must intersect to get here
return GetSegmentIntersectPt(p1, p2, p3, p4, ip);
return GetLineIntersectPt(p1, p2, p3, p4, ip);
}
inline bool GetIntersection(const Path64& rectPath,
@@ -227,7 +227,7 @@ namespace Clipper2Lib {
const Point64& prev_pt, const Point64& curr_pt, const Point64& rect_mp)
{
if (AreOpposites(prev, curr))
return CrossProduct(prev_pt, rect_mp, curr_pt) < 0;
return CrossProductSign(prev_pt, rect_mp, curr_pt) < 0;
else
return HeadingClockwise(prev, curr);
}

File diff suppressed because it is too large Load Diff

View File

@@ -6,3 +6,4 @@
#include "clipper.engine.cpp"
#include "clipper.offset.cpp"
#include "clipper.rectclip.cpp"
#include "clipper.triangulation.cpp"

View File

@@ -0,0 +1,11 @@
cmake_minimum_required(VERSION 3.13)
project(colorsolver)
add_library(colorsolver STATIC
ColorSolver.cpp
ColorSolver.hpp
)
target_include_directories(colorsolver PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
target_compile_features(colorsolver PUBLIC cxx_std_17)
target_link_libraries(colorsolver PUBLIC pigment_painter prusa_fdm_mixer)

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,243 @@
// ColorSolver
// Copyright (C) 2026 sentientstardust
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef slic3r_ColorSolver_hpp_
#define slic3r_ColorSolver_hpp_
#include <array>
#include <cstddef>
#include <cstdint>
#include <map>
#include <string>
#include <vector>
namespace Slic3r {
enum class ColorSolverMixModel : int
{
PigmentPainter = 0,
PrusaFdmMixer = 1
};
enum class ColorSolverLookupMode : int
{
ClosestMix = 0,
BlendClosestTwo = 1
};
enum class ColorSolverMode : int
{
RGB = 0,
Oklab = 1,
OklabSoftCap4Dark4 = 2
};
enum class ColorSolverStackComponentRole : uint8_t
{
Generic = 0,
Cyan = 1,
Magenta = 2,
Yellow = 3,
Black = 4,
White = 5
};
enum class ColorSolverCalibratedStackModelKind : uint8_t
{
None = 0,
CurrentLinearAffine = 1,
AlphaEffective = 2,
DepthKernelLinear = 3,
NearestMeasuredSample = 4
};
struct ColorSolverCalibratedStackModel {
ColorSolverCalibratedStackModelKind kind { ColorSolverCalibratedStackModelKind::None };
size_t component_count { 0 };
int measured_stack_depth { 0 };
std::vector<float> measured_layer_heights_mm;
std::vector<float> alphas;
std::vector<float> taus;
std::vector<float> coefficients_linear_rgb;
std::vector<float> measured_sample_rgbs;
std::vector<uint16_t> measured_sample_stacks;
mutable std::string cached_key;
bool valid() const;
std::string cache_key() const;
};
struct ColorSolverCandidateSet {
struct KdNode {
uint32_t candidate_idx { 0 };
int left { -1 };
int right { -1 };
uint8_t axis { 0 };
};
size_t component_count { 0 };
std::vector<float> rgbs;
std::vector<float> perceptual_coords;
std::vector<float> weights;
std::vector<KdNode> kd_nodes;
std::vector<KdNode> perceptual_kd_nodes;
int kd_root { -1 };
int perceptual_kd_root { -1 };
bool empty() const
{
return component_count == 0 || rgbs.empty() || rgbs.size() % 3 != 0 ||
weights.size() != (rgbs.size() / 3) * component_count;
}
};
using ColorSolverCandidateCache = std::map<std::string, ColorSolverCandidateSet>;
struct ColorSolverOrderedStackCandidateSet {
using KdNode = ColorSolverCandidateSet::KdNode;
size_t component_count { 0 };
int stack_depth { 0 };
int simulated_stack_depth { 0 };
std::vector<float> rgbs;
std::vector<float> perceptual_coords;
std::vector<uint16_t> stacks;
std::vector<KdNode> kd_nodes;
std::vector<KdNode> perceptual_kd_nodes;
int kd_root { -1 };
int perceptual_kd_root { -1 };
bool empty() const
{
return component_count == 0 || stack_depth <= 0 || rgbs.empty() || rgbs.size() % 3 != 0 ||
stacks.size() != (rgbs.size() / 3) * size_t(stack_depth);
}
};
struct ColorSolverOrderedStackResult {
std::vector<uint16_t> surface_to_deep;
std::array<float, 3> rgb { { 0.f, 0.f, 0.f } };
bool has_rgb { false };
};
using ColorSolverOrderedStackCandidateCache = std::map<std::string, ColorSolverOrderedStackCandidateSet>;
ColorSolverMixModel color_solver_mix_model_from_index(int model);
ColorSolverLookupMode color_solver_lookup_mode_from_index(int mode);
ColorSolverMode color_solver_mode_from_index(int mode);
int color_solver_total_units_for_component_count(size_t component_count);
size_t color_solver_candidate_count(size_t component_count, int total_units);
std::array<float, 3> mix_color_solver_components(const std::vector<std::array<float, 3>> &component_colors,
const std::vector<int> &weights,
ColorSolverMixModel mix_model);
std::array<float, 3> mix_color_solver_components(const std::vector<std::array<float, 3>> &component_colors,
const std::vector<float> &weights,
ColorSolverMixModel mix_model);
std::array<float, 3> mix_color_solver_ordered_stack(const std::vector<std::array<float, 3>> &component_colors,
const std::vector<uint16_t> &surface_to_deep,
const std::vector<float> &layer_opacities,
const std::array<float, 3> &background_rgb,
ColorSolverMixModel mix_model,
float surface_scatter = 0.f,
bool beer_lambert_rgb_correction = false,
bool td_effective_alpha_correction = false,
const std::vector<ColorSolverStackComponentRole> &component_roles = {},
const std::vector<float> &layer_opacities_by_depth = {},
const ColorSolverCalibratedStackModel *calibrated_stack_model = nullptr,
bool adaptive_spectral_correction = false);
std::array<float, 3> color_solver_oklab_from_srgb(const std::array<float, 3> &rgb);
std::array<float, 3> color_solver_srgb_from_oklab(const std::array<float, 3> &oklab);
std::string color_solver_candidate_cache_key(const std::vector<std::array<float, 3>> &component_colors,
ColorSolverMixModel mix_model,
int total_units = 0);
ColorSolverCandidateSet build_color_solver_candidates(const std::vector<std::array<float, 3>> &component_colors,
ColorSolverMixModel mix_model,
int total_units = 0);
void build_color_solver_candidate_kd_trees(ColorSolverCandidateSet &candidates);
const ColorSolverCandidateSet &color_solver_candidates(ColorSolverCandidateCache &cache,
const std::vector<std::array<float, 3>> &component_colors,
ColorSolverMixModel mix_model,
int total_units = 0);
std::vector<float> solve_color_solver_weights_for_target(const ColorSolverCandidateSet &candidates,
const std::array<float, 3> &target_rgb,
ColorSolverLookupMode lookup_mode,
ColorSolverMode solver_mode);
std::string color_solver_ordered_stack_candidate_cache_key(const std::vector<std::array<float, 3>> &component_colors,
const std::vector<float> &layer_opacities,
const std::array<float, 3> &background_rgb,
ColorSolverMixModel mix_model,
int stack_depth,
int simulated_stack_depth = 0,
size_t candidate_limit = 0,
size_t stack_item_limit = 0,
float surface_scatter = 0.f,
bool beer_lambert_rgb_correction = false,
bool td_effective_alpha_correction = false,
const std::vector<ColorSolverStackComponentRole> &component_roles = {},
bool beam_search_stack_expansion = false,
const std::vector<float> &layer_opacities_by_depth = {},
const ColorSolverCalibratedStackModel *calibrated_stack_model = nullptr,
bool adaptive_spectral_correction = false);
ColorSolverOrderedStackCandidateSet build_color_solver_ordered_stack_candidates(
const std::vector<std::array<float, 3>> &component_colors,
const std::vector<float> &layer_opacities,
const std::array<float, 3> &background_rgb,
ColorSolverMixModel mix_model,
int stack_depth,
int simulated_stack_depth = 0,
size_t candidate_limit = 0,
size_t stack_item_limit = 0,
float surface_scatter = 0.f,
bool beer_lambert_rgb_correction = false,
bool td_effective_alpha_correction = false,
const std::vector<ColorSolverStackComponentRole> &component_roles = {},
bool beam_search_stack_expansion = false,
const std::vector<float> &layer_opacities_by_depth = {},
const ColorSolverCalibratedStackModel *calibrated_stack_model = nullptr,
bool adaptive_spectral_correction = false);
const ColorSolverOrderedStackCandidateSet &color_solver_ordered_stack_candidates(
ColorSolverOrderedStackCandidateCache &cache,
const std::vector<std::array<float, 3>> &component_colors,
const std::vector<float> &layer_opacities,
const std::array<float, 3> &background_rgb,
ColorSolverMixModel mix_model,
int stack_depth,
int simulated_stack_depth = 0,
size_t candidate_limit = 0,
size_t stack_item_limit = 0,
float surface_scatter = 0.f,
bool beer_lambert_rgb_correction = false,
bool td_effective_alpha_correction = false,
const std::vector<ColorSolverStackComponentRole> &component_roles = {},
bool beam_search_stack_expansion = false,
const std::vector<float> &layer_opacities_by_depth = {},
const ColorSolverCalibratedStackModel *calibrated_stack_model = nullptr,
bool adaptive_spectral_correction = false);
ColorSolverOrderedStackResult solve_color_solver_ordered_stack_result_for_target(
const ColorSolverOrderedStackCandidateSet &candidates,
const std::array<float, 3> &target_rgb,
ColorSolverMode solver_mode);
std::vector<uint16_t> solve_color_solver_ordered_stack_for_target(
const ColorSolverOrderedStackCandidateSet &candidates,
const std::array<float, 3> &target_rgb,
ColorSolverMode solver_mode);
} // namespace Slic3r
#endif

View File

@@ -0,0 +1,14 @@
cmake_minimum_required(VERSION 3.13)
project(pigment_painter)
find_package(PNG REQUIRED)
add_library(pigment_painter STATIC
lut_wide.png.c
pigment_painter_mixer.cpp
pigment_painter_mixer.hpp
)
target_include_directories(pigment_painter PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
target_compile_features(pigment_painter PUBLIC cxx_std_17)
target_link_libraries(pigment_painter PRIVATE PNG::PNG)

View File

@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
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#include "pigment_painter_mixer.hpp"
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <mutex>
#include <png.h>
extern "C" const char lut_wide_png_data[10295238];
namespace pigment_painter {
namespace {
constexpr int k_lut_dimen = 256;
constexpr size_t k_lut_png_size = sizeof(lut_wide_png_data);
struct PngMemoryReader
{
const std::uint8_t *data = nullptr;
size_t size = 0;
size_t offset = 0;
};
struct LutImage
{
int width = 0;
int height = 0;
int row_size = 0;
std::vector<std::uint8_t> rgba;
bool loaded = false;
};
float clamp01(float value)
{
return std::max(0.f, std::min(1.f, value));
}
float srgb_to_linear(float value)
{
const float x = clamp01(value);
return x <= 0.04045f ? x / 12.92f : std::pow((x + 0.055f) / 1.055f, 2.4f);
}
float linear_to_srgb(float value)
{
const float x = clamp01(value);
return x <= 0.0031308f ? x * 12.92f : 1.055f * std::pow(x, 1.f / 2.4f) - 0.055f;
}
void png_memory_read(png_structp png_ptr, png_bytep out, png_size_t bytes)
{
PngMemoryReader *reader = static_cast<PngMemoryReader *>(png_get_io_ptr(png_ptr));
if (reader == nullptr || reader->offset + bytes > reader->size)
png_error(png_ptr, "pigment painter lut read failed");
std::memcpy(out, reader->data + reader->offset, bytes);
reader->offset += bytes;
}
bool decode_lut_png(LutImage &image)
{
PngMemoryReader reader {
reinterpret_cast<const std::uint8_t *>(lut_wide_png_data),
k_lut_png_size,
0
};
png_structp png = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
if (png == nullptr)
return false;
png_infop info = png_create_info_struct(png);
if (info == nullptr) {
png_destroy_read_struct(&png, nullptr, nullptr);
return false;
}
if (setjmp(png_jmpbuf(png))) {
png_destroy_read_struct(&png, &info, nullptr);
return false;
}
png_set_read_fn(png, &reader, png_memory_read);
png_read_info(png, info);
png_uint_32 width = png_get_image_width(png, info);
png_uint_32 height = png_get_image_height(png, info);
int bit_depth = png_get_bit_depth(png, info);
int color_type = png_get_color_type(png, info);
if (bit_depth == 16)
png_set_strip_16(png);
if (color_type == PNG_COLOR_TYPE_PALETTE)
png_set_palette_to_rgb(png);
if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8)
png_set_expand_gray_1_2_4_to_8(png);
if (png_get_valid(png, info, PNG_INFO_tRNS))
png_set_tRNS_to_alpha(png);
if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
png_set_gray_to_rgb(png);
if (color_type == PNG_COLOR_TYPE_RGB || color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_PALETTE)
png_set_filler(png, 0xff, PNG_FILLER_AFTER);
png_read_update_info(png, info);
if (png_get_channels(png, info) != 4 || width % k_lut_dimen != 0 || height % k_lut_dimen != 0) {
png_destroy_read_struct(&png, &info, nullptr);
return false;
}
image.width = int(width);
image.height = int(height);
image.row_size = image.width / k_lut_dimen;
image.rgba.resize(size_t(width) * size_t(height) * 4);
std::vector<png_bytep> rows(height);
for (png_uint_32 row = 0; row < height; ++row)
rows[row] = image.rgba.data() + size_t(row) * size_t(width) * 4;
png_read_image(png, rows.data());
png_read_end(png, nullptr);
png_destroy_read_struct(&png, &info, nullptr);
image.loaded = image.width == k_lut_dimen * image.row_size &&
image.height >= k_lut_dimen * ((k_lut_dimen * 2 + image.row_size - 1) / image.row_size);
return image.loaded;
}
const LutImage *lut_image()
{
static LutImage image;
static std::once_flag once;
std::call_once(once, []() { decode_lut_png(image); });
return image.loaded ? &image : nullptr;
}
std::array<float, 3> sample_lut_texel(const LutImage &image, int x, int y, int z)
{
const int col = z % image.row_size;
const int row = z / image.row_size;
const int ix = x + col * k_lut_dimen;
const int iy = y + row * k_lut_dimen;
const size_t idx = (size_t(iy) * size_t(image.width) + size_t(ix)) * 4;
return {
float(image.rgba[idx]) / 255.f,
float(image.rgba[idx + 2]) / 255.f,
float(image.rgba[idx + 1]) / 255.f
};
}
std::array<float, 3> lerp_color(const std::array<float, 3> &a, const std::array<float, 3> &b, float t)
{
return {
a[0] + (b[0] - a[0]) * t,
a[1] + (b[1] - a[1]) * t,
a[2] + (b[2] - a[2]) * t
};
}
std::array<float, 3> sample_lut(const LutImage &image, const std::array<float, 3> &color, int z_offset)
{
const float xf = clamp01(color[0]) * float(k_lut_dimen - 1);
const float yf = clamp01(color[1]) * float(k_lut_dimen - 1);
const float zf = clamp01(color[2]) * float(k_lut_dimen - 1);
const int x0 = int(std::floor(xf));
const int y0 = int(std::floor(yf));
const int z0 = int(std::floor(zf));
const int x1 = std::min(x0 + 1, k_lut_dimen - 1);
const int y1 = std::min(y0 + 1, k_lut_dimen - 1);
const int z1 = std::min(z0 + 1, k_lut_dimen - 1);
const float tx = xf - float(x0);
const float ty = yf - float(y0);
const float tz = zf - float(z0);
const std::array<float, 3> c000 = sample_lut_texel(image, x0, y0, z0 + z_offset);
const std::array<float, 3> c100 = sample_lut_texel(image, x1, y0, z0 + z_offset);
const std::array<float, 3> c010 = sample_lut_texel(image, x0, y1, z0 + z_offset);
const std::array<float, 3> c110 = sample_lut_texel(image, x1, y1, z0 + z_offset);
const std::array<float, 3> c001 = sample_lut_texel(image, x0, y0, z1 + z_offset);
const std::array<float, 3> c101 = sample_lut_texel(image, x1, y0, z1 + z_offset);
const std::array<float, 3> c011 = sample_lut_texel(image, x0, y1, z1 + z_offset);
const std::array<float, 3> c111 = sample_lut_texel(image, x1, y1, z1 + z_offset);
const std::array<float, 3> c00 = lerp_color(c000, c100, tx);
const std::array<float, 3> c10 = lerp_color(c010, c110, tx);
const std::array<float, 3> c01 = lerp_color(c001, c101, tx);
const std::array<float, 3> c11 = lerp_color(c011, c111, tx);
const std::array<float, 3> c0 = lerp_color(c00, c10, ty);
const std::array<float, 3> c1 = lerp_color(c01, c11, ty);
return lerp_color(c0, c1, tz);
}
std::array<float, 4> color_to_pigment(const LutImage &image, const std::array<float, 3> &color)
{
const std::array<float, 3> sampled = sample_lut(image, color, 0);
std::array<float, 4> pigment {
sampled[0],
sampled[1],
sampled[2],
1.f - sampled[0] - sampled[1] - sampled[2]
};
const float total = pigment[0] + pigment[1] + pigment[2] + pigment[3];
if (total > 0.0001f) {
const float inv_total = 1.f / total;
for (float &value : pigment)
value *= inv_total;
}
return pigment;
}
std::array<float, 3> pigment_to_color(const LutImage &image, const std::array<float, 4> &pigment)
{
return sample_lut(image, { pigment[0], pigment[1], pigment[2] }, k_lut_dimen);
}
std::array<float, 3> mix_with_lut(const std::vector<std::array<float, 3>> &colors,
const std::vector<float> &weights,
const LutImage &image)
{
std::array<float, 4> mixed_pigment { 0.f, 0.f, 0.f, 0.f };
std::array<float, 3> error { 0.f, 0.f, 0.f };
float total_weight = 0.f;
for (const float weight : weights) {
if (std::isfinite(weight) && weight > 0.f)
total_weight += weight;
}
if (total_weight <= 0.f)
return colors.front();
const float inv_total_weight = 1.f / total_weight;
for (size_t idx = 0; idx < colors.size(); ++idx) {
const float raw_weight = weights[idx];
if (!std::isfinite(raw_weight) || raw_weight <= 0.f)
continue;
const float weight = raw_weight * inv_total_weight;
const std::array<float, 4> pigment = color_to_pigment(image, colors[idx]);
const std::array<float, 3> reconstructed = pigment_to_color(image, pigment);
for (size_t channel = 0; channel < 4; ++channel)
mixed_pigment[channel] += pigment[channel] * weight;
for (size_t channel = 0; channel < 3; ++channel)
error[channel] += (clamp01(colors[idx][channel]) - reconstructed[channel]) * weight;
}
const float pigment_total = mixed_pigment[0] + mixed_pigment[1] + mixed_pigment[2] + mixed_pigment[3];
if (pigment_total > 0.0001f) {
const float inv_pigment_total = 1.f / pigment_total;
for (float &value : mixed_pigment)
value *= inv_pigment_total;
}
std::array<float, 3> mixed_color = pigment_to_color(image, mixed_pigment);
for (size_t channel = 0; channel < 3; ++channel)
mixed_color[channel] = clamp01(mixed_color[channel] + error[channel]);
return mixed_color;
}
float reflectance_to_ks(float reflectance)
{
constexpr float k_min_reflectance = 0.02f;
const float r = std::clamp(reflectance, k_min_reflectance, 1.f);
return ((1.f - r) * (1.f - r)) / (2.f * r);
}
float ks_to_reflectance(float ks)
{
const float ratio = std::max(0.f, ks);
return clamp01(1.f + ratio - std::sqrt(std::max(0.f, ratio * ratio + 2.f * ratio)));
}
std::array<float, 3> mix_linear_reflectance(const std::vector<std::array<float, 3>> &colors,
const std::vector<float> &weights)
{
if (colors.empty() || colors.size() != weights.size())
return { 0.f, 0.f, 0.f };
if (const LutImage *image = lut_image(); image != nullptr)
return mix_with_lut(colors, weights, *image);
std::array<float, 3> accumulated_ks { 0.f, 0.f, 0.f };
float total_weight = 0.f;
for (size_t idx = 0; idx < colors.size(); ++idx) {
const float weight = std::max(0.f, weights[idx]);
if (!std::isfinite(weight) || weight <= 0.f)
continue;
accumulated_ks[0] += reflectance_to_ks(srgb_to_linear(colors[idx][0])) * weight;
accumulated_ks[1] += reflectance_to_ks(srgb_to_linear(colors[idx][1])) * weight;
accumulated_ks[2] += reflectance_to_ks(srgb_to_linear(colors[idx][2])) * weight;
total_weight += weight;
}
if (total_weight <= 0.f)
return colors.front();
const float inv_total = 1.f / total_weight;
return {
linear_to_srgb(ks_to_reflectance(accumulated_ks[0] * inv_total)),
linear_to_srgb(ks_to_reflectance(accumulated_ks[1] * inv_total)),
linear_to_srgb(ks_to_reflectance(accumulated_ks[2] * inv_total))
};
}
} // namespace
std::array<float, 3> mix_srgb(const std::vector<std::array<float, 3>> &colors,
const std::vector<float> &weights)
{
return mix_linear_reflectance(colors, weights);
}
std::array<float, 3> mix_srgb(const std::vector<std::array<float, 3>> &colors,
const std::vector<int> &weights)
{
std::vector<float> float_weights;
float_weights.reserve(weights.size());
for (const int weight : weights)
float_weights.emplace_back(float(std::max(0, weight)));
return mix_linear_reflectance(colors, float_weights);
}
} // namespace pigment_painter

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#ifndef PIGMENT_PAINTER_MIXER_HPP
#define PIGMENT_PAINTER_MIXER_HPP
#include <array>
#include <vector>
namespace pigment_painter {
std::array<float, 3> mix_srgb(const std::vector<std::array<float, 3>> &colors,
const std::vector<float> &weights);
std::array<float, 3> mix_srgb(const std::vector<std::array<float, 3>> &colors,
const std::vector<int> &weights);
} // namespace pigment_painter
#endif

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cmake_minimum_required(VERSION 3.13)
project(prusa_fdm_mixer)
add_library(prusa_fdm_mixer STATIC
prusa_fdm_mixer.cpp
prusa_fdm_mixer.hpp
)
target_include_directories(prusa_fdm_mixer PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
target_compile_features(prusa_fdm_mixer PUBLIC cxx_std_17)

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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2026 Ondrej Bartas (Prusa Research s.r.o.) and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@@ -0,0 +1,351 @@
/*
* prusa_fdm_mixer.cpp — Implementation of the prusa-fdm-mixer color mixing model.
*
* Copyright (c) Prusa Research s.r.o.
* MIT License — see LICENSE.
*/
#include "prusa_fdm_mixer.hpp"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <stdexcept>
namespace prusa_fdm_mixer {
namespace {
constexpr double PI = 3.14159265358979323846;
/* ----------------------------------------------------------------------------
* sRGB <-> linear RGB
* -------------------------------------------------------------------------- */
inline double srgb_to_linear(double c) {
c = c / 255.0;
if (c <= 0.04045) return c / 12.92;
return std::pow((c + 0.055) / 1.055, 2.4);
}
inline double linear_to_srgb(double c) {
c = std::clamp(c, 0.0, 1.0);
double v;
if (c <= 0.0031308) v = 12.92 * c;
else v = 1.055 * std::pow(c, 1.0 / 2.4) - 0.055;
return v * 255.0;
}
/* ----------------------------------------------------------------------------
* sRGB <-> XYZ (D65)
* -------------------------------------------------------------------------- */
struct XYZ { double x, y, z; };
inline XYZ rgb_to_xyz(const RGB& rgb) {
const double r = srgb_to_linear(rgb.r);
const double g = srgb_to_linear(rgb.g);
const double b = srgb_to_linear(rgb.b);
return XYZ{
(r * 0.4124564 + g * 0.3575761 + b * 0.1804375) * 100.0,
(r * 0.2126729 + g * 0.7151522 + b * 0.0721750) * 100.0,
(r * 0.0193339 + g * 0.1191920 + b * 0.9503041) * 100.0,
};
}
inline RGB xyz_to_rgb(const XYZ& xyz) {
const double x = xyz.x / 100.0;
const double y = xyz.y / 100.0;
const double z = xyz.z / 100.0;
const double r = linear_to_srgb(x * 3.2404542 + y * -1.5371385 + z * -0.4985314);
const double g = linear_to_srgb(x * -0.9692660 + y * 1.8760108 + z * 0.0415560);
const double b = linear_to_srgb(x * 0.0556434 + y * -0.2040259 + z * 1.0572252);
auto clamp_round = [](double v) -> std::uint8_t {
const long iv = std::lround(v);
return static_cast<std::uint8_t>(std::clamp<long>(iv, 0, 255));
};
return RGB{ clamp_round(r), clamp_round(g), clamp_round(b) };
}
/* ----------------------------------------------------------------------------
* XYZ <-> CIELAB (D65)
* -------------------------------------------------------------------------- */
constexpr double XN = 95.047;
constexpr double YN = 100.0;
constexpr double ZN = 108.883;
inline double lab_f(double t) {
return (t > 0.008856) ? std::cbrt(t) : (7.787 * t + 16.0 / 116.0);
}
inline double lab_f_inv(double t) {
return (t > 0.206893) ? (t * t * t) : ((t - 16.0 / 116.0) / 7.787);
}
inline LAB xyz_to_lab(const XYZ& xyz) {
const double fx = lab_f(xyz.x / XN);
const double fy = lab_f(xyz.y / YN);
const double fz = lab_f(xyz.z / ZN);
return LAB{ 116.0 * fy - 16.0, 500.0 * (fx - fy), 200.0 * (fy - fz) };
}
inline XYZ lab_to_xyz(const LAB& lab) {
const double fy = (lab.L + 16.0) / 116.0;
const double fx = lab.a / 500.0 + fy;
const double fz = fy - lab.b / 200.0;
return XYZ{ XN * lab_f_inv(fx), YN * lab_f_inv(fy), ZN * lab_f_inv(fz) };
}
} // anonymous namespace
/* ============================================================================
* Public color-space helpers
* ============================================================================ */
RGB hex_to_rgb(const std::string& hex) {
std::string s = hex;
if (!s.empty() && s[0] == '#') s.erase(0, 1);
if (s.size() != 6) {
throw std::invalid_argument("prusa_fdm_mixer::hex_to_rgb: expected 6 hex digits, got: " + hex);
}
auto parse_byte = [&](size_t off) -> std::uint8_t {
unsigned int v = 0;
for (size_t i = 0; i < 2; ++i) {
char c = s[off + i];
unsigned int d;
if (c >= '0' && c <= '9') d = static_cast<unsigned int>(c - '0');
else if (c >= 'a' && c <= 'f') d = 10u + static_cast<unsigned int>(c - 'a');
else if (c >= 'A' && c <= 'F') d = 10u + static_cast<unsigned int>(c - 'A');
else throw std::invalid_argument("prusa_fdm_mixer::hex_to_rgb: invalid hex char in: " + hex);
v = (v << 4) | d;
}
return static_cast<std::uint8_t>(v);
};
return RGB{ parse_byte(0), parse_byte(2), parse_byte(4) };
}
std::string rgb_to_hex(const RGB& rgb) {
char buf[8];
std::snprintf(buf, sizeof(buf), "#%02x%02x%02x",
static_cast<unsigned int>(rgb.r),
static_cast<unsigned int>(rgb.g),
static_cast<unsigned int>(rgb.b));
return std::string(buf);
}
LAB rgb_to_lab(const RGB& rgb) {
return xyz_to_lab(rgb_to_xyz(rgb));
}
RGB lab_to_rgb(const LAB& lab) {
return xyz_to_rgb(lab_to_xyz(lab));
}
/* ============================================================================
* prusa-fdm-mixer model
* ============================================================================ */
namespace {
// Empirically fit constants — see companion repo for derivation.
constexpr double YN_EXPONENT = 3.0;
constexpr double L_SLOPE = -0.0477;
constexpr double L_INTERCEPT = -2.112;
constexpr double L_KINK_THRESHOLD = 15.0;
constexpr double L_KINK_SLOPE = -0.060;
constexpr double C_SLOPE = 0.2780;
constexpr double C_INTERCEPT = -15.580;
constexpr double PEAK_STRENGTH = 1.375;
constexpr double HUE_PEAK_DEG = 10.38;
constexpr double HUE_CENTER_DEG = 210.0;
constexpr double HUE_HALF_WIDTH_DEG = 30.0;
LAB predict_lab(const std::vector<Part>& parts) {
if (parts.empty()) {
throw std::invalid_argument("prusa_fdm_mixer::mix: empty parts list");
}
// ---- Gradient safety: if any single part has ratio >= ~1, return it directly. ----
// Without this guard, the constant lightness correction (-2.112 * cs) would
// perturb the predicted color even at the endpoints of a gradient.
for (const Part& p : parts) {
if (p.ratio >= 0.9999) {
return rgb_to_lab(hex_to_rgb(p.hex));
}
}
// ---- Step 1: Yule-Nielsen base prediction ----
double r_acc = 0.0, g_acc = 0.0, b_acc = 0.0;
std::vector<double> component_Ls;
component_Ls.reserve(parts.size());
const double inv_n = 1.0 / YN_EXPONENT;
for (const Part& p : parts) {
const RGB rgb = hex_to_rgb(p.hex);
const double r_lin = srgb_to_linear(rgb.r);
const double g_lin = srgb_to_linear(rgb.g);
const double b_lin = srgb_to_linear(rgb.b);
r_acc += std::pow(r_lin, inv_n) * p.ratio;
g_acc += std::pow(g_lin, inv_n) * p.ratio;
b_acc += std::pow(b_lin, inv_n) * p.ratio;
component_Ls.push_back(rgb_to_lab(rgb).L);
}
auto pow_clamped = [](double v, double exp) {
return std::pow(std::max(0.0, v), exp);
};
const double yn_r = linear_to_srgb(pow_clamped(r_acc, YN_EXPONENT));
const double yn_g = linear_to_srgb(pow_clamped(g_acc, YN_EXPONENT));
const double yn_b = linear_to_srgb(pow_clamped(b_acc, YN_EXPONENT));
auto clamp_round = [](double v) -> std::uint8_t {
const long iv = std::lround(v);
return static_cast<std::uint8_t>(std::clamp<long>(iv, 0, 255));
};
const RGB yn_rgb{ clamp_round(yn_r), clamp_round(yn_g), clamp_round(yn_b) };
const LAB base = rgb_to_lab(yn_rgb);
// ---- Bell-curve weight ----
// For N components: w = N^N * prod(ratios)
// = 1 when ratios are equal (peak correction zone)
// = 0 at any endpoint (single-component, no correction needed)
double w = 1.0;
for (const Part& p : parts) w *= p.ratio;
w *= std::pow(static_cast<double>(parts.size()),
static_cast<double>(parts.size()));
w = std::clamp(w, 0.0, 1.0);
const double cs = w * PEAK_STRENGTH;
// ---- Step 2: piecewise lightness correction ----
const double L_min = *std::min_element(component_Ls.begin(), component_Ls.end());
const double L_max = *std::max_element(component_Ls.begin(), component_Ls.end());
const double L_gap = L_max - L_min;
double L_corr = L_SLOPE * L_gap + L_INTERCEPT;
if (L_gap > L_KINK_THRESHOLD) {
L_corr += L_KINK_SLOPE * (L_gap - L_KINK_THRESHOLD);
}
L_corr *= cs;
const double L_new = base.L + L_corr;
// ---- Step 3: chroma correction ----
double a_out = base.a;
double b_out = base.b;
const double pred_C = std::hypot(base.a, base.b);
if (pred_C >= 0.01) {
const double target_dC = (C_SLOPE * L_new + C_INTERCEPT) * cs;
const double new_C = std::max(0.0, pred_C + target_dC);
const double scale = new_C / pred_C;
a_out = base.a * scale;
b_out = base.b * scale;
}
// ---- Step 4: cyan-band hue rotation ----
const double new_C_final = std::hypot(a_out, b_out);
if (new_C_final >= 1.0) {
double pred_h = std::atan2(b_out, a_out) * 180.0 / PI;
if (pred_h < 0.0) pred_h += 360.0;
double h_corr = 0.0;
if (pred_h >= HUE_CENTER_DEG - HUE_HALF_WIDTH_DEG &&
pred_h < HUE_CENTER_DEG + HUE_HALF_WIDTH_DEG) {
const double dist = std::abs(pred_h - HUE_CENTER_DEG);
const double falloff = std::max(0.0, 1.0 - dist / HUE_HALF_WIDTH_DEG);
h_corr = HUE_PEAK_DEG * falloff * w;
}
if (h_corr != 0.0) {
double new_h = std::fmod(pred_h + h_corr, 360.0);
if (new_h < 0.0) new_h += 360.0;
const double new_h_rad = new_h * PI / 180.0;
a_out = new_C_final * std::cos(new_h_rad);
b_out = new_C_final * std::sin(new_h_rad);
}
}
return LAB{ L_new, a_out, b_out };
}
} // anonymous namespace
RGB mix_rgb(const std::vector<Part>& parts) {
return lab_to_rgb(predict_lab(parts));
}
std::string mix(const std::vector<Part>& parts) {
return rgb_to_hex(mix_rgb(parts));
}
/* ============================================================================
* ΔE2000
* ============================================================================ */
double delta_e_2000(const LAB& lab1, const LAB& lab2) {
const double L1 = lab1.L, a1 = lab1.a, b1 = lab1.b;
const double L2 = lab2.L, a2 = lab2.a, b2 = lab2.b;
const double avg_L = (L1 + L2) / 2.0;
const double C1 = std::hypot(a1, b1);
const double C2 = std::hypot(a2, b2);
const double avg_C = (C1 + C2) / 2.0;
const double avg_C7 = std::pow(avg_C, 7.0);
const double pow25_7 = std::pow(25.0, 7.0);
const double G = 0.5 * (1.0 - std::sqrt(avg_C7 / (avg_C7 + pow25_7)));
const double a1p = a1 * (1.0 + G);
const double a2p = a2 * (1.0 + G);
const double C1p = std::hypot(a1p, b1);
const double C2p = std::hypot(a2p, b2);
const double avg_Cp = (C1p + C2p) / 2.0;
auto deg = [](double x) {
double d = x * 180.0 / PI;
if (d < 0.0) d += 360.0;
return d;
};
const double h1p = deg(std::atan2(b1, a1p));
const double h2p = deg(std::atan2(b2, a2p));
double dHp_diff = h2p - h1p;
double dhp = 0.0;
if (C1p * C2p != 0.0) {
if (std::abs(dHp_diff) <= 180.0) dhp = dHp_diff;
else if (dHp_diff > 180.0) dhp = dHp_diff - 360.0;
else dhp = dHp_diff + 360.0;
}
double avg_Hp;
if (C1p * C2p == 0.0) avg_Hp = h1p + h2p;
else if (std::abs(h1p - h2p) <= 180.0) avg_Hp = (h1p + h2p) / 2.0;
else if (h1p + h2p < 360.0) avg_Hp = (h1p + h2p + 360.0) / 2.0;
else avg_Hp = (h1p + h2p - 360.0) / 2.0;
const double T = 1.0
- 0.17 * std::cos((avg_Hp - 30.0) * PI / 180.0)
+ 0.24 * std::cos((2.0 * avg_Hp) * PI / 180.0)
+ 0.32 * std::cos((3.0 * avg_Hp + 6.0) * PI / 180.0)
- 0.20 * std::cos((4.0 * avg_Hp - 63.0) * PI / 180.0);
const double dLp = L2 - L1;
const double dCp = C2p - C1p;
const double dHpFinal = 2.0 * std::sqrt(C1p * C2p) * std::sin(dhp * PI / 360.0);
const double SL = 1.0 + (0.015 * std::pow(avg_L - 50.0, 2.0))
/ std::sqrt(20.0 + std::pow(avg_L - 50.0, 2.0));
const double SC = 1.0 + 0.045 * avg_Cp;
const double SH = 1.0 + 0.015 * avg_Cp * T;
const double dTheta = 30.0 * std::exp(-std::pow((avg_Hp - 275.0) / 25.0, 2.0));
const double avg_Cp7 = std::pow(avg_Cp, 7.0);
const double RC = 2.0 * std::sqrt(avg_Cp7 / (avg_Cp7 + pow25_7));
const double RT = -RC * std::sin(2.0 * dTheta * PI / 180.0);
return std::sqrt(
std::pow(dLp / SL, 2.0) +
std::pow(dCp / SC, 2.0) +
std::pow(dHpFinal / SH, 2.0) +
RT * (dCp / SC) * (dHpFinal / SH)
);
}
} // namespace prusa_fdm_mixer

View File

@@ -0,0 +1,99 @@
/*
* prusa_fdm_mixer.hpp — Predicts the apparent color of FDM filament mixes.
*
* The prusa-fdm-mixer model, calibrated against measured prints. Produces
* predictions with a median ΔE2000 of ~5.7 against real samples
* (Linear RGB ~14.5 for comparison).
*
* Drop-in usage in PrusaSlicer / OrcaSlicer / any C++17 project:
*
* #include "prusa_fdm_mixer.hpp"
*
* std::vector<prusa_fdm_mixer::Part> parts = {
* { "#007a9d", 0.75 }, // 75% azure blue
* { "#f6b921", 0.25 }, // 25% yellow
* };
* std::string mixed_hex = prusa_fdm_mixer::mix(parts);
* // mixed_hex == "#XXXXXX" — predicted apparent color
*
* Properties:
* - Gradient-safe: a part with ratio 1.0 returns that part's hex exactly.
* - Smooth: small ratio changes produce small color changes.
* - Works for 2 or 3+ components; ratios should sum to 1.
*
* No external dependencies beyond the C++ standard library.
*
* Copyright (c) Prusa Research s.r.o.
* MIT License — see LICENSE.
*/
#ifndef PRUSA_FDM_MIXER_HPP
#define PRUSA_FDM_MIXER_HPP
#include <array>
#include <cstdint>
#include <string>
#include <vector>
namespace prusa_fdm_mixer {
/** A single filament component in a mix. */
struct Part {
/** 6-digit hex color including leading '#', e.g. "#aabbcc". */
std::string hex;
/** Mixing ratio in [0, 1]. Ratios across all parts should sum to 1. */
double ratio;
};
/** RGB triple, channel values in [0, 255]. */
struct RGB {
std::uint8_t r;
std::uint8_t g;
std::uint8_t b;
};
/** CIELAB triple — L in [0, 100], a/b unbounded but typically [-128, 127]. */
struct LAB {
double L;
double a;
double b;
};
/* ============================================================================
* Public API
* ============================================================================ */
/**
* Predict the apparent color when filaments are mixed in the given ratios.
* @param parts Two or more parts; ratios should sum to ~1.
* @return Predicted hex color, e.g. "#aabbcc".
*/
std::string mix(const std::vector<Part>& parts);
/**
* Same as mix() but returns an RGB struct.
*/
RGB mix_rgb(const std::vector<Part>& parts);
/* ============================================================================
* Color-space conversions (exposed for callers who want them)
* ============================================================================ */
/** Parse a "#rrggbb" hex string. Throws std::invalid_argument on bad input. */
RGB hex_to_rgb(const std::string& hex);
/** Format an RGB as "#rrggbb" lowercase. */
std::string rgb_to_hex(const RGB& rgb);
/** Convert sRGB (0-255 channels) to CIELAB (D65 white point). */
LAB rgb_to_lab(const RGB& rgb);
/** Convert CIELAB (D65 white point) back to sRGB (0-255 channels, clamped). */
RGB lab_to_rgb(const LAB& lab);
/** ΔE2000 perceptual color difference between two LAB colors. */
double delta_e_2000(const LAB& lab1, const LAB& lab2);
} // namespace prusa_fdm_mixer
#endif // PRUSA_FDM_MIXER_HPP

View File

@@ -0,0 +1,8 @@
add_library(tinygltf_v3 STATIC tiny_gltf_v3.c)
target_include_directories(tinygltf_v3 PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
set_target_properties(tinygltf_v3 PROPERTIES
C_STANDARD 11
C_STANDARD_REQUIRED ON
)

21
deps_src/tinygltf/LICENSE Normal file
View File

@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2017 Syoyo Fujita, Aurélien Chatelain and many contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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View File

@@ -5638,7 +5638,7 @@ msgstr ""
msgid "Save current project as"
msgstr ""
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr ""
msgid "Load a model"

View File

@@ -6126,8 +6126,8 @@ msgstr "Desa el projecte com a"
msgid "Save current project as"
msgstr "Desar el projecte actual com"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importar 3MF STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importar 3MF STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Carregar un model"

View File

@@ -6048,8 +6048,8 @@ msgstr "Uložit projekt jako"
msgid "Save current project as"
msgstr "Uložit aktuální projekt jako"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importovat 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importovat 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Načíst model"

View File

@@ -6219,8 +6219,8 @@ msgstr "Projekt speichern als"
msgid "Save current project as"
msgstr "Aktuelles Projekt speichern als"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importiere 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importiere 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Lade ein Modell"

View File

@@ -5695,7 +5695,7 @@ msgstr ""
msgid "Save current project as"
msgstr ""
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr ""
msgid "Load a model"

View File

@@ -6206,8 +6206,8 @@ msgstr "Guardar proyecto como"
msgid "Save current project as"
msgstr "Guardar el proyecto actual como"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importar 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importar 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Cargar un modelo"

View File

@@ -6227,8 +6227,8 @@ msgstr "Enregistrer le projet sous"
msgid "Save current project as"
msgstr "Enregistrer le projet actuel sous"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importer des fichiers 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importer des fichiers 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Charger un modèle"

View File

@@ -6124,8 +6124,8 @@ msgstr "Projekt mentése másként"
msgid "Save current project as"
msgstr "Jelenlegi projekt mentése másként"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importálás 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importálás 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Modell betöltése"

View File

@@ -6179,8 +6179,8 @@ msgstr "Salva progetto con nome"
msgid "Save current project as"
msgstr "Salva progetto corrente con nome"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importa 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importa 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Carica modello"

View File

@@ -5981,8 +5981,8 @@ msgstr "プロジェクトを名前を付けて保存"
msgid "Save current project as"
msgstr "プロジェクトを名前を付けて保存"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "3MF/STL/STEP/SVG/OBJ/AMFをインポート"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMFをインポート"
msgid "Load a model"
msgstr "モデルを読み込む"

View File

@@ -5959,8 +5959,8 @@ msgstr "프로젝트 다른 이름으로 저장"
msgid "Save current project as"
msgstr "현재 프로젝트 다른 이름으로 저장"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "3MF/STL/STEP/SVG/OBJ/AMF 가져오기"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF 가져오기"
msgid "Load a model"
msgstr "모델 불러오기"

View File

@@ -6085,8 +6085,8 @@ msgstr "Išsaugoti projektą kaip"
msgid "Save current project as"
msgstr "Išsaugoti dabartinį projektą kaip"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importuoti 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importuoti 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Įkelti modelį"

View File

@@ -6072,8 +6072,8 @@ msgstr "Bewaar project als"
msgid "Save current project as"
msgstr "Bewaar huidig project als"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "3MF/STL/STEP/SVG/OBJ/AMF importeren"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF importeren"
msgid "Load a model"
msgstr "Laad een model"

View File

@@ -6043,8 +6043,8 @@ msgstr "Zapisz projekt jako"
msgid "Save current project as"
msgstr "Zapisz bieżący projekt jako"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importuj 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importuj 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Wczytaj model"

View File

@@ -6143,8 +6143,8 @@ msgstr "Salvar projeto como"
msgid "Save current project as"
msgstr "Salvar o projeto atual como"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importar 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importar 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Carregar um modelo"

View File

@@ -6265,8 +6265,8 @@ msgstr "Сохранить проект как"
msgid "Save current project as"
msgstr "Сохранить текущий проект как"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Импорт 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Импорт 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Загрузка модели"

View File

@@ -6041,8 +6041,8 @@ msgstr "Spara Projekt som"
msgid "Save current project as"
msgstr "Spara nuvarande projekt som"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Importera 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Importera 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Ladda modell"

View File

@@ -6062,8 +6062,8 @@ msgstr "Projeyi farklı kaydet"
msgid "Save current project as"
msgstr "Mevcut projeyi farklı kaydet"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "3MF/STL/STEP/SVG/OBJ/AMF'yi içe aktar"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF'yi içe aktar"
msgid "Load a model"
msgstr "Model yükle"

View File

@@ -5950,8 +5950,8 @@ msgstr "Зберегти проєкт як"
msgid "Save current project as"
msgstr "Зберегти поточний проєкт як"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Імпорт 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Імпорт 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Завантажте модель"

View File

@@ -6003,8 +6003,8 @@ msgstr "Lưu dự án thành"
msgid "Save current project as"
msgstr "Lưu dự án hiện tại thành"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "Nhập 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "Nhập 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "Tải model"

View File

@@ -5848,8 +5848,8 @@ msgstr "项目另存为"
msgid "Save current project as"
msgstr "项目另存为"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "导入 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "导入 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "加载模型"

View File

@@ -5916,8 +5916,8 @@ msgstr "另存專案為"
msgid "Save current project as"
msgstr "將目前專案另存為"
msgid "Import 3MF/STL/STEP/SVG/OBJ/AMF"
msgstr "匯入 3MF/STL/STEP/SVG/OBJ/AMF"
msgid "Import 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgstr "匯入 3MF/STL/STEP/SVG/OBJ/GLTF/GLB/AMF"
msgid "Load a model"
msgstr "載入模型"

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View File

@@ -7,5 +7,14 @@
"setting_id": "YiQZfhL6hH0giSHL",
"filament_id": "OGFG99",
"instantiation": "true",
"enable_pressure_advance": [
"1"
],
"pressure_advance": [
"0.02"
],
"adaptive_pressure_advance": [
"0"
],
"compatible_printers": []
}

View File

@@ -6,5 +6,14 @@
"from": "system",
"setting_id": "RcBNzytWgwRrwXXz",
"instantiation": "true",
"enable_pressure_advance": [
"1"
],
"pressure_advance": [
"0.02"
],
"adaptive_pressure_advance": [
"0"
],
"compatible_printers": []
}

View File

@@ -27,7 +27,7 @@
"raft_first_layer_expansion": "3",
"raft_contact_distance": "0.2",
"support_type": "tree(auto)",
"support_style": "organic",
"support_style": "default",
"support_base_pattern_spacing": "2",
"support_interface_top_layers": "5",
"support_interface_bottom_layers": "0",

View File

@@ -7,6 +7,7 @@
"inherits": "fdm_U1",
"printer_model": "Snapmaker U1",
"printer_variant": "0.4",
"default_print_profile": "0.08 Extra Fine @Snapmaker U1 (0.4 nozzle)",
"auxiliary_fan": "1",
"change_filament_gcode": ";===== date: 20260607 =====================\n; Change Tool[previous_extruder] -> Tool[next_extruder] (layer [layer_num])\n; max_layer_z [max_layer_z]\n; max_print_height [max_print_height]\n; print_sequence [print_sequence]\n\n{\nlocal move_z = 1.5;\nlocal max_speed_toolchange = 350.0;\nlocal wait_for_extruder_temp = true;\nposition[2] = position[2] + 2.0;\nlocal speed_toolchange = max_speed_toolchange;\n\nif travel_speed < max_speed_toolchange then\n speed_toolchange = travel_speed;\nendif\n\nif print_sequence == \"by object\" then\n\n if max_layer_z < ((max_print_height - z_offset) - 2) then\n move_z = z_offset + min(((max_layer_z - z_offset) + 2), max_print_height);\n endif\n\nendif\n\n\"G91\nG1 Z\" + move_z + \" F600\nG90\n\";\n\"G1 F\" + (speed_toolchange * 60) + \"\n\";\nif wait_for_extruder_temp and not((layer_num < 0) and (next_extruder == initial_tool)) then\n \"\n\";\n \"; \" + layer_num + \"\n\";\n if layer_num == 0 then\n \"M109 S\" + first_layer_temperature[next_extruder] + \" T\" + next_extruder + \"\n\";\n else\n \"M109 S\" + temperature[next_extruder] + \" T\" + next_extruder + \"\n\";\n endif\nendif\n\"M400\" + \"\n\";\n\"T\" + next_extruder + \"\n\";\nif filament_type[next_extruder] == \"PVA\" then\n\"SET_VELOCITY_LIMIT ACCEL=3000\n\";\nelse\nendif\nif previous_extruder != next_extruder and initial_extruder != next_extruder then\n\"SM_PRINT_PREEXTRUDE_FILAMENT INDEX=\" + next_extruder + \"\n\";\nendif\n\"G90\n\";\n}\n",
"extruder_colour": [

View File

@@ -13,7 +13,7 @@
"top_shell_thickness": "0.5",
"initial_layer_speed": "100",
"initial_layer_infill_speed": "180",
"outer_wall_speed": "180",
"outer_wall_speed": "100",
"inner_wall_speed": "200",
"sparse_infill_speed": "200",
"internal_solid_infill_speed": "200",

View File

@@ -22,7 +22,7 @@
"initial_layer_print_height": "0.30",
"top_shell_layers": "3",
"bottom_shell_layers": "3",
"outer_wall_speed": "220",
"outer_wall_speed": "100",
"inner_wall_speed": "330",
"sparse_infill_speed": "300",
"internal_solid_infill_speed": "280"

View File

@@ -22,7 +22,7 @@
"initial_layer_print_height": "0.35",
"top_shell_layers": "3",
"bottom_shell_layers": "3",
"outer_wall_speed": "220",
"outer_wall_speed": "100",
"inner_wall_speed": "330",
"sparse_infill_speed": "320",
"internal_solid_infill_speed": "300",

View File

@@ -13,7 +13,7 @@
"bridge_no_support": "0",
"elefant_foot_compensation": "0.1",
"outer_wall_line_width": "0.42",
"outer_wall_speed": "120",
"outer_wall_speed": "100",
"line_width": "0.45",
"infill_direction": "45",
"sparse_infill_density": "15%",
@@ -57,6 +57,8 @@
"support_base_pattern": "default",
"support_base_pattern_spacing": "2",
"support_speed": "40",
"support_type": "tree(auto)",
"support_style": "default",
"support_threshold_angle": "40",
"support_object_xy_distance": "0.5",
"detect_thin_wall": "0",

View File

@@ -12,7 +12,7 @@
"ironing_flow": "8%",
"initial_layer_speed": "50",
"initial_layer_infill_speed": "105",
"outer_wall_speed": "200",
"outer_wall_speed": "100",
"inner_wall_speed": "350",
"sparse_infill_speed": "450",
"internal_solid_infill_speed": "350",
@@ -20,7 +20,7 @@
"overhang_1_4_speed": "60",
"overhang_2_4_speed": "30",
"overhang_3_4_speed": "10",
"support_threshold_angle": "15",
"support_threshold_angle": "25",
"support_top_z_distance": "0.08",
"support_bottom_z_distance": "0.08"
}

View File

@@ -12,7 +12,7 @@
"bridge_flow": "1",
"initial_layer_speed": "50",
"initial_layer_infill_speed": "105",
"outer_wall_speed": "200",
"outer_wall_speed": "100",
"inner_wall_speed": "350",
"sparse_infill_speed": "430",
"internal_solid_infill_speed": "350",
@@ -20,7 +20,7 @@
"overhang_1_4_speed": "60",
"overhang_2_4_speed": "30",
"overhang_3_4_speed": "10",
"support_threshold_angle": "20",
"support_threshold_angle": "25",
"support_top_z_distance": "0.12",
"support_bottom_z_distance": "0.12"
}

View File

@@ -12,7 +12,7 @@
"bridge_flow": "1",
"initial_layer_speed": "50",
"initial_layer_infill_speed": "105",
"outer_wall_speed": "200",
"outer_wall_speed": "100",
"inner_wall_speed": "300",
"sparse_infill_speed": "330",
"internal_solid_infill_speed": "300",

View File

@@ -9,7 +9,7 @@
"bridge_flow": "1",
"initial_layer_speed": "50",
"initial_layer_infill_speed": "105",
"outer_wall_speed": "200",
"outer_wall_speed": "100",
"inner_wall_speed": "300",
"sparse_infill_speed": "270",
"internal_solid_infill_speed": "250",

View File

@@ -11,7 +11,7 @@
"bridge_flow": "1",
"initial_layer_speed": "50",
"initial_layer_infill_speed": "105",
"outer_wall_speed": "200",
"outer_wall_speed": "100",
"inner_wall_speed": "230",
"sparse_infill_speed": "230",
"internal_solid_infill_speed": "230",

View File

@@ -11,7 +11,7 @@
"bridge_flow": "1",
"initial_layer_speed": "50",
"initial_layer_infill_speed": "105",
"outer_wall_speed": "200",
"outer_wall_speed": "100",
"inner_wall_speed": "200",
"sparse_infill_speed": "200",
"internal_solid_infill_speed": "200",

View File

@@ -15,7 +15,7 @@
"elefant_foot_compensation": "0",
"enable_arc_fitting": "1",
"exclude_object": "1",
"outer_wall_acceleration": "5000",
"outer_wall_acceleration": "2000",
"wall_infill_order": "inner wall/outer wall/infill",
"line_width": "0.42",
"internal_bridge_support_thickness": "0.8",
@@ -46,7 +46,7 @@
"internal_solid_infill_speed": "150",
"initial_layer_infill_speed": "60",
"resolution": "0.012",
"support_type": "normal(auto)",
"support_type": "tree(auto)",
"support_style": "default",
"support_top_z_distance": "0.2",
"support_bottom_z_distance": "0.2",

View File

@@ -1,6 +1,6 @@
{
"name": "Template",
"version": "01.07.00.02",
"version": "01.07.00.03",
"force_update": "0",
"description": "Template configurations",
"machine_model_list": [],

View File

@@ -84,8 +84,8 @@
"support_threshold_angle": "30",
"support_object_xy_distance": "0.35",
"skirt_loops": "0",
"support_type": "normal(auto)",
"support_style": "default",
"support_type": "tree(auto)",
"support_style": "tree_hybrid",
"support_bottom_z_distance": "0.2",
"support_interface_bottom_layers": "2",
"support_expansion": "0",

View File

@@ -0,0 +1,8 @@
#version 110
varying vec4 vertex_color;
void main()
{
gl_FragColor = vertex_color;
}

View File

@@ -0,0 +1,15 @@
#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
attribute vec4 v_color;
varying vec4 vertex_color;
void main()
{
vertex_color = v_color;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

View File

@@ -31,12 +31,24 @@ uniform mat3 view_normal_matrix;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float smooth_world_normal_z;
struct SlopeDetection
{
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
int preview_mode;
float top_z;
float bottom_z;
vec4 highlight_color;
bool override_all;
vec4 override_mask0;
vec4 override_mask1;
vec4 override_mask2;
vec4 override_mask3;
int current_state;
int base_state;
};
uniform SlopeDetection slope;
@@ -62,6 +74,77 @@ vec3 getWireframeColor(vec3 fill) {
}
uniform bool show_wireframe;
float slopeOverrideMaskSlot(int slot) {
if (slot == 0)
return slope.override_mask0.x;
if (slot == 1)
return slope.override_mask0.y;
if (slot == 2)
return slope.override_mask0.z;
if (slot == 3)
return slope.override_mask0.w;
if (slot == 4)
return slope.override_mask1.x;
if (slot == 5)
return slope.override_mask1.y;
if (slot == 6)
return slope.override_mask1.z;
if (slot == 7)
return slope.override_mask1.w;
if (slot == 8)
return slope.override_mask2.x;
if (slot == 9)
return slope.override_mask2.y;
if (slot == 10)
return slope.override_mask2.z;
if (slot == 11)
return slope.override_mask2.w;
if (slot == 12)
return slope.override_mask3.x;
if (slot == 13)
return slope.override_mask3.y;
if (slot == 14)
return slope.override_mask3.z;
if (slot == 15)
return slope.override_mask3.w;
return 0.0;
}
bool slopeOverrideMatches(int state) {
if (slope.override_all)
return true;
if (state < 0 || state >= 256)
return false;
int slot = state / 16;
int bit = state - slot * 16;
float mask = slopeOverrideMaskSlot(slot);
float divisor = pow(2.0, float(bit));
return floor(mod(floor(mask / divisor), 2.0)) > 0.5;
}
bool slopePreviewMatches(float world_normal_z) {
if (slope.preview_mode == 1)
return world_normal_z >= slope.top_z - EPSILON;
if (slope.preview_mode == 2)
return world_normal_z <= slope.bottom_z + EPSILON;
if (slope.preview_mode == 3)
return world_normal_z <= slope.top_z + EPSILON && world_normal_z >= slope.bottom_z - EPSILON;
return false;
}
float slopePreviewChecker(vec3 position, vec3 normal) {
vec2 uv;
vec3 abs_normal = abs(normal);
if (abs_normal.z >= abs_normal.x && abs_normal.z >= abs_normal.y)
uv = position.xy;
else if (abs_normal.x >= abs_normal.y)
uv = position.yz;
else
uv = position.xz;
vec2 cells = floor(uv / 3.0);
return mod(cells.x + cells.y, 2.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -80,15 +163,39 @@ void main()
vec3 transformed_normal = normalize(slope.volume_world_normal_matrix * triangle_normal);
if (slope.actived) {
if(world_pos.z<0.1&&world_pos.z>-0.1)
{
color = LightBlue;
alpha = 1.0;
}
else if( transformed_normal.z < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 1.0;
if (slope.preview_mode == 0) {
if(world_pos.z<0.1&&world_pos.z>-0.1)
{
color = LightBlue;
alpha = 1.0;
}
else if( transformed_normal.z < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 1.0;
}
} else if (slope.preview_mode == 4) {
float preview_luma = dot(slope.highlight_color.rgb, vec3(0.2126, 0.7152, 0.0722));
vec3 preview_accent = preview_luma > 0.75 ? vec3(0.02, 0.08, 0.24) : vec3(1.0, 1.0, 1.0);
float preview_check = slopePreviewChecker(world_pos.xyz, transformed_normal);
vec3 preview_color_a = slope.highlight_color.rgb * 0.78 + preview_accent * 0.22;
vec3 preview_color_b = slope.highlight_color.rgb * 0.25 + preview_accent * 0.75;
color = mix(preview_color_a, preview_color_b, preview_check);
alpha = max(alpha, slope.highlight_color.a);
} else if (slope.preview_mode == 5) {
color = slope.highlight_color.rgb;
alpha = max(alpha, slope.highlight_color.a);
} else {
int effective_state = slope.current_state == 0 ? slope.base_state : slope.current_state;
if (slopeOverrideMatches(effective_state) && slopePreviewMatches(smooth_world_normal_z)) {
float preview_luma = dot(slope.highlight_color.rgb, vec3(0.2126, 0.7152, 0.0722));
vec3 preview_accent = preview_luma > 0.75 ? vec3(0.02, 0.08, 0.24) : vec3(1.0, 1.0, 1.0);
float preview_check = slopePreviewChecker(world_pos.xyz, transformed_normal);
vec3 preview_color_a = slope.highlight_color.rgb * 0.78 + preview_accent * 0.22;
vec3 preview_color_b = slope.highlight_color.rgb * 0.25 + preview_accent * 0.75;
color = mix(preview_color_a, preview_color_b, preview_check);
alpha = max(alpha, slope.highlight_color.a);
}
}
}
// First transform the normal into camera space and normalize the result.

View File

@@ -12,11 +12,13 @@ uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_slope_normal;
attribute vec3 v_barycentric;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float smooth_world_normal_z;
varying vec3 barycentric_coordinates;
struct SlopeDetection
@@ -24,6 +26,17 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
int preview_mode;
float top_z;
float bottom_z;
vec4 highlight_color;
bool override_all;
vec4 override_mask0;
vec4 override_mask1;
vec4 override_mask2;
vec4 override_mask3;
int current_state;
int base_state;
};
uniform SlopeDetection slope;
void main()
@@ -31,6 +44,7 @@ void main()
model_pos = vec4(v_position, 1.0);
// Point in homogenous coordinates.
world_pos = volume_world_matrix * model_pos;
smooth_world_normal_z = normalize(slope.volume_world_normal_matrix * v_slope_normal).z;
gl_Position = projection_matrix * view_model_matrix * model_pos;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.

View File

@@ -0,0 +1,329 @@
#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 int MAX_LINEAR_GRADIENT_LUT_COLORS = 33;
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_base_color;
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;
uniform bool gradient_linear_mode;
uniform bool gradient_linear_radial_mode;
uniform vec3 gradient_linear_start;
uniform vec3 gradient_linear_end;
uniform float gradient_linear_radius_mm;
uniform int gradient_linear_lut_count;
uniform vec3 gradient_linear_lut_colors[MAX_LINEAR_GRADIENT_LUT_COLORS];
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 1.0 - 2.0 * p;
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 linear_gradient_lut_color(float t)
{
int count = min(gradient_linear_lut_count, MAX_LINEAR_GRADIENT_LUT_COLORS);
if (count <= 0)
return clamp(gradient_base_color, 0.0, 1.0);
if (count == 1)
return clamp(gradient_linear_lut_colors[0], 0.0, 1.0);
float scaled = clamp(t, 0.0, 1.0) * float(count - 1);
int lower = int(floor(scaled));
int upper = min(lower + 1, count - 1);
float f = scaled - float(lower);
return clamp(mix(gradient_linear_lut_colors[lower], gradient_linear_lut_colors[upper], f), 0.0, 1.0);
}
vec3 linear_gradient_color(int count)
{
float t = 0.0;
if (gradient_linear_radial_mode) {
t = clamp(length(world_pos.xyz - gradient_linear_start) / max(gradient_linear_radius_mm, EPSILON), 0.0, 1.0);
} else {
vec3 direction_vec = gradient_linear_end - gradient_linear_start;
float denom = dot(direction_vec, direction_vec);
t = denom > EPSILON ? clamp(dot(world_pos.xyz - gradient_linear_start, direction_vec) / denom, 0.0, 1.0) : 0.0;
}
if (count <= 0)
return clamp(gradient_base_color, 0.0, 1.0);
return linear_gradient_lut_color(t);
}
vec3 surface_gradient_color()
{
int count = min(gradient_component_count, MAX_GRADIENT_COMPONENTS);
if (count <= 0)
return uniform_color.rgb;
if (gradient_linear_mode)
return linear_gradient_color(count);
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 signed_fade_factor = offset_fade_factor(gradient_fade_mode, z_progress);
float fade_factor = abs(signed_fade_factor);
float sample_theta_deg = signed_fade_factor < 0.0 ? normalize_angle(theta_deg + 180.0) : theta_deg;
float influences[MAX_GRADIENT_COMPONENTS];
float visibility_weights[MAX_GRADIENT_COMPONENTS];
float min_visibility = 1.0;
float max_visibility = 0.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
influences[i] = 0.0;
visibility_weights[i] = 0.0;
if (i < count)
influences[i] = component_angular_influence(i, sample_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]);
visibility_weights[i] = 1.0 - clamp(width_delta_mm / max(gradient_max_width_delta_limit_mm, EPSILON), 0.0, 1.0);
min_visibility = min(min_visibility, visibility_weights[i]);
max_visibility = max(max_visibility, visibility_weights[i]);
}
vec3 target_color = vec3(0.0);
float total_excess_weight = 0.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count)
continue;
float weight = max(0.0, visibility_weights[i] - min_visibility);
target_color += gradient_component_colors[i] * weight;
total_excess_weight += weight;
}
if (total_excess_weight <= EPSILON)
return clamp(gradient_base_color, 0.0, 1.0);
float contrast = clamp(max_visibility - min_visibility, 0.0, 1.0);
target_color = clamp(target_color / total_excess_weight, 0.0, 1.0);
return mix(clamp(gradient_base_color, 0.0, 1.0), target_color, contrast);
}
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);
}

View File

@@ -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

@@ -0,0 +1,137 @@
#version 110
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;
const float CONTONING_FLAT_SURFACE_NORMAL_Z = 0.999;
struct PrintVolumeDetection
{
int type;
vec4 xy_data;
vec2 z_data;
};
uniform vec4 uniform_color;
uniform sampler2D uniform_texture;
uniform sampler2D contoning_flat_surface_texture;
uniform sampler2D contoning_flat_surface_bottom_texture;
uniform float texture_preview_mix;
uniform bool invalid_texture_mapping;
uniform bool contoning_flat_surface_texture_enabled;
uniform bool contoning_flat_surface_bottom_texture_enabled;
uniform bool raw_atlas_surface_filter_enabled;
uniform bool raw_atlas_side_texture_enabled;
uniform bool raw_atlas_flat_texture_enabled;
uniform bool color_match_preview_active;
uniform vec3 color_match_target_oklab;
uniform float color_match_tolerance_sq;
uniform vec4 color_match_highlight_color;
uniform vec4 color_match_background_color;
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)
{
if (uv >= -UV_EDGE_EPSILON && uv <= 1.0 + UV_EDGE_EPSILON)
return clamp(uv, 0.0, 1.0);
return fract(uv);
}
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);
}
float srgb_channel_to_linear(float c)
{
return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}
vec3 oklab_from_srgb(vec3 c)
{
vec3 linear = vec3(srgb_channel_to_linear(c.r), srgb_channel_to_linear(c.g), srgb_channel_to_linear(c.b));
float l = 0.4122214708 * linear.r + 0.5363325363 * linear.g + 0.0514459929 * linear.b;
float m = 0.2119034982 * linear.r + 0.6806995451 * linear.g + 0.1073969566 * linear.b;
float s = 0.0883024619 * linear.r + 0.2817188376 * linear.g + 0.6299787005 * linear.b;
float l_ = pow(max(l, 0.0), 1.0 / 3.0);
float m_ = pow(max(m, 0.0), 1.0 / 3.0);
float s_ = pow(max(s, 0.0), 1.0 / 3.0);
return vec3(0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec4 color = uniform_color;
vec4 texture_color = texture2D(uniform_texture, texture_preview_coord(tex_coord));
float normal_z = normalize(world_normal).z;
bool flat_surface = abs(normal_z) >= CONTONING_FLAT_SURFACE_NORMAL_Z;
if (raw_atlas_surface_filter_enabled) {
bool raw_atlas_surface_allowed = flat_surface ? raw_atlas_flat_texture_enabled : raw_atlas_side_texture_enabled;
if (!raw_atlas_surface_allowed) {
if (color_match_preview_active)
discard;
texture_color = color;
}
}
if (normal_z >= CONTONING_FLAT_SURFACE_NORMAL_Z) {
if (contoning_flat_surface_texture_enabled)
texture_color = texture2D(contoning_flat_surface_texture, texture_preview_coord(tex_coord));
} else if (normal_z <= -CONTONING_FLAT_SURFACE_NORMAL_Z) {
if (contoning_flat_surface_bottom_texture_enabled)
texture_color = texture2D(contoning_flat_surface_bottom_texture, texture_preview_coord(tex_coord));
}
float mix_factor = clamp(texture_preview_mix, 0.0, 1.0);
if (color_match_preview_active) {
float source_alpha = clamp(texture_color.a, 0.0, 1.0);
vec3 source_rgb = texture_color.rgb * source_alpha + color_match_background_color.rgb * (1.0 - source_alpha);
vec3 delta = oklab_from_srgb(source_rgb) - color_match_target_oklab;
if (dot(delta, delta) > color_match_tolerance_sq)
discard;
color = color_match_highlight_color;
} else {
color.rgb = mix(color.rgb, texture_color.rgb, 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);
}

View File

@@ -0,0 +1,49 @@
#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;
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()
{
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)));
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

@@ -0,0 +1,96 @@
#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float INVALID_TEXTURE_CHECKER_SCALE = 0.2;
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 bool color_match_preview_active;
uniform vec3 color_match_target_oklab;
uniform float color_match_tolerance_sq;
uniform vec4 color_match_highlight_color;
uniform vec4 color_match_background_color;
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);
}
float srgb_channel_to_linear(float c)
{
return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}
vec3 oklab_from_srgb(vec3 c)
{
vec3 linear = vec3(srgb_channel_to_linear(c.r), srgb_channel_to_linear(c.g), srgb_channel_to_linear(c.b));
float l = 0.4122214708 * linear.r + 0.5363325363 * linear.g + 0.0514459929 * linear.b;
float m = 0.2119034982 * linear.r + 0.6806995451 * linear.g + 0.1073969566 * linear.b;
float s = 0.0883024619 * linear.r + 0.2817188376 * linear.g + 0.6299787005 * linear.b;
float l_ = pow(max(l, 0.0), 1.0 / 3.0);
float m_ = pow(max(m, 0.0), 1.0 / 3.0);
float s_ = pow(max(s, 0.0), 1.0 / 3.0);
return vec3(0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_);
}
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);
if (color_match_preview_active) {
float source_alpha = clamp(vertex_color.a, 0.0, 1.0);
vec3 source_rgb = vertex_color.rgb * source_alpha + color_match_background_color.rgb * (1.0 - source_alpha);
vec3 delta = oklab_from_srgb(source_rgb) - color_match_target_oklab;
if (dot(delta, delta) > color_match_tolerance_sq)
discard;
color = color_match_highlight_color;
} else {
color.rgb = mix(color.rgb, vertex_color.rgb, 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);
}

View File

@@ -0,0 +1,49 @@
#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;
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()
{
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)));
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

@@ -0,0 +1,10 @@
#version 140
in vec4 vertex_color;
out vec4 out_color;
void main()
{
out_color = vertex_color;
}

View File

@@ -0,0 +1,15 @@
#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
in vec3 v_position;
in vec4 v_color;
out vec4 vertex_color;
void main()
{
vertex_color = v_color;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

View File

@@ -31,12 +31,24 @@ uniform mat3 view_normal_matrix;
in vec3 clipping_planes_dots;
in vec4 model_pos;
in vec4 world_pos;
in float smooth_world_normal_z;
struct SlopeDetection
{
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
int preview_mode;
float top_z;
float bottom_z;
vec4 highlight_color;
bool override_all;
vec4 override_mask0;
vec4 override_mask1;
vec4 override_mask2;
vec4 override_mask3;
int current_state;
int base_state;
};
uniform SlopeDetection slope;
@@ -64,6 +76,77 @@ vec3 getWireframeColor(vec3 fill) {
}
uniform bool show_wireframe;
float slopeOverrideMaskSlot(int slot) {
if (slot == 0)
return slope.override_mask0.x;
if (slot == 1)
return slope.override_mask0.y;
if (slot == 2)
return slope.override_mask0.z;
if (slot == 3)
return slope.override_mask0.w;
if (slot == 4)
return slope.override_mask1.x;
if (slot == 5)
return slope.override_mask1.y;
if (slot == 6)
return slope.override_mask1.z;
if (slot == 7)
return slope.override_mask1.w;
if (slot == 8)
return slope.override_mask2.x;
if (slot == 9)
return slope.override_mask2.y;
if (slot == 10)
return slope.override_mask2.z;
if (slot == 11)
return slope.override_mask2.w;
if (slot == 12)
return slope.override_mask3.x;
if (slot == 13)
return slope.override_mask3.y;
if (slot == 14)
return slope.override_mask3.z;
if (slot == 15)
return slope.override_mask3.w;
return 0.0;
}
bool slopeOverrideMatches(int state) {
if (slope.override_all)
return true;
if (state < 0 || state >= 256)
return false;
int slot = state / 16;
int bit = state - slot * 16;
float mask = slopeOverrideMaskSlot(slot);
float divisor = pow(2.0, float(bit));
return floor(mod(floor(mask / divisor), 2.0)) > 0.5;
}
bool slopePreviewMatches(float world_normal_z) {
if (slope.preview_mode == 1)
return world_normal_z >= slope.top_z - EPSILON;
if (slope.preview_mode == 2)
return world_normal_z <= slope.bottom_z + EPSILON;
if (slope.preview_mode == 3)
return world_normal_z <= slope.top_z + EPSILON && world_normal_z >= slope.bottom_z - EPSILON;
return false;
}
float slopePreviewChecker(vec3 position, vec3 normal) {
vec2 uv;
vec3 abs_normal = abs(normal);
if (abs_normal.z >= abs_normal.x && abs_normal.z >= abs_normal.y)
uv = position.xy;
else if (abs_normal.x >= abs_normal.y)
uv = position.yz;
else
uv = position.xz;
vec2 cells = floor(uv / 3.0);
return mod(cells.x + cells.y, 2.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@@ -82,15 +165,39 @@ void main()
vec3 transformed_normal = normalize(slope.volume_world_normal_matrix * triangle_normal);
if (slope.actived) {
if(world_pos.z<0.1&&world_pos.z>-0.1)
{
color = LightBlue;
alpha = 1.0;
}
else if( transformed_normal.z < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 1.0;
if (slope.preview_mode == 0) {
if(world_pos.z<0.1&&world_pos.z>-0.1)
{
color = LightBlue;
alpha = 1.0;
}
else if( transformed_normal.z < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 1.0;
}
} else if (slope.preview_mode == 4) {
float preview_luma = dot(slope.highlight_color.rgb, vec3(0.2126, 0.7152, 0.0722));
vec3 preview_accent = preview_luma > 0.75 ? vec3(0.02, 0.08, 0.24) : vec3(1.0, 1.0, 1.0);
float preview_check = slopePreviewChecker(world_pos.xyz, transformed_normal);
vec3 preview_color_a = slope.highlight_color.rgb * 0.78 + preview_accent * 0.22;
vec3 preview_color_b = slope.highlight_color.rgb * 0.25 + preview_accent * 0.75;
color = mix(preview_color_a, preview_color_b, preview_check);
alpha = max(alpha, slope.highlight_color.a);
} else if (slope.preview_mode == 5) {
color = slope.highlight_color.rgb;
alpha = max(alpha, slope.highlight_color.a);
} else {
int effective_state = slope.current_state == 0 ? slope.base_state : slope.current_state;
if (slopeOverrideMatches(effective_state) && slopePreviewMatches(smooth_world_normal_z)) {
float preview_luma = dot(slope.highlight_color.rgb, vec3(0.2126, 0.7152, 0.0722));
vec3 preview_accent = preview_luma > 0.75 ? vec3(0.02, 0.08, 0.24) : vec3(1.0, 1.0, 1.0);
float preview_check = slopePreviewChecker(world_pos.xyz, transformed_normal);
vec3 preview_color_a = slope.highlight_color.rgb * 0.78 + preview_accent * 0.22;
vec3 preview_color_b = slope.highlight_color.rgb * 0.25 + preview_accent * 0.75;
color = mix(preview_color_a, preview_color_b, preview_check);
alpha = max(alpha, slope.highlight_color.a);
}
}
}
// First transform the normal into camera space and normalize the result.

View File

@@ -12,11 +12,13 @@ uniform vec2 z_range;
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_slope_normal;
in vec3 v_barycentric;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out float smooth_world_normal_z;
out vec3 barycentric_coordinates;
struct SlopeDetection
@@ -24,6 +26,17 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
int preview_mode;
float top_z;
float bottom_z;
vec4 highlight_color;
bool override_all;
vec4 override_mask0;
vec4 override_mask1;
vec4 override_mask2;
vec4 override_mask3;
int current_state;
int base_state;
};
uniform SlopeDetection slope;
void main()
@@ -31,6 +44,7 @@ void main()
model_pos = vec4(v_position, 1.0);
// Point in homogenous coordinates.
world_pos = volume_world_matrix * model_pos;
smooth_world_normal_z = normalize(slope.volume_world_normal_matrix * v_slope_normal).z;
gl_Position = projection_matrix * view_model_matrix * model_pos;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.

View File

@@ -0,0 +1,331 @@
#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 int MAX_LINEAR_GRADIENT_LUT_COLORS = 33;
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_base_color;
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;
uniform bool gradient_linear_mode;
uniform bool gradient_linear_radial_mode;
uniform vec3 gradient_linear_start;
uniform vec3 gradient_linear_end;
uniform float gradient_linear_radius_mm;
uniform int gradient_linear_lut_count;
uniform vec3 gradient_linear_lut_colors[MAX_LINEAR_GRADIENT_LUT_COLORS];
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 1.0 - 2.0 * p;
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 linear_gradient_lut_color(float t)
{
int count = min(gradient_linear_lut_count, MAX_LINEAR_GRADIENT_LUT_COLORS);
if (count <= 0)
return clamp(gradient_base_color, 0.0, 1.0);
if (count == 1)
return clamp(gradient_linear_lut_colors[0], 0.0, 1.0);
float scaled = clamp(t, 0.0, 1.0) * float(count - 1);
int lower = int(floor(scaled));
int upper = min(lower + 1, count - 1);
float f = scaled - float(lower);
return clamp(mix(gradient_linear_lut_colors[lower], gradient_linear_lut_colors[upper], f), 0.0, 1.0);
}
vec3 linear_gradient_color(int count)
{
float t = 0.0;
if (gradient_linear_radial_mode) {
t = clamp(length(world_pos.xyz - gradient_linear_start) / max(gradient_linear_radius_mm, EPSILON), 0.0, 1.0);
} else {
vec3 direction_vec = gradient_linear_end - gradient_linear_start;
float denom = dot(direction_vec, direction_vec);
t = denom > EPSILON ? clamp(dot(world_pos.xyz - gradient_linear_start, direction_vec) / denom, 0.0, 1.0) : 0.0;
}
if (count <= 0)
return clamp(gradient_base_color, 0.0, 1.0);
return linear_gradient_lut_color(t);
}
vec3 surface_gradient_color()
{
int count = min(gradient_component_count, MAX_GRADIENT_COMPONENTS);
if (count <= 0)
return uniform_color.rgb;
if (gradient_linear_mode)
return linear_gradient_color(count);
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 signed_fade_factor = offset_fade_factor(gradient_fade_mode, z_progress);
float fade_factor = abs(signed_fade_factor);
float sample_theta_deg = signed_fade_factor < 0.0 ? normalize_angle(theta_deg + 180.0) : theta_deg;
float influences[MAX_GRADIENT_COMPONENTS];
float visibility_weights[MAX_GRADIENT_COMPONENTS];
float min_visibility = 1.0;
float max_visibility = 0.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
influences[i] = 0.0;
visibility_weights[i] = 0.0;
if (i < count)
influences[i] = component_angular_influence(i, sample_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]);
visibility_weights[i] = 1.0 - clamp(width_delta_mm / max(gradient_max_width_delta_limit_mm, EPSILON), 0.0, 1.0);
min_visibility = min(min_visibility, visibility_weights[i]);
max_visibility = max(max_visibility, visibility_weights[i]);
}
vec3 target_color = vec3(0.0);
float total_excess_weight = 0.0;
for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
if (i >= count)
continue;
float weight = max(0.0, visibility_weights[i] - min_visibility);
target_color += gradient_component_colors[i] * weight;
total_excess_weight += weight;
}
if (total_excess_weight <= EPSILON)
return clamp(gradient_base_color, 0.0, 1.0);
float contrast = clamp(max_visibility - min_visibility, 0.0, 1.0);
target_color = clamp(target_color / total_excess_weight, 0.0, 1.0);
return mix(clamp(gradient_base_color, 0.0, 1.0), target_color, contrast);
}
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);
}

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