mirror of
https://github.com/riegera2412/UVtools.git
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a626cfdc72
- (Add) Allow to pause and resume operations (#654) - (Add) `Layer.FirstTransitionLayer` - (Add) `Layer.LastTransitionLayer` - (Add) File format: Elegoo GOO - (Add) PrusaSlicer Printer: Elegoo Mars 4 - (Improvement) Allocate maximum GPU memory for Skia up to 256 MB - (Improvement) Set and sanitize transition layers exposure time from last bottom layer and first normal layer instead of global times (#659) - (Change) CXDLP: Default version from 2 to 3 - (Fix) UI was not rendering with GPU (ANGLE) - (Fix) `Layer.IsTransitionLayer` was returning the wrong value - (Upgrade) .NET from 6.0.13 to 6.0.14
89 lines
3.3 KiB
C#
89 lines
3.3 KiB
C#
using Emgu.CV;
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using System;
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using System.Diagnostics;
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using System.Drawing;
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using System.Threading.Tasks;
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using UVtools.Core;
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using UVtools.Core.Extensions;
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using UVtools.Core.Scripting;
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namespace UVtools.ScriptSample;
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public class ScriptCompensateCrossBleeding : ScriptGlobals
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{
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readonly ScriptNumericalInput<ushort> LayerBleed = new()
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{
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Label = "Number of layers the exposure bleeds through",
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Unit = "layers",
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Minimum = 1,
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Maximum = 500,
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Increment = 1,
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Value = 5,
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};
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public void ScriptInit()
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{
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Script.Name = "Mitigates effects of cross-layer bleeding";
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Script.Description = "Adjusts overhands so we can compensate for cross-layer curing";
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Script.Author = "Jan Mrázek";
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Script.Version = new Version(0, 1);
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Script.UserInputs.Add(LayerBleed);
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}
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public string? ScriptValidate()
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{
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return SlicerFile.LayerCount < 2
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? "This script requires at least 2 layers in order to run."
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: null;
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}
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public bool ScriptExecute()
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{
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Progress.Reset("Changing layers", Operation.LayerRangeCount); // Sets the progress name and number of items to process
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var originalLayers = SlicerFile.CloneLayers();
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Parallel.For(Operation.LayerIndexStart, Operation.LayerIndexEnd + 1,
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CoreSettings.GetParallelOptions(Progress),
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layerIndex =>
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{
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Progress.PauseIfRequested();
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var layersBelowCount = layerIndex > LayerBleed.Value ? LayerBleed.Value : layerIndex;
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using var sourceMat = originalLayers[layerIndex].LayerMat;
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var source = sourceMat.GetDataByteSpan();
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using var targetMat = sourceMat.NewBlank();
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var target = targetMat.GetDataByteSpan();
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using var occupancyMat = sourceMat.NewBlank();
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var occupancy = occupancyMat.GetDataByteSpan();
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var sumRectangle = Rectangle.Empty;
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for (int i = 0; i < layersBelowCount; i++)
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{
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using var mat = originalLayers[layerIndex - i - 1].LayerMat;
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CvInvoke.Threshold(mat, mat, 1, 1, Emgu.CV.CvEnum.ThresholdType.Binary);
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CvInvoke.Add(mat, occupancyMat, occupancyMat);
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sumRectangle = sumRectangle.IsEmpty
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? originalLayers[layerIndex - i - 1].BoundingRectangle
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: Rectangle.Union(sumRectangle, originalLayers[layerIndex - i - 1].BoundingRectangle);
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}
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// Spare a few useless cycles depending on model volume on LCD
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var optimizedStatingPixelIndex = sourceMat.GetPixelPos(sumRectangle.Location);
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var optimizedEndingPixelIndex = sourceMat.GetPixelPos(sumRectangle.Right, sumRectangle.Bottom);
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for (var i = optimizedStatingPixelIndex; i < optimizedEndingPixelIndex; i++)
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{
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if (layersBelowCount == 0 || occupancy[i] == layersBelowCount)
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target[i] = source[i];
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}
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SlicerFile[layerIndex].LayerMat = targetMat;
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Progress.LockAndIncrement();
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});
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// return true if not cancelled by user
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return !Progress.Token.IsCancellationRequested;
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}
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}
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