测试中间版本
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1 file changed
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-34
+607
-34
@@ -479,11 +479,15 @@ public:
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void LocalSeamLevelingExternalUV();
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void GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName, bool bOriginFaceview, Scene *pScene);
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void GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName, bool bOriginFaceview, Scene *pScene);
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void GenerateTexture2(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName);
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bool TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskLabel, float fOutlierThreshold, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight);
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Mesh::Image8U3Arr GenerateTextureAtlasFromUV(const LabelArr& faceLabels, const IIndexArr& views, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight);
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Point2f ProjectPointWithAutoCorrection(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage);
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Point2f ProjectPointRobust(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage, float searchRadius = 0.02f);
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Mesh::Image8U3Arr SampleFromExistingTextures(const LabelArr& faceLabels, const IIndexArr& views, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight);
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Pixel8U SampleTextureBilinear(const Image8U3& texture, const Point2f& texCoord);
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void ApplySharpening(Image8U3& texture, float fSharpnessWeight);
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bool ValidateProjection(const Vertex& worldPoint, const Image& sourceImage, Point2f imgPoint, float maxReprojectionError = 1.5f);
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Pixel8U SampleImageBilinear(const Image8U3& image, const Point2f& point);
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void ProjectFaceToTexture(FIndex faceID, IIndex viewID, const TexCoord* uv, Image8U3& texture);
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@@ -8830,6 +8834,368 @@ void MeshTexture::GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLevel
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out.close();
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}
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}
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void MeshTexture::GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& basename, bool bOriginFaceview, Scene *pScene)
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{
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int border = 2;
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if (!bOriginFaceview)
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border = 4;
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faceTexcoords.resize(faces.size()*3);
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faceTexindices.resize(faces.size());
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#ifdef TEXOPT_USE_OPENMP
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// LOG_OUT() << "def TEXOPT_USE_OPENMP" << std::endl;
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const unsigned numPatches(texturePatches.size()-1);
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// ===== 修改:只在非外部UV模式下执行投影计算 =====
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{
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#pragma omp parallel for schedule(dynamic)
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for (int_t idx=0; idx<(int_t)numPatches; ++idx) {
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TexturePatch& texturePatch = texturePatches[(uint32_t)idx];
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#else
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for (TexturePatch *pTexturePatch=texturePatches.Begin(), *pTexturePatchEnd=texturePatches.End()-1; pTexturePatch<pTexturePatchEnd; ++pTexturePatch) {
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TexturePatch& texturePatch = *pTexturePatch;
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#endif
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const Image& imageData = images[texturePatch.label];
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AABB2f aabb(true);
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for (const FIndex idxFace: texturePatch.faces) {
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const Face& face = faces[idxFace];
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TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
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for (int i=0; i<3; ++i) {
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texcoords[i] = imageData.camera.ProjectPointP(vertices[face[i]]);
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ASSERT(imageData.image.isInsideWithBorder(texcoords[i], border));
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aabb.InsertFull(texcoords[i]);
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if (false)
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{
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const Point2f& a = texcoords[0];
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const Point2f& b = texcoords[1];
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const Point2f& c = texcoords[2];
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// 计算边向量
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Point2f v0 = b - a;
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Point2f v1 = c - a;
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float denom = (v0.x * v0.x + v0.y * v0.y) * (v1.x * v1.x + v1.y * v1.y) -
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std::pow(v0.x * v1.x + v0.y * v1.y, 2);
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// 处理退化三角形情况(面积接近0)
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const float epsilon = 1e-6f;
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if (std::abs(denom) < epsilon)
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{
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// DEBUG_EXTRA("PointInTriangle - Degenerate triangle, denom=%.10f", denom);
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}
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else
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{
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DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
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}
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}
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}
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}
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// compute relative texture coordinates
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ASSERT(imageData.image.isInside(Point2f(aabb.ptMin)));
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ASSERT(imageData.image.isInside(Point2f(aabb.ptMax)));
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if (bOriginFaceview)
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{
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texturePatch.rect.x = FLOOR2INT(aabb.ptMin[0])-border;
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texturePatch.rect.y = FLOOR2INT(aabb.ptMin[1])-border;
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texturePatch.rect.width = CEIL2INT(aabb.ptMax[0]-aabb.ptMin[0])+border*2;
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texturePatch.rect.height = CEIL2INT(aabb.ptMax[1]-aabb.ptMin[1])+border*2;
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}
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else
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{
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texturePatch.rect.x = std::max(0, FLOOR2INT(aabb.ptMin[0])-border);
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texturePatch.rect.y = std::max(0, FLOOR2INT(aabb.ptMin[1])-border);
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// 限制尺寸不超过图像实际范围
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const cv::Mat& img = images[texturePatch.label].image;
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texturePatch.rect.width = std::min(
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CEIL2INT(aabb.ptMax[0]-aabb.ptMin[0])+border*2,
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img.cols - texturePatch.rect.x
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);
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texturePatch.rect.height = std::min(
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CEIL2INT(aabb.ptMax[1]-aabb.ptMin[1])+border*2,
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img.rows - texturePatch.rect.y
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);
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}
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ASSERT(imageData.image.isInside(texturePatch.rect.tl()));
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ASSERT(imageData.image.isInside(texturePatch.rect.br()));
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const TexCoord offset(texturePatch.rect.tl());
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for (const FIndex idxFace: texturePatch.faces) {
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TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
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for (int v=0; v<3; ++v)
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{
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texcoords[v] -= offset;
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if (false)
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{
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const Point2f& a = texcoords[0];
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const Point2f& b = texcoords[1];
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const Point2f& c = texcoords[2];
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// 计算边向量
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Point2f v0 = b - a;
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Point2f v1 = c - a;
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float denom = (v0.x * v0.x + v0.y * v0.y) * (v1.x * v1.x + v1.y * v1.y) -
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std::pow(v0.x * v1.x + v0.y * v1.y, 2);
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// 处理退化三角形情况(面积接近0)
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const float epsilon = 1e-6f;
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if (std::abs(denom) < epsilon)
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{
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// DEBUG_EXTRA("PointInTriangle - Degenerate triangle, denom=%.10f", denom);
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}
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else
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{
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// DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
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}
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}
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}
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}
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}
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}
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{
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// init last patch to point to a small uniform color patch
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TexturePatch& texturePatch = texturePatches.back();
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const int sizePatch(border*2+1);
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texturePatch.rect = cv::Rect(0,0, sizePatch,sizePatch);
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for (const FIndex idxFace: texturePatch.faces) {
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TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
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for (int i=0; i<3; ++i)
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texcoords[i] = TexCoord(0.5f, 0.5f);
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}
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}
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LOG_OUT() << "GenerateTextureForUV First loop completed" << std::endl;
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TD_TIMER_STARTD();
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// perform seam leveling
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if (texturePatches.size() > 2 && (bGlobalSeamLeveling || bLocalSeamLeveling)) {
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LOG_OUT() << "GenerateTextureForUV 2" << std::endl;
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// create seam vertices and edges
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CreateSeamVertices();
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LOG_OUT() << "GenerateTextureForUV 3" << std::endl;
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// perform global seam leveling
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if (bGlobalSeamLeveling) {
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// TD_TIMER_STARTD();
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{
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// GlobalSeamLeveling3();
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}
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// DEBUG_EXTRA("\tglobal seam leveling completed (%s)", TD_TIMER_GET_FMT().c_str());
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}
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LOG_OUT() << "GenerateTextureForUV 4" << std::endl;
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// perform local seam leveling
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// if (bLocalSeamLeveling)
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{
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// TD_TIMER_STARTD();
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// LocalSeamLeveling();
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{
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// LocalSeamLeveling3();
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}
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// DEBUG_EXTRA("\tlocal seam leveling completed (%s)", TD_TIMER_GET_FMT().c_str());
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}
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}
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// DEBUG_EXTRA("seam (%s)", TD_TIMER_GET_FMT().c_str());
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LOG_OUT() << "GenerateTextureForUV 5" << std::endl;
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{
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// merge texture patches with overlapping rectangles
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for (unsigned i=0; i<texturePatches.size()-1; ++i) {
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TexturePatch& texturePatchBig = texturePatches[i];
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for (unsigned j=1; j<texturePatches.size(); ++j) {
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if (i == j)
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continue;
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TexturePatch& texturePatchSmall = texturePatches[j];
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if (texturePatchBig.label != texturePatchSmall.label)
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continue;
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if (!RectsBinPack::IsContainedIn(texturePatchSmall.rect, texturePatchBig.rect))
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continue;
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// translate texture coordinates
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const TexCoord offset(texturePatchSmall.rect.tl()-texturePatchBig.rect.tl());
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for (const FIndex idxFace: texturePatchSmall.faces) {
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TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
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for (int v=0; v<3; ++v)
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texcoords[v] += offset;
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}
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// join faces lists
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texturePatchBig.faces.JoinRemove(texturePatchSmall.faces);
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// remove the small patch
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texturePatches.RemoveAtMove(j--);
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}
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}
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}
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LOG_OUT() << "GenerateTextureForUV 6" << std::endl;
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LOG_OUT() << "Second loop completed" << std::endl;
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// create texture
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{
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// arrange texture patches to fit the smallest possible texture image
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// const unsigned minPatchSize = 20;
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RectsBinPack::RectWIdxArr unplacedRects(texturePatches.size());
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FOREACH(i, texturePatches) {
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if (texturePatches[i].label == NO_ID) {
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// 将无效面片区域填充为绿色
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// texturesDiffuse[i](texturePatches[i].rect).setTo(cv::Scalar(0, 255, 0)); // BGR格式,绿色
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// continue;
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}
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// LOG_OUT() << "Third loop completed" << std::endl;
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if (maxTextureSize > 0 && (texturePatches[i].rect.width > maxTextureSize || texturePatches[i].rect.height > maxTextureSize)) {
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DEBUG("error: a patch of size %u x %u does not fit the texture", texturePatches[i].rect.width, texturePatches[i].rect.height);
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ABORT("the maximum texture size chosen cannot fit a patch");
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}
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unplacedRects[i] = {texturePatches[i].rect, i};
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}
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LOG_OUT() << "unplacedRects loop completed" << std::endl;
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LOG_OUT() << "pack patches: one pack per texture file loop completed" << std::endl;
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// pack patches: one pack per texture file
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CLISTDEF2IDX(RectsBinPack::RectWIdxArr, TexIndex) placedRects; {
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// increase texture size till all patches fit
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// Bruce
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unsigned typeRectsBinPack(nRectPackingHeuristic/100);
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unsigned typeSplit((nRectPackingHeuristic-typeRectsBinPack*100)/10);
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unsigned typeHeuristic(nRectPackingHeuristic%10);
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if (!bOriginFaceview && false)
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{
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typeRectsBinPack = 1;
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typeSplit = 0;
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typeHeuristic = 1;
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}
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int textureSize = 0;
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{
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while (!unplacedRects.empty()) {
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TD_TIMER_STARTD();
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if (textureSize == 0) {
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textureSize = RectsBinPack::ComputeTextureSize(unplacedRects, nTextureSizeMultiple);
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if (maxTextureSize > 0 && textureSize > maxTextureSize)
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textureSize = maxTextureSize;
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}
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RectsBinPack::RectWIdxArr newPlacedRects;
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switch (typeRectsBinPack) {
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case 0: {
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MaxRectsBinPack pack(textureSize, textureSize);
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newPlacedRects = pack.Insert(unplacedRects, (MaxRectsBinPack::FreeRectChoiceHeuristic)typeHeuristic);
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break; }
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case 1: {
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SkylineBinPack pack(textureSize, textureSize, typeSplit!=0);
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newPlacedRects = pack.Insert(unplacedRects, (SkylineBinPack::LevelChoiceHeuristic)typeHeuristic);
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break; }
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case 2: {
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GuillotineBinPack pack(textureSize, textureSize);
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newPlacedRects = pack.Insert(unplacedRects, false, (GuillotineBinPack::FreeRectChoiceHeuristic)typeHeuristic, (GuillotineBinPack::GuillotineSplitHeuristic)typeSplit);
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break; }
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default:
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ABORT("error: unknown RectsBinPack type");
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}
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DEBUG_ULTIMATE("\tpacking texture completed: %u initial patches, %u placed patches, %u texture-size, %u textures (%s)", texturePatches.size(), newPlacedRects.size(), textureSize, placedRects.size(), TD_TIMER_GET_FMT().c_str());
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if (textureSize == maxTextureSize || unplacedRects.empty()) {
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// create texture image
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placedRects.emplace_back(std::move(newPlacedRects));
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// Pixel8U colEmpty2=Pixel8U(0,0,255);
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texturesDiffuse.emplace_back(textureSize, textureSize).setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
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textureSize = 0;
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} else {
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// try again with a bigger texture
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textureSize *= 2;
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if (maxTextureSize > 0)
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textureSize = std::max(textureSize, maxTextureSize);
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unplacedRects.JoinRemove(newPlacedRects);
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}
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}
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}
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}
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LOG_OUT() << "Third loop completed" << std::endl;
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LOG_OUT() << "GenerateTextureForUV 7" << std::endl;
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Mesh::FaceIdxArr emptyFaceIndexes;
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{
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#ifdef TEXOPT_USE_OPENMP
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#pragma omp parallel for schedule(dynamic)
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for (int_t i=0; i<(int_t)placedRects.size(); ++i) {
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for (int_t j=0; j<(int_t)placedRects[(TexIndex)i].size(); ++j) {
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const TexIndex idxTexture((TexIndex)i);
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const uint32_t idxPlacedPatch((uint32_t)j);
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#else
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FOREACH(idxTexture, placedRects) {
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FOREACH(idxPlacedPatch, placedRects[idxTexture]) {
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#endif
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const TexturePatch& texturePatch = texturePatches[placedRects[idxTexture][idxPlacedPatch].patchIdx];
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const RectsBinPack::Rect& rect = placedRects[idxTexture][idxPlacedPatch].rect;
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// copy patch image
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ASSERT((rect.width == texturePatch.rect.width && rect.height == texturePatch.rect.height) ||
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(rect.height == texturePatch.rect.width && rect.width == texturePatch.rect.height));
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int x(0), y(1);
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if (texturePatch.label != NO_ID) {
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const Image& imageData = images[texturePatch.label];
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cv::Mat patch(imageData.image(texturePatch.rect));
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if (rect.width != texturePatch.rect.width) {
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// flip patch and texture-coordinates
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patch = patch.t();
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x = 1; y = 0;
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}
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patch.copyTo(texturesDiffuse[idxTexture](rect));
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}
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else
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{
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auto it = texturePatch.faces.begin();
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while (it != texturePatch.faces.end())
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{
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emptyFaceIndexes.push_back(*it);
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++it;
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}
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}
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// compute final texture coordinates
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const TexCoord offset(rect.tl());
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for (const FIndex idxFace: texturePatch.faces) {
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TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
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faceTexindices[idxFace] = idxTexture;
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for (int v=0; v<3; ++v) {
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TexCoord& texcoord = texcoords[v];
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texcoord = TexCoord(
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texcoord[x]+offset.x,
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texcoord[y]+offset.y
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);
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}
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}
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}
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}
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}
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LOG_OUT() << "GenerateTextureForUV 8" << std::endl;
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if (texturesDiffuse.size() == 1)
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faceTexindices.Release();
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// apply some sharpening
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if (fSharpnessWeight > 0) {
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constexpr double sigma = 1.5;
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for (auto &textureDiffuse: texturesDiffuse) {
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Image8U3 blurryTextureDiffuse;
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cv::GaussianBlur(textureDiffuse, blurryTextureDiffuse, cv::Size(), sigma);
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cv::addWeighted(textureDiffuse, 1+fSharpnessWeight, blurryTextureDiffuse, -fSharpnessWeight, 0, textureDiffuse);
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}
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}
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LOG_OUT() << "Fourth loop completed" << std::endl;
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std::ofstream out(basename + "_empty_color_triangles.txt");
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RFOREACHPTR(pIdxF, emptyFaceIndexes) {
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out << *pIdxF << "\n";
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}
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out.close();
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}
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}
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void MeshTexture::GlobalSeamLevelingExternalUV()
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{
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@@ -9574,6 +9940,7 @@ bool SaveGeneratedTextures(const Mesh::Image8U3Arr& generatedTextures, const std
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return true;
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}
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//*
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bool MeshTexture::TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskLabel, float fOutlierThreshold, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight)
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{
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DEBUG_EXTRA("TextureWithExistingUV 1");
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@@ -9646,6 +10013,92 @@ bool MeshTexture::TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskL
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DEBUG_EXTRA("纹理生成失败");
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return false;
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}
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//*/
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/*
|
||||
bool MeshTexture::TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskLabel, float fOutlierThreshold, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight)
|
||||
{
|
||||
DEBUG_EXTRA("TextureWithExistingUV 1 - 从已生成纹理采样");
|
||||
TD_TIMER_START();
|
||||
|
||||
// 1. 验证输入
|
||||
if (scene.mesh.faceTexcoords.empty()) {
|
||||
VERBOSE("error: mesh does not contain UV coordinates");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (scene.mesh.faceTexcoords.size() != scene.mesh.faces.size() * 3) {
|
||||
VERBOSE("error: UV coordinates count does not match face count, %d, %d", scene.mesh.faceTexcoords.size(), scene.mesh.faces.size() * 3);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否已经有生成的纹理
|
||||
if (!scene.mesh.texturesDiffuse.empty() && !scene.mesh.faceTexindices.empty()) {
|
||||
DEBUG_EXTRA("TextureWithExistingUV: 使用已生成的纹理,数量: %zu", scene.mesh.texturesDiffuse.size());
|
||||
return true; // 已经通过 GenerateTextureForUV 生成了纹理,直接返回成功
|
||||
}
|
||||
|
||||
// 如果没有已生成的纹理,重新从图像投影生成
|
||||
DEBUG_EXTRA("TextureWithExistingUV 2 - 从图像重新生成纹理");
|
||||
|
||||
// 2. 为每个面选择最佳视图
|
||||
FaceDataViewArr facesDatas;
|
||||
if (!ListCameraFaces(facesDatas, fOutlierThreshold, nIgnoreMaskLabel, views, false)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
DEBUG_EXTRA("TextureWithExistingUV 3 faceSize=%d", scene.mesh.faces.size());
|
||||
|
||||
// 3. 为每个面分配最佳视图
|
||||
LabelArr faceLabels(scene.mesh.faces.size());
|
||||
FOREACH(idxFace, scene.mesh.faces) {
|
||||
const FaceDataArr& faceDatas = facesDatas[idxFace];
|
||||
if (faceDatas.empty()) {
|
||||
faceLabels[idxFace] = 0; // 无视图可用
|
||||
continue;
|
||||
}
|
||||
|
||||
// 选择质量最高的视图
|
||||
float bestQuality = -1;
|
||||
IIndex bestView = NO_ID;
|
||||
for (const FaceData& data : faceDatas) {
|
||||
if (data.quality > bestQuality && !data.bInvalidFacesRelative) {
|
||||
bestQuality = data.quality;
|
||||
bestView = data.idxView;
|
||||
}
|
||||
}
|
||||
|
||||
faceLabels[idxFace] = (bestView != NO_ID) ? (bestView + 1) : 0;
|
||||
}
|
||||
|
||||
// 4. 从现有纹理采样生成纹理图集
|
||||
Mesh::Image8U3Arr generatedTextures = SampleFromExistingTextures(faceLabels, views, nTextureSizeMultiple, colEmpty, fSharpnessWeight);
|
||||
|
||||
if (!generatedTextures.empty()) {
|
||||
scene.mesh.texturesDiffuse = std::move(generatedTextures);
|
||||
|
||||
// 同时设置面的纹理索引
|
||||
scene.mesh.faceTexindices.resize(scene.mesh.faces.size());
|
||||
for (size_t i = 0; i < faceLabels.size(); ++i) {
|
||||
// 假设所有面都在第一个纹理中
|
||||
scene.mesh.faceTexindices[i] = 0;
|
||||
}
|
||||
|
||||
DEBUG_EXTRA("成功生成 %zu 个纹理,已赋值给 mesh", scene.mesh.texturesDiffuse.size());
|
||||
|
||||
// 🆕 保存纹理到文件
|
||||
std::string outputDir = "texture_output";
|
||||
if (SaveGeneratedTextures(scene.mesh.texturesDiffuse, outputDir)) {
|
||||
DEBUG_EXTRA("纹理已成功保存到目录: %s", outputDir.c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
DEBUG_EXTRA("纹理生成失败");
|
||||
return false;
|
||||
}
|
||||
*/
|
||||
|
||||
Point2f MeshTexture::ProjectPointWithAutoCorrection(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage) {
|
||||
Point2f imgPoint = camera.ProjectPointP(worldPoint);
|
||||
@@ -10151,6 +10604,15 @@ void FillTextureGaps(Image8U3& textureAtlas, const Mesh::TexCoordArr& faceTexcoo
|
||||
Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLabels, const IIndexArr& views,
|
||||
unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight)
|
||||
{
|
||||
// 如果已经有生成的纹理,直接返回
|
||||
if (!scene.mesh.texturesDiffuse.empty()) {
|
||||
DEBUG_EXTRA("GenerateTextureAtlasFromUV: 使用已生成的纹理,数量: %zu", scene.mesh.texturesDiffuse.size());
|
||||
return scene.mesh.texturesDiffuse;
|
||||
}
|
||||
|
||||
// 否则,重新生成纹理
|
||||
DEBUG_EXTRA("GenerateTextureAtlasFromUV: 从图像重新生成纹理");
|
||||
|
||||
// 1. 分析整个模型的UV布局
|
||||
AABB2f uvBounds(true);
|
||||
FOREACH(i, scene.mesh.faceTexcoords) {
|
||||
@@ -10308,7 +10770,7 @@ Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLa
|
||||
}
|
||||
|
||||
// 5. 添加后处理填充函数
|
||||
FillTextureGaps(textureAtlas, scene.mesh.faceTexcoords, (FIndex)scene.mesh.faces.size(), faceLabels, textureSize, colEmpty);
|
||||
FillTextureGaps(textureAtlas, scene.mesh.faceTexcoords, (FIndex)scene.mesh.faces.size(), faceLabels, textureSize, colEmpty);
|
||||
|
||||
// 6. 应用后处理
|
||||
if (fSharpnessWeight > 0) {
|
||||
@@ -10321,6 +10783,146 @@ Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLa
|
||||
return textures;
|
||||
}
|
||||
|
||||
Mesh::Image8U3Arr MeshTexture::SampleFromExistingTextures(const LabelArr& faceLabels, const IIndexArr& views,
|
||||
unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight)
|
||||
{
|
||||
DEBUG_EXTRA("SampleFromExistingTextures: 从已生成纹理采样");
|
||||
|
||||
// 1. 检查是否有已生成的纹理
|
||||
if (scene.mesh.texturesDiffuse.empty() || scene.mesh.faceTexindices.empty()) {
|
||||
DEBUG_EXTRA("SampleFromExistingTextures: 没有已生成的纹理,回退到 GenerateTextureAtlasFromUV");
|
||||
return GenerateTextureAtlasFromUV(faceLabels, views, nTextureSizeMultiple, colEmpty, fSharpnessWeight);
|
||||
}
|
||||
|
||||
// 2. 分析整个模型的UV布局
|
||||
AABB2f uvBounds(true);
|
||||
FOREACH(i, scene.mesh.faceTexcoords) {
|
||||
const TexCoord& uv = scene.mesh.faceTexcoords[i];
|
||||
uvBounds.InsertFull(uv);
|
||||
}
|
||||
|
||||
// 3. 根据UV范围确定纹理图集尺寸
|
||||
const int textureSize = ComputeOptimalTextureSize(uvBounds.ptMin, uvBounds.ptMax, nTextureSizeMultiple);
|
||||
|
||||
// 4. 创建目标纹理图集
|
||||
Mesh::Image8U3Arr textures;
|
||||
Image8U3& textureAtlas = textures.emplace_back(textureSize, textureSize);
|
||||
textureAtlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
|
||||
|
||||
DEBUG_EXTRA("从已生成纹理采样: 创建纹理图集 %dx%d", textureSize, textureSize);
|
||||
|
||||
// 5. 为每个面片从现有纹理采样
|
||||
#ifdef _USE_OPENMP
|
||||
#pragma omp parallel for schedule(dynamic)
|
||||
for (int_t idxFace = 0; idxFace < (int_t)scene.mesh.faces.size(); ++idxFace) {
|
||||
#else
|
||||
FOREACH(idxFace, scene.mesh.faces) {
|
||||
#endif
|
||||
const FIndex faceID = (FIndex)idxFace;
|
||||
|
||||
// 获取面的纹理索引
|
||||
if (faceID >= scene.mesh.faceTexindices.size()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
TexIndex texIdx = scene.mesh.faceTexindices[faceID];
|
||||
if (texIdx >= scene.mesh.texturesDiffuse.size()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// 获取源纹理和目标纹理
|
||||
const Image8U3& sourceTexture = scene.mesh.texturesDiffuse[texIdx];
|
||||
|
||||
// 获取面的UV坐标
|
||||
const TexCoord* uvCoords = &scene.mesh.faceTexcoords[faceID * 3];
|
||||
|
||||
// 计算面片在纹理图集中的边界框
|
||||
AABB2f faceUVBounds(true);
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
faceUVBounds.InsertFull(uvCoords[i]);
|
||||
}
|
||||
|
||||
// 将UV坐标转换到纹理像素坐标
|
||||
const int startX = std::max(0, (int)(faceUVBounds.ptMin.x() * textureSize));
|
||||
const int startY = std::max(0, (int)(faceUVBounds.ptMin.y() * textureSize));
|
||||
const int endX = std::min(textureSize - 1, (int)(faceUVBounds.ptMax.x() * textureSize));
|
||||
const int endY = std::min(textureSize - 1, (int)(faceUVBounds.ptMax.y() * textureSize));
|
||||
|
||||
// 对面片覆盖的每个纹理像素进行采样
|
||||
for (int y = startY; y <= endY; ++y) {
|
||||
for (int x = startX; x <= endX; ++x) {
|
||||
const Point2f texCoord((float)x / textureSize, (float)y / textureSize);
|
||||
|
||||
// 检查是否在三角形内
|
||||
Point3f barycentric;
|
||||
if (PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
|
||||
// 从源纹理采样颜色
|
||||
Pixel8U sampledColor = SampleTextureBilinear(sourceTexture, texCoord);
|
||||
|
||||
// 将采样颜色写入纹理图集
|
||||
#ifdef _USE_OPENMP
|
||||
#pragma omp critical
|
||||
#endif
|
||||
{
|
||||
textureAtlas(y, x) = sampledColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 6. 应用后处理
|
||||
if (fSharpnessWeight > 0) {
|
||||
ApplySharpening(textureAtlas, fSharpnessWeight);
|
||||
}
|
||||
|
||||
DEBUG_EXTRA("从已生成纹理采样完成: %u个面片, 纹理尺寸%dx%d",
|
||||
scene.mesh.faces.size(), textureSize, textureSize);
|
||||
|
||||
return textures;
|
||||
}
|
||||
|
||||
// 辅助函数:从纹理中双线性采样
|
||||
Pixel8U MeshTexture::SampleTextureBilinear(const Image8U3& texture, const Point2f& texCoord) {
|
||||
const float u = texCoord.x * texture.cols;
|
||||
const float v = texCoord.y * texture.rows;
|
||||
|
||||
const int x = (int)u;
|
||||
const int y = (int)v;
|
||||
const float dx = u - x;
|
||||
const float dy = v - y;
|
||||
|
||||
const int x1 = std::min(x, texture.cols - 1);
|
||||
const int y1 = std::min(y, texture.rows - 1);
|
||||
const int x2 = std::min(x + 1, texture.cols - 1);
|
||||
const int y2 = std::min(y + 1, texture.rows - 1);
|
||||
|
||||
const Pixel8U& p11 = texture(y1, x1);
|
||||
const Pixel8U& p12 = texture(y2, x1);
|
||||
const Pixel8U& p21 = texture(y1, x2);
|
||||
const Pixel8U& p22 = texture(y2, x2);
|
||||
|
||||
// 双线性插值
|
||||
Pixel8U result;
|
||||
for (int c = 0; c < 3; ++c) {
|
||||
const float a = p11[c] * (1 - dx) + p21[c] * dx;
|
||||
const float b = p12[c] * (1 - dx) + p22[c] * dx;
|
||||
result[c] = (uint8_t)(a * (1 - dy) + b * dy);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// 辅助函数:应用锐化
|
||||
void MeshTexture::ApplySharpening(Image8U3& texture, float fSharpnessWeight) {
|
||||
if (fSharpnessWeight <= 0) return;
|
||||
|
||||
constexpr double sigma = 1.5;
|
||||
Image8U3 blurryTexture;
|
||||
cv::GaussianBlur(texture, blurryTexture, cv::Size(), sigma);
|
||||
cv::addWeighted(texture, 1 + fSharpnessWeight, blurryTexture, -fSharpnessWeight, 0, texture);
|
||||
}
|
||||
|
||||
|
||||
bool MeshTexture::ValidateProjection(const Vertex& worldPoint,
|
||||
const Image& sourceImage, Point2f imgPoint,
|
||||
@@ -10877,39 +11479,6 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
|
||||
DEBUG_EXTRA("First pass (virtual faces) completed: %u faces (%s)", mesh.faces.size(), TD_TIMER_GET_FMT().c_str());
|
||||
}
|
||||
|
||||
// 第二轮处理:专门处理无效面片(非虚拟面映射)
|
||||
if (false)
|
||||
{
|
||||
TD_TIMER_STARTD();
|
||||
|
||||
// 收集所有无效面片的索引
|
||||
Mesh::FaceIdxArr invalidFaces;
|
||||
for (FIndex fid = 0; fid < mesh.faces.size(); ++fid) {
|
||||
if (texture.scene.mesh.invalidFaces.data.contains(fid)) {
|
||||
invalidFaces.push_back(fid);
|
||||
}
|
||||
}
|
||||
|
||||
if (!invalidFaces.empty()) {
|
||||
// 创建新的纹理处理器,专门处理无效面片
|
||||
MeshTexture textureInvalid(*this, nResolutionLevel, nMinResolution);
|
||||
|
||||
// 使用非虚拟面模式处理无效面片
|
||||
if (!textureInvalid.FaceViewSelection4(0, fOutlierThreshold, fRatioDataSmoothness,
|
||||
nIgnoreMaskLabel, views, &invalidFaces))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 合并两轮处理的结果
|
||||
texture.texturePatches.Join(textureInvalid.texturePatches);
|
||||
texture.seamEdges.Join(textureInvalid.seamEdges);
|
||||
}
|
||||
|
||||
DEBUG_EXTRA("Second pass (invalid faces) completed: %u faces (%s)",
|
||||
invalidFaces.size(), TD_TIMER_GET_FMT().c_str());
|
||||
}
|
||||
|
||||
}
|
||||
DEBUG_EXTRA("Assigning the best view to each face completed: %u faces (%s)", mesh.faces.size(), TD_TIMER_GET_FMT().c_str());
|
||||
}
|
||||
@@ -10934,6 +11503,9 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
|
||||
return false;
|
||||
}
|
||||
|
||||
texture.GenerateTextureForUV(bGlobalSeamLeveling, bLocalSeamLeveling, nTextureSizeMultiple, nRectPackingHeuristic, colEmpty, fSharpnessWeight, maxTextureSize, baseFileName, bOriginFaceview, this);
|
||||
|
||||
|
||||
// 使用新的纹理生成方法
|
||||
MeshTexture texture(*this, nResolutionLevel, nMinResolution);
|
||||
if (!texture.TextureWithExistingUV(views, nIgnoreMaskLabel, fOutlierThreshold, nTextureSizeMultiple, colEmpty, fSharpnessWeight)){
|
||||
@@ -10947,6 +11519,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
|
||||
// mesh.CheckUVValid();
|
||||
|
||||
// generate the texture image and atlas
|
||||
if (false)
|
||||
{
|
||||
TD_TIMER_STARTD();
|
||||
texture.GenerateTexture(bGlobalSeamLeveling, bLocalSeamLeveling, nTextureSizeMultiple, nRectPackingHeuristic, colEmpty, fSharpnessWeight, maxTextureSize, baseFileName, bOriginFaceview, this);
|
||||
|
||||
Reference in new issue
Block a user