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可以生成纹理,不过还是不清晰

ManualUV
hesuicong 5 hours ago
parent
commit
46d5d65b3f
  1. 606
      libs/MVS/SceneTexture.cpp

606
libs/MVS/SceneTexture.cpp

@ -645,9 +645,6 @@ public: @@ -645,9 +645,6 @@ public:
void LocalSeamLevelingExternalUV();
void GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName, bool bOriginFaceview, Scene *pScene);
void GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& basename, bool bOriginFaceview, Scene *pScene, Mesh::TexCoordArr& existingTexcoords, Mesh::TexIndexArr& existingTexindices);
void GenerateTexture2(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName);
bool TextureWithExistingUV(
const IIndexArr& views,
int nIgnoreMaskLabel,
@ -9870,358 +9867,6 @@ void MeshTexture::GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLevel @@ -9870,358 +9867,6 @@ void MeshTexture::GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLevel
}
}
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, Mesh::TexCoordArr& existingTexcoords, Mesh::TexIndexArr& existingTexindices)
{
int border = 2;
if (!bOriginFaceview)
border = 4;
Mesh::TexCoordArr& faceTexcoords2 = existingTexcoords;
Mesh::TexIndexArr& faceTexindices2 = existingTexindices;
faceTexcoords2.resize(faces.size()*3);
faceTexindices2.resize(faces.size());
#ifdef TEXOPT_USE_OPENMP
// LOG_OUT() << "def TEXOPT_USE_OPENMP" << std::endl;
const unsigned numPatches(texturePatches.size()-1);
// ===== 修改:只在非外部UV模式下执行投影计算 =====
{
#pragma omp parallel for schedule(dynamic)
for (int_t idx=0; idx<(int_t)numPatches; ++idx) {
TexturePatch& texturePatch = texturePatches[(uint32_t)idx];
#else
for (TexturePatch *pTexturePatch=texturePatches.Begin(), *pTexturePatchEnd=texturePatches.End()-1; pTexturePatch<pTexturePatchEnd; ++pTexturePatch) {
TexturePatch& texturePatch = *pTexturePatch;
#endif
const Image& imageData = images[texturePatch.label];
AABB2f aabb(true);
for (const FIndex idxFace: texturePatch.faces) {
const Face& face = faces[idxFace];
TexCoord* texcoords = faceTexcoords2.data()+idxFace*3;
for (int i=0; i<3; ++i) {
texcoords[i] = imageData.camera.ProjectPointP(vertices[face[i]]);
ASSERT(imageData.image.isInsideWithBorder(texcoords[i], border));
aabb.InsertFull(texcoords[i]);
if (false)
{
const Point2f& a = texcoords[0];
const Point2f& b = texcoords[1];
const Point2f& c = texcoords[2];
// 计算边向量
Point2f v0 = b - a;
Point2f v1 = c - a;
float denom = (v0.x * v0.x + v0.y * v0.y) * (v1.x * v1.x + v1.y * v1.y) -
std::pow(v0.x * v1.x + v0.y * v1.y, 2);
// 处理退化三角形情况(面积接近0)
const float epsilon = 1e-6f;
if (std::abs(denom) < epsilon)
{
// DEBUG_EXTRA("PointInTriangle - Degenerate triangle, denom=%.10f", denom);
}
else
{
// DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
}
}
}
}
// compute relative texture coordinates
ASSERT(imageData.image.isInside(Point2f(aabb.ptMin)));
ASSERT(imageData.image.isInside(Point2f(aabb.ptMax)));
if (bOriginFaceview)
{
texturePatch.rect.x = FLOOR2INT(aabb.ptMin[0])-border;
texturePatch.rect.y = FLOOR2INT(aabb.ptMin[1])-border;
texturePatch.rect.width = CEIL2INT(aabb.ptMax[0]-aabb.ptMin[0])+border*2;
texturePatch.rect.height = CEIL2INT(aabb.ptMax[1]-aabb.ptMin[1])+border*2;
}
else
{
texturePatch.rect.x = std::max(0, FLOOR2INT(aabb.ptMin[0])-border);
texturePatch.rect.y = std::max(0, FLOOR2INT(aabb.ptMin[1])-border);
// 限制尺寸不超过图像实际范围
const cv::Mat& img = images[texturePatch.label].image;
texturePatch.rect.width = std::min(
CEIL2INT(aabb.ptMax[0]-aabb.ptMin[0])+border*2,
img.cols - texturePatch.rect.x
);
texturePatch.rect.height = std::min(
CEIL2INT(aabb.ptMax[1]-aabb.ptMin[1])+border*2,
img.rows - texturePatch.rect.y
);
}
ASSERT(imageData.image.isInside(texturePatch.rect.tl()));
ASSERT(imageData.image.isInside(texturePatch.rect.br()));
const TexCoord offset(texturePatch.rect.tl());
for (const FIndex idxFace: texturePatch.faces) {
TexCoord* texcoords = faceTexcoords2.data()+idxFace*3;
for (int v=0; v<3; ++v)
{
texcoords[v] -= offset;
if (false)
{
const Point2f& a = texcoords[0];
const Point2f& b = texcoords[1];
const Point2f& c = texcoords[2];
// 计算边向量
Point2f v0 = b - a;
Point2f v1 = c - a;
float denom = (v0.x * v0.x + v0.y * v0.y) * (v1.x * v1.x + v1.y * v1.y) -
std::pow(v0.x * v1.x + v0.y * v1.y, 2);
}
}
}
}
}
{
// init last patch to point to a small uniform color patch
TexturePatch& texturePatch = texturePatches.back();
const int sizePatch(border*2+1);
texturePatch.rect = cv::Rect(0,0, sizePatch,sizePatch);
for (const FIndex idxFace: texturePatch.faces) {
TexCoord* texcoords = faceTexcoords2.data()+idxFace*3;
for (int i=0; i<3; ++i)
texcoords[i] = TexCoord(0.5f, 0.5f);
}
}
LOG_OUT() << "First loop completed" << std::endl;
/*
TD_TIMER_STARTD();
// perform seam leveling
if (texturePatches.size() > 2 && (bGlobalSeamLeveling || bLocalSeamLeveling)) {
// create seam vertices and edges
CreateSeamVertices();
// perform global seam leveling
if (bGlobalSeamLeveling) {
TD_TIMER_STARTD();
if (bUseExternalUV) {
// 外部UV数据可能需要更温和的接缝处理
GlobalSeamLevelingExternalUV();
} else {
GlobalSeamLeveling3();
}
DEBUG_EXTRA("\tglobal seam leveling completed (%s)", TD_TIMER_GET_FMT().c_str());
}
// perform local seam leveling
if (bLocalSeamLeveling) {
TD_TIMER_STARTD();
// LocalSeamLeveling();
if (bUseExternalUV) {
// 外部UV数据可能需要不同的局部接缝处理
LocalSeamLevelingExternalUV();
} else {
LocalSeamLeveling3();
}
DEBUG_EXTRA("\tlocal seam leveling completed (%s)", TD_TIMER_GET_FMT().c_str());
}
}
DEBUG_EXTRA("seam (%s)", TD_TIMER_GET_FMT().c_str());
*/
{
// merge texture patches with overlapping rectangles
for (unsigned i=0; i<texturePatches.size()-1; ++i) {
TexturePatch& texturePatchBig = texturePatches[i];
for (unsigned j=1; j<texturePatches.size(); ++j) {
if (i == j)
continue;
TexturePatch& texturePatchSmall = texturePatches[j];
if (texturePatchBig.label != texturePatchSmall.label)
continue;
if (!RectsBinPack::IsContainedIn(texturePatchSmall.rect, texturePatchBig.rect))
continue;
// translate texture coordinates
const TexCoord offset(texturePatchSmall.rect.tl()-texturePatchBig.rect.tl());
for (const FIndex idxFace: texturePatchSmall.faces) {
TexCoord* texcoords = faceTexcoords2.data()+idxFace*3;
for (int v=0; v<3; ++v)
texcoords[v] += offset;
}
// join faces lists
texturePatchBig.faces.JoinRemove(texturePatchSmall.faces);
// remove the small patch
texturePatches.RemoveAtMove(j--);
}
}
}
LOG_OUT() << "Second loop completed" << std::endl;
// create texture
{
// arrange texture patches to fit the smallest possible texture image
// const unsigned minPatchSize = 20;
RectsBinPack::RectWIdxArr unplacedRects(texturePatches.size());
FOREACH(i, texturePatches) {
if (texturePatches[i].label == NO_ID) {
}
// LOG_OUT() << "Third loop completed" << std::endl;
if (maxTextureSize > 0 && (texturePatches[i].rect.width > maxTextureSize || texturePatches[i].rect.height > maxTextureSize)) {
DEBUG("error: a patch of size %u x %u does not fit the texture", texturePatches[i].rect.width, texturePatches[i].rect.height);
ABORT("the maximum texture size chosen cannot fit a patch");
}
unplacedRects[i] = {texturePatches[i].rect, i};
}
LOG_OUT() << "unplacedRects loop completed" << std::endl;
LOG_OUT() << "pack patches: one pack per texture file loop completed" << std::endl;
// pack patches: one pack per texture file
CLISTDEF2IDX(RectsBinPack::RectWIdxArr, TexIndex) placedRects; {
// increase texture size till all patches fit
// Bruce
unsigned typeRectsBinPack(nRectPackingHeuristic/100);
unsigned typeSplit((nRectPackingHeuristic-typeRectsBinPack*100)/10);
unsigned typeHeuristic(nRectPackingHeuristic%10);
if (!bOriginFaceview && false)
{
typeRectsBinPack = 1;
typeSplit = 0;
typeHeuristic = 1;
}
int textureSize = 0;
{
while (!unplacedRects.empty()) {
TD_TIMER_STARTD();
if (textureSize == 0) {
textureSize = RectsBinPack::ComputeTextureSize(unplacedRects, nTextureSizeMultiple);
if (maxTextureSize > 0 && textureSize > maxTextureSize)
textureSize = maxTextureSize;
}
RectsBinPack::RectWIdxArr newPlacedRects;
switch (typeRectsBinPack) {
case 0: {
MaxRectsBinPack pack(textureSize, textureSize);
newPlacedRects = pack.Insert(unplacedRects, (MaxRectsBinPack::FreeRectChoiceHeuristic)typeHeuristic);
break; }
case 1: {
SkylineBinPack pack(textureSize, textureSize, typeSplit!=0);
newPlacedRects = pack.Insert(unplacedRects, (SkylineBinPack::LevelChoiceHeuristic)typeHeuristic);
break; }
case 2: {
GuillotineBinPack pack(textureSize, textureSize);
newPlacedRects = pack.Insert(unplacedRects, false, (GuillotineBinPack::FreeRectChoiceHeuristic)typeHeuristic, (GuillotineBinPack::GuillotineSplitHeuristic)typeSplit);
break; }
default:
ABORT("error: unknown RectsBinPack type");
}
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());
if (textureSize == maxTextureSize || unplacedRects.empty()) {
// create texture image
placedRects.emplace_back(std::move(newPlacedRects));
// Pixel8U colEmpty2=Pixel8U(0,0,255);
texturesDiffuseTemp.emplace_back(textureSize, textureSize).setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
textureSize = 0;
} else {
// try again with a bigger texture
textureSize *= 2;
if (maxTextureSize > 0)
textureSize = std::max(textureSize, maxTextureSize);
unplacedRects.JoinRemove(newPlacedRects);
}
}
}
}
LOG_OUT() << "Third loop completed" << std::endl;
Mesh::FaceIdxArr emptyFaceIndexes;
{
#ifdef TEXOPT_USE_OPENMP
#pragma omp parallel for schedule(dynamic)
for (int_t i=0; i<(int_t)placedRects.size(); ++i) {
for (int_t j=0; j<(int_t)placedRects[(TexIndex)i].size(); ++j) {
const TexIndex idxTexture((TexIndex)i);
const uint32_t idxPlacedPatch((uint32_t)j);
#else
FOREACH(idxTexture, placedRects) {
FOREACH(idxPlacedPatch, placedRects[idxTexture]) {
#endif
const TexturePatch& texturePatch = texturePatches[placedRects[idxTexture][idxPlacedPatch].patchIdx];
const RectsBinPack::Rect& rect = placedRects[idxTexture][idxPlacedPatch].rect;
// copy patch image
ASSERT((rect.width == texturePatch.rect.width && rect.height == texturePatch.rect.height) ||
(rect.height == texturePatch.rect.width && rect.width == texturePatch.rect.height));
int x(0), y(1);
if (texturePatch.label != NO_ID) {
const Image& imageData = images[texturePatch.label];
cv::Mat patch(imageData.image(texturePatch.rect));
if (rect.width != texturePatch.rect.width) {
// flip patch and texture-coordinates
patch = patch.t();
x = 1; y = 0;
}
patch.copyTo(texturesDiffuseTemp[idxTexture](rect));
}
else
{
auto it = texturePatch.faces.begin();
while (it != texturePatch.faces.end())
{
emptyFaceIndexes.push_back(*it);
++it;
}
}
// compute final texture coordinates
const TexCoord offset(rect.tl());
for (const FIndex idxFace: texturePatch.faces) {
TexCoord* texcoords = faceTexcoords2.data()+idxFace*3;
faceTexindices2[idxFace] = idxTexture;
for (int v=0; v<3; ++v) {
TexCoord& texcoord = texcoords[v];
texcoord = TexCoord(
texcoord[x]+offset.x,
texcoord[y]+offset.y
);
}
}
}
}
}
if (texturesDiffuseTemp.size() == 1)
faceTexindices2.Release();
// apply some sharpening
if (fSharpnessWeight > 0) {
constexpr double sigma = 1.5;
for (auto &textureDiffuse: texturesDiffuseTemp) {
Image8U3 blurryTextureDiffuse;
cv::GaussianBlur(textureDiffuse, blurryTextureDiffuse, cv::Size(), sigma);
cv::addWeighted(textureDiffuse, 1+fSharpnessWeight, blurryTextureDiffuse, -fSharpnessWeight, 0, textureDiffuse);
}
}
LOG_OUT() << "Fourth loop completed" << std::endl;
std::ofstream out(basename + "_empty_color_triangles.txt");
RFOREACHPTR(pIdxF, emptyFaceIndexes) {
out << *pIdxF << "\n";
}
out.close();
}
}
void MeshTexture::GlobalSeamLevelingExternalUV()
{
// 针对外部UV数据的全局接缝处理
@ -10679,251 +10324,6 @@ void MeshTexture::LocalSeamLeveling() @@ -10679,251 +10324,6 @@ void MeshTexture::LocalSeamLeveling()
}
}
void MeshTexture::GenerateTexture2(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& basename)
{
// Bruce
bGlobalSeamLeveling = false;
bLocalSeamLeveling = false;
// project patches in the corresponding view and compute texture-coordinates and bounding-box
const int border(2);
faceTexcoords.resize(faces.size()*3);
faceTexindices.resize(faces.size());
#ifdef TEXOPT_USE_OPENMP
// LOG_OUT() << "def TEXOPT_USE_OPENMP" << std::endl;
const unsigned numPatches(texturePatches.size()-1);
#pragma omp parallel for schedule(dynamic)
for (int_t idx=0; idx<(int_t)numPatches; ++idx) {
TexturePatch& texturePatch = texturePatches[(uint32_t)idx];
#else
for (TexturePatch *pTexturePatch=texturePatches.Begin(), *pTexturePatchEnd=texturePatches.End()-1; pTexturePatch<pTexturePatchEnd; ++pTexturePatch) {
TexturePatch& texturePatch = *pTexturePatch;
#endif
const Image& imageData = images[texturePatch.label];
AABB2f aabb(true);
for (const FIndex idxFace: texturePatch.faces) {
const Face& face = faces[idxFace];
TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
for (int i=0; i<3; ++i) {
texcoords[i] = imageData.camera.ProjectPointP(vertices[face[i]]);
ASSERT(imageData.image.isInsideWithBorder(texcoords[i], border));
aabb.InsertFull(texcoords[i]);
}
}
// compute relative texture coordinates
ASSERT(imageData.image.isInside(Point2f(aabb.ptMin)));
ASSERT(imageData.image.isInside(Point2f(aabb.ptMax)));
texturePatch.rect.x = FLOOR2INT(aabb.ptMin[0])-border;
texturePatch.rect.y = FLOOR2INT(aabb.ptMin[1])-border;
texturePatch.rect.width = CEIL2INT(aabb.ptMax[0]-aabb.ptMin[0])+border*2;
texturePatch.rect.height = CEIL2INT(aabb.ptMax[1]-aabb.ptMin[1])+border*2;
ASSERT(imageData.image.isInside(texturePatch.rect.tl()));
ASSERT(imageData.image.isInside(texturePatch.rect.br()));
const TexCoord offset(texturePatch.rect.tl());
for (const FIndex idxFace: texturePatch.faces) {
TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
for (int v=0; v<3; ++v)
texcoords[v] -= offset;
}
}
{
// init last patch to point to a small uniform color patch
TexturePatch& texturePatch = texturePatches.back();
const int sizePatch(border*2+1);
texturePatch.rect = cv::Rect(0,0, sizePatch,sizePatch);
for (const FIndex idxFace: texturePatch.faces) {
TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
for (int i=0; i<3; ++i)
texcoords[i] = TexCoord(0.5f, 0.5f);
}
}
LOG_OUT() << "First loop completed" << std::endl;
// perform seam leveling
if (texturePatches.size() > 2 && (bGlobalSeamLeveling || bLocalSeamLeveling)) {
// create seam vertices and edges
CreateSeamVertices();
// perform global seam leveling
if (bGlobalSeamLeveling) {
TD_TIMER_STARTD();
GlobalSeamLeveling();
DEBUG_ULTIMATE("\tglobal seam leveling completed (%s)", TD_TIMER_GET_FMT().c_str());
}
// perform local seam leveling
if (bLocalSeamLeveling) {
TD_TIMER_STARTD();
LocalSeamLeveling();
DEBUG_ULTIMATE("\tlocal seam leveling completed (%s)", TD_TIMER_GET_FMT().c_str());
}
}
// merge texture patches with overlapping rectangles
for (unsigned i=0; i<texturePatches.size()-1; ++i) {
TexturePatch& texturePatchBig = texturePatches[i];
for (unsigned j=1; j<texturePatches.size(); ++j) {
if (i == j)
continue;
TexturePatch& texturePatchSmall = texturePatches[j];
if (texturePatchBig.label != texturePatchSmall.label)
continue;
if (!RectsBinPack::IsContainedIn(texturePatchSmall.rect, texturePatchBig.rect))
continue;
// translate texture coordinates
const TexCoord offset(texturePatchSmall.rect.tl()-texturePatchBig.rect.tl());
for (const FIndex idxFace: texturePatchSmall.faces) {
TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
for (int v=0; v<3; ++v)
texcoords[v] += offset;
}
// join faces lists
texturePatchBig.faces.JoinRemove(texturePatchSmall.faces);
// remove the small patch
texturePatches.RemoveAtMove(j--);
}
}
LOG_OUT() << "Second loop completed" << std::endl;
// create texture
{
// arrange texture patches to fit the smallest possible texture image
// const unsigned minPatchSize = 20;
RectsBinPack::RectWIdxArr unplacedRects(texturePatches.size());
FOREACH(i, texturePatches) {
// LOG_OUT() << "Third loop completed" << std::endl;
if (maxTextureSize > 0 && (texturePatches[i].rect.width > maxTextureSize || texturePatches[i].rect.height > maxTextureSize)) {
DEBUG("error: a patch of size %u x %u does not fit the texture", texturePatches[i].rect.width, texturePatches[i].rect.height);
ABORT("the maximum texture size chosen cannot fit a patch");
}
unplacedRects[i] = {texturePatches[i].rect, i};
}
LOG_OUT() << "unplacedRects loop completed" << std::endl;
LOG_OUT() << "pack patches: one pack per texture file loop completed" << std::endl;
// pack patches: one pack per texture file
CLISTDEF2IDX(RectsBinPack::RectWIdxArr, TexIndex) placedRects; {
// increase texture size till all patches fit
const unsigned typeRectsBinPack(nRectPackingHeuristic/100);
const unsigned typeSplit((nRectPackingHeuristic-typeRectsBinPack*100)/10);
const unsigned typeHeuristic(nRectPackingHeuristic%10);
int textureSize = 0;
while (!unplacedRects.empty()) {
TD_TIMER_STARTD();
if (textureSize == 0) {
textureSize = RectsBinPack::ComputeTextureSize(unplacedRects, nTextureSizeMultiple);
if (maxTextureSize > 0 && textureSize > maxTextureSize)
textureSize = maxTextureSize;
}
RectsBinPack::RectWIdxArr newPlacedRects;
switch (typeRectsBinPack) {
case 0: {
MaxRectsBinPack pack(textureSize, textureSize);
newPlacedRects = pack.Insert(unplacedRects, (MaxRectsBinPack::FreeRectChoiceHeuristic)typeHeuristic);
break; }
case 1: {
SkylineBinPack pack(textureSize, textureSize, typeSplit!=0);
newPlacedRects = pack.Insert(unplacedRects, (SkylineBinPack::LevelChoiceHeuristic)typeHeuristic);
break; }
case 2: {
GuillotineBinPack pack(textureSize, textureSize);
newPlacedRects = pack.Insert(unplacedRects, false, (GuillotineBinPack::FreeRectChoiceHeuristic)typeHeuristic, (GuillotineBinPack::GuillotineSplitHeuristic)typeSplit);
break; }
default:
ABORT("error: unknown RectsBinPack type");
}
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());
if (textureSize == maxTextureSize || unplacedRects.empty()) {
// create texture image
placedRects.emplace_back(std::move(newPlacedRects));
texturesDiffuse.emplace_back(textureSize, textureSize).setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
textureSize = 0;
} else {
// try again with a bigger texture
textureSize *= 2;
if (maxTextureSize > 0)
textureSize = std::max(textureSize, maxTextureSize);
unplacedRects.JoinRemove(newPlacedRects);
}
}
}
LOG_OUT() << "Third loop completed" << std::endl;
Mesh::FaceIdxArr emptyFaceIndexes;
#ifdef TEXOPT_USE_OPENMP
#pragma omp parallel for schedule(dynamic)
for (int_t i=0; i<(int_t)placedRects.size(); ++i) {
for (int_t j=0; j<(int_t)placedRects[(TexIndex)i].size(); ++j) {
const TexIndex idxTexture((TexIndex)i);
const uint32_t idxPlacedPatch((uint32_t)j);
#else
FOREACH(idxTexture, placedRects) {
FOREACH(idxPlacedPatch, placedRects[idxTexture]) {
#endif
const TexturePatch& texturePatch = texturePatches[placedRects[idxTexture][idxPlacedPatch].patchIdx];
const RectsBinPack::Rect& rect = placedRects[idxTexture][idxPlacedPatch].rect;
// copy patch image
ASSERT((rect.width == texturePatch.rect.width && rect.height == texturePatch.rect.height) ||
(rect.height == texturePatch.rect.width && rect.width == texturePatch.rect.height));
int x(0), y(1);
if (texturePatch.label != NO_ID) {
const Image& imageData = images[texturePatch.label];
cv::Mat patch(imageData.image(texturePatch.rect));
if (rect.width != texturePatch.rect.width) {
// flip patch and texture-coordinates
patch = patch.t();
x = 1; y = 0;
}
patch.copyTo(texturesDiffuse[idxTexture](rect));
}
else
{
auto it = texturePatch.faces.begin();
while (it != texturePatch.faces.end())
{
emptyFaceIndexes.push_back(*it);
++it;
}
}
// compute final texture coordinates
const TexCoord offset(rect.tl());
for (const FIndex idxFace: texturePatch.faces) {
TexCoord* texcoords = faceTexcoords.data()+idxFace*3;
faceTexindices[idxFace] = idxTexture;
for (int v=0; v<3; ++v) {
TexCoord& texcoord = texcoords[v];
texcoord = TexCoord(
texcoord[x]+offset.x,
texcoord[y]+offset.y
);
}
}
}
}
if (texturesDiffuse.size() == 1)
faceTexindices.Release();
// apply some sharpening
if (fSharpnessWeight > 0) {
constexpr double sigma = 1.5;
for (auto &textureDiffuse: texturesDiffuse) {
Image8U3 blurryTextureDiffuse;
cv::GaussianBlur(textureDiffuse, blurryTextureDiffuse, cv::Size(), sigma);
cv::addWeighted(textureDiffuse, 1+fSharpnessWeight, blurryTextureDiffuse, -fSharpnessWeight, 0, textureDiffuse);
}
}
LOG_OUT() << "Fourth loop completed" << std::endl;
std::ofstream out(basename + "_empty_color_triangles.txt");
RFOREACHPTR(pIdxF, emptyFaceIndexes) {
out << *pIdxF << "\n";
}
out.close();
}
}
#include <opencv2/imgcodecs.hpp>
// 保存生成的纹理图集
@ -18538,7 +17938,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi @@ -18538,7 +17938,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
}
// 检查UV有效性
mesh.CheckUVValid();
// mesh.CheckUVValid();
DEBUG_EXTRA("TextureMesh bUseExistingUV=%d, UVMeshFile=%s", bUseExistingUV, strUVMeshFileName.c_str());
@ -18552,7 +17952,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi @@ -18552,7 +17952,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
// }
VERBOSE("2faceTexcoords.size=%d, faces.size=%d", mesh.faceTexcoords.size(), mesh.faces.size() * 3);
mesh.CheckUVValid();
// mesh.CheckUVValid();
// 确保网格包含UV坐标
if (mesh.faceTexcoords.empty()) {
@ -18580,7 +17980,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi @@ -18580,7 +17980,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
}
// 最终UV检查
mesh.CheckUVValid();
// mesh.CheckUVValid();
return true;
} // TextureMesh

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