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@ -1151,24 +1151,11 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr |
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// continue;
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// continue;
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} |
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} |
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/*
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// 已有的过曝判断保留
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float brightnessPerceptual = (0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b) / 255.0f; |
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float brightnessPerceptual = (0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b) / 255.0f; |
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if (brightnessPerceptual > 0.95f) |
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// printf("brightnessPerceptual=%f\n", brightnessPerceptual);
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continue; |
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float Y = 0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b; |
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float maxChan = MAXF(pixel.r, MAXF(pixel.g, pixel.b)); |
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float minChan = MINF(pixel.r, MINF(pixel.g, pixel.b)); |
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float saturation_approx = (maxChan > 0) ? (maxChan - minChan) / maxChan : 0.0f; |
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// 只两个条件:极亮 + 低饱和
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if (brightnessPerceptual>0.95f) |
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bool isSpecular = (Y > 240.0f) && (saturation_approx < 0.12f); |
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if (isSpecular) { |
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continue; |
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continue; |
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} |
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*/ |
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// if (!(scene.mesh.invalidFacesRelative.data.contains(idxFace) && scene.is_face_visible_relative(idxFace)))
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// if (!(scene.mesh.invalidFacesRelative.data.contains(idxFace) && scene.is_face_visible_relative(idxFace)))
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// if (false)
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// if (false)
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@ -10321,11 +10308,11 @@ void MeshTexture::GlobalSeamLeveling3() |
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ASSERT(idxPatch0 < idxPatch1); |
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ASSERT(idxPatch0 < idxPatch1); |
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const MatIdx rowA((MatIdx)coeffB.size()); |
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const MatIdx rowA((MatIdx)coeffB.size()); |
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// ★ 新增:如果亮度差太大,说明一个是高光一个是暗区,跳过这个约束
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// // ★ 新增:如果亮度差太大,说明一个是高光一个是暗区,跳过这个约束
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const float lum0 = GetLuminance(color0); // 或者用 Y 通道
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// const float lum0 = GetLuminance(color0); // 或者用 Y 通道
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const float lum1 = GetLuminance(color1); |
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// const float lum1 = GetLuminance(color1);
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if (std::abs(lum0 - lum1) > 50.0f) // 阈值可调
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// if (std::abs(lum0 - lum1) > 50.0f) // 阈值可调
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continue; // 不添加这个接缝约束,避免传播高光
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// continue; // 不添加这个接缝约束,避免传播高光
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coeffB.Insert(color1 - color0); |
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coeffB.Insert(color1 - color0); |
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ASSERT(ISFINITE(coeffB.back())); |
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ASSERT(ISFINITE(coeffB.back())); |
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@ -10436,15 +10423,15 @@ void MeshTexture::GlobalSeamLeveling3() |
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const Color col(RGB2YCBCR(Color(v))); |
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const Color col(RGB2YCBCR(Color(v))); |
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// ★ 新增:如果已经很亮且调整量是正向的,跳过提亮
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// // ★ 新增:如果已经很亮且调整量是正向的,跳过提亮
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if (col[0] > 210.0f && a[0] > 0.0f) { |
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// if (col[0] > 210.0f && a[0] > 0.0f) {
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// 已经够亮了,不再加亮度(但允许降亮度,也允许调色度)
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// // 已经够亮了,不再加亮度(但允许降亮度,也允许调色度)
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clamped_a[0] = 0.0f; |
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// clamped_a[0] = 0.0f;
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} else { |
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// } else {
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clamped_a[0] = CLAMP(a[0], -maxAdjY, maxAdjY); |
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// clamped_a[0] = CLAMP(a[0], -maxAdjY, maxAdjY);
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} |
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// }
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clamped_a[1] = CLAMP(a[1], -maxAdjC, maxAdjC); |
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// clamped_a[1] = CLAMP(a[1], -maxAdjC, maxAdjC);
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clamped_a[2] = CLAMP(a[2], -maxAdjC, maxAdjC); |
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// clamped_a[2] = CLAMP(a[2], -maxAdjC, maxAdjC);
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const Color acol(YCBCR2RGB(Color(col + clamped_a))); |
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const Color acol(YCBCR2RGB(Color(col + clamped_a))); |
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for (int p = 0; p < 3; ++p) |
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for (int p = 0; p < 3; ++p) |
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