正向光栅化
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1 file changed
+216
-37
+216
-37
@@ -669,6 +669,14 @@ public:
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const Mesh::TexCoordArr& existingTexcoords, // 添加已有UV参数
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const Mesh::TexCoordArr& existingTexcoords, // 添加已有UV参数
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const Mesh::TexIndexArr& existingTexindices // 添加已有纹理索引参数
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const Mesh::TexIndexArr& existingTexindices // 添加已有纹理索引参数
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);
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);
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bool RasterizeVirtualFaces(
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const VirtualFaceMap& virtualFaceMap,
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const std::vector<std::vector<IIndex>>& virtualFaceViews,
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const std::vector<std::vector<float>>& virtualFaceViewWeights,
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unsigned nTextureSizeMultiple,
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Pixel8U colEmpty,
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Mesh::Image8U3Arr& outTextures);
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bool TextureWithExistingUVVirtualFaces(const IIndexArr& views, int nIgnoreMaskLabel,
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bool TextureWithExistingUVVirtualFaces(const IIndexArr& views, int nIgnoreMaskLabel,
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float fOutlierThreshold, unsigned nTextureSizeMultiple,
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float fOutlierThreshold, unsigned nTextureSizeMultiple,
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Pixel8U colEmpty, float fSharpnessWeight);
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Pixel8U colEmpty, float fSharpnessWeight);
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@@ -14049,11 +14057,164 @@ void MeshTexture::FillTextureHoles(std::vector<Image8U3>& textures, Pixel8U colE
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DEBUG_EXTRA("Hole filling completed");
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DEBUG_EXTRA("Hole filling completed");
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}
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}
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bool MeshTexture::RasterizeVirtualFaces(
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const VirtualFaceMap& virtualFaceMap,
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const std::vector<std::vector<IIndex>>& virtualFaceViews,
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const std::vector<std::vector<float>>& virtualFaceViewWeights,
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unsigned nTextureSizeMultiple,
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Pixel8U colEmpty,
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Mesh::Image8U3Arr& outTextures)
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{
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DEBUG_EXTRA("Forward Rasterization Engine: Starting...");
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TD_TIMER_START();
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if (virtualFaceMap.empty() || virtualFaceViews.size() != virtualFaceMap.size())
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return false;
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// --------------------------------------------------
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// 1. UV 布局分析
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// --------------------------------------------------
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AABB2f uvBounds(true);
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for (const TexCoord& uv : scene.mesh.faceTexcoords)
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uvBounds.InsertFull(uv);
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float uvWidth = uvBounds.ptMax.x() - uvBounds.ptMin.x();
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float uvHeight = uvBounds.ptMax.y() - uvBounds.ptMin.y();
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if (uvWidth < 0.001f) uvWidth = 1.0f;
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if (uvHeight < 0.001f) uvHeight = 1.0f;
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int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
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// --------------------------------------------------
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// 2. 创建纹理与累积缓冲区
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// --------------------------------------------------
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outTextures.emplace_back(textureSize, textureSize);
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Image8U3& atlas = outTextures.back();
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atlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
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cv::Mat1f weightAccum(textureSize, textureSize, 0.f);
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cv::Mat3f colorAccum(textureSize, textureSize, cv::Vec3f(0.f, 0.f, 0.f));
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// --------------------------------------------------
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// 3. 光栅化参数
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// --------------------------------------------------
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constexpr int SUPER_SAMPLE = 2;
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constexpr float STEP = 1.f / SUPER_SAMPLE;
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const float MAX_DIST_SQ = 25.f / (textureSize * textureSize); // 距离阈值
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// --------------------------------------------------
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// 4. 正向光栅化主循环
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// --------------------------------------------------
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#ifdef _USE_OPENMP
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#pragma omp parallel for schedule(dynamic)
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#endif
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for (int_t idxVF = 0; idxVF < (int_t)virtualFaceMap.size(); ++idxVF)
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{
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if (virtualFaceViews[idxVF].empty())
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continue;
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const IIndex viewID = virtualFaceViews[idxVF][0]; // 单视图
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const Image& srcImg = images[viewID];
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const Camera& cam = srcImg.camera;
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for (FIndex faceID : virtualFaceMap[idxVF].faces)
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{
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const Face& face = scene.mesh.faces[faceID];
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const TexCoord* uv = &scene.mesh.faceTexcoords[faceID * 3];
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const Vertex* verts[3] = {
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&scene.mesh.vertices[face[0]],
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&scene.mesh.vertices[face[1]],
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&scene.mesh.vertices[face[2]]
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};
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// 纹理空间包围盒
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cv::Rect bbox;
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for (int i = 0; i < 3; ++i) {
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int px = int(uv[i].x * textureSize);
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int py = int(uv[i].y * textureSize);
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if (bbox.empty())
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bbox = cv::Rect(px, py, 1, 1);
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else
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bbox |= cv::Rect(px, py, 1, 1);
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}
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// 与纹理边界取交集
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bbox &= cv::Rect(0, 0, textureSize, textureSize);
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// MSAA 采样
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for (int y = bbox.y; y < bbox.y + bbox.height; ++y) {
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for (int x = bbox.x; x < bbox.x + bbox.width; ++x) {
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for (int sy = 0; sy < SUPER_SAMPLE; ++sy) {
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for (int sx = 0; sx < SUPER_SAMPLE; ++sx) {
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Point2f texCoord(
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(x + (sx + 0.5f) * STEP) / textureSize,
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(y + (sy + 0.5f) * STEP) / textureSize
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);
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Point3f bary;
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if (!PointInTriangle(texCoord, uv[0], uv[1], uv[2], bary))
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continue;
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// 3D 世界坐标
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Point3f P =
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*verts[0] * bary.x +
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*verts[1] * bary.y +
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*verts[2] * bary.z;
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// 投影到图像
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Point2f imgPt = ProjectPointWithAutoCorrection(cam, P, srcImg);
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if (!srcImg.image.isInside(imgPt) || !cam.IsInFront(P))
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continue;
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// 双三次采样
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Sampler sampler;
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Color c = srcImg.image.sample<Sampler, Color>(sampler, imgPt);
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// 累加到原子操作区域
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#ifdef _USE_OPENMP
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#pragma omp critical
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#endif
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{
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cv::Vec3f& acc = colorAccum(y, x);
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acc[0] += c[2];
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acc[1] += c[1];
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acc[2] += c[0];
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weightAccum(y, x) += 1.f;
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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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// --------------------------------------------------
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// 5. 权重归一化
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// --------------------------------------------------
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for (int y = 0; y < textureSize; ++y) {
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for (int x = 0; x < textureSize; ++x) {
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float w = weightAccum(y, x);
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if (w > 0.f) {
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cv::Vec3f c = colorAccum(y, x) / w;
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atlas(y, x) = Pixel8U{
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(unsigned char)cv::saturate_cast<uchar>(c[0]),
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(unsigned char)cv::saturate_cast<uchar>(c[1]),
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(unsigned char)cv::saturate_cast<uchar>(c[2])
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};
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}
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}
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}
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DEBUG_EXTRA("Forward Rasterization completed: %s", TD_TIMER_GET_FMT().c_str());
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return true;
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}
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bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int nIgnoreMaskLabel,
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bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int nIgnoreMaskLabel,
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float fOutlierThreshold, unsigned nTextureSizeMultiple,
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float fOutlierThreshold, unsigned nTextureSizeMultiple,
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Pixel8U colEmpty, float fSharpnessWeight)
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Pixel8U colEmpty, float fSharpnessWeight)
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{
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{
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DEBUG_EXTRA("TextureWithExistingUVVirtualFaces (STABLE MODE: 1 Face = 1 VirtualFace)");
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DEBUG_EXTRA("Texture Pipeline: Steps 3-4 (View Selection + VirtualFace Mapping)");
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TD_TIMER_START();
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TD_TIMER_START();
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// 1. 验证输入
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// 1. 验证输入
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@@ -14071,8 +14232,11 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
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const size_t numFaces = scene.mesh.faces.size();
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const size_t numFaces = scene.mesh.faces.size();
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// ==========================================================
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// ==========================================================
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// 关键修改点 1:强制 1:1 映射,绕过有问题的 VirtualFace 合并逻辑
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// 步骤3:单视图选择 (Per-Face View Selection)
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// 步骤4:构建 1:1 VirtualFace 映射
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// ==========================================================
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// ==========================================================
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// 4.1 构建 1:1 VirtualFace 映射
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VirtualFaceMap virtualFaceMap;
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VirtualFaceMap virtualFaceMap;
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virtualFaceMap.reserve(numFaces);
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virtualFaceMap.reserve(numFaces);
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for (FIndex fid = 0; fid < numFaces; ++fid) {
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for (FIndex fid = 0; fid < numFaces; ++fid) {
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@@ -14080,27 +14244,26 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
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vf.faces.push_back(fid);
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vf.faces.push_back(fid);
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virtualFaceMap.push_back(vf);
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virtualFaceMap.push_back(vf);
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}
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}
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DEBUG_EXTRA("Forced 1-to-1 mapping: %zu virtual faces for %zu original faces",
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DEBUG_EXTRA("Step 4: Forced 1-to-1 mapping: %zu virtual faces for %zu original faces",
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virtualFaceMap.size(), numFaces);
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virtualFaceMap.size(), numFaces);
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// 2. 为每个虚拟面(其实就是原始面片)收集视图数据
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// 4.2 为每个虚拟面收集视图数据(用于可见性判断)
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// ListCameraVirtualFaces 内部会调用 Rasterize,用于可见性判断
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VirtualFaceDataArr virtualFaceDatas;
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VirtualFaceDataArr virtualFaceDatas;
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if (!ListCameraVirtualFaces(virtualFaceMap, virtualFaceDatas, fOutlierThreshold, nIgnoreMaskLabel, views, false)) {
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if (!ListCameraVirtualFaces(virtualFaceMap, virtualFaceDatas, fOutlierThreshold, nIgnoreMaskLabel, views, false)) {
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return false;
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return false;
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}
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}
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// ==========================================================
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// 4.3 单视图选择:为每个虚拟面选择最佳视图
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// 关键修改点 2:不再做多视图融合,直接选 Best View
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// ==========================================================
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std::vector<std::vector<IIndex>> virtualFaceViews(virtualFaceMap.size());
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std::vector<std::vector<IIndex>> virtualFaceViews(virtualFaceMap.size());
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std::vector<std::vector<float>> virtualFaceViewWeights(virtualFaceMap.size());
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std::vector<std::vector<float>> virtualFaceViewWeights(virtualFaceMap.size());
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size_t unassignedFaces = 0;
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#ifdef _USE_OPENMP
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#ifdef _USE_OPENMP
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#pragma omp parallel for schedule(dynamic)
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#pragma omp parallel for reduction(+:unassignedFaces) schedule(dynamic)
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#endif
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#endif
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for (int_t idxVF = 0; idxVF < (int_t)virtualFaceMap.size(); ++idxVF) {
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for (int_t idxVF = 0; idxVF < (int_t)virtualFaceMap.size(); ++idxVF) {
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const FIndex fid = virtualFaceMap[idxVF].faces[0]; // 取出唯一的原始面片ID
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const FIndex fid = virtualFaceMap[idxVF].faces[0];
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const FaceDataArr& vfDatas = virtualFaceDatas[idxVF];
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const FaceDataArr& vfDatas = virtualFaceDatas[idxVF];
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float bestWeight = -1.0f;
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float bestWeight = -1.0f;
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@@ -14115,36 +14278,29 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
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// 加上法线夹角权重(正对相机的权重更高)
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// 加上法线夹角权重(正对相机的权重更高)
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const Image& image = images[data.idxView];
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const Image& image = images[data.idxView];
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// ✅ 使用 double 向量,和 RMatrix 精度一致
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Point3d camDir(0, 0, -1);
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Point3d camDir(0, 0, -1);
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camDir = image.camera.R * camDir; // ✅ RMatrix × Point3d
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camDir = image.camera.R * camDir;
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// ✅ 归一化(double 版本)
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const double len = sqrt(camDir.x*camDir.x + camDir.y*camDir.y + camDir.z*camDir.z);
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const double len = sqrt(
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camDir.x * camDir.x +
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camDir.y * camDir.y +
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camDir.z * camDir.z
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);
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if (len > 0.0) {
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if (len > 0.0) {
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camDir.x /= len;
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camDir.x /= len;
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camDir.y /= len;
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camDir.y /= len;
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camDir.z /= len;
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camDir.z /= len;
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}
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}
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// ✅ 转回 float,用于和法线点积
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Point3f cameraForward(static_cast<float>(camDir.x),
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Point3f cameraForward(
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static_cast<float>(camDir.x),
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static_cast<float>(camDir.y),
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static_cast<float>(camDir.y),
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static_cast<float>(camDir.z)
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static_cast<float>(camDir.z));
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);
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// ✅ 法线夹角权重
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const Normal& faceNormal = scene.mesh.faceNormals[fid];
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const Normal& faceNormal = scene.mesh.faceNormals[fid];
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float dotProduct = faceNormal.dot(cameraForward);
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float dotProduct = faceNormal.dot(cameraForward);
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dotProduct = std::clamp(dotProduct, -1.f, 1.f);
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float angleWeight = (dotProduct + 1.0f) * 0.5f;
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float angleWeight = (dotProduct + 1.0f) * 0.5f;
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// 综合权重
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// 综合权重
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float finalWeight = weight * 0.7f + angleWeight * 0.3f;
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const float wQuality = 0.7f;
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const float wAngle = 0.3f;
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float finalWeight = weight * wQuality + angleWeight * wAngle;
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if (finalWeight > bestWeight) {
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if (finalWeight > bestWeight) {
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bestWeight = finalWeight;
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bestWeight = finalWeight;
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@@ -14156,39 +14312,62 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
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if (bestViewID != IIndex(-1) && bestWeight > 0.1f) {
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if (bestViewID != IIndex(-1) && bestWeight > 0.1f) {
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virtualFaceViews[idxVF] = { bestViewID };
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virtualFaceViews[idxVF] = { bestViewID };
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virtualFaceViewWeights[idxVF] = { 1.0f }; // 单视图权重设为1
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virtualFaceViewWeights[idxVF] = { 1.0f }; // 单视图权重设为1
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} else {
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virtualFaceViews[idxVF].clear();
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virtualFaceViewWeights[idxVF].clear();
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++unassignedFaces;
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}
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}
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}
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}
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// 3. 生成纹理图集
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DEBUG_EXTRA("Step 3-4 completed: %zu faces processed, %zu unassigned",
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// 此时调用的 GenerateMultiViewTextureAtlasWithVirtualFaces 内部,
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numFaces, unassignedFaces);
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// 虽然名字带 MultiView,但因为权重都是1且只有一个View,
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DEBUG_EXTRA("Proceeding to Step 5: Forward Rasterization");
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// 实际上执行的是 Single View Rendering。
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// 配合之前的 MSAA 代码,就能得到清晰且无锯齿的结果。
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// ==========================================================
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Mesh::Image8U3Arr textures = GenerateMultiViewTextureAtlasWithVirtualFaces(
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// 步骤5:正向光栅化引擎
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// ==========================================================
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Mesh::Image8U3Arr textures;
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if (!RasterizeVirtualFaces(
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virtualFaceMap,
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virtualFaceMap,
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virtualFaceDatas,
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virtualFaceViews,
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virtualFaceViews,
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virtualFaceViewWeights,
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virtualFaceViewWeights,
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nTextureSizeMultiple,
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nTextureSizeMultiple,
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colEmpty,
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colEmpty,
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fSharpnessWeight
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textures))
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);
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{
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DEBUG_EXTRA("Step 5 failed: Forward rasterization error");
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return false;
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}
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DEBUG_EXTRA("Step 5 completed. Proceeding to Step 6: Post-processing");
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// ==========================================================
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// 步骤6:后处理
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// ==========================================================
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if (!textures.empty()) {
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if (!textures.empty()) {
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|
// 6.1 设置纹理
|
||||||
scene.mesh.texturesDiffuse = std::move(textures);
|
scene.mesh.texturesDiffuse = std::move(textures);
|
||||||
|
|
||||||
// 设置纹理索引(所有面片使用第0张纹理图)
|
// 6.2 设置纹理索引(所有面片使用第0张纹理图)
|
||||||
scene.mesh.faceTexindices.resize(numFaces);
|
scene.mesh.faceTexindices.resize(numFaces);
|
||||||
for (size_t i = 0; i < numFaces; ++i) {
|
for (size_t i = 0; i < numFaces; ++i) {
|
||||||
scene.mesh.faceTexindices[i] = 0;
|
scene.mesh.faceTexindices[i] = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
DEBUG_EXTRA("Successfully generated %zu texture atlases (Stable Mode)", scene.mesh.texturesDiffuse.size());
|
// 6.3 可选的锐化处理
|
||||||
|
if (fSharpnessWeight > 0) {
|
||||||
|
DEBUG_EXTRA("Applying sharpness filter (weight: %.2f)", fSharpnessWeight);
|
||||||
|
// ApplySharpening(scene.mesh.texturesDiffuse[0], fSharpnessWeight);
|
||||||
|
}
|
||||||
|
|
||||||
// 保存纹理
|
// 6.4 保存纹理
|
||||||
std::string outputDir = "texture_output";
|
std::string outputDir = "texture_output";
|
||||||
SaveGeneratedTextures(scene.mesh.texturesDiffuse, outputDir);
|
SaveGeneratedTextures(scene.mesh.texturesDiffuse, outputDir);
|
||||||
|
|
||||||
|
DEBUG_EXTRA("Successfully generated %zu texture atlases (Stable Mode)",
|
||||||
|
scene.mesh.texturesDiffuse.size());
|
||||||
|
DEBUG_EXTRA("Total texture generation time: %s", TD_TIMER_GET_FMT().c_str());
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in new issue
Block a user