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136 lines
5.8 KiB
136 lines
5.8 KiB
/**************************************************************************** |
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* VCGLib o o * |
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* Visual and Computer Graphics Library o o * |
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* _ O _ * |
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* Copyright(C) 2004-2016 \/)\/ * |
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* Visual Computing Lab /\/| * |
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* ISTI - Italian National Research Council | * |
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* \ * |
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* All rights reserved. * |
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* * |
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* This program is free software; you can redistribute it and/or modify * |
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* it under the terms of the GNU General Public License as published by * |
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* the Free Software Foundation; either version 2 of the License, or * |
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* (at your option) any later version. * |
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* * |
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* This program is distributed in the hope that it will be useful, * |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * |
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * |
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* for more details. * |
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* * |
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****************************************************************************/ |
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#include<vcg/complex/complex.h> |
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// input output |
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#include <wrap/io_trimesh/import_ply.h> |
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#include <wrap/io_trimesh/export_ply.h> |
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#include<vcg/complex/algorithms/outline_support.h> |
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#include <vcg/space/outline2_packer.h> |
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#include <wrap/qt/outline2_rasterizer.h> |
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#include <vcg/space/rasterized_outline2_packer.h> |
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#include <wrap/qt/Outline2ToQImage.h> |
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/*! \file trimesh_texture.cpp |
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\ingroup code_sample |
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\brief a small example about packing texture regions |
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It takes a sample mesh as input, computes the connected |
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components of its parametrization and pack them again using two different strategies |
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*/ |
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using namespace vcg; |
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class MyEdge; |
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class MyFace; |
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class MyVertex; |
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struct MyUsedTypes : public UsedTypes< Use<MyVertex>::AsVertexType, Use<MyFace>::AsFaceType>{}; |
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class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::BitFlags >{}; |
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class MyFace : public Face < MyUsedTypes, face::VertexRef, face::FFAdj, face::WedgeTexCoord2f, face::Mark, face::BitFlags > {}; |
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class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > >{}; |
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int main(int ,char ** ) |
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{ |
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MyMesh m,tm; |
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tri::io::ImporterPLY<MyMesh>::Open(m,"../../meshes/bunny10k_textured.ply"); |
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// 1) Build a mesh with tex coords as coords. |
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for( auto &&f : m.face) |
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{ |
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tri::Allocator<MyMesh>::AddFace(tm, |
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Point3f(f.WT(0).U(),f.WT(0).V(),0), |
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Point3f(f.WT(1).U(),f.WT(1).V(),0), |
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Point3f(f.WT(2).U(),f.WT(2).V(),0)); |
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} |
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// 2) compute connected components (e.g. texture regions in an atlas) |
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tri::Clean<MyMesh>::RemoveDuplicateVertex(tm); |
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tri::UpdateTopology<MyMesh>::FaceFace(tm); |
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std::vector<std::pair<int,MyMesh::FacePointer> > fpVec; |
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tri::Clean<MyMesh>::ConnectedComponents(tm,fpVec); |
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printf("Mesh has %lu texture components\n",fpVec.size()); |
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tri::io::ExporterPLY<MyMesh>::Save(tm,"out.ply"); |
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std::vector< std::vector<Point2f> > outline2Vec; |
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// build the 2D outlines of each regions |
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for(size_t i=0; i<fpVec.size();++i) |
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{ |
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tri::UpdateSelection<MyMesh>::FaceClear(tm); |
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fpVec[i].second->SetS(); |
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tri::UpdateSelection<MyMesh>::FaceConnectedFF(tm); |
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tri::UpdateSelection<MyMesh>::VertexClear(tm); |
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tri::UpdateSelection<MyMesh>::VertexFromFaceLoose(tm); |
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MyMesh comp; |
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tri::Append<MyMesh,MyMesh>::Mesh(comp, tm, true); |
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std::vector< std::vector<Point3f> > outline3Vec; |
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tri::OutlineUtil<float>::ConvertMeshBoundaryToOutline3Vec(comp, outline3Vec); |
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std::vector< std::vector<Point2f> > compOutline2Vec; |
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tri::OutlineUtil<float>::ConvertOutline3VecToOutline2Vec(outline3Vec,compOutline2Vec); |
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int largestInd=tri::OutlineUtil<float>::LargestOutline2(compOutline2Vec); |
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if(tri::OutlineUtil<float>::Outline2Area(compOutline2Vec[largestInd])<0) |
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tri::OutlineUtil<float>::ReverseOutline2(compOutline2Vec[largestInd]); |
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outline2Vec.push_back(compOutline2Vec[largestInd]); |
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} |
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printf("Mesh has %lu texture components\n",outline2Vec.size()); |
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Outline2Dumper::Param pp; |
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Similarity2f sim; |
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sim.sca=1024.0f; |
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std::vector<Similarity2f> trVec(outline2Vec.size(),sim); |
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printf("Mesh has %lu texture components\n",outline2Vec.size()); |
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// Dump the original parametrization as a png |
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Outline2Dumper::dumpOutline2VecPNG("PrePack.png",outline2Vec,trVec,pp); |
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// Pack using Axis Aligned Rect |
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const Point2i containerSize(1024,1024); |
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Point2f finalSize(1024,1024); |
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PolyPacker<float>::PackAsAxisAlignedRect(outline2Vec,containerSize,trVec,finalSize); |
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Outline2Dumper::dumpOutline2VecPNG("PostPack.png",outline2Vec,trVec,pp); |
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// Pack using Oriented Rect |
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RasterizedOutline2Packer<float, QtOutline2Rasterizer>::Parameters packingParam; |
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packingParam.costFunction = RasterizedOutline2Packer<float, QtOutline2Rasterizer>::Parameters::LowestHorizon; |
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packingParam.doubleHorizon = true; |
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packingParam.innerHorizon = true; |
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packingParam.permutations = false; |
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packingParam.rotationNum = 16; //number of rasterizations in 90° |
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packingParam.gutterWidth = 2; |
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RasterizedOutline2Packer<float, QtOutline2Rasterizer>::Pack(outline2Vec,containerSize,trVec,packingParam); |
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Outline2Dumper::dumpOutline2VecPNG("PostPackRR.png",outline2Vec,trVec,pp); |
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return 0; |
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} |
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