131 lines
3.6 KiB
C++
131 lines
3.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Sampling/MeshResampleImageBaker.h"
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using namespace UE::Geometry;
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void FMeshResampleImageBaker::Bake()
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{
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const FMeshImageBakingCache* BakeCache = GetCache();
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check(BakeCache);
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const FDynamicMesh3* DetailMesh = BakeCache->GetDetailMesh();
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check(DetailUVOverlay);
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FVector4f DefaultValue(0, 0, 0, 1.0);
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auto PropertySampleFunction = [&](const FMeshImageBakingCache::FCorrespondenceSample& SampleData)
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{
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FVector4f Color = DefaultValue;
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int32 DetailTriID = SampleData.DetailTriID;
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if (DetailMesh->IsTriangle(SampleData.DetailTriID) && DetailUVOverlay)
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{
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FVector2d DetailUV;
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DetailUVOverlay->GetTriBaryInterpolate<double>(DetailTriID, &SampleData.DetailBaryCoords.X, &DetailUV.X);
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Color = SampleFunction(DetailUV);
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}
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return Color;
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};
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ResultBuilder = MakeUnique<TImageBuilder<FVector4f>>();
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ResultBuilder->SetDimensions(BakeCache->GetDimensions());
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ResultBuilder->Clear(DefaultColor);
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BakeCache->EvaluateSamples([&](const FVector2i& Coords, const FMeshImageBakingCache::FCorrespondenceSample& Sample)
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{
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FVector4f Color = PropertySampleFunction(Sample);
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ResultBuilder->SetPixel(Coords, Color);
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});
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const FImageOccupancyMap& Occupancy = *BakeCache->GetOccupancyMap();
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for (int64 k = 0; k < Occupancy.GutterTexels.Num(); k++)
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{
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TPair<int64, int64> GutterTexel = Occupancy.GutterTexels[k];
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ResultBuilder->CopyPixel(GutterTexel.Value, GutterTexel.Key);
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}
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}
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void FMeshMultiResampleImageBaker::InitResult()
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{
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const FMeshImageBakingCache* BakeCache = GetCache();
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ResultBuilder = MakeUnique<TImageBuilder<FVector4f>>();
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ResultBuilder->SetDimensions(BakeCache->GetDimensions());
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ResultBuilder->Clear(DefaultColor);
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}
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void FMeshMultiResampleImageBaker::BakeMaterial(int32 MaterialID)
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{
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const FMeshImageBakingCache* BakeCache = GetCache();
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if (!ensure(BakeCache))
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{
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return;
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}
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const FDynamicMesh3* DetailMesh = BakeCache->GetDetailMesh();
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if (!ensure(DetailMesh))
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{
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return;
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}
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const FDynamicMeshMaterialAttribute* DetailMaterialIDAttrib = DetailMesh->Attributes()->GetMaterialID();
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if (!ensure(DetailMaterialIDAttrib))
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{
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return;
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}
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if (!ensure(DetailUVOverlay))
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{
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return;
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}
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BakeCache->EvaluateSamples([this, DetailMesh, DetailMaterialIDAttrib, MaterialID](const FVector2i& Coords, const FMeshImageBakingCache::FCorrespondenceSample& Sample)
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{
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int32 DetailTriID = Sample.DetailTriID;
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if (DetailMesh->IsTriangle(DetailTriID))
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{
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if (DetailMaterialIDAttrib->GetValue(DetailTriID) == MaterialID)
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{
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FVector2d DetailUV;
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DetailUVOverlay->GetTriBaryInterpolate<double>(DetailTriID, &Sample.DetailBaryCoords.X, &DetailUV.X);
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FVector4f Color = SampleFunction(DetailUV);
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ResultBuilder->SetPixel(Coords, Color);
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}
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// otherwise leave the pixel alone
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}
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});
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const FImageOccupancyMap& Occupancy = *BakeCache->GetOccupancyMap();
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for (int64 k = 0; k < Occupancy.GutterTexels.Num(); k++)
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{
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TPair<int64, int64> GutterTexel = Occupancy.GutterTexels[k];
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ResultBuilder->CopyPixel(GutterTexel.Value, GutterTexel.Key);
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}
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}
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void FMeshMultiResampleImageBaker::Bake()
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{
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InitResult();
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// Write into the sample buffer, separate pass for each material ID
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for (TPair< int32, TSharedPtr<UE::Geometry::TImageBuilder<FVector4f>, ESPMode::ThreadSafe>>& MaterialTexture : MultiTextures)
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{
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int32 MaterialID = MaterialTexture.Key;
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TSharedPtr<UE::Geometry::TImageBuilder<FVector4f>, ESPMode::ThreadSafe> TextureImage = MaterialTexture.Value;
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this->SampleFunction = [&TextureImage](FVector2d UVCoord)
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{
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return TextureImage->BilinearSampleUV<float>(UVCoord, FVector4f(0, 0, 0, 1));
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};
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BakeMaterial(MaterialID);
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}
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}
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