Files

131 lines
3.6 KiB
C++
Raw Permalink Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Sampling/MeshResampleImageBaker.h"
using namespace UE::Geometry;
void FMeshResampleImageBaker::Bake()
{
const FMeshImageBakingCache* BakeCache = GetCache();
check(BakeCache);
const FDynamicMesh3* DetailMesh = BakeCache->GetDetailMesh();
check(DetailUVOverlay);
FVector4f DefaultValue(0, 0, 0, 1.0);
auto PropertySampleFunction = [&](const FMeshImageBakingCache::FCorrespondenceSample& SampleData)
{
FVector4f Color = DefaultValue;
int32 DetailTriID = SampleData.DetailTriID;
if (DetailMesh->IsTriangle(SampleData.DetailTriID) && DetailUVOverlay)
{
FVector2d DetailUV;
DetailUVOverlay->GetTriBaryInterpolate<double>(DetailTriID, &SampleData.DetailBaryCoords.X, &DetailUV.X);
Color = SampleFunction(DetailUV);
}
return Color;
};
ResultBuilder = MakeUnique<TImageBuilder<FVector4f>>();
ResultBuilder->SetDimensions(BakeCache->GetDimensions());
GeometryProcessing improvements/additions - new correspondence-finding strategy in FMeshImageBakingCache. Added a global Thickness parameter, and now preferentially uses the ray-hit found by casting inwards from Point+Thickness*Normal. This handles the cases where a greeble/etc is just layered on top of base mesh. These kind of mesh elements are only intended to show up in the normal map, so they aren't stitched in. - expose Thickness and World-Space options in BakeMeshAttributeMapsTool - initialize image in Normal and ResampleImage Bakers, otherwise initial value is garbage - add TSampledScalarField2::BilinearSampleGradientClamped and fix typo in BilinearSampleClamped() that resulted in incorrect interpolation - add Texture2DUtil, contains functions for reading a TImageBuilder from a UTexture2D. Can read from source data if available. - ColorConstants now returns white for group 0 - add double version of FMeshDescriptionToDynamicMesh::CopyTangents() - add support for computing on subset of vertiecs in FMeshConvexHull - fix up template export in TMeshTangents - make mesh const in TImplicitMorphology, TImplicitSolidify - accessor/etc additions in TDenseGrid2, TImageBuilder, TSampledScalarField2, TIndexedWeightMap - add source UStaticMesh reference in FPhysicsDataCollection, function to initialize from a UStaticMesh - update Tools affected by above changes - add TSampleSetStatisticBuilder::ComputeMultiPass() helper function to compute stats for iterable collections in one line - remove dead code in UVLayoutOp.cpp #rb tyson.brochu #rnx #jira none [CL 14769759 by Ryan Schmidt in ue5-main branch]
2020-11-17 22:32:38 -04:00
ResultBuilder->Clear(DefaultColor);
BakeCache->EvaluateSamples([&](const FVector2i& Coords, const FMeshImageBakingCache::FCorrespondenceSample& Sample)
{
FVector4f Color = PropertySampleFunction(Sample);
ResultBuilder->SetPixel(Coords, Color);
});
const FImageOccupancyMap& Occupancy = *BakeCache->GetOccupancyMap();
for (int64 k = 0; k < Occupancy.GutterTexels.Num(); k++)
{
TPair<int64, int64> GutterTexel = Occupancy.GutterTexels[k];
ResultBuilder->CopyPixel(GutterTexel.Value, GutterTexel.Key);
}
}
void FMeshMultiResampleImageBaker::InitResult()
{
const FMeshImageBakingCache* BakeCache = GetCache();
ResultBuilder = MakeUnique<TImageBuilder<FVector4f>>();
ResultBuilder->SetDimensions(BakeCache->GetDimensions());
ResultBuilder->Clear(DefaultColor);
}
void FMeshMultiResampleImageBaker::BakeMaterial(int32 MaterialID)
{
const FMeshImageBakingCache* BakeCache = GetCache();
if (!ensure(BakeCache))
{
return;
}
const FDynamicMesh3* DetailMesh = BakeCache->GetDetailMesh();
if (!ensure(DetailMesh))
{
return;
}
const FDynamicMeshMaterialAttribute* DetailMaterialIDAttrib = DetailMesh->Attributes()->GetMaterialID();
if (!ensure(DetailMaterialIDAttrib))
{
return;
}
if (!ensure(DetailUVOverlay))
{
return;
}
BakeCache->EvaluateSamples([this, DetailMesh, DetailMaterialIDAttrib, MaterialID](const FVector2i& Coords, const FMeshImageBakingCache::FCorrespondenceSample& Sample)
{
int32 DetailTriID = Sample.DetailTriID;
if (DetailMesh->IsTriangle(DetailTriID))
{
if (DetailMaterialIDAttrib->GetValue(DetailTriID) == MaterialID)
{
FVector2d DetailUV;
DetailUVOverlay->GetTriBaryInterpolate<double>(DetailTriID, &Sample.DetailBaryCoords.X, &DetailUV.X);
FVector4f Color = SampleFunction(DetailUV);
ResultBuilder->SetPixel(Coords, Color);
}
// otherwise leave the pixel alone
}
});
const FImageOccupancyMap& Occupancy = *BakeCache->GetOccupancyMap();
for (int64 k = 0; k < Occupancy.GutterTexels.Num(); k++)
{
TPair<int64, int64> GutterTexel = Occupancy.GutterTexels[k];
ResultBuilder->CopyPixel(GutterTexel.Value, GutterTexel.Key);
}
}
void FMeshMultiResampleImageBaker::Bake()
{
InitResult();
// Write into the sample buffer, separate pass for each material ID
for (TPair< int32, TSharedPtr<UE::Geometry::TImageBuilder<FVector4f>, ESPMode::ThreadSafe>>& MaterialTexture : MultiTextures)
{
int32 MaterialID = MaterialTexture.Key;
TSharedPtr<UE::Geometry::TImageBuilder<FVector4f>, ESPMode::ThreadSafe> TextureImage = MaterialTexture.Value;
this->SampleFunction = [&TextureImage](FVector2d UVCoord)
{
return TextureImage->BilinearSampleUV<float>(UVCoord, FVector4f(0, 0, 0, 1));
};
BakeMaterial(MaterialID);
}
}