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1226 lines
34 KiB
C++
1226 lines
34 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "LayoutUV.h"
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#include "DisjointSet.h"
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#include "OverlappingCorners.h"
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#include "Algo/IntroSort.h"
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#include "HAL/PlatformTime.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_MODULE(FDefaultModuleImpl, MeshUtilitiesCommon)
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DEFINE_LOG_CATEGORY_STATIC(LogLayoutUV, Warning, All);
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#define CHART_JOINING 1
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#define NEW_UVS_ARE_SAME THRESH_POINTS_ARE_SAME
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#define LEGACY_UVS_ARE_SAME (1.0f / 1024.0f)
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#define UVLAYOUT_THRESH_UVS_ARE_SAME (GetUVEqualityThreshold())
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FLayoutUV::FLayoutUV( IMeshView& InMeshView )
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: MeshView( InMeshView )
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, LayoutVersion( ELightmapUVVersion::Latest )
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, PackedTextureResolution(0)
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{}
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/** FIRST PASS: Given a Mesh, build the associated set of charts */
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struct FLayoutUV::FChartFinder
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{
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FChartFinder(IMeshView& InMeshView, ELightmapUVVersion InLayoutVersion);
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int32 FindCharts( const FOverlappingCorners& OverlappingCorners, TArray< FVector2D >& TexCoords, TArray< uint32 >& SortedTris, TArray< FMeshChart >& Charts );
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private:
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bool PositionsMatch( uint32 a, uint32 b ) const;
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bool NormalsMatch( uint32 a, uint32 b ) const;
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bool UVsMatch( uint32 a, uint32 b ) const;
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bool VertsMatch( uint32 a, uint32 b ) const;
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float TriangleUVArea( uint32 Tri ) const;
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void DisconnectChart( TArray< FMeshChart >& Charts, FMeshChart& Chart, uint32 Side );
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float GetUVEqualityThreshold() const;
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private:
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IMeshView& MeshView;
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ELightmapUVVersion LayoutVersion;
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int32 NextMeshChartId;
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};
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/** SECOND PASS: Given a set of charts, pack them in the UV space */
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struct FLayoutUV::FChartPacker
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{
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FChartPacker(IMeshView& InMeshView, ELightmapUVVersion InLayoutVersion, uint32 TextureResolution);
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bool FindBestPacking(const TArray< FVector2D >& TexCoords, const TArray< uint32 >& SortedTris, TArray< FMeshChart >& AllCharts);
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private:
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void ScaleCharts( TArray< FMeshChart >& Charts, float UVScale );
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bool PackCharts(TArray< FMeshChart >& Charts, const TArray< FVector2D >& TexCoords, const TArray< uint32 >& SortedTris);
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void OrientChart( FMeshChart& Chart, int32 Orientation );
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void RasterizeChart( const FMeshChart& Chart, const TArray< FVector2D >& TexCoords, const TArray< uint32 >& SortedTris, uint32 RectW, uint32 RectH );
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private:
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IMeshView& MeshView;
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ELightmapUVVersion LayoutVersion;
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uint32 TextureResolution;
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FAllocator2D LayoutRaster;
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FAllocator2D ChartRaster;
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FAllocator2D BestChartRaster;
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float TotalUVArea;
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};
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FLayoutUV::FChartPacker::FChartPacker(IMeshView& InMeshView, ELightmapUVVersion InLayoutVersion, uint32 TextureResolution)
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: MeshView(InMeshView)
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, LayoutVersion(InLayoutVersion)
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, TextureResolution(TextureResolution)
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, LayoutRaster( TextureResolution, TextureResolution )
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, ChartRaster( TextureResolution, TextureResolution )
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, BestChartRaster( TextureResolution, TextureResolution )
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, TotalUVArea(0.0f)
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{
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}
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int32 FLayoutUV::FindCharts(const FOverlappingCorners& OverlappingCorners)
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{
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FChartFinder Finder(MeshView, LayoutVersion);
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return Finder.FindCharts(OverlappingCorners, MeshTexCoords, MeshSortedTris, MeshCharts);
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}
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FLayoutUV::FChartFinder::FChartFinder(IMeshView& InMeshView, ELightmapUVVersion InLayoutVersion)
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: MeshView(InMeshView)
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, LayoutVersion(InLayoutVersion)
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, NextMeshChartId( 0 )
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{}
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int32 FLayoutUV::FChartFinder::FindCharts( const FOverlappingCorners& OverlappingCorners, TArray< FVector2D >& TexCoords, TArray< uint32 >& SortedTris, TArray< FMeshChart >& Charts )
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{
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double Begin = FPlatformTime::Seconds();
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uint32 NumIndexes = MeshView.GetNumIndices();
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uint32 NumTris = NumIndexes / 3;
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TArray< int32 > TranslatedMatches;
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TranslatedMatches.SetNumUninitialized( NumIndexes );
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TexCoords.SetNumUninitialized( NumIndexes );
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for( uint32 i = 0; i < NumIndexes; i++ )
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{
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TranslatedMatches[i] = -1;
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TexCoords[i] = MeshView.GetInputTexcoord(i);
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}
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// Build disjoint set
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FDisjointSet DisjointSet( NumTris );
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for( uint32 i = 0; i < NumIndexes; i++ )
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{
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const TArray<int32>& Overlapping = OverlappingCorners.FindIfOverlapping(i);
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for (int32 It : Overlapping)
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{
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uint32 j = It;
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if( j > i )
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{
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const uint32 TriI = i/3;
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const uint32 TriJ = j/3;
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bool bUnion = false;
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#if CHART_JOINING
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bool bPositionMatch = PositionsMatch( i, j );
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if( bPositionMatch )
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{
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uint32 i1 = 3 * TriI + (i + 1) % 3;
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uint32 i2 = 3 * TriI + (i + 2) % 3;
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uint32 j1 = 3 * TriJ + (j + 1) % 3;
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uint32 j2 = 3 * TriJ + (j + 2) % 3;
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bool bEdgeMatch21 = PositionsMatch( i2, j1 );
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bool bEdgeMatch12 = PositionsMatch( i1, j2 );
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if( bEdgeMatch21 || bEdgeMatch12 )
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{
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uint32 ie = bEdgeMatch21 ? i2 : i1;
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uint32 je = bEdgeMatch21 ? j1 : j2;
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bool bUVMatch = UVsMatch( i, j ) && UVsMatch( ie, je );
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bool bUVWindingMatch = TriangleUVArea( TriI ) * TriangleUVArea( TriJ ) >= 0.0f;
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if( bUVMatch && bUVWindingMatch )
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{
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bUnion = true;
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}
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else if( NormalsMatch( i, j ) && NormalsMatch( ie, je ) )
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{
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// Chart edge
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FVector2D EdgeUVi = TexCoords[ie] - TexCoords[i];
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FVector2D EdgeUVj = TexCoords[je] - TexCoords[j];
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// Would these edges match if the charts were translated
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bool bTranslatedUVMatch = ( EdgeUVi - EdgeUVj ).IsNearlyZero(UVLAYOUT_THRESH_UVS_ARE_SAME);
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if( bTranslatedUVMatch )
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{
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// Note: may be mirrored
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// TODO should these be restricted to axis aligned edges?
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uint32 EdgeI = bEdgeMatch21 ? i2 : i;
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uint32 EdgeJ = bEdgeMatch21 ? j : j2;
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// Only allow one match per edge
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if( TranslatedMatches[ EdgeI ] < 0 &&
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TranslatedMatches[ EdgeJ ] < 0 )
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{
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TranslatedMatches[ EdgeI ] = EdgeJ;
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TranslatedMatches[ EdgeJ ] = EdgeI;
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}
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}
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}
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}
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}
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#else
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if( VertsMatch( i, j ) )
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{
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// Edge must match as well (same winding)
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if( VertsMatch( 3 * TriI + (i - 1) % 3, 3 * TriJ + (j + 1) % 3 ) ||
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VertsMatch( 3 * TriI + (i + 1) % 3, 3 * TriJ + (j - 1) % 3 ) )
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{
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// Check for UV winding match too
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if( TriangleUVArea( TriI ) * TriangleUVArea( TriJ ) >= 0.0f )
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{
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bUnion = true;
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}
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}
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}
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#endif
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if( bUnion )
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{
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// TODO solve spiral case by checking sets for UV overlap
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DisjointSet.Union( TriI, TriJ );
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}
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}
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}
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}
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// Sort tris by chart
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SortedTris.SetNumUninitialized( NumTris );
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for( uint32 i = 0; i < NumTris; i++ )
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{
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// Flatten disjoint set path
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DisjointSet.Find(i);
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SortedTris[i] = i;
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}
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struct FCompareTris
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{
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FDisjointSet* DisjointSet;
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FCompareTris( FDisjointSet* InDisjointSet )
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: DisjointSet( InDisjointSet )
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{}
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FORCEINLINE bool operator()( uint32 A, uint32 B ) const
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{
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return (*DisjointSet)[A] < (*DisjointSet)[B];
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}
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};
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Algo::IntroSort( SortedTris, FCompareTris( &DisjointSet ) );
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TMap< uint32, int32 > DisjointSetToChartMap;
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// Build Charts
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for( uint32 Tri = 0; Tri < NumTris; )
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{
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int32 i = Charts.AddUninitialized();
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FMeshChart& Chart = Charts[i];
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Chart.Id = NextMeshChartId++;
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Chart.MinUV = FVector2D( FLT_MAX, FLT_MAX );
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Chart.MaxUV = FVector2D( -FLT_MAX, -FLT_MAX );
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Chart.UVArea = 0.0f;
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Chart.WorldScale = FVector2D::ZeroVector;
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FMemory::Memset( Chart.Join, 0xff );
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Chart.FirstTri = Tri;
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uint32 ChartID = DisjointSet[ SortedTris[ Tri ] ];
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DisjointSetToChartMap.Add( ChartID, i );
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for( ; Tri < NumTris && DisjointSet[ SortedTris[ Tri ] ] == ChartID; Tri++ )
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{
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// Calculate chart bounds
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FVector Positions[3];
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FVector2D UVs[3];
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for( int k = 0; k < 3; k++ )
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{
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uint32 Index = 3 * SortedTris[ Tri ] + k;
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Positions[k] = MeshView.GetPosition( Index );
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UVs[k] = TexCoords[ Index ];
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Chart.MinUV.X = FMath::Min( Chart.MinUV.X, UVs[k].X );
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Chart.MinUV.Y = FMath::Min( Chart.MinUV.Y, UVs[k].Y );
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Chart.MaxUV.X = FMath::Max( Chart.MaxUV.X, UVs[k].X );
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Chart.MaxUV.Y = FMath::Max( Chart.MaxUV.Y, UVs[k].Y );
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}
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FVector Edge1 = Positions[1] - Positions[0];
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FVector Edge2 = Positions[2] - Positions[0];
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float Area = 0.5f * ( Edge1 ^ Edge2 ).Size();
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FVector2D EdgeUV1 = UVs[1] - UVs[0];
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FVector2D EdgeUV2 = UVs[2] - UVs[0];
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float UVArea = 0.5f * FMath::Abs( EdgeUV1.X * EdgeUV2.Y - EdgeUV1.Y * EdgeUV2.X );
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FVector2D UVLength;
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UVLength.X = ( EdgeUV2.Y * Edge1 - EdgeUV1.Y * Edge2 ).Size();
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UVLength.Y = (-EdgeUV2.X * Edge1 + EdgeUV1.X * Edge2 ).Size();
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Chart.WorldScale += UVLength;
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Chart.UVArea += UVArea;
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}
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Chart.LastTri = Tri;
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#if !CHART_JOINING
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if (LayoutVersion >= ELightmapUVVersion::SmallChartPacking)
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{
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Chart.WorldScale /= FMath::Max(Chart.UVArea, 1e-8f);
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}
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else
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{
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if (Chart.UVArea > 1e-4f)
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{
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Chart.WorldScale /= Chart.UVArea;
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}
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else
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{
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Chart.WorldScale = FVector2D::ZeroVector;
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}
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}
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#endif
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}
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#if CHART_JOINING
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for( int32 i = 0; i < Charts.Num(); i++ )
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{
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FMeshChart& Chart = Charts[i];
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for( uint32 Tri = Chart.FirstTri; Tri < Chart.LastTri; Tri++ )
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{
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for( int k = 0; k < 3; k++ )
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{
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uint32 Index = 3 * SortedTris[ Tri ] + k;
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if( TranslatedMatches[ Index ] >= 0 )
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{
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checkSlow( TranslatedMatches[ TranslatedMatches[ Index ] ] == Index );
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uint32 V0i = Index;
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uint32 V0j = TranslatedMatches[ Index ];
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uint32 TriI = V0i / 3;
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uint32 TriJ = V0j / 3;
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if( TriJ <= TriI )
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{
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// Only need to consider one direction
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continue;
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}
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uint32 V1i = 3 * TriI + (V0i + 1) % 3;
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uint32 V1j = 3 * TriJ + (V0j + 1) % 3;
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int32 ChartI = i;
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int32 ChartJ = DisjointSetToChartMap[ DisjointSet[ TriJ ] ];
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FVector2D UV0i = TexCoords[ V0i ];
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FVector2D UV1i = TexCoords[ V1i ];
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FVector2D UV0j = TexCoords[ V0j ];
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FVector2D UV1j = TexCoords[ V1j ];
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FVector2D EdgeUVi = UV1i - UV0i;
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FVector2D EdgeUVj = UV1j - UV0j;
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bool bMirrored = TriangleUVArea( TriI ) * TriangleUVArea( TriJ ) < 0.0f;
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FVector2D EdgeOffset0 = UV0i - UV1j;
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FVector2D EdgeOffset1 = UV1i - UV0j;
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checkSlow( ( EdgeOffset0 - EdgeOffset1 ).IsNearlyZero(UVLAYOUT_THRESH_UVS_ARE_SAME) );
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FVector2D Translation = EdgeOffset0;
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FMeshChart& ChartA = Charts[ ChartI ];
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FMeshChart& ChartB = Charts[ ChartJ ];
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for( uint32 Side = 0; Side < 4; Side++ )
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{
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// Join[] = { left, right, bottom, top }
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// FIXME
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if( bMirrored )
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continue;
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if( ChartA.Join[ Side ^ 0 ] != -1 ||
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ChartB.Join[ Side ^ 1 ] != -1 )
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{
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// Already joined with something else
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continue;
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}
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uint32 Sign = Side & 1;
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uint32 Axis = Side >> 1;
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bool bAxisAligned = FMath::Abs( EdgeUVi[ Axis ] ) < UVLAYOUT_THRESH_UVS_ARE_SAME;
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bool bBorderA = FMath::Abs( UV0i[ Axis ] - ( Sign ^ 0 ? Chart.MaxUV[ Axis ] : Chart.MinUV[ Axis ] ) ) < UVLAYOUT_THRESH_UVS_ARE_SAME;
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bool bBorderB = FMath::Abs( UV0j[ Axis ] - ( Sign ^ 1 ? Chart.MaxUV[ Axis ] : Chart.MinUV[ Axis ] ) ) < UVLAYOUT_THRESH_UVS_ARE_SAME;
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// FIXME mirrored
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if( !bAxisAligned || !bBorderA || !bBorderB )
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{
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// Edges weren't on matching rectangle borders
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continue;
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}
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FVector2D CenterA = 0.5f * ( ChartA.MinUV + ChartA.MaxUV );
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FVector2D CenterB = 0.5f * ( ChartB.MinUV + ChartB.MaxUV );
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FVector2D ExtentA = 0.5f * ( ChartA.MaxUV - ChartA.MinUV );
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FVector2D ExtentB = 0.5f * ( ChartB.MaxUV - ChartB.MinUV );
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// FIXME mirrored
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CenterB += Translation;
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FVector2D CenterDiff = CenterA - CenterB;
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FVector2D ExtentDiff = ExtentA - ExtentB;
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FVector2D Separation = ExtentA + ExtentB + CenterDiff * ( Sign ? 1.0f : -1.0f );
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bool bCenterMatch = FMath::Abs( CenterDiff[ Axis ^ 1 ] ) < UVLAYOUT_THRESH_UVS_ARE_SAME;
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bool bExtentMatch = FMath::Abs( ExtentDiff[ Axis ^ 1 ] ) < UVLAYOUT_THRESH_UVS_ARE_SAME;
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bool bSeparate = FMath::Abs( Separation[ Axis ^ 0 ] ) < UVLAYOUT_THRESH_UVS_ARE_SAME;
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if( !bCenterMatch || !bExtentMatch || !bSeparate )
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{
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// Rectangles don't match up after translation
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continue;
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}
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// Found a valid edge join
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ChartA.Join[ Side ^ 0 ] = ChartJ;
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ChartB.Join[ Side ^ 1 ] = ChartI;
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break;
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}
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}
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}
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}
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}
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TArray< uint32 > JoinedSortedTris;
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JoinedSortedTris.Reserve( NumTris );
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// Detect loops
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for( uint32 Axis = 0; Axis < 2; Axis++ )
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{
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uint32 Side = Axis << 1;
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for( int32 i = 0; i < Charts.Num(); i++ )
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{
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int32 j = Charts[i].Join[ Side ^ 1 ];
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while( j != -1 )
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{
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int32 Next = Charts[j].Join[ Side ^ 1 ];
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if( Next == i )
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{
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// Break loop
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Charts[i].Join[ Side ^ 0 ] = -1;
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Charts[j].Join[ Side ^ 1 ] = -1;
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break;
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}
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j = Next;
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}
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}
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}
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// Join rows first, then columns
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for( uint32 Axis = 0; Axis < 2; Axis++ )
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{
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for( int32 i = 0; i < Charts.Num(); i++ )
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{
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FMeshChart& ChartA = Charts[i];
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if( ChartA.FirstTri == ChartA.LastTri )
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{
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// Empty chart
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continue;
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}
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for( uint32 Side = 0; Side < 4; Side++ )
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{
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if( ChartA.Join[ Side ] != -1 )
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{
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FMeshChart& ChartB = Charts[ ChartA.Join[ Side ] ];
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check( ChartB.Join[ Side ^ 1 ] == i );
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check( ChartB.FirstTri != ChartB.LastTri );
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}
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}
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}
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NumTris = 0;
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for( int32 i = 0; i < Charts.Num(); i++ )
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{
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FMeshChart& Chart = Charts[i];
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NumTris += Chart.LastTri - Chart.FirstTri;
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}
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check( NumTris == SortedTris.Num() );
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NumTris = 0;
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for( int32 i = 0; i < Charts.Num(); i++ )
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{
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FMeshChart& ChartA = Charts[i];
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if( ChartA.FirstTri == ChartA.LastTri )
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{
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// Empty chart
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continue;
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}
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|
|
|
uint32 Side = Axis << 1;
|
|
|
|
// Find start (left, bottom)
|
|
if( ChartA.Join[ Side ^ 0 ] == -1 )
|
|
{
|
|
// Add original tris
|
|
NumTris += ChartA.LastTri - ChartA.FirstTri;
|
|
|
|
// Continue joining until no more to the (right, top)
|
|
int32 Next = ChartA.Join[ Side ^ 1 ];
|
|
while( Next != -1 )
|
|
{
|
|
FMeshChart& ChartB = Charts[ Next ];
|
|
|
|
NumTris += ChartB.LastTri - ChartB.FirstTri;
|
|
Next = ChartB.Join[ Side ^ 1 ];
|
|
}
|
|
}
|
|
}
|
|
check( NumTris == SortedTris.Num() );
|
|
|
|
#if 1
|
|
NumTris = 0;
|
|
for( int32 i = 0; i < Charts.Num(); i++ )
|
|
{
|
|
FMeshChart& ChartA = Charts[i];
|
|
|
|
if( ChartA.FirstTri == ChartA.LastTri )
|
|
{
|
|
// Empty chart
|
|
continue;
|
|
}
|
|
|
|
// Join[] = { left, right, bottom, top }
|
|
|
|
uint32 Side = Axis << 1;
|
|
|
|
// Find start (left, bottom)
|
|
if( ChartA.Join[ Side ^ 0 ] == -1 )
|
|
{
|
|
uint32 FirstTri = JoinedSortedTris.Num();
|
|
|
|
// Add original tris
|
|
for( uint32 Tri = ChartA.FirstTri; Tri < ChartA.LastTri; Tri++ )
|
|
{
|
|
JoinedSortedTris.Add( SortedTris[ Tri ] );
|
|
}
|
|
NumTris += ChartA.LastTri - ChartA.FirstTri;
|
|
|
|
// Continue joining until no more to the (right, top)
|
|
while( ChartA.Join[ Side ^ 1 ] != -1 )
|
|
{
|
|
FMeshChart& ChartB = Charts[ ChartA.Join[ Side ^ 1 ] ];
|
|
|
|
check( ChartB.FirstTri != ChartB.LastTri );
|
|
|
|
FVector2D Translation = ChartA.MinUV - ChartB.MinUV;
|
|
Translation[ Axis ] += ChartA.MaxUV[ Axis ] - ChartA.MinUV[ Axis ];
|
|
|
|
for( uint32 Tri = ChartB.FirstTri; Tri < ChartB.LastTri; Tri++ )
|
|
{
|
|
JoinedSortedTris.Add( SortedTris[ Tri ] );
|
|
for( int k = 0; k < 3; k++ )
|
|
{
|
|
TexCoords[ 3 * SortedTris[ Tri ] + k ] += Translation;
|
|
}
|
|
}
|
|
NumTris += ChartB.LastTri - ChartB.FirstTri;
|
|
|
|
ChartA.Join[ Side ^ 1 ] = ChartB.Join[ Side ^ 1 ];
|
|
ChartA.MaxUV[ Axis ] += ChartB.MaxUV[ Axis ] - ChartB.MinUV[ Axis ];
|
|
if( LayoutVersion >= ELightmapUVVersion::ChartJoiningLFix )
|
|
{
|
|
// Fixing joined chart MaxUV value to properly inflate non-joined axis extent
|
|
ChartA.MaxUV[ Axis ^ 1 ] = FMath::Max( ChartA.MaxUV[ Axis ^ 1 ], ChartA.MinUV[ Axis ^ 1 ] + ( ChartB.MaxUV[ Axis ^ 1 ] - ChartB.MinUV[ Axis ^ 1 ] ) );
|
|
}
|
|
ChartA.WorldScale += ChartB.WorldScale;
|
|
ChartA.UVArea += ChartB.UVArea;
|
|
|
|
ChartB.FirstTri = 0;
|
|
ChartB.LastTri = 0;
|
|
ChartB.UVArea = 0.0f;
|
|
|
|
DisconnectChart( Charts, ChartB, Side ^ 2 );
|
|
DisconnectChart( Charts, ChartB, Side ^ 3 );
|
|
}
|
|
|
|
ChartA.FirstTri = FirstTri;
|
|
ChartA.LastTri = JoinedSortedTris.Num();
|
|
}
|
|
else
|
|
{
|
|
// Make sure a starting chart could connect to this
|
|
FMeshChart& ChartB = Charts[ ChartA.Join[ Side ^ 0 ] ];
|
|
check( ChartB.Join[ Side ^ 1 ] == i );
|
|
check( ChartB.FirstTri != ChartB.LastTri );
|
|
}
|
|
}
|
|
check( NumTris == SortedTris.Num() );
|
|
|
|
check( SortedTris.Num() == JoinedSortedTris.Num() );
|
|
Exchange( SortedTris, JoinedSortedTris );
|
|
JoinedSortedTris.Reset();
|
|
#endif
|
|
}
|
|
|
|
// Clean out empty charts
|
|
for( int32 i = 0; i < Charts.Num(); i++ )
|
|
{
|
|
while( i < Charts.Num() && Charts[i].FirstTri == Charts[i].LastTri )
|
|
{
|
|
Charts.RemoveAtSwap(i);
|
|
}
|
|
}
|
|
|
|
for( int32 i = 0; i < Charts.Num(); i++ )
|
|
{
|
|
FMeshChart& Chart = Charts[i];
|
|
|
|
if (LayoutVersion >= ELightmapUVVersion::SmallChartPacking)
|
|
{
|
|
Chart.WorldScale /= FMath::Max(Chart.UVArea, 1e-8f);
|
|
}
|
|
else
|
|
{
|
|
if (Chart.UVArea > 1e-4f)
|
|
{
|
|
Chart.WorldScale /= Chart.UVArea;
|
|
}
|
|
else
|
|
{
|
|
Chart.WorldScale = FVector2D::ZeroVector;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
double End = FPlatformTime::Seconds();
|
|
|
|
UE_LOG(LogLayoutUV, Display, TEXT("FindCharts: %s"), *FPlatformTime::PrettyTime(End - Begin) );
|
|
|
|
return Charts.Num();
|
|
}
|
|
|
|
bool FLayoutUV::FChartPacker::FindBestPacking(const TArray< FVector2D >& TexCoords, const TArray< uint32 >& SortedTris, TArray< FMeshChart >& Charts)
|
|
{
|
|
if( (uint32)Charts.Num() > TextureResolution * TextureResolution )
|
|
{
|
|
// More charts than texels
|
|
return false;
|
|
}
|
|
|
|
TotalUVArea = 0.0f;
|
|
for (const FMeshChart& Chart : Charts)
|
|
{
|
|
TotalUVArea += Chart.UVArea * Chart.WorldScale.X * Chart.WorldScale.Y;
|
|
}
|
|
if( TotalUVArea <= 0.0f )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const float LinearSearchStart = 0.5f;
|
|
const float LinearSearchStep = 0.5f;
|
|
const int32 BinarySearchSteps = 6;
|
|
|
|
float UVScaleFail = TextureResolution * FMath::Sqrt( 1.0f / TotalUVArea );
|
|
float UVScalePass = TextureResolution * FMath::Sqrt( LinearSearchStart / TotalUVArea );
|
|
|
|
// Linear search for first fit
|
|
while(1)
|
|
{
|
|
ScaleCharts( Charts, UVScalePass );
|
|
|
|
bool bFit = PackCharts(Charts, TexCoords, SortedTris);
|
|
if( bFit )
|
|
{
|
|
break;
|
|
}
|
|
|
|
UVScaleFail = UVScalePass;
|
|
UVScalePass *= LinearSearchStep;
|
|
}
|
|
|
|
// Binary search for best fit
|
|
for( int32 i = 0; i < BinarySearchSteps; i++ )
|
|
{
|
|
float UVScale = 0.5f * ( UVScaleFail + UVScalePass );
|
|
ScaleCharts( Charts, UVScale );
|
|
|
|
bool bFit = PackCharts(Charts, TexCoords, SortedTris);
|
|
if( bFit )
|
|
{
|
|
UVScalePass = UVScale;
|
|
}
|
|
else
|
|
{
|
|
UVScaleFail = UVScale;
|
|
}
|
|
}
|
|
|
|
// TODO store packing scale/bias separate so this isn't necessary
|
|
ScaleCharts( Charts, UVScalePass );
|
|
PackCharts(Charts, TexCoords, SortedTris);
|
|
|
|
return true;
|
|
}
|
|
|
|
void FLayoutUV::FChartPacker::ScaleCharts( TArray< FMeshChart >& Charts, float UVScale )
|
|
{
|
|
for( int32 i = 0; i < Charts.Num(); i++ )
|
|
{
|
|
FMeshChart& Chart = Charts[i];
|
|
Chart.UVScale = Chart.WorldScale * UVScale;
|
|
}
|
|
|
|
if ( LayoutVersion >= ELightmapUVVersion::ScaleChartsOrderingFix )
|
|
{
|
|
// Unsort the charts to make sure ScaleCharts always return the same ordering
|
|
Algo::IntroSort( Charts, []( const FMeshChart& A, const FMeshChart& B )
|
|
{
|
|
return A.Id < B.Id;
|
|
});
|
|
}
|
|
|
|
// Scale charts such that they all fit and roughly total the same area as before
|
|
#if 1
|
|
float UniformScale = 1.0f;
|
|
for( int i = 0; i < 1000; i++ )
|
|
{
|
|
uint32 NumMaxedOut = 0;
|
|
float ScaledUVArea = 0.0f;
|
|
for( int32 ChartIndex = 0; ChartIndex < Charts.Num(); ChartIndex++ )
|
|
{
|
|
FMeshChart& Chart = Charts[ChartIndex];
|
|
|
|
FVector2D ChartSize = Chart.MaxUV - Chart.MinUV;
|
|
FVector2D ChartSizeScaled = ChartSize * Chart.UVScale * UniformScale;
|
|
|
|
const float MaxChartEdge = TextureResolution - 1.0f;
|
|
const float LongestChartEdge = FMath::Max( ChartSizeScaled.X, ChartSizeScaled.Y );
|
|
|
|
const float Epsilon = 0.01f;
|
|
if( LongestChartEdge + Epsilon > MaxChartEdge )
|
|
{
|
|
// Rescale oversized charts to fit
|
|
Chart.UVScale.X = MaxChartEdge / FMath::Max( ChartSize.X, ChartSize.Y );
|
|
Chart.UVScale.Y = MaxChartEdge / FMath::Max( ChartSize.X, ChartSize.Y );
|
|
NumMaxedOut++;
|
|
}
|
|
else
|
|
{
|
|
Chart.UVScale.X *= UniformScale;
|
|
Chart.UVScale.Y *= UniformScale;
|
|
}
|
|
|
|
ScaledUVArea += Chart.UVArea * Chart.UVScale.X * Chart.UVScale.Y;
|
|
}
|
|
|
|
if( NumMaxedOut == 0 )
|
|
{
|
|
// No charts maxed out so no need to rebalance
|
|
break;
|
|
}
|
|
|
|
if( NumMaxedOut == Charts.Num() )
|
|
{
|
|
// All charts are maxed out
|
|
break;
|
|
}
|
|
|
|
// Scale up smaller charts to maintain expected total area
|
|
// Want ScaledUVArea == TotalUVArea * UVScale^2
|
|
float RebalanceScale = UVScale * FMath::Sqrt( TotalUVArea / ScaledUVArea );
|
|
if( RebalanceScale < 1.01f )
|
|
{
|
|
// Stop if further rebalancing is minor
|
|
break;
|
|
}
|
|
UniformScale = RebalanceScale;
|
|
}
|
|
#endif
|
|
|
|
#if 1
|
|
float NonuniformScale = 1.0f;
|
|
for( int i = 0; i < 1000; i++ )
|
|
{
|
|
uint32 NumMaxedOut = 0;
|
|
float ScaledUVArea = 0.0f;
|
|
for( int32 ChartIndex = 0; ChartIndex < Charts.Num(); ChartIndex++ )
|
|
{
|
|
FMeshChart& Chart = Charts[ChartIndex];
|
|
|
|
for( int k = 0; k < 2; k++ )
|
|
{
|
|
const float MaximumChartSize = TextureResolution - 1.0f;
|
|
const float ChartSize = Chart.MaxUV[k] - Chart.MinUV[k];
|
|
const float ChartSizeScaled = ChartSize * Chart.UVScale[k] * NonuniformScale;
|
|
|
|
const float Epsilon = 0.01f;
|
|
if( ChartSizeScaled + Epsilon > MaximumChartSize )
|
|
{
|
|
// Scale oversized charts to max size
|
|
Chart.UVScale[k] = MaximumChartSize / ChartSize;
|
|
NumMaxedOut++;
|
|
}
|
|
else
|
|
{
|
|
Chart.UVScale[k] *= NonuniformScale;
|
|
}
|
|
}
|
|
|
|
ScaledUVArea += Chart.UVArea * Chart.UVScale.X * Chart.UVScale.Y;
|
|
}
|
|
|
|
if( NumMaxedOut == 0 )
|
|
{
|
|
// No charts maxed out so no need to rebalance
|
|
break;
|
|
}
|
|
|
|
if( NumMaxedOut == Charts.Num() * 2 )
|
|
{
|
|
// All charts are maxed out in both dimensions
|
|
break;
|
|
}
|
|
|
|
// Scale up smaller charts to maintain expected total area
|
|
// Want ScaledUVArea == TotalUVArea * UVScale^2
|
|
float RebalanceScale = UVScale * FMath::Sqrt( TotalUVArea / ScaledUVArea );
|
|
if( RebalanceScale < 1.01f )
|
|
{
|
|
// Stop if further rebalancing is minor
|
|
break;
|
|
}
|
|
NonuniformScale = RebalanceScale;
|
|
}
|
|
#endif
|
|
|
|
// Sort charts from largest to smallest
|
|
struct FCompareCharts
|
|
{
|
|
FORCEINLINE bool operator()( const FMeshChart& A, const FMeshChart& B ) const
|
|
{
|
|
// Rect area
|
|
FVector2D ChartRectA = ( A.MaxUV - A.MinUV ) * A.UVScale;
|
|
FVector2D ChartRectB = ( B.MaxUV - B.MinUV ) * B.UVScale;
|
|
return ChartRectA.X * ChartRectA.Y > ChartRectB.X * ChartRectB.Y;
|
|
}
|
|
};
|
|
Algo::IntroSort( Charts, FCompareCharts() );
|
|
}
|
|
|
|
bool FLayoutUV::FChartPacker::PackCharts(TArray< FMeshChart >& Charts, const TArray< FVector2D >& TexCoords, const TArray< uint32 >& SortedTris)
|
|
{
|
|
uint32 RasterizeCycles = 0;
|
|
uint32 FindCycles = 0;
|
|
|
|
double BeginPackCharts = FPlatformTime::Seconds();
|
|
|
|
LayoutRaster.Clear();
|
|
|
|
for( int32 i = 0; i < Charts.Num(); i++ )
|
|
{
|
|
FMeshChart& Chart = Charts[i];
|
|
|
|
// Try different orientations and pick best
|
|
int32 BestOrientation = -1;
|
|
FAllocator2D::FRect BestRect = { ~0u, ~0u, ~0u, ~0u };
|
|
|
|
for( int32 Orientation = 0; Orientation < 8; Orientation++ )
|
|
{
|
|
// TODO If any dimension is less than 1 pixel shrink dimension to zero
|
|
|
|
OrientChart( Chart, Orientation );
|
|
|
|
FVector2D ChartSize = Chart.MaxUV - Chart.MinUV;
|
|
ChartSize = ChartSize.X * Chart.PackingScaleU + ChartSize.Y * Chart.PackingScaleV;
|
|
|
|
// Only need half pixel dilate for rects
|
|
FAllocator2D::FRect Rect;
|
|
Rect.X = 0;
|
|
Rect.Y = 0;
|
|
Rect.W = FMath::CeilToInt( FMath::Abs( ChartSize.X ) + 1.0f );
|
|
Rect.H = FMath::CeilToInt( FMath::Abs( ChartSize.Y ) + 1.0f );
|
|
|
|
// Just in case lack of precision pushes it over
|
|
Rect.W = FMath::Min( TextureResolution, Rect.W );
|
|
Rect.H = FMath::Min( TextureResolution, Rect.H );
|
|
|
|
const bool bRectPack = false;
|
|
|
|
if( bRectPack )
|
|
{
|
|
if( LayoutRaster.Find( Rect ) )
|
|
{
|
|
// Is best?
|
|
if( Rect.X + Rect.Y * TextureResolution < BestRect.X + BestRect.Y * TextureResolution )
|
|
{
|
|
BestOrientation = Orientation;
|
|
BestRect = Rect;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( LayoutVersion >= ELightmapUVVersion::Segments && Orientation % 4 == 1 )
|
|
{
|
|
ChartRaster.FlipX( Rect, LayoutVersion );
|
|
}
|
|
else if ( LayoutVersion >= ELightmapUVVersion::Segments && Orientation % 4 == 3 )
|
|
{
|
|
ChartRaster.FlipY( Rect );
|
|
}
|
|
else
|
|
{
|
|
int32 BeginRasterize = FPlatformTime::Cycles();
|
|
RasterizeChart( Chart, TexCoords, SortedTris, Rect.W , Rect.H );
|
|
RasterizeCycles += FPlatformTime::Cycles() - BeginRasterize;
|
|
}
|
|
|
|
bool bFound = false;
|
|
|
|
uint32 BeginFind = FPlatformTime::Cycles();
|
|
if ( LayoutVersion == ELightmapUVVersion::BitByBit )
|
|
{
|
|
bFound = LayoutRaster.FindBitByBit( Rect, ChartRaster );
|
|
}
|
|
else if ( LayoutVersion >= ELightmapUVVersion::Segments )
|
|
{
|
|
bFound = LayoutRaster.FindWithSegments( Rect, BestRect, ChartRaster );
|
|
}
|
|
FindCycles += FPlatformTime::Cycles() - BeginFind;
|
|
|
|
if( bFound )
|
|
{
|
|
// Is best?
|
|
if( Rect.X + Rect.Y * TextureResolution < BestRect.X + BestRect.Y * TextureResolution )
|
|
{
|
|
BestChartRaster = ChartRaster;
|
|
|
|
BestOrientation = Orientation;
|
|
BestRect = Rect;
|
|
|
|
if ( BestRect.X == 0 && BestRect.Y == 0 )
|
|
{
|
|
// BestRect can't be beat, stop here
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( BestOrientation >= 0 )
|
|
{
|
|
// Add chart to layout
|
|
OrientChart( Chart, BestOrientation );
|
|
|
|
LayoutRaster.Alloc( BestRect, BestChartRaster );
|
|
|
|
Chart.PackingBias.X += BestRect.X;
|
|
Chart.PackingBias.Y += BestRect.Y;
|
|
}
|
|
else
|
|
{
|
|
// Found no orientation that fit
|
|
return false;
|
|
}
|
|
}
|
|
|
|
double EndPackCharts = FPlatformTime::Seconds();
|
|
|
|
UE_LOG(LogLayoutUV, Display, TEXT("PackCharts: %s"), *FPlatformTime::PrettyTime(EndPackCharts - BeginPackCharts));
|
|
UE_LOG(LogLayoutUV, Display, TEXT(" Rasterize: %u"), RasterizeCycles);
|
|
UE_LOG(LogLayoutUV, Display, TEXT(" Find: %u"), FindCycles);
|
|
|
|
return true;
|
|
}
|
|
|
|
void FLayoutUV::FChartPacker::OrientChart( FMeshChart& Chart, int32 Orientation )
|
|
{
|
|
switch( Orientation )
|
|
{
|
|
case 0:
|
|
// 0 degrees
|
|
Chart.PackingScaleU = FVector2D( Chart.UVScale.X, 0 );
|
|
Chart.PackingScaleV = FVector2D( 0, Chart.UVScale.Y );
|
|
Chart.PackingBias = -Chart.MinUV.X * Chart.PackingScaleU - Chart.MinUV.Y * Chart.PackingScaleV + 0.5f;
|
|
break;
|
|
case 1:
|
|
// 0 degrees, flip x
|
|
Chart.PackingScaleU = FVector2D( -Chart.UVScale.X, 0 );
|
|
Chart.PackingScaleV = FVector2D( 0, Chart.UVScale.Y );
|
|
Chart.PackingBias = -Chart.MaxUV.X * Chart.PackingScaleU - Chart.MinUV.Y * Chart.PackingScaleV + 0.5f;
|
|
break;
|
|
case 2:
|
|
// 90 degrees
|
|
Chart.PackingScaleU = FVector2D( 0, -Chart.UVScale.X );
|
|
Chart.PackingScaleV = FVector2D( Chart.UVScale.Y, 0 );
|
|
Chart.PackingBias = -Chart.MaxUV.X * Chart.PackingScaleU - Chart.MinUV.Y * Chart.PackingScaleV + 0.5f;
|
|
break;
|
|
case 3:
|
|
// 90 degrees, flip x
|
|
Chart.PackingScaleU = FVector2D( 0, Chart.UVScale.X );
|
|
Chart.PackingScaleV = FVector2D( Chart.UVScale.Y, 0 );
|
|
Chart.PackingBias = -Chart.MinUV.X * Chart.PackingScaleU - Chart.MinUV.Y * Chart.PackingScaleV + 0.5f;
|
|
break;
|
|
case 4:
|
|
// 180 degrees
|
|
Chart.PackingScaleU = FVector2D( -Chart.UVScale.X, 0 );
|
|
Chart.PackingScaleV = FVector2D( 0, -Chart.UVScale.Y );
|
|
Chart.PackingBias = -Chart.MaxUV.X * Chart.PackingScaleU - Chart.MaxUV.Y * Chart.PackingScaleV + 0.5f;
|
|
break;
|
|
case 5:
|
|
// 180 degrees, flip x
|
|
Chart.PackingScaleU = FVector2D( Chart.UVScale.X, 0 );
|
|
Chart.PackingScaleV = FVector2D( 0, -Chart.UVScale.Y );
|
|
Chart.PackingBias = -Chart.MinUV.X * Chart.PackingScaleU - Chart.MaxUV.Y * Chart.PackingScaleV + 0.5f;
|
|
break;
|
|
case 6:
|
|
// 270 degrees
|
|
Chart.PackingScaleU = FVector2D( 0, Chart.UVScale.X );
|
|
Chart.PackingScaleV = FVector2D( -Chart.UVScale.Y, 0 );
|
|
Chart.PackingBias = -Chart.MinUV.X * Chart.PackingScaleU - Chart.MaxUV.Y * Chart.PackingScaleV + 0.5f;
|
|
break;
|
|
case 7:
|
|
// 270 degrees, flip x
|
|
Chart.PackingScaleU = FVector2D( 0, -Chart.UVScale.X );
|
|
Chart.PackingScaleV = FVector2D( -Chart.UVScale.Y, 0 );
|
|
Chart.PackingBias = -Chart.MaxUV.X * Chart.PackingScaleU - Chart.MaxUV.Y * Chart.PackingScaleV + 0.5f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Max of 2048x2048 due to precision
|
|
// Dilate in 28.4 fixed point. Half pixel dilation is conservative rasterization.
|
|
// Dilation same as Minkowski sum of triangle and square.
|
|
template< int32 Dilate >
|
|
void RasterizeTriangle( FAllocator2D& Shader, const FVector2D Points[3], int32 ScissorWidth, int32 ScissorHeight )
|
|
{
|
|
const FVector2D HalfPixel( 0.5f, 0.5f );
|
|
FVector2D p0 = Points[0] - HalfPixel;
|
|
FVector2D p1 = Points[1] - HalfPixel;
|
|
FVector2D p2 = Points[2] - HalfPixel;
|
|
|
|
// Correct winding
|
|
float Facing = ( p0.X - p1.X ) * ( p2.Y - p0.Y ) - ( p0.Y - p1.Y ) * ( p2.X - p0.X );
|
|
if( Facing < 0.0f )
|
|
{
|
|
Swap( p0, p2 );
|
|
}
|
|
|
|
// 28.4 fixed point
|
|
const int32 X0 = (int32)( 16.0f * p0.X + 0.5f );
|
|
const int32 X1 = (int32)( 16.0f * p1.X + 0.5f );
|
|
const int32 X2 = (int32)( 16.0f * p2.X + 0.5f );
|
|
|
|
const int32 Y0 = (int32)( 16.0f * p0.Y + 0.5f );
|
|
const int32 Y1 = (int32)( 16.0f * p1.Y + 0.5f );
|
|
const int32 Y2 = (int32)( 16.0f * p2.Y + 0.5f );
|
|
|
|
// Bounding rect
|
|
int32 MinX = ( FMath::Min3( X0, X1, X2 ) - Dilate + 15 ) / 16;
|
|
int32 MaxX = ( FMath::Max3( X0, X1, X2 ) + Dilate + 15 ) / 16;
|
|
int32 MinY = ( FMath::Min3( Y0, Y1, Y2 ) - Dilate + 15 ) / 16;
|
|
int32 MaxY = ( FMath::Max3( Y0, Y1, Y2 ) + Dilate + 15 ) / 16;
|
|
|
|
// Clip to image
|
|
MinX = FMath::Clamp( MinX, 0, ScissorWidth );
|
|
MaxX = FMath::Clamp( MaxX, 0, ScissorWidth );
|
|
MinY = FMath::Clamp( MinY, 0, ScissorHeight );
|
|
MaxY = FMath::Clamp( MaxY, 0, ScissorHeight );
|
|
|
|
// Deltas
|
|
const int32 DX01 = X0 - X1;
|
|
const int32 DX12 = X1 - X2;
|
|
const int32 DX20 = X2 - X0;
|
|
|
|
const int32 DY01 = Y0 - Y1;
|
|
const int32 DY12 = Y1 - Y2;
|
|
const int32 DY20 = Y2 - Y0;
|
|
|
|
// Half-edge constants
|
|
int32 C0 = DY01 * X0 - DX01 * Y0;
|
|
int32 C1 = DY12 * X1 - DX12 * Y1;
|
|
int32 C2 = DY20 * X2 - DX20 * Y2;
|
|
|
|
// Correct for fill convention
|
|
C0 += ( DY01 < 0 || ( DY01 == 0 && DX01 > 0 ) ) ? 0 : -1;
|
|
C1 += ( DY12 < 0 || ( DY12 == 0 && DX12 > 0 ) ) ? 0 : -1;
|
|
C2 += ( DY20 < 0 || ( DY20 == 0 && DX20 > 0 ) ) ? 0 : -1;
|
|
|
|
// Dilate edges
|
|
C0 += ( abs(DX01) + abs(DY01) ) * Dilate;
|
|
C1 += ( abs(DX12) + abs(DY12) ) * Dilate;
|
|
C2 += ( abs(DX20) + abs(DY20) ) * Dilate;
|
|
|
|
for( int32 y = MinY; y < MaxY; y++ )
|
|
{
|
|
for( int32 x = MinX; x < MaxX; x++ )
|
|
{
|
|
// same as Edge1 >= 0 && Edge2 >= 0 && Edge3 >= 0
|
|
int32 IsInside;
|
|
IsInside = C0 + (DX01 * y - DY01 * x) * 16;
|
|
IsInside |= C1 + (DX12 * y - DY12 * x) * 16;
|
|
IsInside |= C2 + (DX20 * y - DY20 * x) * 16;
|
|
|
|
if( IsInside >= 0 )
|
|
{
|
|
Shader.SetBit( x, y );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FLayoutUV::FChartPacker::RasterizeChart( const FMeshChart& Chart, const TArray< FVector2D >& TexCoords, const TArray< uint32 >& SortedTris, uint32 RectW, uint32 RectH )
|
|
{
|
|
// Bilinear footprint is -1 to 1 pixels. If packed geometrically, only a half pixel dilation
|
|
// would be needed to guarantee all charts were at least 1 pixel away, safe for bilinear filtering.
|
|
// Unfortunately, with pixel packing a full 1 pixel dilation is required unless chart edges exactly
|
|
// align with pixel centers.
|
|
|
|
ChartRaster.Clear();
|
|
|
|
for( uint32 Tri = Chart.FirstTri; Tri < Chart.LastTri; Tri++ )
|
|
{
|
|
FVector2D Points[3];
|
|
for ( int k = 0; k < 3; k++ )
|
|
{
|
|
const FVector2D& UV = TexCoords[ 3 * SortedTris[ Tri ] + k ];
|
|
Points[k] = UV.X * Chart.PackingScaleU + UV.Y * Chart.PackingScaleV + Chart.PackingBias;
|
|
}
|
|
|
|
RasterizeTriangle< 16 >( ChartRaster, Points, RectW, RectH );
|
|
}
|
|
|
|
if ( LayoutVersion >= ELightmapUVVersion::Segments )
|
|
{
|
|
ChartRaster.CreateUsedSegments();
|
|
}
|
|
}
|
|
|
|
bool FLayoutUV::FindBestPacking(uint32 InTextureResolution)
|
|
{
|
|
FChartPacker Packer(MeshView, LayoutVersion, InTextureResolution);
|
|
bool bPackingFound = Packer.FindBestPacking(MeshTexCoords, MeshSortedTris, MeshCharts);
|
|
PackedTextureResolution = bPackingFound ? InTextureResolution : 0;
|
|
return bPackingFound;
|
|
}
|
|
|
|
void FLayoutUV::CommitPackedUVs()
|
|
{
|
|
if (PackedTextureResolution == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Alloc new UV channel
|
|
MeshView.InitOutputTexcoords(MeshTexCoords.Num());
|
|
|
|
// Commit chart UVs
|
|
for( int32 i = 0; i < MeshCharts.Num(); i++ )
|
|
{
|
|
FMeshChart& Chart = MeshCharts[i];
|
|
|
|
Chart.PackingScaleU /= PackedTextureResolution;
|
|
Chart.PackingScaleV /= PackedTextureResolution;
|
|
Chart.PackingBias /= PackedTextureResolution;
|
|
|
|
for( uint32 Tri = Chart.FirstTri; Tri < Chart.LastTri; Tri++ )
|
|
{
|
|
for( int k = 0; k < 3; k++ )
|
|
{
|
|
uint32 Index = 3 * MeshSortedTris[ Tri ] + k;
|
|
const FVector2D& UV = MeshTexCoords[ Index ];
|
|
FVector2D TransformedUV = UV.X * Chart.PackingScaleU + UV.Y * Chart.PackingScaleV + Chart.PackingBias;
|
|
MeshView.SetOutputTexcoord(Index, TransformedUV);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
inline bool FLayoutUV::FChartFinder::PositionsMatch( uint32 a, uint32 b ) const
|
|
{
|
|
return ( MeshView.GetPosition(a) - MeshView.GetPosition(b) ).IsNearlyZero( THRESH_POINTS_ARE_SAME );
|
|
}
|
|
|
|
inline bool FLayoutUV::FChartFinder::NormalsMatch( uint32 a, uint32 b ) const
|
|
{
|
|
return ( MeshView.GetNormal(a) - MeshView.GetNormal(b) ).IsNearlyZero( THRESH_NORMALS_ARE_SAME );
|
|
}
|
|
|
|
inline bool FLayoutUV::FChartFinder::UVsMatch( uint32 a, uint32 b ) const
|
|
{
|
|
return ( MeshView.GetInputTexcoord(a) - MeshView.GetInputTexcoord(b) ).IsNearlyZero(UVLAYOUT_THRESH_UVS_ARE_SAME);
|
|
}
|
|
|
|
inline bool FLayoutUV::FChartFinder::VertsMatch( uint32 a, uint32 b ) const
|
|
{
|
|
return PositionsMatch( a, b ) && UVsMatch( a, b );
|
|
}
|
|
|
|
// Signed UV area
|
|
inline float FLayoutUV::FChartFinder::TriangleUVArea( uint32 Tri ) const
|
|
{
|
|
FVector2D UVs[3];
|
|
for( int k = 0; k < 3; k++ )
|
|
{
|
|
UVs[k] = MeshView.GetInputTexcoord(3 * Tri + k);
|
|
}
|
|
|
|
FVector2D EdgeUV1 = UVs[1] - UVs[0];
|
|
FVector2D EdgeUV2 = UVs[2] - UVs[0];
|
|
return 0.5f * ( EdgeUV1.X * EdgeUV2.Y - EdgeUV1.Y * EdgeUV2.X );
|
|
}
|
|
|
|
inline void FLayoutUV::FChartFinder::DisconnectChart( TArray< FMeshChart >& Charts, FMeshChart& Chart, uint32 Side )
|
|
{
|
|
if( Chart.Join[ Side ] != -1 )
|
|
{
|
|
Charts[ Chart.Join[ Side ] ].Join[ Side ^ 1 ] = -1;
|
|
Chart.Join[ Side ] = -1;
|
|
}
|
|
}
|
|
|
|
inline float FLayoutUV::FChartFinder::GetUVEqualityThreshold() const
|
|
{
|
|
return LayoutVersion >= ELightmapUVVersion::SmallChartPacking ? NEW_UVS_ARE_SAME : LEGACY_UVS_ARE_SAME;
|
|
}
|