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example_repack.cpp
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example_repack.cpp
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/*
xatlas
https://github.com/jpcy/xatlas
Copyright (c) 2018 Jonathan Young
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
thekla_atlas
https://github.com/Thekla/thekla_atlas
MIT License
Copyright (c) 2013 Thekla, Inc
Copyright NVIDIA Corporation 2006 -- Ignacio Castano <icastano@nvidia.com>
*/
/*
Uses AddUvMesh and PackCharts to repack existing UVs into a single atlas. Texture data is copied into a new atlas texture.
*/
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <vector>
#include <assert.h>
#include <stdarg.h>
#include <stdio.h>
#include <time.h>
#include <stb_image.h>
#include <stb_image_write.h>
#include <objzero/objzero.h>
#include "../xatlas.h"
#ifdef _MSC_VER
#define FOPEN(_file, _filename, _mode) { if (fopen_s(&_file, _filename, _mode) != 0) _file = NULL; }
#define STRCAT(_dest, _size, _src) strcat_s(_dest, _size, _src);
#define STRCPY(_dest, _size, _src) strcpy_s(_dest, _size, _src);
#define STRICMP _stricmp
#else
#define FOPEN(_file, _filename, _mode) _file = fopen(_filename, _mode)
#include <string.h>
#include <strings.h>
#define STRCAT(_dest, _size, _src) strcat(_dest, _src);
#define STRCPY(_dest, _size, _src) strcpy(_dest, _src);
#define STRICMP strcasecmp
#endif
struct TextureData
{
uint16_t width;
uint16_t height;
int numComponents;
const uint8_t *data;
};
static TextureData textureLoad(const char *basePath, const char *filename)
{
char fullFilename[256] = { 0 };
STRCPY(fullFilename, sizeof(fullFilename), basePath);
STRCAT(fullFilename, sizeof(fullFilename), filename);
TextureData td;
td.data = nullptr;
FILE *f;
FOPEN(f, fullFilename, "rb");
if (!f) {
fprintf(stderr, "Error opening '%s'\n", fullFilename);
return td;
}
fseek(f, 0, SEEK_END);
const long length = ftell(f);
fseek(f, 0, SEEK_SET);
std::vector<uint8_t> fileData;
fileData.resize(length);
if (fread(fileData.data(), 1, (size_t)length, f) < (size_t)length) {
fclose(f);
fprintf(stderr, "Error reading '%s'\n", fullFilename);
return td;
}
fclose(f);
int width, height, numComponents;
td.data = stbi_load_from_memory(fileData.data(), (int)fileData.size(), &width, &height, &numComponents, 0);
if (!td.data) {
fprintf(stderr, "Error loading '%s': %s\n", fullFilename, stbi_failure_reason());
return td;
}
printf("Texture '%s': %dx%d %d bpp\n", fullFilename, width, height, numComponents * 8);
td.width = (uint16_t)width;
td.height = (uint16_t)height;
td.numComponents = numComponents;
return td;
}
struct CachedTexture
{
char filename[256];
TextureData data;
};
static std::vector<CachedTexture> s_textureCache;
static uint32_t textureLoadCached(const char *basePath, const char *filename)
{
for (uint32_t i = 0; i < (uint32_t)s_textureCache.size(); i++) {
if (STRICMP(s_textureCache[i].filename, filename) == 0)
return i;
}
CachedTexture texture;
STRCPY(texture.filename, sizeof(texture.filename), filename);
texture.data = textureLoad(basePath, filename);
s_textureCache.push_back(texture);
return (uint32_t)s_textureCache.size() - 1;
}
struct Vector2
{
Vector2() {}
Vector2(float x, float y) : x(x), y(y) {}
float x, y;
};
static Vector2 operator+(const Vector2 &a, const Vector2 &b)
{
return Vector2(a.x + b.x, a.y + b.y);
}
static Vector2 operator-(const Vector2 &a, const Vector2 &b)
{
return Vector2(a.x - b.x, a.y - b.y);
}
static Vector2 operator*(const Vector2 &v, float s)
{
return Vector2(v.x * s, v.y * s);
}
struct Vector3
{
Vector3() {}
Vector3(float x, float y, float z) : x(x), y(y), z(z) {}
void operator+=(const Vector3 &v)
{
x += v.x;
y += v.y;
z += v.z;
}
float x, y, z;
};
static Vector3 operator+(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
}
static Vector3 operator-(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
}
static Vector3 operator*(const Vector3 &v, float s)
{
return Vector3(v.x * s, v.y * s, v.z * s);
}
class ClippedTriangle
{
public:
ClippedTriangle(const Vector2 &a, const Vector2 &b, const Vector2 &c)
{
m_numVertices = 3;
m_activeVertexBuffer = 0;
m_verticesA[0] = a;
m_verticesA[1] = b;
m_verticesA[2] = c;
m_vertexBuffers[0] = m_verticesA;
m_vertexBuffers[1] = m_verticesB;
}
void clipHorizontalPlane(float offset, float clipdirection)
{
Vector2 *v = m_vertexBuffers[m_activeVertexBuffer];
m_activeVertexBuffer ^= 1;
Vector2 *v2 = m_vertexBuffers[m_activeVertexBuffer];
v[m_numVertices] = v[0];
float dy2, dy1 = offset - v[0].y;
int dy2in, dy1in = clipdirection * dy1 >= 0;
uint32_t p = 0;
for (uint32_t k = 0; k < m_numVertices; k++) {
dy2 = offset - v[k + 1].y;
dy2in = clipdirection * dy2 >= 0;
if (dy1in) v2[p++] = v[k];
if ( dy1in + dy2in == 1 ) { // not both in/out
float dx = v[k + 1].x - v[k].x;
float dy = v[k + 1].y - v[k].y;
v2[p++] = Vector2(v[k].x + dy1 * (dx / dy), offset);
}
dy1 = dy2;
dy1in = dy2in;
}
m_numVertices = p;
}
void clipVerticalPlane(float offset, float clipdirection )
{
Vector2 *v = m_vertexBuffers[m_activeVertexBuffer];
m_activeVertexBuffer ^= 1;
Vector2 *v2 = m_vertexBuffers[m_activeVertexBuffer];
v[m_numVertices] = v[0];
float dx2, dx1 = offset - v[0].x;
int dx2in, dx1in = clipdirection * dx1 >= 0;
uint32_t p = 0;
for (uint32_t k = 0; k < m_numVertices; k++) {
dx2 = offset - v[k + 1].x;
dx2in = clipdirection * dx2 >= 0;
if (dx1in) v2[p++] = v[k];
if ( dx1in + dx2in == 1 ) { // not both in/out
float dx = v[k + 1].x - v[k].x;
float dy = v[k + 1].y - v[k].y;
v2[p++] = Vector2(offset, v[k].y + dx1 * (dy / dx));
}
dx1 = dx2;
dx1in = dx2in;
}
m_numVertices = p;
}
void computeAreaCentroid()
{
Vector2 *v = m_vertexBuffers[m_activeVertexBuffer];
v[m_numVertices] = v[0];
m_area = 0;
float centroidx = 0, centroidy = 0;
for (uint32_t k = 0; k < m_numVertices; k++) {
// http://local.wasp.uwa.edu.au/~pbourke/geometry/polyarea/
float f = v[k].x * v[k + 1].y - v[k + 1].x * v[k].y;
m_area += f;
centroidx += f * (v[k].x + v[k + 1].x);
centroidy += f * (v[k].y + v[k + 1].y);
}
m_area = 0.5f * fabsf(m_area);
if (m_area == 0) {
m_centroid = Vector2(0.0f, 0.0f);
} else {
m_centroid = Vector2(centroidx / (6 * m_area), centroidy / (6 * m_area));
}
}
void clipAABox(float x0, float y0, float x1, float y1)
{
clipVerticalPlane(x0, -1);
clipHorizontalPlane(y0, -1);
clipVerticalPlane(x1, 1);
clipHorizontalPlane(y1, 1);
computeAreaCentroid();
}
Vector2 centroid()
{
return m_centroid;
}
float area()
{
return m_area;
}
private:
Vector2 m_verticesA[7 + 1];
Vector2 m_verticesB[7 + 1];
Vector2 *m_vertexBuffers[2];
uint32_t m_numVertices;
uint32_t m_activeVertexBuffer;
float m_area;
Vector2 m_centroid;
};
/// A callback to sample the environment. Return false to terminate rasterization.
typedef bool (*SamplingCallback)(void *param, int x, int y, const Vector3 &bar, const Vector3 &dx, const Vector3 &dy, float coverage);
struct Triangle
{
Triangle(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector3 &t0, const Vector3 &t1, const Vector3 &t2)
{
// Init vertices.
this->v1 = v0;
this->v2 = v2;
this->v3 = v1;
// Set barycentric coordinates.
this->t1 = t0;
this->t2 = t2;
this->t3 = t1;
// make sure every triangle is front facing.
flipBackface();
// Compute deltas.
computeDeltas();
computeUnitInwardNormals();
}
/// Compute texture space deltas.
/// This method takes two edge vectors that form a basis, determines the
/// coordinates of the canonic vectors in that basis, and computes the
/// texture gradient that corresponds to those vectors.
bool computeDeltas()
{
Vector2 e0 = v3 - v1;
Vector2 e1 = v2 - v1;
Vector3 de0 = t3 - t1;
Vector3 de1 = t2 - t1;
float denom = 1.0f / (e0.y * e1.x - e1.y * e0.x);
if (!std::isfinite(denom)) {
return false;
}
float lambda1 = - e1.y * denom;
float lambda2 = e0.y * denom;
float lambda3 = e1.x * denom;
float lambda4 = - e0.x * denom;
dx = de0 * lambda1 + de1 * lambda2;
dy = de0 * lambda3 + de1 * lambda4;
return true;
}
void flipBackface()
{
// check if triangle is backfacing, if so, swap two vertices
if ( ((v3.x - v1.x) * (v2.y - v1.y) - (v3.y - v1.y) * (v2.x - v1.x)) < 0 ) {
Vector2 hv = v1;
v1 = v2;
v2 = hv; // swap pos
Vector3 ht = t1;
t1 = t2;
t2 = ht; // swap tex
}
}
// compute unit inward normals for each edge.
void computeUnitInwardNormals()
{
n1 = v1 - v2;
n1 = Vector2(-n1.y, n1.x);
n1 = n1 * (1.0f / sqrtf(n1.x * n1.x + n1.y * n1.y));
n2 = v2 - v3;
n2 = Vector2(-n2.y, n2.x);
n2 = n2 * (1.0f / sqrtf(n2.x * n2.x + n2.y * n2.y));
n3 = v3 - v1;
n3 = Vector2(-n3.y, n3.x);
n3 = n3 * (1.0f / sqrtf(n3.x * n3.x + n3.y * n3.y));
}
bool drawAA(SamplingCallback cb, void *param)
{
const float PX_INSIDE = 1.0f/sqrtf(2.0f);
const float PX_OUTSIDE = -1.0f/sqrtf(2.0f);
const float BK_SIZE = 8;
const float BK_INSIDE = sqrtf(BK_SIZE*BK_SIZE/2.0f);
const float BK_OUTSIDE = -sqrtf(BK_SIZE*BK_SIZE/2.0f);
float minx, miny, maxx, maxy;
// Bounding rectangle
minx = floorf(std::max(std::min(v1.x, std::min(v2.x, v3.x)), 0.0f));
miny = floorf(std::max(std::min(v1.y, std::min(v2.y, v3.y)), 0.0f));
maxx = ceilf(std::max(v1.x, std::max(v2.x, v3.x)));
maxy = ceilf(std::max(v1.y, std::max(v2.y, v3.y)));
// There's no reason to align the blocks to the viewport, instead we align them to the origin of the triangle bounds.
minx = floorf(minx);
miny = floorf(miny);
//minx = (float)(((int)minx) & (~((int)BK_SIZE - 1))); // align to blocksize (we don't need to worry about blocks partially out of viewport)
//miny = (float)(((int)miny) & (~((int)BK_SIZE - 1)));
minx += 0.5;
miny += 0.5; // sampling at texel centers!
maxx += 0.5;
maxy += 0.5;
// Half-edge constants
float C1 = n1.x * (-v1.x) + n1.y * (-v1.y);
float C2 = n2.x * (-v2.x) + n2.y * (-v2.y);
float C3 = n3.x * (-v3.x) + n3.y * (-v3.y);
// Loop through blocks
for (float y0 = miny; y0 <= maxy; y0 += BK_SIZE) {
for (float x0 = minx; x0 <= maxx; x0 += BK_SIZE) {
// Corners of block
float xc = (x0 + (BK_SIZE - 1) / 2.0f);
float yc = (y0 + (BK_SIZE - 1) / 2.0f);
// Evaluate half-space functions
float aC = C1 + n1.x * xc + n1.y * yc;
float bC = C2 + n2.x * xc + n2.y * yc;
float cC = C3 + n3.x * xc + n3.y * yc;
// Skip block when outside an edge
if ( (aC <= BK_OUTSIDE) || (bC <= BK_OUTSIDE) || (cC <= BK_OUTSIDE) ) continue;
// Accept whole block when totally covered
if ( (aC >= BK_INSIDE) && (bC >= BK_INSIDE) && (cC >= BK_INSIDE) ) {
Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x);
for (float y = y0; y < y0 + BK_SIZE; y++) {
Vector3 tex = texRow;
for (float x = x0; x < x0 + BK_SIZE; x++) {
if (!cb(param, (int)x, (int)y, tex, dx, dy, 1.0f)) {
return false;
}
tex += dx;
}
texRow += dy;
}
} else { // Partially covered block
float CY1 = C1 + n1.x * x0 + n1.y * y0;
float CY2 = C2 + n2.x * x0 + n2.y * y0;
float CY3 = C3 + n3.x * x0 + n3.y * y0;
Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x);
for (float y = y0; y < y0 + BK_SIZE; y++) { // @@ This is not clipping to scissor rectangle correctly.
float CX1 = CY1;
float CX2 = CY2;
float CX3 = CY3;
Vector3 tex = texRow;
for (float x = x0; x < x0 + BK_SIZE; x++) { // @@ This is not clipping to scissor rectangle correctly.
Vector3 tex2 = t1 + dx * (x - v1.x) + dy * (y - v1.y);
if (CX1 >= PX_INSIDE && CX2 >= PX_INSIDE && CX3 >= PX_INSIDE) {
// pixel completely covered
if (!cb(param, (int)x, (int)y, tex2, dx, dy, 1.0f)) {
return false;
}
} else if ((CX1 >= PX_OUTSIDE) && (CX2 >= PX_OUTSIDE) && (CX3 >= PX_OUTSIDE)) {
// triangle partially covers pixel. do clipping.
ClippedTriangle ct(v1 - Vector2(x, y), v2 - Vector2(x, y), v3 - Vector2(x, y));
ct.clipAABox(-0.5, -0.5, 0.5, 0.5);
float area = ct.area();
if (area > 0.0f) {
if (!cb(param, (int)x, (int)y, tex2, dx, dy, 0.0f)) {
return false;
}
}
}
CX1 += n1.x;
CX2 += n2.x;
CX3 += n3.x;
tex += dx;
}
CY1 += n1.y;
CY2 += n2.y;
CY3 += n3.y;
texRow += dy;
}
}
}
}
return true;
}
Vector2 v1, v2, v3;
Vector2 n1, n2, n3; // unit inward normals
Vector3 t1, t2, t3;
Vector3 dx, dy;
};
struct AtlasLookupTexel
{
uint16_t materialIndex;
uint16_t x, y;
};
struct SetAtlasTexelArgs
{
uint8_t *atlasData;
uint32_t atlasWidth;
AtlasLookupTexel *atlasLookup;
Vector2 sourceUv[3];
uint16_t materialIndex;
const TextureData *sourceTexture;
};
static bool setAtlasTexel(void *param, int x, int y, const Vector3 &bar, const Vector3 &, const Vector3 &, float)
{
auto args = (SetAtlasTexelArgs *)param;
uint8_t *dest = &args->atlasData[x * 4 + y * (args->atlasWidth * 4)];
if (!args->sourceTexture) {
dest[0] = 255;
dest[1] = 0;
dest[2] = 255;
dest[3] = 255;
} else {
// Interpolate source UVs using barycentrics.
const Vector2 sourceUv = args->sourceUv[0] * bar.x + args->sourceUv[1] * bar.y + args->sourceUv[2] * bar.z;
// Keep coordinates in range of texture dimensions.
int sx = int(sourceUv.x * args->sourceTexture->width);
while (sx < 0)
sx += args->sourceTexture->width;
if (sx >= args->sourceTexture->width)
sx %= args->sourceTexture->width;
int sy = int(sourceUv.y * args->sourceTexture->height);
while (sy < 0)
sy += args->sourceTexture->height;
if (sy >= args->sourceTexture->height)
sy %= args->sourceTexture->height;
const uint8_t *source = &args->sourceTexture->data[sx * args->sourceTexture->numComponents + sy * (args->sourceTexture->width * args->sourceTexture->numComponents)];
dest[0] = source[0];
dest[1] = source[1];
dest[2] = source[2];
dest[3] = 255;
AtlasLookupTexel &lookup = args->atlasLookup[x + y * args->atlasWidth];
lookup.materialIndex = args->materialIndex;
lookup.x = (uint16_t)sx;
lookup.y = (uint16_t)sy;
}
return true;
}
struct ModelVertex
{
Vector3 pos;
Vector3 normal;
Vector2 uv;
};
int main(int argc, char *argv[])
{
if (argc < 2) {
printf("Usage: %s input_file.obj\n", argv[0]);
return EXIT_FAILURE;
}
// Load model file.
printf("Loading '%s'...\n", argv[1]);
objz_setIndexFormat(OBJZ_INDEX_FORMAT_U32);
objz_setVertexFormat(sizeof(ModelVertex), offsetof(ModelVertex, pos), offsetof(ModelVertex, uv), offsetof(ModelVertex, normal));
objzModel *model = objz_load(argv[1]);
if (!model) {
fprintf(stderr, "%s\n", objz_getError());
return EXIT_FAILURE;
}
if (objz_getError()) // Print warnings.
printf("%s\n", objz_getError());
// Load diffuse textures for each material.
char basePath[256];
STRCPY(basePath, sizeof(basePath), argv[1]);
char *lastSlash = strrchr(basePath, '/');
if (!lastSlash)
lastSlash = strrchr(basePath, '\\');
if (lastSlash) {
lastSlash++;
*lastSlash = 0;
}
printf("Base path is '%s'\n", basePath);
std::vector<uint32_t> textures;
textures.resize(model->numMaterials);
for (uint32_t i = 0; i < model->numMaterials; i++) {
const objzMaterial &mat = model->materials[i];
textures[i] = mat.diffuseTexture[0] ? textureLoadCached(basePath, mat.diffuseTexture) : UINT32_MAX;
}
// Map vertices to materials so rasterization knows which texture to sample.
std::vector<uint16_t> vertexToMaterial;
vertexToMaterial.resize(model->numVertices);
for (uint32_t i = 0; i < model->numMeshes; i++) {
const objzMesh &mesh = model->meshes[i];
for (uint32_t j = 0; j < mesh.numIndices; j++) {
const uint32_t index = ((const uint32_t *)model->indices)[mesh.firstIndex + j];
assert(mesh.materialIndex < UINT16_MAX);
vertexToMaterial[index] = mesh.materialIndex == -1 ? UINT16_MAX : (uint16_t)mesh.materialIndex;
}
}
// Denormalize UVs by scaling them by texture dimensions.
auto modelVertices = (ModelVertex *)model->vertices;
std::vector<Vector2> uvs;
uvs.resize(model->numVertices);
for (uint32_t i = 0; i < model->numVertices; i++) {
const uint16_t materialIndex = vertexToMaterial[i];
const TextureData *textureData = nullptr;
if (materialIndex != UINT16_MAX && textures[materialIndex] != UINT32_MAX)
textureData = &s_textureCache[textures[materialIndex]].data;
uvs[i] = modelVertices[i].uv;
if (textureData) {
uvs[i].x *= (float)textureData->width;
uvs[i].y *= (float)textureData->height;
}
}
// Generate the atlas.
xatlas::SetPrint(printf, true);
xatlas::Atlas *atlas = xatlas::Create();
std::vector<uint32_t> faceMaterials;
for (uint32_t i = 0; i < model->numObjects; i++) {
const objzObject &object = model->objects[i];
faceMaterials.resize(object.numIndices / 3);
for (uint32_t j = 0; j < object.numMeshes; j++) {
const objzMesh &mesh = model->meshes[object.firstMesh + j];
for (uint32_t k = 0; k < mesh.numIndices / 3; k++)
faceMaterials[(mesh.firstIndex - object.firstIndex) / 3 + k] = (uint32_t)mesh.materialIndex;
}
xatlas::UvMeshDecl meshDecl;
meshDecl.vertexCount = (uint32_t)uvs.size();
meshDecl.vertexUvData = uvs.data();
meshDecl.vertexStride = sizeof(Vector2);
meshDecl.indexCount = object.numIndices;
meshDecl.indexData = &((uint32_t *)model->indices)[object.firstIndex];
meshDecl.indexFormat = xatlas::IndexFormat::UInt32;
meshDecl.indexOffset = -(int32_t)object.firstVertex;
meshDecl.faceMaterialData = faceMaterials.data();
meshDecl.rotateCharts = false;
xatlas::AddMeshError::Enum error = xatlas::AddUvMesh(atlas, meshDecl);
if (error != xatlas::AddMeshError::Success) {
xatlas::Destroy(atlas);
printf("Error adding mesh %d: %s\n", i, xatlas::StringForEnum(error));
return EXIT_FAILURE;
}
}
xatlas::PackOptions packOptions;
packOptions.createImage = true;
packOptions.padding = 1;
packOptions.texelsPerUnit = 1.0f;
xatlas::PackCharts(atlas, packOptions);
printf("Copying texture data into atlas\n");
// Create a texture for the atlas.
std::vector<uint8_t> atlasTexture;
atlasTexture.resize(atlas->width * atlas->height * 4);
memset(atlasTexture.data(), 0, atlasTexture.size() * sizeof(uint8_t));
// Need to lookup source position and material for dilation.
std::vector<AtlasLookupTexel> atlasLookup;
atlasLookup.resize(atlas->width * atlas->height);
for (size_t i = 0; i < atlasLookup.size(); i++)
atlasLookup[i].materialIndex = UINT16_MAX;
// Rasterize chart triangles.
for (uint32_t i = 0; i < atlas->meshCount; i++) {
const xatlas::Mesh &mesh = atlas->meshes[i];
for (uint32_t j = 0; j < mesh.chartCount; j++) {
const xatlas::Chart &chart = mesh.chartArray[j];
SetAtlasTexelArgs args;
args.materialIndex = vertexToMaterial[mesh.indexArray[chart.faceArray[0] * 3]];
if (args.materialIndex == UINT16_MAX || textures[args.materialIndex] == UINT32_MAX)
args.sourceTexture = nullptr;
else
args.sourceTexture = &s_textureCache[textures[args.materialIndex]].data;
for (uint32_t k = 0; k < chart.faceCount; k++) {
Vector2 v[3];
for (uint32_t l = 0; l < 3; l++) {
const uint32_t index = mesh.indexArray[chart.faceArray[k] * 3 + l];
const xatlas::Vertex &vertex = mesh.vertexArray[index];
v[l] = Vector2(vertex.uv[0], vertex.uv[1]);
args.sourceUv[l] = modelVertices[vertex.xref].uv;
args.sourceUv[l].y = 1.0f - args.sourceUv[l].y;
}
Triangle tri(v[0], v[1], v[2], Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1));
args.atlasData = atlasTexture.data();
args.atlasWidth = atlas->width;
args.atlasLookup = atlasLookup.data();
tri.drawAA(setAtlasTexel, &args);
}
}
}
if (packOptions.padding > 0) {
#define DEBUG_DILATE 0
// Run a dilate filter on the atlas texture to fill in padding around charts so bilinear filtering doesn't sample empty texels.
// Sample from the source texture(s).
printf("Dilating atlas texture\n");
std::vector<uint8_t> tempAtlasTexture;
tempAtlasTexture.resize(atlasTexture.size());
std::vector<AtlasLookupTexel> tempAtlasLookup;
tempAtlasLookup.resize(atlasLookup.size());
const int sampleXOffsets[] = { -1, 0, 1, -1, 1, -1, 0, 1 };
const int sampleYOffsets[] = { -1, -1, -1, 0, 0, 1, 1, 1 };
for (uint32_t i = 0; i < packOptions.padding; i++) {
memcpy(tempAtlasTexture.data(), atlasTexture.data(), atlasTexture.size() * sizeof(uint8_t));
memcpy(tempAtlasLookup.data(), atlasLookup.data(), atlasLookup.size() * sizeof(AtlasLookupTexel));
for (uint32_t y = 0; y < atlas->height; y++) {
for (uint32_t x = 0; x < atlas->width; x++) {
const uint32_t atlasDataOffset = x * 4 + y * (atlas->width * 4);
if (tempAtlasTexture[atlasDataOffset + 3] != 0)
continue; // Alpha != 0, already data here.
// Try to sample directly from the source texture.
// Need to find source texel position by checking surrounding texels in the atlas.
bool foundSample = false;
for (uint32_t si = 0; si < 8; si++) {
const int sx = (int)x + sampleXOffsets[si];
const int sy = (int)y + sampleYOffsets[si];
if (sx < 0 || sy < 0 || sx >= (int)atlas->width || sy >= (int)atlas->height)
continue; // Sample position is outside of atlas texture.
const AtlasLookupTexel &lookup = tempAtlasLookup[sx + sy * (int)atlas->width];
if (lookup.materialIndex == UINT16_MAX || textures[lookup.materialIndex] == UINT32_MAX)
continue; // No source data here.
// This atlas texel has a corresponding position for the source texel.
// Subtract the sample offset to get the source position.
const TextureData *sourceTexture = &s_textureCache[textures[lookup.materialIndex]].data;
const int ssx = (int)lookup.x - sampleXOffsets[si];
const int ssy = (int)lookup.y - sampleYOffsets[si] * -1; // need to flip y?
if (ssx < 0 || ssy < 0 || ssx >= (int)sourceTexture->width || ssy >= (int)sourceTexture->height)
continue; // Sample position is outside of source texture.
// Valid sample.
const uint8_t *rgbaSource = &sourceTexture->data[ssx * sourceTexture->numComponents + ssy * (sourceTexture->width * sourceTexture->numComponents)];
uint8_t *rgbaDest = &atlasTexture[atlasDataOffset];
#if DEBUG_DILATE
rgbaDest[0] = 0;
rgbaDest[1] = 255;
rgbaDest[2] = 0;
rgbaDest[3] = 255;
#else
rgbaDest[0] = rgbaSource[0];
rgbaDest[1] = rgbaSource[1];
rgbaDest[2] = rgbaSource[2];
rgbaDest[3] = 255;
#endif
atlasLookup[x + y * (int)atlas->width].x = (uint16_t)ssx;
atlasLookup[x + y * (int)atlas->width].y = (uint16_t)ssy;
atlasLookup[x + y * (int)atlas->width].materialIndex = lookup.materialIndex;
foundSample = true;
break;
}
if (foundSample)
continue;
// Sample up to 8 surrounding texels in the source texture, average their color and assign it to this texel.
float rgbSum[3] = { 0.0f, 0.0f, 0.0f }, n = 0;
for (uint32_t si = 0; si < 8; si++) {
const int sx = (int)x + sampleXOffsets[si];
const int sy = (int)y + sampleYOffsets[si];
if (sx < 0 || sy < 0 || sx >= (int)atlas->width || sy >= (int)atlas->height)
continue; // Sample position is outside of atlas texture.
const AtlasLookupTexel &lookup = tempAtlasLookup[sx + sy * (int)atlas->width];
if (lookup.materialIndex == UINT16_MAX || textures[lookup.materialIndex] == UINT32_MAX)
continue; // No source data here.
const TextureData *sourceTexture = &s_textureCache[textures[lookup.materialIndex]].data;
const int ssx = (int)lookup.x + sampleXOffsets[si];
const int ssy = (int)lookup.y + sampleYOffsets[si];
if (ssx < 0 || ssy < 0 || ssx >= (int)sourceTexture->width || ssy >= (int)sourceTexture->height)
continue; // Sample position is outside of source texture.
// Valid sample.
const uint8_t *rgba = &sourceTexture->data[ssx * sourceTexture->numComponents + ssy * (sourceTexture->width * sourceTexture->numComponents)];
rgbSum[0] += (float)rgba[0];
rgbSum[1] += (float)rgba[1];
rgbSum[2] += (float)rgba[2];
n++;
}
if (n != 0) {
const float invn = 1.0f / (float)n;
uint8_t *rgba = &atlasTexture[atlasDataOffset];
#if DEBUG_DILATE
rgba[0] = 255;
rgba[1] = 0;
rgba[2] = 255;
rgba[3] = 255;
#else
rgba[0] = uint8_t(rgbSum[0] * invn);
rgba[1] = uint8_t(rgbSum[1] * invn);
rgba[2] = uint8_t(rgbSum[2] * invn);
rgba[3] = 255;
#endif
continue;
}
// Sample up to 8 surrounding texels in the atlas texture, average their color and assign it to this texel.
rgbSum[0] = rgbSum[1] = rgbSum[2] = 0.0f;
n = 0;
for (uint32_t si = 0; si < 8; si++) {
const int sx = (int)x + sampleXOffsets[si];
const int sy = (int)y + sampleYOffsets[si];
if (sx < 0 || sy < 0 || sx >= (int)atlas->width || sy >= (int)atlas->height)
continue; // Sample position is outside of atlas texture.
const uint8_t *rgba = &tempAtlasTexture[sx * 4 + sy * (atlas->width * 4)];
if (rgba[3] == 0)
continue;
rgbSum[0] += (float)rgba[0];
rgbSum[1] += (float)rgba[1];
rgbSum[2] += (float)rgba[2];
n++;
}
if (n != 0) {
const float invn = 1.0f / (float)n;
uint8_t *rgba = &atlasTexture[atlasDataOffset];
#if DEBUG_DILATE
rgba[0] = 0;
rgba[1] = 255;
rgba[2] = 255;
rgba[3] = 255;
#else
rgba[0] = uint8_t(rgbSum[0] * invn);
rgba[1] = uint8_t(rgbSum[1] * invn);
rgba[2] = uint8_t(rgbSum[2] * invn);
rgba[3] = 255;
#endif
}
}
}
}
}
// Write the atlas texture.
const char *atlasFilename = "example_repack_output.tga";
printf("Writing '%s'...\n", atlasFilename);
stbi_write_tga(atlasFilename, atlas->width, atlas->height, 4, atlasTexture.data());
// Write the model.
const char *modelFilename = "example_repack_output.obj";
printf("Writing '%s'...\n", modelFilename);
FILE *file;
FOPEN(file, modelFilename, "w");
if (file) {
fprintf(file, "mtllib example_repack_output.mtl\n");
uint32_t firstVertex = 0;
for (uint32_t i = 0; i < atlas->meshCount; i++) {
const xatlas::Mesh &mesh = atlas->meshes[i];
for (uint32_t v = 0; v < mesh.vertexCount; v++) {
const xatlas::Vertex &vertex = mesh.vertexArray[v];
const ModelVertex &sourceVertex = modelVertices[vertex.xref];
fprintf(file, "v %g %g %g\n", sourceVertex.pos.x, sourceVertex.pos.y, sourceVertex.pos.z);
fprintf(file, "vn %g %g %g\n", sourceVertex.normal.x, sourceVertex.normal.y, sourceVertex.normal.z);
fprintf(file, "vt %g %g\n", vertex.uv[0] / atlas->width, 1.0f - vertex.uv[1] / atlas->height);
}
fprintf(file, "o mesh%03u\n", i);
fprintf(file, "usemtl repack_atlas\n");
fprintf(file, "s off\n");
for (uint32_t f = 0; f < mesh.indexCount; f += 3) {
fprintf(file, "f ");
for (uint32_t j = 0; j < 3; j++) {
const uint32_t index = firstVertex + mesh.indexArray[f + j] + 1; // 1-indexed
fprintf(file, "%d/%d/%d%c", index, index, index, j == 2 ? '\n' : ' ');
}
}
firstVertex += mesh.vertexCount;
}
fclose(file);
}
// Write the model.
const char *materialFilename = "example_repack_output.mtl";
printf("Writing '%s'...\n", materialFilename);
FOPEN(file, materialFilename, "w");
if (file) {
fprintf(file, "newmtl repack_atlas\n");
fprintf(file, "map_Kd %s\n", atlasFilename);
fclose(file);
}
// Cleanup.
xatlas::Destroy(atlas);
printf("Done\n");
return EXIT_SUCCESS;
}