Add texture displacement baking, LSCM unwrap and remesh core

This commit is contained in:
ExPikaPaka
2026-07-16 08:42:55 +02:00
parent 3514249197
commit a7c8dcc58d
5 changed files with 1782 additions and 119 deletions

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@@ -88,6 +88,105 @@ TEST_CASE("TextureDisplacement: fully painting a mesh displaces every vertex alo
}
}
// Paints every facet of `mesh` into a serialized mask, the way "Select whole model" does.
static TriangleSelector::TriangleSplittingData paint_whole_mesh(const indexed_triangle_set &mesh)
{
const TriangleMesh tm(mesh);
TriangleSelector selector(tm);
for (int f = 0; f < int(mesh.indices.size()); ++f)
selector.set_facet(f, EnforcerBlockerType::ENFORCER);
return selector.serialize();
}
// Regression test for the bug this feature shipped with: with two layers painted over the same
// area, the second one was silently dropped (its paint mask was remapped onto the mesh the first
// layer had already displaced, which routinely produced an empty bitstream). Every layer is now
// evaluated against the original mesh instead, so both must show up in the total.
TEST_CASE("TextureDisplacement: a second layer over the same area is applied too", "[TextureDisplacement]")
{
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
TextureDisplacementFacetsData facets{};
facets[0] = paint_whole_mesh(cube);
facets[1] = facets[0]; // both layers cover the whole cube
TextureDisplacementLayer base;
base.slot = 0;
base.depth_mm = 1.0f;
base.tiling_scale = 5.0f;
base.image_data = make_flat_gray_png(255); // height 1.0 everywhere
TextureDisplacementLayer second = base;
second.slot = 1;
second.depth_mm = 0.5f;
second.blend_mode = TextureBlendMode::Add;
const indexed_triangle_set result = build_texture_displacement(cube, {base, second}, facets);
// Topology is preserved exactly, so vertices can be compared 1:1 with the input.
REQUIRE(result.vertices.size() == cube.vertices.size());
REQUIRE(result.indices.size() == cube.indices.size());
for (size_t i = 0; i < cube.vertices.size(); ++i)
CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(1.5f, 1e-3f)); // 1.0 + 0.5, not just 1.0
}
TEST_CASE("TextureDisplacement: blend modes combine a layer with the ones below it", "[TextureDisplacement]")
{
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
TextureDisplacementFacetsData facets{};
facets[0] = paint_whole_mesh(cube);
facets[1] = facets[0];
TextureDisplacementLayer base;
base.slot = 0;
base.depth_mm = 2.0f;
base.tiling_scale = 5.0f;
base.image_data = make_flat_gray_png(255); // -> contributes exactly +2.0 mm
TextureDisplacementLayer second = base;
second.slot = 1;
second.depth_mm = 0.5f; // -> its own value is 0.5 mm
// Expected total displacement for each mode, given base = 2.0 mm and second = 0.5 mm. Multiply
// and Divide treat the layer's value as a factor relative to 1 mm (see TextureBlendMode).
const auto expected = GENERATE(table<TextureBlendMode, float>({
{ TextureBlendMode::Add, 2.5f }, // 2.0 + 0.5
{ TextureBlendMode::Subtract, 1.5f }, // 2.0 - 0.5
{ TextureBlendMode::Multiply, 1.0f }, // 2.0 * 0.5
{ TextureBlendMode::Divide, 4.0f }, // 2.0 / 0.5
}));
second.blend_mode = std::get<0>(expected);
const indexed_triangle_set result = build_texture_displacement(cube, {base, second}, facets);
REQUIRE(result.vertices.size() == cube.vertices.size());
for (size_t i = 0; i < cube.vertices.size(); ++i)
CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(std::get<1>(expected), 1e-3f));
}
TEST_CASE("TextureDisplacement: the lowest layer ignores its blend mode", "[TextureDisplacement]")
{
// Multiply against the implicit zero base would annihilate the only layer present; the first
// layer to reach a vertex always starts the total off additively instead.
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
TextureDisplacementFacetsData facets{};
facets[0] = paint_whole_mesh(cube);
TextureDisplacementLayer layer;
layer.slot = 0;
layer.depth_mm = 2.0f;
layer.tiling_scale = 5.0f;
layer.blend_mode = TextureBlendMode::Multiply;
layer.image_data = make_flat_gray_png(255);
const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets);
for (size_t i = 0; i < cube.vertices.size(); ++i)
CHECK_THAT((result.vertices[i] - cube.vertices[i]).norm(), WithinAbs(2.0f, 1e-3f));
}
TEST_CASE("TextureDisplacement: boundary vertices shared with unpainted triangles are pinned", "[TextureDisplacement]")
{
// A small triangle fan around a central vertex O, with 4 outer points A/B/C/D forming 4