#include "TextureBakePipeline.hpp" #include #include #include #include #include #include #include "libslic3r/TextureBake/TextureBakeIndex.hpp" #include "libslic3r/Point.hpp" #include "libslic3r/TextureBake/TextureBakeDisplace.hpp" #include "libslic3r/TextureBake/TextureBakeSubdivide.hpp" #include "libslic3r/TextureBake/TextureBakeRegularize.hpp" #include "libslic3r/TextureBake/TextureBakeRelocate.hpp" #include "libslic3r/TextureBake/TextureBakeFlip.hpp" #include "libslic3r/TextureBake/TextureBakeDecimate.hpp" #include "libslic3r/TextureBake/TextureBakeRepair.hpp" #include "TextureBakeDebug.hpp" #include #include #include #include #include #include #include namespace Slic3r { namespace TextureBake { void clamp_below_bottom(TriSoup &geometry, float bottom_z) { for (size_t t = 0; t + 2 < geometry.pos.size(); t += 3) { bool dirty = false; for (int k = 0; k < 3; ++k) if (geometry.pos[t + size_t(k)].z() < bottom_z) { geometry.pos[t + size_t(k)].z() = bottom_z; dirty = true; } if (!dirty) continue; Vec3f n = (geometry.pos[t + 1] - geometry.pos[t]).cross(geometry.pos[t + 2] - geometry.pos[t]); const float len = n.norm(); n = (len > 0.f) ? Vec3f(n / len) : Vec3f(0.f, 0.f, 1.f); geometry.nrm[t] = geometry.nrm[t + 1] = geometry.nrm[t + 2] = n; } } size_t snap_bottom_to_flat(TriSoup &geometry, float bottom_z, double tol) { const size_t vert_count = geometry.pos.size(); const size_t tri_count = vert_count / 3; if (tri_count == 0 || tol <= 0.0) return 0; // Weld at the finest grid: by this point copies of one position are bit-identical, because every // earlier stage moved them by the same vector. QuantizedPointMap weld(WELD_GRID_DECIMATION, std::min(vert_count, size_t(1) << 22)); std::vector vid(vert_count); int unique = 0; for (size_t i = 0; i < vert_count; ++i) { vid[i] = weld.get_or_set(geometry.pos[i], unique); if (weld.inserted()) ++unique; } // Incident corners per position, CSR style. std::vector start(size_t(unique) + 1, 0); for (size_t i = 0; i < vert_count; ++i) ++start[size_t(vid[i]) + 1]; for (size_t id = 0; id < size_t(unique); ++id) start[id + 1] += start[id]; std::vector inc(vert_count), cursor(size_t(unique), 0); for (size_t i = 0; i < vert_count; ++i) inc[start[size_t(vid[i])] + cursor[size_t(vid[i])]++] = uint32_t(i); const double fold_cos = std::cos(75.0 * M_PI / 180.0); std::vector dirty_tri(tri_count, 0); for (size_t id = 0; id < size_t(unique); ++id) { const float z = geometry.pos[inc[start[id]]].z(); if (z == bottom_z || std::abs(double(z) - double(bottom_z)) > tol) continue; // Simulate the move: every incident triangle must keep positive area and must not fold. bool ok = true; for (uint32_t k = start[id]; k < start[id + 1] && ok; ++k) { const size_t t = size_t(inc[k]) / 3; Vec3f p[3]; for (int v = 0; v < 3; ++v) { p[v] = geometry.pos[t * 3 + size_t(v)]; if (vid[t * 3 + size_t(v)] == int(id)) p[v].z() = bottom_z; } const Vec3d on = (geometry.pos[t * 3 + 1] - geometry.pos[t * 3]) .cross(geometry.pos[t * 3 + 2] - geometry.pos[t * 3]).cast(); const Vec3d nn = (p[1] - p[0]).cross(p[2] - p[0]).cast(); const double o2 = on.squaredNorm(), n2 = nn.squaredNorm(); if (n2 < 1e-20) { ok = false; break; } // would collapse to zero area if (o2 < 1e-20) continue; // already degenerate, cannot judge a rotation const double dot = on.dot(nn); if (dot < 0.0 || dot * dot < fold_cos * fold_cos * o2 * n2) ok = false; } if (!ok) continue; for (uint32_t k = start[id]; k < start[id + 1]; ++k) { geometry.pos[inc[k]].z() = bottom_z; dirty_tri[size_t(inc[k]) / 3] = 1; } } size_t dirty = 0; for (size_t t = 0; t < tri_count; ++t) { if (!dirty_tri[t]) continue; ++dirty; Vec3f n = (geometry.pos[t * 3 + 1] - geometry.pos[t * 3]) .cross(geometry.pos[t * 3 + 2] - geometry.pos[t * 3]); const float len = n.norm(); n = (len > 0.f) ? Vec3f(n / len) : Vec3f(0.f, 0.f, 1.f); geometry.nrm[t * 3] = geometry.nrm[t * 3 + 1] = geometry.nrm[t * 3 + 2] = n; } return dirty; } PipelineResult run_pipeline(const TriSoup &input, const HeightSampleFn &sample, const PipelineSettings &settings, const DisplaceBounds &bounds, PipelineMode mode, const std::vector &face_excluded, const PipelineProgressFn &on_progress, BakeStageRecorder *debug, const ColorSampleFn &color_sample) { PipelineResult result; const auto report = [&](const char *stage, double f) { return !on_progress || on_progress(stage, f); }; // Per-stage wall time. The stages differ in cost by orders of magnitude depending on the model, so // without this it is guesswork which one to attack. auto clock_now = [] { return std::chrono::steady_clock::now(); }; auto t_stage = clock_now(); // One call site for both the log line and the debug capture, so a stage cannot appear in one and // be missing from the other. The capture happens after the elapsed time is read: welding the soup // and scanning its edges costs more than some of the stages do, and must not land inside the // measurement it is reporting. const auto lap = [&](const char *stage, const TriSoup &geometry, const std::string &detail = {}) { const double ms = std::chrono::duration(clock_now() - t_stage).count(); BOOST_LOG_TRIVIAL(info) << "TextureBake " << stage << ": " << ms << " ms, " << geometry.triangle_count() << " tris"; if (debug != nullptr) debug->capture(stage, geometry, ms, detail); t_stage = clock_now(); }; if (input.empty() || !sample) { result.geometry = input; return result; } if (debug != nullptr) debug->capture("input", input, 0.0, "as handed to the pipeline"); t_stage = clock_now(); // the capture above is not part of the first stage // 1. Refine to the target edge length. SubdivideResult sub = subdivide( input, settings.refine_length, face_excluded, /* fast */ false, settings.safety_cap, [&](double f, size_t, double) { return report("subdivide", f); }, settings.paint_within); result.safety_cap_hit = sub.safety_cap_hit; lap("subdivide", sub.geometry); if (!report("subdivide", 1.0)) { result.canceled = true; return result; } // 2. Dissolve the slivers refinement inherited, then recover the edges that lengthened. if (settings.regularize) { RegularizeOptions ropts = settings.regularize_opts; ropts.preserve_excluded = settings.preserve_untextured; RegularizeResult reg = regularize_mesh(sub.geometry, sub.face_parent_id, settings.refine_length, ropts); result.collapse_count = reg.collapse_count; lap("regularize", reg.geometry, std::to_string(reg.collapse_count) + " collapses"); if (!report("regularize", 1.0)) { result.canceled = true; return result; } if (reg.collapse_count > 0) { // Excluded faces are carried on the soup itself, so the flag is re-derived rather than // indexed across the collapse. std::vector excl; if (!reg.geometry.exclude_weight.empty()) { excl.assign(reg.geometry.triangle_count(), 0); for (size_t t = 0; t < excl.size(); ++t) excl[t] = reg.geometry.exclude_weight[t * 3] > 0.99f ? 1 : 0; } sub = subdivide(reg.geometry, settings.refine_length * settings.regularize_second_pass_mul, excl, false, settings.safety_cap, [&](double f, size_t, double) { return report("re-subdivide", f); }, settings.paint_within); result.safety_cap_hit = result.safety_cap_hit || sub.safety_cap_hit; // The second pass renumbers faces, so the parent map has to be composed through it. std::vector composed(sub.face_parent_id.size()); for (size_t i = 0; i < composed.size(); ++i) { const int mid = sub.face_parent_id[i]; composed[i] = (mid >= 0 && size_t(mid) < reg.face_parent_id.size()) ? reg.face_parent_id[size_t(mid)] : -1; } sub.face_parent_id = std::move(composed); lap("re-subdivide", sub.geometry); } else { sub.geometry = std::move(reg.geometry); sub.face_parent_id = std::move(reg.face_parent_id); } } // 2b. Paint finer than the input triangles. The caller includes a source triangle when any part of // it is painted; now that the faces are small, ask once more per face and switch the unpainted // ones off. They are pinned like the excluded region from here on: their own corners at weight 1, // and the displacement's boundary sealing pins the stroke's rim on the painted side. if (settings.painted) { const size_t nf = sub.geometry.triangle_count(); const bool have_w = !sub.geometry.exclude_weight.empty(); std::vector unpainted(nf, 0); tbb::parallel_for(tbb::blocked_range(0, nf), [&](const tbb::blocked_range &r) { for (size_t t = r.begin(); t < r.end(); ++t) { if (have_w && sub.geometry.exclude_weight[t * 3] > 0.99f) continue; // excluded from the start, never asked const Vec3f &a = sub.geometry.pos[t * 3], &b = sub.geometry.pos[t * 3 + 1], &c = sub.geometry.pos[t * 3 + 2]; if (!settings.painted((a + b + c) / 3.f)) unpainted[t] = 1; } }); size_t switched = 0; for (size_t t = 0; t < nf; ++t) switched += unpainted[t]; if (switched > 0) { if (sub.geometry.exclude_weight.empty()) sub.geometry.exclude_weight.assign(sub.geometry.pos.size(), 0.f); for (size_t t = 0; t < nf; ++t) if (unpainted[t]) sub.geometry.exclude_weight[t * 3] = sub.geometry.exclude_weight[t * 3 + 1] = sub.geometry.exclude_weight[t * 3 + 2] = 1.f; } lap("paint", sub.geometry, std::to_string(switched) + " faces switched off"); if (!report("paint", 1.0)) { result.canceled = true; return result; } } // 3. Align the mesh to the height field's edges, then displace. if (settings.relocate) { std::vector locked; if (settings.preserve_untextured && !sub.geometry.exclude_weight.empty()) { locked.assign(sub.geometry.triangle_count(), 0); for (size_t t = 0; t < locked.size(); ++t) locked[t] = sub.geometry.exclude_weight[t * 3] > 0.99f ? 1 : 0; } RelocateResult rel = relocate_to_contours(sub.geometry, sample, settings.relocate_opts, locked); BOOST_LOG_TRIVIAL(info) << "TextureBake relocate: moved=" << rel.moved << " rejected=" << rel.rejected; sub.geometry = std::move(rel.geometry); lap("relocate", sub.geometry, "moved " + std::to_string(rel.moved) + ", rejected " + std::to_string(rel.rejected)); } // 3b. Diagonals along the height field's steps, so they displace into straight walls. if (settings.flip_edges) { std::vector locked; if (settings.preserve_untextured && !sub.geometry.exclude_weight.empty()) { locked.assign(sub.geometry.triangle_count(), 0); for (size_t t = 0; t < locked.size(); ++t) locked[t] = sub.geometry.exclude_weight[t * 3] > 0.99f ? 1 : 0; } FlipResult fl = flip_edges_to_height(sub.geometry, sub.face_parent_id, sample, settings.flip_opts, locked); sub.geometry = std::move(fl.geometry); sub.face_parent_id = std::move(fl.face_parent_id); lap("align edges", sub.geometry, std::to_string(fl.flipped) + " flips"); if (!report("align edges", 1.0)) { result.canceled = true; return result; } } TriSoup displaced = apply_displacement(sub.geometry, sample, settings.displace, bounds, [&](double f) { return report("displace", f); }); lap("displace", displaced); if (!report("displace", 1.0)) { result.canceled = true; return result; } // Colour per face, taken here and carried from here on. This is the only point where the paint mask // is exact: `exclude_weight` says which faces the paint left out, and the mesh is still the refined // one the displacement produced. Everything downstream (the collapse, the T-junction repair) carries // these along rather than sampling again, and the caller uses them as they are. // // It also gives the collapse its crease criterion: an edge between two colours is never collapsed // across, which is what keeps a survivor's colour well defined. if (color_sample) { const size_t nf = displaced.triangle_count(); result.face_color.assign(nf, -1); const bool have_w = !displaced.exclude_weight.empty(); tbb::parallel_for(tbb::blocked_range(0, nf), [&](const tbb::blocked_range &r) { for (size_t t = r.begin(); t < r.end(); ++t) { // Unpainted faces take no colour at all, which is what stops the texture appearing on // surfaces the paint never covered. if (have_w && (displaced.exclude_weight[t * 3] + displaced.exclude_weight[t * 3 + 1] + displaced.exclude_weight[t * 3 + 2]) / 3.f > 0.99f) continue; // stays FACE_UNPAINTED const Vec3f &a = displaced.pos[t * 3], &b = displaced.pos[t * 3 + 1], &c = displaced.pos[t * 3 + 2]; const int sampled = color_sample((a + b + c) / 3.f, displaced.nrm[t * 3]); // Painted either way. The sampler expects a point on the base surface and these are on // the displaced one, so off the patch by more than its tolerance it simply says "no // colour" - which must not be confused with "not painted". result.face_color[t] = (sampled >= 0) ? sampled : FACE_NO_COLOUR; } }); } // 4. Decimate - export only. A bake needs the face-parent map, which a collapse destroys. std::vector parent = std::move(sub.face_parent_id); const size_t displaced_before_decimate = displaced.triangle_count(); if (mode == PipelineMode::Export) { std::vector locked; size_t preserved = 0; { if (settings.preserve_untextured && !displaced.exclude_weight.empty()) { locked.assign(displaced.triangle_count(), 0); // The corner average, as the displacement stage judges it: after the flip stage's // per-vertex merge an included face touching the excluded region carries one corner // at weight 1, and must stay free to collapse and to take colour. for (size_t t = 0; t < locked.size(); ++t) locked[t] = (displaced.exclude_weight[t * 3] + displaced.exclude_weight[t * 3 + 1] + displaced.exclude_weight[t * 3 + 2]) / 3.f > 0.99f ? 1 : 0; // That includes the faces the paint test switched off: the harvest would re-triangulate // them into long slivers, which a later bake painted there would refine instead of the // grid the graded refinement left. preserved = size_t(std::count(locked.begin(), locked.end(), uint8_t(1))); } } // The budget is what this bake may spend on what it refines. Geometry it only preserves - the // unpainted surface, and on it the relief of an earlier bake - is counted on top of it: charged // against the same budget, a second bake over a fresh area had to evict the first one's // triangles to fit, so every bake after the first came out coarser than the one before. const size_t target = settings.max_triangles + preserved; const bool over_budget = displaced.triangle_count() > target; // Flat faces are harvested whether or not the budget bites. Refinement is driven by the target // edge length alone, so it leaves as fine a mesh over the flat parts of a texture as over its // detail, and nothing else removes those: under its budget a bake kept every redundant triangle // unless the budget was lowered until decimation had to run. Only collapses costing less than // harvest_tol are taken, so this does not reach the relief. const bool harvest_only = !over_budget && settings.harvest_flat && displaced.triangle_count() > 0; std::vector &face_color = result.face_color; if (over_budget || harvest_only) { // Harvesting alone is asked for by handing it the count it already has: nothing is then // over the target, so the loop only ever pops collapses under the tolerance. const size_t before = displaced.triangle_count(); DecimateResult dec = decimate(displaced, over_budget ? target : before, settings.harvest_flat, settings.harvest_tol, locked, [&](double f) { return report("decimate", f); }, face_color); result.locked_over_budget = dec.locked_over_budget; result.budget_limited = result.simplified = dec.target_cost_detail; displaced = std::move(dec.geometry); face_color = std::move(dec.face_color); lap("decimate", displaced, over_budget ? "over budget, simplified" : "flat faces harvested"); BOOST_LOG_TRIVIAL(info) << "TextureBake decimate: " << before << " -> " << displaced.triangle_count() << (over_budget ? " (budget " : " (flat harvest, budget ") << target << ")"; parent.clear(); // no longer meaningful } result.triangles_refined = displaced_before_decimate; result.triangles_budget = target; if (!report("decimate", 1.0)) { result.canceled = true; return result; } } // 5. Flatten the bed-contact surface. { const bool clamped = settings.clamp_below_plate || settings.displace.bottom_angle_limit > 0.f; if (clamped) clamp_below_bottom(displaced, bounds.min.z()); size_t snapped = 0; if (settings.bottom_snap_tol > 0.0) snapped = snap_bottom_to_flat(displaced, bounds.min.z(), settings.bottom_snap_tol); if (clamped || settings.bottom_snap_tol > 0.0) lap("bottom clamp + snap", displaced, std::to_string(snapped) + " triangles snapped flat"); } // 6. Close the T-junctions decimation left behind. Only meaningful when it ran. if (mode == PipelineMode::Export && parent.empty()) { displaced = resolve_t_junctions(displaced, {}, &result.face_color); lap("repair", displaced); } result.geometry = std::move(displaced); result.face_parent_id = std::move(parent); return result; } } // namespace TextureBake } // namespace Slic3r