mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-09-01 14:27:00 +00:00
637 lines
29 KiB
C++
637 lines
29 KiB
C++
#define NOMINMAX
|
|
#include <catch2/catch_all.hpp>
|
|
|
|
#include <algorithm>
|
|
#include <cmath>
|
|
#include <fstream>
|
|
#include <limits>
|
|
#include <boost/filesystem.hpp>
|
|
|
|
#include "libslic3r/TextureDisplacement.hpp"
|
|
#include "libslic3r/TriangleMesh.hpp"
|
|
#include "libslic3r/TriangleSelector.hpp"
|
|
#include "libslic3r/PNGReadWrite.hpp"
|
|
|
|
using namespace Slic3r;
|
|
using Catch::Matchers::WithinAbs;
|
|
|
|
// Encodes a flat (uniform-value) grayscale image through Slic3r's own PNG writer/reader round
|
|
// trip, so decode_height_texture() (which only accepts true 8-bit grayscale PNG) is guaranteed a
|
|
// compatible file, exactly like the GUI's "Add texture" import path does.
|
|
static std::shared_ptr<std::vector<unsigned char>> make_flat_gray_png(uint8_t value, size_t w = 4, size_t h = 4)
|
|
{
|
|
std::vector<uint8_t> pixels(w * h, value);
|
|
const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
|
|
/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
|
|
REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
|
|
|
|
std::vector<unsigned char> bytes;
|
|
{
|
|
std::ifstream ifs(tmp_path.string(), std::ios::binary);
|
|
bytes.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
|
|
}
|
|
boost::system::error_code ec;
|
|
boost::filesystem::remove(tmp_path, ec);
|
|
|
|
REQUIRE_FALSE(bytes.empty());
|
|
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
|
|
}
|
|
|
|
// A hard-edged black/white checkerboard, the worst case for a height map: every texel boundary is a
|
|
// step, which is precisely the relief the post-process smoothing exists to round off.
|
|
static std::shared_ptr<std::vector<unsigned char>> make_checkerboard_png(size_t w = 16, size_t h = 16)
|
|
{
|
|
std::vector<uint8_t> pixels(w * h);
|
|
for (size_t y = 0; y < h; ++y)
|
|
for (size_t x = 0; x < w; ++x)
|
|
pixels[y * w + x] = ((x / 2 + y / 2) % 2) ? 255 : 0;
|
|
const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
|
|
/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
|
|
REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
|
|
|
|
std::vector<unsigned char> bytes;
|
|
{
|
|
std::ifstream ifs(tmp_path.string(), std::ios::binary);
|
|
bytes.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
|
|
}
|
|
boost::system::error_code ec;
|
|
boost::filesystem::remove(tmp_path, ec);
|
|
|
|
REQUIRE_FALSE(bytes.empty());
|
|
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: decode_height_texture round-trips an 8-bit grayscale PNG", "[TextureDisplacement]")
|
|
{
|
|
TextureDisplacementLayer layer;
|
|
layer.image_data = make_flat_gray_png(128, 4, 4);
|
|
|
|
DecodedHeightTexture tex = decode_height_texture(layer);
|
|
REQUIRE_FALSE(tex.empty());
|
|
CHECK(tex.width == 4);
|
|
CHECK(tex.height == 4);
|
|
REQUIRE_THAT(tex.sample(Vec2f(0.5f, 0.5f)), WithinAbs(128.0 / 255.0, 1.0 / 255.0));
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: an empty layer list leaves the mesh unchanged", "[TextureDisplacement]")
|
|
{
|
|
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
|
const std::vector<TextureDisplacementLayer> layers; // none
|
|
TextureDisplacementFacetsData facets{}; // all empty
|
|
|
|
const indexed_triangle_set result = build_texture_displacement(cube, layers, facets);
|
|
|
|
REQUIRE(result.vertices.size() == cube.vertices.size());
|
|
REQUIRE(result.indices.size() == cube.indices.size());
|
|
for (size_t i = 0; i < cube.vertices.size(); ++i)
|
|
for (int c = 0; c < 3; ++c)
|
|
CHECK(result.vertices[i](c) == cube.vertices[i](c));
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: fully painting a mesh displaces every vertex along its own normal", "[TextureDisplacement]")
|
|
{
|
|
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
|
const TriangleMesh cube_mesh(cube);
|
|
|
|
TriangleSelector selector(cube_mesh);
|
|
for (int f = 0; f < int(cube.indices.size()); ++f)
|
|
selector.set_facet(f, EnforcerBlockerType::ENFORCER);
|
|
|
|
TextureDisplacementFacetsData facets{};
|
|
facets[0] = selector.serialize();
|
|
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.depth_mm = 2.0f;
|
|
layer.tiling_scale = 5.0f;
|
|
layer.image_data = make_flat_gray_png(255); // sample() == 1.0 everywhere -> full depth_mm displacement
|
|
|
|
const indexed_triangle_set result = build_texture_displacement(cube, {layer}, facets);
|
|
|
|
REQUIRE(result.vertices.size() == cube.vertices.size());
|
|
for (size_t i = 0; i < cube.vertices.size(); ++i) {
|
|
const float moved = (result.vertices[i] - cube.vertices[i]).norm();
|
|
CHECK_THAT(moved, WithinAbs(layer.depth_mm, 1e-3f));
|
|
}
|
|
}
|
|
|
|
// 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: the patch border is displaced by default and pinned on request", "[TextureDisplacement]")
|
|
{
|
|
// A small triangle fan around a central vertex O, with 4 outer points A/B/C/D forming 4
|
|
// triangles T0..T3 in the XY plane. Only T0, T1, T2 are painted, T3 is left unpainted, so:
|
|
// O: touches all 4 triangles (incl. unpainted T3) -> patch border
|
|
// A: touches T0 (painted) and T3 (unpainted) -> patch border
|
|
// D: touches T2 (painted) and T3 (unpainted) -> patch border
|
|
// B: touches only T0 and T1 (both painted) -> interior
|
|
// C: touches only T1 and T2 (both painted) -> interior
|
|
indexed_triangle_set fan;
|
|
fan.vertices = { {0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {-1.f, 0.f, 0.f}, {0.f, -1.f, 0.f} };
|
|
fan.indices = { {0, 1, 2}, {0, 2, 3}, {0, 3, 4}, {0, 4, 1} };
|
|
|
|
const TriangleMesh fan_mesh(fan);
|
|
TriangleSelector selector(fan_mesh);
|
|
selector.set_facet(0, EnforcerBlockerType::ENFORCER);
|
|
selector.set_facet(1, EnforcerBlockerType::ENFORCER);
|
|
selector.set_facet(2, EnforcerBlockerType::ENFORCER);
|
|
// facet 3 (T3) is left at its default EnforcerBlockerType::NONE.
|
|
|
|
TextureDisplacementFacetsData facets{};
|
|
facets[0] = selector.serialize();
|
|
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.depth_mm = 1.0f;
|
|
layer.tiling_scale = 5.0f;
|
|
layer.image_data = make_flat_gray_png(255);
|
|
|
|
// The bake is topology-preserving, so it only ever moves fan's own vertices, in order.
|
|
auto moved = [&](const indexed_triangle_set &result, size_t i) {
|
|
return (result.vertices[i] - fan.vertices[i]).norm() > 1e-6f;
|
|
};
|
|
|
|
SECTION("by default the whole painted patch moves, border included")
|
|
{
|
|
const indexed_triangle_set result = build_texture_displacement(fan, {layer}, facets);
|
|
REQUIRE(result.vertices.size() == fan.vertices.size());
|
|
for (size_t i = 0; i < fan.vertices.size(); ++i)
|
|
CHECK(moved(result, i));
|
|
// ... straight along the painted surface's own normal (+Z here), by the full depth. Nothing
|
|
// has torn: the unpainted triangle T3 simply shares the moved vertices.
|
|
for (size_t i = 0; i < fan.vertices.size(); ++i)
|
|
CHECK_THAT(result.vertices[i].z() - fan.vertices[i].z(), WithinAbs(1.0f, 1e-3f));
|
|
CHECK(result.indices == fan.indices);
|
|
}
|
|
|
|
SECTION("pinning the border holds exactly the vertices an unpainted triangle also uses")
|
|
{
|
|
TextureDisplacementOptions options;
|
|
options.displace_border = false;
|
|
const indexed_triangle_set result = build_texture_displacement(fan, {layer}, facets, options);
|
|
CHECK_FALSE(moved(result, 0)); // O: border
|
|
CHECK_FALSE(moved(result, 1)); // A: border
|
|
CHECK_FALSE(moved(result, 4)); // D: border
|
|
CHECK(moved(result, 2)); // B: interior
|
|
CHECK(moved(result, 3)); // C: interior
|
|
}
|
|
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: post-process smoothing relaxes only what moved", "[TextureDisplacement]")
|
|
{
|
|
// A checkerboard height map on a fine grid gives a relief full of hard steps - exactly what the
|
|
// smoothing pass is for. Only the central square is painted, so the patch has a real border.
|
|
indexed_triangle_set plane;
|
|
plane.vertices = { { 0.f, 0.f, 0.f }, { 20.f, 0.f, 0.f }, { 20.f, 20.f, 0.f }, { 0.f, 20.f, 0.f } };
|
|
plane.indices = { { 0, 1, 2 }, { 0, 2, 3 } };
|
|
const indexed_triangle_set grid = subdivide_mesh_uniform(plane, 1.f, 6);
|
|
REQUIRE(grid.indices.size() > 256);
|
|
|
|
std::vector<uint8_t> painted(grid.indices.size(), 0);
|
|
const TriangleMesh grid_mesh(grid);
|
|
TriangleSelector selector(grid_mesh);
|
|
for (int i = 0; i < int(grid.indices.size()); ++i) {
|
|
const auto &t = grid.indices[i];
|
|
float cx = 0.f, cy = 0.f;
|
|
for (int k = 0; k < 3; ++k) {
|
|
cx += grid.vertices[t[k]].x() / 3.f;
|
|
cy += grid.vertices[t[k]].y() / 3.f;
|
|
}
|
|
if (cx > 5.f && cx < 15.f && cy > 5.f && cy < 15.f) {
|
|
selector.set_facet(i, EnforcerBlockerType::ENFORCER);
|
|
painted[size_t(i)] = 1;
|
|
}
|
|
}
|
|
REQUIRE(std::count(painted.begin(), painted.end(), uint8_t(1)) > 32);
|
|
TextureDisplacementFacetsData facets{};
|
|
facets[0] = selector.serialize();
|
|
|
|
TextureDisplacementLayer layer;
|
|
layer.slot = 0;
|
|
layer.depth_mm = 2.0f;
|
|
layer.tiling_scale = 6.0f;
|
|
|
|
// The patch rim: vertices shared by a painted and an unpainted triangle - exactly the set
|
|
// TextureDisplacementOptions::smooth_skip_border holds out of the relaxation.
|
|
std::vector<uint8_t> rim(grid.vertices.size(), 0), inside(grid.vertices.size(), 0);
|
|
for (size_t i = 0; i < grid.indices.size(); ++i)
|
|
for (int k = 0; k < 3; ++k)
|
|
(painted[i] ? inside : rim)[size_t(grid.indices[i][k])] = 1;
|
|
size_t rim_count = 0;
|
|
for (size_t v = 0; v < rim.size(); ++v) {
|
|
rim[v] = (rim[v] && inside[v]) ? 1 : 0;
|
|
rim_count += rim[v];
|
|
}
|
|
REQUIRE(rim_count > 8);
|
|
|
|
TextureDisplacementOptions options;
|
|
options.smooth_enabled = true;
|
|
options.smooth_strength = 0.5f;
|
|
options.smooth_iterations = 4;
|
|
|
|
SECTION("it rounds off the steps without touching the topology")
|
|
{
|
|
layer.image_data = make_checkerboard_png();
|
|
|
|
// Dirichlet energy over the mesh's edges. Laplacian relaxation is gradient descent on exactly
|
|
// this, so it is the quantity guaranteed to fall - unlike the min/max spread of z, which is
|
|
// pinned by whichever vertices are held (the unpainted surface at zero, and by default the
|
|
// patch rim as well) and so need not move at all.
|
|
auto roughness = [](const indexed_triangle_set &its) {
|
|
double e = 0.0;
|
|
for (const auto &t : its.indices)
|
|
for (int k = 0; k < 3; ++k) {
|
|
const double d = double(its.vertices[t[k]].z()) - double(its.vertices[t[(k + 1) % 3]].z());
|
|
e += d * d;
|
|
}
|
|
return e;
|
|
};
|
|
|
|
const indexed_triangle_set raw = build_texture_displacement(grid, { layer }, facets);
|
|
REQUIRE(roughness(raw) > 0.0); // the checkerboard really did produce relief to smooth
|
|
|
|
const indexed_triangle_set smoothed = build_texture_displacement(grid, { layer }, facets, options);
|
|
CHECK(roughness(smoothed) < roughness(raw));
|
|
CHECK(smoothed.indices == raw.indices); // ... without touching the topology
|
|
CHECK(smoothed.vertices.size() == raw.vertices.size());
|
|
for (size_t v = 0; v < rim.size(); ++v) // ... and the held rim is bit-identical
|
|
if (rim[v])
|
|
CHECK_THAT(smoothed.vertices[v].z(), WithinAbs(raw.vertices[v].z(), 1e-6f));
|
|
}
|
|
|
|
SECTION("\"ignore outer ring\" decides whether the patch rim relaxes")
|
|
{
|
|
// A flat white texture makes this exact rather than statistical: every painted vertex is
|
|
// displaced to precisely depth_mm, so a movable interior vertex sees nothing but neighbours at
|
|
// its own height and cannot move, while every rim vertex has at least one neighbour outside the
|
|
// paint pinned at zero and so must come down the moment it is allowed to.
|
|
layer.image_data = make_flat_gray_png(255);
|
|
const indexed_triangle_set raw = build_texture_displacement(grid, { layer }, facets);
|
|
|
|
options.smooth_skip_border = true;
|
|
const indexed_triangle_set kept = build_texture_displacement(grid, { layer }, facets, options);
|
|
|
|
options.smooth_skip_border = false;
|
|
const indexed_triangle_set relaxed = build_texture_displacement(grid, { layer }, facets, options);
|
|
|
|
// Asserted on z alone, not on the whole position: relaxation averages all three coordinates,
|
|
// and while the tangential drift cancels by symmetry on a regular grid it does so only up to
|
|
// floating-point summation order, which is not something to pin down across three platforms.
|
|
// Height is what the option is about and it is exact - every neighbour of a movable vertex sits
|
|
// at the same height, so its own height cannot move.
|
|
for (size_t v = 0; v < rim.size(); ++v)
|
|
if (rim[v]) {
|
|
CHECK_THAT(kept.vertices[v].z(), WithinAbs(raw.vertices[v].z(), 1e-6f)); // held
|
|
CHECK(relaxed.vertices[v].z() < raw.vertices[v].z()); // melted down
|
|
}
|
|
}
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: smooth_mesh_vertices holds everything outside its mask", "[TextureDisplacement]")
|
|
{
|
|
// A single spike on a flat sheet: relaxing it must pull the spike down and leave every vertex
|
|
// that is not flagged movable at exactly the coordinates it started at.
|
|
indexed_triangle_set plane;
|
|
plane.vertices = { { 0.f, 0.f, 0.f }, { 8.f, 0.f, 0.f }, { 8.f, 8.f, 0.f }, { 0.f, 8.f, 0.f } };
|
|
plane.indices = { { 0, 1, 2 }, { 0, 2, 3 } };
|
|
indexed_triangle_set grid = subdivide_mesh_uniform(plane, 1.f, 4);
|
|
|
|
// Raise one interior vertex, and let only it and its immediate neighbours move.
|
|
size_t spike = 0;
|
|
float best = std::numeric_limits<float>::max();
|
|
for (size_t i = 0; i < grid.vertices.size(); ++i)
|
|
if (const float d = (grid.vertices[i] - Vec3f(4.f, 4.f, 0.f)).norm(); d < best) {
|
|
best = d;
|
|
spike = i;
|
|
}
|
|
grid.vertices[spike].z() = 5.f;
|
|
|
|
std::vector<uint8_t> movable(grid.vertices.size(), 0);
|
|
movable[spike] = 1;
|
|
for (const auto &t : grid.indices)
|
|
for (int e = 0; e < 3; ++e)
|
|
if (size_t(t[e]) == spike)
|
|
for (int k = 0; k < 3; ++k)
|
|
movable[size_t(t[k])] = 1;
|
|
|
|
const indexed_triangle_set before = grid;
|
|
smooth_mesh_vertices(grid, movable, 0.5f, 3);
|
|
|
|
CHECK(grid.vertices[spike].z() < before.vertices[spike].z()); // the spike came down
|
|
CHECK(grid.vertices[spike].z() > 0.f); // but was not flattened outright
|
|
CHECK(grid.indices == before.indices); // topology untouched
|
|
for (size_t i = 0; i < grid.vertices.size(); ++i)
|
|
if (!movable[i])
|
|
CHECK_THAT((grid.vertices[i] - before.vertices[i]).norm(), WithinAbs(0.f, 1e-9f));
|
|
|
|
// Guard rails: each of these must leave the mesh byte-identical.
|
|
for (const auto &noop : { std::make_pair(0.f, 3), std::make_pair(0.5f, 0) }) {
|
|
indexed_triangle_set copy = before;
|
|
smooth_mesh_vertices(copy, movable, noop.first, noop.second);
|
|
CHECK(copy.vertices == before.vertices);
|
|
}
|
|
indexed_triangle_set copy = before;
|
|
smooth_mesh_vertices(copy, std::vector<uint8_t>(3, 1), 0.5f, 3); // mis-sized mask
|
|
CHECK(copy.vertices == before.vertices);
|
|
}
|
|
|
|
// Every undirected edge of a closed manifold mesh is shared by exactly two triangles. A T-junction
|
|
// (a hanging node where a refined region meets a coarse one) breaks that: the coarse side spans an
|
|
// edge that the fine side has replaced with two half-edges, so those three edges each show up an
|
|
// odd number of times. Counting edge uses is therefore an exact crack detector for a closed mesh.
|
|
static bool every_edge_used_twice(const indexed_triangle_set &its)
|
|
{
|
|
std::map<std::pair<int, int>, int> uses;
|
|
for (const auto &t : its.indices)
|
|
for (int e = 0; e < 3; ++e) {
|
|
int a = t[e], b = t[(e + 1) % 3];
|
|
if (a > b)
|
|
std::swap(a, b);
|
|
++uses[{ a, b }];
|
|
}
|
|
for (const auto &[edge, n] : uses)
|
|
if (n != 2)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: adaptive subdivision is conformal and region-restricted", "[TextureDisplacement]")
|
|
{
|
|
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
|
REQUIRE(every_edge_used_twice(cube)); // sanity: the input really is a closed manifold
|
|
|
|
auto longest_edge = [](const indexed_triangle_set &its, const stl_triangle_vertex_indices &t) {
|
|
float m = 0.f;
|
|
for (int e = 0; e < 3; ++e)
|
|
m = std::max(m, (its.vertices[t[e]] - its.vertices[t[(e + 1) % 3]]).norm());
|
|
return m;
|
|
};
|
|
|
|
SECTION("whole-mesh region refines everywhere and stays conformal")
|
|
{
|
|
std::vector<uint8_t> region(cube.indices.size(), 1);
|
|
std::vector<int> source;
|
|
const indexed_triangle_set out = subdivide_mesh_adaptive(cube, region, 3.f, 100000, &source);
|
|
|
|
CHECK(out.indices.size() > cube.indices.size()); // it actually refined
|
|
CHECK(every_edge_used_twice(out)); // ... without opening a single crack
|
|
|
|
// Refinement runs to completion, not for a fixed number of passes: with the whole mesh in the
|
|
// region and budget to spare, *every* edge really does end up at or below the target. This is
|
|
// the regression that matters - an earlier version quietly stopped a long way short, having
|
|
// spent its pass budget grading the coarse surroundings.
|
|
float worst = 0.f;
|
|
for (const auto &t : out.indices)
|
|
worst = std::max(worst, longest_edge(out, t));
|
|
CHECK(worst <= 3.f);
|
|
|
|
REQUIRE(source.size() == out.indices.size());
|
|
for (int s : source)
|
|
CHECK((s >= 0 && s < int(cube.indices.size()))); // every child names a real parent
|
|
}
|
|
|
|
SECTION("a partial region refines only there, and the boundary is still crack-free")
|
|
{
|
|
// Refine only the triangles whose centroid is in the upper (z > 5) half of the cube.
|
|
std::vector<uint8_t> region(cube.indices.size(), 0);
|
|
size_t region_count = 0;
|
|
for (size_t i = 0; i < cube.indices.size(); ++i) {
|
|
const auto &t = cube.indices[i];
|
|
const float cz = (cube.vertices[t[0]].z() + cube.vertices[t[1]].z() + cube.vertices[t[2]].z()) / 3.f;
|
|
if (cz > 5.f) {
|
|
region[i] = 1;
|
|
++region_count;
|
|
}
|
|
}
|
|
REQUIRE(region_count > 0);
|
|
|
|
std::vector<int> source;
|
|
const indexed_triangle_set out = subdivide_mesh_adaptive(cube, region, 2.f, 100000, &source);
|
|
|
|
CHECK(out.indices.size() > cube.indices.size());
|
|
CHECK(every_edge_used_twice(out)); // the refined/coarse seam has no T-junction
|
|
|
|
// Inside the region the target is actually met - refinement is not cut short by a pass budget.
|
|
// Outside it, only the graded transition band conformality requires is touched, so plenty of
|
|
// the unpainted mesh is still coarser than the target: the region was not a suggestion.
|
|
float max_in = 0.f, max_out = 0.f;
|
|
for (size_t i = 0; i < out.indices.size(); ++i) {
|
|
float &acc = region[source[i]] ? max_in : max_out;
|
|
acc = std::max(acc, longest_edge(out, out.indices[i]));
|
|
}
|
|
CHECK(max_in <= 2.f);
|
|
CHECK(max_out > 2.f);
|
|
|
|
std::vector<uint8_t> all(cube.indices.size(), 1);
|
|
const indexed_triangle_set whole = subdivide_mesh_adaptive(cube, all, 2.f, 100000);
|
|
CHECK(out.indices.size() < whole.indices.size()); // ... and it cost less than doing the lot
|
|
}
|
|
|
|
SECTION("the triangle budget caps the result and still leaves a conformal mesh")
|
|
{
|
|
std::vector<uint8_t> region(cube.indices.size(), 1);
|
|
const indexed_triangle_set out = subdivide_mesh_adaptive(cube, region, 0.05f, /*max_triangles*/ 500);
|
|
CHECK(out.indices.size() <= 500);
|
|
CHECK(out.indices.size() > cube.indices.size()); // it spent the budget rather than giving up
|
|
CHECK(every_edge_used_twice(out)); // stopping on the budget is not a crack
|
|
}
|
|
|
|
SECTION("an empty region is a no-op")
|
|
{
|
|
std::vector<uint8_t> region(cube.indices.size(), 0);
|
|
const indexed_triangle_set out = subdivide_mesh_adaptive(cube, region, 1.f, 100000, nullptr);
|
|
CHECK(out.indices.size() == cube.indices.size());
|
|
CHECK(out.vertices.size() == cube.vertices.size());
|
|
}
|
|
}
|
|
|
|
TEST_CASE("TextureDisplacement: feature-adaptive subdivision follows curvature, not slope", "[TextureDisplacement]")
|
|
{
|
|
// A flat sheet, tessellated into a regular grid to give the bisector something to work with.
|
|
indexed_triangle_set plane;
|
|
plane.vertices = { { 0.f, 0.f, 0.f }, { 1.f, 0.f, 0.f }, { 1.f, 1.f, 0.f }, { 0.f, 1.f, 0.f } };
|
|
plane.indices = { { 0, 1, 2 }, { 0, 2, 3 } };
|
|
const indexed_triangle_set grid = subdivide_mesh_uniform(plane, 0.15f, 5); // ~uniform grid of small triangles
|
|
REQUIRE(grid.indices.size() > 32);
|
|
|
|
const std::vector<uint8_t> region(grid.indices.size(), 1);
|
|
|
|
auto longest_edge = [](const indexed_triangle_set &its, const stl_triangle_vertex_indices &t) {
|
|
float m = 0.f;
|
|
for (int e = 0; e < 3; ++e)
|
|
m = std::max(m, (its.vertices[t[e]] - its.vertices[t[(e + 1) % 3]]).norm());
|
|
return m;
|
|
};
|
|
auto centroid_xy = [](const indexed_triangle_set &its, const stl_triangle_vertex_indices &t) {
|
|
return Vec2f((its.vertices[t[0]].x() + its.vertices[t[1]].x() + its.vertices[t[2]].x()) / 3.f,
|
|
(its.vertices[t[0]].y() + its.vertices[t[1]].y() + its.vertices[t[2]].y()) / 3.f);
|
|
};
|
|
|
|
SECTION("a sharp bump refines densely at its center and leaves flat corners coarse")
|
|
{
|
|
// A tight Gaussian bump at the sheet's center: strong curvature near (0.5, 0.5), flat far away.
|
|
HeightFieldSampler bump = [](const Vec3f &p, const Vec3f &) {
|
|
const float r2 = (p.x() - 0.5f) * (p.x() - 0.5f) + (p.y() - 0.5f) * (p.y() - 0.5f);
|
|
return 1.0f * std::exp(-r2 / 0.02f);
|
|
};
|
|
|
|
// Baseline max edge 0.3 is coarser than the grid's own edges, so the baseline adds nothing
|
|
// here - this isolates the *curvature* contribution (the grid already meets the baseline).
|
|
std::vector<int> source;
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(grid, region, /*max edge*/ 0.3f, 200000, &source, bump, /*tol*/ 0.02f,
|
|
/*min_edge*/ 0.01f);
|
|
|
|
CHECK(out.indices.size() > grid.indices.size()); // the bump forced real refinement
|
|
|
|
// The largest triangle near the bump's center must be much smaller than the largest in a flat
|
|
// corner - i.e. triangles went where the curvature is, not spread evenly.
|
|
float near_max = 0.f, far_max = 0.f;
|
|
for (const auto &t : out.indices) {
|
|
const Vec2f c = centroid_xy(out, t);
|
|
const float r = (c - Vec2f(0.5f, 0.5f)).norm();
|
|
const float len = longest_edge(out, t);
|
|
if (r < 0.1f)
|
|
near_max = std::max(near_max, len);
|
|
else if (r > 0.45f)
|
|
far_max = std::max(far_max, len);
|
|
}
|
|
REQUIRE(near_max > 0.f);
|
|
REQUIRE(far_max > 0.f);
|
|
CHECK(near_max < far_max); // finer at the hill than on the flats
|
|
}
|
|
|
|
SECTION("a linear ramp has zero curvature and is left untouched")
|
|
{
|
|
// Height varies, but linearly - a flat triangle represents it exactly, so the chord error is
|
|
// zero everywhere and nothing should be split. This is the case a gradient-based criterion
|
|
// would wrongly over-refine.
|
|
HeightFieldSampler ramp = [](const Vec3f &p, const Vec3f &) { return 2.0f * p.x(); };
|
|
|
|
// Same coarse baseline (0.3) that the grid already meets, so any split would be curvature-
|
|
// driven - and a ramp has none.
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(grid, region, /*max edge*/ 0.3f, 200000, nullptr, ramp, /*tol*/ 0.02f,
|
|
/*min_edge*/ 0.01f);
|
|
|
|
CHECK(out.indices.size() == grid.indices.size()); // not one extra triangle
|
|
}
|
|
|
|
SECTION("the max-edge baseline still applies in feature mode")
|
|
{
|
|
// A height field that is flat everywhere the four sample points of a coarse triangle happen to
|
|
// land, but not in between - the aliasing case where a chord test alone reports no error and
|
|
// refinement stalls before it ever starts. The baseline is what stops that: it guarantees a
|
|
// sampling density fine enough for the curvature test to see the texture at all.
|
|
HeightFieldSampler flat = [](const Vec3f &, const Vec3f &) { return 0.f; };
|
|
|
|
const indexed_triangle_set out =
|
|
subdivide_mesh_adaptive(grid, region, /*max edge*/ 0.03f, 200000, nullptr, flat, /*tol*/ 0.02f,
|
|
/*min_edge*/ 0.001f);
|
|
|
|
CHECK(out.indices.size() > grid.indices.size());
|
|
float worst = 0.f;
|
|
for (const auto &t : out.indices)
|
|
worst = std::max(worst, longest_edge(out, t));
|
|
CHECK(worst <= 0.03f);
|
|
}
|
|
}
|