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OrcaSlicer/src/libslic3r/TextureBake/TextureBakePipeline.cpp
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#include "TextureBakePipeline.hpp"
#include <cstddef>
#include <cstdint>
#include <math.h>
#include <ratio>
#include <tbb/blocked_range.h>
#include <tbb/parallel_for.h>
#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 <algorithm>
#include <chrono>
#include <cmath>
#include <string>
#include <boost/log/trivial.hpp>
#include <vector>
#include <utility>
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<int> 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<uint32_t> 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<uint32_t> 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<uint8_t> 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<double>();
const Vec3d nn = (p[1] - p[0]).cross(p[2] - p[0]).cast<double>();
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<uint8_t> &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<double, std::milli>(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<uint8_t> 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<int> 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<uint8_t> unpainted(nf, 0);
tbb::parallel_for(tbb::blocked_range<size_t>(0, nf), [&](const tbb::blocked_range<size_t> &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<uint8_t> 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<uint8_t> 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<size_t>(0, nf), [&](const tbb::blocked_range<size_t> &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<int> parent = std::move(sub.face_parent_id);
const size_t displaced_before_decimate = displaced.triangle_count();
if (mode == PipelineMode::Export) {
std::vector<uint8_t> 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<int> &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