Sculpt mesher refactor

adds some previously missing geometry to sculpties
new LOD improves vertex accuracy
fix torus mode mesh edge joining
sync with primmesher r37
0.6.6-post-fixes
Dahlia Trimble 2009-05-19 10:09:33 +00:00
parent 744100821d
commit 87b95e324e
1 changed files with 103 additions and 63 deletions

View File

@ -45,7 +45,6 @@ namespace PrimMesher
public List<UVCoord> uvs;
public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
private static float pixScale = 1.0f / 255;
private Bitmap ScaleImage(Bitmap srcImage, float scale)
{
@ -73,7 +72,7 @@ namespace PrimMesher
scaledImage.SetResolution(96.0f, 96.0f);
Graphics grPhoto = Graphics.FromImage(scaledImage);
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low;
grPhoto.DrawImage(srcImage,
new Rectangle(destX, destY, destWidth, destHeight),
@ -149,7 +148,6 @@ namespace PrimMesher
* p3-----p4
*/
p4 = rowOffset + x;
p3 = p4 - 1;
@ -206,6 +204,62 @@ namespace PrimMesher
_SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
}
/// <summary>
/// converts a bitmap to a list lists of coords, while scaling the image.
/// the scaling is done in floating point so as to allow for reduced vertex position
/// quantization as the position will be averaged between pixel values. this routine will
/// likely fail if the bitmap width and height are not powers of 2.
/// </summary>
/// <param name="bitmap"></param>
/// <param name="scale"></param>
/// <param name="mirror"></param>
/// <returns></returns>
private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
{
int numRows = bitmap.Height / scale;
int numCols = bitmap.Width / scale;
List<List<Coord>> rows = new List<List<Coord>>(numRows);
float pixScale = 1.0f / (scale * scale);
pixScale /= 255;
int imageX, imageY = 0;
int rowNdx, colNdx;
for (rowNdx = 0; rowNdx < numRows; rowNdx++)
{
List<Coord> row = new List<Coord>(numCols);
for (colNdx = 0; colNdx < numCols; colNdx++)
{
imageX = colNdx * scale;
int imageYStart = rowNdx * scale;
int imageYEnd = imageYStart + scale;
int imageXEnd = imageX + scale;
float rSum = 0.0f;
float gSum = 0.0f;
float bSum = 0.0f;
for (; imageX < imageXEnd; imageX++)
{
for (imageY = imageYStart; imageY < imageYEnd; imageY++)
{
Color c = bitmap.GetPixel(imageX, imageY);
rSum += c.R;
gSum += c.G;
bSum += c.B;
}
}
if (mirror)
row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
else
row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
}
rows.Add(row);
}
return rows;
}
void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
{
coords = new List<Coord>();
@ -213,58 +267,65 @@ namespace PrimMesher
normals = new List<Coord>();
uvs = new List<UVCoord>();
sculptType = (SculptType)(((int)sculptType) & 0x07);
if (mirror)
if (sculptType == SculptType.plane)
invert = !invert;
float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);
bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false;
Bitmap bitmap;
if (scaleSourceImage)
bitmap = ScaleImage(sculptBitmap, sourceScaleFactor);
else
bitmap = sculptBitmap;
int scale = (int)(1.0f / sourceScaleFactor);
if (scale < 1) scale = 1;
List<List<Coord>> rows = bitmap2Coords(sculptBitmap, scale, mirror);
viewerFaces = new List<ViewerFace>();
int width = bitmap.Width;
int height = bitmap.Height;
float widthUnit = 1.0f / width;
float heightUnit = 1.0f / (height - 1);
int width = sculptBitmap.Width / scale;
int height = sculptBitmap.Height / scale;
int p1, p2, p3, p4;
Color color;
float x, y, z;
int imageX, imageY;
if (sculptType != SculptType.plane)
{
for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
rows[rowNdx].Add(rows[rowNdx][0]);
}
Coord topPole = rows[0][width / 2];
Coord bottomPole = rows[rows.Count - 1][width / 2];
if (sculptType == SculptType.sphere)
{
int lastRow = height - 1;
int count = rows[0].Count;
List<Coord> topPoleRow = new List<Coord>(count);
List<Coord> bottomPoleRow = new List<Coord>(count);
// poles of sphere mesh are the center pixels of the top and bottom rows
Color newC1 = bitmap.GetPixel(width / 2, 0);
Color newC2 = bitmap.GetPixel(width / 2, lastRow);
for (imageX = 0; imageX < width; imageX++)
for (int i = 0; i < count; i++)
{
bitmap.SetPixel(imageX, 0, newC1);
bitmap.SetPixel(imageX, lastRow, newC2);
topPoleRow.Add(topPole);
bottomPoleRow.Add(bottomPole);
}
rows.Insert(0, topPoleRow);
rows.Add(bottomPoleRow);
}
else if (sculptType == SculptType.torus)
rows.Add(rows[0]);
int coordsDown = rows.Count;
int coordsAcross = rows[0].Count;
int pixelsDown = sculptType == SculptType.plane ? height : height + 1;
int pixelsAcross = sculptType == SculptType.plane ? width : width + 1;
float widthUnit = 1.0f / (coordsAcross - 1);
float heightUnit = 1.0f / (coordsDown - 1);
for (imageY = 0; imageY < pixelsDown; imageY++)
for (imageY = 0; imageY < coordsDown; imageY++)
{
int rowOffset = imageY * width;
int rowOffset = imageY * coordsAcross;
for (imageX = 0; imageX < pixelsAcross; imageX++)
for (imageX = 0; imageX < coordsAcross; imageX++)
{
/*
* p1-----p2
@ -274,29 +335,13 @@ namespace PrimMesher
* p3-----p4
*/
if (imageX < width)
{
p4 = rowOffset + imageX;
p3 = p4 - 1;
}
else
{
p4 = rowOffset; // wrap around to beginning
p3 = rowOffset + imageX - 1;
}
p2 = p4 - width;
p1 = p3 - width;
p2 = p4 - coordsAcross;
p1 = p3 - coordsAcross;
color = bitmap.GetPixel(imageX == width ? 0 : imageX, imageY == height ? height - 1 : imageY);
x = (color.R - 128) * pixScale;
if (mirror) x = -x;
y = (color.G - 128) * pixScale;
z = (color.B - 128) * pixScale;
Coord c = new Coord(x, y, z);
this.coords.Add(c);
this.coords.Add(rows[imageY][imageX]);
if (viewerMode)
{
this.normals.Add(new Coord());
@ -354,11 +399,8 @@ namespace PrimMesher
}
}
if (scaleSourceImage)
bitmap.Dispose();
if (viewerMode)
calcVertexNormals(sculptType, width, height);
calcVertexNormals(sculptType, coordsAcross, coordsDown);
}
/// <summary>
@ -398,10 +440,9 @@ namespace PrimMesher
if (sculptType != SculptType.plane)
{ // blend the vertex normals at the cylinder seam
int pixelsAcross = xSize + 1;
for (int y = 0; y < ySize; y++)
{
int rowOffset = y * pixelsAcross;
int rowOffset = y * xSize;
this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
}
@ -458,7 +499,6 @@ namespace PrimMesher
{
int i;
int numVerts = this.coords.Count;
//Coord vert;
Coord m = new Coord(x, y, z);
for (i = 0; i < numVerts; i++)