Files
FlaxEngine/Source/ThirdParty/UVAtlas/UVAtlas.h

386 lines
21 KiB
C++

//-------------------------------------------------------------------------------------
// UVAtlas
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkID=512686
//-------------------------------------------------------------------------------------
#pragma once
#ifdef _WIN32
#ifdef _GAMING_XBOX_SCARLETT
#pragma warning(push)
#pragma warning(disable: 5204 5249)
#include <d3d12_xs.h>
#pragma warning(pop)
#elif defined(_GAMING_XBOX)
#pragma warning(push)
#pragma warning(disable: 5204)
#include <d3d12_x.h>
#pragma warning(pop)
#elif defined(_XBOX_ONE) && defined(_TITLE)
#error This library no longer supports legacy Xbox One XDK
#else
#include <Windows.h>
#ifdef USING_DIRECTX_HEADERS
#include <directx/dxgiformat.h>
#else
#include <dxgiformat.h>
#endif
#endif
#else // !WIN32
#include <directx/dxgiformat.h>
#include <wsl/winadapter.h>
#endif
#include <cstddef>
#include <cstdint>
#include <functional>
#include <vector>
#include <DirectXMath.h>
#define UVATLAS_VERSION 187
namespace DirectX
{
// Output vertex format
struct UVAtlasVertex
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 uv;
};
// UVATLAS_IMT_WRAP_U means the texture wraps in the U direction
// UVATLAS_IMT_WRAP_V means the texture wraps in the V direction
// UVATLAS_IMT_WRAP_UV means the texture wraps in both directions
enum UVATLAS_IMT : unsigned int
{
UVATLAS_IMT_DEFAULT = 0x00,
UVATLAS_IMT_WRAP_U = 0x01,
UVATLAS_IMT_WRAP_V = 0x02,
UVATLAS_IMT_WRAP_UV = 0x03,
};
// These options are only valid for UVAtlasCreate and UVAtlasPartition
// UVATLAS_DEFAULT - Meshes with more than 25k faces go through fast, meshes with fewer than 25k faces go through quality
// UVATLAS_GEODESIC_FAST - Uses approximations to improve charting speed at the cost of added stretch or more charts.
// UVATLAS_GEODESIC_QUALITY - Provides better quality charts, but requires more time and memory than fast.
enum UVATLAS : unsigned int
{
UVATLAS_DEFAULT = 0x00,
UVATLAS_GEODESIC_FAST = 0x01,
UVATLAS_GEODESIC_QUALITY = 0x02,
UVATLAS_LIMIT_MERGE_STRETCH = 0x04,
UVATLAS_LIMIT_FACE_STRETCH = 0x08,
};
constexpr float UVATLAS_DEFAULT_CALLBACK_FREQUENCY = 0.0001f;
//============================================================================
//
// UVAtlas apis
//
//============================================================================
// This function creates atlases for meshes. There are two modes of operation,
// either based on the number of charts, or the maximum allowed stretch. If the
// maximum allowed stretch is 0, then each triangle will likely be in its own
// chart.
// maxChartNumber - The maximum number of charts required for the atlas.
// If this is 0, it will be parameterized based solely on
// stretch.
// maxStretch - The maximum amount of stretch, if 0, no stretching is allowed,
// if 1, then any amount of stretching is allowed.
// gutter - The minimum distance, in texels between two charts on the atlas.
// this gets scaled by the width, so if gutter is 2.5, and it is
// used on a 512x512 texture, then the minimum distance will be
// 2.5 / 512 in u-v space.
// falseEdgeAdjacency - a pointer to an array with 3 uint32_t per face, indicating
// at each face, whether an edge is a false edge or not (using
// the same ordering as the adjacency data structure). If this
// is nullptr, then it is assumed that there are no false edges. If
// not nullptr, then a non-false edge is indicated by -1 and a false
// edge is indicated by any other value (it is not required, but
// it may be useful for the caller to use the original adjacency
// value). This allows you to parameterize a mesh of quads, and
// the edges down the middle of each quad will not be cut when
// parameterizing the mesh.
// pIMTArray - a pointer to an array with 3 floats per face, describing the
// integrated metric tensor for that face. This lets you control
// the way this triangle may be stretched in the atlas. The IMT
// passed in will be 3 floats (a,b,c) and specify a symmetric
// matrix (a b) that, given a vector (s,t), specifies the
// (b c)
// distance between a vector v1 and a vector v2 = v1 + (s,t) as
// sqrt((s, t) * M * (s, t)^T).
// In other words, this lets one specify the magnitude of the
// stretch in an arbitrary direction in u-v space. For example
// if a = b = c = 1, then this scales the vector (1,1) by 2, and
// the vector (1,-1) by 0. Note that this is multiplying the edge
// length by the square of the matrix, so if you want the face to
// stretch to twice its
// size with no shearing, the IMT value should be (2, 0, 2), which
// is just the identity matrix times 2.
// Note that this assumes you have an orientation for the triangle
// in some 2-D space. For UVAtlas, this space is created by
// letting S be the direction from the first to the second
// vertex, and T be the cross product between the normal and S.
// statusCallback - Since the atlas creation process can be very CPU intensive,
// this allows the programmer to specify a function to be called
// periodically.
// callbackFrequency - This lets you specify how often the callback will be called.
// options - A combination of flags in the UVATLAS enum
// pvFacePartitioning - A pointer to a location to store a pointer for an array,
// one uint32_t per face, giving the final partitioning
// created by the atlasing algorithm.
// pvVertexRemapArray - A uint32_t to a location to store a pointer for an array,
// one uint32_t per vertex, giving the vertex it was copied
// from, if any vertices needed to be split.
// maxStretchOut - The maximum stretch resulting from the atlasing algorithm.
// numChartsOut - A location to store the number of charts created, or if the
// maximum number of charts was too low, this gives the minimum
// number of charts needed to create an atlas.
HRESULT __cdecl UVAtlasCreate(
_In_reads_(nVerts) const XMFLOAT3* positions,
_In_ size_t nVerts,
_When_(indexFormat == DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint16_t)))
_When_(indexFormat != DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint32_t))) const void* indices,
_In_ DXGI_FORMAT indexFormat,
_In_ size_t nFaces,
_In_ size_t maxChartNumber,
_In_ float maxStretch,
_In_ size_t width,
_In_ size_t height,
_In_ float gutter,
_In_reads_(nFaces * 3) const uint32_t* adjacency,
_In_reads_opt_(nFaces * 3) const uint32_t* falseEdgeAdjacency,
_In_reads_opt_(nFaces * 3) const float* pIMTArray,
_In_ std::function<HRESULT __cdecl(float percentComplete)> statusCallBack,
_In_ float callbackFrequency,
_In_ UVATLAS options,
_Inout_ std::vector<UVAtlasVertex>& vMeshOutVertexBuffer,
_Inout_ std::vector<uint8_t>& vMeshOutIndexBuffer,
_Inout_opt_ std::vector<uint32_t>* pvFacePartitioning = nullptr,
_Inout_opt_ std::vector<uint32_t>* pvVertexRemapArray = nullptr,
_Out_opt_ float* maxStretchOut = nullptr,
_Out_opt_ size_t* numChartsOut = nullptr);
// This has the same exact arguments as Create, except that it does not perform the
// final packing step. This method allows one to get a partitioning out, and possibly
// modify it before sending it to be repacked. Note that if you change the
// partitioning, you'll also need to calculate new texture coordinates for any faces
// that have switched charts.
//
// The partition result adjacency output parameter is meant to be passed to the
// UVAtlasPack function, this adjacency cuts edges that are between adjacent
// charts, and also can include cuts inside of a chart in order to make it
// equivalent to a disc. For example:
//
// _______
// | ___ |
// | |_| |
// |_____|
//
// In order to make this equivalent to a disc, we would need to add a cut, and it
// Would end up looking like:
// _______
// | ___ |
// | |_|_|
// |_____|
//
HRESULT __cdecl UVAtlasPartition(
_In_reads_(nVerts) const XMFLOAT3* positions,
_In_ size_t nVerts,
_When_(indexFormat == DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint16_t)))
_When_(indexFormat != DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint32_t))) const void* indices,
_In_ DXGI_FORMAT indexFormat,
_In_ size_t nFaces,
_In_ size_t maxChartNumber,
_In_ float maxStretch,
_In_reads_(nFaces * 3) const uint32_t* adjacency,
_In_reads_opt_(nFaces * 3) const uint32_t* falseEdgeAdjacency,
_In_reads_opt_(nFaces * 3) const float* pIMTArray,
_In_ std::function<HRESULT __cdecl(float percentComplete)> statusCallBack,
_In_ float callbackFrequency,
_In_ UVATLAS options,
_Inout_ std::vector<UVAtlasVertex>& vMeshOutVertexBuffer,
_Inout_ std::vector<uint8_t>& vMeshOutIndexBuffer,
_Inout_opt_ std::vector<uint32_t>* pvFacePartitioning,
_Inout_opt_ std::vector<uint32_t>* pvVertexRemapArray,
_Inout_ std::vector<uint32_t>& vPartitionResultAdjacency,
_Out_opt_ float* maxStretchOut = nullptr,
_Out_opt_ size_t* numChartsOut = nullptr);
// This takes the face partitioning result from Partition and packs it into an
// atlas of the given size. pPartitionResultAdjacency should be derived from
// the adjacency returned from the partition step.
HRESULT __cdecl UVAtlasPack(
_Inout_ std::vector<UVAtlasVertex>& vMeshVertexBuffer,
_Inout_ std::vector<uint8_t>& vMeshIndexBuffer,
_In_ DXGI_FORMAT indexFormat,
_In_ size_t width,
_In_ size_t height,
_In_ float gutter,
_In_ const std::vector<uint32_t>& vPartitionResultAdjacency,
_In_ std::function<HRESULT __cdecl(float percentComplete)> statusCallBack,
_In_ float callbackFrequency);
//============================================================================
//
// IMT Calculation apis
//
// These functions all compute the Integrated Metric Tensor for use in the
// UVAtlas API. They all calculate the IMT with respect to the canonical
// triangle, where the coordinate system is set up so that the u axis goes
// from vertex 0 to 1 and the v axis is N x u. So, for example, the second
// vertex's canonical uv coordinates are (d,0) where d is the distance between
// vertices 0 and 1. This way the IMT does not depend on the parameterization
// of the mesh, and if the signal over the surface doesn't change, then
// the IMT doesn't need to be recalculated.
//============================================================================
// This function is used to calculate the IMT from per vertex data. It sets
// up a linear system over the triangle, solves for the jacobian J, then
// constructs the IMT from that (J^TJ).
// This function allows you to calculate the IMT based off of any value in a
// mesh (color, normal, etc) by specifying the correct stride of the array.
// The IMT computed will cause areas of the mesh that have similar values to
// take up less space in the texture.
//
// pVertexSignal - A float array of size signalStride * nVerts
// signalDimension - How many floats per vertex to use in calculating the IMT.
// signalStride - The number of bytes per vertex in the array. This must be
// a multiple of sizeof(float)
// pIMTArray - An array of 3 * nFaces floats for the result
HRESULT __cdecl UVAtlasComputeIMTFromPerVertexSignal(
_In_reads_(nVerts) const XMFLOAT3* positions,
_In_ size_t nVerts,
_When_(indexFormat == DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint16_t)))
_When_(indexFormat != DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint32_t))) const void* indices,
_In_ DXGI_FORMAT indexFormat,
_In_ size_t nFaces,
_In_reads_(signalStride* nVerts) const float* pVertexSignal,
_In_ size_t signalDimension,
_In_ size_t signalStride,
_In_ std::function<HRESULT __cdecl(float percentComplete)> statusCallBack,
_Out_writes_(nFaces * 3) float* pIMTArray);
// This function is used to calculate the IMT from data that varies over the
// surface of the mesh (generally at a higher frequency than vertex data).
// This function requires the mesh to already be parameterized (so it already
// has texture coordinates). It allows the user to define a signal arbitrarily
// over the surface of the mesh.
//
// signalDimension - How many components there are in the signal.
// maxUVDistance - The subdivision will continue until the distance between
// all vertices is at most maxUVDistance.
// signalCallback - The callback to use to get the signal.
// uv - The texture coordinate for the vertex.
// primitiveID - Face ID of the triangle on which to compute the signal.
// signalDimension - The number of floats to store in sSignalOut.
// userData - The userData pointer passed in to ComputeIMTFromSignal
// signalOut - A pointer to where to store the signal data.
// userData - A pointer that will be passed in to the callback.
// pIMTArray - An array of 3 * nFaces floats for the result
HRESULT __cdecl UVAtlasComputeIMTFromSignal(
_In_reads_(nVerts) const XMFLOAT3* positions,
_In_reads_(nVerts) const XMFLOAT2* texcoords,
_In_ size_t nVerts,
_When_(indexFormat == DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint16_t)))
_When_(indexFormat != DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint32_t))) const void* indices,
_In_ DXGI_FORMAT indexFormat,
_In_ size_t nFaces,
_In_ size_t signalDimension,
_In_ float maxUVDistance,
_In_ std::function<HRESULT __cdecl(const DirectX::XMFLOAT2* uv, size_t primitiveID, size_t signalDimension, void* userData, float* signalOut)>
signalCallback,
_In_opt_ void* userData,
_In_ std::function<HRESULT __cdecl(float percentComplete)> statusCallBack,
_Out_writes_(nFaces * 3) float* pIMTArray);
// This function is used to calculate the IMT from texture data. Given a texture
// that maps over the surface of the mesh, the algorithm computes the IMT for
// each face. This will cause large areas that are very similar to take up less
// room when parameterized with UVAtlas. The texture is assumed to be
// interpolated over the mesh bilinearly.
//
// pTexture - The texture to load data from (4 floats per texel)
// options - Combination of one or more UVATLAS_IMT flags.
// pIMTArray - An array of 3 * nFaces floats for the result
HRESULT __cdecl UVAtlasComputeIMTFromTexture(
_In_reads_(nVerts) const XMFLOAT3* positions,
_In_reads_(nVerts) const XMFLOAT2* texcoords,
_In_ size_t nVerts,
_When_(indexFormat == DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint16_t)))
_When_(indexFormat != DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint32_t))) const void* indices,
_In_ DXGI_FORMAT indexFormat,
_In_ size_t nFaces,
_In_reads_(width* height * 4) const float* pTexture,
_In_ size_t width,
_In_ size_t height,
_In_ UVATLAS_IMT options,
_In_ std::function<HRESULT __cdecl(float percentComplete)> statusCallBack,
_Out_writes_(nFaces * 3) float* pIMTArray);
// This function is very similar to UVAtlasComputeIMTFromTexture, but it can
// calculate higher dimensional values than 4.
//
// pTexelSignal - a pointer to a float array of size width*height*nComponents
// width - The width of the texture
// height - The height of the texture
// signalDimension - The number of floats per texel in the signal
// nComponents - The number of floats in each texel
// options - Combination of one or more UVATLAS_IMT flags
// pIMTArray - An array of 3 * nFaces floats for the result
HRESULT __cdecl UVAtlasComputeIMTFromPerTexelSignal(
_In_reads_(nVerts) const XMFLOAT3* positions,
_In_reads_(nVerts) const XMFLOAT2* texcoords,
_In_ size_t nVerts,
_When_(indexFormat == DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint16_t)))
_When_(indexFormat != DXGI_FORMAT_R16_UINT, _In_reads_bytes_(nFaces * 3 * sizeof(uint32_t))) const void* indices,
_In_ DXGI_FORMAT indexFormat,
_In_ size_t nFaces,
_In_reads_(width* height* nComponents) const float* pTexelSignal,
_In_ size_t width,
_In_ size_t height,
_In_ size_t signalDimension,
_In_ size_t nComponents,
_In_ UVATLAS_IMT options,
_In_ std::function<HRESULT __cdecl(float percentComplete)> statusCallBack,
_Out_writes_(nFaces * 3) float* pIMTArray);
// This function is for applying the a vertex remap array from UVAtlasCreate/UVAtlasPartition to a vertex buffer
//
// vbin - This is the original vertex buffer and is nVerts*stride in size
// vbout - This is the output vertex buffer and is nNewVerts*stride in size
// nNewVerts - This should be >= nVerts
HRESULT __cdecl UVAtlasApplyRemap(
_In_reads_bytes_(nVerts* stride) const void* vbin,
_In_ size_t stride,
_In_ size_t nVerts,
_In_ size_t nNewVerts,
_In_reads_(nNewVerts) const uint32_t* vertexRemap,
_Out_writes_bytes_(nNewVerts* stride) void* vbout) noexcept;
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-dynamic-exception-spec"
#endif
DEFINE_ENUM_FLAG_OPERATORS(UVATLAS_IMT);
DEFINE_ENUM_FLAG_OPERATORS(UVATLAS);
#ifdef __clang__
#pragma clang diagnostic pop
#endif
}