UV: Add option to Pack UVs using xatlas strategy #105821

Merged
Chris Blackbourn merged 7 commits from Chris_Blackbourn/blender:uv-pack-xatlas into main 2023-03-21 09:15:17 +01:00
3 changed files with 518 additions and 11 deletions

View File

@ -1390,6 +1390,9 @@ static void uvedit_pack_islands_multi(const Scene *scene,
selection_center[1] = (selection_min_co[1] + selection_max_co[1]) / 2.0f;
}
MemArena *arena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, __func__);
Chris_Blackbourn marked this conversation as resolved Outdated

This function should also create a Heap for BLI_polyfill_beautify in addPolygon to use to avoid re-creating the Heap for every faces with >3 vertices.

This function should also create a `Heap` for `BLI_polyfill_beautify` in `addPolygon` to use to avoid re-creating the Heap for every faces with >3 vertices.

Also use __func__ instead of __FILE__, generally more useful in allocation messages.

Also use `__func__` instead of `__FILE__`, generally more useful in allocation messages.
Heap *heap = BLI_heap_new();
float scale[2] = {1.0f, 1.0f};
blender::Vector<blender::geometry::PackIsland *> pack_island_vector;
for (int i = 0; i < island_vector.size(); i++) {
@ -1398,7 +1401,29 @@ static void uvedit_pack_islands_multi(const Scene *scene,
pack_island->bounds_rect = face_island->bounds_rect;
pack_island->caller_index = i;
pack_island_vector.append(pack_island);
for (int i = 0; i < face_island->faces_len; i++) {
BMFace *f = face_island->faces[i];
/* Storage. */
blender::Array<blender::float2> uvs(f->len);
/* Obtain UVs of polygon. */
BMLoop *l;
BMIter iter;
int j;
BM_ITER_ELEM_INDEX (l, &iter, f, BM_LOOPS_OF_FACE, j) {
copy_v2_v2(uvs[j], BM_ELEM_CD_GET_FLOAT_P(l, face_island->offsets.uv));
}
pack_island->add_polygon(uvs, arena, heap);
BLI_memarena_clear(arena);
}
pack_island->finalize_geometry(*params, arena, heap);
}
BLI_heap_free(heap, nullptr);
BLI_memarena_free(arena);
pack_islands(pack_island_vector, *params, scale);
float base_offset[2] = {0.0f, 0.0f};
@ -1523,6 +1548,8 @@ static int pack_islands_exec(bContext *C, wmOperator *op)
pack_island_params.margin_method = eUVPackIsland_MarginMethod(
RNA_enum_get(op->ptr, "margin_method"));
pack_island_params.margin = RNA_float_get(op->ptr, "margin");
pack_island_params.shape_method = eUVPackIsland_ShapeMethod(
RNA_enum_get(op->ptr, "shape_method"));
UVMapUDIM_Params closest_udim_buf;
UVMapUDIM_Params *closest_udim = nullptr;
@ -1559,6 +1586,14 @@ static const EnumPropertyItem pack_margin_method_items[] = {
{0, nullptr, 0, nullptr, nullptr},
};
Chris_Blackbourn marked this conversation as resolved Outdated

Names are a bit esoteric.

  • AABB -> "Bounding Box"
  • FASTEST ... is this needed? It seems strange to include a fastest method. Would prefer a description which notes in the description that it's fast "Bounding Box (Simple)" description can be "Use a simple method of packing for maximum performance". This could use the alpaca method always (and not bother with a lower cut-off).

CONVEX/CONCAVE - while correct I wonder if users will be able to quickly visualize the difference here. I can't think of good alternatives though. e.g. "High Quality", "High Quality (Fill Holes)"... descriptions could note about concave/convex.

Names are a bit esoteric. - AABB -> "Bounding Box" - FASTEST ... is this needed? It seems strange to include a fastest method. Would prefer a description which notes in the description that it's fast `"Bounding Box (Simple)"` description can be "Use a simple method of packing for maximum performance". This could use the `alpaca` method always (and not bother with a lower cut-off). CONVEX/CONCAVE - while correct I wonder if users will be able to quickly visualize the difference here. I can't think of good alternatives though. e.g. "High Quality", "High Quality (Fill Holes)"... descriptions could note about concave/convex.
static const EnumPropertyItem pack_shape_method_items[] = {
{ED_UVPACK_SHAPE_CONCAVE, "CONCAVE", 0, "Exact shape (Concave)", "Uses exact geometry"},
{ED_UVPACK_SHAPE_CONVEX, "CONVEX", 0, "Boundary shape (Convex)", "Uses convex hull"},
RNA_ENUM_ITEM_SEPR,
{ED_UVPACK_SHAPE_AABB, "AABB", 0, "Bounding box", "Uses bounding boxes"},
{0, nullptr, 0, nullptr, nullptr},
};
void UV_OT_pack_islands(wmOperatorType *ot)
{
static const EnumPropertyItem pack_target[] = {
@ -1593,6 +1628,12 @@ void UV_OT_pack_islands(wmOperatorType *ot)
"");
RNA_def_float_factor(
ot->srna, "margin", 0.001f, 0.0f, 1.0f, "Margin", "Space between islands", 0.0f, 1.0f);
RNA_def_enum(ot->srna,
"shape_method",
pack_shape_method_items,
ED_UVPACK_SHAPE_CONCAVE,
"Shape Method",
"");
Chris_Blackbourn marked this conversation as resolved
Review

Shouldn't CONCAVE_HOLE be the default? (as far as I was aware this is what users want practically all the time).

Shouldn't CONCAVE_HOLE be the default? (as far as I was aware this is what users want practically all the time).
}
/** \} */

View File

@ -1,7 +1,10 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_heap.h"
#include "BLI_math_matrix.hh"
#include "BLI_memarena.h"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "DNA_space_types.h"
#include "DNA_vec_types.h"
@ -20,6 +23,12 @@ enum eUVPackIsland_MarginMethod {
ED_UVPACK_MARGIN_FRACTION, /* Specify a precise fraction of final UV output. */
};
enum eUVPackIsland_ShapeMethod {
ED_UVPACK_SHAPE_AABB = 0, /* Use Axis-Aligned Bounding-Boxes. */
ED_UVPACK_SHAPE_CONVEX, /* Use convex hull. */
ED_UVPACK_SHAPE_CONCAVE, /* Use concave hull. */
};
namespace blender::geometry {
/** See also #UnwrapOptions. */
@ -51,6 +60,8 @@ class UVPackIsland_Params {
eUVPackIsland_MarginMethod margin_method;
/** Additional translation for bottom left corner. */
float udim_base_offset[2];
/** Which shape to use when packing. */
eUVPackIsland_ShapeMethod shape_method;
};
class PackIsland {
@ -58,6 +69,14 @@ class PackIsland {
rctf bounds_rect;
float2 pre_translate; /* Output. */
int caller_index; /* Unchanged by #pack_islands, used by caller. */
void add_triangle(const float2 uv0, const float2 uv1, const float2 uv2);
void add_polygon(const blender::Span<float2> uvs, MemArena *arena, Heap *heap);
void finalize_geometry(const UVPackIsland_Params &params, MemArena *arena, Heap *heap);
private:
blender::Vector<float2> triangleVertices;
friend class Occupancy;
};
void pack_islands(const Span<PackIsland *> &islands,

View File

@ -11,6 +11,8 @@
#include "BLI_convexhull_2d.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_polyfill_2d.h"
#include "BLI_polyfill_2d_beautify.h"
#include "BLI_rect.h"
#include "BLI_vector.hh"
@ -22,6 +24,119 @@
namespace blender::geometry {
/* Compute signed distance squared to a line passing through `uva` and `uvb`.
*/
static float dist_signed_squared_to_edge(float2 probe, float2 uva, float2 uvb)
{
Chris_Blackbourn marked this conversation as resolved Outdated

*picky* could have signed_distance_to_edge_squared(..) (both squared non-squared if both are needed) as it seems callers don't require the sqrt in some cases.

\*picky\* could have `signed_distance_to_edge_squared(..)` (both squared non-squared if both are needed) as it seems callers don't require the `sqrt` in some cases.
const float2 edge = uvb - uva;
const float2 side = probe - uva;
const float edge_length_squared = blender::math::length_squared(edge);
/* Tolerance here is to avoid division by zero later. */
if (edge_length_squared < 1e-40f) {
return blender::math::length_squared(side);
}
const float numerator = edge.x * side.y - edge.y * side.x; /* c.f. cross product. */
const float numerator_ssq = numerator >= 0.0f ? numerator * numerator : -numerator * numerator;
return numerator_ssq / edge_length_squared;
}
void PackIsland::add_triangle(const float2 uv0, const float2 uv1, const float2 uv2)
{
/* Be careful with winding. */
if (dist_signed_squared_to_edge(uv0, uv1, uv2) < 0.0f) {
triangleVertices.append(uv0);
triangleVertices.append(uv1);
triangleVertices.append(uv2);
}
else {
triangleVertices.append(uv0);
triangleVertices.append(uv2);
triangleVertices.append(uv1);
}
}
void PackIsland::add_polygon(const blender::Span<float2> uvs, MemArena *arena, Heap *heap)
{
int vert_count = int(uvs.size());
BLI_assert(vert_count >= 3);
int nfilltri = vert_count - 2;
if (nfilltri == 1) {
/* Trivial case, just one triangle. */
add_triangle(uvs[0], uvs[1], uvs[2]);
return;
}
/* Storage. */
uint(*tris)[3] = static_cast<uint(*)[3]>(
BLI_memarena_alloc(arena, sizeof(*tris) * size_t(nfilltri)));
float(*source)[2] = static_cast<float(*)[2]>(
BLI_memarena_alloc(arena, sizeof(*source) * size_t(vert_count)));
/* Copy input. */
for (int i = 0; i < vert_count; i++) {
copy_v2_v2(source[i], uvs[i]);
}
/* Triangulate. */
BLI_polyfill_calc_arena(source, vert_count, 0, tris, arena);
/* Beautify improves performance of packer. (Optional)
Chris_Blackbourn marked this conversation as resolved Outdated

Does this help? I would have thought in the case of packing/rasterizing - there wouldn't be much/any advantage.

If it's needed, a brief comment explaining why would be good.

Does this help? I would have thought in the case of packing/rasterizing - there wouldn't be much/any advantage. If it's needed, a brief comment explaining why would be good.
* Long thin triangles, especially at 45 degree angles,
* can trigger worst-case performance in #trace_triangle.
* Using `Beautify` brings more inputs into average-case.
*/
BLI_polyfill_beautify(source, vert_count, tris, arena, heap);
/* Add as triangles. */
for (int j = 0; j < nfilltri; j++) {
uint *tri = tris[j];
add_triangle(source[tri[0]], source[tri[1]], source[tri[2]]);
}
BLI_heap_clear(heap, nullptr);
}
void PackIsland::finalize_geometry(const UVPackIsland_Params &params, MemArena *arena, Heap *heap)
{
BLI_assert(triangleVertices.size() >= 3);
const eUVPackIsland_ShapeMethod shape_method = params.shape_method;
if (shape_method == ED_UVPACK_SHAPE_CONVEX) {
/* Compute convex hull of existing triangles. */
if (triangleVertices.size() <= 3) {
return; /* Trivial case, nothing to do. */
}
int vert_count = int(triangleVertices.size());
/* Allocate storage. */
int *index_map = static_cast<int *>(
BLI_memarena_alloc(arena, sizeof(*index_map) * vert_count));
float(*source)[2] = static_cast<float(*)[2]>(
BLI_memarena_alloc(arena, sizeof(*source) * size_t(vert_count)));
/* Prepare input for convex hull. */
for (int i = 0; i < vert_count; i++) {
copy_v2_v2(source[i], triangleVertices[i]);
}
/* Compute convex hull. */
int convex_len = BLI_convexhull_2d(source, vert_count, index_map);
/* Write back. */
triangleVertices.clear();
blender::Array<float2> convexVertices(convex_len);
for (int i = 0; i < convex_len; i++) {
convexVertices[i] = source[index_map[i]];
}
add_polygon(convexVertices, arena, heap);
BLI_heap_clear(heap, nullptr);
}
}
UVPackIsland_Params::UVPackIsland_Params()
{
/* TEMPORARY, set every thing to "zero" for backwards compatibility. */
@ -36,6 +151,7 @@ UVPackIsland_Params::UVPackIsland_Params()
margin_method = ED_UVPACK_MARGIN_SCALED;
udim_base_offset[0] = 0.0f;
udim_base_offset[1] = 0.0f;
shape_method = ED_UVPACK_SHAPE_AABB;
}
/* Compact representation for AABB packers. */
@ -110,10 +226,317 @@ static void pack_islands_alpaca_turbo(const Span<UVAABBIsland *> islands,
*r_max_v = next_v1;
}
/**
* Helper class for the `xatlas` strategy.
* Accelerates geometry queries by approximating exact queries with a bitmap.
Chris_Blackbourn marked this conversation as resolved
Review

Prefer snake-case over camel case for methods.

Prefer snake-case over camel case for methods.
* Includes some book keeping variables to simplify the algorithm.
*/
class Occupancy {
public:
Occupancy(const float initial_scale);
void increase_scale(); /* Resize the scale of the bitmap and clear it. */
/* Write or Query a triangle on the bitmap. */
float trace_triangle(const float2 &uv0,
const float2 &uv1,
const float2 &uv2,
const float margin,
const bool write) const;
/* Write or Query an island on the bitmap. */
float trace_island(PackIsland *island,
const float scale,
const float margin,
const float2 &uv,
const bool write) const;
int bitmap_radix; /* Width and Height of `bitmap`. */
float bitmap_scale_reciprocal; /* == 1.0f / `bitmap_scale`. */
private:
mutable blender::Array<float> bitmap;
mutable float2 witness; /* Witness to a previously known occupied pixel. */
mutable float witness_distance; /* Signed distance to nearest placed island. */
mutable uint triangle_hint; /* Hint to a previously suspected overlapping triangle. */
const float terminal = 1048576.0f; /* A "very" large number, much bigger than 4 * bitmap_radix */
};
Occupancy::Occupancy(const float initial_scale)
: bitmap_radix(800), bitmap(bitmap_radix * bitmap_radix, false)
{
increase_scale();
bitmap_scale_reciprocal = bitmap_radix / initial_scale;
}
void Occupancy::increase_scale()
{
bitmap_scale_reciprocal *= 0.5f;
for (int i = 0; i < bitmap_radix * bitmap_radix; i++) {
bitmap[i] = terminal;
}
witness.x = -1;
witness.y = -1;
witness_distance = 0.0f;
triangle_hint = 0;
}
static float signed_distance_fat_triangle(const float2 probe,
const float2 uv0,
const float2 uv1,
const float2 uv2)
{
/* Be careful with ordering, uv0 <- uv1 <- uv2 <- uv0 <- uv1 etc. */
const float dist01_ssq = dist_signed_squared_to_edge(probe, uv0, uv1);
const float dist12_ssq = dist_signed_squared_to_edge(probe, uv1, uv2);
const float dist20_ssq = dist_signed_squared_to_edge(probe, uv2, uv0);
float result_ssq = max_fff(dist01_ssq, dist12_ssq, dist20_ssq);
if (result_ssq < 0.0f) {
return -sqrtf(-result_ssq);
}
BLI_assert(result_ssq >= 0.0f);
result_ssq = std::min(result_ssq, blender::math::length_squared(probe - uv0));
result_ssq = std::min(result_ssq, blender::math::length_squared(probe - uv1));
result_ssq = std::min(result_ssq, blender::math::length_squared(probe - uv2));
BLI_assert(result_ssq >= 0.0f);
return sqrtf(result_ssq);
}
float Occupancy::trace_triangle(const float2 &uv0,
const float2 &uv1,
const float2 &uv2,
const float margin,
const bool write) const
{
const float x0 = min_fff(uv0.x, uv1.x, uv2.x);
const float y0 = min_fff(uv0.y, uv1.y, uv2.y);
const float x1 = max_fff(uv0.x, uv1.x, uv2.x);
const float y1 = max_fff(uv0.y, uv1.y, uv2.y);
float spread = write ? margin * 2 : 0.0f;
int ix0 = std::max(int(floorf((x0 - spread) * bitmap_scale_reciprocal)), 0);
int iy0 = std::max(int(floorf((y0 - spread) * bitmap_scale_reciprocal)), 0);
int ix1 = std::min(int(floorf((x1 + spread) * bitmap_scale_reciprocal + 2)), bitmap_radix);
int iy1 = std::min(int(floorf((y1 + spread) * bitmap_scale_reciprocal + 2)), bitmap_radix);
const float2 uv0s = uv0 * bitmap_scale_reciprocal;
const float2 uv1s = uv1 * bitmap_scale_reciprocal;
const float2 uv2s = uv2 * bitmap_scale_reciprocal;
/* TODO: Better epsilon handling here could reduce search size. */
float epsilon = 0.7071f; /* == sqrt(0.5f), rounded up by 0.00002f. */
epsilon = std::max(epsilon, 2 * margin * bitmap_scale_reciprocal);
if (!write) {
if (ix0 <= witness.x && witness.x < ix1) {
if (iy0 <= witness.y && witness.y < iy1) {
const float distance = signed_distance_fat_triangle(witness, uv0s, uv1s, uv2s);
Chris_Blackbourn marked this conversation as resolved Outdated

*picky* by convention, -- is used after values in most of Blender's code, unless the result of the addition/subtraction requires the prefix version to be used.

\*picky\* by convention, `--` is used after values in most of Blender's code, unless the result of the addition/subtraction requires the prefix version to be used.
const float extent = epsilon - distance - witness_distance;
if (extent > 0.0f) {
return extent; /* Witness observes occupied. */
}
}
}
}
/* Iterate in opposite direction to outer search to improve witness effectiveness. */
for (int y = iy1 - 1; y >= iy0; y--) {
for (int x = ix1 - 1; x >= ix0; x--) {
float *hotspot = &bitmap[y * bitmap_radix + x];
if (!write && *hotspot > epsilon) {
continue;
}
const float2 probe(x, y);
const float distance = signed_distance_fat_triangle(probe, uv0s, uv1s, uv2s);
if (write) {
*hotspot = min_ff(distance, *hotspot);
continue;
}
const float extent = epsilon - distance - *hotspot;
if (extent > 0.0f) {
witness = probe;
witness_distance = *hotspot;
return extent; /* Occupied. */
Chris_Blackbourn marked this conversation as resolved
Review

pass a reference?

pass a reference?
}
}
}
return -1.0f; /* Available. */
}
float Occupancy::trace_island(PackIsland *island,
const float scale,
const float margin,
const float2 &uv,
const bool write) const
{
if (!write) {
if (uv.x <= 0.0f || uv.y <= 0.0f) {
return std::max(-uv.x, -uv.y); /* Occupied. */
}
}
const float2 origin(island->bounds_rect.xmin, island->bounds_rect.ymin);
const float2 delta = uv - origin * scale;
uint vert_count = uint(island->triangleVertices.size());
for (uint i = 0; i < vert_count; i += 3) {
uint j = (i + triangle_hint) % vert_count;
float extent = trace_triangle(delta + island->triangleVertices[j] * scale,
delta + island->triangleVertices[j + 1] * scale,
delta + island->triangleVertices[j + 2] * scale,
margin,
write);
if (!write && extent >= 0.0f) {
triangle_hint = j;
return extent; /* Occupied. */
}
}
return -1.0f; /* Available. */
}
static float2 find_best_fit_for_island(
PackIsland *island, int scan_line, Occupancy &occupancy, const float scale, const float margin)
{
const float scan_line_bscaled = scan_line / occupancy.bitmap_scale_reciprocal;
const float size_x_scaled = BLI_rctf_size_x(&island->bounds_rect) * scale;
const float size_y_scaled = BLI_rctf_size_y(&island->bounds_rect) * scale;
Chris_Blackbourn marked this conversation as resolved Outdated

const ?

`const` ?
Chris_Blackbourn marked this conversation as resolved Outdated

*picky* prefer brackets when mixing add/subtract with multiply/divide. Bugs caused by edits that don't take order of operations into account happen from time to time, so better avoid them entirely.

\*picky\* prefer brackets when mixing add/subtract with multiply/divide. Bugs caused by edits that don't take order of operations into account happen from time to time, so better avoid them entirely.
int t = 0;
while (t <= scan_line) {
const float t_bscaled = t / occupancy.bitmap_scale_reciprocal;
/* Scan using an "Alpaca"-style search, both horizontally and vertically at the same time. */
const float2 horiz(scan_line_bscaled - size_x_scaled, t_bscaled - size_y_scaled);
const float extentH = occupancy.trace_island(island, scale, margin, horiz, false);
if (extentH < 0.0f) {
return horiz;
}
const float2 vert(t_bscaled - size_x_scaled, scan_line_bscaled - size_y_scaled);
const float extentV = occupancy.trace_island(island, scale, margin, vert, false);
if (extentV < 0.0f) {
return vert;
}
const float min_extent = std::min(extentH, extentV);
t = t + std::max(1, int(min_extent));
}
return float2(-1, -1);
}
static float guess_initial_scale(const Span<PackIsland *> islands,
const float scale,
const float margin)
{
float sum = 1e-40f;
for (int64_t i : islands.index_range()) {
PackIsland *island = islands[i];
sum += BLI_rctf_size_x(&island->bounds_rect) * scale + 2 * margin;
sum += BLI_rctf_size_y(&island->bounds_rect) * scale + 2 * margin;
}
return sqrtf(sum) / 3.0f;
}
/**
* Pack irregular islands using the "xatlas" strategy, with no rotation.
*
* Loosely based on the 'xatlas' code by Jonathan Young
* from https://github.com/jpcy/xatlas
*
* A brute force packer (BFPacker) with accelerators:
* - Uses a Bitmap Occupancy class.
* - Uses a "Witness Pixel" and a "Triangle Hint".
* - Write with `margin * 2`, read with `margin == 0`.
* - Lazy resetting of BF search.
*
* Performance would normally be `O(n^4)`, however the occupancy
* bitmap_radix is fixed, which gives a reduced time complexity of `O(n^3)`.
*/
static void pack_island_xatlas(const Span<UVAABBIsland *> island_indices,
const Span<PackIsland *> islands,
BoxPack *box_array,
const float scale,
const float margin,
float *r_max_u,
float *r_max_v)
{
Occupancy occupancy(guess_initial_scale(islands, scale, margin));
float max_u = 0.0f;
float max_v = 0.0f;
int scan_line = 0;
int i = 0;
Chris_Blackbourn marked this conversation as resolved Outdated

const ?

`const` ?
/* The following `while` loop is setting up a three-way race:
* for (scan_line=0; scan_line<bitmap_radix; scan_line++)
* for (i : island_indices.index_range())
* while (bitmap_scale_reciprocal > 0) { bitmap_scale_reciprocal *= 0.5f; }
*/
while (i < island_indices.size()) {
PackIsland *island = islands[island_indices[i]->index];
Chris_Blackbourn marked this conversation as resolved Outdated

Unhelpful comment, assume it's from up-stream? If so, note that the upstream code considers this important but it's not known why it's needed. (or better, note why it's needed).

Unhelpful comment, assume it's from up-stream? If so, note that the upstream code considers this important but it's not known why it's needed. (or better, note why it's needed).
const float2 best = find_best_fit_for_island(island, scan_line, occupancy, scale, margin);
if (best.x <= -1.0f) {
/* Unable to find a fit on this scan_line. */
if (i < 10) {
scan_line++;
}
else {
/* Increasing by 2 here has the effect of changing the sampling pattern.
* The parameter '2' is not "free" in the sense that changing it requires
* a change to `bitmap_radix` and then retuning `alpaca_cutoff`.
* Possible values here *could* be 1, 2 or 3, however the only *reasonable*
* choice is 2.
*/
scan_line += 2;
}
if (scan_line < occupancy.bitmap_radix) {
continue; /* Try again on next scan_line. */
}
/* Enlarge search parameters. */
scan_line = 0;
occupancy.increase_scale();
/* Redraw already placed islands. (Greedy.) */
for (int j = 0; j < i; j++) {
BoxPack *box = box_array + j;
occupancy.trace_island(
islands[island_indices[j]->index], scale, margin, float2(box->x, box->y), true);
}
continue;
}
/* Place island. */
BoxPack *box = box_array + i;
box->x = best.x;
box->y = best.y;
max_u = std::max(box->x + BLI_rctf_size_x(&island->bounds_rect) * scale + 2 * margin, max_u);
max_v = std::max(box->y + BLI_rctf_size_y(&island->bounds_rect) * scale + 2 * margin, max_v);
occupancy.trace_island(island, scale, margin, float2(box->x, box->y), true);
i++; /* Next island. */
if (i < 128 || (i & 31) == 16) {
scan_line = 0; /* Restart completely. */
}
else {
scan_line = std::max(0, scan_line - 25); /* `-25` must by odd. */
}
}
*r_max_u = max_u;
*r_max_v = max_v;
}
static float pack_islands_scale_margin(const Span<PackIsland *> islands,
BoxPack *box_array,
const float scale,
const float margin)
const float margin,
const UVPackIsland_Params &params)
{
/* #BLI_box_pack_2d produces layouts with high packing efficiency, but has `O(n^3)`
* time complexity, causing poor performance if there are lots of islands. See: #102843.
@ -148,10 +571,18 @@ static float pack_islands_scale_margin(const Span<PackIsland *> islands,
return b->uv_diagonal.x * b->uv_diagonal.y < a->uv_diagonal.x * a->uv_diagonal.y;
});
/* Partition island_vector, largest will go to box_pack, the rest alpaca_turbo.
/* Partition `islands`, largest will go to a slow packer, the rest alpaca_turbo.
* See discussion above for details. */
const int64_t alpaca_cutoff = int64_t(1024); /* TODO: Tune constant. */
int64_t max_box_pack = std::min(alpaca_cutoff, islands.size());
int64_t alpaca_cutoff = int64_t(
1024); /* Regular situation, pack 1024 islands with slow packer. */
int64_t alpaca_cutoff_fast = int64_t(
80); /* Reduced problem size, only 80 islands with slow packer. */
if (params.margin_method == ED_UVPACK_MARGIN_FRACTION) {
if (margin > 0.0f) {
alpaca_cutoff = alpaca_cutoff_fast;
}
}
const int64_t max_box_pack = std::min(alpaca_cutoff, islands.size());
/* Prepare for box_pack_2d. */
for (const int64_t i : islands.index_range()) {
@ -165,7 +596,21 @@ static float pack_islands_scale_margin(const Span<PackIsland *> islands,
/* Call box_pack_2d (slow for large N.) */
float max_u = 0.0f;
float max_v = 0.0f;
BLI_box_pack_2d(box_array, int(max_box_pack), &max_u, &max_v);
switch (params.shape_method) {
case ED_UVPACK_SHAPE_CONVEX:
case ED_UVPACK_SHAPE_CONCAVE:
pack_island_xatlas(aabbs.as_span().take_front(max_box_pack),
islands,
box_array,
scale,
margin,
&max_u,
&max_v);
break;
default:
BLI_box_pack_2d(box_array, int(max_box_pack), &max_u, &max_v);
break;
}
/* At this stage, `max_u` and `max_v` contain the box_pack UVs. */
@ -192,7 +637,8 @@ static float pack_islands_scale_margin(const Span<PackIsland *> islands,
static float pack_islands_margin_fraction(const Span<PackIsland *> &island_vector,
BoxPack *box_array,
const float margin_fraction)
const float margin_fraction,
const UVPackIsland_Params &params)
{
/*
* Root finding using a combined search / modified-secant method.
@ -260,7 +706,7 @@ static float pack_islands_margin_fraction(const Span<PackIsland *> &island_vecto
/* Evaluate our `f`. */
scale_last = scale;
float max_uv = pack_islands_scale_margin(
island_vector, box_array, scale_last, margin_fraction);
island_vector, box_array, scale_last, margin_fraction, params);
float value = sqrtf(max_uv) - 1.0f;
if (value <= 0.0f) {
@ -284,7 +730,7 @@ static float pack_islands_margin_fraction(const Span<PackIsland *> &island_vecto
if (scale_last != scale_low) {
scale_last = scale_low;
float max_uv = pack_islands_scale_margin(
island_vector, box_array, scale_last, margin_fraction);
island_vector, box_array, scale_last, margin_fraction, params);
UNUSED_VARS(max_uv);
/* TODO (?): `if (max_uv < 1.0f) { scale_last /= max_uv; }` */
}
@ -326,7 +772,7 @@ static BoxPack *pack_islands_box_array(const Span<PackIsland *> &island_vector,
if (params.margin == 0.0f) {
/* Special case for zero margin. Margin_method is ignored as all formulas give same result. */
const float max_uv = pack_islands_scale_margin(island_vector, box_array, 1.0f, 0.0f);
const float max_uv = pack_islands_scale_margin(island_vector, box_array, 1.0f, 0.0f, params);
r_scale[0] = 1.0f / max_uv;
r_scale[1] = r_scale[0];
return box_array;
@ -334,7 +780,8 @@ static BoxPack *pack_islands_box_array(const Span<PackIsland *> &island_vector,
if (params.margin_method == ED_UVPACK_MARGIN_FRACTION) {
/* Uses a line search on scale. ~10x slower than other method. */
const float scale = pack_islands_margin_fraction(island_vector, box_array, params.margin);
const float scale = pack_islands_margin_fraction(
island_vector, box_array, params.margin, params);
r_scale[0] = scale;
r_scale[1] = scale;
/* pack_islands_margin_fraction will pad FaceIslands, return early. */
@ -355,7 +802,7 @@ static BoxPack *pack_islands_box_array(const Span<PackIsland *> &island_vector,
BLI_assert_unreachable();
}
const float max_uv = pack_islands_scale_margin(island_vector, box_array, 1.0f, margin);
const float max_uv = pack_islands_scale_margin(island_vector, box_array, 1.0f, margin, params);
r_scale[0] = 1.0f / max_uv;
r_scale[1] = r_scale[0];