//============ Copyright (c) Valve Corporation, All rights reserved. ========== // // Function which do validation tests on UVs values at the s_source_t level // //============================================================================= #include "tier1/fmtstr.h" #include "tier1/utlmap.h" #include "studiomdl.h" #include "checkuv.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- CCheckUVCmd::CCheckUVCmd() { Clear(); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CCheckUVCmd::Clear() { ClearCheck( CHECK_UV_ALL_FLAGS ); m_nOptGutterTexWidth = 512; m_nOptGutterTexHeight = 512; m_nOptGutterMin = 5; } //----------------------------------------------------------------------------- // Dumps an s_soruce_t as an OBJ file //----------------------------------------------------------------------------- static void WriteOBJ( const char *pszFilename, const s_source_t *pSource ) { FILE *pFile = fopen( pszFilename, "w" ); fprintf( pFile, "#\n" ); fprintf( pFile, "# s_source_t: %s\n", pSource->filename ); fprintf( pFile, "# Bone Count: %d\n", pSource->numbones ); for ( int i = 0; i < pSource->numbones; ++i ) { if ( pSource->localBone[i].parent >= 0 ) { fprintf( pFile, "# Bone %3d: %s Parent %3d: %s\n", i, pSource->localBone[i].name, pSource->localBone[i].parent, pSource->localBone[pSource->localBone[i].parent].name ); } else { fprintf( pFile, "# Bone %3d: %s\n", i, pSource->localBone[i].name ); } } fprintf( pFile, "# Mesh Count: %d\n", pSource->nummeshes ); fprintf( pFile, "# Vertex Count: %d\n", pSource->numvertices ); fprintf( pFile, "# Face Count: %d\n", pSource->numfaces ); fprintf( pFile, "#\n" ); fprintf( pFile, "# positions\n" ); fprintf( pFile, "#\n" ); for ( int i = 0; i < pSource->numvertices; ++i ) { const s_vertexinfo_t &v = pSource->vertex[i]; fprintf( pFile, "v %.4f %.4f %.4f\n", v.position.x, v.position.y, v.position.z ); } fprintf( pFile, "#\n" ); fprintf( pFile, "# texture coordinates\n" ); fprintf( pFile, "#\n" ); for ( int i = 0; i < pSource->numvertices; ++i ) { const s_vertexinfo_t &v = pSource->vertex[i]; fprintf( pFile, "vt %.4f %.4f\n", v.texcoord.x, v.texcoord.y ); } fprintf( pFile, "#\n" ); fprintf( pFile, "# normals\n" ); fprintf( pFile, "#\n" ); for ( int i = 0; i < pSource->numvertices; ++i ) { const s_vertexinfo_t &v = pSource->vertex[i]; fprintf( pFile, "vn %.4f %.4f %.4f\n", v.normal.x, v.normal.y, v.normal.z ); } for ( int i = 0; i < pSource->nummeshes; ++i ) { const s_mesh_t &m = pSource->mesh[i]; const s_texture_t &t = g_texture[pSource->meshindex[i]]; fprintf( pFile, "#\n" ); fprintf( pFile, "# mesh %d - %s\n", i, t.name ); fprintf( pFile, "# Face Count: %d\n", m.numfaces ); fprintf( pFile, "#\n" ); fprintf( pFile, "usemtl %s\n", t.name ); for ( int j = 0; j < m.numfaces; ++j ) { const s_face_t &f = pSource->face[m.faceoffset + j]; fprintf( pFile, "f %d/%d/%d %d/%d/%d %d/%d/%d\n", f.a, f.a, f.a, f.b, f.b, f.b, f.c, f.c, f.c ); } } fclose( pFile ); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- bool CCheckUVCmd::CheckUVs( const s_source_t *const *pSourceList, int nSourceCount ) const { if ( !DoAnyCheck() || nSourceCount <= 0 ) return true; bool bRet = true; for ( int i = 0; i < nSourceCount; ++i ) { const s_source_t *pSource = pSourceList[i]; bRet &= CheckNormalized( pSource ); bRet &= CheckOverlap( pSource ); bRet &= CheckInverse( pSource ); bRet &= CheckGutter( pSource ); } return bRet; } //----------------------------------------------------------------------------- // Check that all UVs are in the [0, 1] range //----------------------------------------------------------------------------- bool CCheckUVCmd::CheckNormalized( const struct s_source_t *pSource ) const { if ( !DoCheck( CHECK_UV_FLAG_NORMALIZED ) ) return true; CUtlRBTree< int > badVertexIndices( CDefOps< int >::LessFunc ); for ( int i = 0; i < pSource->numvertices; ++i ) { const s_vertexinfo_t &v = pSource->vertex[i]; if ( v.texcoord.x < 0.0f || v.texcoord.x > 1.0f || v.texcoord.y < 0.0f || v.texcoord.y > 1.0f ) { badVertexIndices.InsertIfNotFound( i ); } } if ( badVertexIndices.Count() <= 0 ) return true; Msg( "Error! %s\n", pSource->filename ); Msg( " UVs outside of [0, 1] range\n" ); for ( int i = 0; i < pSource->nummeshes; ++i ) { const s_mesh_t &m = pSource->mesh[i]; const s_texture_t &t = g_texture[pSource->meshindex[i]]; CUtlRBTree< int > badMeshVertexIndices( CDefOps< int >::LessFunc ); for ( int j = 0; j < m.numfaces; ++j ) { const s_face_t &f = pSource->face[m.faceoffset + j]; if ( badVertexIndices.HasElement( f.a ) ) { badMeshVertexIndices.InsertIfNotFound( f.a ); } if ( badVertexIndices.HasElement( f.b ) ) { badMeshVertexIndices.InsertIfNotFound( f.b ); } if ( badVertexIndices.HasElement( f.c ) ) { badMeshVertexIndices.InsertIfNotFound( f.c ); } } for ( auto vIt = badMeshVertexIndices.FirstInorder(); badMeshVertexIndices.IsValidIndex( vIt ); vIt = badMeshVertexIndices.NextInorder( vIt ) ) { PrintVertex( pSource->vertex[badMeshVertexIndices.Element( vIt )], t ); } } return false; } //----------------------------------------------------------------------------- // Check that all polygons in UV do not overlap //----------------------------------------------------------------------------- bool CCheckUVCmd::CheckOverlap( const struct s_source_t *pSource ) const { if ( !DoCheck( CHECK_UV_FLAG_OVERLAP ) ) return true; bool bRet = true; CUtlVector< CUtlVector< int > > faceOverlapMap; faceOverlapMap.SetCount( pSource->numfaces ); for ( int i = 0; i < pSource->numfaces; ++i ) { const s_face_t &fA = pSource->face[i]; const Vector2D &tAA = pSource->vertex[fA.a].texcoord; const Vector2D &tAB = pSource->vertex[fA.b].texcoord; const Vector2D &tAC = pSource->vertex[fA.c].texcoord; for ( int j = i + 1; j < pSource->numfaces; ++j ) { const s_face_t &fB = pSource->face[j]; const Vector2D tB[] = { pSource->vertex[fB.a].texcoord, pSource->vertex[fB.b].texcoord, pSource->vertex[fB.c].texcoord }; for ( int k = 0; k < ARRAYSIZE( tB ); ++k ) { const Vector vCheck = Barycentric( tB[k], tAA, tAB, tAC ); if ( vCheck.x > 0.0f && vCheck.y > 0.0f && vCheck.z > 0.0f ) { if ( bRet ) { Msg( "Error! %s\n", pSource->filename ); Msg( " Overlapping UV faces\n" ); bRet = false; } faceOverlapMap[i].AddToTail( j ); break; } } } } for ( int i = 0; i < faceOverlapMap.Count(); ++i ) { const CUtlVector< int > &overlapList = faceOverlapMap[i]; if ( overlapList.IsEmpty() ) continue;; const int nFaceA = i; const int nMeshA = FindMeshIndex( pSource, nFaceA ); PrintFace( pSource, nMeshA, nFaceA ); Msg( " Overlaps\n" ); for ( int j = 0; j < overlapList.Count(); ++j ) { const int nFaceB = overlapList[j]; const int nMeshB = FindMeshIndex( pSource, nFaceB ); PrintFace( pSource, nMeshB, nFaceB, " " ); } } return bRet; } //----------------------------------------------------------------------------- // Check that all polygons in UV have the correct winding, i.e. the cross // product of edge AB x BC points the right direction //----------------------------------------------------------------------------- bool CCheckUVCmd::CheckInverse( const struct s_source_t *pSource ) const { if ( !DoCheck( CHECK_UV_FLAG_INVERSE ) ) return true; bool bRetVal = true; for ( int i = 0; i < pSource->nummeshes; ++i ) { const s_mesh_t &m = pSource->mesh[i]; for ( int j = 0; j < m.numfaces; ++j ) { const int nFaceIndex = m.faceoffset + j; const s_face_t &f = pSource->face[nFaceIndex]; const Vector2D &tA = pSource->vertex[f.a].texcoord; const Vector2D &tB = pSource->vertex[f.b].texcoord; const Vector2D &tC = pSource->vertex[f.c].texcoord; const Vector vA( tA.x, tA.y, 0.0f ); const Vector vB( tB.x, tB.y, 0.0f ); const Vector vC( tC.x, tC.y, 0.0f ); const Vector vAB = vB - vA; const Vector vBC = vC - vB; const Vector vUVNormal = CrossProduct( vAB, vBC ); const float flDot = DotProduct( vUVNormal, Vector( 0.0f, 0.0f, 1.0f ) ); if ( flDot < 0.0f ) { if ( bRetVal ) { Msg( "Error! %s\n", pSource->filename ); Msg( " Inverse UV faces\n" ); bRetVal = false; } PrintFace( pSource, i, nFaceIndex ); } } } return bRetVal; } //----------------------------------------------------------------------------- // Check that the distance between edges in UV islands is a minimum number of pixels for a given texture size //----------------------------------------------------------------------------- bool CCheckUVCmd::CheckGutter( const struct s_source_t *pSource ) const { if ( !DoCheck( CHECK_UV_FLAG_GUTTER ) ) return true; // TODO: Implement me! return true; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- Vector CCheckUVCmd::Barycentric( const Vector2D &vP, const Vector2D &vA, const Vector2D &vB, const Vector2D &vC ) { const Vector2D v0 = vB - vA; const Vector2D v1 = vC - vA; const Vector2D v2 = vP - vA; const float d00 = DotProduct2D( v0, v0 ); const float d01 = DotProduct2D( v0, v1 ); const float d11 = DotProduct2D( v1, v1 ); const float d20 = DotProduct2D( v2, v0 ); const float d21 = DotProduct2D( v2, v1 ); const float flDenom = d00 * d11 - d01 * d01; const float flV = ( d11 * d20 - d01 * d21 ) / flDenom; const float flW = ( d00 * d21 - d01 * d20 ) / flDenom; const float flU = 1.0f - flV - flW; return Vector( flV, flW, flU ); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- Vector CCheckUVCmd::Barycentric( const Vector &vP, const Vector &vA, const Vector &vB, const Vector &vC ) { const Vector v0 = vB - vA; const Vector v1 = vC - vA; const Vector v2 = vP - vA; const float d00 = DotProduct( v0, v0 ); const float d01 = DotProduct( v0, v1 ); const float d11 = DotProduct( v1, v1 ); const float d20 = DotProduct( v2, v0 ); const float d21 = DotProduct( v2, v1 ); const float flDenom = d00 * d11 - d01 * d01; const float flV = ( d11 * d20 - d01 * d21 ) / flDenom; const float flW = ( d00 * d21 - d01 * d20 ) / flDenom; const float flU = 1.0f - flV - flW; return Vector( flV, flW, flU ); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- int CCheckUVCmd::FindMeshIndex( const struct s_source_t *pSource, int nFaceIndex ) { for ( int i = 1; i < pSource->nummeshes; ++i ) { if ( nFaceIndex <= pSource->mesh[i].faceoffset ) return i; } return 0; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CCheckUVCmd::PrintVertex( const s_vertexinfo_t &v, const char *pszPrefix /* = " " */ ) { Msg( "%sP: %8.4f %8.4f %8.4f T: %8.4f %8.4f\n", pszPrefix, v.position.x, v.position.y, v.position.z, v.texcoord.x, v.texcoord.y ); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CCheckUVCmd::PrintVertex( const s_vertexinfo_t &v, const s_texture_t &t, const char *pszPrefix /* = " " */ ) { Msg( "%sP: %8.4f %8.4f %8.4f T: %8.4f %8.4f M: %s\n", pszPrefix, v.position.x, v.position.y, v.position.z, v.texcoord.x, v.texcoord.y, t.name ); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CCheckUVCmd::PrintFace( const s_source_t *pSource, const int nMesh, const int nFace, const char *pszPrefix /* = " " */ ) { const s_texture_t &t = g_texture[pSource->meshindex[nMesh]]; const s_face_t &f = pSource->face[nFace]; Msg( "%sF: %4d %s\n", pszPrefix, nFace, t.name ); PrintVertex( pSource->vertex[f.a], pszPrefix ); PrintVertex( pSource->vertex[f.b], pszPrefix ); PrintVertex( pSource->vertex[f.c], pszPrefix ); }