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import numpy as np
import torch
import xatlas
import trimesh
import moderngl
from PIL import Image
def make_atlas(mesh, texture_resolution, texture_padding):
atlas = xatlas.Atlas()
atlas.add_mesh(mesh.vertices, mesh.faces)
options = xatlas.PackOptions()
options.resolution = texture_resolution
options.padding = texture_padding
options.bilinear = True
atlas.generate(pack_options=options)
vmapping, indices, uvs = atlas[0]
return {
"vmapping": vmapping,
"indices": indices,
"uvs": uvs,
}
def rasterize_position_atlas(
mesh, atlas_vmapping, atlas_indices, atlas_uvs, texture_resolution, texture_padding
):
ctx = moderngl.create_context(standalone=True)
basic_prog = ctx.program(
vertex_shader="""
#version 330
in vec2 in_uv;
in vec3 in_pos;
out vec3 v_pos;
void main() {
v_pos = in_pos;
gl_Position = vec4(in_uv * 2.0 - 1.0, 0.0, 1.0);
}
""",
fragment_shader="""
#version 330
in vec3 v_pos;
out vec4 o_col;
void main() {
o_col = vec4(v_pos, 1.0);
}
""",
)
gs_prog = ctx.program(
vertex_shader="""
#version 330
in vec2 in_uv;
in vec3 in_pos;
out vec3 vg_pos;
void main() {
vg_pos = in_pos;
gl_Position = vec4(in_uv * 2.0 - 1.0, 0.0, 1.0);
}
""",
geometry_shader="""
#version 330
uniform float u_resolution;
uniform float u_dilation;
layout (triangles) in;
layout (triangle_strip, max_vertices = 12) out;
in vec3 vg_pos[];
out vec3 vf_pos;
void lineSegment(int aidx, int bidx) {
vec2 a = gl_in[aidx].gl_Position.xy;
vec2 b = gl_in[bidx].gl_Position.xy;
vec3 aCol = vg_pos[aidx];
vec3 bCol = vg_pos[bidx];
vec2 dir = normalize((b - a) * u_resolution);
vec2 offset = vec2(-dir.y, dir.x) * u_dilation / u_resolution;
gl_Position = vec4(a + offset, 0.0, 1.0);
vf_pos = aCol;
EmitVertex();
gl_Position = vec4(a - offset, 0.0, 1.0);
vf_pos = aCol;
EmitVertex();
gl_Position = vec4(b + offset, 0.0, 1.0);
vf_pos = bCol;
EmitVertex();
gl_Position = vec4(b - offset, 0.0, 1.0);
vf_pos = bCol;
EmitVertex();
}
void main() {
lineSegment(0, 1);
lineSegment(1, 2);
lineSegment(2, 0);
EndPrimitive();
}
""",
fragment_shader="""
#version 330
in vec3 vf_pos;
out vec4 o_col;
void main() {
o_col = vec4(vf_pos, 1.0);
}
""",
)
uvs = atlas_uvs.flatten().astype("f4")
pos = mesh.vertices[atlas_vmapping].flatten().astype("f4")
indices = atlas_indices.flatten().astype("i4")
vbo_uvs = ctx.buffer(uvs)
vbo_pos = ctx.buffer(pos)
ibo = ctx.buffer(indices)
vao_content = [
vbo_uvs.bind("in_uv", layout="2f"),
vbo_pos.bind("in_pos", layout="3f"),
]
basic_vao = ctx.vertex_array(basic_prog, vao_content, ibo)
gs_vao = ctx.vertex_array(gs_prog, vao_content, ibo)
fbo = ctx.framebuffer(
color_attachments=[
ctx.texture((texture_resolution, texture_resolution), 4, dtype="f4")
]
)
fbo.use()
fbo.clear(0.0, 0.0, 0.0, 0.0)
gs_prog["u_resolution"].value = texture_resolution
gs_prog["u_dilation"].value = texture_padding
gs_vao.render()
basic_vao.render()
fbo_bytes = fbo.color_attachments[0].read()
fbo_np = np.frombuffer(fbo_bytes, dtype="f4").reshape(
texture_resolution, texture_resolution, 4
)
return fbo_np
def positions_to_colors(model, scene_code, positions_texture, texture_resolution):
positions = torch.tensor(positions_texture.reshape(-1, 4)[:, :-1])
with torch.no_grad():
queried_grid = model.renderer.query_triplane(
model.decoder,
positions,
scene_code,
)
rgb_f = queried_grid["color"].numpy().reshape(-1, 3)
rgba_f = np.insert(rgb_f, 3, positions_texture.reshape(-1, 4)[:, -1], axis=1)
rgba_f[rgba_f[:, -1] == 0.0] = [0, 0, 0, 0]
return rgba_f.reshape(texture_resolution, texture_resolution, 4)
def bake_texture(mesh, model, scene_code, texture_resolution):
texture_padding = round(max(2, texture_resolution / 256))
atlas = make_atlas(mesh, texture_resolution, texture_padding)
positions_texture = rasterize_position_atlas(
mesh,
atlas["vmapping"],
atlas["indices"],
atlas["uvs"],
texture_resolution,
texture_padding,
)
colors_texture = positions_to_colors(
model, scene_code, positions_texture, texture_resolution
)
return {
"vmapping": atlas["vmapping"],
"indices": atlas["indices"],
"uvs": atlas["uvs"],
"colors": colors_texture,
}
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