Renamed some stuff in SurfaceExtractor.
Added functions to move samplers to adjacent voxels.
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@ -44,16 +44,43 @@ namespace PolyVox
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POLYVOX_SHARED_PTR<IndexedSurfacePatch> extractSurfaceForRegion(Region region);
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private:
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//Extract the surface for a particular LOD level
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template<uint8_t uLodLevel>
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void extractSurfaceImpl(void);
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//Compute the cell bitmask for a particular slice in z.
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template<bool isPrevZAvail, uint8_t uLodLevel>
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uint32_t computeBitmaskForSlice(void);
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//Compute the cell bitmask for a given cell.
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template<bool isPrevXAvail, bool isPrevYAvail, bool isPrevZAvail, uint8_t uLodLevel>
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void computeBitmaskForCell(void);
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//Use the cell bitmasks to generate all the vertices needed for that slice
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void generateVerticesForSlice();
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//Use the cell bitmasks to generate all the indices needed for that slice
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void generateIndicesForSlice();
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//Converts a position into an index for accessing scratch areas.
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inline uint32_t getIndex(uint32_t x, uint32_t y)
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{
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return x + (y * m_uScratchPadWidth);
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}
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//The lod level can step size.
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uint8_t m_uLodLevel;
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uint8_t m_uStepSize;
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//The volume data and a sampler to access it.
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Volume<uint8_t> m_volData;
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VolumeSampler<uint8_t> m_sampVolume;
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//Cell bitmasks for the current and previous slices.
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uint8_t* m_pPreviousBitmask;
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uint8_t* m_pCurrentBitmask;
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//Used to keep track of where generated vertices have been placed.
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int32_t* m_pPreviousVertexIndicesX;
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int32_t* m_pPreviousVertexIndicesY;
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int32_t* m_pPreviousVertexIndicesZ;
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@ -61,57 +88,40 @@ namespace PolyVox
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int32_t* m_pCurrentVertexIndicesY;
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int32_t* m_pCurrentVertexIndicesZ;
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uint8_t v000;
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uint8_t v100;
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uint8_t v010;
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uint8_t v110;
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uint8_t v001;
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uint8_t v101;
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uint8_t v011;
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uint8_t v111;
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//Holds a position in volume space.
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uint16_t uXVolSpace;
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uint16_t uYVolSpace;
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uint16_t uZVolSpace;
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//Holds a position in region space.
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uint16_t uXRegSpace;
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uint16_t uYRegSpace;
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uint16_t uZRegSpace;
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//Used to return the number of cells in a slice which contain triangles.
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uint32_t m_uNoOfOccupiedCells;
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//The surface patch we are currently filling.
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IndexedSurfacePatch* m_ispCurrent;
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//Remove this?
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Vector3DFloat m_v3dRegionOffset;
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uint16_t m_uScratchPadWidth;
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uint16_t m_uScratchPadHeight;
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//Information about the region we a re currently processing
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Region m_Region;
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Region m_UncroppedRegion;
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Region m_croppedVolume;
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Region regSlice0;
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Region regSlice1;
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Region m_regSlicePrevious;
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Region m_regSliceCurrent;
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//Store the width and height because they are frequently
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//used and have some overhead to compute.
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uint16_t m_uRegionWidth;
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uint16_t m_uRegionHeight;
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inline uint32_t getIndex(uint32_t x, uint32_t y)
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{
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return x + (y * m_uScratchPadWidth);
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}
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template<uint8_t uLodLevel>
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void extractSurfaceImpl(void);
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template<bool isPrevZAvail, uint8_t uLodLevel>
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uint32_t computeBitmaskForSlice(void);
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template<bool isPrevXAvail, bool isPrevYAvail, bool isPrevZAvail, uint8_t uLodLevel>
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void computeBitmaskForCell(void);
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void generateIndicesForSlice();
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void generateVerticesForSlice();
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//These are used in several places so best stored.
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uint16_t m_uScratchPadWidth;
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uint16_t m_uScratchPadHeight;
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};
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}
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