PolyVox now returns vertex positions as floats rather than ints.

Avoids converting and scaling in the engine.
This commit is contained in:
David Williams
2008-04-16 19:56:07 +00:00
parent 1d8fc1c544
commit 2bc1fc2b88
3 changed files with 48 additions and 43 deletions

View File

@ -244,7 +244,7 @@ namespace PolyVox
const uint16_t lastZ = (std::min)(firstZ + POLYVOX_REGION_SIDE_LENGTH-1,static_cast<uint32_t>(POLYVOX_VOLUME_SIDE_LENGTH-2));
//Offset from lower block corner
const Vector3DUint32 offset(firstX*2,firstY*2,firstZ*2);
const Vector3DFloat offset(firstX,firstY,firstZ);
Vector3DUint32 vertlist[12];
uint8_t vertMaterials[12];
@ -380,9 +380,14 @@ namespace PolyVox
for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
{
//The three vertices forming a triangle
const Vector3DUint32 vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
const Vector3DUint32 vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
const Vector3DUint32 vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
const Vector3DUint32 vertex0 = vertlist[triTable[iCubeIndex][i ]];
const Vector3DUint32 vertex1 = vertlist[triTable[iCubeIndex][i+1]];
const Vector3DUint32 vertex2 = vertlist[triTable[iCubeIndex][i+2]];
//Cast to floats and divide by two.
const Vector3DFloat vertex0AsFloat = (static_cast<Vector3DFloat>(vertex0) / 2.0f) - offset;
const Vector3DFloat vertex1AsFloat = (static_cast<Vector3DFloat>(vertex1) / 2.0f) - offset;
const Vector3DFloat vertex2AsFloat = (static_cast<Vector3DFloat>(vertex2) / 2.0f) - offset;
const uint8_t material0 = vertMaterials[triTable[iCubeIndex][i ]];
const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]];
@ -392,79 +397,79 @@ namespace PolyVox
//If all the materials are the same, we just need one triangle for that material with all the alphas set high.
if((material0 == material1) && (material1 == material2))
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material2 + 0.1,1.0);
singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
else if(material0 == material1)
{
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material0 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material2 + 0.1,1.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
}
else if(material0 == material2)
{
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material0 + 0.1,1.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material1 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
}
else if(material1 == material2)
{
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material1 + 0.1,1.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material0 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
}
else
{
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material0 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material1 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
{
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material2 + 0.1,1.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
}
@ -510,7 +515,7 @@ namespace PolyVox
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->m_vecVertices.begin();
while(iterSurfaceVertex != singleMaterialPatch->m_vecVertices.end())
{
Vector3DFloat tempNormal = computeNormal(static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset)/2.0f, CENTRAL_DIFFERENCE);
Vector3DFloat tempNormal = computeNormal(static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
++iterSurfaceVertex;
}
@ -518,7 +523,7 @@ namespace PolyVox
iterSurfaceVertex = multiMaterialPatch->m_vecVertices.begin();
while(iterSurfaceVertex != multiMaterialPatch->m_vecVertices.end())
{
Vector3DFloat tempNormal = computeNormal(static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset)/2.0f, CENTRAL_DIFFERENCE);
Vector3DFloat tempNormal = computeNormal(static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
++iterSurfaceVertex;
}