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

@ -30,8 +30,8 @@ namespace PolyVox
{ {
public: public:
SurfaceVertex(); SurfaceVertex();
SurfaceVertex(Vector3DUint32 positionToSet, float materialToSet, float alphaToSet); SurfaceVertex(Vector3DFloat positionToSet, float materialToSet, float alphaToSet);
SurfaceVertex(Vector3DUint32 positionToSet, Vector3DFloat normalToSet); SurfaceVertex(Vector3DFloat positionToSet, Vector3DFloat normalToSet);
friend bool operator==(const SurfaceVertex& lhs, const SurfaceVertex& rhs); friend bool operator==(const SurfaceVertex& lhs, const SurfaceVertex& rhs);
friend bool operator < (const SurfaceVertex& lhs, const SurfaceVertex& rhs); friend bool operator < (const SurfaceVertex& lhs, const SurfaceVertex& rhs);
@ -40,7 +40,7 @@ namespace PolyVox
const SurfaceEdgeIterator& getEdge(void) const; const SurfaceEdgeIterator& getEdge(void) const;
float getMaterial(void) const; float getMaterial(void) const;
const Vector3DFloat& getNormal(void) const; const Vector3DFloat& getNormal(void) const;
const Vector3DUint32& getPosition(void) const; const Vector3DFloat& getPosition(void) const;
void setAlpha(float alphaToSet); void setAlpha(float alphaToSet);
void setEdge(const SurfaceEdgeIterator& edgeToSet); void setEdge(const SurfaceEdgeIterator& edgeToSet);
@ -50,7 +50,7 @@ namespace PolyVox
std::string tostring(void) const; std::string tostring(void) const;
private: private:
Vector3DUint32 position; Vector3DFloat position;
Vector3DFloat normal; Vector3DFloat normal;
float material; float material;
float alpha; float alpha;

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@ -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)); 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 //Offset from lower block corner
const Vector3DUint32 offset(firstX*2,firstY*2,firstZ*2); const Vector3DFloat offset(firstX,firstY,firstZ);
Vector3DUint32 vertlist[12]; Vector3DUint32 vertlist[12];
uint8_t vertMaterials[12]; uint8_t vertMaterials[12];
@ -380,9 +380,14 @@ namespace PolyVox
for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3) for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
{ {
//The three vertices forming a triangle //The three vertices forming a triangle
const Vector3DUint32 vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset; const Vector3DUint32 vertex0 = vertlist[triTable[iCubeIndex][i ]];
const Vector3DUint32 vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset; const Vector3DUint32 vertex1 = vertlist[triTable[iCubeIndex][i+1]];
const Vector3DUint32 vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset; 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 material0 = vertMaterials[triTable[iCubeIndex][i ]];
const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]]; 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 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)) if((material0 == material1) && (material1 == material2))
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material2 + 0.1,1.0);
singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
else if(material0 == material1) else if(material0 == material1)
{ {
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,1.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material0 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material2 + 0.1,1.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
} }
else if(material0 == material2) else if(material0 == material2)
{ {
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,1.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material0 + 0.1,1.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material1 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
} }
else if(material1 == material2) else if(material1 == material2)
{ {
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,1.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material1 + 0.1,1.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material0 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
} }
else else
{ {
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material0 + 0.1,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material0 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material0 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material1 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material1 + 0.1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material1 + 0.1,0.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
{ {
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0); SurfaceVertex surfaceVertex0Alpha1(vertex0AsFloat,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0); SurfaceVertex surfaceVertex1Alpha1(vertex1AsFloat,material2 + 0.1,0.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0); SurfaceVertex surfaceVertex2Alpha1(vertex2AsFloat,material2 + 0.1,1.0);
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1); multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
} }
} }
@ -510,7 +515,7 @@ namespace PolyVox
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->m_vecVertices.begin(); std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->m_vecVertices.begin();
while(iterSurfaceVertex != singleMaterialPatch->m_vecVertices.end()) 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); const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
++iterSurfaceVertex; ++iterSurfaceVertex;
} }
@ -518,7 +523,7 @@ namespace PolyVox
iterSurfaceVertex = multiMaterialPatch->m_vecVertices.begin(); iterSurfaceVertex = multiMaterialPatch->m_vecVertices.begin();
while(iterSurfaceVertex != multiMaterialPatch->m_vecVertices.end()) 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); const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
++iterSurfaceVertex; ++iterSurfaceVertex;
} }

View File

@ -11,7 +11,7 @@ namespace PolyVox
{ {
} }
SurfaceVertex::SurfaceVertex(Vector3DUint32 positionToSet, float materialToSet, float alphaToSet) SurfaceVertex::SurfaceVertex(Vector3DFloat positionToSet, float materialToSet, float alphaToSet)
:material(materialToSet) :material(materialToSet)
,alpha(alphaToSet) ,alpha(alphaToSet)
,position(positionToSet) ,position(positionToSet)
@ -20,7 +20,7 @@ namespace PolyVox
} }
SurfaceVertex::SurfaceVertex(Vector3DUint32 positionToSet, Vector3DFloat normalToSet) SurfaceVertex::SurfaceVertex(Vector3DFloat positionToSet, Vector3DFloat normalToSet)
:position(positionToSet) :position(positionToSet)
,normal(normalToSet) ,normal(normalToSet)
{ {
@ -47,7 +47,7 @@ namespace PolyVox
return normal; return normal;
} }
const Vector3DUint32& SurfaceVertex::getPosition(void) const const Vector3DFloat& SurfaceVertex::getPosition(void) const
{ {
return position; return position;
} }