Work on encoded marching cubes normals.
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@ -457,12 +457,21 @@ namespace PolyVox
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v3dNormal.normalise();
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}
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v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
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uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
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uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
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uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
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POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
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POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
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POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
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uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v100, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.position = v3dScaledPosition;
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surfaceVertex.normal = v3dNormal;
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surfaceVertex.normal = encodedNormal;
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surfaceVertex.data = uMaterial;
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const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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@ -491,12 +500,21 @@ namespace PolyVox
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v3dNormal.normalise();
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}
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v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
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uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
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uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
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uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
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POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
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POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
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POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
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uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v010, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.position = v3dScaledPosition;
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surfaceVertex.normal = v3dNormal;
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surfaceVertex.normal = encodedNormal;
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surfaceVertex.data = uMaterial;
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uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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@ -524,12 +542,21 @@ namespace PolyVox
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v3dNormal.normalise();
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}
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v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
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uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
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uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
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uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
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POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
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POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
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POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
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uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v001, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.position = v3dScaledPosition;
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surfaceVertex.normal = v3dNormal;
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surfaceVertex.normal = encodedNormal;
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surfaceVertex.data = uMaterial;
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const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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@ -71,7 +71,7 @@ namespace PolyVox
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typedef _DataType DataType;
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Vector3DUint16 position;
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Vector3DFloat normal;
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uint16_t normal;
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DataType data;
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};
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@ -91,13 +91,20 @@ namespace PolyVox
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// Hopefully the compiler will implement the 'Return value optimization' here, but
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// performance critical code will most likely decode the vertices in a shader anyway.
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template<typename DataType>
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Vertex<DataType> decode(const MarchingCubesVertex<DataType>& cubicVertex)
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Vertex<DataType> decode(const MarchingCubesVertex<DataType>& marchingCubesVertex)
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{
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Vertex<DataType> result;
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result.position = Vector3DFloat(cubicVertex.position.getX(), cubicVertex.position.getY(), cubicVertex.position.getZ());
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result.position = Vector3DFloat(marchingCubesVertex.position.getX(), marchingCubesVertex.position.getY(), marchingCubesVertex.position.getZ());
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result.position *= (1.0 / 256.0);
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result.normal = cubicVertex.normal;
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result.data = cubicVertex.data;
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uint16_t encodedX = (marchingCubesVertex.normal >> 10) & 0x1F;
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uint16_t encodedY = (marchingCubesVertex.normal >> 5) & 0x1F;
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uint16_t encodedZ = (marchingCubesVertex.normal) & 0x1F;
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result.normal = Vector3DFloat(encodedX, encodedY, encodedZ);
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result.normal /= 15.5f;
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result.normal -= Vector3DFloat(1.0f, 1.0f, 1.0f);
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result.data = marchingCubesVertex.data;
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return result;
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}
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}
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