Work on encoded marching cubes normals.

This commit is contained in:
David Williams 2014-05-29 21:45:26 +02:00
parent a6a1c4dbb7
commit 2c916300ea
2 changed files with 42 additions and 8 deletions

View File

@ -457,12 +457,21 @@ namespace PolyVox
v3dNormal.normalise();
}
v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
// Allow the controller to decide how the material should be derived from the voxels.
const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v100, fInterp);
MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
surfaceVertex.position = v3dScaledPosition;
surfaceVertex.normal = v3dNormal;
surfaceVertex.normal = encodedNormal;
surfaceVertex.data = uMaterial;
const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
@ -491,12 +500,21 @@ namespace PolyVox
v3dNormal.normalise();
}
v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
// Allow the controller to decide how the material should be derived from the voxels.
const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v010, fInterp);
MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
surfaceVertex.position = v3dScaledPosition;
surfaceVertex.normal = v3dNormal;
surfaceVertex.normal = encodedNormal;
surfaceVertex.data = uMaterial;
uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
@ -524,12 +542,21 @@ namespace PolyVox
v3dNormal.normalise();
}
v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
// Allow the controller to decide how the material should be derived from the voxels.
const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v001, fInterp);
MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
surfaceVertex.position = v3dScaledPosition;
surfaceVertex.normal = v3dNormal;
surfaceVertex.normal = encodedNormal;
surfaceVertex.data = uMaterial;
const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);

View File

@ -71,7 +71,7 @@ namespace PolyVox
typedef _DataType DataType;
Vector3DUint16 position;
Vector3DFloat normal;
uint16_t normal;
DataType data;
};
@ -91,13 +91,20 @@ namespace PolyVox
// Hopefully the compiler will implement the 'Return value optimization' here, but
// performance critical code will most likely decode the vertices in a shader anyway.
template<typename DataType>
Vertex<DataType> decode(const MarchingCubesVertex<DataType>& cubicVertex)
Vertex<DataType> decode(const MarchingCubesVertex<DataType>& marchingCubesVertex)
{
Vertex<DataType> result;
result.position = Vector3DFloat(cubicVertex.position.getX(), cubicVertex.position.getY(), cubicVertex.position.getZ());
result.position = Vector3DFloat(marchingCubesVertex.position.getX(), marchingCubesVertex.position.getY(), marchingCubesVertex.position.getZ());
result.position *= (1.0 / 256.0);
result.normal = cubicVertex.normal;
result.data = cubicVertex.data;
uint16_t encodedX = (marchingCubesVertex.normal >> 10) & 0x1F;
uint16_t encodedY = (marchingCubesVertex.normal >> 5) & 0x1F;
uint16_t encodedZ = (marchingCubesVertex.normal) & 0x1F;
result.normal = Vector3DFloat(encodedX, encodedY, encodedZ);
result.normal /= 15.5f;
result.normal -= Vector3DFloat(1.0f, 1.0f, 1.0f);
result.data = marchingCubesVertex.data;
return result;
}
}