Started using texture atlas instead of many small meshes.
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ee060d85d3
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@ -4,15 +4,16 @@
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#include <set>
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#include <list>
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#include "AbstractSurfacePatch.h"
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#include "Constants.h"
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#include "IntegralVector3.h"
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#include "SurfaceTypes.h"
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#include "SurfaceVertex.h"
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#include "VolumeIterator.h"
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namespace Ogre
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{
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class IndexedSurfacePatch : public AbstractSurfacePatch
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class IndexedSurfacePatch
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{
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public:
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IndexedSurfacePatch();
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@ -21,8 +22,11 @@ namespace Ogre
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void addTriangle(const SurfaceVertex& v0,const SurfaceVertex& v1,const SurfaceVertex& v2);
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void fillVertexAndIndexData(std::vector<SurfaceVertex>& vecVertices, std::vector<ushort>& vecIndices);
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private:
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std::vector<SurfaceVertexIterator> m_vecTriangleIndices;
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//private:
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std::vector<uint> m_vecTriangleIndices;
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std::vector<SurfaceVertex> m_vecVertices;
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long int vertexIndices[OGRE_REGION_SIDE_LENGTH*2+1][OGRE_REGION_SIDE_LENGTH*2+1][OGRE_REGION_SIDE_LENGTH*2+1];
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};
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}
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@ -23,10 +23,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "OgreSceneManager.h"
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#include "Constants.h"
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#include "IndexedSurfacePatch.h"
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#include "MaterialMap.h"
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#include "SurfacePatchRenderable.h"
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#include "SurfaceTriangle.h"
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#include "AbstractSurfacePatch.h"
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//#include "AbstractSurfacePatch.h"
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#include "TypeDef.h"
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#include "Volume.h"
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#include "SurfaceVertex.h"
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@ -81,7 +82,7 @@ namespace Ogre
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void generateLevelVolume(void);
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std::map<uchar, AbstractSurfacePatch*> generateMeshDataForRegion(uint regionX, uint regionY, uint regionZ) const;
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std::map<uchar, IndexedSurfacePatch*> generateMeshDataForRegion(uint regionX, uint regionY, uint regionZ) const;
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void doRegionGrowing(uint xStart, uint yStart, uint zStart, uchar value);
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@ -4,10 +4,12 @@
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#include "Ogre.h"
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#include <vector>
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#include "AbstractSurfacePatch.h"
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//#include "AbstractSurfacePatch.h"
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//#include "SurfaceTriangle.h"
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//#include "SurfaceVertex.h"
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#include "IndexedSurfacePatch.h"
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namespace Ogre
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{
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//IDEA - If profiling identifies this class as a bottleneck, we could implement a memory pooling system.
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@ -16,11 +18,11 @@ namespace Ogre
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class SurfacePatchRenderable : public SimpleRenderable
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{
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public:
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SurfacePatchRenderable(AbstractSurfacePatch* patchToRender, const String& material = "BaseWhiteNoLighting");
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SurfacePatchRenderable(IndexedSurfacePatch* patchToRender, const String& material = "BaseWhiteNoLighting");
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~SurfacePatchRenderable(void);
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void updateWithNewSurfacePatch(AbstractSurfacePatch* patchToRender);
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void setGeometry(AbstractSurfacePatch* patchToRender);
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void updateWithNewSurfacePatch(IndexedSurfacePatch* patchToRender);
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void setGeometry(IndexedSurfacePatch* patchToRender);
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Real getSquaredViewDepth(const Camera *cam) const;
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Real getBoundingRadius(void) const;
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44
media/materials/programs/TextureAtlasFragmentProgram.cg
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44
media/materials/programs/TextureAtlasFragmentProgram.cg
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@ -0,0 +1,44 @@
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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float4 Normal : TEXCOORD1;
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float Alpha : TEXCOORD2;
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};
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float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
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{
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/*OUT.TexCoordsXY.xy = OUT.Position.xy;
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OUT.TexCoordsYZ.xy = OUT.Position.yz;
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OUT.TexCoordsXZ.xy = OUT.Position.xz;*/
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/*OUT.TexCoordsXY.xy /= textureScale;
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OUT.TexCoordsYZ.xy /= textureScale;
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OUT.TexCoordsXZ.xy /= textureScale;*/
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IN.TexCoords /= 16;
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IN.TexCoords.x = frac(IN.TexCoords.x);
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IN.TexCoords.y = frac(IN.TexCoords.y);
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IN.TexCoords.z = frac(IN.TexCoords.z);
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IN.TexCoords /= 4.0;
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float material = floor(IN.Alpha);
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float y = floor(material / 4.0);
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//float x = material - y;
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float x = fmod(material,4.0);
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//x = 1.0 - x;
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float2 offset = float2(x,y);
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offset /= 4.0;
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float3 colourMapValueXY = tex2D(colourMap, IN.TexCoords.xy + offset).rgb * abs(IN.Normal.z);
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float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoords.yz + offset).rgb * abs(IN.Normal.x);
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float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoords.xz + offset).rgb * abs(IN.Normal.y);
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float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
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//colourMapValue /= 3.0;
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return float4(colourMapValue*IN.Color.rgb,1.0);
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//return float4(1.0,0.0,0.0,1.0);
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}
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138
media/materials/programs/TextureAtlasVertexProgram.cg
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138
media/materials/programs/TextureAtlasVertexProgram.cg
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@ -0,0 +1,138 @@
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struct a2v
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{
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float4 Position : POSITION; //in object space
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float3 Normal : NORMAL;
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float Alpha : TEXCOORD0;
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};
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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float4 Normal : TEXCOORD1;
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float Alpha : TEXCOORD2;
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};
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struct light
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{
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float4 position;
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float4 diffuseColour;
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float4 attenuation;
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};
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v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float4 ambient, int iNoOfLights, light lights[4])
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{
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v2f OUT;
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OUT.Position = mul(world, IN.Position);
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float3 uVec;
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float3 vVec;
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IN.Normal = normalize(IN.Normal);
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/*float absX = abs(IN.Normal.x);
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float absY = abs(IN.Normal.y);
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float absZ = abs(IN.Normal.z);
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if((absZ <= absX) && (absZ <= absY))
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{
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//OUT.TexCoords.xy = OUT.Position.xy /textureScale;
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uVec = float3(-IN.Normal.y, IN.Normal.x,0);
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}
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else if((absY <= absX) && (absY <= absZ))
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{
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//OUT.TexCoords.xy = OUT.Position.xz /textureScale;
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uVec = float3(-IN.Normal.z, 0, IN.Normal.x);
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}
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else if((absX <= absZ) && (absX <= absY))
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{
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// OUT.TexCoords.xy = OUT.Position.yz /textureScale;
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uVec = float3(0, -IN.Normal.z, IN.Normal.y);
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}
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vVec = cross(IN.Normal, uVec);
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OUT.TexCoords.x = dot(OUT.Position.xyz, uVec);
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OUT.TexCoords.y = dot(OUT.Position.xyz, vVec); */
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//OUT.TexCoords.xy = OUT.Position.xy * IN.Normal.z * IN.Normal.z + OUT.Position.xz * IN.Normal.y * IN.Normal.y + OUT.Position.yz * IN.Normal.x * IN.Normal.x;
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//OUT.TexCoords.xy /= textureScale;
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/*OUT.TexCoordsXY.xy = OUT.Position.xy;
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OUT.TexCoordsYZ.xy = OUT.Position.yz;
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OUT.TexCoordsXZ.xy = OUT.Position.xz;
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OUT.TexCoordsXY.xy /= textureScale;
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OUT.TexCoordsYZ.xy /= textureScale;
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OUT.TexCoordsXZ.xy /= textureScale;*/
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OUT.Normal = float4(IN.Normal,0.0);
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OUT.TexCoords = OUT.Position;
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//OUT.TexCoords.xy = OUT.Position.yz /textureScale;
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/*OUT.TexCoordsXY.w = 1;
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OUT.TexCoordsYZ.w = 1;
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OUT.TexCoordsXZ.w = 1;*/
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OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
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for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
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{
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float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
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//Calculate attenuation factor.
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float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
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float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
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// Calculate diffuse component
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float LdotN = max(dot(L, IN.Normal) , 0);
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OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
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}
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OUT.Color.rgb += ambient.rgb;
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OUT.Position = mul(viewProj, OUT.Position);
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OUT.Alpha = IN.Alpha;
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return OUT;
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}
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v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0)
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{
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light lights[4];
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lights[0] = light0;
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return doWork(IN, world, viewProj, ambient, 1, lights);
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}
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v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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return doWork(IN, world, viewProj, ambient, 2, lights);
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}
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v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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return doWork(IN, world, viewProj, ambient, 3, lights);
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}
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v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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lights[3] = light3;
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return doWork(IN, world, viewProj, ambient, 4, lights);
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}
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@ -73,4 +73,18 @@ fragment_program ColourMap2DFragmentProgram cg
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source ColourMap2DFragmentProgram.cg
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entry_point main
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profiles ps_1_1 arbfp1
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}
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vertex_program TextureAtlasOneLightVertexProgram cg
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{
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source TextureAtlasVertexProgram.cg
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entry_point OneLight
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profiles vs_1_1 arbvp1
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}
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fragment_program TextureAtlasFragmentProgram cg
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{
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source TextureAtlasFragmentProgram.cg
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entry_point main
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profiles ps_1_1 arbfp1
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}
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28
media/materials/scripts/TextureAtlas.material
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28
media/materials/scripts/TextureAtlas.material
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material TextureAtlasMaterial
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{
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technique
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{
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pass
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{
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vertex_program_ref TextureAtlasOneLightVertexProgram
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{
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param_named_auto world world_matrix
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param_named_auto viewProj viewproj_matrix
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param_named_auto ambient ambient_light_colour
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param_named_auto light0.position light_position 0
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param_named_auto light0.diffuseColour light_diffuse_colour 0
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param_named_auto light0.attenuation light_attenuation 0
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}
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fragment_program_ref TextureAtlasFragmentProgram
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{
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}
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texture_unit
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{
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texture texture_atlas.png
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filtering none
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}
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}
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}
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}
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@ -4,6 +4,7 @@ namespace Ogre
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{
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IndexedSurfacePatch::IndexedSurfacePatch()
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{
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memset(vertexIndices,0xFF,sizeof(vertexIndices)); //0xFF is -1 as two's complement - this may not be portable...
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}
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IndexedSurfacePatch::~IndexedSurfacePatch()
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@ -12,24 +13,60 @@ namespace Ogre
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void IndexedSurfacePatch::addTriangle(const SurfaceVertex& v0,const SurfaceVertex& v1,const SurfaceVertex& v2)
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{
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SurfaceVertexIterator v0Iter = m_listVertices.insert(v0).first;
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SurfaceVertexIterator v1Iter = m_listVertices.insert(v1).first;
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SurfaceVertexIterator v2Iter = m_listVertices.insert(v2).first;
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long int index = vertexIndices[long int(v0.getPosition().x +0.5)][long int(v0.getPosition().y +0.5)][long int(v0.getPosition().z +0.5)];
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if(index == -1)
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{
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m_vecVertices.push_back(v0);
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m_vecTriangleIndices.push_back(m_vecVertices.size()-1);
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}
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else
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{
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m_vecTriangleIndices.push_back(index);
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}
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m_vecTriangleIndices.push_back(v0Iter);
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m_vecTriangleIndices.push_back(v1Iter);
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m_vecTriangleIndices.push_back(v2Iter);
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index = vertexIndices[long int(v1.getPosition().x +0.5)][long int(v1.getPosition().y +0.5)][long int(v1.getPosition().z +0.5)];
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if(index == -1)
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{
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m_vecVertices.push_back(v1);
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m_vecTriangleIndices.push_back(m_vecVertices.size()-1);
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}
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else
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{
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m_vecTriangleIndices.push_back(index);
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}
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index = vertexIndices[long int(v2.getPosition().x +0.5)][long int(v2.getPosition().y +0.5)][long int(v2.getPosition().z +0.5)];
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if(index == -1)
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{
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m_vecVertices.push_back(v2);
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m_vecTriangleIndices.push_back(m_vecVertices.size()-1);
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}
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else
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{
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m_vecTriangleIndices.push_back(index);
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}
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/*m_vecVertices.push_back(v0);
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m_vecTriangleIndices.push_back(m_vecVertices.size()-1);
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m_vecVertices.push_back(v1);
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m_vecTriangleIndices.push_back(m_vecVertices.size()-1);
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m_vecVertices.push_back(v2);
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m_vecTriangleIndices.push_back(m_vecVertices.size()-1);*/
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}
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void IndexedSurfacePatch::fillVertexAndIndexData(std::vector<SurfaceVertex>& vecVertices, std::vector<ushort>& vecIndices)
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{
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vecVertices.resize(m_listVertices.size());
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std::copy(m_listVertices.begin(), m_listVertices.end(), vecVertices.begin());
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vecVertices.resize(m_vecVertices.size());
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std::copy(m_vecVertices.begin(), m_vecVertices.end(), vecVertices.begin());
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for(std::vector<SurfaceVertexIterator>::iterator iterVertices = m_vecTriangleIndices.begin(); iterVertices != m_vecTriangleIndices.end(); ++iterVertices)
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vecIndices.resize(m_vecTriangleIndices.size());
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std::copy(m_vecTriangleIndices.begin(), m_vecTriangleIndices.end(), vecIndices.begin());
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/*for(std::vector<SurfaceVertexIterator>::iterator iterVertices = m_vecTriangleIndices.begin(); iterVertices != m_vecTriangleIndices.end(); ++iterVertices)
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{
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std::vector<SurfaceVertex>::iterator iterVertex = lower_bound(vecVertices.begin(), vecVertices.end(), **iterVertices);
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vecIndices.push_back(iterVertex - vecVertices.begin());
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}
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}*/
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}
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}
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@ -144,7 +144,7 @@ namespace Ogre
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//Generate the surface
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//std::vector< std::vector<SurfaceVertex> > vertexData;
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//std::vector< std::vector<SurfaceTriangle> > indexData;
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std::map<uchar, AbstractSurfacePatch*> mapSurfacePatch = generateMeshDataForRegion(regionX,regionY,regionZ);
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std::map<uchar, IndexedSurfacePatch*> mapSurfacePatch = generateMeshDataForRegion(regionX,regionY,regionZ);
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//If a SceneNode doesn't exist in this position then create one.
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std::map<UIntVector3, SceneNode*>::iterator iterSceneNode = sceneNodes.find(UIntVector3(regionX,regionY,regionZ));
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@ -162,7 +162,7 @@ namespace Ogre
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//For each surface attach it to the scene node.
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//for(uint meshCt = 1; meshCt < 256; ++meshCt)
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for(std::map<uchar, AbstractSurfacePatch*>::iterator iterSurfacePatch = mapSurfacePatch.begin(); iterSurfacePatch != mapSurfacePatch.end(); ++iterSurfacePatch)
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for(std::map<uchar, IndexedSurfacePatch*>::iterator iterSurfacePatch = mapSurfacePatch.begin(); iterSurfacePatch != mapSurfacePatch.end(); ++iterSurfacePatch)
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{
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/*std::vector<SurfaceVertex> vertexData;
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std::vector<uint> indexData;
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@ -349,9 +349,11 @@ namespace Ogre
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}
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}
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std::map<uchar, AbstractSurfacePatch*> PolyVoxSceneManager::generateMeshDataForRegion(const uint regionX, const uint regionY, const uint regionZ) const
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std::map<uchar, IndexedSurfacePatch*> PolyVoxSceneManager::generateMeshDataForRegion(const uint regionX, const uint regionY, const uint regionZ) const
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{
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std::map<uchar, AbstractSurfacePatch*> surfacePatchMapResult;
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std::map<uchar, IndexedSurfacePatch*> surfacePatchMapResult;
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surfacePatchMapResult.insert(std::make_pair(1,new IndexedSurfacePatch));
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//LogManager::getSingleton().logMessage("Generating Mesh Data");
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//First and last voxels in the region
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@ -509,7 +511,7 @@ namespace Ogre
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const uchar material1 = vertMaterials[triTable[iCubeIndex][i+1]];
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const uchar material2 = vertMaterials[triTable[iCubeIndex][i+2]];
|
||||
|
||||
if(surfacePatchMapResult.find(material0) == surfacePatchMapResult.end())
|
||||
/*if(surfacePatchMapResult.find(material0) == surfacePatchMapResult.end())
|
||||
{
|
||||
surfacePatchMapResult.insert(std::make_pair(material0,new IndexedSurfacePatch));
|
||||
}
|
||||
@ -520,20 +522,23 @@ namespace Ogre
|
||||
if(surfacePatchMapResult.find(material2) == surfacePatchMapResult.end())
|
||||
{
|
||||
surfacePatchMapResult.insert(std::make_pair(material2,new IndexedSurfacePatch));
|
||||
}
|
||||
}*/
|
||||
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,1.0);
|
||||
//float materialToUse = std::max(material0,std::max(material1,material2));
|
||||
|
||||
|
||||
|
||||
//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))
|
||||
{
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1);
|
||||
surfacePatchMapResult[1]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
//If there not all the same, we need one triangle for each unique material.
|
||||
//We'll also need some vertices with low alphas for blending.
|
||||
else
|
||||
/*else
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha0(vertex0,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha0(vertex1,0.0);
|
||||
@ -560,18 +565,18 @@ namespace Ogre
|
||||
surfacePatchMapResult[material1]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
|
||||
surfacePatchMapResult[material2]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}//For each triangle
|
||||
}//For each cell
|
||||
|
||||
//FIXME - can it happen that we have no vertices or triangles? Should exit early?
|
||||
|
||||
|
||||
for(std::map<uchar, AbstractSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
|
||||
for(std::map<uchar, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
|
||||
{
|
||||
|
||||
SurfaceVertexIterator iterSurfaceVertex = iterPatch->second->getVerticesBegin();
|
||||
while(iterSurfaceVertex != iterPatch->second->getVerticesEnd())
|
||||
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = iterPatch->second->m_vecVertices.begin();
|
||||
while(iterSurfaceVertex != iterPatch->second->m_vecVertices.end())
|
||||
{
|
||||
Vector3 tempNormal = computeNormal((iterSurfaceVertex->getPosition() + offset).toOgreVector3()/2.0f, CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
|
@ -1,13 +1,14 @@
|
||||
#include "SurfacePatchRenderable.h"
|
||||
|
||||
#include "SurfaceEdge.h"
|
||||
#include "SurfaceVertex.h"
|
||||
#include "OgreVertexIndexData.h"
|
||||
|
||||
#include <limits>
|
||||
|
||||
namespace Ogre
|
||||
{
|
||||
SurfacePatchRenderable::SurfacePatchRenderable(AbstractSurfacePatch* patchToRender, const String& material)
|
||||
SurfacePatchRenderable::SurfacePatchRenderable(IndexedSurfacePatch* patchToRender, const String& material)
|
||||
{
|
||||
//Set up what we can of the vertex data
|
||||
mRenderOp.vertexData = new VertexData();
|
||||
@ -40,12 +41,12 @@ namespace Ogre
|
||||
delete mRenderOp.indexData;
|
||||
}
|
||||
|
||||
void SurfacePatchRenderable::updateWithNewSurfacePatch(AbstractSurfacePatch* patchToRender)
|
||||
{
|
||||
void SurfacePatchRenderable::updateWithNewSurfacePatch(IndexedSurfacePatch* patchToRender)
|
||||
{
|
||||
setGeometry(patchToRender);
|
||||
}
|
||||
|
||||
void SurfacePatchRenderable::setGeometry(AbstractSurfacePatch* patchToRender)
|
||||
void SurfacePatchRenderable::setGeometry(IndexedSurfacePatch* patchToRender)
|
||||
{
|
||||
std::vector<SurfaceVertex> vecVertices;
|
||||
std::vector<ushort> vecIndices;
|
||||
|
@ -61,10 +61,10 @@ namespace Ogre
|
||||
volIter.setVoxelAt(x,y,z,value);
|
||||
/*if(z < 24)
|
||||
{
|
||||
//if(x % 32 < 16)
|
||||
volIter.setVoxelAt(x,y,z,4);
|
||||
//else
|
||||
//volIter.setVoxelAt(x,y,z,5);
|
||||
if(x % 32 < 16)
|
||||
volIter.setVoxelAt(x,y,z,5);
|
||||
else
|
||||
volIter.setVoxelAt(x,y,z,5);
|
||||
}
|
||||
else
|
||||
volIter.setVoxelAt(x,y,z,0);*/
|
||||
|
Loading…
x
Reference in New Issue
Block a user