Refactoring CubicSurfaceExtractor to free functions rather than just wrapping a class.
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@ -86,6 +86,35 @@ namespace PolyVox
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uint32_t vertices[4];
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uint32_t vertices[4];
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};
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};
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// This constant defines the maximum number of quads which can share a vertex in a cubic style mesh.
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//
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// We try to avoid duplicate vertices by checking whether a vertex has already been added at a given position.
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// However, it is possible that vertices have the same position but different materials. In this case, the
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// vertices are not true duplicates and both must be added to the mesh. As far as I can tell, it is possible to have
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// at most eight vertices with the same position but different materials. For example, this worst-case scenario
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// happens when we have a 2x2x2 group of voxels, all with different materials and some/all partially transparent.
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// The vertex position at the center of this group is then going to be used by all eight voxels all with different
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// materials.
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const uint32_t MaxVerticesPerPosition = 8;
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template<typename VolumeType>
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struct IndexAndMaterial
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{
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int32_t iIndex;
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typename VolumeType::VoxelType uMaterial;
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};
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enum FaceNames
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{
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PositiveX,
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PositiveY,
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PositiveZ,
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NegativeX,
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NegativeY,
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NegativeZ,
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NoOfFaces
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};
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template<typename MeshType>
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template<typename MeshType>
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bool mergeQuads(Quad& q1, Quad& q2, MeshType* m_meshCurrent)
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bool mergeQuads(Quad& q1, Quad& q2, MeshType* m_meshCurrent)
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{
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{
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@ -156,26 +185,42 @@ namespace PolyVox
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return bDidMerge;
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return bDidMerge;
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}
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}
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template<typename VolumeType, typename MeshType>
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int32_t addVertex(uint32_t uX, uint32_t uY, uint32_t uZ, typename VolumeType::VoxelType uMaterialIn, Array<3, IndexAndMaterial<VolumeType> >& existingVertices, MeshType* m_meshCurrent)
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{
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for (uint32_t ct = 0; ct < MaxVerticesPerPosition; ct++)
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{
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IndexAndMaterial<VolumeType>& rEntry = existingVertices(uX, uY, ct);
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if (rEntry.iIndex == -1)
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{
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//No vertices matched and we've now hit an empty space. Fill it by creating a vertex. The 0.5f offset is because vertices set between voxels in order to build cubes around them.
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CubicVertex<typename VolumeType::VoxelType> cubicVertex;
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cubicVertex.encodedPosition.setElements(static_cast<uint8_t>(uX), static_cast<uint8_t>(uY), static_cast<uint8_t>(uZ));
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cubicVertex.data = uMaterialIn;
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rEntry.iIndex = m_meshCurrent->addVertex(cubicVertex);
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rEntry.uMaterial = uMaterialIn;
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return rEntry.iIndex;
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}
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//If we have an existing vertex and the material matches then we can return it.
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if (rEntry.uMaterial == uMaterialIn)
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{
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return rEntry.iIndex;
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}
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}
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// If we exit the loop here then apparently all the slots were full but none of them matched.
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// This shouldn't ever happen, so if it does it is probably a bug in PolyVox. Please report it to us!
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POLYVOX_THROW(std::runtime_error, "All slots full but no matches during cubic surface extraction. This is probably a bug in PolyVox");
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return -1; //Should never happen.
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}
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/// Do not use this class directly. Use the 'extractCubicSurface' function instead (see examples).
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/// Do not use this class directly. Use the 'extractCubicSurface' function instead (see examples).
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template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
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template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
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class CubicSurfaceExtractor
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class CubicSurfaceExtractor
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{
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{
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struct IndexAndMaterial
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{
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int32_t iIndex;
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typename VolumeType::VoxelType uMaterial;
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};
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enum FaceNames
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{
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PositiveX,
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PositiveY,
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PositiveZ,
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NegativeX,
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NegativeY,
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NegativeZ,
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NoOfFaces
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};
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public:
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public:
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CubicSurfaceExtractor(VolumeType* volData, Region region, MeshType* result, IsQuadNeeded isQuadNeeded = IsQuadNeeded(), bool bMergeQuads = true);
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CubicSurfaceExtractor(VolumeType* volData, Region region, MeshType* result, IsQuadNeeded isQuadNeeded = IsQuadNeeded(), bool bMergeQuads = true);
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@ -183,8 +228,6 @@ namespace PolyVox
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void execute();
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void execute();
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private:
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private:
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int32_t addVertex(uint32_t uX, uint32_t uY, uint32_t uZ, typename VolumeType::VoxelType uMaterial, Array<3, IndexAndMaterial>& existingVertices);
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IsQuadNeeded m_funcIsQuadNeededCallback;
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IsQuadNeeded m_funcIsQuadNeededCallback;
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//The volume data and a sampler to access it.
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//The volume data and a sampler to access it.
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@ -197,8 +240,8 @@ namespace PolyVox
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MeshType* m_meshCurrent;
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MeshType* m_meshCurrent;
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//Used to avoid creating duplicate vertices.
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//Used to avoid creating duplicate vertices.
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Array<3, IndexAndMaterial> m_previousSliceVertices;
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Array<3, IndexAndMaterial<VolumeType> > m_previousSliceVertices;
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Array<3, IndexAndMaterial> m_currentSliceVertices;
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Array<3, IndexAndMaterial<VolumeType> > m_currentSliceVertices;
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//During extraction we create a number of different lists of quads. All the
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//During extraction we create a number of different lists of quads. All the
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//quads in a given list are in the same plane and facing in the same direction.
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//quads in a given list are in the same plane and facing in the same direction.
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@ -207,10 +250,6 @@ namespace PolyVox
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//Controls whether quad merging should be performed. This might be undesirable
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//Controls whether quad merging should be performed. This might be undesirable
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//is the user needs per-vertex attributes, or to perform per vertex lighting.
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//is the user needs per-vertex attributes, or to perform per vertex lighting.
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bool m_bMergeQuads;
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bool m_bMergeQuads;
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//This constant defines the maximum number of quads which can share a
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//vertex in a cubic style mesh. See the initialisation for more details.
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static const uint32_t MaxVerticesPerPosition;
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};
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};
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// This version of the function performs the extraction into a user-provided mesh rather than allocating a mesh automatically.
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// This version of the function performs the extraction into a user-provided mesh rather than allocating a mesh automatically.
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@ -25,16 +25,6 @@ freely, subject to the following restrictions:
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namespace PolyVox
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namespace PolyVox
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{
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{
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// We try to avoid duplicate vertices by checking whether a vertex has already been added at a given position.
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// However, it is possible that vertices have the same position but different materials. In this case, the
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// vertices are not true duplicates and both must be added to the mesh. As far as I can tell, it is possible to have
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// at most eight vertices with the same position but different materials. For example, this worst-case scenario
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// happens when we have a 2x2x2 group of voxels, all with different materials and some/all partially transparent.
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// The vertex position at the center of this group is then going to be used by all eight voxels all with different
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// materials.
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template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
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const uint32_t CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::MaxVerticesPerPosition = 8;
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template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
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template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
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CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::CubicSurfaceExtractor(VolumeType* volData, Region region, MeshType* result, IsQuadNeeded isQuadNeeded, bool bMergeQuads)
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CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::CubicSurfaceExtractor(VolumeType* volData, Region region, MeshType* result, IsQuadNeeded isQuadNeeded, bool bMergeQuads)
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:m_volData(volData)
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:m_volData(volData)
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@ -65,8 +55,8 @@ namespace PolyVox
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//uint32_t arraySize[3]= {uArrayWidth, uArrayHeight, MaxVerticesPerPosition};
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//uint32_t arraySize[3]= {uArrayWidth, uArrayHeight, MaxVerticesPerPosition};
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//m_previousSliceVertices.resize(arraySize);
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//m_previousSliceVertices.resize(arraySize);
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//m_currentSliceVertices.resize(arraySize);
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//m_currentSliceVertices.resize(arraySize);
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memset(m_previousSliceVertices.getRawData(), 0xff, m_previousSliceVertices.getNoOfElements() * sizeof(IndexAndMaterial));
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memset(m_previousSliceVertices.getRawData(), 0xff, m_previousSliceVertices.getNoOfElements() * sizeof(IndexAndMaterial<VolumeType>));
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memset(m_currentSliceVertices.getRawData(), 0xff, m_currentSliceVertices.getNoOfElements() * sizeof(IndexAndMaterial));
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memset(m_currentSliceVertices.getRawData(), 0xff, m_currentSliceVertices.getNoOfElements() * sizeof(IndexAndMaterial<VolumeType>));
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m_vecQuads[NegativeX].resize(m_regSizeInVoxels.getUpperX() - m_regSizeInVoxels.getLowerX() + 2);
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m_vecQuads[NegativeX].resize(m_regSizeInVoxels.getUpperX() - m_regSizeInVoxels.getLowerX() + 2);
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m_vecQuads[PositiveX].resize(m_regSizeInVoxels.getUpperX() - m_regSizeInVoxels.getLowerX() + 2);
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m_vecQuads[PositiveX].resize(m_regSizeInVoxels.getUpperX() - m_regSizeInVoxels.getLowerX() + 2);
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@ -102,20 +92,20 @@ namespace PolyVox
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// X
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// X
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if(m_funcIsQuadNeededCallback(currentVoxel, negXVoxel, material))
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if(m_funcIsQuadNeededCallback(currentVoxel, negXVoxel, material))
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{
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{
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices);
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v1 = addVertex(regX , regY , regZ + 1, material, m_currentSliceVertices);
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uint32_t v1 = addVertex(regX , regY , regZ + 1, material, m_currentSliceVertices, m_meshCurrent);
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uint32_t v2 = addVertex(regX , regY + 1, regZ + 1, material, m_currentSliceVertices);
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uint32_t v2 = addVertex(regX , regY + 1, regZ + 1, material, m_currentSliceVertices, m_meshCurrent);
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uint32_t v3 = addVertex(regX , regY + 1, regZ , material, m_previousSliceVertices);
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uint32_t v3 = addVertex(regX , regY + 1, regZ , material, m_previousSliceVertices, m_meshCurrent);
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m_vecQuads[NegativeX][regX].push_back(Quad(v0, v1, v2, v3));
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m_vecQuads[NegativeX][regX].push_back(Quad(v0, v1, v2, v3));
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}
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}
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if(m_funcIsQuadNeededCallback(negXVoxel, currentVoxel, material))
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if(m_funcIsQuadNeededCallback(negXVoxel, currentVoxel, material))
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{
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{
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices);
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v1 = addVertex(regX , regY , regZ + 1, material, m_currentSliceVertices);
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uint32_t v1 = addVertex(regX , regY , regZ + 1, material, m_currentSliceVertices, m_meshCurrent);
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uint32_t v2 = addVertex(regX , regY + 1, regZ + 1, material, m_currentSliceVertices);
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uint32_t v2 = addVertex(regX , regY + 1, regZ + 1, material, m_currentSliceVertices, m_meshCurrent);
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uint32_t v3 = addVertex(regX , regY + 1, regZ , material, m_previousSliceVertices);
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uint32_t v3 = addVertex(regX , regY + 1, regZ , material, m_previousSliceVertices, m_meshCurrent);
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m_vecQuads[PositiveX][regX].push_back(Quad(v0, v3, v2, v1));
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m_vecQuads[PositiveX][regX].push_back(Quad(v0, v3, v2, v1));
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}
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}
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@ -123,20 +113,20 @@ namespace PolyVox
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// Y
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// Y
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if(m_funcIsQuadNeededCallback(currentVoxel, negYVoxel, material))
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if(m_funcIsQuadNeededCallback(currentVoxel, negYVoxel, material))
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{
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{
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices);
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v1 = addVertex(regX + 1, regY , regZ , material, m_previousSliceVertices);
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uint32_t v1 = addVertex(regX + 1, regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v2 = addVertex(regX + 1, regY , regZ + 1, material, m_currentSliceVertices);
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uint32_t v2 = addVertex(regX + 1, regY , regZ + 1, material, m_currentSliceVertices, m_meshCurrent);
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uint32_t v3 = addVertex(regX , regY , regZ + 1, material, m_currentSliceVertices);
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uint32_t v3 = addVertex(regX , regY , regZ + 1, material, m_currentSliceVertices, m_meshCurrent);
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m_vecQuads[NegativeY][regY].push_back(Quad(v0, v1, v2, v3));
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m_vecQuads[NegativeY][regY].push_back(Quad(v0, v1, v2, v3));
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}
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}
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if(m_funcIsQuadNeededCallback(negYVoxel, currentVoxel, material))
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if(m_funcIsQuadNeededCallback(negYVoxel, currentVoxel, material))
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{
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{
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices);
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v1 = addVertex(regX + 1, regY , regZ , material, m_previousSliceVertices);
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uint32_t v1 = addVertex(regX + 1, regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v2 = addVertex(regX + 1, regY , regZ + 1, material, m_currentSliceVertices);
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uint32_t v2 = addVertex(regX + 1, regY , regZ + 1, material, m_currentSliceVertices, m_meshCurrent);
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uint32_t v3 = addVertex(regX , regY , regZ + 1, material, m_currentSliceVertices);
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uint32_t v3 = addVertex(regX , regY , regZ + 1, material, m_currentSliceVertices, m_meshCurrent);
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m_vecQuads[PositiveY][regY].push_back(Quad(v0, v3, v2, v1));
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m_vecQuads[PositiveY][regY].push_back(Quad(v0, v3, v2, v1));
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}
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}
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@ -144,20 +134,20 @@ namespace PolyVox
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// Z
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// Z
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if(m_funcIsQuadNeededCallback(currentVoxel, negZVoxel, material))
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if(m_funcIsQuadNeededCallback(currentVoxel, negZVoxel, material))
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{
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{
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices);
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v1 = addVertex(regX , regY + 1, regZ , material, m_previousSliceVertices);
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uint32_t v1 = addVertex(regX , regY + 1, regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v2 = addVertex(regX + 1, regY + 1, regZ , material, m_previousSliceVertices);
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uint32_t v2 = addVertex(regX + 1, regY + 1, regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v3 = addVertex(regX + 1, regY , regZ , material, m_previousSliceVertices);
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uint32_t v3 = addVertex(regX + 1, regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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m_vecQuads[NegativeZ][regZ].push_back(Quad(v0, v1, v2, v3));
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m_vecQuads[NegativeZ][regZ].push_back(Quad(v0, v1, v2, v3));
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}
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}
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if(m_funcIsQuadNeededCallback(negZVoxel, currentVoxel, material))
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if(m_funcIsQuadNeededCallback(negZVoxel, currentVoxel, material))
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{
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{
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices);
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uint32_t v0 = addVertex(regX , regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v1 = addVertex(regX , regY + 1, regZ , material, m_previousSliceVertices);
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uint32_t v1 = addVertex(regX , regY + 1, regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v2 = addVertex(regX + 1, regY + 1, regZ , material, m_previousSliceVertices);
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uint32_t v2 = addVertex(regX + 1, regY + 1, regZ , material, m_previousSliceVertices, m_meshCurrent);
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uint32_t v3 = addVertex(regX + 1, regY , regZ , material, m_previousSliceVertices);
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uint32_t v3 = addVertex(regX + 1, regY , regZ , material, m_previousSliceVertices, m_meshCurrent);
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m_vecQuads[PositiveZ][regZ].push_back(Quad(v0, v3, v2, v1));
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m_vecQuads[PositiveZ][regZ].push_back(Quad(v0, v3, v2, v1));
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}
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}
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@ -167,7 +157,7 @@ namespace PolyVox
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}
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}
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m_previousSliceVertices.swap(m_currentSliceVertices);
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m_previousSliceVertices.swap(m_currentSliceVertices);
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memset(m_currentSliceVertices.getRawData(), 0xff, m_currentSliceVertices.getNoOfElements() * sizeof(IndexAndMaterial));
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memset(m_currentSliceVertices.getRawData(), 0xff, m_currentSliceVertices.getNoOfElements() * sizeof(IndexAndMaterial<VolumeType>));
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}
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}
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for(uint32_t uFace = 0; uFace < NoOfFaces; uFace++)
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for(uint32_t uFace = 0; uFace < NoOfFaces; uFace++)
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@ -202,36 +192,4 @@ namespace PolyVox
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"ms (Region size = ", m_regSizeInVoxels.getWidthInVoxels(), "x", m_regSizeInVoxels.getHeightInVoxels(),
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"ms (Region size = ", m_regSizeInVoxels.getWidthInVoxels(), "x", m_regSizeInVoxels.getHeightInVoxels(),
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"x", m_regSizeInVoxels.getDepthInVoxels(), ")");
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"x", m_regSizeInVoxels.getDepthInVoxels(), ")");
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}
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}
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template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
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int32_t CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::addVertex(uint32_t uX, uint32_t uY, uint32_t uZ, typename VolumeType::VoxelType uMaterialIn, Array<3, IndexAndMaterial>& existingVertices)
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{
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for(uint32_t ct = 0; ct < MaxVerticesPerPosition; ct++)
|
|
||||||
{
|
|
||||||
IndexAndMaterial& rEntry = existingVertices(uX, uY, ct);
|
|
||||||
|
|
||||||
if(rEntry.iIndex == -1)
|
|
||||||
{
|
|
||||||
//No vertices matched and we've now hit an empty space. Fill it by creating a vertex. The 0.5f offset is because vertices set between voxels in order to build cubes around them.
|
|
||||||
CubicVertex<typename VolumeType::VoxelType> cubicVertex;
|
|
||||||
cubicVertex.encodedPosition.setElements(static_cast<uint8_t>(uX), static_cast<uint8_t>(uY), static_cast<uint8_t>(uZ));
|
|
||||||
cubicVertex.data = uMaterialIn;
|
|
||||||
rEntry.iIndex = m_meshCurrent->addVertex(cubicVertex);
|
|
||||||
rEntry.uMaterial = uMaterialIn;
|
|
||||||
|
|
||||||
return rEntry.iIndex;
|
|
||||||
}
|
|
||||||
|
|
||||||
//If we have an existing vertex and the material matches then we can return it.
|
|
||||||
if(rEntry.uMaterial == uMaterialIn)
|
|
||||||
{
|
|
||||||
return rEntry.iIndex;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// If we exit the loop here then apparently all the slots were full but none of them matched.
|
|
||||||
// This shouldn't ever happen, so if it does it is probably a bug in PolyVox. Please report it to us!
|
|
||||||
POLYVOX_THROW(std::runtime_error, "All slots full but no matches during cubic surface extraction. This is probably a bug in PolyVox");
|
|
||||||
return -1; //Should never happen.
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
Loading…
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Reference in New Issue
Block a user