Added functions to perform 'octahedral' encoding and decoding of normals.
See http://jcgt.org/published/0003/02/01/paper-lowres.pdf
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@ -50,7 +50,7 @@ namespace PolyVox
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// Each component of the normal is encoded using 5 bits of this variable.
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// The 16 bits are -xxxxxyyyyyzzzzz (note the left-most bit is currently
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// unused). Some extra shifting and scaling is required to make it signed.
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uint16_t encodedNormal;
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Vector2DFloat encodedNormal;
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// User data
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DataType data;
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@ -64,7 +64,7 @@ namespace PolyVox
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return result;
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}
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inline uint16_t encodeNormal(const Vector3DFloat& normal)
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/*inline uint16_t encodeNormal(const Vector3DFloat& normal)
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{
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Vector3DFloat v3dNormal = normal;
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v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
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@ -96,6 +96,64 @@ namespace PolyVox
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result -= Vector3DFloat(1.0f, 1.0f, 1.0f);
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return result;
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}*/
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// Returns <20>1
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float signNotZero(float v)
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{
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return v >= 0.0 ? +1.0 : -1.0;
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}
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Vector2DFloat signNotZero(Vector2DFloat v)
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{
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return Vector2DFloat((v.getX() >= 0.0) ? +1.0 : -1.0, (v.getY() >= 0.0) ? +1.0 : -1.0);
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}
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// Assume normalized input. Output is on [-1, 1] for each component.
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Vector2DFloat float32x3_to_oct(Vector3DFloat v)
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{
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// Project the sphere onto the octahedron, and then onto the xy plane
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Vector2DFloat p(v.getX(), v.getY());
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p = p * (1.0f / (abs(v.getX()) + abs(v.getY()) + abs(v.getZ())));
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float refX = ((1.0f - abs(p.getY())) * signNotZero(p.getX()));
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float refY = ((1.0f - abs(p.getX())) * signNotZero(p.getY()));
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Vector2DFloat ref(refX, refY);
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// Reflect the folds of the lower hemisphere over the diagonals
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return (v.getZ() <= 0.0) ? ref : p;
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}
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Vector3DFloat oct_to_float32x3(Vector2DFloat e)
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{
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Vector3DFloat v = Vector3DFloat(e.getX(), e.getY(), 1.0 - abs(e.getX()) - abs(e.getY()));
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float refX = ((1.0f - abs(v.getY())) * signNotZero(v.getX()));
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float refY = ((1.0f - abs(v.getX())) * signNotZero(v.getY()));
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Vector2DFloat ref(refX, refY);
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if (v.getZ() < 0.0f)
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{
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//v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
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v.setX(refX);
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v.setY(refY);
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}
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v.normalise();
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return v;
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}
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inline Vector2DFloat encodeNormal(const Vector3DFloat& normal)
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{
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return float32x3_to_oct(normal);
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}
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inline Vector3DFloat decode(const Vector2DFloat& encodedNormal)
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{
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return oct_to_float32x3(encodedNormal);
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}
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/// Decodes a MarchingCubesVertex by converting it into a regular Vertex which can then be directly used for rendering.
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