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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@ -50,14 +50,34 @@ void createSphereInVolume(SimpleVolume<uint8_t>& volData, float fRadius)
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//And compute how far the current position is from the center of the volume
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float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
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uint8_t uVoxelValue = 0;
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// We actually want our volume to have high values in the center and low values as we move out, because our
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// eath should be a solid sphere surrounded by empty space. If we invert the distance then this is a step in
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// the right direction. We still have zero in the center, but lower (negative) values as we move out.
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float density = -fDistToCenter;
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//If the current voxel is less than 'radius' units from the center then we make it solid.
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if(fDistToCenter <= fRadius)
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{
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//Our new voxel value
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uVoxelValue = 255;
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}
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// By adding the 'planetRadius' we now have a function which starts at 'planetRadius' and still decreases as it
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// moves out. The function passes through zero at a distance of 'planetRadius' and then continues do decrease
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// as it gets even further out.
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density += fRadius;
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// Ideally we would like our final density value to be '255' for voxels inside the planet and '0' for voxels
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// outside the planet. At the surface there should be a transition but this should occur not too quickly and
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// not too slowly, as both of these will result in a jagged appearance to the mesh.
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//
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// We probably want the transition to occur over a few voxels, whereas it currently occurs over 255 voxels
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// because it was derived from the distance. By scaling the density field we effectivly compress the rate
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// at which it changes at the surface. We also make the center much too high and the outside very low, but
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// we will clamp these to the corect range later.
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//
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// Note: You can try commenting out or changing the value on this line to see the effect it has.
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density *= 50;
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// Until now we've been defining our density field as if the threshold was at zero, with positive densities
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// being solid and negative densities being empty. But actually Cubiquity operates on the range 0 to 255, and
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// uses a threashold of 127 to decide where to place the generated surface. Therefore we shift and clamp our
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// density value and store it in a byte.
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density += 127;
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uint8_t uVoxelValue = (uint8_t)(clamp(density, 0.0f, 255.0f));
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//Wrte the voxel value into the volume
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volData.setVoxelAt(x, y, z, uVoxelValue);
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@ -74,12 +94,12 @@ int main(int argc, char *argv[])
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openGLWidget.show();
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//Create an empty volume and then place a sphere in it
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SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(63, 63, 63)));
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createSphereInVolume(volData, 30);
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SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(31, 31, 31)));
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createSphereInVolume(volData, 15);
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// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
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auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
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//auto mesh = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion());
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//auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
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auto mesh = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion());
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// The surface extractor outputs the mesh in an efficient compressed format which is not directly suitable for rendering. The easiest approach is to
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// decode this on the CPU as shown below, though more advanced applications can upload the compressed mesh to the GPU and decompress in shader code.
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@ -2,7 +2,7 @@
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// Passed in from the vertex shader
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in vec4 worldPosition;
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in vec4 worldNormal;
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in vec3 worldNormal;
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// the color that gets written to the display
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out vec4 outputColor;
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@ -15,5 +15,5 @@ void main()
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// We are just using the normal as the output color, and making it lighter so it looks a bit nicer.
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// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
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outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
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outputColor = vec4(abs(worldNormal.xyz), 1.0);
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}
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@ -1,6 +1,7 @@
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#version 140
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in vec4 position; // This will be the position of the vertex in model-space
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in vec3 normal;
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// The usual matrices are provided
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uniform mat4 cameraToClipMatrix;
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@ -10,11 +11,15 @@ uniform mat4 modelToWorldMatrix;
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// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
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// but we use it in this example framework because not all surface extractor generate surface normals.
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out vec4 worldPosition;
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out vec3 worldNormal;
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void main()
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{
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// Standard sequence of OpenGL transformations.
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worldPosition = modelToWorldMatrix * position;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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worldNormal = normal;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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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 ±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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