The new, more compact vertex types are specific to their respective surface extractors, so they belong in the corresponding source files.
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@ -32,9 +32,37 @@ freely, subject to the following restrictions:
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#include "PolyVoxCore/BaseVolume.h" //For wrap modes... should move these?
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#include "PolyVoxCore/DefaultIsQuadNeeded.h"
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#include "PolyVoxCore/Mesh.h"
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#include "PolyVoxCore/VertexTypes.h"
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namespace PolyVox
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{
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#ifdef SWIG
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struct CubicVertex
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#else
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template<typename _DataType>
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struct POLYVOX_API CubicVertex
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#endif
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{
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typedef _DataType DataType;
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Vector3DUint8 position;
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uint8_t normal;
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DataType data;
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};
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// Hopefully the compiler will implement the 'Return value optimization' here, but
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// performance critical code will most likely decode the vertices in a shader anyway.
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template<typename DataType>
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Vertex<DataType> decode(const CubicVertex<DataType>& cubicVertex)
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{
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Vertex<DataType> result;
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Vector3DUint8 temp = cubicVertex.position; // For some reason we can't cast Vector3DUint8 to Vector3DFloat - investigate why.
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result.position = Vector3DFloat(temp.getX(), temp.getY(), temp.getZ()) - Vector3DFloat(0.5, 0.5, 0.5);
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//result.normal = cubicVertex.normal;
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result.data = cubicVertex.data;
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return result;
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}
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/// The CubicSurfaceExtractor creates a mesh in which each voxel appears to be rendered as a cube
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/// Introduction
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@ -31,9 +31,44 @@ freely, subject to the following restrictions:
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#include "PolyVoxCore/BaseVolume.h" //For wrap modes... should move these?
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#include "PolyVoxCore/Mesh.h"
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#include "PolyVoxCore/DefaultMarchingCubesController.h"
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#include "PolyVoxCore/VertexTypes.h"
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namespace PolyVox
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{
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#ifdef SWIG
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struct MarchingCubesVertex
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#else
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template<typename _DataType>
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struct POLYVOX_API MarchingCubesVertex
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#endif
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{
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typedef _DataType DataType;
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Vector3DUint16 position;
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uint16_t normal;
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DataType data;
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};
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// Hopefully the compiler will implement the 'Return value optimization' here, but
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// performance critical code will most likely decode the vertices in a shader anyway.
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template<typename DataType>
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Vertex<DataType> decode(const MarchingCubesVertex<DataType>& marchingCubesVertex)
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{
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Vertex<DataType> result;
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result.position = Vector3DFloat(marchingCubesVertex.position.getX(), marchingCubesVertex.position.getY(), marchingCubesVertex.position.getZ());
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result.position *= (1.0 / 256.0);
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uint16_t encodedX = (marchingCubesVertex.normal >> 10) & 0x1F;
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uint16_t encodedY = (marchingCubesVertex.normal >> 5) & 0x1F;
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uint16_t encodedZ = (marchingCubesVertex.normal) & 0x1F;
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result.normal = Vector3DFloat(encodedX, encodedY, encodedZ);
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result.normal /= 15.5f;
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result.normal -= Vector3DFloat(1.0f, 1.0f, 1.0f);
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result.data = marchingCubesVertex.data;
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return result;
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}
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template< typename VolumeType, typename Controller = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
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class MarchingCubesSurfaceExtractor
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{
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@ -46,67 +46,6 @@ namespace PolyVox
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Vector3DFloat normal;
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DataType data;
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};
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#ifdef SWIG
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struct CubicVertex
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#else
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template<typename _DataType>
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struct POLYVOX_API CubicVertex
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#endif
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{
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typedef _DataType DataType;
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Vector3DUint8 position;
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uint8_t normal;
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DataType data;
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};
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#ifdef SWIG
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struct MarchingCubesVertex
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#else
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template<typename _DataType>
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struct POLYVOX_API MarchingCubesVertex
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#endif
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{
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typedef _DataType DataType;
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Vector3DUint16 position;
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uint16_t normal;
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DataType data;
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};
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// Hopefully the compiler will implement the 'Return value optimization' here, but
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// performance critical code will most likely decode the vertices in a shader anyway.
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template<typename DataType>
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Vertex<DataType> decode(const CubicVertex<DataType>& cubicVertex)
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{
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Vertex<DataType> result;
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Vector3DUint8 temp = cubicVertex.position; // For some reason we can't cast Vector3DUint8 to Vector3DFloat - investigate why.
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result.position = Vector3DFloat(temp.getX(), temp.getY(), temp.getZ()) - Vector3DFloat(0.5, 0.5, 0.5);
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//result.normal = cubicVertex.normal;
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result.data = cubicVertex.data;
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return result;
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}
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// Hopefully the compiler will implement the 'Return value optimization' here, but
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// performance critical code will most likely decode the vertices in a shader anyway.
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template<typename DataType>
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Vertex<DataType> decode(const MarchingCubesVertex<DataType>& marchingCubesVertex)
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{
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Vertex<DataType> result;
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result.position = Vector3DFloat(marchingCubesVertex.position.getX(), marchingCubesVertex.position.getY(), marchingCubesVertex.position.getZ());
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result.position *= (1.0 / 256.0);
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uint16_t encodedX = (marchingCubesVertex.normal >> 10) & 0x1F;
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uint16_t encodedY = (marchingCubesVertex.normal >> 5) & 0x1F;
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uint16_t encodedZ = (marchingCubesVertex.normal) & 0x1F;
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result.normal = Vector3DFloat(encodedX, encodedY, encodedZ);
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result.normal /= 15.5f;
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result.normal -= Vector3DFloat(1.0f, 1.0f, 1.0f);
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result.data = marchingCubesVertex.data;
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return result;
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}
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}
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#endif
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