The new, more compact vertex types are specific to their respective surface extractors, so they belong in the corresponding source files.

This commit is contained in:
David Williams 2014-06-01 17:01:36 +02:00
parent 224c27de50
commit 78ac1d12b5
3 changed files with 63 additions and 61 deletions

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@ -32,9 +32,37 @@ freely, subject to the following restrictions:
#include "PolyVoxCore/BaseVolume.h" //For wrap modes... should move these?
#include "PolyVoxCore/DefaultIsQuadNeeded.h"
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/VertexTypes.h"
namespace PolyVox
{
#ifdef SWIG
struct CubicVertex
#else
template<typename _DataType>
struct POLYVOX_API CubicVertex
#endif
{
typedef _DataType DataType;
Vector3DUint8 position;
uint8_t normal;
DataType data;
};
// Hopefully the compiler will implement the 'Return value optimization' here, but
// performance critical code will most likely decode the vertices in a shader anyway.
template<typename DataType>
Vertex<DataType> decode(const CubicVertex<DataType>& cubicVertex)
{
Vertex<DataType> result;
Vector3DUint8 temp = cubicVertex.position; // For some reason we can't cast Vector3DUint8 to Vector3DFloat - investigate why.
result.position = Vector3DFloat(temp.getX(), temp.getY(), temp.getZ()) - Vector3DFloat(0.5, 0.5, 0.5);
//result.normal = cubicVertex.normal;
result.data = cubicVertex.data;
return result;
}
/// The CubicSurfaceExtractor creates a mesh in which each voxel appears to be rendered as a cube
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// Introduction

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@ -31,9 +31,44 @@ freely, subject to the following restrictions:
#include "PolyVoxCore/BaseVolume.h" //For wrap modes... should move these?
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/DefaultMarchingCubesController.h"
#include "PolyVoxCore/VertexTypes.h"
namespace PolyVox
{
#ifdef SWIG
struct MarchingCubesVertex
#else
template<typename _DataType>
struct POLYVOX_API MarchingCubesVertex
#endif
{
typedef _DataType DataType;
Vector3DUint16 position;
uint16_t normal;
DataType data;
};
// Hopefully the compiler will implement the 'Return value optimization' here, but
// performance critical code will most likely decode the vertices in a shader anyway.
template<typename DataType>
Vertex<DataType> decode(const MarchingCubesVertex<DataType>& marchingCubesVertex)
{
Vertex<DataType> result;
result.position = Vector3DFloat(marchingCubesVertex.position.getX(), marchingCubesVertex.position.getY(), marchingCubesVertex.position.getZ());
result.position *= (1.0 / 256.0);
uint16_t encodedX = (marchingCubesVertex.normal >> 10) & 0x1F;
uint16_t encodedY = (marchingCubesVertex.normal >> 5) & 0x1F;
uint16_t encodedZ = (marchingCubesVertex.normal) & 0x1F;
result.normal = Vector3DFloat(encodedX, encodedY, encodedZ);
result.normal /= 15.5f;
result.normal -= Vector3DFloat(1.0f, 1.0f, 1.0f);
result.data = marchingCubesVertex.data;
return result;
}
template< typename VolumeType, typename Controller = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
class MarchingCubesSurfaceExtractor
{

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@ -46,67 +46,6 @@ namespace PolyVox
Vector3DFloat normal;
DataType data;
};
#ifdef SWIG
struct CubicVertex
#else
template<typename _DataType>
struct POLYVOX_API CubicVertex
#endif
{
typedef _DataType DataType;
Vector3DUint8 position;
uint8_t normal;
DataType data;
};
#ifdef SWIG
struct MarchingCubesVertex
#else
template<typename _DataType>
struct POLYVOX_API MarchingCubesVertex
#endif
{
typedef _DataType DataType;
Vector3DUint16 position;
uint16_t normal;
DataType data;
};
// Hopefully the compiler will implement the 'Return value optimization' here, but
// performance critical code will most likely decode the vertices in a shader anyway.
template<typename DataType>
Vertex<DataType> decode(const CubicVertex<DataType>& cubicVertex)
{
Vertex<DataType> result;
Vector3DUint8 temp = cubicVertex.position; // For some reason we can't cast Vector3DUint8 to Vector3DFloat - investigate why.
result.position = Vector3DFloat(temp.getX(), temp.getY(), temp.getZ()) - Vector3DFloat(0.5, 0.5, 0.5);
//result.normal = cubicVertex.normal;
result.data = cubicVertex.data;
return result;
}
// Hopefully the compiler will implement the 'Return value optimization' here, but
// performance critical code will most likely decode the vertices in a shader anyway.
template<typename DataType>
Vertex<DataType> decode(const MarchingCubesVertex<DataType>& marchingCubesVertex)
{
Vertex<DataType> result;
result.position = Vector3DFloat(marchingCubesVertex.position.getX(), marchingCubesVertex.position.getY(), marchingCubesVertex.position.getZ());
result.position *= (1.0 / 256.0);
uint16_t encodedX = (marchingCubesVertex.normal >> 10) & 0x1F;
uint16_t encodedY = (marchingCubesVertex.normal >> 5) & 0x1F;
uint16_t encodedZ = (marchingCubesVertex.normal) & 0x1F;
result.normal = Vector3DFloat(encodedX, encodedY, encodedZ);
result.normal /= 15.5f;
result.normal -= Vector3DFloat(1.0f, 1.0f, 1.0f);
result.data = marchingCubesVertex.data;
return result;
}
}
#endif