Refactoring work. Removed some maps and created separate members for single material surfaces and multi material surfaces.
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@ -70,7 +70,6 @@ namespace Ogre
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//Setters
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//void setMaterialNameForIndex(uchar uIndex, std::string sMaterialName);
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void setNormalGenerationMethod(NormalGenerationMethod method);
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void _findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo * visibleBounds, bool onlyShadowCasters);
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@ -82,7 +81,7 @@ namespace Ogre
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void generateLevelVolume(void);
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std::map<uchar, IndexedSurfacePatch*> generateMeshDataForRegion(uint regionX, uint regionY, uint regionZ) const;
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void generateMeshDataForRegion(uint regionX, uint regionY, uint regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch) const;
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void doRegionGrowing(uint xStart, uint yStart, uint zStart, uchar value);
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@ -94,11 +93,11 @@ namespace Ogre
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std::map<UIntVector3, SceneNode*> sceneNodes;
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//std::map<uchar,ManualObject*> m_mapManualObjects[OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS];
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bool surfaceUpToDate[OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS];
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bool regionIsHomogenous[OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS];
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std::map<uchar,SurfacePatchRenderable*> m_mapSurfaces[OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS];
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SurfacePatchRenderable* m_singleMaterialSurfaces[OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS];
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SurfacePatchRenderable* m_multiMaterialSurfaces[OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS][OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS];
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Vector3 computeNormal(const Vector3& position, NormalGenerationMethod normalGenerationMethod) const;
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@ -104,11 +104,14 @@ namespace Ogre
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{
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surfaceUpToDate[blockX][blockY][blockZ] = false;
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for(std::map<uchar,SurfacePatchRenderable*>::iterator iterSurfaces = m_mapSurfaces[blockX][blockY][blockZ].begin(); iterSurfaces != m_mapSurfaces[blockX][blockY][blockZ].end(); ++iterSurfaces)
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{
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delete iterSurfaces->second;
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}
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m_mapSurfaces[blockX][blockY][blockZ].clear();
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//for(std::map<uchar,SurfacePatchRenderable*>::iterator iterSurfaces = m_mapSurfaces[blockX][blockY][blockZ].begin(); iterSurfaces != m_mapSurfaces[blockX][blockY][blockZ].end(); ++iterSurfaces)
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//{
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//delete iterSurfaces->second;
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//}
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//m_mapSurfaces[blockX][blockY][blockZ].clear();
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m_singleMaterialSurfaces[blockX][blockY][blockZ] = 0;
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m_multiMaterialSurfaces[blockX][blockY][blockZ] = 0;
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}
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}
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}
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@ -144,7 +147,10 @@ namespace Ogre
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//Generate the surface
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//std::vector< std::vector<SurfaceVertex> > vertexData;
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//std::vector< std::vector<SurfaceTriangle> > indexData;
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std::map<uchar, IndexedSurfacePatch*> mapSurfacePatch = generateMeshDataForRegion(regionX,regionY,regionZ);
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IndexedSurfacePatch* singleMaterialPatch = new IndexedSurfacePatch;
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IndexedSurfacePatch* multiMaterialPatch = new IndexedSurfacePatch;
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generateMeshDataForRegion(regionX,regionY,regionZ, singleMaterialPatch, multiMaterialPatch);
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//If a SceneNode doesn't exist in this position then create one.
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std::map<UIntVector3, SceneNode*>::iterator iterSceneNode = sceneNodes.find(UIntVector3(regionX,regionY,regionZ));
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@ -162,32 +168,35 @@ namespace Ogre
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//For each surface attach it to the scene node.
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//for(uint meshCt = 1; meshCt < 256; ++meshCt)
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for(std::map<uchar, IndexedSurfacePatch*>::iterator iterSurfacePatch = mapSurfacePatch.begin(); iterSurfacePatch != mapSurfacePatch.end(); ++iterSurfacePatch)
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//for(std::map<uchar, IndexedSurfacePatch*>::iterator iterSurfacePatch = mapSurfacePatch.begin(); iterSurfacePatch != mapSurfacePatch.end(); ++iterSurfacePatch)
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{
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/*std::vector<SurfaceVertex> vertexData;
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std::vector<uint> indexData;
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iterSurfacePatch->second.getVertexAndIndexData(vertexData, indexData);
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triangleCounter += iterSurfacePatch->second.getNoOfTriangles();*/
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std::map<uchar,SurfacePatchRenderable*>::iterator iterSurface = m_mapSurfaces[regionX][regionY][regionZ].find(iterSurfacePatch->first);
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if(iterSurface == m_mapSurfaces[regionX][regionY][regionZ].end())
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SurfacePatchRenderable* singleMaterialSurfacePatchRenderable = m_singleMaterialSurfaces[regionX][regionY][regionZ];
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SurfacePatchRenderable* multiMaterialSurfacePatchRenderable = m_multiMaterialSurfaces[regionX][regionY][regionZ];
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if(singleMaterialSurfacePatchRenderable == 0) //if single is null then multi should also be null
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{
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//We have to create the surface
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SurfacePatchRenderable* surface = new SurfacePatchRenderable(iterSurfacePatch->second,materialMap->getMaterialAtIndex(iterSurfacePatch->first));
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//surface->setGeometry(vertexData[meshCt],indexData[meshCt]);
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//surface->setGeometry(vertexData, indexData);
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//We have to create the surfaces
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singleMaterialSurfacePatchRenderable = new SurfacePatchRenderable(singleMaterialPatch,materialMap->getMaterialAtIndex(1));
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multiMaterialSurfacePatchRenderable = new SurfacePatchRenderable(multiMaterialPatch,materialMap->getMaterialAtIndex(1));
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m_mapSurfaces[regionX][regionY][regionZ].insert(std::make_pair(iterSurfacePatch->first,surface));
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m_singleMaterialSurfaces[regionX][regionY][regionZ] = singleMaterialSurfacePatchRenderable;
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sceneNode->attachObject(singleMaterialSurfacePatchRenderable);
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sceneNode->attachObject(surface);
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m_multiMaterialSurfaces[regionX][regionY][regionZ] = multiMaterialSurfacePatchRenderable;
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sceneNode->attachObject(multiMaterialSurfacePatchRenderable);
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}
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else
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{
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//We just update the existing surface
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//iterSurface->second->setGeometry(vertexData[meshCt],indexData[meshCt]);
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//iterSurface->second->setGeometry(vertexData, indexData);
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iterSurface->second->updateWithNewSurfacePatch(iterSurfacePatch->second);
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sceneNode->attachObject(iterSurface->second);
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//We just update the existing surfaces
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singleMaterialSurfacePatchRenderable->updateWithNewSurfacePatch(singleMaterialPatch);
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sceneNode->attachObject(singleMaterialSurfacePatchRenderable);
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multiMaterialSurfacePatchRenderable->updateWithNewSurfacePatch(multiMaterialPatch);
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sceneNode->attachObject(multiMaterialSurfacePatchRenderable);
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}
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}
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//sceneNode->showBoundingBox(true);
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@ -349,11 +358,9 @@ namespace Ogre
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}
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}
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std::map<uchar, IndexedSurfacePatch*> PolyVoxSceneManager::generateMeshDataForRegion(const uint regionX, const uint regionY, const uint regionZ) const
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void PolyVoxSceneManager::generateMeshDataForRegion(const uint regionX, const uint regionY, const uint regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch) const
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{
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std::map<uchar, IndexedSurfacePatch*> surfacePatchMapResult;
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surfacePatchMapResult.insert(std::make_pair(1,new IndexedSurfacePatch));
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//IndexedSurfacePatch* surfacePatchResult = new IndexedSurfacePatch;
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//LogManager::getSingleton().logMessage("Generating Mesh Data");
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//First and last voxels in the region
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@ -529,12 +536,19 @@ namespace Ogre
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//If all the materials are the same, we just need one triangle for that material with all the alphas set high.
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//if((material0 == material1) && (material1 == material2))
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if((material0 == material1) && (material1 == material2))
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1);
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surfacePatchMapResult[1]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1);
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singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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else
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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//If there not all the same, we need one triangle for each unique material.
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//We'll also need some vertices with low alphas for blending.
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@ -572,11 +586,19 @@ namespace Ogre
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//FIXME - can it happen that we have no vertices or triangles? Should exit early?
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for(std::map<uchar, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
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//for(std::map<uchar, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
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{
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std::vector<SurfaceVertex>::iterator iterSurfaceVertex = iterPatch->second->m_vecVertices.begin();
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while(iterSurfaceVertex != iterPatch->second->m_vecVertices.end())
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std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->m_vecVertices.begin();
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while(iterSurfaceVertex != singleMaterialPatch->m_vecVertices.end())
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{
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Vector3 tempNormal = computeNormal((iterSurfaceVertex->getPosition() + offset).toOgreVector3()/2.0f, CENTRAL_DIFFERENCE);
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const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
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++iterSurfaceVertex;
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}
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iterSurfaceVertex = multiMaterialPatch->m_vecVertices.begin();
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while(iterSurfaceVertex != multiMaterialPatch->m_vecVertices.end())
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{
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Vector3 tempNormal = computeNormal((iterSurfaceVertex->getPosition() + offset).toOgreVector3()/2.0f, CENTRAL_DIFFERENCE);
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const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
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@ -593,7 +615,7 @@ namespace Ogre
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//LogManager::getSingleton().logMessage("Finished Generating Mesh Data");
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return surfacePatchMapResult;
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//return singleMaterialPatch;
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}
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Vector3 PolyVoxSceneManager::computeNormal(const Vector3& position, NormalGenerationMethod normalGenerationMethod) const
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