Split 'decode()' function into several variants so it's not so heavily overloaded.
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@ -103,7 +103,7 @@ int main(int argc, char *argv[])
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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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auto decodedMesh = decode(mesh);
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auto decodedMesh = decodeMesh(mesh);
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//Pass the surface to the OpenGL window
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openGLWidget.addMesh(decodedMesh);
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@ -151,7 +151,7 @@ int main(int argc, char *argv[])
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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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//auto decodedMesh = decode(mesh);
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//auto decodedMesh = decodeMesh(mesh);
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//Pass the surface to the OpenGL window
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OpenGLMeshData meshData = buildOpenGLMeshData(mesh);
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@ -128,7 +128,7 @@ int main(int argc, char *argv[])
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auto mesh = extractMarchingCubesMesh(&volData, regToExtract);
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// The returned mesh needs to be decoded to be appropriate for GPU rendering.
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auto decodedMesh = decode(mesh);
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auto decodedMesh = decodeMesh(mesh);
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// Pass the surface to the OpenGL window. Note that we are also passing an offset in this multi-mesh example. This is because
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// the surface extractors return a mesh with 'local space' positions to reduce storage requirements and precision problems.
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@ -189,7 +189,7 @@ int main(int argc, char *argv[])
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auto mesh = extractCubicMesh(&volData, reg2);
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std::cout << "#vertices: " << mesh.getNoOfVertices() << std::endl;
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auto decodedMesh = decode(mesh);
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auto decodedMesh = decodeMesh(mesh);
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//Pass the surface to the OpenGL window
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openGLWidget.addMesh(decodedMesh);
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@ -92,12 +92,12 @@ int main(int argc, char *argv[])
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//Extract the surface
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auto meshLowLOD = extractMarchingCubesMesh(&volDataLowLOD, volDataLowLOD.getEnclosingRegion());
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// The returned mesh needs to be decoded to be appropriate for GPU rendering.
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auto decodedMeshLowLOD = decode(meshLowLOD);
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auto decodedMeshLowLOD = decodeMesh(meshLowLOD);
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//Extract the surface
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auto meshHighLOD = extractMarchingCubesMesh(&volData, PolyVox::Region(Vector3DInt32(30, 0, 0), Vector3DInt32(63, 63, 63)));
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// The returned mesh needs to be decoded to be appropriate for GPU rendering.
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auto decodedMeshHighLOD = decode(meshHighLOD);
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auto decodedMeshHighLOD = decodeMesh(meshHighLOD);
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//Pass the surface to the OpenGL window
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openGLWidget.addMesh(decodedMeshHighLOD, Vector3DInt32(30, 0, 0));
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@ -54,7 +54,7 @@ namespace PolyVox
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};
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/// Decodes a position from a CubicVertex
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inline Vector3DFloat decode(const Vector3DUint8& encodedPosition)
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inline Vector3DFloat decodePosition(const Vector3DUint8& encodedPosition)
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{
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Vector3DFloat result(encodedPosition.getX(), encodedPosition.getY(), encodedPosition.getZ());
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result -= 0.5f; // Apply the required offset
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@ -63,10 +63,10 @@ namespace PolyVox
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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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template<typename DataType>
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Vertex<DataType> decode(const CubicVertex<DataType>& cubicVertex)
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Vertex<DataType> decodeVertex(const CubicVertex<DataType>& cubicVertex)
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{
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Vertex<DataType> result;
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result.position = decode(cubicVertex.encodedPosition);
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result.position = decodePosition(cubicVertex.encodedPosition);
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result.normal.setElements(0.0f, 0.0f, 0.0f); // Currently not calculated
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result.data = cubicVertex.data; // Data is not encoded
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return result;
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@ -47,9 +47,8 @@ namespace PolyVox
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// Each component of the position is stored using 8.8 fixed-point encoding.
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Vector3DUint16 encodedPosition;
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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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// The normal is encoded as a 16-bit unsigned integer using the 'oct16'
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// encoding described here: http://jcgt.org/published/0003/02/01/
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uint16_t encodedNormal;
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// User data
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@ -57,7 +56,7 @@ namespace PolyVox
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};
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/// Decodes a position from a MarchingCubesVertex
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inline Vector3DFloat decode(const Vector3DUint16& encodedPosition)
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inline Vector3DFloat decodePosition(const Vector3DUint16& encodedPosition)
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{
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Vector3DFloat result(encodedPosition.getX(), encodedPosition.getY(), encodedPosition.getZ());
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result *= (1.0f / 256.0f); // Division is compile-time constant
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@ -107,7 +106,7 @@ namespace PolyVox
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return (resultX << 8) | resultY;
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}
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inline Vector3DFloat decode(const uint16_t& encodedNormal)
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inline Vector3DFloat decodeNormal(const uint16_t& encodedNormal)
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{
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// Extract the two bytes from the uint16_t.
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uint16_t ux = (encodedNormal >> 8) & 0xFF;
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@ -139,11 +138,11 @@ namespace PolyVox
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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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template<typename DataType>
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Vertex<DataType> decode(const MarchingCubesVertex<DataType>& marchingCubesVertex)
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Vertex<DataType> decodeVertex(const MarchingCubesVertex<DataType>& marchingCubesVertex)
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{
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Vertex<DataType> result;
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result.position = decode(marchingCubesVertex.encodedPosition);
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result.normal = decode(marchingCubesVertex.encodedNormal);
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result.position = decodePosition(marchingCubesVertex.encodedPosition);
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result.normal = decodeNormal(marchingCubesVertex.encodedNormal);
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result.data = marchingCubesVertex.data; // Data is not encoded
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return result;
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}
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@ -72,14 +72,14 @@ namespace PolyVox
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};
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template <typename MeshType>
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Mesh< Vertex< typename MeshType::VertexType::DataType >, typename MeshType::IndexType > decode(const MeshType& mesh)
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Mesh< Vertex< typename MeshType::VertexType::DataType >, typename MeshType::IndexType > decodeMesh(const MeshType& mesh)
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{
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Mesh< Vertex< typename MeshType::VertexType::DataType >, typename MeshType::IndexType > result;
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result.m_vecVertices.resize(mesh.m_vecVertices.size());
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for(typename MeshType::IndexType ct = 0; ct < mesh.m_vecVertices.size(); ct++)
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{
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result.m_vecVertices[ct] = decode(mesh.m_vecVertices[ct]);
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result.m_vecVertices[ct] = decodeVertex(mesh.m_vecVertices[ct]);
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}
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result.m_vecTriangleIndices = mesh.m_vecTriangleIndices;
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