Tidying up comments.
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@ -99,13 +99,8 @@ protected:
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createSphereInVolume(volData, 30);
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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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// 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 = 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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addMeshData(meshData);
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@ -35,16 +35,19 @@
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namespace PolyVox
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{
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/// A specialised vertex format which encodes the data from the cubic extraction algorithm in a very
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/// compact way. You will probably want to use the decodeVertex() function to turn it into a regular
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/// Vertex for rendering, but advanced users should also be able to decode it on the GPU (not tested).
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template<typename _DataType>
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struct CubicVertex
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{
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typedef _DataType DataType;
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// Each component of the position is stored as a single unsigned byte.
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// The true position is found by offseting each component by 0.5f.
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/// Each component of the position is stored as a single unsigned byte.
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/// The true position is found by offseting each component by 0.5f.
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Vector3DUint8 encodedPosition;
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// User data
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/// A copy of the data which was stored in the voxel which generated this vertex.
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DataType data;
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};
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@ -60,11 +63,11 @@ namespace PolyVox
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template<typename DataType>
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Vertex<DataType> decodeVertex(const CubicVertex<DataType>& cubicVertex);
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// Generates a cubic-style mesh from the voxel data.
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/// Generates a cubic-style mesh from the voxel data.
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template<typename VolumeType, typename MeshType, typename IsQuadNeeded = DefaultIsQuadNeeded<typename VolumeType::VoxelType> >
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void extractCubicMeshCustom(VolumeType* volData, Region region, MeshType* result, IsQuadNeeded isQuadNeeded = IsQuadNeeded(), bool bMergeQuads = true);
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// Generates a cubic-style mesh from the voxel data, placing the result into a user-provided Mesh.
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/// Generates a cubic-style mesh from the voxel data, placing the result into a user-provided Mesh.
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template<typename VolumeType, typename IsQuadNeeded = DefaultIsQuadNeeded<typename VolumeType::VoxelType> >
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Mesh<CubicVertex<typename VolumeType::VoxelType> > extractCubicMesh(VolumeType* volData, Region region, IsQuadNeeded isQuadNeeded = IsQuadNeeded(), bool bMergeQuads = true);
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@ -43,14 +43,15 @@ namespace PolyVox
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{
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typedef _DataType DataType;
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// Each component of the position is stored using 8.8 fixed-point encoding.
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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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// 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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/// 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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/// The interpolated voxel data from the neighbouring voxels which generated this
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/// vertex (every vertex is placed between two voxels by the MArching Cubes algorithm)
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DataType data;
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};
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@ -63,11 +64,11 @@ namespace PolyVox
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template<typename DataType>
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Vertex<DataType> decodeVertex(const MarchingCubesVertex<DataType>& marchingCubesVertex);
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// Generates a mesh from the voxel data using the Marching Cubes algorithm.
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/// Generates a mesh from the voxel data using the Marching Cubes algorithm.
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template< typename VolumeType, typename ControllerType = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
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Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesMesh(VolumeType* volData, Region region, ControllerType controller = ControllerType());
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// Generates a mesh from the voxel data using the Marching Cubes algorithm, placing the result into a user-provided Mesh.
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/// Generates a mesh from the voxel data using the Marching Cubes algorithm, placing the result into a user-provided Mesh.
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template< typename VolumeType, typename MeshType, typename ControllerType = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
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void extractMarchingCubesMeshCustom(VolumeType* volData, Region region, MeshType* result, ControllerType controller = ControllerType());
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}
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