Avoid setting the sampler position every iteration.
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5b84c5a9a5
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cee15a145f
@ -81,12 +81,12 @@ namespace PolyVox
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{
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const uint32_t uYRegSpace = iYVolSpace - m_regSizeInVoxels.getLowerY();
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m_sampVolume.setPosition(m_regSizeInVoxels.getLowerX(), iYVolSpace, iZVolSpace);
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for (int32_t iXVolSpace = m_regSizeInVoxels.getLowerX(); iXVolSpace <= m_regSizeInVoxels.getUpperX(); iXVolSpace++)
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{
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const uint32_t uXRegSpace = iXVolSpace - m_regSizeInVoxels.getLowerX();
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m_sampVolume.setPosition(iXVolSpace, iYVolSpace, iZVolSpace);
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typename VolumeType::VoxelType v000;
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typename VolumeType::VoxelType v100;
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typename VolumeType::VoxelType v010;
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@ -286,197 +286,195 @@ namespace PolyVox
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}
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/* Cube is entirely in/out of the surface */
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if (edgeTable[iCubeIndex] == 0)
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if (edgeTable[iCubeIndex] != 0)
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{
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continue;
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}
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// These three might not have been sampled, as v111 is the only one we sample every iteration.
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v110 = m_sampVolume.peekVoxel0px0py1nz();
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v101 = m_sampVolume.peekVoxel0px1ny0pz();
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v011 = m_sampVolume.peekVoxel1nx0py0pz();
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// These three might not have been sampled, as v111 is the only one we sample every iteration.
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v110 = m_sampVolume.peekVoxel0px0py1nz();
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v101 = m_sampVolume.peekVoxel0px1ny0pz();
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v011 = m_sampVolume.peekVoxel1nx0py0pz();
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const Vector3DFloat n000 = computeCentralDifferenceGradient(m_sampVolume);
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const Vector3DFloat n000 = computeCentralDifferenceGradient(m_sampVolume);
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/* Find the vertices where the surface intersects the cube */
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if ((edgeTable[iCubeIndex] & 64) && (uXRegSpace > 0))
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{
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m_sampVolume.moveNegativeX();
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POLYVOX_ASSERT(v011 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n100 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v011)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v011));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace - 1) + fInterp, static_cast<float>(uYRegSpace), static_cast<float>(uZRegSpace));
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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Vector3DFloat v3dNormal = (n100*fInterp) + (n000*(1 - fInterp));
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if (v3dNormal.lengthSquared() > 0.000001f)
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/* Find the vertices where the surface intersects the cube */
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if ((edgeTable[iCubeIndex] & 64) && (uXRegSpace > 0))
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{
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v3dNormal.normalise();
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m_sampVolume.moveNegativeX();
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POLYVOX_ASSERT(v011 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n100 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v011)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v011));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace - 1) + fInterp, static_cast<float>(uYRegSpace), static_cast<float>(uZRegSpace));
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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Vector3DFloat v3dNormal = (n100*fInterp) + (n000*(1 - fInterp));
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if (v3dNormal.lengthSquared() > 0.000001f)
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{
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v3dNormal.normalise();
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v011, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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surfaceVertex.encodedNormal = encodeNormal(v3dNormal);
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surfaceVertex.data = uMaterial;
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const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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pIndicesX(uXRegSpace, uYRegSpace, uZRegSpace) = uLastVertexIndex;
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m_sampVolume.movePositiveX();
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}
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if ((edgeTable[iCubeIndex] & 32) && (uYRegSpace > 0))
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{
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m_sampVolume.moveNegativeY();
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POLYVOX_ASSERT(v101 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n010 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v101)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v101));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace), static_cast<float>(uYRegSpace - 1) + fInterp, static_cast<float>(uZRegSpace));
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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Vector3DFloat v3dNormal = (n010*fInterp) + (n000*(1 - fInterp));
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if (v3dNormal.lengthSquared() > 0.000001f)
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{
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v3dNormal.normalise();
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v101, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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surfaceVertex.encodedNormal = encodeNormal(v3dNormal);
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surfaceVertex.data = uMaterial;
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uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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pIndicesY(uXRegSpace, uYRegSpace, uZRegSpace) = uLastVertexIndex;
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m_sampVolume.movePositiveY();
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}
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if ((edgeTable[iCubeIndex] & 1024) && (uZRegSpace > 0))
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{
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m_sampVolume.moveNegativeZ();
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POLYVOX_ASSERT(v110 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n001 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v110)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v110));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace), static_cast<float>(uYRegSpace), static_cast<float>(uZRegSpace - 1) + fInterp);
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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Vector3DFloat v3dNormal = (n001*fInterp) + (n000*(1 - fInterp));
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if (v3dNormal.lengthSquared() > 0.000001f)
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{
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v3dNormal.normalise();
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v110, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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surfaceVertex.encodedNormal = encodeNormal(v3dNormal);
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surfaceVertex.data = uMaterial;
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const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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pIndicesZ(uXRegSpace, uYRegSpace, uZRegSpace) = uLastVertexIndex;
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m_sampVolume.movePositiveZ();
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v011, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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surfaceVertex.encodedNormal = encodeNormal(v3dNormal);
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surfaceVertex.data = uMaterial;
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const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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pIndicesX(uXRegSpace, uYRegSpace, uZRegSpace) = uLastVertexIndex;
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m_sampVolume.movePositiveX();
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}
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if ((edgeTable[iCubeIndex] & 32) && (uYRegSpace > 0))
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{
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m_sampVolume.moveNegativeY();
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POLYVOX_ASSERT(v101 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n010 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v101)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v101));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace), static_cast<float>(uYRegSpace - 1) + fInterp, static_cast<float>(uZRegSpace));
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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Vector3DFloat v3dNormal = (n010*fInterp) + (n000*(1 - fInterp));
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if (v3dNormal.lengthSquared() > 0.000001f)
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// Now output the indices. For the first row, column or slice there aren't
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// any (the region size in cells is one less than the region size in voxels)
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if ((isPrevXAvail) && (isPrevYAvail) && (isPrevZAvail))
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{
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v3dNormal.normalise();
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int32_t indlist[12];
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m_sampVolume.setPosition(iXVolSpace, iYVolSpace, iZVolSpace);
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/* Cube is entirely in/out of the surface */
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if (edgeTable[iCubeIndex] != 0)
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{
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/* Find the vertices where the surface intersects the cube */
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if (edgeTable[iCubeIndex] & 1)
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{
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indlist[0] = pIndicesX(uXRegSpace, uYRegSpace - 1, uZRegSpace - 1);
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}
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if (edgeTable[iCubeIndex] & 2)
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{
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indlist[1] = pIndicesY(uXRegSpace, uYRegSpace, uZRegSpace - 1);
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}
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if (edgeTable[iCubeIndex] & 4)
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{
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indlist[2] = pIndicesX(uXRegSpace, uYRegSpace, uZRegSpace - 1);
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}
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if (edgeTable[iCubeIndex] & 8)
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{
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indlist[3] = pIndicesY(uXRegSpace - 1, uYRegSpace, uZRegSpace - 1);
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}
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if (edgeTable[iCubeIndex] & 16)
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{
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indlist[4] = pIndicesX(uXRegSpace, uYRegSpace - 1, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 32)
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{
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indlist[5] = pIndicesY(uXRegSpace, uYRegSpace, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 64)
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{
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indlist[6] = pIndicesX(uXRegSpace, uYRegSpace, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 128)
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{
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indlist[7] = pIndicesY(uXRegSpace - 1, uYRegSpace, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 256)
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{
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indlist[8] = pIndicesZ(uXRegSpace - 1, uYRegSpace - 1, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 512)
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{
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indlist[9] = pIndicesZ(uXRegSpace, uYRegSpace - 1, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 1024)
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{
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indlist[10] = pIndicesZ(uXRegSpace, uYRegSpace, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 2048)
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{
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indlist[11] = pIndicesZ(uXRegSpace - 1, uYRegSpace, uZRegSpace);
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}
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for (int i = 0; triTable[iCubeIndex][i] != -1; i += 3)
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{
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const int32_t ind0 = indlist[triTable[iCubeIndex][i]];
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const int32_t ind1 = indlist[triTable[iCubeIndex][i + 1]];
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const int32_t ind2 = indlist[triTable[iCubeIndex][i + 2]];
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if ((ind0 != -1) && (ind1 != -1) && (ind2 != -1))
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{
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m_meshCurrent->addTriangle(ind0, ind1, ind2);
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}
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}//For each triangle
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}
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v101, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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surfaceVertex.encodedNormal = encodeNormal(v3dNormal);
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surfaceVertex.data = uMaterial;
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uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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pIndicesY(uXRegSpace, uYRegSpace, uZRegSpace) = uLastVertexIndex;
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m_sampVolume.movePositiveY();
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}
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if ((edgeTable[iCubeIndex] & 1024) && (uZRegSpace > 0))
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{
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m_sampVolume.moveNegativeZ();
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POLYVOX_ASSERT(v110 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n001 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v110)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v110));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace), static_cast<float>(uYRegSpace), static_cast<float>(uZRegSpace - 1) + fInterp);
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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Vector3DFloat v3dNormal = (n001*fInterp) + (n000*(1 - fInterp));
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if (v3dNormal.lengthSquared() > 0.000001f)
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{
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v3dNormal.normalise();
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v110, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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surfaceVertex.encodedNormal = encodeNormal(v3dNormal);
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surfaceVertex.data = uMaterial;
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const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
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pIndicesZ(uXRegSpace, uYRegSpace, uZRegSpace) = uLastVertexIndex;
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m_sampVolume.movePositiveZ();
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}
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// Now output the indices. For the first row, column or slice there aren't
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// any (the region size in cells is one less than the region size in voxels)
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if ((!isPrevXAvail) || (!isPrevYAvail) || (!isPrevZAvail))
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{
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continue;
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}
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int32_t indlist[12];
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m_sampVolume.setPosition(iXVolSpace, iYVolSpace, iZVolSpace);
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/* Cube is entirely in/out of the surface */
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if (edgeTable[iCubeIndex] == 0)
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{
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continue;
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}
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/* Find the vertices where the surface intersects the cube */
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if (edgeTable[iCubeIndex] & 1)
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{
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indlist[0] = pIndicesX(uXRegSpace, uYRegSpace - 1, uZRegSpace - 1);
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}
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if (edgeTable[iCubeIndex] & 2)
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{
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indlist[1] = pIndicesY(uXRegSpace, uYRegSpace, uZRegSpace - 1);
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}
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if (edgeTable[iCubeIndex] & 4)
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{
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indlist[2] = pIndicesX(uXRegSpace, uYRegSpace, uZRegSpace - 1);
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}
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if (edgeTable[iCubeIndex] & 8)
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{
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indlist[3] = pIndicesY(uXRegSpace - 1, uYRegSpace, uZRegSpace - 1);
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}
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if (edgeTable[iCubeIndex] & 16)
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{
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indlist[4] = pIndicesX(uXRegSpace, uYRegSpace - 1, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 32)
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{
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indlist[5] = pIndicesY(uXRegSpace, uYRegSpace, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 64)
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{
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indlist[6] = pIndicesX(uXRegSpace, uYRegSpace, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 128)
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{
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indlist[7] = pIndicesY(uXRegSpace - 1, uYRegSpace, uZRegSpace);
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}
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if (edgeTable[iCubeIndex] & 256)
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{
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indlist[8] = pIndicesZ(uXRegSpace - 1, uYRegSpace - 1, uZRegSpace);
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}
|
||||
if (edgeTable[iCubeIndex] & 512)
|
||||
{
|
||||
indlist[9] = pIndicesZ(uXRegSpace, uYRegSpace - 1, uZRegSpace);
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 1024)
|
||||
{
|
||||
indlist[10] = pIndicesZ(uXRegSpace, uYRegSpace, uZRegSpace);
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 2048)
|
||||
{
|
||||
indlist[11] = pIndicesZ(uXRegSpace - 1, uYRegSpace, uZRegSpace);
|
||||
}
|
||||
|
||||
for (int i = 0; triTable[iCubeIndex][i] != -1; i += 3)
|
||||
{
|
||||
const int32_t ind0 = indlist[triTable[iCubeIndex][i]];
|
||||
const int32_t ind1 = indlist[triTable[iCubeIndex][i + 1]];
|
||||
const int32_t ind2 = indlist[triTable[iCubeIndex][i + 2]];
|
||||
|
||||
if ((ind0 != -1) && (ind1 != -1) && (ind2 != -1))
|
||||
{
|
||||
m_meshCurrent->addTriangle(ind0, ind1, ind2);
|
||||
}
|
||||
}//For each triangle
|
||||
}//For each cell
|
||||
}//For each cell
|
||||
m_sampVolume.movePositiveX();
|
||||
}
|
||||
}
|
||||
|
||||
pPreviousBitmask.swap(pCurrentBitmask);
|
||||
|
Loading…
x
Reference in New Issue
Block a user