Merge branch 'feature/better-normal-encoding' into develop
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commit
e1cdf0ca06
@ -83,7 +83,7 @@ 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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@ -13,17 +13,30 @@ uniform mat4 modelToWorldMatrix;
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out vec4 worldPosition;
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out vec4 worldNormal;
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// Returns +/- 1
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vec2 signNotZero(vec2 v)
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{
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return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
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}
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void main()
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{
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vec4 decodedPosition = position;
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decodedPosition.xyz = decodedPosition.xyz * (1.0 / 256.0);
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uint encodedX = (normal >> 10u) & 0x1Fu;
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uint encodedY = (normal >> 5u) & 0x1Fu;
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uint encodedZ = (normal) & 0x1Fu;
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worldNormal.xyz = vec3(encodedX, encodedY, encodedZ);
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worldNormal.xyz = worldNormal.xyz / 15.5;
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worldNormal.xyz = worldNormal.xyz - vec3(1.0, 1.0, 1.0);
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//Get the encoded bytes of the normal
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uint encodedX = (normal >> 8u) & 0xFFu;
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uint encodedY = (normal) & 0xFFu;
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// Map to range [-1.0, +1.0]
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vec2 e = vec2(encodedX, encodedY);
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e = e * vec2(1.0 / 127.5, 1.0 / 127.5);
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e = e - vec2(1.0, 1.0);
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// Now decode normal using listing 2 of http://jcgt.org/published/0003/02/01/
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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if (v.z < 0) v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
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worldNormal.xyz = normalize(v);
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worldNormal.w = 1.0;
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// Standard sequence of OpenGL transformations.
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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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@ -66,45 +65,84 @@ namespace PolyVox
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inline uint16_t encodeNormal(const Vector3DFloat& normal)
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{
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Vector3DFloat v3dNormal = normal;
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v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
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uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
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uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
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uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
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POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
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POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
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POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
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uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
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return encodedNormal;
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// The first part of this function is based off the code in Listing 1 of http://jcgt.org/published/0003/02/01/
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// It was rewritten in C++ and is restructued for the CPU rather than the GPU.
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// Get the input components
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float vx = normal.getX();
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float vy = normal.getY();
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float vz = normal.getZ();
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// Project the sphere onto the octahedron, and then onto the xy plane
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float px = vx * (1.0f / (abs(vx) + abs(vy) + abs(vz)));
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float py = vy * (1.0f / (abs(vx) + abs(vy) + abs(vz)));
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// Reflect the folds of the lower hemisphere over the diagonals.
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if (vz <= 0.0f)
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{
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float refx = ((1.0f - abs(py)) * (px >= 0.0f ? +1.0f : -1.0f));
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float refy = ((1.0f - abs(px)) * (py >= 0.0f ? +1.0f : -1.0f));
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px = refx;
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py = refy;
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}
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// The next part was not given in the paper. We map our two
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// floats into two bytes and store them in a single uint16_t
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// Move from range [-1.0f, 1.0f] to [0.0f, 255.0f]
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px = (px + 1.0) * 127.5f;
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py = (py + 1.0) * 127.5f;
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// Convert to uints
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uint16_t resultX = static_cast<uint16_t>(px + 0.5f);
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uint16_t resultY = static_cast<uint16_t>(py + 0.5f);
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// Make sure only the lower bits are set. Probably
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// not necessary but we're just being careful really.
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resultX &= 0xFF;
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resultY &= 0xFF;
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// Contatenate the bytes and return the result.
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return (resultX << 8) | resultY;
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}
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/// Decodes a normal from a MarchingCubesVertex
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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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// Get normal components in the range 0 to 31
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uint16_t x = (encodedNormal >> 10) & 0x1F;
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uint16_t y = (encodedNormal >> 5) & 0x1F;
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uint16_t z = (encodedNormal) & 0x1F;
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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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uint16_t uy = (encodedNormal ) & 0xFF;
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// Build the resulting vector
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Vector3DFloat result(x, y, z);
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// Convert to floats in the range [-1.0f, +1.0f].
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float ex = ux / 127.5f - 1.0f;
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float ey = uy / 127.5f - 1.0f;
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// Convert to range 0.0 to 2.0
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result *= (1.0f / 15.5f); // Division is compile-time constant
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// Reconstruct the origninal vector. This is a C++ implementation
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// of Listing 2 of http://jcgt.org/published/0003/02/01/
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float vx = ex;
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float vy = ey;
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float vz = 1.0f - abs(ex) - abs(ey);
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// Convert to range -1.0 to 1.0
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result -= Vector3DFloat(1.0f, 1.0f, 1.0f);
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if (vz < 0.0f)
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{
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float refX = ((1.0f - abs(vy)) * (vx >= 0.0f ? +1.0f : -1.0f));
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float refY = ((1.0f - abs(vx)) * (vy >= 0.0f ? +1.0f : -1.0f));
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vx = refX;
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vy = refY;
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}
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return result;
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// Normalise and return the result.
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Vector3DFloat v(vx, vy, vz);
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v.normalise();
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return v;
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}
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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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