I didn't apply the changes to a few macro-heavy files as Visual Studio removes all indentation from macros, whereas the indentation can be handy to see nesting.
124 lines
4.5 KiB
C++
124 lines
4.5 KiB
C++
/*******************************************************************************
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The MIT License (MIT)
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Copyright (c) 2015 David Williams and Matthew Williams
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*******************************************************************************/
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#include "PolyVoxExample.h"
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#include "PolyVox/Density.h"
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#include "PolyVox/MarchingCubesSurfaceExtractor.h"
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#include "PolyVox/Mesh.h"
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#include "PolyVox/RawVolume.h"
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#include "PolyVox/VolumeResampler.h"
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#include <QApplication>
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//Use the PolyVox namespace
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using namespace PolyVox;
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void createSphereInVolume(RawVolume<uint8_t>& volData, float fRadius)
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{
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//This vector hold the position of the center of the volume
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Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
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//This three-level for loop iterates over every voxel in the volume
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for (int z = 0; z < volData.getDepth(); z++)
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{
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for (int y = 0; y < volData.getHeight(); y++)
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{
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for (int x = 0; x < volData.getWidth(); x++)
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{
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//Store our current position as a vector...
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Vector3DFloat v3dCurrentPos(x, y, z);
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//And compute how far the current position is from the center of the volume
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float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
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if (fDistToCenter <= fRadius)
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{
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//Our new density value
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uint8_t uDensity = std::numeric_limits<uint8_t>::max();
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//Wrte the voxel value into the volume
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volData.setVoxel(x, y, z, uDensity);
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}
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//144 in the middle, (144 - 32) at the edges. Threshold of 128 is between these
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//volData.setVoxel(x, y, z, 144 - fDistToCenter);
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}
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}
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}
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}
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class SmoothLODExample : public PolyVoxExample
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{
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public:
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SmoothLODExample(QWidget *parent)
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:PolyVoxExample(parent)
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{
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}
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protected:
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void initializeExample() override
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{
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//Create an empty volume and then place a sphere in it
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RawVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(63, 63, 63)));
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createSphereInVolume(volData, 28);
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//Smooth the data - should reimplement this using LowPassFilter
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//smoothRegion<PagedVolume, Density8>(volData, volData.getEnclosingRegion());
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//smoothRegion<PagedVolume, Density8>(volData, volData.getEnclosingRegion());
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//smoothRegion<PagedVolume, Density8>(volData, volData.getEnclosingRegion());
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RawVolume<uint8_t> volDataLowLOD(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(15, 31, 31)));
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VolumeResampler< RawVolume<uint8_t>, RawVolume<uint8_t> > volumeResampler(&volData, PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(31, 63, 63)), &volDataLowLOD, volDataLowLOD.getEnclosingRegion());
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volumeResampler.execute();
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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 = 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 = decodeMesh(meshHighLOD);
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//Pass the surface to the OpenGL window
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addMesh(decodedMeshHighLOD, Vector3DInt32(30, 0, 0));
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addMesh(decodedMeshLowLOD, Vector3DInt32(0, 0, 0), 63.0f / 31.0f);
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setCameraTransform(QVector3D(100.0f, 100.0f, 100.0f), -(PI / 4.0f), PI + (PI / 4.0f));
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}
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};
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int main(int argc, char *argv[])
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{
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//Create and show the Qt OpenGL window
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QApplication app(argc, argv);
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SmoothLODExample openGLWidget(0);
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openGLWidget.show();
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//Run the message pump.
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return app.exec();
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}
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