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https://github.com/HifiExperiments/overte.git
synced 2025-08-12 07:49:03 +02:00
Generate additional vertices with different normals when normals differ by
"crease" angle.
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27099f6dcd
commit
c67f421ea9
2 changed files with 104 additions and 22 deletions
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@ -964,6 +964,12 @@ void HeightfieldPreview::render(const glm::vec3& translation, float scale) const
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false);
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}
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void VoxelPoint::setNormal(const glm::vec3& normal) {
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this->normal[0] = (char)(normal.x * 127.0f);
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this->normal[1] = (char)(normal.y * 127.0f);
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this->normal[2] = (char)(normal.z * 127.0f);
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}
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VoxelBuffer::VoxelBuffer(const QVector<VoxelPoint>& vertices, const QVector<int>& indices,
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const QVector<SharedObjectPointer>& materials) :
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_vertices(vertices),
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@ -1535,6 +1541,14 @@ public:
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glm::vec3 normal;
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QRgb color;
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char material;
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int axis;
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};
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class AxisIndex {
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public:
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int x, y, z;
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AxisIndex(int x = -1, int y = -1, int z = -1) : x(x), y(y), z(z) { }
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};
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int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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@ -1575,10 +1589,10 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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// as we scan down the cube generating vertices between grid points, we remember the indices of the last
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// (element, line, section--x, y, z) so that we can connect generated vertices as quads
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int expanded = size + 1;
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QVector<int> lineIndices(expanded, -1);
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QVector<int> lastLineIndices(expanded, -1);
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QVector<int> planeIndices(expanded * expanded, -1);
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QVector<int> lastPlaneIndices(expanded * expanded, -1);
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QVector<AxisIndex> lineIndices(expanded);
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QVector<AxisIndex> lastLineIndices(expanded);
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QVector<AxisIndex> planeIndices(expanded * expanded);
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QVector<AxisIndex> lastPlaneIndices(expanded * expanded);
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const int EDGES_PER_CUBE = 12;
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EdgeCrossing crossings[EDGES_PER_CUBE];
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@ -1589,7 +1603,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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for (int z = 0; z < expanded; z++) {
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const QRgb* colorY = colorZ;
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for (int y = 0; y < expanded; y++) {
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int lastIndex = 0;
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AxisIndex lastIndex;
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const QRgb* colorX = colorY;
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for (int x = 0; x < expanded; x++) {
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int alpha0 = colorX[0] >> ALPHA_OFFSET;
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@ -1663,6 +1677,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[0];
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}
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crossing.point = glm::vec3(qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL, 0.0f, 0.0f);
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crossing.axis = 0;
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}
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if (middleY) {
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if (alpha1 != alpha3) {
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@ -1677,6 +1692,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[1];
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}
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crossing.point = glm::vec3(1.0f, qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL, 0.0f);
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crossing.axis = 1;
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}
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if (alpha2 != alpha3) {
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QRgb hermite = hermiteBase[hermiteStride];
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@ -1690,6 +1706,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[size];
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}
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crossing.point = glm::vec3(qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL, 1.0f, 0.0f);
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crossing.axis = 0;
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}
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if (middleZ) {
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if (alpha3 != alpha7) {
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@ -1704,6 +1721,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[offset3];
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}
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crossing.point = glm::vec3(1.0f, 1.0f, qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL);
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crossing.axis = 2;
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}
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if (alpha5 != alpha7) {
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QRgb hermite = hermiteBase[hermiteArea + VoxelHermiteData::EDGE_COUNT + 1];
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@ -1717,6 +1735,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[offset5];
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}
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crossing.point = glm::vec3(1.0f, qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL, 1.0f);
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crossing.axis = 1;
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}
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if (alpha6 != alpha7) {
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QRgb hermite = hermiteBase[hermiteArea + hermiteStride];
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@ -1730,6 +1749,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[offset6];
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}
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crossing.point = glm::vec3(qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL, 1.0f, 1.0f);
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crossing.axis = 0;
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}
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}
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}
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@ -1746,6 +1766,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[1];
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}
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crossing.point = glm::vec3(1.0f, 0.0f, qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL);
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crossing.axis = 2;
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}
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if (alpha4 != alpha5) {
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QRgb hermite = hermiteBase[hermiteArea];
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@ -1759,6 +1780,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[area];
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}
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crossing.point = glm::vec3(qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL, 0.0f, 1.0f);
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crossing.axis = 0;
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}
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}
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}
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@ -1775,6 +1797,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[0];
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}
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crossing.point = glm::vec3(0.0f, qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL, 0.0f);
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crossing.axis = 1;
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}
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if (middleZ) {
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if (alpha2 != alpha6) {
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@ -1789,6 +1812,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[size];
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}
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crossing.point = glm::vec3(0.0f, 1.0f, qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL);
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crossing.axis = 2;
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}
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if (alpha4 != alpha6) {
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QRgb hermite = hermiteBase[hermiteArea + 1];
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@ -1802,6 +1826,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[area];
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}
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crossing.point = glm::vec3(0.0f, qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL, 1.0f);
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crossing.axis = 1;
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}
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}
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}
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@ -1817,11 +1842,12 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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crossing.material = materialBase[0];
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}
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crossing.point = glm::vec3(0.0f, 0.0f, qAlpha(hermite) * EIGHT_BIT_MAXIMUM_RECIPROCAL);
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crossing.axis = 2;
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}
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// at present, we simply average the properties of each crossing as opposed to finding the vertex that
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// minimizes the quadratic error function as described in the reference paper
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glm::vec3 center;
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glm::vec3 normal;
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glm::vec3 axisNormals[3];
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const int MAX_MATERIALS_PER_VERTEX = 4;
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quint8 materials[] = { 0, 0, 0, 0 };
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glm::vec4 materialWeights;
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@ -1830,7 +1856,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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for (int i = 0; i < crossingCount; i++) {
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const EdgeCrossing& crossing = crossings[i];
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center += crossing.point;
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normal += crossing.normal;
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axisNormals[crossing.axis] += crossing.normal;
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red += qRed(crossing.color);
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green += qGreen(crossing.color);
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blue += qBlue(crossing.color);
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@ -1853,16 +1879,18 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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}
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}
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}
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normal = glm::normalize(normal);
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glm::vec3 normal = glm::normalize(axisNormals[0] + axisNormals[1] + axisNormals[2]);
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center /= crossingCount;
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// use a sequence of Givens rotations to perform a QR decomposition
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// see http://www.cs.rice.edu/~jwarren/papers/techreport02408.pdf
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glm::mat4 r(0.0f);
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glm::vec4 bottom;
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float smallestCosNormal = 1.0f;
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for (int i = 0; i < crossingCount; i++) {
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const EdgeCrossing& crossing = crossings[i];
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bottom = glm::vec4(crossing.normal, glm::dot(crossing.normal, crossing.point - center));
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smallestCosNormal = qMin(smallestCosNormal, glm::dot(crossing.normal, normal));
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for (int j = 0; j < 4; j++) {
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float angle = glm::atan(-bottom[j], r[j][j]);
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@ -1931,17 +1959,69 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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{ materials[0], materials[1], materials[2], materials[3] },
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{ (quint8)materialWeights[0], (quint8)materialWeights[1], (quint8)materialWeights[2],
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(quint8)materialWeights[3] } };
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int index = vertices.size();
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vertices.append(point);
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// determine whether we must "crease" by generating directional normals
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const float CREASE_COS_NORMAL = glm::cos(glm::radians(40.0f));
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AxisIndex index(vertices.size(), vertices.size(), vertices.size());
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if (smallestCosNormal > CREASE_COS_NORMAL) {
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vertices.append(point);
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} else {
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axisNormals[0] = glm::normalize(axisNormals[0]);
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axisNormals[1] = glm::normalize(axisNormals[1]);
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axisNormals[2] = glm::normalize(axisNormals[2]);
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glm::vec3 normalXY(glm::normalize(axisNormals[0] + axisNormals[1]));
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glm::vec3 normalXZ(glm::normalize(axisNormals[0] + axisNormals[2]));
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glm::vec3 normalYZ(glm::normalize(axisNormals[1] + axisNormals[2]));
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if (glm::dot(axisNormals[0], normalXY) > CREASE_COS_NORMAL &&
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glm::dot(axisNormals[1], normalXY) > CREASE_COS_NORMAL) {
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point.setNormal(normalXY);
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vertices.append(point);
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point.setNormal(axisNormals[2]);
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index.z = vertices.size();
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vertices.append(point);
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} else if (glm::dot(axisNormals[0], normalXZ) > CREASE_COS_NORMAL &&
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glm::dot(axisNormals[2], normalXZ) > CREASE_COS_NORMAL) {
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point.setNormal(normalXZ);
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vertices.append(point);
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point.setNormal(axisNormals[1]);
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index.y = vertices.size();
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vertices.append(point);
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} else if (glm::dot(axisNormals[1], normalYZ) > CREASE_COS_NORMAL &&
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glm::dot(axisNormals[2], normalYZ) > CREASE_COS_NORMAL) {
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point.setNormal(normalYZ);
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vertices.append(point);
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point.setNormal(axisNormals[0]);
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index.x = vertices.size();
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vertices.append(point);
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} else {
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point.setNormal(axisNormals[0]);
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vertices.append(point);
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point.setNormal(axisNormals[1]);
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index.y = vertices.size();
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vertices.append(point);
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point.setNormal(axisNormals[2]);
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index.z = vertices.size();
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vertices.append(point);
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}
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}
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// the first x, y, and z are repeated for the boundary edge; past that, we consider generating
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// quads for each edge that includes a transition, using indices of previously generated vertices
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if (x != 0 && y != 0 && z != 0) {
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if (alpha0 != alpha1) {
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indices.append(index);
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int index1 = lastLineIndices.at(x);
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int index2 = lastPlaneIndices.at((y - 1) * expanded + x);
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int index3 = lastPlaneIndices.at(y * expanded + x);
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indices.append(index.x);
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int index1 = lastLineIndices.at(x).x;
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int index2 = lastPlaneIndices.at((y - 1) * expanded + x).x;
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int index3 = lastPlaneIndices.at(y * expanded + x).x;
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if (alpha0 == 0) { // quad faces negative x
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indices.append(index3);
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indices.append(index2);
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@ -1954,10 +2034,10 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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}
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if (alpha0 != alpha2) {
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indices.append(index);
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int index1 = lastIndex;
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int index2 = lastPlaneIndices.at(y * expanded + x - 1);
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int index3 = lastPlaneIndices.at(y * expanded + x);
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indices.append(index.y);
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int index1 = lastIndex.y;
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int index2 = lastPlaneIndices.at(y * expanded + x - 1).y;
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int index3 = lastPlaneIndices.at(y * expanded + x).y;
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if (alpha0 == 0) { // quad faces negative y
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indices.append(index1);
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indices.append(index2);
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@ -1970,10 +2050,10 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
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}
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if (alpha0 != alpha4) {
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indices.append(index);
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int index1 = lastIndex;
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int index2 = lastLineIndices.at(x - 1);
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int index3 = lastLineIndices.at(x);
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indices.append(index.z);
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int index1 = lastIndex.z;
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int index2 = lastLineIndices.at(x - 1).z;
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int index3 = lastLineIndices.at(x).z;
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if (alpha0 == 0) { // quad faces negative z
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indices.append(index3);
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indices.append(index2);
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@ -226,6 +226,8 @@ public:
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char normal[3];
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quint8 materials[4];
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quint8 materialWeights[4];
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void setNormal(const glm::vec3& normal);
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};
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/// Contains the information necessary to render a voxel block.
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