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https://github.com/overte-org/overte.git
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Better stitching.
This commit is contained in:
parent
b2079ab849
commit
460a307ebe
1 changed files with 193 additions and 263 deletions
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@ -1425,8 +1425,18 @@ public:
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char material;
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void setColorMaterial(const StackArray::Entry& entry) { color = entry.color; material = entry.material; }
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void mix(const EdgeCrossing& first, const EdgeCrossing& second, float t);
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};
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void EdgeCrossing::mix(const EdgeCrossing& first, const EdgeCrossing& second, float t) {
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point = glm::mix(first.point, second.point, t);
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normal = glm::normalize(glm::mix(first.normal, second.normal, t));
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color = qRgb(glm::mix(qRed(first.color), qRed(second.color), t), glm::mix(qGreen(first.color), qGreen(second.color), t),
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glm::mix(qBlue(first.color), qBlue(second.color), t));
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material = (t < 0.5f) ? first.material : second.material;
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}
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const int MAX_NORMALS_PER_VERTEX = 4;
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class NormalIndex {
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@ -1706,7 +1716,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
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}
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const int EDGES_PER_CUBE = 12;
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EdgeCrossing crossings[EDGES_PER_CUBE];
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EdgeCrossing crossings[EDGES_PER_CUBE * 2];
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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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@ -1737,13 +1747,6 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
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lineSrc[stackWidth].getExtents(minimumY, maximumY);
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}
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if (maximumY >= minimumY) {
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int position = minimumY;
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int count = maximumY - minimumY + 1;
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NormalIndex lastIndexY = { { -1, -1, -1, -1 } };
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indicesX.position = position;
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indicesX.resize(count);
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indicesZ[x].position = position;
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indicesZ[x].resize(count);
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float heightfieldHeight = *heightLineSrc * voxelScale;
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float nextHeightfieldHeightX = heightLineSrc[1] * voxelScale;
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float nextHeightfieldHeightZ = heightLineSrc[width] * voxelScale;
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@ -1754,6 +1757,8 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
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const int LOWER_RIGHT_CORNER = 8;
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const int NO_CORNERS = 0;
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const int ALL_CORNERS = UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_LEFT_CORNER | LOWER_RIGHT_CORNER;
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const int CORNER_COUNT = 4;
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const int NEXT_CORNERS[] = { 1, 3, 0, 2 };
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int corners = NO_CORNERS;
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if (heightfieldHeight != 0.0f) {
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corners |= UPPER_LEFT_CORNER;
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@ -1768,37 +1773,38 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
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corners |= LOWER_RIGHT_CORNER;
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}
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bool stitchable = x != 0 && z != 0 && !(corners == NO_CORNERS || corners == ALL_CORNERS);
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VoxelPoint cornerPoints[4];
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EdgeCrossing cornerCrossings[CORNER_COUNT];
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int clampedX = qMax(x - 1, 0), clampedZ = qMax(z - 1, 0);
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int cornerMinimumY = INT_MAX, cornerMaximumY = -1;
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if (stitchable) {
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for (unsigned int i = 0; i < sizeof(cornerPoints) / sizeof(cornerPoints[0]); i++) {
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for (int i = 0; i < CORNER_COUNT; i++) {
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if (!(corners & (1 << i))) {
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continue;
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}
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int offsetX = (i & X_MAXIMUM_FLAG) ? 1 : 0;
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int offsetZ = (i & Y_MAXIMUM_FLAG) ? 1 : 0;
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const quint16* height = heightLineSrc + offsetZ * width + offsetX;
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VoxelPoint& point = cornerPoints[i];
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int clampedOffsetX = clampedX + offsetX, clampedOffsetZ = clampedZ + offsetZ;
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point.vertex = glm::vec3(clampedOffsetX, *height * voxelScale, clampedOffsetZ) * step;
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float heightValue = *height * voxelScale;
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int y = (int)heightValue;
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cornerMinimumY = qMin(cornerMinimumY, y);
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cornerMaximumY = qMax(cornerMaximumY, y);
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EdgeCrossing& crossing = cornerCrossings[i];
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crossing.point = glm::vec3(offsetX, heightValue - y, offsetZ);
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int left = height[-1];
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int right = height[1];
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int down = height[-width];
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int up = height[width];
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glm::vec3 normal = glm::normalize(glm::vec3((left == 0 || right == 0) ? 0.0f : left - right,
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crossing.normal = glm::normalize(glm::vec3((left == 0 || right == 0) ? 0.0f : left - right,
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2.0f / voxelScale, (up == 0 || down == 0) ? 0.0f : down - up));
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point.normal[0] = normal.x * numeric_limits<qint8>::max();
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point.normal[1] = normal.y * numeric_limits<qint8>::max();
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point.normal[2] = normal.z * numeric_limits<qint8>::max();
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int clampedOffsetX = clampedX + offsetX, clampedOffsetZ = clampedZ + offsetZ;
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if (colorSrc) {
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const uchar* color = colorSrc + ((int)(clampedOffsetZ * colorStepZ) * colorWidth +
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(int)(clampedOffsetX * colorStepX)) * DataBlock::COLOR_BYTES;
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point.color[0] = color[0];
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point.color[1] = color[1];
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point.color[2] = color[2];
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crossing.color = qRgb(color[0], color[1], color[2]);
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} else {
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point.color[0] = point.color[1] = point.color[2] = numeric_limits<quint8>::max();
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crossing.color = qRgb(numeric_limits<quint8>::max(), numeric_limits<quint8>::max(),
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numeric_limits<quint8>::max());
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}
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int material = 0;
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if (materialSrc) {
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@ -1813,12 +1819,18 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
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material = mapping;
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}
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}
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point.materials[0] = material;
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point.materials[1] = point.materials[2] = point.materials[3] = 0;
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point.materialWeights[0] = numeric_limits<quint8>::max();
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point.materialWeights[1] = point.materialWeights[2] = point.materialWeights[3] = 0;
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crossing.material = material;
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}
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minimumY = qMin(minimumY, cornerMinimumY);
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maximumY = qMax(maximumY, cornerMaximumY);
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}
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int position = minimumY;
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int count = maximumY - minimumY + 1;
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NormalIndex lastIndexY = { { -1, -1, -1, -1 } };
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indicesX.position = position;
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indicesX.resize(count);
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indicesZ[x].position = position;
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indicesZ[x].resize(count);
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for (int y = position, end = position + count; y < end; y++) {
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const StackArray::Entry& entry = lineSrc->getEntry(y, heightfieldHeight);
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if (displayHermite && x != 0 && z != 0 && !lineSrc->isEmpty() && y >= lineSrc->getPosition()) {
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@ -1876,91 +1888,176 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
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if (alphaTotal == 0 || alphaTotal == possibleTotal) {
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continue; // no corners set/all corners set
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}
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// we first look for crossings with the heightfield corner vertices; these take priority
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int crossingCount = 0;
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if (y >= cornerMinimumY && y <= cornerMaximumY) {
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// first look for set corners, which override any interpolated values
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int crossedCorners = NO_CORNERS;
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for (int i = 0; i < CORNER_COUNT; i++) {
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if (!(corners & (1 << i))) {
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continue;
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}
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int offsetX = (i & X_MAXIMUM_FLAG) ? 1 : 0;
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int offsetZ = (i & Y_MAXIMUM_FLAG) ? 1 : 0;
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const quint16* height = heightLineSrc + offsetZ * width + offsetX;
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float heightValue = *height * voxelScale;
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if (heightValue >= y && heightValue < y + 1) {
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crossedCorners |= (1 << i);
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}
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}
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switch (crossedCorners) {
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case UPPER_LEFT_CORNER:
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case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER:
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case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER:
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case UPPER_LEFT_CORNER | LOWER_RIGHT_CORNER:
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crossings[crossingCount++] = cornerCrossings[0];
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break;
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case UPPER_RIGHT_CORNER:
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case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER:
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case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER:
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case UPPER_RIGHT_CORNER | LOWER_LEFT_CORNER:
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crossings[crossingCount++] = cornerCrossings[1];
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break;
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case LOWER_LEFT_CORNER:
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case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER:
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case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER | UPPER_LEFT_CORNER:
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crossings[crossingCount++] = cornerCrossings[2];
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break;
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case LOWER_RIGHT_CORNER:
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case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER:
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case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER:
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crossings[crossingCount++] = cornerCrossings[3];
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break;
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case NO_CORNERS:
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for (int i = 0; i < CORNER_COUNT; i++) {
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if (!(corners & (1 << i))) {
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continue;
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}
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int offsetX = (i & X_MAXIMUM_FLAG) ? 1 : 0;
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int offsetZ = (i & Y_MAXIMUM_FLAG) ? 1 : 0;
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const quint16* height = heightLineSrc + offsetZ * width + offsetX;
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float heightValue = *height * voxelScale;
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if (heightValue >= y && heightValue < y + 1) {
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crossings[crossingCount++] = cornerCrossings[i];
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}
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int nextIndex = NEXT_CORNERS[i];
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if (!(corners & (1 << nextIndex))) {
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continue;
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}
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int nextOffsetX = (nextIndex & X_MAXIMUM_FLAG) ? 1 : 0;
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int nextOffsetZ = (nextIndex & Y_MAXIMUM_FLAG) ? 1 : 0;
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const quint16* nextHeight = heightLineSrc + nextOffsetZ * width + nextOffsetX;
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float nextHeightValue = *nextHeight * voxelScale;
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float divisor = (nextHeightValue - heightValue);
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if (divisor == 0.0f) {
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continue;
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}
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float t1 = (y - heightValue) / divisor;
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float t2 = (y + 1 - heightValue) / divisor;
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if (t1 >= 0.0f && t1 <= 1.0f) {
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crossings[crossingCount++].mix(cornerCrossings[i], cornerCrossings[nextIndex], t1);
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}
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if (t2 >= 0.0f && t2 <= 1.0f) {
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crossings[crossingCount++].mix(cornerCrossings[i], cornerCrossings[nextIndex], t2);
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}
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}
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break;
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}
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}
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// the terrifying conditional code that follows checks each cube edge for a crossing, gathering
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// its properties (color, material, normal) if one is present; as before, boundary edges are excluded
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int crossingCount = 0;
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const StackArray::Entry& nextEntryY = lineSrc->getEntry(y + 1, heightfieldHeight);
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if (middleX) {
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const StackArray::Entry& nextEntryX = lineSrc[1].getEntry(y, nextHeightfieldHeightX);
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const StackArray::Entry& nextEntryXY = lineSrc[1].getEntry(y + 1, nextHeightfieldHeightX);
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if (alpha0 != alpha1) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(entry.getHermiteX(crossing.normal), 0.0f, 0.0f);
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crossing.setColorMaterial(alpha0 == 0 ? nextEntryX : entry);
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if (crossingCount == 0) {
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const StackArray::Entry& nextEntryY = lineSrc->getEntry(y + 1, heightfieldHeight);
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if (middleX) {
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const StackArray::Entry& nextEntryX = lineSrc[1].getEntry(y, nextHeightfieldHeightX);
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const StackArray::Entry& nextEntryXY = lineSrc[1].getEntry(y + 1, nextHeightfieldHeightX);
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if (alpha0 != alpha1) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(entry.getHermiteX(crossing.normal), 0.0f, 0.0f);
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crossing.setColorMaterial(alpha0 == 0 ? nextEntryX : entry);
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}
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if (alpha1 != alpha3) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(1.0f, nextEntryX.getHermiteY(crossing.normal), 0.0f);
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crossing.setColorMaterial(alpha1 == 0 ? nextEntryXY : nextEntryX);
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}
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if (alpha2 != alpha3) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(nextEntryY.getHermiteX(crossing.normal), 1.0f, 0.0f);
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crossing.setColorMaterial(alpha2 == 0 ? nextEntryXY : nextEntryY);
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}
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if (middleZ) {
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const StackArray::Entry& nextEntryZ = lineSrc[stackWidth].getEntry(y,
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nextHeightfieldHeightZ);
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const StackArray::Entry& nextEntryXZ = lineSrc[stackWidth + 1].getEntry(
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y, nextHeightfieldHeightXZ);
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const StackArray::Entry& nextEntryXYZ = lineSrc[stackWidth + 1].getEntry(
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y + 1, nextHeightfieldHeightXZ);
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if (alpha1 != alpha5) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(1.0f, 0.0f, nextEntryX.getHermiteZ(crossing.normal));
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crossing.setColorMaterial(alpha1 == 0 ? nextEntryXZ : nextEntryX);
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}
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if (alpha3 != alpha7) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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const StackArray::Entry& nextEntryXY = lineSrc[1].getEntry(y + 1,
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nextHeightfieldHeightX);
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crossing.point = glm::vec3(1.0f, 1.0f, nextEntryXY.getHermiteZ(crossing.normal));
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crossing.setColorMaterial(alpha3 == 0 ? nextEntryXYZ : nextEntryXY);
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}
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if (alpha4 != alpha5) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(nextEntryZ.getHermiteX(crossing.normal), 0.0f, 1.0f);
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crossing.setColorMaterial(alpha4 == 0 ? nextEntryXZ : nextEntryZ);
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}
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if (alpha5 != alpha7) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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const StackArray::Entry& nextEntryXZ = lineSrc[stackWidth + 1].getEntry(
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y, nextHeightfieldHeightXZ);
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crossing.point = glm::vec3(1.0f, nextEntryXZ.getHermiteY(crossing.normal), 1.0f);
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crossing.setColorMaterial(alpha5 == 0 ? nextEntryXYZ : nextEntryXZ);
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}
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if (alpha6 != alpha7) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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const StackArray::Entry& nextEntryYZ = lineSrc[stackWidth].getEntry(
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y + 1, nextHeightfieldHeightZ);
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crossing.point = glm::vec3(nextEntryYZ.getHermiteX(crossing.normal), 1.0f, 1.0f);
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crossing.setColorMaterial(alpha6 == 0 ? nextEntryXYZ : nextEntryYZ);
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}
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}
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}
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if (alpha1 != alpha3) {
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if (alpha0 != alpha2) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(1.0f, nextEntryX.getHermiteY(crossing.normal), 0.0f);
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crossing.setColorMaterial(alpha1 == 0 ? nextEntryXY : nextEntryX);
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}
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if (alpha2 != alpha3) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(nextEntryY.getHermiteX(crossing.normal), 1.0f, 0.0f);
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crossing.setColorMaterial(alpha2 == 0 ? nextEntryXY : nextEntryY);
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crossing.point = glm::vec3(0.0f, entry.getHermiteY(crossing.normal), 0.0f);
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crossing.setColorMaterial(alpha0 == 0 ? nextEntryY : entry);
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}
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if (middleZ) {
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const StackArray::Entry& nextEntryZ = lineSrc[stackWidth].getEntry(y, nextHeightfieldHeightZ);
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const StackArray::Entry& nextEntryXZ = lineSrc[stackWidth + 1].getEntry(
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y, nextHeightfieldHeightXZ);
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const StackArray::Entry& nextEntryXYZ = lineSrc[stackWidth + 1].getEntry(
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y + 1, nextHeightfieldHeightXZ);
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if (alpha1 != alpha5) {
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const StackArray::Entry& nextEntryYZ = lineSrc[stackWidth].getEntry(y + 1,
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nextHeightfieldHeightZ);
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if (alpha0 != alpha4) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(1.0f, 0.0f, nextEntryX.getHermiteZ(crossing.normal));
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crossing.setColorMaterial(alpha1 == 0 ? nextEntryXZ : nextEntryX);
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crossing.point = glm::vec3(0.0f, 0.0f, entry.getHermiteZ(crossing.normal));
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crossing.setColorMaterial(alpha0 == 0 ? nextEntryZ : entry);
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}
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if (alpha3 != alpha7) {
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if (alpha2 != alpha6) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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const StackArray::Entry& nextEntryXY = lineSrc[1].getEntry(y + 1, nextHeightfieldHeightX);
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crossing.point = glm::vec3(1.0f, 1.0f, nextEntryXY.getHermiteZ(crossing.normal));
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crossing.setColorMaterial(alpha3 == 0 ? nextEntryXYZ : nextEntryXY);
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crossing.point = glm::vec3(0.0f, 1.0f, nextEntryY.getHermiteZ(crossing.normal));
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crossing.setColorMaterial(alpha2 == 0 ? nextEntryYZ : nextEntryY);
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}
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if (alpha4 != alpha5) {
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if (alpha4 != alpha6) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(nextEntryZ.getHermiteX(crossing.normal), 0.0f, 1.0f);
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crossing.setColorMaterial(alpha4 == 0 ? nextEntryXZ : nextEntryZ);
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}
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if (alpha5 != alpha7) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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const StackArray::Entry& nextEntryXZ = lineSrc[stackWidth + 1].getEntry(
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y, nextHeightfieldHeightXZ);
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crossing.point = glm::vec3(1.0f, nextEntryXZ.getHermiteY(crossing.normal), 1.0f);
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crossing.setColorMaterial(alpha5 == 0 ? nextEntryXYZ : nextEntryXZ);
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}
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if (alpha6 != alpha7) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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const StackArray::Entry& nextEntryYZ = lineSrc[stackWidth].getEntry(
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y + 1, nextHeightfieldHeightZ);
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crossing.point = glm::vec3(nextEntryYZ.getHermiteX(crossing.normal), 1.0f, 1.0f);
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crossing.setColorMaterial(alpha6 == 0 ? nextEntryXYZ : nextEntryYZ);
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crossing.point = glm::vec3(0.0f, nextEntryZ.getHermiteY(crossing.normal), 1.0f);
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crossing.setColorMaterial(alpha4 == 0 ? nextEntryYZ : nextEntryZ);
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}
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}
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}
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if (alpha0 != alpha2) {
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EdgeCrossing& crossing = crossings[crossingCount++];
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crossing.point = glm::vec3(0.0f, entry.getHermiteY(crossing.normal), 0.0f);
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crossing.setColorMaterial(alpha0 == 0 ? nextEntryY : entry);
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}
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if (middleZ) {
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const StackArray::Entry& nextEntryZ = lineSrc[stackWidth].getEntry(y, nextHeightfieldHeightZ);
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const StackArray::Entry& nextEntryYZ = lineSrc[stackWidth].getEntry(y + 1, nextHeightfieldHeightZ);
|
||||
if (alpha0 != alpha4) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(0.0f, 0.0f, entry.getHermiteZ(crossing.normal));
|
||||
crossing.setColorMaterial(alpha0 == 0 ? nextEntryZ : entry);
|
||||
}
|
||||
if (alpha2 != alpha6) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(0.0f, 1.0f, nextEntryY.getHermiteZ(crossing.normal));
|
||||
crossing.setColorMaterial(alpha2 == 0 ? nextEntryYZ : nextEntryY);
|
||||
}
|
||||
if (alpha4 != alpha6) {
|
||||
EdgeCrossing& crossing = crossings[crossingCount++];
|
||||
crossing.point = glm::vec3(0.0f, nextEntryZ.getHermiteY(crossing.normal), 1.0f);
|
||||
crossing.setColorMaterial(alpha4 == 0 ? nextEntryYZ : nextEntryZ);
|
||||
}
|
||||
}
|
||||
// determine whether we should ignore this vertex because it will be stitched
|
||||
// make sure we have valid crossings to include
|
||||
int validCrossings = 0;
|
||||
for (int i = 0; i < crossingCount; i++) {
|
||||
if (qAlpha(crossings[i].color) != 0) {
|
||||
|
@ -2108,173 +2205,6 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
|
|||
point.setNormal(normals[i]);
|
||||
vertices.append(point);
|
||||
}
|
||||
|
||||
if (stitchable) {
|
||||
int nextIndex = vertices.size();
|
||||
const NormalIndex& previousIndexX = lastIndicesX.getClosest(y);
|
||||
const NormalIndex& previousIndexZ = lastIndicesZ[x].getClosest(y);
|
||||
switch (corners) {
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER: {
|
||||
vertices.append(cornerPoints[0]);
|
||||
vertices.append(cornerPoints[3]);
|
||||
glm::vec3 normal = glm::cross(cornerPoints[0].vertex - cornerPoints[1].vertex,
|
||||
cornerPoints[3].vertex - cornerPoints[1].vertex);
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex + 1, nextIndex, nextIndex);
|
||||
if (previousIndexX.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
nextIndex, previousIndexX.getClosestIndex(normal, vertices));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case UPPER_LEFT_CORNER | LOWER_LEFT_CORNER | LOWER_RIGHT_CORNER: {
|
||||
vertices.append(cornerPoints[0]);
|
||||
vertices.append(cornerPoints[3]);
|
||||
glm::vec3 normal = glm::cross(cornerPoints[3].vertex - cornerPoints[2].vertex,
|
||||
cornerPoints[0].vertex - cornerPoints[2].vertex);
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex, nextIndex + 1, nextIndex + 1);
|
||||
if (previousIndexZ.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
previousIndexZ.getClosestIndex(normal, vertices), nextIndex);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER: {
|
||||
vertices.append(cornerPoints[1]);
|
||||
vertices.append(cornerPoints[2]);
|
||||
vertices.append(cornerPoints[3]);
|
||||
glm::vec3 normal = glm::cross(cornerPoints[3].vertex - cornerPoints[2].vertex,
|
||||
cornerPoints[1].vertex - cornerPoints[2].vertex);
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex + 2, nextIndex, nextIndex);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex + 1, nextIndex + 2, nextIndex + 2);
|
||||
if (previousIndexX.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
previousIndexX.getClosestIndex(normal, vertices), nextIndex + 1);
|
||||
}
|
||||
if (previousIndexZ.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
nextIndex, previousIndexZ.getClosestIndex(normal, vertices));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER | LOWER_LEFT_CORNER: {
|
||||
vertices.append(cornerPoints[0]);
|
||||
vertices.append(cornerPoints[1]);
|
||||
vertices.append(cornerPoints[2]);
|
||||
glm::vec3 normal = glm::cross(cornerPoints[2].vertex - cornerPoints[0].vertex,
|
||||
cornerPoints[1].vertex - cornerPoints[0].vertex);
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex + 1, nextIndex, nextIndex);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex, nextIndex + 2, nextIndex + 2);
|
||||
break;
|
||||
}
|
||||
case UPPER_LEFT_CORNER | UPPER_RIGHT_CORNER: {
|
||||
vertices.append(cornerPoints[0]);
|
||||
vertices.append(cornerPoints[1]);
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(cornerPoints[1].vertex - first,
|
||||
cornerPoints[0].vertex - first);
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex + 1, nextIndex, nextIndex);
|
||||
if (previousIndexX.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
nextIndex, previousIndexX.getClosestIndex(normal, vertices));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case UPPER_RIGHT_CORNER | LOWER_RIGHT_CORNER: {
|
||||
vertices.append(cornerPoints[1]);
|
||||
vertices.append(cornerPoints[3]);
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(cornerPoints[3].vertex - first,
|
||||
cornerPoints[1].vertex - first);
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex + 1, nextIndex, nextIndex);
|
||||
if (previousIndexZ.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
firstIndex, nextIndex, previousIndexZ.getClosestIndex(normal, vertices));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case LOWER_RIGHT_CORNER | LOWER_LEFT_CORNER: {
|
||||
vertices.append(cornerPoints[3]);
|
||||
vertices.append(cornerPoints[2]);
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(cornerPoints[2].vertex - first,
|
||||
cornerPoints[3].vertex - first);
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex + 1, nextIndex, nextIndex);
|
||||
if (previousIndexX.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
previousIndexX.getClosestIndex(normal, vertices), nextIndex + 1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case LOWER_LEFT_CORNER | UPPER_LEFT_CORNER: {
|
||||
vertices.append(cornerPoints[2]);
|
||||
vertices.append(cornerPoints[0]);
|
||||
const glm::vec3& first = vertices.at(index.indices[0]).vertex;
|
||||
glm::vec3 normal = glm::cross(cornerPoints[0].vertex - first,
|
||||
cornerPoints[2].vertex - first);
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex,
|
||||
nextIndex + 1, nextIndex, nextIndex);
|
||||
if (previousIndexZ.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
previousIndexZ.getClosestIndex(normal, vertices), nextIndex + 1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case UPPER_LEFT_CORNER: {
|
||||
vertices.append(cornerPoints[0]);
|
||||
glm::vec3 normal = glm::cross(cornerPoints[0].vertex -
|
||||
vertices.at(index.indices[0]).vertex, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
if (previousIndexX.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
nextIndex, previousIndexX.getClosestIndex(normal, vertices));
|
||||
}
|
||||
if (previousIndexZ.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
previousIndexZ.getClosestIndex(normal, vertices), nextIndex);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case UPPER_RIGHT_CORNER: {
|
||||
vertices.append(cornerPoints[1]);
|
||||
glm::vec3 normal = glm::cross(cornerPoints[1].vertex -
|
||||
vertices.at(index.indices[0]).vertex, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
if (previousIndexZ.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
nextIndex, previousIndexZ.getClosestIndex(normal, vertices));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case LOWER_LEFT_CORNER: {
|
||||
vertices.append(cornerPoints[2]);
|
||||
glm::vec3 normal = glm::cross(cornerPoints[2].vertex -
|
||||
vertices.at(index.indices[0]).vertex, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
int firstIndex = index.getClosestIndex(normal, vertices);
|
||||
if (previousIndexX.isValid()) {
|
||||
appendIndices(indices, quadIndices, vertices, step, firstIndex, firstIndex,
|
||||
previousIndexX.getClosestIndex(normal, vertices), nextIndex);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// the first x, y, and z are repeated for the boundary edge; past that, we consider generating
|
||||
|
|
Loading…
Reference in a new issue