Example #1
0
        public void TestCalculateIntersections()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var size   = 64;
            var target = new GPUHermiteCalculator(game);

            var signsTex = target.CreateDensitySignsTexture(size);

            target.WriteHermiteSigns(size, new Vector3(), new Vector3(), "", signsTex);

            var intersectionsTex = target.CreateIntersectionsTexture(size);
            var normals1Tex      = target.CreateNormalsTexture(size);
            var normals2Tex      = target.CreateNormalsTexture(size);
            var normals3Tex      = target.CreateNormalsTexture(size);

            target.WriteHermiteIntersections(size, signsTex, intersectionsTex, normals1Tex, normals2Tex, normals3Tex);


            signsTex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Signs"));
            intersectionsTex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Intersections"));
            normals1Tex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Normals1"));
            normals2Tex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Normals2"));
            normals3Tex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Normals3"));
        }
Example #2
0
        public void TestInteractive()
        {
            var engine  = EngineFactory.CreateEngine();
            var game    = TW.Graphics;
            var size    = 32;
            var offset  = new Vector3(0, 0, 0);
            var scaling = new Vector3(1, 1, 1);
            var density = "20-v.y";
            var target  = new GPUHermiteCalculator(game);

            var tex3d = target.CreateDensitySignsTexture(size);

            engine.AddSimulator(() =>
            {
                target.WriteHermiteSigns(size, offset, scaling, density, tex3d);
                if (TW.Graphics.Keyboard.IsKeyPressed(Key.F))
                {
                    tex3d.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU"));
                }

                TW.Graphics.Device.ImmediateContext.ClearState();
                TW.Graphics.SetBackbuffer();
            }, "Generate");

            //tex3d.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU"));
        }
Example #3
0
        public void TestRender()
        {
            var size    = 128;
            var offset  = new Vector3(0, 0, 0);
            var scaling = new Vector3(1, 1, 1);
            var density = "20-v.y";
            var target  = new GPUHermiteCalculator(TW.Graphics);

            var grid = target.CalculateHermiteGrid(size, offset, scaling, density);

            var env = new DualContouringTestEnvironment();

            env.Grid = grid;
            env.AddToEngine(EngineFactory.CreateEngine());
        }
Example #4
0
        public void TestCalculateDensityGridSigns()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var size    = 512;
            var offset  = new Vector3(0, 0, 0);
            var scaling = new Vector3(1, 1, 1);
            var density = "20-v.y";
            var target  = new GPUHermiteCalculator(game);

            var tex = target.CreateDensitySignsTexture(size);

            target.WriteHermiteSigns(size, offset, scaling, density, tex);


            tex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Signs"));
        }
Example #5
0
        public void TestToHermiteGrid()
        {
            var size    = 128;
            var offset  = new Vector3(0, 0, 0);
            var scaling = new Vector3(1, 1, 1);
            var density = "20-v.y";
            var target  = new GPUHermiteCalculator(TW.Graphics);

            var signsTex = target.CreateDensitySignsTexture(size);

            target.WriteHermiteSigns(size, offset, scaling, density, signsTex);

            var intersectionsTex = target.CreateIntersectionsTexture(size);
            var normals1Tex      = target.CreateNormalsTexture(size);
            var normals2Tex      = target.CreateNormalsTexture(size);
            var normals3Tex      = target.CreateNormalsTexture(size);

            target.WriteHermiteIntersections(size, signsTex, intersectionsTex, normals1Tex, normals2Tex, normals3Tex);

            signsTex.SaveToImageSlices(TW.Graphics, TWDir.Test.CreateSubdirectory("DualContouring.GPU/ToHermite/Signs"));
            intersectionsTex.SaveToImageSlices(TW.Graphics, TWDir.Test.CreateSubdirectory("DualContouring.GPU/ToHermite/Intersections"));
            normals1Tex.SaveToImageSlices(TW.Graphics, TWDir.Test.CreateSubdirectory("DualContouring.GPU/ToHermite/Normals1"));
            normals2Tex.SaveToImageSlices(TW.Graphics, TWDir.Test.CreateSubdirectory("DualContouring.GPU/ToHermite/Normals2"));
            normals3Tex.SaveToImageSlices(TW.Graphics, TWDir.Test.CreateSubdirectory("DualContouring.GPU/ToHermite/Normals3"));

            var signs         = target.ReadDataThroughStageBuffer(signsTex);
            var intersections = target.ReadDataThroughStageBuffer(intersectionsTex);
            var normals1      = target.ReadDataThroughStageBuffer(normals1Tex);
            var normals2      = target.ReadDataThroughStageBuffer(normals2Tex);
            var normals3      = target.ReadDataThroughStageBuffer(normals3Tex);

            TW.Graphics.Device.ImmediateContext.ClearState();
            TW.Graphics.SetBackbuffer();

            var grid = HermiteDataGrid.CopyGrid(new DelegateHermiteGrid(
                                                    delegate(Point3 p)
            {
                p.Y = size - 1 - p.Y;
                return                                         //(p.X >= size || p.Y >= size || p.Z >= size)
                ((p.X >= size || p.Y < 0 || p.Z >= size)
                                                                   ? false
                                                                   : signs[(p.X + size * (p.Y + size * p.Z)) * 4] == 0);
            },
                                                    delegate(Point3 p, int edge)
            {
                p.Y = size - 1 - p.Y;
                if (edge < 0 || edge > 2)
                {
                    throw new InvalidOperationException();
                }
                // Assume edges 0,1,2 are 0+x,0+y,0+z
                int bufferOffset = (p.X + size * (p.Y + size * p.Z)) * 4;

                var norm       = new Vector3();
                byte[] nBuffer = null;
                switch (edge)
                {
                case 0:
                    nBuffer = normals1;
                    break;

                case 1:
                    nBuffer = normals2;
                    break;

                case 2:
                    nBuffer = normals3;
                    break;
                }

                norm.X = nBuffer[bufferOffset + 0] / 255f;
                norm.Y = nBuffer[bufferOffset + 1] / 255f;
                norm.Z = nBuffer[bufferOffset + 2] / 255f;
                norm   = (norm - new Vector3(0.5f)) * 2;


                /*
                 * // packing code with z removal, for later use maybe
                 * var sign = (normals2[bufferOffset + 2] & (1 << edge)) > 0 ? 1 : -1;
                 * var xsqysq = norm.X * norm.X + norm.Y * norm.Y;
                 * if (xsqysq > 1) xsqysq = 1;
                 * if (xsqysq < 0) xsqysq = 0;
                 * norm.Z = sign * (float)Math.Sqrt(1 - xsqysq);*/

                //if (Math.Abs(norm.Length() - 1) > 0.01) throw new InvalidOperationException();

                float intersection = intersections[bufferOffset + edge] / 255f;
                return(new Vector4(norm, intersection));
            },
                                                    new Point3(size, size, size)));



            var env = new DualContouringTestEnvironment();

            env.CameraLightSimulator.Light.LightRadius    = 300;
            env.CameraLightSimulator.Light.LightIntensity = 1;
            env.Grid = grid;
            env.AddToEngine(EngineFactory.CreateEngine());
        }