Added an explanation of what this code does.
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@ -22,12 +22,130 @@
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// $Id$
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/* The following is an explanation of our somewhat conveluted and
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tricky texture scaling/offset scheme:
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MAX_TEX_COORD is a value I arrived at by trial and error for my
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voodoo2/3 video card. If you use texture coordinates that are too
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big, you quickly start getting into round off problems and the texture
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jumps and moves relative to the polygon.
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The point of all of this code is that I wanted to be able to define
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this size in meters of a texture and have it be applied seamlessly to
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the terrain. I wanted to be able to change the defined size (in
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meters) of textures at run time. In other words I want to be able to
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scale the textures at run time and still have them seamlessly tile
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together across fans.
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The problem is that I have to pregenerate all the texture coordinates
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when I create the scenery, and I didn't want to burn CPU doing this
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again when I load the scenery at run time.
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It ended up taking me a lot of thought, a lot of trial and error, and
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a lot of fiddling around to come up with a scheme that worked.
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----------
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Ok, so think about what needs to be done to have the texture tile
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across a series of triangles and fans ...
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Basically you want to use some function of lon/lat mod your max
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texture coordinate size to calculate the texture coordinate of each
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vertex. This should result in nice tiling across distinct triangles
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and fans.
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Pretend our MAX_TEX_COORD = 4.0 and half of this is 2.0
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Imagine the following two adjacent polygons with the "X" component of
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the initial texture coordinate based on longitude (Note they are drawn
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spaced apart, but in reality the two polygons are adjacent):
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7.0 8.6 8.6 9.0
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*-----* *------*
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| | | |
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Now, this exceeds our MAX_TEX_COORD of 4.0 so we have to scale these
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texture coordinates by some integer value. Let's say we always want
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to minimize the tex coordinates to minimize rounding error so we will
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offset the first polygon by 7.0 and the second by 8.0:
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0.0 --- 1.6 and 0.6 --- 1.0
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Our tiling is maintianed becuase the coordinates are continous (mod
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1.0) and we still get the double repeat across both polygons.
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We want to be able to scale these values by an arbitrary constant and
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still have proper tiling.
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Let's try doubling the coordinates:
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0.0 --- 3.2 and 1.2 --- 2.0
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Everything still tiles nicely (because the coordinates are continuous
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mod 1.0) and the texture is now repeated 4x across the two polygons.
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Before it was repeated 2x.
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Let's try halving the coordinates:
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0.0 --- 0.8 and 0.3 --- 0.5
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Ooop! We lost continuity in texture coordinate space ... no we will
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have a visual discontinuity in the texture tiling!
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Ok, so we need some other scheme to keep our texture coordinates
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smaller than MAX_TEX_COORD that preserves continuity in texture
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space. <Deep breath> let's try the scheme that I have coded up that
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you are asking about ... <fingers crossed> :-)
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Going way back to the top before we shifted the texture coordinates.
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tmin for the first polygon is 7.0, this is then adjusted to:
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(int)(tmin.x() / HALF_MAX_TEX_COORD) ) * HALF_MAX_TEX_COORD
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= (int)(7.0/2.0) * 2.0 = 3.0 * 2.0 = 6.0
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The two texture coordinates are offset by 6.0 which yields 1.0 -- 2.6
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tmin for the second polygon is 8.6 which is adjusted to:
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(int)(tmin.x() / HALF_MAX_TEX_COORD) ) * HALF_MAX_TEX_COORD
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= (int)( 8.6 / 2.0 ) * 2.0 = 4.0 * 2.0 = 8.0
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The offset for the second polygon is 8.0 which yields 0.6 --- 1.0
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So now we have:
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1.0 --- 2.6 and 0.6 --- 1.0
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This still tiles nicely and strethes our texture across completely, so
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far we haven't done any damage.
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Now let's double the coordinates:
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2.0 --- 5.2 and 1.2 --- 2.0
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The texture is repeated 4x as it should be and is still continuous.
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How about halfing the coordinates. This is where the first scheme
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broke down. Halving the coordinates yields
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0.5 --- 1.3 and 0.3 --- 0.5
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Woohoo, we still have texture space continuity (mod 1.0) and the
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texture is repeated 1x.
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Note, it took me almost as long to re-figure this out and write this
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explanation as it did to figure out the scheme originally. I better
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enter this in the official comments in case I forget again. :-)
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*/
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#include "texcoord.hxx"
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#define FG_STANDARD_TEXTURE_DIMENSION 1000.0 // meters
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#define MAX_TEX_COORD 8.0
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#define HALF_MAX_TEX_COORD ( MAX_TEX_COORD / 2.0 )
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#define HALF_MAX_TEX_COORD ( MAX_TEX_COORD * 0.5 )
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// return the basic unshifted/unmoded texture coordinate for a lat/lon
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@ -113,14 +231,12 @@ point_list calc_tex_coords( const FGBucket& b, const point_list& geod_nodes,
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double dy = fabs( tmax.y() - tmin.y() );
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// cout << "dx = " << dx << " dy = " << dy << endl;
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bool do_shift = false;
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// Point3D mod_shift;
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if ( (dx > HALF_MAX_TEX_COORD) || (dy > HALF_MAX_TEX_COORD) ) {
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// structure is too big, we'll just have to shift it so that
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// tmin = (0,0). This messes up subsequent texture scaling,
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// but is the best we can do.
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// cout << "SHIFTING" << endl;
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do_shift = true;
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if ( tmin.x() < 0 ) {
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tmin.setx( (double)( (int)tmin.x() - 1 ) );
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} else {
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@ -193,7 +309,6 @@ point_list calc_tex_coords( const FGBucket& b, const point_list& geod_nodes,
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t = basic_tex_coord( p, degree_width, degree_height, scale );
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// cout << "second t = " << t << endl;
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// if ( do_shift ) {
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adjusted_t = t - tmin;
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#if 0
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} else {
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