raise alpha threshold on sprite extrusion to lessen chance of "missing" hidden faces

This commit is contained in:
darkrose 2014-11-14 13:52:04 +10:00
parent ac66badc20
commit 9762cc4c6a
2 changed files with 34 additions and 47 deletions

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@ -185,15 +185,14 @@ scene::IAnimatedMesh* createModelMesh(scene::ISceneManager* smgr, std::string mo
static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
{
const s32 argb_wstep = 4 * twidth;
const s32 alpha_threshold = 1;
const s32 alpha_threshold = 64;
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
// Front and back
{
video::S3DVertex vertices[8] =
{
video::S3DVertex vertices[8] = {
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
@ -211,20 +210,18 @@ static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
// (add faces where a solid pixel is next to a transparent one)
u8 *solidity = new u8[(twidth+2) * (theight+2)];
u32 wstep = twidth + 2;
for (u32 y = 0; y < theight + 2; ++y)
{
for (u32 y = 0; y < theight + 2; ++y) {
u8 *scanline = solidity + y * wstep;
if (y == 0 || y == theight + 1)
{
for (u32 x = 0; x < twidth + 2; ++x)
if (y == 0 || y == theight + 1) {
for (u32 x = 0; x < twidth + 2; ++x) {
scanline[x] = 0;
}
else
{
}
}else{
scanline[0] = 0;
u8 *argb_scanline = data + (y - 1) * argb_wstep;
for (u32 x = 0; x < twidth; ++x)
for (u32 x = 0; x < twidth; ++x) {
scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
}
scanline[twidth + 1] = 0;
}
}
@ -232,24 +229,21 @@ static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
// without this, there would be occasional "holes" in the mesh
f32 eps = 0.01;
for (u32 y = 0; y <= theight; ++y)
{
for (u32 y = 0; y <= theight; ++y) {
u8 *scanline = solidity + y * wstep + 1;
for (u32 x = 0; x <= twidth; ++x)
{
if (scanline[x] && !scanline[x + wstep])
{
for (u32 x = 0; x <= twidth; ++x) {
if (scanline[x] && !scanline[x + wstep]) {
u32 xx = x + 1;
while (scanline[xx] && !scanline[xx + wstep])
while (scanline[xx] && !scanline[xx + wstep]) {
++xx;
}
f32 vx1 = (x - eps) / (f32) twidth - 0.5;
f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
f32 vy = 0.5 - (y - eps) / (f32) theight;
f32 tx1 = x / (f32) twidth;
f32 tx2 = xx / (f32) twidth;
f32 ty = (y - 0.5) / (f32) theight;
video::S3DVertex vertices[8] =
{
video::S3DVertex vertices[8] = {
video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
@ -259,19 +253,18 @@ static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
buf->append(vertices, 4, indices, 6);
x = xx - 1;
}
if (!scanline[x] && scanline[x + wstep])
{
if (!scanline[x] && scanline[x + wstep]) {
u32 xx = x + 1;
while (!scanline[xx] && scanline[xx + wstep])
while (!scanline[xx] && scanline[xx + wstep]) {
++xx;
}
f32 vx1 = (x - eps) / (f32) twidth - 0.5;
f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
f32 vy = 0.5 - (y + eps) / (f32) theight;
f32 tx1 = x / (f32) twidth;
f32 tx2 = xx / (f32) twidth;
f32 ty = (y + 0.5) / (f32) theight;
video::S3DVertex vertices[8] =
{
video::S3DVertex vertices[8] = {
video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
@ -284,24 +277,21 @@ static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
}
}
for (u32 x = 0; x <= twidth; ++x)
{
for (u32 x = 0; x <= twidth; ++x) {
u8 *scancol = solidity + x + wstep;
for (u32 y = 0; y <= theight; ++y)
{
if (scancol[y * wstep] && !scancol[y * wstep + 1])
{
for (u32 y = 0; y <= theight; ++y) {
if (scancol[y * wstep] && !scancol[y * wstep + 1]) {
u32 yy = y + 1;
while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
while (scancol[yy * wstep] && !scancol[yy * wstep + 1]) {
++yy;
}
f32 vx = (x - eps) / (f32) twidth - 0.5;
f32 vy1 = 0.5 - (y - eps) / (f32) theight;
f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
f32 tx = (x - 0.5) / (f32) twidth;
f32 ty1 = y / (f32) theight;
f32 ty2 = yy / (f32) theight;
video::S3DVertex vertices[8] =
{
video::S3DVertex vertices[8] = {
video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
@ -311,19 +301,18 @@ static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
buf->append(vertices, 4, indices, 6);
y = yy - 1;
}
if (!scancol[y * wstep] && scancol[y * wstep + 1])
{
if (!scancol[y * wstep] && scancol[y * wstep + 1]) {
u32 yy = y + 1;
while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
while (!scancol[yy * wstep] && scancol[yy * wstep + 1]) {
++yy;
}
f32 vx = (x + eps) / (f32) twidth - 0.5;
f32 vy1 = 0.5 - (y - eps) / (f32) theight;
f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
f32 tx = (x + 0.5) / (f32) twidth;
f32 ty1 = y / (f32) theight;
f32 ty2 = yy / (f32) theight;
video::S3DVertex vertices[8] =
{
video::S3DVertex vertices[8] = {
video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
@ -336,6 +325,8 @@ static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
}
}
delete[] solidity;
// Add to mesh
scene::SMesh *mesh = new scene::SMesh();
mesh->addMeshBuffer(buf);
@ -351,8 +342,7 @@ scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
scene::IAnimatedMesh *mesh = NULL;
core::dimension2d<u32> size = texture->getSize();
video::ECOLOR_FORMAT format = texture->getColorFormat();
if (format == video::ECF_A8R8G8B8)
{
if (format == video::ECF_A8R8G8B8) {
// Texture is in the correct color format, we can pass it
// to extrudeARGB right away.
void *data = texture->lock(MY_ETLM_READ_ONLY);
@ -360,17 +350,14 @@ scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
return NULL;
mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
texture->unlock();
}
else
{
}else{
video::IImage *img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY));
if (img1 == NULL)
return NULL;
// img1 is in the texture's color format, convert to 8-bit ARGB
video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, size);
if (img2 != NULL)
{
if (img2 != NULL) {
img1->copyTo(img2);
mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());