terrain : fixed an issue on texture coordinates calculation

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8240 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent 7d315f04d9
commit 9df9ad8564
  1. 54
      engine/src/terrain/com/jme3/terrain/geomipmap/LODGeomap.java

@ -118,7 +118,7 @@ public class LODGeomap extends GeoMap {
Vector2f tcStore = new Vector2f();
// work from bottom of heightmap up, so we don't flip the coords
for (int y = getHeight()-1; y >= 0; y--) {
for (int y = getHeight() - 1; y >= 0; y--) {
for (int x = 0; x < getWidth(); x++) {
getUV(x, y, tcStore, offset, offsetAmount, totalSize);
float tx = tcStore.x * scale.x;
@ -135,8 +135,8 @@ public class LODGeomap extends GeoMap {
float offsetX = offset.x + (offsetAmount * 1.0f);
float offsetY = -offset.y + (offsetAmount * 1.0f);//note the -, we flip the tex coords
store.set((((float) x) + offsetX) / (float) totalSize, // calculates percentage of texture here
(((float) y) + offsetY) / (float) totalSize);
store.set((((float) x) + offsetX) / (float) (totalSize ), // calculates percentage of texture here
(((float) y) + offsetY) / (float) (totalSize ));
return store;
}
@ -665,36 +665,36 @@ public class LODGeomap extends GeoMap {
for (int r = 0; r < getHeight(); r++) {
for (int c = 0; c < getWidth(); c++) {
int texIdx = ((getHeight()-1-r)*getWidth()+c)*2; // pull from the end
int texIdxPrev = ((getHeight()-1-(r-1))*getWidth()+c)*2; // pull from the end
int texIdxNext = ((getHeight()-1-(r+1))*getWidth()+c)*2; // pull from the end
int texIdx = ((getHeight() - 1 - r) * getWidth() + c) * 2; // pull from the end
int texIdxPrev = ((getHeight() - 1 - (r - 1)) * getWidth() + c) * 2; // pull from the end
int texIdxNext = ((getHeight() - 1 - (r + 1)) * getWidth() + c) * 2; // pull from the end
v1.set(c, getValue(c, r), r);
t1.set(textureBuffer.get(texIdx), textureBuffer.get(texIdx+1));
t1.set(textureBuffer.get(texIdx), textureBuffer.get(texIdx + 1));
if (r == 0) { // first row
v3.set(c, getValue(c, r), r); // ???
t3.set(textureBuffer.get(texIdxNext), textureBuffer.get(texIdxNext+1)); // ???
t3.set(textureBuffer.get(texIdxNext), textureBuffer.get(texIdxNext + 1)); // ???
} else {
v3.set(c, getValue(c, r-1 ), r-1);
t3.set(textureBuffer.get(texIdxPrev), textureBuffer.get(texIdxPrev+1));
v3.set(c, getValue(c, r - 1), r - 1);
t3.set(textureBuffer.get(texIdxPrev), textureBuffer.get(texIdxPrev + 1));
}
if (c == getWidth()-1) { // last column
v2.set(c+1, getValue(c, r ), r); // use same height
t2.set(textureBuffer.get(texIdx), textureBuffer.get(texIdx+1));
if (c == getWidth() - 1) { // last column
v2.set(c + 1, getValue(c, r), r); // use same height
t2.set(textureBuffer.get(texIdx), textureBuffer.get(texIdx + 1));
} else {
v2.set(c+1, getValue(c+1, r), r); // one to the right
t2.set(textureBuffer.get(texIdx+2), textureBuffer.get(texIdx+3));
v2.set(c + 1, getValue(c + 1, r), r); // one to the right
t2.set(textureBuffer.get(texIdx + 2), textureBuffer.get(texIdx + 3));
}
calculateTangent(new Vector3f[]{v1.mult(scale),v2.mult(scale),v3.mult(scale)}, new Vector2f[]{t1,t2,t3}, tangent, binormal);
calculateTangent(new Vector3f[]{v1.mult(scale), v2.mult(scale), v3.mult(scale)}, new Vector2f[]{t1, t2, t3}, tangent, binormal);
BufferUtils.setInBuffer(tangent, tangentStore, (r * getWidth() + c)); // save the tangent
BufferUtils.setInBuffer(binormal, binormalStore, (r * getWidth() + c)); // save the binormal
}
}
return new FloatBuffer[]{tangentStore,binormalStore};
return new FloatBuffer[]{tangentStore, binormalStore};
}
/**
@ -713,7 +713,7 @@ public class LODGeomap extends GeoMap {
t[2].subtract(t[0], edge2uv);
t[1].subtract(t[0], edge1uv);
float det = edge1uv.x*edge2uv.y;// - edge1uv.y*edge2uv.x; = 0
float det = edge1uv.x * edge2uv.y;// - edge1uv.y*edge2uv.x; = 0
boolean normalize = true;
if (Math.abs(det) < 0.0000001f) {
@ -729,16 +729,20 @@ public class LODGeomap extends GeoMap {
binormal.set(edge2);
binormal.normalizeLocal();
float factor = 1/det;
tangent.x = (edge2uv.y*edge1.x)*factor;
float factor = 1 / det;
tangent.x = (edge2uv.y * edge1.x) * factor;
tangent.y = 0;
tangent.z = (edge2uv.y*edge1.z)*factor;
if (normalize) tangent.normalizeLocal();
tangent.z = (edge2uv.y * edge1.z) * factor;
if (normalize) {
tangent.normalizeLocal();
}
binormal.x = 0;
binormal.y = (edge1uv.x*edge2.y)*factor;
binormal.z = (edge1uv.x*edge2.z)*factor;
if (normalize) binormal.normalizeLocal();
binormal.y = (edge1uv.x * edge2.y) * factor;
binormal.z = (edge1uv.x * edge2.z) * factor;
if (normalize) {
binormal.normalizeLocal();
}
return tangent;
}

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