mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 09:53:11 +02:00
Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
5dc7b64c03
16 changed files with 422 additions and 180 deletions
|
@ -84,7 +84,7 @@ and features are available via menus in the Interface application.
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Other components
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========
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voxel-server, animation-server, audio-mixer, avatar-mixer, domain-server,
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assignment-client, animation-server, domain-server,
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pairing-server and space-server are architectural components that will allow
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you to run the full stack of the virtual world should you choose to.
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@ -16,7 +16,10 @@
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#include "Agent.h"
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#include "voxels/VoxelScriptingInterface.h"
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Agent::Agent(const unsigned char* dataBuffer, int numBytes) : Assignment(dataBuffer, numBytes) {
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Agent::Agent(const unsigned char* dataBuffer, int numBytes) :
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Assignment(dataBuffer, numBytes),
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_shouldStop(false)
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{
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}
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@ -26,14 +26,17 @@ const int VERTICES_PER_FACE = 4;
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const int COORD_PER_VERTEX = 3;
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const int COORD_PER_FACE = COORD_PER_VERTEX * VERTICES_PER_FACE;
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void faceOfVoxel(vec4 corner, float scale, float[COORD_PER_FACE] facePoints, vec4 color) {
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void faceOfVoxel(vec4 corner, float scale, float[COORD_PER_FACE] facePoints, vec4 color, vec4 normal) {
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for (int v = 0; v < VERTICES_PER_FACE; v++ ) {
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vec4 vertex = corner;
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for (int c = 0; c < COORD_PER_VERTEX; c++ ) {
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int cIndex = c + (v * COORD_PER_VERTEX);
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vertex[c] += (facePoints[cIndex] * scale);
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}
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gl_FrontColor = color;
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gl_FrontColor = color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
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gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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EmitVertex();
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}
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@ -54,14 +57,21 @@ void main() {
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float frontFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0 );
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float backFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1 );
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vec4 bottomNormal = vec4(0.0, -1, 0.0, 0.0);
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vec4 topNormal = vec4(0.0, 1, 0.0, 0.0);
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vec4 rightNormal = vec4( -1, 0.0, 0.0, 0.0);
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vec4 leftNormal = vec4( 1, 0.0, 0.0, 0.0);
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vec4 frontNormal = vec4(0.0, 0.0, -1, 0.0);
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vec4 backNormal = vec4(0.0, 0.0, 1, 0.0);
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for(i = 0; i < gl_VerticesIn; i++) {
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corner = gl_PositionIn[i];
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scale = voxelSize[i];
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faceOfVoxel(corner, scale, bottomFace, gl_FrontColorIn[i]);
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faceOfVoxel(corner, scale, topFace, gl_FrontColorIn[i]);
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faceOfVoxel(corner, scale, rightFace, gl_FrontColorIn[i]);
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faceOfVoxel(corner, scale, leftFace, gl_FrontColorIn[i]);
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faceOfVoxel(corner, scale, frontFace, gl_FrontColorIn[i]);
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faceOfVoxel(corner, scale, backFace, gl_FrontColorIn[i]);
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faceOfVoxel(corner, scale, bottomFace, gl_FrontColorIn[i], bottomNormal);
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faceOfVoxel(corner, scale, topFace, gl_FrontColorIn[i], topNormal );
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faceOfVoxel(corner, scale, rightFace, gl_FrontColorIn[i], rightNormal );
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faceOfVoxel(corner, scale, leftFace, gl_FrontColorIn[i], leftNormal );
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faceOfVoxel(corner, scale, frontFace, gl_FrontColorIn[i], frontNormal );
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faceOfVoxel(corner, scale, backFace, gl_FrontColorIn[i], backNormal );
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}
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}
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@ -151,6 +151,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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NodeList::getInstance()->addHook(&_voxels);
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NodeList::getInstance()->addHook(this);
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NodeList::getInstance()->addDomainListener(this);
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// network receive thread and voxel parsing thread are both controlled by the --nonblocking command line
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@ -231,6 +232,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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Application::~Application() {
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NodeList::getInstance()->removeHook(&_voxels);
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NodeList::getInstance()->removeHook(this);
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NodeList::getInstance()->removeDomainListener(this);
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_sharedVoxelSystem.changeTree(new VoxelTree);
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@ -309,8 +311,6 @@ void Application::initializeGL() {
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char title[50];
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sprintf(title, "Interface: %4.2f seconds\n", startupTime);
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qDebug("%s", title);
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_window->setWindowTitle(title);
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const char LOGSTASH_INTERFACE_START_TIME_KEY[] = "interface-start-time";
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// ask the Logstash class to record the startup time
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@ -1001,6 +1001,17 @@ void Application::mousePressEvent(QMouseEvent* event) {
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_audio.startCollisionSound(1.0, frequency, 0.0, HOVER_VOXEL_DECAY);
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_isHoverVoxelSounding = true;
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const float PERCENTAGE_TO_MOVE_TOWARD = 0.90f;
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glm::vec3 newTarget = getMouseVoxelWorldCoordinates(_hoverVoxel);
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glm::vec3 myPosition = _myAvatar.getPosition();
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// If there is not an action tool set (add, delete, color), move to this voxel
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if (!(Menu::getInstance()->isOptionChecked(MenuOption::VoxelAddMode) ||
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Menu::getInstance()->isOptionChecked(MenuOption::VoxelDeleteMode) ||
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Menu::getInstance()->isOptionChecked(MenuOption::VoxelColorMode))) {
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_myAvatar.setMoveTarget(myPosition + (newTarget - myPosition) * PERCENTAGE_TO_MOVE_TOWARD);
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}
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}
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} else if (event->button() == Qt::RightButton && Menu::getInstance()->isVoxelModeActionChecked()) {
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@ -1577,7 +1588,6 @@ void Application::init() {
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// Set up VoxelSystem after loading preferences so we can get the desired max voxel count
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_voxels.setMaxVoxels(Menu::getInstance()->getMaxVoxels());
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_voxels.setUseVoxelShader(Menu::getInstance()->isOptionChecked(MenuOption::UseVoxelShader));
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_voxels.setUseByteNormals(Menu::getInstance()->isOptionChecked(MenuOption::UseByteNormals));
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_voxels.init();
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@ -2827,28 +2837,36 @@ void Application::displayStats() {
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voxelStats << "Voxels Rendered: " << _voxels.getVoxelsRendered() / 1000.f << "K " <<
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"Updated: " << _voxels.getVoxelsUpdated()/1000.f << "K " <<
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"Max: " << _voxels.getMaxVoxels()/1000.f << "K ";
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drawtext(10, statsVerticalOffset + 230, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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voxelStats.str("");
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voxelStats << "Voxels Memory RAM: " << _voxels.getVoxelMemoryUsageRAM() / 1000000.f << "MB " <<
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"VBO: " << _voxels.getVoxelMemoryUsageVBO() / 1000000.f << "MB ";
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if (_voxels.hasVoxelMemoryUsageGPU()) {
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voxelStats << "GPU: " << _voxels.getVoxelMemoryUsageGPU() / 1000000.f << "MB ";
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}
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drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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voxelStats.str("");
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char* voxelDetails = _voxelSceneStats.getItemValue(VoxelSceneStats::ITEM_VOXELS);
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voxelStats << "Voxels Sent from Server: " << voxelDetails;
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drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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voxelStats.str("");
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voxelDetails = _voxelSceneStats.getItemValue(VoxelSceneStats::ITEM_ELAPSED);
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voxelStats << "Scene Send Time from Server: " << voxelDetails;
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drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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drawtext(10, statsVerticalOffset + 290, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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voxelStats.str("");
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voxelDetails = _voxelSceneStats.getItemValue(VoxelSceneStats::ITEM_ENCODE);
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voxelStats << "Encode Time on Server: " << voxelDetails;
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drawtext(10, statsVerticalOffset + 290, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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voxelStats.str("");
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voxelDetails = _voxelSceneStats.getItemValue(VoxelSceneStats::ITEM_MODE);
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voxelStats << "Sending Mode: " << voxelDetails;
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drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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Node *avatarMixer = NodeList::getInstance()->soloNodeOfType(NODE_TYPE_AVATAR_MIXER);
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char avatarMixerStats[200];
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@ -2861,7 +2879,7 @@ void Application::displayStats() {
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sprintf(avatarMixerStats, "No Avatar Mixer");
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}
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drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats);
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drawtext(10, statsVerticalOffset + 350, 0.10f, 0, 1.0, 0, avatarMixerStats);
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drawtext(10, statsVerticalOffset + 450, 0.10f, 0, 1.0, 0, (char *)LeapManager::statusString().c_str());
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if (_perfStatsOn) {
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@ -3414,6 +3432,11 @@ void Application::attachNewHeadToNode(Node* newNode) {
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}
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}
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void Application::domainChanged(QString domain) {
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qDebug("Application title set to: %s.\n", domain.toStdString().c_str());
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_window->setWindowTitle(domain);
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}
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void Application::nodeAdded(Node* node) {
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}
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@ -77,7 +77,7 @@ static const float NODE_KILLED_RED = 1.0f;
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static const float NODE_KILLED_GREEN = 0.0f;
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static const float NODE_KILLED_BLUE = 0.0f;
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class Application : public QApplication, public NodeListHook, public PacketSenderNotify {
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class Application : public QApplication, public NodeListHook, public PacketSenderNotify, public DomainChangeListener {
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Q_OBJECT
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friend class VoxelPacketProcessor;
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@ -146,6 +146,8 @@ public:
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virtual void nodeKilled(Node* node);
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virtual void packetSentNotification(ssize_t length);
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virtual void domainChanged(QString domain);
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VoxelShader& getVoxelShader() { return _voxelShader; }
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public slots:
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@ -254,9 +254,6 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
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false, this, SLOT(switchVoxelShader()));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseByteNormals, 0,
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false, Application::getInstance()->getVoxels(), SLOT(setUseByteNormals(bool)));
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
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@ -205,6 +205,7 @@ namespace MenuOption {
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const QString Quit = "Quit";
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const QString UseVoxelShader = "Use Voxel Shader";
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const QString UseByteNormals = "Use Byte Normals";
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const QString UseGlobalNormals = "Use Global Normals";
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const QString Voxels = "Voxels";
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const QString VoxelAddMode = "Add Voxel Mode";
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const QString VoxelColorMode = "Color Voxel Mode";
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|
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@ -33,11 +33,13 @@
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#include "VoxelConstants.h"
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#include "VoxelSystem.h"
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float identityVertices[] = { 0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1,
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0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1,
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0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1 };
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float identityVerticesGlobalNormals[] = { 0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1 };
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GLbyte identityNormals[] = { 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1,
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float identityVertices[] = { 0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1, //0-7
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0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1, //8-15
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0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1 }; // 16-23
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GLfloat identityNormals[] = { 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1,
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0,0,+1, 0,0,+1, 0,0,+1, 0,0,+1,
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0,-1,0, 0,-1,0, 0,+1,0, 0,+1,0,
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0,-1,0, 0,-1,0, 0,+1,0, 0,+1,0,
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@ -51,6 +53,13 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z-
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10,11,15, 10,15,14, // Y+
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4,5,6, 4,6,7 }; // Z+
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GLubyte identityIndicesTop[] = { 2, 3, 7, 2, 7, 6 };
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GLubyte identityIndicesBottom[] = { 0, 1, 5, 0, 5, 4 };
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GLubyte identityIndicesLeft[] = { 0, 7, 3, 0, 4, 7 };
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GLubyte identityIndicesRight[] = { 1, 2, 6, 1, 6, 5 };
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GLubyte identityIndicesFront[] = { 0, 2, 1, 0, 3, 2 };
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GLubyte identityIndicesBack[] = { 4, 5, 6, 4, 6, 7 };
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VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
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: NodeData(NULL),
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_treeScale(treeScale),
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@ -76,8 +85,7 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
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connect(_tree, SIGNAL(importProgress(int)), SIGNAL(importProgress(int)));
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_useVoxelShader = false;
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_useByteNormals = false;
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_writeVoxelShaderData = NULL;
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_readVoxelShaderData = NULL;
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@ -141,24 +149,11 @@ VoxelSystem::~VoxelSystem() {
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VoxelNode::removeDeleteHook(this);
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}
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void VoxelSystem::setUseByteNormals(bool useByteNormals) {
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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cleanupVoxelMemory();
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}
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_useByteNormals = useByteNormals;
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if (wasInitialized) {
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init();
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}
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pthread_mutex_unlock(&_bufferWriteLock);
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}
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void VoxelSystem::setMaxVoxels(int maxVoxels) {
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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cleanupVoxelMemory();
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}
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_maxVoxels = maxVoxels;
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|
@ -166,12 +161,17 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
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init();
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}
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pthread_mutex_unlock(&_bufferWriteLock);
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||||
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||||
if (wasInitialized) {
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forceRedrawEntireTree();
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}
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||||
}
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||||
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void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
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pthread_mutex_lock(&_bufferWriteLock);
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||||
bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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||||
cleanupVoxelMemory();
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||||
}
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_useVoxelShader = useVoxelShader;
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|
@ -179,6 +179,10 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
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init();
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}
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pthread_mutex_unlock(&_bufferWriteLock);
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||||
|
||||
if (wasInitialized) {
|
||||
forceRedrawEntireTree();
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||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::cleanupVoxelMemory() {
|
||||
|
@ -193,22 +197,58 @@ void VoxelSystem::cleanupVoxelMemory() {
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} else {
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||||
// Destroy glBuffers
|
||||
glDeleteBuffers(1, &_vboVerticesID);
|
||||
glDeleteBuffers(1, &_vboNormalsID);
|
||||
glDeleteBuffers(1, &_vboColorsID);
|
||||
glDeleteBuffers(1, &_vboIndicesID);
|
||||
|
||||
glDeleteBuffers(1, &_vboIndicesTop);
|
||||
glDeleteBuffers(1, &_vboIndicesBottom);
|
||||
glDeleteBuffers(1, &_vboIndicesLeft);
|
||||
glDeleteBuffers(1, &_vboIndicesRight);
|
||||
glDeleteBuffers(1, &_vboIndicesFront);
|
||||
glDeleteBuffers(1, &_vboIndicesBack);
|
||||
|
||||
delete[] _readVerticesArray;
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||||
delete[] _writeVerticesArray;
|
||||
delete[] _readColorsArray;
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||||
delete[] _writeColorsArray;
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||||
delete[] _writeVoxelDirtyArray;
|
||||
delete[] _readVoxelDirtyArray;
|
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}
|
||||
delete[] _writeVoxelDirtyArray;
|
||||
delete[] _readVoxelDirtyArray;
|
||||
}
|
||||
_initialized = false; // no longer initialized
|
||||
}
|
||||
|
||||
void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]) {
|
||||
GLuint* indicesArray = new GLuint[INDICES_PER_FACE * _maxVoxels];
|
||||
|
||||
// populate the indicesArray
|
||||
// this will not change given new voxels, so we can set it all up now
|
||||
for (int n = 0; n < _maxVoxels; n++) {
|
||||
// fill the indices array
|
||||
int voxelIndexOffset = n * INDICES_PER_FACE;
|
||||
GLuint* currentIndicesPos = indicesArray + voxelIndexOffset;
|
||||
int startIndex = (n * GLOBAL_NORMALS_VERTICES_PER_VOXEL);
|
||||
|
||||
for (int i = 0; i < INDICES_PER_FACE; i++) {
|
||||
// add indices for this side of the cube
|
||||
currentIndicesPos[i] = startIndex + faceIdentityIndices[i];
|
||||
}
|
||||
}
|
||||
|
||||
glGenBuffers(1, &faceVBOID);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, faceVBOID);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
||||
INDICES_PER_FACE * sizeof(GLuint) * _maxVoxels,
|
||||
indicesArray, GL_STATIC_DRAW);
|
||||
_memoryUsageVBO += INDICES_PER_FACE * sizeof(GLuint) * _maxVoxels;
|
||||
|
||||
// delete the indices and normals arrays that are no longer needed
|
||||
delete[] indicesArray;
|
||||
}
|
||||
|
||||
void VoxelSystem::initVoxelMemory() {
|
||||
_initialMemoryUsageGPU = getFreeMemoryGPU();
|
||||
_memoryUsageRAM = 0;
|
||||
_memoryUsageVBO = 0; // our VBO allocations as we know them
|
||||
if (_useVoxelShader) {
|
||||
qDebug("Using Voxel Shader...\n");
|
||||
GLuint* indicesArray = new GLuint[_maxVoxels];
|
||||
|
@ -222,12 +262,13 @@ void VoxelSystem::initVoxelMemory() {
|
|||
// bind the indices VBO to the actual indices array
|
||||
glGenBuffers(1, &_vboVoxelsIndicesID);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _maxVoxels, indicesArray, GL_STATIC_DRAW);
|
||||
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * _maxVoxels, indicesArray, GL_STATIC_DRAW);
|
||||
_memoryUsageVBO += sizeof(GLuint) * _maxVoxels;
|
||||
|
||||
glGenBuffers(1, &_vboVoxelsID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVoxelsID);
|
||||
glBufferData(GL_ARRAY_BUFFER, _maxVoxels * sizeof(VoxelShaderVBOData), NULL, GL_DYNAMIC_DRAW);
|
||||
_memoryUsageVBO += _maxVoxels * sizeof(VoxelShaderVBOData);
|
||||
|
||||
// delete the indices and normals arrays that are no longer needed
|
||||
delete[] indicesArray;
|
||||
|
@ -235,106 +276,62 @@ void VoxelSystem::initVoxelMemory() {
|
|||
// we will track individual dirty sections with these arrays of bools
|
||||
_writeVoxelDirtyArray = new bool[_maxVoxels];
|
||||
memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
|
||||
_memoryUsageRAM += (_maxVoxels * sizeof(bool));
|
||||
|
||||
_readVoxelDirtyArray = new bool[_maxVoxels];
|
||||
memset(_readVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
|
||||
_memoryUsageRAM += (_maxVoxels * sizeof(bool));
|
||||
|
||||
// prep the data structures for incoming voxel data
|
||||
_writeVoxelShaderData = new VoxelShaderVBOData[_maxVoxels];
|
||||
_memoryUsageRAM += (sizeof(VoxelShaderVBOData) * _maxVoxels);
|
||||
|
||||
_readVoxelShaderData = new VoxelShaderVBOData[_maxVoxels];
|
||||
_memoryUsageRAM += (sizeof(VoxelShaderVBOData) * _maxVoxels);
|
||||
} else {
|
||||
GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * _maxVoxels];
|
||||
|
||||
// populate the indicesArray
|
||||
// this will not change given new voxels, so we can set it all up now
|
||||
for (int n = 0; n < _maxVoxels; n++) {
|
||||
// fill the indices array
|
||||
int voxelIndexOffset = n * INDICES_PER_VOXEL;
|
||||
GLuint* currentIndicesPos = indicesArray + voxelIndexOffset;
|
||||
int startIndex = (n * VERTICES_PER_VOXEL);
|
||||
|
||||
for (int i = 0; i < INDICES_PER_VOXEL; i++) {
|
||||
// add indices for this side of the cube
|
||||
currentIndicesPos[i] = startIndex + identityIndices[i];
|
||||
}
|
||||
}
|
||||
|
||||
if (_useByteNormals) {
|
||||
qDebug("Using Byte Normals...\n");
|
||||
GLbyte* normalsArray = new GLbyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
GLbyte* normalsArrayEndPointer = normalsArray;
|
||||
|
||||
// populate the normalsArray
|
||||
for (int n = 0; n < _maxVoxels; n++) {
|
||||
for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
|
||||
*(normalsArrayEndPointer++) = identityNormals[i];
|
||||
}
|
||||
}
|
||||
|
||||
// VBO for the normalsArray
|
||||
glGenBuffers(1, &_vboNormalsID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
VERTEX_POINTS_PER_VOXEL * sizeof(GLbyte) * _maxVoxels,
|
||||
normalsArray, GL_STATIC_DRAW);
|
||||
|
||||
// delete the indices and normals arrays that are no longer needed
|
||||
delete[] normalsArray;
|
||||
} else {
|
||||
qDebug("Using Float Normals...\n");
|
||||
GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
GLfloat* normalsArrayEndPointer = normalsArray;
|
||||
|
||||
// populate the normalsArray
|
||||
for (int n = 0; n < _maxVoxels; n++) {
|
||||
for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
|
||||
*(normalsArrayEndPointer++) = identityNormals[i];
|
||||
}
|
||||
}
|
||||
|
||||
// VBO for the normalsArray
|
||||
glGenBuffers(1, &_vboNormalsID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels,
|
||||
normalsArray, GL_STATIC_DRAW);
|
||||
|
||||
// delete the indices and normals arrays that are no longer needed
|
||||
delete[] normalsArray;
|
||||
}
|
||||
|
||||
|
||||
// Global Normals mode uses a technique of not including normals on any voxel vertices, and instead
|
||||
// rendering the voxel faces in 6 passes that use a global call to glNormal3f()
|
||||
qDebug("Using Global Normals...\n");
|
||||
setupFaceIndices(_vboIndicesTop, identityIndicesTop);
|
||||
setupFaceIndices(_vboIndicesBottom, identityIndicesBottom);
|
||||
setupFaceIndices(_vboIndicesLeft, identityIndicesLeft);
|
||||
setupFaceIndices(_vboIndicesRight, identityIndicesRight);
|
||||
setupFaceIndices(_vboIndicesFront, identityIndicesFront);
|
||||
setupFaceIndices(_vboIndicesBack, identityIndicesBack);
|
||||
|
||||
// Depending on if we're using per vertex normals, we will need more or less vertex points per voxel
|
||||
int vertexPointsPerVoxel = GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL;
|
||||
glGenBuffers(1, &_vboVerticesID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertexPointsPerVoxel * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
|
||||
_memoryUsageVBO += vertexPointsPerVoxel * sizeof(GLfloat) * _maxVoxels;
|
||||
|
||||
// VBO for colorsArray
|
||||
glGenBuffers(1, &_vboColorsID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// VBO for the indicesArray
|
||||
glGenBuffers(1, &_vboIndicesID);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
||||
INDICES_PER_VOXEL * sizeof(GLuint) * _maxVoxels,
|
||||
indicesArray, GL_STATIC_DRAW);
|
||||
|
||||
// delete the indices and normals arrays that are no longer needed
|
||||
delete[] indicesArray;
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, vertexPointsPerVoxel * sizeof(GLubyte) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
|
||||
_memoryUsageVBO += vertexPointsPerVoxel * sizeof(GLubyte) * _maxVoxels;
|
||||
|
||||
// we will track individual dirty sections with these arrays of bools
|
||||
_writeVoxelDirtyArray = new bool[_maxVoxels];
|
||||
memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
|
||||
_memoryUsageRAM += (sizeof(bool) * _maxVoxels);
|
||||
|
||||
_readVoxelDirtyArray = new bool[_maxVoxels];
|
||||
memset(_readVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
|
||||
_memoryUsageRAM += (sizeof(bool) * _maxVoxels);
|
||||
|
||||
// prep the data structures for incoming voxel data
|
||||
_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
_readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
_writeVerticesArray = new GLfloat[vertexPointsPerVoxel * _maxVoxels];
|
||||
_memoryUsageRAM += (sizeof(GLfloat) * vertexPointsPerVoxel * _maxVoxels);
|
||||
_readVerticesArray = new GLfloat[vertexPointsPerVoxel * _maxVoxels];
|
||||
_memoryUsageRAM += (sizeof(GLfloat) * vertexPointsPerVoxel * _maxVoxels);
|
||||
|
||||
_writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
_readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
|
||||
_writeColorsArray = new GLubyte[vertexPointsPerVoxel * _maxVoxels];
|
||||
_memoryUsageRAM += (sizeof(GLubyte) * vertexPointsPerVoxel * _maxVoxels);
|
||||
_readColorsArray = new GLubyte[vertexPointsPerVoxel * _maxVoxels];
|
||||
_memoryUsageRAM += (sizeof(GLubyte) * vertexPointsPerVoxel * _maxVoxels);
|
||||
|
||||
|
||||
// create our simple fragment shader if we're the first system to init
|
||||
|
@ -614,16 +611,19 @@ void VoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart,
|
|||
void* writeDataAt = &_writeVoxelShaderData[segmentStart];
|
||||
memcpy(readDataAt, writeDataAt, segmentSizeBytes);
|
||||
} else {
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
// Depending on if we're using per vertex normals, we will need more or less vertex points per voxel
|
||||
int vertexPointsPerVoxel = GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL;
|
||||
|
||||
GLintptr segmentStartAt = segmentStart * vertexPointsPerVoxel * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * vertexPointsPerVoxel * sizeof(GLfloat);
|
||||
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * vertexPointsPerVoxel);
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * vertexPointsPerVoxel);
|
||||
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
|
||||
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
segmentStartAt = segmentStart * vertexPointsPerVoxel * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * vertexPointsPerVoxel * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * vertexPointsPerVoxel);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * vertexPointsPerVoxel);
|
||||
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
|
||||
}
|
||||
}
|
||||
|
@ -750,20 +750,25 @@ void VoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& s
|
|||
float voxelScale, const nodeColor& color) {
|
||||
|
||||
if (_useVoxelShader) {
|
||||
VoxelShaderVBOData* writeVerticesAt = &_writeVoxelShaderData[nodeIndex];
|
||||
writeVerticesAt->x = startVertex.x * TREE_SCALE;
|
||||
writeVerticesAt->y = startVertex.y * TREE_SCALE;
|
||||
writeVerticesAt->z = startVertex.z * TREE_SCALE;
|
||||
writeVerticesAt->s = voxelScale * TREE_SCALE;
|
||||
writeVerticesAt->r = color[RED_INDEX];
|
||||
writeVerticesAt->g = color[GREEN_INDEX];
|
||||
writeVerticesAt->b = color[BLUE_INDEX];
|
||||
if (_writeVoxelShaderData) {
|
||||
VoxelShaderVBOData* writeVerticesAt = &_writeVoxelShaderData[nodeIndex];
|
||||
writeVerticesAt->x = startVertex.x * TREE_SCALE;
|
||||
writeVerticesAt->y = startVertex.y * TREE_SCALE;
|
||||
writeVerticesAt->z = startVertex.z * TREE_SCALE;
|
||||
writeVerticesAt->s = voxelScale * TREE_SCALE;
|
||||
writeVerticesAt->r = color[RED_INDEX];
|
||||
writeVerticesAt->g = color[GREEN_INDEX];
|
||||
writeVerticesAt->b = color[BLUE_INDEX];
|
||||
}
|
||||
} else {
|
||||
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
*(writeColorsAt +j) = color[j % 3];
|
||||
if (_writeVerticesArray && _writeColorsArray) {
|
||||
int vertexPointsPerVoxel = GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL;
|
||||
for (int j = 0; j < vertexPointsPerVoxel; j++ ) {
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * vertexPointsPerVoxel);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * vertexPointsPerVoxel);
|
||||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVerticesGlobalNormals[j] * voxelScale);
|
||||
*(writeColorsAt +j) = color[j % 3];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -873,15 +878,16 @@ void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex seg
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vboVoxelsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
} else {
|
||||
int vertexPointsPerVoxel = GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLintptr segmentStartAt = segmentStart * vertexPointsPerVoxel * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * vertexPointsPerVoxel * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * vertexPointsPerVoxel);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
segmentStartAt = segmentStart * vertexPointsPerVoxel * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * vertexPointsPerVoxel * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * vertexPointsPerVoxel);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
}
|
||||
|
@ -927,15 +933,11 @@ void VoxelSystem::render(bool texture) {
|
|||
} else {
|
||||
// tell OpenGL where to find vertex and color information
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glVertexPointer(3, GL_FLOAT, 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
|
||||
glNormalPointer((_useByteNormals ? GL_BYTE : GL_FLOAT), 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
||||
|
||||
|
@ -944,10 +946,38 @@ void VoxelSystem::render(bool texture) {
|
|||
// for performance, enable backface culling
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// draw the number of voxels we have
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, VERTICES_PER_VOXEL * _voxelsInReadArrays - 1,
|
||||
36 * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
// draw voxels in 6 passes
|
||||
|
||||
glNormal3f(0,1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,-1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(-1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,-1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesFront);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBack);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
|
@ -955,7 +985,6 @@ void VoxelSystem::render(bool texture) {
|
|||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
|
@ -995,6 +1024,34 @@ void VoxelSystem::killLocalVoxels() {
|
|||
}
|
||||
|
||||
|
||||
bool VoxelSystem::clearAllNodesBufferIndexOperation(VoxelNode* node, void* extraData) {
|
||||
_nodeCount++;
|
||||
node->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
|
||||
return true;
|
||||
}
|
||||
|
||||
void VoxelSystem::clearAllNodesBufferIndex() {
|
||||
_nodeCount = 0;
|
||||
_tree->recurseTreeWithOperation(clearAllNodesBufferIndexOperation);
|
||||
qDebug("clearing buffer index of %d nodes\n", _nodeCount);
|
||||
_tree->setDirtyBit();
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
bool VoxelSystem::forceRedrawEntireTreeOperation(VoxelNode* node, void* extraData) {
|
||||
_nodeCount++;
|
||||
node->setDirtyBit();
|
||||
return true;
|
||||
}
|
||||
|
||||
void VoxelSystem::forceRedrawEntireTree() {
|
||||
_nodeCount = 0;
|
||||
_tree->recurseTreeWithOperation(forceRedrawEntireTreeOperation);
|
||||
qDebug("forcing redraw of %d nodes\n", _nodeCount);
|
||||
_tree->setDirtyBit();
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
bool VoxelSystem::randomColorOperation(VoxelNode* node, void* extraData) {
|
||||
_nodeCount++;
|
||||
if (node->isColored()) {
|
||||
|
@ -1852,3 +1909,58 @@ void VoxelSystem::nodeKilled(Node* node) {
|
|||
}
|
||||
|
||||
|
||||
unsigned long VoxelSystem::getFreeMemoryGPU() {
|
||||
// We can't ask all GPUs how much memory they have in use, but we can ask them about how much is free.
|
||||
// So, we can record the free memory before we create our VBOs and the free memory after, and get a basic
|
||||
// idea how how much we're using.
|
||||
|
||||
_hasMemoryUsageGPU = false; // assume the worst
|
||||
unsigned long freeMemory = 0;
|
||||
const int NUM_RESULTS = 4; // see notes, these APIs return up to 4 results
|
||||
GLint results[NUM_RESULTS] = { 0, 0, 0, 0};
|
||||
|
||||
// ATI
|
||||
// http://www.opengl.org/registry/specs/ATI/meminfo.txt
|
||||
//
|
||||
// TEXTURE_FREE_MEMORY_ATI 0x87FC
|
||||
// RENDERBUFFER_FREE_MEMORY_ATI 0x87FD
|
||||
const GLenum VBO_FREE_MEMORY_ATI = 0x87FB;
|
||||
glGetIntegerv(VBO_FREE_MEMORY_ATI, &results[0]);
|
||||
GLenum errorATI = glGetError();
|
||||
|
||||
if (errorATI == GL_NO_ERROR) {
|
||||
_hasMemoryUsageGPU = true;
|
||||
freeMemory = results[0];
|
||||
} else {
|
||||
|
||||
// NVIDIA
|
||||
// http://developer.download.nvidia.com/opengl/specs/GL_NVX_gpu_memory_info.txt
|
||||
//
|
||||
//const GLenum GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX = 0x9047;
|
||||
//const GLenum GPU_MEMORY_INFO_EVICTION_COUNT_NVX = 0x904A;
|
||||
//const GLenum GPU_MEMORY_INFO_EVICTED_MEMORY_NVX = 0x904B;
|
||||
//const GLenum GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX = 0x9048;
|
||||
|
||||
const GLenum GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX = 0x9049;
|
||||
results[0] = 0;
|
||||
glGetIntegerv(GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &results[0]);
|
||||
freeMemory += results[0];
|
||||
GLenum errorNVIDIA = glGetError();
|
||||
|
||||
if (errorNVIDIA == GL_NO_ERROR) {
|
||||
_hasMemoryUsageGPU = true;
|
||||
freeMemory = results[0];
|
||||
}
|
||||
}
|
||||
|
||||
const unsigned long BYTES_PER_KBYTE = 1024;
|
||||
return freeMemory * BYTES_PER_KBYTE; // API results in KB, we want it in bytes
|
||||
}
|
||||
|
||||
unsigned long VoxelSystem::getVoxelMemoryUsageGPU() {
|
||||
unsigned long currentFreeMemory = getFreeMemoryGPU();
|
||||
return (_initialMemoryUsageGPU - currentFreeMemory);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -69,6 +69,10 @@ public:
|
|||
|
||||
void setMaxVoxels(int maxVoxels);
|
||||
long int getMaxVoxels() const { return _maxVoxels; }
|
||||
unsigned long getVoxelMemoryUsageRAM() const { return _memoryUsageRAM; }
|
||||
unsigned long getVoxelMemoryUsageVBO() const { return _memoryUsageVBO; }
|
||||
bool hasVoxelMemoryUsageGPU() const { return _hasMemoryUsageGPU; }
|
||||
unsigned long getVoxelMemoryUsageGPU();
|
||||
long int getVoxelsCreated();
|
||||
long int getVoxelsColored();
|
||||
long int getVoxelsBytesRead();
|
||||
|
@ -126,9 +130,10 @@ public slots:
|
|||
void falseColorizeOccluded();
|
||||
void falseColorizeOccludedV2();
|
||||
void falseColorizeBySource();
|
||||
void forceRedrawEntireTree();
|
||||
void clearAllNodesBufferIndex();
|
||||
|
||||
void cancelImport();
|
||||
void setUseByteNormals(bool useByteNormals);
|
||||
|
||||
protected:
|
||||
float _treeScale;
|
||||
|
@ -172,6 +177,8 @@ private:
|
|||
static bool falseColorizeOccludedV2Operation(VoxelNode* node, void* extraData);
|
||||
static bool falseColorizeBySourceOperation(VoxelNode* node, void* extraData);
|
||||
static bool killSourceVoxelsOperation(VoxelNode* node, void* extraData);
|
||||
static bool forceRedrawEntireTreeOperation(VoxelNode* node, void* extraData);
|
||||
static bool clearAllNodesBufferIndexOperation(VoxelNode* node, void* extraData);
|
||||
|
||||
int updateNodeInArraysAsFullVBO(VoxelNode* node);
|
||||
int updateNodeInArraysAsPartialVBO(VoxelNode* node);
|
||||
|
@ -181,6 +188,8 @@ private:
|
|||
|
||||
void updateVBOs();
|
||||
|
||||
unsigned long getFreeMemoryGPU();
|
||||
|
||||
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
|
||||
static float _maxDistance;
|
||||
static float _minDistance;
|
||||
|
@ -207,8 +216,6 @@ private:
|
|||
void initVoxelMemory();
|
||||
void cleanupVoxelMemory();
|
||||
|
||||
bool _useByteNormals;
|
||||
|
||||
bool _useVoxelShader;
|
||||
GLuint _vboVoxelsID; /// when using voxel shader, we'll use this VBO
|
||||
GLuint _vboVoxelsIndicesID; /// when using voxel shader, we'll use this VBO for our indexes
|
||||
|
@ -216,9 +223,15 @@ private:
|
|||
VoxelShaderVBOData* _readVoxelShaderData;
|
||||
|
||||
GLuint _vboVerticesID;
|
||||
GLuint _vboNormalsID;
|
||||
GLuint _vboColorsID;
|
||||
GLuint _vboIndicesID;
|
||||
|
||||
GLuint _vboIndicesTop;
|
||||
GLuint _vboIndicesBottom;
|
||||
GLuint _vboIndicesLeft;
|
||||
GLuint _vboIndicesRight;
|
||||
GLuint _vboIndicesFront;
|
||||
GLuint _vboIndicesBack;
|
||||
|
||||
pthread_mutex_t _bufferWriteLock;
|
||||
pthread_mutex_t _treeLock;
|
||||
|
||||
|
@ -226,6 +239,8 @@ private:
|
|||
ViewFrustum _lastStableViewFrustum;
|
||||
ViewFrustum* _viewFrustum;
|
||||
|
||||
void setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]);
|
||||
|
||||
int newTreeToArrays(VoxelNode *currentNode);
|
||||
void cleanupRemovedVoxels();
|
||||
|
||||
|
@ -249,6 +264,10 @@ private:
|
|||
int _dataSourceID;
|
||||
|
||||
int _voxelServerCount;
|
||||
unsigned long _memoryUsageRAM;
|
||||
unsigned long _memoryUsageVBO;
|
||||
unsigned long _initialMemoryUsageGPU;
|
||||
bool _hasMemoryUsageGPU;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -50,7 +50,9 @@ MyAvatar::MyAvatar(Node* owningNode) :
|
|||
_lastCollisionPosition(0, 0, 0),
|
||||
_speedBrakes(false),
|
||||
_isThrustOn(false),
|
||||
_thrustMultiplier(1.0f)
|
||||
_thrustMultiplier(1.0f),
|
||||
_moveTarget(0,0,0),
|
||||
_moveTargetStepCounter(0)
|
||||
{
|
||||
for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
|
||||
_driveKeys[i] = false;
|
||||
|
@ -64,6 +66,11 @@ void MyAvatar::reset() {
|
|||
_hand.reset();
|
||||
}
|
||||
|
||||
void MyAvatar::setMoveTarget(const glm::vec3 moveTarget) {
|
||||
_moveTarget = moveTarget;
|
||||
_moveTargetStepCounter = 0;
|
||||
}
|
||||
|
||||
void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
|
||||
|
||||
glm::quat orientation = getOrientation();
|
||||
|
@ -165,8 +172,10 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
if (glm::length(_position - _lastCollisionPosition) > MIN_DISTANCE_AFTER_COLLISION_FOR_GRAVITY) {
|
||||
_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
|
||||
}
|
||||
|
||||
// Only collide if we are not moving to a target
|
||||
if (_isCollisionsOn && (glm::length(_moveTarget) < EPSILON)) {
|
||||
|
||||
if (_isCollisionsOn) {
|
||||
Camera* myCamera = Application::getInstance()->getCamera();
|
||||
|
||||
if (myCamera->getMode() == CAMERA_MODE_FIRST_PERSON && !OculusManager::isConnected()) {
|
||||
|
@ -211,7 +220,7 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
// Damp avatar velocity
|
||||
const float LINEAR_DAMPING_STRENGTH = 0.5f;
|
||||
const float SPEED_BRAKE_POWER = _scale * 10.0f;
|
||||
const float SQUARED_DAMPING_STRENGTH = 0.0f;
|
||||
const float SQUARED_DAMPING_STRENGTH = 0.007f;
|
||||
|
||||
float linearDamping = LINEAR_DAMPING_STRENGTH;
|
||||
const float AVATAR_DAMPING_FACTOR = 120.f;
|
||||
|
@ -225,12 +234,15 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
}
|
||||
|
||||
// pitch and roll the body as a function of forward speed and turning delta
|
||||
const float BODY_PITCH_WHILE_WALKING = -20.0;
|
||||
const float BODY_ROLL_WHILE_TURNING = 0.2;
|
||||
float forwardComponentOfVelocity = glm::dot(getBodyFrontDirection(), _velocity);
|
||||
orientation = orientation * glm::quat(glm::radians(glm::vec3(
|
||||
BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
|
||||
BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
|
||||
const float HIGH_VELOCITY = 10.f;
|
||||
if (glm::length(_velocity) < HIGH_VELOCITY) {
|
||||
const float BODY_PITCH_WHILE_WALKING = -20.0;
|
||||
const float BODY_ROLL_WHILE_TURNING = 0.2;
|
||||
float forwardComponentOfVelocity = glm::dot(getBodyFrontDirection(), _velocity);
|
||||
orientation = orientation * glm::quat(glm::radians(glm::vec3(
|
||||
BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
|
||||
BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
|
||||
}
|
||||
|
||||
// these forces keep the body upright...
|
||||
const float BODY_UPRIGHT_FORCE = _scale * 10.0;
|
||||
|
@ -321,7 +333,21 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
const float MOVING_SPEED_THRESHOLD = 0.01f;
|
||||
_moving = _speed > MOVING_SPEED_THRESHOLD;
|
||||
|
||||
// update position by velocity, and subtract the change added earlier for gravity
|
||||
// If a move target is set, update position explicitly
|
||||
const float MOVE_FINISHED_TOLERANCE = 0.1f;
|
||||
const float MOVE_SPEED_FACTOR = 2.f;
|
||||
const int MOVE_TARGET_MAX_STEPS = 250;
|
||||
if ((glm::length(_moveTarget) > EPSILON) && (_moveTargetStepCounter < MOVE_TARGET_MAX_STEPS)) {
|
||||
if (glm::length(_position - _moveTarget) > MOVE_FINISHED_TOLERANCE) {
|
||||
_position += (_moveTarget - _position) * (deltaTime * MOVE_SPEED_FACTOR);
|
||||
_moveTargetStepCounter++;
|
||||
} else {
|
||||
// Move completed
|
||||
_moveTarget = glm::vec3(0,0,0);
|
||||
_moveTargetStepCounter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
_position += _velocity * deltaTime;
|
||||
|
||||
// Zero thrust out now that we've added it to velocity in this frame
|
||||
|
@ -648,8 +674,12 @@ void MyAvatar::updateThrust(float deltaTime, Transmitter * transmitter) {
|
|||
|
||||
// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
|
||||
if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
|
||||
const float THRUST_INCREASE_RATE = 1.0;
|
||||
_thrustMultiplier *= 1.f + deltaTime * THRUST_INCREASE_RATE;
|
||||
const float THRUST_INCREASE_RATE = 1.05;
|
||||
const float MAX_THRUST_MULTIPLIER = 75.0;
|
||||
//printf("m = %.3f\n", _thrustMultiplier);
|
||||
if (_thrustMultiplier < MAX_THRUST_MULTIPLIER) {
|
||||
_thrustMultiplier *= 1.f + deltaTime * THRUST_INCREASE_RATE;
|
||||
}
|
||||
} else {
|
||||
_thrustMultiplier = 1.f;
|
||||
}
|
||||
|
|
|
@ -31,6 +31,7 @@ public:
|
|||
void setOrientation(const glm::quat& orientation);
|
||||
void setNewScale(const float scale);
|
||||
void setWantCollisionsOn(bool wantCollisionsOn) { _isCollisionsOn = wantCollisionsOn; }
|
||||
void setMoveTarget(const glm::vec3 moveTarget);
|
||||
|
||||
// getters
|
||||
float getNewScale() const { return _newScale; }
|
||||
|
@ -73,6 +74,8 @@ public:
|
|||
bool _isThrustOn;
|
||||
float _thrustMultiplier;
|
||||
float _collisionRadius;
|
||||
glm::vec3 _moveTarget;
|
||||
int _moveTargetStepCounter;
|
||||
|
||||
// private methods
|
||||
float getBallRenderAlpha(int ball, bool lookingInMirror) const;
|
||||
|
|
|
@ -109,6 +109,7 @@ void NodeList::setDomainHostname(const QString& domainHostname) {
|
|||
|
||||
// reset our _domainIP to the null address so that a lookup happens on next check in
|
||||
_domainIP.clear();
|
||||
notifyDomainChanged();
|
||||
}
|
||||
|
||||
void NodeList::timePingReply(sockaddr *nodeAddress, unsigned char *packetData) {
|
||||
|
@ -585,6 +586,7 @@ void NodeList::loadData(QSettings *settings) {
|
|||
|
||||
if (domainServerHostname.size() > 0) {
|
||||
_domainHostname = domainServerHostname;
|
||||
notifyDomainChanged();
|
||||
}
|
||||
|
||||
settings->endGroup();
|
||||
|
@ -678,6 +680,21 @@ void NodeListIterator::skipDeadAndStopIncrement() {
|
|||
}
|
||||
}
|
||||
|
||||
void NodeList::addDomainListener(DomainChangeListener* listener) {
|
||||
_domainListeners.push_back(listener);
|
||||
QString domain = _domainHostname.isEmpty() ? _domainIP.toString() : _domainHostname;
|
||||
listener->domainChanged(domain);
|
||||
}
|
||||
|
||||
void NodeList::removeDomainListener(DomainChangeListener* listener) {
|
||||
for (int i = 0; i < _domainListeners.size(); i++) {
|
||||
if (_domainListeners[i] == listener) {
|
||||
_domainListeners.erase(_domainListeners.begin() + i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void NodeList::addHook(NodeListHook* hook) {
|
||||
_hooks.push_back(hook);
|
||||
}
|
||||
|
@ -704,3 +721,9 @@ void NodeList::notifyHooksOfKilledNode(Node* node) {
|
|||
_hooks[i]->nodeKilled(node);
|
||||
}
|
||||
}
|
||||
|
||||
void NodeList::notifyDomainChanged() {
|
||||
for (int i = 0; i < _domainListeners.size(); i++) {
|
||||
_domainListeners[i]->domainChanged(_domainHostname);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -56,6 +56,10 @@ public:
|
|||
virtual void nodeKilled(Node* node) = 0;
|
||||
};
|
||||
|
||||
class DomainChangeListener {
|
||||
public:
|
||||
virtual void domainChanged(QString domain) = 0;
|
||||
};
|
||||
|
||||
class NodeList {
|
||||
public:
|
||||
|
@ -136,6 +140,9 @@ public:
|
|||
void notifyHooksOfAddedNode(Node* node);
|
||||
void notifyHooksOfKilledNode(Node* node);
|
||||
|
||||
void addDomainListener(DomainChangeListener* listener);
|
||||
void removeDomainListener(DomainChangeListener* listener);
|
||||
|
||||
private:
|
||||
static NodeList* _sharedInstance;
|
||||
|
||||
|
@ -167,6 +174,11 @@ private:
|
|||
void timePingReply(sockaddr *nodeAddress, unsigned char *packetData);
|
||||
|
||||
std::vector<NodeListHook*> _hooks;
|
||||
std::vector<DomainChangeListener*> _domainListeners;
|
||||
|
||||
void resetDomainData(char domainField[], const char* domainData);
|
||||
void notifyDomainChanged();
|
||||
void domainLookup();
|
||||
};
|
||||
|
||||
class NodeListIterator : public std::iterator<std::input_iterator_tag, Node> {
|
||||
|
|
|
@ -443,7 +443,7 @@ void ViewFrustum::printDebugDetails() const {
|
|||
|
||||
glm::vec2 ViewFrustum::projectPoint(glm::vec3 point, bool& pointInView) const {
|
||||
|
||||
glm::vec4 pointVec4 = glm::vec4(point,1) ;
|
||||
glm::vec4 pointVec4 = glm::vec4(point,1);
|
||||
glm::vec4 projectedPointVec4 = _ourModelViewProjectionMatrix * pointVec4;
|
||||
pointInView = (projectedPointVec4.w > 0); // math! If the w result is negative then the point is behind the viewer
|
||||
|
||||
|
|
|
@ -38,6 +38,12 @@ const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; // xyz for each VERT
|
|||
const int INDICES_PER_VOXEL = 3 * 12; // 6 sides * 2 triangles per size * 3 vertices per triangle
|
||||
const int COLOR_VALUES_PER_VOXEL = NUMBER_OF_COLORS * VERTICES_PER_VOXEL;
|
||||
|
||||
const int VERTICES_PER_FACE = 4; // 6 sides * 4 corners per side
|
||||
const int INDICES_PER_FACE = 3 * 2; // 1 side * 2 triangles per size * 3 vertices per triangle
|
||||
const int GLOBAL_NORMALS_VERTICES_PER_VOXEL = 8; // no need for 3 copies because they don't include normal
|
||||
const int GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL = 3 * GLOBAL_NORMALS_VERTICES_PER_VOXEL;
|
||||
const int GLOBAL_NORMALS_COLOR_VALUES_PER_VOXEL = NUMBER_OF_COLORS * GLOBAL_NORMALS_VERTICES_PER_VOXEL;
|
||||
|
||||
typedef unsigned long int glBufferIndex;
|
||||
const glBufferIndex GLBUFFER_INDEX_UNKNOWN = ULONG_MAX;
|
||||
|
||||
|
|
|
@ -70,6 +70,7 @@ public:
|
|||
void printDebugDetails(const char* label) const;
|
||||
bool isDirty() const { return _isDirty; }
|
||||
void clearDirtyBit() { _isDirty = false; }
|
||||
void setDirtyBit() { _isDirty = true; }
|
||||
bool hasChangedSince(uint64_t time) const { return (_lastChanged > time); }
|
||||
void markWithChangedTime() { _lastChanged = usecTimestampNow(); }
|
||||
uint64_t getLastChanged() const { return _lastChanged; }
|
||||
|
|
Loading…
Reference in a new issue