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https://github.com/HifiExperiments/overte.git
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Tweaks to createSphere() plus some new helper functions
- changed createSphere() to support new NATURAL mode which uses perlin noise to create natural color and shape - added getVoxelCount() - coding standard cleanup
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2 changed files with 140 additions and 68 deletions
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@ -22,10 +22,12 @@
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#include <fstream> // to load voxels from file
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#include "VoxelConstants.h"
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#include <glm/gtc/noise.hpp>
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using voxels_lib::printLog;
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int boundaryDistanceForRenderLevel(unsigned int renderLevel) {
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float voxelSizeScale = 500.0*TREE_SCALE;
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float voxelSizeScale = 50000.0f;
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return voxelSizeScale / powf(2, renderLevel);
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}
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@ -113,9 +115,7 @@ VoxelNode* VoxelTree::createMissingNode(VoxelNode* lastParentNode, unsigned char
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}
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}
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int VoxelTree::readNodeData(VoxelNode* destinationNode,
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unsigned char* nodeData,
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int bytesLeftToRead) {
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int VoxelTree::readNodeData(VoxelNode* destinationNode, unsigned char* nodeData, int bytesLeftToRead) {
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// instantiate variable for bytes already read
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int bytesRead = 1;
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for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
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@ -457,87 +457,144 @@ void VoxelTree::createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, r
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}
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void VoxelTree::createSphere(float radius, float xc, float yc, float zc, float voxelSize,
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bool solid, bool wantColorRandomizer, bool debug) {
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bool solid, creationMode mode, bool debug) {
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// About the color of the sphere... we're going to make this sphere be a gradient
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// between two RGB colors. We will do the gradient along the phi spectrum
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unsigned char dominantColor1 = randIntInRange(1, 3); //1=r, 2=g, 3=b dominant
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unsigned char dominantColor2 = randIntInRange(1, 3);
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bool wantColorRandomizer = (mode == RANDOM);
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bool wantNaturalSurface = (mode == NATURAL);
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bool wantNaturalColor = (mode == NATURAL);
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if (dominantColor1 == dominantColor2) {
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dominantColor2 = dominantColor1 + 1 % 3;
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// About the color of the sphere... we're going to make this sphere be a mixture of two colors
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// in NATURAL mode, those colors will be green dominant and blue dominant. In GRADIENT mode we
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// will randomly pick which color family red, green, or blue to be dominant. In RANDOM mode we
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// ignore these dominant colors and make every voxel a completely random color.
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unsigned char r1, g1, b1, r2, g2, b2;
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if (wantNaturalColor) {
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r1 = r2 = b2 = g1 = 0;
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b1 = g2 = 255;
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} else if (!wantColorRandomizer) {
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unsigned char dominantColor1 = randIntInRange(1, 3); //1=r, 2=g, 3=b dominant
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unsigned char dominantColor2 = randIntInRange(1, 3);
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if (dominantColor1 == dominantColor2) {
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dominantColor2 = dominantColor1 + 1 % 3;
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}
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r1 = (dominantColor1 == 1) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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g1 = (dominantColor1 == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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b1 = (dominantColor1 == 3) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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r2 = (dominantColor2 == 1) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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g2 = (dominantColor2 == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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b2 = (dominantColor2 == 3) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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}
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unsigned char r1 = (dominantColor1 == 1) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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unsigned char g1 = (dominantColor1 == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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unsigned char b1 = (dominantColor1 == 3) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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unsigned char r2 = (dominantColor2 == 1) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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unsigned char g2 = (dominantColor2 == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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unsigned char b2 = (dominantColor2 == 3) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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// We initialize our rgb to be either "grey" in case of randomized surface, or
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// the average of the gradient, in the case of the gradient sphere.
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// We initialize our rgb to be either "grey" in case of randomized surface, or
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// the average of the gradient, in the case of the gradient sphere.
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unsigned char red = wantColorRandomizer ? 128 : (r1 + r2) / 2; // average of the colors
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unsigned char green = wantColorRandomizer ? 128 : (g1 + g2) / 2;
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unsigned char blue = wantColorRandomizer ? 128 : (b1 + b2) / 2;
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// Psuedocode for creating a sphere:
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//
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// for (theta from 0 to 2pi):
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// for (phi from 0 to pi):
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// x = xc+r*cos(theta)*sin(phi)
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// y = yc+r*sin(theta)*sin(phi)
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// z = zc+r*cos(phi)
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// x = xc+r*cos(theta)*sin(phi)
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// y = yc+r*sin(theta)*sin(phi)
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// z = zc+r*cos(phi)
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// I want to do something smart like make these inside circles with bigger voxels, but this doesn't seem to work.
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float thisVoxelSize = voxelSize; // radius / 2.0f;
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float thisRadius = 0.0;
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if (!solid) {
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thisRadius = radius; // just the outer surface
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thisVoxelSize = voxelSize;
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}
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// If you also iterate form the interior of the sphere to the radius, making
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// larger and larger spheres you'd end up with a solid sphere. And lots of voxels!
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float finalRadius = wantNaturalSurface ? radius : (radius + (voxelSize / 2.0));
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bool lastLayer = false;
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while (!lastLayer) {
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lastLayer = (thisRadius + (voxelSize * 2.0) >= radius);
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// assume solid for now
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float thisRadius = 0.0;
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float thisVoxelSize = radius / 4.0f;
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if (!solid) {
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thisRadius = radius; // just the outer surface
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thisVoxelSize = voxelSize;
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}
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// If you also iterate form the interior of the sphere to the radius, makeing
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// larger and larger sphere'voxelSize you'd end up with a solid sphere. And lots of voxels!
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while (thisRadius <= (radius + (voxelSize / 2.0))) {
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if (debug) {
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printLog("radius: thisRadius=%f thisVoxelSize=%f thisRadius+thisVoxelSize=%f (radius+(voxelSize/2.0))=%f\n",
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thisRadius, thisVoxelSize, thisRadius+thisVoxelSize, (radius + (voxelSize / 2.0)));
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}
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// We want to make sure that as we "sweep" through our angles we use a delta angle that voxelSize
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// small enough to not skip any voxels we can calculate theta from our desired arc length
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// lenArc = ndeg/360deg * 2pi*R ---> lenArc = theta/2pi * 2pi*R
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// lenArc = theta*R ---> theta = lenArc/R ---> theta = g/r
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float angleDelta = (thisVoxelSize / thisRadius);
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for (float theta=0.0; theta <= 2 * M_PI; theta += angleDelta) {
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for (float phi=0.0; phi <= M_PI; phi += angleDelta) {
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float x = xc + thisRadius * cos(theta) * sin(phi);
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float y = yc + thisRadius * sin(theta) * sin(phi);
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float z = zc + thisRadius * cos(phi);
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// gradient color data
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float gradient = (phi / M_PI);
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// only use our actual desired color on the outer edge, otherwise
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// use our "average" color
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if (thisRadius + (voxelSize * 2.0) >= radius) {
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//printLog("painting candy shell radius: thisRadius=%f radius=%f\n",thisRadius,radius);
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red = wantColorRandomizer ? randomColorValue(165) : r1 + ((r2 - r1) * gradient);
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green = wantColorRandomizer ? randomColorValue(165) : g1 + ((g2 - g1) * gradient);
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blue = wantColorRandomizer ? randomColorValue(165) : b1 + ((b2 - b1) * gradient);
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}
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unsigned char* voxelData = pointToVoxel(x, y, z, thisVoxelSize, red, green, blue);
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this->readCodeColorBufferToTree(voxelData);
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delete voxelData;
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}
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}
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if (debug) {
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int percentComplete = 100 * (thisRadius/radius);
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printLog("percentComplete=%d\n",percentComplete);
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}
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for (float theta=0.0; theta <= 2 * M_PI; theta += angleDelta) {
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for (float phi=0.0; phi <= M_PI; phi += angleDelta) {
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bool naturalSurfaceRendered = false;
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float x = xc + thisRadius * cos(theta) * sin(phi);
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float y = yc + thisRadius * sin(theta) * sin(phi);
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float z = zc + thisRadius * cos(phi);
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// if we're on the outer radius, then we do a couple of things differently.
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// 1) If we're in NATURAL mode we will actually draw voxels from our surface outward (from the surface) up
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// some random height. This will give our sphere some contours.
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// 2) In all modes, we will use our "outer" color to draw the voxels. Otherwise we will use the average color
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if (lastLayer) {
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if (false && debug) {
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printLog("adding candy shell: theta=%f phi=%f thisRadius=%f radius=%f\n",
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theta, phi, thisRadius,radius);
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}
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switch (mode) {
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case RANDOM: {
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red = randomColorValue(165);
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green = randomColorValue(165);
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blue = randomColorValue(165);
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} break;
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case GRADIENT: {
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float gradient = (phi / M_PI);
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red = r1 + ((r2 - r1) * gradient);
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green = g1 + ((g2 - g1) * gradient);
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blue = b1 + ((b2 - b1) * gradient);
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} break;
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case NATURAL: {
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glm::vec3 position = glm::vec3(theta,phi,radius);
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float perlin = glm::perlin(position) + .25f * glm::perlin(position * 4.f)
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+ .125f * glm::perlin(position * 16.f);
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float gradient = (1.0f + perlin)/ 2.0f;
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red = (unsigned char)std::min(255, std::max(0, (int)(r1 + ((r2 - r1) * gradient))));
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green = (unsigned char)std::min(255, std::max(0, (int)(g1 + ((g2 - g1) * gradient))));
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blue = (unsigned char)std::min(255, std::max(0, (int)(b1 + ((b2 - b1) * gradient))));
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if (debug) {
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printLog("perlin=%f gradient=%f color=(%d,%d,%d)\n",perlin, gradient, red, green, blue);
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}
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} break;
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}
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if (wantNaturalSurface) {
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// for natural surfaces, we will render up to 16 voxel's above the surface of the sphere
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glm::vec3 position = glm::vec3(theta,phi,radius);
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float perlin = glm::perlin(position) + .25f * glm::perlin(position * 4.f)
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+ .125f * glm::perlin(position * 16.f);
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float gradient = (1.0f + perlin)/ 2.0f;
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int height = (4 * gradient)+1; // make it at least 4 thick, so we get some averaging
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float subVoxelScale = thisVoxelSize;
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for (int i = 0; i < height; i++) {
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x = xc + (thisRadius + i * subVoxelScale) * cos(theta) * sin(phi);
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y = yc + (thisRadius + i * subVoxelScale) * sin(theta) * sin(phi);
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z = zc + (thisRadius + i * subVoxelScale) * cos(phi);
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this->createVoxel(x, y, z, subVoxelScale, red, green, blue);
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}
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naturalSurfaceRendered = true;
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}
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}
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if (!naturalSurfaceRendered) {
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this->createVoxel(x, y, z, thisVoxelSize, red, green, blue);
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}
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}
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}
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thisRadius += thisVoxelSize;
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thisVoxelSize = std::max(voxelSize, thisVoxelSize / 2.0f);
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}
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this->reaverageVoxelColors(this->rootNode);
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thisVoxelSize = std::max(voxelSize, thisVoxelSize / 2.0f);
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}
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this->reaverageVoxelColors(this->rootNode);
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}
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int VoxelTree::searchForColoredNodes(int maxSearchLevel, VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag) {
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@ -923,3 +980,13 @@ void VoxelTree::writeToFileV2(const char* fileName) const {
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file.close();
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}
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unsigned long VoxelTree::getVoxelCount() {
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unsigned long nodeCount = 0;
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recurseTreeWithOperation(countVoxelsOperation, &nodeCount);
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return nodeCount;
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}
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bool VoxelTree::countVoxelsOperation(VoxelNode* node, void* extraData) {
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(*(unsigned long*)extraData)++;
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return true; // keep going
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}
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@ -17,6 +17,7 @@
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// Callback function, for recuseTreeWithOperation
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typedef bool (*RecurseVoxelTreeOperation)(VoxelNode* node, void* extraData);
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typedef enum {GRADIENT, RANDOM, NATURAL} creationMode;
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class VoxelTree {
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public:
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VoxelNode* getVoxelAt(float x, float y, float z, float s) const;
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void createVoxel(float x, float y, float z, float s, unsigned char red, unsigned char green, unsigned char blue);
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void createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color);
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void createSphere(float r,float xc, float yc, float zc, float s, bool solid, bool wantColorRandomizer, bool debug = false);
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void createSphere(float r,float xc, float yc, float zc, float s, bool solid, creationMode mode, bool debug = false);
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void recurseTreeWithOperation(RecurseVoxelTreeOperation operation, void* extraData=NULL);
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// these will read/write files that match the wireformat, excluding the 'V' leading
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void writeToFileV2(const char* filename) const;
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bool readFromFileV2(const char* filename);
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unsigned long getVoxelCount();
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private:
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int encodeTreeBitstreamRecursion(int maxEncodeLevel, int& currentEncodeLevel,
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int searchForColoredNodesRecursion(int maxSearchLevel, int& currentSearchLevel,
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VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag);
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static bool countVoxelsOperation(VoxelNode* node, void* extraData);
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void recurseNodeWithOperation(VoxelNode* node, RecurseVoxelTreeOperation operation, void* extraData);
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VoxelNode* nodeForOctalCode(VoxelNode* ancestorNode, unsigned char* needleCode, VoxelNode** parentOfFoundNode) const;
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VoxelNode* createMissingNode(VoxelNode* lastParentNode, unsigned char* deepestCodeToCreate);
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