overte-HifiExperiments/interface/src/AudioReflector.cpp
2014-04-02 17:45:34 -07:00

274 lines
11 KiB
C++

//
// AudioReflector.cpp
// interface
//
// Created by Brad Hefta-Gaub on 4/2/2014
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#include "AudioReflector.h"
void AudioReflector::render() {
if (!_myAvatar) {
return; // exit early if not set up correctly
}
/*
glm::vec3 position = _myAvatar->getHead()->getPosition();
const float radius = 0.25f;
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glutWireSphere(radius, 15, 15);
glPopMatrix();
*/
drawRays();
}
// delay = 1ms per foot
// = 3ms per meter
// attenuation =
// BOUNCE_ATTENUATION_FACTOR [0.5] * (1/(1+distance))
int getDelayFromDistance(float distance) {
const int DELAY_PER_METER = 3;
return DELAY_PER_METER * distance;
}
const float BOUNCE_ATTENUATION_FACTOR = 0.5f;
float getDistanceAttenuationCoefficient(float distance) {
const float DISTANCE_SCALE = 2.5f;
const float GEOMETRIC_AMPLITUDE_SCALAR = 0.3f;
const float DISTANCE_LOG_BASE = 2.5f;
const float DISTANCE_SCALE_LOG = logf(DISTANCE_SCALE) / logf(DISTANCE_LOG_BASE);
float distanceSquareToSource = distance * distance;
// calculate the distance coefficient using the distance to this node
float distanceCoefficient = powf(GEOMETRIC_AMPLITUDE_SCALAR,
DISTANCE_SCALE_LOG +
(0.5f * logf(distanceSquareToSource) / logf(DISTANCE_LOG_BASE)) - 1);
distanceCoefficient = std::min(1.0f, distanceCoefficient);
return distanceCoefficient;
}
glm::vec3 getFaceNormal(BoxFace face) {
if (face == MIN_X_FACE) {
return glm::vec3(-1, 0, 0);
} else if (face == MAX_X_FACE) {
return glm::vec3(1, 0, 0);
} else if (face == MIN_Y_FACE) {
return glm::vec3(0, -1, 0);
} else if (face == MAX_Y_FACE) {
return glm::vec3(0, 1, 0);
} else if (face == MIN_Z_FACE) {
return glm::vec3(0, 0, -1);
} else if (face == MAX_Z_FACE) {
return glm::vec3(0, 0, 1);
}
return glm::vec3(0, 0, 0); //error case
}
void AudioReflector::drawReflections(const glm::vec3& origin, const glm::vec3& originalDirection,
int bounces, const glm::vec3& originalColor) {
glm::vec3 start = origin;
glm::vec3 direction = originalDirection;
glm::vec3 color = originalColor;
OctreeElement* elementHit;
float distance;
BoxFace face;
const float SLIGHTLY_SHORT = 0.999f; // slightly inside the distance so we're on the inside of the reflection point
const float COLOR_ADJUST_PER_BOUNCE = 0.75f;
for (int i = 0; i < bounces; i++) {
if (_voxels->findRayIntersection(start, direction, elementHit, distance, face)) {
glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
drawVector(start, end, color);
glm::vec3 faceNormal = getFaceNormal(face);
direction = glm::normalize(glm::reflect(direction,faceNormal));
start = end;
color = color * COLOR_ADJUST_PER_BOUNCE;
}
}
}
void AudioReflector::calculateReflections(const glm::vec3& origin, const glm::vec3& originalDirection,
int bounces, const AudioRingBuffer& samplesRingBuffer) {
int samplesTouched = 0;
glm::vec3 rightEarPosition = _myAvatar->getHead()->getRightEarPosition();
glm::vec3 leftEarPosition = _myAvatar->getHead()->getLeftEarPosition();
glm::vec3 start = origin;
glm::vec3 direction = originalDirection;
OctreeElement* elementHit;
float distance;
BoxFace face;
const float SLIGHTLY_SHORT = 0.999f; // slightly inside the distance so we're on the inside of the reflection point
// set up our buffers for our attenuated and delayed samples
AudioRingBuffer attenuatedLeftSamples(samplesRingBuffer.getSampleCapacity());
AudioRingBuffer attenuatedRightSamples(samplesRingBuffer.getSampleCapacity());
const int NUMBER_OF_CHANNELS = 2;
int totalNumberOfSamples = samplesByteArray.size() / (sizeof(int16_t) * NUMBER_OF_CHANNELS);
for (int bounceNumber = 1; bounceNumber <= bounces; bounceNumber++) {
if (_voxels->findRayIntersection(start, direction, elementHit, distance, face)) {
glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
glm::vec3 faceNormal = getFaceNormal(face);
direction = glm::normalize(glm::reflect(direction,faceNormal));
start = end;
// calculate the distance to the ears
float rightEarDistance = glm::distance(end, rightEarPosition);
float leftEarDistance = glm::distance(end, leftEarPosition);
int rightEarDelay = getDelayFromDistance(rightEarDistance);
int leftEarDelay = getDelayFromDistance(leftEarDistance);
float rightEarAttenuation = getDistanceAttenuationCoefficient(rightEarDistance) *
(bounceNumber * BOUNCE_ATTENUATION_FACTOR);
float leftEarAttenuation = getDistanceAttenuationCoefficient(leftEarDistance) *
(bounceNumber * BOUNCE_ATTENUATION_FACTOR);
// run through the samples, and attenuate them
for (int sample = 0; sample < totalNumberOfSamples; sample++) {
int16_t leftSample = samplesRingBuffer[sample * NUMBER_OF_CHANNELS];
int16_t rightSample = samplesRingBuffer[(sample * NUMBER_OF_CHANNELS) + 1];
attenuatedLeftSamples[sample * NUMBER_OF_CHANNELS] = leftSample * leftEarAttenuation;
attenuatedLeftSamples[sample * NUMBER_OF_CHANNELS + 1] = 0;
attenuatedRightSamples[sample * NUMBER_OF_CHANNELS] = 0;
attenuatedRightSamples[sample * NUMBER_OF_CHANNELS + 1] = rightSample * rightEarAttenuation;
samplesTouched++;
}
// now inject the attenuated array with the appropriate delay
_audio->addDelayedAudio(attenuatedLeftSamples, leftEarDelay);
_audio->addDelayedAudio(attenuatedRightSamples, rightEarDelay);
}
}
}
void AudioReflector::addSamples(AudioRingBuffer samples) {
quint64 start = usecTimestampNow();
glm::vec3 origin = _myAvatar->getHead()->getPosition();
glm::quat orientation = _myAvatar->getOrientation(); // _myAvatar->getHead()->getOrientation();
glm::vec3 right = glm::normalize(orientation * IDENTITY_RIGHT);
glm::vec3 up = glm::normalize(orientation * IDENTITY_UP);
glm::vec3 front = glm::normalize(orientation * IDENTITY_FRONT);
glm::vec3 left = -right;
glm::vec3 down = -up;
glm::vec3 back = -front;
glm::vec3 frontRightUp = glm::normalize(front + right + up);
glm::vec3 frontLeftUp = glm::normalize(front + left + up);
glm::vec3 backRightUp = glm::normalize(back + right + up);
glm::vec3 backLeftUp = glm::normalize(back + left + up);
glm::vec3 frontRightDown = glm::normalize(front + right + down);
glm::vec3 frontLeftDown = glm::normalize(front + left + down);
glm::vec3 backRightDown = glm::normalize(back + right + down);
glm::vec3 backLeftDown = glm::normalize(back + left + down);
const int BOUNCE_COUNT = 5;
calculateReflections(origin, frontRightUp, BOUNCE_COUNT, samples);
calculateReflections(origin, frontLeftUp, BOUNCE_COUNT, samples);
calculateReflections(origin, backRightUp, BOUNCE_COUNT, samples);
calculateReflections(origin, backLeftUp, BOUNCE_COUNT, samples);
calculateReflections(origin, frontRightDown, BOUNCE_COUNT, samples);
calculateReflections(origin, frontLeftDown, BOUNCE_COUNT, samples);
calculateReflections(origin, backRightDown, BOUNCE_COUNT, samples);
calculateReflections(origin, backLeftDown, BOUNCE_COUNT, samples);
calculateReflections(origin, front, BOUNCE_COUNT, samples);
calculateReflections(origin, back, BOUNCE_COUNT, samples);
calculateReflections(origin, left, BOUNCE_COUNT, samples);
calculateReflections(origin, right, BOUNCE_COUNT, samples);
calculateReflections(origin, up, BOUNCE_COUNT, samples);
calculateReflections(origin, down, BOUNCE_COUNT, samples);
quint64 end = usecTimestampNow();
qDebug() << "AudioReflector::addSamples()... samples.size()=" << samples.size() << " elapsed=" << (end - start);
}
void AudioReflector::drawRays() {
glm::vec3 origin = _myAvatar->getHead()->getPosition();
//glm::vec3 origin = _myAvatar->getHead()->getRightEarPosition();
glm::quat orientation = _myAvatar->getOrientation(); // _myAvatar->getHead()->getOrientation();
glm::vec3 right = glm::normalize(orientation * IDENTITY_RIGHT);
glm::vec3 up = glm::normalize(orientation * IDENTITY_UP);
glm::vec3 front = glm::normalize(orientation * IDENTITY_FRONT);
glm::vec3 left = -right;
glm::vec3 down = -up;
glm::vec3 back = -front;
glm::vec3 frontRightUp = glm::normalize(front + right + up);
glm::vec3 frontLeftUp = glm::normalize(front + left + up);
glm::vec3 backRightUp = glm::normalize(back + right + up);
glm::vec3 backLeftUp = glm::normalize(back + left + up);
glm::vec3 frontRightDown = glm::normalize(front + right + down);
glm::vec3 frontLeftDown = glm::normalize(front + left + down);
glm::vec3 backRightDown = glm::normalize(back + right + down);
glm::vec3 backLeftDown = glm::normalize(back + left + down);
const glm::vec3 RED(1,0,0);
const glm::vec3 GREEN(0,1,0);
const glm::vec3 BLUE(0,0,1);
const glm::vec3 PURPLE(1,0,1);
const glm::vec3 YELLOW(1,1,0);
const glm::vec3 CYAN(0,1,1);
const glm::vec3 DARK_RED(0.8f,0.2f,0.2f);
const glm::vec3 DARK_GREEN(0.2f,0.8f,0.2f);
const glm::vec3 DARK_BLUE(0.2f,0.2f,0.8f);
const glm::vec3 DARK_PURPLE(0.8f,0.2f,0.8f);
const glm::vec3 DARK_YELLOW(0.8f,0.8f,0.2f);
const glm::vec3 DARK_CYAN(0.2f,0.8f,0.8f);
const glm::vec3 WHITE(1,1,1);
const glm::vec3 GRAY(0.5f,0.5f,0.5f);
const int BOUNCE_COUNT = 5;
drawReflections(origin, frontRightUp, BOUNCE_COUNT, RED);
drawReflections(origin, frontLeftUp, BOUNCE_COUNT, GREEN);
drawReflections(origin, backRightUp, BOUNCE_COUNT, BLUE);
drawReflections(origin, backLeftUp, BOUNCE_COUNT, CYAN);
drawReflections(origin, frontRightDown, BOUNCE_COUNT, PURPLE);
drawReflections(origin, frontLeftDown, BOUNCE_COUNT, YELLOW);
drawReflections(origin, backRightDown, BOUNCE_COUNT, WHITE);
drawReflections(origin, backLeftDown, BOUNCE_COUNT, DARK_RED);
drawReflections(origin, front, BOUNCE_COUNT, DARK_GREEN);
drawReflections(origin, back, BOUNCE_COUNT, DARK_BLUE);
drawReflections(origin, left, BOUNCE_COUNT, DARK_CYAN);
drawReflections(origin, right, BOUNCE_COUNT, DARK_PURPLE);
drawReflections(origin, up, BOUNCE_COUNT, DARK_YELLOW);
drawReflections(origin, down, BOUNCE_COUNT, GRAY);
}
void AudioReflector::drawVector(const glm::vec3& start, const glm::vec3& end, const glm::vec3& color) {
glDisable(GL_LIGHTING); // ??
glLineWidth(2.0);
// Draw the vector itself
glBegin(GL_LINES);
glColor3f(color.x,color.y,color.z);
glVertex3f(start.x, start.y, start.z);
glVertex3f(end.x, end.y, end.z);
glEnd();
glEnable(GL_LIGHTING); // ??
}