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@ -109,12 +109,15 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
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void VoxelSystem::voxelDeleted(VoxelNode* node) {
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if (node->isKnownBufferIndex() && (node->getVoxelSystem() == this)) {
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forceRemoveNodeFromArraysAsPartialVBO(node);
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/***
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if (!_useFastVoxelPipeline || _inSetupNewVoxelsForDrawing || _writeRenderFullVBO) {
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freeBufferIndex(node->getBufferIndex());
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} else {
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forceRemoveNodeFromArraysAsPartialVBO(node);
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freeBufferIndex(node->getBufferIndex());
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}
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***/
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}
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}
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@ -160,7 +163,9 @@ void VoxelSystem::voxelUpdated(VoxelNode* node) {
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}
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}
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updateNodeInArraysAsPartialVBO(node);
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const bool REUSE_INDEX = true;
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const bool DONT_FORCE_REDRAW = false;
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updateNodeInArrays(node, REUSE_INDEX, DONT_FORCE_REDRAW);
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_voxelsUpdated++;
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node->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.
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@ -185,26 +190,44 @@ glBufferIndex VoxelSystem::getNextBufferIndex() {
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return output;
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}
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// Doesn't actually clean up the VBOs for the index, but does release responsibility of the index from the VoxelNode,
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// and makes the index available for some other node to use
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// Release responsibility of the buffer/vbo index from the VoxelNode, and makes the index available for some other node to use
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// will also "clean up" the index data for the buffer/vbo slot, so that if it's in the middle of the draw range, the triangles
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// will be "invisible"
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void VoxelSystem::freeBufferIndex(glBufferIndex index) {
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_freeIndexes.push_back(index);
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assert(_voxelsInWriteArrays > 0);
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// if the "freed" index was our max index, then just drop the _voxelsInWriteArrays down one...
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if (index == (_voxelsInWriteArrays - 1)) {
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_voxelsInWriteArrays--;
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} else {
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bool inList = false;
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// make sure the index isn't already in the free list...
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for (long i = 0; i < _freeIndexes.size(); i++) {
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if (_freeIndexes[i] == index) {
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printf("freeBufferIndex(glBufferIndex index)... index=%ld already in free list!\n", index);
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inList = true;
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break;
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}
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}
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if (!inList) {
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// make the index available for next node that needs to be drawn
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_freeIndexes.push_back(index);
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// make the VBO slot "invisible" in case this slot is not used
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const glm::vec3 startVertex(FLT_MAX, FLT_MAX, FLT_MAX);
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const float voxelScale = 0;
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const nodeColor BLACK = {0, 0, 0, 0};
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updateArraysDetails(index, startVertex, voxelScale, BLACK);
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}
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}
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}
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// This will run through the list of _freeIndexes and reset their VBO array values to be "invisible".
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void VoxelSystem::clearFreeBufferIndexes() {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "###### clearFreeBufferIndexes()");
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for (int i = 0; i < _freeIndexes.size(); i++) {
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glBufferIndex nodeIndex = _freeIndexes[i];
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glm::vec3 startVertex(FLT_MAX, FLT_MAX, FLT_MAX);
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float voxelScale = 0;
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_writeVoxelDirtyArray[nodeIndex] = true;
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nodeColor color = {0, 0, 0, 0};
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updateNodeInArrays(nodeIndex, startVertex, voxelScale, color);
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_abandonedVBOSlots++;
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}
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_freeIndexes.clear();
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_abandonedVBOSlots = 0;
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}
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VoxelSystem::~VoxelSystem() {
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@ -589,8 +612,11 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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if (!_useFastVoxelPipeline || _writeRenderFullVBO) {
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//printf("parseData about to call setupNewVoxelsForDrawing();\n");
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setupNewVoxelsForDrawing();
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} else {
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printf("parseData about to call checkForCulling() and setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY)\n");
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checkForCulling();
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setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY);
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}
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@ -611,7 +637,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
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uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
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// clear up the VBOs for any nodes that have been recently deleted.
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clearFreeBufferIndexes();
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//clearFreeBufferIndexes();
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bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging
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if (!iAmDebugging && sinceLastTime <= std::max((float) _setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
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@ -631,6 +657,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), buffer);
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_callsToTreesToArrays++;
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if (_writeRenderFullVBO) {
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printf("resetting _freeIndexes and _voxelsInWriteArrays\n");
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_voxelsInWriteArrays = 0; // reset our VBO
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_freeIndexes.clear(); // reset our free indexes
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}
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@ -676,7 +703,7 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
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uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
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// clear up the VBOs for any nodes that have been recently deleted.
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clearFreeBufferIndexes();
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//clearFreeBufferIndexes();
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bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging
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if (allowBailEarly && !iAmDebugging &&
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@ -684,7 +711,7 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
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return; // bail early, it hasn't been long enough since the last time we ran
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}
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checkForCulling(); // check for out of view and deleted voxels...
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//checkForCulling(); // check for out of view and deleted voxels...
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// lock on the buffer write lock so we can't modify the data when the GPU is reading it
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{
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@ -723,7 +750,12 @@ void VoxelSystem::checkForCulling() {
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// When we call removeOutOfView() voxels, we don't actually remove the voxels from the VBOs, but we do remove
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// them from tree, this makes our tree caclulations faster, but doesn't require us to fully rebuild the VBOs (which
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// can be expensive).
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removeOutOfView();
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if (Menu::getInstance()->isOptionChecked(MenuOption::HideOutOfView)) {
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hideOutOfView();
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}
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if (!Menu::getInstance()->isOptionChecked(MenuOption::DontRemoveOutOfView)) {
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removeOutOfView();
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}
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// Once we call cleanupRemovedVoxels() we do need to rebuild our VBOs (if anything was actually removed). So,
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// we should consider putting this someplace else... as this might be able to occur less frequently, and save us on
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@ -747,6 +779,7 @@ void VoxelSystem::cleanupRemovedVoxels() {
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}
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_writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs
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}
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// we also might have VBO slots that have been abandoned, if too many of our VBO slots
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// are abandonded we want to rerender our full VBOs
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const float TOO_MANY_ABANDONED_RATIO = 0.5f;
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@ -830,6 +863,7 @@ void VoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart,
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void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"copyWrittenDataToReadArrays()");
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if (_voxelsDirty && _voxelsUpdated) {
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if (fullVBOs) {
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copyWrittenDataToReadArraysFullVBOs();
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@ -869,39 +903,21 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
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}
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}
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if (_writeRenderFullVBO) {
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voxelsUpdated += updateNodeInArraysAsFullVBO(node);
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const bool DONT_REUSE_INDEX = false;
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const bool FORCE_REDRAW = true;
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//printf("newTreeToArrays() about to call updateNodeInArrays(node, DONT_REUSE_INDEX, FORCE_REDRAW);\n");
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voxelsUpdated += updateNodeInArrays(node, DONT_REUSE_INDEX, FORCE_REDRAW);
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} else {
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voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
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const bool REUSE_INDEX = true;
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const bool DONT_FORCE_REDRAW = false;
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//printf("newTreeToArrays() about to call updateNodeInArrays(node, REUSE_INDEX, DONT_FORCE_REDRAW);\n");
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voxelsUpdated += updateNodeInArrays(node, REUSE_INDEX, DONT_FORCE_REDRAW);
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}
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node->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.
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return voxelsUpdated;
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}
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int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
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// If we've run out of room, then just bail...
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if (_voxelsInWriteArrays >= _maxVoxels) {
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return 0;
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}
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if (node->getShouldRender()) {
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glm::vec3 startVertex = node->getCorner();
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float voxelScale = node->getScale();
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glBufferIndex nodeIndex = getNextBufferIndex();
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// populate the array with points for the 8 vertices
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// and RGB color for each added vertex
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updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());
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node->setBufferIndex(nodeIndex);
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node->setVoxelSystem(this);
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return 1; // rendered
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} else {
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node->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
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}
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return 0; // not-rendered
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}
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// called as response to voxelDeleted() in fast pipeline case. The node
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// is being deleted, but it's state is such that it thinks it should render
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// and therefore we can't use the normal render calculations. This method
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@ -914,29 +930,22 @@ int VoxelSystem::forceRemoveNodeFromArraysAsPartialVBO(VoxelNode* node) {
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// if the node is not in the VBOs then we have nothing to do!
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if (node->isKnownBufferIndex()) {
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// if we shouldn't render then set out location to some infinitely distant location,
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// and our scale as infinitely small
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glm::vec3 startVertex(FLT_MAX, FLT_MAX, FLT_MAX);
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float voxelScale = 0;
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_abandonedVBOSlots++;
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// If this node has not yet been written to the array, then add it to the end of the array.
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glBufferIndex nodeIndex = node->getBufferIndex();
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_writeVoxelDirtyArray[nodeIndex] = true;
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// populate the array with points for the 8 vertices
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// and RGB color for each added vertex
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const nodeColor BLACK = { 0,0,0};
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updateNodeInArrays(nodeIndex, startVertex, voxelScale, BLACK);
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freeBufferIndex(nodeIndex); // NOTE: This is make the node invisible!
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node->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
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return 1; // updated!
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}
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return 0; // not-updated
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}
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int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
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int VoxelSystem::updateNodeInArrays(VoxelNode* node, bool reuseIndex, bool forceDraw) {
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/*
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printf("updateNodeInArrays(VoxelNode* node=[%f, %f, %f] %f, bool reuseIndex=%s, bool forceDraw=%s)\n",
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node->getCorner().x,node->getCorner().y,node->getCorner().z, node->getScale(),
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debug::valueOf(reuseIndex),debug::valueOf(forceDraw));
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*/
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// If we've run out of room, then just bail...
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if (_voxelsInWriteArrays >= _maxVoxels) {
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return 0;
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@ -946,64 +955,76 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
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return 0;
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}
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// Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays...
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if (node->isDirty()) {
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glm::vec3 startVertex;
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float voxelScale = 0;
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// If we've changed any attributes (our renderness, our color, etc), or we've been told to force a redraw
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// then update the Arrays...
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if (forceDraw || node->isDirty()) {
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/*
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printf("updateNodeInArrays(VoxelNode* node=[%f, %f, %f] %f, bool reuseIndex=%s, bool forceDraw=%s)\n",
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node->getCorner().x,node->getCorner().y,node->getCorner().z, node->getScale(),
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debug::valueOf(reuseIndex),debug::valueOf(forceDraw));
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*/
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//printf("....(isDirty() [isDirty()=%s] or forceRedraw=%s_...\n",debug::valueOf(node->isDirty()),debug::valueOf(forceDraw));
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// If we're should render, use our legit location and scale,
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if (node->getShouldRender()) {
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startVertex = node->getCorner();
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voxelScale = node->getScale();
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} else {
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// if we shouldn't render then set out location to some infinitely distant location,
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// and our scale as infinitely small
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startVertex[0] = startVertex[1] = startVertex[2] = FLT_MAX;
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voxelScale = 0;
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_abandonedVBOSlots++;
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}
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//printf("....shouldRender()...\n");
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glm::vec3 startVertex = node->getCorner();
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float voxelScale = node->getScale();
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// If this node has not yet been written to the array, then add it to the end of the array.
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glBufferIndex nodeIndex;
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if (node->isKnownBufferIndex()) {
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nodeIndex = node->getBufferIndex();
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glBufferIndex nodeIndex = GLBUFFER_INDEX_UNKNOWN;
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if (reuseIndex && node->isKnownBufferIndex()) {
|
|
|
|
|
//printf("....shouldRender() and reuseIndex && node->isKnownBufferIndex() reusing...\n");
|
|
|
|
|
nodeIndex = node->getBufferIndex();
|
|
|
|
|
} else {
|
|
|
|
|
//printf("....shouldRender() and NOT(reuseIndex && node->isKnownBufferIndex()) getting new index...\n");
|
|
|
|
|
nodeIndex = getNextBufferIndex();
|
|
|
|
|
node->setBufferIndex(nodeIndex);
|
|
|
|
|
node->setVoxelSystem(this);
|
|
|
|
|
}
|
|
|
|
|
// populate the array with points for the 8 vertices and RGB color for each added vertex
|
|
|
|
|
updateArraysDetails(nodeIndex, startVertex, voxelScale, node->getColor());
|
|
|
|
|
return 1; // updated!
|
|
|
|
|
} else {
|
|
|
|
|
nodeIndex = getNextBufferIndex();
|
|
|
|
|
node->setBufferIndex(nodeIndex);
|
|
|
|
|
node->setVoxelSystem(this);
|
|
|
|
|
//printf("....NOT shouldRender()...\n");
|
|
|
|
|
// If we shouldn't render, but we did have a known index, then we will need to release our index
|
|
|
|
|
if (reuseIndex && node->isKnownBufferIndex()) {
|
|
|
|
|
//printf("....NOT shouldRender() and reuseIndex && node->isKnownBufferIndex() freeBufferIndex!...\n");
|
|
|
|
|
freeBufferIndex(node->getBufferIndex()); // this will make the node invisible
|
|
|
|
|
return 1; // updated!
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
_writeVoxelDirtyArray[nodeIndex] = true;
|
|
|
|
|
|
|
|
|
|
// populate the array with points for the 8 vertices
|
|
|
|
|
// and RGB color for each added vertex
|
|
|
|
|
updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());
|
|
|
|
|
|
|
|
|
|
return 1; // updated!
|
|
|
|
|
} else {
|
|
|
|
|
//printf("....NOT (dirty [isDirty()=%s] or forceRedraw=%s_...\n",debug::valueOf(node->isDirty()),debug::valueOf(forceDraw));
|
|
|
|
|
}
|
|
|
|
|
return 0; // not-updated
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
|
|
|
|
|
void VoxelSystem::updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
|
|
|
|
|
float voxelScale, const nodeColor& color) {
|
|
|
|
|
|
|
|
|
|
if (_initialized) {
|
|
|
|
|
_writeVoxelDirtyArray[nodeIndex] = true;
|
|
|
|
|
|
|
|
|
|
if (_useVoxelShader) {
|
|
|
|
|
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 {
|
|
|
|
|
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];
|
|
|
|
|
if (_useVoxelShader) {
|
|
|
|
|
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 {
|
|
|
|
|
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];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -1517,7 +1538,7 @@ public:
|
|
|
|
|
unsigned long nodesIntersect;
|
|
|
|
|
unsigned long nodesOutside;
|
|
|
|
|
|
|
|
|
|
removeOutOfViewArgs(VoxelSystem* voxelSystem) :
|
|
|
|
|
removeOutOfViewArgs(VoxelSystem* voxelSystem, bool widenViewFrustum = true) :
|
|
|
|
|
thisVoxelSystem(voxelSystem),
|
|
|
|
|
thisViewFrustum(*voxelSystem->getViewFrustum()),
|
|
|
|
|
dontRecurseBag(),
|
|
|
|
@ -1528,10 +1549,12 @@ public:
|
|
|
|
|
nodesOutside(0)
|
|
|
|
|
{
|
|
|
|
|
// Widen the FOV for trimming
|
|
|
|
|
float originalFOV = thisViewFrustum.getFieldOfView();
|
|
|
|
|
float wideFOV = originalFOV + VIEW_FRUSTUM_FOV_OVERSEND;
|
|
|
|
|
thisViewFrustum.setFieldOfView(wideFOV);
|
|
|
|
|
thisViewFrustum.calculate();
|
|
|
|
|
if (widenViewFrustum) {
|
|
|
|
|
float originalFOV = thisViewFrustum.getFieldOfView();
|
|
|
|
|
float wideFOV = originalFOV + VIEW_FRUSTUM_FOV_OVERSEND;
|
|
|
|
|
thisViewFrustum.setFieldOfView(wideFOV);
|
|
|
|
|
thisViewFrustum.calculate();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
@ -1587,6 +1610,80 @@ bool VoxelSystem::removeOutOfViewOperation(VoxelNode* node, void* extraData) {
|
|
|
|
|
return true; // keep going!
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// "hide" voxels in the VBOs that are still in the tree that but not in view.
|
|
|
|
|
// We don't remove them from the tree, we don't delete them, we do remove them
|
|
|
|
|
// from the VBOs and mark them as such in the tree.
|
|
|
|
|
bool VoxelSystem::hideOutOfViewOperation(VoxelNode* node, void* extraData) {
|
|
|
|
|
removeOutOfViewArgs* args = (removeOutOfViewArgs*)extraData;
|
|
|
|
|
|
|
|
|
|
// If our node was previously added to the don't recurse bag, then return false to
|
|
|
|
|
// stop the further recursion. This means that the whole node and it's children are
|
|
|
|
|
// known to be in view, so don't recurse them
|
|
|
|
|
if (args->dontRecurseBag.contains(node)) {
|
|
|
|
|
args->dontRecurseBag.remove(node);
|
|
|
|
|
return false; // stop recursion
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VoxelSystem* thisVoxelSystem = args->thisVoxelSystem;
|
|
|
|
|
args->nodesScanned++;
|
|
|
|
|
// Need to operate on our child nodes, so we can remove them
|
|
|
|
|
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
|
|
|
|
|
VoxelNode* childNode = node->getChildAtIndex(i);
|
|
|
|
|
if (childNode) {
|
|
|
|
|
ViewFrustum::location inFrustum = childNode->inFrustum(args->thisViewFrustum);
|
|
|
|
|
switch (inFrustum) {
|
|
|
|
|
case ViewFrustum::OUTSIDE: {
|
|
|
|
|
args->nodesOutside++;
|
|
|
|
|
if (childNode->isKnownBufferIndex()) {
|
|
|
|
|
args->nodesRemoved++;
|
|
|
|
|
thisVoxelSystem->forceRemoveNodeFromArraysAsPartialVBO(childNode);
|
|
|
|
|
thisVoxelSystem->_voxelsUpdated++;
|
|
|
|
|
thisVoxelSystem->setupNewVoxelsForDrawingSingleNode();
|
|
|
|
|
}
|
|
|
|
|
// how to handle recursion???? we probably want to continue
|
|
|
|
|
} break;
|
|
|
|
|
case ViewFrustum::INSIDE: {
|
|
|
|
|
|
|
|
|
|
// if the child node is fully INSIDE the view, then there's no need to recurse it
|
|
|
|
|
// because we know all it's children will also be in the view, so we want to
|
|
|
|
|
// tell the caller to NOT recurse this child
|
|
|
|
|
args->nodesInside++;
|
|
|
|
|
|
|
|
|
|
if (childNode->getShouldRender() && !childNode->isKnownBufferIndex()) {
|
|
|
|
|
/*
|
|
|
|
|
printf("in view, isKnownIndex()=%s isDirty()=%s shouldRender()=%s\n",
|
|
|
|
|
debug::valueOf(childNode->isKnownBufferIndex()),
|
|
|
|
|
debug::valueOf(childNode->isDirty()),
|
|
|
|
|
debug::valueOf(childNode->getShouldRender()));
|
|
|
|
|
*/
|
|
|
|
|
childNode->setDirtyBit(); // will this make it draw?
|
|
|
|
|
}
|
|
|
|
|
//args->dontRecurseBag.insert(childNode);
|
|
|
|
|
} break;
|
|
|
|
|
case ViewFrustum::INTERSECT: {
|
|
|
|
|
// if the child node INTERSECTs the view, then we don't want to remove it because
|
|
|
|
|
// it is at least partially in view. But we DO want to recurse the children because
|
|
|
|
|
// some of them may not be in view... nothing specifically to do, just keep iterating
|
|
|
|
|
// the children
|
|
|
|
|
args->nodesIntersect++;
|
|
|
|
|
|
|
|
|
|
if (childNode->getShouldRender() && !childNode->isKnownBufferIndex()) {
|
|
|
|
|
/*
|
|
|
|
|
printf("intersect view, isKnownIndex()=%s isDirty()=%s shouldRender()=%s\n",
|
|
|
|
|
debug::valueOf(childNode->isKnownBufferIndex()),
|
|
|
|
|
debug::valueOf(childNode->isDirty()),
|
|
|
|
|
debug::valueOf(childNode->getShouldRender()));
|
|
|
|
|
*/
|
|
|
|
|
childNode->setDirtyBit(); // will this make it draw?
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true; // keep going!
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool VoxelSystem::isViewChanging() {
|
|
|
|
|
bool result = false; // assume the best
|
|
|
|
@ -1632,6 +1729,29 @@ void VoxelSystem::removeOutOfView() {
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VoxelSystem::hideOutOfView() {
|
|
|
|
|
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "hideOutOfView()",true);
|
|
|
|
|
removeOutOfViewArgs args(this, true); // widen to match server!
|
|
|
|
|
_tree->recurseTreeWithOperation(hideOutOfViewOperation,(void*)&args);
|
|
|
|
|
|
|
|
|
|
if (args.nodesRemoved) {
|
|
|
|
|
_tree->setDirtyBit();
|
|
|
|
|
setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool showRemoveDebugDetails = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
|
|
|
|
if (showRemoveDebugDetails) {
|
|
|
|
|
qDebug("hideOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld\n",
|
|
|
|
|
args.nodesScanned, args.nodesRemoved, args.nodesInside,
|
|
|
|
|
args.nodesIntersect, args.nodesOutside
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
collectStatsForTreesAndVBOs();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
|
|
|
|
VoxelDetail& detail, float& distance, BoxFace& face) {
|
|
|
|
|
pthread_mutex_lock(&_treeLock);
|
|
|
|
@ -1751,6 +1871,14 @@ bool VoxelSystem::collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* ex
|
|
|
|
|
if (node->isKnownBufferIndex()) {
|
|
|
|
|
args->nodesInVBO++;
|
|
|
|
|
unsigned long nodeIndex = node->getBufferIndex();
|
|
|
|
|
|
|
|
|
|
const bool extraDebugging = false; // enable for extra debugging
|
|
|
|
|
if (extraDebugging) {
|
|
|
|
|
qDebug("node In VBO... [%f,%f,%f] %f ... index=%ld, isDirty=%s, shouldRender=%s \n",
|
|
|
|
|
node->getCorner().x, node->getCorner().y, node->getCorner().z, node->getScale(),
|
|
|
|
|
nodeIndex, debug::valueOf(node->isDirty()), debug::valueOf(node->getShouldRender()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (args->hasIndexFound[nodeIndex]) {
|
|
|
|
|
args->duplicateVBOIndex++;
|
|
|
|
|
qDebug("duplicateVBO found... index=%ld, isDirty=%s, shouldRender=%s \n", nodeIndex,
|
|
|
|
@ -1786,6 +1914,9 @@ void VoxelSystem::collectStatsForTreesAndVBOs() {
|
|
|
|
|
|
|
|
|
|
collectStatsForTreesAndVBOsArgs args;
|
|
|
|
|
args.expectedMax = _voxelsInWriteArrays;
|
|
|
|
|
|
|
|
|
|
qDebug("CALCULATING Local Voxel Tree Statistics >>>>>>>>>>>>\n");
|
|
|
|
|
|
|
|
|
|
_tree->recurseTreeWithOperation(collectStatsForTreesAndVBOsOperation,&args);
|
|
|
|
|
|
|
|
|
|
qDebug("Local Voxel Tree Statistics:\n total nodes %ld \n leaves %ld \n dirty %ld \n colored %ld \n shouldRender %ld \n",
|
|
|
|
@ -1810,6 +1941,10 @@ void VoxelSystem::collectStatsForTreesAndVBOs() {
|
|
|
|
|
qDebug(" minInVBO=%ld \n maxInVBO=%ld \n _voxelsInWriteArrays=%ld \n _voxelsInReadArrays=%ld \n",
|
|
|
|
|
minInVBO, maxInVBO, _voxelsInWriteArrays, _voxelsInReadArrays);
|
|
|
|
|
|
|
|
|
|
qDebug(" _freeIndexes.size()=%ld \n",
|
|
|
|
|
_freeIndexes.size());
|
|
|
|
|
|
|
|
|
|
qDebug("DONE WITH Local Voxel Tree Statistics >>>>>>>>>>>>\n");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|