first cut at keeping local voxels

This commit is contained in:
ZappoMan 2013-10-09 14:02:31 -07:00
parent 5e6e15db41
commit c25b03dd58
8 changed files with 270 additions and 120 deletions

View file

@ -628,7 +628,7 @@ void* animateVoxels(void* args) {
int packetsEnding = ::voxelEditPacketSender->packetsToSendCount();
if (firstTime) {
int packetsPerSecond = (packetsEnding - packetsStarting) * (ACTUAL_FPS);
int packetsPerSecond = std::max(ACTUAL_FPS, (packetsEnding - packetsStarting) * (ACTUAL_FPS));
std::cout << "Setting PPS to " << packetsPerSecond << "\n";

View file

@ -250,6 +250,9 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::FastVoxelPipeline, 0,
false, appInstance->getVoxels(), SLOT(setUseFastVoxelPipeline(bool)));
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontRemoveOutOfView);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::HideOutOfView);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);

View file

@ -141,6 +141,7 @@ namespace MenuOption {
const QString DisplayFrustum = "Display Frustum";
const QString DontRenderVoxels = "Don't call _voxels.render()";
const QString DontCallOpenGLForVoxels = "Don't call glDrawElements()/glDrawRangeElementsEXT() for Voxels";
const QString DontRemoveOutOfView = "Don't Remove Out of View Voxels";
const QString EchoAudio = "Echo Audio";
const QString ExportVoxels = "Export Voxels";
const QString HeadMouse = "Head Mouse";
@ -161,6 +162,7 @@ namespace MenuOption {
const QString GlowMode = "Cycle Glow Mode";
const QString GoToDomain = "Go To Domain...";
const QString GoToLocation = "Go To Location...";
const QString HideOutOfView = "Hide Out of View Voxels";
const QString ImportVoxels = "Import Voxels";
const QString ImportVoxelsClipboard = "Import Voxels to Clipboard";
const QString IncreaseAvatarSize = "Increase Avatar Size";

View file

@ -109,12 +109,15 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
void VoxelSystem::voxelDeleted(VoxelNode* node) {
if (node->isKnownBufferIndex() && (node->getVoxelSystem() == this)) {
forceRemoveNodeFromArraysAsPartialVBO(node);
/***
if (!_useFastVoxelPipeline || _inSetupNewVoxelsForDrawing || _writeRenderFullVBO) {
freeBufferIndex(node->getBufferIndex());
} else {
forceRemoveNodeFromArraysAsPartialVBO(node);
freeBufferIndex(node->getBufferIndex());
}
***/
}
}
@ -160,7 +163,9 @@ void VoxelSystem::voxelUpdated(VoxelNode* node) {
}
}
updateNodeInArraysAsPartialVBO(node);
const bool REUSE_INDEX = true;
const bool DONT_FORCE_REDRAW = false;
updateNodeInArrays(node, REUSE_INDEX, DONT_FORCE_REDRAW);
_voxelsUpdated++;
node->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.
@ -185,26 +190,44 @@ glBufferIndex VoxelSystem::getNextBufferIndex() {
return output;
}
// Doesn't actually clean up the VBOs for the index, but does release responsibility of the index from the VoxelNode,
// and makes the index available for some other node to use
// Release responsibility of the buffer/vbo index from the VoxelNode, and makes the index available for some other node to use
// 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
// will be "invisible"
void VoxelSystem::freeBufferIndex(glBufferIndex index) {
_freeIndexes.push_back(index);
assert(_voxelsInWriteArrays > 0);
// if the "freed" index was our max index, then just drop the _voxelsInWriteArrays down one...
if (index == (_voxelsInWriteArrays - 1)) {
_voxelsInWriteArrays--;
} else {
bool inList = false;
// make sure the index isn't already in the free list...
for (long i = 0; i < _freeIndexes.size(); i++) {
if (_freeIndexes[i] == index) {
printf("freeBufferIndex(glBufferIndex index)... index=%ld already in free list!\n", index);
inList = true;
break;
}
}
if (!inList) {
// make the index available for next node that needs to be drawn
_freeIndexes.push_back(index);
// make the VBO slot "invisible" in case this slot is not used
const glm::vec3 startVertex(FLT_MAX, FLT_MAX, FLT_MAX);
const float voxelScale = 0;
const nodeColor BLACK = {0, 0, 0, 0};
updateArraysDetails(index, startVertex, voxelScale, BLACK);
}
}
}
// This will run through the list of _freeIndexes and reset their VBO array values to be "invisible".
void VoxelSystem::clearFreeBufferIndexes() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "###### clearFreeBufferIndexes()");
for (int i = 0; i < _freeIndexes.size(); i++) {
glBufferIndex nodeIndex = _freeIndexes[i];
glm::vec3 startVertex(FLT_MAX, FLT_MAX, FLT_MAX);
float voxelScale = 0;
_writeVoxelDirtyArray[nodeIndex] = true;
nodeColor color = {0, 0, 0, 0};
updateNodeInArrays(nodeIndex, startVertex, voxelScale, color);
_abandonedVBOSlots++;
}
_freeIndexes.clear();
_abandonedVBOSlots = 0;
}
VoxelSystem::~VoxelSystem() {
@ -589,8 +612,11 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
if (!_useFastVoxelPipeline || _writeRenderFullVBO) {
//printf("parseData about to call setupNewVoxelsForDrawing();\n");
setupNewVoxelsForDrawing();
} else {
printf("parseData about to call checkForCulling() and setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY)\n");
checkForCulling();
setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY);
}
@ -611,7 +637,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
// clear up the VBOs for any nodes that have been recently deleted.
clearFreeBufferIndexes();
//clearFreeBufferIndexes();
bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging
if (!iAmDebugging && sinceLastTime <= std::max((float) _setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
@ -631,6 +657,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), buffer);
_callsToTreesToArrays++;
if (_writeRenderFullVBO) {
printf("resetting _freeIndexes and _voxelsInWriteArrays\n");
_voxelsInWriteArrays = 0; // reset our VBO
_freeIndexes.clear(); // reset our free indexes
}
@ -676,7 +703,7 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
// clear up the VBOs for any nodes that have been recently deleted.
clearFreeBufferIndexes();
//clearFreeBufferIndexes();
bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging
if (allowBailEarly && !iAmDebugging &&
@ -684,7 +711,7 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
return; // bail early, it hasn't been long enough since the last time we ran
}
checkForCulling(); // check for out of view and deleted voxels...
//checkForCulling(); // check for out of view and deleted voxels...
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
{
@ -723,7 +750,12 @@ void VoxelSystem::checkForCulling() {
// When we call removeOutOfView() voxels, we don't actually remove the voxels from the VBOs, but we do remove
// them from tree, this makes our tree caclulations faster, but doesn't require us to fully rebuild the VBOs (which
// can be expensive).
removeOutOfView();
if (Menu::getInstance()->isOptionChecked(MenuOption::HideOutOfView)) {
hideOutOfView();
}
if (!Menu::getInstance()->isOptionChecked(MenuOption::DontRemoveOutOfView)) {
removeOutOfView();
}
// Once we call cleanupRemovedVoxels() we do need to rebuild our VBOs (if anything was actually removed). So,
// we should consider putting this someplace else... as this might be able to occur less frequently, and save us on
@ -747,6 +779,7 @@ void VoxelSystem::cleanupRemovedVoxels() {
}
_writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs
}
// we also might have VBO slots that have been abandoned, if too many of our VBO slots
// are abandonded we want to rerender our full VBOs
const float TOO_MANY_ABANDONED_RATIO = 0.5f;
@ -830,6 +863,7 @@ void VoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart,
void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"copyWrittenDataToReadArrays()");
if (_voxelsDirty && _voxelsUpdated) {
if (fullVBOs) {
copyWrittenDataToReadArraysFullVBOs();
@ -869,39 +903,21 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
}
}
if (_writeRenderFullVBO) {
voxelsUpdated += updateNodeInArraysAsFullVBO(node);
const bool DONT_REUSE_INDEX = false;
const bool FORCE_REDRAW = true;
//printf("newTreeToArrays() about to call updateNodeInArrays(node, DONT_REUSE_INDEX, FORCE_REDRAW);\n");
voxelsUpdated += updateNodeInArrays(node, DONT_REUSE_INDEX, FORCE_REDRAW);
} else {
voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
const bool REUSE_INDEX = true;
const bool DONT_FORCE_REDRAW = false;
//printf("newTreeToArrays() about to call updateNodeInArrays(node, REUSE_INDEX, DONT_FORCE_REDRAW);\n");
voxelsUpdated += updateNodeInArrays(node, REUSE_INDEX, DONT_FORCE_REDRAW);
}
node->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.
return voxelsUpdated;
}
int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
// If we've run out of room, then just bail...
if (_voxelsInWriteArrays >= _maxVoxels) {
return 0;
}
if (node->getShouldRender()) {
glm::vec3 startVertex = node->getCorner();
float voxelScale = node->getScale();
glBufferIndex nodeIndex = getNextBufferIndex();
// populate the array with points for the 8 vertices
// and RGB color for each added vertex
updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());
node->setBufferIndex(nodeIndex);
node->setVoxelSystem(this);
return 1; // rendered
} else {
node->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
}
return 0; // not-rendered
}
// called as response to voxelDeleted() in fast pipeline case. The node
// is being deleted, but it's state is such that it thinks it should render
// and therefore we can't use the normal render calculations. This method
@ -914,29 +930,22 @@ int VoxelSystem::forceRemoveNodeFromArraysAsPartialVBO(VoxelNode* node) {
// if the node is not in the VBOs then we have nothing to do!
if (node->isKnownBufferIndex()) {
// if we shouldn't render then set out location to some infinitely distant location,
// and our scale as infinitely small
glm::vec3 startVertex(FLT_MAX, FLT_MAX, FLT_MAX);
float voxelScale = 0;
_abandonedVBOSlots++;
// If this node has not yet been written to the array, then add it to the end of the array.
glBufferIndex nodeIndex = node->getBufferIndex();
_writeVoxelDirtyArray[nodeIndex] = true;
// populate the array with points for the 8 vertices
// and RGB color for each added vertex
const nodeColor BLACK = { 0,0,0};
updateNodeInArrays(nodeIndex, startVertex, voxelScale, BLACK);
freeBufferIndex(nodeIndex); // NOTE: This is make the node invisible!
node->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
return 1; // updated!
}
return 0; // not-updated
}
int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
int VoxelSystem::updateNodeInArrays(VoxelNode* node, bool reuseIndex, bool forceDraw) {
/*
printf("updateNodeInArrays(VoxelNode* node=[%f, %f, %f] %f, bool reuseIndex=%s, bool forceDraw=%s)\n",
node->getCorner().x,node->getCorner().y,node->getCorner().z, node->getScale(),
debug::valueOf(reuseIndex),debug::valueOf(forceDraw));
*/
// If we've run out of room, then just bail...
if (_voxelsInWriteArrays >= _maxVoxels) {
return 0;
@ -946,64 +955,76 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
return 0;
}
// Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays...
if (node->isDirty()) {
glm::vec3 startVertex;
float voxelScale = 0;
// If we've changed any attributes (our renderness, our color, etc), or we've been told to force a redraw
// then update the Arrays...
if (forceDraw || node->isDirty()) {
/*
printf("updateNodeInArrays(VoxelNode* node=[%f, %f, %f] %f, bool reuseIndex=%s, bool forceDraw=%s)\n",
node->getCorner().x,node->getCorner().y,node->getCorner().z, node->getScale(),
debug::valueOf(reuseIndex),debug::valueOf(forceDraw));
*/
//printf("....(isDirty() [isDirty()=%s] or forceRedraw=%s_...\n",debug::valueOf(node->isDirty()),debug::valueOf(forceDraw));
// If we're should render, use our legit location and scale,
if (node->getShouldRender()) {
startVertex = node->getCorner();
voxelScale = node->getScale();
} else {
// if we shouldn't render then set out location to some infinitely distant location,
// and our scale as infinitely small
startVertex[0] = startVertex[1] = startVertex[2] = FLT_MAX;
voxelScale = 0;
_abandonedVBOSlots++;
}
//printf("....shouldRender()...\n");
glm::vec3 startVertex = node->getCorner();
float voxelScale = node->getScale();
// If this node has not yet been written to the array, then add it to the end of the array.
glBufferIndex nodeIndex;
if (node->isKnownBufferIndex()) {
nodeIndex = node->getBufferIndex();
glBufferIndex nodeIndex = GLBUFFER_INDEX_UNKNOWN;
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");
}

View file

@ -81,6 +81,7 @@ public:
void killLocalVoxels();
virtual void removeOutOfView();
virtual void hideOutOfView();
bool hasViewChanged();
bool isViewChanging();
@ -151,7 +152,7 @@ protected:
glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
virtual void updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
virtual void updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
float voxelScale, const nodeColor& color);
virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);
@ -185,9 +186,10 @@ private:
static bool killSourceVoxelsOperation(VoxelNode* node, void* extraData);
static bool forceRedrawEntireTreeOperation(VoxelNode* node, void* extraData);
static bool clearAllNodesBufferIndexOperation(VoxelNode* node, void* extraData);
static bool hideOutOfViewOperation(VoxelNode* node, void* extraData);
int updateNodeInArraysAsFullVBO(VoxelNode* node);
int updateNodeInArraysAsPartialVBO(VoxelNode* node);
int updateNodeInArrays(VoxelNode* node, bool reuseIndex, bool forceDraw);
int forceRemoveNodeFromArraysAsPartialVBO(VoxelNode* node);
void copyWrittenDataToReadArraysFullVBOs();

View file

@ -151,9 +151,9 @@ void AvatarVoxelSystem::setVoxelURL(const QUrl& url) {
connect(_voxelReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleVoxelReplyError()));
}
void AvatarVoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
void AvatarVoxelSystem::updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
float voxelScale, const nodeColor& color) {
VoxelSystem::updateNodeInArrays(nodeIndex, startVertex, voxelScale, color);
VoxelSystem::updateArraysDetails(nodeIndex, startVertex, voxelScale, color);
GLubyte* writeBoneIndicesAt = _writeBoneIndicesArray + (nodeIndex * BONE_ELEMENTS_PER_VOXEL);
GLfloat* writeBoneWeightsAt = _writeBoneWeightsArray + (nodeIndex * BONE_ELEMENTS_PER_VOXEL);

View file

@ -42,7 +42,7 @@ public slots:
protected:
virtual void updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
virtual void updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
float voxelScale, const nodeColor& color);
virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);

View file

@ -221,6 +221,14 @@ int VoxelTree::readNodeData(VoxelNode* destinationNode, unsigned char* nodeData,
nodeWasDirty = childNodeAt->isDirty();
childNodeAt->setColor(newColor);
childNodeAt->setSourceID(args.sourceID);
// if we had a local version of the node already, it's possible that we have it in the VBO but
// with the same color data, so this won't count as a change. To address this we check the following
if (!childNodeAt->isDirty() && !childNodeAt->isKnownBufferIndex() && childNodeAt->getShouldRender()) {
printf("got network packet with node that is in local tree, force dirty...\n");
childNodeAt->setDirtyBit(); // force dirty!
}
nodeIsDirty = childNodeAt->isDirty();
}
if (nodeIsDirty) {