mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-08 17:03:11 +02:00
Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
d63ead8727
5 changed files with 266 additions and 111 deletions
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@ -256,6 +256,9 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseByteNormals, 0,
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false, Application::getInstance()->getVoxels(), SLOT(setUseByteNormals(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseGlobalNormals, 0,
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false, Application::getInstance()->getVoxels(), SLOT(setUseGlobalNormals(bool)));
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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@ -205,6 +205,7 @@ namespace MenuOption {
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const QString Quit = "Quit";
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const QString UseVoxelShader = "Use Voxel Shader";
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const QString UseByteNormals = "Use Byte Normals";
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const QString UseGlobalNormals = "Use Global Normals";
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const QString Voxels = "Voxels";
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const QString VoxelAddMode = "Add Voxel Mode";
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const QString VoxelColorMode = "Color Voxel Mode";
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@ -33,9 +33,11 @@
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#include "VoxelConstants.h"
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#include "VoxelSystem.h"
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float identityVertices[] = { 0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1,
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0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1,
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0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1 };
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float identityVerticesGlobalNormals[] = { 0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1 };
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float identityVertices[] = { 0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1, //0-7
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0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1, //8-15
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0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1 }; // 16-23
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GLfloat identityNormals[] = { 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1,
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0,0,+1, 0,0,+1, 0,0,+1, 0,0,+1,
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@ -51,6 +53,13 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z-
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10,11,15, 10,15,14, // Y+
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4,5,6, 4,6,7 }; // Z+
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GLubyte identityIndicesTop[] = { 2, 3, 7, 2, 7, 6 };
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GLubyte identityIndicesBottom[] = { 0, 1, 5, 0, 5, 4 };
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GLubyte identityIndicesLeft[] = { 0, 7, 3, 0, 4, 7 };
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GLubyte identityIndicesRight[] = { 1, 2, 6, 1, 6, 5 };
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GLubyte identityIndicesFront[] = { 0, 2, 1, 0, 3, 2 };
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GLubyte identityIndicesBack[] = { 4, 5, 6, 4, 6, 7 };
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VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
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: NodeData(NULL),
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_treeScale(treeScale),
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@ -77,6 +86,7 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
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_useVoxelShader = false;
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_useByteNormals = false;
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_useGlobalNormals = false;
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_writeVoxelShaderData = NULL;
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_readVoxelShaderData = NULL;
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@ -145,6 +155,7 @@ void VoxelSystem::setUseByteNormals(bool useByteNormals) {
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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cleanupVoxelMemory();
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}
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_useByteNormals = useByteNormals;
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@ -158,11 +169,29 @@ void VoxelSystem::setUseByteNormals(bool useByteNormals) {
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}
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}
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void VoxelSystem::setUseGlobalNormals(bool useGlobalNormals) {
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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cleanupVoxelMemory();
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}
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_useGlobalNormals = useGlobalNormals;
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if (wasInitialized) {
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init();
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}
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pthread_mutex_unlock(&_bufferWriteLock);
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if (wasInitialized) {
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forceRedrawEntireTree();
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}
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}
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void VoxelSystem::setMaxVoxels(int maxVoxels) {
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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cleanupVoxelMemory();
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}
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_maxVoxels = maxVoxels;
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@ -206,9 +235,19 @@ void VoxelSystem::cleanupVoxelMemory() {
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} else {
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// Destroy glBuffers
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glDeleteBuffers(1, &_vboVerticesID);
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glDeleteBuffers(1, &_vboNormalsID);
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glDeleteBuffers(1, &_vboColorsID);
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glDeleteBuffers(1, &_vboIndicesID);
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if (!_useGlobalNormals) {
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glDeleteBuffers(1, &_vboNormalsID);
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glDeleteBuffers(1, &_vboIndicesID);
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} else {
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glDeleteBuffers(1, &_vboIndicesTop);
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glDeleteBuffers(1, &_vboIndicesBottom);
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glDeleteBuffers(1, &_vboIndicesLeft);
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glDeleteBuffers(1, &_vboIndicesRight);
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glDeleteBuffers(1, &_vboIndicesFront);
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glDeleteBuffers(1, &_vboIndicesBack);
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}
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delete[] _readVerticesArray;
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delete[] _writeVerticesArray;
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@ -221,6 +260,34 @@ void VoxelSystem::cleanupVoxelMemory() {
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_initialized = false; // no longer initialized
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}
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void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]) {
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GLuint* indicesArray = new GLuint[INDICES_PER_FACE * _maxVoxels];
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// populate the indicesArray
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// this will not change given new voxels, so we can set it all up now
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for (int n = 0; n < _maxVoxels; n++) {
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// fill the indices array
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int voxelIndexOffset = n * INDICES_PER_FACE;
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GLuint* currentIndicesPos = indicesArray + voxelIndexOffset;
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int startIndex = (n * GLOBAL_NORMALS_VERTICES_PER_VOXEL);
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for (int i = 0; i < INDICES_PER_FACE; i++) {
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// add indices for this side of the cube
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currentIndicesPos[i] = startIndex + faceIdentityIndices[i];
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}
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}
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glGenBuffers(1, &faceVBOID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, faceVBOID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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INDICES_PER_FACE * sizeof(GLuint) * _maxVoxels,
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indicesArray, GL_STATIC_DRAW);
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_memoryUsageVBO += INDICES_PER_FACE * sizeof(GLuint) * _maxVoxels;
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// delete the indices and normals arrays that are no longer needed
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delete[] indicesArray;
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}
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void VoxelSystem::initVoxelMemory() {
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_initialMemoryUsageGPU = getFreeMemoryGPU();
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_memoryUsageRAM = 0;
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@ -265,91 +332,104 @@ void VoxelSystem::initVoxelMemory() {
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_readVoxelShaderData = new VoxelShaderVBOData[_maxVoxels];
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_memoryUsageRAM += (sizeof(VoxelShaderVBOData) * _maxVoxels);
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} else {
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GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * _maxVoxels];
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// populate the indicesArray
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// this will not change given new voxels, so we can set it all up now
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for (int n = 0; n < _maxVoxels; n++) {
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// fill the indices array
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int voxelIndexOffset = n * INDICES_PER_VOXEL;
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GLuint* currentIndicesPos = indicesArray + voxelIndexOffset;
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int startIndex = (n * VERTICES_PER_VOXEL);
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for (int i = 0; i < INDICES_PER_VOXEL; i++) {
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// add indices for this side of the cube
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currentIndicesPos[i] = startIndex + identityIndices[i];
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}
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}
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if (_useByteNormals) {
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qDebug("Using Byte Normals...\n");
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GLbyte* normalsArray = new GLbyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
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GLbyte* normalsArrayEndPointer = normalsArray;
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// populate the normalsArray
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for (int n = 0; n < _maxVoxels; n++) {
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for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
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*(normalsArrayEndPointer++) = (identityNormals[i] * CHAR_MAX);
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}
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}
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// VBO for the normalsArray
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glGenBuffers(1, &_vboNormalsID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
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glBufferData(GL_ARRAY_BUFFER,
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VERTEX_POINTS_PER_VOXEL * sizeof(GLbyte) * _maxVoxels,
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normalsArray, GL_STATIC_DRAW);
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_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLbyte) * _maxVoxels;
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// delete the indices and normals arrays that are no longer needed
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delete[] normalsArray;
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if (_useGlobalNormals) {
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// Global Normals mode uses a technique of not including normals on any voxel vertices, and instead
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// rendering the voxel faces in 6 passes that use a global call to glNormal3f()
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qDebug("Using Global Normals...\n");
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setupFaceIndices(_vboIndicesTop, identityIndicesTop);
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setupFaceIndices(_vboIndicesBottom, identityIndicesBottom);
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setupFaceIndices(_vboIndicesLeft, identityIndicesLeft);
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setupFaceIndices(_vboIndicesRight, identityIndicesRight);
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setupFaceIndices(_vboIndicesFront, identityIndicesFront);
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setupFaceIndices(_vboIndicesBack, identityIndicesBack);
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} else {
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qDebug("Using Float Normals...\n");
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GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
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GLfloat* normalsArrayEndPointer = normalsArray;
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if (_useByteNormals) {
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qDebug("Using Byte Normals...\n");
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GLbyte* normalsArray = new GLbyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
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GLbyte* normalsArrayEndPointer = normalsArray;
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// populate the normalsArray
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// populate the normalsArray
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for (int n = 0; n < _maxVoxels; n++) {
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for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
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*(normalsArrayEndPointer++) = (identityNormals[i] * CHAR_MAX);
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}
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}
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// VBO for the normalsArray
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glGenBuffers(1, &_vboNormalsID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
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glBufferData(GL_ARRAY_BUFFER,
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VERTEX_POINTS_PER_VOXEL * sizeof(GLbyte) * _maxVoxels,
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normalsArray, GL_STATIC_DRAW);
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_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLbyte) * _maxVoxels;
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// delete the indices and normals arrays that are no longer needed
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delete[] normalsArray;
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} else {
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qDebug("Using Float Normals...\n");
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GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
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GLfloat* normalsArrayEndPointer = normalsArray;
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// populate the normalsArray
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for (int n = 0; n < _maxVoxels; n++) {
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for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
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*(normalsArrayEndPointer++) = identityNormals[i];
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}
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}
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// VBO for the normalsArray
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glGenBuffers(1, &_vboNormalsID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
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glBufferData(GL_ARRAY_BUFFER,
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VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels,
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normalsArray, GL_STATIC_DRAW);
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_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels;
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// delete the indices and normals arrays that are no longer needed
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delete[] normalsArray;
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}
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GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * _maxVoxels];
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// populate the indicesArray
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// this will not change given new voxels, so we can set it all up now
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for (int n = 0; n < _maxVoxels; n++) {
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for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
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*(normalsArrayEndPointer++) = identityNormals[i];
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// fill the indices array
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int voxelIndexOffset = n * INDICES_PER_VOXEL;
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GLuint* currentIndicesPos = indicesArray + voxelIndexOffset;
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int startIndex = (n * VERTICES_PER_VOXEL);
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for (int i = 0; i < INDICES_PER_VOXEL; i++) {
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// add indices for this side of the cube
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currentIndicesPos[i] = startIndex + identityIndices[i];
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}
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}
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// VBO for the normalsArray
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glGenBuffers(1, &_vboNormalsID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
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glBufferData(GL_ARRAY_BUFFER,
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VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels,
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normalsArray, GL_STATIC_DRAW);
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_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels;
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// VBO for the indicesArray
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glGenBuffers(1, &_vboIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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INDICES_PER_VOXEL * sizeof(GLuint) * _maxVoxels,
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indicesArray, GL_STATIC_DRAW);
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_memoryUsageVBO += INDICES_PER_VOXEL * sizeof(GLuint) * _maxVoxels;
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// delete the indices and normals arrays that are no longer needed
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delete[] normalsArray;
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delete[] indicesArray;
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}
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// Depending on if we're using per vertex normals, we will need more or less vertex points per voxel
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int vertexPointsPerVoxel = _useGlobalNormals ? GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL : VERTEX_POINTS_PER_VOXEL;
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glGenBuffers(1, &_vboVerticesID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
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_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels;
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glBufferData(GL_ARRAY_BUFFER, vertexPointsPerVoxel * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
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_memoryUsageVBO += vertexPointsPerVoxel * sizeof(GLfloat) * _maxVoxels;
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// VBO for colorsArray
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glGenBuffers(1, &_vboColorsID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
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_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * _maxVoxels;
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// VBO for the indicesArray
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glGenBuffers(1, &_vboIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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INDICES_PER_VOXEL * sizeof(GLuint) * _maxVoxels,
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indicesArray, GL_STATIC_DRAW);
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_memoryUsageVBO += INDICES_PER_VOXEL * sizeof(GLuint) * _maxVoxels;
|
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// delete the indices and normals arrays that are no longer needed
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delete[] indicesArray;
|
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glBufferData(GL_ARRAY_BUFFER, vertexPointsPerVoxel * sizeof(GLubyte) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
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_memoryUsageVBO += vertexPointsPerVoxel * sizeof(GLubyte) * _maxVoxels;
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// we will track individual dirty sections with these arrays of bools
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_writeVoxelDirtyArray = new bool[_maxVoxels];
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|
@ -361,15 +441,15 @@ void VoxelSystem::initVoxelMemory() {
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_memoryUsageRAM += (sizeof(bool) * _maxVoxels);
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// prep the data structures for incoming voxel data
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_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
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_memoryUsageRAM += (sizeof(GLfloat) * VERTEX_POINTS_PER_VOXEL * _maxVoxels);
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_readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
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_memoryUsageRAM += (sizeof(GLfloat) * VERTEX_POINTS_PER_VOXEL * _maxVoxels);
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_writeVerticesArray = new GLfloat[vertexPointsPerVoxel * _maxVoxels];
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_memoryUsageRAM += (sizeof(GLfloat) * vertexPointsPerVoxel * _maxVoxels);
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_readVerticesArray = new GLfloat[vertexPointsPerVoxel * _maxVoxels];
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_memoryUsageRAM += (sizeof(GLfloat) * vertexPointsPerVoxel * _maxVoxels);
|
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_writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
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_memoryUsageRAM += (sizeof(GLubyte) * VERTEX_POINTS_PER_VOXEL * _maxVoxels);
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_readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
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_memoryUsageRAM += (sizeof(GLubyte) * VERTEX_POINTS_PER_VOXEL * _maxVoxels);
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_writeColorsArray = new GLubyte[vertexPointsPerVoxel * _maxVoxels];
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_memoryUsageRAM += (sizeof(GLubyte) * vertexPointsPerVoxel * _maxVoxels);
|
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_readColorsArray = new GLubyte[vertexPointsPerVoxel * _maxVoxels];
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_memoryUsageRAM += (sizeof(GLubyte) * vertexPointsPerVoxel * _maxVoxels);
|
||||
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||||
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// create our simple fragment shader if we're the first system to init
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|
@ -649,16 +729,19 @@ void VoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart,
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void* writeDataAt = &_writeVoxelShaderData[segmentStart];
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||||
memcpy(readDataAt, writeDataAt, segmentSizeBytes);
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} else {
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GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
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GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
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GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
// Depending on if we're using per vertex normals, we will need more or less vertex points per voxel
|
||||
int vertexPointsPerVoxel = _useGlobalNormals ? GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL : VERTEX_POINTS_PER_VOXEL;
|
||||
|
||||
GLintptr segmentStartAt = segmentStart * vertexPointsPerVoxel * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * vertexPointsPerVoxel * sizeof(GLfloat);
|
||||
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * vertexPointsPerVoxel);
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * vertexPointsPerVoxel);
|
||||
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
|
||||
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
segmentStartAt = segmentStart * vertexPointsPerVoxel * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * vertexPointsPerVoxel * sizeof(GLubyte);
|
||||
GLubyte* readColorsAt = _readColorsArray + (segmentStart * vertexPointsPerVoxel);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * vertexPointsPerVoxel);
|
||||
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
|
||||
}
|
||||
}
|
||||
|
@ -797,10 +880,17 @@ void VoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& s
|
|||
}
|
||||
} else {
|
||||
if (_writeVerticesArray && _writeColorsArray) {
|
||||
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
|
||||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
int vertexPointsPerVoxel = _useGlobalNormals ? GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL : VERTEX_POINTS_PER_VOXEL;
|
||||
for (int j = 0; j < vertexPointsPerVoxel; j++ ) {
|
||||
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * vertexPointsPerVoxel);
|
||||
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * vertexPointsPerVoxel);
|
||||
|
||||
if (_useGlobalNormals) {
|
||||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVerticesGlobalNormals[j] * voxelScale);
|
||||
} else {
|
||||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
}
|
||||
|
||||
*(writeColorsAt +j) = color[j % 3];
|
||||
}
|
||||
}
|
||||
|
@ -912,15 +1002,16 @@ void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex seg
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vboVoxelsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
} else {
|
||||
int vertexPointsPerVoxel = _useGlobalNormals ? GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL : VERTEX_POINTS_PER_VOXEL;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
GLintptr segmentStartAt = segmentStart * vertexPointsPerVoxel * sizeof(GLfloat);
|
||||
GLsizeiptr segmentSizeBytes = segmentLength * vertexPointsPerVoxel * sizeof(GLfloat);
|
||||
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * vertexPointsPerVoxel);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
|
||||
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
|
||||
segmentStartAt = segmentStart * vertexPointsPerVoxel * sizeof(GLubyte);
|
||||
segmentSizeBytes = segmentLength * vertexPointsPerVoxel * sizeof(GLubyte);
|
||||
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * vertexPointsPerVoxel);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
}
|
||||
|
@ -966,27 +1057,66 @@ void VoxelSystem::render(bool texture) {
|
|||
} else {
|
||||
// tell OpenGL where to find vertex and color information
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
|
||||
glVertexPointer(3, GL_FLOAT, 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
|
||||
glNormalPointer((_useByteNormals ? GL_BYTE : GL_FLOAT), 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
||||
|
||||
if (!_useGlobalNormals) {
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
|
||||
glNormalPointer((_useByteNormals ? GL_BYTE : GL_FLOAT), 0, 0);
|
||||
} else {
|
||||
glNormal3f(0,1.0f,0); // hack for now
|
||||
}
|
||||
|
||||
applyScaleAndBindProgram(texture);
|
||||
|
||||
// for performance, enable backface culling
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// draw the number of voxels we have
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, VERTICES_PER_VOXEL * _voxelsInReadArrays - 1,
|
||||
36 * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
if (!_useGlobalNormals) {
|
||||
// draw the number of voxels we have
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, VERTICES_PER_VOXEL * _voxelsInReadArrays - 1,
|
||||
36 * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
} else {
|
||||
// draw voxels in 6 passes
|
||||
|
||||
glNormal3f(0,1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,-1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(-1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,-1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesFront);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBack);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
|
@ -994,9 +1124,12 @@ void VoxelSystem::render(bool texture) {
|
|||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
if (!_useGlobalNormals) {
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
|
|
@ -135,6 +135,7 @@ public slots:
|
|||
|
||||
void cancelImport();
|
||||
void setUseByteNormals(bool useByteNormals);
|
||||
void setUseGlobalNormals(bool useGlobalNormals);
|
||||
|
||||
protected:
|
||||
float _treeScale;
|
||||
|
@ -218,6 +219,7 @@ private:
|
|||
void cleanupVoxelMemory();
|
||||
|
||||
bool _useByteNormals;
|
||||
bool _useGlobalNormals;
|
||||
|
||||
bool _useVoxelShader;
|
||||
GLuint _vboVoxelsID; /// when using voxel shader, we'll use this VBO
|
||||
|
@ -229,6 +231,14 @@ private:
|
|||
GLuint _vboNormalsID;
|
||||
GLuint _vboColorsID;
|
||||
GLuint _vboIndicesID;
|
||||
|
||||
GLuint _vboIndicesTop;
|
||||
GLuint _vboIndicesBottom;
|
||||
GLuint _vboIndicesLeft;
|
||||
GLuint _vboIndicesRight;
|
||||
GLuint _vboIndicesFront;
|
||||
GLuint _vboIndicesBack;
|
||||
|
||||
pthread_mutex_t _bufferWriteLock;
|
||||
pthread_mutex_t _treeLock;
|
||||
|
||||
|
@ -236,6 +246,8 @@ private:
|
|||
ViewFrustum _lastStableViewFrustum;
|
||||
ViewFrustum* _viewFrustum;
|
||||
|
||||
void setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]);
|
||||
|
||||
int newTreeToArrays(VoxelNode *currentNode);
|
||||
void cleanupRemovedVoxels();
|
||||
|
||||
|
|
|
@ -38,6 +38,12 @@ const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; // xyz for each VERT
|
|||
const int INDICES_PER_VOXEL = 3 * 12; // 6 sides * 2 triangles per size * 3 vertices per triangle
|
||||
const int COLOR_VALUES_PER_VOXEL = NUMBER_OF_COLORS * VERTICES_PER_VOXEL;
|
||||
|
||||
const int VERTICES_PER_FACE = 4; // 6 sides * 4 corners per side
|
||||
const int INDICES_PER_FACE = 3 * 2; // 1 side * 2 triangles per size * 3 vertices per triangle
|
||||
const int GLOBAL_NORMALS_VERTICES_PER_VOXEL = 8; // no need for 3 copies because they don't include normal
|
||||
const int GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL = 3 * GLOBAL_NORMALS_VERTICES_PER_VOXEL;
|
||||
const int GLOBAL_NORMALS_COLOR_VALUES_PER_VOXEL = NUMBER_OF_COLORS * GLOBAL_NORMALS_VERTICES_PER_VOXEL;
|
||||
|
||||
typedef unsigned long int glBufferIndex;
|
||||
const glBufferIndex GLBUFFER_INDEX_UNKNOWN = ULONG_MAX;
|
||||
|
||||
|
|
Loading…
Reference in a new issue