Merge pull request #176 from ZappoMan/render_voxels_optimization

Render voxels optimization
This commit is contained in:
Philip Rosedale 2013-05-01 20:52:48 -07:00
commit f78f983e2d
9 changed files with 286 additions and 324 deletions

View file

@ -41,69 +41,53 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
4,5,6, 4,6,7 }; // Z+ .
VoxelSystem::VoxelSystem() {
voxelsRendered = 0;
tree = new VoxelTree();
pthread_mutex_init(&bufferWriteLock, NULL);
_voxelsInArrays = _voxelsUpdated = 0;
_tree = new VoxelTree();
pthread_mutex_init(&_bufferWriteLock, NULL);
}
VoxelSystem::~VoxelSystem() {
delete[] readVerticesArray;
delete[] writeVerticesArray;
delete[] readColorsArray;
delete[] writeColorsArray;
delete tree;
pthread_mutex_destroy(&bufferWriteLock);
delete[] _readVerticesArray;
delete[] _writeVerticesArray;
delete[] _readColorsArray;
delete[] _writeColorsArray;
delete[] _voxelDirtyArray;
delete _tree;
pthread_mutex_destroy(&_bufferWriteLock);
}
//////////////////////////////////////////////////////////////////////////////////////////
// Method: VoxelSystem::loadVoxelsFile()
// Description: Loads HiFidelity encoded Voxels from a binary file. The current file
// format is a stream of single voxels with NO color data. Currently
// colors are set randomly
// Complaints: Brad :)
// To Do: Need to add color data to the file.
void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {
tree->loadVoxelsFile(fileName,wantColorRandomizer);
_tree->loadVoxelsFile(fileName, wantColorRandomizer);
copyWrittenDataToReadArrays();
}
//////////////////////////////////////////////////////////////////////////////////////////
// Method: VoxelSystem::createSphere()
// Description: Creates a sphere of voxels in the local system at a given location/radius
// To Do: Move this function someplace better? I put it here because we need a
// mechanism to tell the system to redraw it's arrays after voxels are done
// being added. This is a concept mostly only understood by VoxelSystem.
// Complaints: Brad :)
void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid, bool wantColorRandomizer) {
tree->createSphere(r,xc,yc,zc,s,solid,wantColorRandomizer);
_tree->createSphere(r, xc, yc, zc, s, solid, wantColorRandomizer);
setupNewVoxelsForDrawing();
}
long int VoxelSystem::getVoxelsCreated() {
return tree->voxelsCreated;
return _tree->voxelsCreated;
}
float VoxelSystem::getVoxelsCreatedPerSecondAverage() {
return (1 / tree->voxelsCreatedStats.getEventDeltaAverage());
return (1 / _tree->voxelsCreatedStats.getEventDeltaAverage());
}
long int VoxelSystem::getVoxelsColored() {
return tree->voxelsColored;
return _tree->voxelsColored;
}
float VoxelSystem::getVoxelsColoredPerSecondAverage() {
return (1 / tree->voxelsColoredStats.getEventDeltaAverage());
return (1 / _tree->voxelsColoredStats.getEventDeltaAverage());
}
long int VoxelSystem::getVoxelsBytesRead() {
return tree->voxelsBytesRead;
return _tree->voxelsBytesRead;
}
float VoxelSystem::getVoxelsBytesReadPerSecondAverage() {
return tree->voxelsBytesReadStats.getAverageSampleValuePerSecond();
return _tree->voxelsBytesReadStats.getAverageSampleValuePerSecond();
}
int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
@ -114,11 +98,11 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
switch(command) {
case PACKET_HEADER_VOXEL_DATA:
// ask the VoxelTree to read the bitstream into the tree
tree->readBitstreamToTree(voxelData, numBytes - 1);
_tree->readBitstreamToTree(voxelData, numBytes - 1);
break;
case PACKET_HEADER_ERASE_VOXEL:
// ask the tree to read the "remove" bitstream
tree->processRemoveVoxelBitstream(sourceBuffer, numBytes);
_tree->processRemoveVoxelBitstream(sourceBuffer, numBytes);
break;
case PACKET_HEADER_Z_COMMAND:
@ -135,7 +119,8 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
while (totalLength <= numBytes) {
if (0==strcmp(command,(char*)"erase all")) {
printLog("got Z message == erase all\n");
tree->eraseAllVoxels();
_tree->eraseAllVoxels();
_voxelsInArrays = 0; // better way to do this??
}
if (0==strcmp(command,(char*)"add scene")) {
printLog("got Z message == add scene - NOT SUPPORTED ON INTERFACE\n");
@ -150,78 +135,87 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
}
void VoxelSystem::setupNewVoxelsForDrawing() {
// reset the verticesEndPointer so we're writing to the beginning of the array
writeVerticesEndPointer = writeVerticesArray;
// call recursive function to populate in memory arrays
// it will return the number of voxels added
glm::vec3 treeRoot = glm::vec3(0,0,0);
voxelsRendered = treeToArrays(tree->rootNode, treeRoot);
_voxelsUpdated = newTreeToArrays(_tree->rootNode);
if (_voxelsUpdated) {
_voxelsDirty=true;
}
// copy the newly written data to the arrays designated for reading
copyWrittenDataToReadArrays();
}
void VoxelSystem::copyWrittenDataToReadArrays() {
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
pthread_mutex_lock(&bufferWriteLock);
// store a pointer to the current end so it doesn't change during copy
GLfloat *endOfCurrentVerticesData = writeVerticesEndPointer;
// copy the vertices and colors
memcpy(readVerticesArray, writeVerticesArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLfloat));
memcpy(readColorsArray, writeColorsArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLubyte));
// set the read vertices end pointer to the correct spot so the GPU knows how much to pull
readVerticesEndPointer = readVerticesArray + (endOfCurrentVerticesData - writeVerticesArray);
pthread_mutex_unlock(&bufferWriteLock);
if (_voxelsDirty) {
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
pthread_mutex_lock(&_bufferWriteLock);
int bytesOfVertices = (_voxelsInArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
int bytesOfColors = (_voxelsInArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
pthread_mutex_unlock(&_bufferWriteLock);
}
}
int VoxelSystem::treeToArrays(VoxelNode* currentNode, const glm::vec3& nodePosition) {
int voxelsAdded = 0;
float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);
glm::vec3 viewerPosition = _camera->getPosition(); //_viewerAvatar->getPosition();
int VoxelSystem::newTreeToArrays(VoxelNode* node) {
assert(_viewFrustum); // you must set up _viewFrustum before calling this
int voxelsUpdated = 0;
float distanceToNode = node->distanceToCamera(*_viewFrustum);
float boundary = boundaryDistanceForRenderLevel(*node->octalCode + 1);
float childBoundary = boundaryDistanceForRenderLevel(*node->octalCode + 2);
bool inBoundary = (distanceToNode <= boundary);
bool inChildBoundary = (distanceToNode <= childBoundary);
bool shouldRender = node->isColored() && ((node->isLeaf() && inChildBoundary) || (inBoundary && !inChildBoundary));
// debug LOD code
glm::vec3 debugNodePosition;
copyFirstVertexForCode(currentNode->octalCode,(float*)&debugNodePosition);
float distanceToVoxelCenter = sqrtf(powf(viewerPosition.x - nodePosition[0] - halfUnitForVoxel, 2) +
powf(viewerPosition.y - nodePosition[1] - halfUnitForVoxel, 2) +
powf(viewerPosition.z - nodePosition[2] - halfUnitForVoxel, 2));
int renderLevel = *currentNode->octalCode + 1;
int boundaryPosition = boundaryDistanceForRenderLevel(renderLevel);
bool alwaysDraw = false; // XXXBHG - temporary debug code. Flip this to true to disable LOD blurring
if (alwaysDraw || distanceToVoxelCenter < boundaryPosition) {
for (int i = 0; i < 8; i++) {
// check if there is a child here
if (currentNode->children[i] != NULL) {
glm::vec3 childNodePosition;
copyFirstVertexForCode(currentNode->children[i]->octalCode,(float*)&childNodePosition);
childNodePosition *= (float)TREE_SCALE; // scale it up
voxelsAdded += treeToArrays(currentNode->children[i], childNodePosition);
}
node->setShouldRender(shouldRender);
// let children figure out their renderness
for (int i = 0; i < 8; i++) {
if (node->children[i]) {
voxelsUpdated += newTreeToArrays(node->children[i]);
}
}
// Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays... for us
if (node->isDirty() && (shouldRender || node->isKnownBufferIndex())) {
glm::vec3 startVertex;
float voxelScale = 0;
// If we're should render, use our legit location and scale,
if (node->getShouldRender()) {
copyFirstVertexForCode(node->octalCode, (float*)&startVertex);
voxelScale = (1 / powf(2, *node->octalCode));
} 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;
}
// if we didn't get any voxels added then we're a leaf
// add our vertex and color information to the interleaved array
if (voxelsAdded == 0 && currentNode->isColored()) {
float startVertex[3];
copyFirstVertexForCode(currentNode->octalCode,(float*)&startVertex);
float voxelScale = 1 / powf(2, *currentNode->octalCode);
// 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();
} else {
nodeIndex = _voxelsInArrays;
}
_voxelDirtyArray[nodeIndex] = true;
// populate the array with points for the 8 vertices
// and RGB color for each added vertex
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
*writeVerticesEndPointer = startVertex[j % 3] + (identityVertices[j] * voxelScale);
*(writeColorsArray + (writeVerticesEndPointer - writeVerticesArray)) = currentNode->getColor()[j % 3];
writeVerticesEndPointer++;
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
*(writeColorsAt +j) = node->getColor()[j % 3];
}
voxelsAdded++;
if (!node->isKnownBufferIndex()) {
node->setBufferIndex(nodeIndex);
_voxelsInArrays++; // our know vertices in the arrays
}
voxelsUpdated++;
node->clearDirtyBit();
}
return voxelsAdded;
return voxelsUpdated;
}
VoxelSystem* VoxelSystem::clone() const {
@ -230,20 +224,30 @@ VoxelSystem* VoxelSystem::clone() const {
}
void VoxelSystem::init() {
// prep the data structures for incoming voxel data
writeVerticesEndPointer = writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
readVerticesEndPointer = readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
// When we change voxels representations in the arrays, we'll update this
_voxelsDirty = false;
_voxelsInArrays = 0;
// we will track individual dirty sections with this array of bools
_voxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
// prep the data structures for incoming voxel data
_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
_readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
_writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
_readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
// populate the indicesArray
// this will not change given new voxels, so we can set it all up now
for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {
// fill the indices array
int voxelIndexOffset = n * INDICES_PER_VOXEL;
GLuint *currentIndicesPos = indicesArray + voxelIndexOffset;
GLuint* currentIndicesPos = indicesArray + voxelIndexOffset;
int startIndex = (n * VERTICES_PER_VOXEL);
for (int i = 0; i < INDICES_PER_VOXEL; i++) {
@ -252,8 +256,8 @@ void VoxelSystem::init() {
}
}
GLfloat *normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
GLfloat *normalsArrayEndPointer = normalsArray;
GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
GLfloat* normalsArrayEndPointer = normalsArray;
// populate the normalsArray
for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {
@ -263,25 +267,25 @@ void VoxelSystem::init() {
}
// VBO for the verticesArray
glGenBuffers(1, &vboVerticesID);
glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
glGenBuffers(1, &_vboVerticesID);
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
// VBO for the normalsArray
glGenBuffers(1, &vboNormalsID);
glBindBuffer(GL_ARRAY_BUFFER, vboNormalsID);
glGenBuffers(1, &_vboNormalsID);
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
glBufferData(GL_ARRAY_BUFFER,
VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM,
normalsArray, GL_STATIC_DRAW);
// VBO for colorsArray
glGenBuffers(1, &vboColorsID);
glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
glGenBuffers(1, &_vboColorsID);
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
// VBO for the indicesArray
glGenBuffers(1, &vboIndicesID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
glGenBuffers(1, &_vboIndicesID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM,
indicesArray, GL_STATIC_DRAW);
@ -291,45 +295,61 @@ void VoxelSystem::init() {
delete[] normalsArray;
}
void VoxelSystem::render() {
glPushMatrix();
if (readVerticesEndPointer != readVerticesArray) {
// try to lock on the buffer write
// just avoid pulling new data if it is currently being written
if (pthread_mutex_trylock(&bufferWriteLock) == 0) {
glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLfloat), readVerticesArray);
glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLubyte), readColorsArray);
readVerticesEndPointer = readVerticesArray;
pthread_mutex_unlock(&bufferWriteLock);
void VoxelSystem::updateVBOs() {
if (_voxelsDirty) {
glBufferIndex segmentStart = 0;
glBufferIndex segmentEnd = 0;
bool inSegment = false;
for (glBufferIndex i = 0; i < _voxelsInArrays; i++) {
if (!inSegment) {
if (_voxelDirtyArray[i]) {
segmentStart = i;
inSegment = true;
_voxelDirtyArray[i] = false; // consider us clean!
}
} else {
if (!_voxelDirtyArray[i] || (i == (_voxelsInArrays - 1)) ) {
segmentEnd = i;
inSegment = false;
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);
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);
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
}
}
}
_voxelsDirty = false;
}
}
void VoxelSystem::render() {
glPushMatrix();
updateVBOs();
// 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);
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vboNormalsID);
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
glNormalPointer(GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
// draw the number of voxels we have
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
glScalef(10, 10, 10);
glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, 36 * _voxelsInArrays, GL_UNSIGNED_INT, 0);
// deactivate vertex and color arrays after drawing
glDisableClientState(GL_VERTEX_ARRAY);
@ -344,25 +364,12 @@ void VoxelSystem::render() {
glPopMatrix();
}
void VoxelSystem::simulate(float deltaTime) {
}
int VoxelSystem::_nodeCount = 0;
bool VoxelSystem::randomColorOperation(VoxelNode* node, bool down, void* extraData) {
// we do our operations on the way up!
if (down) {
return true;
}
bool VoxelSystem::randomColorOperation(VoxelNode* node, void* extraData) {
_nodeCount++;
if (node->isColored()) {
nodeColor newColor = { 0,0,0,1 };
newColor[0] = randomColorValue(150);
newColor[1] = randomColorValue(150);
newColor[1] = randomColorValue(150);
nodeColor newColor = { randomColorValue(150), randomColorValue(150), randomColorValue(150), 1 };
node->setColor(newColor);
}
return true;
@ -370,43 +377,26 @@ bool VoxelSystem::randomColorOperation(VoxelNode* node, bool down, void* extraDa
void VoxelSystem::randomizeVoxelColors() {
_nodeCount = 0;
tree->recurseTreeWithOperation(randomColorOperation);
printLog("setting randomized true color for %d nodes\n",_nodeCount);
_tree->recurseTreeWithOperation(randomColorOperation);
printLog("setting randomized true color for %d nodes\n", _nodeCount);
setupNewVoxelsForDrawing();
}
bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, bool down, void* extraData) {
// we do our operations on the way up!
if (down) {
return true;
}
bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, void* extraData) {
_nodeCount++;
// always false colorize
unsigned char newR = randomColorValue(150);
unsigned char newG = randomColorValue(150);
unsigned char newB = randomColorValue(150);
node->setFalseColor(newR,newG,newB);
node->setFalseColor(randomColorValue(150), randomColorValue(150), randomColorValue(150));
return true; // keep going!
}
void VoxelSystem::falseColorizeRandom() {
_nodeCount = 0;
tree->recurseTreeWithOperation(falseColorizeRandomOperation);
printLog("setting randomized false color for %d nodes\n",_nodeCount);
_tree->recurseTreeWithOperation(falseColorizeRandomOperation);
printLog("setting randomized false color for %d nodes\n", _nodeCount);
setupNewVoxelsForDrawing();
}
bool VoxelSystem::trueColorizeOperation(VoxelNode* node, bool down, void* extraData) {
// we do our operations on the way up!
if (down) {
return true;
}
bool VoxelSystem::trueColorizeOperation(VoxelNode* node, void* extraData) {
_nodeCount++;
node->setFalseColored(false);
return true;
@ -414,90 +404,45 @@ bool VoxelSystem::trueColorizeOperation(VoxelNode* node, bool down, void* extraD
void VoxelSystem::trueColorize() {
_nodeCount = 0;
tree->recurseTreeWithOperation(trueColorizeOperation);
printLog("setting true color for %d nodes\n",_nodeCount);
_tree->recurseTreeWithOperation(trueColorizeOperation);
printLog("setting true color for %d nodes\n", _nodeCount);
setupNewVoxelsForDrawing();
}
// Will false colorize voxels that are not in view
bool VoxelSystem::falseColorizeInViewOperation(VoxelNode* node, bool down, void* extraData) {
// we do our operations on the way up!
if (down) {
return true;
}
bool VoxelSystem::falseColorizeInViewOperation(VoxelNode* node, void* extraData) {
const ViewFrustum* viewFrustum = (const ViewFrustum*) extraData;
_nodeCount++;
// only do this for truely colored voxels...
if (node->isColored()) {
// If the voxel is outside of the view frustum, then false color it red
if (!node->isInView(*viewFrustum)) {
// Out of view voxels are colored RED
unsigned char newR = 255;
unsigned char newG = 0;
unsigned char newB = 0;
node->setFalseColor(newR,newG,newB);
node->setFalseColor(255, 0, 0);
}
}
return true; // keep going!
}
void VoxelSystem::falseColorizeInView(ViewFrustum* viewFrustum) {
_nodeCount = 0;
tree->recurseTreeWithOperation(falseColorizeInViewOperation,(void*)viewFrustum);
printLog("setting in view false color for %d nodes\n",_nodeCount);
_tree->recurseTreeWithOperation(falseColorizeInViewOperation,(void*)viewFrustum);
printLog("setting in view false color for %d nodes\n", _nodeCount);
setupNewVoxelsForDrawing();
}
// Will false colorize voxels based on distance from view
bool VoxelSystem::falseColorizeDistanceFromViewOperation(VoxelNode* node, bool down, void* extraData) {
// we do our operations on the way up!
if (down) {
return true;
}
bool VoxelSystem::falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData) {
ViewFrustum* viewFrustum = (ViewFrustum*) extraData;
// only do this for truly colored voxels...
if (node->isColored()) {
// We need our distance for both up and down
glm::vec3 nodePosition;
float* startVertex = firstVertexForCode(node->octalCode);
nodePosition.x = startVertex[0];
nodePosition.y = startVertex[1];
nodePosition.z = startVertex[2];
delete startVertex;
// scale up the node position
nodePosition = nodePosition*(float)TREE_SCALE;
float halfUnitForVoxel = powf(0.5, *node->octalCode) * (0.5 * TREE_SCALE);
glm::vec3 viewerPosition = viewFrustum->getPosition();
float distance = sqrtf(powf(viewerPosition.x - nodePosition.x - halfUnitForVoxel, 2) +
powf(viewerPosition.y - nodePosition.y - halfUnitForVoxel, 2) +
powf(viewerPosition.z - nodePosition.z - halfUnitForVoxel, 2));
// actually colorize
float distance = node->distanceToCamera(*viewFrustum);
_nodeCount++;
float distanceRatio = (_minDistance==_maxDistance) ? 1 : (distance - _minDistance)/(_maxDistance - _minDistance);
float distanceRatio = (_minDistance == _maxDistance) ? 1 : (distance - _minDistance) / (_maxDistance - _minDistance);
// We want to colorize this in 16 bug chunks of color
const unsigned char maxColor = 255;
const unsigned char colorBands = 16;
const unsigned char gradientOver = 128;
unsigned char colorBand = (colorBands*distanceRatio);
unsigned char newR = (colorBand*(gradientOver/colorBands))+(maxColor-gradientOver);
unsigned char newG = 0;
unsigned char newB = 0;
node->setFalseColor(newR,newG,newB);
unsigned char colorBand = (colorBands * distanceRatio);
node->setFalseColor((colorBand * (gradientOver / colorBands)) + (maxColor - gradientOver), 0, 0);
}
return true; // keep going!
}
@ -508,44 +453,18 @@ float VoxelSystem::_minDistance = FLT_MAX;
// Helper function will get the distance from view range, would be nice if you could just keep track
// of this as voxels are created and/or colored... seems like some transform math could do that so
// we wouldn't need to do two passes of the tree
bool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, bool down, void* extraData) {
// we do our operations on the way up!
if (down) {
return true;
}
bool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData) {
ViewFrustum* viewFrustum = (ViewFrustum*) extraData;
// only do this for truly colored voxels...
if (node->isColored()) {
// We need our distance for both up and down
glm::vec3 nodePosition;
float* startVertex = firstVertexForCode(node->octalCode);
nodePosition.x = startVertex[0];
nodePosition.y = startVertex[1];
nodePosition.z = startVertex[2];
delete startVertex;
// scale up the node position
nodePosition = nodePosition*(float)TREE_SCALE;
float halfUnitForVoxel = powf(0.5, *node->octalCode) * (0.5 * TREE_SCALE);
glm::vec3 viewerPosition = viewFrustum->getPosition();
float distance = sqrtf(powf(viewerPosition.x - nodePosition.x - halfUnitForVoxel, 2) +
powf(viewerPosition.y - nodePosition.y - halfUnitForVoxel, 2) +
powf(viewerPosition.z - nodePosition.z - halfUnitForVoxel, 2));
// on way down, calculate the range of distances
float distance = node->distanceToCamera(*viewFrustum);
// calculate the range of distances
if (distance > _maxDistance) {
_maxDistance = distance;
}
if (distance < _minDistance) {
_minDistance = distance;
}
_nodeCount++;
}
return true; // keep going!
@ -553,15 +472,14 @@ bool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, bool down,
void VoxelSystem::falseColorizeDistanceFromView(ViewFrustum* viewFrustum) {
_nodeCount = 0;
_maxDistance = 0.0;
_minDistance = FLT_MAX;
tree->recurseTreeWithOperation(getDistanceFromViewRangeOperation,(void*)viewFrustum);
printLog("determining distance range for %d nodes\n",_nodeCount);
_tree->recurseTreeWithOperation(getDistanceFromViewRangeOperation,(void*)viewFrustum);
printLog("determining distance range for %d nodes\n", _nodeCount);
_nodeCount = 0;
tree->recurseTreeWithOperation(falseColorizeDistanceFromViewOperation,(void*)viewFrustum);
printLog("setting in distance false color for %d nodes\n",_nodeCount);
_tree->recurseTreeWithOperation(falseColorizeDistanceFromViewOperation,(void*)viewFrustum);
printLog("setting in distance false color for %d nodes\n", _nodeCount);
setupNewVoxelsForDrawing();
}

View file

@ -29,12 +29,16 @@ public:
int parseData(unsigned char* sourceBuffer, int numBytes);
VoxelSystem* clone() const;
void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; };
void init();
void simulate(float deltaTime);
void simulate(float deltaTime) { };
void render();
void setVoxelsRendered(int v) {voxelsRendered = v;};
int getVoxelsRendered() {return voxelsRendered;};
unsigned long getVoxelsUpdated() const {return _voxelsUpdated;};
unsigned long getVoxelsRendered() const {return _voxelsInArrays;};
void setViewerAvatar(Avatar *newViewerAvatar) { _viewerAvatar = newViewerAvatar; };
void setCamera(Camera* newCamera) { _camera = newCamera; };
void loadVoxelsFile(const char* fileName,bool wantColorRandomizer);
@ -57,36 +61,42 @@ public:
private:
// Operation functions for tree recursion methods
static int _nodeCount;
static bool randomColorOperation(VoxelNode* node, bool down, void* extraData);
static bool falseColorizeRandomOperation(VoxelNode* node, bool down, void* extraData);
static bool trueColorizeOperation(VoxelNode* node, bool down, void* extraData);
static bool falseColorizeInViewOperation(VoxelNode* node, bool down, void* extraData);
static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, bool down, void* extraData);
static bool getDistanceFromViewRangeOperation(VoxelNode* node, bool down, void* extraData);
static bool randomColorOperation(VoxelNode* node, void* extraData);
static bool falseColorizeRandomOperation(VoxelNode* node, void* extraData);
static bool trueColorizeOperation(VoxelNode* node, void* extraData);
static bool falseColorizeInViewOperation(VoxelNode* node, void* extraData);
static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData);
static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData);
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
static float _maxDistance;
static float _minDistance;
int voxelsRendered;
Avatar* _viewerAvatar;
Camera* _camera;
VoxelTree *tree;
GLfloat *readVerticesArray;
GLubyte *readColorsArray;
GLfloat *readVerticesEndPointer;
GLfloat *writeVerticesArray;
GLubyte *writeColorsArray;
GLfloat *writeVerticesEndPointer;
GLuint vboVerticesID;
GLuint vboNormalsID;
GLuint vboColorsID;
GLuint vboIndicesID;
pthread_mutex_t bufferWriteLock;
VoxelTree* _tree;
GLfloat* _readVerticesArray;
GLubyte* _readColorsArray;
GLfloat* _writeVerticesArray;
GLubyte* _writeColorsArray;
bool* _voxelDirtyArray;
unsigned long _voxelsUpdated;
unsigned long _voxelsInArrays;
GLuint _vboVerticesID;
GLuint _vboNormalsID;
GLuint _vboColorsID;
GLuint _vboIndicesID;
pthread_mutex_t _bufferWriteLock;
int treeToArrays(VoxelNode *currentNode, const glm::vec3& nodePosition);
ViewFrustum* _viewFrustum;
int newTreeToArrays(VoxelNode *currentNode);
void setupNewVoxelsForDrawing();
void copyWrittenDataToReadArrays();
void updateVBOs();
bool _voxelsDirty;
};
#endif

View file

@ -236,7 +236,7 @@ void displayStats(void)
drawtext(10, statsVerticalOffset + 49, 0.10f, 0, 1.0, 0, stats);
std::stringstream voxelStats;
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered();
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered() << " Updated: " << voxels.getVoxelsUpdated();
drawtext(10, statsVerticalOffset + 70, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
@ -1609,6 +1609,8 @@ void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) {
int main(int argc, const char * argv[])
{
voxels.setViewFrustum(&::viewFrustum);
shared_lib::printLog = & ::printLog;
voxels_lib::printLog = & ::printLog;
avatars_lib::printLog = & ::printLog;
@ -1631,7 +1633,7 @@ int main(int argc, const char * argv[])
}
// Handle Local Domain testing with the --local command line
if (cmdOptionExists(argc, argv, "--local")) {
if (true || cmdOptionExists(argc, argv, "--local")) {
printLog("Local Domain MODE!\n");
int ip = getLocalAddress();
sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF));

View file

@ -21,4 +21,7 @@ const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
const int INDICES_PER_VOXEL = 3 * 12;
const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
typedef unsigned long int glBufferIndex;
const glBufferIndex GLBUFFER_INDEX_UNKNOWN = ULONG_MAX;
#endif

View file

@ -30,6 +30,10 @@ VoxelNode::VoxelNode() {
for (int i = 0; i < 8; i++) {
children[i] = NULL;
}
_glBufferIndex = GLBUFFER_INDEX_UNKNOWN;
_isDirty = true;
_shouldRender = false;
}
VoxelNode::~VoxelNode() {
@ -43,6 +47,14 @@ VoxelNode::~VoxelNode() {
}
}
void VoxelNode::setShouldRender(bool shouldRender) {
// if shouldRender is changing, then consider ourselves dirty
if (shouldRender != _shouldRender) {
_shouldRender = shouldRender;
_isDirty = true;
}
}
void VoxelNode::getAABox(AABox& box) const {
glm::vec3 corner;
@ -59,16 +71,19 @@ void VoxelNode::getAABox(AABox& box) const {
}
void VoxelNode::addChildAtIndex(int childIndex) {
children[childIndex] = new VoxelNode();
if (!children[childIndex]) {
children[childIndex] = new VoxelNode();
// XXXBHG - When the node is constructed, it should be cleanly set up as
// true colored, but for some reason, not so much. I've added a a basecamp
// to-do to research this. But for now we'll use belt and suspenders and set
// it to not-false-colored here!
children[childIndex]->setFalseColored(false);
// XXXBHG - When the node is constructed, it should be cleanly set up as
// true colored, but for some reason, not so much. I've added a a basecamp
// to-do to research this. But for now we'll use belt and suspenders and set
// it to not-false-colored here!
children[childIndex]->setFalseColored(false);
// give this child its octal code
children[childIndex]->octalCode = childOctalCode(octalCode, childIndex);
// give this child its octal code
children[childIndex]->octalCode = childOctalCode(octalCode, childIndex);
_isDirty = true;
}
}
// will average the child colors...
@ -104,26 +119,35 @@ void VoxelNode::setColorFromAverageOfChildren() {
// the actual NO_FALSE_COLOR version are inline in the VoxelNode.h
#ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color
void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) {
_falseColored=true;
_currentColor[0] = red;
_currentColor[1] = green;
_currentColor[2] = blue;
_currentColor[3] = 1; // XXXBHG - False colors are always considered set
if (_falseColored != true || _currentColor[0] != red || _currentColor[1] != green || _currentColor[2] != blue) {
_falseColored=true;
_currentColor[0] = red;
_currentColor[1] = green;
_currentColor[2] = blue;
_currentColor[3] = 1; // XXXBHG - False colors are always considered set
_isDirty = true;
}
}
void VoxelNode::setFalseColored(bool isFalseColored) {
// if we were false colored, and are no longer false colored, then swap back
if (_falseColored && !isFalseColored) {
memcpy(&_currentColor,&_trueColor,sizeof(nodeColor));
if (_falseColored != isFalseColored) {
// if we were false colored, and are no longer false colored, then swap back
if (_falseColored && !isFalseColored) {
memcpy(&_currentColor,&_trueColor,sizeof(nodeColor));
}
_falseColored = isFalseColored;
_isDirty = true;
}
_falseColored = isFalseColored;
};
void VoxelNode::setColor(const nodeColor& color) {
memcpy(&_trueColor,&color,sizeof(nodeColor));
if (!_falseColored) {
memcpy(&_currentColor,&color,sizeof(nodeColor));
if (_trueColor[0] != color[0] || _trueColor[1] != color[1] || _trueColor[2] != color[2]) {
memcpy(&_trueColor,&color,sizeof(nodeColor));
if (!_falseColored) {
memcpy(&_currentColor,&color,sizeof(nodeColor));
}
_isDirty = true;
}
}
#endif
@ -199,7 +223,6 @@ void VoxelNode::printDebugDetails(const char* label) const {
printOctalCode(octalCode);
}
bool VoxelNode::isInView(const ViewFrustum& viewFrustum) const {
AABox box;
getAABox(box);

View file

@ -11,6 +11,7 @@
#include "AABox.h"
#include "ViewFrustum.h"
#include "VoxelConstants.h"
typedef unsigned char colorPart;
typedef unsigned char nodeColor[4];
@ -22,6 +23,9 @@ private:
nodeColor _currentColor;
bool _falseColored;
#endif
glBufferIndex _glBufferIndex;
bool _isDirty;
bool _shouldRender;
public:
VoxelNode();
~VoxelNode();
@ -40,7 +44,14 @@ public:
bool isLeaf() const;
void getAABox(AABox& box) const;
void printDebugDetails(const char* label) const;
bool isDirty() const { return _isDirty; };
void clearDirtyBit() { _isDirty = false; };
glBufferIndex getBufferIndex() const { return _glBufferIndex; };
bool isKnownBufferIndex() const { return (_glBufferIndex != GLBUFFER_INDEX_UNKNOWN); };
void setBufferIndex(glBufferIndex index) { _glBufferIndex = index; };
void setShouldRender(bool shouldRender);
bool getShouldRender() const { return _shouldRender; }
#ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color
void setFalseColor(colorPart red, colorPart green, colorPart blue);
void setFalseColored(bool isFalseColored);

View file

@ -58,16 +58,13 @@ void VoxelTree::recurseTreeWithOperation(RecurseVoxelTreeOperation operation, vo
// Recurses voxel node with an operation function
void VoxelTree::recurseNodeWithOperation(VoxelNode* node,RecurseVoxelTreeOperation operation, void* extraData) {
// call the operation function going "down" first, stop deeper recursion if function returns false
if (operation(node,true,extraData)) {
for (int i = 0; i < sizeof(node->children)/sizeof(node->children[0]); i++) {
if (operation(node, extraData)) {
for (int i = 0; i < sizeof(node->children) / sizeof(node->children[0]); i++) {
VoxelNode* child = node->children[i];
if (child) {
recurseNodeWithOperation(child,operation,extraData);
recurseNodeWithOperation(child, operation, extraData);
}
}
// call operation on way back up
operation(node,false,extraData);
}
}

View file

@ -16,7 +16,7 @@
#include "VoxelNodeBag.h"
// Callback function, for recuseTreeWithOperation
typedef bool (*RecurseVoxelTreeOperation)(VoxelNode* node, bool down, void* extraData);
typedef bool (*RecurseVoxelTreeOperation)(VoxelNode* node, void* extraData);
class VoxelTree {
public:

View file

@ -38,7 +38,7 @@ const float DEATH_STAR_RADIUS = 4.0;
const float MAX_CUBE = 0.05f;
const int VOXEL_SEND_INTERVAL_USECS = 100 * 1000;
const int PACKETS_PER_CLIENT_PER_INTERVAL = 2;
const int PACKETS_PER_CLIENT_PER_INTERVAL = 20;
const int MAX_VOXEL_TREE_DEPTH_LEVELS = 4;
@ -68,11 +68,9 @@ void addSphere(VoxelTree * tree,bool random, bool wantColorRandomizer) {
}
int _nodeCount=0;
bool countVoxelsOperation(VoxelNode* node, bool down, void* extraData) {
if (down) {
if (node->isColored()){
_nodeCount++;
}
bool countVoxelsOperation(VoxelNode* node, void* extraData) {
if (node->isColored()){
_nodeCount++;
}
return true; // keep going
}
@ -80,7 +78,7 @@ bool countVoxelsOperation(VoxelNode* node, bool down, void* extraData) {
void addSphereScene(VoxelTree * tree, bool wantColorRandomizer) {
printf("adding scene of spheres...\n");
int sphereBaseSize = 256;
int sphereBaseSize = 512;
tree->createSphere(0.25, 0.5, 0.5, 0.5, (1.0 / sphereBaseSize), true, wantColorRandomizer);
printf("one sphere added...\n");