diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index 24f7665e50..76fda4f942 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -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(); } + + diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index f12cc7521a..e6798f9fd1 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -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 diff --git a/interface/src/main.cpp b/interface/src/main.cpp index a5e873b1a2..055bf73c85 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -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)); diff --git a/libraries/voxels/src/VoxelConstants.h b/libraries/voxels/src/VoxelConstants.h index 66ddbcb915..2ba4d05e31 100644 --- a/libraries/voxels/src/VoxelConstants.h +++ b/libraries/voxels/src/VoxelConstants.h @@ -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 diff --git a/libraries/voxels/src/VoxelNode.cpp b/libraries/voxels/src/VoxelNode.cpp index c1527d3334..6f8f1d71f8 100644 --- a/libraries/voxels/src/VoxelNode.cpp +++ b/libraries/voxels/src/VoxelNode.cpp @@ -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); diff --git a/libraries/voxels/src/VoxelNode.h b/libraries/voxels/src/VoxelNode.h index 4cda55f8a7..26edb87e79 100644 --- a/libraries/voxels/src/VoxelNode.h +++ b/libraries/voxels/src/VoxelNode.h @@ -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); diff --git a/libraries/voxels/src/VoxelTree.cpp b/libraries/voxels/src/VoxelTree.cpp index cbbccedb59..3ff14b5afd 100644 --- a/libraries/voxels/src/VoxelTree.cpp +++ b/libraries/voxels/src/VoxelTree.cpp @@ -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); } } diff --git a/libraries/voxels/src/VoxelTree.h b/libraries/voxels/src/VoxelTree.h index ac3c762fcf..7f5a6b866b 100644 --- a/libraries/voxels/src/VoxelTree.h +++ b/libraries/voxels/src/VoxelTree.h @@ -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: diff --git a/voxel-server/src/main.cpp b/voxel-server/src/main.cpp index 716a4e9d7b..9ab5675d7e 100644 --- a/voxel-server/src/main.cpp +++ b/voxel-server/src/main.cpp @@ -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");