// // Cube.cpp // interface // // Created by Philip on 12/31/12. // Copyright (c) 2012 High Fidelity, Inc. All rights reserved. // #include "VoxelSystem.h" #include const int MAX_VOXELS_PER_SYSTEM = 500000; const int VERTICES_PER_VOXEL = 8; const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL; const int INDICES_PER_VOXEL = 3 * 12; const float CUBE_WIDTH = 0.025f; float identityVertices[] = { -1, -1, 1, 1, -1, 1, 1, -1, -1, -1, -1, -1, 1, 1, 1, -1, 1, 1, -1, 1, -1, 1, 1, -1 }; GLubyte identityIndices[] = { 0,1,2, 0,2,3, 0,4,1, 0,4,5, 0,3,6, 0,5,6, 1,2,4, 2,4,7, 2,3,6, 2,6,7, 4,5,6, 4,6,7 }; VoxelSystem::VoxelSystem() { voxelsRendered = 0; } VoxelSystem::~VoxelSystem() { delete[] verticesArray; delete[] colorsArray; } void VoxelSystem::parseData(void *data, int size) { // ignore the first char, it's a V to tell us that this is voxel data char *voxelDataPtr = (char *) data + 1; GLfloat *position = new GLfloat[3]; GLubyte *color = new GLubyte[3]; // get pointers to position of last append of data GLfloat *parseVerticesPtr = lastAddPointer; GLubyte *parseColorsPtr = colorsArray + (lastAddPointer - verticesArray); int voxelsInData = 0; // pull voxels out of the received data and put them into our internal memory structure while ((voxelDataPtr - (char *) data) < size) { memcpy(position, voxelDataPtr, 3 * sizeof(float)); voxelDataPtr += 3 * sizeof(float); memcpy(color, voxelDataPtr, 3); voxelDataPtr += 3; for (int v = 0; v < VERTEX_POINTS_PER_VOXEL; v++) { parseVerticesPtr[v] = position[v % 3] + (identityVertices[v] * CUBE_WIDTH); } parseVerticesPtr += VERTEX_POINTS_PER_VOXEL; for (int c = 0; c < COLOR_VALUES_PER_VOXEL; c++) { parseColorsPtr[c] = color[c % 3]; } parseColorsPtr += COLOR_VALUES_PER_VOXEL; voxelsInData++; } // increase the lastAddPointer to the new spot, increase the number of rendered voxels lastAddPointer = parseVerticesPtr; voxelsRendered += voxelsInData; } VoxelSystem* VoxelSystem::clone() const { // this still needs to be implemented, will need to be used if VoxelSystem is attached to agent return NULL; } void VoxelSystem::init() { // prep the data structures for incoming voxel data lastDrawPointer = lastAddPointer = verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; colorsArray = new GLubyte[COLOR_VALUES_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; int startIndex = (n * VERTICES_PER_VOXEL); for (int i = 0; i < INDICES_PER_VOXEL; i++) { // add indices for this side of the cube currentIndicesPos[i] = startIndex + identityIndices[i]; } } // VBO for the verticesArray 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 colorsArray glGenBuffers(1, &vboColorsID); glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); glBufferData(GL_ARRAY_BUFFER, COLOR_VALUES_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); glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM, indicesArray, GL_STATIC_DRAW); // delete the indices array that is no longer needed delete[] indicesArray; } void VoxelSystem::render() { // check if there are new voxels to draw int vertexValuesToDraw = lastAddPointer - lastDrawPointer; if (vertexValuesToDraw > 0) { // calculate the offset into each VBO, in vertex point values int vertexBufferOffset = lastDrawPointer - verticesArray; // bind the vertices VBO, copy in new data glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); glBufferSubData(GL_ARRAY_BUFFER, vertexBufferOffset * sizeof(GLfloat), vertexValuesToDraw * sizeof(GLfloat), lastDrawPointer); // bind the colors VBO, copy in new data glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); glBufferSubData(GL_ARRAY_BUFFER, vertexBufferOffset * sizeof(GLubyte), vertexValuesToDraw * sizeof(GLubyte), (colorsArray + (lastDrawPointer - verticesArray))); // increment the lastDrawPointer to the lastAddPointer value used for this draw lastDrawPointer += vertexValuesToDraw; } // tell OpenGL where to find vertex and color information glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); glVertexPointer(3, GL_FLOAT, 0, 0); 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); glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0); // deactivate vertex and color arrays after drawing glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); // bind with 0 to switch back to normal operation glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void VoxelSystem::simulate(float deltaTime) { }