overte-JulianGro/interface/src/VoxelSystem.cpp

179 lines
6.3 KiB
C++

//
// Cube.cpp
// interface
//
// Created by Philip on 12/31/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#include "VoxelSystem.h"
#include <AgentList.h>
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) {
}