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1146 lines
45 KiB
C++
1146 lines
45 KiB
C++
//
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// Cube.cpp
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// interface
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//
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// Created by Philip on 12/31/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#ifdef _WIN32
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#define _timeval_
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#define _USE_MATH_DEFINES
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#endif
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#include <cstring>
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#include <cmath>
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#include <iostream> // to load voxels from file
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#include <fstream> // to load voxels from file
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#include <glm/gtc/random.hpp>
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#include <SharedUtil.h>
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#include <PacketHeaders.h>
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#include <PerfStat.h>
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#include <OctalCode.h>
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#include <pthread.h>
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#include "Log.h"
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#include "VoxelConstants.h"
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#include "InterfaceConfig.h"
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#include "renderer/ProgramObject.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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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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0,-1,0, 0,-1,0, 0,+1,0, 0,+1,0,
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0,-1,0, 0,-1,0, 0,+1,0, 0,+1,0,
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-1,0,0, +1,0,0, +1,0,0, -1,0,0,
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-1,0,0, +1,0,0, +1,0,0, -1,0,0 };
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GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
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8,9,13, 8,13,12, // Y-
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16,23,19, 16,20,23, // X-
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17,18,22, 17,22,21, // X+
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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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VoxelSystem::VoxelSystem() : AgentData(NULL) {
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_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
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_writeRenderFullVBO = true;
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_readRenderFullVBO = true;
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_tree = new VoxelTree();
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pthread_mutex_init(&_bufferWriteLock, NULL);
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pthread_mutex_init(&_treeLock, NULL);
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}
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VoxelSystem::~VoxelSystem() {
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delete[] _readVerticesArray;
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delete[] _writeVerticesArray;
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delete[] _readColorsArray;
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delete[] _writeColorsArray;
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delete[] _writeVoxelDirtyArray;
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delete[] _readVoxelDirtyArray;
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delete _tree;
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pthread_mutex_destroy(&_bufferWriteLock);
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pthread_mutex_destroy(&_treeLock);
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}
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void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {
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_tree->loadVoxelsFile(fileName, wantColorRandomizer);
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setupNewVoxelsForDrawing();
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}
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long int VoxelSystem::getVoxelsCreated() {
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return _tree->voxelsCreated;
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}
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float VoxelSystem::getVoxelsCreatedPerSecondAverage() {
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return (1 / _tree->voxelsCreatedStats.getEventDeltaAverage());
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}
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long int VoxelSystem::getVoxelsColored() {
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return _tree->voxelsColored;
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}
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float VoxelSystem::getVoxelsColoredPerSecondAverage() {
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return (1 / _tree->voxelsColoredStats.getEventDeltaAverage());
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}
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long int VoxelSystem::getVoxelsBytesRead() {
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return _tree->voxelsBytesRead;
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}
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float VoxelSystem::getVoxelsBytesReadPerSecondAverage() {
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return _tree->voxelsBytesReadStats.getAverageSampleValuePerSecond();
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}
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int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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unsigned char command = *sourceBuffer;
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unsigned char *voxelData = sourceBuffer + 1;
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pthread_mutex_lock(&_treeLock);
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switch(command) {
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case PACKET_HEADER_VOXEL_DATA:
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{
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PerformanceWarning warn(_renderWarningsOn, "readBitstreamToTree()");
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// ask the VoxelTree to read the bitstream into the tree
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_tree->readBitstreamToTree(voxelData, numBytes - 1, WANT_COLOR, WANT_EXISTS_BITS);
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}
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break;
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case PACKET_HEADER_VOXEL_DATA_MONOCHROME:
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{
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PerformanceWarning warn(_renderWarningsOn, "readBitstreamToTree()");
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// ask the VoxelTree to read the MONOCHROME bitstream into the tree
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_tree->readBitstreamToTree(voxelData, numBytes - 1, NO_COLOR, WANT_EXISTS_BITS);
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}
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break;
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case PACKET_HEADER_Z_COMMAND:
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// the Z command is a special command that allows the sender to send high level semantic
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// requests, like erase all, or add sphere scene, different receivers may handle these
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// messages differently
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char* packetData = (char *)sourceBuffer;
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char* command = &packetData[1]; // start of the command
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int commandLength = strlen(command); // commands are null terminated strings
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int totalLength = 1+commandLength+1;
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printLog("got Z message len(%d)= %s\n", numBytes, command);
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while (totalLength <= numBytes) {
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if (0==strcmp(command,(char*)"erase all")) {
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printLog("got Z message == erase all\n");
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_tree->eraseAllVoxels();
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_voxelsInReadArrays = _voxelsInWriteArrays = 0; // better way to do this??
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}
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if (0==strcmp(command,(char*)"add scene")) {
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printLog("got Z message == add scene - NOT SUPPORTED ON INTERFACE\n");
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}
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totalLength += commandLength+1;
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}
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break;
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}
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setupNewVoxelsForDrawing();
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pthread_mutex_unlock(&_treeLock);
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return numBytes;
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}
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void VoxelSystem::setupNewVoxelsForDrawing() {
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PerformanceWarning warn(_renderWarningsOn, "setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated
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double start = usecTimestampNow();
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double sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000.0;
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bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging
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if (!iAmDebugging && sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
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return; // bail early, it hasn't been long enough since the last time we ran
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}
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double sinceLastViewCulling = (start - _lastViewCulling) / 1000.0;
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// If the view frustum is no longer changing, but has changed, since last time, then remove nodes that are out of view
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if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS))
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&& !isViewChanging() && hasViewChanged()) {
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_lastViewCulling = start;
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// When we call removeOutOfView() voxels, we don't actually remove the voxels from the VBOs, but we do remove
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// them from tree, this makes our tree caclulations faster, but doesn't require us to fully rebuild the VBOs (which
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// can be expensive).
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removeOutOfView();
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// Once we call cleanupRemovedVoxels() we do need to rebuild our VBOs (if anything was actually removed). So,
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// we should consider putting this someplace else... as this might be able to occur less frequently, and save us on
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// VBO reubuilding. Possibly we should do this only if our actual VBO usage crosses some lower boundary.
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cleanupRemovedVoxels();
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double endViewCulling = usecTimestampNow();
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_lastViewCullingElapsed = (endViewCulling - start) / 1000.0;
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}
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bool didWriteFullVBO = _writeRenderFullVBO;
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if (_tree->isDirty()) {
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static char buffer[64] = { 0 };
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if (_renderWarningsOn) {
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sprintf(buffer, "newTreeToArrays() _writeRenderFullVBO=%s", debug::valueOf(_writeRenderFullVBO));
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};
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PerformanceWarning warn(_renderWarningsOn, buffer);
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_callsToTreesToArrays++;
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if (_writeRenderFullVBO) {
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_voxelsInWriteArrays = 0; // reset our VBO
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}
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_voxelsUpdated = newTreeToArrays(_tree->rootNode);
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_tree->clearDirtyBit(); // after we pull the trees into the array, we can consider the tree clean
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// since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are
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// ok again, until/unless we call removeOutOfView()
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_writeRenderFullVBO = false;
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} else {
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_voxelsUpdated = 0;
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}
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// lock on the buffer write lock so we can't modify the data when the GPU is reading it
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pthread_mutex_lock(&_bufferWriteLock);
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if (_voxelsUpdated) {
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_voxelsDirty=true;
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}
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// copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated
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copyWrittenDataToReadArrays(didWriteFullVBO);
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pthread_mutex_unlock(&_bufferWriteLock);
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double end = usecTimestampNow();
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double elapsedmsec = (end - start) / 1000.0;
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_setupNewVoxelsForDrawingLastFinished = end;
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_setupNewVoxelsForDrawingLastElapsed = elapsedmsec;
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}
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void VoxelSystem::cleanupRemovedVoxels() {
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PerformanceWarning warn(_renderWarningsOn, "cleanupRemovedVoxels()");
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if (!_removedVoxels.isEmpty()) {
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while (!_removedVoxels.isEmpty()) {
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delete _removedVoxels.extract();
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}
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_writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs
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}
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}
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void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {
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int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
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int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
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memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
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memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
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_voxelsInReadArrays = _voxelsInWriteArrays;
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// clear our dirty flags
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memset(_writeVoxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
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// let the reader know to get the full array
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_readRenderFullVBO = true;
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}
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void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
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glBufferIndex segmentStart = 0;
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glBufferIndex segmentEnd = 0;
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bool inSegment = false;
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for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
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bool thisVoxelDirty = _writeVoxelDirtyArray[i];
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_readVoxelDirtyArray[i] |= thisVoxelDirty;
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_writeVoxelDirtyArray[i] = false;
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if (!inSegment) {
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if (thisVoxelDirty) {
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segmentStart = i;
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inSegment = true;
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}
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} else {
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if (!thisVoxelDirty) {
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// If we got here because because this voxel is NOT dirty, so the last dirty voxel was the one before
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// this one and so that's where the "segment" ends
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segmentEnd = i - 1;
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inSegment = false;
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int segmentLength = (segmentEnd - segmentStart) + 1;
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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);
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memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
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segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
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segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
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GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
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}
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}
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}
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// if we got to the end of the array, and we're in an active dirty segment...
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if (inSegment) {
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segmentEnd = _voxelsInWriteArrays - 1;
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int segmentLength = (segmentEnd - segmentStart) + 1;
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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);
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memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
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segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
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segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
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GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
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}
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// update our length
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_voxelsInReadArrays = _voxelsInWriteArrays;
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}
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void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
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PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()");
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if (_voxelsDirty && _voxelsUpdated) {
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if (fullVBOs) {
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copyWrittenDataToReadArraysFullVBOs();
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} else {
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copyWrittenDataToReadArraysPartialVBOs();
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}
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}
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}
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int VoxelSystem::newTreeToArrays(VoxelNode* node) {
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assert(_viewFrustum); // you must set up _viewFrustum before calling this
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int voxelsUpdated = 0;
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bool shouldRender = false; // assume we don't need to render it
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// if it's colored, we might need to render it!
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if (node->isColored()) {
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float distanceToNode = node->distanceToCamera(*_viewFrustum);
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float boundary = boundaryDistanceForRenderLevel(node->getLevel());
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float childBoundary = boundaryDistanceForRenderLevel(node->getLevel() + 1);
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bool inBoundary = (distanceToNode <= boundary);
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bool inChildBoundary = (distanceToNode <= childBoundary);
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shouldRender = (node->isLeaf() && inChildBoundary) || (inBoundary && !inChildBoundary);
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}
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node->setShouldRender(shouldRender && !node->isStagedForDeletion());
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// let children figure out their renderness
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if (!node->isLeaf()) {
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for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
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if (node->getChildAtIndex(i)) {
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voxelsUpdated += newTreeToArrays(node->getChildAtIndex(i));
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}
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}
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}
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if (_writeRenderFullVBO) {
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voxelsUpdated += updateNodeInArraysAsFullVBO(node);
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} else {
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voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
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}
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node->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.
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// If the node has been asked to be deleted, but we've gotten to here, after updateNodeInArraysXXX()
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// then it means our VBOs are "clean" and our vertices have been removed or not added. So we can now
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// safely remove the node from the tree and actually delete it.
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if (node->isStagedForDeletion()) {
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_tree->deleteVoxelCodeFromTree(node->getOctalCode());
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}
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return voxelsUpdated;
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}
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int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
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// If we've run out of room, then just bail...
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if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
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return 0;
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}
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if (node->getShouldRender()) {
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glm::vec3 startVertex = node->getCorner();
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float voxelScale = node->getScale();
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glBufferIndex nodeIndex = _voxelsInWriteArrays;
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// populate the array with points for the 8 vertices
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// and RGB color for each added vertex
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for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
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GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
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GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
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*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
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*(writeColorsAt +j) = node->getColor()[j % 3];
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}
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node->setBufferIndex(nodeIndex);
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_writeVoxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
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_voxelsInWriteArrays++; // our know vertices in the arrays
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return 1; // rendered
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} else {
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node->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
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}
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return 0; // not-rendered
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}
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int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
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// If we've run out of room, then just bail...
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if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
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return 0;
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}
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// Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays...
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if (node->isDirty()) {
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glm::vec3 startVertex;
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float voxelScale = 0;
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// If we're should render, use our legit location and scale,
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if (node->getShouldRender()) {
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startVertex = node->getCorner();
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voxelScale = node->getScale();
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} else {
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// if we shouldn't render then set out location to some infinitely distant location,
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// and our scale as infinitely small
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startVertex[0] = startVertex[1] = startVertex[2] = FLT_MAX;
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voxelScale = 0;
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}
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// If this node has not yet been written to the array, then add it to the end of the array.
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glBufferIndex nodeIndex;
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if (node->isKnownBufferIndex()) {
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nodeIndex = node->getBufferIndex();
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} else {
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nodeIndex = _voxelsInWriteArrays;
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node->setBufferIndex(nodeIndex);
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_voxelsInWriteArrays++;
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}
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_writeVoxelDirtyArray[nodeIndex] = true;
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// populate the array with points for the 8 vertices
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// and RGB color for each added vertex
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for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
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GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
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GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
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*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
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*(writeColorsAt +j) = node->getColor()[j % 3];
|
|
}
|
|
return 1; // updated!
|
|
}
|
|
return 0; // not-updated
|
|
}
|
|
|
|
void VoxelSystem::init() {
|
|
|
|
_renderWarningsOn = false;
|
|
_callsToTreesToArrays = 0;
|
|
_setupNewVoxelsForDrawingLastFinished = 0;
|
|
_setupNewVoxelsForDrawingLastElapsed = 0;
|
|
_lastViewCullingElapsed = _lastViewCulling = 0;
|
|
|
|
// When we change voxels representations in the arrays, we'll update this
|
|
_voxelsDirty = false;
|
|
_voxelsInWriteArrays = 0;
|
|
_voxelsInReadArrays = 0;
|
|
_unusedArraySpace = 0;
|
|
|
|
// we will track individual dirty sections with these arrays of bools
|
|
_writeVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
|
|
memset(_writeVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
|
_readVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
|
|
memset(_readVoxelDirtyArray, 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;
|
|
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];
|
|
}
|
|
}
|
|
|
|
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++) {
|
|
for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
|
|
*(normalsArrayEndPointer++) = identityNormals[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 the normalsArray
|
|
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);
|
|
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);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
|
INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM,
|
|
indicesArray, GL_STATIC_DRAW);
|
|
|
|
// delete the indices and normals arrays that are no longer needed
|
|
delete[] indicesArray;
|
|
delete[] normalsArray;
|
|
|
|
// create our simple fragment shader
|
|
switchToResourcesParentIfRequired();
|
|
_perlinModulateProgram = new ProgramObject();
|
|
_perlinModulateProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/perlin_modulate.vert");
|
|
_perlinModulateProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/perlin_modulate.frag");
|
|
_perlinModulateProgram->link();
|
|
|
|
_perlinModulateProgram->setUniformValue("permutationNormalTexture", 0);
|
|
|
|
// create the permutation/normal texture
|
|
glGenTextures(1, &_permutationNormalTextureID);
|
|
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
|
|
|
// the first line consists of random permutation offsets
|
|
unsigned char data[256 * 2 * 3];
|
|
for (int i = 0; i < 256 * 3; i++) {
|
|
data[i] = rand() % 256;
|
|
}
|
|
// the next, random unit normals
|
|
for (int i = 256 * 3; i < 256 * 3 * 2; i += 3) {
|
|
glm::vec3 randvec = glm::sphericalRand(1.0f);
|
|
data[i] = ((randvec.x + 1.0f) / 2.0f) * 255.0f;
|
|
data[i + 1] = ((randvec.y + 1.0f) / 2.0f) * 255.0f;
|
|
data[i + 2] = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
|
|
}
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
void VoxelSystem::updateFullVBOs() {
|
|
glBufferIndex segmentStart = 0;
|
|
glBufferIndex segmentEnd = _voxelsInReadArrays;
|
|
|
|
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);
|
|
|
|
// consider the _readVoxelDirtyArray[] clean!
|
|
memset(_readVoxelDirtyArray, false, _voxelsInReadArrays * sizeof(bool));
|
|
}
|
|
|
|
void VoxelSystem::updatePartialVBOs() {
|
|
glBufferIndex segmentStart = 0;
|
|
glBufferIndex segmentEnd = 0;
|
|
bool inSegment = false;
|
|
for (glBufferIndex i = 0; i < _voxelsInReadArrays; i++) {
|
|
bool thisVoxelDirty = _readVoxelDirtyArray[i];
|
|
if (!inSegment) {
|
|
if (thisVoxelDirty) {
|
|
segmentStart = i;
|
|
inSegment = true;
|
|
_readVoxelDirtyArray[i] = false; // consider us clean!
|
|
}
|
|
} else {
|
|
if (!thisVoxelDirty) {
|
|
// If we got here because because this voxel is NOT dirty, so the last dirty voxel was the one before
|
|
// this one and so that's where the "segment" ends
|
|
segmentEnd = i - 1;
|
|
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);
|
|
}
|
|
_readVoxelDirtyArray[i] = false; // consider us clean!
|
|
}
|
|
}
|
|
|
|
// if we got to the end of the array, and we're in an active dirty segment...
|
|
if (inSegment) {
|
|
segmentEnd = _voxelsInReadArrays - 1;
|
|
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);
|
|
}
|
|
}
|
|
|
|
void VoxelSystem::updateVBOs() {
|
|
static char buffer[40] = { 0 };
|
|
if (_renderWarningsOn) {
|
|
sprintf(buffer, "updateVBOs() _readRenderFullVBO=%s", debug::valueOf(_readRenderFullVBO));
|
|
};
|
|
PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays
|
|
if (_voxelsDirty) {
|
|
if (_readRenderFullVBO) {
|
|
updateFullVBOs();
|
|
} else {
|
|
updatePartialVBOs();
|
|
}
|
|
_voxelsDirty = false;
|
|
_readRenderFullVBO = false;
|
|
}
|
|
_callsToTreesToArrays = 0; // clear it
|
|
}
|
|
|
|
void VoxelSystem::render(bool texture) {
|
|
PerformanceWarning warn(_renderWarningsOn, "render()");
|
|
|
|
// get the lock so that the update thread won't change anything
|
|
pthread_mutex_lock(&_bufferWriteLock);
|
|
|
|
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);
|
|
glVertexPointer(3, GL_FLOAT, 0, 0);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);
|
|
glNormalPointer(GL_FLOAT, 0, 0);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
|
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
|
|
|
if (texture) {
|
|
_perlinModulateProgram->bind();
|
|
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
|
}
|
|
|
|
// for performance, disable blending and enable backface culling
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
// draw the number of voxels we have
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID);
|
|
glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE);
|
|
glDrawRangeElementsEXT(GL_TRIANGLES, 0, VERTICES_PER_VOXEL * _voxelsInReadArrays - 1,
|
|
36 * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
|
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
if (texture) {
|
|
_perlinModulateProgram->release();
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// deactivate vertex and color arrays after drawing
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_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);
|
|
|
|
// scale back down to 1 so heads aren't massive
|
|
glPopMatrix();
|
|
|
|
pthread_mutex_unlock(&_bufferWriteLock);
|
|
}
|
|
|
|
int VoxelSystem::_nodeCount = 0;
|
|
|
|
void VoxelSystem::killLocalVoxels() {
|
|
_tree->eraseAllVoxels();
|
|
_voxelsInWriteArrays = _voxelsInReadArrays = 0; // better way to do this??
|
|
//setupNewVoxelsForDrawing();
|
|
}
|
|
|
|
|
|
bool VoxelSystem::randomColorOperation(VoxelNode* node, void* extraData) {
|
|
_nodeCount++;
|
|
if (node->isColored()) {
|
|
nodeColor newColor = { 255, randomColorValue(150), randomColorValue(150), 1 };
|
|
node->setColor(newColor);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void VoxelSystem::randomizeVoxelColors() {
|
|
_nodeCount = 0;
|
|
_tree->recurseTreeWithOperation(randomColorOperation);
|
|
printLog("setting randomized true color for %d nodes\n", _nodeCount);
|
|
setupNewVoxelsForDrawing();
|
|
}
|
|
|
|
bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, void* extraData) {
|
|
_nodeCount++;
|
|
// always false colorize
|
|
node->setFalseColor(255, 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);
|
|
setupNewVoxelsForDrawing();
|
|
}
|
|
|
|
bool VoxelSystem::trueColorizeOperation(VoxelNode* node, void* extraData) {
|
|
_nodeCount++;
|
|
node->setFalseColored(false);
|
|
return true;
|
|
}
|
|
|
|
void VoxelSystem::trueColorize() {
|
|
PerformanceWarning warn(true, "trueColorize()",true);
|
|
_nodeCount = 0;
|
|
_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, void* extraData) {
|
|
const ViewFrustum* viewFrustum = (const ViewFrustum*) extraData;
|
|
_nodeCount++;
|
|
if (node->isColored()) {
|
|
if (!node->isInView(*viewFrustum)) {
|
|
// Out of view voxels are colored RED
|
|
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);
|
|
setupNewVoxelsForDrawing();
|
|
}
|
|
|
|
// Will false colorize voxels based on distance from view
|
|
bool VoxelSystem::falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData) {
|
|
ViewFrustum* viewFrustum = (ViewFrustum*) extraData;
|
|
if (node->isColored()) {
|
|
float distance = node->distanceToCamera(*viewFrustum);
|
|
_nodeCount++;
|
|
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);
|
|
node->setFalseColor((colorBand * (gradientOver / colorBands)) + (maxColor - gradientOver), 0, 0);
|
|
}
|
|
return true; // keep going!
|
|
}
|
|
|
|
float VoxelSystem::_maxDistance = 0.0;
|
|
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, void* extraData) {
|
|
ViewFrustum* viewFrustum = (ViewFrustum*) extraData;
|
|
// only do this for truly colored voxels...
|
|
if (node->isColored()) {
|
|
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!
|
|
}
|
|
|
|
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);
|
|
_nodeCount = 0;
|
|
_tree->recurseTreeWithOperation(falseColorizeDistanceFromViewOperation,(void*)viewFrustum);
|
|
printLog("setting in distance false color for %d nodes\n", _nodeCount);
|
|
setupNewVoxelsForDrawing();
|
|
}
|
|
|
|
// combines the removeOutOfView args into a single class
|
|
class removeOutOfViewArgs {
|
|
public:
|
|
VoxelSystem* thisVoxelSystem;
|
|
VoxelNodeBag dontRecurseBag;
|
|
unsigned long nodesScanned;
|
|
unsigned long nodesRemoved;
|
|
unsigned long nodesInside;
|
|
unsigned long nodesIntersect;
|
|
unsigned long nodesOutside;
|
|
|
|
removeOutOfViewArgs(VoxelSystem* voxelSystem) :
|
|
thisVoxelSystem(voxelSystem),
|
|
dontRecurseBag(),
|
|
nodesScanned(0),
|
|
nodesRemoved(0),
|
|
nodesInside(0),
|
|
nodesIntersect(0),
|
|
nodesOutside(0)
|
|
{ }
|
|
};
|
|
|
|
// "Remove" voxels from the tree that are not in view. We don't actually delete them,
|
|
// we remove them from the tree and place them into a holding area for later deletion
|
|
bool VoxelSystem::removeOutOfViewOperation(VoxelNode* node, void* extraData) {
|
|
removeOutOfViewArgs* args = (removeOutOfViewArgs*)extraData;
|
|
|
|
// If our node was previously added to the don't recurse bag, then return false to
|
|
// stop the further recursion. This means that the whole node and it's children are
|
|
// known to be in view, so don't recurse them
|
|
if (args->dontRecurseBag.contains(node)) {
|
|
args->dontRecurseBag.remove(node);
|
|
return false; // stop recursion
|
|
}
|
|
|
|
VoxelSystem* thisVoxelSystem = args->thisVoxelSystem;
|
|
args->nodesScanned++;
|
|
// Need to operate on our child nodes, so we can remove them
|
|
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
|
|
VoxelNode* childNode = node->getChildAtIndex(i);
|
|
if (childNode) {
|
|
ViewFrustum::location inFrustum = childNode->inFrustum(*thisVoxelSystem->_viewFrustum);
|
|
switch (inFrustum) {
|
|
case ViewFrustum::OUTSIDE: {
|
|
args->nodesOutside++;
|
|
args->nodesRemoved++;
|
|
node->removeChildAtIndex(i);
|
|
thisVoxelSystem->_removedVoxels.insert(childNode);
|
|
// by removing the child, it will not get recursed!
|
|
} break;
|
|
case ViewFrustum::INSIDE: {
|
|
// if the child node is fully INSIDE the view, then there's no need to recurse it
|
|
// because we know all it's children will also be in the view, so we want to
|
|
// tell the caller to NOT recurse this child
|
|
args->nodesInside++;
|
|
args->dontRecurseBag.insert(childNode);
|
|
} break;
|
|
case ViewFrustum::INTERSECT: {
|
|
// if the child node INTERSECTs the view, then we don't want to remove it because
|
|
// it is at least partially in view. But we DO want to recurse the children because
|
|
// some of them may not be in view... nothing specifically to do, just keep iterating
|
|
// the children
|
|
args->nodesIntersect++;
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
return true; // keep going!
|
|
}
|
|
|
|
|
|
bool VoxelSystem::isViewChanging() {
|
|
bool result = false; // assume the best
|
|
// If our viewFrustum has changed since our _lastKnowViewFrustum
|
|
if (_viewFrustum && !_lastKnowViewFrustum.matches(_viewFrustum)) {
|
|
result = true;
|
|
_lastKnowViewFrustum = *_viewFrustum; // save last known
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool VoxelSystem::hasViewChanged() {
|
|
bool result = false; // assume the best
|
|
|
|
// If we're still changing, report no change yet.
|
|
if (isViewChanging()) {
|
|
return false;
|
|
}
|
|
|
|
// If our viewFrustum has changed since our _lastKnowViewFrustum
|
|
if (_viewFrustum && !_lastStableViewFrustum.matches(_viewFrustum)) {
|
|
result = true;
|
|
_lastStableViewFrustum = *_viewFrustum; // save last stable
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void VoxelSystem::removeOutOfView() {
|
|
PerformanceWarning warn(_renderWarningsOn, "removeOutOfView()");
|
|
removeOutOfViewArgs args(this);
|
|
_tree->recurseTreeWithOperation(removeOutOfViewOperation,(void*)&args);
|
|
|
|
if (args.nodesRemoved) {
|
|
_tree->setDirtyBit();
|
|
}
|
|
bool showRemoveDebugDetails = false;
|
|
if (showRemoveDebugDetails) {
|
|
printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld _removedVoxels.count()=%d \n",
|
|
args.nodesScanned, args.nodesRemoved, args.nodesInside,
|
|
args.nodesIntersect, args.nodesOutside, _removedVoxels.count()
|
|
);
|
|
}
|
|
}
|
|
|
|
bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
|
VoxelDetail& detail, float& distance, BoxFace& face) {
|
|
pthread_mutex_lock(&_treeLock);
|
|
VoxelNode* node;
|
|
if (!_tree->findRayIntersection(origin, direction, node, distance, face)) {
|
|
pthread_mutex_unlock(&_treeLock);
|
|
return false;
|
|
}
|
|
detail.x = node->getCorner().x;
|
|
detail.y = node->getCorner().y;
|
|
detail.z = node->getCorner().z;
|
|
detail.s = node->getScale();
|
|
detail.red = node->getColor()[0];
|
|
detail.green = node->getColor()[1];
|
|
detail.blue = node->getColor()[2];
|
|
pthread_mutex_unlock(&_treeLock);
|
|
return true;
|
|
}
|
|
|
|
bool VoxelSystem::findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) {
|
|
pthread_mutex_lock(&_treeLock);
|
|
bool result = _tree->findSpherePenetration(center, radius, penetration);
|
|
pthread_mutex_unlock(&_treeLock);
|
|
return result;
|
|
}
|
|
|
|
bool VoxelSystem::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) {
|
|
pthread_mutex_lock(&_treeLock);
|
|
bool result = _tree->findCapsulePenetration(start, end, radius, penetration);
|
|
pthread_mutex_unlock(&_treeLock);
|
|
return result;
|
|
}
|
|
|
|
class falseColorizeRandomEveryOtherArgs {
|
|
public:
|
|
falseColorizeRandomEveryOtherArgs() : totalNodes(0), colorableNodes(0), coloredNodes(0), colorThis(true) {};
|
|
unsigned long totalNodes;
|
|
unsigned long colorableNodes;
|
|
unsigned long coloredNodes;
|
|
bool colorThis;
|
|
};
|
|
|
|
bool VoxelSystem::falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData) {
|
|
falseColorizeRandomEveryOtherArgs* args = (falseColorizeRandomEveryOtherArgs*)extraData;
|
|
args->totalNodes++;
|
|
if (node->isColored()) {
|
|
args->colorableNodes++;
|
|
if (args->colorThis) {
|
|
args->coloredNodes++;
|
|
node->setFalseColor(255, randomColorValue(150), randomColorValue(150));
|
|
}
|
|
args->colorThis = !args->colorThis;
|
|
}
|
|
return true; // keep going!
|
|
}
|
|
|
|
void VoxelSystem::falseColorizeRandomEveryOther() {
|
|
falseColorizeRandomEveryOtherArgs args;
|
|
_tree->recurseTreeWithOperation(falseColorizeRandomEveryOtherOperation,&args);
|
|
printLog("randomized false color for every other node: total %ld, colorable %ld, colored %ld\n",
|
|
args.totalNodes, args.colorableNodes, args.coloredNodes);
|
|
setupNewVoxelsForDrawing();
|
|
}
|
|
|
|
class collectStatsForTreesAndVBOsArgs {
|
|
public:
|
|
collectStatsForTreesAndVBOsArgs() :
|
|
totalNodes(0),
|
|
dirtyNodes(0),
|
|
shouldRenderNodes(0),
|
|
coloredNodes(0),
|
|
nodesInVBO(0),
|
|
nodesInVBONotShouldRender(0),
|
|
nodesInVBOOverExpectedMax(0),
|
|
duplicateVBOIndex(0),
|
|
leafNodes(0)
|
|
{
|
|
memset(hasIndexFound, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
|
};
|
|
|
|
unsigned long totalNodes;
|
|
unsigned long dirtyNodes;
|
|
unsigned long shouldRenderNodes;
|
|
unsigned long coloredNodes;
|
|
unsigned long nodesInVBO;
|
|
unsigned long nodesInVBONotShouldRender;
|
|
unsigned long nodesInVBOOverExpectedMax;
|
|
unsigned long duplicateVBOIndex;
|
|
unsigned long leafNodes;
|
|
|
|
unsigned long expectedMax;
|
|
|
|
bool hasIndexFound[MAX_VOXELS_PER_SYSTEM];
|
|
};
|
|
|
|
bool VoxelSystem::collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData) {
|
|
collectStatsForTreesAndVBOsArgs* args = (collectStatsForTreesAndVBOsArgs*)extraData;
|
|
args->totalNodes++;
|
|
|
|
if (node->isLeaf()) {
|
|
args->leafNodes++;
|
|
}
|
|
|
|
if (node->isColored()) {
|
|
args->coloredNodes++;
|
|
}
|
|
|
|
if (node->getShouldRender()) {
|
|
args->shouldRenderNodes++;
|
|
}
|
|
|
|
if (node->isDirty()) {
|
|
args->dirtyNodes++;
|
|
}
|
|
|
|
if (node->isKnownBufferIndex()) {
|
|
args->nodesInVBO++;
|
|
unsigned long nodeIndex = node->getBufferIndex();
|
|
if (args->hasIndexFound[nodeIndex]) {
|
|
args->duplicateVBOIndex++;
|
|
printLog("duplicateVBO found... index=%ld, isDirty=%s, shouldRender=%s \n", nodeIndex,
|
|
debug::valueOf(node->isDirty()), debug::valueOf(node->getShouldRender()));
|
|
} else {
|
|
args->hasIndexFound[nodeIndex] = true;
|
|
}
|
|
if (nodeIndex > args->expectedMax) {
|
|
args->nodesInVBOOverExpectedMax++;
|
|
}
|
|
|
|
// if it's in VBO but not-shouldRender, track that also...
|
|
if (!node->getShouldRender()) {
|
|
args->nodesInVBONotShouldRender++;
|
|
}
|
|
}
|
|
|
|
return true; // keep going!
|
|
}
|
|
|
|
void VoxelSystem::collectStatsForTreesAndVBOs() {
|
|
PerformanceWarning warn(true, "collectStatsForTreesAndVBOs()", true);
|
|
|
|
glBufferIndex minDirty = GLBUFFER_INDEX_UNKNOWN;
|
|
glBufferIndex maxDirty = 0;
|
|
|
|
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
|
if (_writeVoxelDirtyArray[i]) {
|
|
minDirty = std::min(minDirty,i);
|
|
maxDirty = std::max(maxDirty,i);
|
|
}
|
|
}
|
|
|
|
collectStatsForTreesAndVBOsArgs args;
|
|
args.expectedMax = _voxelsInWriteArrays;
|
|
_tree->recurseTreeWithOperation(collectStatsForTreesAndVBOsOperation,&args);
|
|
|
|
printLog("_voxelsDirty=%s _voxelsInWriteArrays=%ld minDirty=%ld maxDirty=%ld \n", debug::valueOf(_voxelsDirty),
|
|
_voxelsInWriteArrays, minDirty, maxDirty);
|
|
|
|
printLog("stats: total %ld, leaves %ld, dirty %ld, colored %ld, shouldRender %ld, inVBO %ld\n",
|
|
args.totalNodes, args.leafNodes, args.dirtyNodes, args.coloredNodes, args.shouldRenderNodes);
|
|
|
|
printLog("inVBO %ld, nodesInVBOOverExpectedMax %ld, duplicateVBOIndex %ld, nodesInVBONotShouldRender %ld\n",
|
|
args.nodesInVBO, args.nodesInVBOOverExpectedMax, args.duplicateVBOIndex, args.nodesInVBONotShouldRender);
|
|
|
|
glBufferIndex minInVBO = GLBUFFER_INDEX_UNKNOWN;
|
|
glBufferIndex maxInVBO = 0;
|
|
|
|
for (glBufferIndex i = 0; i < MAX_VOXELS_PER_SYSTEM; i++) {
|
|
if (args.hasIndexFound[i]) {
|
|
minInVBO = std::min(minInVBO,i);
|
|
maxInVBO = std::max(maxInVBO,i);
|
|
}
|
|
}
|
|
|
|
printLog("minInVBO=%ld maxInVBO=%ld _voxelsInWriteArrays=%ld _voxelsInReadArrays=%ld\n",
|
|
minInVBO, maxInVBO, _voxelsInWriteArrays, _voxelsInReadArrays);
|
|
|
|
}
|
|
|
|
|
|
void VoxelSystem::deleteVoxelAt(float x, float y, float z, float s) {
|
|
pthread_mutex_lock(&_treeLock);
|
|
|
|
_tree->deleteVoxelAt(x, y, z, s, true);
|
|
|
|
// redraw!
|
|
setupNewVoxelsForDrawing(); // do we even need to do this? Or will the next network receive kick in?
|
|
|
|
pthread_mutex_unlock(&_treeLock);
|
|
};
|
|
|
|
VoxelNode* VoxelSystem::getVoxelAt(float x, float y, float z, float s) const {
|
|
return _tree->getVoxelAt(x, y, z, s);
|
|
};
|
|
|
|
void VoxelSystem::createVoxel(float x, float y, float z, float s,
|
|
unsigned char red, unsigned char green, unsigned char blue, bool destructive) {
|
|
pthread_mutex_lock(&_treeLock);
|
|
|
|
//printLog("VoxelSystem::createVoxel(%f,%f,%f,%f)\n",x,y,z,s);
|
|
_tree->createVoxel(x, y, z, s, red, green, blue, destructive);
|
|
setupNewVoxelsForDrawing();
|
|
|
|
pthread_mutex_unlock(&_treeLock);
|
|
};
|
|
|
|
void VoxelSystem::createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive) {
|
|
_tree->createLine(point1, point2, unitSize, color, destructive);
|
|
setupNewVoxelsForDrawing();
|
|
};
|
|
|
|
void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid,
|
|
creationMode mode, bool destructive, bool debug) {
|
|
_tree->createSphere(r, xc, yc, zc, s, solid, mode, destructive, debug);
|
|
setupNewVoxelsForDrawing();
|
|
};
|