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cleanup code a bit, add support for diffusions even with no ray intersection
This commit is contained in:
parent
8a16986294
commit
60c6b27ab2
6 changed files with 185 additions and 112 deletions
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@ -91,13 +91,14 @@ float AudioReflector::getDistanceAttenuationCoefficient(float distance) {
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glm::vec3 AudioReflector::getFaceNormal(BoxFace face) {
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bool wantSlightRandomness = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces);
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glm::vec3 faceNormal;
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float normalLength = wantSlightRandomness ? randFloatInRange(0.99f,1.0f) : 1.0f;
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const float MIN_RANDOM_LENGTH = 0.99f;
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const float MAX_RANDOM_LENGTH = 1.0f;
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const float NON_RANDOM_LENGTH = 1.0f;
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float normalLength = wantSlightRandomness ? randFloatInRange(MIN_RANDOM_LENGTH, MAX_RANDOM_LENGTH) : NON_RANDOM_LENGTH;
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float remainder = (1.0f - normalLength)/2.0f;
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float remainderSignA = (randFloatInRange(-1.0f,1.0f) < 0.0f) ? -1.0 : 1.0;
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float remainderSignB = (randFloatInRange(-1.0f,1.0f) < 0.0f) ? -1.0 : 1.0;
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float remainderSignA = randomSign();
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float remainderSignB = randomSign();
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if (face == MIN_X_FACE) {
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faceNormal = glm::vec3(-normalLength, remainder * remainderSignA, remainder * remainderSignB);
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@ -244,8 +245,9 @@ void AudioReflector::drawVector(const glm::vec3& start, const glm::vec3& end, co
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AudioPath::AudioPath(const glm::vec3& origin, const glm::vec3& direction,
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float attenuation, float delay, float distance, int bounceCount) :
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float attenuation, float delay, float distance,bool isDiffusion, int bounceCount) :
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isDiffusion(isDiffusion),
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startPoint(origin),
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startDirection(direction),
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startDelay(delay),
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@ -264,9 +266,10 @@ AudioPath::AudioPath(const glm::vec3& origin, const glm::vec3& direction,
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}
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void AudioReflector::addSoundSource(const glm::vec3& origin, const glm::vec3& initialDirection,
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float initialAttenuation, float initialDelay, float initialDistance) {
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float initialAttenuation, float initialDelay, float initialDistance, bool isDiffusion) {
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AudioPath* path = new AudioPath(origin, initialDirection, initialAttenuation, initialDelay, initialDistance, 0);
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AudioPath* path = new AudioPath(origin, initialDirection, initialAttenuation, initialDelay,
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initialDistance, isDiffusion, 0);
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_audioPaths.push_back(path);
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}
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@ -312,11 +315,11 @@ void AudioReflector::drawRays() {
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foreach(AudioPath* const& path, _audioPaths) {
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// if this is an original reflection, draw it in RED
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if (path->startPoint == _origin) {
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drawPath(path, RED);
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} else {
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if (path->isDiffusion) {
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diffusionNumber++;
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drawPath(path, GREEN);
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} else {
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drawPath(path, RED);
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}
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}
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}
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@ -415,10 +418,6 @@ int AudioReflector::analyzePathsSingleStep() {
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float distance; // output from findRayIntersection
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BoxFace face; // output from findRayIntersection
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float currentReflectiveAttenuation = path->lastAttenuation; // only the reflective components
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float currentDelay = path->lastDelay; // start with our delay so far
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float pathDistance = path->lastDistance;
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if (!path->finalized) {
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activePaths++;
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@ -429,107 +428,169 @@ int AudioReflector::analyzePathsSingleStep() {
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// we get an accurate picture, but it could prevent rendering of the voxels. If we trylock (default),
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// we might not get ray intersections where they may exist, but we can't really detect that case...
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// add last parameter of Octree::Lock to force locking
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glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
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handlePathPoint(path, distance, elementHit, face);
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pathDistance += glm::distance(start, end);
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// We aren't using this... should we be????
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float toListenerDistance = glm::distance(end, _listenerPosition);
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// adjust our current delay by just the delay from the most recent ray
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currentDelay += getDelayFromDistance(distance);
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// now we know the current attenuation for the "perfect" reflection case, but we now incorporate
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// our surface materials to determine how much of this ray is absorbed, reflected, and diffused
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SurfaceCharacteristics material = getSurfaceCharacteristics(elementHit);
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float reflectiveAttenuation = currentReflectiveAttenuation * material.reflectiveRatio;
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float totalDiffusionAttenuation = currentReflectiveAttenuation * material.diffusionRatio;
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bool wantDiffusions = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
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int fanout = wantDiffusions ? _diffusionFanout : 0;
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float partialDiffusionAttenuation = fanout < 1 ? 0.0f : totalDiffusionAttenuation / fanout;
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// total delay includes the bounce back to listener
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float totalDelay = currentDelay + getDelayFromDistance(toListenerDistance);
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float toListenerAttenuation = getDistanceAttenuationCoefficient(toListenerDistance + pathDistance);
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// if our resulting partial diffusion attenuation, is still above our minimum attenuation
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// then we add new paths for each diffusion point
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if ((partialDiffusionAttenuation * toListenerAttenuation) > MINIMUM_ATTENUATION_TO_REFLECT
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&& totalDelay < MAXIMUM_DELAY_MS) {
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// diffusions fan out from random places on the semisphere of the collision point
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for(int i = 0; i < fanout; i++) {
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glm::vec3 diffusion;
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float randomness = randFloatInRange(0.5f,1.0f);
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float remainder = (1.0f - randomness)/2.0f;
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float remainderSignA = (randFloatInRange(-1.0f,1.0f) < 0.0f) ? -1.0 : 1.0;
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float remainderSignB = (randFloatInRange(-1.0f,1.0f) < 0.0f) ? -1.0 : 1.0;
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if (face == MIN_X_FACE) {
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diffusion = glm::vec3(-randomness, remainder * remainderSignA, remainder * remainderSignB);
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} else if (face == MAX_X_FACE) {
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diffusion = glm::vec3(randomness, remainder * remainderSignA, remainder * remainderSignB);
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} else if (face == MIN_Y_FACE) {
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diffusion = glm::vec3(remainder * remainderSignA, -randomness, remainder * remainderSignB);
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} else if (face == MAX_Y_FACE) {
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diffusion = glm::vec3(remainder * remainderSignA, randomness, remainder * remainderSignB);
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} else if (face == MIN_Z_FACE) {
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diffusion = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, -randomness);
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} else if (face == MAX_Z_FACE) {
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diffusion = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, randomness);
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}
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diffusion = glm::normalize(diffusion);
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// add sound sources for these diffusions
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addSoundSource(end, diffusion, partialDiffusionAttenuation, currentDelay, pathDistance);
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}
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}
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// if our reflective attenuation is above our minimum, then add our reflection point and
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// allow our path to continue
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if (((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation) > MINIMUM_ATTENUATION_TO_REFLECT
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&& totalDelay < MAXIMUM_DELAY_MS) {
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// add this location, as the reflective attenuation as well as the total diffusion attenuation
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// NOTE: we add the delay to the audible point, not back to the listener. The additional delay
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// and attenuation to the listener is recalculated at the point where we actually inject the
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// audio so that it can be adjusted to ear position
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AudiblePoint point = {end, currentDelay, (reflectiveAttenuation + totalDiffusionAttenuation), pathDistance};
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_audiblePoints.push_back(point);
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// add this location to the path points, so we can visualize it
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path->reflections.push_back(end);
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// now, if our reflective attenuation is over our minimum then keep going...
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if (reflectiveAttenuation * toListenerAttenuation > MINIMUM_ATTENUATION_TO_REFLECT) {
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glm::vec3 faceNormal = getFaceNormal(face);
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path->lastDirection = glm::normalize(glm::reflect(direction,faceNormal));
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path->lastPoint = end;
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path->lastAttenuation = reflectiveAttenuation;
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path->lastDelay = currentDelay;
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path->lastDistance = pathDistance;
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path->bounceCount++;
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} else {
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path->finalized = true; // if we're too quiet, then we're done
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}
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} else {
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path->finalized = true; // if we're too quiet, then we're done
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}
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} else {
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path->finalized = true; // if it doesn't intersect, then it is finished
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// If we didn't intersect, but this was a diffusion ray, then we will go ahead and cast a short ray out
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// from our last known point, in the last known direction, and leave that sound source hanging there
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if (path->isDiffusion) {
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const float MINIMUM_RANDOM_DISTANCE = 0.25f;
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const float MAXIMUM_RANDOM_DISTANCE = 0.5f;
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float distance = randFloatInRange(MINIMUM_RANDOM_DISTANCE, MAXIMUM_RANDOM_DISTANCE);
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handlePathPoint(path, distance, NULL, UNKNOWN_FACE);
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} else {
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path->finalized = true; // if it doesn't intersect, then it is finished
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}
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}
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}
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}
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return activePaths;
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}
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void AudioReflector::handlePathPoint(AudioPath* path, float distance, OctreeElement* elementHit, BoxFace face) {
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glm::vec3 start = path->lastPoint;
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glm::vec3 direction = path->lastDirection;
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glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
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float currentReflectiveAttenuation = path->lastAttenuation; // only the reflective components
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float currentDelay = path->lastDelay; // start with our delay so far
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float pathDistance = path->lastDistance;
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pathDistance += glm::distance(start, end);
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// We aren't using this... should we be????
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float toListenerDistance = glm::distance(end, _listenerPosition);
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// adjust our current delay by just the delay from the most recent ray
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currentDelay += getDelayFromDistance(distance);
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// now we know the current attenuation for the "perfect" reflection case, but we now incorporate
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// our surface materials to determine how much of this ray is absorbed, reflected, and diffused
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SurfaceCharacteristics material = getSurfaceCharacteristics(elementHit);
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float reflectiveAttenuation = currentReflectiveAttenuation * material.reflectiveRatio;
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float totalDiffusionAttenuation = currentReflectiveAttenuation * material.diffusionRatio;
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bool wantDiffusions = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
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int fanout = wantDiffusions ? _diffusionFanout : 0;
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float partialDiffusionAttenuation = fanout < 1 ? 0.0f : totalDiffusionAttenuation / fanout;
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// total delay includes the bounce back to listener
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float totalDelay = currentDelay + getDelayFromDistance(toListenerDistance);
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float toListenerAttenuation = getDistanceAttenuationCoefficient(toListenerDistance + pathDistance);
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// if our resulting partial diffusion attenuation, is still above our minimum attenuation
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// then we add new paths for each diffusion point
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if ((partialDiffusionAttenuation * toListenerAttenuation) > MINIMUM_ATTENUATION_TO_REFLECT
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&& totalDelay < MAXIMUM_DELAY_MS) {
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// diffusions fan out from random places on the semisphere of the collision point
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for(int i = 0; i < fanout; i++) {
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glm::vec3 diffusion;
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// We're creating a random normal here. But we want it to be relatively dramatic compared to how we handle
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// our slightly random surface normals.
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const float MINIMUM_RANDOM_LENGTH = 0.5f;
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const float MAXIMUM_RANDOM_LENGTH = 1.0f;
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float randomness = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
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float remainder = (1.0f - randomness)/2.0f;
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float remainderSignA = randomSign();
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float remainderSignB = randomSign();
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if (face == MIN_X_FACE) {
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diffusion = glm::vec3(-randomness, remainder * remainderSignA, remainder * remainderSignB);
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} else if (face == MAX_X_FACE) {
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diffusion = glm::vec3(randomness, remainder * remainderSignA, remainder * remainderSignB);
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} else if (face == MIN_Y_FACE) {
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diffusion = glm::vec3(remainder * remainderSignA, -randomness, remainder * remainderSignB);
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} else if (face == MAX_Y_FACE) {
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diffusion = glm::vec3(remainder * remainderSignA, randomness, remainder * remainderSignB);
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} else if (face == MIN_Z_FACE) {
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diffusion = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, -randomness);
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} else if (face == MAX_Z_FACE) {
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diffusion = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, randomness);
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} else if (face == UNKNOWN_FACE) {
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float randomnessX = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
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float randomnessY = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
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float randomnessZ = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
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diffusion = glm::vec3(direction.x * randomnessX, direction.y * randomnessY, direction.z * randomnessZ);
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}
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diffusion = glm::normalize(diffusion);
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// add sound sources for these diffusions
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addSoundSource(end, diffusion, partialDiffusionAttenuation, currentDelay, pathDistance, true);
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}
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} else {
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const bool wantDebugging = false;
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if (wantDebugging) {
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if ((partialDiffusionAttenuation * toListenerAttenuation) <= MINIMUM_ATTENUATION_TO_REFLECT) {
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qDebug() << "too quiet to diffuse";
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qDebug() << " partialDiffusionAttenuation=" << partialDiffusionAttenuation;
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qDebug() << " toListenerAttenuation=" << toListenerAttenuation;
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qDebug() << " result=" << (partialDiffusionAttenuation * toListenerAttenuation);
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qDebug() << " MINIMUM_ATTENUATION_TO_REFLECT=" << MINIMUM_ATTENUATION_TO_REFLECT;
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}
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if (totalDelay > MAXIMUM_DELAY_MS) {
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qDebug() << "too delayed to diffuse";
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qDebug() << " totalDelay=" << totalDelay;
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qDebug() << " MAXIMUM_DELAY_MS=" << MAXIMUM_DELAY_MS;
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}
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}
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}
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// if our reflective attenuation is above our minimum, then add our reflection point and
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// allow our path to continue
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if (((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation) > MINIMUM_ATTENUATION_TO_REFLECT
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&& totalDelay < MAXIMUM_DELAY_MS) {
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// add this location, as the reflective attenuation as well as the total diffusion attenuation
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// NOTE: we add the delay to the audible point, not back to the listener. The additional delay
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// and attenuation to the listener is recalculated at the point where we actually inject the
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// audio so that it can be adjusted to ear position
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AudiblePoint point = {end, currentDelay, (reflectiveAttenuation + totalDiffusionAttenuation), pathDistance};
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_audiblePoints.push_back(point);
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// add this location to the path points, so we can visualize it
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path->reflections.push_back(end);
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// now, if our reflective attenuation is over our minimum then keep going...
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if (reflectiveAttenuation * toListenerAttenuation > MINIMUM_ATTENUATION_TO_REFLECT) {
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glm::vec3 faceNormal = getFaceNormal(face);
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path->lastDirection = glm::normalize(glm::reflect(direction,faceNormal));
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path->lastPoint = end;
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path->lastAttenuation = reflectiveAttenuation;
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path->lastDelay = currentDelay;
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path->lastDistance = pathDistance;
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path->bounceCount++;
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} else {
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path->finalized = true; // if we're too quiet, then we're done
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}
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} else {
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const bool wantDebugging = false;
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if (wantDebugging) {
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if (((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation) <= MINIMUM_ATTENUATION_TO_REFLECT) {
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qDebug() << "too quiet to add audible point";
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qDebug() << " reflectiveAttenuation + totalDiffusionAttenuation=" << (reflectiveAttenuation + totalDiffusionAttenuation);
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qDebug() << " toListenerAttenuation=" << toListenerAttenuation;
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qDebug() << " result=" << ((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation);
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qDebug() << " MINIMUM_ATTENUATION_TO_REFLECT=" << MINIMUM_ATTENUATION_TO_REFLECT;
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}
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if (totalDelay > MAXIMUM_DELAY_MS) {
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qDebug() << "too delayed to add audible point";
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qDebug() << " totalDelay=" << totalDelay;
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qDebug() << " MAXIMUM_DELAY_MS=" << MAXIMUM_DELAY_MS;
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}
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}
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path->finalized = true; // if we're too quiet, then we're done
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}
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}
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// TODO: eventually we will add support for different surface characteristics based on the element
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// that is hit, which is why we pass in the elementHit to this helper function. But for now, all
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// surfaces have the same characteristics
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SurfaceCharacteristics AudioReflector::getSurfaceCharacteristics(OctreeElement* elementHit) {
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SurfaceCharacteristics result = { getReflectiveRatio(), _absorptionRatio, _diffusionRatio };
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return result;
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@ -19,7 +19,9 @@
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class AudioPath {
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public:
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AudioPath(const glm::vec3& origin = glm::vec3(0), const glm::vec3& direction = glm::vec3(0), float attenuation = 1.0f,
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float delay = 0.0f, float distance = 0.0f, int bounceCount = 0);
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float delay = 0.0f, float distance = 0.0f, bool isDiffusion = false, int bounceCount = 0);
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bool isDiffusion;
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glm::vec3 startPoint;
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glm::vec3 startDirection;
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float startDelay;
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@ -137,11 +139,12 @@ private:
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// adds a sound source to begin an audio path trace, these can be the initial sound sources with their directional properties,
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// as well as diffusion sound sources
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void addSoundSource(const glm::vec3& origin, const glm::vec3& initialDirection,
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float initialAttenuation, float initialDelay, float initialDistance = 0.0f);
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void addSoundSource(const glm::vec3& origin, const glm::vec3& initialDirection, float initialAttenuation,
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float initialDelay, float initialDistance = 0.0f, bool isDiffusion = false);
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// helper that handles audioPath analysis
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int analyzePathsSingleStep();
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void handlePathPoint(AudioPath* path, float distance, OctreeElement* elementHit, BoxFace face);
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void analyzePaths();
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void drawRays();
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void drawPath(AudioPath* path, const glm::vec3& originalColor);
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@ -23,7 +23,8 @@ enum BoxFace {
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MIN_Y_FACE,
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MAX_Y_FACE,
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MIN_Z_FACE,
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MAX_Z_FACE
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MAX_Z_FACE,
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UNKNOWN_FACE
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};
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enum BoxVertex {
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@ -56,6 +56,10 @@ float randFloatInRange (float min,float max) {
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return min + ((rand() % 10000)/10000.f * (max-min));
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}
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float randomSign() {
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return randomBoolean() ? -1.0 : 1.0;
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}
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unsigned char randomColorValue(int miniumum) {
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return miniumum + (rand() % (256 - miniumum));
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}
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@ -78,6 +78,7 @@ void usecTimestampNowForceClockSkew(int clockSkew);
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float randFloat();
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||||
int randIntInRange (int min, int max);
|
||||
float randFloatInRange (float min,float max);
|
||||
float randomSign(); /// \return -1.0 or 1.0
|
||||
unsigned char randomColorValue(int minimum);
|
||||
bool randomBoolean();
|
||||
|
||||
|
|
|
@ -75,6 +75,9 @@ QScriptValue rayToVoxelIntersectionResultToScriptValue(QScriptEngine* engine, co
|
|||
case MAX_Z_FACE:
|
||||
faceName = "MAX_Z_FACE";
|
||||
break;
|
||||
case UNKNOWN_FACE:
|
||||
faceName = "UNKNOWN_FACE";
|
||||
break;
|
||||
}
|
||||
obj.setProperty("face", faceName);
|
||||
|
||||
|
|
Loading…
Reference in a new issue