cleanup code a bit, add support for diffusions even with no ray intersection

This commit is contained in:
ZappoMan 2014-04-15 11:38:11 -07:00
parent 8a16986294
commit 60c6b27ab2
6 changed files with 185 additions and 112 deletions

View file

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

View file

@ -19,7 +19,9 @@
class AudioPath {
public:
AudioPath(const glm::vec3& origin = glm::vec3(0), const glm::vec3& direction = glm::vec3(0), float attenuation = 1.0f,
float delay = 0.0f, float distance = 0.0f, int bounceCount = 0);
float delay = 0.0f, float distance = 0.0f, bool isDiffusion = false, int bounceCount = 0);
bool isDiffusion;
glm::vec3 startPoint;
glm::vec3 startDirection;
float startDelay;
@ -137,11 +139,12 @@ private:
// adds a sound source to begin an audio path trace, these can be the initial sound sources with their directional properties,
// as well as diffusion sound sources
void addSoundSource(const glm::vec3& origin, const glm::vec3& initialDirection,
float initialAttenuation, float initialDelay, float initialDistance = 0.0f);
void addSoundSource(const glm::vec3& origin, const glm::vec3& initialDirection, float initialAttenuation,
float initialDelay, float initialDistance = 0.0f, bool isDiffusion = false);
// helper that handles audioPath analysis
int analyzePathsSingleStep();
void handlePathPoint(AudioPath* path, float distance, OctreeElement* elementHit, BoxFace face);
void analyzePaths();
void drawRays();
void drawPath(AudioPath* path, const glm::vec3& originalColor);

View file

@ -23,7 +23,8 @@ enum BoxFace {
MIN_Y_FACE,
MAX_Y_FACE,
MIN_Z_FACE,
MAX_Z_FACE
MAX_Z_FACE,
UNKNOWN_FACE
};
enum BoxVertex {

View file

@ -56,6 +56,10 @@ float randFloatInRange (float min,float max) {
return min + ((rand() % 10000)/10000.f * (max-min));
}
float randomSign() {
return randomBoolean() ? -1.0 : 1.0;
}
unsigned char randomColorValue(int miniumum) {
return miniumum + (rand() % (256 - miniumum));
}

View file

@ -78,6 +78,7 @@ void usecTimestampNowForceClockSkew(int clockSkew);
float randFloat();
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();

View file

@ -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);