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https://github.com/lubosz/overte.git
synced 2025-04-24 21:23:18 +02:00
Added normals to voxel geometry, enabling lighting.
This commit is contained in:
parent
f00a3082cf
commit
63a581dae4
2 changed files with 91 additions and 65 deletions
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@ -23,25 +23,27 @@
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const int MAX_VOXELS_PER_SYSTEM = 250000;
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const int VERTICES_PER_VOXEL = 8;
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const int VERTICES_PER_VOXEL = 24;
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const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
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const int INDICES_PER_VOXEL = 3 * 12;
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float identityVertices[] = { 0, 0, 0,
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1, 0, 0,
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1, 1, 0,
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0, 1, 0,
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0, 0, 1,
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1, 0, 1,
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1, 1, 1,
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0, 1, 1 };
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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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GLubyte identityIndices[] = { 0,1,2, 0,2,3,
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0,1,5, 0,4,5,
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0,3,7, 0,4,7,
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1,2,6, 1,5,6,
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2,3,7, 2,6,7,
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4,5,6, 4,6,7 };
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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() {
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voxelsRendered = 0;
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@ -49,7 +51,7 @@ VoxelSystem::VoxelSystem() {
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pthread_mutex_init(&bufferWriteLock, NULL);
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}
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VoxelSystem::~VoxelSystem() {
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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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@ -70,9 +72,9 @@ void VoxelSystem::setViewerHead(Head *newViewerHead) {
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// Complaints: Brad :)
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// To Do: Need to add color data to the file.
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void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {
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tree->loadVoxelsFile(fileName,wantColorRandomizer);
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copyWrittenDataToReadArrays();
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}
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@ -118,7 +120,7 @@ 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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switch(command) {
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case PACKET_HEADER_VOXEL_DATA:
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// ask the VoxelTree to read the bitstream into the tree
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@ -131,7 +133,7 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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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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// 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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@ -152,7 +154,7 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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}
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break;
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}
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setupNewVoxelsForDrawing();
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return numBytes;
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}
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@ -212,11 +214,11 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, const glm::vec3& nodePosi
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for (int i = 0; i < 8; i++) {
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// check if there is a child here
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if (currentNode->children[i] != NULL) {
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glm::vec3 childNodePosition;
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copyFirstVertexForCode(currentNode->children[i]->octalCode,(float*)&childNodePosition);
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childNodePosition *= (float)TREE_SCALE; // scale it up
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/**** disabled ************************************************************************************************
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// Note: Stephen, I intentionally left this in so you would talk to me about it. Here's the deal, this code
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// doesn't seem to work correctly. It returns X and Z flipped and the values are negative. Since we use the
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@ -226,7 +228,7 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, const glm::vec3& nodePosi
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// calculate the child's position based on the parent position
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for (int j = 0; j < 3; j++) {
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childNodePosition[j] = nodePosition[j];
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if (oneAtBit(branchIndexWithDescendant(currentNode->octalCode,currentNode->children[i]->octalCode),(7 - j))) {
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childNodePosition[j] -= (powf(0.5, *currentNode->children[i]->octalCode) * TREE_SCALE);
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}
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@ -243,13 +245,13 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, const glm::vec3& nodePosi
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float startVertex[3];
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copyFirstVertexForCode(currentNode->octalCode,(float*)&startVertex);
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float voxelScale = 1 / powf(2, *currentNode->octalCode);
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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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*writeVerticesEndPointer = startVertex[j % 3] + (identityVertices[j] * voxelScale);
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*(writeColorsArray + (writeVerticesEndPointer - writeVerticesArray)) = currentNode->getColor()[j % 3];
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writeVerticesEndPointer++;
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}
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voxelsAdded++;
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@ -271,7 +273,7 @@ void VoxelSystem::init() {
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readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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// populate the indicesArray
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// this will not change given new voxels, so we can set it all up now
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for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {
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@ -279,84 +281,107 @@ void VoxelSystem::init() {
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int voxelIndexOffset = n * INDICES_PER_VOXEL;
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GLuint *currentIndicesPos = indicesArray + voxelIndexOffset;
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int startIndex = (n * VERTICES_PER_VOXEL);
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for (int i = 0; i < INDICES_PER_VOXEL; i++) {
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// add indices for this side of the cube
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currentIndicesPos[i] = startIndex + identityIndices[i];
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}
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}
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GLfloat *normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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GLfloat *normalsArrayEndPointer = normalsArray;
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// populate the normalsArray
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for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {
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for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {
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*(normalsArrayEndPointer++) = identityNormals[i];
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}
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}
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// VBO for the verticesArray
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glGenBuffers(1, &vboVerticesID);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
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// VBO for the normalsArray
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glGenBuffers(1, &vboNormalsID);
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glBindBuffer(GL_ARRAY_BUFFER, vboNormalsID);
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glBufferData(GL_ARRAY_BUFFER,
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VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM,
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normalsArray, GL_STATIC_DRAW);
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// VBO for colorsArray
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glGenBuffers(1, &vboColorsID);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
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// VBO for the indicesArray
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glGenBuffers(1, &vboIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM,
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indicesArray, GL_STATIC_DRAW);
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// delete the indices array that is no longer needed
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// delete the indices and normals arrays that are no longer needed
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delete[] indicesArray;
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delete[] normalsArray;
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}
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void VoxelSystem::render() {
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glPushMatrix();
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if (readVerticesEndPointer != readVerticesArray) {
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// try to lock on the buffer write
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// just avoid pulling new data if it is currently being written
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if (pthread_mutex_trylock(&bufferWriteLock) == 0) {
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLfloat), readVerticesArray);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLubyte), readColorsArray);
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readVerticesEndPointer = readVerticesArray;
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pthread_mutex_unlock(&bufferWriteLock);
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}
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}
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// tell OpenGL where to find vertex and color information
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vboNormalsID);
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glNormalPointer(GL_FLOAT, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
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// draw the number of voxels we have
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glScalef(10, 10, 10);
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glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);
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// deactivate vertex and color arrays after drawing
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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// bind with 0 to switch back to normal operation
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// scale back down to 1 so heads aren't massive
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glPopMatrix();
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}
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void VoxelSystem::simulate(float deltaTime) {
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}
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int VoxelSystem::_nodeCount = 0;
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if (down) {
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return true;
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}
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_nodeCount++;
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if (node->isColored()) {
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nodeColor newColor = { 0,0,0,1 };
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if (down) {
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return true;
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}
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_nodeCount++;
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// always false colorize
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unsigned char newR = randomColorValue(150);
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unsigned char newG = randomColorValue(150);
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if (down) {
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return true;
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}
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_nodeCount++;
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node->setFalseColored(false);
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//printf("setting true color for node %d\n",_nodeCount);
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if (down) {
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return true;
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}
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ViewFrustum* viewFrustum = (ViewFrustum*) extraData;
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_nodeCount++;
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// only do this for truely colored voxels...
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if (node->isColored()) {
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// first calculate the AAbox for the voxel
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AABox voxelBox;
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node->getAABox(voxelBox);
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voxelBox.scale(TREE_SCALE);
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printf("voxelBox corner=(%f,%f,%f) x=%f\n",
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voxelBox.getCorner().x, voxelBox.getCorner().y, voxelBox.getCorner().z,
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voxelBox.getSize().x);
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// If the voxel is outside of the view frustum, then false color it red
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if (ViewFrustum::OUTSIDE == viewFrustum->boxInFrustum(voxelBox)) {
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// Out of view voxels are colored RED
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} else {
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printf("voxel not colored, don't consider it\n");
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}
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return true; // keep going!
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}
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}
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ViewFrustum* viewFrustum = (ViewFrustum*) extraData;
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// only do this for truly colored voxels...
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if (node->isColored()) {
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// scale up the node position
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nodePosition = nodePosition*(float)TREE_SCALE;
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float halfUnitForVoxel = powf(0.5, *node->octalCode) * (0.5 * TREE_SCALE);
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glm::vec3 viewerPosition = viewFrustum->getPosition();
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//printf("halfUnitForVoxel=%f\n",halfUnitForVoxel);
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//printf("viewer.x=%f y=%f z=%f \n", viewerPosition.x, viewerPosition.y, viewerPosition.z);
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//printf("node.x=%f y=%f z=%f \n", nodePosition.x, nodePosition.y, nodePosition.z);
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_nodeCount++;
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float distanceRatio = (_minDistance==_maxDistance) ? 1 : (distance - _minDistance)/(_maxDistance - _minDistance);
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// We want to colorize this in 16 bug chunks of color
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const unsigned char maxColor = 255;
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const unsigned char colorBands = 16;
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unsigned char newR = (colorBand*(gradientOver/colorBands))+(maxColor-gradientOver);
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unsigned char newG = 0;
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unsigned char newB = 0;
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//printf("Setting color down=%s distance=%f min=%f max=%f distanceRatio=%f color=%d \n",
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//printf("Setting color down=%s distance=%f min=%f max=%f distanceRatio=%f color=%d \n",
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// (down ? "TRUE" : "FALSE"), distance, _minDistance, _maxDistance, distanceRatio, (int)newR);
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node->setFalseColor(newR,newG,newB);
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@ -568,7 +593,7 @@ bool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, bool down,
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//printf("getDistanceFromViewRangeOperation() down=%s\n",(down ? "TRUE" : "FALSE"));
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ViewFrustum* viewFrustum = (ViewFrustum*) extraData;
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// only do this for truly colored voxels...
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if (node->isColored()) {
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@ -614,7 +639,7 @@ void VoxelSystem::falseColorizeDistanceFromView(ViewFrustum* viewFrustum) {
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printf("determining distance range for %d nodes\n",_nodeCount);
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_nodeCount = 0;
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tree->recurseTreeWithOperation(falseColorizeDistanceFromViewOperation,(void*)viewFrustum);
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printf("setting in distance false color for %d nodes\n",_nodeCount);
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setupNewVoxelsForDrawing();
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@ -25,10 +25,10 @@ class VoxelSystem : public AgentData {
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public:
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VoxelSystem();
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~VoxelSystem();
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int parseData(unsigned char* sourceBuffer, int numBytes);
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VoxelSystem* clone() const;
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void init();
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void simulate(float deltaTime);
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void render();
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@ -76,6 +76,7 @@ private:
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GLubyte *writeColorsArray;
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GLfloat *writeVerticesEndPointer;
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GLuint vboVerticesID;
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GLuint vboNormalsID;
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GLuint vboColorsID;
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GLuint vboIndicesID;
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pthread_mutex_t bufferWriteLock;
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