Working on avatar voxel system.

This commit is contained in:
Andrzej Kapolka 2013-05-31 17:55:30 -07:00
parent 929797516d
commit 7425b39237
6 changed files with 216 additions and 105 deletions

View file

@ -57,9 +57,6 @@ const float SKIN_COLOR[] = {1.0, 0.84, 0.66};
const float DARK_SKIN_COLOR[] = {0.9, 0.78, 0.63};
const int NUM_BODY_CONE_SIDES = 9;
const float AVATAR_TREE_SCALE = 1.0f;
const int MAX_VOXELS_PER_AVATAR = 2000;
bool usingBigSphereCollisionTest = true;
float chatMessageScale = 0.0015;
@ -91,8 +88,7 @@ Avatar::Avatar(Agent* owningAgent) :
_mouseRayDirection(0.0f, 0.0f, 0.0f),
_interactingOther(NULL),
_cumulativeMouseYaw(0.0f),
_isMouseTurningRight(false),
_voxels(AVATAR_TREE_SCALE, MAX_VOXELS_PER_AVATAR)
_isMouseTurningRight(false)
{
// give the pointer to our head to inherited _headData variable from AvatarData
@ -1153,7 +1149,8 @@ void Avatar::renderBody(bool lookingInMirror) {
// Render the body's voxels
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
const glm::vec3& voxelPosition = _joint[AVATAR_JOINT_PELVIS].springyPosition;
glTranslatef(voxelPosition.x, voxelPosition.y, voxelPosition.z);
glm::quat rotation = getOrientation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);

View file

@ -13,13 +13,13 @@
#include <AvatarData.h>
#include "world.h"
#include "AvatarTouch.h"
#include "AvatarVoxelSystem.h"
#include "InterfaceConfig.h"
#include "SerialInterface.h"
#include "Balls.h"
#include "Head.h"
#include "Skeleton.h"
#include "Transmitter.h"
#include "VoxelSystem.h"
enum DriveKeys
{
@ -149,7 +149,8 @@ private:
Avatar* _interactingOther;
float _cumulativeMouseYaw;
bool _isMouseTurningRight;
VoxelSystem _voxels;
AvatarVoxelSystem _voxels;
// private methods...
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)

View file

@ -0,0 +1,97 @@
//
// AvatarVoxelSystem.cpp
// interface
//
// Created by Andrzej Kapolka on 5/31/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <cstring>
#include "AvatarVoxelSystem.h"
const float AVATAR_TREE_SCALE = 1.0f;
const int MAX_VOXELS_PER_AVATAR = 2000;
const int BONE_INDEX_ELEMENTS_PER_VOXEL = 4 * VERTICES_PER_VOXEL;
const int BONE_WEIGHT_ELEMENTS_PER_VOXEL = 4 * VERTICES_PER_VOXEL;
AvatarVoxelSystem::AvatarVoxelSystem() : VoxelSystem(AVATAR_TREE_SCALE, MAX_VOXELS_PER_AVATAR) {
}
AvatarVoxelSystem::~AvatarVoxelSystem() {
delete[] _readBoneIndicesArray;
delete[] _readBoneWeightsArray;
delete[] _writeBoneIndicesArray;
delete[] _writeBoneWeightsArray;
}
void AvatarVoxelSystem::init() {
VoxelSystem::init();
// prep the data structures for incoming voxel data
_writeBoneIndicesArray = new GLubyte[BONE_INDEX_ELEMENTS_PER_VOXEL * _maxVoxels];
_readBoneIndicesArray = new GLubyte[BONE_INDEX_ELEMENTS_PER_VOXEL * _maxVoxels];
_writeBoneWeightsArray = new GLfloat[BONE_WEIGHT_ELEMENTS_PER_VOXEL * _maxVoxels];
_readBoneWeightsArray = new GLfloat[BONE_WEIGHT_ELEMENTS_PER_VOXEL * _maxVoxels];
// VBO for the boneIndicesArray
glGenBuffers(1, &_vboBoneIndicesID);
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneIndicesID);
glBufferData(GL_ARRAY_BUFFER, BONE_INDEX_ELEMENTS_PER_VOXEL * sizeof(GLubyte) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
// VBO for the boneWeightsArray
glGenBuffers(1, &_vboBoneWeightsID);
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneWeightsID);
glBufferData(GL_ARRAY_BUFFER, BONE_WEIGHT_ELEMENTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
}
void AvatarVoxelSystem::render(bool texture) {
VoxelSystem::render(texture);
}
void AvatarVoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
float voxelScale, const nodeColor& color) {
VoxelSystem::updateNodeInArrays(nodeIndex, startVertex, voxelScale, color);
for (int j = 0; j < BONE_INDEX_ELEMENTS_PER_VOXEL; j++) {
GLubyte* writeBoneIndicesAt = _writeBoneIndicesArray + (nodeIndex * BONE_INDEX_ELEMENTS_PER_VOXEL);
GLfloat* writeBoneWeightsAt = _writeBoneWeightsArray + (nodeIndex * BONE_WEIGHT_ELEMENTS_PER_VOXEL);
*(writeBoneIndicesAt + j) = 0;
*(writeBoneWeightsAt + j) = 0.0f;
}
}
void AvatarVoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
VoxelSystem::copyWrittenDataSegmentToReadArrays(segmentStart, segmentEnd);
int segmentLength = (segmentEnd - segmentStart) + 1;
GLintptr segmentStartAt = segmentStart * BONE_INDEX_ELEMENTS_PER_VOXEL * sizeof(GLubyte);
GLsizeiptr segmentSizeBytes = segmentLength * BONE_INDEX_ELEMENTS_PER_VOXEL * sizeof(GLubyte);
GLubyte* readBoneIndicesAt = _readBoneIndicesArray + (segmentStart * BONE_INDEX_ELEMENTS_PER_VOXEL);
GLubyte* writeBoneIndicesAt = _writeBoneIndicesArray + (segmentStart * BONE_INDEX_ELEMENTS_PER_VOXEL);
memcpy(readBoneIndicesAt, writeBoneIndicesAt, segmentSizeBytes);
segmentStartAt = segmentStart * BONE_WEIGHT_ELEMENTS_PER_VOXEL * sizeof(GLfloat);
segmentSizeBytes = segmentLength * BONE_WEIGHT_ELEMENTS_PER_VOXEL * sizeof(GLfloat);
GLfloat* readBoneWeightsAt = _readBoneWeightsArray + (segmentStart * BONE_WEIGHT_ELEMENTS_PER_VOXEL);
GLfloat* writeBoneWeightsAt = _writeBoneWeightsArray + (segmentStart * BONE_WEIGHT_ELEMENTS_PER_VOXEL);
memcpy(readBoneWeightsAt, writeBoneWeightsAt, segmentSizeBytes);
}
void AvatarVoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
VoxelSystem::updateVBOSegment(segmentStart, segmentEnd);
int segmentLength = (segmentEnd - segmentStart) + 1;
GLintptr segmentStartAt = segmentStart * BONE_INDEX_ELEMENTS_PER_VOXEL * sizeof(GLubyte);
GLsizeiptr segmentSizeBytes = segmentLength * BONE_INDEX_ELEMENTS_PER_VOXEL * sizeof(GLubyte);
GLubyte* readBoneIndicesFrom = _readBoneIndicesArray + (segmentStart * BONE_INDEX_ELEMENTS_PER_VOXEL);
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneIndicesID);
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readBoneIndicesFrom);
segmentStartAt = segmentStart * BONE_WEIGHT_ELEMENTS_PER_VOXEL * sizeof(GLfloat);
segmentSizeBytes = segmentLength * BONE_WEIGHT_ELEMENTS_PER_VOXEL * sizeof(GLfloat);
GLfloat* readBoneWeightsFrom = _readBoneWeightsArray + (segmentStart * BONE_WEIGHT_ELEMENTS_PER_VOXEL);
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneWeightsID);
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readBoneWeightsFrom);
}

View file

@ -0,0 +1,43 @@
//
// AvatarVoxelSystem.h
// interface
//
// Created by Andrzej Kapolka on 5/31/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__AvatarVoxelSystem__
#define __interface__AvatarVoxelSystem__
#include "VoxelSystem.h"
class AvatarVoxelSystem : public VoxelSystem {
public:
AvatarVoxelSystem();
virtual ~AvatarVoxelSystem();
virtual void init();
virtual void render(bool texture);
protected:
virtual void updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
float voxelScale, const nodeColor& color);
virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);
private:
GLubyte* _readBoneIndicesArray;
GLfloat* _readBoneWeightsArray;
GLubyte* _writeBoneIndicesArray;
GLfloat* _writeBoneWeightsArray;
GLuint _vboBoneIndicesID;
GLuint _vboBoneWeightsID;
ProgramObject* _skinProgram;
};
#endif /* defined(__interface__AvatarVoxelSystem__) */

View file

@ -231,10 +231,8 @@ void VoxelSystem::cleanupRemovedVoxels() {
}
void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {
int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
copyWrittenDataSegmentToReadArrays(0, _voxelsInWriteArrays - 1);
_voxelsInReadArrays = _voxelsInWriteArrays;
// clear our dirty flags
@ -261,47 +259,37 @@ void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
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;
copyWrittenDataSegmentToReadArrays(segmentStart, 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* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
}
}
}
// if we got to the end of the array, and we're in an active dirty segment...
if (inSegment) {
segmentEnd = _voxelsInWriteArrays - 1;
int segmentLength = (segmentEnd - segmentStart) + 1;
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
copyWrittenDataSegmentToReadArrays(segmentStart, _voxelsInWriteArrays - 1);
}
// update our length
_voxelsInReadArrays = _voxelsInWriteArrays;
}
void VoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
int segmentLength = (segmentEnd - segmentStart) + 1;
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
GLfloat* readVerticesAt = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
GLfloat* writeVerticesAt = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
GLubyte* readColorsAt = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
GLubyte* writeColorsAt = _writeColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);
}
void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()");
if (_voxelsDirty && _voxelsUpdated) {
@ -364,12 +352,7 @@ int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
// populate the array with points for the 8 vertices
// and RGB color for each added vertex
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
*(writeColorsAt +j) = node->getColor()[j % 3];
}
updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());
node->setBufferIndex(nodeIndex);
_writeVoxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
_voxelsInWriteArrays++; // our know vertices in the arrays
@ -415,17 +398,23 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
// populate the array with points for the 8 vertices
// and RGB color for each added vertex
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
*(writeColorsAt +j) = node->getColor()[j % 3];
}
updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());
return 1; // updated!
}
return 0; // not-updated
}
void VoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
float voxelScale, const nodeColor& color) {
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
*(writeColorsAt +j) = color[j % 3];
}
}
ProgramObject* VoxelSystem::_perlinModulateProgram = 0;
GLuint VoxelSystem::_permutationNormalTextureID = 0;
@ -546,20 +535,7 @@ void VoxelSystem::init() {
}
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);
updateVBOSegment(0, _voxelsInReadArrays);
// consider the _readVoxelDirtyArray[] clean!
memset(_readVoxelDirtyArray, false, _voxelsInReadArrays * sizeof(bool));
@ -581,39 +557,17 @@ void VoxelSystem::updatePartialVBOs() {
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;
updateVBOSegment(segmentStart, 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;
if (inSegment) {
updateVBOSegment(segmentStart, _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);
}
}
@ -635,6 +589,20 @@ void VoxelSystem::updateVBOs() {
_callsToTreesToArrays = 0; // clear it
}
void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
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::render(bool texture) {
PerformanceWarning warn(_renderWarningsOn, "render()");

View file

@ -31,11 +31,9 @@ public:
int parseData(unsigned char* sourceBuffer, int numBytes);
void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; };
void init();
virtual void init();
void simulate(float deltaTime) { };
void render(bool texture);
virtual void render(bool texture);
unsigned long getVoxelsUpdated() const {return _voxelsUpdated;};
unsigned long getVoxelsRendered() const {return _voxelsInReadArrays;};
@ -80,6 +78,16 @@ public:
void createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive = false);
void createSphere(float r,float xc, float yc, float zc, float s, bool solid,
creationMode mode, bool destructive = false, bool debug = false);
protected:
int _maxVoxels;
virtual void updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
float voxelScale, const nodeColor& color);
virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);
private:
// disallow copying of VoxelSystem objects
VoxelSystem(const VoxelSystem&);
@ -107,12 +115,13 @@ private:
void copyWrittenDataToReadArraysFullVBOs();
void copyWrittenDataToReadArraysPartialVBOs();
void updateVBOs();
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
static float _maxDistance;
static float _minDistance;
float _treeScale;
int _maxVoxels;
float _treeScale;
VoxelTree* _tree;
GLfloat* _readVerticesArray;
GLubyte* _readColorsArray;
@ -121,8 +130,8 @@ private:
bool* _writeVoxelDirtyArray;
bool* _readVoxelDirtyArray;
unsigned long _voxelsUpdated;
unsigned long _voxelsInWriteArrays;
unsigned long _voxelsInReadArrays;
unsigned long _voxelsInWriteArrays;
unsigned long _unusedArraySpace;
bool _writeRenderFullVBO;
@ -140,7 +149,6 @@ private:
pthread_mutex_t _bufferWriteLock;
pthread_mutex_t _treeLock;
ViewFrustum* _viewFrustum;
ViewFrustum _lastKnowViewFrustum;
ViewFrustum _lastStableViewFrustum;
@ -149,17 +157,14 @@ private:
void setupNewVoxelsForDrawing();
void copyWrittenDataToReadArrays(bool fullVBOs);
void updateFullVBOs(); // all voxels in the VBO
void updatePartialVBOs(); // multiple segments, only dirty voxels
bool _voxelsDirty;
static ProgramObject* _perlinModulateProgram;
static GLuint _permutationNormalTextureID;
public:
void updateVBOs();
void updateFullVBOs(); // all voxels in the VBO
void updatePartialVBOs(); // multiple segments, only dirty voxels
};
#endif