mirror of
https://github.com/lubosz/overte.git
synced 2025-04-26 11:55:31 +02:00
Merge branch 'master' of github.com:worklist/hifi into assignment
This commit is contained in:
commit
76cecb43cf
17 changed files with 360 additions and 116 deletions
animation-server/src
interface/src
libraries
shared/src
voxel-server-library/src
voxels/src
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@ -594,8 +594,12 @@ void* animateVoxels(void* args) {
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timeval lastSendTime;
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bool firstTime = true;
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while (true) {
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gettimeofday(&lastSendTime, NULL);
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int packetsStarting = ::voxelEditPacketSender->packetsToSendCount();
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// some animations
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//sendVoxelBlinkMessage();
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@ -619,12 +623,22 @@ void* animateVoxels(void* args) {
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if (::buildStreet) {
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doBuildStreet();
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}
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::voxelEditPacketSender->releaseQueuedMessages();
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int packetsEnding = ::voxelEditPacketSender->packetsToSendCount();
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if (::voxelEditPacketSender) {
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::voxelEditPacketSender->releaseQueuedMessages();
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->process();
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}
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if (firstTime) {
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int packetsPerSecond = (packetsEnding - packetsStarting) * (ACTUAL_FPS);
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std::cout << "Setting PPS to " << packetsPerSecond << "\n";
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::voxelEditPacketSender->setPacketsPerSecond(packetsPerSecond);
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firstTime = false;
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}
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->process();
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}
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uint64_t end = usecTimestampNow();
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@ -715,14 +729,13 @@ int main(int argc, const char * argv[])
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// Create out VoxelEditPacketSender
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::voxelEditPacketSender = new VoxelEditPacketSender;
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if (::voxelEditPacketSender) {
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::voxelEditPacketSender->initialize(!::nonThreadedPacketSender);
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if (::jurisdictionListener) {
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::voxelEditPacketSender->setVoxelServerJurisdictions(::jurisdictionListener->getJurisdictions());
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}
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->setProcessCallIntervalHint(ANIMATE_VOXELS_INTERVAL_USECS);
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}
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::voxelEditPacketSender->initialize(!::nonThreadedPacketSender);
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if (::jurisdictionListener) {
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::voxelEditPacketSender->setVoxelServerJurisdictions(::jurisdictionListener->getJurisdictions());
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}
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->setProcessCallIntervalHint(ANIMATE_VOXELS_INTERVAL_USECS);
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}
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srand((unsigned)time(0));
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@ -324,6 +324,8 @@ void Application::initializeGL() {
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}
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void Application::paintGL() {
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PerformanceWarning::setSuppressShortTimings(Menu::getInstance()->isOptionChecked(MenuOption::SuppressShortTimings));
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::paintGL()");
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PerfStat("display");
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glEnable(GL_LINE_SMOOTH);
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@ -1181,6 +1183,7 @@ void Application::idle() {
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double timeSinceLastUpdate = diffclock(&_lastTimeUpdated, &check);
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if (timeSinceLastUpdate > IDLE_SIMULATE_MSECS) {
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const float BIGGEST_DELTA_TIME_SECS = 0.25f;
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update(glm::clamp((float)timeSinceLastUpdate / 1000.f, 0.f, BIGGEST_DELTA_TIME_SECS));
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_glWidget->updateGL();
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@ -1586,6 +1589,7 @@ void Application::init() {
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// Set up VoxelSystem after loading preferences so we can get the desired max voxel count
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_voxels.setMaxVoxels(Menu::getInstance()->getMaxVoxels());
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_voxels.setUseVoxelShader(Menu::getInstance()->isOptionChecked(MenuOption::UseVoxelShader));
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_voxels.setVoxelsAsPoints(Menu::getInstance()->isOptionChecked(MenuOption::VoxelsAsPoints));
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_voxels.setUseFastVoxelPipeline(Menu::getInstance()->isOptionChecked(MenuOption::FastVoxelPipeline));
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_voxels.init();
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@ -2379,6 +2383,7 @@ void Application::computeOffAxisFrustum(float& left, float& right, float& bottom
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}
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void Application::displaySide(Camera& whichCamera) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::displaySide()");
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// transform by eye offset
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// flip x if in mirror mode (also requires reversing winding order for backface culling)
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@ -2410,6 +2415,8 @@ void Application::displaySide(Camera& whichCamera) {
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setupWorldLight(whichCamera);
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if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... stars...");
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if (!_stars.getFileLoaded()) {
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_stars.readInput(STAR_FILE, STAR_CACHE_FILE, 0);
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}
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@ -2435,6 +2442,8 @@ void Application::displaySide(Camera& whichCamera) {
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// draw the sky dome
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if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... atmosphere...");
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_environment.renderAtmospheres(whichCamera);
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}
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@ -2457,6 +2466,9 @@ void Application::displaySide(Camera& whichCamera) {
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//draw a grid ground plane....
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if (Menu::getInstance()->isOptionChecked(MenuOption::GroundPlane)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... ground plane...");
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// draw grass plane with fog
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glEnable(GL_FOG);
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glEnable(GL_NORMALIZE);
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@ -2480,7 +2492,11 @@ void Application::displaySide(Camera& whichCamera) {
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}
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// Draw voxels
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if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
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_voxels.render(Menu::getInstance()->isOptionChecked(MenuOption::VoxelTextures));
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... voxels...");
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if (!Menu::getInstance()->isOptionChecked(MenuOption::DontRenderVoxels)) {
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_voxels.render(Menu::getInstance()->isOptionChecked(MenuOption::VoxelTextures));
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}
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}
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// restore default, white specular
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@ -2488,6 +2504,9 @@ void Application::displaySide(Camera& whichCamera) {
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// indicate what we'll be adding/removing in mouse mode, if anything
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if (_mouseVoxel.s != 0) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... voxels TOOLS UX...");
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glDisable(GL_LIGHTING);
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glPushMatrix();
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glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE);
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@ -2533,6 +2552,9 @@ void Application::displaySide(Camera& whichCamera) {
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::VoxelSelectMode) && _pasteMode) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... PASTE Preview...");
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glPushMatrix();
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glTranslatef(_mouseVoxel.x * TREE_SCALE,
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_mouseVoxel.y * TREE_SCALE,
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@ -2548,6 +2570,10 @@ void Application::displaySide(Camera& whichCamera) {
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_myAvatar.renderScreenTint(SCREEN_TINT_BEFORE_AVATARS, whichCamera);
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... Avatars...");
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// Render avatars of other nodes
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NodeList* nodeList = NodeList::getInstance();
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@ -2592,16 +2618,22 @@ void Application::displaySide(Camera& whichCamera) {
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// render the ambient occlusion effect if enabled
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if (Menu::getInstance()->isOptionChecked(MenuOption::AmbientOcclusion)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... AmbientOcclusion...");
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_ambientOcclusionEffect.render();
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}
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// brad's frustum for debugging
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if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... renderViewFrustum...");
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renderViewFrustum(_viewFrustum);
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}
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// render voxel fades if they exist
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if (_voxelFades.size() > 0) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... voxel fades...");
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for(std::vector<VoxelFade>::iterator fade = _voxelFades.begin(); fade != _voxelFades.end();) {
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fade->render();
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if(fade->isDone()) {
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@ -2611,11 +2643,18 @@ void Application::displaySide(Camera& whichCamera) {
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}
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}
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}
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renderFollowIndicator();
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{
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... renderFollowIndicator...");
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renderFollowIndicator();
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}
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// render transmitter pick ray, if non-empty
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if (_transmitterPickStart != _transmitterPickEnd) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... transmitter pick ray...");
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Glower glower;
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const float TRANSMITTER_PICK_COLOR[] = { 1.0f, 1.0f, 0.0f };
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glColor3fv(TRANSMITTER_PICK_COLOR);
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@ -2637,6 +2676,8 @@ void Application::displaySide(Camera& whichCamera) {
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}
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void Application::displayOverlay() {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::displayOverlay()");
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// Render 2D overlay: I/O level bar graphs and text
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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@ -239,12 +239,19 @@ Menu::Menu() :
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true,
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appInstance,
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SLOT(setRenderVoxels(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
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false, this, SLOT(switchVoxelShader()));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontRenderVoxels);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontCallOpenGLForVoxels);
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_useVoxelShader = addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
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false, appInstance->getVoxels(), SLOT(setUseVoxelShader(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelsAsPoints, 0,
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false, appInstance->getVoxels(), SLOT(setVoxelsAsPoints(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::FastVoxelPipeline, 0,
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false, appInstance->getVoxels(), SLOT(setUseFastVoxelPipeline(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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@ -346,6 +353,7 @@ Menu::Menu() :
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QMenu* renderDebugMenu = developerMenu->addMenu("Render Debugging Tools");
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addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::PipelineWarnings);
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addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::SuppressShortTimings);
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addActionToQMenuAndActionHash(renderDebugMenu,
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MenuOption::KillLocalVoxels,
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@ -1003,7 +1011,4 @@ void Menu::updateFrustumRenderModeAction() {
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}
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}
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void Menu::switchVoxelShader() {
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Application::getInstance()->getVoxels()->setUseVoxelShader(isOptionChecked(MenuOption::UseVoxelShader));
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}
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|
|
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@ -54,6 +54,7 @@ public:
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ViewFrustumOffset getViewFrustumOffset() const { return _viewFrustumOffset; }
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VoxelStatsDialog* getVoxelStatsDialog() const { return _voxelStatsDialog; }
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int getMaxVoxels() const { return _maxVoxels; }
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QAction* getUseVoxelShader() const { return _useVoxelShader; }
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void handleViewFrustumOffsetKeyModifier(int key);
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|
@ -78,7 +79,6 @@ private slots:
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void chooseVoxelPaintColor();
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void runTests();
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void resetSwatchColors();
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void switchVoxelShader();
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private:
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static Menu* _instance;
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|
@ -116,6 +116,7 @@ private:
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QActionGroup* _voxelModeActionsGroup;
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VoxelStatsDialog* _voxelStatsDialog;
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int _maxVoxels;
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QAction* _useVoxelShader;
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};
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namespace MenuOption {
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@ -138,6 +139,8 @@ namespace MenuOption {
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const QString DestructiveAddVoxel = "Create Voxel is Destructive";
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const QString DeltaSending = "Delta Sending";
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const QString DisplayFrustum = "Display Frustum";
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const QString DontRenderVoxels = "Don't call _voxels.render()";
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const QString DontCallOpenGLForVoxels = "Don't call glDrawElements()/glDrawRangeElementsEXT() for Voxels";
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const QString EchoAudio = "Echo Audio";
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const QString ExportVoxels = "Export Voxels";
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const QString HeadMouse = "Head Mouse";
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|
@ -193,6 +196,7 @@ namespace MenuOption {
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const QString ShowTrueColors = "Show TRUE Colors";
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const QString SimulateLeapHand = "Simulate Leap Hand";
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const QString SkeletonTracking = "Skeleton Tracking";
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const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
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const QString LEDTracking = "LED Tracking";
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const QString Stars = "Stars";
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const QString Stats = "Stats";
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|
@ -203,8 +207,7 @@ namespace MenuOption {
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const QString UsePerlinFace = "Use Perlin's Face";
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const QString Quit = "Quit";
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const QString UseVoxelShader = "Use Voxel Shader";
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const QString UseByteNormals = "Use Byte Normals";
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const QString UseGlobalNormals = "Use Global Normals";
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const QString VoxelsAsPoints = "Draw Voxels as Points";
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const QString Voxels = "Voxels";
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const QString VoxelAddMode = "Add Voxel Mode";
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const QString VoxelColorMode = "Color Voxel Mode";
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|
|
|
@ -47,15 +47,14 @@ void VoxelPacketProcessor::processPacket(sockaddr& senderAddress, unsigned char*
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if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
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Node* voxelServer = NodeList::getInstance()->nodeWithAddress(&senderAddress);
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if (voxelServer && socketMatch(voxelServer->getActiveSocket(), &senderAddress)) {
|
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voxelServer->lock();
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int nodeID = voxelServer->getNodeID();
|
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if (packetData[0] == PACKET_TYPE_ENVIRONMENT_DATA) {
|
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app->_environment.parseData(&senderAddress, packetData, messageLength);
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} else {
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app->_voxels.setDataSourceID(voxelServer->getNodeID());
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app->_voxels.setDataSourceID(nodeID);
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app->_voxels.parseData(packetData, messageLength);
|
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app->_voxels.setDataSourceID(UNKNOWN_NODE_ID);
|
||||
}
|
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voxelServer->unlock();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -90,6 +90,8 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
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connect(_tree, SIGNAL(importProgress(int)), SIGNAL(importProgress(int)));
|
||||
|
||||
_useVoxelShader = false;
|
||||
_voxelsAsPoints = false;
|
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_voxelShaderModeWhenVoxelsAsPointsEnabled = false;
|
||||
|
||||
_writeVoxelShaderData = NULL;
|
||||
_readVoxelShaderData = NULL;
|
||||
|
@ -191,6 +193,8 @@ void VoxelSystem::freeBufferIndex(glBufferIndex index) {
|
|||
|
||||
// This will run through the list of _freeIndexes and reset their VBO array values to be "invisible".
|
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void VoxelSystem::clearFreeBufferIndexes() {
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "###### clearFreeBufferIndexes()");
|
||||
|
||||
for (int i = 0; i < _freeIndexes.size(); i++) {
|
||||
glBufferIndex nodeIndex = _freeIndexes[i];
|
||||
glm::vec3 startVertex(FLT_MAX, FLT_MAX, FLT_MAX);
|
||||
|
@ -217,7 +221,6 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
|
|||
if (maxVoxels == _maxVoxels) {
|
||||
return;
|
||||
}
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
bool wasInitialized = _initialized;
|
||||
if (wasInitialized) {
|
||||
clearAllNodesBufferIndex();
|
||||
|
@ -225,9 +228,8 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
|
|||
}
|
||||
_maxVoxels = maxVoxels;
|
||||
if (wasInitialized) {
|
||||
init();
|
||||
initVoxelMemory();
|
||||
}
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
if (wasInitialized) {
|
||||
forceRedrawEntireTree();
|
||||
}
|
||||
|
@ -238,7 +240,6 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
|
|||
return;
|
||||
}
|
||||
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
bool wasInitialized = _initialized;
|
||||
if (wasInitialized) {
|
||||
clearAllNodesBufferIndex();
|
||||
|
@ -246,17 +247,59 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
|
|||
}
|
||||
_useVoxelShader = useVoxelShader;
|
||||
if (wasInitialized) {
|
||||
init();
|
||||
initVoxelMemory();
|
||||
}
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
|
||||
if (wasInitialized) {
|
||||
forceRedrawEntireTree();
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::setVoxelsAsPoints(bool voxelsAsPoints) {
|
||||
if (_voxelsAsPoints == voxelsAsPoints) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool wasInitialized = _initialized;
|
||||
|
||||
// If we're "turning on" Voxels as points, we need to double check that we're in voxel shader mode.
|
||||
// Voxels as points uses the VoxelShader memory model, so if we're not in voxel shader mode,
|
||||
// then set it to voxel shader mode.
|
||||
if (voxelsAsPoints) {
|
||||
Menu::getInstance()->getUseVoxelShader()->setEnabled(false);
|
||||
|
||||
// If enabling this... then do it before checking voxel shader status, that way, if voxel
|
||||
// shader is already enabled, we just start drawing as points.
|
||||
_voxelsAsPoints = true;
|
||||
|
||||
if (!_useVoxelShader) {
|
||||
setUseVoxelShader(true);
|
||||
_voxelShaderModeWhenVoxelsAsPointsEnabled = false;
|
||||
} else {
|
||||
_voxelShaderModeWhenVoxelsAsPointsEnabled = true;
|
||||
}
|
||||
} else {
|
||||
Menu::getInstance()->getUseVoxelShader()->setEnabled(true);
|
||||
// if we're turning OFF voxels as point mode, then we check what the state of voxel shader was when we enabled
|
||||
// voxels as points, if it was OFF, then we return it to that value.
|
||||
if (_voxelShaderModeWhenVoxelsAsPointsEnabled == false) {
|
||||
setUseVoxelShader(false);
|
||||
}
|
||||
// If disabling this... then do it AFTER checking previous voxel shader status, that way, if voxel
|
||||
// shader is was not enabled, we switch back to normal mode before turning off points.
|
||||
_voxelsAsPoints = false;
|
||||
}
|
||||
|
||||
// Set our voxels as points
|
||||
if (wasInitialized) {
|
||||
forceRedrawEntireTree();
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::cleanupVoxelMemory() {
|
||||
if (_initialized) {
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
_initialized = false; // no longer initialized
|
||||
if (_useVoxelShader) {
|
||||
// these are used when in VoxelShader mode.
|
||||
glDeleteBuffers(1, &_vboVoxelsID);
|
||||
|
@ -264,6 +307,9 @@ void VoxelSystem::cleanupVoxelMemory() {
|
|||
|
||||
delete[] _writeVoxelShaderData;
|
||||
delete[] _readVoxelShaderData;
|
||||
|
||||
_writeVoxelShaderData = _readVoxelShaderData = NULL;
|
||||
|
||||
} else {
|
||||
// Destroy glBuffers
|
||||
glDeleteBuffers(1, &_vboVerticesID);
|
||||
|
@ -280,11 +326,18 @@ void VoxelSystem::cleanupVoxelMemory() {
|
|||
delete[] _writeVerticesArray;
|
||||
delete[] _readColorsArray;
|
||||
delete[] _writeColorsArray;
|
||||
|
||||
_readVerticesArray = NULL;
|
||||
_writeVerticesArray = NULL;
|
||||
_readColorsArray = NULL;
|
||||
_writeColorsArray = NULL;
|
||||
|
||||
}
|
||||
delete[] _writeVoxelDirtyArray;
|
||||
delete[] _readVoxelDirtyArray;
|
||||
_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
_initialized = false; // no longer initialized
|
||||
}
|
||||
|
||||
void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]) {
|
||||
|
@ -316,11 +369,11 @@ void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndice
|
|||
}
|
||||
|
||||
void VoxelSystem::initVoxelMemory() {
|
||||
_initialMemoryUsageGPU = getFreeMemoryGPU();
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
||||
_memoryUsageRAM = 0;
|
||||
_memoryUsageVBO = 0; // our VBO allocations as we know them
|
||||
if (_useVoxelShader) {
|
||||
qDebug("Using Voxel Shader...\n");
|
||||
GLuint* indicesArray = new GLuint[_maxVoxels];
|
||||
|
||||
// populate the indicesArray
|
||||
|
@ -416,6 +469,10 @@ void VoxelSystem::initVoxelMemory() {
|
|||
_perlinModulateProgram.release();
|
||||
}
|
||||
}
|
||||
|
||||
_initialized = true;
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {
|
||||
|
@ -481,15 +538,15 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
int numBytesPacketHeader = numBytesForPacketHeader(sourceBuffer);
|
||||
unsigned char* voxelData = sourceBuffer + numBytesPacketHeader;
|
||||
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
|
||||
switch(command) {
|
||||
case PACKET_TYPE_VOXEL_DATA: {
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"readBitstreamToTree()");
|
||||
// ask the VoxelTree to read the bitstream into the tree
|
||||
ReadBitstreamToTreeParams args(WANT_COLOR, WANT_EXISTS_BITS, NULL, getDataSourceID());
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
_tree->readBitstreamToTree(voxelData, numBytes - numBytesPacketHeader, args);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
}
|
||||
break;
|
||||
case PACKET_TYPE_VOXEL_DATA_MONOCHROME: {
|
||||
|
@ -497,7 +554,9 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
"readBitstreamToTree()");
|
||||
// ask the VoxelTree to read the MONOCHROME bitstream into the tree
|
||||
ReadBitstreamToTreeParams args(NO_COLOR, WANT_EXISTS_BITS, NULL, getDataSourceID());
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
_tree->readBitstreamToTree(voxelData, numBytes - numBytesPacketHeader, args);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
}
|
||||
break;
|
||||
case PACKET_TYPE_Z_COMMAND:
|
||||
|
@ -515,7 +574,9 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
while (totalLength <= numBytes) {
|
||||
if (0==strcmp(command,(char*)"erase all")) {
|
||||
qDebug("got Z message == erase all\n");
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
_tree->eraseAllVoxels();
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays = 0; // better way to do this??
|
||||
}
|
||||
if (0==strcmp(command,(char*)"add scene")) {
|
||||
|
@ -533,8 +594,6 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY);
|
||||
}
|
||||
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
|
||||
Application::getInstance()->getBandwidthMeter()->inputStream(BandwidthMeter::VOXELS).updateValue(numBytes);
|
||||
|
||||
return numBytes;
|
||||
|
@ -542,7 +601,12 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
|
||||
void VoxelSystem::setupNewVoxelsForDrawing() {
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
"setupNewVoxelsForDrawing()");
|
||||
|
||||
if (!_initialized) {
|
||||
return; // bail early if we're not initialized
|
||||
}
|
||||
|
||||
uint64_t start = usecTimestampNow();
|
||||
uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
|
||||
|
||||
|
@ -606,7 +670,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
|
||||
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"setupNewVoxelsForDrawingSingleNode()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
"setupNewVoxelsForDrawingSingleNode() xxxxx");
|
||||
|
||||
uint64_t start = usecTimestampNow();
|
||||
uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
|
||||
|
@ -623,7 +687,11 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
|
|||
checkForCulling(); // check for out of view and deleted voxels...
|
||||
|
||||
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
{
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"setupNewVoxelsForDrawingSingleNode()... pthread_mutex_lock(&_bufferWriteLock);");
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
_voxelsDirty = true; // if we got this far, then we can assume some voxels are dirty
|
||||
|
||||
|
@ -951,14 +1019,13 @@ void VoxelSystem::init() {
|
|||
_setupNewVoxelsForDrawingLastElapsed = 0;
|
||||
_lastViewCullingElapsed = _lastViewCulling = 0;
|
||||
|
||||
// When we change voxels representations in the arrays, we'll update this
|
||||
_voxelsDirty = false;
|
||||
_voxelsInWriteArrays = 0;
|
||||
_voxelsInReadArrays = 0;
|
||||
|
||||
// VBO for the verticesArray
|
||||
_initialMemoryUsageGPU = getFreeMemoryGPU();
|
||||
initVoxelMemory();
|
||||
_initialized = true;
|
||||
|
||||
// our own _removedVoxels doesn't need to be notified of voxel deletes
|
||||
VoxelNode::removeDeleteHook(&_removedVoxels);
|
||||
|
@ -1065,14 +1132,14 @@ void VoxelSystem::render(bool texture) {
|
|||
return;
|
||||
}
|
||||
|
||||
// get the lock so that the update thread won't change anything
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
||||
updateVBOs();
|
||||
|
||||
if (_useVoxelShader) {
|
||||
|
||||
Application::getInstance()->getVoxelShader().begin();
|
||||
bool dontCallOpenGLDraw = Menu::getInstance()->isOptionChecked(MenuOption::DontCallOpenGLForVoxels);
|
||||
// if not don't... then do...
|
||||
if (_useVoxelShader) {
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"render().. _useVoxelShader openGL..");
|
||||
|
||||
|
||||
//Define this somewhere in your header file
|
||||
#define BUFFER_OFFSET(i) ((void*)(i))
|
||||
|
@ -1080,14 +1147,29 @@ void VoxelSystem::render(bool texture) {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vboVoxelsID);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(0)); //The starting point of the VBO, for the vertices
|
||||
int loc = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
|
||||
glEnableVertexAttribArray(loc);
|
||||
glVertexAttribPointer(loc, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
|
||||
|
||||
int attributeLocation;
|
||||
|
||||
if (!_voxelsAsPoints) {
|
||||
Application::getInstance()->getVoxelShader().begin();
|
||||
|
||||
attributeLocation = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
|
||||
glEnableVertexAttribArray(attributeLocation);
|
||||
glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
|
||||
} else {
|
||||
const float POINT_SIZE = 4.0;
|
||||
glPointSize(POINT_SIZE);
|
||||
}
|
||||
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(4*sizeof(float)));//The starting point of colors
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
|
||||
glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
|
||||
|
||||
if (!dontCallOpenGLDraw) {
|
||||
glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
|
||||
}
|
||||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
@ -1097,9 +1179,13 @@ void VoxelSystem::render(bool texture) {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
Application::getInstance()->getVoxelShader().end();
|
||||
|
||||
if (!_voxelsAsPoints) {
|
||||
Application::getInstance()->getVoxelShader().end();
|
||||
glDisableVertexAttribArray(attributeLocation);
|
||||
}
|
||||
} else {
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "render().. openGL...");
|
||||
|
||||
// tell OpenGL where to find vertex and color information
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
@ -1111,47 +1197,48 @@ void VoxelSystem::render(bool texture) {
|
|||
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
||||
|
||||
applyScaleAndBindProgram(texture);
|
||||
|
||||
|
||||
// for performance, enable backface culling
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// draw voxels in 6 passes
|
||||
|
||||
glNormal3f(0,1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
if (!dontCallOpenGLDraw) {
|
||||
glNormal3f(0,1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,-1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
glNormal3f(0,-1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(-1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
glNormal3f(-1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
glNormal3f(1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,-1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesFront);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBack);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
glNormal3f(0,0,-1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesFront);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBack);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
removeScaleAndReleaseProgram(texture);
|
||||
|
||||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
|
@ -1160,8 +1247,6 @@ void VoxelSystem::render(bool texture) {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
void VoxelSystem::applyScaleAndBindProgram(bool texture) {
|
||||
|
@ -1416,7 +1501,7 @@ void VoxelSystem::falseColorizeDistanceFromView() {
|
|||
class removeOutOfViewArgs {
|
||||
public:
|
||||
VoxelSystem* thisVoxelSystem;
|
||||
ViewFrustum* thisViewFrustum;
|
||||
ViewFrustum thisViewFrustum;
|
||||
VoxelNodeBag dontRecurseBag;
|
||||
unsigned long nodesScanned;
|
||||
unsigned long nodesRemoved;
|
||||
|
@ -1426,14 +1511,20 @@ public:
|
|||
|
||||
removeOutOfViewArgs(VoxelSystem* voxelSystem) :
|
||||
thisVoxelSystem(voxelSystem),
|
||||
thisViewFrustum(voxelSystem->getViewFrustum()),
|
||||
thisViewFrustum(*voxelSystem->getViewFrustum()),
|
||||
dontRecurseBag(),
|
||||
nodesScanned(0),
|
||||
nodesRemoved(0),
|
||||
nodesInside(0),
|
||||
nodesIntersect(0),
|
||||
nodesOutside(0)
|
||||
{ }
|
||||
{
|
||||
// Widen the FOV for trimming
|
||||
float originalFOV = thisViewFrustum.getFieldOfView();
|
||||
float wideFOV = originalFOV + VIEW_FRUSTUM_FOV_OVERSEND;
|
||||
thisViewFrustum.setFieldOfView(wideFOV);
|
||||
thisViewFrustum.calculate();
|
||||
}
|
||||
};
|
||||
|
||||
void VoxelSystem::cancelImport() {
|
||||
|
@ -1459,7 +1550,7 @@ bool VoxelSystem::removeOutOfViewOperation(VoxelNode* node, void* extraData) {
|
|||
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
|
||||
VoxelNode* childNode = node->getChildAtIndex(i);
|
||||
if (childNode) {
|
||||
ViewFrustum::location inFrustum = childNode->inFrustum(*args->thisViewFrustum);
|
||||
ViewFrustum::location inFrustum = childNode->inFrustum(args->thisViewFrustum);
|
||||
switch (inFrustum) {
|
||||
case ViewFrustum::OUTSIDE: {
|
||||
args->nodesOutside++;
|
||||
|
@ -1731,13 +1822,13 @@ VoxelNode* VoxelSystem::getVoxelAt(float x, float y, float z, float s) const {
|
|||
|
||||
void VoxelSystem::createVoxel(float x, float y, float z, float s,
|
||||
unsigned char red, unsigned char green, unsigned char blue, bool destructive) {
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
|
||||
//qDebug("VoxelSystem::createVoxel(%f,%f,%f,%f)\n",x,y,z,s);
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
_tree->createVoxel(x, y, z, s, red, green, blue, destructive);
|
||||
setupNewVoxelsForDrawing();
|
||||
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
|
||||
setupNewVoxelsForDrawing();
|
||||
};
|
||||
|
||||
void VoxelSystem::createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive) {
|
||||
|
|
|
@ -65,8 +65,6 @@ public:
|
|||
bool readFromSquareARGB32Pixels(const char* filename);
|
||||
bool readFromSchematicFile(const char* filename);
|
||||
|
||||
void setUseVoxelShader(bool useVoxelShader);
|
||||
|
||||
void setMaxVoxels(int maxVoxels);
|
||||
long int getMaxVoxels() const { return _maxVoxels; }
|
||||
unsigned long getVoxelMemoryUsageRAM() const { return _memoryUsageRAM; }
|
||||
|
@ -137,6 +135,8 @@ public slots:
|
|||
void cancelImport();
|
||||
|
||||
void setUseFastVoxelPipeline(bool useFastVoxelPipeline);
|
||||
void setUseVoxelShader(bool useVoxelShader);
|
||||
void setVoxelsAsPoints(bool voxelsAsPoints);
|
||||
|
||||
protected:
|
||||
float _treeScale;
|
||||
|
@ -224,6 +224,9 @@ private:
|
|||
void cleanupVoxelMemory();
|
||||
|
||||
bool _useVoxelShader;
|
||||
bool _voxelsAsPoints;
|
||||
bool _voxelShaderModeWhenVoxelsAsPointsEnabled;
|
||||
|
||||
GLuint _vboVoxelsID; /// when using voxel shader, we'll use this VBO
|
||||
GLuint _vboVoxelsIndicesID; /// when using voxel shader, we'll use this VBO for our indexes
|
||||
VoxelShaderVBOData* _writeVoxelShaderData;
|
||||
|
|
|
@ -88,8 +88,7 @@ bool BlendFace::render(float alpha) {
|
|||
// enable normalization under the expectation that the GPU can do it faster
|
||||
glEnable(GL_NORMALIZE);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glColor4f(_owningHead->getSkinColor().r, _owningHead->getSkinColor().g, _owningHead->getSkinColor().b, alpha);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
|
||||
for (int i = 0; i < networkMeshes.size(); i++) {
|
||||
const NetworkMesh& networkMesh = networkMeshes.at(i);
|
||||
|
@ -118,12 +117,15 @@ bool BlendFace::render(float alpha) {
|
|||
}
|
||||
}
|
||||
|
||||
glMultMatrixf((const GLfloat*)&mesh.transform);
|
||||
// apply material properties
|
||||
glm::vec4 diffuse = glm::vec4(mesh.diffuseColor, alpha);
|
||||
glm::vec4 specular = glm::vec4(mesh.specularColor, alpha);
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, mesh.shininess);
|
||||
|
||||
// all meshes after the first are white
|
||||
if (i == 1) {
|
||||
glColor4f(1.0f, 1.0f, 1.0f, alpha);
|
||||
}
|
||||
glMultMatrixf((const GLfloat*)&mesh.transform);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture == NULL ? 0 : texture->getID());
|
||||
|
||||
|
@ -191,6 +193,9 @@ bool BlendFace::render(float alpha) {
|
|||
|
||||
glPopMatrix();
|
||||
|
||||
// restore all the default material settings
|
||||
Application::getInstance()->setupWorldLight(*Application::getInstance()->getCamera());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -313,6 +313,9 @@ void Head::render(float alpha, bool isMine) {
|
|||
}
|
||||
|
||||
void Head::setScale (float scale) {
|
||||
if (_scale == scale) {
|
||||
return;
|
||||
}
|
||||
_scale = scale;
|
||||
|
||||
createMohawk();
|
||||
|
|
|
@ -346,6 +346,13 @@ void printNode(const FBXNode& node, int indent) {
|
|||
}
|
||||
}
|
||||
|
||||
class Material {
|
||||
public:
|
||||
glm::vec3 diffuse;
|
||||
glm::vec3 specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) {
|
||||
QHash<qint64, FBXMesh> meshes;
|
||||
QVector<ExtractedBlendshape> blendshapes;
|
||||
|
@ -354,6 +361,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
QHash<qint64, Transform> localTransforms;
|
||||
QHash<qint64, glm::mat4> transformLinkMatrices;
|
||||
QHash<qint64, QByteArray> textureFilenames;
|
||||
QHash<qint64, Material> materials;
|
||||
QHash<qint64, qint64> diffuseTextures;
|
||||
QHash<qint64, qint64> bumpTextures;
|
||||
|
||||
|
@ -374,6 +382,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
}
|
||||
QList<QVariant> mappings = blendshapeMappings.values(blendshapeName);
|
||||
if (mappings.isEmpty()) {
|
||||
blendshapeIndices.insert(blendshapeName, QPair<int, float>(i, 1.0f));
|
||||
blendshapeIndices.insert("ExpressionBlendshapes." + blendshapeName, QPair<int, float>(i, 1.0f));
|
||||
} else {
|
||||
foreach (const QVariant& mapping, mappings) {
|
||||
|
@ -394,6 +403,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
|
||||
QVector<int> polygonIndices;
|
||||
QVector<glm::vec3> normals;
|
||||
QVector<int> normalIndices;
|
||||
QVector<glm::vec2> texCoords;
|
||||
QVector<int> texCoordIndices;
|
||||
foreach (const FBXNode& data, object.children) {
|
||||
|
@ -409,6 +419,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
if (subdata.name == "Normals") {
|
||||
normals = createVec3Vector(subdata.properties.at(0).value<QVector<double> >());
|
||||
|
||||
} else if (subdata.name == "NormalsIndex") {
|
||||
normalIndices = subdata.properties.at(0).value<QVector<int> >();
|
||||
|
||||
} else if (subdata.name == "MappingInformationType" &&
|
||||
subdata.properties.at(0) == "ByVertice") {
|
||||
byVertex = true;
|
||||
|
@ -432,10 +445,20 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
// convert normals from per-index to per-vertex if necessary
|
||||
if (mesh.normals.isEmpty()) {
|
||||
mesh.normals.resize(mesh.vertices.size());
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
mesh.normals[index < 0 ? (-index - 1) : index] = normals.at(i);
|
||||
}
|
||||
if (normalIndices.isEmpty()) {
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
mesh.normals[index < 0 ? (-index - 1) : index] = normals.at(i);
|
||||
}
|
||||
} else {
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
int normalIndex = normalIndices.at(i);
|
||||
if (normalIndex >= 0) {
|
||||
mesh.normals[index < 0 ? (-index - 1) : index] = normals.at(normalIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// same with the tex coords
|
||||
|
@ -578,6 +601,31 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
textureFilenames.insert(object.properties.at(0).value<qint64>(), filename);
|
||||
}
|
||||
}
|
||||
} else if (object.name == "Material") {
|
||||
Material material = { glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f), 96.0f };
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "Properties70") {
|
||||
foreach (const FBXNode& property, subobject.children) {
|
||||
if (property.name == "P") {
|
||||
if (property.properties.at(0) == "DiffuseColor") {
|
||||
material.diffuse = glm::vec3(property.properties.at(4).value<double>(),
|
||||
property.properties.at(5).value<double>(),
|
||||
property.properties.at(6).value<double>());
|
||||
|
||||
} else if (property.properties.at(0) == "SpecularColor") {
|
||||
material.specular = glm::vec3(property.properties.at(4).value<double>(),
|
||||
property.properties.at(5).value<double>(),
|
||||
property.properties.at(6).value<double>());
|
||||
|
||||
} else if (property.properties.at(0) == "Shininess") {
|
||||
material.shininess = property.properties.at(4).value<double>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
materials.insert(object.properties.at(0).value<qint64>(), material);
|
||||
|
||||
} else if (object.name == "Deformer") {
|
||||
if (object.properties.at(2) == "Cluster") {
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
|
@ -641,8 +689,15 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
qint64 modelID = parentMap.value(it.key());
|
||||
glm::mat4 modelTransform = getGlobalTransform(parentMap, localTransforms, modelID);
|
||||
|
||||
// look for textures
|
||||
// look for textures, material properties
|
||||
foreach (qint64 childID, childMap.values(modelID)) {
|
||||
if (!materials.contains(childID)) {
|
||||
continue;
|
||||
}
|
||||
Material material = materials.value(childID);
|
||||
mesh.diffuseColor = material.diffuse;
|
||||
mesh.specularColor = material.specular;
|
||||
mesh.shininess = material.shininess;
|
||||
qint64 diffuseTextureID = diffuseTextures.value(childID);
|
||||
if (diffuseTextureID != 0) {
|
||||
mesh.diffuseFilename = textureFilenames.value(diffuseTextureID);
|
||||
|
|
|
@ -51,6 +51,10 @@ public:
|
|||
|
||||
bool isEye;
|
||||
|
||||
glm::vec3 diffuseColor;
|
||||
glm::vec3 specularColor;
|
||||
float shininess;
|
||||
|
||||
QByteArray diffuseFilename;
|
||||
QByteArray normalFilename;
|
||||
|
||||
|
|
|
@ -85,7 +85,8 @@ bool PacketSender::process() {
|
|||
int packetsLeft = _packets.size();
|
||||
bool keepGoing = packetsLeft > 0;
|
||||
while (keepGoing) {
|
||||
|
||||
uint64_t SEND_INTERVAL_USECS = (_packetsPerSecond == 0) ? USECS_PER_SECOND : (USECS_PER_SECOND / _packetsPerSecond);
|
||||
|
||||
NetworkPacket& packet = _packets.front();
|
||||
|
||||
// send the packet through the NodeList...
|
||||
|
@ -93,7 +94,7 @@ bool PacketSender::process() {
|
|||
|
||||
nodeSocket->send(&packet.getAddress(), packet.getData(), packet.getLength());
|
||||
packetsThisCall++;
|
||||
|
||||
|
||||
if (_notify) {
|
||||
_notify->packetSentNotification(packet.getLength());
|
||||
}
|
||||
|
@ -110,11 +111,15 @@ bool PacketSender::process() {
|
|||
|
||||
// dynamically sleep until we need to fire off the next set of voxels we only sleep in threaded mode
|
||||
if (keepGoing) {
|
||||
now = usecTimestampNow();
|
||||
uint64_t elapsed = now - _lastSendTime;
|
||||
int usecToSleep = std::max(SEND_INTERVAL_USECS, SEND_INTERVAL_USECS - elapsed);
|
||||
int usecToSleep = SEND_INTERVAL_USECS - elapsed;
|
||||
|
||||
// we only sleep in non-threaded mode
|
||||
if (usecToSleep > 0) {
|
||||
if (usecToSleep > SEND_INTERVAL_USECS) {
|
||||
usecToSleep = SEND_INTERVAL_USECS;
|
||||
}
|
||||
usleep(usecToSleep);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -36,7 +36,7 @@ public:
|
|||
/// \thread any thread, typically the application thread
|
||||
void queuePacketForSending(sockaddr& address, unsigned char* packetData, ssize_t packetLength);
|
||||
|
||||
void setPacketsPerSecond(int packetsPerSecond) { _packetsPerSecond = std::min(MINIMUM_PACKETS_PER_SECOND, packetsPerSecond); }
|
||||
void setPacketsPerSecond(int packetsPerSecond) { _packetsPerSecond = std::max(MINIMUM_PACKETS_PER_SECOND, packetsPerSecond); }
|
||||
int getPacketsPerSecond() const { return _packetsPerSecond; }
|
||||
|
||||
void setPacketSenderNotify(PacketSenderNotify* notify) { _notify = notify; }
|
||||
|
|
|
@ -103,6 +103,7 @@ int PerfStat::DumpStats(char** array) {
|
|||
return lineCount;
|
||||
}
|
||||
|
||||
bool PerformanceWarning::_suppressShortTimings = false;
|
||||
|
||||
// Destructor handles recording all of our stats
|
||||
PerformanceWarning::~PerformanceWarning() {
|
||||
|
@ -111,9 +112,17 @@ PerformanceWarning::~PerformanceWarning() {
|
|||
if ((_alwaysDisplay || _renderWarningsOn) && elapsedmsec > 1) {
|
||||
if (elapsedmsec > 1000) {
|
||||
double elapsedsec = (end - _start) / 1000000.0;
|
||||
qDebug("%s%s took %lf seconds\n", (_alwaysDisplay ? "" : "WARNING!"), _message, elapsedsec);
|
||||
qDebug("%s took %lf seconds %s\n", _message, elapsedsec, (_alwaysDisplay ? "" : "WARNING!") );
|
||||
} else {
|
||||
qDebug("%s%s took %lf milliseconds\n", (_alwaysDisplay ? "" : "WARNING!"), _message, elapsedmsec);
|
||||
if (_suppressShortTimings) {
|
||||
if (elapsedmsec > 10) {
|
||||
qDebug("%s took %lf milliseconds %s\n", _message, elapsedmsec,
|
||||
(_alwaysDisplay || (elapsedmsec < 10) ? "" : "WARNING!"));
|
||||
}
|
||||
} else {
|
||||
qDebug("%s took %lf milliseconds %s\n", _message, elapsedmsec,
|
||||
(_alwaysDisplay || (elapsedmsec < 10) ? "" : "WARNING!"));
|
||||
}
|
||||
}
|
||||
} else if (_alwaysDisplay) {
|
||||
qDebug("%s took %lf milliseconds\n", _message, elapsedmsec);
|
||||
|
|
|
@ -89,6 +89,7 @@ private:
|
|||
const char* _message;
|
||||
bool _renderWarningsOn;
|
||||
bool _alwaysDisplay;
|
||||
static bool _suppressShortTimings;
|
||||
public:
|
||||
PerformanceWarning(bool renderWarnings, const char* message, bool alwaysDisplay = false) :
|
||||
_start(usecTimestampNow()),
|
||||
|
@ -97,6 +98,8 @@ public:
|
|||
_alwaysDisplay(alwaysDisplay) { }
|
||||
|
||||
~PerformanceWarning();
|
||||
|
||||
static void setSuppressShortTimings(bool suppressShortTimings) { _suppressShortTimings = suppressShortTimings; }
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -74,7 +74,10 @@ bool VoxelNodeData::updateCurrentViewFrustum() {
|
|||
newestViewFrustum.setOrientation(getCameraOrientation());
|
||||
|
||||
// Also make sure it's got the correct lens details from the camera
|
||||
newestViewFrustum.setFieldOfView(getCameraFov());
|
||||
float originalFOV = getCameraFov();
|
||||
float wideFOV = originalFOV + VIEW_FRUSTUM_FOV_OVERSEND;
|
||||
|
||||
newestViewFrustum.setFieldOfView(wideFOV); // hack
|
||||
newestViewFrustum.setAspectRatio(getCameraAspectRatio());
|
||||
newestViewFrustum.setNearClip(getCameraNearClip());
|
||||
newestViewFrustum.setFarClip(getCameraFarClip());
|
||||
|
|
|
@ -52,4 +52,6 @@ const float VIEW_CULLING_RATE_IN_MILLISECONDS = 1000.0f; // once a second is fin
|
|||
|
||||
const uint64_t CLIENT_TO_SERVER_VOXEL_SEND_INTERVAL_USECS = 1000 * 5; // 1 packet every 50 milliseconds
|
||||
|
||||
const float VIEW_FRUSTUM_FOV_OVERSEND = 60.0f;
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue