Merge remote-tracking branch 'origin'

This commit is contained in:
Philip Rosedale 2013-03-06 15:23:40 -08:00
commit e7aa142082
4 changed files with 137 additions and 20 deletions

View file

@ -8,6 +8,29 @@
#include "VoxelSystem.h"
const float MAX_UNIT_ANY_AXIS = 20.0f;
const float CUBE_WIDTH = 0.01f;
const int VERTICES_PER_VOXEL = 8;
const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
const int INDICES_PER_VOXEL = 3 * 12;
GLfloat identityVertices[] = { -1, -1, 1,
1, -1, 1,
1, -1, -1,
-1, -1, -1,
1, 1, 1,
-1, 1, 1,
-1, 1, -1,
1, 1, -1 };
GLubyte identityIndices[] = { 0,1,2, 0,2,3,
0,4,1, 0,4,5,
0,3,6, 0,5,6,
1,2,4, 2,4,7,
2,3,6, 2,6,7,
4,5,6, 4,6,7 };
bool onSphereShell(float radius, float scale, glm::vec3 * position) {
float vRadius = glm::length(*position);
@ -18,6 +41,87 @@ void VoxelSystem::init() {
root = new Voxel;
}
float randomFloat(float maximumValue) {
return ((float) rand() / ((float) RAND_MAX / maximumValue));
}
void VoxelSystem::init(int numberOfRandomVoxels) {
// create the arrays needed to pass to glDrawElements later
// position / color are random for now
voxelsRendered = numberOfRandomVoxels;
// there are 3 points for each vertices, 24 vertices in each cube
GLfloat *verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * numberOfRandomVoxels];
// we need a color for each vertex in each voxel
GLfloat *colorsArray = new GLfloat[COLOR_VALUES_PER_VOXEL * numberOfRandomVoxels];
// there are 12 triangles in each cube, with three indices for each triangle
GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * numberOfRandomVoxels];
// new seed based on time now so voxels are different each time
srand((unsigned)time(0));
for (int n = 0; n < numberOfRandomVoxels; n++) {
// pick a random point for the center of the cube
glm::vec3 position = glm::vec3(
randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS,
randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS,
randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS
);
// fill the vertices array
GLfloat *currentVerticesPos = verticesArray + (n * VERTEX_POINTS_PER_VOXEL);
for (int v = 0; v < VERTEX_POINTS_PER_VOXEL; v++) {
currentVerticesPos[v] = position[v % 3] + (identityVertices[v] * CUBE_WIDTH);
}
// fill the colors array
GLfloat *currentColorPos = colorsArray + (n * COLOR_VALUES_PER_VOXEL);
float voxelR = randomFloat(1);
float voxelG = randomFloat(1);
float voxelB = randomFloat(1);
for (int c = 0; c < VERTICES_PER_VOXEL; c++) {
currentColorPos[0 + (c * 3)] = voxelR;
currentColorPos[1 + (c * 3)] = voxelG;
currentColorPos[2 + (c * 3)] = voxelB;
}
// fill the indices array
int voxelIndexOffset = n * INDICES_PER_VOXEL;
GLuint *currentIndicesPos = indicesArray + voxelIndexOffset;
int startIndex = (n * VERTICES_PER_VOXEL);
for (int i = 0; i < INDICES_PER_VOXEL; i++) {
// add indices for this side of the cube
currentIndicesPos[i] = startIndex + identityIndices[i];
}
}
// VBO for the verticesArray
glGenBuffers(1, &vboVerticesID);
glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, verticesArray, GL_STATIC_DRAW);
// VBO for colorsArray
glGenBuffers(1, &vboColorsID);
glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
glBufferData(GL_ARRAY_BUFFER, VERTICES_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, colorsArray, GL_STATIC_DRAW);
// VBO for the indicesArray
glGenBuffers(1, &vboIndicesID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numberOfRandomVoxels * INDICES_PER_VOXEL * sizeof(GLuint), indicesArray, GL_STATIC_DRAW);
// delete the verticesArray, indicesArray
delete[] verticesArray;
delete[] indicesArray;
delete[] colorsArray;
}
//
// Recursively initialize the voxel tree
//
@ -118,11 +222,30 @@ int VoxelSystem::render(Voxel * voxel, float scale, glm::vec3 * distance) {
return vRendered;
}
void VoxelSystem::render() {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
glColorPointer(3, GL_FLOAT, 0, 0);
glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);
// deactivate vertex and color arrays after drawing
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// bind with 0 to switch back to normal operation
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void VoxelSystem::simulate(float deltaTime) {
}

View file

@ -26,13 +26,18 @@ class VoxelSystem {
public:
void simulate(float deltaTime);
int render(Voxel * voxel, float scale, glm::vec3 * distance);
void render();
void init();
void init(int numberOfRandomVoxels);
int initVoxels(Voxel * root, float scale, glm::vec3 * position);
void setVoxelsRendered(int v) {voxelsRendered = v;};
int getVoxelsRendered() {return voxelsRendered;};
Voxel * root;
private:
int voxelsRendered;
GLuint vboVerticesID;
GLuint vboColorsID;
GLuint vboIndicesID;
};
#endif

View file

@ -319,10 +319,7 @@ void initDisplay(void)
void init(void)
{
voxels.init();
glm::vec3 position(0,0,0);
int voxelsMade = voxels.initVoxels(NULL, 10.0, &position);
std::cout << voxelsMade << " voxels made. \n";
voxels.init(300000);
myHead.setRenderYaw(start_yaw);
@ -577,15 +574,7 @@ void display(void)
if (!display_head) cloud.render();
// Draw voxels
glPushMatrix();
glTranslatef(WORLD_SIZE/2.0, WORLD_SIZE/2.0, WORLD_SIZE/2.0);
glm::vec3 distance(5.0 + location[0], 5.0 + location[1], 5.0 + location[2]);
//std::cout << "length: " << glm::length(distance) << "\n";
int voxelsRendered = voxels.render(NULL, 10.0, &distance);
voxels.setVoxelsRendered(voxelsRendered);
//glColor4f(0,0,1,0.5);
//glutSolidCube(10.0);
glPopMatrix();
voxels.render();
// Draw field vectors
if (display_field) field.render();

View file

@ -101,7 +101,7 @@ void *sendBuffer(void *args)
powf(agentPosition[1] - otherAgentPosition[1], 2) +
powf(agentPosition[2] - otherAgentPosition[2], 2));
distanceCoeffs[lowAgentIndex][highAgentIndex] = std::max(1.0f, powf((logf(DISTANCE_RATIO * distanceToAgent) / logf(3)), 2));
distanceCoeffs[lowAgentIndex][highAgentIndex] = std::min(1.0f, powf(0.5, (logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1));
}
@ -149,11 +149,11 @@ void *sendBuffer(void *args)
if (s < numSamplesDelay) {
// pull the earlier sample for the delayed channel
int earlierSample = delaySamplePointer[s] / distanceCoeffs[lowAgentIndex][highAgentIndex];
int earlierSample = delaySamplePointer[s] * distanceCoeffs[lowAgentIndex][highAgentIndex];
delayedChannel[s] = earlierSample;
}
int16_t currentSample = (otherAgentBuffer->getNextOutput()[s] / distanceCoeffs[lowAgentIndex][highAgentIndex]);
int16_t currentSample = (otherAgentBuffer->getNextOutput()[s] * distanceCoeffs[lowAgentIndex][highAgentIndex]);
goodChannel[s] = currentSample;
if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {