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167 lines
6.9 KiB
C++
167 lines
6.9 KiB
C++
//
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// RenderablePolyVoxEntityItem.cpp
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// libraries/entities-renderer/src/
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//
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// Created by Seth Alves on 5/19/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <gpu/GPUConfig.h>
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#include <DeferredLightingEffect.h>
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#include <Model.h>
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#include <PerfStat.h>
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#include <PolyVoxCore/CubicSurfaceExtractorWithNormals.h>
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#include <PolyVoxCore/MarchingCubesSurfaceExtractor.h>
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#include <PolyVoxCore/SurfaceMesh.h>
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#include <PolyVoxCore/SimpleVolume.h>
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#include "model/Geometry.h"
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#include "gpu/GLBackend.h"
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#include "EntityTreeRenderer.h"
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#include "RenderablePolyVoxEntityItem.h"
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EntityItem* RenderablePolyVoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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return new RenderablePolyVoxEntityItem(entityID, properties);
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}
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void createSphereInVolume(PolyVox::SimpleVolume<uint8_t>& volData, float fRadius) {
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// This vector hold the position of the center of the volume
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PolyVox::Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
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// This three-level for loop iterates over every voxel in the volume
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for (int z = 0; z < volData.getDepth(); z++) {
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for (int y = 0; y < volData.getHeight(); y++) {
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for (int x = 0; x < volData.getWidth(); x++) {
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// Store our current position as a vector...
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PolyVox::Vector3DFloat v3dCurrentPos(x,y,z);
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// And compute how far the current position is from the center of the volume
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float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
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uint8_t uVoxelValue = 0;
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// If the current voxel is less than 'radius' units from the center then we make it solid.
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if(fDistToCenter <= fRadius) {
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// Our new voxel value
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uVoxelValue = 255;
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}
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// Wrte the voxel value into the volume
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volData.setVoxelAt(x, y, z, uVoxelValue);
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}
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}
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}
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}
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void RenderablePolyVoxEntityItem::getModel() {
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PolyVox::SimpleVolume<uint8_t> volData(PolyVox::Region(PolyVox::Vector3DInt32(0,0,0),
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PolyVox::Vector3DInt32(63, 63, 63)));
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createSphereInVolume(volData, 15);
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// A mesh object to hold the result of surface extraction
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PolyVox::SurfaceMesh<PolyVox::PositionMaterialNormal> polyVoxMesh;
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//Create a surface extractor. Comment out one of the following two lines to decide which type gets created.
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PolyVox::CubicSurfaceExtractorWithNormals<PolyVox::SimpleVolume<uint8_t>> surfaceExtractor
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(&volData, volData.getEnclosingRegion(), &polyVoxMesh);
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// MarchingCubesSurfaceExtractor<SimpleVolume<uint8_t>> surfaceExtractor(&volData,
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// volData.getEnclosingRegion(),
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// &polyVoxMesh);
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//Execute the surface extractor.
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surfaceExtractor.execute();
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model::Mesh* mesh = new model::Mesh();
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model::MeshPointer meshPtr(mesh);
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const std::vector<uint32_t>& vecIndices = polyVoxMesh.getIndices();
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auto indexBuffer = new gpu::Buffer(vecIndices.size() * sizeof(uint32_t), (gpu::Byte*)vecIndices.data());
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auto indexBufferPtr = gpu::BufferPointer(indexBuffer);
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mesh->setIndexBuffer(gpu::BufferView(indexBufferPtr, gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::RAW)));
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const std::vector<PolyVox::PositionMaterialNormal>& vecVertices = polyVoxMesh.getVertices();
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auto vertexBuffer = new gpu::Buffer(vecVertices.size() * sizeof(PolyVox::PositionMaterialNormal),
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(gpu::Byte*)vecVertices.data());
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auto vertexBufferPtr = gpu::BufferPointer(vertexBuffer);
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mesh->setVertexBuffer(gpu::BufferView(vertexBufferPtr,
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0,
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vertexBufferPtr->getSize() - sizeof(float) * 3,
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sizeof(PolyVox::PositionMaterialNormal),
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gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RAW)
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));
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mesh->addAttribute(gpu::Stream::NORMAL,
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gpu::BufferView(vertexBufferPtr,
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sizeof(float) * 3,
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vertexBufferPtr->getSize() - sizeof(float) * 3,
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sizeof(PolyVox::PositionMaterialNormal),
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gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RAW)
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));
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qDebug() << "-------------XXXXXXXXXXXXXXXXXXXX-------------------";
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qDebug() << "---- vecIndices.size() =" << vecIndices.size();
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qDebug() << "---- sizeof(vecIndices[0]) =" << sizeof(vecIndices[0]);
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qDebug() << "---- vecVertices.size() =" << vecVertices.size();
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qDebug() << "---- sizeof(vecVertices[0]) =" << sizeof(vecVertices[0]);
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qDebug() << "---- sizeof(uint32_t) =" << sizeof(uint32_t);
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qDebug() << "---- sizeof(float) =" << sizeof(float);
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qDebug() << "---- sizeof(PolyVox::PositionMaterialNormal) =" << sizeof(PolyVox::PositionMaterialNormal);
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// -------------XXXXXXXXXXXXXXXXXXXX-------------------
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// ---- vecIndices.size() = 25524
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// ---- sizeof(vecIndices[0]) = 4
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// ---- vecVertices.size() = 17016
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// ---- sizeof(vecVertices[0]) = 28
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// ---- sizeof(uint32_t) = 4
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// ---- sizeof(float) = 4
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// ---- sizeof(PolyVox::PositionMaterialNormal) = 28
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_modelGeometry.setMesh(meshPtr);
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_needsModelReload = false;
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}
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void RenderablePolyVoxEntityItem::render(RenderArgs* args) {
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PerformanceTimer perfTimer("RenderablePolyVoxEntityItem::render");
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assert(getType() == EntityTypes::PolyVox);
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if (_needsModelReload) {
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getModel();
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}
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glm::vec3 position = getPosition();
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// glm::vec3 dimensions = getDimensions();
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glm::quat rotation = getRotation();
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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gpu::Batch batch;
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// XXX why do I need these?
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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auto mesh = _modelGeometry.getMesh();
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batch.setInputFormat(mesh->getVertexFormat());
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batch.setIndexBuffer(gpu::UINT32, mesh->getIndexBuffer()._buffer, 0);
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batch.setInputStream(0, mesh->makeBufferStream());
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batch.drawIndexed(gpu::TRIANGLES, mesh->getNumIndices(), 0);
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gpu::GLBackend::renderBatch(batch);
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glPopMatrix();
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RenderableDebugableEntityItem::render(this, args);
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}
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