First cut at View Frustum Culling between client and server

This commit is contained in:
ZappoMan 2013-04-22 14:46:25 -07:00
parent 893996675a
commit 030f5328f5
3 changed files with 140 additions and 26 deletions

View file

@ -17,6 +17,7 @@
#include "PacketHeaders.h"
#include "OctalCode.h"
#include "VoxelTree.h"
#include "ViewFrustum.h"
#include <fstream> // to load voxels from file
using voxels_lib::printLog;
@ -268,6 +269,8 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
MarkerNode *currentMarkerNode,
float * agentPosition,
float thisNodePosition[3],
const ViewFrustum& viewFrustum,
bool viewFrustumCulling,
unsigned char * stopOctalCode)
{
static unsigned char *initialBitstreamPos = bitstreamBuffer;
@ -294,22 +297,38 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
unsigned char * childMaskPointer = NULL;
float halfUnitForVoxel = powf(0.5, *currentVoxelNode->octalCode) * (0.5 * TREE_SCALE);
// XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
// coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack
// to fix this behavior. To disable this swap, set swapXandZ to false.
// XXXBHG - 2013/04/11 - adding a note to my branch, I think this code is now broken.
bool swapXandZ=false;
float agentX = swapXandZ ? agentPosition[2] : agentPosition[0];
float agentZ = swapXandZ ? agentPosition[0] : agentPosition[2];
float distanceToVoxelCenter = sqrtf(powf(agentX - thisNodePosition[0] - halfUnitForVoxel, 2) +
float distanceToVoxelCenter = sqrtf(powf(agentPosition[0] - thisNodePosition[0] - halfUnitForVoxel, 2) +
powf(agentPosition[1] - thisNodePosition[1] - halfUnitForVoxel, 2) +
powf(agentZ - thisNodePosition[2] - halfUnitForVoxel, 2));
powf(agentPosition[2] - thisNodePosition[2] - halfUnitForVoxel, 2));
// If the voxel is outside of the view frustum, then don't bother sending or recursing
bool voxelInView = true;
/**** not yet working properly at this level! **************************************************************************
if (viewFrustumCulling) {
float fullUnitForVoxel = halfUnitForVoxel*2.0f;
AABox voxelBox;
voxelBox.setBox(glm::vec3(thisNodePosition[0],thisNodePosition[1],thisNodePosition[2]),
fullUnitForVoxel,fullUnitForVoxel,fullUnitForVoxel);
//printf("VoxelTree::loadBitstreamBuffer() voxelBox.corner=(%f,%f,%f) x=%f \n",
// voxelBox.getCorner().x,voxelBox.getCorner().y,voxelBox.getCorner().z, voxelBox.getSize().x);
voxelInView = (ViewFrustum::OUTSIDE != viewFrustum.pointInFrustum(voxelBox.getCorner()));
} else {
voxelInView = true;
}
**********************************************************************************************************************/
// if the distance to this voxel's center is less than the threshold
// distance for its children, we should send the children
if (distanceToVoxelCenter < boundaryDistanceForRenderLevel(*currentVoxelNode->octalCode + 1)) {
bool voxelIsClose = (distanceToVoxelCenter < boundaryDistanceForRenderLevel(*currentVoxelNode->octalCode + 1));
bool sendVoxel = voxelIsClose && voxelInView;
//printf("VoxelTree::loadBitstreamBuffer() sendVoxel=%d, voxelIsClose=%d, voxelInView=%d, viewFrustumCulling=%d\n",
// sendVoxel, voxelIsClose, voxelInView, viewFrustumCulling);
if (sendVoxel) {
// write this voxel's data if we're below or at
// or at the same level as the stopOctalCode
@ -341,16 +360,78 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
for (int i = 0; i < 8; i++) {
// check if the child exists and is not transparent
if (currentVoxelNode->children[i] != NULL
&& currentVoxelNode->children[i]->isColored()) {
// Rules for including a child:
// 1) child must exists
if ((currentVoxelNode->children[i] != NULL)) {
// 2) child must have a color...
if (currentVoxelNode->children[i]->isColored()) {
// copy in the childs color to bitstreamBuffer
memcpy(colorPointer, currentVoxelNode->children[i]->getTrueColor(), 3);
colorPointer += 3;
unsigned char* childOctalCode = currentVoxelNode->children[i]->octalCode;
float childPosition[3];
copyFirstVertexForCode(childOctalCode,(float*)&childPosition);
childPosition[0] *= TREE_SCALE; // scale it up
childPosition[1] *= TREE_SCALE; // scale it up
childPosition[2] *= TREE_SCALE; // scale it up
// set the colorMask by bitshifting the value of childExists
*bitstreamBuffer += (1 << (7 - i));
float halfChildVoxel = powf(0.5, *childOctalCode) * (0.5 * TREE_SCALE);
float distanceToChildCenter = sqrtf(powf(agentPosition[0] - childPosition[0] - halfChildVoxel, 2) +
powf(agentPosition[1] - childPosition[1] - halfChildVoxel, 2) +
powf(agentPosition[2] - childPosition[2] - halfChildVoxel, 2));
float fullChildVoxel = halfChildVoxel*2.0f;
AABox childBox;
childBox.setBox(glm::vec3(childPosition[0],childPosition[1],childPosition[2]),
fullChildVoxel,fullChildVoxel,fullChildVoxel);
//printf("VoxelTree::loadBitstreamBuffer() childBox.corner=(%f,%f,%f) x=%f \n",
// childBox.getCorner().x,childBox.getCorner().y,childBox.getCorner().z, childBox.getSize().x);
// XXXBHG - not sure we want to do this "distance/LOD culling" at this level.
//bool childIsClose = (distanceToChildCenter < boundaryDistanceForRenderLevel(*childOctalCode + 1));
bool childIsClose = true; // for now, assume we're close enough
bool childInView = !viewFrustumCulling ||
(ViewFrustum::OUTSIDE != viewFrustum.pointInFrustum(childBox.getCorner()));
/// XXXBHG - debug code, switch this to true, and we'll send everything but include false coloring
// on voxels based on whether or not they match these rules.
bool falseColorInsteadOfCulling = false;
// removed childIsClose - until we determine if we want to include that
bool sendChild = (childInView) || falseColorInsteadOfCulling;
//printf("VoxelTree::loadBitstreamBuffer() childIsClose=%d, childInView=%d\n",
// childIsClose, childInView);
// if we sendAnyway, we'll do false coloring of the voxels based on childIsClose && childInView
if (sendChild) {
// copy in the childs color to bitstreamBuffer
if (childIsClose && childInView) {
// true color
memcpy(colorPointer, currentVoxelNode->children[i]->getTrueColor(), 3);
} else {
unsigned char red[3] = {255,0,0};
unsigned char green[3] = {0,255,0};
unsigned char blue[3] = {0,0,255};
if (!childIsClose && !childInView) {
// If both too far, and not in view, color them red
memcpy(colorPointer, red, 3);
} else if (!childIsClose) {
// If too far, but in view, color them blue
memcpy(colorPointer, blue, 3);
} else {
// If close, but out of view, color them green
memcpy(colorPointer, green, 3);
}
}
colorPointer += 3;
// set the colorMask by bitshifting the value of childExists
*bitstreamBuffer += (1 << (7 - i));
}
}
}
}
@ -414,6 +495,8 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
currentMarkerNode->children[i],
agentPosition,
childNodePosition,
viewFrustum,
viewFrustumCulling,
stopOctalCode);
if (bitstreamBuffer - arrBufferBeforeChild > 0) {

View file

@ -11,6 +11,7 @@
#include "SimpleMovingAverage.h"
#include "ViewFrustum.h"
#include "VoxelNode.h"
#include "MarkerNode.h"
@ -52,6 +53,8 @@ public:
MarkerNode *currentMarkerNode,
float * agentPosition,
float thisNodePosition[3],
const ViewFrustum& viewFrustum,
bool viewFrustumCulling,
unsigned char * octalCode = NULL);
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);

View file

@ -48,6 +48,8 @@ const int MAX_VOXEL_TREE_DEPTH_LEVELS = 4;
VoxelTree randomTree;
bool wantColorRandomizer = false;
bool debugViewFrustum = false;
bool viewFrustumCulling = false; // for now
void addSphere(VoxelTree * tree,bool random, bool wantColorRandomizer) {
float r = random ? randFloatInRange(0.05,0.1) : 0.25;
@ -165,6 +167,24 @@ void *distributeVoxelsToListeners(void *args) {
Agent *thisAgent = (Agent *)&agentList->getAgents()[i];
VoxelAgentData *agentData = (VoxelAgentData *)(thisAgent->getLinkedData());
ViewFrustum viewFrustum;
// get position and orientation details from the camera
viewFrustum.setPosition(agentData->getCameraPosition());
viewFrustum.setOrientation(agentData->getCameraDirection(),agentData->getCameraUp(),agentData->getCameraRight());
// Also make sure it's got the correct lens details from the camera
viewFrustum.setFieldOfView(agentData->getCameraFov());
viewFrustum.setAspectRatio(agentData->getCameraAspectRatio());
viewFrustum.setNearClip(agentData->getCameraNearClip());
viewFrustum.setFarClip(agentData->getCameraFarClip());
viewFrustum.calculate();
// debug for fun!!
if (::debugViewFrustum) {
viewFrustum.dump();
}
// lock this agent's delete mutex so that the delete thread doesn't
// kill the agent while we are working with it
pthread_mutex_lock(thisAgent->deleteMutex);
@ -181,6 +201,8 @@ void *distributeVoxelsToListeners(void *args) {
agentData->rootMarkerNode,
agentData->position,
treeRoot,
viewFrustum,
::viewFrustumCulling,
stopOctal);
agentList->getAgentSocket().send(thisAgent->getActiveSocket(), voxelPacket, voxelPacketEnd - voxelPacket);
@ -249,16 +271,23 @@ int main(int argc, const char * argv[])
agentList->startDomainServerCheckInThread();
srand((unsigned)time(0));
const char* DEBUG_VIEW_FRUSTUM="--DebugViewFrustum";
::debugViewFrustum = cmdOptionExists(argc, argv, DEBUG_VIEW_FRUSTUM);
printf("debugViewFrustum=%s\n",(::debugViewFrustum?"yes":"no"));
const char* VIEW_FRUSTUM_CULLING="--ViewFrustumCulling";
::viewFrustumCulling = cmdOptionExists(argc, argv, VIEW_FRUSTUM_CULLING);
printf("viewFrustumCulling=%s\n",(::viewFrustumCulling?"yes":"no"));
const char* WANT_COLOR_RANDOMIZER="--WantColorRandomizer";
::wantColorRandomizer = cmdOptionExists(argc, argv, WANT_COLOR_RANDOMIZER);
printf("wantColorRandomizer=%s\n",(::wantColorRandomizer?"yes":"no"));
// Check to see if the user passed in a command line option for loading a local
// Voxel File. If so, load it now.
const char* WANT_COLOR_RANDOMIZER="--WantColorRandomizer";
const char* INPUT_FILE="-i";
::wantColorRandomizer = cmdOptionExists(argc, argv, WANT_COLOR_RANDOMIZER);
printf("wantColorRandomizer=%s\n",(wantColorRandomizer?"yes":"no"));
const char* voxelsFilename = getCmdOption(argc, argv, INPUT_FILE);
if (voxelsFilename) {
randomTree.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
}
@ -269,7 +298,6 @@ int main(int argc, const char * argv[])
// octal codes to the tree nodes that it is creating
randomlyFillVoxelTree(MAX_VOXEL_TREE_DEPTH_LEVELS, randomTree.rootNode);
}
const char* ADD_SPHERE="--AddSphere";
const char* ADD_RANDOM_SPHERE="--AddRandomSphere";