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Merge branch 'master' of https://github.com/worklist/hifi into recursive_voxel_delete
This commit is contained in:
commit
20312e9f99
5 changed files with 61 additions and 2 deletions
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@ -1475,6 +1475,8 @@ void Application::initMenu() {
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"Render Mode", this, SLOT(cycleFrustumRenderMode()), Qt::SHIFT | Qt::Key_R);
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updateFrustumRenderModeAction();
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debugMenu->addAction("Run Timing Tests", this, SLOT(runTests()));
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debugMenu->addAction("Show Render Pipeline Warnings", this, SLOT(setRenderWarnings(bool)))->setCheckable(true);
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debugMenu->addAction("Kill Local Voxels", this, SLOT(doKillLocalVoxels()));
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debugMenu->addAction("Randomize Voxel TRUE Colors", this, SLOT(doRandomizeVoxelColors()), Qt::CTRL | Qt::Key_R);
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@ -1521,6 +1523,10 @@ void Application::updateFrustumRenderModeAction() {
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}
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}
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void Application::runTests() {
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runTimingTests();
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}
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void Application::initDisplay() {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -123,6 +123,7 @@ private slots:
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void cutVoxels();
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void copyVoxels();
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void pasteVoxels();
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void runTests();
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private:
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static bool sendVoxelsOperation(VoxelNode* node, void* extraData);
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@ -317,9 +317,9 @@ glm::quat Avatar::getWorldAlignedOrientation () const {
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void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight) {
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// Update head yaw and pitch based on mouse input
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const float MOUSE_MOVE_RADIUS = 0.15f;
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const float MOUSE_MOVE_RADIUS = 0.3f;
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const float MOUSE_ROTATE_SPEED = 4.0f;
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const float MOUSE_PITCH_SPEED = 1.5f;
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const float MOUSE_PITCH_SPEED = 2.0f;
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const int TITLE_BAR_HEIGHT = 46;
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float mouseLocationX = (float)mouseX / (float)screenWidth - 0.5f;
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float mouseLocationY = (float)mouseY / (float)screenHeight - 0.5f;
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@ -9,6 +9,8 @@
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#include "InterfaceConfig.h"
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#include <iostream>
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#include <cstring>
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#include <time.h>
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#include <math.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/noise.hpp>
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@ -21,6 +23,7 @@
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#include "world.h"
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#include "Util.h"
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#include "VoxelConstants.h"
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using namespace std;
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@ -448,6 +451,53 @@ bool closeEnoughForGovernmentWork(float a, float b) {
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return (distance < 0.00001f);
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}
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// Do some basic timing tests and report the results
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void runTimingTests() {
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// How long does it take to make a call to get the time?
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const int numTests = 1000000;
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int iResults[numTests];
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float fTest = 1.0;
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float fResults[numTests];
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timeval startTime, endTime;
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float elapsedMsecs;
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gettimeofday(&startTime, NULL);
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for (int i = 1; i < numTests; i++) {
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gettimeofday(&endTime, NULL);
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}
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elapsedMsecs = diffclock(&startTime, &endTime);
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printLog("gettimeofday() usecs: %f\n", 1000.0f * elapsedMsecs / (float) numTests);
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// Random number generation
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gettimeofday(&startTime, NULL);
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for (int i = 1; i < numTests; i++) {
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iResults[i] = rand();
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}
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gettimeofday(&endTime, NULL);
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elapsedMsecs = diffclock(&startTime, &endTime);
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printLog("rand() stored in array usecs: %f\n", 1000.0f * elapsedMsecs / (float) numTests);
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// Random number generation using randFloat()
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gettimeofday(&startTime, NULL);
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for (int i = 1; i < numTests; i++) {
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fResults[i] = randFloat();
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}
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gettimeofday(&endTime, NULL);
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elapsedMsecs = diffclock(&startTime, &endTime);
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printLog("randFloat() stored in array usecs: %f\n", 1000.0f * elapsedMsecs / (float) numTests);
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// PowF function
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fTest = 1145323.2342f;
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gettimeofday(&startTime, NULL);
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for (int i = 1; i < numTests; i++) {
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fTest = powf(fTest, 0.5f);
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}
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gettimeofday(&endTime, NULL);
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elapsedMsecs = diffclock(&startTime, &endTime);
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printLog("powf(f, 0.5) usecs: %f\n", 1000.0f * elapsedMsecs / (float) numTests);
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}
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@ -64,4 +64,6 @@ void renderOrientationDirections( glm::vec3 position, const glm::quat& orientati
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void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition);
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void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides );
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void runTimingTests();
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#endif
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