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https://github.com/overte-org/overte.git
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Merge pull request #360 from ey6es/master
Dragging support for adding/deleting voxels, toggle for voxel noise texture, fix for threading issue with voxels (believe this is what caused the bad triangles).
This commit is contained in:
commit
24f52ff2fc
4 changed files with 107 additions and 68 deletions
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@ -138,6 +138,7 @@ Application::Application(int& argc, char** argv) :
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_mouseY(0),
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_mousePressed(false),
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_mouseVoxelScale(1.0f / 1024.0f),
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_justEditedVoxel(false),
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_paintOn(false),
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_dominantColor(0),
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_perfStatsOn(false),
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@ -738,8 +739,13 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
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// detect drag
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glm::vec3 mouseVoxelPos(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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if (_colorVoxelMode->isChecked() && event->buttons().testFlag(Qt::LeftButton) && mouseVoxelPos != _lastMouseVoxelPos) {
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addVoxelUnderCursor();
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if (!_justEditedVoxel && mouseVoxelPos != _lastMouseVoxelPos) {
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if (event->buttons().testFlag(Qt::LeftButton)) {
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maybeEditVoxelUnderCursor();
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} else if (event->buttons().testFlag(Qt::RightButton) && checkedVoxelModeAction() != 0) {
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deleteVoxelUnderCursor();
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}
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}
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}
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@ -748,13 +754,8 @@ void Application::mousePressEvent(QMouseEvent* event) {
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_mouseX = event->x();
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_mouseY = event->y();
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_mousePressed = true;
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if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
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addVoxelUnderCursor();
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maybeEditVoxelUnderCursor();
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} else if (_deleteVoxelMode->isChecked()) {
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deleteVoxelUnderCursor();
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}
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} else if (event->button() == Qt::RightButton && checkedVoxelModeAction() != 0) {
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deleteVoxelUnderCursor();
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}
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@ -927,6 +928,12 @@ void Application::idle() {
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_mouseVoxel.green = paintColor.green();
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_mouseVoxel.blue = paintColor.blue();
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}
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// if we just edited, use the currently selected voxel as the "last" for drag detection
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if (_justEditedVoxel) {
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_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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_justEditedVoxel = false;
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}
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}
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// walking triggers the handControl to stop
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@ -1202,6 +1209,8 @@ void Application::initMenu() {
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(_renderVoxels = renderMenu->addAction("Voxels"))->setCheckable(true);
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_renderVoxels->setChecked(true);
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_renderVoxels->setShortcut(Qt::Key_V);
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(_renderVoxelTextures = renderMenu->addAction("Voxel Textures"))->setCheckable(true);
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_renderVoxelTextures->setChecked(true);
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(_renderStarsOn = renderMenu->addAction("Stars"))->setCheckable(true);
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_renderStarsOn->setChecked(true);
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_renderStarsOn->setShortcut(Qt::Key_Asterisk);
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@ -1678,7 +1687,7 @@ void Application::displaySide(Camera& whichCamera) {
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// Draw voxels
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if (_renderVoxels->isChecked()) {
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_voxels.render();
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_voxels.render(_renderVoxelTextures->isChecked());
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}
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// indicate what we'll be adding/removing in mouse mode, if anything
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@ -2020,18 +2029,22 @@ void Application::shiftPaintingColor() {
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_paintingVoxel.blue = (_dominantColor == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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}
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void Application::addVoxelUnderCursor() {
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if (_mouseVoxel.s != 0) {
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PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ?
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PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL);
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sendVoxelEditMessage(message, _mouseVoxel);
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void Application::maybeEditVoxelUnderCursor() {
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if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
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if (_mouseVoxel.s != 0) {
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PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ?
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PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL);
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sendVoxelEditMessage(message, _mouseVoxel);
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// create the voxel locally so it appears immediately
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_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
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_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
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// create the voxel locally so it appears immediately
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_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
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_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
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// remember the position for drag detection
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_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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// remember the position for drag detection
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_justEditedVoxel = true;
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}
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} else if (_deleteVoxelMode->isChecked()) {
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deleteVoxelUnderCursor();
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}
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}
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@ -2043,7 +2056,7 @@ void Application::deleteVoxelUnderCursor() {
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_voxels.deleteVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
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// remember the position for drag detection
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_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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_justEditedVoxel = true;
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}
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}
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@ -116,7 +116,7 @@ private:
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void setupPaintingVoxel();
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void shiftPaintingColor();
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void addVoxelUnderCursor();
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void maybeEditVoxelUnderCursor();
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void deleteVoxelUnderCursor();
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void resetSensors();
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@ -135,6 +135,7 @@ private:
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
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QAction* _renderVoxels; // Whether to render voxels
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QAction* _renderVoxelTextures; // Whether to render noise textures on voxels
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QAction* _renderStarsOn; // Whether to display the stars
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QAction* _renderAtmosphereOn; // Whether to display the atmosphere
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QAction* _renderAvatarsOn; // Whether to render avatars
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@ -204,6 +205,7 @@ private:
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VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor
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float _mouseVoxelScale; // the scale for adding/removing voxels
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glm::vec3 _lastMouseVoxelPos; // the position of the last mouse voxel edit
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bool _justEditedVoxel; // set when we've just added/deleted/colored a voxel
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bool _paintOn; // Whether to paint voxels as you fly around
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unsigned char _dominantColor; // The dominant color of the voxel we're painting
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@ -46,7 +46,8 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
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VoxelSystem::VoxelSystem() {
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_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
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_renderFullVBO = true;
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_writeRenderFullVBO = true;
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_readRenderFullVBO = true;
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_tree = new VoxelTree();
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pthread_mutex_init(&_bufferWriteLock, NULL);
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pthread_mutex_init(&_treeLock, NULL);
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@ -57,7 +58,8 @@ VoxelSystem::~VoxelSystem() {
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delete[] _writeVerticesArray;
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delete[] _readColorsArray;
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delete[] _writeColorsArray;
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delete[] _voxelDirtyArray;
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delete[] _writeVoxelDirtyArray;
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delete[] _readVoxelDirtyArray;
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delete _tree;
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pthread_mutex_destroy(&_bufferWriteLock);
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pthread_mutex_destroy(&_treeLock);
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@ -180,14 +182,15 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
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_lastViewCullingElapsed = (endViewCulling - start) / 1000.0;
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}
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bool didWriteFullVBO = _writeRenderFullVBO;
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if (_tree->isDirty()) {
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static char buffer[64] = { 0 };
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if (_renderWarningsOn) {
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sprintf(buffer, "newTreeToArrays() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
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sprintf(buffer, "newTreeToArrays() _writeRenderFullVBO=%s", (_writeRenderFullVBO ? "yes" : "no"));
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};
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PerformanceWarning warn(_renderWarningsOn, buffer);
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_callsToTreesToArrays++;
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if (_renderFullVBO) {
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if (_writeRenderFullVBO) {
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_voxelsInWriteArrays = 0; // reset our VBO
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}
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_voxelsUpdated = newTreeToArrays(_tree->rootNode);
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@ -195,16 +198,22 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
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// since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are
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// ok again, until/unless we call removeOutOfView()
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_renderFullVBO = false;
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_writeRenderFullVBO = false;
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} else {
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_voxelsUpdated = 0;
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}
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// lock on the buffer write lock so we can't modify the data when the GPU is reading it
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pthread_mutex_lock(&_bufferWriteLock);
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if (_voxelsUpdated) {
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_voxelsDirty=true;
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}
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// copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated
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copyWrittenDataToReadArrays();
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copyWrittenDataToReadArrays(didWriteFullVBO);
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pthread_mutex_unlock(&_bufferWriteLock);
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double end = usecTimestampNow();
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double elapsedmsec = (end - start) / 1000.0;
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@ -218,30 +227,32 @@ void VoxelSystem::cleanupRemovedVoxels() {
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while (!_removedVoxels.isEmpty()) {
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delete _removedVoxels.extract();
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}
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_renderFullVBO = true; // if we remove voxels, we must update our full VBOs
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_writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs
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}
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}
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void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {
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// lock on the buffer write lock so we can't modify the data when the GPU is reading it
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pthread_mutex_lock(&_bufferWriteLock);
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int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
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int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
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memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
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memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
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_voxelsInReadArrays = _voxelsInWriteArrays;
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pthread_mutex_unlock(&_bufferWriteLock);
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// clear our dirty flags
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memset(_writeVoxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
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// let the reader know to get the full array
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_readRenderFullVBO = true;
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}
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void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
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// lock on the buffer write lock so we can't modify the data when the GPU is reading it
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pthread_mutex_lock(&_bufferWriteLock);
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glBufferIndex segmentStart = 0;
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glBufferIndex segmentEnd = 0;
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bool inSegment = false;
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for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
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bool thisVoxelDirty = _voxelDirtyArray[i];
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bool thisVoxelDirty = _writeVoxelDirtyArray[i];
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_readVoxelDirtyArray[i] |= thisVoxelDirty;
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_writeVoxelDirtyArray[i] = false;
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if (!inSegment) {
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if (thisVoxelDirty) {
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segmentStart = i;
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@ -290,14 +301,12 @@ void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
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// update our length
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_voxelsInReadArrays = _voxelsInWriteArrays;
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pthread_mutex_unlock(&_bufferWriteLock);
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}
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void VoxelSystem::copyWrittenDataToReadArrays() {
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void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
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PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()");
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if (_voxelsDirty && _voxelsUpdated) {
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if (_renderFullVBO) {
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if (fullVBOs) {
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copyWrittenDataToReadArraysFullVBOs();
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} else {
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copyWrittenDataToReadArraysPartialVBOs();
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@ -327,7 +336,7 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
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}
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}
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}
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if (_renderFullVBO) {
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if (_writeRenderFullVBO) {
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voxelsUpdated += updateNodeInArraysAsFullVBO(node);
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} else {
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voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
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@ -365,7 +374,7 @@ int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
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*(writeColorsAt +j) = node->getColor()[j % 3];
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}
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node->setBufferIndex(nodeIndex);
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_voxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
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_writeVoxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
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_voxelsInWriteArrays++; // our know vertices in the arrays
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return 1; // rendered
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}
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@ -402,7 +411,7 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
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node->setBufferIndex(nodeIndex);
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_voxelsInWriteArrays++;
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}
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_voxelDirtyArray[nodeIndex] = true;
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_writeVoxelDirtyArray[nodeIndex] = true;
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// populate the array with points for the 8 vertices
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// and RGB color for each added vertex
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@ -431,9 +440,11 @@ void VoxelSystem::init() {
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_voxelsInReadArrays = 0;
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_unusedArraySpace = 0;
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// we will track individual dirty sections with this array of bools
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_voxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
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memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
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// we will track individual dirty sections with these arrays of bools
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_writeVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
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memset(_writeVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
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_readVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
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memset(_readVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
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// prep the data structures for incoming voxel data
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_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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@ -530,7 +541,7 @@ void VoxelSystem::init() {
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void VoxelSystem::updateFullVBOs() {
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glBufferIndex segmentStart = 0;
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glBufferIndex segmentEnd = _voxelsInWriteArrays;
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glBufferIndex segmentEnd = _voxelsInReadArrays;
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int segmentLength = (segmentEnd - segmentStart) + 1;
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GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
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@ -544,21 +555,21 @@ void VoxelSystem::updateFullVBOs() {
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glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
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glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
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// consider the _voxelDirtyArray[] clean!
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memset(_voxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
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// consider the _readVoxelDirtyArray[] clean!
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memset(_readVoxelDirtyArray, false, _voxelsInReadArrays * sizeof(bool));
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}
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void VoxelSystem::updatePartialVBOs() {
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glBufferIndex segmentStart = 0;
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glBufferIndex segmentEnd = 0;
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bool inSegment = false;
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for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
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bool thisVoxelDirty = _voxelDirtyArray[i];
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for (glBufferIndex i = 0; i < _voxelsInReadArrays; i++) {
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bool thisVoxelDirty = _readVoxelDirtyArray[i];
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if (!inSegment) {
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if (thisVoxelDirty) {
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segmentStart = i;
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inSegment = true;
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_voxelDirtyArray[i] = false; // consider us clean!
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_readVoxelDirtyArray[i] = false; // consider us clean!
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}
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} else {
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if (!thisVoxelDirty) {
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@ -578,13 +589,13 @@ void VoxelSystem::updatePartialVBOs() {
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glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
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glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
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}
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_voxelDirtyArray[i] = false; // consider us clean!
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_readVoxelDirtyArray[i] = false; // consider us clean!
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}
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}
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// if we got to the end of the array, and we're in an active dirty segment...
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if (inSegment) {
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segmentEnd = _voxelsInWriteArrays - 1;
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segmentEnd = _voxelsInReadArrays - 1;
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inSegment = false;
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int segmentLength = (segmentEnd - segmentStart) + 1;
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GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
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@ -603,22 +614,27 @@ void VoxelSystem::updatePartialVBOs() {
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void VoxelSystem::updateVBOs() {
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static char buffer[40] = { 0 };
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if (_renderWarningsOn) {
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sprintf(buffer, "updateVBOs() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
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sprintf(buffer, "updateVBOs() _readRenderFullVBO=%s", (_readRenderFullVBO ? "yes" : "no"));
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};
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PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays
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if (_voxelsDirty) {
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if (_renderFullVBO) {
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if (_readRenderFullVBO) {
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updateFullVBOs();
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} else {
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updatePartialVBOs();
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}
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_voxelsDirty = false;
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_readRenderFullVBO = false;
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}
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_callsToTreesToArrays = 0; // clear it
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}
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void VoxelSystem::render() {
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void VoxelSystem::render(bool texture) {
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PerformanceWarning warn(_renderWarningsOn, "render()");
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// get the lock so that the update thread won't change anything
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||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
||||
glPushMatrix();
|
||||
updateVBOs();
|
||||
// tell OpenGL where to find vertex and color information
|
||||
|
@ -635,9 +651,11 @@ void VoxelSystem::render() {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
||||
|
||||
_perlinModulateProgram->bind();
|
||||
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
||||
|
||||
if (texture) {
|
||||
_perlinModulateProgram->bind();
|
||||
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
||||
}
|
||||
|
||||
// for performance, disable blending and enable backface culling
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
@ -650,9 +668,11 @@ void VoxelSystem::render() {
|
|||
glEnable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
_perlinModulateProgram->release();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
if (texture) {
|
||||
_perlinModulateProgram->release();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
|
@ -664,6 +684,8 @@ void VoxelSystem::render() {
|
|||
|
||||
// scale back down to 1 so heads aren't massive
|
||||
glPopMatrix();
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
int VoxelSystem::_nodeCount = 0;
|
||||
|
@ -1012,7 +1034,7 @@ void VoxelSystem::collectStatsForTreesAndVBOs() {
|
|||
glBufferIndex maxDirty = 0;
|
||||
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
if (_voxelDirtyArray[i]) {
|
||||
if (_writeVoxelDirtyArray[i]) {
|
||||
minDirty = std::min(minDirty,i);
|
||||
maxDirty = std::max(maxDirty,i);
|
||||
}
|
||||
|
|
|
@ -36,7 +36,7 @@ public:
|
|||
|
||||
void init();
|
||||
void simulate(float deltaTime) { };
|
||||
void render();
|
||||
void render(bool texture);
|
||||
|
||||
unsigned long getVoxelsUpdated() const {return _voxelsUpdated;};
|
||||
unsigned long getVoxelsRendered() const {return _voxelsInReadArrays;};
|
||||
|
@ -118,13 +118,15 @@ private:
|
|||
GLubyte* _readColorsArray;
|
||||
GLfloat* _writeVerticesArray;
|
||||
GLubyte* _writeColorsArray;
|
||||
bool* _voxelDirtyArray;
|
||||
bool* _writeVoxelDirtyArray;
|
||||
bool* _readVoxelDirtyArray;
|
||||
unsigned long _voxelsUpdated;
|
||||
unsigned long _voxelsInWriteArrays;
|
||||
unsigned long _voxelsInReadArrays;
|
||||
unsigned long _unusedArraySpace;
|
||||
|
||||
bool _renderFullVBO;
|
||||
bool _writeRenderFullVBO;
|
||||
bool _readRenderFullVBO;
|
||||
|
||||
double _setupNewVoxelsForDrawingLastElapsed;
|
||||
double _setupNewVoxelsForDrawingLastFinished;
|
||||
|
@ -148,7 +150,7 @@ private:
|
|||
void cleanupRemovedVoxels();
|
||||
|
||||
void setupNewVoxelsForDrawing();
|
||||
void copyWrittenDataToReadArrays();
|
||||
void copyWrittenDataToReadArrays(bool fullVBOs);
|
||||
|
||||
bool _voxelsDirty;
|
||||
|
||||
|
|
Loading…
Reference in a new issue