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:
ZappoMan 2013-05-20 15:50:04 -07:00
commit 24f52ff2fc
4 changed files with 107 additions and 68 deletions

View file

@ -138,6 +138,7 @@ Application::Application(int& argc, char** argv) :
_mouseY(0),
_mousePressed(false),
_mouseVoxelScale(1.0f / 1024.0f),
_justEditedVoxel(false),
_paintOn(false),
_dominantColor(0),
_perfStatsOn(false),
@ -738,8 +739,13 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
// detect drag
glm::vec3 mouseVoxelPos(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
if (_colorVoxelMode->isChecked() && event->buttons().testFlag(Qt::LeftButton) && mouseVoxelPos != _lastMouseVoxelPos) {
addVoxelUnderCursor();
if (!_justEditedVoxel && mouseVoxelPos != _lastMouseVoxelPos) {
if (event->buttons().testFlag(Qt::LeftButton)) {
maybeEditVoxelUnderCursor();
} else if (event->buttons().testFlag(Qt::RightButton) && checkedVoxelModeAction() != 0) {
deleteVoxelUnderCursor();
}
}
}
@ -748,13 +754,8 @@ void Application::mousePressEvent(QMouseEvent* event) {
_mouseX = event->x();
_mouseY = event->y();
_mousePressed = true;
if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
addVoxelUnderCursor();
maybeEditVoxelUnderCursor();
} else if (_deleteVoxelMode->isChecked()) {
deleteVoxelUnderCursor();
}
} else if (event->button() == Qt::RightButton && checkedVoxelModeAction() != 0) {
deleteVoxelUnderCursor();
}
@ -927,6 +928,12 @@ void Application::idle() {
_mouseVoxel.green = paintColor.green();
_mouseVoxel.blue = paintColor.blue();
}
// if we just edited, use the currently selected voxel as the "last" for drag detection
if (_justEditedVoxel) {
_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
_justEditedVoxel = false;
}
}
// walking triggers the handControl to stop
@ -1202,6 +1209,8 @@ void Application::initMenu() {
(_renderVoxels = renderMenu->addAction("Voxels"))->setCheckable(true);
_renderVoxels->setChecked(true);
_renderVoxels->setShortcut(Qt::Key_V);
(_renderVoxelTextures = renderMenu->addAction("Voxel Textures"))->setCheckable(true);
_renderVoxelTextures->setChecked(true);
(_renderStarsOn = renderMenu->addAction("Stars"))->setCheckable(true);
_renderStarsOn->setChecked(true);
_renderStarsOn->setShortcut(Qt::Key_Asterisk);
@ -1678,7 +1687,7 @@ void Application::displaySide(Camera& whichCamera) {
// Draw voxels
if (_renderVoxels->isChecked()) {
_voxels.render();
_voxels.render(_renderVoxelTextures->isChecked());
}
// indicate what we'll be adding/removing in mouse mode, if anything
@ -2020,18 +2029,22 @@ void Application::shiftPaintingColor() {
_paintingVoxel.blue = (_dominantColor == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
}
void Application::addVoxelUnderCursor() {
if (_mouseVoxel.s != 0) {
PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ?
PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL);
sendVoxelEditMessage(message, _mouseVoxel);
void Application::maybeEditVoxelUnderCursor() {
if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
if (_mouseVoxel.s != 0) {
PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ?
PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL);
sendVoxelEditMessage(message, _mouseVoxel);
// create the voxel locally so it appears immediately
_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
// create the voxel locally so it appears immediately
_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
// remember the position for drag detection
_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
// remember the position for drag detection
_justEditedVoxel = true;
}
} else if (_deleteVoxelMode->isChecked()) {
deleteVoxelUnderCursor();
}
}
@ -2043,7 +2056,7 @@ void Application::deleteVoxelUnderCursor() {
_voxels.deleteVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
// remember the position for drag detection
_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
_justEditedVoxel = true;
}
}

View file

@ -116,7 +116,7 @@ private:
void setupPaintingVoxel();
void shiftPaintingColor();
void addVoxelUnderCursor();
void maybeEditVoxelUnderCursor();
void deleteVoxelUnderCursor();
void resetSensors();
@ -135,6 +135,7 @@ private:
QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
QAction* _renderVoxels; // Whether to render voxels
QAction* _renderVoxelTextures; // Whether to render noise textures on voxels
QAction* _renderStarsOn; // Whether to display the stars
QAction* _renderAtmosphereOn; // Whether to display the atmosphere
QAction* _renderAvatarsOn; // Whether to render avatars
@ -204,6 +205,7 @@ private:
VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor
float _mouseVoxelScale; // the scale for adding/removing voxels
glm::vec3 _lastMouseVoxelPos; // the position of the last mouse voxel edit
bool _justEditedVoxel; // set when we've just added/deleted/colored a voxel
bool _paintOn; // Whether to paint voxels as you fly around
unsigned char _dominantColor; // The dominant color of the voxel we're painting

View file

@ -46,7 +46,8 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
VoxelSystem::VoxelSystem() {
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
_renderFullVBO = true;
_writeRenderFullVBO = true;
_readRenderFullVBO = true;
_tree = new VoxelTree();
pthread_mutex_init(&_bufferWriteLock, NULL);
pthread_mutex_init(&_treeLock, NULL);
@ -57,7 +58,8 @@ VoxelSystem::~VoxelSystem() {
delete[] _writeVerticesArray;
delete[] _readColorsArray;
delete[] _writeColorsArray;
delete[] _voxelDirtyArray;
delete[] _writeVoxelDirtyArray;
delete[] _readVoxelDirtyArray;
delete _tree;
pthread_mutex_destroy(&_bufferWriteLock);
pthread_mutex_destroy(&_treeLock);
@ -180,14 +182,15 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
_lastViewCullingElapsed = (endViewCulling - start) / 1000.0;
}
bool didWriteFullVBO = _writeRenderFullVBO;
if (_tree->isDirty()) {
static char buffer[64] = { 0 };
if (_renderWarningsOn) {
sprintf(buffer, "newTreeToArrays() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
sprintf(buffer, "newTreeToArrays() _writeRenderFullVBO=%s", (_writeRenderFullVBO ? "yes" : "no"));
};
PerformanceWarning warn(_renderWarningsOn, buffer);
_callsToTreesToArrays++;
if (_renderFullVBO) {
if (_writeRenderFullVBO) {
_voxelsInWriteArrays = 0; // reset our VBO
}
_voxelsUpdated = newTreeToArrays(_tree->rootNode);
@ -195,16 +198,22 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
// since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are
// ok again, until/unless we call removeOutOfView()
_renderFullVBO = false;
_writeRenderFullVBO = false;
} else {
_voxelsUpdated = 0;
}
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
pthread_mutex_lock(&_bufferWriteLock);
if (_voxelsUpdated) {
_voxelsDirty=true;
}
// copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated
copyWrittenDataToReadArrays();
copyWrittenDataToReadArrays(didWriteFullVBO);
pthread_mutex_unlock(&_bufferWriteLock);
double end = usecTimestampNow();
double elapsedmsec = (end - start) / 1000.0;
@ -218,30 +227,32 @@ void VoxelSystem::cleanupRemovedVoxels() {
while (!_removedVoxels.isEmpty()) {
delete _removedVoxels.extract();
}
_renderFullVBO = true; // if we remove voxels, we must update our full VBOs
_writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs
}
}
void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
pthread_mutex_lock(&_bufferWriteLock);
int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
_voxelsInReadArrays = _voxelsInWriteArrays;
pthread_mutex_unlock(&_bufferWriteLock);
// clear our dirty flags
memset(_writeVoxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
// let the reader know to get the full array
_readRenderFullVBO = true;
}
void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
pthread_mutex_lock(&_bufferWriteLock);
glBufferIndex segmentStart = 0;
glBufferIndex segmentEnd = 0;
bool inSegment = false;
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
bool thisVoxelDirty = _voxelDirtyArray[i];
bool thisVoxelDirty = _writeVoxelDirtyArray[i];
_readVoxelDirtyArray[i] |= thisVoxelDirty;
_writeVoxelDirtyArray[i] = false;
if (!inSegment) {
if (thisVoxelDirty) {
segmentStart = i;
@ -290,14 +301,12 @@ void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
// update our length
_voxelsInReadArrays = _voxelsInWriteArrays;
pthread_mutex_unlock(&_bufferWriteLock);
}
void VoxelSystem::copyWrittenDataToReadArrays() {
void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()");
if (_voxelsDirty && _voxelsUpdated) {
if (_renderFullVBO) {
if (fullVBOs) {
copyWrittenDataToReadArraysFullVBOs();
} else {
copyWrittenDataToReadArraysPartialVBOs();
@ -327,7 +336,7 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
}
}
}
if (_renderFullVBO) {
if (_writeRenderFullVBO) {
voxelsUpdated += updateNodeInArraysAsFullVBO(node);
} else {
voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
@ -365,7 +374,7 @@ int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
*(writeColorsAt +j) = node->getColor()[j % 3];
}
node->setBufferIndex(nodeIndex);
_voxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
_writeVoxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
_voxelsInWriteArrays++; // our know vertices in the arrays
return 1; // rendered
}
@ -402,7 +411,7 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
node->setBufferIndex(nodeIndex);
_voxelsInWriteArrays++;
}
_voxelDirtyArray[nodeIndex] = true;
_writeVoxelDirtyArray[nodeIndex] = true;
// populate the array with points for the 8 vertices
// and RGB color for each added vertex
@ -431,9 +440,11 @@ void VoxelSystem::init() {
_voxelsInReadArrays = 0;
_unusedArraySpace = 0;
// we will track individual dirty sections with this array of bools
_voxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
// we will track individual dirty sections with these arrays of bools
_writeVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
memset(_writeVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
_readVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
memset(_readVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
// prep the data structures for incoming voxel data
_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
@ -530,7 +541,7 @@ void VoxelSystem::init() {
void VoxelSystem::updateFullVBOs() {
glBufferIndex segmentStart = 0;
glBufferIndex segmentEnd = _voxelsInWriteArrays;
glBufferIndex segmentEnd = _voxelsInReadArrays;
int segmentLength = (segmentEnd - segmentStart) + 1;
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
@ -544,21 +555,21 @@ void VoxelSystem::updateFullVBOs() {
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
// consider the _voxelDirtyArray[] clean!
memset(_voxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
// consider the _readVoxelDirtyArray[] clean!
memset(_readVoxelDirtyArray, false, _voxelsInReadArrays * sizeof(bool));
}
void VoxelSystem::updatePartialVBOs() {
glBufferIndex segmentStart = 0;
glBufferIndex segmentEnd = 0;
bool inSegment = false;
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
bool thisVoxelDirty = _voxelDirtyArray[i];
for (glBufferIndex i = 0; i < _voxelsInReadArrays; i++) {
bool thisVoxelDirty = _readVoxelDirtyArray[i];
if (!inSegment) {
if (thisVoxelDirty) {
segmentStart = i;
inSegment = true;
_voxelDirtyArray[i] = false; // consider us clean!
_readVoxelDirtyArray[i] = false; // consider us clean!
}
} else {
if (!thisVoxelDirty) {
@ -578,13 +589,13 @@ void VoxelSystem::updatePartialVBOs() {
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
}
_voxelDirtyArray[i] = false; // consider us clean!
_readVoxelDirtyArray[i] = false; // consider us clean!
}
}
// if we got to the end of the array, and we're in an active dirty segment...
if (inSegment) {
segmentEnd = _voxelsInWriteArrays - 1;
segmentEnd = _voxelsInReadArrays - 1;
inSegment = false;
int segmentLength = (segmentEnd - segmentStart) + 1;
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
@ -603,22 +614,27 @@ void VoxelSystem::updatePartialVBOs() {
void VoxelSystem::updateVBOs() {
static char buffer[40] = { 0 };
if (_renderWarningsOn) {
sprintf(buffer, "updateVBOs() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
sprintf(buffer, "updateVBOs() _readRenderFullVBO=%s", (_readRenderFullVBO ? "yes" : "no"));
};
PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays
if (_voxelsDirty) {
if (_renderFullVBO) {
if (_readRenderFullVBO) {
updateFullVBOs();
} else {
updatePartialVBOs();
}
_voxelsDirty = false;
_readRenderFullVBO = false;
}
_callsToTreesToArrays = 0; // clear it
}
void VoxelSystem::render() {
void VoxelSystem::render(bool texture) {
PerformanceWarning warn(_renderWarningsOn, "render()");
// get the lock so that the update thread won't change anything
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);
}

View file

@ -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;