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https://github.com/overte-org/overte.git
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add a voxel server
This commit is contained in:
parent
a5708c0450
commit
686404be2b
11 changed files with 353 additions and 206 deletions
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@ -5,4 +5,5 @@ project(hifi)
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add_subdirectory(space)
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add_subdirectory(domain)
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add_subdirectory(mixer)
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add_subdirectory(voxel)
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add_subdirectory(interface)
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@ -55,11 +55,6 @@ float StDev::getStDev() {
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return 0;
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}
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float randFloat () {
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return (rand()%10000)/10000.f;
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}
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// Return the azimuth angle in degrees between two points.
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180 / PI;
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@ -7,24 +7,25 @@
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//
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#include "VoxelSystem.h"
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#include <AgentList.h>
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const float MAX_Y_AXIS = 2.0;
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const float MAX_X_AXIS = 20.0;
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const float MAX_Z_AXIS = 20.0;
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const int MAX_VOXELS_PER_SYSTEM = 500000;
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const int VERTICES_PER_VOXEL = 8;
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const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
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const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
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const int INDICES_PER_VOXEL = 3 * 12;
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GLfloat identityVertices[] = { -1, -1, 1,
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1, -1, 1,
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1, -1, -1,
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-1, -1, -1,
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1, 1, 1,
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-1, 1, 1,
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-1, 1, -1,
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1, 1, -1 };
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const float CUBE_WIDTH = 0.025f;
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float identityVertices[] = { -1, -1, 1,
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1, -1, 1,
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1, -1, -1,
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-1, -1, -1,
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1, 1, 1,
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-1, 1, 1,
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-1, 1, -1,
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1, 1, -1 };
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GLubyte identityIndices[] = { 0,1,2, 0,2,3,
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0,4,1, 0,4,5,
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@ -33,73 +34,71 @@ GLubyte identityIndices[] = { 0,1,2, 0,2,3,
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2,3,6, 2,6,7,
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4,5,6, 4,6,7 };
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VoxelSystem::VoxelSystem() {
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voxelsRendered = 0;
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}
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bool onSphereShell(float radius, float scale, glm::vec3 * position) {
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float vRadius = glm::length(*position);
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return ((vRadius + scale/2.0 > radius) && (vRadius - scale/2.0 < radius));
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VoxelSystem::~VoxelSystem() {
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delete[] verticesArray;
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delete[] colorsArray;
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}
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void VoxelSystem::parseData(void *data, int size) {
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// ignore the first char, it's a V to tell us that this is voxel data
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char *voxelDataPtr = (char *) data + 1;
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float *position = new float[3];
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char *color = new char[3];
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// get pointers to position of last append of data
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GLfloat *parseVerticesPtr = lastAddPointer;
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GLubyte *parseColorsPtr = colorsArray + (lastAddPointer - verticesArray);
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int voxelsInData = 0;
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// pull voxels out of the received data and put them into our internal memory structure
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while ((voxelDataPtr - (char *) data) < size) {
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memcpy(position, voxelDataPtr, 3 * sizeof(float));
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voxelDataPtr += 3 * sizeof(float);
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memcpy(color, voxelDataPtr, 3);
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voxelDataPtr += 3;
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for (int v = 0; v < VERTEX_POINTS_PER_VOXEL; v++) {
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parseVerticesPtr[v] = position[v % 3] + (identityVertices[v] * CUBE_WIDTH);
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}
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parseVerticesPtr += VERTEX_POINTS_PER_VOXEL;
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for (int c = 0; c < COLOR_VALUES_PER_VOXEL; c++) {
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parseColorsPtr[c] = color[c % 3];
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}
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parseColorsPtr += COLOR_VALUES_PER_VOXEL;
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voxelsInData++;
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}
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// increase the lastAddPointer to the new spot, increase the number of rendered voxels
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lastAddPointer = parseVerticesPtr;
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voxelsRendered += voxelsInData;
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}
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VoxelSystem* VoxelSystem::clone() const {
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// this still needs to be implemented, will need to be used if VoxelSystem is attached to agent
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return NULL;
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}
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void VoxelSystem::init() {
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root = new Voxel;
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}
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float randomFloat(float maximumValue) {
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return ((float) rand() / ((float) RAND_MAX / maximumValue));
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}
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void VoxelSystem::init(int numberOfRandomVoxels) {
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// create the arrays needed to pass to glDrawElements later
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// position / color are random for now
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// prep the data structures for incoming voxel data
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lastDrawPointer = lastAddPointer = verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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colorsArray = new GLubyte[COLOR_VALUES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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voxelsRendered = numberOfRandomVoxels;
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// there are 3 points for each vertices, 24 vertices in each cube
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GLfloat *verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * numberOfRandomVoxels];
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GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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// we need a color for each vertex in each voxel
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GLfloat *colorsArray = new GLfloat[COLOR_VALUES_PER_VOXEL * numberOfRandomVoxels];
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// there are 12 triangles in each cube, with three indices for each triangle
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GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * numberOfRandomVoxels];
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// new seed based on time now so voxels are different each time
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srand((unsigned)time(0));
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for (int n = 0; n < numberOfRandomVoxels; n++) {
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// pick a random point for the center of the cube
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const float DEATH_STAR_RADIUS = 4.0;
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const float MAX_CUBE = 0.05;
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float azimuth = randFloat()*2*PI;
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float altitude = randFloat()*PI - PI/2;
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float radius = DEATH_STAR_RADIUS;
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float thisScale = MAX_CUBE*1/(float)(rand()%8 + 1);
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float radius_twiddle = (DEATH_STAR_RADIUS/100)*powf(2, (float)(rand()%8));
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radius += radius_twiddle + (randFloat()*DEATH_STAR_RADIUS/12 - DEATH_STAR_RADIUS/24);
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glm::vec3 position = glm::vec3(
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radius * cosf(azimuth) * cosf(altitude),
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radius * sinf(azimuth) * cosf(altitude),
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radius * sinf(altitude)
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);
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// fill the vertices array, and scale the voxels
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GLfloat *currentVerticesPos = verticesArray + (n * VERTEX_POINTS_PER_VOXEL);
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for (int v = 0; v < VERTEX_POINTS_PER_VOXEL; v++) {
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currentVerticesPos[v] = position[v % 3] + (identityVertices[v] * thisScale);
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}
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// fill the colors array
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const float MIN_BRIGHTNESS = 0.25;
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GLfloat *currentColorPos = colorsArray + (n * COLOR_VALUES_PER_VOXEL);
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float voxelR = MIN_BRIGHTNESS + randomFloat(1)*(1.0 - MIN_BRIGHTNESS);
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float voxelG = voxelR;
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float voxelB = voxelR;
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for (int c = 0; c < VERTICES_PER_VOXEL; c++) {
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currentColorPos[0 + (c * 3)] = voxelR;
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currentColorPos[1 + (c * 3)] = voxelG;
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currentColorPos[2 + (c * 3)] = voxelB;
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}
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// populate the indicesArray
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// this will not change given new voxels, so we can set it all up now
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for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {
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// fill the indices array
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int voxelIndexOffset = n * INDICES_PER_VOXEL;
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GLuint *currentIndicesPos = indicesArray + voxelIndexOffset;
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@ -114,136 +113,54 @@ void VoxelSystem::init(int numberOfRandomVoxels) {
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// VBO for the verticesArray
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glGenBuffers(1, &vboVerticesID);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, verticesArray, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
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// VBO for colorsArray
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glGenBuffers(1, &vboColorsID);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBufferData(GL_ARRAY_BUFFER, COLOR_VALUES_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, colorsArray, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, COLOR_VALUES_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
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// VBO for the indicesArray
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glGenBuffers(1, &vboIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, numberOfRandomVoxels * INDICES_PER_VOXEL * sizeof(GLuint), indicesArray, GL_STATIC_DRAW);
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// delete the verticesArray, indicesArray
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delete[] verticesArray;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM, indicesArray, GL_STATIC_DRAW);
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// delete the indices array that is no longer needed
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delete[] indicesArray;
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delete[] colorsArray;
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}
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//
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// Recursively initialize the voxel tree
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//
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int VoxelSystem::initVoxels(Voxel * voxel, float scale, glm::vec3 * position) {
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glm::vec3 averageColor(0,0,0);
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int childrenCreated = 0;
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int newVoxels = 0;
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if (voxel == NULL) voxel = root;
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averageColor[0] = averageColor[1] = averageColor[2] = 0.0;
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const float RADIUS = 3.9;
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//
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// First, randomly decide whether to stop here without recursing for children
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//
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if (onSphereShell(RADIUS, scale, position) && (scale < 0.25) && (randFloat() < 0.01))
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{
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voxel->color.x = 0.1;
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voxel->color.y = 0.5 + randFloat()*0.5;
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voxel->color.z = 0.1;
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for (unsigned char i = 0; i < NUM_CHILDREN; i++) voxel->children[i] = NULL;
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return 0;
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} else {
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// Decide whether to make kids, recurse into them
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for (unsigned char i = 0; i < NUM_CHILDREN; i++) {
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if (scale > 0.01) {
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glm::vec3 shift(scale/2.0*((i&4)>>2)-scale/4.0,
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scale/2.0*((i&2)>>1)-scale/4.0,
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scale/2.0*(i&1)-scale/4.0);
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*position += shift;
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// Test to see whether the child is also on edge of sphere
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if (onSphereShell(RADIUS, scale/2.0, position)) {
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voxel->children[i] = new Voxel;
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newVoxels++;
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childrenCreated++;
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newVoxels += initVoxels(voxel->children[i], scale/2.0, position);
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averageColor += voxel->children[i]->color;
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} else voxel->children[i] = NULL;
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*position -= shift;
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} else {
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// No child made: Set pointer to null, nothing to see here.
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voxel->children[i] = NULL;
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}
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}
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if (childrenCreated > 0) {
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// If there were children created, the color of this voxel node is average of children
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averageColor *= 1.0/childrenCreated;
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voxel->color = averageColor;
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return newVoxels;
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} else {
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// Tested and didn't make any children, so choose my color as a leaf, return
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voxel->color.x = voxel->color.y = voxel->color.z = 0.5 + randFloat()*0.5;
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for (unsigned char i = 0; i < NUM_CHILDREN; i++) voxel->children[i] = NULL;
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return 0;
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}
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}
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}
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//
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// The Render Discard is the ratio of the size of the voxel to the distance from the camera
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// at which the voxel will no longer be shown. Smaller = show more detail.
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//
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const float RENDER_DISCARD = 0.04; //0.01;
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//
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// Returns the total number of voxels actually rendered
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//
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int VoxelSystem::render(Voxel * voxel, float scale, glm::vec3 * distance) {
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// If null passed in, start at root
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if (voxel == NULL) voxel = root;
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unsigned char i;
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bool renderedChildren = false;
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int vRendered = 0;
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// Recursively render children
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for (i = 0; i < NUM_CHILDREN; i++) {
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glm::vec3 shift(scale/2.0*((i&4)>>2)-scale/4.0,
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scale/2.0*((i&2)>>1)-scale/4.0,
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scale/2.0*(i&1)-scale/4.0);
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if ((voxel->children[i] != NULL) && (scale / glm::length(*distance) > RENDER_DISCARD)) {
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glTranslatef(shift.x, shift.y, shift.z);
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*distance += shift;
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vRendered += render(voxel->children[i], scale/2.0, distance);
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*distance -= shift;
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glTranslatef(-shift.x, -shift.y, -shift.z);
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renderedChildren = true;
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}
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}
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// Render this voxel if the children were not rendered
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if (!renderedChildren)
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{
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// This is the place where we need to copy this data to a VBO to make this FAST
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glColor4f(voxel->color.x, voxel->color.y, voxel->color.z, 1.0);
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glutSolidCube(scale);
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vRendered++;
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}
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return vRendered;
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}
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void VoxelSystem::render() {
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// check if there are new voxels to draw
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int vertexValuesToDraw = lastAddPointer - lastDrawPointer;
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if (vertexValuesToDraw > 0) {
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// calculate the offset into each VBO, in vertex point values
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int vertexBufferOffset = lastDrawPointer - verticesArray;
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// bind the vertices VBO, copy in new data
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBufferSubData(GL_ARRAY_BUFFER, vertexBufferOffset * sizeof(float), vertexValuesToDraw * sizeof(float), lastDrawPointer);
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// bind the colors VBO, copy in new data
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBufferSubData(GL_ARRAY_BUFFER, vertexBufferOffset * sizeof(GLubyte), vertexValuesToDraw * sizeof(GLubyte), (colorsArray + (lastDrawPointer - verticesArray)));
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// increment the lastDrawPointer to the lastAddPointer value used for this draw
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lastDrawPointer += vertexValuesToDraw;
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}
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// tell OpenGL where to find vertex and color information
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glColorPointer(3, GL_FLOAT, 0, 0);
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glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
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// draw the number of voxels we have
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);
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// deactivate vertex and color arrays after drawing
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@ -9,11 +9,13 @@
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#ifndef __interface__Cube__
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#define __interface__Cube__
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#include "InterfaceConfig.h"
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#include <glm/glm.hpp>
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#include <iostream>
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#include <UDPSocket.h>
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#include <AgentData.h>
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#include "Util.h"
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#include "world.h"
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#include "InterfaceConfig.h"
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#include <iostream>
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const int NUM_CHILDREN = 8;
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@ -22,19 +24,28 @@ struct Voxel {
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Voxel * children[NUM_CHILDREN];
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};
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class VoxelSystem {
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class VoxelSystem : public AgentData {
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public:
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VoxelSystem();
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~VoxelSystem();
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void parseData(void *data, int size);
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VoxelSystem* clone() const;
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void init();
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void simulate(float deltaTime);
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int render(Voxel * voxel, float scale, glm::vec3 * distance);
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void render();
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void init();
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void init(int numberOfRandomVoxels);
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int initVoxels(Voxel * root, float scale, glm::vec3 * position);
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void setVoxelsRendered(int v) {voxelsRendered = v;};
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int getVoxelsRendered() {return voxelsRendered;};
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Voxel * root;
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private:
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int voxelsRendered;
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GLfloat *verticesArray;
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GLubyte *colorsArray;
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GLfloat *lastAddPointer;
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GLfloat *lastDrawPointer;
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GLuint vboVerticesID;
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GLuint vboColorsID;
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GLuint vboIndicesID;
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@ -319,8 +319,7 @@ void initDisplay(void)
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void init(void)
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{
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// Number of voxels to create
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voxels.init(100000);
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voxels.init();
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myHead.setRenderYaw(start_yaw);
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@ -333,11 +332,13 @@ void init(void)
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field = Field();
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printf( "Field Initialized.\n" );
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if (noise_on)
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{
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if (noise_on) {
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myHead.setNoise(noise);
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}
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char output[] = "I";
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char address[] = "10.0.0.10";
|
||||
agentList.getAgentSocket().send(address, 40106, output, 1);
|
||||
|
||||
|
||||
#ifdef MARKER_CAPTURE
|
||||
|
@ -751,7 +752,7 @@ void key(unsigned char k, int x, int y)
|
|||
// Receive packets from other agents/servers and decide what to do with them!
|
||||
//
|
||||
void *networkReceive(void *args)
|
||||
{
|
||||
{
|
||||
sockaddr senderAddress;
|
||||
ssize_t bytesReceived;
|
||||
char *incomingPacket = new char[MAX_PACKET_SIZE];
|
||||
|
@ -761,11 +762,13 @@ void *networkReceive(void *args)
|
|||
packetcount++;
|
||||
bytescount += bytesReceived;
|
||||
|
||||
if (incomingPacket[0] != 't') {
|
||||
// Pass everything but transmitter data to the agent list
|
||||
agentList.processAgentData(&senderAddress, incomingPacket, bytesReceived);
|
||||
if (incomingPacket[0] == 't') {
|
||||
// Pass everything but transmitter data to the agent list
|
||||
myHead.hand->processTransmitterData(incomingPacket, bytesReceived);
|
||||
} else if (incomingPacket[0] == 'V') {
|
||||
voxels.parseData(incomingPacket, bytesReceived);
|
||||
} else {
|
||||
myHead.hand->processTransmitterData(incomingPacket, bytesReceived);
|
||||
agentList.processAgentData(&senderAddress, incomingPacket, bytesReceived);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -874,6 +877,12 @@ void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) {
|
|||
audio.updateMixerParams(newMixerAddress, newMixerPort);
|
||||
}
|
||||
|
||||
void voxelServerAddCallback(sockaddr *voxelServerAddress) {
|
||||
char voxelAsk[] = "I";
|
||||
printf("Asking VS for data!\n");
|
||||
agentList.getAgentSocket().send(voxelServerAddress, voxelAsk, 1);
|
||||
}
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
struct ifaddrs * ifAddrStruct=NULL;
|
||||
|
@ -929,12 +938,10 @@ int main(int argc, char** argv)
|
|||
// the callback for our instance of AgentList is attachNewHeadToAgent
|
||||
agentList.linkedDataCreateCallback = &attachNewHeadToAgent;
|
||||
agentList.audioMixerSocketUpdate = &audioMixerUpdate;
|
||||
agentList.voxelServerAddCallback = &voxelServerAddCallback;
|
||||
|
||||
// start the thread which checks for silent agents
|
||||
agentList.startSilentAgentRemovalThread();
|
||||
|
||||
// create thread for receipt of data via UDP
|
||||
pthread_create(&networkReceiveThread, NULL, networkReceive, NULL);
|
||||
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
|
||||
|
@ -958,6 +965,9 @@ int main(int argc, char** argv)
|
|||
|
||||
init();
|
||||
|
||||
// create thread for receipt of data via UDP
|
||||
pthread_create(&networkReceiveThread, NULL, networkReceive, NULL);
|
||||
|
||||
printf( "Init() complete.\n" );
|
||||
|
||||
glutTimerFunc(1000, Timer, 0);
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
#include <pthread.h>
|
||||
#include "SharedUtil.h"
|
||||
|
||||
const char * SOLO_AGENT_TYPES_STRING = "M";
|
||||
const char * SOLO_AGENT_TYPES_STRING = "MV";
|
||||
|
||||
bool stopAgentRemovalThread = false;
|
||||
pthread_mutex_t vectorChangeMutex = PTHREAD_MUTEX_INITIALIZER;
|
||||
|
@ -19,11 +19,13 @@ pthread_mutex_t vectorChangeMutex = PTHREAD_MUTEX_INITIALIZER;
|
|||
AgentList::AgentList() : agentSocket(AGENT_SOCKET_LISTEN_PORT) {
|
||||
linkedDataCreateCallback = NULL;
|
||||
audioMixerSocketUpdate = NULL;
|
||||
voxelServerAddCallback = NULL;
|
||||
}
|
||||
|
||||
AgentList::AgentList(int socketListenPort) : agentSocket(socketListenPort) {
|
||||
linkedDataCreateCallback = NULL;
|
||||
audioMixerSocketUpdate = NULL;
|
||||
voxelServerAddCallback = NULL;
|
||||
}
|
||||
|
||||
AgentList::~AgentList() {
|
||||
|
@ -149,6 +151,8 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
|
|||
// to use the local socket information the domain server gave us
|
||||
sockaddr_in *localSocketIn = (sockaddr_in *)localSocket;
|
||||
audioMixerSocketUpdate(localSocketIn->sin_addr.s_addr, localSocketIn->sin_port);
|
||||
} else if (newAgent.getType() == 'V' && voxelServerAddCallback != NULL) {
|
||||
voxelServerAddCallback(localSocket);
|
||||
}
|
||||
|
||||
std::cout << "Added agent - " << &newAgent << "\n";
|
||||
|
@ -160,7 +164,7 @@ bool AgentList::addOrUpdateAgent(sockaddr *publicSocket, sockaddr *localSocket,
|
|||
return true;
|
||||
} else {
|
||||
|
||||
if (agent->getType() == 'M') {
|
||||
if (agent->getType() == 'M' || agent->getType() == 'V') {
|
||||
// until the Audio class also uses our agentList, we need to update
|
||||
// the lastRecvTimeUsecs for the audio mixer so it doesn't get killed and re-added continously
|
||||
agent->setLastRecvTimeUsecs(usecTimestampNow());
|
||||
|
|
|
@ -27,6 +27,7 @@ class AgentList {
|
|||
|
||||
void(*linkedDataCreateCallback)(Agent *);
|
||||
void(*audioMixerSocketUpdate)(in_addr_t, in_port_t);
|
||||
void(*voxelServerAddCallback)(sockaddr *);
|
||||
|
||||
std::vector<Agent>& getAgents();
|
||||
UDPSocket& getAgentSocket();
|
||||
|
|
|
@ -16,4 +16,9 @@ double usecTimestampNow() {
|
|||
timeval now;
|
||||
gettimeofday(&now, NULL);
|
||||
return (now.tv_sec * 1000000.0 + now.tv_usec);
|
||||
}
|
||||
|
||||
|
||||
float randFloat () {
|
||||
return (rand()%10000)/10000.f;
|
||||
}
|
|
@ -14,5 +14,6 @@
|
|||
|
||||
double usecTimestamp(timeval *time);
|
||||
double usecTimestampNow();
|
||||
float randFloat();
|
||||
|
||||
#endif /* defined(__hifi__SharedUtil__) */
|
||||
|
|
10
voxel/CMakeLists.txt
Normal file
10
voxel/CMakeLists.txt
Normal file
|
@ -0,0 +1,10 @@
|
|||
cmake_minimum_required(VERSION 2.8)
|
||||
|
||||
project(voxel)
|
||||
|
||||
file(GLOB VOXEL_SRCS src/*.cpp src/*.h)
|
||||
|
||||
add_executable(voxel ${VOXEL_SRCS})
|
||||
|
||||
include(../LinkHifiShared.cmake)
|
||||
link_hifi_shared_library(voxel)
|
192
voxel/src/main.cpp
Normal file
192
voxel/src/main.cpp
Normal file
|
@ -0,0 +1,192 @@
|
|||
//
|
||||
// main.cpp
|
||||
// Voxel Server
|
||||
//
|
||||
// Created by Stephen Birara on 03/06/13.
|
||||
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#include <AgentList.h>
|
||||
#include <sys/time.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <ifaddrs.h>
|
||||
#include <cmath>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
const int VOXEL_LISTEN_PORT = 40106;
|
||||
|
||||
const int NUMBER_OF_VOXELS = 250000;
|
||||
|
||||
const float MAX_UNIT_ANY_AXIS = 20.0f;
|
||||
|
||||
const int VERTICES_PER_VOXEL = 8;
|
||||
const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
|
||||
const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
|
||||
|
||||
const int VOXEL_SIZE_BYTES = 3 + (3 * sizeof(float));
|
||||
const int VOXELS_PER_PACKET = (MAX_PACKET_SIZE - 1) / VOXEL_SIZE_BYTES;
|
||||
|
||||
const int MIN_BRIGHTNESS = 64;
|
||||
const float DEATH_STAR_RADIUS = 4.0;
|
||||
const float MAX_CUBE = 0.05;
|
||||
|
||||
char DOMAIN_HOSTNAME[] = "highfidelity.below92.com";
|
||||
char DOMAIN_IP[100] = ""; // IP Address will be re-set by lookup on startup
|
||||
const int DOMAINSERVER_PORT = 40102;
|
||||
|
||||
AgentList agentList(VOXEL_LISTEN_PORT);
|
||||
in_addr_t localAddress;
|
||||
|
||||
unsigned char randomColorValue() {
|
||||
return MIN_BRIGHTNESS + (rand() % (255 - MIN_BRIGHTNESS))
|
||||
}
|
||||
|
||||
void *reportAliveToDS(void *args) {
|
||||
|
||||
timeval lastSend;
|
||||
unsigned char output[7];
|
||||
|
||||
while (true) {
|
||||
gettimeofday(&lastSend, NULL);
|
||||
|
||||
*output = 'V';
|
||||
packSocket(output + 1, localAddress, htons(VOXEL_LISTEN_PORT));
|
||||
agentList.getAgentSocket().send(DOMAIN_IP, DOMAINSERVER_PORT, output, 7);
|
||||
|
||||
double usecToSleep = 1000000 - (usecTimestampNow() - usecTimestamp(&lastSend));
|
||||
|
||||
if (usecToSleep > 0) {
|
||||
usleep(usecToSleep);
|
||||
} else {
|
||||
std::cout << "No sleep required!";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, const char * argv[])
|
||||
{
|
||||
// get the local address of the voxel server
|
||||
struct ifaddrs * ifAddrStruct=NULL;
|
||||
struct ifaddrs * ifa=NULL;
|
||||
|
||||
getifaddrs(&ifAddrStruct);
|
||||
|
||||
for (ifa = ifAddrStruct; ifa != NULL; ifa = ifa->ifa_next) {
|
||||
if (ifa ->ifa_addr->sa_family==AF_INET) { // check it is IP4
|
||||
// is a valid IP4 Address
|
||||
localAddress = ((struct sockaddr_in *)ifa->ifa_addr)->sin_addr.s_addr;
|
||||
}
|
||||
}
|
||||
|
||||
// Lookup the IP address of things we have hostnames
|
||||
if (atoi(DOMAIN_IP) == 0) {
|
||||
struct hostent* pHostInfo;
|
||||
if ((pHostInfo = gethostbyname(DOMAIN_HOSTNAME)) != NULL) {
|
||||
sockaddr_in tempAddress;
|
||||
memcpy(&tempAddress.sin_addr, pHostInfo->h_addr_list[0], pHostInfo->h_length);
|
||||
strcpy(DOMAIN_IP, inet_ntoa(tempAddress.sin_addr));
|
||||
printf("Domain server %s: %s\n", DOMAIN_HOSTNAME, DOMAIN_IP);
|
||||
|
||||
} else {
|
||||
printf("Failed lookup domainserver\n");
|
||||
}
|
||||
} else {
|
||||
printf("Using static domainserver IP: %s\n", DOMAIN_IP);
|
||||
}
|
||||
|
||||
// setup the agentSocket to report to domain server
|
||||
pthread_t reportAliveThread;
|
||||
pthread_create(&reportAliveThread, NULL, reportAliveToDS, NULL);
|
||||
|
||||
// new seed based on time now so voxels are different each time
|
||||
srand((unsigned)time(0));
|
||||
|
||||
// create the vertex and color arrays to send back to requesting clients
|
||||
|
||||
// setup data structures for our array of points and array of colors
|
||||
float *pointsArray = new float[NUMBER_OF_VOXELS * 3];
|
||||
char *colorsArray = new char[NUMBER_OF_VOXELS * 3];
|
||||
|
||||
for (int n = 0; n < NUMBER_OF_VOXELS; n++) {
|
||||
|
||||
// pick a random point for the center of the cube
|
||||
float azimuth = randFloat() * 2 * M_PI;
|
||||
float altitude = randFloat() * M_PI - M_PI/2;
|
||||
float radius = DEATH_STAR_RADIUS;
|
||||
float radius_twiddle = (DEATH_STAR_RADIUS/100) * powf(2, (float)(rand()%8));
|
||||
float thisScale = MAX_CUBE * 1 / (float)(rand() % 8 + 1);
|
||||
radius += radius_twiddle + (randFloat() * DEATH_STAR_RADIUS/12 - DEATH_STAR_RADIUS / 24);
|
||||
|
||||
// fill the vertices array
|
||||
float *currentPointsPos = pointsArray + (n * 3);
|
||||
currentPointsPos[0] = radius * cosf(azimuth) * cosf(altitude);
|
||||
currentPointsPos[1] = radius * sinf(azimuth) * cosf(altitude);
|
||||
currentPointsPos[2] = radius * sinf(altitude);
|
||||
|
||||
// fill the colors array
|
||||
char *currentColorPos = colorsArray + (n * 3);
|
||||
currentColorPos[0] = randomColorValue();
|
||||
currentColorPos[1] = randomColorValue();
|
||||
currentColorPos[2] = randomColorValue();
|
||||
}
|
||||
|
||||
// we need space for each voxel and for the 'V' characters at the beginning of each voxel packet
|
||||
int voxelDataBytes = VOXEL_SIZE_BYTES * NUMBER_OF_VOXELS + ceil(NUMBER_OF_VOXELS / VOXELS_PER_PACKET);
|
||||
char *voxelData = new char[voxelDataBytes];
|
||||
|
||||
// setup the interleaved voxelData packet
|
||||
for (int v = 0; v < NUMBER_OF_VOXELS; v++) {
|
||||
char *startPointer = voxelData + (v * VOXEL_SIZE_BYTES) + ((v / VOXELS_PER_PACKET) + 1);
|
||||
|
||||
// if this is the start of a voxel packet we need to prepend with a 'V'
|
||||
if (v % VOXELS_PER_PACKET == 0) {
|
||||
*(startPointer - 1) = 'V';
|
||||
}
|
||||
|
||||
memcpy(startPointer, pointsArray + (v * 3), sizeof(float) * 3);
|
||||
memcpy(startPointer + (3 * sizeof(float)), colorsArray + (v * 3), 3);
|
||||
}
|
||||
|
||||
// delete the pointsArray and colorsArray that we no longer need
|
||||
delete[] pointsArray;
|
||||
delete[] colorsArray;
|
||||
|
||||
sockaddr_in agentPublicAddress;
|
||||
|
||||
char *packetData = new char[MAX_PACKET_SIZE];
|
||||
ssize_t receivedBytes;
|
||||
|
||||
int sentVoxels = 0;
|
||||
|
||||
// loop to send to agents requesting data
|
||||
while (true) {
|
||||
if (agentList.getAgentSocket().receive((sockaddr *)&agentPublicAddress, packetData, &receivedBytes)) {
|
||||
if (packetData[0] == 'I') {
|
||||
printf("Sending voxels to agent at address %s\n", inet_ntoa(agentPublicAddress.sin_addr));
|
||||
|
||||
// send the agent all voxels for now
|
||||
// each packet has VOXELS_PER_PACKET, unless it's the last
|
||||
while (sentVoxels != NUMBER_OF_VOXELS) {
|
||||
int voxelsToSend = std::min(VOXELS_PER_PACKET, NUMBER_OF_VOXELS - sentVoxels);
|
||||
|
||||
agentList.getAgentSocket().send((sockaddr *)&agentPublicAddress,
|
||||
voxelData + (sentVoxels * VOXEL_SIZE_BYTES) + ((sentVoxels / VOXELS_PER_PACKET)),
|
||||
(voxelsToSend * VOXEL_SIZE_BYTES + 1));
|
||||
|
||||
// sleep for 500 microseconds to not overload send and have lost packets
|
||||
usleep(500);
|
||||
|
||||
sentVoxels += voxelsToSend;
|
||||
}
|
||||
|
||||
printf("Sent %d voxels to agent.\n", sentVoxels);
|
||||
sentVoxels = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pthread_join(reportAliveThread, NULL);
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in a new issue