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https://github.com/overte-org/overte.git
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Merge branch 'master' of https://github.com/worklist/hifi
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commit
7866c803fb
5 changed files with 128 additions and 4 deletions
63
interface/resources/shaders/perlin_modulate.frag
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63
interface/resources/shaders/perlin_modulate.frag
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#version 120
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//
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// perlin_modulate.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/15/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the texture containing our permutations and normals
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uniform sampler2D permutationNormalTexture;
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// the noise frequency
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const float frequency = 1024.0;
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// the noise amplitude
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const float amplitude = 0.1;
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// the position in model space
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varying vec3 position;
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// returns the gradient at a single corner of our sampling cube
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vec3 grad(vec3 location) {
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float p1 = texture2D(permutationNormalTexture, vec2(location.x / 256.0, 0.25)).r;
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float p2 = texture2D(permutationNormalTexture, vec2(p1 + location.y / 256.0, 0.25)).r;
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return texture2D(permutationNormalTexture, vec2(p2 + location.z / 256.0, 0.75)).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
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}
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// returns the perlin noise value for the specified location
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float perlin(vec3 location) {
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vec3 floors = floor(location);
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vec3 ceils = ceil(location);
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vec3 fff = grad(floors);
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vec3 ffc = grad(vec3(floors.x, floors.y, ceils.z));
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vec3 fcf = grad(vec3(floors.x, ceils.y, floors.z));
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vec3 fcc = grad(vec3(floors.x, ceils.y, ceils.z));
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vec3 cff = grad(vec3(ceils.x, floors.y, floors.z));
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vec3 cfc = grad(vec3(ceils.x, floors.y, ceils.z));
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vec3 ccf = grad(vec3(ceils.x, ceils.y, floors.z));
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vec3 ccc = grad(ceils);
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vec3 ffracts = fract(location);
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vec3 cfracts = ffracts - vec3(1.0, 1.0, 1.0);
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vec3 params = ffracts*ffracts*(3.0 - 2.0*ffracts);
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float fffv = dot(fff, ffracts);
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float ffcv = dot(ffc, vec3(ffracts.x, ffracts.y, cfracts.z));
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float fcfv = dot(fcf, vec3(ffracts.x, cfracts.y, ffracts.z));
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float fccv = dot(fcc, vec3(ffracts.x, cfracts.y, cfracts.z));
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float cffv = dot(cff, vec3(cfracts.x, ffracts.y, ffracts.z));
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float cfcv = dot(cfc, vec3(cfracts.x, ffracts.y, cfracts.z));
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float ccfv = dot(ccf, vec3(cfracts.x, cfracts.y, ffracts.z));
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float cccv = dot(ccc, cfracts);
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return mix(
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mix(mix(fffv, cffv, params.x), mix(fcfv, ccfv, params.x), params.y),
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mix(mix(ffcv, cfcv, params.x), mix(fccv, cccv, params.x), params.y),
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params.z);
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}
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void main(void) {
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gl_FragColor = vec4(gl_Color.rgb * (1.0 + amplitude*(perlin(position * frequency) - 1.0)), 1.0);
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}
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20
interface/resources/shaders/perlin_modulate.vert
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20
interface/resources/shaders/perlin_modulate.vert
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#version 120
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//
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// perlin_modulate.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 5/15/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the position in model space
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varying vec3 position;
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void main(void) {
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position = gl_Vertex.xyz;
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vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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gl_FrontColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
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gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
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gl_Position = ftransform();
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}
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@ -534,10 +534,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
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shiftPaintingColor();
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break;
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case Qt::Key_Minus:
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sendVoxelServerEraseAll();
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break;
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case Qt::Key_Percent:
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sendVoxelServerAddScene();
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break;
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@ -13,6 +13,7 @@
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#include <cmath>
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#include <iostream> // to load voxels from file
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#include <fstream> // to load voxels from file
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#include <glm/gtc/random.hpp>
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#include <SharedUtil.h>
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#include <PacketHeaders.h>
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#include <PerfStat.h>
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#include <pthread.h>
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#include "Log.h"
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#include "VoxelConstants.h"
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#include "InterfaceConfig.h"
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#include "renderer/ProgramObject.h"
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#include "VoxelSystem.h"
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// delete the indices and normals arrays that are no longer needed
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delete[] indicesArray;
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delete[] normalsArray;
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// create our simple fragment shader
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switchToResourcesParentIfRequired();
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_perlinModulateProgram = new ProgramObject();
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_perlinModulateProgram->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/perlin_modulate.vert");
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_perlinModulateProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/perlin_modulate.frag");
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_perlinModulateProgram->link();
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_perlinModulateProgram->setUniformValue("permutationNormalTexture", 0);
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// create the permutation/normal texture
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glGenTextures(1, &_permutationNormalTextureID);
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glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
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// the first line consists of random permutation offsets
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unsigned char data[256 * 2 * 3];
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for (int i = 0; i < 256 * 3; i++) {
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data[i] = rand() % 256;
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}
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// the next, random unit normals
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for (int i = 256 * 3; i < 256 * 3 * 2; i += 3) {
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glm::vec3 randvec = glm::sphericalRand(1.0f);
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data[i] = ((randvec.x + 1.0f) / 2.0f) * 255.0f;
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data[i + 1] = ((randvec.y + 1.0f) / 2.0f) * 255.0f;
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data[i + 2] = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void VoxelSystem::updateFullVBOs() {
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glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
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glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
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_perlinModulateProgram->bind();
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glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
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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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glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE);
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glDrawElements(GL_TRIANGLES, 36 * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
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_perlinModulateProgram->release();
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glBindTexture(GL_TEXTURE_2D, 0);
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// deactivate vertex and color arrays after drawing
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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@ -21,6 +21,8 @@
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#include "Util.h"
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#include "world.h"
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class ProgramObject;
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const int NUM_CHILDREN = 8;
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class VoxelSystem : public AgentData {
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pthread_mutex_t _bufferWriteLock;
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pthread_mutex_t _treeLock;
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ProgramObject* _perlinModulateProgram;
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GLuint _permutationNormalTextureID;
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ViewFrustum* _viewFrustum;
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ViewFrustum _lastKnowViewFrustum;
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