mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 16:13:28 +02:00
Merge branch 'master' of github.com:worklist/hifi into nameserver
This commit is contained in:
commit
892614470e
9 changed files with 192 additions and 95 deletions
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@ -594,8 +594,12 @@ void* animateVoxels(void* args) {
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timeval lastSendTime;
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bool firstTime = true;
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while (true) {
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gettimeofday(&lastSendTime, NULL);
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int packetsStarting = ::voxelEditPacketSender->packetsToSendCount();
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// some animations
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//sendVoxelBlinkMessage();
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@ -619,12 +623,22 @@ void* animateVoxels(void* args) {
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if (::buildStreet) {
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doBuildStreet();
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}
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::voxelEditPacketSender->releaseQueuedMessages();
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int packetsEnding = ::voxelEditPacketSender->packetsToSendCount();
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if (::voxelEditPacketSender) {
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::voxelEditPacketSender->releaseQueuedMessages();
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->process();
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}
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if (firstTime) {
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int packetsPerSecond = (packetsEnding - packetsStarting) * (ACTUAL_FPS);
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std::cout << "Setting PPS to " << packetsPerSecond << "\n";
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::voxelEditPacketSender->setPacketsPerSecond(packetsPerSecond);
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firstTime = false;
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}
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->process();
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}
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uint64_t end = usecTimestampNow();
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@ -715,14 +729,13 @@ int main(int argc, const char * argv[])
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// Create out VoxelEditPacketSender
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::voxelEditPacketSender = new VoxelEditPacketSender;
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if (::voxelEditPacketSender) {
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::voxelEditPacketSender->initialize(!::nonThreadedPacketSender);
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if (::jurisdictionListener) {
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::voxelEditPacketSender->setVoxelServerJurisdictions(::jurisdictionListener->getJurisdictions());
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}
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->setProcessCallIntervalHint(ANIMATE_VOXELS_INTERVAL_USECS);
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}
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::voxelEditPacketSender->initialize(!::nonThreadedPacketSender);
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if (::jurisdictionListener) {
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::voxelEditPacketSender->setVoxelServerJurisdictions(::jurisdictionListener->getJurisdictions());
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}
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if (::nonThreadedPacketSender) {
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::voxelEditPacketSender->setProcessCallIntervalHint(ANIMATE_VOXELS_INTERVAL_USECS);
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}
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srand((unsigned)time(0));
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@ -1595,6 +1595,7 @@ void Application::init() {
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// Set up VoxelSystem after loading preferences so we can get the desired max voxel count
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_voxels.setMaxVoxels(Menu::getInstance()->getMaxVoxels());
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_voxels.setUseVoxelShader(Menu::getInstance()->isOptionChecked(MenuOption::UseVoxelShader));
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_voxels.setVoxelsAsPoints(Menu::getInstance()->isOptionChecked(MenuOption::VoxelsAsPoints));
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_voxels.setUseFastVoxelPipeline(Menu::getInstance()->isOptionChecked(MenuOption::FastVoxelPipeline));
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_voxels.init();
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@ -244,12 +244,18 @@ Menu::Menu() :
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appInstance,
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SLOT(setRenderVoxels(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontRenderVoxels);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
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false, this, SLOT(switchVoxelShader()));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontCallOpenGLForVoxels);
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_useVoxelShader = addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
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false, appInstance->getVoxels(), SLOT(setUseVoxelShader(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelsAsPoints, 0,
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false, appInstance->getVoxels(), SLOT(setVoxelsAsPoints(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::FastVoxelPipeline, 0,
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false, appInstance->getVoxels(), SLOT(setUseFastVoxelPipeline(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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@ -1037,7 +1043,4 @@ void Menu::updateFrustumRenderModeAction() {
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}
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}
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void Menu::switchVoxelShader() {
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Application::getInstance()->getVoxels()->setUseVoxelShader(isOptionChecked(MenuOption::UseVoxelShader));
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}
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@ -54,6 +54,7 @@ public:
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ViewFrustumOffset getViewFrustumOffset() const { return _viewFrustumOffset; }
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VoxelStatsDialog* getVoxelStatsDialog() const { return _voxelStatsDialog; }
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int getMaxVoxels() const { return _maxVoxels; }
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QAction* getUseVoxelShader() const { return _useVoxelShader; }
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void handleViewFrustumOffsetKeyModifier(int key);
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@ -78,7 +79,6 @@ private slots:
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void chooseVoxelPaintColor();
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void runTests();
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void resetSwatchColors();
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void switchVoxelShader();
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private:
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static Menu* _instance;
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@ -116,6 +116,7 @@ private:
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QActionGroup* _voxelModeActionsGroup;
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VoxelStatsDialog* _voxelStatsDialog;
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int _maxVoxels;
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QAction* _useVoxelShader;
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};
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namespace MenuOption {
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@ -138,7 +139,8 @@ namespace MenuOption {
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const QString DestructiveAddVoxel = "Create Voxel is Destructive";
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const QString DeltaSending = "Delta Sending";
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const QString DisplayFrustum = "Display Frustum";
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const QString DontRenderVoxels = "Don't Render Voxels";
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const QString DontRenderVoxels = "Don't call _voxels.render()";
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const QString DontCallOpenGLForVoxels = "Don't call glDrawElements()/glDrawRangeElementsEXT() for Voxels";
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const QString EchoAudio = "Echo Audio";
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const QString ExportVoxels = "Export Voxels";
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const QString HeadMouse = "Head Mouse";
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@ -205,8 +207,7 @@ namespace MenuOption {
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const QString UsePerlinFace = "Use Perlin's Face";
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const QString Quit = "Quit";
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const QString UseVoxelShader = "Use Voxel Shader";
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const QString UseByteNormals = "Use Byte Normals";
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const QString UseGlobalNormals = "Use Global Normals";
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const QString VoxelsAsPoints = "Draw Voxels as Points";
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const QString Voxels = "Voxels";
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const QString VoxelAddMode = "Add Voxel Mode";
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const QString VoxelColorMode = "Color Voxel Mode";
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@ -47,11 +47,7 @@ void VoxelPacketProcessor::processPacket(sockaddr& senderAddress, unsigned char*
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if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
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Node* voxelServer = NodeList::getInstance()->nodeWithAddress(&senderAddress);
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if (voxelServer && socketMatch(voxelServer->getActiveSocket(), &senderAddress)) {
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voxelServer->lock(); // do we really need to lock this? just to get the ID?
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int nodeID = voxelServer->getNodeID();
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voxelServer->unlock();
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if (packetData[0] == PACKET_TYPE_ENVIRONMENT_DATA) {
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app->_environment.parseData(&senderAddress, packetData, messageLength);
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} else {
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@ -90,6 +90,8 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
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connect(_tree, SIGNAL(importProgress(int)), SIGNAL(importProgress(int)));
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_useVoxelShader = false;
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_voxelsAsPoints = false;
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_voxelShaderModeWhenVoxelsAsPointsEnabled = false;
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_writeVoxelShaderData = NULL;
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_readVoxelShaderData = NULL;
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@ -219,7 +221,6 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
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if (maxVoxels == _maxVoxels) {
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return;
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}
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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@ -227,9 +228,8 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
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}
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_maxVoxels = maxVoxels;
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if (wasInitialized) {
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init();
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initVoxelMemory();
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}
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pthread_mutex_unlock(&_bufferWriteLock);
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if (wasInitialized) {
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forceRedrawEntireTree();
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}
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@ -240,7 +240,6 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
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return;
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}
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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@ -248,17 +247,59 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
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}
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_useVoxelShader = useVoxelShader;
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if (wasInitialized) {
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init();
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initVoxelMemory();
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}
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pthread_mutex_unlock(&_bufferWriteLock);
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if (wasInitialized) {
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forceRedrawEntireTree();
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}
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}
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void VoxelSystem::setVoxelsAsPoints(bool voxelsAsPoints) {
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if (_voxelsAsPoints == voxelsAsPoints) {
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return;
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}
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bool wasInitialized = _initialized;
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// If we're "turning on" Voxels as points, we need to double check that we're in voxel shader mode.
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// Voxels as points uses the VoxelShader memory model, so if we're not in voxel shader mode,
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// then set it to voxel shader mode.
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if (voxelsAsPoints) {
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Menu::getInstance()->getUseVoxelShader()->setEnabled(false);
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// If enabling this... then do it before checking voxel shader status, that way, if voxel
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// shader is already enabled, we just start drawing as points.
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_voxelsAsPoints = true;
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if (!_useVoxelShader) {
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setUseVoxelShader(true);
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_voxelShaderModeWhenVoxelsAsPointsEnabled = false;
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} else {
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_voxelShaderModeWhenVoxelsAsPointsEnabled = true;
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}
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} else {
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Menu::getInstance()->getUseVoxelShader()->setEnabled(true);
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// if we're turning OFF voxels as point mode, then we check what the state of voxel shader was when we enabled
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// voxels as points, if it was OFF, then we return it to that value.
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if (_voxelShaderModeWhenVoxelsAsPointsEnabled == false) {
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setUseVoxelShader(false);
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}
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// If disabling this... then do it AFTER checking previous voxel shader status, that way, if voxel
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// shader is was not enabled, we switch back to normal mode before turning off points.
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_voxelsAsPoints = false;
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}
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// Set our voxels as points
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if (wasInitialized) {
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forceRedrawEntireTree();
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}
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}
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void VoxelSystem::cleanupVoxelMemory() {
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if (_initialized) {
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pthread_mutex_lock(&_bufferWriteLock);
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_initialized = false; // no longer initialized
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if (_useVoxelShader) {
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// these are used when in VoxelShader mode.
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glDeleteBuffers(1, &_vboVoxelsID);
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@ -266,6 +307,9 @@ void VoxelSystem::cleanupVoxelMemory() {
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delete[] _writeVoxelShaderData;
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delete[] _readVoxelShaderData;
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_writeVoxelShaderData = _readVoxelShaderData = NULL;
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} else {
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// Destroy glBuffers
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glDeleteBuffers(1, &_vboVerticesID);
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@ -282,11 +326,18 @@ void VoxelSystem::cleanupVoxelMemory() {
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delete[] _writeVerticesArray;
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delete[] _readColorsArray;
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delete[] _writeColorsArray;
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_readVerticesArray = NULL;
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_writeVerticesArray = NULL;
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_readColorsArray = NULL;
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_writeColorsArray = NULL;
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}
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delete[] _writeVoxelDirtyArray;
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delete[] _readVoxelDirtyArray;
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_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
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pthread_mutex_unlock(&_bufferWriteLock);
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}
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_initialized = false; // no longer initialized
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}
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void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]) {
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@ -318,11 +369,11 @@ void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndice
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}
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void VoxelSystem::initVoxelMemory() {
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_initialMemoryUsageGPU = getFreeMemoryGPU();
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pthread_mutex_lock(&_bufferWriteLock);
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_memoryUsageRAM = 0;
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_memoryUsageVBO = 0; // our VBO allocations as we know them
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if (_useVoxelShader) {
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qDebug("Using Voxel Shader...\n");
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GLuint* indicesArray = new GLuint[_maxVoxels];
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// populate the indicesArray
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@ -418,6 +469,10 @@ void VoxelSystem::initVoxelMemory() {
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_perlinModulateProgram.release();
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}
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}
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_initialized = true;
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pthread_mutex_unlock(&_bufferWriteLock);
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}
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void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {
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@ -483,15 +538,15 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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int numBytesPacketHeader = numBytesForPacketHeader(sourceBuffer);
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unsigned char* voxelData = sourceBuffer + numBytesPacketHeader;
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pthread_mutex_lock(&_treeLock);
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switch(command) {
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case PACKET_TYPE_VOXEL_DATA: {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"readBitstreamToTree()");
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// ask the VoxelTree to read the bitstream into the tree
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ReadBitstreamToTreeParams args(WANT_COLOR, WANT_EXISTS_BITS, NULL, getDataSourceID());
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pthread_mutex_lock(&_treeLock);
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_tree->readBitstreamToTree(voxelData, numBytes - numBytesPacketHeader, args);
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pthread_mutex_unlock(&_treeLock);
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}
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break;
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case PACKET_TYPE_VOXEL_DATA_MONOCHROME: {
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@ -499,7 +554,9 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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"readBitstreamToTree()");
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// ask the VoxelTree to read the MONOCHROME bitstream into the tree
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ReadBitstreamToTreeParams args(NO_COLOR, WANT_EXISTS_BITS, NULL, getDataSourceID());
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pthread_mutex_lock(&_treeLock);
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_tree->readBitstreamToTree(voxelData, numBytes - numBytesPacketHeader, args);
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pthread_mutex_unlock(&_treeLock);
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}
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break;
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case PACKET_TYPE_Z_COMMAND:
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@ -517,7 +574,9 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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while (totalLength <= numBytes) {
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if (0==strcmp(command,(char*)"erase all")) {
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qDebug("got Z message == erase all\n");
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pthread_mutex_lock(&_treeLock);
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_tree->eraseAllVoxels();
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pthread_mutex_unlock(&_treeLock);
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_voxelsInReadArrays = _voxelsInWriteArrays = 0; // better way to do this??
|
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}
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if (0==strcmp(command,(char*)"add scene")) {
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@ -535,8 +594,6 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY);
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}
|
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pthread_mutex_unlock(&_treeLock);
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|
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Application::getInstance()->getBandwidthMeter()->inputStream(BandwidthMeter::VOXELS).updateValue(numBytes);
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|
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return numBytes;
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@ -544,7 +601,12 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
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|
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void VoxelSystem::setupNewVoxelsForDrawing() {
|
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
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"setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
"setupNewVoxelsForDrawing()");
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||||
|
||||
if (!_initialized) {
|
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return; // bail early if we're not initialized
|
||||
}
|
||||
|
||||
uint64_t start = usecTimestampNow();
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||||
uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
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||||
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||||
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@ -957,14 +1019,13 @@ void VoxelSystem::init() {
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_setupNewVoxelsForDrawingLastElapsed = 0;
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_lastViewCullingElapsed = _lastViewCulling = 0;
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// When we change voxels representations in the arrays, we'll update this
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_voxelsDirty = false;
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_voxelsInWriteArrays = 0;
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||||
_voxelsInReadArrays = 0;
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||||
|
||||
// VBO for the verticesArray
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_initialMemoryUsageGPU = getFreeMemoryGPU();
|
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initVoxelMemory();
|
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_initialized = true;
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||||
|
||||
// our own _removedVoxels doesn't need to be notified of voxel deletes
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VoxelNode::removeDeleteHook(&_removedVoxels);
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|
@ -1071,16 +1132,14 @@ void VoxelSystem::render(bool texture) {
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return;
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||||
}
|
||||
|
||||
// get the lock so that the update thread won't change anything
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
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updateVBOs();
|
||||
|
||||
|
||||
bool dontCallOpenGLDraw = Menu::getInstance()->isOptionChecked(MenuOption::DontCallOpenGLForVoxels);
|
||||
// if not don't... then do...
|
||||
if (_useVoxelShader) {
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"render().. _useVoxelShader openGL..");
|
||||
|
||||
Application::getInstance()->getVoxelShader().begin();
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||||
|
||||
|
||||
//Define this somewhere in your header file
|
||||
#define BUFFER_OFFSET(i) ((void*)(i))
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||||
|
@ -1088,14 +1147,29 @@ void VoxelSystem::render(bool texture) {
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|||
glBindBuffer(GL_ARRAY_BUFFER, _vboVoxelsID);
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||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(0)); //The starting point of the VBO, for the vertices
|
||||
int loc = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
|
||||
glEnableVertexAttribArray(loc);
|
||||
glVertexAttribPointer(loc, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
|
||||
|
||||
int attributeLocation;
|
||||
|
||||
if (!_voxelsAsPoints) {
|
||||
Application::getInstance()->getVoxelShader().begin();
|
||||
|
||||
attributeLocation = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
|
||||
glEnableVertexAttribArray(attributeLocation);
|
||||
glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
|
||||
} else {
|
||||
const float POINT_SIZE = 4.0;
|
||||
glPointSize(POINT_SIZE);
|
||||
}
|
||||
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(4*sizeof(float)));//The starting point of colors
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
|
||||
glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
|
||||
|
||||
if (!dontCallOpenGLDraw) {
|
||||
glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
|
||||
}
|
||||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
@ -1105,11 +1179,13 @@ void VoxelSystem::render(bool texture) {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
Application::getInstance()->getVoxelShader().end();
|
||||
|
||||
if (!_voxelsAsPoints) {
|
||||
Application::getInstance()->getVoxelShader().end();
|
||||
glDisableVertexAttribArray(attributeLocation);
|
||||
}
|
||||
} else {
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "render().. openGL...");
|
||||
|
||||
|
||||
// tell OpenGL where to find vertex and color information
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
@ -1121,47 +1197,48 @@ void VoxelSystem::render(bool texture) {
|
|||
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
||||
|
||||
applyScaleAndBindProgram(texture);
|
||||
|
||||
|
||||
// for performance, enable backface culling
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// draw voxels in 6 passes
|
||||
|
||||
glNormal3f(0,1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
if (!dontCallOpenGLDraw) {
|
||||
glNormal3f(0,1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,-1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
glNormal3f(0,-1.0f,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(-1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
glNormal3f(-1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
glNormal3f(1.0f,0,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,-1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesFront);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBack);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
glNormal3f(0,0,-1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesFront);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glNormal3f(0,0,1.0f);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBack);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
|
||||
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
removeScaleAndReleaseProgram(texture);
|
||||
|
||||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
|
@ -1170,8 +1247,6 @@ void VoxelSystem::render(bool texture) {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
void VoxelSystem::applyScaleAndBindProgram(bool texture) {
|
||||
|
@ -1747,13 +1822,13 @@ VoxelNode* VoxelSystem::getVoxelAt(float x, float y, float z, float s) const {
|
|||
|
||||
void VoxelSystem::createVoxel(float x, float y, float z, float s,
|
||||
unsigned char red, unsigned char green, unsigned char blue, bool destructive) {
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
|
||||
//qDebug("VoxelSystem::createVoxel(%f,%f,%f,%f)\n",x,y,z,s);
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
_tree->createVoxel(x, y, z, s, red, green, blue, destructive);
|
||||
setupNewVoxelsForDrawing();
|
||||
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
|
||||
setupNewVoxelsForDrawing();
|
||||
};
|
||||
|
||||
void VoxelSystem::createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive) {
|
||||
|
|
|
@ -65,8 +65,6 @@ public:
|
|||
bool readFromSquareARGB32Pixels(const char* filename);
|
||||
bool readFromSchematicFile(const char* filename);
|
||||
|
||||
void setUseVoxelShader(bool useVoxelShader);
|
||||
|
||||
void setMaxVoxels(int maxVoxels);
|
||||
long int getMaxVoxels() const { return _maxVoxels; }
|
||||
unsigned long getVoxelMemoryUsageRAM() const { return _memoryUsageRAM; }
|
||||
|
@ -137,6 +135,8 @@ public slots:
|
|||
void cancelImport();
|
||||
|
||||
void setUseFastVoxelPipeline(bool useFastVoxelPipeline);
|
||||
void setUseVoxelShader(bool useVoxelShader);
|
||||
void setVoxelsAsPoints(bool voxelsAsPoints);
|
||||
|
||||
protected:
|
||||
float _treeScale;
|
||||
|
@ -224,6 +224,9 @@ private:
|
|||
void cleanupVoxelMemory();
|
||||
|
||||
bool _useVoxelShader;
|
||||
bool _voxelsAsPoints;
|
||||
bool _voxelShaderModeWhenVoxelsAsPointsEnabled;
|
||||
|
||||
GLuint _vboVoxelsID; /// when using voxel shader, we'll use this VBO
|
||||
GLuint _vboVoxelsIndicesID; /// when using voxel shader, we'll use this VBO for our indexes
|
||||
VoxelShaderVBOData* _writeVoxelShaderData;
|
||||
|
|
|
@ -85,7 +85,8 @@ bool PacketSender::process() {
|
|||
int packetsLeft = _packets.size();
|
||||
bool keepGoing = packetsLeft > 0;
|
||||
while (keepGoing) {
|
||||
|
||||
uint64_t SEND_INTERVAL_USECS = (_packetsPerSecond == 0) ? USECS_PER_SECOND : (USECS_PER_SECOND / _packetsPerSecond);
|
||||
|
||||
NetworkPacket& packet = _packets.front();
|
||||
|
||||
// send the packet through the NodeList...
|
||||
|
@ -93,7 +94,7 @@ bool PacketSender::process() {
|
|||
|
||||
nodeSocket->send(&packet.getAddress(), packet.getData(), packet.getLength());
|
||||
packetsThisCall++;
|
||||
|
||||
|
||||
if (_notify) {
|
||||
_notify->packetSentNotification(packet.getLength());
|
||||
}
|
||||
|
@ -110,11 +111,15 @@ bool PacketSender::process() {
|
|||
|
||||
// dynamically sleep until we need to fire off the next set of voxels we only sleep in threaded mode
|
||||
if (keepGoing) {
|
||||
now = usecTimestampNow();
|
||||
uint64_t elapsed = now - _lastSendTime;
|
||||
int usecToSleep = std::max(SEND_INTERVAL_USECS, SEND_INTERVAL_USECS - elapsed);
|
||||
int usecToSleep = SEND_INTERVAL_USECS - elapsed;
|
||||
|
||||
// we only sleep in non-threaded mode
|
||||
if (usecToSleep > 0) {
|
||||
if (usecToSleep > SEND_INTERVAL_USECS) {
|
||||
usecToSleep = SEND_INTERVAL_USECS;
|
||||
}
|
||||
usleep(usecToSleep);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -36,7 +36,7 @@ public:
|
|||
/// \thread any thread, typically the application thread
|
||||
void queuePacketForSending(sockaddr& address, unsigned char* packetData, ssize_t packetLength);
|
||||
|
||||
void setPacketsPerSecond(int packetsPerSecond) { _packetsPerSecond = std::min(MINIMUM_PACKETS_PER_SECOND, packetsPerSecond); }
|
||||
void setPacketsPerSecond(int packetsPerSecond) { _packetsPerSecond = std::max(MINIMUM_PACKETS_PER_SECOND, packetsPerSecond); }
|
||||
int getPacketsPerSecond() const { return _packetsPerSecond; }
|
||||
|
||||
void setPacketSenderNotify(PacketSenderNotify* notify) { _notify = notify; }
|
||||
|
|
Loading…
Reference in a new issue