diff --git a/diff.out b/diff.out deleted file mode 100644 index 5acd0ea285..0000000000 --- a/diff.out +++ /dev/null @@ -1,941 +0,0 @@ -diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp -index 24f7665..b8157d0 100644 ---- a/interface/src/VoxelSystem.cpp -+++ b/interface/src/VoxelSystem.cpp -@@ -41,69 +41,53 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- . - 4,5,6, 4,6,7 }; // Z+ . - - VoxelSystem::VoxelSystem() { -- voxelsRendered = 0; -- tree = new VoxelTree(); -- pthread_mutex_init(&bufferWriteLock, NULL); -+ _voxelsInArrays = _voxelsUpdated = 0; -+ _tree = new VoxelTree(); -+ pthread_mutex_init(&_bufferWriteLock, NULL); - } - - VoxelSystem::~VoxelSystem() { -- delete[] readVerticesArray; -- delete[] writeVerticesArray; -- delete[] readColorsArray; -- delete[] writeColorsArray; -- delete tree; -- pthread_mutex_destroy(&bufferWriteLock); -+ delete[] _readVerticesArray; -+ delete[] _writeVerticesArray; -+ delete[] _readColorsArray; -+ delete[] _writeColorsArray; -+ delete[] _voxelDirtyArray; -+ delete _tree; -+ pthread_mutex_destroy(&_bufferWriteLock); - } - --////////////////////////////////////////////////////////////////////////////////////////// --// Method: VoxelSystem::loadVoxelsFile() --// Description: Loads HiFidelity encoded Voxels from a binary file. The current file --// format is a stream of single voxels with NO color data. Currently --// colors are set randomly --// Complaints: Brad :) --// To Do: Need to add color data to the file. - void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) { -- -- tree->loadVoxelsFile(fileName,wantColorRandomizer); -- -+ _tree->loadVoxelsFile(fileName, wantColorRandomizer); - copyWrittenDataToReadArrays(); - } - --////////////////////////////////////////////////////////////////////////////////////////// --// Method: VoxelSystem::createSphere() --// Description: Creates a sphere of voxels in the local system at a given location/radius --// To Do: Move this function someplace better? I put it here because we need a --// mechanism to tell the system to redraw it's arrays after voxels are done --// being added. This is a concept mostly only understood by VoxelSystem. --// Complaints: Brad :) - void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid, bool wantColorRandomizer) { -- -- tree->createSphere(r,xc,yc,zc,s,solid,wantColorRandomizer); -+ _tree->createSphere(r, xc, yc, zc, s, solid, wantColorRandomizer); - setupNewVoxelsForDrawing(); - } - - long int VoxelSystem::getVoxelsCreated() { -- return tree->voxelsCreated; -+ return _tree->voxelsCreated; - } - - float VoxelSystem::getVoxelsCreatedPerSecondAverage() { -- return (1 / tree->voxelsCreatedStats.getEventDeltaAverage()); -+ return (1 / _tree->voxelsCreatedStats.getEventDeltaAverage()); - } - - long int VoxelSystem::getVoxelsColored() { -- return tree->voxelsColored; -+ return _tree->voxelsColored; - } - - float VoxelSystem::getVoxelsColoredPerSecondAverage() { -- return (1 / tree->voxelsColoredStats.getEventDeltaAverage()); -+ return (1 / _tree->voxelsColoredStats.getEventDeltaAverage()); - } - - long int VoxelSystem::getVoxelsBytesRead() { -- return tree->voxelsBytesRead; -+ return _tree->voxelsBytesRead; - } - - float VoxelSystem::getVoxelsBytesReadPerSecondAverage() { -- return tree->voxelsBytesReadStats.getAverageSampleValuePerSecond(); -+ return _tree->voxelsBytesReadStats.getAverageSampleValuePerSecond(); - } - - int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) { -@@ -114,11 +98,11 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) { - switch(command) { - case PACKET_HEADER_VOXEL_DATA: - // ask the VoxelTree to read the bitstream into the tree -- tree->readBitstreamToTree(voxelData, numBytes - 1); -+ _tree->readBitstreamToTree(voxelData, numBytes - 1); - break; - case PACKET_HEADER_ERASE_VOXEL: - // ask the tree to read the "remove" bitstream -- tree->processRemoveVoxelBitstream(sourceBuffer, numBytes); -+ _tree->processRemoveVoxelBitstream(sourceBuffer, numBytes); - break; - case PACKET_HEADER_Z_COMMAND: - -@@ -135,7 +119,8 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) { - while (totalLength <= numBytes) { - if (0==strcmp(command,(char*)"erase all")) { - printLog("got Z message == erase all\n"); -- tree->eraseAllVoxels(); -+ _tree->eraseAllVoxels(); -+ _voxelsInArrays = 0; // better way to do this?? - } - if (0==strcmp(command,(char*)"add scene")) { - printLog("got Z message == add scene - NOT SUPPORTED ON INTERFACE\n"); -@@ -150,78 +135,87 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) { - } - - void VoxelSystem::setupNewVoxelsForDrawing() { -- // reset the verticesEndPointer so we're writing to the beginning of the array -- writeVerticesEndPointer = writeVerticesArray; -- // call recursive function to populate in memory arrays -- // it will return the number of voxels added -- glm::vec3 treeRoot = glm::vec3(0,0,0); -- voxelsRendered = treeToArrays(tree->rootNode, treeRoot); -+ _voxelsUpdated = newTreeToArrays(_tree->rootNode); -+ if (_voxelsUpdated) { -+ _voxelsDirty=true; -+ } -+ - // copy the newly written data to the arrays designated for reading - copyWrittenDataToReadArrays(); - } - - void VoxelSystem::copyWrittenDataToReadArrays() { -- // lock on the buffer write lock so we can't modify the data when the GPU is reading it -- pthread_mutex_lock(&bufferWriteLock); -- // store a pointer to the current end so it doesn't change during copy -- GLfloat *endOfCurrentVerticesData = writeVerticesEndPointer; -- // copy the vertices and colors -- memcpy(readVerticesArray, writeVerticesArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLfloat)); -- memcpy(readColorsArray, writeColorsArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLubyte)); -- // set the read vertices end pointer to the correct spot so the GPU knows how much to pull -- readVerticesEndPointer = readVerticesArray + (endOfCurrentVerticesData - writeVerticesArray); -- pthread_mutex_unlock(&bufferWriteLock); -+ if (_voxelsDirty) { -+ // lock on the buffer write lock so we can't modify the data when the GPU is reading it -+ pthread_mutex_lock(&_bufferWriteLock); -+ int bytesOfVertices = (_voxelsInArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat); -+ int bytesOfColors = (_voxelsInArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte); -+ memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices); -+ memcpy(_readColorsArray, _writeColorsArray, bytesOfColors ); -+ pthread_mutex_unlock(&_bufferWriteLock); -+ } - } - --int VoxelSystem::treeToArrays(VoxelNode* currentNode, const glm::vec3& nodePosition) { -- int voxelsAdded = 0; -- float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE); -- glm::vec3 viewerPosition = _camera->getPosition(); //_viewerAvatar->getPosition(); -- -- // debug LOD code -- glm::vec3 debugNodePosition; -- copyFirstVertexForCode(currentNode->octalCode,(float*)&debugNodePosition); -- -- float distanceToVoxelCenter = sqrtf(powf(viewerPosition.x - nodePosition[0] - halfUnitForVoxel, 2) + -- powf(viewerPosition.y - nodePosition[1] - halfUnitForVoxel, 2) + -- powf(viewerPosition.z - nodePosition[2] - halfUnitForVoxel, 2)); -- -- int renderLevel = *currentNode->octalCode + 1; -- int boundaryPosition = boundaryDistanceForRenderLevel(renderLevel); -- bool alwaysDraw = false; // XXXBHG - temporary debug code. Flip this to true to disable LOD blurring -- -- if (alwaysDraw || distanceToVoxelCenter < boundaryPosition) { -- for (int i = 0; i < 8; i++) { -- // check if there is a child here -- if (currentNode->children[i] != NULL) { -- -- glm::vec3 childNodePosition; -- copyFirstVertexForCode(currentNode->children[i]->octalCode,(float*)&childNodePosition); -- childNodePosition *= (float)TREE_SCALE; // scale it up -- voxelsAdded += treeToArrays(currentNode->children[i], childNodePosition); -- } -+int VoxelSystem::newTreeToArrays(VoxelNode* node) { -+ assert(_viewFrustum); // you must set up _viewFrustum before calling this -+ int voxelsUpdated = 0; -+ float distanceToNode = node->distanceToCamera(*_viewFrustum); -+ float boundary = boundaryDistanceForRenderLevel(*node->octalCode + 1); -+ float childBoundary = boundaryDistanceForRenderLevel(*node->octalCode + 2); -+ bool inBoundary = (distanceToNode <= boundary); -+ bool inChildBoundary = (distanceToNode <= childBoundary); -+ bool shouldRender = node->isColored() && ((node->isLeaf() && inChildBoundary) || (inBoundary && !inChildBoundary)); -+ -+ node->setShouldRender(shouldRender); -+ // let children figure out their renderness -+ for (int i = 0; i < 8; i++) { -+ if (node->children[i]) { -+ voxelsUpdated += newTreeToArrays(node->children[i]); - } - } -+ -+ // Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays... for us -+ if (node->isDirty() && (shouldRender || node->isKnownBufferIndex())) { -+ glm::vec3 startVertex; -+ float voxelScale = 0; -+ -+ // If we're should render, use our legit location and scale, -+ if (node->getShouldRender()) { -+ copyFirstVertexForCode(node->octalCode, (float*)&startVertex); -+ voxelScale = (1 / powf(2, *node->octalCode)); -+ } else { -+ // if we shouldn't render then set out location to some infinitely distant location, -+ // and our scale as infinitely small -+ startVertex[0] = startVertex[1] = startVertex[2] = FLT_MAX; -+ voxelScale = 0; -+ } - -- // if we didn't get any voxels added then we're a leaf -- // add our vertex and color information to the interleaved array -- if (voxelsAdded == 0 && currentNode->isColored()) { -- float startVertex[3]; -- copyFirstVertexForCode(currentNode->octalCode,(float*)&startVertex); -- float voxelScale = 1 / powf(2, *currentNode->octalCode); -+ // If this node has not yet been written to the array, then add it to the end of the array. -+ glBufferIndex nodeIndex; -+ if (node->isKnownBufferIndex()) { -+ nodeIndex = node->getBufferIndex(); -+ } else { -+ nodeIndex = _voxelsInArrays; -+ } -+ -+ _voxelDirtyArray[nodeIndex] = true; - - // populate the array with points for the 8 vertices - // and RGB color for each added vertex - for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) { -- *writeVerticesEndPointer = startVertex[j % 3] + (identityVertices[j] * voxelScale); -- *(writeColorsArray + (writeVerticesEndPointer - writeVerticesArray)) = currentNode->getColor()[j % 3]; -- -- writeVerticesEndPointer++; -+ GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL); -+ GLubyte* writeColorsAt = _writeColorsArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL); -+ *(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale); -+ *(writeColorsAt +j) = node->getColor()[j % 3]; -+ } -+ if (!node->isKnownBufferIndex()) { -+ node->setBufferIndex(nodeIndex); -+ _voxelsInArrays++; // our know vertices in the arrays - } -- voxelsAdded++; -+ voxelsUpdated++; -+ node->clearDirtyBit(); - } -- -- return voxelsAdded; -+ return voxelsUpdated; - } - - VoxelSystem* VoxelSystem::clone() const { -@@ -230,20 +224,30 @@ VoxelSystem* VoxelSystem::clone() const { - } - - void VoxelSystem::init() { -+ -+ // When we change voxels representations in the arrays, we'll update this -+ _voxelsDirty = false; -+ _voxelsInArrays = 0; -+ -+ // we will track individual dirty sections with this array of bools -+ _voxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM]; -+ memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool)); -+ - // prep the data structures for incoming voxel data -- writeVerticesEndPointer = writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -- readVerticesEndPointer = readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -- writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -- readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -+ _writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -+ _readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -+ -+ _writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -+ _readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; - -- GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -+ GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; - - // populate the indicesArray - // this will not change given new voxels, so we can set it all up now - for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) { - // fill the indices array - int voxelIndexOffset = n * INDICES_PER_VOXEL; -- GLuint *currentIndicesPos = indicesArray + voxelIndexOffset; -+ GLuint* currentIndicesPos = indicesArray + voxelIndexOffset; - int startIndex = (n * VERTICES_PER_VOXEL); - - for (int i = 0; i < INDICES_PER_VOXEL; i++) { -@@ -252,8 +256,8 @@ void VoxelSystem::init() { - } - } - -- GLfloat *normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -- GLfloat *normalsArrayEndPointer = normalsArray; -+ GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; -+ GLfloat* normalsArrayEndPointer = normalsArray; - - // populate the normalsArray - for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) { -@@ -263,25 +267,25 @@ void VoxelSystem::init() { - } - - // VBO for the verticesArray -- glGenBuffers(1, &vboVerticesID); -- glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); -+ glGenBuffers(1, &_vboVerticesID); -+ glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); - glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW); - - // VBO for the normalsArray -- glGenBuffers(1, &vboNormalsID); -- glBindBuffer(GL_ARRAY_BUFFER, vboNormalsID); -+ glGenBuffers(1, &_vboNormalsID); -+ glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID); - glBufferData(GL_ARRAY_BUFFER, - VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, - normalsArray, GL_STATIC_DRAW); - - // VBO for colorsArray -- glGenBuffers(1, &vboColorsID); -- glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); -+ glGenBuffers(1, &_vboColorsID); -+ glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); - glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW); - - // VBO for the indicesArray -- glGenBuffers(1, &vboIndicesID); -- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID); -+ glGenBuffers(1, &_vboIndicesID); -+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, - INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM, - indicesArray, GL_STATIC_DRAW); -@@ -291,45 +295,68 @@ void VoxelSystem::init() { - delete[] normalsArray; - } - --void VoxelSystem::render() { -- -- glPushMatrix(); -- -- if (readVerticesEndPointer != readVerticesArray) { -- // try to lock on the buffer write -- // just avoid pulling new data if it is currently being written -- if (pthread_mutex_trylock(&bufferWriteLock) == 0) { -- -- glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); -- glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLfloat), readVerticesArray); -- -- glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); -- glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLubyte), readColorsArray); -- -- readVerticesEndPointer = readVerticesArray; -- -- pthread_mutex_unlock(&bufferWriteLock); -+void VoxelSystem::updateVBOs() { -+ if (_voxelsDirty) { -+ glBufferIndex segmentStart = 0; -+ glBufferIndex segmentEnd = 0; -+ -+ bool inSegment = false; -+ for (glBufferIndex i = 0; i < _voxelsInArrays; i++) { -+ if (!inSegment) { -+ if (_voxelDirtyArray[i]) { -+ segmentStart = i; -+ inSegment = true; -+ _voxelDirtyArray[i] = false; // consider us clean! -+ } -+ } else { -+ if (!_voxelDirtyArray[i] || (i == (_voxelsInArrays - 1)) ) { -+ segmentEnd = i; -+ inSegment = false; -+ int segmentLength = (segmentEnd - segmentStart) + 1; -+ -+ // vertices for segment - note: we might not need to do this -+ GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); -+ GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); -+ GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); -+ -+ glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); -+ glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); -+ -+ // colors for segment -+ segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); -+ segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); -+ GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); -+ -+ glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); -+ glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); -+ } -+ } - } -+ _voxelsDirty = false; - } -+} - -+void VoxelSystem::render() { -+ glPushMatrix(); -+ updateVBOs(); - // tell OpenGL where to find vertex and color information - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_NORMAL_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - -- glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); -+ glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); - glVertexPointer(3, GL_FLOAT, 0, 0); - -- glBindBuffer(GL_ARRAY_BUFFER, vboNormalsID); -+ glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID); - glNormalPointer(GL_FLOAT, 0, 0); - -- glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); -+ glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); - glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0); - - // draw the number of voxels we have -- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID); -+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID); - glScalef(10, 10, 10); -- glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0); -+ glDrawElements(GL_TRIANGLES, 36 * _voxelsInArrays, GL_UNSIGNED_INT, 0); - - // deactivate vertex and color arrays after drawing - glDisableClientState(GL_VERTEX_ARRAY); -@@ -350,12 +377,7 @@ void VoxelSystem::simulate(float deltaTime) { - - int VoxelSystem::_nodeCount = 0; - --bool VoxelSystem::randomColorOperation(VoxelNode* node, bool down, void* extraData) { -- -- // we do our operations on the way up! -- if (down) { -- return true; -- } -+bool VoxelSystem::randomColorOperation(VoxelNode* node, void* extraData) { - - _nodeCount++; - if (node->isColored()) { -@@ -370,17 +392,12 @@ bool VoxelSystem::randomColorOperation(VoxelNode* node, bool down, void* extraDa - - void VoxelSystem::randomizeVoxelColors() { - _nodeCount = 0; -- tree->recurseTreeWithOperation(randomColorOperation); -+ _tree->recurseTreeWithOperation(randomColorOperation); - printLog("setting randomized true color for %d nodes\n",_nodeCount); - setupNewVoxelsForDrawing(); - } - --bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, bool down, void* extraData) { -- -- // we do our operations on the way up! -- if (down) { -- return true; -- } -+bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, void* extraData) { - - _nodeCount++; - -@@ -395,18 +412,12 @@ bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, bool down, void* - - void VoxelSystem::falseColorizeRandom() { - _nodeCount = 0; -- tree->recurseTreeWithOperation(falseColorizeRandomOperation); -+ _tree->recurseTreeWithOperation(falseColorizeRandomOperation); - printLog("setting randomized false color for %d nodes\n",_nodeCount); - setupNewVoxelsForDrawing(); - } - --bool VoxelSystem::trueColorizeOperation(VoxelNode* node, bool down, void* extraData) { -- -- // we do our operations on the way up! -- if (down) { -- return true; -- } -- -+bool VoxelSystem::trueColorizeOperation(VoxelNode* node, void* extraData) { - _nodeCount++; - node->setFalseColored(false); - return true; -@@ -414,19 +425,13 @@ bool VoxelSystem::trueColorizeOperation(VoxelNode* node, bool down, void* extraD - - void VoxelSystem::trueColorize() { - _nodeCount = 0; -- tree->recurseTreeWithOperation(trueColorizeOperation); -+ _tree->recurseTreeWithOperation(trueColorizeOperation); - printLog("setting true color for %d nodes\n",_nodeCount); - setupNewVoxelsForDrawing(); - } - - // Will false colorize voxels that are not in view --bool VoxelSystem::falseColorizeInViewOperation(VoxelNode* node, bool down, void* extraData) { -- -- // we do our operations on the way up! -- if (down) { -- return true; -- } -- -+bool VoxelSystem::falseColorizeInViewOperation(VoxelNode* node, void* extraData) { - const ViewFrustum* viewFrustum = (const ViewFrustum*) extraData; - - _nodeCount++; -@@ -448,25 +453,17 @@ bool VoxelSystem::falseColorizeInViewOperation(VoxelNode* node, bool down, void* - - void VoxelSystem::falseColorizeInView(ViewFrustum* viewFrustum) { - _nodeCount = 0; -- tree->recurseTreeWithOperation(falseColorizeInViewOperation,(void*)viewFrustum); -+ _tree->recurseTreeWithOperation(falseColorizeInViewOperation,(void*)viewFrustum); - printLog("setting in view false color for %d nodes\n",_nodeCount); - setupNewVoxelsForDrawing(); - } - - // Will false colorize voxels based on distance from view --bool VoxelSystem::falseColorizeDistanceFromViewOperation(VoxelNode* node, bool down, void* extraData) { -- -- // we do our operations on the way up! -- if (down) { -- return true; -- } -- -+bool VoxelSystem::falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData) { - ViewFrustum* viewFrustum = (ViewFrustum*) extraData; - - // only do this for truly colored voxels... - if (node->isColored()) { -- -- // We need our distance for both up and down - glm::vec3 nodePosition; - float* startVertex = firstVertexForCode(node->octalCode); - nodePosition.x = startVertex[0]; -@@ -508,13 +505,7 @@ float VoxelSystem::_minDistance = FLT_MAX; - // Helper function will get the distance from view range, would be nice if you could just keep track - // of this as voxels are created and/or colored... seems like some transform math could do that so - // we wouldn't need to do two passes of the tree --bool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, bool down, void* extraData) { -- -- // we do our operations on the way up! -- if (down) { -- return true; -- } -- -+bool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData) { - ViewFrustum* viewFrustum = (ViewFrustum*) extraData; - - // only do this for truly colored voxels... -@@ -538,7 +529,7 @@ bool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, bool down, - powf(viewerPosition.y - nodePosition.y - halfUnitForVoxel, 2) + - powf(viewerPosition.z - nodePosition.z - halfUnitForVoxel, 2)); - -- // on way down, calculate the range of distances -+ // calculate the range of distances - if (distance > _maxDistance) { - _maxDistance = distance; - } -@@ -556,12 +547,14 @@ void VoxelSystem::falseColorizeDistanceFromView(ViewFrustum* viewFrustum) { - - _maxDistance = 0.0; - _minDistance = FLT_MAX; -- tree->recurseTreeWithOperation(getDistanceFromViewRangeOperation,(void*)viewFrustum); -+ _tree->recurseTreeWithOperation(getDistanceFromViewRangeOperation,(void*)viewFrustum); - printLog("determining distance range for %d nodes\n",_nodeCount); - - _nodeCount = 0; - -- tree->recurseTreeWithOperation(falseColorizeDistanceFromViewOperation,(void*)viewFrustum); -+ _tree->recurseTreeWithOperation(falseColorizeDistanceFromViewOperation,(void*)viewFrustum); - printLog("setting in distance false color for %d nodes\n",_nodeCount); - setupNewVoxelsForDrawing(); - } -+ -+ -diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h -index f12cc75..04f9f8c 100644 ---- a/interface/src/VoxelSystem.h -+++ b/interface/src/VoxelSystem.h -@@ -29,12 +29,16 @@ public: - - int parseData(unsigned char* sourceBuffer, int numBytes); - VoxelSystem* clone() const; -+ -+ void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; }; - - void init(); - void simulate(float deltaTime); - void render(); -- void setVoxelsRendered(int v) {voxelsRendered = v;}; -- int getVoxelsRendered() {return voxelsRendered;}; -+ -+ unsigned long getVoxelsUpdated() const {return _voxelsUpdated;}; -+ unsigned long getVoxelsRendered() const {return _voxelsInArrays;}; -+ - void setViewerAvatar(Avatar *newViewerAvatar) { _viewerAvatar = newViewerAvatar; }; - void setCamera(Camera* newCamera) { _camera = newCamera; }; - void loadVoxelsFile(const char* fileName,bool wantColorRandomizer); -@@ -57,36 +61,42 @@ public: - private: - // Operation functions for tree recursion methods - static int _nodeCount; -- static bool randomColorOperation(VoxelNode* node, bool down, void* extraData); -- static bool falseColorizeRandomOperation(VoxelNode* node, bool down, void* extraData); -- static bool trueColorizeOperation(VoxelNode* node, bool down, void* extraData); -- static bool falseColorizeInViewOperation(VoxelNode* node, bool down, void* extraData); -- static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, bool down, void* extraData); -- static bool getDistanceFromViewRangeOperation(VoxelNode* node, bool down, void* extraData); -+ static bool randomColorOperation(VoxelNode* node, void* extraData); -+ static bool falseColorizeRandomOperation(VoxelNode* node, void* extraData); -+ static bool trueColorizeOperation(VoxelNode* node, void* extraData); -+ static bool falseColorizeInViewOperation(VoxelNode* node, void* extraData); -+ static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData); -+ static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData); - - // these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here - static float _maxDistance; - static float _minDistance; - -- int voxelsRendered; - Avatar* _viewerAvatar; - Camera* _camera; -- VoxelTree *tree; -- GLfloat *readVerticesArray; -- GLubyte *readColorsArray; -- GLfloat *readVerticesEndPointer; -- GLfloat *writeVerticesArray; -- GLubyte *writeColorsArray; -- GLfloat *writeVerticesEndPointer; -- GLuint vboVerticesID; -- GLuint vboNormalsID; -- GLuint vboColorsID; -- GLuint vboIndicesID; -- pthread_mutex_t bufferWriteLock; -- -- int treeToArrays(VoxelNode *currentNode, const glm::vec3& nodePosition); -+ VoxelTree* _tree; -+ GLfloat* _readVerticesArray; -+ GLubyte* _readColorsArray; -+ GLfloat* _writeVerticesArray; -+ GLubyte* _writeColorsArray; -+ bool* _voxelDirtyArray; -+ unsigned long _voxelsUpdated; -+ unsigned long _voxelsInArrays; -+ -+ GLuint _vboVerticesID; -+ GLuint _vboNormalsID; -+ GLuint _vboColorsID; -+ GLuint _vboIndicesID; -+ pthread_mutex_t _bufferWriteLock; -+ -+ ViewFrustum* _viewFrustum; -+ -+ int newTreeToArrays(VoxelNode *currentNode); - void setupNewVoxelsForDrawing(); - void copyWrittenDataToReadArrays(); -+ void updateVBOs(); -+ -+ bool _voxelsDirty; - }; - - #endif -diff --git a/interface/src/main.cpp b/interface/src/main.cpp -index 7ef1c49..b73d58f 100644 ---- a/interface/src/main.cpp -+++ b/interface/src/main.cpp -@@ -230,7 +230,7 @@ void displayStats(void) - drawtext(10, statsVerticalOffset + 49, 0.10f, 0, 1.0, 0, stats); - - std::stringstream voxelStats; -- voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered(); -+ voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered() << " Updated: " << voxels.getVoxelsUpdated(); - drawtext(10, statsVerticalOffset + 70, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); - - voxelStats.str(""); -@@ -1612,6 +1612,8 @@ void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) { - - int main(int argc, const char * argv[]) - { -+ voxels.setViewFrustum(&::viewFrustum); -+ - shared_lib::printLog = & ::printLog; - voxels_lib::printLog = & ::printLog; - avatars_lib::printLog = & ::printLog; -@@ -1634,7 +1636,7 @@ int main(int argc, const char * argv[]) - } - - // Handle Local Domain testing with the --local command line -- if (cmdOptionExists(argc, argv, "--local")) { -+ if (true || cmdOptionExists(argc, argv, "--local")) { - printLog("Local Domain MODE!\n"); - int ip = getLocalAddress(); - sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); -diff --git a/libraries/voxels/src/VoxelConstants.h b/libraries/voxels/src/VoxelConstants.h -index 66ddbcb..2ba4d05 100644 ---- a/libraries/voxels/src/VoxelConstants.h -+++ b/libraries/voxels/src/VoxelConstants.h -@@ -21,4 +21,7 @@ const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; - const int INDICES_PER_VOXEL = 3 * 12; - const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL; - -+typedef unsigned long int glBufferIndex; -+const glBufferIndex GLBUFFER_INDEX_UNKNOWN = ULONG_MAX; -+ - #endif -diff --git a/libraries/voxels/src/VoxelNode.cpp b/libraries/voxels/src/VoxelNode.cpp -index c1527d3..6f8f1d7 100644 ---- a/libraries/voxels/src/VoxelNode.cpp -+++ b/libraries/voxels/src/VoxelNode.cpp -@@ -30,6 +30,10 @@ VoxelNode::VoxelNode() { - for (int i = 0; i < 8; i++) { - children[i] = NULL; - } -+ -+ _glBufferIndex = GLBUFFER_INDEX_UNKNOWN; -+ _isDirty = true; -+ _shouldRender = false; - } - - VoxelNode::~VoxelNode() { -@@ -43,6 +47,14 @@ VoxelNode::~VoxelNode() { - } - } - -+void VoxelNode::setShouldRender(bool shouldRender) { -+ // if shouldRender is changing, then consider ourselves dirty -+ if (shouldRender != _shouldRender) { -+ _shouldRender = shouldRender; -+ _isDirty = true; -+ } -+} -+ - void VoxelNode::getAABox(AABox& box) const { - - glm::vec3 corner; -@@ -59,16 +71,19 @@ void VoxelNode::getAABox(AABox& box) const { - } - - void VoxelNode::addChildAtIndex(int childIndex) { -- children[childIndex] = new VoxelNode(); -+ if (!children[childIndex]) { -+ children[childIndex] = new VoxelNode(); - -- // XXXBHG - When the node is constructed, it should be cleanly set up as -- // true colored, but for some reason, not so much. I've added a a basecamp -- // to-do to research this. But for now we'll use belt and suspenders and set -- // it to not-false-colored here! -- children[childIndex]->setFalseColored(false); -+ // XXXBHG - When the node is constructed, it should be cleanly set up as -+ // true colored, but for some reason, not so much. I've added a a basecamp -+ // to-do to research this. But for now we'll use belt and suspenders and set -+ // it to not-false-colored here! -+ children[childIndex]->setFalseColored(false); - -- // give this child its octal code -- children[childIndex]->octalCode = childOctalCode(octalCode, childIndex); -+ // give this child its octal code -+ children[childIndex]->octalCode = childOctalCode(octalCode, childIndex); -+ _isDirty = true; -+ } - } - - // will average the child colors... -@@ -104,26 +119,35 @@ void VoxelNode::setColorFromAverageOfChildren() { - // the actual NO_FALSE_COLOR version are inline in the VoxelNode.h - #ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color - void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) { -- _falseColored=true; -- _currentColor[0] = red; -- _currentColor[1] = green; -- _currentColor[2] = blue; -- _currentColor[3] = 1; // XXXBHG - False colors are always considered set -+ if (_falseColored != true || _currentColor[0] != red || _currentColor[1] != green || _currentColor[2] != blue) { -+ _falseColored=true; -+ _currentColor[0] = red; -+ _currentColor[1] = green; -+ _currentColor[2] = blue; -+ _currentColor[3] = 1; // XXXBHG - False colors are always considered set -+ _isDirty = true; -+ } - } - - void VoxelNode::setFalseColored(bool isFalseColored) { -- // if we were false colored, and are no longer false colored, then swap back -- if (_falseColored && !isFalseColored) { -- memcpy(&_currentColor,&_trueColor,sizeof(nodeColor)); -+ if (_falseColored != isFalseColored) { -+ // if we were false colored, and are no longer false colored, then swap back -+ if (_falseColored && !isFalseColored) { -+ memcpy(&_currentColor,&_trueColor,sizeof(nodeColor)); -+ } -+ _falseColored = isFalseColored; -+ _isDirty = true; - } -- _falseColored = isFalseColored; - }; - - - void VoxelNode::setColor(const nodeColor& color) { -- memcpy(&_trueColor,&color,sizeof(nodeColor)); -- if (!_falseColored) { -- memcpy(&_currentColor,&color,sizeof(nodeColor)); -+ if (_trueColor[0] != color[0] || _trueColor[1] != color[1] || _trueColor[2] != color[2]) { -+ memcpy(&_trueColor,&color,sizeof(nodeColor)); -+ if (!_falseColored) { -+ memcpy(&_currentColor,&color,sizeof(nodeColor)); -+ } -+ _isDirty = true; - } - } - #endif -@@ -199,7 +223,6 @@ void VoxelNode::printDebugDetails(const char* label) const { - printOctalCode(octalCode); - } - -- - bool VoxelNode::isInView(const ViewFrustum& viewFrustum) const { - AABox box; - getAABox(box); -diff --git a/libraries/voxels/src/VoxelNode.h b/libraries/voxels/src/VoxelNode.h -index 4cda55f..cbd9b8a 100644 ---- a/libraries/voxels/src/VoxelNode.h -+++ b/libraries/voxels/src/VoxelNode.h -@@ -11,6 +11,7 @@ - - #include "AABox.h" - #include "ViewFrustum.h" -+#include "VoxelConstants.h" - - typedef unsigned char colorPart; - typedef unsigned char nodeColor[4]; -@@ -22,6 +23,11 @@ private: - nodeColor _currentColor; - bool _falseColored; - #endif -+ -+ glBufferIndex _glBufferIndex; -+ bool _isDirty; -+ bool _shouldRender; -+ - public: - VoxelNode(); - ~VoxelNode(); -@@ -40,6 +46,18 @@ public: - bool isLeaf() const; - void getAABox(AABox& box) const; - void printDebugDetails(const char* label) const; -+ -+ bool isDirty() const { return _isDirty; }; -+ void clearDirtyBit() { _isDirty = false; }; -+ -+ glBufferIndex getBufferIndex() const { return _glBufferIndex; }; -+ bool isKnownBufferIndex() const { return (_glBufferIndex != GLBUFFER_INDEX_UNKNOWN); }; -+ void setBufferIndex(glBufferIndex index) { _glBufferIndex = index; }; -+ -+ // whether or not we should render -+ void setShouldRender(bool shouldRender); -+ bool getShouldRender() const { return _shouldRender; } -+ - - #ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color - void setFalseColor(colorPart red, colorPart green, colorPart blue); -diff --git a/libraries/voxels/src/VoxelTree.cpp b/libraries/voxels/src/VoxelTree.cpp -index cbbcced..3ff14b5 100644 ---- a/libraries/voxels/src/VoxelTree.cpp -+++ b/libraries/voxels/src/VoxelTree.cpp -@@ -58,16 +58,13 @@ void VoxelTree::recurseTreeWithOperation(RecurseVoxelTreeOperation operation, vo - - // Recurses voxel node with an operation function - void VoxelTree::recurseNodeWithOperation(VoxelNode* node,RecurseVoxelTreeOperation operation, void* extraData) { -- // call the operation function going "down" first, stop deeper recursion if function returns false -- if (operation(node,true,extraData)) { -- for (int i = 0; i < sizeof(node->children)/sizeof(node->children[0]); i++) { -+ if (operation(node, extraData)) { -+ for (int i = 0; i < sizeof(node->children) / sizeof(node->children[0]); i++) { - VoxelNode* child = node->children[i]; - if (child) { -- recurseNodeWithOperation(child,operation,extraData); -+ recurseNodeWithOperation(child, operation, extraData); - } - } -- // call operation on way back up -- operation(node,false,extraData); - } - } - -diff --git a/libraries/voxels/src/VoxelTree.h b/libraries/voxels/src/VoxelTree.h -index ac3c762..7f5a6b8 100644 ---- a/libraries/voxels/src/VoxelTree.h -+++ b/libraries/voxels/src/VoxelTree.h -@@ -16,7 +16,7 @@ - #include "VoxelNodeBag.h" - - // Callback function, for recuseTreeWithOperation --typedef bool (*RecurseVoxelTreeOperation)(VoxelNode* node, bool down, void* extraData); -+typedef bool (*RecurseVoxelTreeOperation)(VoxelNode* node, void* extraData); - - class VoxelTree { - public: -diff --git a/voxel-server/src/main.cpp b/voxel-server/src/main.cpp -index 716a4e9..9ab5675 100644 ---- a/voxel-server/src/main.cpp -+++ b/voxel-server/src/main.cpp -@@ -38,7 +38,7 @@ const float DEATH_STAR_RADIUS = 4.0; - const float MAX_CUBE = 0.05f; - - const int VOXEL_SEND_INTERVAL_USECS = 100 * 1000; --const int PACKETS_PER_CLIENT_PER_INTERVAL = 2; -+const int PACKETS_PER_CLIENT_PER_INTERVAL = 20; - - const int MAX_VOXEL_TREE_DEPTH_LEVELS = 4; - -@@ -68,11 +68,9 @@ void addSphere(VoxelTree * tree,bool random, bool wantColorRandomizer) { - } - - int _nodeCount=0; --bool countVoxelsOperation(VoxelNode* node, bool down, void* extraData) { -- if (down) { -- if (node->isColored()){ -- _nodeCount++; -- } -+bool countVoxelsOperation(VoxelNode* node, void* extraData) { -+ if (node->isColored()){ -+ _nodeCount++; - } - return true; // keep going - } -@@ -80,7 +78,7 @@ bool countVoxelsOperation(VoxelNode* node, bool down, void* extraData) { - void addSphereScene(VoxelTree * tree, bool wantColorRandomizer) { - printf("adding scene of spheres...\n"); - -- int sphereBaseSize = 256; -+ int sphereBaseSize = 512; - - tree->createSphere(0.25, 0.5, 0.5, 0.5, (1.0 / sphereBaseSize), true, wantColorRandomizer); - printf("one sphere added...\n");