mirror of
https://github.com/overte-org/overte.git
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Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
a56ad3ec28
10 changed files with 432 additions and 261 deletions
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@ -266,21 +266,15 @@ void Avatar::reset() {
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// Update avatar head rotation with sensor data
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void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
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void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterface, glm::vec3* gravity) {
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float measuredPitchRate = 0.0f;
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float measuredRollRate = 0.0f;
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float measuredYawRate = 0.0f;
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if (serialInterface->active && USING_INVENSENSE_MPU9150) {
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measuredPitchRate = serialInterface->getLastPitchRate();
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measuredYawRate = serialInterface->getLastYawRate();
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measuredRollRate = serialInterface->getLastRollRate();
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} else {
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measuredPitchRate = serialInterface->getRelativeValue(HEAD_PITCH_RATE);
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measuredYawRate = serialInterface->getRelativeValue(HEAD_YAW_RATE);
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measuredRollRate = serialInterface->getRelativeValue(HEAD_ROLL_RATE);
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}
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measuredPitchRate = serialInterface->getLastPitchRate();
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measuredYawRate = serialInterface->getLastYawRate();
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measuredRollRate = serialInterface->getLastRollRate();
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// Update avatar head position based on measured gyro rates
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const float MAX_PITCH = 45;
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const float MIN_PITCH = -45;
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@ -289,13 +283,34 @@ void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterfa
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const float MAX_ROLL = 50;
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const float MIN_ROLL = -50;
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addHeadPitch(measuredPitchRate * frametime);
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addHeadYaw(measuredYawRate * frametime);
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addHeadRoll(measuredRollRate * frametime);
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addHeadPitch(measuredPitchRate * deltaTime);
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addHeadYaw(measuredYawRate * deltaTime);
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addHeadRoll(measuredRollRate * deltaTime);
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setHeadPitch(glm::clamp(getHeadPitch(), MIN_PITCH, MAX_PITCH));
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setHeadYaw(glm::clamp(getHeadYaw(), MIN_YAW, MAX_YAW));
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setHeadRoll(glm::clamp(getHeadRoll(), MIN_ROLL, MAX_ROLL));
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// Update head lean distance based on accelerometer data
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const float LEAN_SENSITIVITY = 0.15;
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const float LEAN_MAX = 0.45;
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const float LEAN_AVERAGING = 10.0;
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glm::vec3 headRotationRates(getHeadPitch(), getHeadYaw(), getHeadRoll());
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float headRateMax = 50.f;
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glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
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* LEAN_SENSITIVITY
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* (1.f - fminf(glm::length(headRotationRates), headRateMax) / headRateMax);
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leaning.y = 0.f;
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if (glm::length(leaning) < LEAN_MAX) {
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_head.leanForward = _head.leanForward * (1.f - LEAN_AVERAGING * deltaTime) +
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(LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY;
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_head.leanSideways = _head.leanSideways * (1.f - LEAN_AVERAGING * deltaTime) +
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(LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY;
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}
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setHeadLeanSideways(_head.leanSideways);
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setHeadLeanForward(_head.leanForward);
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}
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float Avatar::getAbsoluteHeadYaw() const {
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@ -329,6 +344,8 @@ void Avatar::simulate(float deltaTime) {
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// update balls
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if (_balls) { _balls->simulate(deltaTime); }
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// if other avatar, update head position from network data
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// update avatar skeleton
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updateSkeleton();
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@ -517,14 +534,12 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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void Avatar::updateHead(float deltaTime) {
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// hold on to this - used for testing....
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/*
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static float test = 0.0f;
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test += deltaTime;
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_head.leanForward = 0.02 * sin( test * 0.2f );
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_head.leanSideways = 0.02 * sin( test * 0.3f );
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*/
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// Get head position data from network for other people
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if (!_isMine) {
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_head.leanSideways = getHeadLeanSideways();
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_head.leanForward = getHeadLeanForward();
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}
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//apply the head lean values to the springy position...
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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glm::vec3 headLean =
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@ -551,7 +566,7 @@ void Avatar::updateHead(float deltaTime) {
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}
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// Decay head back to center if turned on
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if (_returnHeadToCenter) {
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if (_isMine && _returnHeadToCenter) {
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// Decay back toward center
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_headPitch *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
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_headYaw *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
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@ -559,15 +574,14 @@ void Avatar::updateHead(float deltaTime) {
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}
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// For invensense gyro, decay only slightly when roughly centered
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if (USING_INVENSENSE_MPU9150) {
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const float RETURN_RANGE = 5.0;
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const float RETURN_STRENGTH = 1.0;
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if (_isMine) {
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const float RETURN_RANGE = 15.0;
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const float RETURN_STRENGTH = 2.0;
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if (fabs(_headPitch) < RETURN_RANGE) { _headPitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
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if (fabs(_headYaw) < RETURN_RANGE) { _headYaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
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if (fabs(_headRoll) < RETURN_RANGE) { _headRoll *= (1.0f - RETURN_STRENGTH * deltaTime); }
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}
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if (_head.noise) {
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// Move toward new target
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_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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@ -29,7 +29,7 @@ int serialBufferPos = 0;
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const int ZERO_OFFSET = 2048;
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const short NO_READ_MAXIMUM_MSECS = 3000;
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const short SAMPLES_TO_DISCARD = 100; // Throw out the first few samples
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const int GRAVITY_SAMPLES = 200; // Use the first samples to compute gravity vector
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const int GRAVITY_SAMPLES = 60; // Use the first samples to compute gravity vector
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const bool USING_INVENSENSE_MPU9150 = 1;
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@ -131,42 +131,11 @@ void SerialInterface::initializePort(char* portname, int baud) {
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#endif
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}
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// Reset Trailing averages to the current measurement
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void SerialInterface::resetTrailingAverages() {
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for (int i = 1; i < NUM_CHANNELS; i++) trailingAverage[i] = lastMeasured[i];
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}
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// Render the serial interface channel values onscreen as vertical lines
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void SerialInterface::renderLevels(int width, int height) {
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int i;
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int disp_x = 10;
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const int GAP = 16;
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char val[40];
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if (!USING_INVENSENSE_MPU9150) {
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for(i = 0; i < NUM_CHANNELS; i++) {
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// Actual value
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glLineWidth(2.0);
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glColor4f(1, 1, 1, 1);
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glBegin(GL_LINES);
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glVertex2f(disp_x, height * 0.95);
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glVertex2f(disp_x, height * (0.25 + 0.75f * getValue(i) / 4096));
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glColor4f(1, 0, 0, 1);
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glVertex2f(disp_x - 3, height * (0.25 + 0.75f * getValue(i) / 4096));
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glVertex2f(disp_x, height * (0.25 + 0.75f * getValue(i) / 4096));
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glEnd();
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// Trailing Average value
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glBegin(GL_LINES);
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glColor4f(1, 1, 1, 1);
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glVertex2f(disp_x, height * (0.25 + 0.75f * getTrailingValue(i) / 4096));
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glVertex2f(disp_x + 4, height * (0.25 + 0.75f * getTrailingValue(i) / 4096));
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glEnd();
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sprintf(val, "%d", getValue(i));
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drawtext(disp_x - GAP / 2, (height * 0.95) + 2, 0.08, 90, 1.0, 0, val, 0, 1, 0);
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disp_x += GAP;
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}
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} else {
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if (USING_INVENSENSE_MPU9150) {
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// For invensense gyros, render as horizontal bars
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const int LEVEL_CORNER_X = 10;
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const int LEVEL_CORNER_Y = 200;
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@ -177,18 +146,37 @@ void SerialInterface::renderLevels(int width, int height) {
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drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 15, 0.10, 0, 1.0, 1, val, 0, 1, 0);
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sprintf(val, "Roll %4.1f", _lastRollRate);
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drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 30, 0.10, 0, 1.0, 1, val, 0, 1, 0);
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sprintf(val, "X %4.3f", _lastAccelX);
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drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 45, 0.10, 0, 1.0, 1, val, 0, 1, 0);
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sprintf(val, "Y %4.3f", _lastAccelY);
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drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 60, 0.10, 0, 1.0, 1, val, 0, 1, 0);
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sprintf(val, "Z %4.3f", _lastAccelZ);
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drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 75, 0.10, 0, 1.0, 1, val, 0, 1, 0);
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// Draw the levels as horizontal lines
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const int LEVEL_CENTER = 150;
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const float ACCEL_VIEW_SCALING = 50.f;
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glLineWidth(2.0);
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glColor4f(1, 1, 1, 1);
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glBegin(GL_LINES);
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// Gyro rates
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y - 3);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastYawRate, LEVEL_CORNER_Y - 3);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 12);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastPitchRate, LEVEL_CORNER_Y + 12);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 27);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastRollRate, LEVEL_CORNER_Y + 27);
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// Acceleration
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 42);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAccelX - _gravity.x)* ACCEL_VIEW_SCALING),
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LEVEL_CORNER_Y + 42);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 57);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAccelY - _gravity.y) * ACCEL_VIEW_SCALING),
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LEVEL_CORNER_Y + 57);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 72);
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAccelZ - _gravity.z) * ACCEL_VIEW_SCALING),
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LEVEL_CORNER_Y + 72);
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glEnd();
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// Draw green vertical centerline
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glColor4f(0, 1, 0, 0.5);
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@ -197,18 +185,6 @@ void SerialInterface::renderLevels(int width, int height) {
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glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 30);
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glEnd();
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}
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// Display Serial latency block
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if (LED) {
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glColor3f(1,0,0);
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glBegin(GL_QUADS); {
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glVertex2f(width - 100, height - 100);
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glVertex2f(width, height - 100);
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glVertex2f(width, height);
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glVertex2f(width - 100, height);
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}
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glEnd();
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}
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}
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void convertHexToInt(unsigned char* sourceBuffer, int& destinationInt) {
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@ -237,15 +213,17 @@ void SerialInterface::readData() {
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int accelXRate, accelYRate, accelZRate;
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convertHexToInt(sensorBuffer + 6, accelXRate);
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convertHexToInt(sensorBuffer + 6, accelZRate);
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convertHexToInt(sensorBuffer + 10, accelYRate);
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convertHexToInt(sensorBuffer + 14, accelZRate);
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convertHexToInt(sensorBuffer + 14, accelXRate);
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const float LSB_TO_METERS_PER_SECOND = 1.f / 16384.f;
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const float LSB_TO_METERS_PER_SECOND2 = 1.f / 16384.f * 9.80665f;
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// From MPU-9150 register map, with setting on
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// highest resolution = +/- 2G
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_lastAccelX = ((float) accelXRate) * LSB_TO_METERS_PER_SECOND;
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_lastAccelY = ((float) accelYRate) * LSB_TO_METERS_PER_SECOND;
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_lastAccelZ = ((float) accelZRate) * LSB_TO_METERS_PER_SECOND;
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_lastAccelX = ((float) accelXRate) * LSB_TO_METERS_PER_SECOND2;
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_lastAccelY = ((float) accelYRate) * LSB_TO_METERS_PER_SECOND2;
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_lastAccelZ = ((float) -accelZRate) * LSB_TO_METERS_PER_SECOND2;
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int rollRate, yawRate, pitchRate;
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@ -262,61 +240,20 @@ void SerialInterface::readData() {
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_lastYawRate = ((float) yawRate) * LSB_TO_DEGREES_PER_SECOND;
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_lastPitchRate = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND + PITCH_BIAS;
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totalSamples++;
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} else {
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// This array sets the rate of trailing averaging for each channel:
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// If the sensor rate is 100Hz, 0.001 will make the long term average a 10-second average
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const float AVG_RATE[] = {0.002, 0.002, 0.002, 0.002, 0.002, 0.002};
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char bufchar[1];
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while (read(_serialDescriptor, &bufchar, 1) > 0) {
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serialBuffer[serialBufferPos] = bufchar[0];
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serialBufferPos++;
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// Have we reached end of a line of input?
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if ((bufchar[0] == '\n') || (serialBufferPos >= MAX_BUFFER)) {
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std::string serialLine(serialBuffer, serialBufferPos-1);
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//printLog("%s\n", serialLine.c_str());
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int spot;
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//int channel = 0;
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std::string val;
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for (int i = 0; i < NUM_CHANNELS + 2; i++) {
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spot = serialLine.find_first_of(" ", 0);
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if (spot != std::string::npos) {
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val = serialLine.substr(0,spot);
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//printLog("%s\n", val.c_str());
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if (i < NUM_CHANNELS) lastMeasured[i] = atoi(val.c_str());
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else samplesAveraged = atoi(val.c_str());
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} else LED = atoi(serialLine.c_str());
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serialLine = serialLine.substr(spot+1, serialLine.length() - spot - 1);
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}
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// Update Trailing Averages
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for (int i = 0; i < NUM_CHANNELS; i++) {
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if (totalSamples > SAMPLES_TO_DISCARD) {
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trailingAverage[i] = (1.f - AVG_RATE[i])*trailingAverage[i] +
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AVG_RATE[i]*(float)lastMeasured[i];
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} else {
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trailingAverage[i] = (float)lastMeasured[i];
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}
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}
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// Use a set of initial samples to compute gravity
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if (totalSamples < GRAVITY_SAMPLES) {
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gravity.x += lastMeasured[ACCEL_X];
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gravity.y += lastMeasured[ACCEL_Y];
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gravity.z += lastMeasured[ACCEL_Z];
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}
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if (totalSamples == GRAVITY_SAMPLES) {
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gravity = glm::normalize(gravity);
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printLog("gravity: %f,%f,%f\n", gravity.x, gravity.y, gravity.z);
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}
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totalSamples++;
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serialBufferPos = 0;
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}
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// Accumulate an initial reading for gravity
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// Use a set of initial samples to compute gravity
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if (totalSamples < GRAVITY_SAMPLES) {
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_gravity.x += _lastAccelX;
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_gravity.y += _lastAccelY;
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_gravity.z += _lastAccelZ;
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}
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}
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if (totalSamples == GRAVITY_SAMPLES) {
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_gravity /= (float) totalSamples;
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printLog("Gravity: %f\n", glm::length(_gravity));
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}
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totalSamples++;
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}
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if (initialSamples == totalSamples) {
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timeval now;
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|
@ -336,23 +273,10 @@ void SerialInterface::resetSerial() {
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#ifdef __APPLE__
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active = false;
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totalSamples = 0;
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_gravity = glm::vec3(0, 0, 0);
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gettimeofday(&lastGoodRead, NULL);
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if (!USING_INVENSENSE_MPU9150) {
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gravity = glm::vec3(0, -1, 0);
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// Clear the measured and average channel data
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for (int i = 0; i < NUM_CHANNELS; i++) {
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lastMeasured[i] = 0;
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trailingAverage[i] = 0.0;
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}
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// Clear serial input buffer
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for (int i = 1; i < MAX_BUFFER; i++) {
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serialBuffer[i] = ' ';
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}
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}
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#endif
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}
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|
|
@ -32,7 +32,7 @@
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#define HEAD_YAW_RATE 0
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#define HEAD_ROLL_RATE 2
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extern const bool USING_INVENSENSE_MPU9150;
|
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//const bool USING_INVENSENSE_MPU9150;
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|
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class SerialInterface {
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public:
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|
@ -50,30 +50,20 @@ public:
|
|||
float getLastYawRate() const { return _lastYawRate; }
|
||||
float getLastPitchRate() const { return _lastPitchRate; }
|
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float getLastRollRate() const { return _lastRollRate; }
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glm::vec3 getLastAcceleration() { return glm::vec3(_lastAccelX, _lastAccelY, _lastAccelZ); };
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glm::vec3 getGravity() {return _gravity;};
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int getLED() {return LED;};
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int getNumSamples() {return samplesAveraged;};
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int getValue(int num) {return lastMeasured[num];};
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int getRelativeValue(int num) {return static_cast<int>(lastMeasured[num] - trailingAverage[num]);};
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float getTrailingValue(int num) {return trailingAverage[num];};
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|
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void resetTrailingAverages();
|
||||
void renderLevels(int width, int height);
|
||||
bool active;
|
||||
glm::vec3 getGravity() {return gravity;};
|
||||
|
||||
private:
|
||||
void initializePort(char* portname, int baud);
|
||||
void resetSerial();
|
||||
|
||||
int _serialDescriptor;
|
||||
int lastMeasured[NUM_CHANNELS];
|
||||
float trailingAverage[NUM_CHANNELS];
|
||||
int samplesAveraged;
|
||||
int LED;
|
||||
int totalSamples;
|
||||
timeval lastGoodRead;
|
||||
glm::vec3 gravity;
|
||||
glm::vec3 _gravity;
|
||||
float _lastAccelX;
|
||||
float _lastAccelY;
|
||||
float _lastAccelZ;
|
||||
|
|
|
@ -43,7 +43,7 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
|
|||
|
||||
VoxelSystem::VoxelSystem() {
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
|
||||
_alwaysRenderFullVBO = true;
|
||||
_renderFullVBO = true;
|
||||
_tree = new VoxelTree();
|
||||
pthread_mutex_init(&_bufferWriteLock, NULL);
|
||||
}
|
||||
|
@ -138,8 +138,9 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
PerformanceWarning warn(_renderWarningsOn, "setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
double start = usecTimestampNow();
|
||||
double sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000.0;
|
||||
|
||||
if (sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
|
||||
|
||||
bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging
|
||||
if (!iAmDebugging && sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) {
|
||||
return; // bail early, it hasn't been long enough since the last time we ran
|
||||
}
|
||||
|
||||
|
@ -147,19 +148,37 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
// If the view frustum has changed, since last time, then remove nodes that are out of view
|
||||
if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS)) && hasViewChanged()) {
|
||||
_lastViewCulling = start;
|
||||
|
||||
// When we call removeOutOfView() voxels, we don't actually remove the voxels from the VBOs, but we do remove
|
||||
// them from tree, this makes our tree caclulations faster, but doesn't require us to fully rebuild the VBOs (which
|
||||
// can be expensive).
|
||||
removeOutOfView();
|
||||
|
||||
// Once we call cleanupRemovedVoxels() we do need to rebuild our VBOs (if anything was actually removed). So,
|
||||
// we should consider putting this someplace else... as this might be able to occur less frequently, and save us on
|
||||
// VBO reubuilding. Possibly we should do this only if our actual VBO usage crosses some lower boundary.
|
||||
cleanupRemovedVoxels();
|
||||
|
||||
double endViewCulling = usecTimestampNow();
|
||||
_lastViewCullingElapsed = (endViewCulling - start) / 1000.0;
|
||||
}
|
||||
|
||||
if (_tree->isDirty()) {
|
||||
PerformanceWarning warn(_renderWarningsOn, "calling... newTreeToArrays()");
|
||||
static char buffer[64] = { 0 };
|
||||
if (_renderWarningsOn) {
|
||||
sprintf(buffer, "newTreeToArrays() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
|
||||
};
|
||||
PerformanceWarning warn(_renderWarningsOn, buffer);
|
||||
_callsToTreesToArrays++;
|
||||
if (_alwaysRenderFullVBO) {
|
||||
if (_renderFullVBO) {
|
||||
_voxelsInWriteArrays = 0; // reset our VBO
|
||||
}
|
||||
_voxelsUpdated = newTreeToArrays(_tree->rootNode);
|
||||
_tree->clearDirtyBit(); // after we pull the trees into the array, we can consider the tree clean
|
||||
|
||||
// since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are
|
||||
// ok again, until/unless we call removeOutOfView()
|
||||
_renderFullVBO = false;
|
||||
} else {
|
||||
_voxelsUpdated = 0;
|
||||
}
|
||||
|
@ -176,6 +195,16 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
_setupNewVoxelsForDrawingLastElapsed = elapsedmsec;
|
||||
}
|
||||
|
||||
void VoxelSystem::cleanupRemovedVoxels() {
|
||||
PerformanceWarning warn(_renderWarningsOn, "cleanupRemovedVoxels()");
|
||||
if (!_removedVoxels.isEmpty()) {
|
||||
while (!_removedVoxels.isEmpty()) {
|
||||
delete _removedVoxels.extract();
|
||||
}
|
||||
_renderFullVBO = true; // if we remove voxels, we must update our full VBOs
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArrays() {
|
||||
PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()"); // would like to include _voxelsInArrays, _voxelsUpdated
|
||||
if (_voxelsDirty && _voxelsUpdated) {
|
||||
|
@ -210,16 +239,16 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
|
|||
voxelsUpdated += newTreeToArrays(node->getChildAtIndex(i));
|
||||
}
|
||||
}
|
||||
if (_alwaysRenderFullVBO) {
|
||||
voxelsUpdated += newway__updateNodeInArray(node);
|
||||
if (_renderFullVBO) {
|
||||
voxelsUpdated += updateNodeInArraysAsFullVBO(node);
|
||||
} else {
|
||||
voxelsUpdated += oldway__updateNodeInArray(node);
|
||||
voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
|
||||
}
|
||||
node->clearDirtyBit(); // always clear the dirty bit, even if it doesn't need to be rendered
|
||||
return voxelsUpdated;
|
||||
}
|
||||
|
||||
int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) {
|
||||
int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
|
||||
// If we've run out of room, then just bail...
|
||||
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
|
||||
return 0;
|
||||
|
@ -238,18 +267,24 @@ int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) {
|
|||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
*(writeColorsAt +j) = node->getColor()[j % 3];
|
||||
}
|
||||
_voxelsInWriteArrays++; // our know vertices in the arrays
|
||||
node->setBufferIndex(nodeIndex);
|
||||
_voxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
|
||||
_voxelsInWriteArrays++; // our know vertices in the arrays
|
||||
return 1; // rendered
|
||||
}
|
||||
return 0; // not-rendered
|
||||
}
|
||||
|
||||
int VoxelSystem::oldway__updateNodeInArray(VoxelNode* node) {
|
||||
// Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays... for us
|
||||
if (node->isDirty() && (node->getShouldRender() || node->isKnownBufferIndex())) {
|
||||
int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
|
||||
// If we've run out of room, then just bail...
|
||||
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays...
|
||||
if (node->isDirty()) {
|
||||
glm::vec3 startVertex;
|
||||
float voxelScale = 0;
|
||||
|
||||
// If we're should render, use our legit location and scale,
|
||||
if (node->getShouldRender()) {
|
||||
startVertex = node->getCorner();
|
||||
|
@ -267,8 +302,9 @@ int VoxelSystem::oldway__updateNodeInArray(VoxelNode* node) {
|
|||
nodeIndex = node->getBufferIndex();
|
||||
} else {
|
||||
nodeIndex = _voxelsInWriteArrays;
|
||||
node->setBufferIndex(nodeIndex);
|
||||
_voxelsInWriteArrays++;
|
||||
}
|
||||
|
||||
_voxelDirtyArray[nodeIndex] = true;
|
||||
|
||||
// populate the array with points for the 8 vertices
|
||||
|
@ -279,10 +315,6 @@ int VoxelSystem::oldway__updateNodeInArray(VoxelNode* node) {
|
|||
*(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);
|
||||
*(writeColorsAt +j) = node->getColor()[j % 3];
|
||||
}
|
||||
if (!node->isKnownBufferIndex()) {
|
||||
node->setBufferIndex(nodeIndex);
|
||||
_voxelsInWriteArrays++; // our know vertices in the arrays
|
||||
}
|
||||
return 1; // updated!
|
||||
}
|
||||
return 0; // not-updated
|
||||
|
@ -373,53 +405,90 @@ void VoxelSystem::init() {
|
|||
delete[] normalsArray;
|
||||
}
|
||||
|
||||
void VoxelSystem::updateVBOs() {
|
||||
PerformanceWarning warn(_renderWarningsOn, "updateVBOs()"); // would like to include _callsToTreesToArrays
|
||||
if (_voxelsDirty) {
|
||||
if (_alwaysRenderFullVBO) {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = _voxelsInWriteArrays;
|
||||
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
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);
|
||||
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);
|
||||
} else {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = 0;
|
||||
bool inSegment = false;
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
if (!inSegment) {
|
||||
if (_voxelDirtyArray[i]) {
|
||||
segmentStart = i;
|
||||
inSegment = true;
|
||||
_voxelDirtyArray[i] = false; // consider us clean!
|
||||
}
|
||||
} else {
|
||||
if (!_voxelDirtyArray[i] || (i == (_voxelsInWriteArrays - 1)) ) {
|
||||
segmentEnd = i;
|
||||
inSegment = false;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
void VoxelSystem::updateFullVBOs() {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = _voxelsInWriteArrays;
|
||||
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
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);
|
||||
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);
|
||||
|
||||
// consider the _voxelDirtyArray[] clean!
|
||||
memset(_voxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
|
||||
}
|
||||
|
||||
void VoxelSystem::updatePartialVBOs() {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = 0;
|
||||
bool inSegment = false;
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
bool thisVoxelDirty = _voxelDirtyArray[i];
|
||||
if (!inSegment) {
|
||||
if (thisVoxelDirty) {
|
||||
segmentStart = i;
|
||||
inSegment = true;
|
||||
_voxelDirtyArray[i] = false; // consider us clean!
|
||||
}
|
||||
} else {
|
||||
if (!thisVoxelDirty) {
|
||||
// If we got here because because this voxel is NOT dirty, so the last dirty voxel was the one before
|
||||
// this one and so that's where the "segment" ends
|
||||
segmentEnd = i - 1;
|
||||
inSegment = false;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
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);
|
||||
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);
|
||||
}
|
||||
_voxelDirtyArray[i] = false; // consider us clean!
|
||||
}
|
||||
}
|
||||
|
||||
// if we got to the end of the array, and we're in an active dirty segment...
|
||||
if (inSegment) {
|
||||
segmentEnd = _voxelsInWriteArrays - 1;
|
||||
inSegment = false;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::updateVBOs() {
|
||||
static char buffer[40] = { 0 };
|
||||
if (_renderWarningsOn) {
|
||||
sprintf(buffer, "updateVBOs() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
|
||||
};
|
||||
PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays
|
||||
if (_voxelsDirty) {
|
||||
// updatePartialVBOs() is not yet working. For now, ALWAYS call updateFullVBOs()
|
||||
if (_renderFullVBO) {
|
||||
updateFullVBOs();
|
||||
} else {
|
||||
updatePartialVBOs(); // too many small segments?
|
||||
}
|
||||
_voxelsDirty = false;
|
||||
}
|
||||
|
@ -672,10 +741,14 @@ void VoxelSystem::removeOutOfView() {
|
|||
removeOutOfViewArgs args(this);
|
||||
_tree->recurseTreeWithOperation(removeOutOfViewOperation,(void*)&args);
|
||||
|
||||
if (_renderWarningsOn) {
|
||||
printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld bag.count()=%d \n",
|
||||
if (args.nodesRemoved) {
|
||||
_tree->setDirtyBit();
|
||||
}
|
||||
bool showRemoveDebugDetails = false;
|
||||
if (showRemoveDebugDetails) {
|
||||
printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld _removedVoxels.count()=%d \n",
|
||||
args.nodesScanned, args.nodesRemoved, args.nodesInside,
|
||||
args.nodesIntersect, args.nodesOutside, args.dontRecurseBag.count()
|
||||
args.nodesIntersect, args.nodesOutside, _removedVoxels.count()
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -695,3 +768,133 @@ bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3&
|
|||
detail.blue = node->getColor()[2];
|
||||
return true;
|
||||
}
|
||||
|
||||
class falseColorizeRandomEveryOtherArgs {
|
||||
public:
|
||||
falseColorizeRandomEveryOtherArgs() : totalNodes(0), colorableNodes(0), coloredNodes(0), colorThis(true) {};
|
||||
unsigned long totalNodes;
|
||||
unsigned long colorableNodes;
|
||||
unsigned long coloredNodes;
|
||||
bool colorThis;
|
||||
};
|
||||
|
||||
bool VoxelSystem::falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData) {
|
||||
falseColorizeRandomEveryOtherArgs* args = (falseColorizeRandomEveryOtherArgs*)extraData;
|
||||
args->totalNodes++;
|
||||
if (node->isColored()) {
|
||||
args->colorableNodes++;
|
||||
if (args->colorThis) {
|
||||
args->coloredNodes++;
|
||||
node->setFalseColor(255, randomColorValue(150), randomColorValue(150));
|
||||
}
|
||||
args->colorThis = !args->colorThis;
|
||||
}
|
||||
return true; // keep going!
|
||||
}
|
||||
|
||||
void VoxelSystem::falseColorizeRandomEveryOther() {
|
||||
falseColorizeRandomEveryOtherArgs args;
|
||||
_tree->recurseTreeWithOperation(falseColorizeRandomEveryOtherOperation,&args);
|
||||
printLog("randomized false color for every other node: total %ld, colorable %ld, colored %ld\n",
|
||||
args.totalNodes, args.colorableNodes, args.coloredNodes);
|
||||
setupNewVoxelsForDrawing();
|
||||
}
|
||||
|
||||
class collectStatsForTreesAndVBOsArgs {
|
||||
public:
|
||||
collectStatsForTreesAndVBOsArgs() :
|
||||
totalNodes(0),
|
||||
dirtyNodes(0),
|
||||
shouldRenderNodes(0),
|
||||
coloredNodes(0),
|
||||
nodesInVBO(0),
|
||||
nodesInVBOOverExpectedMax(0),
|
||||
duplicateVBOIndex(0)
|
||||
{
|
||||
memset(hasIndexFound, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
||||
};
|
||||
|
||||
unsigned long totalNodes;
|
||||
unsigned long dirtyNodes;
|
||||
unsigned long shouldRenderNodes;
|
||||
unsigned long coloredNodes;
|
||||
unsigned long nodesInVBO;
|
||||
unsigned long nodesInVBOOverExpectedMax;
|
||||
unsigned long duplicateVBOIndex;
|
||||
unsigned long expectedMax;
|
||||
|
||||
bool colorThis;
|
||||
bool hasIndexFound[MAX_VOXELS_PER_SYSTEM];
|
||||
};
|
||||
|
||||
bool VoxelSystem::collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData) {
|
||||
collectStatsForTreesAndVBOsArgs* args = (collectStatsForTreesAndVBOsArgs*)extraData;
|
||||
args->totalNodes++;
|
||||
|
||||
if (node->isColored()) {
|
||||
args->coloredNodes++;
|
||||
}
|
||||
|
||||
if (node->getShouldRender()) {
|
||||
args->shouldRenderNodes++;
|
||||
}
|
||||
|
||||
if (node->isDirty()) {
|
||||
args->dirtyNodes++;
|
||||
}
|
||||
|
||||
if (node->isKnownBufferIndex()) {
|
||||
args->nodesInVBO++;
|
||||
unsigned long nodeIndex = node->getBufferIndex();
|
||||
if (args->hasIndexFound[nodeIndex]) {
|
||||
args->duplicateVBOIndex++;
|
||||
printLog("duplicateVBO found... index=%ld, isDirty=%s, shouldRender=%s \n", nodeIndex,
|
||||
node->isDirty() ? "yes" : "no" , node->getShouldRender() ? "yes" : "no" );
|
||||
} else {
|
||||
args->hasIndexFound[nodeIndex] = true;
|
||||
}
|
||||
if (nodeIndex > args->expectedMax) {
|
||||
args->nodesInVBOOverExpectedMax++;
|
||||
}
|
||||
}
|
||||
|
||||
return true; // keep going!
|
||||
}
|
||||
|
||||
void VoxelSystem::collectStatsForTreesAndVBOs() {
|
||||
|
||||
glBufferIndex minDirty = GLBUFFER_INDEX_UNKNOWN;
|
||||
glBufferIndex maxDirty = 0;
|
||||
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
if (_voxelDirtyArray[i]) {
|
||||
minDirty = std::min(minDirty,i);
|
||||
maxDirty = std::max(maxDirty,i);
|
||||
}
|
||||
}
|
||||
|
||||
collectStatsForTreesAndVBOsArgs args;
|
||||
args.expectedMax = _voxelsInWriteArrays;
|
||||
_tree->recurseTreeWithOperation(collectStatsForTreesAndVBOsOperation,&args);
|
||||
|
||||
printLog("_voxelsDirty=%s _voxelsInWriteArrays=%ld minDirty=%ld maxDirty=%ld \n", (_voxelsDirty ? "yes" : "no"),
|
||||
_voxelsInWriteArrays, minDirty, maxDirty);
|
||||
|
||||
printLog("stats: total %ld, dirty %ld, colored %ld, shouldRender %ld, inVBO %ld, nodesInVBOOverExpectedMax %ld, duplicateVBOIndex %ld\n",
|
||||
args.totalNodes, args.dirtyNodes, args.coloredNodes, args.shouldRenderNodes,
|
||||
args.nodesInVBO, args.nodesInVBOOverExpectedMax, args.duplicateVBOIndex);
|
||||
|
||||
glBufferIndex minInVBO = GLBUFFER_INDEX_UNKNOWN;
|
||||
glBufferIndex maxInVBO = 0;
|
||||
|
||||
for (glBufferIndex i = 0; i < MAX_VOXELS_PER_SYSTEM; i++) {
|
||||
if (args.hasIndexFound[i]) {
|
||||
minInVBO = std::min(minInVBO,i);
|
||||
maxInVBO = std::max(maxInVBO,i);
|
||||
}
|
||||
}
|
||||
|
||||
printLog("minInVBO=%ld maxInVBO=%ld _voxelsInWriteArrays=%ld _voxelsInReadArrays=%ld\n",
|
||||
minInVBO, maxInVBO, _voxelsInWriteArrays, _voxelsInReadArrays);
|
||||
|
||||
}
|
||||
|
|
|
@ -57,6 +57,7 @@ public:
|
|||
void trueColorize();
|
||||
void falseColorizeInView(ViewFrustum* viewFrustum);
|
||||
void falseColorizeDistanceFromView(ViewFrustum* viewFrustum);
|
||||
void falseColorizeRandomEveryOther();
|
||||
|
||||
void killLocalVoxels();
|
||||
void setRenderPipelineWarnings(bool on) { _renderWarningsOn = on; };
|
||||
|
@ -67,6 +68,8 @@ public:
|
|||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
VoxelDetail& detail, float& distance, BoxFace& face);
|
||||
|
||||
void collectStatsForTreesAndVBOs();
|
||||
|
||||
private:
|
||||
int _callsToTreesToArrays;
|
||||
|
@ -82,9 +85,11 @@ private:
|
|||
static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData);
|
||||
static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData);
|
||||
static bool removeOutOfViewOperation(VoxelNode* node, void* extraData);
|
||||
static bool falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData);
|
||||
static bool collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData);
|
||||
|
||||
int newway__updateNodeInArray(VoxelNode* node);
|
||||
int oldway__updateNodeInArray(VoxelNode* node);
|
||||
int updateNodeInArraysAsFullVBO(VoxelNode* node);
|
||||
int updateNodeInArraysAsPartialVBO(VoxelNode* node);
|
||||
|
||||
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
|
||||
static float _maxDistance;
|
||||
|
@ -103,7 +108,7 @@ private:
|
|||
unsigned long _voxelsInReadArrays;
|
||||
unsigned long _unusedArraySpace;
|
||||
|
||||
bool _alwaysRenderFullVBO;
|
||||
bool _renderFullVBO;
|
||||
|
||||
double _setupNewVoxelsForDrawingLastElapsed;
|
||||
double _setupNewVoxelsForDrawingLastFinished;
|
||||
|
@ -120,11 +125,18 @@ private:
|
|||
ViewFrustum _lastKnowViewFrustum;
|
||||
|
||||
int newTreeToArrays(VoxelNode *currentNode);
|
||||
void cleanupRemovedVoxels();
|
||||
|
||||
void setupNewVoxelsForDrawing();
|
||||
void copyWrittenDataToReadArrays();
|
||||
void updateVBOs();
|
||||
|
||||
|
||||
bool _voxelsDirty;
|
||||
|
||||
public:
|
||||
void updateVBOs();
|
||||
void updateFullVBOs(); // all voxels in the VBO
|
||||
void updatePartialVBOs(); // multiple segments, only dirty voxels
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -364,10 +364,6 @@ void reset_sensors() {
|
|||
headMouseY = HEIGHT/2;
|
||||
|
||||
myAvatar.reset();
|
||||
|
||||
if (serialPort.active) {
|
||||
serialPort.resetTrailingAverages();
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -379,15 +375,9 @@ void updateAvatar(float deltaTime) {
|
|||
myAvatar.updateHeadFromGyros(deltaTime, &serialPort, &gravity);
|
||||
|
||||
// Grab latest readings from the gyros
|
||||
float measuredYawRate, measuredPitchRate;
|
||||
if (USING_INVENSENSE_MPU9150) {
|
||||
measuredPitchRate = serialPort.getLastPitchRate();
|
||||
measuredYawRate = serialPort.getLastYawRate();
|
||||
} else {
|
||||
measuredPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
|
||||
measuredYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE);
|
||||
}
|
||||
|
||||
float measuredPitchRate = serialPort.getLastPitchRate();
|
||||
float measuredYawRate = serialPort.getLastYawRate();
|
||||
|
||||
// Update gyro-based mouse (X,Y on screen)
|
||||
const float MIN_MOUSE_RATE = 30.0;
|
||||
const float MOUSE_SENSITIVITY = 0.1f;
|
||||
|
@ -1330,6 +1320,20 @@ int doRandomizeVoxelColors(int state) {
|
|||
return state;
|
||||
}
|
||||
|
||||
int doFalseRandomizeEveryOtherVoxelColors(int state) {
|
||||
if (state == MENU_ROW_PICKED) {
|
||||
::voxels.falseColorizeRandomEveryOther();
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
int doTreeStats(int state) {
|
||||
if (state == MENU_ROW_PICKED) {
|
||||
::voxels.collectStatsForTreesAndVBOs();
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
int doFalseRandomizeVoxelColors(int state) {
|
||||
if (state == MENU_ROW_PICKED) {
|
||||
::voxels.falseColorizeRandom();
|
||||
|
@ -1426,9 +1430,11 @@ void initMenu() {
|
|||
menuColumnDebug->addRow("Kill Local Voxels", doKillLocalVoxels);
|
||||
menuColumnDebug->addRow("Randomize Voxel TRUE Colors", doRandomizeVoxelColors);
|
||||
menuColumnDebug->addRow("FALSE Color Voxels Randomly", doFalseRandomizeVoxelColors);
|
||||
menuColumnDebug->addRow("FALSE Color Voxel Every Other Randomly", doFalseRandomizeEveryOtherVoxelColors);
|
||||
menuColumnDebug->addRow("FALSE Color Voxels by Distance", doFalseColorizeByDistance);
|
||||
menuColumnDebug->addRow("FALSE Color Voxel Out of View", doFalseColorizeInView);
|
||||
menuColumnDebug->addRow("Show TRUE Colors", doTrueVoxelColors);
|
||||
menuColumnDebug->addRow("Calculate Tree Stats", doTreeStats);
|
||||
}
|
||||
|
||||
void testPointToVoxel() {
|
||||
|
@ -1628,7 +1634,12 @@ void key(unsigned char k, int x, int y) {
|
|||
}
|
||||
|
||||
// Process keypresses
|
||||
if (k == 'q' || k == 'Q') ::terminate();
|
||||
|
||||
if (k == 'S') {
|
||||
::voxels.collectStatsForTreesAndVBOs();
|
||||
}
|
||||
|
||||
if (k == 'q' || k == 'Q') ::terminate();
|
||||
if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats
|
||||
if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars
|
||||
if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels
|
||||
|
@ -1775,7 +1786,7 @@ void idle(void) {
|
|||
}
|
||||
|
||||
// Read serial port interface devices
|
||||
if (serialPort.active && USING_INVENSENSE_MPU9150) {
|
||||
if (serialPort.active) {
|
||||
serialPort.readData();
|
||||
}
|
||||
|
||||
|
@ -1809,10 +1820,6 @@ void idle(void) {
|
|||
lastTimeIdle = check;
|
||||
}
|
||||
|
||||
// Read serial data
|
||||
if (serialPort.active && !USING_INVENSENSE_MPU9150) {
|
||||
serialPort.readData();
|
||||
}
|
||||
}
|
||||
|
||||
void reshape(int width, int height) {
|
||||
|
|
|
@ -42,6 +42,8 @@ AvatarData::AvatarData() :
|
|||
_headYaw(0),
|
||||
_headPitch(0),
|
||||
_headRoll(0),
|
||||
_headLeanSideways(0),
|
||||
_headLeanForward(0),
|
||||
_handState(0),
|
||||
_cameraPosition(0,0,0),
|
||||
_cameraDirection(0,0,0),
|
||||
|
@ -84,7 +86,13 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
|
||||
|
||||
// Hand Position
|
||||
// Head lean X,Z (head lateral and fwd/back motion relative to torso)
|
||||
memcpy(destinationBuffer, &_headLeanSideways, sizeof(float));
|
||||
destinationBuffer += sizeof(float);
|
||||
memcpy(destinationBuffer, &_headLeanForward, sizeof(float));
|
||||
destinationBuffer += sizeof(float);
|
||||
|
||||
// Hand Position
|
||||
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
|
||||
destinationBuffer += sizeof(float) * 3;
|
||||
|
||||
|
@ -150,6 +158,12 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
|
||||
|
||||
// Head position relative to pelvis
|
||||
memcpy(&_headLeanSideways, sourceBuffer, sizeof(float));
|
||||
sourceBuffer += sizeof(float);
|
||||
memcpy(&_headLeanForward, sourceBuffer, sizeof(float));
|
||||
sourceBuffer += sizeof(float);
|
||||
|
||||
// Hand Position
|
||||
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
|
||||
sourceBuffer += sizeof(float) * 3;
|
||||
|
|
|
@ -55,6 +55,12 @@ public:
|
|||
void addHeadYaw(float y){_headYaw -= y; }
|
||||
void addHeadRoll(float r){_headRoll += r; }
|
||||
|
||||
// Head vector deflection from pelvix in X,Z
|
||||
void setHeadLeanSideways(float s) {_headLeanSideways = s; };
|
||||
float getHeadLeanSideways() const { return _headLeanSideways; };
|
||||
void setHeadLeanForward(float f) {_headLeanForward = f; };
|
||||
float getHeadLeanForward() const { return _headLeanForward; };
|
||||
|
||||
// Hand State
|
||||
void setHandState(char s) { _handState = s; };
|
||||
char getHandState() const {return _handState; };
|
||||
|
@ -104,6 +110,9 @@ protected:
|
|||
float _headYaw;
|
||||
float _headPitch;
|
||||
float _headRoll;
|
||||
|
||||
float _headLeanSideways;
|
||||
float _headLeanForward;
|
||||
|
||||
// Audio loudness (used to drive facial animation)
|
||||
float _audioLoudness;
|
||||
|
|
|
@ -94,6 +94,7 @@ VoxelNode* VoxelNode::removeChildAtIndex(int childIndex) {
|
|||
VoxelNode* returnedChild = _children[childIndex];
|
||||
if (_children[childIndex]) {
|
||||
_children[childIndex] = NULL;
|
||||
_isDirty = true;
|
||||
}
|
||||
return returnedChild;
|
||||
}
|
||||
|
@ -150,9 +151,7 @@ void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) {
|
|||
_currentColor[1] = green;
|
||||
_currentColor[2] = blue;
|
||||
_currentColor[3] = 1; // XXXBHG - False colors are always considered set
|
||||
//if (_shouldRender) {
|
||||
_isDirty = true;
|
||||
//}
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -163,9 +162,7 @@ void VoxelNode::setFalseColored(bool isFalseColored) {
|
|||
memcpy(&_currentColor,&_trueColor,sizeof(nodeColor));
|
||||
}
|
||||
_falseColored = isFalseColored;
|
||||
//if (_shouldRender) {
|
||||
_isDirty = true;
|
||||
//}
|
||||
_isDirty = true;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -61,6 +61,7 @@ public:
|
|||
|
||||
bool isDirty() const { return _isDirty; };
|
||||
void clearDirtyBit() { _isDirty = false; };
|
||||
void setDirtyBit() { _isDirty = true; };
|
||||
unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
|
|
Loading…
Reference in a new issue