added various render mode options, including voxels as points

This commit is contained in:
ZappoMan 2013-10-07 17:46:22 -07:00
parent 8baa863242
commit f6981feacf
5 changed files with 153 additions and 68 deletions

View file

@ -1589,6 +1589,7 @@ void Application::init() {
// Set up VoxelSystem after loading preferences so we can get the desired max voxel count
_voxels.setMaxVoxels(Menu::getInstance()->getMaxVoxels());
_voxels.setUseVoxelShader(Menu::getInstance()->isOptionChecked(MenuOption::UseVoxelShader));
_voxels.setVoxelsAsPoints(Menu::getInstance()->isOptionChecked(MenuOption::VoxelsAsPoints));
_voxels.setUseFastVoxelPipeline(Menu::getInstance()->isOptionChecked(MenuOption::FastVoxelPipeline));
_voxels.init();

View file

@ -240,12 +240,18 @@ Menu::Menu() :
appInstance,
SLOT(setRenderVoxels(bool)));
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontRenderVoxels);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
false, this, SLOT(switchVoxelShader()));
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontCallOpenGLForVoxels);
_useVoxelShader = addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
false, appInstance->getVoxels(), SLOT(setUseVoxelShader(bool)));
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelsAsPoints, 0,
false, appInstance->getVoxels(), SLOT(setVoxelsAsPoints(bool)));
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::FastVoxelPipeline, 0,
false, appInstance->getVoxels(), SLOT(setUseFastVoxelPipeline(bool)));
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
@ -1005,7 +1011,4 @@ void Menu::updateFrustumRenderModeAction() {
}
}
void Menu::switchVoxelShader() {
Application::getInstance()->getVoxels()->setUseVoxelShader(isOptionChecked(MenuOption::UseVoxelShader));
}

View file

@ -54,6 +54,7 @@ public:
ViewFrustumOffset getViewFrustumOffset() const { return _viewFrustumOffset; }
VoxelStatsDialog* getVoxelStatsDialog() const { return _voxelStatsDialog; }
int getMaxVoxels() const { return _maxVoxels; }
QAction* getUseVoxelShader() const { return _useVoxelShader; }
void handleViewFrustumOffsetKeyModifier(int key);
@ -78,7 +79,6 @@ private slots:
void chooseVoxelPaintColor();
void runTests();
void resetSwatchColors();
void switchVoxelShader();
private:
static Menu* _instance;
@ -116,6 +116,7 @@ private:
QActionGroup* _voxelModeActionsGroup;
VoxelStatsDialog* _voxelStatsDialog;
int _maxVoxels;
QAction* _useVoxelShader;
};
namespace MenuOption {
@ -138,7 +139,8 @@ namespace MenuOption {
const QString DestructiveAddVoxel = "Create Voxel is Destructive";
const QString DeltaSending = "Delta Sending";
const QString DisplayFrustum = "Display Frustum";
const QString DontRenderVoxels = "Don't Render Voxels";
const QString DontRenderVoxels = "Don't call _voxels.render()";
const QString DontCallOpenGLForVoxels = "Don't call glDrawElements()/glDrawRangeElementsEXT() for Voxels";
const QString EchoAudio = "Echo Audio";
const QString ExportVoxels = "Export Voxels";
const QString HeadMouse = "Head Mouse";
@ -205,8 +207,7 @@ namespace MenuOption {
const QString UsePerlinFace = "Use Perlin's Face";
const QString Quit = "Quit";
const QString UseVoxelShader = "Use Voxel Shader";
const QString UseByteNormals = "Use Byte Normals";
const QString UseGlobalNormals = "Use Global Normals";
const QString VoxelsAsPoints = "Draw Voxels as Points";
const QString Voxels = "Voxels";
const QString VoxelAddMode = "Add Voxel Mode";
const QString VoxelColorMode = "Color Voxel Mode";

View file

@ -90,6 +90,8 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
connect(_tree, SIGNAL(importProgress(int)), SIGNAL(importProgress(int)));
_useVoxelShader = false;
_voxelsAsPoints = false;
_voxelShaderModeWhenVoxelsAsPointsEnabled = false;
_writeVoxelShaderData = NULL;
_readVoxelShaderData = NULL;
@ -219,7 +221,6 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
if (maxVoxels == _maxVoxels) {
return;
}
pthread_mutex_lock(&_bufferWriteLock);
bool wasInitialized = _initialized;
if (wasInitialized) {
clearAllNodesBufferIndex();
@ -227,9 +228,8 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
}
_maxVoxels = maxVoxels;
if (wasInitialized) {
init();
initVoxelMemory();
}
pthread_mutex_unlock(&_bufferWriteLock);
if (wasInitialized) {
forceRedrawEntireTree();
}
@ -240,7 +240,6 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
return;
}
pthread_mutex_lock(&_bufferWriteLock);
bool wasInitialized = _initialized;
if (wasInitialized) {
clearAllNodesBufferIndex();
@ -248,17 +247,59 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
}
_useVoxelShader = useVoxelShader;
if (wasInitialized) {
init();
initVoxelMemory();
}
pthread_mutex_unlock(&_bufferWriteLock);
if (wasInitialized) {
forceRedrawEntireTree();
}
}
void VoxelSystem::setVoxelsAsPoints(bool voxelsAsPoints) {
if (_voxelsAsPoints == voxelsAsPoints) {
return;
}
bool wasInitialized = _initialized;
// If we're "turning on" Voxels as points, we need to double check that we're in voxel shader mode.
// Voxels as points uses the VoxelShader memory model, so if we're not in voxel shader mode,
// then set it to voxel shader mode.
if (voxelsAsPoints) {
Menu::getInstance()->getUseVoxelShader()->setEnabled(false);
// If enabling this... then do it before checking voxel shader status, that way, if voxel
// shader is already enabled, we just start drawing as points.
_voxelsAsPoints = true;
if (!_useVoxelShader) {
setUseVoxelShader(true);
_voxelShaderModeWhenVoxelsAsPointsEnabled = false;
} else {
_voxelShaderModeWhenVoxelsAsPointsEnabled = true;
}
} else {
Menu::getInstance()->getUseVoxelShader()->setEnabled(true);
// if we're turning OFF voxels as point mode, then we check what the state of voxel shader was when we enabled
// voxels as points, if it was OFF, then we return it to that value.
if (_voxelShaderModeWhenVoxelsAsPointsEnabled == false) {
setUseVoxelShader(false);
}
// If disabling this... then do it AFTER checking previous voxel shader status, that way, if voxel
// shader is was not enabled, we switch back to normal mode before turning off points.
_voxelsAsPoints = false;
}
// Set our voxels as points
if (wasInitialized) {
forceRedrawEntireTree();
}
}
void VoxelSystem::cleanupVoxelMemory() {
if (_initialized) {
pthread_mutex_lock(&_bufferWriteLock);
_initialized = false; // no longer initialized
if (_useVoxelShader) {
// these are used when in VoxelShader mode.
glDeleteBuffers(1, &_vboVoxelsID);
@ -266,6 +307,9 @@ void VoxelSystem::cleanupVoxelMemory() {
delete[] _writeVoxelShaderData;
delete[] _readVoxelShaderData;
_writeVoxelShaderData = _readVoxelShaderData = NULL;
} else {
// Destroy glBuffers
glDeleteBuffers(1, &_vboVerticesID);
@ -282,11 +326,18 @@ void VoxelSystem::cleanupVoxelMemory() {
delete[] _writeVerticesArray;
delete[] _readColorsArray;
delete[] _writeColorsArray;
_readVerticesArray = NULL;
_writeVerticesArray = NULL;
_readColorsArray = NULL;
_writeColorsArray = NULL;
}
delete[] _writeVoxelDirtyArray;
delete[] _readVoxelDirtyArray;
_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
pthread_mutex_unlock(&_bufferWriteLock);
}
_initialized = false; // no longer initialized
}
void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]) {
@ -318,11 +369,11 @@ void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndice
}
void VoxelSystem::initVoxelMemory() {
_initialMemoryUsageGPU = getFreeMemoryGPU();
pthread_mutex_lock(&_bufferWriteLock);
_memoryUsageRAM = 0;
_memoryUsageVBO = 0; // our VBO allocations as we know them
if (_useVoxelShader) {
qDebug("Using Voxel Shader...\n");
GLuint* indicesArray = new GLuint[_maxVoxels];
// populate the indicesArray
@ -418,6 +469,10 @@ void VoxelSystem::initVoxelMemory() {
_perlinModulateProgram.release();
}
}
_initialized = true;
pthread_mutex_unlock(&_bufferWriteLock);
}
void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {
@ -544,7 +599,12 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
void VoxelSystem::setupNewVoxelsForDrawing() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated
"setupNewVoxelsForDrawing()");
if (!_initialized) {
return; // bail early if we're not initialized
}
uint64_t start = usecTimestampNow();
uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
@ -587,7 +647,11 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
}
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
pthread_mutex_lock(&_bufferWriteLock);
{
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"setupNewVoxelsForDrawing()... pthread_mutex_lock(&_bufferWriteLock)");
pthread_mutex_lock(&_bufferWriteLock);
}
if (_voxelsUpdated) {
_voxelsDirty=true;
@ -957,14 +1021,13 @@ void VoxelSystem::init() {
_setupNewVoxelsForDrawingLastElapsed = 0;
_lastViewCullingElapsed = _lastViewCulling = 0;
// When we change voxels representations in the arrays, we'll update this
_voxelsDirty = false;
_voxelsInWriteArrays = 0;
_voxelsInReadArrays = 0;
// VBO for the verticesArray
_initialMemoryUsageGPU = getFreeMemoryGPU();
initVoxelMemory();
_initialized = true;
// our own _removedVoxels doesn't need to be notified of voxel deletes
VoxelNode::removeDeleteHook(&_removedVoxels);
@ -1071,16 +1134,14 @@ void VoxelSystem::render(bool texture) {
return;
}
// get the lock so that the update thread won't change anything
pthread_mutex_lock(&_bufferWriteLock);
updateVBOs();
bool dontCallOpenGLDraw = Menu::getInstance()->isOptionChecked(MenuOption::DontCallOpenGLForVoxels);
// if not don't... then do...
if (_useVoxelShader) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"render().. _useVoxelShader openGL..");
Application::getInstance()->getVoxelShader().begin();
//Define this somewhere in your header file
#define BUFFER_OFFSET(i) ((void*)(i))
@ -1088,14 +1149,29 @@ void VoxelSystem::render(bool texture) {
glBindBuffer(GL_ARRAY_BUFFER, _vboVoxelsID);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(0)); //The starting point of the VBO, for the vertices
int loc = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
int attributeLocation;
if (!_voxelsAsPoints) {
Application::getInstance()->getVoxelShader().begin();
attributeLocation = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
glEnableVertexAttribArray(attributeLocation);
glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
} else {
const float POINT_SIZE = 4.0;
glPointSize(POINT_SIZE);
}
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(4*sizeof(float)));//The starting point of colors
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
if (!dontCallOpenGLDraw) {
glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
}
// deactivate vertex and color arrays after drawing
glDisableClientState(GL_VERTEX_ARRAY);
@ -1105,11 +1181,13 @@ void VoxelSystem::render(bool texture) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
Application::getInstance()->getVoxelShader().end();
if (!_voxelsAsPoints) {
Application::getInstance()->getVoxelShader().end();
glDisableVertexAttribArray(attributeLocation);
}
} else {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "render().. openGL...");
// tell OpenGL where to find vertex and color information
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
@ -1121,47 +1199,48 @@ void VoxelSystem::render(bool texture) {
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
applyScaleAndBindProgram(texture);
// for performance, enable backface culling
glEnable(GL_CULL_FACE);
// draw voxels in 6 passes
glNormal3f(0,1.0f,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
if (!dontCallOpenGLDraw) {
glNormal3f(0,1.0f,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(0,-1.0f,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(0,-1.0f,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(-1.0f,0,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(-1.0f,0,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(1.0f,0,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(1.0f,0,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(0,0,-1.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesFront);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(0,0,1.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBack);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(0,0,-1.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesFront);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
glNormal3f(0,0,1.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBack);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
}
glDisable(GL_CULL_FACE);
removeScaleAndReleaseProgram(texture);
// deactivate vertex and color arrays after drawing
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
@ -1170,8 +1249,6 @@ void VoxelSystem::render(bool texture) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
pthread_mutex_unlock(&_bufferWriteLock);
}
void VoxelSystem::applyScaleAndBindProgram(bool texture) {

View file

@ -65,8 +65,6 @@ public:
bool readFromSquareARGB32Pixels(const char* filename);
bool readFromSchematicFile(const char* filename);
void setUseVoxelShader(bool useVoxelShader);
void setMaxVoxels(int maxVoxels);
long int getMaxVoxels() const { return _maxVoxels; }
unsigned long getVoxelMemoryUsageRAM() const { return _memoryUsageRAM; }
@ -137,6 +135,8 @@ public slots:
void cancelImport();
void setUseFastVoxelPipeline(bool useFastVoxelPipeline);
void setUseVoxelShader(bool useVoxelShader);
void setVoxelsAsPoints(bool voxelsAsPoints);
protected:
float _treeScale;
@ -224,6 +224,9 @@ private:
void cleanupVoxelMemory();
bool _useVoxelShader;
bool _voxelsAsPoints;
bool _voxelShaderModeWhenVoxelsAsPointsEnabled;
GLuint _vboVoxelsID; /// when using voxel shader, we'll use this VBO
GLuint _vboVoxelsIndicesID; /// when using voxel shader, we'll use this VBO for our indexes
VoxelShaderVBOData* _writeVoxelShaderData;