mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 09:24:00 +02:00
added various render mode options, including voxels as points
This commit is contained in:
parent
8baa863242
commit
f6981feacf
5 changed files with 153 additions and 68 deletions
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@ -1589,6 +1589,7 @@ void Application::init() {
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// Set up VoxelSystem after loading preferences so we can get the desired max voxel count
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_voxels.setMaxVoxels(Menu::getInstance()->getMaxVoxels());
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_voxels.setUseVoxelShader(Menu::getInstance()->isOptionChecked(MenuOption::UseVoxelShader));
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_voxels.setVoxelsAsPoints(Menu::getInstance()->isOptionChecked(MenuOption::VoxelsAsPoints));
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_voxels.setUseFastVoxelPipeline(Menu::getInstance()->isOptionChecked(MenuOption::FastVoxelPipeline));
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_voxels.init();
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@ -240,12 +240,18 @@ Menu::Menu() :
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appInstance,
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SLOT(setRenderVoxels(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontRenderVoxels);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
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false, this, SLOT(switchVoxelShader()));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontCallOpenGLForVoxels);
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_useVoxelShader = addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::UseVoxelShader, 0,
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false, appInstance->getVoxels(), SLOT(setUseVoxelShader(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelsAsPoints, 0,
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false, appInstance->getVoxels(), SLOT(setVoxelsAsPoints(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::FastVoxelPipeline, 0,
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false, appInstance->getVoxels(), SLOT(setUseFastVoxelPipeline(bool)));
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
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addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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@ -1005,7 +1011,4 @@ void Menu::updateFrustumRenderModeAction() {
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}
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}
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void Menu::switchVoxelShader() {
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Application::getInstance()->getVoxels()->setUseVoxelShader(isOptionChecked(MenuOption::UseVoxelShader));
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}
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@ -54,6 +54,7 @@ public:
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ViewFrustumOffset getViewFrustumOffset() const { return _viewFrustumOffset; }
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VoxelStatsDialog* getVoxelStatsDialog() const { return _voxelStatsDialog; }
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int getMaxVoxels() const { return _maxVoxels; }
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QAction* getUseVoxelShader() const { return _useVoxelShader; }
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void handleViewFrustumOffsetKeyModifier(int key);
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@ -78,7 +79,6 @@ private slots:
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void chooseVoxelPaintColor();
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void runTests();
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void resetSwatchColors();
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void switchVoxelShader();
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private:
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static Menu* _instance;
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@ -116,6 +116,7 @@ private:
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QActionGroup* _voxelModeActionsGroup;
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VoxelStatsDialog* _voxelStatsDialog;
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int _maxVoxels;
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QAction* _useVoxelShader;
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};
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namespace MenuOption {
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@ -138,7 +139,8 @@ namespace MenuOption {
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const QString DestructiveAddVoxel = "Create Voxel is Destructive";
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const QString DeltaSending = "Delta Sending";
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const QString DisplayFrustum = "Display Frustum";
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const QString DontRenderVoxels = "Don't Render Voxels";
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const QString DontRenderVoxels = "Don't call _voxels.render()";
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const QString DontCallOpenGLForVoxels = "Don't call glDrawElements()/glDrawRangeElementsEXT() for Voxels";
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const QString EchoAudio = "Echo Audio";
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const QString ExportVoxels = "Export Voxels";
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const QString HeadMouse = "Head Mouse";
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@ -205,8 +207,7 @@ namespace MenuOption {
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const QString UsePerlinFace = "Use Perlin's Face";
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const QString Quit = "Quit";
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const QString UseVoxelShader = "Use Voxel Shader";
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const QString UseByteNormals = "Use Byte Normals";
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const QString UseGlobalNormals = "Use Global Normals";
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const QString VoxelsAsPoints = "Draw Voxels as Points";
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const QString Voxels = "Voxels";
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const QString VoxelAddMode = "Add Voxel Mode";
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const QString VoxelColorMode = "Color Voxel Mode";
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@ -90,6 +90,8 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
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connect(_tree, SIGNAL(importProgress(int)), SIGNAL(importProgress(int)));
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_useVoxelShader = false;
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_voxelsAsPoints = false;
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_voxelShaderModeWhenVoxelsAsPointsEnabled = false;
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_writeVoxelShaderData = NULL;
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_readVoxelShaderData = NULL;
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@ -219,7 +221,6 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
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if (maxVoxels == _maxVoxels) {
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return;
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}
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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@ -227,9 +228,8 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
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}
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_maxVoxels = maxVoxels;
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if (wasInitialized) {
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init();
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initVoxelMemory();
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}
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pthread_mutex_unlock(&_bufferWriteLock);
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if (wasInitialized) {
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forceRedrawEntireTree();
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}
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@ -240,7 +240,6 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
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return;
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}
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pthread_mutex_lock(&_bufferWriteLock);
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bool wasInitialized = _initialized;
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if (wasInitialized) {
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clearAllNodesBufferIndex();
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@ -248,17 +247,59 @@ void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
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}
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_useVoxelShader = useVoxelShader;
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if (wasInitialized) {
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init();
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initVoxelMemory();
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}
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pthread_mutex_unlock(&_bufferWriteLock);
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if (wasInitialized) {
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forceRedrawEntireTree();
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}
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}
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void VoxelSystem::setVoxelsAsPoints(bool voxelsAsPoints) {
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if (_voxelsAsPoints == voxelsAsPoints) {
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return;
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}
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bool wasInitialized = _initialized;
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// If we're "turning on" Voxels as points, we need to double check that we're in voxel shader mode.
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// Voxels as points uses the VoxelShader memory model, so if we're not in voxel shader mode,
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// then set it to voxel shader mode.
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if (voxelsAsPoints) {
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Menu::getInstance()->getUseVoxelShader()->setEnabled(false);
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// If enabling this... then do it before checking voxel shader status, that way, if voxel
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// shader is already enabled, we just start drawing as points.
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_voxelsAsPoints = true;
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if (!_useVoxelShader) {
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setUseVoxelShader(true);
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_voxelShaderModeWhenVoxelsAsPointsEnabled = false;
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} else {
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_voxelShaderModeWhenVoxelsAsPointsEnabled = true;
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}
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} else {
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Menu::getInstance()->getUseVoxelShader()->setEnabled(true);
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// if we're turning OFF voxels as point mode, then we check what the state of voxel shader was when we enabled
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// voxels as points, if it was OFF, then we return it to that value.
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if (_voxelShaderModeWhenVoxelsAsPointsEnabled == false) {
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setUseVoxelShader(false);
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}
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// If disabling this... then do it AFTER checking previous voxel shader status, that way, if voxel
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// shader is was not enabled, we switch back to normal mode before turning off points.
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_voxelsAsPoints = false;
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}
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// Set our voxels as points
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if (wasInitialized) {
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forceRedrawEntireTree();
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}
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}
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void VoxelSystem::cleanupVoxelMemory() {
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if (_initialized) {
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pthread_mutex_lock(&_bufferWriteLock);
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_initialized = false; // no longer initialized
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if (_useVoxelShader) {
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// these are used when in VoxelShader mode.
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glDeleteBuffers(1, &_vboVoxelsID);
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@ -266,6 +307,9 @@ void VoxelSystem::cleanupVoxelMemory() {
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delete[] _writeVoxelShaderData;
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delete[] _readVoxelShaderData;
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_writeVoxelShaderData = _readVoxelShaderData = NULL;
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} else {
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// Destroy glBuffers
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glDeleteBuffers(1, &_vboVerticesID);
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@ -282,11 +326,18 @@ void VoxelSystem::cleanupVoxelMemory() {
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delete[] _writeVerticesArray;
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delete[] _readColorsArray;
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delete[] _writeColorsArray;
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_readVerticesArray = NULL;
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_writeVerticesArray = NULL;
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_readColorsArray = NULL;
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_writeColorsArray = NULL;
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}
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delete[] _writeVoxelDirtyArray;
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delete[] _readVoxelDirtyArray;
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_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
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pthread_mutex_unlock(&_bufferWriteLock);
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}
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_initialized = false; // no longer initialized
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}
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void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]) {
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@ -318,11 +369,11 @@ void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndice
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}
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void VoxelSystem::initVoxelMemory() {
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_initialMemoryUsageGPU = getFreeMemoryGPU();
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pthread_mutex_lock(&_bufferWriteLock);
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_memoryUsageRAM = 0;
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_memoryUsageVBO = 0; // our VBO allocations as we know them
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if (_useVoxelShader) {
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qDebug("Using Voxel Shader...\n");
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GLuint* indicesArray = new GLuint[_maxVoxels];
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// populate the indicesArray
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@ -418,6 +469,10 @@ void VoxelSystem::initVoxelMemory() {
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_perlinModulateProgram.release();
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}
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}
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_initialized = true;
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pthread_mutex_unlock(&_bufferWriteLock);
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}
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void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {
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@ -544,7 +599,12 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
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void VoxelSystem::setupNewVoxelsForDrawing() {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated
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"setupNewVoxelsForDrawing()");
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if (!_initialized) {
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return; // bail early if we're not initialized
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}
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uint64_t start = usecTimestampNow();
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uint64_t sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000;
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@ -587,7 +647,11 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
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}
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// lock on the buffer write lock so we can't modify the data when the GPU is reading it
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pthread_mutex_lock(&_bufferWriteLock);
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{
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"setupNewVoxelsForDrawing()... pthread_mutex_lock(&_bufferWriteLock)");
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pthread_mutex_lock(&_bufferWriteLock);
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}
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if (_voxelsUpdated) {
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_voxelsDirty=true;
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@ -957,14 +1021,13 @@ void VoxelSystem::init() {
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_setupNewVoxelsForDrawingLastElapsed = 0;
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_lastViewCullingElapsed = _lastViewCulling = 0;
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// When we change voxels representations in the arrays, we'll update this
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_voxelsDirty = false;
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_voxelsInWriteArrays = 0;
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_voxelsInReadArrays = 0;
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// VBO for the verticesArray
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_initialMemoryUsageGPU = getFreeMemoryGPU();
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initVoxelMemory();
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_initialized = true;
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// our own _removedVoxels doesn't need to be notified of voxel deletes
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VoxelNode::removeDeleteHook(&_removedVoxels);
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@ -1071,16 +1134,14 @@ void VoxelSystem::render(bool texture) {
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return;
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}
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// get the lock so that the update thread won't change anything
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pthread_mutex_lock(&_bufferWriteLock);
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updateVBOs();
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bool dontCallOpenGLDraw = Menu::getInstance()->isOptionChecked(MenuOption::DontCallOpenGLForVoxels);
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// if not don't... then do...
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if (_useVoxelShader) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"render().. _useVoxelShader openGL..");
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Application::getInstance()->getVoxelShader().begin();
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//Define this somewhere in your header file
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#define BUFFER_OFFSET(i) ((void*)(i))
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@ -1088,14 +1149,29 @@ void VoxelSystem::render(bool texture) {
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glBindBuffer(GL_ARRAY_BUFFER, _vboVoxelsID);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(0)); //The starting point of the VBO, for the vertices
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int loc = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
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int attributeLocation;
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if (!_voxelsAsPoints) {
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Application::getInstance()->getVoxelShader().begin();
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attributeLocation = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
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glEnableVertexAttribArray(attributeLocation);
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glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
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} else {
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const float POINT_SIZE = 4.0;
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glPointSize(POINT_SIZE);
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}
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(4*sizeof(float)));//The starting point of colors
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
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glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
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if (!dontCallOpenGLDraw) {
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glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
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}
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// deactivate vertex and color arrays after drawing
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glDisableClientState(GL_VERTEX_ARRAY);
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@ -1105,11 +1181,13 @@ void VoxelSystem::render(bool texture) {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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Application::getInstance()->getVoxelShader().end();
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if (!_voxelsAsPoints) {
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Application::getInstance()->getVoxelShader().end();
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glDisableVertexAttribArray(attributeLocation);
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}
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} else {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "render().. openGL...");
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// tell OpenGL where to find vertex and color information
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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@ -1121,47 +1199,48 @@ void VoxelSystem::render(bool texture) {
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glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
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applyScaleAndBindProgram(texture);
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// for performance, enable backface culling
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glEnable(GL_CULL_FACE);
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// draw voxels in 6 passes
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glNormal3f(0,1.0f,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
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INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
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if (!dontCallOpenGLDraw) {
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glNormal3f(0,1.0f,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesTop);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
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INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
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glNormal3f(0,-1.0f,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
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INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
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glNormal3f(0,-1.0f,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesBottom);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
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INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
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glNormal3f(-1.0f,0,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
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INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
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glNormal3f(-1.0f,0,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesLeft);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
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INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
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glNormal3f(1.0f,0,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
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INDICES_PER_FACE * _voxelsInReadArrays, GL_UNSIGNED_INT, 0);
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glNormal3f(1.0f,0,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesRight);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, INDICES_PER_FACE * _voxelsInReadArrays - 1,
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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) {
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue