// // Cube.cpp // interface // // Created by Philip on 12/31/12. // Copyright (c) 2012 High Fidelity, Inc. All rights reserved. // #ifdef _WIN32 #define _timeval_ #define _USE_MATH_DEFINES #endif #include #include #include // to load voxels from file #include // to load voxels from file #include #include #include #include #include "Log.h" #include "VoxelSystem.h" const int MAX_VOXELS_PER_SYSTEM = 250000; const int VERTICES_PER_VOXEL = 8; const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; const int INDICES_PER_VOXEL = 3 * 12; float identityVertices[] = { 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1 }; GLubyte identityIndices[] = { 0,1,2, 0,2,3, 0,1,5, 0,4,5, 0,3,7, 0,4,7, 1,2,6, 1,5,6, 2,3,7, 2,6,7, 4,5,6, 4,6,7 }; VoxelSystem::VoxelSystem() { voxelsRendered = 0; tree = new VoxelTree(); pthread_mutex_init(&bufferWriteLock, NULL); } VoxelSystem::~VoxelSystem() { delete[] readVerticesArray; delete[] writeVerticesArray; delete[] readColorsArray; delete[] writeColorsArray; delete tree; pthread_mutex_destroy(&bufferWriteLock); } void VoxelSystem::setViewerHead(Head *newViewerHead) { viewerHead = newViewerHead; } ////////////////////////////////////////////////////////////////////////////////////////// // Method: VoxelSystem::loadVoxelsFile() // Description: Loads HiFidelity encoded Voxels from a binary file. The current file // format is a stream of single voxels with NO color data. Currently // colors are set randomly // Complaints: Brad :) // To Do: Need to add color data to the file. void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) { tree->loadVoxelsFile(fileName,wantColorRandomizer); copyWrittenDataToReadArrays(); } ////////////////////////////////////////////////////////////////////////////////////////// // Method: VoxelSystem::createSphere() // Description: Creates a sphere of voxels in the local system at a given location/radius // To Do: Move this function someplace better? I put it here because we need a // mechanism to tell the system to redraw it's arrays after voxels are done // being added. This is a concept mostly only understood by VoxelSystem. // Complaints: Brad :) void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid, bool wantColorRandomizer) { tree->createSphere(r,xc,yc,zc,s,solid,wantColorRandomizer); setupNewVoxelsForDrawing(); } long int VoxelSystem::getVoxelsCreated() { return tree->voxelsCreated; } float VoxelSystem::getVoxelsCreatedPerSecondAverage() { return (1 / tree->voxelsCreatedStats.getEventDeltaAverage()); } long int VoxelSystem::getVoxelsColored() { return tree->voxelsColored; } float VoxelSystem::getVoxelsColoredPerSecondAverage() { return (1 / tree->voxelsColoredStats.getEventDeltaAverage()); } long int VoxelSystem::getVoxelsBytesRead() { return tree->voxelsBytesRead; } float VoxelSystem::getVoxelsBytesReadPerSecondAverage() { return tree->voxelsBytesReadStats.getAverageSampleValuePerSecond(); } void VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) { unsigned char command = *sourceBuffer; unsigned char *voxelData = sourceBuffer + 1; switch(command) { case PACKET_HEADER_VOXEL_DATA: // ask the VoxelTree to read the bitstream into the tree tree->readBitstreamToTree(voxelData, numBytes - 1); break; case PACKET_HEADER_ERASE_VOXEL: // ask the tree to read the "remove" bitstream tree->processRemoveVoxelBitstream(sourceBuffer, numBytes); break; case PACKET_HEADER_Z_COMMAND: // the Z command is a special command that allows the sender to send high level semantic // requests, like erase all, or add sphere scene, different receivers may handle these // messages differently char* packetData = (char *)sourceBuffer; char* command = &packetData[1]; // start of the command int commandLength = strlen(command); // commands are null terminated strings int totalLength = 1+commandLength+1; printLog("got Z message len(%d)= %s\n", numBytes, command); while (totalLength <= numBytes) { if (0==strcmp(command,(char*)"erase all")) { printLog("got Z message == erase all\n"); tree->eraseAllVoxels(); } if (0==strcmp(command,(char*)"add scene")) { printLog("got Z message == add scene - NOT SUPPORTED ON INTERFACE\n"); } totalLength += commandLength+1; } break; } setupNewVoxelsForDrawing(); } void VoxelSystem::setupNewVoxelsForDrawing() { // reset the verticesEndPointer so we're writing to the beginning of the array writeVerticesEndPointer = writeVerticesArray; // call recursive function to populate in memory arrays // it will return the number of voxels added glm::vec3 treeRoot = glm::vec3(0,0,0); voxelsRendered = treeToArrays(tree->rootNode, treeRoot); // copy the newly written data to the arrays designated for reading copyWrittenDataToReadArrays(); } void VoxelSystem::copyWrittenDataToReadArrays() { // lock on the buffer write lock so we can't modify the data when the GPU is reading it pthread_mutex_lock(&bufferWriteLock); // store a pointer to the current end so it doesn't change during copy GLfloat *endOfCurrentVerticesData = writeVerticesEndPointer; // copy the vertices and colors memcpy(readVerticesArray, writeVerticesArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLfloat)); memcpy(readColorsArray, writeColorsArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLubyte)); // set the read vertices end pointer to the correct spot so the GPU knows how much to pull readVerticesEndPointer = readVerticesArray + (endOfCurrentVerticesData - writeVerticesArray); pthread_mutex_unlock(&bufferWriteLock); } int VoxelSystem::treeToArrays(VoxelNode *currentNode, const glm::vec3& nodePosition) { int voxelsAdded = 0; float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE); glm::vec3 viewerPosition = viewerHead->getBodyPosition(); // debug LOD code glm::vec3 debugNodePosition; copyFirstVertexForCode(currentNode->octalCode,(float*)&debugNodePosition); //printf("-----------------\n"); //printf("halfUnitForVoxel=%f\n",halfUnitForVoxel); //printf("viewer.x=%f y=%f z=%f \n", viewerPosition.x, viewerPosition.y, viewerPosition.z); //printf("node.x=%f y=%f z=%f \n", nodePosition[0], nodePosition[1], nodePosition[2]); //printf("debugNodePosition.x=%f y=%f z=%f \n", debugNodePosition[0], debugNodePosition[1], debugNodePosition[2]); float distanceToVoxelCenter = sqrtf(powf(viewerPosition.x - nodePosition[0] - halfUnitForVoxel, 2) + powf(viewerPosition.y - nodePosition[1] - halfUnitForVoxel, 2) + powf(viewerPosition.z - nodePosition[2] - halfUnitForVoxel, 2)); int renderLevel = *currentNode->octalCode + 1; int boundaryPosition = boundaryDistanceForRenderLevel(renderLevel); //printLog("treeToArrays() renderLevel=%d distanceToVoxelCenter=%f boundaryPosition=%d\n", // renderLevel,distanceToVoxelCenter,boundaryPosition); bool alwaysDraw = false; // XXXBHG - temporary debug code. Flip this to true to disable LOD blurring if (alwaysDraw || distanceToVoxelCenter < boundaryPosition) { for (int i = 0; i < 8; i++) { // check if there is a child here if (currentNode->children[i] != NULL) { glm::vec3 childNodePosition; copyFirstVertexForCode(currentNode->children[i]->octalCode,(float*)&childNodePosition); childNodePosition *= (float)TREE_SCALE; // scale it up /**** disabled ************************************************************************************************ // Note: Stephen, I intentionally left this in so you would talk to me about it. Here's the deal, this code // doesn't seem to work correctly. It returns X and Z flipped and the values are negative. Since we use the // firstVertexForCode() function below to calculate the child vertex and that DOES work, I've decided to use // that function to calculate our position for LOD handling. // // calculate the child's position based on the parent position for (int j = 0; j < 3; j++) { childNodePosition[j] = nodePosition[j]; if (oneAtBit(branchIndexWithDescendant(currentNode->octalCode,currentNode->children[i]->octalCode),(7 - j))) { childNodePosition[j] -= (powf(0.5, *currentNode->children[i]->octalCode) * TREE_SCALE); } } **** disabled ************************************************************************************************/ voxelsAdded += treeToArrays(currentNode->children[i], childNodePosition); } } } // if we didn't get any voxels added then we're a leaf // add our vertex and color information to the interleaved array if (voxelsAdded == 0 && currentNode->isColored()) { float startVertex[3]; copyFirstVertexForCode(currentNode->octalCode,(float*)&startVertex); float voxelScale = 1 / powf(2, *currentNode->octalCode); // populate the array with points for the 8 vertices // and RGB color for each added vertex for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) { *writeVerticesEndPointer = startVertex[j % 3] + (identityVertices[j] * voxelScale); *(writeColorsArray + (writeVerticesEndPointer - writeVerticesArray)) = currentNode->getColor()[j % 3]; writeVerticesEndPointer++; } voxelsAdded++; } return voxelsAdded; } VoxelSystem* VoxelSystem::clone() const { // this still needs to be implemented, will need to be used if VoxelSystem is attached to agent return NULL; } void VoxelSystem::init() { // prep the data structures for incoming voxel data writeVerticesEndPointer = writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; readVerticesEndPointer = readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; // populate the indicesArray // this will not change given new voxels, so we can set it all up now for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) { // fill the indices array int voxelIndexOffset = n * INDICES_PER_VOXEL; GLuint *currentIndicesPos = indicesArray + voxelIndexOffset; int startIndex = (n * VERTICES_PER_VOXEL); for (int i = 0; i < INDICES_PER_VOXEL; i++) { // add indices for this side of the cube currentIndicesPos[i] = startIndex + identityIndices[i]; } } // VBO for the verticesArray glGenBuffers(1, &vboVerticesID); glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW); // VBO for colorsArray glGenBuffers(1, &vboColorsID); glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW); // VBO for the indicesArray glGenBuffers(1, &vboIndicesID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM, indicesArray, GL_STATIC_DRAW); // delete the indices array that is no longer needed delete[] indicesArray; } void VoxelSystem::render() { glPushMatrix(); if (readVerticesEndPointer != readVerticesArray) { // try to lock on the buffer write // just avoid pulling new data if it is currently being written if (pthread_mutex_trylock(&bufferWriteLock) == 0) { glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLfloat), readVerticesArray); glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLubyte), readColorsArray); readVerticesEndPointer = readVerticesArray; pthread_mutex_unlock(&bufferWriteLock); } } // tell OpenGL where to find vertex and color information glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); glVertexPointer(3, GL_FLOAT, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0); // draw the number of voxels we have glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID); glScalef(10, 10, 10); glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0); // deactivate vertex and color arrays after drawing glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); // bind with 0 to switch back to normal operation glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // scale back down to 1 so heads aren't massive glPopMatrix(); } void VoxelSystem::simulate(float deltaTime) { } int VoxelSystem::_nodeCount = 0; bool VoxelSystem::randomColorOperation(VoxelNode* node, bool down, void* extraData) { // we do our operations on the way up! if (down) { return true; } _nodeCount++; if (node->isColored()) { nodeColor newColor = { 0,0,0,1 }; newColor[0] = randomColorValue(150); newColor[1] = randomColorValue(150); newColor[1] = randomColorValue(150); //printf("randomize color node %d was %x,%x,%x NOW %x,%x,%x\n", // _nodeCount,node->getTrueColor()[0],node->getTrueColor()[1],node->getTrueColor()[2], // newColor[0],newColor[1],newColor[2]); node->setColor(newColor); } else { //printf("not randomizing color node of %d since it has no color\n",_nodeCount); } return true; } void VoxelSystem::randomizeVoxelColors() { _nodeCount = 0; tree->recurseTreeWithOperation(randomColorOperation); printf("setting randomized true color for %d nodes\n",_nodeCount); setupNewVoxelsForDrawing(); } bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, bool down, void* extraData) { // we do our operations on the way up! if (down) { return true; } _nodeCount++; // always false colorize unsigned char newR = randomColorValue(150); unsigned char newG = randomColorValue(150); unsigned char newB = randomColorValue(150); printf("randomize FALSE color node %d was %x,%x,%x NOW %x,%x,%x\n", _nodeCount,node->getTrueColor()[0],node->getTrueColor()[1],node->getTrueColor()[2], newR,newG,newB); node->setFalseColor(newR,newG,newB); return true; // keep going! } void VoxelSystem::falseColorizeRandom() { _nodeCount = 0; tree->recurseTreeWithOperation(falseColorizeRandomOperation); printf("setting randomized false color for %d nodes\n",_nodeCount); setupNewVoxelsForDrawing(); } bool VoxelSystem::trueColorizeOperation(VoxelNode* node, bool down, void* extraData) { // we do our operations on the way up! if (down) { return true; } _nodeCount++; node->setFalseColored(false); //printf("setting true color for node %d\n",_nodeCount); return true; } void VoxelSystem::trueColorize() { _nodeCount = 0; tree->recurseTreeWithOperation(trueColorizeOperation); printf("setting true color for %d nodes\n",_nodeCount); setupNewVoxelsForDrawing(); } // Will false colorize voxels that are not in view bool VoxelSystem::falseColorizeInViewOperation(VoxelNode* node, bool down, void* extraData) { // we do our operations on the way up! if (down) { return true; } ViewFrustum* viewFrustum = (ViewFrustum*) extraData; _nodeCount++; // only do this for truely colored voxels... if (node->isColored()) { // first calculate the AAbox for the voxel AABox voxelBox; node->getAABox(voxelBox); voxelBox.scale(TREE_SCALE); printf("voxelBox corner=(%f,%f,%f) x=%f\n", voxelBox.getCorner().x, voxelBox.getCorner().y, voxelBox.getCorner().z, voxelBox.getSize().x); // If the voxel is outside of the view frustum, then false color it red if (ViewFrustum::OUTSIDE == viewFrustum->pointInFrustum(voxelBox.getCorner())) { // Out of view voxels are colored RED unsigned char newR = 255; unsigned char newG = 0; unsigned char newB = 0; //printf("voxel OUTSIDE view - FALSE colorizing node %d TRUE color is %x,%x,%x \n", // _nodeCount,node->getTrueColor()[0],node->getTrueColor()[1],node->getTrueColor()[2]); node->setFalseColor(newR,newG,newB); } else { printf("voxel NOT OUTSIDE view\n"); } } else { printf("voxel not colored, don't consider it\n"); } return true; // keep going! } void VoxelSystem::falseColorizeInView(ViewFrustum* viewFrustum) { _nodeCount = 0; tree->recurseTreeWithOperation(falseColorizeInViewOperation,(void*)viewFrustum); printf("setting in view false color for %d nodes\n",_nodeCount); setupNewVoxelsForDrawing(); } // Will false colorize voxels based on distance from view bool VoxelSystem::falseColorizeDistanceFromViewOperation(VoxelNode* node, bool down, void* extraData) { //printf("falseColorizeDistanceFromViewOperation() down=%s\n",(down ? "TRUE" : "FALSE")); // we do our operations on the way up! if (down) { return true; } ViewFrustum* viewFrustum = (ViewFrustum*) extraData; // only do this for truly colored voxels... if (node->isColored()) { // We need our distance for both up and down glm::vec3 nodePosition; float* startVertex = firstVertexForCode(node->octalCode); nodePosition.x = startVertex[0]; nodePosition.y = startVertex[1]; nodePosition.z = startVertex[2]; delete startVertex; // scale up the node position nodePosition = nodePosition*(float)TREE_SCALE; float halfUnitForVoxel = powf(0.5, *node->octalCode) * (0.5 * TREE_SCALE); glm::vec3 viewerPosition = viewFrustum->getPosition(); //printf("halfUnitForVoxel=%f\n",halfUnitForVoxel); //printf("viewer.x=%f y=%f z=%f \n", viewerPosition.x, viewerPosition.y, viewerPosition.z); //printf("node.x=%f y=%f z=%f \n", nodePosition.x, nodePosition.y, nodePosition.z); float distance = sqrtf(powf(viewerPosition.x - nodePosition.x - halfUnitForVoxel, 2) + powf(viewerPosition.y - nodePosition.y - halfUnitForVoxel, 2) + powf(viewerPosition.z - nodePosition.z - halfUnitForVoxel, 2)); // actually colorize _nodeCount++; float distanceRatio = (_minDistance==_maxDistance) ? 1 : (distance - _minDistance)/(_maxDistance - _minDistance); // We want to colorize this in 16 bug chunks of color const unsigned char maxColor = 255; const unsigned char colorBands = 16; const unsigned char gradientOver = 128; unsigned char colorBand = (colorBands*distanceRatio); unsigned char newR = (colorBand*(gradientOver/colorBands))+(maxColor-gradientOver); unsigned char newG = 0; unsigned char newB = 0; //printf("Setting color down=%s distance=%f min=%f max=%f distanceRatio=%f color=%d \n", // (down ? "TRUE" : "FALSE"), distance, _minDistance, _maxDistance, distanceRatio, (int)newR); node->setFalseColor(newR,newG,newB); } else { //printf("voxel not colored, don't consider it - down=%s\n",(down ? "TRUE" : "FALSE")); } return true; // keep going! } float VoxelSystem::_maxDistance = 0.0; float VoxelSystem::_minDistance = FLT_MAX; // Helper function will get the distance from view range, would be nice if you could just keep track // of this as voxels are created and/or colored... seems like some transform math could do that so // we wouldn't need to do two passes of the tree bool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, bool down, void* extraData) { // we do our operations on the way up! if (down) { return true; } //printf("getDistanceFromViewRangeOperation() down=%s\n",(down ? "TRUE" : "FALSE")); ViewFrustum* viewFrustum = (ViewFrustum*) extraData; // only do this for truly colored voxels... if (node->isColored()) { // We need our distance for both up and down glm::vec3 nodePosition; float* startVertex = firstVertexForCode(node->octalCode); nodePosition.x = startVertex[0]; nodePosition.y = startVertex[1]; nodePosition.z = startVertex[2]; delete startVertex; // scale up the node position nodePosition = nodePosition*(float)TREE_SCALE; float halfUnitForVoxel = powf(0.5, *node->octalCode) * (0.5 * TREE_SCALE); glm::vec3 viewerPosition = viewFrustum->getPosition(); float distance = sqrtf(powf(viewerPosition.x - nodePosition.x - halfUnitForVoxel, 2) + powf(viewerPosition.y - nodePosition.y - halfUnitForVoxel, 2) + powf(viewerPosition.z - nodePosition.z - halfUnitForVoxel, 2)); // on way down, calculate the range of distances if (distance > _maxDistance) { _maxDistance = distance; //printf("new maxDistance=%f down=%s\n",_maxDistance, (down ? "TRUE" : "FALSE")); } if (distance < _minDistance) { _minDistance = distance; //printf("new minDistance=%f down=%s\n",_minDistance, (down ? "TRUE" : "FALSE")); } _nodeCount++; } return true; // keep going! } void VoxelSystem::falseColorizeDistanceFromView(ViewFrustum* viewFrustum) { _nodeCount = 0; _maxDistance = 0.0; _minDistance = FLT_MAX; tree->recurseTreeWithOperation(getDistanceFromViewRangeOperation,(void*)viewFrustum); printf("determining distance range for %d nodes\n",_nodeCount); _nodeCount = 0; tree->recurseTreeWithOperation(falseColorizeDistanceFromViewOperation,(void*)viewFrustum); printf("setting in distance false color for %d nodes\n",_nodeCount); setupNewVoxelsForDrawing(); }