overte/interface/src/VoxelSystem.h
2013-05-06 16:38:24 -07:00

126 lines
3.9 KiB
C++

//
// Cube.h
// interface
//
// Created by Philip on 12/31/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Cube__
#define __interface__Cube__
#include "InterfaceConfig.h"
#include <glm/glm.hpp>
#include <UDPSocket.h>
#include <AgentData.h>
#include <VoxelTree.h>
#include <ViewFrustum.h>
#include "Avatar.h"
#include "Camera.h"
#include "Util.h"
#include "world.h"
const int NUM_CHILDREN = 8;
class VoxelSystem : public AgentData {
public:
VoxelSystem();
~VoxelSystem();
int parseData(unsigned char* sourceBuffer, int numBytes);
VoxelSystem* clone() const;
void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; };
void init();
void simulate(float deltaTime) { };
void render();
unsigned long getVoxelsUpdated() const {return _voxelsUpdated;};
unsigned long getVoxelsRendered() const {return _voxelsInReadArrays;};
void setViewerAvatar(Avatar *newViewerAvatar) { _viewerAvatar = newViewerAvatar; };
void setCamera(Camera* newCamera) { _camera = newCamera; };
void loadVoxelsFile(const char* fileName,bool wantColorRandomizer);
void createSphere(float r,float xc, float yc, float zc, float s, bool solid, bool wantColorRandomizer);
long int getVoxelsCreated();
long int getVoxelsColored();
long int getVoxelsBytesRead();
float getVoxelsCreatedPerSecondAverage();
float getVoxelsColoredPerSecondAverage();
float getVoxelsBytesReadPerSecondAverage();
// Methods that recurse tree
void randomizeVoxelColors();
void falseColorizeRandom();
void trueColorize();
void falseColorizeInView(ViewFrustum* viewFrustum);
void falseColorizeDistanceFromView(ViewFrustum* viewFrustum);
void killLocalVoxels();
void setRenderPipelineWarnings(bool on) { _renderWarningsOn = on; };
bool getRenderPipelineWarnings() const { return _renderWarningsOn; };
void removeOutOfView();
bool hasViewChanged();
private:
int _callsToTreesToArrays;
VoxelNodeBag _removedVoxels;
bool _renderWarningsOn;
// Operation functions for tree recursion methods
static int _nodeCount;
static bool randomColorOperation(VoxelNode* node, void* extraData);
static bool falseColorizeRandomOperation(VoxelNode* node, void* extraData);
static bool trueColorizeOperation(VoxelNode* node, void* extraData);
static bool falseColorizeInViewOperation(VoxelNode* node, void* extraData);
static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData);
static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData);
static bool removeOutOfViewOperation(VoxelNode* node, void* extraData);
int newway__updateNodeInArray(VoxelNode* node);
int oldway__updateNodeInArray(VoxelNode* node);
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
static float _maxDistance;
static float _minDistance;
Avatar* _viewerAvatar;
Camera* _camera;
VoxelTree* _tree;
GLfloat* _readVerticesArray;
GLubyte* _readColorsArray;
GLfloat* _writeVerticesArray;
GLubyte* _writeColorsArray;
bool* _voxelDirtyArray;
unsigned long _voxelsUpdated;
unsigned long _voxelsInWriteArrays;
unsigned long _voxelsInReadArrays;
unsigned long _unusedArraySpace;
bool _alwaysRenderFullVBO;
double _setupNewVoxelsForDrawingLastElapsed;
double _setupNewVoxelsForDrawingLastFinished;
double _lastViewCulling;
GLuint _vboVerticesID;
GLuint _vboNormalsID;
GLuint _vboColorsID;
GLuint _vboIndicesID;
pthread_mutex_t _bufferWriteLock;
ViewFrustum* _viewFrustum;
ViewFrustum _lastKnowViewFrustum;
int newTreeToArrays(VoxelNode *currentNode);
void setupNewVoxelsForDrawing();
void copyWrittenDataToReadArrays();
void updateVBOs();
bool _voxelsDirty;
};
#endif