Andrzej KapolkaRemoved unused variables.27717bf13 years agoHistory
1158 lines · 43.3 KB · C++
RawDownload
////  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 <cstring>#include <cmath>#include <iostream> // to load voxels from file#include <fstream> // to load voxels from file#include <glm/gtc/random.hpp>#include <SharedUtil.h>#include <PacketHeaders.h>#include <PerfStat.h>#include <OctalCode.h>#include <pthread.h>#include "Application.h"#include "Log.h"#include "VoxelConstants.h"#include "InterfaceConfig.h"#include "renderer/ProgramObject.h" #include "VoxelSystem.h" 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,                             0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1,                             0,0,0, 1,0,0, 1,1,0, 0,1,0, 0,0,1, 1,0,1, 1,1,1, 0,1,1 }; GLfloat identityNormals[] = { 0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1,                              0,0,+1, 0,0,+1, 0,0,+1, 0,0,+1,                              0,-1,0, 0,-1,0, 0,+1,0, 0,+1,0,                              0,-1,0, 0,-1,0, 0,+1,0, 0,+1,0,                              -1,0,0, +1,0,0, +1,0,0, -1,0,0,                              -1,0,0, +1,0,0, +1,0,0, -1,0,0 }; GLubyte identityIndices[] = { 0,2,1,    0,3,2,    // Z-                              8,9,13,   8,13,12,  // Y-                              16,23,19, 16,20,23, // X-                              17,18,22, 17,22,21, // X+                              10,11,15, 10,15,14, // Y+                              4,5,6,    4,6,7 };  // Z+ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels) :        AgentData(NULL), _treeScale(treeScale), _maxVoxels(maxVoxels) {    _voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;    _writeRenderFullVBO = true;    _readRenderFullVBO = true;    _tree = new VoxelTree();    pthread_mutex_init(&_bufferWriteLock, NULL);    pthread_mutex_init(&_treeLock, NULL);} VoxelSystem::~VoxelSystem() {    delete[] _readVerticesArray;    delete[] _writeVerticesArray;    delete[] _readColorsArray;    delete[] _writeColorsArray;    delete[] _writeVoxelDirtyArray;    delete[] _readVoxelDirtyArray;    delete _tree;    pthread_mutex_destroy(&_bufferWriteLock);    pthread_mutex_destroy(&_treeLock);} void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {    _tree->loadVoxelsFile(fileName, wantColorRandomizer);    setupNewVoxelsForDrawing();} void VoxelSystem::writeToSVOFile(const char* filename, VoxelNode* node) const {    _tree->writeToSVOFile(filename, node);} bool VoxelSystem::readFromSVOFile(const char* filename) {    bool result = _tree->readFromSVOFile(filename);    if (result) {        setupNewVoxelsForDrawing();    }    return result;} 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();} int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {     unsigned char command = *sourceBuffer;    unsigned char *voxelData = sourceBuffer + 1;     pthread_mutex_lock(&_treeLock);     switch(command) {        case PACKET_HEADER_VOXEL_DATA:        {            PerformanceWarning warn(_renderWarningsOn, "readBitstreamToTree()");            // ask the VoxelTree to read the bitstream into the tree            _tree->readBitstreamToTree(voxelData, numBytes - 1, WANT_COLOR, WANT_EXISTS_BITS);        }        break;        case PACKET_HEADER_VOXEL_DATA_MONOCHROME:        {            PerformanceWarning warn(_renderWarningsOn, "readBitstreamToTree()");            // ask the VoxelTree to read the MONOCHROME bitstream into the tree            _tree->readBitstreamToTree(voxelData, numBytes - 1, NO_COLOR, WANT_EXISTS_BITS);        }        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();                    _voxelsInReadArrays = _voxelsInWriteArrays = 0; // better way to do this??                }                if (0==strcmp(command,(char*)"add scene")) {                    printLog("got Z message == add scene - NOT SUPPORTED ON INTERFACE\n");                }                totalLength += commandLength+1;            }        break;    }     setupNewVoxelsForDrawing();        pthread_mutex_unlock(&_treeLock);        return numBytes;} void VoxelSystem::setupNewVoxelsForDrawing() {    PerformanceWarning warn(_renderWarningsOn, "setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated    double start = usecTimestampNow();    double sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000.0;     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    }     double sinceLastViewCulling = (start - _lastViewCulling) / 1000.0;    // If the view frustum is no longer changing, but has changed, since last time, then remove nodes that are out of view    if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS))             && !isViewChanging() && 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;    }            bool didWriteFullVBO = _writeRenderFullVBO;    if (_tree->isDirty()) {        static char buffer[64] = { 0 };        if (_renderWarningsOn) {             sprintf(buffer, "newTreeToArrays() _writeRenderFullVBO=%s", debug::valueOf(_writeRenderFullVBO));         };        PerformanceWarning warn(_renderWarningsOn, buffer);        _callsToTreesToArrays++;        if (_writeRenderFullVBO) {            _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()         _writeRenderFullVBO = false;     } else {        _voxelsUpdated = 0;    }        // lock on the buffer write lock so we can't modify the data when the GPU is reading it    pthread_mutex_lock(&_bufferWriteLock);        if (_voxelsUpdated) {        _voxelsDirty=true;    }     // copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated    copyWrittenDataToReadArrays(didWriteFullVBO);     pthread_mutex_unlock(&_bufferWriteLock);     double end = usecTimestampNow();    double elapsedmsec = (end - start) / 1000.0;    _setupNewVoxelsForDrawingLastFinished = end;    _setupNewVoxelsForDrawingLastElapsed = elapsedmsec;} void VoxelSystem::cleanupRemovedVoxels() {    PerformanceWarning warn(_renderWarningsOn, "cleanupRemovedVoxels()");    if (!_removedVoxels.isEmpty()) {        while (!_removedVoxels.isEmpty()) {            delete _removedVoxels.extract();        }        _writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs    }} void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {    copyWrittenDataSegmentToReadArrays(0, _voxelsInWriteArrays - 1);     _voxelsInReadArrays = _voxelsInWriteArrays;        // clear our dirty flags    memset(_writeVoxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));        // let the reader know to get the full array    _readRenderFullVBO = true;} void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {    glBufferIndex segmentStart = 0;    bool inSegment = false;    for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {        bool thisVoxelDirty = _writeVoxelDirtyArray[i];        _readVoxelDirtyArray[i] |= thisVoxelDirty;        _writeVoxelDirtyArray[i] = false;        if (!inSegment) {            if (thisVoxelDirty) {                segmentStart = i;                inSegment = true;            }        } 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                copyWrittenDataSegmentToReadArrays(segmentStart, i - 1);                inSegment = false;            }        }    }        // if we got to the end of the array, and we're in an active dirty segment...    if (inSegment) {        copyWrittenDataSegmentToReadArrays(segmentStart, _voxelsInWriteArrays - 1);    }     // update our length    _voxelsInReadArrays = _voxelsInWriteArrays;} void VoxelSystem::copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd) {    int segmentLength = (segmentEnd - segmentStart) + 1;     GLintptr   segmentStartAt   = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);    GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);    GLfloat* readVerticesAt     = _readVerticesArray  + (segmentStart * VERTEX_POINTS_PER_VOXEL);    GLfloat* writeVerticesAt    = _writeVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);    memcpy(readVerticesAt, writeVerticesAt, segmentSizeBytes);     segmentStartAt          = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);    segmentSizeBytes        = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);    GLubyte* readColorsAt   = _readColorsArray   + (segmentStart * VERTEX_POINTS_PER_VOXEL);    GLubyte* writeColorsAt  = _writeColorsArray  + (segmentStart * VERTEX_POINTS_PER_VOXEL);    memcpy(readColorsAt, writeColorsAt, segmentSizeBytes);} void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {    PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()");    if (_voxelsDirty && _voxelsUpdated) {        if (fullVBOs) {            copyWrittenDataToReadArraysFullVBOs();        } else {            copyWrittenDataToReadArraysPartialVBOs();        }    }} int VoxelSystem::newTreeToArrays(VoxelNode* node) {    int   voxelsUpdated   = 0;    bool  shouldRender    = false; // assume we don't need to render it    // if it's colored, we might need to render it!    if (node->isColored()) {        float distanceToNode  = node->distanceToCamera(*Application::getInstance()->getViewFrustum());        float boundary        = boundaryDistanceForRenderLevel(node->getLevel());        float childBoundary   = boundaryDistanceForRenderLevel(node->getLevel() + 1);        bool  inBoundary      = (distanceToNode <= boundary);        bool  inChildBoundary = (distanceToNode <= childBoundary);        shouldRender = (node->isLeaf() && inChildBoundary) || (inBoundary && !inChildBoundary);    }    node->setShouldRender(shouldRender && !node->isStagedForDeletion());    // let children figure out their renderness    if (!node->isLeaf()) {        for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {            if (node->getChildAtIndex(i)) {                voxelsUpdated += newTreeToArrays(node->getChildAtIndex(i));            }        }    }    if (_writeRenderFullVBO) {        voxelsUpdated += updateNodeInArraysAsFullVBO(node);    } else {        voxelsUpdated += updateNodeInArraysAsPartialVBO(node);    }    node->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.        // If the node has been asked to be deleted, but we've gotten to here, after updateNodeInArraysXXX()    // then it means our VBOs are "clean" and our vertices have been removed or not added. So we can now    // safely remove the node from the tree and actually delete it.    if (node->isStagedForDeletion()) {        _tree->deleteVoxelCodeFromTree(node->getOctalCode());    }        return voxelsUpdated;} int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {    // If we've run out of room, then just bail...    if (_voxelsInWriteArrays >= _maxVoxels) {        return 0;    }        if (node->getShouldRender()) {        glm::vec3 startVertex = node->getCorner();        float voxelScale = node->getScale();        glBufferIndex nodeIndex = _voxelsInWriteArrays;         // populate the array with points for the 8 vertices        // and RGB color for each added vertex        updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());        node->setBufferIndex(nodeIndex);        _writeVoxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode        _voxelsInWriteArrays++; // our know vertices in the arrays        return 1; // rendered    } else {        node->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);    }        return 0; // not-rendered} int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {    // If we've run out of room, then just bail...    if (_voxelsInWriteArrays >= _maxVoxels) {        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();            voxelScale = node->getScale();        } else {            // if we shouldn't render then set out location to some infinitely distant location,             // and our scale as infinitely small            startVertex[0] = startVertex[1] = startVertex[2] = FLT_MAX;            voxelScale = 0;        }         // If this node has not yet been written to the array, then add it to the end of the array.        glBufferIndex nodeIndex;        if (node->isKnownBufferIndex()) {            nodeIndex = node->getBufferIndex();        } else {            nodeIndex = _voxelsInWriteArrays;            node->setBufferIndex(nodeIndex);            _voxelsInWriteArrays++;        }        _writeVoxelDirtyArray[nodeIndex] = true;         // populate the array with points for the 8 vertices        // and RGB color for each added vertex        updateNodeInArrays(nodeIndex, startVertex, voxelScale, node->getColor());                return 1; // updated!    }    return 0; // not-updated} void VoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,                                     float voxelScale, const nodeColor& color) {    for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {        GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);        GLubyte* writeColorsAt   = _writeColorsArray   + (nodeIndex * VERTEX_POINTS_PER_VOXEL);        *(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale);        *(writeColorsAt  +j) = color[j % 3];    }} glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const {    const float* identityVertex = identityVertices + index * 3;    return startVertex + glm::vec3(identityVertex[0], identityVertex[1], identityVertex[2]) * voxelScale;} ProgramObject* VoxelSystem::_perlinModulateProgram = 0;GLuint VoxelSystem::_permutationNormalTextureID = 0; void VoxelSystem::init() {     _renderWarningsOn = false;    _callsToTreesToArrays = 0;    _setupNewVoxelsForDrawingLastFinished = 0;    _setupNewVoxelsForDrawingLastElapsed = 0;    _lastViewCullingElapsed = _lastViewCulling = 0;     // When we change voxels representations in the arrays, we'll update this    _voxelsDirty = false;    _voxelsInWriteArrays = 0;    _voxelsInReadArrays = 0;    _unusedArraySpace = 0;     // we will track individual dirty sections with these arrays of bools    _writeVoxelDirtyArray = new bool[_maxVoxels];    memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));    _readVoxelDirtyArray = new bool[_maxVoxels];    memset(_readVoxelDirtyArray, false, _maxVoxels * sizeof(bool));     // prep the data structures for incoming voxel data    _writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];    _readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];     _writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];    _readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];     GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * _maxVoxels];     // populate the indicesArray    // this will not change given new voxels, so we can set it all up now    for (int n = 0; n < _maxVoxels; 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];        }    }     GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];    GLfloat* normalsArrayEndPointer = normalsArray;     // populate the normalsArray    for (int n = 0; n < _maxVoxels; n++) {        for (int i = 0; i < VERTEX_POINTS_PER_VOXEL; i++) {            *(normalsArrayEndPointer++) = identityNormals[i];        }    }     // VBO for the verticesArray    glGenBuffers(1, &_vboVerticesID);    glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);    glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);     // VBO for the normalsArray    glGenBuffers(1, &_vboNormalsID);    glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);    glBufferData(GL_ARRAY_BUFFER,                 VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels,                 normalsArray, GL_STATIC_DRAW);

Lines 1–500 of 1158.