Showing the changes to interface/src/VoxelSystem.cpp (1 of 22 files). Show all
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| @@ -15,9 +15,10 @@ · 14 unmodified lines | ||
| 15 | 15 | #include <fstream> // to load voxels from file |
| 16 | 16 | #include <SharedUtil.h> |
| 17 | 17 | #include <OctalCode.h> |
| 18 | +#include <pthread.h> | |
| 18 | 19 | #include "VoxelSystem.h" |
| 19 | 20 | |
| 20 | −const int MAX_VOXELS_PER_SYSTEM = 250000; | |
| 21 | +const int MAX_VOXELS_PER_SYSTEM = 1500000; //250000; | |
| 21 | 22 | |
| 22 | 23 | const int VERTICES_PER_VOXEL = 8; |
| 23 | 24 | const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; |
| @@ -42,12 +43,20 @@ GLubyte identityIndices[] = { 0,1,2, 0,2,3, · 18 unmodified lines | ||
| 42 | 43 | VoxelSystem::VoxelSystem() { |
| 43 | 44 | voxelsRendered = 0; |
| 44 | 45 | tree = new VoxelTree(); |
| 46 | + pthread_mutex_init(&bufferWriteLock, NULL); | |
| 45 | 47 | } |
| 46 | 48 | |
| 47 | 49 | VoxelSystem::~VoxelSystem() { |
| 48 | − delete[] verticesArray; | |
| 49 | − delete[] colorsArray; | |
| 50 | + delete[] readVerticesArray; | |
| 51 | + delete[] writeVerticesArray; | |
| 52 | + delete[] readColorsArray; | |
| 53 | + delete[] writeColorsArray; | |
| 50 | 54 | delete tree; |
| 55 | + pthread_mutex_destroy(&bufferWriteLock); | |
| 56 | +} | |
| 57 | + | |
| 58 | +void VoxelSystem::setViewerHead(Head *newViewerHead) { | |
| 59 | + viewerHead = newViewerHead; | |
| 51 | 60 | } |
| 52 | 61 | |
| 53 | 62 | ////////////////////////////////////////////////////////////////////////////////////////// |
| @@ -57,65 +66,11 @@ VoxelSystem::~VoxelSystem() { · 3 unmodified lines | ||
| 57 | 66 | // colors are set randomly |
| 58 | 67 | // Complaints: Brad :) |
| 59 | 68 | // To Do: Need to add color data to the file. |
| 60 | −void VoxelSystem::loadVoxelsFile(char* fileName) { | |
| 61 | − int vCount = 0; | |
| 62 | − | |
| 63 | − std::ifstream file(fileName, std::ios::in|std::ios::binary); | |
| 64 | − | |
| 65 | − char octets; | |
| 66 | − unsigned int lengthInBytes; | |
| 69 | +void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) { | |
| 67 | 70 | |
| 68 | − int totalBytesRead = 0; | |
| 69 | − if(file.is_open()) | |
| 70 | − { | |
| 71 | − bool bail = false; | |
| 72 | − while (!file.eof() && !bail) { | |
| 73 | − file.get(octets); | |
| 74 | − totalBytesRead++; | |
| 75 | − lengthInBytes = bytesRequiredForCodeLength(octets)-1; //(octets*3/8)+1; | |
| 76 | − unsigned char * voxelData = new unsigned char[lengthInBytes+1+3]; | |
| 77 | − voxelData[0]=octets; | |
| 78 | − char byte; | |
| 79 | − | |
| 80 | − for (size_t i = 0; i < lengthInBytes; i++) { | |
| 81 | − file.get(byte); | |
| 82 | − totalBytesRead++; | |
| 83 | − voxelData[i+1] = byte; | |
| 84 | − } | |
| 85 | − // read color data | |
| 86 | − char red,green,blue; | |
| 87 | − file.get(red); | |
| 88 | − file.get(green); | |
| 89 | − file.get(blue); | |
| 90 | − | |
| 91 | − //printf("red:%d\n",red); | |
| 92 | − //printf("green:%d\n",green); | |
| 93 | − //printf("blue:%d\n",blue); | |
| 94 | − vCount++; | |
| 95 | − //printf("vCount:%d\n",vCount); | |
| 96 | − | |
| 97 | − //randomColorValue(65); | |
| 98 | − float rf = randFloatInRange(.5,1); // add a little bit of variance to colors so we can see the voxels | |
| 99 | − voxelData[lengthInBytes+1] = red * rf; | |
| 100 | − voxelData[lengthInBytes+2] = green * rf; | |
| 101 | − voxelData[lengthInBytes+3] = blue * rf; | |
| 102 | − | |
| 103 | − //printVoxelCode(voxelData); | |
| 104 | − tree->readCodeColorBufferToTree(voxelData); | |
| 105 | − delete voxelData; | |
| 106 | − } | |
| 107 | − file.close(); | |
| 108 | − } | |
| 71 | + tree->loadVoxelsFile(fileName,wantColorRandomizer); | |
| 109 | 72 | |
| 110 | − tree->pruneTree(tree->rootNode); | |
| 111 | − | |
| 112 | − // reset the verticesEndPointer so we're writing to the beginning of the array | |
| 113 | − verticesEndPointer = verticesArray; | |
| 114 | − // call recursive function to populate in memory arrays | |
| 115 | − // it will return the number of voxels added | |
| 116 | − voxelsRendered = treeToArrays(tree->rootNode); | |
| 117 | − // set the boolean if there are any voxels to be rendered so we re-fill the VBOs | |
| 118 | − voxelsToRender = (voxelsRendered > 0); | |
| 73 | + copyWrittenDataToReadArrays(); | |
| 119 | 74 | } |
| 120 | 75 | |
| 121 | 76 | ////////////////////////////////////////////////////////////////////////////////////////// |
| @@ -125,107 +80,10 @@ void VoxelSystem::loadVoxelsFile(char* fileName) { · 3 unmodified lines | ||
| 125 | 80 | // mechanism to tell the system to redraw it's arrays after voxels are done |
| 126 | 81 | // being added. This is a concept mostly only understood by VoxelSystem. |
| 127 | 82 | // Complaints: Brad :) |
| 128 | −void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid) | |
| 129 | −{ | |
| 130 | − // About the color of the sphere... we're going to make this sphere be a gradient | |
| 131 | − // between two RGB colors. We will do the gradient along the phi spectrum | |
| 132 | − unsigned char r1 = randomColorValue(165); | |
| 133 | − unsigned char g1 = randomColorValue(165); | |
| 134 | − unsigned char b1 = randomColorValue(165); | |
| 135 | − unsigned char r2 = randomColorValue(65); | |
| 136 | − unsigned char g2 = randomColorValue(65); | |
| 137 | − unsigned char b2 = randomColorValue(65); | |
| 138 | − | |
| 139 | − // we don't want them to match!! | |
| 140 | − if (r1==r2 && g1==g2 && b1==b2) | |
| 141 | − { | |
| 142 | − r2=r1/2; | |
| 143 | − g2=g1/2; | |
| 144 | − b2=b1/2; | |
| 145 | − } | |
| 146 | − | |
| 147 | − /** | |
| 148 | − std::cout << "creatSphere COLORS "; | |
| 149 | − std::cout << " r1=" << (int)r1; | |
| 150 | − std::cout << " g1=" << (int)g1; | |
| 151 | − std::cout << " b1=" << (int)b1; | |
| 152 | − std::cout << " r2=" << (int)r2; | |
| 153 | − std::cout << " g2=" << (int)g2; | |
| 154 | − std::cout << " b2=" << (int)b2; | |
| 155 | − std::cout << std::endl; | |
| 156 | − **/ | |
| 157 | − | |
| 158 | − // Psuedocode for creating a sphere: | |
| 159 | − // | |
| 160 | − // for (theta from 0 to 2pi): | |
| 161 | − // for (phi from 0 to pi): | |
| 162 | − // x = xc+r*cos(theta)*sin(phi) | |
| 163 | − // y = yc+r*sin(theta)*sin(phi) | |
| 164 | − // z = zc+r*cos(phi) | |
| 165 | − | |
| 166 | − int t=0; // total points | |
| 83 | +void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid, bool wantColorRandomizer) { | |
| 167 | 84 | |
| 168 | − // We want to make sure that as we "sweep" through our angles | |
| 169 | − // we use a delta angle that's small enough to not skip any voxels | |
| 170 | − // we can calculate theta from our desired arc length | |
| 171 | − // | |
| 172 | − // lenArc = ndeg/360deg * 2pi*R | |
| 173 | − // lenArc = theta/2pi * 2pi*R | |
| 174 | − // lenArc = theta*R | |
| 175 | − // theta = lenArc/R | |
| 176 | − // theta = g/r | |
| 177 | − float angleDelta = (s/r); | |
| 178 | − | |
| 179 | − // assume solid for now | |
| 180 | − float ri = 0.0; | |
| 181 | − if (!solid) | |
| 182 | − { | |
| 183 | − ri=r; // just the outer surface | |
| 184 | − } | |
| 185 | − // If you also iterate form the interior of the sphere to the radius, makeing | |
| 186 | − // larger and larger sphere's you'd end up with a solid sphere. And lots of voxels! | |
| 187 | − for (; ri <= r; ri+=s) | |
| 188 | − { | |
| 189 | − for (float theta=0.0; theta <= 2*M_PI; theta += angleDelta) | |
| 190 | − { | |
| 191 | − for (float phi=0.0; phi <= M_PI; phi += angleDelta) | |
| 192 | − { | |
| 193 | − t++; // total voxels | |
| 194 | − float x = xc+r*cos(theta)*sin(phi); | |
| 195 | − float y = yc+r*sin(theta)*sin(phi); | |
| 196 | − float z = zc+r*cos(phi); | |
| 197 | − /* | |
| 198 | − std::cout << " r=" << r; | |
| 199 | − std::cout << " theta=" << theta; | |
| 200 | − std::cout << " phi=" << phi; | |
| 201 | − std::cout << " x=" << x; | |
| 202 | − std::cout << " y=" << y; | |
| 203 | − std::cout << " z=" << z; | |
| 204 | − std::cout << " t=" << t; | |
| 205 | − std::cout << std::endl; | |
| 206 | − */ | |
| 207 | − | |
| 208 | − // gradient color data | |
| 209 | − float gradient = (phi/M_PI); | |
| 210 | − unsigned char red = r1+((r2-r1)*gradient); | |
| 211 | − unsigned char green = g1+((g2-g1)*gradient); | |
| 212 | − unsigned char blue = b1+((b2-b1)*gradient); | |
| 213 | − | |
| 214 | − unsigned char* voxelData = pointToVoxel(x,y,z,s,red,green,blue); | |
| 215 | − tree->readCodeColorBufferToTree(voxelData); | |
| 216 | − delete voxelData; | |
| 217 | − | |
| 218 | − } | |
| 219 | − } | |
| 220 | − } | |
| 221 | − | |
| 222 | − // reset the verticesEndPointer so we're writing to the beginning of the array | |
| 223 | − verticesEndPointer = verticesArray; | |
| 224 | − // call recursive function to populate in memory arrays | |
| 225 | − // it will return the number of voxels added | |
| 226 | − voxelsRendered = treeToArrays(tree->rootNode); | |
| 227 | − // set the boolean if there are any voxels to be rendered so we re-fill the VBOs | |
| 228 | − voxelsToRender = (voxelsRendered > 0); | |
| 85 | + tree->createSphere(r,xc,yc,zc,s,solid,wantColorRandomizer); | |
| 86 | + setupNewVoxelsForDrawing(); | |
| 229 | 87 | } |
| 230 | 88 | |
| 231 | 89 | |
| @@ -233,32 +91,74 @@ void VoxelSystem::parseData(void *data, int size) { · 1 unmodified line | ||
| 233 | 91 | // output the bits received from the voxel server |
| 234 | 92 | unsigned char *voxelData = (unsigned char *) data + 1; |
| 235 | 93 | |
| 236 | − printf("Received a packet of %d bytes from VS\n", size); | |
| 237 | − | |
| 238 | 94 | // ask the VoxelTree to read the bitstream into the tree |
| 239 | 95 | tree->readBitstreamToTree(voxelData, size - 1); |
| 240 | 96 | |
| 97 | + setupNewVoxelsForDrawing(); | |
| 98 | +} | |
| 99 | + | |
| 100 | +void VoxelSystem::setupNewVoxelsForDrawing() { | |
| 241 | 101 | // reset the verticesEndPointer so we're writing to the beginning of the array |
| 242 | − verticesEndPointer = verticesArray; | |
| 243 | − | |
| 102 | + writeVerticesEndPointer = writeVerticesArray; | |
| 244 | 103 | // call recursive function to populate in memory arrays |
| 245 | 104 | // it will return the number of voxels added |
| 246 | − voxelsRendered = treeToArrays(tree->rootNode); | |
| 105 | + float treeRoot[3] = {0,0,0}; | |
| 106 | + voxelsRendered = treeToArrays(tree->rootNode, treeRoot); | |
| 107 | + | |
| 108 | + // copy the newly written data to the arrays designated for reading | |
| 109 | + copyWrittenDataToReadArrays(); | |
| 110 | +} | |
| 111 | + | |
| 112 | +void VoxelSystem::copyWrittenDataToReadArrays() { | |
| 113 | + // lock on the buffer write lock so we can't modify the data when the GPU is reading it | |
| 114 | + pthread_mutex_lock(&bufferWriteLock); | |
| 115 | + // store a pointer to the current end so it doesn't change during copy | |
| 116 | + GLfloat *endOfCurrentVerticesData = writeVerticesEndPointer; | |
| 117 | + // copy the vertices and colors | |
| 118 | + memcpy(readVerticesArray, writeVerticesArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLfloat)); | |
| 119 | + memcpy(readColorsArray, writeColorsArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLubyte)); | |
| 247 | 120 | |
| 248 | − // set the boolean if there are any voxels to be rendered so we re-fill the VBOs | |
| 249 | − voxelsToRender = (voxelsRendered > 0); | |
| 121 | + // set the read vertices end pointer to the correct spot so the GPU knows how much to pull | |
| 122 | + readVerticesEndPointer = readVerticesArray + (endOfCurrentVerticesData - writeVerticesArray); | |
| 123 | + pthread_mutex_unlock(&bufferWriteLock); | |
| 250 | 124 | } |
| 251 | 125 | |
| 252 | −int VoxelSystem::treeToArrays(VoxelNode *currentNode) { | |
| 126 | +int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) { | |
| 253 | 127 | int voxelsAdded = 0; |
| 254 | 128 | |
| 255 | − for (int i = 0; i < 8; i++) { | |
| 256 | − // check if there is a child here | |
| 257 | − if (currentNode->children[i] != NULL) { | |
| 258 | − voxelsAdded += treeToArrays(currentNode->children[i]); | |
| 129 | + float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE); | |
| 130 | + glm::vec3 viewerPosition = viewerHead->getPos(); | |
| 131 | + | |
| 132 | + float distanceToVoxelCenter = sqrtf(powf(viewerPosition[0] - nodePosition[0] - halfUnitForVoxel, 2) + | |
| 133 | + powf(viewerPosition[1] - nodePosition[1] - halfUnitForVoxel, 2) + | |
| 134 | + powf(viewerPosition[2] - nodePosition[2] - halfUnitForVoxel, 2)); | |
| 135 | + | |
| 136 | + if (distanceToVoxelCenter < boundaryDistanceForRenderLevel(*currentNode->octalCode + 1)) { | |
| 137 | + for (int i = 0; i < 8; i++) { | |
| 138 | + // check if there is a child here | |
| 139 | + if (currentNode->children[i] != NULL) { | |
| 140 | + | |
| 141 | + // calculate the child's position based on the parent position | |
| 142 | + float childNodePosition[3]; | |
| 143 | + | |
| 144 | + for (int j = 0; j < 3; j++) { | |
| 145 | + childNodePosition[j] = nodePosition[j]; | |
| 146 | + | |
| 147 | + if (oneAtBit(branchIndexWithDescendant(currentNode->octalCode, | |
| 148 | + currentNode->children[i]->octalCode), | |
| 149 | + (7 - j))) { | |
| 150 | + childNodePosition[j] -= (powf(0.5, *currentNode->children[i]->octalCode) * TREE_SCALE); | |
| 151 | + } | |
| 152 | + } | |
| 153 | + | |
| 154 | + | |
| 155 | + voxelsAdded += treeToArrays(currentNode->children[i], childNodePosition); | |
| 156 | + } | |
| 259 | 157 | } |
| 260 | 158 | } |
| 261 | 159 | |
| 160 | + | |
| 161 | + | |
| 262 | 162 | // if we didn't get any voxels added then we're a leaf |
| 263 | 163 | // add our vertex and color information to the interleaved array |
| 264 | 164 | if (voxelsAdded == 0 && currentNode->color[3] == 1) { |
| @@ -268,10 +168,10 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode) { · 3 unmodified lines | ||
| 268 | 168 | // populate the array with points for the 8 vertices |
| 269 | 169 | // and RGB color for each added vertex |
| 270 | 170 | for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) { |
| 271 | − *verticesEndPointer = startVertex[j % 3] + (identityVertices[j] * voxelScale); | |
| 272 | − *(colorsArray + (verticesEndPointer - verticesArray)) = currentNode->color[j % 3]; | |
| 171 | + *writeVerticesEndPointer = startVertex[j % 3] + (identityVertices[j] * voxelScale); | |
| 172 | + *(writeColorsArray + (writeVerticesEndPointer - writeVerticesArray)) = currentNode->color[j % 3]; | |
| 273 | 173 | |
| 274 | − verticesEndPointer++; | |
| 174 | + writeVerticesEndPointer++; | |
| 275 | 175 | } |
| 276 | 176 | |
| 277 | 177 | voxelsAdded++; |
| @@ -289,8 +189,10 @@ VoxelSystem* VoxelSystem::clone() const { · 11 unmodified lines | ||
| 289 | 189 | |
| 290 | 190 | void VoxelSystem::init() { |
| 291 | 191 | // prep the data structures for incoming voxel data |
| 292 | − verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; | |
| 293 | − colorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; | |
| 192 | + writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; | |
| 193 | + readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; | |
| 194 | + writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; | |
| 195 | + readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; | |
| 294 | 196 | |
| 295 | 197 | GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM]; |
| 296 | 198 | |
| @@ -321,7 +223,9 @@ void VoxelSystem::init() { · 24 unmodified lines | ||
| 321 | 223 | // VBO for the indicesArray |
| 322 | 224 | glGenBuffers(1, &vboIndicesID); |
| 323 | 225 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID); |
| 324 | − glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM, indicesArray, GL_STATIC_DRAW); | |
| 226 | + glBufferData(GL_ELEMENT_ARRAY_BUFFER, | |
| 227 | + INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM, | |
| 228 | + indicesArray, GL_STATIC_DRAW); | |
| 325 | 229 | |
| 326 | 230 | // delete the indices array that is no longer needed |
| 327 | 231 | delete[] indicesArray; |
| @@ -331,16 +235,24 @@ void VoxelSystem::render() { · 3 unmodified lines | ||
| 331 | 235 | |
| 332 | 236 | glPushMatrix(); |
| 333 | 237 | |
| 334 | − if (voxelsToRender) { | |
| 335 | − glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); | |
| 336 | − glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW); | |
| 337 | − glBufferSubData(GL_ARRAY_BUFFER, 0, (verticesEndPointer - verticesArray) * sizeof(GLfloat), verticesArray); | |
| 338 | − | |
| 339 | − glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); | |
| 340 | − glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW); | |
| 341 | − glBufferSubData(GL_ARRAY_BUFFER, 0, (verticesEndPointer - verticesArray) * sizeof(GLubyte), colorsArray); | |
| 342 | − | |
| 343 | − voxelsToRender = false; | |
| 238 | + | |
| 239 | + if (readVerticesEndPointer != readVerticesArray) { | |
| 240 | + // try to lock on the buffer write | |
| 241 | + // just avoid pulling new data if it is currently being written | |
| 242 | + if (pthread_mutex_trylock(&bufferWriteLock) == 0) { | |
| 243 | + | |
| 244 | + glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID); | |
| 245 | + glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW); | |
| 246 | + glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLfloat), readVerticesArray); | |
| 247 | + | |
| 248 | + glBindBuffer(GL_ARRAY_BUFFER, vboColorsID); | |
| 249 | + glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW); | |
| 250 | + glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLubyte), readColorsArray); | |
| 251 | + | |
| 252 | + readVerticesEndPointer = readVerticesArray; | |
| 253 | + | |
| 254 | + pthread_mutex_unlock(&bufferWriteLock); | |
| 255 | + } | |
| 344 | 256 | } |
| 345 | 257 | |
| 346 | 258 | // tell OpenGL where to find vertex and color information |