501 lines · 18.8 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 <SharedUtil.h>#include <PacketHeaders.h>#include <OctalCode.h>#include <pthread.h>#include "Log.h"#include "VoxelConstants.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() {    _voxelsInArrays = _voxelsUpdated = 0;    _tree = new VoxelTree();    pthread_mutex_init(&_bufferWriteLock, NULL);} VoxelSystem::~VoxelSystem() {    delete[] _readVerticesArray;    delete[] _writeVerticesArray;    delete[] _readColorsArray;    delete[] _writeColorsArray;    delete[] _voxelDirtyArray;    delete _tree;    pthread_mutex_destroy(&_bufferWriteLock);} void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {    _tree->loadVoxelsFile(fileName, wantColorRandomizer);    copyWrittenDataToReadArrays();} 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();} int 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();                    _voxelsInArrays = 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();    return numBytes;} void VoxelSystem::setupNewVoxelsForDrawing() {    _voxelsUpdated = newTreeToArrays(_tree->rootNode);    if (_voxelsUpdated) {        _voxelsDirty=true;    }     // copy the newly written data to the arrays designated for reading    copyWrittenDataToReadArrays();} void VoxelSystem::copyWrittenDataToReadArrays() {    if (_voxelsDirty) {        // lock on the buffer write lock so we can't modify the data when the GPU is reading it        pthread_mutex_lock(&_bufferWriteLock);        int bytesOfVertices = (_voxelsInArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);        int bytesOfColors   = (_voxelsInArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);        memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);        memcpy(_readColorsArray,   _writeColorsArray,   bytesOfColors  );        pthread_mutex_unlock(&_bufferWriteLock);    }} int VoxelSystem::newTreeToArrays(VoxelNode* node) {    assert(_viewFrustum); // you must set up _viewFrustum before calling this    int   voxelsUpdated   = 0;    float distanceToNode  = node->distanceToCamera(*_viewFrustum);    float boundary        = boundaryDistanceForRenderLevel(*node->octalCode + 1);    float childBoundary   = boundaryDistanceForRenderLevel(*node->octalCode + 2);    bool  inBoundary      = (distanceToNode <= boundary);    bool  inChildBoundary = (distanceToNode <= childBoundary);    bool shouldRender     = node->isColored() && ((node->isLeaf() && inChildBoundary) || (inBoundary && !inChildBoundary));     node->setShouldRender(shouldRender);    // let children figure out their renderness    for (int i = 0; i < 8; i++) {        if (node->children[i]) {            voxelsUpdated += newTreeToArrays(node->children[i]);        }    }        // Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays... for us    if (node->isDirty() && (shouldRender || node->isKnownBufferIndex())) {        glm::vec3 startVertex;        float voxelScale = 0;                // If we're should render, use our legit location and scale,         if (node->getShouldRender()) {            copyFirstVertexForCode(node->octalCode, (float*)&startVertex);            voxelScale = (1 / powf(2, *node->octalCode));        } 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 = _voxelsInArrays;        }                _voxelDirtyArray[nodeIndex] = true;         // 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++ ) {            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) = node->getColor()[j % 3];        }        if (!node->isKnownBufferIndex()) {            node->setBufferIndex(nodeIndex);            _voxelsInArrays++; // our know vertices in the arrays        }        voxelsUpdated++;        node->clearDirtyBit();    }    return voxelsUpdated;} 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() {     // When we change voxels representations in the arrays, we'll update this    _voxelsDirty = false;    _voxelsInArrays = 0;     // we will track individual dirty sections with this array of bools    _voxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];    memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));     // prep the data structures for incoming voxel data    _writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];    _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];        }    }     GLfloat* normalsArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];    GLfloat* normalsArrayEndPointer = normalsArray;     // populate the normalsArray    for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; 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) * MAX_VOXELS_PER_SYSTEM, 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) * MAX_VOXELS_PER_SYSTEM,                 normalsArray, GL_STATIC_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 and normals arrays that are no longer needed    delete[] indicesArray;    delete[] normalsArray;} void VoxelSystem::updateVBOs() {    if (_voxelsDirty) {        glBufferIndex segmentStart = 0;        glBufferIndex segmentEnd = 0;        bool inSegment = false;        for (glBufferIndex i = 0; i < _voxelsInArrays; i++) {            if (!inSegment) {                if (_voxelDirtyArray[i]) {                    segmentStart = i;                    inSegment = true;                    _voxelDirtyArray[i] = false; // consider us clean!                }            } else {                if (!_voxelDirtyArray[i] || (i == (_voxelsInArrays - 1)) ) {                    segmentEnd = i;                    inSegment = false;                    int segmentLength = (segmentEnd - segmentStart) + 1;                    GLintptr   segmentStartAt   = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);                    GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);                    GLfloat* readVerticesFrom   = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);                    glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);                    glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);                    segmentStartAt          = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);                    segmentSizeBytes        = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);                    GLubyte* readColorsFrom = _readColorsArray   + (segmentStart * VERTEX_POINTS_PER_VOXEL);                    glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);                    glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);                }            }        }        _voxelsDirty = false;    }} void VoxelSystem::render() {    glPushMatrix();    updateVBOs();    // tell OpenGL where to find vertex and color information    glEnableClientState(GL_VERTEX_ARRAY);    glEnableClientState(GL_NORMAL_ARRAY);    glEnableClientState(GL_COLOR_ARRAY);     glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);    glVertexPointer(3, GL_FLOAT, 0, 0);     glBindBuffer(GL_ARRAY_BUFFER, _vboNormalsID);    glNormalPointer(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 * _voxelsInArrays, GL_UNSIGNED_INT, 0);     // deactivate vertex and color arrays after drawing    glDisableClientState(GL_VERTEX_ARRAY);    glDisableClientState(GL_NORMAL_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, void* extraData) {    _nodeCount++;    if (node->isColored()) {        nodeColor newColor = { 0,0,0,1 };        newColor[0] = randomColorValue(150);        newColor[1] = randomColorValue(150);        newColor[1] = randomColorValue(150);        node->setColor(newColor);    }    return true;} void VoxelSystem::randomizeVoxelColors() {    _nodeCount = 0;    _tree->recurseTreeWithOperation(randomColorOperation);    printLog("setting randomized true color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, void* extraData) {    _nodeCount++;    // always false colorize    unsigned char newR = randomColorValue(150);    unsigned char newG = randomColorValue(150);    unsigned char newB = randomColorValue(150);    node->setFalseColor(newR,newG,newB);    return true; // keep going!} void VoxelSystem::falseColorizeRandom() {    _nodeCount = 0;    _tree->recurseTreeWithOperation(falseColorizeRandomOperation);    printLog("setting randomized false color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} bool VoxelSystem::trueColorizeOperation(VoxelNode* node, void* extraData) {    _nodeCount++;    node->setFalseColored(false);    return true;} void VoxelSystem::trueColorize() {    _nodeCount = 0;    _tree->recurseTreeWithOperation(trueColorizeOperation);    printLog("setting true color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} // Will false colorize voxels that are not in viewbool VoxelSystem::falseColorizeInViewOperation(VoxelNode* node, void* extraData) {    const ViewFrustum* viewFrustum = (const ViewFrustum*) extraData;    _nodeCount++;    if (node->isColored()) {        if (!node->isInView(*viewFrustum)) {            // Out of view voxels are colored RED            unsigned char newR = 255;            unsigned char newG = 0;            unsigned char newB = 0;            node->setFalseColor(newR,newG,newB);        }    }    return true; // keep going!} void VoxelSystem::falseColorizeInView(ViewFrustum* viewFrustum) {    _nodeCount = 0;    _tree->recurseTreeWithOperation(falseColorizeInViewOperation,(void*)viewFrustum);    printLog("setting in view false color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} // Will false colorize voxels based on distance from viewbool VoxelSystem::falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData) {    ViewFrustum* viewFrustum = (ViewFrustum*) extraData;    if (node->isColored()) {        float distance = node->distanceToCamera(*viewFrustum);        _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;        node->setFalseColor(newR,newG,newB);    }    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 treebool VoxelSystem::getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData) {    ViewFrustum* viewFrustum = (ViewFrustum*) extraData;    // only do this for truly colored voxels...    if (node->isColored()) {        float distance = node->distanceToCamera(*viewFrustum);        // calculate the range of distances        if (distance > _maxDistance) {            _maxDistance = distance;        }        if (distance < _minDistance) {            _minDistance = distance;        }        _nodeCount++;    }    return true; // keep going!} void VoxelSystem::falseColorizeDistanceFromView(ViewFrustum* viewFrustum) {    _nodeCount = 0;    _maxDistance = 0.0;    _minDistance = FLT_MAX;    _tree->recurseTreeWithOperation(getDistanceFromViewRangeOperation,(void*)viewFrustum);    printLog("determining distance range for %d nodes\n",_nodeCount);    _nodeCount = 0;    _tree->recurseTreeWithOperation(falseColorizeDistanceFromViewOperation,(void*)viewFrustum);    printLog("setting in distance false color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} 

Lines 1–500 of 501.