328 lines · 11.3 KB · C++
RawDownload
////  Cube.cpp//  interface////  Created by Philip on 12/31/12.//  Copyright (c) 2012 High Fidelity, Inc. All rights reserved.// #include <cstring>#include <cmath>#include <iostream> // to load voxels from file#include <fstream> // to load voxels from file#include <SharedUtil.h>#include <OctalCode.h>#include <AgentList.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();} VoxelSystem::~VoxelSystem() {        delete[] verticesArray;    delete[] colorsArray;    delete tree;} //////////////////////////////////////////////////////////////////////////////////////////// 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(char* fileName) {     std::ifstream file(fileName, std::ios::in|std::ios::binary);     char octets;    unsigned int lengthInBytes;        int totalBytesRead = 0;    if(file.is_open())    {        while (!file.eof()) {            file.get(octets);            totalBytesRead++;            lengthInBytes = (octets*3/8)+1;            unsigned char * voxelData = new unsigned char[lengthInBytes+1+3];            voxelData[0]=octets;            char byte;             for (size_t i = 0; i < lengthInBytes; i++) {                file.get(byte);                totalBytesRead++;                voxelData[i+1] = byte;            }            // random color data            voxelData[lengthInBytes+1] = randomColorValue(65);            voxelData[lengthInBytes+2] = randomColorValue(65);            voxelData[lengthInBytes+3] = randomColorValue(65);                        tree->readCodeColorBufferToTree(voxelData);            delete voxelData;        }        file.close();    }     // reset the verticesEndPointer so we're writing to the beginning of the array    verticesEndPointer = verticesArray;    // call recursive function to populate in memory arrays    // it will return the number of voxels added    voxelsRendered = treeToArrays(tree->rootNode);    // set the boolean if there are any voxels to be rendered so we re-fill the VBOs    voxelsToRender = (voxelsRendered > 0);} //////////////////////////////////////////////////////////////////////////////////////////// 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){    // Psuedocode for creating a sphere:     //    // for (theta from 0 to 2pi):    //     for (phi from 0 to pi):	//          x = xc+r*cos(theta)*sin(phi)	//          y = yc+r*sin(theta)*sin(phi)	//          z = zc+r*cos(phi)		int t=0; // total points     // We want to make sure that as we "sweep" through our angles    // we use a delta angle that's small enough to not skip any voxels    // we can calculate theta from our desired arc length    //		//      lenArc = ndeg/360deg * 2pi*R	//      lenArc = theta/2pi * 2pi*R	//      lenArc = theta*R	//      theta = lenArc/R	//      theta = g/r		float angleDelta = (s/r); 	// assume solid for now	float ri = 0.0;	if (!solid)	{		ri=r; // just the outer surface	}	// If you also iterate form the interior of the sphere to the radius, makeing	// larger and larger sphere's you'd end up with a solid sphere. And lots of voxels!	for (; ri <= r; ri+=s)	{		for (float theta=0.0; theta <= 2*M_PI; theta += angleDelta)		{			for (float phi=0.0; phi <= M_PI; phi += angleDelta)			{				t++; // total voxels				float x = xc+r*cos(theta)*sin(phi);				float y = yc+r*sin(theta)*sin(phi);				float z = zc+r*cos(phi);				/*				std::cout << " r=" << r;				std::cout << " theta=" << theta;				std::cout << " phi=" << phi;				std::cout << " x=" << x;				std::cout << " y=" << y;				std::cout << " z=" << z;				std::cout << " t=" << t;				std::cout << std::endl;                */                                // random color data                unsigned char red   = randomColorValue(65);                unsigned char green = randomColorValue(65);                unsigned char blue  = randomColorValue(65);								unsigned char* voxelData = pointToVoxel(x,y,z,s,red,green,blue);                tree->readCodeColorBufferToTree(voxelData);                delete voxelData;							}		}	}     // reset the verticesEndPointer so we're writing to the beginning of the array    verticesEndPointer = verticesArray;    // call recursive function to populate in memory arrays    // it will return the number of voxels added    voxelsRendered = treeToArrays(tree->rootNode);    // set the boolean if there are any voxels to be rendered so we re-fill the VBOs    voxelsToRender = (voxelsRendered > 0);}  void VoxelSystem::parseData(void *data, int size) {    // output the bits received from the voxel server    unsigned char *voxelData = (unsigned char *) data + 1;        printf("Received a packet of %d bytes from VS\n", size);        // ask the VoxelTree to read the bitstream into the tree    tree->readBitstreamToTree(voxelData, size - 1);        // reset the verticesEndPointer so we're writing to the beginning of the array    verticesEndPointer = verticesArray;        // call recursive function to populate in memory arrays    // it will return the number of voxels added    voxelsRendered = treeToArrays(tree->rootNode);        // set the boolean if there are any voxels to be rendered so we re-fill the VBOs    voxelsToRender = (voxelsRendered > 0);} int VoxelSystem::treeToArrays(VoxelNode *currentNode) {    int voxelsAdded = 0;     for (int i = 0; i < 8; i++) {        // check if there is a child here        if (currentNode->children[i] != NULL) {            voxelsAdded += treeToArrays(currentNode->children[i]);        }    }        // 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->color[3] == 1) {        float * startVertex = firstVertexForCode(currentNode->octalCode);        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++ ) {            *verticesEndPointer = startVertex[j % 3] + (identityVertices[j] * voxelScale);            *(colorsArray + (verticesEndPointer - verticesArray)) = currentNode->color[j % 3];                        verticesEndPointer++;        }                voxelsAdded++;               delete [] startVertex;    }     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    verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];    colorsArray = 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 (voxelsToRender) {        glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);        glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);        glBufferSubData(GL_ARRAY_BUFFER, 0, (verticesEndPointer - verticesArray) * sizeof(GLfloat), verticesArray);                glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);        glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);        glBufferSubData(GL_ARRAY_BUFFER, 0, (verticesEndPointer - verticesArray) * sizeof(GLubyte), colorsArray);                voxelsToRender = false;    }     // 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) {    }