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////  Cube.cpp//  interface////  Created by Philip on 12/31/12.//  Copyright (c) 2012 High Fidelity, Inc. All rights reserved.// #include <cstring>#include <cmath>#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;} 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() {        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);} void VoxelSystem::simulate(float deltaTime) {    }