// // Cube.cpp // interface // // Created by Philip on 12/31/12. // Copyright (c) 2012 High Fidelity, Inc. All rights reserved. // #include "VoxelSystem.h" void VoxelSystem::init() { root = new Voxel; } // // Recursively initialize the voxel tree // int VoxelSystem::initVoxels(Voxel * voxel, float scale, glm::vec3 * position) { glm::vec3 averageColor(0,0,0); int childrenCreated = 0; int newVoxels = 0; if (voxel == NULL) voxel = root; averageColor[0] = averageColor[1] = averageColor[2] = 0.0; // // First, decide whether I should be a leaf node and set/return if so // if ((randFloat() < 0.1) && (scale < 1.0)) { voxel->color.x = voxel->color.y = voxel->color.z = 0.5 + randFloat()*0.5; for (unsigned char i = 0; i < NUM_CHILDREN; i++) voxel->children[i] = NULL; return 0; } else { // Decide whether to make kids, recurse into them for (unsigned char i = 0; i < NUM_CHILDREN; i++) { if ((scale > 0.01) && (randFloat() > 0.6)) { // Make a new child voxel->children[i] = new Voxel; newVoxels++; childrenCreated++; glm::vec3 shift(scale/2.0*((i&4)>>2)-scale/4.0, scale/2.0*((i&2)>>1)-scale/4.0, scale/2.0*(i&1)-scale/4.0); *position += shift; newVoxels += initVoxels(voxel->children[i], scale/2.0, position); *position -= shift; averageColor += voxel->children[i]->color; } else { // No child made: Set pointer to null, nothing to see here. voxel->children[i] = NULL; } } if (childrenCreated > 0) { // If there were children created, set this voxels color to the average of it's children averageColor *= 1.0/childrenCreated; voxel->color = averageColor; return newVoxels; } else { // Tested and didn't make any children, so i've still got to be a leaf voxel->color.x = voxel->color.y = voxel->color.z = 0.5 + randFloat()*0.5; for (unsigned char i = 0; i < NUM_CHILDREN; i++) voxel->children[i] = NULL; return 0; } } } const float RENDER_DISCARD = 0.01; // // Returns the total number of voxels actually rendered // int VoxelSystem::render(Voxel * voxel, float scale, glm::vec3 * distance) { // If null passed in, start at root if (voxel == NULL) voxel = root; unsigned char i; bool renderedChildren = false; int vRendered = 0; // Recursively render children for (i = 0; i < NUM_CHILDREN; i++) { glm::vec3 shift(scale/2.0*((i&4)>>2)-scale/4.0, scale/2.0*((i&2)>>1)-scale/4.0, scale/2.0*(i&1)-scale/4.0); if ((voxel->children[i] != NULL) && (scale / glm::length(*distance) > RENDER_DISCARD)) { glTranslatef(shift.x, shift.y, shift.z); //std::cout << "x,y,z: " << shift.x << "," << shift.y << "," << shift.z << "\n"; *distance += shift; vRendered += render(voxel->children[i], scale/2.0, distance); *distance -= shift; glTranslatef(-shift.x, -shift.y, -shift.z); renderedChildren = true; } } // Render this voxel if the children were not rendered if (!renderedChildren) { //glColor4f(1,1,1,1); glColor4f(voxel->color.x, voxel->color.y, voxel->color.z, 1.0); //float bright = 1.0 - glm::length(*distance)/20.0; //glColor3f(bright,bright,bright); glutSolidCube(scale); vRendered++; } return vRendered; } void VoxelSystem::simulate(float deltaTime) { }