overte-Armored-Dragon/interface/src/VoxelSystem.cpp
2013-02-20 21:42:10 -08:00

114 lines
3.8 KiB
C++

//
// 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) {
}