Changed colors of spheres to be a gradient along phi between to random colors

this gives the spheres a little bit more natural look.
Also increased the level of detail (smaller voxels)
This commit is contained in:
ZappoMan 2013-03-24 13:00:23 -07:00
parent ef8694dd60
commit 0711539fc6
2 changed files with 34 additions and 5 deletions

View file

@ -107,6 +107,34 @@ void VoxelSystem::loadVoxelsFile(char* fileName) {
// Complaints: Brad :)
void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid)
{
// About the color of the sphere... we're going to make this sphere be a gradient
// between two RGB colors. We will do the gradient along the phi spectrum
unsigned char r1 = randomColorValue(165);
unsigned char g1 = randomColorValue(165);
unsigned char b1 = randomColorValue(165);
unsigned char r2 = randomColorValue(65);
unsigned char g2 = randomColorValue(65);
unsigned char b2 = randomColorValue(65);
// we don't want them to match!!
if (r1==r2 && g1==g2 && b1==b2)
{
r2=r1/2;
g2=g1/2;
b2=b1/2;
}
/**
std::cout << "creatSphere COLORS ";
std::cout << " r1=" << (int)r1;
std::cout << " g1=" << (int)g1;
std::cout << " b1=" << (int)b1;
std::cout << " r2=" << (int)r2;
std::cout << " g2=" << (int)g2;
std::cout << " b2=" << (int)b2;
std::cout << std::endl;
**/
// Psuedocode for creating a sphere:
//
// for (theta from 0 to 2pi):
@ -157,10 +185,11 @@ void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bo
std::cout << std::endl;
*/
// random color data
unsigned char red = randomColorValue(65);
unsigned char green = randomColorValue(65);
unsigned char blue = randomColorValue(65);
// gradient color data
float gradient = (phi/M_PI);
unsigned char red = r1+((r2-r1)*gradient);
unsigned char green = g1+((g2-g1)*gradient);
unsigned char blue = b1+((b2-b1)*gradient);
unsigned char* voxelData = pointToVoxel(x,y,z,s,red,green,blue);
tree->readCodeColorBufferToTree(voxelData);

View file

@ -718,7 +718,7 @@ void addRandomSphere()
float xc = randFloatInRange(r,(1-r));
float yc = randFloatInRange(r,(1-r));
float zc = randFloatInRange(r,(1-r));
float s = 0.002; // size of voxels to make up surface of sphere
float s = 0.001; // size of voxels to make up surface of sphere
bool solid = false;
printf("random sphere\n");