overte-JulianGro/cube.cpp
2013-01-21 18:07:07 -08:00

82 lines
2.3 KiB
C++

//
// cube.cpp
// interface
//
// Created by Philip on 12/31/12.
// Copyright (c) 2012 Rosedale Lab. All rights reserved.
//
#include "cube.h"
#define MAX_CUBES 250000
#define SMALLEST_CUBE 0.005
float cubes_position[MAX_CUBES*3];
float cubes_scale[MAX_CUBES];
float cubes_color[MAX_CUBES*3];
int cube_count = 0;
void makeCubes2D(float location[3], float scale, int * index,
float * cubes_position, float * cubes_scale, float * cubes_color) {
int i;
float spot[3];
float distance = powf(location[0]*location[0] + location[2]*location[2], 0.5);
if (*index >= MAX_CUBES) return;
if ((scale <= SMALLEST_CUBE) || (scale/distance < 0.025) || ((scale < 0.1) && (randFloat()<0.01))) {
// Make a cube
for (i = 0; i < 3; i++) cubes_position[*index*3 + i] = location[i]+scale/2.0;
//glm::vec2 noisepoint(location[0], location[2]);
//float color = glm::noise(noisepoint);
float color = 0.3 + randFloat()*0.7;
cubes_scale[*index] = scale;
cubes_color[*index*3] = color;
cubes_color[*index*3 + 1] = color;
cubes_color[*index*3 + 2] = color;
*index += 1;
} else {
for (i = 0; i < 4; i++) {
spot[0] = location[0] + (i%2)*scale/2.0;
spot[2] = location[2] + ((i/2)%2)*scale/2.0;
spot[1] = sinf(location[0])*0.15 + cosf(location[2]/0.2)*0.10 + randFloat()*0.005;
makeCubes2D(spot, scale/2.0, index, cubes_position, cubes_scale, cubes_color);
}
}
}
VoxelSystem::VoxelSystem(int num,
glm::vec3 box) {
float location[] = {0,0,0};
float scale = 10.0;
int j = 0;
int index = 0;
if (num > 0)
makeCubes2D(location, scale, &index, cubes_position, cubes_scale, cubes_color);
std::cout << "Run " << j << " Made " << index << " cubes\n";
cube_count = index;
}
void VoxelSystem::render() {
glPushMatrix();
int i = 0;
while (i < cube_count) {
glPushMatrix();
glTranslatef(cubes_position[i*3], cubes_position[i*3+1], cubes_position[i*3+2]);
glColor3fv(&cubes_color[i*3]);
glutSolidCube(cubes_scale[i]);
glPopMatrix();
i++;
}
glPopMatrix();
}
void VoxelSystem::simulate(float deltaTime) {
}