From 67115ccad44e872c82014f1ab629fc675af01dae Mon Sep 17 00:00:00 2001 From: Philip Rosedale Date: Thu, 21 Feb 2013 11:25:52 -0800 Subject: [PATCH] First commit of 'Death Star' voxel planet --- interface/src/VoxelSystem.cpp | 50 ++++++++++++++++++++++------------- 1 file changed, 32 insertions(+), 18 deletions(-) diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index 79c77ff388..d654f71a5e 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -8,6 +8,12 @@ #include "VoxelSystem.h" + +bool onSphereShell(float radius, float scale, glm::vec3 * position) { + float vRadius = glm::length(*position); + return ((vRadius + scale/2.0 > radius) && (vRadius - scale/2.0 < radius)); +} + void VoxelSystem::init() { root = new Voxel; } @@ -21,42 +27,48 @@ int VoxelSystem::initVoxels(Voxel * voxel, float scale, glm::vec3 * position) { int newVoxels = 0; if (voxel == NULL) voxel = root; averageColor[0] = averageColor[1] = averageColor[2] = 0.0; + + const float RADIUS = 3.9; + // - // First, decide whether I should be a leaf node and set/return if so + // First, randomly decide whether to stop here without recursing for children // - if ((randFloat() < 0.1) && (scale < 1.0)) + if (onSphereShell(RADIUS, scale, position) && (scale < 0.25) && (randFloat() < 0.01)) { - voxel->color.x = voxel->color.y = voxel->color.z = 0.5 + randFloat()*0.5; + voxel->color.x = 0.1; + voxel->color.y = 0.5 + randFloat()*0.5; + voxel->color.z = 0.1; 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++; + if (scale > 0.01) { 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); + // Test to see whether the child is also on edge of sphere + if (onSphereShell(RADIUS, scale/2.0, position)) { + voxel->children[i] = new Voxel; + newVoxels++; + childrenCreated++; + newVoxels += initVoxels(voxel->children[i], scale/2.0, position); + averageColor += voxel->children[i]->color; + } else voxel->children[i] = NULL; *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 + // If there were children created, the color of this voxel node is average of 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 + // Tested and didn't make any children, so choose my color as a leaf, return 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; @@ -65,7 +77,12 @@ int VoxelSystem::initVoxels(Voxel * voxel, float scale, glm::vec3 * position) { } } -const float RENDER_DISCARD = 0.01; +// +// The Render Discard is the ratio of the size of the voxel to the distance from the camera +// at which the voxel will no longer be shown. Smaller = show more detail. +// + +const float RENDER_DISCARD = 0.04; //0.01; // // Returns the total number of voxels actually rendered @@ -83,7 +100,6 @@ int VoxelSystem::render(Voxel * voxel, float scale, glm::vec3 * distance) { 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; @@ -94,10 +110,8 @@ int VoxelSystem::render(Voxel * voxel, float scale, glm::vec3 * distance) { // Render this voxel if the children were not rendered if (!renderedChildren) { - //glColor4f(1,1,1,1); + // This is the place where we need to copy this data to a VBO to make this FAST 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++; }