overte/interface/src/VoxelSystem.cpp
2013-02-21 11:25:52 -08:00

128 lines
4.3 KiB
C++

//
// Cube.cpp
// interface
//
// Created by Philip on 12/31/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#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;
}
//
// 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;
const float RADIUS = 3.9;
//
// First, randomly decide whether to stop here without recursing for children
//
if (onSphereShell(RADIUS, scale, position) && (scale < 0.25) && (randFloat() < 0.01))
{
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) {
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;
// 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;
} else {
// No child made: Set pointer to null, nothing to see here.
voxel->children[i] = NULL;
}
}
if (childrenCreated > 0) {
// 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 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;
}
}
}
//
// 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
//
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);
*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)
{
// 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);
glutSolidCube(scale);
vRendered++;
}
return vRendered;
}
void VoxelSystem::simulate(float deltaTime) {
}