Voxel Chunk没有呈现正确的块?

时间:2013-07-19 03:00:48

标签: c++ rendering voxel

我目前正在尝试学习3D,并且正在尝试使用3d数组和所有有趣的东西获得一些乐趣。我似乎无法理解为什么我的代码没有渲染正确的立方体...我运行3D数组并分配随机状态(1画,2不画)我无法弄清楚为什么当我通过状态它似乎只画了所有的立方体或没有。

任何帮助都表示赞赏,原谅糟糕的代码。

编辑:(我添加了一个cout文件并修复了一些代码)

#include <iostream>
#include <cstring>
#include <cstdlib>
#include <windows.h>
#include <time.h>


#include <SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
using namespace std;


float SCALE = 2;
int i;
int chunk[16][16][16];
int chunkSize = 16;
time_t seconds;
int seed = 0;
int colors;

void buildChunk();
void renderChunk();

void drawCube(float size,int x,int y,int z)
{


    glBegin(GL_QUADS);

    // front face
    glColor3f(0,200,255);
    glVertex3f(size/2*x,size/2+y,size/2+z);
    glVertex3f(-size/2*x,size/2+y,size/2+z);
    glVertex3f(-size/2*x,-size/2+y,size/2+z);
    glVertex3f(size/2*x,-size/2+y,size/2+z);
    // left face
    glColor3f(0.0,1.0,0.0);
    glVertex3f(-size/2*x,size/2+y,size/2+z);
    glVertex3f(-size/2*x,-size/2+y,size/2+z);
    glVertex3f(-size/2*x,-size/2+y,-size/2+z);
    glVertex3f(-size/2*x,size/2+y,-size/2+z);
    // back face
    glColor3f(0.0,0.0,1.0);
    glVertex3f(size/2*x,size/2+y,-size/2+z);
    glVertex3f(-size/2*x,size/2+y,-size/2+z);
    glVertex3f(-size/2*x,-size/2+y,-size/2+z);
    glVertex3f(size/2*x,-size/2+y,-size/2+z);
    // right face
    glColor3f(1.0,1.0,0.0);
    glVertex3f(size/2*x,size/2+y,size/2+z);
    glVertex3f(size/2*x,-size/2+y,size/2+z);
    glVertex3f(size/2*x,-size/2+y,-size/2+z);
    glVertex3f(size/2*x,size/2+y,-size/2+z);
    // top face
    glColor3f(1.0,0.0,1.0);
    glVertex3f(size/2*x,size/2+y,size/2+z);
    glVertex3f(-size/2*x,size/2+y,size/2+z);
    glVertex3f(-size/2*x,size/2+y,-size/2+z);
    glVertex3f(size/2*x,size/2+y,-size/2+z);
    // bottom face
    glColor3f(0.0,1.0,1.0);
    glVertex3f(size/2*x,-size/2+y,size/2+z);
    glVertex3f(-size/2*x,-size/2+y,size/2+z);
    glVertex3f(-size/2*x,-size/2+y,-size/2+z);
    glVertex3f(size/2*x,-size/2+y,-size/2+z);
    glEnd();
}

float angle = 0.0;
const int triangle = 1;

void init()
{

    glClearColor(0.0,0.0,0.0,1.0);  //background color and alpha
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45,640.0/480.0,1.0,500.0);
    glMatrixMode(GL_MODELVIEW);
    glEnable(GL_DEPTH_TEST);
    buildChunk();
}

void render()
{

    renderChunk();
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    glTranslatef(0.0,0.0,-30.0);
    glRotatef(angle,1.0,1.0,0.0);   // angle, x-axis, y-axis, z-axis
}

int main(int argc, char** argv)
{
    SDL_Init(SDL_INIT_EVERYTHING);
    SDL_Surface *screen;
    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_OPENGL);
//     screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_FULLSCREEN);
    bool running = true;
    const int FPS = 30;
    Uint32 start;
    SDL_Event event;
    init();
    while(running)
    {
        start = SDL_GetTicks();
        while(SDL_PollEvent(&event))
        {
            switch(event.type)
            {
            case SDL_QUIT:
                running = false;
                break;
            }
        }

        render();
        SDL_GL_SwapBuffers();
        angle += 0.5;
        if(angle > 360)
            angle -= 360;
        if(1000/FPS > SDL_GetTicks()-start)
            SDL_Delay(1000/FPS-(SDL_GetTicks()-start));
    }
    SDL_Quit();
    return 0;
}

void buildChunk()
{
    seconds = time (NULL);
    seed = seconds;
    srand(seed);
    /* Seed the random number generator with the specified seed */
    int x;
    int y;
    int z;



    for(x=0; x < chunkSize; x++)
    {
        for(y=0; y < chunkSize; y++)
        {
            for(z=0; z < chunkSize; z++)
            {




                /* 50% chance for a cell to be alive */
                if(rand() % 100 < 50)
                {
                    chunk[x][y][z] = 1;
                }
                else
                {
                    chunk[x][y][z] = 0;
                }
                cout<< "chunk[" << x << "][" << y << "][" << z << "]  state: " << chunk[x][y][z]<<endl;

            }
        }
    }
}

void renderChunk()
{
    int x;
    int y;
    int z;

    for(x=0; x < chunkSize; x++)
    {
        for(y=0; y < chunkSize; y++)
        {
            for(z=0; z < chunkSize; z++)
            {

                if(chunk[x][y][z] == 1)
                {
                    drawCube(1,x,y,z);
                }


            }
        }
    }
}

1 个答案:

答案 0 :(得分:2)

请注意,在所有glVertex3f调用的第一列中都有一个'*'符号。这应该是一个'+'来将顶点偏移x而不是缩放它。您可能还需要考虑按大小缩放每个多维数据集的大小。你最终会得到类似的东西:


    float halfSize = size / 2;
    float xSize = x * size;
    float ySize = y * size;
    float zSize = z * size;

    // front face
    glColor3f(0,200,255);
    glVertex3f(xsize + halfSize, ysize + halfSize, zsize + halfSize);
    glVertex3f(xsize - halfSize, ysize + halfSize, zsize + halfSize);
    glVertex3f(xsize - halfSize, ysize - halfSize, zsize + halfSize);
    glVertex3f(xsize + halfSize, ysize - halfSize, zsize + halfSize);