体素块未渲染正确的块

Voxel Chunk not rendering proper blocks?

本文关键字:      更新时间:2023-10-16

我目前正在努力学习3D,并试图在学习3D阵列和所有有趣的东西时获得一些乐趣。我似乎无法理解为什么我的代码没有呈现正确的立方体。。。我遍历一个3D数组并分配随机状态(1个绘制,2个不绘制)我不明白为什么当我遍历这些状态时,它似乎只绘制了所有的立方体,或者没有绘制。

如果有任何帮助,我们将不胜感激。

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);
                }

            }
        }
    }
}
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"+",以使顶点偏移x,而不是缩放它。您可能还需要考虑按大小缩放每个立方体的大小。你最终会得到这样的东西:
float halfSize=size/2;float xSize=x*大小;float ySize=y*大小;float zSize=z*大小;//正面glColor3f(0200255);glVertex3f(xsize+halfSize,ysize+hallSize,zsize+half-Size);glVertex3f(xsize-harfSize,ysize+halfSize,zsize+half-Size);glVertex3f(xsize-halfSize,ysize-half-Size,zsize+half-Size);glVertex3f(xsize+halfSize,ysize-halfSize,zsize+half-Size);
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