私は現在、3D について学ぼうとしており、その間に 3D 配列やその他すべての楽しいことを楽しんでいます。コードが適切なキューブをレンダリングしていない理由を理解できないようです... 3D 配列を実行し、ランダムな状態を割り当てます (1 描画、2 描画しない) 状態を実行すると、理由がわかりませんすべてのキューブを描画するか、まったく描画しないようです。
悪いコードを許してください。
編集: (cout ファイルを追加し、コードを少し修正しました)
#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);
}
}
}
}
}