things are casting now and sfml is rendering the way I want it to.

The voxel stepping is still all messed up, and it seems that there is
some data corruption on the map that I'll need to dig into
This commit is contained in:
MitchellHansen
2016-07-31 13:52:22 -07:00
parent 1553b5da2c
commit 0b8cd9a194
5 changed files with 54 additions and 17 deletions

View File

@@ -47,10 +47,10 @@ sf::Color Ray::Cast(){
// Setup the voxel step based on what direction the ray is pointing
sf::Vector3<int> voxel_step(1, 1, 1);
if (direction.x <= 0.0f || direction.x >= 3.14f) {
voxel_step.x *= -1;
}
if (direction.y <= 0.0f || direction.y >= 3.14f) {
//if (direction.x <= 0.0f || direction.x >= 3.14f) {
// voxel_step.x *= -1;
//}
if (direction.y > 0.0f || direction.y < PI/2) {
voxel_step.y *= -1;
}
if (direction.z <= 0.0f || direction.z >= 3.14f) {
@@ -77,17 +77,16 @@ sf::Color Ray::Cast(){
intersection_t.z = intersection_t.z + delta_t.z;
}
}
// If the voxel went out of bounds
if (voxel.x > 49 || voxel.y > 49){
if (voxel.z > dimensions.z || voxel.x > dimensions.x || voxel.y > dimensions.x){
return sf::Color::Blue;;
}
else if (voxel.z > 49 || voxel.x < 0 || voxel.y < 0 || voxel.z < 0){
else if ( voxel.x < 0 || voxel.y < 0 || voxel.z < 0){
return sf::Color::Green;
}
// If we found a voxel
// Registers hit on non-zero
else if (map->list[voxel.x, voxel.y, voxel.z] != 0){
else if (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)] != 0){
//TODO: Switch that assigns color on voxel data
return sf::Color::Red;

96
src/RayCaster.cpp Normal file
View File

@@ -0,0 +1,96 @@
#include "RayCaster.h"
#include <util.hpp>
#include <Ray.h>
RayCaster::RayCaster(
Map *map,
sf::Vector3<int> map_dimensions,
sf::Vector2<int> viewport_resolution ) {
// Override values
//this.map_dimensions = new Vector3<int> (50, 50, 50);
//this.resolution = new Vector2<int> (200, 200);
//this.camera_direction = new Vector3<float> (1f, 0f, .8f);
//this.camera_position = new Vector3<float> (1, 10, 10);
this->map_dimensions = map_dimensions;
this->map = map;
resolution = viewport_resolution;
image = new sf::Color[resolution.x * resolution.y];
}
RayCaster::~RayCaster() {
}
sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<float> camera_position) {
// Setup the camera for this cast
this->camera_direction = camera_direction;
camera_direction_cartesian = Normalize(SphereToCart(camera_direction));
this->camera_position = camera_position;
// The radian increment each ray is spaced from one another
double y_increment_radians = DegreesToRadians(40.0 / resolution.y);
double x_increment_radians = DegreesToRadians(50.0 / resolution.x);
// A reference to the positive X axis as our base viewport point
sf::Vector3f base_direction(1, 0, 0);
//-resolution.y / 2
// Start the loop at the bottom left, scan right and work up
for (int x = 0; x < resolution.x; x++) {
for (int y = 0; y < resolution.y; y++) {
// The direction the final ray will point.
// First take a reference to the base direction to setup the viewport
//Vector3<float> ray_direction = new Vector3<float> (base_direction);
// New method to cast rays using the original intended Spherical coords
// instead of that malarchy with converting them to cartesian from the formula
sf::Vector3f ray_direction(
camera_direction.x,
camera_direction.y + (float)(y_increment_radians * y),
camera_direction.z + (float)(x_increment_radians * x)
);
sf::Vector3f ray_cartesian = Normalize(SphereToCart(ray_direction));
sf::Vector3f cam_cartesian = Normalize(SphereToCart(camera_direction));
if ((y == -99 || y == 0 || y == 99) && (/*x == 99 || x == 0 || */x == -99)) {
std::cout << "X : " << x << "\n";
std::cout << "Y : " << y << "\n";
std::cout << ray_direction.x << " : " << ray_direction.y << " : " << ray_direction.z << "\n";
}
// Setup the ray
Ray r(map, resolution, sf::Vector2i(x, y), camera_position, ray_direction);
// Cast it
sf::Color c = r.Cast();
if (c.a == 0)
std::cout << "BLACK";
image[x + resolution.x*y] = c;
}
}
return image;
}
void RayCaster::moveCamera(sf::Vector2f v) {
camera_direction.y += v.x;
camera_direction.z += v.y;
}

View File

@@ -3,7 +3,8 @@
#include <string>
#include <chrono>
#include "util.hpp"
#include "../build/RayCaster.h"
#include "RayCaster.h"
#include <Map.h>
const int WINDOW_X = 600;
const int WINDOW_Y = 800;
@@ -52,7 +53,7 @@ int main() {
// State values
sf::Vector3i map_dim(100, 100, 100);
sf::Vector2i view_res(200, 200);
sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
sf::Vector3f cam_pos(10, 10, 10);
@@ -72,6 +73,23 @@ int main() {
// If the user tries to exit the application via the GUI
if (event.type == sf::Event::Closed)
window.close();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
cam_dir.z -= 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
cam_dir.z += 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
cam_dir.y += 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
cam_dir.y -= 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
}
// Get the elapsed time from the start of the application