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:
15
src/Ray.cpp
15
src/Ray.cpp
@@ -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
96
src/RayCaster.cpp
Normal 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;
|
||||
}
|
||||
22
src/main.cpp
22
src/main.cpp
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user