More work done on the ray

This commit is contained in:
MitchellHansen
2016-07-31 00:01:50 -07:00
parent 4432c0338b
commit 37ef472f61
5 changed files with 179 additions and 25 deletions

84
build/RayCaster.cpp Normal file
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#include "RayCaster.h"
#include <util.hpp>
#include <Ray.h>
RayCaster::RayCaster(Map *map,
sf::Vector3<int> map_dimensions,
sf::Vector2<int> viewport_resolution,
sf::Vector3<float> camera_direction,
sf::Vector3<float> camera_position) {
// 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;
map = map;
resolution = viewport_resolution;
image = new sf::Uint8[resolution.x, resolution.y];
this->camera_direction = camera_direction;
camera_direction_cartesian = Normalize(SphereToCart(camera_direction));
this->camera_position = camera_position;
}
RayCaster::~RayCaster() {
}
sf::Uint8* RayCaster::Cast() {
// 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);
// Start the loop at the bottom left, scan right and work up
for (int x = 0; x < resolution.x / 2; x++) {
for (int y = -resolution.y / 2; y < resolution.y / 2; 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 + 1.0f,
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
///image[x + 100, y + 100] = r.Cast();
}
}
return image;
}

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build/RayCaster.h Normal file
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#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include <Map.h>
class RayCaster {
public:
RayCaster(Map *map,
sf::Vector3<int> map_dimensions,
sf::Vector2<int> viewport_resolution,
sf::Vector3<float> camera_direction,
sf::Vector3<float> camera_position);
~RayCaster();
sf::Uint8* Cast();
private:
sf::Vector3<int> map_dimensions;
Map *map;
// The XY resolution of the viewport
sf::Vector2<int> resolution;
// The pixel array, maybe do RBGA? Are there even 4 byte data types?
sf::Uint8 *image;
// The direction of the camera in POLAR coordinates
sf::Vector3<float> camera_direction;
// Convert the polar coordinates to CARTESIAN
sf::Vector3<float> camera_direction_cartesian;
// The world-space position of the camera
sf::Vector3<float> camera_position;
};