More work done on the ray
This commit is contained in:
84
build/RayCaster.cpp
Normal file
84
build/RayCaster.cpp
Normal file
@@ -0,0 +1,84 @@
|
|||||||
|
#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;
|
||||||
|
}
|
||||||
39
build/RayCaster.h
Normal file
39
build/RayCaster.h
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
#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;
|
||||||
|
};
|
||||||
|
|
||||||
@@ -1,5 +1,9 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <SFML/Graphics.hpp>
|
#include <SFML/Graphics.hpp>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
const double PI = 3.141592653589793238463;
|
||||||
|
const float PI_F = 3.14159265358979f;
|
||||||
|
|
||||||
struct fps_counter {
|
struct fps_counter {
|
||||||
public:
|
public:
|
||||||
@@ -49,3 +53,24 @@ inline sf::Vector3f CartToSphere(sf::Vector3f in) {
|
|||||||
);
|
);
|
||||||
return r;
|
return r;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
inline sf::Vector3f Normalize(sf::Vector3f in) {
|
||||||
|
|
||||||
|
float multiplier = sqrt(in.x * in.x + in.y * in.y + in.z * in.z);
|
||||||
|
auto r = sf::Vector3f(
|
||||||
|
in.x / multiplier,
|
||||||
|
in.y / multiplier,
|
||||||
|
in.z / multiplier
|
||||||
|
);
|
||||||
|
return r;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
inline float DegreesToRadians(float in) {
|
||||||
|
return in * PI / 180.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline float RadiansToDegrees(float in) {
|
||||||
|
return in * 180.0f / PI;
|
||||||
|
}
|
||||||
@@ -23,6 +23,12 @@ float elap_time(){
|
|||||||
}
|
}
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
|
|
||||||
|
|
||||||
|
sf::Uint8 c;
|
||||||
|
std::cout << sizeof(c);
|
||||||
|
|
||||||
|
|
||||||
// Initialize the render window
|
// Initialize the render window
|
||||||
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
|
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user