Turned off experimental phong lighting in the kernel

fixed all compiler errors thrown by MSVC
Switched experimental octree map back to the old map
Refactored old map system, prettied it up
This commit is contained in:
MitchellHansen
2016-10-29 00:42:49 -07:00
parent 391dc63ec8
commit 561c07c602
11 changed files with 587 additions and 284 deletions

View File

@@ -30,9 +30,9 @@ sf::Color Ray::Cast() {
// Setup the voxel coords from the camera origin
voxel = sf::Vector3<int>(
floorf(origin.x),
floorf(origin.y),
floorf(origin.z)
static_cast<int>(floorf(origin.x)),
static_cast<int>(floorf(origin.y)),
static_cast<int>(floorf(origin.z))
);
// Delta T is the units a ray must travel along an axis in order to
@@ -113,18 +113,18 @@ sf::Color Ray::Cast() {
if (face == 0) {
alpha = AngleBetweenVectors(sf::Vector3f(1, 0, 0), map->global_light);
alpha = fmod(alpha, 0.785) * 2;
alpha = static_cast<float>(fmod(alpha, 0.785) * 2);
} else if (face == 1) {
alpha = AngleBetweenVectors(sf::Vector3f(0, 1, 0), map->global_light);
alpha = fmod(alpha, 0.785) * 2;
alpha = static_cast<float>(fmod(alpha, 0.785) * 2);
} else if (face == 2){
//alpha = 1.57 / 2;
alpha = AngleBetweenVectors(sf::Vector3f(0, 0, 1), map->global_light);
alpha = fmod(alpha, 0.785) * 2;
alpha = static_cast<float>(fmod(alpha, 0.785) * 2);
}
alpha *= 162;