Software raycasting now works, but has some major problems / is extremely

slow. Perhaps it will only be useful in debugging the kernel via emulation
This commit is contained in:
MitchellHansen
2016-11-04 23:11:24 -07:00
parent b2988f0e13
commit 8c1f18ac70
8 changed files with 258 additions and 198 deletions

View File

@@ -40,6 +40,7 @@ protected:
Old_Map * map = nullptr;
Camera *camera = nullptr;
std::vector<Light> lights;
int light_count = 0;
sf::Uint8 *viewport_image = nullptr;
sf::Vector4f *viewport_matrix = nullptr;
sf::Vector2i viewport_resolution;

View File

@@ -1,4 +1,5 @@
#include "RayCaster.h"
#include <thread>
class Software_Caster : public RayCaster
{
@@ -26,6 +27,9 @@ public:
private:
void cast_rays();
void cast_viewport();
void cast_thread(int start_id, int end_id);
void cast_ray(int id);
void blit_pixel(sf::Color color, sf::Vector2i position, sf::Vector3i mask);
sf::Color global_light(sf::Color in, sf::Vector3i mask);
};

View File

@@ -10,14 +10,13 @@ const double PI = 3.141592653589793238463;
const float PI_F = 3.14159265358979f;
struct Light {
#pragma pack(1)
sf::Vector4f rgbi;
// I believe that Vector3's get padded to Vector4's. Give them a non-garbage value
sf::Vector3f position;
const float padding_1 = -1;
sf::Vector3f direction_cartesian;
const float padding_2 = -2;
};
struct fps_counter {