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

@@ -31,6 +31,7 @@
#include "Hardware_Caster.h"
#include "Vector4.hpp"
#include <Camera.h>
#include "Software_Caster.h"
const int WINDOW_X = 1920;
const int WINDOW_Y = 1080;
@@ -67,6 +68,7 @@ int main() {
// Initialize the raycaster hardware, compat, or software
RayCaster *rc = new Hardware_Caster();
//RayCaster *rc = new Software_Caster();
if (rc->init() != 1) {
delete rc;
// rc = new Hardware_Caster_Compat();
@@ -95,8 +97,8 @@ int main() {
rc->create_viewport(WINDOW_X, WINDOW_Y, 50.0f, 80.0f);
Light l;
l.direction_cartesian = sf::Vector3f(1.0f, 1.0f, 0.0f);
l.position = sf::Vector3f(10.0f, 10.0f, 10.0f);
l.direction_cartesian = sf::Vector3f(1.5f, 1.2f, 0.5f);
l.position = sf::Vector3f(100.0f, 100.0f, 100.0f);
l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f);
rc->assign_lights(std::vector<Light>{l});
@@ -125,7 +127,9 @@ int main() {
// Mouse capture
sf::Vector2i deltas;
sf::Vector2i fixed(window.getSize());
sf::Vector2i prev_pos;
bool mouse_enabled = true;
bool reset = false;
while (window.isOpen()) {
@@ -142,6 +146,8 @@ int main() {
mouse_enabled = false;
else
mouse_enabled = true;
} if (event.key.code == sf::Keyboard::R) {
reset = true;
}
}
}
@@ -174,11 +180,18 @@ int main() {
}
if (mouse_enabled) {
deltas = fixed - sf::Mouse::getPosition();
if (reset) {
reset = false;
sf::Mouse::setPosition(sf::Vector2i(2560/2, 1080/2));
prev_pos = sf::Vector2i(2560 / 2, 1080 / 2);
}
deltas = prev_pos - sf::Mouse::getPosition();
if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
// Mouse movement
sf::Mouse::setPosition(fixed);
//sf::Mouse::setPosition(fixed);
prev_pos = sf::Mouse::getPosition();
camera->slew_camera(sf::Vector2f(
deltas.y / 300.0f,
deltas.x / 300.0f