Lighting, testing voxel generation
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45
src/Ray.cpp
45
src/Ray.cpp
@@ -51,27 +51,34 @@ sf::Color Ray::Cast() {
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delta_t.z
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);
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int dist = 0;
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int face = -1;
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// X:0, Y:1, Z:2
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// Andrew Woo's raycasting algo
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do {
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if ((intersection_t.x) < (intersection_t.y)) {
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if ((intersection_t.x) < (intersection_t.z)) {
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face = 0;
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voxel.x += voxel_step.x;
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intersection_t.x = intersection_t.x + delta_t.x;
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} else {
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face = 2;
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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} else {
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if ((intersection_t.y) < (intersection_t.z)) {
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face = 1;
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voxel.y += voxel_step.y;
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intersection_t.y = intersection_t.y + delta_t.y;
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} else {
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face = 2;
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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@@ -100,19 +107,43 @@ sf::Color Ray::Cast() {
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// If we hit a voxel
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int index = voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z);
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switch (map->list[index]) {
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int voxel_data = map->list[index];
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float alpha = 0;
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if (face == 0) {
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alpha = AngleBetweenVectors(sf::Vector3f(1, 0, 0), map->global_light);
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alpha = fmod(alpha, 0.785) * 2;
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} else if (face == 1) {
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alpha = AngleBetweenVectors(sf::Vector3f(0, 1, 0), map->global_light);
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alpha = fmod(alpha, 0.785) * 2;
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} else if (face == 2){
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//alpha = 1.57 / 2;
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alpha = AngleBetweenVectors(sf::Vector3f(0, 0, 1), map->global_light);
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alpha = fmod(alpha, 0.785) * 2;
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}
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alpha *= 162;
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switch (voxel_data) {
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case 1:
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return sf::Color::Red;
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// AngleBew0 - 1.57 * 162 = 0 - 255
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return sf::Color(255, 0, 0, alpha);
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case 2:
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return sf::Color::Magenta;
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return sf::Color(255, 10, 0, alpha);
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case 3:
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return sf::Color::Yellow;
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return sf::Color(255, 0, 255, alpha);
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case 4:
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return sf::Color(80, 0, 150, 255);
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return sf::Color(80, 0, 150, alpha);
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case 5:
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return sf::Color(255, 120, 255, 255);
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return sf::Color(255, 120, 255, alpha);
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case 6:
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return sf::Color(150, 80, 220, 255);
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return sf::Color(150, 80, 220, alpha);
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}
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dist++;
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