Lighting, testing voxel generation

This commit is contained in:
2016-08-06 00:50:48 -07:00
parent 14987e3ba7
commit c431d7452a
6 changed files with 177 additions and 62 deletions

View File

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