Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic
This commit is contained in:
@@ -1,46 +1,46 @@
|
||||
#pragma once
|
||||
#include <SFML/System/Vector3.hpp>
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <Map.h>
|
||||
|
||||
class RayCaster {
|
||||
public:
|
||||
RayCaster(Map *map,
|
||||
sf::Vector3<int> map_dimensions,
|
||||
sf::Vector2<int> viewport_resolution);
|
||||
~RayCaster();
|
||||
|
||||
void setFOV(float fov);
|
||||
void setResolution(sf::Vector2<int> resolution);
|
||||
|
||||
sf::Color* CastRays(sf::Vector3<float> camera_direction, sf::Vector3<float> camera_position);
|
||||
void moveCamera(sf::Vector2f v);
|
||||
private:
|
||||
|
||||
sf::Vector3<int> map_dimensions;
|
||||
Map *map;
|
||||
|
||||
// The XY resolution of the viewport
|
||||
sf::Vector2<int> resolution;
|
||||
|
||||
// The pixel array, maybe do RBGA? Are there even 4 byte data types?
|
||||
sf::Color *image;
|
||||
|
||||
// The direction of the camera in POLAR coordinates
|
||||
sf::Vector3<float> camera_direction;
|
||||
|
||||
|
||||
// Convert the polar coordinates to CARTESIAN
|
||||
sf::Vector3<float> camera_direction_cartesian;
|
||||
|
||||
// The world-space position of the camera
|
||||
sf::Vector3<float> camera_position;
|
||||
|
||||
// The distance in units the view plane is from the iris point
|
||||
int view_plane_distance = 200;
|
||||
|
||||
// Precalculated values for the view plane rays
|
||||
sf::Vector3f *view_plane_vectors;
|
||||
|
||||
};
|
||||
|
||||
#pragma once
|
||||
#include <SFML/System/Vector3.hpp>
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <Map.h>
|
||||
|
||||
class RayCaster {
|
||||
public:
|
||||
RayCaster(Map *map,
|
||||
sf::Vector3<int> map_dimensions,
|
||||
sf::Vector2<int> viewport_resolution);
|
||||
~RayCaster();
|
||||
|
||||
void setFOV(float fov);
|
||||
void setResolution(sf::Vector2<int> resolution);
|
||||
|
||||
sf::Color* CastRays(sf::Vector3<float> camera_direction, sf::Vector3<float> camera_position);
|
||||
void moveCamera(sf::Vector2f v);
|
||||
private:
|
||||
|
||||
sf::Vector3<int> map_dimensions;
|
||||
Map *map;
|
||||
|
||||
// The XY resolution of the viewport
|
||||
sf::Vector2<int> resolution;
|
||||
|
||||
// The pixel array, maybe do RBGA? Are there even 4 byte data types?
|
||||
sf::Color *image;
|
||||
|
||||
// The direction of the camera in POLAR coordinates
|
||||
sf::Vector3<float> camera_direction;
|
||||
|
||||
|
||||
// Convert the polar coordinates to CARTESIAN
|
||||
sf::Vector3<float> camera_direction_cartesian;
|
||||
|
||||
// The world-space position of the camera
|
||||
sf::Vector3<float> camera_position;
|
||||
|
||||
// The distance in units the view plane is from the iris point
|
||||
int view_plane_distance = 200;
|
||||
|
||||
// Precalculated values for the view plane rays
|
||||
sf::Vector3f *view_plane_vectors;
|
||||
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user