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#pragma once
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <Map.h>
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#include "Old_map.h"
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// What about a parent, child relationship between the raycaster and it's two
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// different modes? Raycaster -> ClCaster, SoftwareCaster
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class Camera;
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class RayCaster {
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public:
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RayCaster();
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~RayCaster();
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virtual void assign_map(Old_Map *map) = 0;
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virtual void assign_camera(Camera *camera) = 0;
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virtual void assign_viewport(int width, int height, float v_fov, float h_fov) = 0;
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virtual void assign_light(Light light) = 0;
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// draw will abstract the gl sharing and software rendering
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// methods of retrieving the screen buffer
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virtual void draw(sf::RenderWindow* window) = 0;
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private:
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sf::Vector3<int> map_dimensions;
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Old_Map *map;
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// The XY resolution of the viewport
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sf::Vector2<int> resolution;
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// The pixel array, maybe do RBGA? Are there even 4 byte data types?
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sf::Color *image;
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// The direction of the camera in POLAR coordinates
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sf::Vector3<float> camera_direction;
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// Convert the polar coordinates to CARTESIAN
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sf::Vector3<float> camera_direction_cartesian;
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// The world-space position of the camera
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sf::Vector3<float> camera_position;
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// The distance in units the view plane is from the iris point
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int view_plane_distance = 200;
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// Precalculated values for the view plane rays
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sf::Vector3f *view_plane_vectors;
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};
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