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#pragma once
#include <SFML/Graphics.hpp>
#include <iostream>
#include "Map.h"
#include <Ray.h>
#include "util.hpp"
Ray::Ray(
Map *map,
sf::Vector2<int> resolution,
sf::Vector2<int> pixel,
sf::Vector3<float> camera_position,
sf::Vector3<float> ray_direction) {
this->pixel = pixel;
this->map = map;
origin = camera_position;
direction = ray_direction;
dimensions = map->getDimensions();
}
sf::Color Ray::Cast() {
// Setup the voxel step based on what direction the ray is pointing
sf::Vector3<int> voxel_step(1, 1, 1);
voxel_step.x *= (direction.x > 0) - (direction.x < 0);
voxel_step.y *= (direction.y > 0) - (direction.y < 0);
voxel_step.z *= (direction.z > 0) - (direction.z < 0);
// Setup the voxel coords from the camera origin
voxel = sf::Vector3<int>(
static_cast<int>(floorf(origin.x)),
static_cast<int>(floorf(origin.y)),
static_cast<int>(floorf(origin.z))
);
// Delta T is the units a ray must travel along an axis in order to
// traverse an integer split
delta_t = sf::Vector3<float>(
fabsf(1.0f / direction.x),
fabsf(1.0f / direction.y),
fabsf(1.0f / direction.z)
);
// Intersection T is the collection of the next intersection points
// for all 3 axis XYZ.
intersection_t = sf::Vector3<float>(
delta_t.x,
delta_t.y,
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;
}
}
// If the ray went out of bounds
if (voxel.z >= dimensions.z) {
return sf::Color(172, 245, 251, 200);
}
if (voxel.x >= dimensions.x) {
return sf::Color(172, 245, 251, 200);
}
if (voxel.y >= dimensions.x) {
return sf::Color(172, 245, 251, 200);
}
if (voxel.x < 0) {
return sf::Color(172, 245, 251, 200);
}
if (voxel.y < 0) {
return sf::Color(172, 245, 251, 200);
}
if (voxel.z < 0) {
return sf::Color(172, 245, 251, 200);
}
// If we hit a voxel
int index = voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z);
int voxel_data = map->list[index];
float alpha = 0;
if (face == 0) {
alpha = AngleBetweenVectors(sf::Vector3f(1, 0, 0), map->global_light);
alpha = static_cast<float>(fmod(alpha, 0.785) * 2);
} else if (face == 1) {
alpha = AngleBetweenVectors(sf::Vector3f(0, 1, 0), map->global_light);
alpha = static_cast<float>(fmod(alpha, 0.785) * 2);
} else if (face == 2){
//alpha = 1.57 / 2;
alpha = AngleBetweenVectors(sf::Vector3f(0, 0, 1), map->global_light);
alpha = static_cast<float>(fmod(alpha, 0.785) * 2);
}
alpha *= 162;
switch (voxel_data) {
case 5:
return sf::Color(255, 120, 255, static_cast<int>(alpha));
case 6:
return sf::Color(150, 80, 220, static_cast<int>(alpha));
default:
return sf::Color(150, 80, 220, static_cast<int>(alpha));
}
dist++;
} while (dist < 600);
// Ray timeout color
return sf::Color::Cyan;
}