There we go! The raycaster now has a camera that renders without distortion and can be pitched, yawed, and moved on the XYZ axis. I'm not sure now if I want to: Add lighting, improve performance, or start working on porting it to OpenCL

master
mitchellhansen 8 years ago
parent 7829316625
commit 14987e3ba7

@ -10,7 +10,7 @@ public:
list[i] = 0;
}
for (int i = 50; i < 52; i++) {
for (int i = 51; i < 52; i++) {
list[55 + dim.x * (55 + dim.z * i)] = 1;
}

@ -37,7 +37,7 @@ private:
sf::Vector3<float> camera_position;
// The distance in units the view plane is from the iris point
int view_plane_distance = 300;
int view_plane_distance = 200;
// Precalculated values for the view plane rays
sf::Vector3f *view_plane_vectors;

@ -38,17 +38,17 @@ sf::Color Ray::Cast() {
// 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)
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 + origin.x,
delta_t.y + origin.y,
delta_t.z + origin.z
delta_t.x,
delta_t.y,
delta_t.z
);
int dist = 0;
@ -99,7 +99,8 @@ sf::Color Ray::Cast() {
}
// If we hit a voxel
switch (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)]) {
int index = voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z);
switch (map->list[index]) {
case 1:
return sf::Color::Red;
case 2:
@ -107,11 +108,11 @@ sf::Color Ray::Cast() {
case 3:
return sf::Color::Yellow;
case 4:
return sf::Color(40, 230, 96, 200);
return sf::Color(80, 0, 150, 255);
case 5:
return sf::Color(80, 120, 96, 100);
return sf::Color(255, 120, 255, 255);
case 6:
return sf::Color(150, 80, 220, 200);
return sf::Color(150, 80, 220, 255);
}
dist++;

@ -20,23 +20,48 @@ RayCaster::RayCaster(
resolution = viewport_resolution;
image = new sf::Color[resolution.x * resolution.y];
// Calculate the view plane vectors
// Because casting to individual pixels causes barrel distortion,
// Get the radian increments
// Set the camera origin
// Rotate the ray by the specified pixel * increment
double y_increment_radians = DegreesToRadians(50.0 / resolution.y);
double x_increment_radians = DegreesToRadians(80.0 / resolution.x);
view_plane_vectors = new sf::Vector3f[resolution.x * resolution.y];
for (int y = -resolution.y / 2 ; y < resolution.y / 2; y++) {
for (int x = -resolution.x / 2; x < resolution.x / 2; x++) {
view_plane_vectors[(x + resolution.x / 2) + resolution.x * (y + resolution.y / 2)] = Normalize(sf::Vector3f(view_plane_distance, x, y));
// The base ray direction to slew from
sf::Vector3f ray(1, 0, 0);
// Y axis, pitch
ray = sf::Vector3f(
ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y),
ray.y,
ray.z * cos(y_increment_radians * y) - ray.x * sin(y_increment_radians * y)
);
// Z axis, yaw
ray = sf::Vector3f(
ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x),
ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x),
ray.z
);
int index = (x + resolution.x / 2) + resolution.x * (y + resolution.y / 2);
view_plane_vectors[index] = Normalize(ray);
}
}
}
RayCaster::~RayCaster() {
delete image;
delete view_plane_vectors;
}
sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<float> camera_position) {
// Setup the camera for this cast
@ -44,7 +69,6 @@ sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<
camera_direction_cartesian = Normalize(SphereToCart(camera_direction));
this->camera_position = camera_position;
// Start the loop at the top left, scan right and work down
for (int y = 0; y < resolution.y; y++) {
for (int x = 0; x < resolution.x; x++) {
@ -73,7 +97,7 @@ sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<
Ray r(map, resolution, sf::Vector2i(x, y), camera_position, ray);
// Cast it and assign its return value
image[x + resolution.x*y] = r.Cast();
image[x + resolution.x * y] = r.Cast();
}
}

@ -6,8 +6,8 @@
#include "RayCaster.h"
#include <Map.h>
const int WINDOW_X = 400;
const int WINDOW_Y = 400;
const int WINDOW_X = 600;
const int WINDOW_Y = 600;
float elap_time(){
@ -52,7 +52,7 @@ int main() {
window_sprite.setPosition(0, 0);
// State values
sf::Vector3i map_dim(100, 100, 100);
sf::Vector3i map_dim(200, 200, 200);
sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
sf::Vector3f cam_pos(50, 50, 50);

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