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; 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; list[55 + dim.x * (55 + dim.z * i)] = 1;
} }

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

@ -46,9 +46,9 @@ sf::Color Ray::Cast() {
// Intersection T is the collection of the next intersection points // Intersection T is the collection of the next intersection points
// for all 3 axis XYZ. // for all 3 axis XYZ.
intersection_t = sf::Vector3<float>( intersection_t = sf::Vector3<float>(
delta_t.x + origin.x, delta_t.x,
delta_t.y + origin.y, delta_t.y,
delta_t.z + origin.z delta_t.z
); );
int dist = 0; int dist = 0;
@ -99,7 +99,8 @@ sf::Color Ray::Cast() {
} }
// If we hit a voxel // 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: case 1:
return sf::Color::Red; return sf::Color::Red;
case 2: case 2:
@ -107,11 +108,11 @@ sf::Color Ray::Cast() {
case 3: case 3:
return sf::Color::Yellow; return sf::Color::Yellow;
case 4: case 4:
return sf::Color(40, 230, 96, 200); return sf::Color(80, 0, 150, 255);
case 5: case 5:
return sf::Color(80, 120, 96, 100); return sf::Color(255, 120, 255, 255);
case 6: case 6:
return sf::Color(150, 80, 220, 200); return sf::Color(150, 80, 220, 255);
} }
dist++; dist++;

@ -20,23 +20,48 @@ RayCaster::RayCaster(
resolution = viewport_resolution; resolution = viewport_resolution;
image = new sf::Color[resolution.x * resolution.y]; image = new sf::Color[resolution.x * resolution.y];
// Calculate the view plane vectors // 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]; view_plane_vectors = new sf::Vector3f[resolution.x * resolution.y];
for (int y = -resolution.y / 2 ; y < resolution.y / 2; y++) { for (int y = -resolution.y / 2 ; y < resolution.y / 2; y++) {
for (int x = -resolution.x / 2; x < resolution.x / 2; x++) { 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() { RayCaster::~RayCaster() {
delete image; delete image;
delete view_plane_vectors; delete view_plane_vectors;
} }
sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<float> camera_position) { sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<float> camera_position) {
// Setup the camera for this cast // 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)); camera_direction_cartesian = Normalize(SphereToCart(camera_direction));
this->camera_position = camera_position; this->camera_position = camera_position;
// Start the loop at the top left, scan right and work down // Start the loop at the top left, scan right and work down
for (int y = 0; y < resolution.y; y++) { for (int y = 0; y < resolution.y; y++) {
for (int x = 0; x < resolution.x; x++) { for (int x = 0; x < resolution.x; x++) {

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

Loading…
Cancel
Save