@ -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 + + ) {