getting started on the lights

master
MitchellHansen 8 years ago
parent 03a7ee43fd
commit 3f0a99a435

@ -0,0 +1,50 @@
#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include "util.hpp"
#include "Pub_Sub.h"
class Light : public VrEventSubscriber {
public:
enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
Light();
Light(sf::Vector3f position, sf::Vector3f direction);
~Light();
int set_position(sf::Vector3f position);
int add_static_impulse(sf::Vector3f impulse);
int add_relative_impulse(DIRECTION direction, float speed);
int slew_camera(sf::Vector3f input);
void set_camera(sf::Vector3f input);
int update(double delta_time);
void look_at_center();
sf::Vector3f* get_direction_pointer();
sf::Vector3f* get_position_pointer();
sf::Vector3f* get_movement_pointer();
sf::Vector3f get_movement();
sf::Vector3f get_position();
sf::Vector3f get_direction();
void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;
private:
// XYZ
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
};

@ -4,6 +4,7 @@
#include <Map.h> #include <Map.h>
#include "Old_Map.h" #include "Old_Map.h"
#include "Camera.h" #include "Camera.h"
#include "Light.h"
class RayCaster { class RayCaster {

@ -272,26 +272,26 @@ inline std::vector<float> sfml_get_float_input(sf::RenderWindow *window) {
} }
struct Light { //struct Light {
sf::Vector4f rgbi; // sf::Vector4f rgbi;
//
// I believe that Vector3's get padded to Vector4's. Give them a non-garbage value // // I believe that Vector3's get padded to Vector4's. Give them a non-garbage value
sf::Vector3f position; // sf::Vector3f position;
//
sf::Vector3f direction_cartesian; // sf::Vector3f direction_cartesian;
//
void look_at_center() { // void look_at_center() {
direction_cartesian = SphereToCart(CartToNormalizedSphere(sf::Vector3f(256, 256, 256) - position)); // direction_cartesian = SphereToCart(CartToNormalizedSphere(sf::Vector3f(256, 256, 256) - position));
}; // };
//
void orbit_around_center(double time) { // void orbit_around_center(double time) {
position = sf::Vector3f( // position = sf::Vector3f(
position.x * cos(time/1000) - position.y * sin(time/1000), // position.x * cos(time/1000) - position.y * sin(time/1000),
position.x * sin(time/1000) + position.y * cos(time/1000), // position.x * sin(time/1000) + position.y * cos(time/1000),
position.z // position.z
); // );
//
look_at_center(); // look_at_center();
}; // };
}; //};

@ -221,6 +221,7 @@ int Hardware_Caster::debug_quick_recompile()
} }
validate(); validate();
return 1;
} }
void Hardware_Caster::test_edit_viewport(int width, int height, float v_fov, float h_fov) void Hardware_Caster::test_edit_viewport(int width, int height, float v_fov, float h_fov)

@ -0,0 +1,138 @@
#pragma once
#include "Light.h"
#include "Pub_Sub.h"
Light::Light() {
}
Light::Light(sf::Vector3f position, sf::Vector3f direction) :
position(position), direction_cartesian(direction_cartesian)
{
}
Light::~Light() {
}
int Light::set_position(sf::Vector3f position) {
this->position = position;
return 1;
}
int Light::add_static_impulse(sf::Vector3f impulse) {
movement += impulse;
return 1;
}
int Light::add_relative_impulse(DIRECTION impulse_direction, float speed) {
// No sense in doing fancy dot products, adding Pi's will suffice
// Always add PI/2 to X initially to avoid negative case
sf::Vector2f dir;
switch (impulse_direction) {
case DIRECTION::FORWARD:
dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x);
break;
case DIRECTION::REARWARD:
dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x + PI_F);
break;
case DIRECTION::LEFT:
dir = sf::Vector2f(direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
break;
case DIRECTION::RIGHT:
dir = sf::Vector2f(direction_cartesian.y + PI_F / 2, PI_F / 2);
break;
case DIRECTION::UP:
dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x + PI_F / 2);
break;
case DIRECTION::DOWN:
dir = sf::Vector2f(direction_cartesian.y + PI_F, (direction_cartesian.x * -1) + PI_F / 2);
break;
}
movement += SphereToCart(dir);
movement *= speed;
return 1;
}
int Light::slew_camera(sf::Vector3f input) {
direction_cartesian -= input;
return 1;
}
void Light::set_camera(sf::Vector3f input) {
direction_cartesian = input;
}
int Light::update(double delta_time) {
double multiplier = 40;
position.x += static_cast<float>(movement.x * delta_time * multiplier);
position.y += static_cast<float>(movement.y * delta_time * multiplier);
position.z += static_cast<float>(movement.z * delta_time * multiplier);
movement *= static_cast<float>(1.0f * delta_time * multiplier);
return 1;
}
void Light::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
if (event.get()->type == vr::Event::KeyHeld) {}
else if (event->type == vr::Event::KeyPressed) {}
else if (event->type == vr::Event::MouseMoved) {}
else if (event->type == vr::Event::JoystickMoved) {
vr::JoystickMoved *joystick_event = static_cast<vr::JoystickMoved*>(event.get());
if (joystick_event->axis == sf::Joystick::Axis::X) {
movement.x -= joystick_event->position / 5;
//add_relative_impulse(Camera::DIRECTION::FORWARD, joystick_event->position);
}
else if (joystick_event->axis == sf::Joystick::Axis::Y) {
movement.y += joystick_event->position / 5;
//add_relative_impulse(Camera::DIRECTION::RIGHT, joystick_event->position);
}
//else if (joystick_event->axis == sf::Joystick::Axis::Z) {
// add_relative_impulse(Camera::DIRECTION::DOWN, joystick_event->position);
//}
}
}
void Light::look_at_center() {
//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
}
sf::Vector3f* Light::get_direction_pointer() {
return &direction_cartesian;
}
sf::Vector3f* Light::get_movement_pointer() {
return &movement;
}
sf::Vector3f* Light::get_position_pointer() {
return &position;
}
sf::Vector3f Light::get_movement() {
return movement;
}
sf::Vector3f Light::get_position() {
return position;
}
sf::Vector3f Light::get_direction() {
return direction_cartesian;
}

@ -186,49 +186,49 @@ void Old_Map::generate_terrain() {
} }
//for (int x = 0; x < dimensions.x; x++) { for (int x = 0; x < dimensions.x; x++) {
// for (int y = 0; y < dimensions.y; y++) { for (int y = 0; y < dimensions.y; y++) {
// if (height_map[x + y * dimensions.x] > 0) { if (height_map[x + y * dimensions.x] > 0) {
//
// int z = static_cast<int>(height_map[x + y * dimensions.x]);
// while (z > 0) { int z = static_cast<int>(height_map[x + y * dimensions.x]);
// voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5;
// z--;
// }
// }
// } while (z > 0) {
//} voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5;
z--;
}
}
}
}
//for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) {
// for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) {
// for (int z = 0; z < 5; z++) {
// voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6; for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) {
// } for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) {
// } for (int z = 0; z < 5; z++) {
//}
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
}
}
}
//for (int x = 0; x < dimensions.x; x++) {
// for (int y = 0; y < dimensions.y; y++) {
//// for (int z = 0; z < dimensions.z; z++) {
// //if (rand() % 1000 < 1)
// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
//// }
// }
//}
//for (int x = 30; x < 60; x++) { for (int x = 0; x < dimensions.x; x++) {
// //for (int y = 0; y < dimensions.y; y++) { for (int y = 0; y < dimensions.y; y++) {
// for (int z = 0; z < 25; z++) { // for (int z = 0; z < dimensions.z; z++) {
// voxel_data[x + dimensions.x * (50 + dimensions.z * z)] = 6; //if (rand() % 1000 < 1)
voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
// } // }
// //} }
//} }
for (int x = 30; x < 60; x++) {
//for (int y = 0; y < dimensions.y; y++) {
for (int z = 0; z < 25; z++) {
voxel_data[x + dimensions.x * (50 + dimensions.z * z)] = 6;
}
//}
}
// Hand code in some constructions // Hand code in some constructions

@ -326,14 +326,16 @@ void Software_Caster::blit_pixel(sf::Color color, sf::Vector2i position, sf::Vec
sf::Color Software_Caster::global_light(sf::Color in, sf::Vector3i mask) { sf::Color Software_Caster::global_light(sf::Color in, sf::Vector3i mask) {
sf::Vector3f mask_f(mask); // I think I may scrap this whole software fallback caster thing
in.a = in.a + (int)acos( //sf::Vector3f mask_f(mask);
DotProduct(
Normalize(lights->at(0).direction_cartesian), //in.a = in.a + (int)acos(
Normalize(mask_f) // DotProduct(
) // Normalize(lights->at(0).direction_cartesian),
)/ 2; // Normalize(mask_f)
// )
// )/ 2;
return in; return in;

@ -37,6 +37,7 @@
#include "Input.h" #include "Input.h"
#include "Pub_Sub.h" #include "Pub_Sub.h"
#include "NetworkInput.h" #include "NetworkInput.h"
#include "light.h"
const int WINDOW_X = 1000; const int WINDOW_X = 1000;
const int WINDOW_Y = 1000; const int WINDOW_Y = 1000;
@ -123,10 +124,11 @@ int main() {
float h = 90.0; float h = 90.0;
// Light for the currently non functional Bling Phong shader // Light for the currently non functional Bling Phong shader
Light l; Light l(
l.direction_cartesian = sf::Vector3f(-1.0f, -1.0f, -1.5f); sf::Vector3f(256.0f, 256.0f, 256.0f),
l.position = sf::Vector3f(256.0f, 256.0f, 256.0f); sf::Vector3f(-1.0f, -1.0f, -1.5f),
l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f); &window
);
std::vector<Light> light_vec; std::vector<Light> light_vec;
light_vec.push_back(l); light_vec.push_back(l);
@ -198,34 +200,31 @@ int main() {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) {
while (raycaster->debug_quick_recompile() != 0); while (raycaster->debug_quick_recompile() != 0);
} }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { //if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
light_vec.at(0).position.x -= delta_time * 100; // light_vec.at(0).position.x -= delta_time * 100;
} //}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { //if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
light_vec.at(0).position.x += delta_time * 100; // light_vec.at(0).position.x += delta_time * 100;
} //}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { //if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
light_vec.at(0).position.y += delta_time * 100; // light_vec.at(0).position.y += delta_time * 100;
} //}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { //if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
light_vec.at(0).position.y -= delta_time * 100; // light_vec.at(0).position.y -= delta_time * 100;
} //}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Home)) { //if (sf::Keyboard::isKeyPressed(sf::Keyboard::Home)) {
light_vec.at(0).position.z += delta_time * 100; // light_vec.at(0).position.z += delta_time * 100;
} //}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::End)) { //if (sf::Keyboard::isKeyPressed(sf::Keyboard::End)) {
light_vec.at(0).position.z -= delta_time * 100; // light_vec.at(0).position.z -= delta_time * 100;
} //}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) {
// light_vec.at(0).position = camera->get_position();
// light_vec.at(0).direction_cartesian = SphereToCart(camera->get_direction());
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) { //}
light_vec.at(0).position = camera->get_position(); //if (sf::Keyboard::isKeyPressed(sf::Keyboard::O)) {
light_vec.at(0).direction_cartesian = SphereToCart(camera->get_direction()); // light_vec.at(0).orbit_around_center(timer_accumulator += delta_time);
} //}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::O)) {
light_vec.at(0).orbit_around_center(timer_accumulator += delta_time);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Num0)) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::Num0)) {
std::string path = "../assets/"; std::string path = "../assets/";

Loading…
Cancel
Save