parent
5f24a4cf3f
commit
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#include "RayCaster.h"
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class Software_Caster : public RayCaster
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{
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public:
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Software_Caster();
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virtual ~Software_Caster();
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int init() override;
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// In interop mode, this will create a GL texture that we share
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// Otherwise, it will create the pixel buffer and pass that in as an image, retrieving it each draw
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// Both will create the view matrix, view res buffer
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void create_viewport(int width, int height, float v_fov, float h_fov) override;
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void assign_lights(std::vector<Light> lights) override;
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void assign_map(Old_Map *map) override;
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void assign_camera(Camera *camera) override;
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void validate() override;
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// draw will abstract the gl sharing and software rendering
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// methods of retrieving the screen buffer
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void compute() override;
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void draw(sf::RenderWindow* window) override;
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private:
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void cast_rays();
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};
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#include "Software_Caster.h"
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Software_Caster::Software_Caster()
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{
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}
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Software_Caster::~Software_Caster()
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{
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}
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int Software_Caster::init()
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{
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return 1;
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}
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void Software_Caster::create_viewport(int width, int height, float v_fov, float h_fov)
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{
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// CL needs the screen resolution
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sf::Vector2i view_res(width, height);
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// And an array of vectors describing the way the "lens" of our
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// camera works
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// This could be modified to make some odd looking camera lenses
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double y_increment_radians = DegreesToRadians(v_fov / view_res.y);
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double x_increment_radians = DegreesToRadians(h_fov / view_res.x);
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viewport_matrix = new sf::Vector4f[width * height * 4];
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for (int y = -view_res.y / 2; y < view_res.y / 2; y++) {
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for (int x = -view_res.x / 2; x < view_res.x / 2; x++) {
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// The base ray direction to slew from
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sf::Vector3f ray(1, 0, 0);
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// Y axis, pitch
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ray = sf::Vector3f(
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static_cast<float>(ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y)),
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static_cast<float>(ray.y),
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static_cast<float>(ray.z * cos(y_increment_radians * y) - ray.x * sin(y_increment_radians * y))
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);
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// Z axis, yaw
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ray = sf::Vector3f(
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static_cast<float>(ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x)),
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static_cast<float>(ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x)),
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static_cast<float>(ray.z)
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);
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int index = (x + view_res.x / 2) + view_res.x * (y + view_res.y / 2);
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ray = Normalize(ray);
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viewport_matrix[index] = sf::Vector4f(
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ray.x,
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ray.y,
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ray.z,
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0
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);
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}
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}
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// Create the image that opencl's rays write to
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viewport_image = new sf::Uint8[width * height * 4];
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for (int i = 0; i < width * height * 4; i += 4) {
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viewport_image[i] = 255; // R
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viewport_image[i + 1] = 255; // G
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viewport_image[i + 2] = 255; // B
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viewport_image[i + 3] = 100; // A
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}
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// Interop lets us keep a reference to it as a texture
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viewport_texture.create(width, height);
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viewport_texture.update(viewport_image);
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viewport_sprite.setTexture(viewport_texture);
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}
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void Software_Caster::assign_lights(std::vector<Light> lights) {
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this->lights = std::vector<Light>(lights);
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int light_count = static_cast<int>(lights.size());
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}
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void Software_Caster::assign_map(Old_Map * map) {
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this->map = map;
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}
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void Software_Caster::assign_camera(Camera * camera) {
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this->camera = camera;
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}
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void Software_Caster::validate() {
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// Check to make sure everything has been entered;
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if (camera == nullptr ||
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map == nullptr ||
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viewport_image == nullptr ||
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viewport_matrix == nullptr) {
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std::cout << "Raycaster.validate() failed, camera, map, or viewport not initialized";
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}
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}
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void Software_Caster::compute() {
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cast_rays();
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}
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void Software_Caster::draw(sf::RenderWindow * window) {
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viewport_texture.update(viewport_image);
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window->draw(viewport_sprite);
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}
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void Software_Caster::cast_rays()
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{
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int i = 0;
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for (int y = 0; y < viewport_resolution.y; y++) {
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for (int x = 0; x < viewport_resolution.x; x++) {
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int id = i;
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sf::Vector2i pixel = { id % viewport_resolution.x, id / viewport_resolution.x };
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// 4f 3f ??
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sf::Vector4f ray_dir = viewport_matrix[pixel.x + viewport_resolution.x * pixel.y];
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ray_dir = sf::Vector4f(
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ray_dir.z * sin(camera->get_direction().x) + ray_dir.x * cos(camera->get_direction().x),
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ray_dir.y,
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ray_dir.z * cos(camera->get_direction().x) - ray_dir.x * sin(camera->get_direction().x),
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0
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);
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ray_dir = sf::Vector4f(
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ray_dir.x * cos(camera->get_direction().y) - ray_dir.y * sin(camera->get_direction().y),
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ray_dir.x * sin(camera->get_direction().y) + ray_dir.y * cos(camera->get_direction().y),
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ray_dir.z,
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0
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);
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// Setup the voxel step based on what direction the ray is pointing
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sf::Vector3i voxel_step = sf::Vector3i(
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static_cast<int>(1 * (abs(ray_dir.x) / ray_dir.x)),
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static_cast<int>(1 * (abs(ray_dir.y) / ray_dir.y)),
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static_cast<int>(1 * (abs(ray_dir.z) / ray_dir.z))
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);
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// Setup the voxel coords from the camera origin
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sf::Vector3i voxel = sf::Vector3i(
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static_cast<int>(camera->get_position().x),
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static_cast<int>(camera->get_position().y),
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static_cast<int>(camera->get_position().z)
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);
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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sf::Vector3f delta_t = sf::Vector3f(
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fabs(1.0f / ray_dir.x),
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fabs(1.0f / ray_dir.y),
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fabs(1.0f / ray_dir.z)
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);
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// offset is how far we are into a voxel, enables sub voxel movement
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sf::Vector3f offset = sf::Vector3f(
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(camera->get_position().x - floor(camera->get_position().x)) * voxel_step.x,
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(camera->get_position().y - floor(camera->get_position().y)) * voxel_step.y,
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(camera->get_position().z - floor(camera->get_position().z)) * voxel_step.z
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);
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// Intersection T is the collection of the next intersection points
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// for all 3 axis XYZ.
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sf::Vector3f intersection_t = sf::Vector3f(
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delta_t.x * offset.x,
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delta_t.y * offset.y,
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delta_t.z * offset.z
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);
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// for negative values, wrap around the delta_t, rather not do this
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// component wise, but it doesn't appear to want to work
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if (intersection_t.x < 0) {
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intersection_t.x += delta_t.x;
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}
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if (intersection_t.y < 0) {
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intersection_t.y += delta_t.y;
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}
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if (intersection_t.z < 0) {
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intersection_t.z += delta_t.z;
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}
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// use a ghetto ass rng to give rays a "fog" appearance
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sf::Vector2i randoms = { 3, 14 };
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int seed = randoms.x + id;
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int t = seed ^ (seed << 11);
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int result = randoms.y ^ (randoms.y >> 19) ^ (t ^ (t >> 8));
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int max_dist = 800 + result % 50;
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int dist = 0;
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sf::Vector3i mask = { 0, 0, 0 };
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// Andrew Woo's raycasting algo
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do {
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if ((intersection_t.x) < (intersection_t.y)) {
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if ((intersection_t.x) < (intersection_t.z)) {
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mask.x = 1;
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voxel.x += voxel_step.x;
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intersection_t.x = intersection_t.x + delta_t.x;
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}
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else {
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mask.z = 1;
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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}
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else {
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if ((intersection_t.y) < (intersection_t.z)) {
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mask.y = 1;
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voxel.y += voxel_step.y;
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intersection_t.y = intersection_t.y + delta_t.y;
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}
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else {
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mask.z = 1;
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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}
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// If the ray went out of bounds
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sf::Vector3i overshoot = sf::Vector3i(
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voxel.x <= map->getDimensions().x,
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voxel.y <= map->getDimensions().y,
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voxel.z <= map->getDimensions().z
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);
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sf::Vector3i undershoot = sf::Vector3i(
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voxel.x > 0,
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voxel.y > 0,
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voxel.z > 0
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);
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if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0) {
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viewport_image[x + viewport_resolution.x * y] = (255, 0, 255, 255);
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return;
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}
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if (undershoot.z == 0) {
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viewport_image[x + viewport_resolution.x * y] = (255, 0, 255, 255);
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return;
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}
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// If we hit a voxel
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//int index = voxel.x * (*map_dim).y * (*map_dim).z + voxel.z * (*map_dim).z + voxel.y;
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// Why the off by one on voxel.y?
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int index = voxel.x + map->getDimensions().x * (voxel.y + map->getDimensions().z * (voxel.z - 1));
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int voxel_data = map->get_voxel_data()[index];
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if (voxel_data != 0) {
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switch (voxel_data) {
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case 255:
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viewport_image[x + viewport_resolution.x * y] = (255, 0, 255, 255);
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return;
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case 2:
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viewport_image[x + viewport_resolution.x * y] = (255, 0, 255, 255);
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return;
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case 3:
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viewport_image[x + viewport_resolution.x * y] = (255, 0, 255, 255);
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return;
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case 4:
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viewport_image[x + viewport_resolution.x * y] = (255, 0, 255, 255);
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return;
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case 5:
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viewport_image[x + viewport_resolution.x * y] = (0, 255, 255, 255);
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case 6:
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viewport_image[x + viewport_resolution.x * y] = (255, 0, 255, 255);
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return;
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default:
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//write_imagef(image, pixel, (float4)(.30, .2550, .2550, 255.00));
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continue;
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}
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}
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dist++;
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} while (dist < max_dist);
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viewport_image[x + viewport_resolution.x * y] = (255, 0, 0, 255);
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return;
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}
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}
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}
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