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Toy-Raytracer/World.cpp

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2019-05-27 13:50:49 +02:00
//
// Created by trotfunky on 27/05/19.
//
#include "World.h"
World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) : w(w), h(h),
groundColor(groundColor), ceilingColor(ceilingColor), map(std::move(worldMap)), player(0,0,0)
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{
map.resize(w*h,BlockType::WALL);
}
int World::getW() const
{
return w;
}
int World::getH() const
{
return h;
}
BlockType World::getBlock(float x, float y) const
{
return(map.at(static_cast<int>(x)+w* static_cast<int>(y)));
}
void World::setBlock(BlockType block, int x, int y, int width, int height)
{
for(int i = 0;i<height;i++)
{
for(int j = 0;j<width;j++)
{
if(x+j<w && y+i < h)
{
map.at((y+i)*w+x+j) = block;
}
}
}
}
std::ostream& operator<<(std::ostream& ostream, World const& world)
{
for(int i = 0;i<world.w*world.h;i++)
{
if(i%world.w == 0)
{
ostream << std::endl;
}
switch(world.getBlock(i%world.w,i/world.w))
{
case BlockType::AIR:
{
if(static_cast<int>(world.player.x) == i%world.w && static_cast<int>(world.player.y) == i/world.h)
{
ostream << "P";
}
else
{
ostream << " ";
}
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break;
}
case BlockType::WALL:
{
ostream << "W";
break;
}
case BlockType::DOOR:
{
ostream << "D";
break;
}
case BlockType::WINDOW:
{
ostream << "W";
break;
}
}
}
return(ostream);
}
void World::fillColumn(sf::RenderWindow& window, int column, float scale, sf::Color wallColor) const
{
float columnHeight = window.getSize().y*scale;
sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight));
pixelColumn.setPosition(column,(window.getSize().y-columnHeight)/2.0);
pixelColumn.setFillColor(wallColor);
window.draw(pixelColumn);
}
float World::castRay(float originX, float originY, float orientation)
{
/*
* Reference used for ray intersection computations :
* https://web.archive.org/web/20220628034315/https://yunes.informatique.univ-paris-diderot.fr/wp-content/uploads/cours/INFOGRAPHIE/08-Raycasting.pdf
*/
float deltaX;
float deltaY;
if(orientation < 45 || orientation > 315)
{
}
else if(orientation < 135)
{
}
else if(orientation < 225)
{
}
else
{
}
return 0;
}
void World::render(sf::RenderWindow& window) const
{
/*
* Draw ground and sky planes through half of the screen, as the walls
* will get drawn over them.
* This doesn't work if we support textures/levels.
*/
sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0));
ground.setFillColor(groundColor);
ground.setPosition(0,window.getSize().y/2.0);
sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0));
ceiling.setFillColor(ceilingColor);
window.draw(ground);
window.draw(ceiling);
/*
* Throw rays and draw walls over the ceiling and ground.
* Only throws in the plane, which doesn't work for levels/3D.
*/
for(int i = 0;i<window.getSize().x;i++)
{
fillColumn(window, i, 0.5);
}
}