SFML_Experiments/3DTest/Render.hpp

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2020-01-08 16:19:25 +03:00
#include "SynGame.hpp"
class RenderWindow : public Window
{
private:
sf::Vertex *vertices;
unsigned int pixelSize;
sf::Vertex *_CreateVertexBuffer();
void ReloadScreenBuffer();
void Render();
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public:
RenderWindow(unsigned int = 960, unsigned int = 540, std::string = "Window", sf::Uint32 = sf::Style::Titlebar | sf::Style::Close);
~RenderWindow();
void Update();
void CreateWindow();
void CloseWindow();
void SetSize(unsigned int, unsigned int);
};
void RenderWindow::Update()
{
if(!isFocused)
return;
Window::Update();
Render();
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window.clear();
window.draw(vertices, size.x * size.y, sf::Points);
window.display();
}
void RenderWindow::Render()
{
int y;
int x;
sf::Vertex *ptr = vertices;
Sphere spheres[9];
spheres[0].position = Vector3( 10, 0, 0); spheres[0].radius = 1.0;
spheres[1].position = Vector3(-10, 0, 0); spheres[1].radius = 1.0;
spheres[2].position = Vector3( 0, -10, 0); spheres[2].radius = 1.0;
spheres[3].position = Vector3( 0, 10, 0); spheres[3].radius = 1.0;
spheres[4].position = Vector3( 10, 10, -10); spheres[4].radius = 1.0;
spheres[5].position = Vector3(-10,-10, -10); spheres[5].radius = 1.0;
spheres[6].position = Vector3( 10, -10, -10); spheres[6].radius = 1.0;
spheres[7].position = Vector3(-10, 10, -10); spheres[7].radius = 1.0;
spheres[8].position = Vector3(0, 0, 10); spheres[8].radius = 5;
RayMarch ray = RayMarch();
Vector3 cameraPos(0, 0, -timer.GetTimePassed() * 2);
Vector3 rayDirection;
ray.SetRay(cameraPos, rayDirection, spheres, 9, 100);
rayDirection = (0, 0, 0);
for (y = 0; y < size.y; y++)
for (x = 0; x < size.x; x++)
{
// Change this
rayDirection.x = (float)x - (float)size.x / 2.0;
rayDirection.y = (float)y - (float)size.y / 2.0;
rayDirection.z = 1000.0;
rayDirection = rayDirection.Normalized();
ray.SetPosition(cameraPos, rayDirection);
ptr -> color = ray.FireRay();
ptr++;
}
}
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sf::Vertex *RenderWindow::_CreateVertexBuffer()
{
int y;
int x;
sf::Vertex *newVertices = new sf::Vertex[size.x * size.y];
sf::Vertex *ptr = newVertices;
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for (y = 0; y < size.y; y++)
for (x = 0; x < size.x; x++)
{
ptr -> color = sf::Color::Black;
ptr++ -> position = sf::Vector2f(x, y);
}
return newVertices;
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}
void RenderWindow::ReloadScreenBuffer()
{
if(vertices)
delete[] vertices;
vertices = _CreateVertexBuffer();
}
void RenderWindow::CreateWindow()
{
if(window.isOpen())
return;
Window::CreateWindow();
ReloadScreenBuffer();
}
void RenderWindow::CloseWindow()
{
if(!window.isOpen())
return;
Window::CloseWindow();
if(vertices)
delete[] vertices;
vertices = NULL;
}
void RenderWindow::SetSize(unsigned int width, unsigned int height)
{
Window::SetSize(width, height);
ReloadScreenBuffer();
}
RenderWindow::RenderWindow(unsigned int width, unsigned int height, std::string title, sf::Uint32 style) : Window(width, height, title, style)
{
ReloadScreenBuffer();
}
RenderWindow::~RenderWindow()
{
if(vertices)
delete[] vertices;
}