Major code rewrite.

-class Light added to handle the construction of the triangle fan
-light can now be bounded between two bounderies
-differnt sections of main have been placed into different functions for readability
-imgui variables were made inline and moved to Utility.hpp for convenience
-the claculation of intersections for rays hav been moved to Ray::calculateIntersect
-variables containing std::vector<Ray>, class Light, and std::vector<sf::VertexArray> were moved outsid of main() for convenience
This commit is contained in:
Joseph Aquino 2025-04-11 13:58:45 -04:00
parent 637dc7e821
commit a3672012f6
9 changed files with 455 additions and 205 deletions

94
Light.cpp Normal file
View File

@ -0,0 +1,94 @@
#include "Light.h"
void Light::draw(sf::RenderWindow& window)
{
if (not m_visible) return;
changeColor(lightColor.asSfColor());
window.draw(m_light.data(), m_light.size(), sf::PrimitiveType::TriangleFan);
if (not drawEndPoints) return;
for (auto& point : m_light)
{
point.color = sf::Color::Black;
sf::CircleShape endPoint(5.f, 20u);
endPoint.setOrigin({ 5, 5 });
endPoint.setFillColor(rayColor.asSfColor());
endPoint.setPosition(point.position);
window.draw(endPoint);
}
}
void Light::addRay(Ray ray)
{
m_rays.emplace_back(ray);
}
void Light::changeColor(sf::Color color)
{
for (auto& points : m_light)
points.color = color;
for (auto& ray : m_rays)
ray.changeColor(color);
}
void Light::processRays(const std::vector<sf::VertexArray>& polygons)
{
if (m_center and m_offset)
{
constructPartialLight(polygons);
}
else
{
constructFullLight();
}
}
void Light::constructFullLight()
{
std::sort(m_rays.begin(), m_rays.end(), [](const auto& lhs, const auto& rhs) { return lhs.angle().wrapUnsigned().asRadians() < rhs.angle().wrapUnsigned().asRadians(); });
for (auto& ray : m_rays)
{
m_light.emplace_back(ray.points()[end]);
}
m_light.emplace_back(m_rays.front().points()[end]);//fully connect the triangle fan
}
void Light::constructPartialLight(const std::vector<sf::VertexArray>& polygons)
{
auto upperAngleBound = m_center.value() + m_offset.value();
auto lowerAngleBound = m_center.value() - m_offset.value();
Ray upperBound(m_light[0].position, rayLength, upperAngleBound, lightColor.asSfColor());
Ray lowerBound(m_light[0].position, rayLength, lowerAngleBound, lightColor.asSfColor());
m_rays.emplace_back(upperBound);
m_rays.emplace_back(lowerBound);
for (auto& ray : m_rays)
{
ray.calculateIntersect(polygons);
}
if ((m_center.value().wrapUnsigned().asDegrees() - m_offset.value().wrapUnsigned().asDegrees() < 0.f) or (m_center.value().wrapUnsigned().asDegrees() + m_offset.value().wrapUnsigned().asDegrees() > 360.f))
{
std::sort(m_rays.begin(), m_rays.end(), [](const auto& lhs, const auto& rhs) { return lhs.angle().wrapSigned().asRadians() < rhs.angle().wrapSigned().asRadians(); });
for (auto& ray : m_rays)
if (ray.angle().wrapSigned() >= lowerAngleBound.wrapSigned() and ray.angle().wrapSigned() <= upperAngleBound.wrapSigned())
{
m_light.emplace_back(ray.points()[end]);
}
}
else
{
std::sort(m_rays.begin(), m_rays.end(), [](const auto& lhs, const auto& rhs) { return lhs.angle().wrapUnsigned().asRadians() < rhs.angle().wrapUnsigned().asRadians(); });
for (auto& ray : m_rays)
if (ray.angle().wrapUnsigned() >= lowerAngleBound.wrapUnsigned() and ray.angle().wrapUnsigned() <= upperAngleBound.wrapUnsigned())
{
m_light.emplace_back(ray.points()[end]);
}
}
}

77
Light.h Normal file
View File

@ -0,0 +1,77 @@
#pragma once
#include <cmath>
#include <iostream>
#include <vector>
#include <algorithm>
#include <cstddef>
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include "Utility.hpp"
#include "Ray.h"
class Light
{
public:
Light(bool visible = true)
: m_visible(visible)
{
m_light.push_back(sf::Vertex());
}
Light(sf::Angle center, sf::Angle offset, bool visible = true)
: m_center(center)
, m_offset(offset)
, m_visible(visible)
{
m_light.push_back(sf::Vertex{});
}
void addAngleBounds(sf::Angle center, sf::Angle offset)
{
m_center = center;
m_offset = offset;
}
void removeAngleBounds()
{
m_center.reset();
m_offset.reset();
}
void setVisibility(bool input) { m_visible = input; }
bool visible() const { return m_visible; }
void setCenterAngle(sf::Angle center) { m_center = center; }
std::optional<sf::Angle> getCenterAngle() const { return m_center; }
void setOffsetAngle(sf::Angle offset) { m_offset = offset; }
std::optional<sf::Angle> getOffsetAngle() const { return m_offset; }
sf::Vector2f getOrigin() const { return m_light[0].position; }
void setOrigin(sf::Vector2f center) { m_light[0].position = center; }
void draw(sf::RenderWindow& window);
void addRay(Ray ray);
void clearRays() { m_rays.clear(); m_light.clear(); m_light.push_back(sf::Vertex{});}
void changeColor(sf::Color color);
void processRays(const std::vector<sf::VertexArray>& polygons);
private:
std::vector<sf::Vertex> m_light{};
RayVector m_rays{};
std::optional<sf::Angle> m_center{};
std::optional<sf::Angle> m_offset{};
bool m_visible{};
void constructFullLight();
void constructPartialLight(const std::vector<sf::VertexArray>& polygons);
};

20
Ray.cpp
View File

@ -167,3 +167,23 @@
m_points[start].color = color;
m_points[end].color = color;
}
void Ray::calculateIntersect(const std::vector<sf::VertexArray>& polygons)
{
sf::Vector2f closestIntersection = m_points[end].position;
std::optional<sf::Vector2f> currentIntersect{};
for (auto& poly : polygons)
{
for (int i = 1; i <= poly.getVertexCount() - 1; i++) {
currentIntersect = lineIntersect({ m_points[start].position, m_points[end].position }, { poly[i - 1].position , poly[i].position });
if (currentIntersect)
{
if ((closestIntersection - m_points[start].position).length() > (currentIntersect.value() - m_points[start].position).length())
{
closestIntersection = currentIntersect.value();
}
}
}
}
changeEnd(closestIntersection);
}

2
Ray.h
View File

@ -44,6 +44,8 @@ public:
void changeColor(sf::Color color);
void calculateIntersect(const std::vector<sf::VertexArray>& polygons);
bool operator== (const Ray& rhs)
{
return m_points[start].position == rhs.points()[start].position and m_points[end].position == rhs.points()[end].position;

View File

@ -9,6 +9,8 @@
#include "Random.h"
#include "Ray.h"
template<typename T, typename U, typename V>
inline T getRandomNumber(U min, V max)
{
@ -131,3 +133,20 @@ inline float distanceBetween(sf::Vector2f startPoint, sf::Vector2f endPoint)
{
return sqrtf(powf(endPoint.x - startPoint.x, 2) + powf(endPoint.y - startPoint.y, 2));
}
//imGui Variables
inline sf::Vector2f mousePos{};
inline float polySize[2] = { 100.f, 100.f };
inline int numRays{ 500 };
inline int vertexBounds[2] = { 3u, 10u };
inline int averageSize{ 100u };
inline float rayLength{ 500.f };
inline imguiColor rayColor = constructImguiColor(sf::Color::Red);
inline imguiColor lightColor = constructImguiColor(sf::Color::Yellow);
inline bool drawRays{ false };
inline bool drawLight{ true };
inline bool drawEndPoints{ false };
inline bool boundedLight{ false };
inline int lightCenterAngle{0};
inline int lightOffsetAngle{45};

View File

@ -3,6 +3,6 @@ Pos=60,60
Size=400,400
[Window][Config]
Pos=7,7
Size=710,322
Pos=44,11
Size=708,467

318
main.cpp
View File

@ -10,172 +10,81 @@
#include "Utility.hpp"
#include "Ray.h"
#include "Light.h"
auto window = sf::RenderWindow(sf::VideoMode({ 1920u, 1080u }), "Ray Casting Test");
Light light;
RayVector rays;
std::vector<sf::VertexArray> polygons;
void GUI();
void userInput(std::vector<sf::VertexArray>& polygons);
void processRays();
void render();
int main()
{
sf::Vector2f center{ 1920.f / 2.f, 1080.f / 2.f };
//sfml setup
auto window = sf::RenderWindow(sf::VideoMode({ 1920u, 1080u }), "Ray Casting Test");
sf::Clock clock;
window.setFramerateLimit(144);
if (!ImGui::SFML::Init(window))
return -1;
sf::Clock clock;
sf::Vector2f mousePos = center;
//imGui Variables
float polySize[2] = { 100.f, 100.f };
int numRays{ 500 };
int vertexBounds[2] = { 3u, 10u };
int averageSize{ 100u };
float rayLength{ 500.f };
imguiColor rayColor = constructImguiColor(sf::Color::Red);
imguiColor lightColor = constructImguiColor(sf::Color::Red);
bool drawRays{ false };
bool drawLight{ true };
//initalize vectors
RayVector rays;
std::vector<sf::VertexArray> polygons;
polygons.push_back(constructRectangle(center, center));
mousePos = center;
polygons.emplace_back(constructRectangle(center, center));
//main game loop
while (window.isOpen())
{
rays.clear();
//handle input
while (const std::optional event = window.pollEvent())
{
ImGui::SFML::ProcessEvent(window, *event);
if (event->is<sf::Event::Closed>())
{
window.close();
}
if (const auto* buttonPressed = event->getIf<sf::Event::KeyPressed>())
{
switch (buttonPressed->scancode)
{
case sf::Keyboard::Scancode::C:
polygons.clear();
break;
case sf::Keyboard::Scancode::R:
polygons.push_back(constructRandomPolygon(mousePos, vertexBounds[0] + 1, vertexBounds[1] + 1, averageSize));
break;
case sf::Keyboard::Scancode::Escape:
window.close();
break;
default:
break;
}
}
if (const auto* mousePressed = event->getIf<sf::Event::MouseButtonPressed>())
{
switch (mousePressed->button)
{
case sf::Mouse::Button::Right:
polygons.push_back(constructRectangle((sf::Vector2f)mousePressed->position, { polySize[0], polySize[1] }, sf::Color::Black));
break;
default:
break;
}
}
if (const auto* mouseMoved = event->getIf<sf::Event::MouseMoved>())
{
mousePos = (sf::Vector2f)mouseMoved->position;
for (auto& ray : rays) ray.changeStart(mousePos);
}
}// end user input loop
if (numRays > 0)
{
float i = 0.f, angleIncrement = 360.f / (float)numRays;
for (int i = 0; i < numRays; i++) rays.push_back(Ray(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor()));
}
for (auto& poly : polygons)
{
for (std::size_t i = 0; i < poly.getVertexCount() - 1; i++)
{
if (distanceBetween(mousePos, poly[i].position) <= rayLength)
{
sf::Angle angle = sf::radians(std::atan2f(poly[i].position.y - mousePos.y, poly[i].position.x - mousePos.x));
rays.push_back(Ray(mousePos, poly[i].position, rayColor.asSfColor()));
rays.push_back(Ray(mousePos, rayLength, angle + sf::radians(.00001f), rayColor.asSfColor()));
rays.push_back(Ray(mousePos, rayLength, angle - sf::radians(.00001f), rayColor.asSfColor()));
}
}
}
for (auto& ray : rays)
{
auto& rayPoints = ray.points();
sf::Vector2f closestIntersection = rayPoints[end].position;
std::optional<sf::Vector2f> currentIntersect{};
for (auto& poly : polygons)
{
for (int i = 1; i <= poly.getVertexCount() - 1; i++) {
currentIntersect = lineIntersect({ rayPoints[start].position, rayPoints[end].position }, { poly[i - 1].position , poly[i].position });
if (currentIntersect)
{
if ((closestIntersection - rayPoints[start].position).length() > (currentIntersect.value() - rayPoints[start].position).length())
{
closestIntersection = currentIntersect.value();
}
}
}
}
ray.changeEnd(closestIntersection);
}
std::sort(rays.begin(), rays.end(), [](const auto& lhs, const auto& rhs) { return lhs.angle().wrapUnsigned().asRadians() < rhs.angle().wrapUnsigned().asRadians(); });
sf::VertexArray light(sf::PrimitiveType::TriangleFan, 1);
if (not rays.empty())
{
light[0].position = mousePos;
light[0].color = lightColor.asSfColor();
for (auto& ray : rays)
{
light.append(ray.points()[end]);
}
light.append(rays.front().points()[end]);
}
for (int i = 0; i < light.getVertexCount(); i++)
light[i].color = lightColor.asSfColor();
ImGui::SFML::Update(window, clock.restart());
rays.clear();
light.clearRays();
userInput(polygons);
processRays();
light.setOrigin(mousePos);
for (auto& ray : rays) light.addRay(ray);
GUI();
render();
}
ImGui::SFML::Shutdown();
}
void GUI()
{
ImGui::Begin("Config");
ImGui::Text("Controls:");
ImGui::Indent();
ImGui::Text("Right Click: place rectangle at mouse position");
ImGui::Text("R: place a randomly sized polygon at mouse position");
ImGui::Text("C: clear all polygons");
ImGui::Text("Scroll wheel: increase/decrease light direction (if light is bounded)");
ImGui::Unindent();
ImGui::Checkbox("Render rays", &drawRays);
ImGui::SameLine();
ImGui::Checkbox("Render light", &drawLight);
if (ImGui::Checkbox("Render light", &drawLight))
{
light.setVisibility(drawLight);
}
if (ImGui::SliderInt("number of rays", &numRays, 5, 500))
{
rays.clear();
{
float i = 0.f, angleIncrement = 360.f / (float)numRays;
for (int i = 0; i < numRays; i++) rays.push_back(Ray(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor()));
for (int i = 0; i < numRays; i++) rays.emplace_back(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor());
}
}
@ -184,10 +93,36 @@ int main()
{
for (auto& ray : rays) ray.changeColor(rayColor.asSfColor());
}
if (ImGui::ColorEdit3("Light color", &lightColor.r))
ImGui::ColorEdit3("Light color", &lightColor.r);
if(ImGui::Checkbox("Light is bounded", &boundedLight))
{
for (int i = 0; i < light.getVertexCount(); i++)
light[i].color = lightColor.asSfColor();
if (boundedLight)
{
light.addAngleBounds(sf::degrees((float)lightCenterAngle), sf::degrees((float)lightOffsetAngle));
}
else
{
light.removeAngleBounds();
}
}
if (boundedLight)
{
ImGui::Checkbox("Draw end points", &drawEndPoints);
ImGui::SliderInt("Light direction", &lightCenterAngle, 0, 359);
light.setCenterAngle(sf::degrees((float)lightCenterAngle));
if (ImGui::InputInt("Offset size", &lightOffsetAngle))
{
if (lightOffsetAngle > 89)
{
lightOffsetAngle = 89;
}
if (lightOffsetAngle < 0)
{
lightOffsetAngle = 0;
}
}
light.setOffsetAngle(sf::degrees((float)lightOffsetAngle));
}
ImGui::InputFloat2("rectangle Size (X,Y)", polySize, "%.1f");
ImGui::Text("Random polygon config: ");
@ -209,10 +144,110 @@ int main()
}
ImGui::End();
}
void userInput(std::vector<sf::VertexArray>& polygons)
{
while (const std::optional event = window.pollEvent())
{
ImGui::SFML::ProcessEvent(window, *event);
if (event->is<sf::Event::Closed>())
{
window.close();
}
if (const auto* buttonPressed = event->getIf<sf::Event::KeyPressed>())
{
switch (buttonPressed->scancode)
{
case sf::Keyboard::Scancode::C:
polygons.clear();
break;
case sf::Keyboard::Scancode::R:
polygons.emplace_back(constructRandomPolygon(mousePos, vertexBounds[0] + 1, vertexBounds[1] + 1, averageSize));
break;
case sf::Keyboard::Scancode::Escape:
window.close();
break;
default:
break;
}
}
if (const auto* mousePressed = event->getIf<sf::Event::MouseButtonPressed>())
{
switch (mousePressed->button)
{
case sf::Mouse::Button::Right:
polygons.emplace_back(constructRectangle((sf::Vector2f)mousePressed->position, { polySize[0], polySize[1] }, sf::Color::Black));
break;
default:
break;
}
}
if (const auto* mouseWheelScrolled = event->getIf<sf::Event::MouseWheelScrolled>())
{
switch (mouseWheelScrolled->wheel)
{
case sf::Mouse::Wheel::Vertical:
if (boundedLight)
lightCenterAngle = std::clamp(lightCenterAngle += (int)mouseWheelScrolled->delta, 0, 360);
break;
default:
break;
}
}
if (const auto* mouseMoved = event->getIf<sf::Event::MouseMoved>())
{
mousePos = (sf::Vector2f)mouseMoved->position;
}
}
}
void processRays()
{
if (numRays > 0)
{
float i = 0.f, angleIncrement = 360.f / (float)numRays;
for (int i = 0; i < numRays; i++) rays.emplace_back(Ray(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor()));
}
for (auto& poly : polygons)
{
for (std::size_t i = 0; i < poly.getVertexCount() - 1; i++)
{
if (distanceBetween(mousePos, poly[i].position) <= rayLength)
{
sf::Angle angle = sf::radians(std::atan2f(poly[i].position.y - mousePos.y, poly[i].position.x - mousePos.x));
rays.emplace_back(Ray(mousePos, poly[i].position, rayColor.asSfColor()));
rays.emplace_back(Ray(mousePos, rayLength, angle + sf::radians(.00001f), rayColor.asSfColor()));
rays.emplace_back(Ray(mousePos, rayLength, angle - sf::radians(.00001f), rayColor.asSfColor()));
}
}
}
for (auto& ray : rays)
{
ray.calculateIntersect(polygons);
}
}
void render()
{
window.clear(sf::Color::White);
//render entities
light.processRays(polygons);
light.draw(window);
for (auto& poly : polygons) window.draw(poly);
if (drawRays)
@ -229,12 +264,7 @@ int main()
}
}
if (drawLight) window.draw(light);
ImGui::SFML::Render(window);
window.display();
}
ImGui::SFML::Shutdown();
}

View File

@ -142,10 +142,12 @@
<ClCompile Include="..\..\..\..\..\dev\libraries\imgui\imgui_draw.cpp" />
<ClCompile Include="..\..\..\..\..\dev\libraries\imgui\imgui_tables.cpp" />
<ClCompile Include="..\..\..\..\..\dev\libraries\imgui\imgui_widgets.cpp" />
<ClCompile Include="Light.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Ray.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Light.h" />
<ClInclude Include="Utility.hpp" />
<ClInclude Include="Random.h" />
<ClInclude Include="Ray.h" />

View File

@ -45,6 +45,9 @@
<ClCompile Include="Ray.cpp">
<Filter>Source Files\Classes</Filter>
</ClCompile>
<ClCompile Include="Light.cpp">
<Filter>Source Files\Classes</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Utility.hpp">
@ -56,5 +59,8 @@
<ClInclude Include="Ray.h">
<Filter>Header Files\Classes</Filter>
</ClInclude>
<ClInclude Include="Light.h">
<Filter>Header Files\Classes</Filter>
</ClInclude>
</ItemGroup>
</Project>