tests/qtp/qtp_raycasting/raycasting.cpp
changeset 37 758a864f9613
parent 36 ef0373b55136
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36:ef0373b55136 37:758a864f9613
     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
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     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
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     7 ** This file is part of the demonstration applications of the Qt Toolkit.
       
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    16 ** GNU Lesser General Public License Usage
       
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    20 ** packaging of this file.  Please review the following information to
       
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    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
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    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 #include <math.h>
       
    43 
       
    44 #include "raycasting.h"
       
    45 
       
    46 #ifndef M_PI
       
    47 #define M_PI 3.14159265358979323846
       
    48 #endif
       
    49 
       
    50 #define WORLD_SIZE 8
       
    51 int world_map[WORLD_SIZE][WORLD_SIZE] = {
       
    52     { 1, 1, 1, 1, 6, 1, 1, 1 },
       
    53     { 1, 0, 0, 1, 0, 0, 0, 7 },
       
    54     { 1, 1, 0, 1, 0, 1, 1, 1 },
       
    55     { 6, 0, 0, 0, 0, 0, 0, 3 },
       
    56     { 1, 8, 8, 0, 8, 0, 8, 1 },
       
    57     { 2, 2, 0, 0, 8, 8, 7, 1 },
       
    58     { 3, 0, 0, 0, 0, 0, 0, 5 },
       
    59     { 2, 2, 2, 2, 7, 4, 4, 4 },
       
    60 };
       
    61 
       
    62 #define TEXTURE_SIZE 64
       
    63 #define TEXTURE_BLOCK (TEXTURE_SIZE * TEXTURE_SIZE)
       
    64 
       
    65 Raycasting::Raycasting(QWidget *parent)
       
    66             : QWidget(parent)
       
    67             , angle(0.5)
       
    68             , playerPos(1.5, 1.5)
       
    69             , angleDelta(0)
       
    70             , moveDelta(0)
       
    71             , touchDevice(false) {
       
    72 
       
    73         // http://www.areyep.com/RIPandMCS-TextureLibrary.html
       
    74         textureImg.load(":/textures.png");
       
    75         textureImg = textureImg.convertToFormat(QImage::Format_ARGB32);
       
    76         Q_ASSERT(textureImg.width() == TEXTURE_SIZE * 2);
       
    77         Q_ASSERT(textureImg.bytesPerLine() == 4 * TEXTURE_SIZE * 2);
       
    78         textureCount = textureImg.height() / TEXTURE_SIZE;
       
    79 
       
    80         watch.start();
       
    81         ticker.start(25, this);
       
    82         setAttribute(Qt::WA_OpaquePaintEvent, true);
       
    83         setMouseTracking(false);
       
    84     }
       
    85 
       
    86     void Raycasting::updatePlayer() {
       
    87         int interval = qBound(20, watch.elapsed(), 250);
       
    88         watch.start();
       
    89         angle += angleDelta * interval / 1000;
       
    90         qreal step = moveDelta * interval / 1000;
       
    91         qreal dx = cos(angle) * step;
       
    92         qreal dy = sin(angle) * step;
       
    93         QPointF pos = playerPos + 3 * QPointF(dx, dy);
       
    94         int xi = static_cast<int>(pos.x());
       
    95         int yi = static_cast<int>(pos.y());
       
    96         if (world_map[yi][xi] == 0)
       
    97             playerPos = playerPos + QPointF(dx, dy);
       
    98     }
       
    99 
       
   100     void Raycasting::showFps() {
       
   101         static QTime frameTick;
       
   102         static int totalFrame = 0;
       
   103         if (!(totalFrame & 31)) {
       
   104             int elapsed = frameTick.elapsed();
       
   105             frameTick.start();
       
   106             int fps = 32 * 1000 / (1 + elapsed);
       
   107             setWindowTitle(QString("Raycasting (%1 FPS)").arg(fps));
       
   108         }
       
   109         totalFrame++;
       
   110     }
       
   111 
       
   112     void Raycasting::render() {
       
   113 
       
   114         // setup the screen surface
       
   115         if (buffer.size() != bufferSize)
       
   116             buffer = QImage(bufferSize, QImage::Format_ARGB32);
       
   117         int bufw = buffer.width();
       
   118         int bufh = buffer.height();
       
   119         if (bufw <= 0 || bufh <= 0)
       
   120             return;
       
   121 
       
   122         // we intentionally cheat here, to avoid detach
       
   123         const uchar *ptr = buffer.bits();
       
   124         QRgb *start = (QRgb*)(ptr);
       
   125         QRgb stride = buffer.bytesPerLine() / 4;
       
   126         QRgb *finish = start + stride * bufh;
       
   127 
       
   128         // prepare the texture pointer
       
   129         const uchar *src = textureImg.bits();
       
   130         const QRgb *texsrc = reinterpret_cast<const QRgb*>(src);
       
   131 
       
   132         // cast all rays here
       
   133         qreal sina = sin(angle);
       
   134         qreal cosa = cos(angle);
       
   135         qreal u = cosa - sina;
       
   136         qreal v = sina + cosa;
       
   137         qreal du = 2 * sina / bufw;
       
   138         qreal dv = -2 * cosa / bufw;
       
   139 
       
   140         for (int ray = 0; ray < bufw; ++ray, u += du, v += dv) {
       
   141             // everytime this ray advances 'u' units in x direction,
       
   142             // it also advanced 'v' units in y direction
       
   143             qreal uu = (u < 0) ? -u : u;
       
   144             qreal vv = (v < 0) ? -v : v;
       
   145             qreal duu = 1 / uu;
       
   146             qreal dvv = 1 / vv;
       
   147             int stepx = (u < 0) ? -1 : 1;
       
   148             int stepy = (v < 0) ? -1 : 1;
       
   149 
       
   150             // the cell in the map that we need to check
       
   151             qreal px = playerPos.x();
       
   152             qreal py = playerPos.y();
       
   153             int mapx = static_cast<int>(px);
       
   154             int mapy = static_cast<int>(py);
       
   155 
       
   156             // the position and texture for the hit
       
   157             int texture = 0;
       
   158             qreal hitdist = 0.1;
       
   159             qreal texofs = 0;
       
   160             bool dark = false;
       
   161 
       
   162             // first hit at constant x and constant y lines
       
   163             qreal distx = (u > 0) ? (mapx + 1 - px) * duu : (px - mapx) * duu;
       
   164             qreal disty = (v > 0) ? (mapy + 1 - py) * dvv : (py - mapy) * dvv;
       
   165 
       
   166             // loop until we hit something
       
   167             while (texture <= 0) {
       
   168                 if (distx > disty) {
       
   169                     // shorter distance to a hit in constant y line
       
   170                     hitdist = disty;
       
   171                     disty += dvv;
       
   172                     mapy += stepy;
       
   173                     texture = world_map[mapy][mapx];
       
   174                     if (texture > 0) {
       
   175                         dark = true;
       
   176                         if (stepy > 0) {
       
   177                             qreal ofs = px + u * (mapy - py) / v;
       
   178                             texofs = ofs - floor(ofs);
       
   179                         } else {
       
   180                             qreal ofs = px + u * (mapy + 1 - py) / v;
       
   181                             texofs = ofs - floor(ofs);
       
   182                         }
       
   183                     }
       
   184                 } else {
       
   185                     // shorter distance to a hit in constant x line
       
   186                     hitdist = distx;
       
   187                     distx += duu;
       
   188                     mapx += stepx;
       
   189                     texture = world_map[mapy][mapx];
       
   190                     if (texture > 0) {
       
   191                         if (stepx > 0) {
       
   192                             qreal ofs = py + v * (mapx - px) / u;
       
   193                             texofs = ofs - floor(ofs);
       
   194                         } else {
       
   195                             qreal ofs = py + v * (mapx + 1 - px) / u;
       
   196                             texofs = ceil(ofs) - ofs;
       
   197                         }
       
   198                     }
       
   199                 }
       
   200             }
       
   201 
       
   202             // get the texture, note that the texture image
       
   203             // has two textures horizontally, "normal" vs "dark"
       
   204             int col = static_cast<int>(texofs * TEXTURE_SIZE);
       
   205             col = qBound(0, col, TEXTURE_SIZE - 1);
       
   206             texture = (texture - 1) % textureCount;
       
   207             const QRgb *tex = texsrc + TEXTURE_BLOCK * texture * 2 +
       
   208                               (TEXTURE_SIZE * 2 * col);
       
   209             if (dark)
       
   210                 tex += TEXTURE_SIZE;
       
   211 
       
   212             // start from the texture center (horizontally)
       
   213             int h = static_cast<int>(bufw / hitdist / 2);
       
   214             int dy = (TEXTURE_SIZE << 12) / h;
       
   215             int p1 = ((TEXTURE_SIZE / 2) << 12) - dy;
       
   216             int p2 = p1 + dy;
       
   217 
       
   218             // start from the screen center (vertically)
       
   219             // y1 will go up (decrease), y2 will go down (increase)
       
   220             int y1 = bufh / 2;
       
   221             int y2 = y1 + 1;
       
   222             QRgb *pixel1 = start + y1 * stride + ray;
       
   223             QRgb *pixel2 = pixel1 + stride;
       
   224 
       
   225             // map the texture to the sliver
       
   226             while (y1 >= 0 && y2 < bufh && p1 >= 0) {
       
   227                 *pixel1 = tex[p1 >> 12];
       
   228                 *pixel2 = tex[p2 >> 12];
       
   229                 p1 -= dy;
       
   230                 p2 += dy;
       
   231                 --y1;
       
   232                 ++y2;
       
   233                 pixel1 -= stride;
       
   234                 pixel2 += stride;
       
   235             }
       
   236 
       
   237             // ceiling and floor
       
   238             for (; pixel1 > start; pixel1 -= stride)
       
   239                 *pixel1 = qRgb(0, 0, 0);
       
   240             for (; pixel2 < finish; pixel2 += stride)
       
   241                 *pixel2 = qRgb(96, 96, 96);
       
   242         }
       
   243 
       
   244         update(QRect(QPoint(0, 0), bufferSize));
       
   245     }
       
   246 
       
   247     void Raycasting::resizeEvent(QResizeEvent*) {
       
   248 #if defined(Q_OS_WINCE_WM)
       
   249         touchDevice = true;
       
   250 #elif defined(Q_OS_SYMBIAN)
       
   251         // FIXME: use HAL
       
   252         if (width() > 480 || height() > 480)
       
   253             touchDevice = true;
       
   254 #else
       
   255         touchDevice = false;
       
   256 #endif
       
   257         if (touchDevice) {
       
   258             if (width() < height()) {
       
   259                 trackPad = QRect(0, height() / 2, width(), height() / 2);
       
   260                 centerPad = QPoint(width() / 2, height() * 3 / 4);
       
   261                 bufferSize = QSize(width(), height() / 2);
       
   262             } else {
       
   263                 trackPad = QRect(width() / 2, 0, width() / 2, height());
       
   264                 centerPad = QPoint(width() * 3 / 4, height() / 2);
       
   265                 bufferSize = QSize(width() / 2, height());
       
   266             }
       
   267         } else {
       
   268             trackPad = QRect();
       
   269             bufferSize = size();
       
   270         }
       
   271         update();
       
   272    }
       
   273 
       
   274     void Raycasting::timerEvent(QTimerEvent*) {
       
   275         updatePlayer();
       
   276         render();
       
   277         showFps();
       
   278     }
       
   279 
       
   280     void Raycasting::paintEvent(QPaintEvent *event) {
       
   281         QPainter p(this);
       
   282         p.setCompositionMode(QPainter::CompositionMode_Source);
       
   283 
       
   284         p.drawImage(event->rect(), buffer, event->rect());
       
   285 
       
   286         if (touchDevice && event->rect().intersects(trackPad)) {
       
   287             p.fillRect(trackPad, Qt::white);
       
   288             p.setPen(QPen(QColor(224, 224, 224), 6));
       
   289             int rad = qMin(trackPad.width(), trackPad.height()) * 0.3;
       
   290             p.drawEllipse(centerPad, rad, rad);
       
   291 
       
   292             p.setPen(Qt::NoPen);
       
   293             p.setBrush(Qt::gray);
       
   294 
       
   295             QPolygon poly;
       
   296             poly << QPoint(-30, 0);
       
   297             poly << QPoint(0, -40);
       
   298             poly << QPoint(30, 0);
       
   299 
       
   300             p.translate(centerPad);
       
   301             for (int i = 0; i < 4; ++i) {
       
   302                 p.rotate(90);
       
   303                 p.translate(0, 20 - rad);
       
   304                 p.drawPolygon(poly);
       
   305                 p.translate(0, rad - 20);
       
   306             }
       
   307         }
       
   308 
       
   309         p.end();
       
   310     }
       
   311 
       
   312     void Raycasting::keyPressEvent(QKeyEvent *event) {
       
   313         event->accept();
       
   314         if (event->key() == Qt::Key_Left)
       
   315             angleDelta = 1.3 * M_PI;
       
   316         if (event->key() == Qt::Key_Right)
       
   317             angleDelta = -1.3 * M_PI;
       
   318         if (event->key() == Qt::Key_Up)
       
   319             moveDelta = 2.5;
       
   320         if (event->key() == Qt::Key_Down)
       
   321             moveDelta = -2.5;
       
   322     }
       
   323 
       
   324     void Raycasting::keyReleaseEvent(QKeyEvent *event) {
       
   325         event->accept();
       
   326         if (event->key() == Qt::Key_Left)
       
   327             angleDelta = (angleDelta > 0) ? 0 : angleDelta;
       
   328         if (event->key() == Qt::Key_Right)
       
   329             angleDelta = (angleDelta < 0) ? 0 : angleDelta;
       
   330         if (event->key() == Qt::Key_Up)
       
   331             moveDelta = (moveDelta > 0) ? 0 : moveDelta;
       
   332         if (event->key() == Qt::Key_Down)
       
   333             moveDelta = (moveDelta < 0) ? 0 : moveDelta;
       
   334     }
       
   335 
       
   336     void Raycasting::mousePressEvent(QMouseEvent *event) {
       
   337         qreal dx = centerPad.x() - event->pos().x();
       
   338         qreal dy = centerPad.y() - event->pos().y();
       
   339         angleDelta = dx * 2 * M_PI / width();
       
   340         moveDelta = dy * 10 / height();
       
   341     }
       
   342 
       
   343     void Raycasting::mouseMoveEvent(QMouseEvent *event) {
       
   344         qreal dx = centerPad.x() - event->pos().x();
       
   345         qreal dy = centerPad.y() - event->pos().y();
       
   346         angleDelta = dx * 2 * M_PI / width();
       
   347         moveDelta = dy * 10 / height();
       
   348     }
       
   349 
       
   350     void Raycasting::mouseReleaseEvent(QMouseEvent*) {
       
   351         angleDelta = 0;
       
   352         moveDelta = 0;
       
   353     }
       
   354