tests/qtp/qtp_raycasting/raycasting.cpp
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     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
     4 ** All rights reserved.
       
     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
     6 **
       
     7 ** This file is part of the demonstration applications of the Qt Toolkit.
       
     8 **
       
     9 ** $QT_BEGIN_LICENSE:LGPL$
       
    10 ** No Commercial Usage
       
    11 ** This file contains pre-release code and may not be distributed.
       
    12 ** You may use this file in accordance with the terms and conditions
       
    13 ** contained in the Technology Preview License Agreement accompanying
       
    14 ** this package.
       
    15 **
       
    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
    19 ** Foundation and appearing in the file LICENSE.LGPL included in the
       
    20 ** packaging of this file.  Please review the following information to
       
    21 ** ensure the GNU Lesser General Public License version 2.1 requirements
       
    22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
       
    23 **
       
    24 ** In addition, as a special exception, Nokia gives you certain additional
       
    25 ** rights.  These rights are described in the Nokia Qt LGPL Exception
       
    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
    27 **
       
    28 ** If you have questions regarding the use of this file, please contact
       
    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
    31 **
       
    32 **
       
    33 **
       
    34 **
       
    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 #include <QtCore>
       
    43 #include <QtGui>
       
    44 
       
    45 #include <math.h>
       
    46 
       
    47 #ifndef M_PI
       
    48 #define M_PI 3.14159265358979323846
       
    49 #endif
       
    50 
       
    51 #define WORLD_SIZE 8
       
    52 int world_map[WORLD_SIZE][WORLD_SIZE] = {
       
    53     { 1, 1, 1, 1, 6, 1, 1, 1 },
       
    54     { 1, 0, 0, 1, 0, 0, 0, 7 },
       
    55     { 1, 1, 0, 1, 0, 1, 1, 1 },
       
    56     { 6, 0, 0, 0, 0, 0, 0, 3 },
       
    57     { 1, 8, 8, 0, 8, 0, 8, 1 },
       
    58     { 2, 2, 0, 0, 8, 8, 7, 1 },
       
    59     { 3, 0, 0, 0, 0, 0, 0, 5 },
       
    60     { 2, 2, 2, 2, 7, 4, 4, 4 },
       
    61 };
       
    62 
       
    63 #define TEXTURE_SIZE 64
       
    64 #define TEXTURE_BLOCK (TEXTURE_SIZE * TEXTURE_SIZE)
       
    65 
       
    66 class Raycasting: public QWidget
       
    67 {
       
    68 public:
       
    69     Raycasting(QWidget *parent = 0)
       
    70             : QWidget(parent)
       
    71             , angle(0.5)
       
    72             , playerPos(1.5, 1.5)
       
    73             , angleDelta(0)
       
    74             , moveDelta(0)
       
    75             , touchDevice(false) {
       
    76 
       
    77         // http://www.areyep.com/RIPandMCS-TextureLibrary.html
       
    78         textureImg.load(":/textures.png");
       
    79         textureImg = textureImg.convertToFormat(QImage::Format_ARGB32);
       
    80         Q_ASSERT(textureImg.width() == TEXTURE_SIZE * 2);
       
    81         Q_ASSERT(textureImg.bytesPerLine() == 4 * TEXTURE_SIZE * 2);
       
    82         textureCount = textureImg.height() / TEXTURE_SIZE;
       
    83 
       
    84         watch.start();
       
    85         ticker.start(25, this);
       
    86         setAttribute(Qt::WA_OpaquePaintEvent, true);
       
    87         setMouseTracking(false);
       
    88     }
       
    89 
       
    90     void updatePlayer() {
       
    91         int interval = qBound(20, watch.elapsed(), 250);
       
    92         watch.start();
       
    93         angle += angleDelta * interval / 1000;
       
    94         qreal step = moveDelta * interval / 1000;
       
    95         qreal dx = cos(angle) * step;
       
    96         qreal dy = sin(angle) * step;
       
    97         QPointF pos = playerPos + 3 * QPointF(dx, dy);
       
    98         int xi = static_cast<int>(pos.x());
       
    99         int yi = static_cast<int>(pos.y());
       
   100         if (world_map[yi][xi] == 0)
       
   101             playerPos = playerPos + QPointF(dx, dy);
       
   102     }
       
   103 
       
   104     void showFps() {
       
   105         static QTime frameTick;
       
   106         static int totalFrame = 0;
       
   107         if (!(totalFrame & 31)) {
       
   108             int elapsed = frameTick.elapsed();
       
   109             frameTick.start();
       
   110             int fps = 32 * 1000 / (1 + elapsed);
       
   111             setWindowTitle(QString("Raycasting (%1 FPS)").arg(fps));
       
   112         }
       
   113         totalFrame++;
       
   114     }
       
   115 
       
   116     void render() {
       
   117 
       
   118         // setup the screen surface
       
   119         if (buffer.size() != bufferSize)
       
   120             buffer = QImage(bufferSize, QImage::Format_ARGB32);
       
   121         int bufw = buffer.width();
       
   122         int bufh = buffer.height();
       
   123         if (bufw <= 0 || bufh <= 0)
       
   124             return;
       
   125 
       
   126         // we intentionally cheat here, to avoid detach
       
   127         const uchar *ptr = buffer.bits();
       
   128         QRgb *start = (QRgb*)(ptr);
       
   129         QRgb stride = buffer.bytesPerLine() / 4;
       
   130         QRgb *finish = start + stride * bufh;
       
   131 
       
   132         // prepare the texture pointer
       
   133         const uchar *src = textureImg.bits();
       
   134         const QRgb *texsrc = reinterpret_cast<const QRgb*>(src);
       
   135 
       
   136         // cast all rays here
       
   137         qreal sina = sin(angle);
       
   138         qreal cosa = cos(angle);
       
   139         qreal u = cosa - sina;
       
   140         qreal v = sina + cosa;
       
   141         qreal du = 2 * sina / bufw;
       
   142         qreal dv = -2 * cosa / bufw;
       
   143 
       
   144         for (int ray = 0; ray < bufw; ++ray, u += du, v += dv) {
       
   145             // everytime this ray advances 'u' units in x direction,
       
   146             // it also advanced 'v' units in y direction
       
   147             qreal uu = (u < 0) ? -u : u;
       
   148             qreal vv = (v < 0) ? -v : v;
       
   149             qreal duu = 1 / uu;
       
   150             qreal dvv = 1 / vv;
       
   151             int stepx = (u < 0) ? -1 : 1;
       
   152             int stepy = (v < 0) ? -1 : 1;
       
   153 
       
   154             // the cell in the map that we need to check
       
   155             qreal px = playerPos.x();
       
   156             qreal py = playerPos.y();
       
   157             int mapx = static_cast<int>(px);
       
   158             int mapy = static_cast<int>(py);
       
   159 
       
   160             // the position and texture for the hit
       
   161             int texture = 0;
       
   162             qreal hitdist = 0.1;
       
   163             qreal texofs = 0;
       
   164             bool dark = false;
       
   165 
       
   166             // first hit at constant x and constant y lines
       
   167             qreal distx = (u > 0) ? (mapx + 1 - px) * duu : (px - mapx) * duu;
       
   168             qreal disty = (v > 0) ? (mapy + 1 - py) * dvv : (py - mapy) * dvv;
       
   169 
       
   170             // loop until we hit something
       
   171             while (texture <= 0) {
       
   172                 if (distx > disty) {
       
   173                     // shorter distance to a hit in constant y line
       
   174                     hitdist = disty;
       
   175                     disty += dvv;
       
   176                     mapy += stepy;
       
   177                     texture = world_map[mapy][mapx];
       
   178                     if (texture > 0) {
       
   179                         dark = true;
       
   180                         if (stepy > 0) {
       
   181                             qreal ofs = px + u * (mapy - py) / v;
       
   182                             texofs = ofs - floor(ofs);
       
   183                         } else {
       
   184                             qreal ofs = px + u * (mapy + 1 - py) / v;
       
   185                             texofs = ofs - floor(ofs);
       
   186                         }
       
   187                     }
       
   188                 } else {
       
   189                     // shorter distance to a hit in constant x line
       
   190                     hitdist = distx;
       
   191                     distx += duu;
       
   192                     mapx += stepx;
       
   193                     texture = world_map[mapy][mapx];
       
   194                     if (texture > 0) {
       
   195                         if (stepx > 0) {
       
   196                             qreal ofs = py + v * (mapx - px) / u;
       
   197                             texofs = ofs - floor(ofs);
       
   198                         } else {
       
   199                             qreal ofs = py + v * (mapx + 1 - px) / u;
       
   200                             texofs = ceil(ofs) - ofs;
       
   201                         }
       
   202                     }
       
   203                 }
       
   204             }
       
   205 
       
   206             // get the texture, note that the texture image
       
   207             // has two textures horizontally, "normal" vs "dark"
       
   208             int col = static_cast<int>(texofs * TEXTURE_SIZE);
       
   209             col = qBound(0, col, TEXTURE_SIZE - 1);
       
   210             texture = (texture - 1) % textureCount;
       
   211             const QRgb *tex = texsrc + TEXTURE_BLOCK * texture * 2 +
       
   212                               (TEXTURE_SIZE * 2 * col);
       
   213             if (dark)
       
   214                 tex += TEXTURE_SIZE;
       
   215 
       
   216             // start from the texture center (horizontally)
       
   217             int h = static_cast<int>(bufw / hitdist / 2);
       
   218             int dy = (TEXTURE_SIZE << 12) / h;
       
   219             int p1 = ((TEXTURE_SIZE / 2) << 12) - dy;
       
   220             int p2 = p1 + dy;
       
   221 
       
   222             // start from the screen center (vertically)
       
   223             // y1 will go up (decrease), y2 will go down (increase)
       
   224             int y1 = bufh / 2;
       
   225             int y2 = y1 + 1;
       
   226             QRgb *pixel1 = start + y1 * stride + ray;
       
   227             QRgb *pixel2 = pixel1 + stride;
       
   228 
       
   229             // map the texture to the sliver
       
   230             while (y1 >= 0 && y2 < bufh && p1 >= 0) {
       
   231                 *pixel1 = tex[p1 >> 12];
       
   232                 *pixel2 = tex[p2 >> 12];
       
   233                 p1 -= dy;
       
   234                 p2 += dy;
       
   235                 --y1;
       
   236                 ++y2;
       
   237                 pixel1 -= stride;
       
   238                 pixel2 += stride;
       
   239             }
       
   240 
       
   241             // ceiling and floor
       
   242             for (; pixel1 > start; pixel1 -= stride)
       
   243                 *pixel1 = qRgb(0, 0, 0);
       
   244             for (; pixel2 < finish; pixel2 += stride)
       
   245                 *pixel2 = qRgb(96, 96, 96);
       
   246         }
       
   247 
       
   248         update(QRect(QPoint(0, 0), bufferSize));
       
   249     }
       
   250 
       
   251 protected:
       
   252 
       
   253     void resizeEvent(QResizeEvent*) {
       
   254 #if defined(Q_OS_WINCE_WM)
       
   255         touchDevice = true;
       
   256 #elif defined(Q_OS_SYMBIAN)
       
   257         // FIXME: use HAL
       
   258         if (width() > 480 || height() > 480)
       
   259             touchDevice = true;
       
   260 #else
       
   261         touchDevice = false;
       
   262 #endif
       
   263         if (touchDevice) {
       
   264             if (width() < height()) {
       
   265                 trackPad = QRect(0, height() / 2, width(), height() / 2);
       
   266                 centerPad = QPoint(width() / 2, height() * 3 / 4);
       
   267                 bufferSize = QSize(width(), height() / 2);
       
   268             } else {
       
   269                 trackPad = QRect(width() / 2, 0, width() / 2, height());
       
   270                 centerPad = QPoint(width() * 3 / 4, height() / 2);
       
   271                 bufferSize = QSize(width() / 2, height());
       
   272             }
       
   273         } else {
       
   274             trackPad = QRect();
       
   275             bufferSize = size();
       
   276         }
       
   277         update();
       
   278    }
       
   279 
       
   280     void timerEvent(QTimerEvent*) {
       
   281         updatePlayer();
       
   282         render();
       
   283         showFps();
       
   284     }
       
   285 
       
   286     void paintEvent(QPaintEvent *event) {
       
   287         QPainter p(this);
       
   288         p.setCompositionMode(QPainter::CompositionMode_Source);
       
   289 
       
   290         p.drawImage(event->rect(), buffer, event->rect());
       
   291 
       
   292         if (touchDevice && event->rect().intersects(trackPad)) {
       
   293             p.fillRect(trackPad, Qt::white);
       
   294             p.setPen(QPen(QColor(224, 224, 224), 6));
       
   295             int rad = qMin(trackPad.width(), trackPad.height()) * 0.3;
       
   296             p.drawEllipse(centerPad, rad, rad);
       
   297 
       
   298             p.setPen(Qt::NoPen);
       
   299             p.setBrush(Qt::gray);
       
   300 
       
   301             QPolygon poly;
       
   302             poly << QPoint(-30, 0);
       
   303             poly << QPoint(0, -40);
       
   304             poly << QPoint(30, 0);
       
   305 
       
   306             p.translate(centerPad);
       
   307             for (int i = 0; i < 4; ++i) {
       
   308                 p.rotate(90);
       
   309                 p.translate(0, 20 - rad);
       
   310                 p.drawPolygon(poly);
       
   311                 p.translate(0, rad - 20);
       
   312             }
       
   313         }
       
   314 
       
   315         p.end();
       
   316     }
       
   317 
       
   318     void keyPressEvent(QKeyEvent *event) {
       
   319         event->accept();
       
   320         if (event->key() == Qt::Key_Left)
       
   321             angleDelta = 1.3 * M_PI;
       
   322         if (event->key() == Qt::Key_Right)
       
   323             angleDelta = -1.3 * M_PI;
       
   324         if (event->key() == Qt::Key_Up)
       
   325             moveDelta = 2.5;
       
   326         if (event->key() == Qt::Key_Down)
       
   327             moveDelta = -2.5;
       
   328     }
       
   329 
       
   330     void keyReleaseEvent(QKeyEvent *event) {
       
   331         event->accept();
       
   332         if (event->key() == Qt::Key_Left)
       
   333             angleDelta = (angleDelta > 0) ? 0 : angleDelta;
       
   334         if (event->key() == Qt::Key_Right)
       
   335             angleDelta = (angleDelta < 0) ? 0 : angleDelta;
       
   336         if (event->key() == Qt::Key_Up)
       
   337             moveDelta = (moveDelta > 0) ? 0 : moveDelta;
       
   338         if (event->key() == Qt::Key_Down)
       
   339             moveDelta = (moveDelta < 0) ? 0 : moveDelta;
       
   340     }
       
   341 
       
   342     void mousePressEvent(QMouseEvent *event) {
       
   343         qreal dx = centerPad.x() - event->pos().x();
       
   344         qreal dy = centerPad.y() - event->pos().y();
       
   345         angleDelta = dx * 2 * M_PI / width();
       
   346         moveDelta = dy * 10 / height();
       
   347     }
       
   348 
       
   349     void mouseMoveEvent(QMouseEvent *event) {
       
   350         qreal dx = centerPad.x() - event->pos().x();
       
   351         qreal dy = centerPad.y() - event->pos().y();
       
   352         angleDelta = dx * 2 * M_PI / width();
       
   353         moveDelta = dy * 10 / height();
       
   354     }
       
   355 
       
   356     void mouseReleaseEvent(QMouseEvent*) {
       
   357         angleDelta = 0;
       
   358         moveDelta = 0;
       
   359     }
       
   360 
       
   361 private:
       
   362     QTime watch;
       
   363     QBasicTimer ticker;
       
   364     QImage buffer;
       
   365     qreal angle;
       
   366     QPointF playerPos;
       
   367     qreal angleDelta;
       
   368     qreal moveDelta;
       
   369     QImage textureImg;
       
   370     int textureCount;
       
   371     bool touchDevice;
       
   372     QRect trackPad;
       
   373     QPoint centerPad;
       
   374     QSize bufferSize;
       
   375 };
       
   376 
       
   377 int main(int argc, char **argv)
       
   378 {
       
   379     QApplication app(argc, argv);
       
   380 
       
   381     Raycasting w;
       
   382     w.setWindowTitle("Raycasting");
       
   383 #if defined(Q_OS_SYMBIAN) || defined(Q_OS_WINCE_WM)
       
   384     w.showMaximized();
       
   385 #else
       
   386     w.resize(640, 480);
       
   387     w.show();
       
   388 #endif
       
   389 
       
   390     return app.exec();
       
   391 }