debugging this raycasting
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@ -71,32 +71,52 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
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// Normalize direction to ensure consistent behavior
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// Normalize direction to ensure consistent behavior
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direction = glm::normalize(direction);
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direction = glm::normalize(direction);
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std::cout << "[RAYCAST] Start: (" << start.x << ", " << start.y << ", " << start.z << ")" << std::endl;
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// std::cout << "[RAYCAST] Start: (" << start.x << ", " << start.y << ", " << start.z << ")" << std::endl;
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std::cout << "[RAYCAST] Direction: (" << direction.x << ", " << direction.y << ", " << direction.z << ")" << std::endl;
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// std::cout << "[RAYCAST] Direction: (" << direction.x << ", " << direction.y << ", " << direction.z << ")" << std::endl;
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glm::ivec3 pos = glm::ivec3(std::floor(start.x), std::floor(start.y), std::floor(start.z));
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glm::ivec3 pos = glm::ivec3(std::floor(start.x), std::floor(start.y), std::floor(start.z));
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std::cout << "[RAYCAST] Starting voxel: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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// std::cout << "[RAYCAST] Starting voxel: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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// (+1 or -1 for each axis)
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// (+1, -1, or 0 for each axis)
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glm::ivec3 step_dir = glm::sign(direction);
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glm::ivec3 step_dir = glm::ivec3(
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std::cout << "[RAYCAST] Step direction: (" << step_dir.x << ", " << step_dir.y << ", " << step_dir.z << ")" << std::endl;
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direction.x > 0 ? 1 : (direction.x < 0 ? -1 : 0),
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direction.y > 0 ? 1 : (direction.y < 0 ? -1 : 0),
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direction.z > 0 ? 1 : (direction.z < 0 ? -1 : 0)
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);
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// std::cout << "[RAYCAST] Step direction: (" << step_dir.x << ", " << step_dir.y << ", " << step_dir.z << ")" << std::endl;
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// How far to step in each axis
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// Delta: how far along the ray we move for a full voxel step in each axis
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const float epsilon = 0.0001f;
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glm::vec3 delta = glm::vec3(
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glm::vec3 safe_dir = glm::vec3(
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step_dir.x != 0 ? std::abs(1.0f / direction.x) : FLT_MAX,
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abs(direction.x) < epsilon ? epsilon : direction.x,
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step_dir.y != 0 ? std::abs(1.0f / direction.y) : FLT_MAX,
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abs(direction.y) < epsilon ? epsilon : direction.y,
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step_dir.z != 0 ? std::abs(1.0f / direction.z) : FLT_MAX
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abs(direction.z) < epsilon ? epsilon : direction.z
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);
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);
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glm::vec3 delta = glm::abs(1.0f / safe_dir);
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// Calculate t_max: distance along ray to next voxel boundary for each axis
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glm::vec3 t_max;
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glm::vec3 fract = start - glm::vec3(pos);
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glm::vec3 fract = start - glm::vec3(pos);
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glm::vec3 t_max = glm::vec3(
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(step_dir.x > 0 ? (1.0f - fract.x) : fract.x) * delta.x,
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// For each axis, calculate distance to the next boundary
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(step_dir.y > 0 ? (1.0f - fract.y) : fract.y) * delta.y,
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if (step_dir.x > 0)
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(step_dir.z > 0 ? (1.0f - fract.z) : fract.z) * delta.z
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t_max.x = (1.0f - fract.x) * delta.x;
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);
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else if (step_dir.x < 0)
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t_max.x = fract.x * delta.x;
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else
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t_max.x = FLT_MAX;
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if (step_dir.y > 0)
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t_max.y = (1.0f - fract.y) * delta.y;
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else if (step_dir.y < 0)
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t_max.y = fract.y * delta.y;
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else
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t_max.y = FLT_MAX;
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if (step_dir.z > 0)
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t_max.z = (1.0f - fract.z) * delta.z;
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else if (step_dir.z < 0)
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t_max.z = fract.z * delta.z;
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else
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t_max.z = FLT_MAX;
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float dist = 0.0f;
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float dist = 0.0f;
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glm::ivec3 last_move = glm::ivec3(0, 0, 0);
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glm::ivec3 last_move = glm::ivec3(0, 0, 0);
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@ -107,11 +127,11 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
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while (dist < max_dist && iterations < max_iterations) {
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while (dist < max_dist && iterations < max_iterations) {
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iterations++;
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iterations++;
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std::cout << "[RAYCAST] Iteration " << iterations << " at voxel (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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// std::cout << "[RAYCAST] Iteration " << iterations << " at voxel (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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if (this->get_voxel(pos).has_value()) {
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if (this->get_voxel(pos).has_value()) {
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std::cout << "[RAYCAST] Hit voxel at (" << pos.x << ", " << pos.y << ", " << pos.z << ") after " << iterations << " iterations" << std::endl;
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// std::cout << "[RAYCAST] Hit voxel at (" << pos.x << ", " << pos.y << ", " << pos.z << ") after " << iterations << " iterations" << std::endl;
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std::cout << "[RAYCAST] Returning normal: (" << -last_move.x << ", " << -last_move.y << ", " << -last_move.z << ")" << std::endl;
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// std::cout << "[RAYCAST] Returning normal: (" << -last_move.x << ", " << -last_move.y << ", " << -last_move.z << ")" << std::endl;
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return std::make_pair(pos, -last_move);
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return std::make_pair(pos, -last_move);
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}
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}
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@ -134,7 +154,7 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
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}
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}
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}
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}
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std::cout << "[RAYCAST] No voxel hit after " << iterations << " iterations, dist=" << dist << std::endl;
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// std::cout << "[RAYCAST] No voxel hit after " << iterations << " iterations, dist=" << dist << std::endl;
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return std::nullopt;
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return std::nullopt;
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}
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}
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127
src/main.cpp
127
src/main.cpp
@ -35,6 +35,9 @@ bool W_pressed, S_pressed, A_pressed, D_pressed = false;
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glm::mat4 projection = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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Camera camera = Camera(CAMERA_SPEED, glm::vec3(0.0f, 0.0f, 0.0f));
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Camera camera = Camera(CAMERA_SPEED, glm::vec3(0.0f, 0.0f, 0.0f));
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// Targeted block for highlighting
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std::optional<glm::ivec3> targeted_block = std::nullopt;
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// Callback function for when the window is resized
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// Callback function for when the window is resized
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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@ -60,7 +63,7 @@ World world;
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void mouse_callback(GLFWwindow * window, double xpos, double ypos)
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void mouse_callback(GLFWwindow * window, double xpos, double ypos)
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{
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{
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float x_offset = xpos - last_x;
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float x_offset = xpos - last_x;
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float y_offset = ypos - last_y;
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float y_offset = last_y - ypos; // Inverted Y for typical FPS controls
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last_x = xpos;
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last_x = xpos;
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last_y = ypos;
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last_y = ypos;
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@ -83,7 +86,7 @@ void mouse_callback(GLFWwindow * window, double xpos, double ypos)
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glm::vec3 direction;
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glm::vec3 direction;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = -sin(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch)); // Positive Y is up
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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camera.target = glm::normalize(direction);
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camera.target = glm::normalize(direction);
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}
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}
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@ -93,6 +96,24 @@ void processInput(GLFWwindow *window)
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{
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{
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float current_time = glfwGetTime();
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float current_time = glfwGetTime();
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// Update targeted block every frame for highlight
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std::optional<std::pair<glm::ivec3, glm::ivec3>> raycast_result =
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world.raycast_voxel(camera.getEyePosition(), camera.target, 5);
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if (raycast_result.has_value()) {
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targeted_block = raycast_result.value().first;
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// Debug: print occasionally
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static int frame_count = 0;
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if (frame_count % 60 == 0) {
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std::cout << "Camera eye: (" << camera.getEyePosition().x << ", " << camera.getEyePosition().y << ", " << camera.getEyePosition().z << ")" << std::endl;
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std::cout << "Camera target dir: (" << camera.target.x << ", " << camera.target.y << ", " << camera.target.z << ")" << std::endl;
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std::cout << "Highlighted block: (" << targeted_block.value().x << ", " << targeted_block.value().y << ", " << targeted_block.value().z << ")" << std::endl;
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}
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frame_count++;
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} else {
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targeted_block = std::nullopt;
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}
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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// if (mouse_lock) {
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// if (mouse_lock) {
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// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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@ -298,6 +319,59 @@ int main() {
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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// Setup highlight box (cube outline)
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unsigned int highlightVAO, highlightVBO, highlightEBO;
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glGenVertexArrays(1, &highlightVAO);
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glGenBuffers(1, &highlightVBO);
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glGenBuffers(1, &highlightEBO);
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glBindVertexArray(highlightVAO);
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glBindBuffer(GL_ARRAY_BUFFER, highlightVBO);
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// Cube outline vertices (slightly larger than 1 unit cube for visibility)
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float offset = 0.001f; // Slight offset to prevent z-fighting
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float highlightVertices[] = {
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// 8 corners of a cube
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-0.5f - offset, -0.5f - offset, -0.5f - offset, // 0
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0.5f + offset, -0.5f - offset, -0.5f - offset, // 1
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0.5f + offset, 0.5f + offset, -0.5f - offset, // 2
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-0.5f - offset, 0.5f + offset, -0.5f - offset, // 3
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-0.5f - offset, -0.5f - offset, 0.5f + offset, // 4
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0.5f + offset, -0.5f - offset, 0.5f + offset, // 5
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0.5f + offset, 0.5f + offset, 0.5f + offset, // 6
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-0.5f - offset, 0.5f + offset, 0.5f + offset // 7
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};
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// Indices for the 12 edges of the cube
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unsigned int highlightIndices[] = {
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// Bottom face
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0, 1, 1, 2, 2, 3, 3, 0,
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// Top face
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4, 5, 5, 6, 6, 7, 7, 4,
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// Vertical edges
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0, 4, 1, 5, 2, 6, 3, 7
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(highlightVertices), highlightVertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, highlightEBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(highlightIndices), highlightIndices, GL_STATIC_DRAW);
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glBindVertexArray(0);
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// Setup debug ray
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unsigned int debugRayVAO, debugRayVBO;
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glGenVertexArrays(1, &debugRayVAO);
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glGenBuffers(1, &debugRayVBO);
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glBindVertexArray(debugRayVAO);
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glBindBuffer(GL_ARRAY_BUFFER, debugRayVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, nullptr, GL_DYNAMIC_DRAW); // 2 points * 3 coords
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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glm::mat4 view;
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glm::mat4 view;
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double start_time = glfwGetTime();
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double start_time = glfwGetTime();
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double move_time = glfwGetTime();
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double move_time = glfwGetTime();
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@ -400,6 +474,55 @@ int main() {
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// --- Reset polygon mode for next frame (good practice) ---
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// --- Reset polygon mode for next frame (good practice) ---
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// ---- Draw Highlighted Block ----
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if (targeted_block.has_value()) {
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shader.use();
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glm::mat4 model = glm::mat4(1.0f);
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// Voxels are centered on integer coordinates, so no need to add 0.5
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model = glm::translate(model, glm::vec3(targeted_block.value()));
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glm::mat4 mvp = projection * view * model;
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shader.setMat4("u_mvp", mvp);
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shader.setVec3("u_Color", glm::vec3(0.0f, 0.0f, 0.0f)); // Black outline
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glLineWidth(2.0f);
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glBindVertexArray(highlightVAO);
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glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0); // 24 indices = 12 edges
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glBindVertexArray(0);
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}
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// ---- Draw Debug Ray ----
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{
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shader.use();
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glm::vec3 ray_start = camera.getEyePosition();
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static bool printed_debug = false;
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// Draw multiple small cubes along the ray path to make it visible
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for (int i = 1; i <= 10; i++) {
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float distance = i * 0.5f;
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glm::vec3 point = ray_start + camera.target * distance;
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if (!printed_debug && i == 1) {
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std::cout << "\n[DEBUG RAY]" << std::endl;
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std::cout << "Ray start: (" << ray_start.x << ", " << ray_start.y << ", " << ray_start.z << ")" << std::endl;
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std::cout << "Ray direction: (" << camera.target.x << ", " << camera.target.y << ", " << camera.target.z << ")" << std::endl;
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std::cout << "First marker at: (" << point.x << ", " << point.y << ", " << point.z << ")" << std::endl;
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printed_debug = true;
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}
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, point);
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model = glm::scale(model, glm::vec3(0.1f)); // Small marker
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glm::mat4 mvp = projection * view * model;
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shader.setMat4("u_mvp", mvp);
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shader.setVec3("u_Color", glm::vec3(1.0f, 0.0f, 0.0f)); // Red markers
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glBindVertexArray(highlightVAO);
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glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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}
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// ---- Draw Crosshair ----
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// ---- Draw Crosshair ----
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glDisable(GL_DEPTH_TEST); // Draw on top of everything
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glDisable(GL_DEPTH_TEST); // Draw on top of everything
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shader.use();
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shader.use();
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