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<h1 class="title">raycasting.cpp Example File</h1>
<span class="small-subtitle">demos/embedded/raycasting/raycasting.cpp</span>
<!-- $$$demos/embedded/raycasting/raycasting.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp"> <span class="comment">/****************************************************************************
 **
 ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
 ** Contact: http://www.qt-project.org/legal
 **
 ** This file is part of the demonstration applications of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:LGPL$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
 ** a written agreement between you and Digia.  For licensing terms and
 ** conditions see http://qt.digia.com/licensing.  For further information
 ** use the contact form at http://qt.digia.com/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 2.1 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPL included in the
 ** packaging of this file.  Please review the following information to
 ** ensure the GNU Lesser General Public License version 2.1 requirements
 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
 **
 ** In addition, as a special exception, Digia gives you certain additional
 ** rights.  These rights are described in the Digia Qt LGPL Exception
 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 3.0 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.GPL included in the
 ** packaging of this file.  Please review the following information to
 ** ensure the GNU General Public License version 3.0 requirements will be
 ** met: http://www.gnu.org/copyleft/gpl.html.
 **
 **
 ** $QT_END_LICENSE$
 **
 ****************************************************************************/</span>

 <span class="preprocessor">#include &lt;QtCore&gt;</span>
 <span class="preprocessor">#include &lt;QtGui&gt;</span>

 <span class="preprocessor">#include &lt;math.h&gt;</span>

 <span class="preprocessor">#ifndef M_PI</span>
 <span class="preprocessor">#define M_PI 3.14159265358979323846</span>
 <span class="preprocessor">#endif</span>

 <span class="preprocessor">#define WORLD_SIZE 8</span>
 <span class="type">int</span> world_map<span class="operator">[</span>WORLD_SIZE<span class="operator">]</span><span class="operator">[</span>WORLD_SIZE<span class="operator">]</span> <span class="operator">=</span> {
     { <span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">6</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
     { <span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">7</span> }<span class="operator">,</span>
     { <span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
     { <span class="number">6</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">3</span> }<span class="operator">,</span>
     { <span class="number">1</span><span class="operator">,</span> <span class="number">8</span><span class="operator">,</span> <span class="number">8</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">8</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">8</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
     { <span class="number">2</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">8</span><span class="operator">,</span> <span class="number">8</span><span class="operator">,</span> <span class="number">7</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
     { <span class="number">3</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">5</span> }<span class="operator">,</span>
     { <span class="number">2</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">7</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> <span class="number">4</span><span class="operator">,</span> <span class="number">4</span> }<span class="operator">,</span>
 };

 <span class="preprocessor">#define TEXTURE_SIZE 64</span>
 <span class="preprocessor">#define TEXTURE_BLOCK (TEXTURE_SIZE * TEXTURE_SIZE)</span>

 <span class="keyword">class</span> Raycasting: <span class="keyword">public</span> <span class="type"><a href="qwidget.html">QWidget</a></span>
 {
 <span class="keyword">public</span>:
     Raycasting(<span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>parent <span class="operator">=</span> <span class="number">0</span>)
             : <span class="type"><a href="qwidget.html">QWidget</a></span>(parent)
             <span class="operator">,</span> angle(<span class="number">0.5</span>)
             <span class="operator">,</span> playerPos(<span class="number">1.5</span><span class="operator">,</span> <span class="number">1.5</span>)
             <span class="operator">,</span> angleDelta(<span class="number">0</span>)
             <span class="operator">,</span> moveDelta(<span class="number">0</span>)
             <span class="operator">,</span> touchDevice(<span class="keyword">false</span>) {

         <span class="comment">// http://www.areyep.com/RIPandMCS-TextureLibrary.html</span>
         textureImg<span class="operator">.</span>load(<span class="string">&quot;:/textures.png&quot;</span>);
         textureImg <span class="operator">=</span> textureImg<span class="operator">.</span>convertToFormat(<span class="type"><a href="qimage.html">QImage</a></span><span class="operator">::</span>Format_ARGB32);
         Q_ASSERT(textureImg<span class="operator">.</span>width() <span class="operator">=</span><span class="operator">=</span> TEXTURE_SIZE <span class="operator">*</span> <span class="number">2</span>);
         Q_ASSERT(textureImg<span class="operator">.</span>bytesPerLine() <span class="operator">=</span><span class="operator">=</span> <span class="number">4</span> <span class="operator">*</span> TEXTURE_SIZE <span class="operator">*</span> <span class="number">2</span>);
         textureCount <span class="operator">=</span> textureImg<span class="operator">.</span>height() <span class="operator">/</span> TEXTURE_SIZE;

         watch<span class="operator">.</span>start();
         ticker<span class="operator">.</span>start(<span class="number">25</span><span class="operator">,</span> <span class="keyword">this</span>);
         setAttribute(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>WA_OpaquePaintEvent<span class="operator">,</span> <span class="keyword">true</span>);
         setMouseTracking(<span class="keyword">false</span>);
     }

     <span class="type">void</span> updatePlayer() {
         <span class="type">int</span> interval <span class="operator">=</span> <a href="qtglobal.html#qBound">qBound</a>(<span class="number">20</span><span class="operator">,</span> watch<span class="operator">.</span>elapsed()<span class="operator">,</span> <span class="number">250</span>);
         watch<span class="operator">.</span>start();
         angle <span class="operator">+</span><span class="operator">=</span> angleDelta <span class="operator">*</span> interval <span class="operator">/</span> <span class="number">1000</span>;
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> step <span class="operator">=</span> moveDelta <span class="operator">*</span> interval <span class="operator">/</span> <span class="number">1000</span>;
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> dx <span class="operator">=</span> cos(angle) <span class="operator">*</span> step;
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> dy <span class="operator">=</span> sin(angle) <span class="operator">*</span> step;
         <span class="type"><a href="qpointf.html">QPointF</a></span> pos <span class="operator">=</span> playerPos <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> <span class="type"><a href="qpointf.html">QPointF</a></span>(dx<span class="operator">,</span> dy);
         <span class="type">int</span> xi <span class="operator">=</span> <span class="keyword">static_cast</span><span class="operator">&lt;</span><span class="type">int</span><span class="operator">&gt;</span>(pos<span class="operator">.</span>x());
         <span class="type">int</span> yi <span class="operator">=</span> <span class="keyword">static_cast</span><span class="operator">&lt;</span><span class="type">int</span><span class="operator">&gt;</span>(pos<span class="operator">.</span>y());
         <span class="keyword">if</span> (world_map<span class="operator">[</span>yi<span class="operator">]</span><span class="operator">[</span>xi<span class="operator">]</span> <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>)
             playerPos <span class="operator">=</span> playerPos <span class="operator">+</span> <span class="type"><a href="qpointf.html">QPointF</a></span>(dx<span class="operator">,</span> dy);
     }

     <span class="type">void</span> showFps() {
         <span class="keyword">static</span> <span class="type"><a href="qtime.html">QTime</a></span> frameTick;
         <span class="keyword">static</span> <span class="type">int</span> totalFrame <span class="operator">=</span> <span class="number">0</span>;
         <span class="keyword">if</span> (<span class="operator">!</span>(totalFrame <span class="operator">&amp;</span> <span class="number">31</span>)) {
             <span class="type">int</span> elapsed <span class="operator">=</span> frameTick<span class="operator">.</span>elapsed();
             frameTick<span class="operator">.</span>start();
             <span class="type">int</span> fps <span class="operator">=</span> <span class="number">32</span> <span class="operator">*</span> <span class="number">1000</span> <span class="operator">/</span> (<span class="number">1</span> <span class="operator">+</span> elapsed);
             setWindowTitle(<span class="type"><a href="qstring.html">QString</a></span>(<span class="string">&quot;Raycasting (%1 FPS)&quot;</span>)<span class="operator">.</span>arg(fps));
         }
         totalFrame<span class="operator">+</span><span class="operator">+</span>;
     }

     <span class="type">void</span> render() {

         <span class="comment">// setup the screen surface</span>
         <span class="keyword">if</span> (buffer<span class="operator">.</span>size() <span class="operator">!</span><span class="operator">=</span> bufferSize)
             buffer <span class="operator">=</span> <span class="type"><a href="qimage.html">QImage</a></span>(bufferSize<span class="operator">,</span> <span class="type"><a href="qimage.html">QImage</a></span><span class="operator">::</span>Format_ARGB32);
         <span class="type">int</span> bufw <span class="operator">=</span> buffer<span class="operator">.</span>width();
         <span class="type">int</span> bufh <span class="operator">=</span> buffer<span class="operator">.</span>height();
         <span class="keyword">if</span> (bufw <span class="operator">&lt;</span><span class="operator">=</span> <span class="number">0</span> <span class="operator">|</span><span class="operator">|</span> bufh <span class="operator">&lt;</span><span class="operator">=</span> <span class="number">0</span>)
             <span class="keyword">return</span>;

         <span class="comment">// we intentionally cheat here, to avoid detach</span>
         <span class="keyword">const</span> <span class="type"><a href="qtglobal.html#uchar-typedef">uchar</a></span> <span class="operator">*</span>ptr <span class="operator">=</span> buffer<span class="operator">.</span>bits();
         <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>start <span class="operator">=</span> (<span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span><span class="operator">*</span>)(ptr);
         <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> stride <span class="operator">=</span> buffer<span class="operator">.</span>bytesPerLine() <span class="operator">/</span> <span class="number">4</span>;
         <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>finish <span class="operator">=</span> start <span class="operator">+</span> stride <span class="operator">*</span> bufh;

         <span class="comment">// prepare the texture pointer</span>
         <span class="keyword">const</span> <span class="type"><a href="qtglobal.html#uchar-typedef">uchar</a></span> <span class="operator">*</span>src <span class="operator">=</span> textureImg<span class="operator">.</span>bits();
         <span class="keyword">const</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>texsrc <span class="operator">=</span> <span class="keyword">reinterpret_cast</span><span class="operator">&lt;</span><span class="keyword">const</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span><span class="operator">*</span><span class="operator">&gt;</span>(src);

         <span class="comment">// cast all rays here</span>
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> sina <span class="operator">=</span> sin(angle);
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> cosa <span class="operator">=</span> cos(angle);
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> u <span class="operator">=</span> cosa <span class="operator">-</span> sina;
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> v <span class="operator">=</span> sina <span class="operator">+</span> cosa;
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> du <span class="operator">=</span> <span class="number">2</span> <span class="operator">*</span> sina <span class="operator">/</span> bufw;
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> dv <span class="operator">=</span> <span class="operator">-</span><span class="number">2</span> <span class="operator">*</span> cosa <span class="operator">/</span> bufw;

         <span class="keyword">for</span> (<span class="type">int</span> ray <span class="operator">=</span> <span class="number">0</span>; ray <span class="operator">&lt;</span> bufw; <span class="operator">+</span><span class="operator">+</span>ray<span class="operator">,</span> u <span class="operator">+</span><span class="operator">=</span> du<span class="operator">,</span> v <span class="operator">+</span><span class="operator">=</span> dv) {
             <span class="comment">// every time this ray advances 'u' units in x direction,</span>
             <span class="comment">// it also advanced 'v' units in y direction</span>
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> uu <span class="operator">=</span> (u <span class="operator">&lt;</span> <span class="number">0</span>) <span class="operator">?</span> <span class="operator">-</span>u : u;
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> vv <span class="operator">=</span> (v <span class="operator">&lt;</span> <span class="number">0</span>) <span class="operator">?</span> <span class="operator">-</span>v : v;
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> duu <span class="operator">=</span> <span class="number">1</span> <span class="operator">/</span> uu;
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> dvv <span class="operator">=</span> <span class="number">1</span> <span class="operator">/</span> vv;
             <span class="type">int</span> stepx <span class="operator">=</span> (u <span class="operator">&lt;</span> <span class="number">0</span>) <span class="operator">?</span> <span class="operator">-</span><span class="number">1</span> : <span class="number">1</span>;
             <span class="type">int</span> stepy <span class="operator">=</span> (v <span class="operator">&lt;</span> <span class="number">0</span>) <span class="operator">?</span> <span class="operator">-</span><span class="number">1</span> : <span class="number">1</span>;

             <span class="comment">// the cell in the map that we need to check</span>
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> px <span class="operator">=</span> playerPos<span class="operator">.</span>x();
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> py <span class="operator">=</span> playerPos<span class="operator">.</span>y();
             <span class="type">int</span> mapx <span class="operator">=</span> <span class="keyword">static_cast</span><span class="operator">&lt;</span><span class="type">int</span><span class="operator">&gt;</span>(px);
             <span class="type">int</span> mapy <span class="operator">=</span> <span class="keyword">static_cast</span><span class="operator">&lt;</span><span class="type">int</span><span class="operator">&gt;</span>(py);

             <span class="comment">// the position and texture for the hit</span>
             <span class="type">int</span> texture <span class="operator">=</span> <span class="number">0</span>;
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> hitdist <span class="operator">=</span> <span class="number">0.1</span>;
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> texofs <span class="operator">=</span> <span class="number">0</span>;
             <span class="type">bool</span> dark <span class="operator">=</span> <span class="keyword">false</span>;

             <span class="comment">// first hit at constant x and constant y lines</span>
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> distx <span class="operator">=</span> (u <span class="operator">&gt;</span> <span class="number">0</span>) <span class="operator">?</span> (mapx <span class="operator">+</span> <span class="number">1</span> <span class="operator">-</span> px) <span class="operator">*</span> duu : (px <span class="operator">-</span> mapx) <span class="operator">*</span> duu;
             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> disty <span class="operator">=</span> (v <span class="operator">&gt;</span> <span class="number">0</span>) <span class="operator">?</span> (mapy <span class="operator">+</span> <span class="number">1</span> <span class="operator">-</span> py) <span class="operator">*</span> dvv : (py <span class="operator">-</span> mapy) <span class="operator">*</span> dvv;

             <span class="comment">// loop until we hit something</span>
             <span class="keyword">while</span> (texture <span class="operator">&lt;</span><span class="operator">=</span> <span class="number">0</span>) {
                 <span class="keyword">if</span> (distx <span class="operator">&gt;</span> disty) {
                     <span class="comment">// shorter distance to a hit in constant y line</span>
                     hitdist <span class="operator">=</span> disty;
                     disty <span class="operator">+</span><span class="operator">=</span> dvv;
                     mapy <span class="operator">+</span><span class="operator">=</span> stepy;
                     texture <span class="operator">=</span> world_map<span class="operator">[</span>mapy<span class="operator">]</span><span class="operator">[</span>mapx<span class="operator">]</span>;
                     <span class="keyword">if</span> (texture <span class="operator">&gt;</span> <span class="number">0</span>) {
                         dark <span class="operator">=</span> <span class="keyword">true</span>;
                         <span class="keyword">if</span> (stepy <span class="operator">&gt;</span> <span class="number">0</span>) {
                             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> ofs <span class="operator">=</span> px <span class="operator">+</span> u <span class="operator">*</span> (mapy <span class="operator">-</span> py) <span class="operator">/</span> v;
                             texofs <span class="operator">=</span> ofs <span class="operator">-</span> floor(ofs);
                         } <span class="keyword">else</span> {
                             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> ofs <span class="operator">=</span> px <span class="operator">+</span> u <span class="operator">*</span> (mapy <span class="operator">+</span> <span class="number">1</span> <span class="operator">-</span> py) <span class="operator">/</span> v;
                             texofs <span class="operator">=</span> ofs <span class="operator">-</span> floor(ofs);
                         }
                     }
                 } <span class="keyword">else</span> {
                     <span class="comment">// shorter distance to a hit in constant x line</span>
                     hitdist <span class="operator">=</span> distx;
                     distx <span class="operator">+</span><span class="operator">=</span> duu;
                     mapx <span class="operator">+</span><span class="operator">=</span> stepx;
                     texture <span class="operator">=</span> world_map<span class="operator">[</span>mapy<span class="operator">]</span><span class="operator">[</span>mapx<span class="operator">]</span>;
                     <span class="keyword">if</span> (texture <span class="operator">&gt;</span> <span class="number">0</span>) {
                         <span class="keyword">if</span> (stepx <span class="operator">&gt;</span> <span class="number">0</span>) {
                             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> ofs <span class="operator">=</span> py <span class="operator">+</span> v <span class="operator">*</span> (mapx <span class="operator">-</span> px) <span class="operator">/</span> u;
                             texofs <span class="operator">=</span> ofs <span class="operator">-</span> floor(ofs);
                         } <span class="keyword">else</span> {
                             <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> ofs <span class="operator">=</span> py <span class="operator">+</span> v <span class="operator">*</span> (mapx <span class="operator">+</span> <span class="number">1</span> <span class="operator">-</span> px) <span class="operator">/</span> u;
                             texofs <span class="operator">=</span> ceil(ofs) <span class="operator">-</span> ofs;
                         }
                     }
                 }
             }

             <span class="comment">// get the texture, note that the texture image</span>
             <span class="comment">// has two textures horizontally, &quot;normal&quot; vs &quot;dark&quot;</span>
             <span class="type">int</span> col <span class="operator">=</span> <span class="keyword">static_cast</span><span class="operator">&lt;</span><span class="type">int</span><span class="operator">&gt;</span>(texofs <span class="operator">*</span> TEXTURE_SIZE);
             col <span class="operator">=</span> <a href="qtglobal.html#qBound">qBound</a>(<span class="number">0</span><span class="operator">,</span> col<span class="operator">,</span> TEXTURE_SIZE <span class="operator">-</span> <span class="number">1</span>);
             texture <span class="operator">=</span> (texture <span class="operator">-</span> <span class="number">1</span>) <span class="operator">%</span> textureCount;
             <span class="keyword">const</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>tex <span class="operator">=</span> texsrc <span class="operator">+</span> TEXTURE_BLOCK <span class="operator">*</span> texture <span class="operator">*</span> <span class="number">2</span> <span class="operator">+</span>
                               (TEXTURE_SIZE <span class="operator">*</span> <span class="number">2</span> <span class="operator">*</span> col);
             <span class="keyword">if</span> (dark)
                 tex <span class="operator">+</span><span class="operator">=</span> TEXTURE_SIZE;

             <span class="comment">// start from the texture center (horizontally)</span>
             <span class="type">int</span> h <span class="operator">=</span> <span class="keyword">static_cast</span><span class="operator">&lt;</span><span class="type">int</span><span class="operator">&gt;</span>(bufw <span class="operator">/</span> hitdist <span class="operator">/</span> <span class="number">2</span>);
             <span class="type">int</span> dy <span class="operator">=</span> (TEXTURE_SIZE <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="number">12</span>) <span class="operator">/</span> h;
             <span class="type">int</span> p1 <span class="operator">=</span> ((TEXTURE_SIZE <span class="operator">/</span> <span class="number">2</span>) <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="number">12</span>) <span class="operator">-</span> dy;
             <span class="type">int</span> p2 <span class="operator">=</span> p1 <span class="operator">+</span> dy;

             <span class="comment">// start from the screen center (vertically)</span>
             <span class="comment">// y1 will go up (decrease), y2 will go down (increase)</span>
             <span class="type">int</span> y1 <span class="operator">=</span> bufh <span class="operator">/</span> <span class="number">2</span>;
             <span class="type">int</span> y2 <span class="operator">=</span> y1 <span class="operator">+</span> <span class="number">1</span>;
             <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>pixel1 <span class="operator">=</span> start <span class="operator">+</span> y1 <span class="operator">*</span> stride <span class="operator">+</span> ray;
             <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>pixel2 <span class="operator">=</span> pixel1 <span class="operator">+</span> stride;

             <span class="comment">// map the texture to the sliver</span>
             <span class="keyword">while</span> (y1 <span class="operator">&gt;</span><span class="operator">=</span> <span class="number">0</span> <span class="operator">&amp;</span><span class="operator">&amp;</span> y2 <span class="operator">&lt;</span> bufh <span class="operator">&amp;</span><span class="operator">&amp;</span> p1 <span class="operator">&gt;</span><span class="operator">=</span> <span class="number">0</span>) {
                 <span class="operator">*</span>pixel1 <span class="operator">=</span> tex<span class="operator">[</span>p1 <span class="operator">&gt;</span><span class="operator">&gt;</span> <span class="number">12</span><span class="operator">]</span>;
                 <span class="operator">*</span>pixel2 <span class="operator">=</span> tex<span class="operator">[</span>p2 <span class="operator">&gt;</span><span class="operator">&gt;</span> <span class="number">12</span><span class="operator">]</span>;
                 p1 <span class="operator">-</span><span class="operator">=</span> dy;
                 p2 <span class="operator">+</span><span class="operator">=</span> dy;
                 <span class="operator">-</span><span class="operator">-</span>y1;
                 <span class="operator">+</span><span class="operator">+</span>y2;
                 pixel1 <span class="operator">-</span><span class="operator">=</span> stride;
                 pixel2 <span class="operator">+</span><span class="operator">=</span> stride;
             }

             <span class="comment">// ceiling and floor</span>
             <span class="keyword">for</span> (; pixel1 <span class="operator">&gt;</span> start; pixel1 <span class="operator">-</span><span class="operator">=</span> stride)
                 <span class="operator">*</span>pixel1 <span class="operator">=</span> <a href="qcolor.html#qRgb">qRgb</a>(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>);
             <span class="keyword">for</span> (; pixel2 <span class="operator">&lt;</span> finish; pixel2 <span class="operator">+</span><span class="operator">=</span> stride)
                 <span class="operator">*</span>pixel2 <span class="operator">=</span> <a href="qcolor.html#qRgb">qRgb</a>(<span class="number">96</span><span class="operator">,</span> <span class="number">96</span><span class="operator">,</span> <span class="number">96</span>);
         }

         update(<span class="type"><a href="qrect.html">QRect</a></span>(<span class="type"><a href="qpoint.html">QPoint</a></span>(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span>)<span class="operator">,</span> bufferSize));
     }

 <span class="keyword">protected</span>:

     <span class="type">void</span> resizeEvent(<span class="type"><a href="qresizeevent.html">QResizeEvent</a></span><span class="operator">*</span>) {
 <span class="preprocessor">#if defined(Q_OS_WINCE_WM)</span>
         touchDevice <span class="operator">=</span> <span class="keyword">true</span>;
 <span class="preprocessor">#elif defined(Q_OS_SYMBIAN)</span>
         <span class="comment">// FIXME: use HAL</span>
         <span class="keyword">if</span> (width() <span class="operator">&gt;</span> <span class="number">480</span> <span class="operator">|</span><span class="operator">|</span> height() <span class="operator">&gt;</span> <span class="number">480</span>)
             touchDevice <span class="operator">=</span> <span class="keyword">true</span>;
 <span class="preprocessor">#else</span>
         touchDevice <span class="operator">=</span> <span class="keyword">false</span>;
 <span class="preprocessor">#endif</span>
         <span class="keyword">if</span> (touchDevice) {
             <span class="keyword">if</span> (width() <span class="operator">&lt;</span> height()) {
                 trackPad <span class="operator">=</span> <span class="type"><a href="qrect.html">QRect</a></span>(<span class="number">0</span><span class="operator">,</span> height() <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> width()<span class="operator">,</span> height() <span class="operator">/</span> <span class="number">2</span>);
                 centerPad <span class="operator">=</span> <span class="type"><a href="qpoint.html">QPoint</a></span>(width() <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> height() <span class="operator">*</span> <span class="number">3</span> <span class="operator">/</span> <span class="number">4</span>);
                 bufferSize <span class="operator">=</span> <span class="type"><a href="qsize.html">QSize</a></span>(width()<span class="operator">,</span> height() <span class="operator">/</span> <span class="number">2</span>);
             } <span class="keyword">else</span> {
                 trackPad <span class="operator">=</span> <span class="type"><a href="qrect.html">QRect</a></span>(width() <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> width() <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> height());
                 centerPad <span class="operator">=</span> <span class="type"><a href="qpoint.html">QPoint</a></span>(width() <span class="operator">*</span> <span class="number">3</span> <span class="operator">/</span> <span class="number">4</span><span class="operator">,</span> height() <span class="operator">/</span> <span class="number">2</span>);
                 bufferSize <span class="operator">=</span> <span class="type"><a href="qsize.html">QSize</a></span>(width() <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> height());
             }
         } <span class="keyword">else</span> {
             trackPad <span class="operator">=</span> <span class="type"><a href="qrect.html">QRect</a></span>();
             bufferSize <span class="operator">=</span> size();
         }
         update();
    }

     <span class="type">void</span> timerEvent(<span class="type"><a href="qtimerevent.html">QTimerEvent</a></span><span class="operator">*</span>) {
         updatePlayer();
         render();
         showFps();
     }

     <span class="type">void</span> paintEvent(<span class="type"><a href="qpaintevent.html">QPaintEvent</a></span> <span class="operator">*</span>event) {
         <span class="type"><a href="qpainter.html">QPainter</a></span> p(<span class="keyword">this</span>);
         p<span class="operator">.</span>setCompositionMode(<span class="type"><a href="qpainter.html">QPainter</a></span><span class="operator">::</span>CompositionMode_Source);

         p<span class="operator">.</span>drawImage(event<span class="operator">-</span><span class="operator">&gt;</span>rect()<span class="operator">,</span> buffer<span class="operator">,</span> event<span class="operator">-</span><span class="operator">&gt;</span>rect());

         <span class="keyword">if</span> (touchDevice <span class="operator">&amp;</span><span class="operator">&amp;</span> event<span class="operator">-</span><span class="operator">&gt;</span>rect()<span class="operator">.</span>intersects(trackPad)) {
             p<span class="operator">.</span>fillRect(trackPad<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>white);
             p<span class="operator">.</span>setPen(<span class="type"><a href="qpen.html">QPen</a></span>(<span class="type"><a href="qcolor.html">QColor</a></span>(<span class="number">224</span><span class="operator">,</span> <span class="number">224</span><span class="operator">,</span> <span class="number">224</span>)<span class="operator">,</span> <span class="number">6</span>));
             <span class="type">int</span> rad <span class="operator">=</span> <a href="qtglobal.html#qMin">qMin</a>(trackPad<span class="operator">.</span>width()<span class="operator">,</span> trackPad<span class="operator">.</span>height()) <span class="operator">*</span> <span class="number">0.3</span>;
             p<span class="operator">.</span>drawEllipse(centerPad<span class="operator">,</span> rad<span class="operator">,</span> rad);

             p<span class="operator">.</span>setPen(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>NoPen);
             p<span class="operator">.</span>setBrush(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>gray);

             <span class="type"><a href="qpolygon.html">QPolygon</a></span> poly;
             poly <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qpoint.html">QPoint</a></span>(<span class="operator">-</span><span class="number">30</span><span class="operator">,</span> <span class="number">0</span>);
             poly <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qpoint.html">QPoint</a></span>(<span class="number">0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">40</span>);
             poly <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qpoint.html">QPoint</a></span>(<span class="number">30</span><span class="operator">,</span> <span class="number">0</span>);

             p<span class="operator">.</span>translate(centerPad);
             <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> <span class="number">4</span>; <span class="operator">+</span><span class="operator">+</span>i) {
                 p<span class="operator">.</span>rotate(<span class="number">90</span>);
                 p<span class="operator">.</span>translate(<span class="number">0</span><span class="operator">,</span> <span class="number">20</span> <span class="operator">-</span> rad);
                 p<span class="operator">.</span>drawPolygon(poly);
                 p<span class="operator">.</span>translate(<span class="number">0</span><span class="operator">,</span> rad <span class="operator">-</span> <span class="number">20</span>);
             }
         }

         p<span class="operator">.</span>end();
     }

     <span class="type">void</span> keyPressEvent(<span class="type"><a href="qkeyevent.html">QKeyEvent</a></span> <span class="operator">*</span>event) {
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
         <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>key() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Key_Left)
             angleDelta <span class="operator">=</span> <span class="number">1.3</span> <span class="operator">*</span> M_PI;
         <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>key() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Key_Right)
             angleDelta <span class="operator">=</span> <span class="operator">-</span><span class="number">1.3</span> <span class="operator">*</span> M_PI;
         <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>key() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Key_Up)
             moveDelta <span class="operator">=</span> <span class="number">2.5</span>;
         <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>key() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Key_Down)
             moveDelta <span class="operator">=</span> <span class="operator">-</span><span class="number">2.5</span>;
     }

     <span class="type">void</span> keyReleaseEvent(<span class="type"><a href="qkeyevent.html">QKeyEvent</a></span> <span class="operator">*</span>event) {
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
         <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>key() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Key_Left)
             angleDelta <span class="operator">=</span> (angleDelta <span class="operator">&gt;</span> <span class="number">0</span>) <span class="operator">?</span> <span class="number">0</span> : angleDelta;
         <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>key() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Key_Right)
             angleDelta <span class="operator">=</span> (angleDelta <span class="operator">&lt;</span> <span class="number">0</span>) <span class="operator">?</span> <span class="number">0</span> : angleDelta;
         <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>key() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Key_Up)
             moveDelta <span class="operator">=</span> (moveDelta <span class="operator">&gt;</span> <span class="number">0</span>) <span class="operator">?</span> <span class="number">0</span> : moveDelta;
         <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>key() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Key_Down)
             moveDelta <span class="operator">=</span> (moveDelta <span class="operator">&lt;</span> <span class="number">0</span>) <span class="operator">?</span> <span class="number">0</span> : moveDelta;
     }

     <span class="type">void</span> mousePressEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event) {
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> dx <span class="operator">=</span> centerPad<span class="operator">.</span>x() <span class="operator">-</span> event<span class="operator">-</span><span class="operator">&gt;</span>pos()<span class="operator">.</span>x();
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> dy <span class="operator">=</span> centerPad<span class="operator">.</span>y() <span class="operator">-</span> event<span class="operator">-</span><span class="operator">&gt;</span>pos()<span class="operator">.</span>y();
         angleDelta <span class="operator">=</span> dx <span class="operator">*</span> <span class="number">2</span> <span class="operator">*</span> M_PI <span class="operator">/</span> width();
         moveDelta <span class="operator">=</span> dy <span class="operator">*</span> <span class="number">10</span> <span class="operator">/</span> height();
     }

     <span class="type">void</span> mouseMoveEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event) {
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> dx <span class="operator">=</span> centerPad<span class="operator">.</span>x() <span class="operator">-</span> event<span class="operator">-</span><span class="operator">&gt;</span>pos()<span class="operator">.</span>x();
         <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> dy <span class="operator">=</span> centerPad<span class="operator">.</span>y() <span class="operator">-</span> event<span class="operator">-</span><span class="operator">&gt;</span>pos()<span class="operator">.</span>y();
         angleDelta <span class="operator">=</span> dx <span class="operator">*</span> <span class="number">2</span> <span class="operator">*</span> M_PI <span class="operator">/</span> width();
         moveDelta <span class="operator">=</span> dy <span class="operator">*</span> <span class="number">10</span> <span class="operator">/</span> height();
     }

     <span class="type">void</span> mouseReleaseEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span><span class="operator">*</span>) {
         angleDelta <span class="operator">=</span> <span class="number">0</span>;
         moveDelta <span class="operator">=</span> <span class="number">0</span>;
     }

 <span class="keyword">private</span>:
     <span class="type"><a href="qtime.html">QTime</a></span> watch;
     <span class="type"><a href="qbasictimer.html">QBasicTimer</a></span> ticker;
     <span class="type"><a href="qimage.html">QImage</a></span> buffer;
     <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> angle;
     <span class="type"><a href="qpointf.html">QPointF</a></span> playerPos;
     <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> angleDelta;
     <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> moveDelta;
     <span class="type"><a href="qimage.html">QImage</a></span> textureImg;
     <span class="type">int</span> textureCount;
     <span class="type">bool</span> touchDevice;
     <span class="type"><a href="qrect.html">QRect</a></span> trackPad;
     <span class="type"><a href="qpoint.html">QPoint</a></span> centerPad;
     <span class="type"><a href="qsize.html">QSize</a></span> bufferSize;
 };

 <span class="type">int</span> main(<span class="type">int</span> argc<span class="operator">,</span> <span class="type">char</span> <span class="operator">*</span><span class="operator">*</span>argv)
 {
     <span class="type"><a href="qapplication.html">QApplication</a></span> app(argc<span class="operator">,</span> argv);

     Raycasting w;
     w<span class="operator">.</span>setWindowTitle(<span class="string">&quot;Raycasting&quot;</span>);
 <span class="preprocessor">#if defined(Q_OS_SYMBIAN) || defined(Q_OS_WINCE_WM)</span>
     w<span class="operator">.</span>showMaximized();
 <span class="preprocessor">#else</span>
     w<span class="operator">.</span>resize(<span class="number">640</span><span class="operator">,</span> <span class="number">480</span>);
     w<span class="operator">.</span>show();
 <span class="preprocessor">#endif</span>

     <span class="keyword">return</span> app<span class="operator">.</span>exec();
 }</pre>
</div>
<!-- @@@demos/embedded/raycasting/raycasting.cpp -->
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