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#include "raycaster.hpp"
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#include "dbc.hpp"
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#include "matrix.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include <fmt/core.h>
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#include <memory>
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#include <numbers>
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#include "components.hpp"
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using namespace fmt;
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using std::make_unique;
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union ColorConv {
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struct {
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t a;
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} as_color;
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uint32_t as_int;
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};
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inline uint32_t dumb_lighting(uint32_t pixel, double distance) {
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if(distance < 1.0) return pixel;
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ColorConv conv{.as_int=pixel};
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conv.as_color.r /= distance;
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conv.as_color.g /= distance;
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conv.as_color.b /= distance;
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return conv.as_int;
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}
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Raycaster::Raycaster(TexturePack &textures, int width, int height) :
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$textures(textures),
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$view_texture({(unsigned int)width, (unsigned int)height}),
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$view_sprite($view_texture),
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$width(width), $height(height),
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ZBuffer(width),
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$anim(256, 256, 10, "assets/monster-1.ogg")
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{
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$view_sprite.setPosition({0, 0});
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$pixels = make_unique<RGBA[]>($width * $height);
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$view_texture.setSmooth(false);
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}
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void Raycaster::set_position(int x, int y) {
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$view_sprite.setPosition({(float)x, (float)y});
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}
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void Raycaster::position_camera(float player_x, float player_y) {
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// x and y start position
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$posX = player_x;
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$posY = player_y;
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}
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void Raycaster::draw_pixel_buffer() {
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$view_texture.update((uint8_t *)$pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
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}
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void Raycaster::sprite_casting(sf::RenderTarget &target) {
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const int textureWidth = TEXTURE_WIDTH;
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const int textureHeight = TEXTURE_HEIGHT;
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const int halfHeight = TEXTURE_HEIGHT / 2;
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// sort sprites from far to close
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auto sprite_order = $level.collision->distance_sorted({(size_t)$posX, (size_t)$posY});
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// after sorting the sprites, do the projection
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for(auto& rec : sprite_order) {
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if(!$sprites.contains(rec.second)) continue;
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// BUG: eventually this needs to go away too
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auto& sf_sprite = $sprites.at(rec.second).sprite;
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auto sprite_pos = $level.world->get<components::Position>(rec.second);
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double spriteX = double(sprite_pos.location.x) - $posX + 0.5;
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double spriteY = double(sprite_pos.location.y) - $posY + 0.5;
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//transform sprite with the inverse camera matrix
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// [ $planeX $dirX ] -1 [ $dirY -$dirX ]
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// [ ] = 1/($planeX*$dirY-$dirX*$planeY) * [ ]
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// [ $planeY $dirY ] [ -$planeY $planeX ]
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double invDet = 1.0 / ($planeX * $dirY - $dirX * $planeY); // required for correct matrix multiplication
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double transformX = invDet * ($dirY * spriteX - $dirX * spriteY);
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//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
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double transformY = invDet * (-$planeY * spriteX + $planeX * spriteY);
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int spriteScreenX = int(($width / 2) * (1 + transformX / transformY));
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// calculate the height of the sprite on screen
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//using "transformY" instead of the real distance prevents fisheye
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int spriteHeight = abs(int($height / transformY));
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// calculate width the the sprite
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// same as height of sprite, given that it's square
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int spriteWidth = abs(int($height / transformY));
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int drawStartX = -spriteWidth / 2 + spriteScreenX;
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if(drawStartX < 0) drawStartX = 0;
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int drawEndX = spriteWidth / 2 + spriteScreenX;
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if(drawEndX > $width) drawEndX = $width;
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int stripe = drawStartX;
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for(; stripe < drawEndX; stripe++) {
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//the conditions in the if are:
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//1) it's in front of camera plane so you don't see things behind you
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//2) ZBuffer, with perpendicular distance
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if(!(transformY > 0 && transformY < ZBuffer[stripe])) break;
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}
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int texX_end = int(textureWidth * (stripe - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
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if(drawStartX < drawEndX && transformY > 0 && transformY < ZBuffer[drawStartX]) {
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//calculate lowest and highest pixel to fill in current stripe
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int drawStartY = -spriteHeight / 2 + $height / 2;
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if(drawStartY < 0) drawStartY = 0;
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int drawEndY = spriteHeight / 2 + $height / 2;
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if(drawEndY >= $height) drawEndY = $height - 1;
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int texX = int(textureWidth * (drawStartX - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
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int texRenderWidth = texX_end - texX;
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if(texRenderWidth <= 0) continue;
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float x = float(drawStartX + RAY_VIEW_X);
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float y = float(drawStartY + RAY_VIEW_Y);
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float sprite_w = float(spriteWidth) / float(textureWidth);
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float sprite_h = float(spriteHeight) / float(textureHeight);
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int d = y * textureHeight - $height * halfHeight + spriteHeight * halfHeight;
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int texY = ((d * textureHeight) / spriteHeight) / textureHeight;
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sf_sprite->setScale({sprite_w, sprite_h});
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$anim.step(*sf_sprite, texX, texY, texRenderWidth, textureHeight);
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sf_sprite->setPosition({x, y});
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$brightness.setUniform("offsetFactor", sf::Glsl::Vec2{0.0f, 0.0f});
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float level = sqrt(rec.first);
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$brightness.setUniform("darkness", level);
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target.draw(*sf_sprite, &$brightness);
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}
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}
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}
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void Raycaster::cast_rays() {
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constexpr static const int textureWidth = TEXTURE_WIDTH;
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constexpr static const int textureHeight = TEXTURE_HEIGHT;
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double perpWallDist;
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// WALL CASTING
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for(int x = 0; x < $width; x++) {
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// calculate ray position and direction
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double cameraX = 2 * x / double($width) - 1; // x-coord in camera space
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double rayDirX = $dirX + $planeX * cameraX;
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double rayDirY = $dirY + $planeY * cameraX;
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// which box of the map we're in
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int mapX = int($posX);
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int mapY = int($posY);
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// length of ray from current pos to next x or y-side
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double sideDistX;
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double sideDistY;
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// length of ray from one x or y-side to next x or y-side
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double deltaDistX = std::abs(1.0 / rayDirX);
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double deltaDistY = std::abs(1.0 / rayDirY);
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int stepX = 0;
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int stepY = 0;
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int hit = 0;
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int side = 0;
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// calculate step and initial sideDist
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if(rayDirX < 0) {
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stepX = -1;
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sideDistX = ($posX - mapX) * deltaDistX;
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} else {
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stepX = 1;
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sideDistX = (mapX + 1.0 - $posX) * deltaDistX;
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}
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if(rayDirY < 0) {
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stepY = -1;
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sideDistY = ($posY - mapY) * deltaDistY;
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} else {
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stepY = 1;
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sideDistY = (mapY + 1.0 - $posY) * deltaDistY;
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}
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// perform DDA
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while(hit == 0) {
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if(sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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} else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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if($map[mapY][mapX] > 0) hit = 1;
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}
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if(side == 0) {
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perpWallDist = (sideDistX - deltaDistX);
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} else {
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perpWallDist = (sideDistY - deltaDistY);
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}
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int lineHeight = int($height / perpWallDist);
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int drawStart = -lineHeight / 2 + $height / 2 + $pitch;
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if(drawStart < 0) drawStart = 0;
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int drawEnd = lineHeight / 2 + $height / 2 + $pitch;
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if(drawEnd >= $height) drawEnd = $height - 1;
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auto texture = $textures.get_surface($map[mapY][mapX] - 1);
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// calculate value of wallX
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double wallX; // where exactly the wall was hit
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if(side == 0) {
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wallX = $posY + perpWallDist * rayDirY;
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} else {
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wallX = $posX + perpWallDist * rayDirX;
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}
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wallX -= floor((wallX));
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// x coorindate on the texture
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int texX = int(wallX * double(textureWidth));
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if(side == 0 && rayDirX > 0) texX = textureWidth - texX - 1;
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if(side == 1 && rayDirY < 0) texX = textureWidth - texX - 1;
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// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
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// How much to increase the texture coordinate per screen pixel
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double step = 1.0 * textureHeight / lineHeight;
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// Starting texture coordinate
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double texPos = (drawStart - $pitch - $height / 2 + lineHeight / 2) * step;
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for(int y = drawStart; y < drawEnd; y++) {
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int texY = (int)texPos & (textureHeight - 1);
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texPos += step;
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RGBA pixel = texture[textureHeight * texY + texX];
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$pixels[pixcoord(x, y)] = dumb_lighting(pixel, perpWallDist);
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}
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// SET THE ZBUFFER FOR THE SPRITE CASTING
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ZBuffer[x] = perpWallDist;
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}
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}
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void Raycaster::draw_ceiling_floor() {
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constexpr static const int textureWidth = TEXTURE_WIDTH;
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constexpr static const int textureHeight = TEXTURE_HEIGHT;
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for(int y = $height / 2 + 1; y < $height; ++y) {
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// rayDir for leftmost ray (x=0) and rightmost (x = w)
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float rayDirX0 = $dirX - $planeX;
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float rayDirY0 = $dirY - $planeY;
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float rayDirX1 = $dirX + $planeX;
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float rayDirY1 = $dirY + $planeY;
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// current y position compared to the horizon
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int p = y - $height / 2;
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// vertical position of the camera
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// 0.5 will the camera at the center horizon. For a
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// different value you need a separate loop for ceiling
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// and floor since they're no longer symmetrical.
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float posZ = 0.5 * $height;
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// horizontal distance from the camera to the floor for the current row
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// 0.5 is the z position exactly in the middle between floor and ceiling
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// See NOTE in Lode's code for more.
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float rowDistance = posZ / p;
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// calculate the real world step vector we have to add for each x (parallel to camera plane)
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// adding step by step avoids multiplications with a wight in the inner loop
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float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / $width;
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float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / $width;
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// real world coordinates of the leftmost column.
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// This will be updated as we step to the right
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float floorX = $posX + rowDistance * rayDirX0;
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float floorY = $posY + rowDistance * rayDirY0;
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auto floor_texture = (const uint32_t *)$textures.floor.getPixelsPtr();
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auto ceiling_texture = (const uint32_t *)$textures.ceiling.getPixelsPtr();
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for(int x = 0; x < $width; ++x) {
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// the cell coord is simply taken from the int parts of
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// floorX and floorY.
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int cellX = int(floorX);
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int cellY = int(floorY);
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// get the texture coordinate from the fractional part
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int tx = int(textureWidth * (floorX - cellX)) & (textureWidth - 1);
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int ty = int(textureWidth * (floorY - cellY)) & (textureHeight - 1);
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floorX += floorStepX;
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floorY += floorStepY;
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double d = std::sqrt(($posX - floorX) * ($posX - floorX) + ($posY - floorY) * ($posY - floorY));
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// now get the pixel from the texture
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uint32_t color;
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// this uses the previous ty/tx fractional parts of
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// floorX cellX to find the texture x/y. How?
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// FLOOR
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color = floor_texture[textureWidth * ty + tx];
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$pixels[pixcoord(x, y)] = dumb_lighting(color, d);
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// CEILING
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color = ceiling_texture[textureWidth * ty + tx];
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$pixels[pixcoord(x, $height - y - 1)] = dumb_lighting(color, d);
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}
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}
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}
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void Raycaster::draw(sf::RenderTarget& target) {
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draw_ceiling_floor();
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cast_rays();
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draw_pixel_buffer();
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target.draw($view_sprite);
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sprite_casting(target);
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}
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void Raycaster::set_level(GameLevel level) {
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$level = level;
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auto& tiles = $level.map->tiles();
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auto world = $level.world;
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auto& player = world->get_the<components::Player>();
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$map = $textures.convert_char_to_texture(tiles.$tile_ids);
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world->query<components::Position>([&](const auto ent, auto &pos) {
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// player doesn't need a sprite
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if(player.entity == ent) return;
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if(world->has<components::Combat>(ent)) {
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fmt::println("enemy: {}, pos={},{}", ent, pos.location.x, pos.location.y);
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auto sprite_txt = $textures.sprite_textures.at("evil_eye");
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$sprites.try_emplace(ent, sprite_txt);
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} else {
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fmt::println("item or device: {}, pos={},{}", ent, pos.location.x, pos.location.y);
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auto sprite_txt = $textures.sprite_textures.at("barrel");
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$sprites.try_emplace(ent, sprite_txt);
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}
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});
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}
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void Raycaster::init_shaders() {
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dbc::check(sf::Shader::isAvailable(), "no shaders?!");
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bool good = $brightness.loadFromFile("shaders/modal.frag", sf::Shader::Type::Fragment);
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dbc::check(good, "shader could not be loaded");
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$brightness.setUniform("source", sf::Shader::CurrentTexture);
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}
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