Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/raycaster.hpp

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1.9 KiB

#pragma once
#include <fmt/core.h>
#include <SFML/Graphics.hpp>
#include <numbers>
#include <algorithm>
#include <cmath>
#include "matrix.hpp"
#include <cstdlib>
#include <array>
#include "dbc.hpp"
#include <memory>
#include "texture.hpp"
#include <SFML/System/Clock.hpp>
#include "animator.hpp"
#include "spatialmap.hpp"
using matrix::Matrix;
using RGBA = uint32_t;
struct Raycaster {
int $pitch=0;
sf::Clock $clock;
TexturePack &$textures;
double $posX = 0;
double $posY = 0;
// initial direction vector
double $dirX = -1;
double $dirY = 0;
// the 2d raycaster version of camera plane
double $planeX = 0;
double $planeY = 0.66;
sf::Texture $view_texture;
sf::Sprite $view_sprite;
std::unique_ptr<RGBA[]> $pixels = nullptr;
int $width;
int $height;
sf::RenderWindow& $window;
Matrix& $map;
SpatialMap $collision;
std::vector<Sprite> $sprites;
std::vector<double> ZBuffer; // width
Animator $anim;
sf::Shader $paused;
sf::Shader* $active_shader = nullptr;
Raycaster(sf::RenderWindow& window, TexturePack &textures, Matrix &map, int width, int height);
void draw_pixel_buffer();
void clear();
void cast_rays();
void draw_ceiling_floor();
void sprite_casting();
void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);
void render();
bool empty_space(int new_x, int new_y);
void run(double speed, int dir);
void rotate(double speed, int dir);
void position_camera(float player_x, float player_y);
void set_position(int x, int y);
void init_shaders();
DinkyECS::Entity position_sprite(Point pos, string name);
inline size_t pixcoord(int x, int y) {
if(!(x >=0 && x < $width)) {
dbc::sentinel(fmt::format("pixcoord x={} but $width={}", x, $width));
}
if(!(y >= 0 && y < $height)) {
dbc::sentinel(fmt::format("pixcoord y={} but $height={}", y, $height));
}
return ((y) * $width) + (x);
}
};