More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned.

master
Zed A. Shaw 2 months ago
parent c9d4b7ed1e
commit 2dfe5417b1
  1. 9
      main.cpp
  2. 126
      raycaster.cpp
  3. 55
      raycaster.hpp

@ -1,5 +1,10 @@
#include "raycaster.hpp"
#define RAY_VIEW_WIDTH 960
#define RAY_VIEW_HEIGHT 720
#define RAY_VIEW_X (1280 - RAY_VIEW_WIDTH)
#define RAY_VIEW_Y 0
static const int SCREEN_HEIGHT=720;
static const int SCREEN_WIDTH=1280;
@ -24,8 +29,8 @@ int main() {
float player_x = matrix::width(MAP) / 2;
float player_y = matrix::height(MAP) / 2;
Raycaster rayview(window, MAP);
Raycaster rayview(window, MAP, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
rayview.position_camera(player_x, player_y);
double moveSpeed = 0.1;

@ -7,40 +7,32 @@ using std::make_unique;
#define gray_color(c) rgba_color(c, c, c, 255)
inline size_t pixcoord(int x, int y) {
return ((y) * RAY_VIEW_WIDTH) + (x);
}
void TexturePack::load_textures() {
// ZED: this needs to determine sprite vs. other textures
// so it can put the texture into the sprite rec immediately
// or....maybe just use SFML's sprite stuff?
for(int i = 0; i < NUM_TEXTURES; i++) {
texture[i].resize(TEXTURE_WIDTH * TEXTURE_HEIGHT);
}
load_image(texture[0], "assets/tile16.png");
load_image(texture[1], "assets/tile02.png");
load_image(texture[2], "assets/tile03.png");
load_image(texture[3], "assets/tile32.png");
load_image(texture[4], "assets/tile05.png");
load_image(texture[5], "assets/tile17.png");
load_image(texture[6], "assets/tile10.png");
load_image(texture[7], "assets/tile01.png");
load_image(texture[8], "assets/portal.png");
}
std::vector<uint32_t>& TexturePack::get(size_t num) {
return texture[num];
}
void TexturePack::load_image(std::vector<uint32_t>& texture, const char *filename) {
std::vector<uint32_t> TexturePack::load_image(const char *filename) {
std::vector<uint32_t> texture(TEXTURE_WIDTH * TEXTURE_HEIGHT);
sf::Image img;
bool good = img.loadFromFile(filename);
dbc::check(good, format("failed to load {}", filename));
uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr();
std::copy_n(pixbuf, texture.size(), texture.begin());
return texture;
}
void TexturePack::load_textures() {
images.emplace_back(load_image("assets/tile16.png"));
images.emplace_back(load_image("assets/tile02.png"));
images.emplace_back(load_image("assets/tile03.png"));
images.emplace_back(load_image("assets/tile32.png"));
images.emplace_back(load_image("assets/tile05.png"));
images.emplace_back(load_image("assets/tile17.png"));
images.emplace_back(load_image("assets/tile10.png"));
images.emplace_back(load_image("assets/tile01.png"));
images.emplace_back(load_image("assets/portal.png"));
}
std::vector<uint32_t>& TexturePack::get(size_t num) {
return images[num];
}
Sprite &TexturePack::get_sprite(size_t sprite_num) {
@ -49,18 +41,26 @@ Sprite &TexturePack::get_sprite(size_t sprite_num) {
Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map) :
Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height) :
$width(width), $height(height),
$window(window),
$map(map)
$map(map),
spriteOrder(textures.NUM_SPRITES),
spriteDistance(textures.NUM_SPRITES),
ZBuffer(width)
{
$window.setVerticalSyncEnabled(true);
view_texture.create(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
view_texture.create($width, $height);
view_sprite.setTexture(view_texture);
view_sprite.setPosition(RAY_VIEW_X, 0);
pixels = make_unique<RGBA[]>(RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT);
view_sprite.setPosition(0, 0);
pixels = make_unique<RGBA[]>($width * $height);
textures.load_textures();
}
void Raycaster::set_position(int x, int y) {
view_sprite.setPosition(x, y);
}
void Raycaster::position_camera(float player_x, float player_y) {
// x and y start position
posX = player_x;
@ -68,19 +68,22 @@ void Raycaster::position_camera(float player_x, float player_y) {
}
void Raycaster::draw_pixel_buffer() {
view_texture.update((uint8_t *)pixels.get(), RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT, 0, 0);
view_texture.update((uint8_t *)pixels.get(), $width, $height, 0, 0);
// BUG: can I do this once and just update it?
$window.draw(view_sprite);
}
void Raycaster::clear() {
std::fill_n(pixels.get(), RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT, 0);
std::fill_n(pixels.get(), $width * $height, 0);
$window.clear();
}
void Raycaster::sprite_casting() {
const int textureWidth = textures.TEXTURE_WIDTH;
const int textureHeight = textures.TEXTURE_HEIGHT;
// sort sprites from far to close
for(int i = 0; i < NUM_SPRITES; i++) {
for(int i = 0; i < textures.NUM_SPRITES; i++) {
spriteOrder[i] = i;
// this is just the distance calculation
spriteDistance[i] = ((posX - textures.SPRITE[i].x) *
@ -89,10 +92,10 @@ void Raycaster::sprite_casting() {
(posY - textures.SPRITE[i].y));
}
sort_sprites(spriteOrder, spriteDistance, NUM_SPRITES);
sort_sprites(spriteOrder, spriteDistance, textures.NUM_SPRITES);
// after sorting the sprites, do the projection
for(int i = 0; i < NUM_SPRITES; i++) {
for(int i = 0; i < textures.NUM_SPRITES; i++) {
int sprite_index = spriteOrder[i];
Sprite& sprite_rec = textures.get_sprite(sprite_index);
double spriteX = sprite_rec.x - posX;
@ -135,7 +138,7 @@ void Raycaster::sprite_casting() {
//loop through every vertical stripe of the sprite on screen
for(int stripe = drawStartX; stripe < drawEndX; stripe++) {
int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * TEXTURE_WIDTH / spriteWidth) / 256;
int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / 256;
// the conditions in the if are:
// 1) it's in front of the camera plane so you don't see things behind you
// 2) ZBuffer, with perpendicular distance
@ -143,10 +146,10 @@ void Raycaster::sprite_casting() {
for(int y = drawStartY; y < drawEndY; y++) {
//256 and 128 factors to avoid floats
int d = (y - vMoveScreen) * 256 - $height * 128 + spriteHeight * 128;
int texY = ((d * TEXTURE_HEIGHT) / spriteHeight) / 256;
int texY = ((d * textureHeight) / spriteHeight) / 256;
//get current color from the texture
// BUG: this crashes sometimes when the math goes out of bounds
uint32_t color = sprite_texture[TEXTURE_WIDTH * texY + texX];
uint32_t color = sprite_texture[textureWidth * texY + texX];
// poor person's transparency, get current color from the texture
if((color & 0x00FFFFFF) != 0) {
RGBA pixel = color;
@ -243,21 +246,21 @@ void Raycaster::cast_rays() {
wallX -= floor((wallX));
// x coorindate on the texture
int texX = int(wallX * double(TEXTURE_WIDTH));
if(side == 0 && rayDirX > 0) texX = TEXTURE_WIDTH - texX - 1;
if(side == 1 && rayDirY < 0) texX = TEXTURE_WIDTH - texX - 1;
int texX = int(wallX * double(textures.TEXTURE_WIDTH));
if(side == 0 && rayDirX > 0) texX = textures.TEXTURE_WIDTH - texX - 1;
if(side == 1 && rayDirY < 0) texX = textures.TEXTURE_WIDTH - texX - 1;
// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
// How much to increase the texture coordinate per screen pixel
double step = 1.0 * TEXTURE_HEIGHT / lineHeight;
double step = 1.0 * textures.TEXTURE_HEIGHT / lineHeight;
// Starting texture coordinate
double texPos = (drawStart - PITCH - $height / 2 + lineHeight / 2) * step;
for(int y = drawStart; y < drawEnd; y++) {
int texY = (int)texPos & (TEXTURE_HEIGHT - 1);
int texY = (int)texPos & (textures.TEXTURE_HEIGHT - 1);
texPos += step;
RGBA pixel = texture[TEXTURE_HEIGHT * texY + texX];
RGBA pixel = texture[textures.TEXTURE_HEIGHT * texY + texX];
pixels[pixcoord(x, y)] = pixel;
}
@ -267,12 +270,13 @@ void Raycaster::cast_rays() {
}
void Raycaster::draw_ceiling_floor() {
int screenHeight = RAY_VIEW_HEIGHT;
int screenWidth = RAY_VIEW_WIDTH;
const int textureWidth = textures.TEXTURE_WIDTH;
const int textureHeight = textures.TEXTURE_HEIGHT;
auto& floorTexture = textures.get(textures.floor);
auto& ceilingTexture = textures.get(textures.ceiling);
for(int y = screenHeight / 2 + 1; y < screenHeight; ++y) {
for(int y = $height / 2 + 1; y < $height; ++y) {
// rayDir for leftmost ray (x=0) and rightmost (x = w)
float rayDirX0 = dirX - planeX;
float rayDirY0 = dirY - planeY;
@ -280,13 +284,13 @@ void Raycaster::draw_ceiling_floor() {
float rayDirY1 = dirY + planeY;
// current y position compared to the horizon
int p = y - screenHeight / 2;
int p = y - $height / 2;
// vertical position of the camera
// 0.5 will the camera at the center horizon. For a
// different value you need a separate loop for ceiling
// and floor since they're no longer symmetrical.
float posZ = 0.5 * screenHeight;
float posZ = 0.5 * $height;
// horizontal distance from the camera to the floor for the current row
// 0.5 is the z position exactly in the middle between floor and ceiling
@ -295,8 +299,8 @@ void Raycaster::draw_ceiling_floor() {
// calculate the real world step vector we have to add for each x (parallel to camera plane)
// adding step by step avoids multiplications with a wight in the inner loop
float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / screenWidth;
float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / screenWidth;
float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / $width;
float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / $width;
// real world coordinates of the leftmost column.
@ -304,15 +308,15 @@ void Raycaster::draw_ceiling_floor() {
float floorX = posX + rowDistance * rayDirX0;
float floorY = posY + rowDistance * rayDirY0;
for(int x = 0; x < screenWidth; ++x) {
for(int x = 0; x < $width; ++x) {
// the cell coord is simply taken from the int parts of
// floorX and floorY.
int cellX = int(floorX);
int cellY = int(floorY);
// get the texture coordinat from the fractional part
int tx = int(TEXTURE_WIDTH * (floorX - cellX)) & (TEXTURE_WIDTH - 1);
int ty = int(TEXTURE_WIDTH * (floorY - cellY)) & (TEXTURE_HEIGHT - 1);
int tx = int(textureWidth * (floorX - cellX)) & (textureWidth - 1);
int ty = int(textureWidth * (floorY - cellY)) & (textureHeight - 1);
floorX += floorStepX;
floorY += floorStepY;
@ -323,12 +327,12 @@ void Raycaster::draw_ceiling_floor() {
// floorX cellX to find the texture x/y. How?
// FLOOR
color = floorTexture[TEXTURE_WIDTH * ty + tx];
color = floorTexture[textureWidth * ty + tx];
pixels[pixcoord(x, y)] = color;
// CEILING
color = ceilingTexture[TEXTURE_WIDTH * ty + tx];
pixels[pixcoord(x, screenHeight - y - 1)] = color;
color = ceilingTexture[textureWidth * ty + tx];
pixels[pixcoord(x, $height - y - 1)] = color;
}
}
}
@ -350,7 +354,7 @@ bool Raycaster::empty_space(int new_x, int new_y) {
}
void Raycaster::sort_sprites(int* order, double* dist, int amount)
void Raycaster::sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount)
{
std::vector<std::pair<double, int>> sprites(amount);

@ -14,12 +14,6 @@
using matrix::Matrix;
#define TEXTURE_WIDTH 256 // must be power of two
#define TEXTURE_HEIGHT 256 // must be power of two
#define NUM_SPRITES 1
#define NUM_TEXTURES 11
struct Sprite {
double x;
double y;
@ -30,28 +24,28 @@ struct Sprite {
int vDiv=1;
};
#define RAY_VIEW_WIDTH 960
#define RAY_VIEW_HEIGHT 720
#define RAY_VIEW_X (1280 - RAY_VIEW_WIDTH)
#define RAY_VIEW_Y 0
using RGBA = uint32_t;
struct TexturePack {
std::vector<uint32_t> texture[NUM_TEXTURES];
int NUM_SPRITES=1;
int NUM_TEXTURES=11;
int TEXTURE_WIDTH=256; // must be power of two
int TEXTURE_HEIGHT=256; // must be power of two
std::vector<std::vector<uint32_t>> images;
std::vector<Sprite> SPRITE{{4.0, 3.55, 8}};
const int floor = 3;
const int ceiling = 6;
void load_textures();
void load_image(std::vector<uint32_t>& texture, const char *filename);
std::vector<uint32_t> load_image(const char *filename);
Sprite &get_sprite(size_t sprite_num);
std::vector<uint32_t>& get(size_t num);
};
struct Raycaster {
int $width=RAY_VIEW_WIDTH;
int $height=RAY_VIEW_HEIGHT;
int PITCH=0;
TexturePack textures;
double posX = 0;
double posY = 0;
@ -63,36 +57,39 @@ struct Raycaster {
// the 2d raycaster version of camera plane
double planeX = 0;
double planeY = 0.66;
sf::Texture view_texture;
sf::Sprite view_sprite;
//ZED allocate this on the heap
std::array<double, RAY_VIEW_WIDTH> ZBuffer;
//ZED: USE smart pointer for this
std::unique_ptr<RGBA[]> pixels = nullptr;
//ZED: heap too?
int spriteOrder[NUM_SPRITES];
double spriteDistance[NUM_SPRITES];
sf::Texture view_texture;
sf::Sprite view_sprite;
int $width;
int $height;
sf::RenderWindow& $window;
Matrix& $map;
int PITCH=0;
std::vector<int> spriteOrder;
std::vector<double> spriteDistance;
std::vector<double> ZBuffer; // width
Raycaster(sf::RenderWindow& window, Matrix &map);
Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height);
void draw_pixel_buffer();
void clear();
void cast_rays();
void sprite_casting();
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 sort_sprites(int* order, double* dist, int amount);
// ZED these can be one or two functions
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);
inline size_t pixcoord(int x, int y) {
return ((y) * $width) + (x);
}
};

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