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@ -38,7 +38,7 @@ Raycaster::Raycaster(TexturePack &textures, int width, int height) : |
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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), $height(height), |
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ZBuffer(width), |
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$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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@ -52,8 +52,8 @@ void Raycaster::set_position(int x, int y) { |
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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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$pos_x = player_x; |
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$pos_y = player_y; |
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} |
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void Raycaster::draw_pixel_buffer() { |
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@ -61,12 +61,12 @@ void Raycaster::draw_pixel_buffer() { |
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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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constexpr const int texture_width = TEXTURE_WIDTH; |
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constexpr const int texture_height = TEXTURE_HEIGHT; |
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constexpr const int half_height = 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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auto sprite_order = $level.collision->distance_sorted({(size_t)$pos_x, (size_t)$pos_y}); |
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// after sorting the sprites, do the projection
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for(auto& rec : sprite_order) { |
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@ -75,67 +75,67 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) { |
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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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double sprite_x = double(sprite_pos.location.x) - $pos_x + 0.5; |
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double sprite_y = double(sprite_pos.location.y) - $pos_y + 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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// [ $plane_x $dir_x ] -1 [ $dir_y -$dir_x ]
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// [ ] = 1/($plane_x*$dir_y-$dir_x*$plane_y) * [ ]
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// [ $plane_y $dir_y ] [ -$plane_y $plane_x ]
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double invDet = 1.0 / ($planeX * $dirY - $dirX * $planeY); // required for correct matrix multiplication
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double inv_det = 1.0 / ($plane_x * $dir_y - $dir_x * $plane_y); // required for correct matrix multiplication
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double transformX = invDet * ($dirY * spriteX - $dirX * spriteY); |
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double transform_x = inv_det * ($dir_y * sprite_x - $dir_x * sprite_y); |
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//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
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double transformY = invDet * (-$planeY * spriteX + $planeX * spriteY); |
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double transform_y = inv_det * (-$plane_y * sprite_x + $plane_x * sprite_y); |
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int spriteScreenX = int(($width / 2) * (1 + transformX / transformY)); |
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int sprite_screen_x = int(($width / 2) * (1 + transform_x / transform_y)); |
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// calculate the height of the sprite on screen
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//using "transformY" instead of the real distance prevents fisheye
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int spriteHeight = abs(int($height / transformY)); |
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//using "transform_y" instead of the real distance prevents fisheye
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int sprite_height = abs(int($height / transform_y)); |
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// calculate width the the sprite
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// same as height of sprite, given that it's square
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int spriteWidth = abs(int($height / transformY)); |
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int sprite_width = abs(int($height / transform_y)); |
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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 draw_start_x = -sprite_width / 2 + sprite_screen_x; |
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if(draw_start_x < 0) draw_start_x = 0; |
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int draw_end_x = sprite_width / 2 + sprite_screen_x; |
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if(draw_end_x > $width) draw_end_x = $width; |
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int stripe = drawStartX; |
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for(; stripe < drawEndX; stripe++) { |
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int stripe = draw_start_x; |
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for(; stripe < draw_end_x; 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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//2) $zbuffer, with perpendicular distance
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if(!(transform_y > 0 && transform_y < $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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int tex_x_end = int(texture_width * (stripe - (-sprite_width / 2 + sprite_screen_x)) * texture_width / sprite_width) / texture_width; |
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if(drawStartX < drawEndX && transformY > 0 && transformY < ZBuffer[drawStartX]) { |
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if(draw_start_x < draw_end_x && transform_y > 0 && transform_y < $zbuffer[draw_start_x]) { |
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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 draw_start_y = -sprite_height / 2 + $height / 2; |
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if(draw_start_y < 0) draw_start_y = 0; |
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int draw_end_y = sprite_height / 2 + $height / 2; |
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if(draw_end_y >= $height) draw_end_y = $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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int tex_x = int(texture_width * (draw_start_x - (-sprite_width / 2 + sprite_screen_x)) * texture_width / sprite_width) / texture_width; |
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int tex_render_width = tex_x_end - tex_x; |
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if(tex_render_width <= 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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float x = float(draw_start_x + RAY_VIEW_X); |
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float y = float(draw_start_y + RAY_VIEW_Y); |
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float sprite_w = float(sprite_width) / float(texture_width); |
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float sprite_h = float(sprite_height) / float(texture_height); |
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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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int d = y * texture_height - $height * half_height + sprite_height * half_height; |
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int tex_y = ((d * texture_height) / sprite_height) / texture_height; |
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sf_sprite->setScale({sprite_w, sprite_h}); |
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$anim.step(*sf_sprite, texX, texY, texRenderWidth, textureHeight); |
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$anim.step(*sf_sprite, tex_x, tex_y, tex_render_width, texture_height); |
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sf_sprite->setPosition({x, y}); |
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$brightness.setUniform("offsetFactor", sf::Glsl::Vec2{0.0f, 0.0f}); |
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@ -148,125 +148,125 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) { |
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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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constexpr static const int texture_width = TEXTURE_WIDTH; |
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constexpr static const int texture_height = TEXTURE_HEIGHT; |
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double perp_wall_dist; |
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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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double ray_dir_x = $dir_x + $plane_x * cameraX; |
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double ray_dir_y = $dir_y + $plane_y * cameraX; |
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// which box of the map we're in
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int mapX = int($posX); |
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int mapY = int($posY); |
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int map_x = int($pos_x); |
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int map_y = int($pos_y); |
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// length of ray from current pos to next x or y-side
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double sideDistX; |
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double sideDistY; |
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double side_dist_x; |
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double side_dist_y; |
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// length of ray from one x or y-side to next x or y-side
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double deltaDistX = std::abs(1.0 / rayDirX); |
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double deltaDistY = std::abs(1.0 / rayDirY); |
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double delta_dist_x = std::abs(1.0 / ray_dir_x); |
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double delta_dist_y = std::abs(1.0 / ray_dir_y); |
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int stepX = 0; |
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int stepY = 0; |
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int step_x = 0; |
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int step_y = 0; |
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int hit = 0; |
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int side = 0; |
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// calculate step and initial sideDist
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if(rayDirX < 0) { |
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stepX = -1; |
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sideDistX = ($posX - mapX) * deltaDistX; |
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if(ray_dir_x < 0) { |
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step_x = -1; |
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side_dist_x = ($pos_x - map_x) * delta_dist_x; |
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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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step_x = 1; |
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side_dist_x = (map_x + 1.0 - $pos_x) * delta_dist_x; |
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} |
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if(rayDirY < 0) { |
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stepY = -1; |
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sideDistY = ($posY - mapY) * deltaDistY; |
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if(ray_dir_y < 0) { |
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step_y = -1; |
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side_dist_y = ($pos_y - map_y) * delta_dist_y; |
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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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step_y = 1; |
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side_dist_y = (map_y + 1.0 - $pos_y) * delta_dist_y; |
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} |
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// perform DDA
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while(hit == 0) { |
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if(sideDistX < sideDistY) { |
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sideDistX += deltaDistX; |
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mapX += stepX; |
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if(side_dist_x < side_dist_y) { |
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side_dist_x += delta_dist_x; |
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map_x += step_x; |
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side = 0; |
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} else { |
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sideDistY += deltaDistY; |
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mapY += stepY; |
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side_dist_y += delta_dist_y; |
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map_y += step_y; |
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side = 1; |
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} |
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if($map[mapY][mapX] > 0) hit = 1; |
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if($map[map_y][map_x] > 0) hit = 1; |
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} |
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if(side == 0) { |
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perpWallDist = (sideDistX - deltaDistX); |
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perp_wall_dist = (side_dist_x - delta_dist_x); |
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} else { |
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perpWallDist = (sideDistY - deltaDistY); |
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perp_wall_dist = (side_dist_y - delta_dist_y); |
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} |
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int lineHeight = int($height / perpWallDist); |
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int line_height = int($height / perp_wall_dist); |
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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 draw_start = -line_height / 2 + $height / 2 + $pitch; |
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if(draw_start < 0) draw_start = 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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int draw_end = line_height / 2 + $height / 2 + $pitch; |
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if(draw_end >= $height) draw_end = $height - 1; |
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auto texture = $textures.get_surface($map[mapY][mapX] - 1); |
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auto texture = $textures.get_surface($map[map_y][map_x] - 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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// calculate value of wall_x
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double wall_x; // 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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wall_x = $pos_y + perp_wall_dist * ray_dir_y; |
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} else { |
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wallX = $posX + perpWallDist * rayDirX; |
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wall_x = $pos_x + perp_wall_dist * ray_dir_x; |
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} |
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wallX -= floor((wallX)); |
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wall_x -= floor((wall_x)); |
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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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int tex_x = int(wall_x * double(texture_width)); |
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if(side == 0 && ray_dir_x > 0) tex_x = texture_width - tex_x - 1; |
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if(side == 1 && ray_dir_y < 0) tex_x = texture_width - tex_x - 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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double step = 1.0 * texture_height / line_height; |
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// Starting texture coordinate
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double texPos = (drawStart - $pitch - $height / 2 + lineHeight / 2) * step; |
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double tex_pos = (draw_start - $pitch - $height / 2 + line_height / 2) * step; |
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for(int y = drawStart; y < drawEnd; y++) { |
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int texY = (int)texPos & (textureHeight - 1); |
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texPos += step; |
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RGBA pixel = texture[textureHeight * texY + texX]; |
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$pixels[pixcoord(x, y)] = dumb_lighting(pixel, perpWallDist); |
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for(int y = draw_start; y < draw_end; y++) { |
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int tex_y = (int)tex_pos & (texture_height - 1); |
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tex_pos += step; |
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RGBA pixel = texture[texture_height * tex_y + tex_x]; |
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$pixels[pixcoord(x, y)] = dumb_lighting(pixel, perp_wall_dist); |
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} |
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// SET THE ZBUFFER FOR THE SPRITE CASTING
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ZBuffer[x] = perpWallDist; |
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$zbuffer[x] = perp_wall_dist; |
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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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constexpr static const int texture_width = TEXTURE_WIDTH; |
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constexpr static const int texture_height = 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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float ray_dir_x0 = $dir_x - $plane_x; |
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float ray_dir_y0 = $dir_y - $plane_y; |
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float ray_dir_x1 = $dir_x + $plane_x; |
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float ray_dir_y1 = $dir_y + $plane_y; |
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// current y position compared to the horizon
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int p = y - $height / 2; |
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@ -275,53 +275,53 @@ void Raycaster::draw_ceiling_floor() { |
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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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float pos_z = 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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float row_distance = pos_z / 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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float floor_step_x = row_distance * (ray_dir_x1 - ray_dir_x0) / $width; |
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float floor_step_y = row_distance * (ray_dir_y1 - ray_dir_y0) / $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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float floor_x = $pos_x + row_distance * ray_dir_x0; |
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float floor_y = $pos_y + row_distance * ray_dir_y0; |
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auto floor_texture = (const uint32_t *)$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 < $width; ++x) { |
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// the cell coord is simply taken from the int parts of
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// floorX and floorY.
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int cellX = int(floorX); |
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int cellY = int(floorY); |
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// floor_x and floor_y.
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int cell_x = int(floor_x); |
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int cell_y = int(floor_y); |
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// get the texture coordinate from the fractional part
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int tx = int(textureWidth * (floorX - cellX)) & (textureWidth - 1); |
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int ty = int(textureWidth * (floorY - cellY)) & (textureHeight - 1); |
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int tx = int(texture_width * (floor_x - cell_x)) & (texture_width - 1); |
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int ty = int(texture_width * (floor_y - cell_y)) & (texture_height - 1); |
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floorX += floorStepX; |
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floorY += floorStepY; |
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floor_x += floor_step_x; |
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floor_y += floor_step_y; |
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double d = std::sqrt(($posX - floorX) * ($posX - floorX) + ($posY - floorY) * ($posY - floorY)); |
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double d = std::sqrt(($pos_x - floor_x) * ($pos_x - floor_x) + ($pos_y - floor_y) * ($pos_y - floor_y)); |
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// now get the pixel from the texture
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uint32_t color; |
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// this uses the previous ty/tx fractional parts of
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// floorX cellX to find the texture x/y. How?
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// floor_x cell_x to find the texture x/y. How?
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// FLOOR
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color = floor_texture[textureWidth * ty + tx]; |
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color = floor_texture[texture_width * ty + tx]; |
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$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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color = ceiling_texture[texture_width * 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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