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@ -28,78 +28,78 @@ inline uint32_t dumb_lighting(uint32_t pixel, double distance) { |
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Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, 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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$view_texture({(unsigned int)width, (unsigned int)height}), |
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$view_sprite($view_texture), |
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$width(width), $height(height), |
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$window(window), |
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$map(map), |
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spriteOrder(textures.NUM_SPRITES), |
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spriteDistance(textures.NUM_SPRITES), |
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spriteOrder($textures.NUM_SPRITES), |
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spriteDistance($textures.NUM_SPRITES), |
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ZBuffer(width) |
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{ |
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$window.setVerticalSyncEnabled(true); |
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view_sprite.setPosition({0, 0}); |
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pixels = make_unique<RGBA[]>($width * $height); |
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textures.load_textures(); |
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$view_sprite.setPosition({0, 0}); |
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$pixels = make_unique<RGBA[]>($width * $height); |
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$textures.load_textures(); |
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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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$view_sprite.setPosition({(float)x, (float)y}); |
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} |
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void Raycaster::position_camera(float player_x, float player_y) { |
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// x and y start position
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posX = player_x; |
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posY = player_y; |
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$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)$height}, {0, 0}); |
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$window.draw(view_sprite); |
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$view_texture.update((uint8_t *)$pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0}); |
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$window.draw($view_sprite); |
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} |
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void Raycaster::clear() { |
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std::fill_n(pixels.get(), $width * $height, 0); |
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std::fill_n($pixels.get(), $width * $height, 0); |
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$window.clear(); |
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} |
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void Raycaster::sprite_casting() { |
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const int textureWidth = textures.TEXTURE_WIDTH; |
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const int textureHeight = textures.TEXTURE_HEIGHT; |
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const int textureWidth = $textures.TEXTURE_WIDTH; |
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const int textureHeight = $textures.TEXTURE_HEIGHT; |
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// sort sprites from far to close
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for(int i = 0; i < textures.NUM_SPRITES; i++) { |
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auto& sprite = textures.get_sprite(i); |
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for(int i = 0; i < $textures.NUM_SPRITES; i++) { |
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auto& sprite = $textures.get_sprite(i); |
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spriteOrder[i] = i; |
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// this is just the distance calculation
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spriteDistance[i] = ((posX - sprite.x) * |
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(posX - sprite.x) + |
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(posY - sprite.y) * |
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(posY - sprite.y)); |
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spriteDistance[i] = (($posX - sprite.x) * |
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($posX - sprite.x) + |
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($posY - sprite.y) * |
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($posY - sprite.y)); |
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} |
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sort_sprites(spriteOrder, spriteDistance, textures.NUM_SPRITES); |
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sort_sprites(spriteOrder, spriteDistance, $textures.NUM_SPRITES); |
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// after sorting the sprites, do the projection
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for(int i = 0; i < textures.NUM_SPRITES; i++) { |
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for(int i = 0; i < $textures.NUM_SPRITES; i++) { |
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int sprite_index = spriteOrder[i]; |
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Sprite& sprite_rec = textures.get_sprite(sprite_index); |
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auto& sprite_texture = textures.get_texture(sprite_rec.texture); |
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Sprite& sprite_rec = $textures.get_sprite(sprite_index); |
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auto& sprite_texture = $textures.get_texture(sprite_rec.texture); |
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double spriteX = sprite_rec.x - posX; |
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double spriteY = sprite_rec.y - posY; |
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double spriteX = sprite_rec.x - $posX; |
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double spriteY = sprite_rec.y - $posY; |
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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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// [ $planeX $dirX ] -1 [ $dirY -$dirX ]
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// [ ] = 1/($planeX*$dirY-$dirX*$planeY) * [ ]
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// [ $planeY $dirY ] [ -$planeY $planeX ]
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double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication
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double invDet = 1.0 / ($planeX * $dirY - $dirX * $planeY); // required for correct matrix multiplication
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double transformX = invDet * (dirY * spriteX - dirX * spriteY); |
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double transformX = invDet * ($dirY * spriteX - $dirX * spriteY); |
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//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
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double transformY = invDet * (-planeY * spriteX + planeX * spriteY); |
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double transformY = invDet * (-$planeY * spriteX + $planeX * spriteY); |
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int spriteScreenX = int(($width / 2) * (1 + transformX / transformY)); |
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@ -136,11 +136,13 @@ void Raycaster::sprite_casting() { |
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int texY = ((d * textureHeight) / spriteHeight) / 256; |
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//get current color from the texture
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// BUG: this crashes sometimes when the math goes out of bounds
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uint32_t color = sprite_texture[textureWidth * texY + texX]; |
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size_t index = textureWidth * texY + texX; |
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if(index < 0 || index >= sprite_texture.size()) continue; |
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uint32_t color = sprite_texture[index]; |
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// poor person's transparency, get current color from the texture
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if((color & 0x00FFFFFF) != 0) { |
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RGBA pixel = color; |
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pixels[pixcoord(stripe, y)] = pixel; |
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$pixels[pixcoord(stripe, y)] = pixel; |
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} |
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} |
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} |
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@ -149,18 +151,20 @@ void Raycaster::sprite_casting() { |
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} |
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void Raycaster::cast_rays() { |
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constexpr static const int textureWidth = $textures.TEXTURE_WIDTH; |
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constexpr static const int textureHeight = $textures.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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double rayDirX = $dirX + $planeX * cameraX; |
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double rayDirY = $dirY + $planeY * cameraX; |
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// which box of the map we're in
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int mapX = int(posX); |
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int mapY = int(posY); |
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int mapX = int($posX); |
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int mapY = int($posY); |
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// length of ray from current pos to next x or y-side
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double sideDistX; |
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@ -178,18 +182,18 @@ void Raycaster::cast_rays() { |
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// calculate step and initial sideDist
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if(rayDirX < 0) { |
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stepX = -1; |
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sideDistX = (posX - mapX) * deltaDistX; |
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sideDistX = ($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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sideDistX = (mapX + 1.0 - $posX) * deltaDistX; |
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} |
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if(rayDirY < 0) { |
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stepY = -1; |
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sideDistY = (posY - mapY) * deltaDistY; |
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sideDistY = ($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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sideDistY = (mapY + 1.0 - $posY) * deltaDistY; |
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} |
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// perform DDA
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@ -215,40 +219,40 @@ void Raycaster::cast_rays() { |
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int lineHeight = int($height / perpWallDist); |
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int drawStart = -lineHeight / 2 + $height / 2 + PITCH; |
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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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int drawEnd = lineHeight / 2 + $height / 2 + $pitch; |
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if(drawEnd >= $height) drawEnd = $height - 1; |
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auto &texture = textures.get_texture($map[mapY][mapX] - 1); |
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auto &texture = $textures.get_texture($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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wallX = $posY + perpWallDist * rayDirY; |
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} else { |
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wallX = posX + perpWallDist * rayDirX; |
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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(textures.TEXTURE_WIDTH)); |
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if(side == 0 && rayDirX > 0) texX = textures.TEXTURE_WIDTH - texX - 1; |
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if(side == 1 && rayDirY < 0) texX = textures.TEXTURE_WIDTH - texX - 1; |
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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 * textures.TEXTURE_HEIGHT / lineHeight; |
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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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double texPos = (drawStart - $pitch - $height / 2 + lineHeight / 2) * step; |
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for(int y = drawStart; y < drawEnd; y++) { |
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int texY = (int)texPos & (textures.TEXTURE_HEIGHT - 1); |
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int texY = (int)texPos & (textureHeight - 1); |
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texPos += step; |
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RGBA pixel = texture[textures.TEXTURE_HEIGHT * texY + texX]; |
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pixels[pixcoord(x, y)] = dumb_lighting(pixel, perpWallDist); |
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RGBA pixel = texture[textureHeight * texY + texX]; |
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$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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@ -257,15 +261,15 @@ void Raycaster::cast_rays() { |
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} |
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void Raycaster::draw_ceiling_floor() { |
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const int textureWidth = textures.TEXTURE_WIDTH; |
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const int textureHeight = textures.TEXTURE_HEIGHT; |
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constexpr static const int textureWidth = $textures.TEXTURE_WIDTH; |
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constexpr static const int textureHeight = $textures.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 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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@ -289,8 +293,8 @@ void Raycaster::draw_ceiling_floor() { |
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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 floorX = $posX + rowDistance * rayDirX0; |
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float floorY = $posY + rowDistance * rayDirY0; |
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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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@ -311,12 +315,12 @@ void Raycaster::draw_ceiling_floor() { |
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// floorX cellX to find the texture x/y. How?
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// FLOOR
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color = textures.floor[textureWidth * ty + tx]; |
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pixels[pixcoord(x, y)] = color; |
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color = $textures.floor[textureWidth * ty + tx]; |
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$pixels[pixcoord(x, y)] = color; |
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// CEILING
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color = textures.ceiling[textureWidth * ty + tx]; |
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pixels[pixcoord(x, $height - y - 1)] = color; |
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color = $textures.ceiling[textureWidth * ty + tx]; |
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$pixels[pixcoord(x, $height - y - 1)] = color; |
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} |
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} |
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} |
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@ -358,22 +362,22 @@ void Raycaster::sort_sprites(std::vector<int>& order, std::vector<double>& dist, |
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void Raycaster::run(double speed, int dir) { |
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double speed_and_dir = speed * dir; |
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if(empty_space(int(posX + dirX * speed_and_dir), int(posY))) { |
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posX += dirX * speed_and_dir; |
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if(empty_space(int($posX + $dirX * speed_and_dir), int($posY))) { |
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$posX += $dirX * speed_and_dir; |
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} |
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if(empty_space(int(posX), int(posY + dirY * speed_and_dir))) { |
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posY += dirY * speed_and_dir; |
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if(empty_space(int($posX), int($posY + $dirY * speed_and_dir))) { |
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$posY += $dirY * speed_and_dir; |
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} |
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} |
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void Raycaster::rotate(double speed, int dir) { |
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double speed_and_dir = speed * dir; |
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double oldDirX = dirX; |
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dirX = dirX * cos(speed_and_dir) - dirY * sin(speed_and_dir); |
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dirY = oldDirX * sin(speed_and_dir) + dirY * cos(speed_and_dir); |
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double oldDirX = $dirX; |
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$dirX = $dirX * cos(speed_and_dir) - $dirY * sin(speed_and_dir); |
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$dirY = oldDirX * sin(speed_and_dir) + $dirY * cos(speed_and_dir); |
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double oldPlaneX = planeX; |
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planeX = planeX * cos(speed_and_dir) - planeY * sin(speed_and_dir); |
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planeY = oldPlaneX * sin(speed_and_dir) + planeY * cos(speed_and_dir); |
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double oldPlaneX = $planeX; |
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$planeX = $planeX * cos(speed_and_dir) - $planeY * sin(speed_and_dir); |
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$planeY = oldPlaneX * sin(speed_and_dir) + $planeY * cos(speed_and_dir); |
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} |
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