Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.

master
Zed A. Shaw 2 weeks ago
parent 0260e3d345
commit b43553a563
  1. 1
      assets/enemies.json
  2. 5
      gui_fsm.cpp
  3. 10
      main_ui.cpp
  4. 3
      main_ui.hpp
  5. 32
      raycaster.cpp
  6. 2
      raycaster.hpp
  7. 3
      status_ui.cpp

@ -21,7 +21,6 @@
},
{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 1, "dead": false},
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
{"_type": "LightSource", "strength": 40, "radius": 1.2},
{"_type": "EnemyConfig", "hearing_distance": 5},
{"_type": "Sprite", "name": "armored_knight"}
]

@ -248,6 +248,9 @@ namespace gui {
case KEY::Escape:
event(Event::CLOSE);
break;
case KEY::Space:
event(Event::ATTACK);
break;
case KEY::P:
$main_ui.debug();
break;
@ -259,9 +262,9 @@ namespace gui {
}
void FSM::draw_gui() {
$main_ui.draw();
$status_ui.draw($window);
$combat_ui.draw($window);
$main_ui.draw();
}
void FSM::render() {

@ -65,13 +65,15 @@ namespace gui {
$rayview.init_shaders();
$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
$overlay_ui.render();
}
void MainUI::draw() {
auto start = std::chrono::high_resolution_clock::now();
if($needs_render) $rayview.render();
$rayview.draw($window);
auto end = std::chrono::high_resolution_clock::now();
auto elapsed = std::chrono::duration<double>(end - start);
$stats.sample(1/elapsed.count());
@ -85,16 +87,20 @@ namespace gui {
}
bool MainUI::play_rotate() {
return $camera.play_rotate($rayview);
bool done = $camera.play_rotate($rayview);
$needs_render = !done;
return done;
}
// this could be an optional that returs a Point
std::optional<Point> MainUI::play_move() {
if($camera.play_move($rayview)) {
$needs_render = false;
return std::make_optional<Point>({
size_t($camera.target_x),
size_t($camera.target_y)});
} else {
$needs_render = true;
return std::nullopt;
}
}

@ -11,6 +11,7 @@ namespace gui {
class MainUI {
public:
bool $needs_render = true;
Point $player{0,0};
Stats $stats;
sf::RenderWindow& $window;
@ -26,9 +27,9 @@ namespace gui {
void draw_stats();
void draw_blood();
std::optional<Point> play_move();
void plan_rotate(int dir);
bool play_rotate();
std::optional<Point> play_move();
Point plan_move(int dir, bool strafe);
void abort_plan();

@ -23,6 +23,11 @@ union ColorConv {
uint32_t as_int;
};
/* It's hard to believe, but this is faster than any bitfiddling
* I could devise. Just use a union with a struct, do the math
* and I guess the compiler can handle it better than shifting
* bits around.
*/
inline uint32_t new_lighting(uint32_t pixel, int level) {
float factor = level * PERCENT;
@ -38,8 +43,7 @@ Raycaster::Raycaster(int width, int height) :
$view_texture(sf::Vector2u{(unsigned int)width, (unsigned int)height}),
$view_sprite($view_texture),
$width(width), $height(height),
$zbuffer(width),
$anim(256, 256, 10, "assets/monster-1.ogg")
$zbuffer(width)
{
$view_sprite.setPosition({0, 0});
$pixels = make_unique<RGBA[]>($width * $height);
@ -99,6 +103,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
// calculate width the the sprite
// same as height of sprite, given that it's square
int sprite_width = abs(int($height / transform_y));
// CUT
int draw_start_x = -sprite_width / 2 + sprite_screen_x;
if(draw_start_x < 0) draw_start_x = 0;
@ -119,8 +124,6 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
//calculate lowest and highest pixel to fill in current stripe
int draw_start_y = -sprite_height / 2 + $height / 2;
if(draw_start_y < 0) draw_start_y = 0;
int draw_end_y = sprite_height / 2 + $height / 2;
if(draw_end_y >= $height) draw_end_y = $height - 1;
int tex_x = int(texture_width * (draw_start_x - (-sprite_width / 2 + sprite_screen_x)) * texture_width / sprite_width) / texture_width;
int tex_render_width = tex_x_end - tex_x;
@ -130,14 +133,22 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
float x = float(draw_start_x + $screen_pos_x);
float y = float(draw_start_y + $screen_pos_y);
float sprite_w = float(sprite_width) / float(texture_width);
float sprite_h = float(sprite_height) / float(texture_height);
if(x < $screen_pos_x) fmt::println("X < rayview left bounds");
if(y < $screen_pos_y) fmt::println("Y < rayview top bounds");
if(x >= SCREEN_WIDTH) fmt::println("OUT OF BOUNDS X");
if(y >= $height) fmt::println("OUT OF BOUNDS Y");
float sprite_scale_w = float(sprite_width) / float(texture_width);
float sprite_scale_h = float(sprite_height) / float(texture_height);
int d = y * texture_height - $height * half_height + sprite_height * half_height;
int tex_y = ((d * texture_height) / sprite_height) / texture_height;
sf_sprite->setScale({sprite_w, sprite_h});
$anim.step(*sf_sprite, tex_x, tex_y, tex_render_width, texture_height);
sf_sprite->setScale({sprite_scale_w, sprite_scale_h});
sf_sprite->setTextureRect(sf::IntRect({
{tex_x, tex_y},
{tex_render_width, texture_height}}));
sf_sprite->setPosition({x, y});
$brightness.setUniform("offsetFactor", sf::Glsl::Vec2{0.0f, 0.0f});
@ -333,10 +344,13 @@ void Raycaster::draw_ceiling_floor() {
}
}
void Raycaster::draw(sf::RenderTarget& target) {
void Raycaster::render() {
draw_ceiling_floor();
cast_rays();
draw_pixel_buffer();
}
void Raycaster::draw(sf::RenderTarget& target) {
target.draw($view_sprite);
sprite_casting(target);
}

@ -39,7 +39,6 @@ struct Raycaster {
Matrix $map;
std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
std::vector<double> $zbuffer; // width
Animator $anim;
Raycaster(int width, int height);
@ -47,6 +46,7 @@ struct Raycaster {
void draw_ceiling_floor();
void draw_pixel_buffer();
void sprite_casting(sf::RenderTarget& target);
void render();
void draw(sf::RenderTarget& target);
void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);

@ -17,8 +17,7 @@ namespace gui {
"[button7 | button8 | button9]"
"[*%(100,300)log_view]"
"[_]"
"[_]"
);
"[_]");
}
void StatusUI::render() {

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