diff --git a/raycaster.cpp b/raycaster.cpp index 2e2d256..117f327 100644 --- a/raycaster.cpp +++ b/raycaster.cpp @@ -6,9 +6,6 @@ using std::make_unique; #define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8)) #define gray_color(c) rgba_color(c, c, c, 255) -//parameters for scaling and moving the sprites -#define uDiv 1 -#define vDiv 1 inline size_t pixcoord(int x, int y) { return ((y) * RAY_VIEW_WIDTH) + (x); @@ -81,15 +78,93 @@ void Raycaster::clear() { $window.clear(); } +void Raycaster::sprite_casting() { + // sort sprites from far to close + for(int i = 0; i < NUM_SPRITES; i++) { + spriteOrder[i] = i; + // this is just the distance calculation + spriteDistance[i] = ((posX - textures.SPRITE[i].x) * + (posX - textures.SPRITE[i].x) + + (posY - textures.SPRITE[i].y) * + (posY - textures.SPRITE[i].y)); + } + + sort_sprites(spriteOrder, spriteDistance, NUM_SPRITES); + + // after sorting the sprites, do the projection + for(int i = 0; i < NUM_SPRITES; i++) { + int sprite_index = spriteOrder[i]; + Sprite& sprite_rec = textures.get_sprite(sprite_index); + double spriteX = sprite_rec.x - posX; + double spriteY = sprite_rec.y - posY; + auto& sprite_texture = textures.get(sprite_rec.texture); + + //transform sprite with the inverse camera matrix + // [ planeX dirX ] -1 [ dirY -dirX ] + // [ ] = 1/(planeX*dirY-dirX*planeY) * [ ] + // [ planeY dirY ] [ -planeY planeX ] + + double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication + + double transformX = invDet * (dirY * spriteX - dirX * spriteY); + //this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i]) + + double transformY = invDet * (-planeY * spriteX + planeX * spriteY); + + int spriteScreenX = int(($width / 2) * (1 + transformX / transformY)); + + int vMoveScreen = int(sprite_rec.elevation * -1 / transformY); + + // calculate the height of the sprite on screen + //using "transformY" instead of the real distance prevents fisheye + int spriteHeight = abs(int($height / transformY)) / sprite_rec.vDiv; + + //calculate lowest and highest pixel to fill in current stripe + int drawStartY = -spriteHeight / 2 + $height / 2 + vMoveScreen; + if(drawStartY < 0) drawStartY = 0; + int drawEndY = spriteHeight / 2 + $height / 2 + vMoveScreen; + if(drawEndY >= $height) drawEndY = $height - 1; + + // calculate width the the sprite + // same as height of sprite, given that it's square + int spriteWidth = abs(int($height / transformY)) / sprite_rec.uDiv; + int drawStartX = -spriteWidth / 2 + spriteScreenX; + if(drawStartX < 0) drawStartX = 0; + int drawEndX = spriteWidth / 2 + spriteScreenX; + if(drawEndX > $width) drawEndX = $width; + + //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; + // 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 + if(transformY > 0 && transformY < ZBuffer[stripe]) { + 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; + //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]; + // poor person's transparency, get current color from the texture + if((color & 0x00FFFFFF) != 0) { + RGBA pixel = color; + pixels[pixcoord(stripe, y)] = pixel; + } + } + } + } + } +} + void Raycaster::cast_rays() { - int w = RAY_VIEW_WIDTH; - int h = RAY_VIEW_HEIGHT; double perpWallDist; // WALL CASTING - for(int x = 0; x < w; x++) { + for(int x = 0; x < $width; x++) { // calculate ray position and direction - double cameraX = 2 * x / double(w) - 1; // x-coord in camera space + double cameraX = 2 * x / double($width) - 1; // x-coord in camera space double rayDirX = dirX + planeX * cameraX; double rayDirY = dirY + planeY * cameraX; @@ -148,13 +223,13 @@ void Raycaster::cast_rays() { perpWallDist = (sideDistY - deltaDistY); } - int lineHeight = int(h / perpWallDist); + int lineHeight = int($height / perpWallDist); - int drawStart = -lineHeight / 2 + h / 2 + PITCH; + int drawStart = -lineHeight / 2 + $height / 2 + PITCH; if(drawStart < 0) drawStart = 0; - int drawEnd = lineHeight / 2 + h / 2 + PITCH; - if(drawEnd >= h) drawEnd = h - 1; + int drawEnd = lineHeight / 2 + $height / 2 + PITCH; + if(drawEnd >= $height) drawEnd = $height - 1; auto &texture = textures.get($map[mapY][mapX] - 1); @@ -177,7 +252,7 @@ void Raycaster::cast_rays() { // How much to increase the texture coordinate per screen pixel double step = 1.0 * TEXTURE_HEIGHT / lineHeight; // Starting texture coordinate - double texPos = (drawStart - PITCH - h / 2 + lineHeight / 2) * step; + double texPos = (drawStart - PITCH - $height / 2 + lineHeight / 2) * step; for(int y = drawStart; y < drawEnd; y++) { int texY = (int)texPos & (TEXTURE_HEIGHT - 1); @@ -189,85 +264,6 @@ void Raycaster::cast_rays() { // SET THE ZBUFFER FOR THE SPRITE CASTING ZBuffer[x] = perpWallDist; } - - // SPRITE CASTING - // sort sprites from far to close - for(int i = 0; i < NUM_SPRITES; i++) { - spriteOrder[i] = i; - // this is just the distance calculation - spriteDistance[i] = ((posX - textures.SPRITE[i].x) * - (posX - textures.SPRITE[i].x) + - (posY - textures.SPRITE[i].y) * - (posY - textures.SPRITE[i].y)); - } - - sort_sprites(spriteOrder, spriteDistance, NUM_SPRITES); - - // after sorting the sprites, do the projection - for(int i = 0; i < NUM_SPRITES; i++) { - int sprite_index = spriteOrder[i]; - Sprite& sprite_rec = textures.get_sprite(sprite_index); - double spriteX = sprite_rec.x - posX; - double spriteY = sprite_rec.y - posY; - auto& sprite_texture = textures.get(sprite_rec.texture); - - //transform sprite with the inverse camera matrix - // [ planeX dirX ] -1 [ dirY -dirX ] - // [ ] = 1/(planeX*dirY-dirX*planeY) * [ ] - // [ planeY dirY ] [ -planeY planeX ] - - double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication - - double transformX = invDet * (dirY * spriteX - dirX * spriteY); - //this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i]) - - double transformY = invDet * (-planeY * spriteX + planeX * spriteY); - - int spriteScreenX = int((w / 2) * (1 + transformX / transformY)); - - int vMoveScreen = int(sprite_rec.elevation * -1 / transformY); - - // calculate the height of the sprite on screen - //using "transformY" instead of the real distance prevents fisheye - int spriteHeight = abs(int(h / transformY)) / vDiv; - - //calculate lowest and highest pixel to fill in current stripe - int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen; - if(drawStartY < 0) drawStartY = 0; - int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen; - if(drawEndY >= h) drawEndY = h - 1; - - // calculate width the the sprite - // same as height of sprite, given that it's square - int spriteWidth = abs(int(h / transformY)) / uDiv; - int drawStartX = -spriteWidth / 2 + spriteScreenX; - if(drawStartX < 0) drawStartX = 0; - int drawEndX = spriteWidth / 2 + spriteScreenX; - if(drawEndX > w) drawEndX = w; - - //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; - // 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 - if(transformY > 0 && transformY < ZBuffer[stripe]) { - for(int y = drawStartY; y < drawEndY; y++) { - //256 and 128 factors to avoid floats - int d = (y - vMoveScreen) * 256 - h * 128 + spriteHeight * 128; - int texY = ((d * TEXTURE_HEIGHT) / 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]; - // poor person's transparency, get current color from the texture - if((color & 0x00FFFFFF) != 0) { - RGBA pixel = color; - pixels[pixcoord(stripe, y)] = pixel; - } - } - } - } - } } void Raycaster::draw_ceiling_floor() { @@ -340,6 +336,7 @@ void Raycaster::draw_ceiling_floor() { void Raycaster::render() { draw_ceiling_floor(); cast_rays(); + sprite_casting(); draw_pixel_buffer(); } diff --git a/raycaster.hpp b/raycaster.hpp index 76d6572..b63aaad 100644 --- a/raycaster.hpp +++ b/raycaster.hpp @@ -23,8 +23,11 @@ using matrix::Matrix; struct Sprite { double x; double y; - double elevation; int texture; + // ZED: this should be a separate transform parameter + double elevation=0; + int uDiv=1; + int vDiv=1; }; #define RAY_VIEW_WIDTH 960 @@ -36,7 +39,7 @@ using RGBA = uint32_t; struct TexturePack { std::vector texture[NUM_TEXTURES]; - std::vector SPRITE{{4.0, 3.55, 0, 8}}; + std::vector SPRITE{{4.0, 3.55, 8}}; const int floor = 3; const int ceiling = 6; @@ -47,6 +50,8 @@ struct TexturePack { }; struct Raycaster { + int $width=RAY_VIEW_WIDTH; + int $height=RAY_VIEW_HEIGHT; TexturePack textures; double posX = 0; double posY = 0; @@ -80,6 +85,7 @@ struct Raycaster { void draw_pixel_buffer(); void clear(); void cast_rays(); + void sprite_casting(); void draw_ceiling_floor(); void render(); bool empty_space(int new_x, int new_y);