More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems.

master
Zed A. Shaw 1 month ago
parent d6c09e111d
commit d0badedbd9
  1. 13
      gui.cpp
  2. 52
      raycaster.cpp
  3. 28
      raycaster.hpp
  4. 2
      spatialmap.cpp
  5. 4
      tests/spatialmap.cpp

@ -13,7 +13,7 @@ namespace gui {
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
$font{"./assets/text.otf"},
$text{$font},
$rayview($window, $textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
{
$window.setVerticalSyncEnabled(VSYNC);
$window.setFramerateLimit(FRAME_LIMIT);
@ -21,7 +21,6 @@ namespace gui {
$text.setPosition({10,10});
$textures.load_tiles();
$textures.load_sprites();
$rayview.init_shaders();
}
void FSM::event(Event ev) {
@ -132,13 +131,6 @@ namespace gui {
case KEY::R:
$stats.reset();
break;
case KEY::P:
if($rayview.$active_shader == nullptr) {
$rayview.$active_shader = &$rayview.$paused;
} else {
$rayview.$active_shader = nullptr;
}
break;
default:
break; // ignored
}
@ -182,7 +174,7 @@ namespace gui {
void FSM::render() {
auto start = std::chrono::high_resolution_clock::now();
$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());
@ -194,7 +186,6 @@ namespace gui {
void FSM::mouse() {
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
$rayview.$anim.play(false);
$rotation = -30.0f;
} else {
$rotation = -10.0f;

@ -32,12 +32,11 @@ inline uint32_t dumb_lighting(uint32_t pixel, double distance) {
return conv.as_int;
}
Raycaster::Raycaster(sf::RenderWindow& window, TexturePack &textures, int width, int height) :
Raycaster::Raycaster(TexturePack &textures, int width, int height) :
$textures(textures),
$view_texture({(unsigned int)width, (unsigned int)height}),
$view_sprite($view_texture),
$width(width), $height(height),
$window(window),
ZBuffer(width),
$anim(256, 256, 10, "assets/monster-1.ogg")
{
@ -46,13 +45,6 @@ Raycaster::Raycaster(sf::RenderWindow& window, TexturePack &textures, int width,
$view_texture.setSmooth(false);
}
void Raycaster::init_shaders() {
bool good = $paused.loadFromFile("shaders/modal.frag", sf::Shader::Type::Fragment);
dbc::check(good, "shader could not be loaded");
$paused.setUniform("offsetFactor", sf::Glsl::Vec2{0.01f, 0.01f});
$paused.setUniform("darkness", 0.01f);
}
void Raycaster::set_position(int x, int y) {
$view_sprite.setPosition({(float)x, (float)y});
}
@ -65,25 +57,19 @@ void Raycaster::position_camera(float player_x, float player_y) {
void Raycaster::draw_pixel_buffer() {
$view_texture.update((uint8_t *)$pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
$window.draw($view_sprite, $active_shader);
}
void Raycaster::clear() {
std::fill_n($pixels.get(), $width * $height, 0);
$window.clear();
}
void Raycaster::sprite_casting() {
void Raycaster::sprite_casting(sf::RenderTarget &target) {
const int textureWidth = TEXTURE_WIDTH;
const int textureHeight = TEXTURE_HEIGHT;
const int halfHeight = TEXTURE_HEIGHT / 2;
// sort sprites from far to close
auto sprite_order = $collision.distance_sorted({(size_t)$posX, (size_t)$posY});
auto sprite_order = $level.collision->distance_sorted({(size_t)$posX, (size_t)$posY});
// after sorting the sprites, do the projection
for(auto& rec : sprite_order) {
Sprite& sprite_rec = $sprites[rec.second];
const Sprite& sprite_rec = $sprites.at(rec.second);
// TODO: this must die
auto sf_sprite = sprite_rec.sprite.sprite;
@ -148,7 +134,7 @@ void Raycaster::sprite_casting() {
$anim.step(*sf_sprite, texX, texY, texX_end - texX, textureHeight);
sf_sprite->setPosition({x, y});
$window.draw(*sf_sprite, $active_shader);
target.draw(*sf_sprite);
}
}
}
@ -333,32 +319,22 @@ void Raycaster::draw_ceiling_floor() {
}
}
void Raycaster::render() {
void Raycaster::draw(sf::RenderTarget& target) {
draw_ceiling_floor();
cast_rays();
draw_pixel_buffer();
sprite_casting();
}
bool Raycaster::empty_space(int new_x, int new_y) {
dbc::check((size_t)new_x < matrix::width($map),
format("x={} too wide={}", new_x, matrix::width($map)));
dbc::check((size_t)new_y < matrix::height($map),
format("y={} too high={}", new_y, matrix::height($map)));
return $map[new_y][new_x] == 0;
}
DinkyECS::Entity Raycaster::position_sprite(Point pos, string name) {
auto sprite_txt = $textures.sprite_textures[name];
$sprites.emplace_back(pos.x + 0.5, pos.y + 0.5, sprite_txt);
DinkyECS::Entity ent = $sprites.size() - 1;
$collision.insert({pos.x, pos.y}, ent);
return ent;
target.draw($view_sprite);
sprite_casting(target);
}
void Raycaster::set_level(GameLevel level) {
$level = level;
auto& tiles = $level.map->tiles();
$map = $textures.convert_char_to_texture(tiles.$tile_ids);
// this will need to go away too but for now everything is evil eye
for(auto &thing : $level.collision->table) {
auto sprite_txt = $textures.sprite_textures.at("evil_eye");
$sprites.try_emplace(thing.second, thing.first.x + 0.5, thing.first.y + 0.5, sprite_txt);
}
}

@ -32,42 +32,26 @@ struct Raycaster {
int $width;
int $height;
sf::RenderWindow& $window;
GameLevel $level;
Matrix $map;
SpatialMap $collision;
std::vector<Sprite> $sprites;
std::unordered_map<DinkyECS::Entity, Sprite> $sprites;
std::vector<double> ZBuffer; // width
Animator $anim;
sf::Shader $paused;
sf::Shader* $active_shader = nullptr;
Raycaster(sf::RenderWindow& window, TexturePack &textures, int width, int height);
Raycaster(TexturePack &textures, int width, int height);
void draw_pixel_buffer();
void clear();
void cast_rays();
void draw_ceiling_floor();
void sprite_casting();
void draw_pixel_buffer();
void sprite_casting(sf::RenderTarget& target);
void draw(sf::RenderTarget& target);
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 position_camera(float player_x, float player_y);
void set_position(int x, int y);
void init_shaders();
DinkyECS::Entity position_sprite(Point pos, string name);
inline size_t pixcoord(int x, int y) {
if(!(x >=0 && x < $width)) {
dbc::sentinel(fmt::format("pixcoord x={} but $width={}", x, $width));
}
if(!(y >= 0 && y < $height)) {
dbc::sentinel(fmt::format("pixcoord y={} but $height={}", y, $height));
}
return ((y) * $width) + (x);
}

@ -76,7 +76,7 @@ SortedEntities SpatialMap::distance_sorted(Point from) {
sprite_distance.push_back({inside, rec.second});
}
std::sort(sprite_distance.begin(), sprite_distance.end());
std::sort(sprite_distance.begin(), sprite_distance.end(), std::greater<>());
return sprite_distance;
}

@ -154,10 +154,10 @@ TEST_CASE("confirm can iterate through all", "[spatialmap-sort]") {
auto sprite_distance = collider.distance_sorted(player);
int prev_dist = 0;
int prev_dist = sprite_distance[0].first;
for(auto dist : sprite_distance) {
REQUIRE(prev_dist <= dist.first);
REQUIRE(prev_dist >= dist.first);
prev_dist = dist.first;
}
}

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