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@ -15,7 +15,7 @@ using namespace fmt; |
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#define texHeight 64 // must be power of two
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#define numSprites 1 |
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#define numSprites 3 |
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#define numTextures 11 |
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struct Sprite { |
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@ -24,6 +24,11 @@ struct Sprite { |
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int texture; |
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}; |
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//parameters for scaling and moving the sprites
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#define uDiv 1 |
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#define vDiv 1 |
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#define vMove 0.0 |
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const int RAY_VIEW_WIDTH=1280; |
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const int RAY_VIEW_HEIGHT=720; |
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const int RAY_VIEW_X=0; |
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@ -69,8 +74,10 @@ double planeY = 0.66; |
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#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8)) |
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#define gray_color(c) rgba_color(c, c, c, 255) |
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Sprite sprites[numSprites] = { |
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{20.5, 11.5, 8} |
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Sprite SPRITE[numSprites] = { |
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{3.0, 4.5, 8}, |
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{3.4, 1.95, 9}, |
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{7.34, 5.5, 10} |
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}; |
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double ZBuffer[RAY_VIEW_WIDTH]; |
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@ -186,6 +193,7 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) { |
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int w = RAY_VIEW_WIDTH; |
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int h = RAY_VIEW_HEIGHT; |
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// WALL CASTING
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for(int x = 0; x < w; x++) { |
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// calculate ray position and direction
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double cameraX = 2 * x / double(w) - 1; // x-coord in camera space
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@ -288,6 +296,87 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) { |
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pixels[pixcoord(x, y)] = color; |
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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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} |
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// SPRITE CASTING
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// sort sprites from far to close
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for(int i = 0; i < numSprites; 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[i].x) * |
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(posX - SPRITE[i].x) + |
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(posY - SPRITE[i].y) * |
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(posY - SPRITE[i].y)); |
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} |
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sortSprites(spriteOrder, spriteDistance, numSprites); |
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// after sorting the sprites, do the projection
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for(int i = 0; i < numSprites; i++) { |
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int sprite_index = spriteOrder[i]; |
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double spriteX = SPRITE[sprite_index].x - posX; |
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double spriteY = SPRITE[sprite_index].y - posY; |
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int sprite_texture_number = SPRITE[sprite_index].texture; |
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auto sprite_texture = texture[sprite_texture_number]; |
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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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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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//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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int spriteScreenX = int((w / 2) * (1 + transformX / transformY)); |
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int vMoveScreen = int(vMove / transformY); |
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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(h / transformY)) / vDiv; |
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//calculate lowest and highest pixel to fill in current stripe
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int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen; |
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if(drawStartY < 0) drawStartY = 0; |
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int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen; |
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if(drawEndY >= h) drawEndY = h - 1; |
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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(h / transformY)) / uDiv; |
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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 > w) drawEndX = w; |
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//loop through every vertical stripe of the sprite on screen
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for(int stripe = drawStartX; stripe < drawEndX; stripe++) { |
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int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256; |
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// the conditions in the if are:
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// 1) it's in front of the 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]) { |
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for(int y = drawStartY; y < drawEndY; y++) { |
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//256 and 128 factors to avoid floats
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int d = (y - vMoveScreen) * 256 - h * 128 + spriteHeight * 128; |
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int texY = ((d * texHeight) / spriteHeight) / 256; |
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//get current color from the texture
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uint32_t color = sprite_texture[texWidth * texY + texX]; |
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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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pixels[pixcoord(stripe, y)] = color; |
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} |
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} |
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} |
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} |
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} |
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} |
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@ -391,6 +480,11 @@ int main() { |
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while(window.isOpen()) { |
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draw_everything(window); |
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if(KB::isKeyPressed(KB::X)) { |
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println("player position: {},{}", |
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posX, posY); |
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} |
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if(KB::isKeyPressed(KB::W)) { |
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if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed; |
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if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed; |
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@ -439,5 +533,18 @@ int main() { |
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void sortSprites(int* order, double* dist, int amount) |
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{ |
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std::vector<std::pair<double, int>> sprites(amount); |
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for(int i = 0; i < amount; i++) { |
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sprites[i].first = dist[i]; |
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sprites[i].second = order[i]; |
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} |
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std::sort(sprites.begin(), sprites.end()); |
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// restore in reverse order
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for(int i = 0; i < amount; i++) { |
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dist[i] = sprites[amount - i - 1].first; |
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order[i] = sprites[amount - i - 1].second; |
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} |
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} |
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