From e3596aeaa2480301aada2eefb2b2469ea9d3ac2e Mon Sep 17 00:00:00 2001 From: "Zed A. Shaw" Date: Tue, 14 Jan 2025 12:33:24 -0500 Subject: [PATCH] The sprites now display and everything seems to work. --- scratchpad/raycaster_sprites.cpp | 52 +++++++------- sfmlcaster.cpp | 113 ++++++++++++++++++++++++++++++- 2 files changed, 138 insertions(+), 27 deletions(-) diff --git a/scratchpad/raycaster_sprites.cpp b/scratchpad/raycaster_sprites.cpp index 3e641ce..255dc30 100644 --- a/scratchpad/raycaster_sprites.cpp +++ b/scratchpad/raycaster_sprites.cpp @@ -1,25 +1,25 @@ /* -Copyright (c) 2004-2020, Lode Vandevenne + Copyright (c) 2004-2020, Lode Vandevenne -All rights reserved. + All rights reserved. -Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: + Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. + * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR -CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, -EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR -PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF -LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING -NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -*/ + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF + LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ #include #include @@ -30,9 +30,9 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. using namespace QuickCG; /* -g++ *.cpp -lSDL -O3 -W -Wall -ansi -pedantic -g++ *.cpp -lSDL -*/ + g++ *.cpp -lSDL -O3 -W -Wall -ansi -pedantic + g++ *.cpp -lSDL + */ #define screenWidth 640 @@ -335,7 +335,11 @@ int main(int /*argc*/, char */*argv*/[]) for(int i = 0; i < numSprites; i++) { spriteOrder[i] = i; - spriteDistance[i] = ((posX - sprite[i].x) * (posX - sprite[i].x) + (posY - sprite[i].y) * (posY - sprite[i].y)); //sqrt not taken, unneeded + spriteDistance[i] = + ((posX - sprite[i].x) * + (posX - sprite[i].x) + + (posY - sprite[i].y) * + (posY - sprite[i].y)); //sqrt not taken, unneeded } sortSprites(spriteOrder, spriteDistance, numSprites); @@ -359,9 +363,9 @@ int main(int /*argc*/, char */*argv*/[]) int spriteScreenX = int((w / 2) * (1 + transformX / transformY)); //parameters for scaling and moving the sprites - #define uDiv 1 - #define vDiv 1 - #define vMove 0.0 +#define uDiv 1 +#define vDiv 1 +#define vMove 0.0 int vMoveScreen = int(vMove / transformY); //calculate height of the sprite on screen diff --git a/sfmlcaster.cpp b/sfmlcaster.cpp index 13b5119..d0d5c4c 100644 --- a/sfmlcaster.cpp +++ b/sfmlcaster.cpp @@ -15,7 +15,7 @@ using namespace fmt; #define texHeight 64 // must be power of two -#define numSprites 1 +#define numSprites 3 #define numTextures 11 struct Sprite { @@ -24,6 +24,11 @@ struct Sprite { int texture; }; +//parameters for scaling and moving the sprites +#define uDiv 1 +#define vDiv 1 +#define vMove 0.0 + const int RAY_VIEW_WIDTH=1280; const int RAY_VIEW_HEIGHT=720; const int RAY_VIEW_X=0; @@ -69,8 +74,10 @@ double planeY = 0.66; #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) -Sprite sprites[numSprites] = { - {20.5, 11.5, 8} +Sprite SPRITE[numSprites] = { + {3.0, 4.5, 8}, + {3.4, 1.95, 9}, + {7.34, 5.5, 10} }; double ZBuffer[RAY_VIEW_WIDTH]; @@ -186,6 +193,7 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) { int w = RAY_VIEW_WIDTH; int h = RAY_VIEW_HEIGHT; + // WALL CASTING for(int x = 0; x < w; x++) { // calculate ray position and direction double cameraX = 2 * x / double(w) - 1; // x-coord in camera space @@ -288,6 +296,87 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) { pixels[pixcoord(x, y)] = color; } + + // SET THE ZBUFFER FOR THE SPRITE CASTING + ZBuffer[x] = perpWallDist; + + } + + // SPRITE CASTING + // sort sprites from far to close + for(int i = 0; i < numSprites; i++) { + spriteOrder[i] = i; + // this is just the distance calculation + spriteDistance[i] = ((posX - SPRITE[i].x) * + (posX - SPRITE[i].x) + + (posY - SPRITE[i].y) * + (posY - SPRITE[i].y)); + } + + sortSprites(spriteOrder, spriteDistance, numSprites); + + // after sorting the sprites, do the projection + for(int i = 0; i < numSprites; i++) { + int sprite_index = spriteOrder[i]; + double spriteX = SPRITE[sprite_index].x - posX; + double spriteY = SPRITE[sprite_index].y - posY; + int sprite_texture_number = SPRITE[sprite_index].texture; + auto sprite_texture = texture[sprite_texture_number]; + + //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(vMove / 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)) * texWidth / 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 * texHeight) / spriteHeight) / 256; + //get current color from the texture + uint32_t color = sprite_texture[texWidth * texY + texX]; + // poor person's transparency, get current color from the texture + if((color & 0x00FFFFFF) != 0) { + pixels[pixcoord(stripe, y)] = color; + } + } + } + } } } @@ -391,6 +480,11 @@ int main() { while(window.isOpen()) { draw_everything(window); + if(KB::isKeyPressed(KB::X)) { + println("player position: {},{}", + posX, posY); + } + if(KB::isKeyPressed(KB::W)) { if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed; if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed; @@ -439,5 +533,18 @@ int main() { void sortSprites(int* order, double* dist, int amount) { + std::vector> sprites(amount); + for(int i = 0; i < amount; i++) { + sprites[i].first = dist[i]; + sprites[i].second = order[i]; + } + + std::sort(sprites.begin(), sprites.end()); + + // restore in reverse order + for(int i = 0; i < amount; i++) { + dist[i] = sprites[amount - i - 1].first; + order[i] = sprites[amount - i - 1].second; + } }