Next step in the refactoring with everything in a different file and running. The bug from the previous commit was due to the pixel buffer making the Raycaster object too large for the stack. If you get __chkstk_ms then you used too much stack.
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#include "raycaster.hpp" |
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using namespace fmt; |
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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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//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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inline void RGBA_brightness(RGBA& pixel, double distance) { |
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pixel.color.r /= distance; |
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pixel.color.g /= distance; |
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pixel.color.b /= distance; |
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} |
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inline size_t pixcoord(int x, int y) { |
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return ((y) * RAY_VIEW_WIDTH) + (x); |
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} |
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Raycaster::Raycaster(sf::RenderWindow& window) : |
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$window(window) |
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{ |
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$window.setVerticalSyncEnabled(true); |
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view_texture.create(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT); |
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view_sprite.setTexture(view_texture); |
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view_sprite.setPosition(RAY_VIEW_X, 0); |
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pixels = new RGBA[RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT]; |
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SPRITE = {{4.0, 3.55, 0, 8}}; |
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MAP = {{8,8,8,8,8,8,8,8,8}, |
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{8,0,2,0,0,0,0,0,8}, |
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{8,0,7,0,0,5,6,0,8}, |
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{8,0,0,0,0,0,0,0,8}, |
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{8,8,0,0,0,0,0,8,8}, |
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{8,0,0,1,3,4,0,0,8}, |
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{8,0,0,0,0,0,8,8,8}, |
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{8,0,0,0,0,0,0,0,8}, |
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{8,8,8,8,8,8,8,8,8} |
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}; |
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TILE_SIZE = RAY_VIEW_HEIGHT / matrix::width(MAP); |
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// x and y start position
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posX = player_x / TILE_SIZE; |
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posY = player_y / TILE_SIZE; |
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} |
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void Raycaster::load_image(std::vector<uint32_t>& texture, const char *filename) { |
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sf::Image img; |
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bool good = img.loadFromFile(filename); |
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dbc::check(good, format("failed to load {}", filename)); |
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uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr(); |
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std::copy_n(pixbuf, texture.size(), texture.begin()); |
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} |
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void Raycaster::load_textures() { |
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for(int i = 0; i < NUM_TEXTURES; i++) { |
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texture[i].resize(TEXTURE_WIDTH * TEXTURE_HEIGHT); |
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} |
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load_image(texture[0], "assets/tile16.png"); |
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load_image(texture[1], "assets/tile02.png"); |
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load_image(texture[2], "assets/tile03.png"); |
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load_image(texture[3], "assets/tile32.png"); |
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load_image(texture[4], "assets/tile05.png"); |
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load_image(texture[5], "assets/tile17.png"); |
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load_image(texture[6], "assets/tile10.png"); |
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load_image(texture[7], "assets/tile01.png"); |
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load_image(texture[8], "assets/portal.png"); |
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} |
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void Raycaster::draw_pixel_buffer() { |
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view_texture.update((uint8_t *)pixels, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT, 0, 0); |
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// BUG: can I do this once and just update it?
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$window.draw(view_sprite); |
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} |
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void Raycaster::clear() { |
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std::fill_n((uint32_t *)pixels, RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT, 0); |
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$window.clear(); |
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} |
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void Raycaster::cast_rays(Matrix& map) { |
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int w = RAY_VIEW_WIDTH; |
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int h = RAY_VIEW_HEIGHT; |
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double perpWallDist; |
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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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double rayDirX = dirX + planeX * cameraX; |
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double rayDirY = dirY + planeY * cameraX; |
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// which box of the map we're in
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int mapX = int(posX); |
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int mapY = int(posY); |
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// length of ray from current pos to next x or y-side
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double sideDistX; |
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double sideDistY; |
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// length of ray from one x or y-side to next x or y-side
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double deltaDistX = std::abs(1.0 / rayDirX); |
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double deltaDistY = std::abs(1.0 / rayDirY); |
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int stepX = 0; |
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int stepY = 0; |
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int hit = 0; |
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int side = 0; |
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// calculate step and initial sideDist
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if(rayDirX < 0) { |
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stepX = -1; |
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sideDistX = (posX - mapX) * deltaDistX; |
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} else { |
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stepX = 1; |
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sideDistX = (mapX + 1.0 - posX) * deltaDistX; |
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} |
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if(rayDirY < 0) { |
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stepY = -1; |
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sideDistY = (posY - mapY) * deltaDistY; |
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} else { |
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stepY = 1; |
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sideDistY = (mapY + 1.0 - posY) * deltaDistY; |
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} |
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// perform DDA
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while(hit == 0) { |
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if(sideDistX < sideDistY) { |
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sideDistX += deltaDistX; |
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mapX += stepX; |
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side = 0; |
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} else { |
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sideDistY += deltaDistY; |
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mapY += stepY; |
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side = 1; |
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} |
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if(map[mapY][mapX] > 0) hit = 1; |
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} |
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if(side == 0) { |
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perpWallDist = (sideDistX - deltaDistX); |
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} else { |
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perpWallDist = (sideDistY - deltaDistY); |
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} |
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int lineHeight = int(h / perpWallDist); |
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int drawStart = -lineHeight / 2 + h / 2 + PITCH; |
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if(drawStart < 0) drawStart = 0; |
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int drawEnd = lineHeight / 2 + h / 2 + PITCH; |
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if(drawEnd >= h) drawEnd = h - 1; |
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int texNum = MAP[mapY][mapX] - 1; |
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// calculate value of wallX
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double wallX; // where exactly the wall was hit
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if(side == 0) { |
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wallX = posY + perpWallDist * rayDirY; |
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} else { |
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wallX = posX + perpWallDist * rayDirX; |
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} |
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wallX -= floor((wallX)); |
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// x coorindate on the texture
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int texX = int(wallX * double(TEXTURE_WIDTH)); |
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if(side == 0 && rayDirX > 0) texX = TEXTURE_WIDTH - texX - 1; |
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if(side == 1 && rayDirY < 0) texX = TEXTURE_WIDTH - texX - 1; |
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// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
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// How much to increase the texture coordinate per screen pixel
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double step = 1.0 * TEXTURE_HEIGHT / lineHeight; |
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// Starting texture coordinate
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double texPos = (drawStart - PITCH - h / 2 + lineHeight / 2) * step; |
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for(int y = drawStart; y < drawEnd; y++) { |
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int texY = (int)texPos & (TEXTURE_HEIGHT - 1); |
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texPos += step; |
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RGBA pixel{.out=texture[texNum][TEXTURE_HEIGHT * texY + texX]}; |
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RGBA_brightness(pixel, perpWallDist); |
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pixels[pixcoord(x, y)] = pixel; |
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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 < NUM_SPRITES; 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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sort_sprites(spriteOrder, spriteDistance, NUM_SPRITES); |
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// after sorting the sprites, do the projection
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for(int i = 0; i < NUM_SPRITES; i++) { |
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int sprite_index = spriteOrder[i]; |
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Sprite& sprite_rec = SPRITE[sprite_index]; |
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double spriteX = sprite_rec.x - posX; |
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double spriteY = sprite_rec.y - posY; |
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int sprite_texture_number = sprite_rec.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(sprite_rec.elevation * -1 / 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)) * TEXTURE_WIDTH / 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 * TEXTURE_HEIGHT) / spriteHeight) / 256; |
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//get current color from the texture
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uint32_t color = sprite_texture[TEXTURE_WIDTH * 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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RGBA pixel{.out=color}; |
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RGBA_brightness(pixel, perpWallDist); |
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pixels[pixcoord(stripe, y)] = pixel; |
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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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void Raycaster::draw_ceiling_floor() { |
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int screenHeight = RAY_VIEW_HEIGHT; |
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int screenWidth = RAY_VIEW_WIDTH; |
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for(int y = screenHeight / 2 + 1; y < screenHeight; ++y) { |
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// rayDir for leftmost ray (x=0) and rightmost (x = w)
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float rayDirX0 = dirX - planeX; |
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float rayDirY0 = dirY - planeY; |
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float rayDirX1 = dirX + planeX; |
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float rayDirY1 = dirY + planeY; |
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// current y position compared to the horizon
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int p = y - screenHeight / 2; |
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// vertical position of the camera
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// 0.5 will the camera at the center horizon. For a
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// different value you need a separate loop for ceiling
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// and floor since they're no longer symmetrical.
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float posZ = 0.5 * screenHeight; |
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// horizontal distance from the camera to the floor for the current row
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// 0.5 is the z position exactly in the middle between floor and ceiling
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// See NOTE in Lode's code for more.
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float rowDistance = posZ / p; |
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// calculate the real world step vector we have to add for each x (parallel to camera plane)
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// adding step by step avoids multiplications with a wight in the inner loop
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float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / screenWidth; |
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float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / screenWidth; |
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// real world coordinates of the leftmost column.
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// This will be updated as we step to the right
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float floorX = posX + rowDistance * rayDirX0; |
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float floorY = posY + rowDistance * rayDirY0; |
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for(int x = 0; x < screenWidth; ++x) { |
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// the cell coord is simply taken from the int parts of
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// floorX and floorY.
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int cellX = int(floorX); |
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int cellY = int(floorY); |
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// get the texture coordinat from the fractional part
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int tx = int(TEXTURE_WIDTH * (floorX - cellX)) & (TEXTURE_WIDTH - 1); |
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int ty = int(TEXTURE_WIDTH * (floorY - cellY)) & (TEXTURE_HEIGHT - 1); |
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floorX += floorStepX; |
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floorY += floorStepY; |
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// now get the pixel from the texture
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uint32_t color; |
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// this uses the previous ty/tx fractional parts of
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// floorX cellX to find the texture x/y. How?
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// FLOOR
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color = texture[floorTexture][TEXTURE_WIDTH * ty + tx]; |
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pixels[pixcoord(x, y)].out = color; |
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// CEILING
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color = texture[ceilingTexture][TEXTURE_WIDTH * ty + tx]; |
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pixels[pixcoord(x, screenHeight - y - 1)].out = color; |
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} |
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} |
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} |
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void Raycaster::render() { |
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draw_ceiling_floor(); |
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cast_rays(MAP); |
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draw_pixel_buffer(); |
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$window.display(); |
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} |
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bool Raycaster::empty_space(int new_x, int new_y) { |
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dbc::check((size_t)new_x < matrix::width(MAP), |
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format("x={} too wide={}", new_x, matrix::width(MAP))); |
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dbc::check((size_t)new_y < matrix::height(MAP), |
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format("y={} too high={}", new_y, matrix::height(MAP))); |
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return MAP[new_y][new_x] == 0; |
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} |
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void Raycaster::sort_sprites(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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void Raycaster::move_forward(double moveSpeed) { |
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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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} |
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void Raycaster::move_backward(double moveSpeed) { |
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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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} |
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void Raycaster::rotate_right(double rotSpeed) { |
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double oldDirX = dirX; |
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dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed); |
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dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed); |
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double oldPlaneX = planeX; |
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planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed); |
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planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed); |
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} |
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void Raycaster::rotate_left(double rotSpeed) { |
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double oldDirX = dirX; |
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dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed); |
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dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed); |
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double oldPlaneX = planeX; |
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planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed); |
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planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed); |
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} |
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Reference in new issue