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#include <fmt/core.h> |
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#include <SFML/Graphics.hpp> |
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#include <SFML/Graphics/Image.hpp> |
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#include <numbers> |
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#include <algorithm> |
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#include <cmath> |
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#include "matrix.hpp" |
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#include <cstdlib> |
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#include "dbc.hpp" |
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using matrix::Matrix; |
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using namespace fmt; |
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#define texWidth 256 // must be power of two
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#define texHeight 256 // must be power of two
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#define numSprites 1 |
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#define numTextures 11 |
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struct Sprite { |
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double x; |
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double y; |
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double elevation; |
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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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const int RAY_VIEW_WIDTH=960; |
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const int RAY_VIEW_HEIGHT=720; |
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const int RAY_VIEW_X=1280 - RAY_VIEW_WIDTH; |
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const int RAY_VIEW_Y=0; |
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const int SCREEN_HEIGHT=RAY_VIEW_HEIGHT; |
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const int SCREEN_WIDTH=1280; |
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Matrix MAP{ |
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{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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const int MAP_SIZE=matrix::width(MAP); |
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const int TILE_SIZE=RAY_VIEW_HEIGHT / MAP_SIZE; |
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int PITCH=0; |
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// I chose fixed textures for this instead
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const int floorTexture = 3; |
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const int ceilingTexture = 6; |
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float player_x = RAY_VIEW_HEIGHT / 2; |
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float player_y = RAY_VIEW_HEIGHT / 2; |
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// x and y start position
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double posX = player_x / TILE_SIZE; |
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double posY = player_y / TILE_SIZE; |
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// initial direction vector
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double dirX = -1; |
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double dirY = 0; |
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// the 2d raycaster version of camera plane
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double planeX = 0; |
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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 SPRITE[numSprites] = { |
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{4.0, 3.55, 0, 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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int spriteOrder[numSprites]; |
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double spriteDistance[numSprites]; |
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std::vector<uint32_t> texture[numTextures]; |
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union RGBA { |
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struct { |
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uint8_t r; |
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uint8_t g; |
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uint8_t b; |
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uint8_t a; |
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} color; |
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uint32_t out; |
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}; |
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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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#define pixcoord(X, Y) ((Y) * RAY_VIEW_WIDTH) + (X) |
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RGBA pixels[RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT] = {{.out=0}}; |
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sf::Texture view_texture; |
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sf::Sprite view_sprite; |
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void sortSprites(int *order, double *dist, int amount); |
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void loadImage(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 load_textures() { |
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for(int i = 0; i < numTextures; i++) { |
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texture[i].resize(texWidth * texHeight); |
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} |
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loadImage(texture[0], "assets/tile16.png"); |
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loadImage(texture[1], "assets/tile02.png"); |
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loadImage(texture[2], "assets/tile03.png"); |
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loadImage(texture[3], "assets/tile32.png"); |
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loadImage(texture[4], "assets/tile05.png"); |
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loadImage(texture[5], "assets/tile17.png"); |
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loadImage(texture[6], "assets/tile10.png"); |
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loadImage(texture[7], "assets/tile01.png"); |
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loadImage(texture[8], "assets/portal.png"); |
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} |
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void draw_sfml_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_t color) { |
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sf::RectangleShape rect(size); |
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rect.setFillColor({color, color, color}); |
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rect.setPosition(pos); |
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window.draw(rect); |
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} |
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void draw_pixel_buffer(sf::RenderWindow &window) { |
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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 draw_gui(sf::RenderWindow &window, Matrix &map) { |
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draw_sfml_rect(window, |
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{0.0, 0.0}, |
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{SCREEN_WIDTH-RAY_VIEW_WIDTH, SCREEN_HEIGHT / 2}, |
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100); |
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draw_sfml_rect(window, |
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{0.0, SCREEN_HEIGHT / 2}, |
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{SCREEN_WIDTH-RAY_VIEW_WIDTH, SCREEN_HEIGHT / 2}, |
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150); |
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} |
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void draw_line(sf::RenderWindow &window, Point start, Point end, uint32_t color) { |
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int x = int(start.x); |
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int y = int(start.y); |
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int x1 = int(end.x); |
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int y1 = int(end.y); |
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int dx = std::abs(x1 - x); |
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int sx = x < x1 ? 1 : -1; |
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int dy = std::abs(y1 - y) * -1; |
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int sy = y < y1 ? 1 : -1; |
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int error = dx + dy; |
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while(x != x1 || y != y1) { |
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int e2 = 2 * error; |
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if(e2 >= dy) { |
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error = error + dy; |
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x = x + sx; |
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} |
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if(e2 <= dx) { |
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error = error + dx; |
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y = y + sy; |
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} |
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pixels[pixcoord(x,y)].out = color; |
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} |
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} |
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void clear(sf::RenderWindow &window) { |
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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 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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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(texWidth)); |
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if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1; |
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if(side == 1 && rayDirY < 0) texX = texWidth - 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 * texHeight / 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 & (texHeight - 1); |
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texPos += step; |
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RGBA pixel{.out=texture[texNum][texHeight * 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 < 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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|
|
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
|
|
|
|
|
|
|
|
//using "transformY" instead of the real distance prevents fisheye
|
|
|
|
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|
|
int spriteHeight = abs(int(h / transformY)) / vDiv; |
|
|
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|
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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; |
|
|
|
|
|
|
|
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) { |
|
|
|
|
|
|
|
RGBA pixel{.out=color}; |
|
|
|
|
|
|
|
RGBA_brightness(pixel, perpWallDist); |
|
|
|
|
|
|
|
pixels[pixcoord(stripe, y)] = pixel; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void draw_ceiling_floor(sf::RenderWindow &window) { |
|
|
|
|
|
|
|
int screenHeight = RAY_VIEW_HEIGHT; |
|
|
|
|
|
|
|
int screenWidth = RAY_VIEW_WIDTH; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for(int y = screenHeight / 2 + 1; y < screenHeight; ++y) { |
|
|
|
|
|
|
|
// rayDir for leftmost ray (x=0) and rightmost (x = w)
|
|
|
|
|
|
|
|
float rayDirX0 = dirX - planeX; |
|
|
|
|
|
|
|
float rayDirY0 = dirY - planeY; |
|
|
|
|
|
|
|
float rayDirX1 = dirX + planeX; |
|
|
|
|
|
|
|
float rayDirY1 = dirY + planeY; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// current y position compared to the horizon
|
|
|
|
|
|
|
|
int p = y - screenHeight / 2; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// vertical position of the camera
|
|
|
|
|
|
|
|
// 0.5 will the camera at the center horizon. For a
|
|
|
|
|
|
|
|
// different value you need a separate loop for ceiling
|
|
|
|
|
|
|
|
// and floor since they're no longer symmetrical.
|
|
|
|
|
|
|
|
float posZ = 0.5 * screenHeight; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// horizontal distance from the camera to the floor for the current row
|
|
|
|
|
|
|
|
// 0.5 is the z position exactly in the middle between floor and ceiling
|
|
|
|
|
|
|
|
// See NOTE in Lode's code for more.
|
|
|
|
|
|
|
|
float rowDistance = posZ / p; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// calculate the real world step vector we have to add for each x (parallel to camera plane)
|
|
|
|
|
|
|
|
// adding step by step avoids multiplications with a wight in the inner loop
|
|
|
|
|
|
|
|
float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / screenWidth; |
|
|
|
|
|
|
|
float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / screenWidth; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// real world coordinates of the leftmost column.
|
|
|
|
|
|
|
|
// This will be updated as we step to the right
|
|
|
|
|
|
|
|
float floorX = posX + rowDistance * rayDirX0; |
|
|
|
|
|
|
|
float floorY = posY + rowDistance * rayDirY0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for(int x = 0; x < screenWidth; ++x) { |
|
|
|
|
|
|
|
// the cell coord is simply taken from the int parts of
|
|
|
|
|
|
|
|
// floorX and floorY.
|
|
|
|
|
|
|
|
int cellX = int(floorX); |
|
|
|
|
|
|
|
int cellY = int(floorY); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// get the texture coordinat from the fractional part
|
|
|
|
|
|
|
|
int tx = int(texWidth * (floorX - cellX)) & (texWidth - 1); |
|
|
|
|
|
|
|
int ty = int(texWidth * (floorY - cellY)) & (texHeight - 1); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
floorX += floorStepX; |
|
|
|
|
|
|
|
floorY += floorStepY; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// now get the pixel from the texture
|
|
|
|
|
|
|
|
uint32_t color; |
|
|
|
|
|
|
|
// this uses the previous ty/tx fractional parts of
|
|
|
|
|
|
|
|
// floorX cellX to find the texture x/y. How?
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// FLOOR
|
|
|
|
|
|
|
|
color = texture[floorTexture][texWidth * ty + tx]; |
|
|
|
|
|
|
|
pixels[pixcoord(x, y)].out = color; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// CEILING
|
|
|
|
|
|
|
|
color = texture[ceilingTexture][texWidth * ty + tx]; |
|
|
|
|
|
|
|
pixels[pixcoord(x, screenHeight - y - 1)].out = color; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void draw_everything(sf::RenderWindow &window) { |
|
|
|
|
|
|
|
clear(window); |
|
|
|
|
|
|
|
draw_gui(window, MAP); |
|
|
|
|
|
|
|
draw_ceiling_floor(window); |
|
|
|
|
|
|
|
ray_casting(window, MAP); |
|
|
|
|
|
|
|
draw_pixel_buffer(window); |
|
|
|
|
|
|
|
window.display(); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool 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; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int main() { |
|
|
|
|
|
|
|
using KB = sf::Keyboard; |
|
|
|
|
|
|
|
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "SFMLCaster"); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
window.setVerticalSyncEnabled(true); |
|
|
|
|
|
|
|
view_texture.create(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT); |
|
|
|
|
|
|
|
view_sprite.setTexture(view_texture); |
|
|
|
|
|
|
|
view_sprite.setPosition(RAY_VIEW_X, 0); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
load_textures(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
double moveSpeed = 0.1; |
|
|
|
|
|
|
|
double rotSpeed = 0.1; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
while(window.isOpen()) { |
|
|
|
|
|
|
|
draw_everything(window); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if(KB::isKeyPressed(KB::X)) { |
|
|
|
|
|
|
|
println("player position: {},{}", |
|
|
|
|
|
|
|
posX, posY); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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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} else if(KB::isKeyPressed(KB::S)) { |
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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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if(KB::isKeyPressed(KB::D)) { |
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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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} else if(KB::isKeyPressed(KB::A)) { |
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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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if(KB::isKeyPressed(KB::E)) { |
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println("PITCH DISABLED"); |
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// PITCH = std::clamp(PITCH + 10, -60, 240);
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} else if(KB::isKeyPressed(KB::Q)) { |
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println("PITCH DISABLED"); |
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// PITCH = std::clamp(PITCH - 10, -60, 240);
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} |
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sf::Event event; |
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while(window.pollEvent(event)) { |
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if(event.type == sf::Event::Closed) { |
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window.close(); |
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} |
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} |
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} |
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return 0; |
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} |
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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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