Way better in the structure but still a lot of work to do. However, just by moving variables to better locations, taking things out of loops that don't need to be recalulated, etc. this is already 50% of the CPU/GPU usage as the previous version.

This commit is contained in:
Zed A. Shaw 2025-01-15 15:32:54 -05:00
parent e379bcd5ec
commit 113df851af
3 changed files with 115 additions and 106 deletions

View file

@ -1,6 +1,7 @@
#include "raycaster.hpp"
using namespace fmt;
using std::make_unique;
#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)
@ -9,54 +10,14 @@ using namespace fmt;
#define uDiv 1
#define vDiv 1
inline void RGBA_brightness(RGBA& pixel, double distance) {
pixel.color.r /= distance;
pixel.color.g /= distance;
pixel.color.b /= distance;
}
inline size_t pixcoord(int x, int y) {
return ((y) * RAY_VIEW_WIDTH) + (x);
}
Raycaster::Raycaster(sf::RenderWindow& window) :
$window(window)
{
$window.setVerticalSyncEnabled(true);
view_texture.create(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
view_sprite.setTexture(view_texture);
view_sprite.setPosition(RAY_VIEW_X, 0);
pixels = new RGBA[RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT];
SPRITE = {{4.0, 3.55, 0, 8}};
MAP = {{8,8,8,8,8,8,8,8,8},
{8,0,2,0,0,0,0,0,8},
{8,0,7,0,0,5,6,0,8},
{8,0,0,0,0,0,0,0,8},
{8,8,0,0,0,0,0,8,8},
{8,0,0,1,3,4,0,0,8},
{8,0,0,0,0,0,8,8,8},
{8,0,0,0,0,0,0,0,8},
{8,8,8,8,8,8,8,8,8}
};
TILE_SIZE = RAY_VIEW_HEIGHT / matrix::width(MAP);
// x and y start position
posX = player_x / TILE_SIZE;
posY = player_y / TILE_SIZE;
}
void Raycaster::load_image(std::vector<uint32_t>& texture, const char *filename) {
sf::Image img;
bool good = img.loadFromFile(filename);
dbc::check(good, format("failed to load {}", filename));
uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr();
std::copy_n(pixbuf, texture.size(), texture.begin());
}
void Raycaster::load_textures() {
void TexturePack::load_textures() {
// ZED: this needs to determine sprite vs. other textures
// so it can put the texture into the sprite rec immediately
// or....maybe just use SFML's sprite stuff?
for(int i = 0; i < NUM_TEXTURES; i++) {
texture[i].resize(TEXTURE_WIDTH * TEXTURE_HEIGHT);
}
@ -72,18 +33,54 @@ void Raycaster::load_textures() {
load_image(texture[8], "assets/portal.png");
}
std::vector<uint32_t>& TexturePack::get(size_t num) {
return texture[num];
}
void TexturePack::load_image(std::vector<uint32_t>& texture, const char *filename) {
sf::Image img;
bool good = img.loadFromFile(filename);
dbc::check(good, format("failed to load {}", filename));
uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr();
std::copy_n(pixbuf, texture.size(), texture.begin());
}
Sprite &TexturePack::get_sprite(size_t sprite_num) {
return SPRITE[sprite_num];
}
Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map) :
$window(window),
$map(map)
{
$window.setVerticalSyncEnabled(true);
view_texture.create(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
view_sprite.setTexture(view_texture);
view_sprite.setPosition(RAY_VIEW_X, 0);
pixels = make_unique<RGBA[]>(RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT);
textures.load_textures();
}
void Raycaster::position_camera(float player_x, float player_y, int tile_size) {
// x and y start position
posX = player_x / tile_size;
posY = player_y / tile_size;
}
void Raycaster::draw_pixel_buffer() {
view_texture.update((uint8_t *)pixels, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT, 0, 0);
view_texture.update((uint8_t *)pixels.get(), RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT, 0, 0);
// BUG: can I do this once and just update it?
$window.draw(view_sprite);
}
void Raycaster::clear() {
std::fill_n((uint32_t *)pixels, RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT, 0);
std::fill_n(pixels.get(), RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT, 0);
$window.clear();
}
void Raycaster::cast_rays(Matrix& map) {
void Raycaster::cast_rays() {
int w = RAY_VIEW_WIDTH;
int h = RAY_VIEW_HEIGHT;
double perpWallDist;
@ -141,7 +138,7 @@ void Raycaster::cast_rays(Matrix& map) {
side = 1;
}
if(map[mapY][mapX] > 0) hit = 1;
if($map[mapY][mapX] > 0) hit = 1;
}
if(side == 0) {
@ -158,7 +155,7 @@ void Raycaster::cast_rays(Matrix& map) {
int drawEnd = lineHeight / 2 + h / 2 + PITCH;
if(drawEnd >= h) drawEnd = h - 1;
int texNum = MAP[mapY][mapX] - 1;
auto &texture = textures.get($map[mapY][mapX] - 1);
// calculate value of wallX
double wallX; // where exactly the wall was hit
@ -184,8 +181,7 @@ void Raycaster::cast_rays(Matrix& map) {
for(int y = drawStart; y < drawEnd; y++) {
int texY = (int)texPos & (TEXTURE_HEIGHT - 1);
texPos += step;
RGBA pixel{.out=texture[texNum][TEXTURE_HEIGHT * texY + texX]};
RGBA_brightness(pixel, perpWallDist);
RGBA pixel = texture[TEXTURE_HEIGHT * texY + texX];
pixels[pixcoord(x, y)] = pixel;
}
@ -198,10 +194,10 @@ void Raycaster::cast_rays(Matrix& map) {
for(int i = 0; i < NUM_SPRITES; 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));
spriteDistance[i] = ((posX - textures.SPRITE[i].x) *
(posX - textures.SPRITE[i].x) +
(posY - textures.SPRITE[i].y) *
(posY - textures.SPRITE[i].y));
}
sort_sprites(spriteOrder, spriteDistance, NUM_SPRITES);
@ -209,11 +205,10 @@ void Raycaster::cast_rays(Matrix& map) {
// after sorting the sprites, do the projection
for(int i = 0; i < NUM_SPRITES; i++) {
int sprite_index = spriteOrder[i];
Sprite& sprite_rec = SPRITE[sprite_index];
Sprite& sprite_rec = textures.get_sprite(sprite_index);
double spriteX = sprite_rec.x - posX;
double spriteY = sprite_rec.y - posY;
int sprite_texture_number = sprite_rec.texture;
auto sprite_texture = texture[sprite_texture_number];
auto& sprite_texture = textures.get(sprite_rec.texture);
//transform sprite with the inverse camera matrix
// [ planeX dirX ] -1 [ dirY -dirX ]
@ -261,11 +256,11 @@ void Raycaster::cast_rays(Matrix& map) {
int d = (y - vMoveScreen) * 256 - h * 128 + spriteHeight * 128;
int texY = ((d * TEXTURE_HEIGHT) / spriteHeight) / 256;
//get current color from the texture
// BUG: this crashes sometimes when the math goes out of bounds
uint32_t color = sprite_texture[TEXTURE_WIDTH * texY + texX];
// poor person's transparency, get current color from the texture
if((color & 0x00FFFFFF) != 0) {
RGBA pixel{.out=color};
RGBA_brightness(pixel, perpWallDist);
RGBA pixel = color;
pixels[pixcoord(stripe, y)] = pixel;
}
}
@ -277,6 +272,8 @@ void Raycaster::cast_rays(Matrix& map) {
void Raycaster::draw_ceiling_floor() {
int screenHeight = RAY_VIEW_HEIGHT;
int screenWidth = RAY_VIEW_WIDTH;
auto& floorTexture = textures.get(textures.floor);
auto& ceilingTexture = textures.get(textures.ceiling);
for(int y = screenHeight / 2 + 1; y < screenHeight; ++y) {
// rayDir for leftmost ray (x=0) and rightmost (x = w)
@ -329,30 +326,29 @@ void Raycaster::draw_ceiling_floor() {
// floorX cellX to find the texture x/y. How?
// FLOOR
color = texture[floorTexture][TEXTURE_WIDTH * ty + tx];
pixels[pixcoord(x, y)].out = color;
color = floorTexture[TEXTURE_WIDTH * ty + tx];
pixels[pixcoord(x, y)] = color;
// CEILING
color = texture[ceilingTexture][TEXTURE_WIDTH * ty + tx];
pixels[pixcoord(x, screenHeight - y - 1)].out = color;
color = ceilingTexture[TEXTURE_WIDTH * ty + tx];
pixels[pixcoord(x, screenHeight - y - 1)] = color;
}
}
}
void Raycaster::render() {
draw_ceiling_floor();
cast_rays(MAP);
cast_rays();
draw_pixel_buffer();
$window.display();
}
bool Raycaster::empty_space(int new_x, int new_y) {
dbc::check((size_t)new_x < matrix::width(MAP),
format("x={} too wide={}", new_x, matrix::width(MAP)));
dbc::check((size_t)new_y < matrix::height(MAP),
format("y={} too high={}", new_y, matrix::height(MAP)));
dbc::check((size_t)new_x < matrix::width($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;
return $map[new_y][new_x] == 0;
}