More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned.

This commit is contained in:
Zed A. Shaw 2025-01-16 12:19:33 -05:00
parent c9d4b7ed1e
commit 2dfe5417b1
3 changed files with 100 additions and 94 deletions

View file

@ -14,12 +14,6 @@
using matrix::Matrix;
#define TEXTURE_WIDTH 256 // must be power of two
#define TEXTURE_HEIGHT 256 // must be power of two
#define NUM_SPRITES 1
#define NUM_TEXTURES 11
struct Sprite {
double x;
double y;
@ -30,28 +24,28 @@ struct Sprite {
int vDiv=1;
};
#define RAY_VIEW_WIDTH 960
#define RAY_VIEW_HEIGHT 720
#define RAY_VIEW_X (1280 - RAY_VIEW_WIDTH)
#define RAY_VIEW_Y 0
using RGBA = uint32_t;
struct TexturePack {
std::vector<uint32_t> texture[NUM_TEXTURES];
int NUM_SPRITES=1;
int NUM_TEXTURES=11;
int TEXTURE_WIDTH=256; // must be power of two
int TEXTURE_HEIGHT=256; // must be power of two
std::vector<std::vector<uint32_t>> images;
std::vector<Sprite> SPRITE{{4.0, 3.55, 8}};
const int floor = 3;
const int ceiling = 6;
void load_textures();
void load_image(std::vector<uint32_t>& texture, const char *filename);
std::vector<uint32_t> load_image(const char *filename);
Sprite &get_sprite(size_t sprite_num);
std::vector<uint32_t>& get(size_t num);
};
struct Raycaster {
int $width=RAY_VIEW_WIDTH;
int $height=RAY_VIEW_HEIGHT;
int PITCH=0;
TexturePack textures;
double posX = 0;
double posY = 0;
@ -63,36 +57,39 @@ struct Raycaster {
// the 2d raycaster version of camera plane
double planeX = 0;
double planeY = 0.66;
//ZED allocate this on the heap
std::array<double, RAY_VIEW_WIDTH> ZBuffer;
//ZED: USE smart pointer for this
std::unique_ptr<RGBA[]> pixels = nullptr;
//ZED: heap too?
int spriteOrder[NUM_SPRITES];
double spriteDistance[NUM_SPRITES];
sf::Texture view_texture;
sf::Sprite view_sprite;
//ZED: USE smart pointer for this
std::unique_ptr<RGBA[]> pixels = nullptr;
int $width;
int $height;
sf::RenderWindow& $window;
Matrix& $map;
int PITCH=0;
std::vector<int> spriteOrder;
std::vector<double> spriteDistance;
std::vector<double> ZBuffer; // width
Raycaster(sf::RenderWindow& window, Matrix &map);
Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height);
void draw_pixel_buffer();
void clear();
void cast_rays();
void sprite_casting();
void draw_ceiling_floor();
void sprite_casting();
void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);
void render();
bool empty_space(int new_x, int new_y);
void sort_sprites(int* order, double* dist, int amount);
// ZED these can be one or two functions
bool empty_space(int new_x, int new_y);
void run(double speed, int dir);
void rotate(double speed, int dir);
void position_camera(float player_x, float player_y);
void set_position(int x, int y);
inline size_t pixcoord(int x, int y) {
return ((y) * $width) + (x);
}
};