Remove some more junk from the texture thing.
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d0d3c8bc04
commit
3519c73079
3 changed files with 12 additions and 16 deletions
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@ -10,6 +10,8 @@ constexpr const int SCREEN_HEIGHT=720;
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constexpr const int SCREEN_WIDTH=1280;
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constexpr const int SCREEN_WIDTH=1280;
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constexpr const bool VSYNC=false;
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constexpr const bool VSYNC=false;
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constexpr const int FRAME_LIMIT=60;
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constexpr const int FRAME_LIMIT=60;
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constexpr const int NUM_SPRITES=1;
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#ifdef NDEBUG
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#ifdef NDEBUG
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constexpr const bool DEBUG_BUILD=false;
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constexpr const bool DEBUG_BUILD=false;
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#else
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#else
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@ -34,8 +34,8 @@ Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int heigh
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$width(width), $height(height),
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$width(width), $height(height),
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$window(window),
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$window(window),
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$map(map),
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$map(map),
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spriteOrder($textures.NUM_SPRITES),
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spriteOrder(NUM_SPRITES),
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spriteDistance($textures.NUM_SPRITES),
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spriteDistance(NUM_SPRITES),
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ZBuffer(width)
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ZBuffer(width)
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{
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{
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$view_sprite.setPosition({0, 0});
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$view_sprite.setPosition({0, 0});
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@ -72,7 +72,7 @@ void Raycaster::sprite_casting() {
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const int halfHeight = TEXTURE_HEIGHT / 2;
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const int halfHeight = TEXTURE_HEIGHT / 2;
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// sort sprites from far to close
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// sort sprites from far to close
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for(int i = 0; i < $textures.NUM_SPRITES; i++) {
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for(int i = 0; i < NUM_SPRITES; i++) {
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auto& sprite = $textures.get_sprite(i);
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auto& sprite = $textures.get_sprite(i);
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spriteOrder[i] = i;
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spriteOrder[i] = i;
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// this is just the distance calculation
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// this is just the distance calculation
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@ -82,10 +82,10 @@ void Raycaster::sprite_casting() {
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($posY - sprite.y));
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($posY - sprite.y));
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}
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}
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sort_sprites(spriteOrder, spriteDistance, $textures.NUM_SPRITES);
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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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// after sorting the sprites, do the projection
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for(int i = 0; i < $textures.NUM_SPRITES; i++) {
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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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int sprite_index = spriteOrder[i];
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Sprite& sprite_rec = $textures.get_sprite(sprite_index);
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Sprite& sprite_rec = $textures.get_sprite(sprite_index);
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// TODO: this must die
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// TODO: this must die
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@ -110,11 +110,11 @@ void Raycaster::sprite_casting() {
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// calculate the height of the sprite on screen
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// calculate the height of the sprite on screen
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//using "transformY" instead of the real distance prevents fisheye
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//using "transformY" instead of the real distance prevents fisheye
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int spriteHeight = abs(int($height / transformY)) / sprite_rec.vDiv;
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int spriteHeight = abs(int($height / transformY));
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// calculate width the the sprite
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// calculate width the the sprite
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// same as height of sprite, given that it's square
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// same as height of sprite, given that it's square
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int spriteWidth = abs(int($height / transformY)) / sprite_rec.uDiv;
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int spriteWidth = abs(int($height / transformY));
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int drawStartX = -spriteWidth / 2 + spriteScreenX;
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int drawStartX = -spriteWidth / 2 + spriteScreenX;
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if(drawStartX < 0) drawStartX = 0;
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if(drawStartX < 0) drawStartX = 0;
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@ -132,11 +132,10 @@ void Raycaster::sprite_casting() {
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int texX_end = int(textureWidth * (stripe - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
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int texX_end = int(textureWidth * (stripe - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
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if(drawStartX < drawEndX && transformY > 0 && transformY < ZBuffer[drawStartX]) {
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if(drawStartX < drawEndX && transformY > 0 && transformY < ZBuffer[drawStartX]) {
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int vMoveScreen = int(sprite_rec.elevation * -1 / transformY);
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//calculate lowest and highest pixel to fill in current stripe
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//calculate lowest and highest pixel to fill in current stripe
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int drawStartY = -spriteHeight / 2 + $height / 2 + vMoveScreen;
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int drawStartY = -spriteHeight / 2 + $height / 2;
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if(drawStartY < 0) drawStartY = 0;
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if(drawStartY < 0) drawStartY = 0;
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int drawEndY = spriteHeight / 2 + $height / 2 + vMoveScreen;
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int drawEndY = spriteHeight / 2 + $height / 2;
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if(drawEndY >= $height) drawEndY = $height - 1;
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if(drawEndY >= $height) drawEndY = $height - 1;
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int texX = int(textureWidth * (drawStartX - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
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int texX = int(textureWidth * (drawStartX - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
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@ -146,7 +145,7 @@ void Raycaster::sprite_casting() {
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float sprite_w = float(spriteWidth) / float(textureWidth);
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float sprite_w = float(spriteWidth) / float(textureWidth);
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float sprite_h = float(spriteHeight) / float(textureHeight);
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float sprite_h = float(spriteHeight) / float(textureHeight);
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int d = (y - vMoveScreen) * textureHeight - $height * halfHeight + spriteHeight * halfHeight;
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int d = y * textureHeight - $height * halfHeight + spriteHeight * halfHeight;
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int texY = ((d * textureHeight) / spriteHeight) / textureHeight;
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int texY = ((d * textureHeight) / spriteHeight) / textureHeight;
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sf_sprite->setScale({sprite_w, sprite_h});
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sf_sprite->setScale({sprite_w, sprite_h});
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@ -16,14 +16,9 @@ struct Sprite {
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double x;
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double x;
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double y;
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double y;
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SpriteTexture sprite;
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SpriteTexture sprite;
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double elevation=0;
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int uDiv=1;
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int vDiv=1;
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};
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};
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struct TexturePack {
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struct TexturePack {
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int NUM_SPRITES=1;
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std::vector<sf::Image> images;
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std::vector<sf::Image> images;
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std::vector<Sprite> sprites;
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std::vector<Sprite> sprites;
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std::unordered_map<std::string, SpriteTexture> sprite_textures;
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std::unordered_map<std::string, SpriteTexture> sprite_textures;
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