Refactor to allow for the new screen flow.

This commit is contained in:
Zed A. Shaw 2026-05-27 12:09:17 -04:00
parent e7b6b42698
commit 6f9e8a3ed4
10 changed files with 59 additions and 52 deletions

View file

@ -21,7 +21,7 @@ struct CameraLOL {
double target_plane_y = 0.0;
};
using SpriteRender = std::pair<std::shared_ptr<sf::Sprite>, std::shared_ptr<sf::Shader>>;
using SpriteRender = std::pair<sf::Sprite, std::shared_ptr<sf::Shader>>;
struct Raycaster {
sf::Texture $view_texture;
@ -52,7 +52,6 @@ struct Raycaster {
std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
// BUG: this can be way better I think
std::vector<SpriteRender> $sprites_to_render;
SortedEntities $sprite_order;
GameDB::Level $level;
@ -64,7 +63,7 @@ struct Raycaster {
void cast_rays();
void draw_ceiling_floor();
void draw_pixel_buffer();
void sprite_casting();
void sprite_casting(sf::RenderTarget& target);
void update();
void render(sf::RenderTarget& target);