Gave up on adding a buffer and I'll just let rooms be near eachother. Seems to produce interesting results anyway.
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5 changed files with 45 additions and 32 deletions
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@ -127,14 +127,16 @@ void Raycaster::sprite_casting() {
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$level.collision->distance_sorted($sprite_order, {(size_t)$pos_x, (size_t)$pos_y}, RENDER_DISTANCE);
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$sprites_to_render.clear();
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// BUG: shaders are shared between sprites
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// BUG: sprites seem to be shared too? Put a torch on the floor in a room then another to its left and only one is visible at a time.
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// after sorting the sprites, do the projection
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for(auto& rec : $sprite_order) {
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if(!$sprites.contains(rec.entity)) continue;
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auto& sprite_texture = $sprites.at(rec.entity);
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int texture_width = (float)sprite_texture.frame_size.x;
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int texture_height =(float)sprite_texture.frame_size.y;
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int texture_width = float(sprite_texture.frame_size.x);
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int texture_height = float(sprite_texture.frame_size.y);
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int half_height = texture_height / 2;
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auto sf_sprite = sprite_texture.sprite;
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