Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.

This commit is contained in:
Zed A. Shaw 2025-01-18 00:44:25 -05:00
parent 7fb2d5cf26
commit 7a74877849
9 changed files with 162 additions and 92729 deletions

View file

@ -28,78 +28,78 @@ inline uint32_t dumb_lighting(uint32_t pixel, double distance) {
Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height) :
view_texture({(unsigned int)width, (unsigned int)height}),
view_sprite(view_texture),
$view_texture({(unsigned int)width, (unsigned int)height}),
$view_sprite($view_texture),
$width(width), $height(height),
$window(window),
$map(map),
spriteOrder(textures.NUM_SPRITES),
spriteDistance(textures.NUM_SPRITES),
spriteOrder($textures.NUM_SPRITES),
spriteDistance($textures.NUM_SPRITES),
ZBuffer(width)
{
$window.setVerticalSyncEnabled(true);
view_sprite.setPosition({0, 0});
pixels = make_unique<RGBA[]>($width * $height);
textures.load_textures();
$view_sprite.setPosition({0, 0});
$pixels = make_unique<RGBA[]>($width * $height);
$textures.load_textures();
}
void Raycaster::set_position(int x, int y) {
view_sprite.setPosition({(float)x, (float)y});
$view_sprite.setPosition({(float)x, (float)y});
}
void Raycaster::position_camera(float player_x, float player_y) {
// x and y start position
posX = player_x;
posY = player_y;
$posX = player_x;
$posY = player_y;
}
void Raycaster::draw_pixel_buffer() {
view_texture.update((uint8_t *)pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
$window.draw(view_sprite);
$view_texture.update((uint8_t *)$pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
$window.draw($view_sprite);
}
void Raycaster::clear() {
std::fill_n(pixels.get(), $width * $height, 0);
std::fill_n($pixels.get(), $width * $height, 0);
$window.clear();
}
void Raycaster::sprite_casting() {
const int textureWidth = textures.TEXTURE_WIDTH;
const int textureHeight = textures.TEXTURE_HEIGHT;
const int textureWidth = $textures.TEXTURE_WIDTH;
const int textureHeight = $textures.TEXTURE_HEIGHT;
// sort sprites from far to close
for(int i = 0; i < textures.NUM_SPRITES; i++) {
auto& sprite = textures.get_sprite(i);
for(int i = 0; i < $textures.NUM_SPRITES; i++) {
auto& sprite = $textures.get_sprite(i);
spriteOrder[i] = i;
// this is just the distance calculation
spriteDistance[i] = ((posX - sprite.x) *
(posX - sprite.x) +
(posY - sprite.y) *
(posY - sprite.y));
spriteDistance[i] = (($posX - sprite.x) *
($posX - sprite.x) +
($posY - sprite.y) *
($posY - sprite.y));
}
sort_sprites(spriteOrder, spriteDistance, textures.NUM_SPRITES);
sort_sprites(spriteOrder, spriteDistance, $textures.NUM_SPRITES);
// after sorting the sprites, do the projection
for(int i = 0; i < textures.NUM_SPRITES; i++) {
for(int i = 0; i < $textures.NUM_SPRITES; i++) {
int sprite_index = spriteOrder[i];
Sprite& sprite_rec = textures.get_sprite(sprite_index);
auto& sprite_texture = textures.get_texture(sprite_rec.texture);
Sprite& sprite_rec = $textures.get_sprite(sprite_index);
auto& sprite_texture = $textures.get_texture(sprite_rec.texture);
double spriteX = sprite_rec.x - posX;
double spriteY = sprite_rec.y - posY;
double spriteX = sprite_rec.x - $posX;
double spriteY = sprite_rec.y - $posY;
//transform sprite with the inverse camera matrix
// [ planeX dirX ] -1 [ dirY -dirX ]
// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
// [ planeY dirY ] [ -planeY planeX ]
// [ $planeX $dirX ] -1 [ $dirY -$dirX ]
// [ ] = 1/($planeX*$dirY-$dirX*$planeY) * [ ]
// [ $planeY $dirY ] [ -$planeY $planeX ]
double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication
double invDet = 1.0 / ($planeX * $dirY - $dirX * $planeY); // required for correct matrix multiplication
double transformX = invDet * (dirY * spriteX - dirX * spriteY);
double transformX = invDet * ($dirY * spriteX - $dirX * spriteY);
//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
double transformY = invDet * (-$planeY * spriteX + $planeX * spriteY);
int spriteScreenX = int(($width / 2) * (1 + transformX / transformY));
@ -136,11 +136,13 @@ void Raycaster::sprite_casting() {
int texY = ((d * textureHeight) / spriteHeight) / 256;
//get current color from the texture
// BUG: this crashes sometimes when the math goes out of bounds
uint32_t color = sprite_texture[textureWidth * texY + texX];
size_t index = textureWidth * texY + texX;
if(index < 0 || index >= sprite_texture.size()) continue;
uint32_t color = sprite_texture[index];
// poor person's transparency, get current color from the texture
if((color & 0x00FFFFFF) != 0) {
RGBA pixel = color;
pixels[pixcoord(stripe, y)] = pixel;
$pixels[pixcoord(stripe, y)] = pixel;
}
}
}
@ -149,18 +151,20 @@ void Raycaster::sprite_casting() {
}
void Raycaster::cast_rays() {
constexpr static const int textureWidth = $textures.TEXTURE_WIDTH;
constexpr static const int textureHeight = $textures.TEXTURE_HEIGHT;
double perpWallDist;
// WALL CASTING
for(int x = 0; x < $width; x++) {
// calculate ray position and direction
double cameraX = 2 * x / double($width) - 1; // x-coord in camera space
double rayDirX = dirX + planeX * cameraX;
double rayDirY = dirY + planeY * cameraX;
double rayDirX = $dirX + $planeX * cameraX;
double rayDirY = $dirY + $planeY * cameraX;
// which box of the map we're in
int mapX = int(posX);
int mapY = int(posY);
int mapX = int($posX);
int mapY = int($posY);
// length of ray from current pos to next x or y-side
double sideDistX;
@ -178,18 +182,18 @@ void Raycaster::cast_rays() {
// calculate step and initial sideDist
if(rayDirX < 0) {
stepX = -1;
sideDistX = (posX - mapX) * deltaDistX;
sideDistX = ($posX - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - posX) * deltaDistX;
sideDistX = (mapX + 1.0 - $posX) * deltaDistX;
}
if(rayDirY < 0) {
stepY = -1;
sideDistY = (posY - mapY) * deltaDistY;
sideDistY = ($posY - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - posY) * deltaDistY;
sideDistY = (mapY + 1.0 - $posY) * deltaDistY;
}
// perform DDA
@ -215,40 +219,40 @@ void Raycaster::cast_rays() {
int lineHeight = int($height / perpWallDist);
int drawStart = -lineHeight / 2 + $height / 2 + PITCH;
int drawStart = -lineHeight / 2 + $height / 2 + $pitch;
if(drawStart < 0) drawStart = 0;
int drawEnd = lineHeight / 2 + $height / 2 + PITCH;
int drawEnd = lineHeight / 2 + $height / 2 + $pitch;
if(drawEnd >= $height) drawEnd = $height - 1;
auto &texture = textures.get_texture($map[mapY][mapX] - 1);
auto &texture = $textures.get_texture($map[mapY][mapX] - 1);
// calculate value of wallX
double wallX; // where exactly the wall was hit
if(side == 0) {
wallX = posY + perpWallDist * rayDirY;
wallX = $posY + perpWallDist * rayDirY;
} else {
wallX = posX + perpWallDist * rayDirX;
wallX = $posX + perpWallDist * rayDirX;
}
wallX -= floor((wallX));
// x coorindate on the texture
int texX = int(wallX * double(textures.TEXTURE_WIDTH));
if(side == 0 && rayDirX > 0) texX = textures.TEXTURE_WIDTH - texX - 1;
if(side == 1 && rayDirY < 0) texX = textures.TEXTURE_WIDTH - texX - 1;
int texX = int(wallX * double(textureWidth));
if(side == 0 && rayDirX > 0) texX = textureWidth - texX - 1;
if(side == 1 && rayDirY < 0) texX = textureWidth - texX - 1;
// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
// How much to increase the texture coordinate per screen pixel
double step = 1.0 * textures.TEXTURE_HEIGHT / lineHeight;
double step = 1.0 * textureHeight / lineHeight;
// Starting texture coordinate
double texPos = (drawStart - PITCH - $height / 2 + lineHeight / 2) * step;
double texPos = (drawStart - $pitch - $height / 2 + lineHeight / 2) * step;
for(int y = drawStart; y < drawEnd; y++) {
int texY = (int)texPos & (textures.TEXTURE_HEIGHT - 1);
int texY = (int)texPos & (textureHeight - 1);
texPos += step;
RGBA pixel = texture[textures.TEXTURE_HEIGHT * texY + texX];
pixels[pixcoord(x, y)] = dumb_lighting(pixel, perpWallDist);
RGBA pixel = texture[textureHeight * texY + texX];
$pixels[pixcoord(x, y)] = dumb_lighting(pixel, perpWallDist);
}
// SET THE ZBUFFER FOR THE SPRITE CASTING
@ -257,15 +261,15 @@ void Raycaster::cast_rays() {
}
void Raycaster::draw_ceiling_floor() {
const int textureWidth = textures.TEXTURE_WIDTH;
const int textureHeight = textures.TEXTURE_HEIGHT;
constexpr static const int textureWidth = $textures.TEXTURE_WIDTH;
constexpr static const int textureHeight = $textures.TEXTURE_HEIGHT;
for(int y = $height / 2 + 1; y < $height; ++y) {
// rayDir for leftmost ray (x=0) and rightmost (x = w)
float rayDirX0 = dirX - planeX;
float rayDirY0 = dirY - planeY;
float rayDirX1 = dirX + planeX;
float rayDirY1 = dirY + planeY;
float rayDirX0 = $dirX - $planeX;
float rayDirY0 = $dirY - $planeY;
float rayDirX1 = $dirX + $planeX;
float rayDirY1 = $dirY + $planeY;
// current y position compared to the horizon
int p = y - $height / 2;
@ -289,8 +293,8 @@ void Raycaster::draw_ceiling_floor() {
// real world coordinates of the leftmost column.
// This will be updated as we step to the right
float floorX = posX + rowDistance * rayDirX0;
float floorY = posY + rowDistance * rayDirY0;
float floorX = $posX + rowDistance * rayDirX0;
float floorY = $posY + rowDistance * rayDirY0;
for(int x = 0; x < $width; ++x) {
// the cell coord is simply taken from the int parts of
@ -311,12 +315,12 @@ void Raycaster::draw_ceiling_floor() {
// floorX cellX to find the texture x/y. How?
// FLOOR
color = textures.floor[textureWidth * ty + tx];
pixels[pixcoord(x, y)] = color;
color = $textures.floor[textureWidth * ty + tx];
$pixels[pixcoord(x, y)] = color;
// CEILING
color = textures.ceiling[textureWidth * ty + tx];
pixels[pixcoord(x, $height - y - 1)] = color;
color = $textures.ceiling[textureWidth * ty + tx];
$pixels[pixcoord(x, $height - y - 1)] = color;
}
}
}
@ -358,22 +362,22 @@ void Raycaster::sort_sprites(std::vector<int>& order, std::vector<double>& dist,
void Raycaster::run(double speed, int dir) {
double speed_and_dir = speed * dir;
if(empty_space(int(posX + dirX * speed_and_dir), int(posY))) {
posX += dirX * speed_and_dir;
if(empty_space(int($posX + $dirX * speed_and_dir), int($posY))) {
$posX += $dirX * speed_and_dir;
}
if(empty_space(int(posX), int(posY + dirY * speed_and_dir))) {
posY += dirY * speed_and_dir;
if(empty_space(int($posX), int($posY + $dirY * speed_and_dir))) {
$posY += $dirY * speed_and_dir;
}
}
void Raycaster::rotate(double speed, int dir) {
double speed_and_dir = speed * dir;
double oldDirX = dirX;
dirX = dirX * cos(speed_and_dir) - dirY * sin(speed_and_dir);
dirY = oldDirX * sin(speed_and_dir) + dirY * cos(speed_and_dir);
double oldDirX = $dirX;
$dirX = $dirX * cos(speed_and_dir) - $dirY * sin(speed_and_dir);
$dirY = oldDirX * sin(speed_and_dir) + $dirY * cos(speed_and_dir);
double oldPlaneX = planeX;
planeX = planeX * cos(speed_and_dir) - planeY * sin(speed_and_dir);
planeY = oldPlaneX * sin(speed_and_dir) + planeY * cos(speed_and_dir);
double oldPlaneX = $planeX;
$planeX = $planeX * cos(speed_and_dir) - $planeY * sin(speed_and_dir);
$planeY = oldPlaneX * sin(speed_and_dir) + $planeY * cos(speed_and_dir);
}