Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly.
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2de4b43914
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9c37960283
2 changed files with 17 additions and 9 deletions
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@ -47,6 +47,8 @@ Raycaster::Raycaster(TexturePack &textures, int width, int height) :
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}
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void Raycaster::set_position(int x, int y) {
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$screen_pos_x = x;
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$screen_pos_y = y;
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$view_sprite.setPosition({(float)x, (float)y});
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}
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@ -81,8 +83,8 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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double inv_det = 1.0 / ($plane_x * $dir_y - $dir_x * $plane_y); // required for correct matrix multiplication
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double transform_x = inv_det * ($dir_y * sprite_x - $dir_x * sprite_y);
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//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
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//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
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double transform_y = inv_det * (-$plane_y * sprite_x + $plane_x * sprite_y);
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int sprite_screen_x = int(($width / 2) * (1 + transform_x / transform_y));
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@ -119,10 +121,12 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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int tex_x = int(texture_width * (draw_start_x - (-sprite_width / 2 + sprite_screen_x)) * texture_width / sprite_width) / texture_width;
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int tex_render_width = tex_x_end - tex_x;
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// avoid drawing sprites that are not visible (width < 0)
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if(tex_render_width <= 0) continue;
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float x = float(draw_start_x + RAY_VIEW_X);
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float y = float(draw_start_y + RAY_VIEW_Y);
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float x = float(draw_start_x + $screen_pos_x);
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float y = float(draw_start_y + $screen_pos_y);
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float sprite_w = float(sprite_width) / float(texture_width);
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float sprite_h = float(sprite_height) / float(texture_height);
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@ -135,6 +139,9 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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$brightness.setUniform("offsetFactor", sf::Glsl::Vec2{0.0f, 0.0f});
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// the SpatialMap.distance_sorted only calculates the
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// (x1-x2)^2 + (y1-y2)^2 portion of distance, so to get
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// the actual distance we need to sqrt that.
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float level = sqrt(rec.first);
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$brightness.setUniform("darkness", level);
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target.draw(*sf_sprite, &$brightness);
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@ -158,10 +165,6 @@ void Raycaster::cast_rays() {
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int map_x = int($pos_x);
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int map_y = int($pos_y);
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// length of ray from current pos to next x or y-side
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double side_dist_x;
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double side_dist_y;
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// length of ray from one x or y-side to next x or y-side
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double delta_dist_x = std::abs(1.0 / ray_dir_x);
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double delta_dist_y = std::abs(1.0 / ray_dir_y);
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@ -171,7 +174,10 @@ void Raycaster::cast_rays() {
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int hit = 0;
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int side = 0;
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// calculate step and initial sideDist
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// length of ray from current pos to next x or y-side
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double side_dist_x;
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double side_dist_y;
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if(ray_dir_x < 0) {
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step_x = -1;
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side_dist_x = ($pos_x - map_x) * delta_dist_x;
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@ -226,7 +232,7 @@ void Raycaster::cast_rays() {
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} else {
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wall_x = $pos_x + perp_wall_dist * ray_dir_x;
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}
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wall_x -= floor((wall_x));
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wall_x -= floor(wall_x);
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// x coorindate on the texture
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int tex_x = int(wall_x * double(texture_width));
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