Now the sprites are rendered in the 3d scene with just SFML sprites.
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da7075864b
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ad38f575a3
5 changed files with 49 additions and 41 deletions
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@ -41,6 +41,7 @@ Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int heigh
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$view_sprite.setPosition({0, 0});
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$pixels = make_unique<RGBA[]>($width * $height);
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$textures.load_textures();
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$view_texture.setSmooth(false);
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}
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void Raycaster::set_position(int x, int y) {
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@ -111,11 +112,21 @@ void Raycaster::sprite_casting() {
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// calculate width the the sprite
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// same as height of sprite, given that it's square
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int spriteWidth = abs(int($height / transformY)) / sprite_rec.uDiv;
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int drawStartX = -spriteWidth / 2 + spriteScreenX;
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if(drawStartX < 0) drawStartX = 0;
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int drawEndX = spriteWidth / 2 + spriteScreenX;
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if(drawEndX > $width) drawEndX = $width;
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int stripe = drawStartX;
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for(; stripe < drawEndX; stripe++) {
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//the conditions in the if are:
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//1) it's in front of camera plane so you don't see things behind you
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//2) ZBuffer, with perpendicular distance
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if(!(transformY > 0 && transformY < ZBuffer[stripe])) break;
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}
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int texX_end = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / 256;
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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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@ -125,18 +136,18 @@ void Raycaster::sprite_casting() {
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int drawEndY = spriteHeight / 2 + $height / 2 + vMoveScreen;
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if(drawEndY >= $height) drawEndY = $height - 1;
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int texX = int(256 * (drawStartX - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / 256;
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float x = float(drawStartX + RAY_VIEW_X);
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float y = float(drawStartY + RAY_VIEW_Y);
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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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int texX = int(256 * (drawStartX - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / 256;
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int texX_end = int(256 * (drawEndX - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / 256;
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int d = (y - vMoveScreen) * 256 - $height * 128 + spriteHeight * 128;
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int texY = ((d * textureHeight) / spriteHeight) / 256;
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sf_sprite->setScale({sprite_h, sprite_w});
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sf_sprite->setTextureRect(sf::IntRect({texX, texY}, {texX_end, textureHeight}));
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sf_sprite->setScale({sprite_w, sprite_h});
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sf_sprite->setTextureRect(sf::IntRect({texX, texY}, {texX_end - texX, textureHeight}));
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sf_sprite->setPosition({x, y});
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$window.draw(*sf_sprite);
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}
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