Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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parent
0260e3d345
commit
b43553a563
7 changed files with 39 additions and 17 deletions
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@ -21,7 +21,6 @@
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},
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{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 1, "dead": false},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "LightSource", "strength": 40, "radius": 1.2},
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{"_type": "EnemyConfig", "hearing_distance": 5},
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{"_type": "Sprite", "name": "armored_knight"}
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]
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@ -248,6 +248,9 @@ namespace gui {
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case KEY::Escape:
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event(Event::CLOSE);
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break;
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case KEY::Space:
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event(Event::ATTACK);
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break;
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case KEY::P:
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$main_ui.debug();
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break;
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@ -259,9 +262,9 @@ namespace gui {
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}
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void FSM::draw_gui() {
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$main_ui.draw();
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$status_ui.draw($window);
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$combat_ui.draw($window);
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$main_ui.draw();
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}
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void FSM::render() {
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10
main_ui.cpp
10
main_ui.cpp
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@ -65,13 +65,15 @@ namespace gui {
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$rayview.init_shaders();
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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$overlay_ui.render();
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}
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void MainUI::draw() {
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auto start = std::chrono::high_resolution_clock::now();
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if($needs_render) $rayview.render();
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$rayview.draw($window);
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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$stats.sample(1/elapsed.count());
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@ -85,16 +87,20 @@ namespace gui {
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}
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bool MainUI::play_rotate() {
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return $camera.play_rotate($rayview);
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bool done = $camera.play_rotate($rayview);
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$needs_render = !done;
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return done;
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}
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// this could be an optional that returs a Point
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std::optional<Point> MainUI::play_move() {
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if($camera.play_move($rayview)) {
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$needs_render = false;
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return std::make_optional<Point>({
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size_t($camera.target_x),
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size_t($camera.target_y)});
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} else {
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$needs_render = true;
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return std::nullopt;
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}
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}
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@ -11,6 +11,7 @@ namespace gui {
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class MainUI {
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public:
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bool $needs_render = true;
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Point $player{0,0};
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Stats $stats;
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sf::RenderWindow& $window;
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@ -26,9 +27,9 @@ namespace gui {
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void draw_stats();
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void draw_blood();
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std::optional<Point> play_move();
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void plan_rotate(int dir);
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bool play_rotate();
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std::optional<Point> play_move();
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Point plan_move(int dir, bool strafe);
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void abort_plan();
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@ -23,6 +23,11 @@ union ColorConv {
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uint32_t as_int;
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};
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/* It's hard to believe, but this is faster than any bitfiddling
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* I could devise. Just use a union with a struct, do the math
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* and I guess the compiler can handle it better than shifting
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* bits around.
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*/
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inline uint32_t new_lighting(uint32_t pixel, int level) {
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float factor = level * PERCENT;
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@ -38,8 +43,7 @@ Raycaster::Raycaster(int width, int height) :
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$view_texture(sf::Vector2u{(unsigned int)width, (unsigned int)height}),
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$view_sprite($view_texture),
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$width(width), $height(height),
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$zbuffer(width),
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$anim(256, 256, 10, "assets/monster-1.ogg")
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$zbuffer(width)
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{
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$view_sprite.setPosition({0, 0});
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$pixels = make_unique<RGBA[]>($width * $height);
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@ -99,6 +103,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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// calculate width the the sprite
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// same as height of sprite, given that it's square
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int sprite_width = abs(int($height / transform_y));
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// CUT
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int draw_start_x = -sprite_width / 2 + sprite_screen_x;
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if(draw_start_x < 0) draw_start_x = 0;
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@ -119,8 +124,6 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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//calculate lowest and highest pixel to fill in current stripe
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int draw_start_y = -sprite_height / 2 + $height / 2;
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if(draw_start_y < 0) draw_start_y = 0;
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int draw_end_y = sprite_height / 2 + $height / 2;
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if(draw_end_y >= $height) draw_end_y = $height - 1;
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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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@ -130,14 +133,22 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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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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if(x < $screen_pos_x) fmt::println("X < rayview left bounds");
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if(y < $screen_pos_y) fmt::println("Y < rayview top bounds");
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if(x >= SCREEN_WIDTH) fmt::println("OUT OF BOUNDS X");
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if(y >= $height) fmt::println("OUT OF BOUNDS Y");
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float sprite_scale_w = float(sprite_width) / float(texture_width);
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float sprite_scale_h = float(sprite_height) / float(texture_height);
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int d = y * texture_height - $height * half_height + sprite_height * half_height;
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int tex_y = ((d * texture_height) / sprite_height) / texture_height;
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sf_sprite->setScale({sprite_w, sprite_h});
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$anim.step(*sf_sprite, tex_x, tex_y, tex_render_width, texture_height);
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sf_sprite->setScale({sprite_scale_w, sprite_scale_h});
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sf_sprite->setTextureRect(sf::IntRect({
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{tex_x, tex_y},
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{tex_render_width, texture_height}}));
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sf_sprite->setPosition({x, y});
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$brightness.setUniform("offsetFactor", sf::Glsl::Vec2{0.0f, 0.0f});
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@ -333,10 +344,13 @@ void Raycaster::draw_ceiling_floor() {
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}
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}
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void Raycaster::draw(sf::RenderTarget& target) {
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void Raycaster::render() {
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draw_ceiling_floor();
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cast_rays();
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draw_pixel_buffer();
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}
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void Raycaster::draw(sf::RenderTarget& target) {
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target.draw($view_sprite);
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sprite_casting(target);
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}
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@ -39,7 +39,6 @@ struct Raycaster {
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Matrix $map;
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std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
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std::vector<double> $zbuffer; // width
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Animator $anim;
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Raycaster(int width, int height);
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@ -47,6 +46,7 @@ struct Raycaster {
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void draw_ceiling_floor();
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void draw_pixel_buffer();
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void sprite_casting(sf::RenderTarget& target);
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void render();
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void draw(sf::RenderTarget& target);
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void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);
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@ -17,8 +17,7 @@ namespace gui {
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"[button7 | button8 | button9]"
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"[*%(100,300)log_view]"
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"[_]"
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"[_]"
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);
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"[_]");
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}
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void StatusUI::render() {
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