Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.

This commit is contained in:
Zed A. Shaw 2025-02-21 11:34:46 -05:00
parent 0260e3d345
commit b43553a563
7 changed files with 39 additions and 17 deletions

View file

@ -23,6 +23,11 @@ union ColorConv {
uint32_t as_int;
};
/* It's hard to believe, but this is faster than any bitfiddling
* I could devise. Just use a union with a struct, do the math
* and I guess the compiler can handle it better than shifting
* bits around.
*/
inline uint32_t new_lighting(uint32_t pixel, int level) {
float factor = level * PERCENT;
@ -38,8 +43,7 @@ Raycaster::Raycaster(int width, int height) :
$view_texture(sf::Vector2u{(unsigned int)width, (unsigned int)height}),
$view_sprite($view_texture),
$width(width), $height(height),
$zbuffer(width),
$anim(256, 256, 10, "assets/monster-1.ogg")
$zbuffer(width)
{
$view_sprite.setPosition({0, 0});
$pixels = make_unique<RGBA[]>($width * $height);
@ -99,6 +103,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
// calculate width the the sprite
// same as height of sprite, given that it's square
int sprite_width = abs(int($height / transform_y));
// CUT
int draw_start_x = -sprite_width / 2 + sprite_screen_x;
if(draw_start_x < 0) draw_start_x = 0;
@ -119,8 +124,6 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
//calculate lowest and highest pixel to fill in current stripe
int draw_start_y = -sprite_height / 2 + $height / 2;
if(draw_start_y < 0) draw_start_y = 0;
int draw_end_y = sprite_height / 2 + $height / 2;
if(draw_end_y >= $height) draw_end_y = $height - 1;
int tex_x = int(texture_width * (draw_start_x - (-sprite_width / 2 + sprite_screen_x)) * texture_width / sprite_width) / texture_width;
int tex_render_width = tex_x_end - tex_x;
@ -130,14 +133,22 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
float x = float(draw_start_x + $screen_pos_x);
float y = float(draw_start_y + $screen_pos_y);
float sprite_w = float(sprite_width) / float(texture_width);
float sprite_h = float(sprite_height) / float(texture_height);
if(x < $screen_pos_x) fmt::println("X < rayview left bounds");
if(y < $screen_pos_y) fmt::println("Y < rayview top bounds");
if(x >= SCREEN_WIDTH) fmt::println("OUT OF BOUNDS X");
if(y >= $height) fmt::println("OUT OF BOUNDS Y");
float sprite_scale_w = float(sprite_width) / float(texture_width);
float sprite_scale_h = float(sprite_height) / float(texture_height);
int d = y * texture_height - $height * half_height + sprite_height * half_height;
int tex_y = ((d * texture_height) / sprite_height) / texture_height;
sf_sprite->setScale({sprite_w, sprite_h});
$anim.step(*sf_sprite, tex_x, tex_y, tex_render_width, texture_height);
sf_sprite->setScale({sprite_scale_w, sprite_scale_h});
sf_sprite->setTextureRect(sf::IntRect({
{tex_x, tex_y},
{tex_render_width, texture_height}}));
sf_sprite->setPosition({x, y});
$brightness.setUniform("offsetFactor", sf::Glsl::Vec2{0.0f, 0.0f});
@ -333,10 +344,13 @@ void Raycaster::draw_ceiling_floor() {
}
}
void Raycaster::draw(sf::RenderTarget& target) {
void Raycaster::render() {
draw_ceiling_floor();
cast_rays();
draw_pixel_buffer();
}
void Raycaster::draw(sf::RenderTarget& target) {
target.draw($view_sprite);
sprite_casting(target);
}