Refactor the raycaster to separate update from render.
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36efdc91aa
commit
dd3952d5c1
3 changed files with 22 additions and 11 deletions
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@ -117,10 +117,11 @@ inline void set_scale_position(sf::Sprite& sprite, sf::Vector2f& position, sf::V
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}
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void Raycaster::sprite_casting(sf::RenderTarget &target) {
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void Raycaster::sprite_casting() {
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auto& lights = $level.lights->lighting();
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auto world = $level.world;
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$level.collision->distance_sorted($sprite_order, {(size_t)$pos_x, (size_t)$pos_y}, RENDER_DISTANCE);
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$sprites_to_render.clear();
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// after sorting the sprites, do the projection
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for(auto& rec : $sprite_order) {
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@ -132,7 +133,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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int texture_height =(float)sprite_texture.frame_size.y;
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int half_height = texture_height / 2;
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auto& sf_sprite = sprite_texture.sprite;
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auto sf_sprite = sprite_texture.sprite;
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auto sprite_pos = world->get<components::Position>(rec.entity);
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double sprite_x = double(sprite_pos.location.x) - rec.wiggle - $pos_x + 0.5;
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@ -226,7 +227,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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set_scale_position(*sf_sprite, position, scale, in_texture, origin);
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}
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target.draw(*sf_sprite, effect.get());
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$sprites_to_render.emplace_back(sf_sprite, effect);
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}
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}
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}
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@ -427,15 +428,20 @@ void Raycaster::draw_ceiling_floor() {
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}
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}
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void Raycaster::render() {
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void Raycaster::update() {
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draw_ceiling_floor();
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cast_rays();
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draw_pixel_buffer();
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sprite_casting();
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}
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void Raycaster::draw(sf::RenderTarget& target) {
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// BUG: if target is a rendertarget then I can say it has to be the viewport only, then I can get rid of $screen_pos_x/y
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void Raycaster::render(sf::RenderTarget& target) {
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target.draw($view_sprite);
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sprite_casting(target);
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for(auto [sprite, effect] : $sprites_to_render) {
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target.draw(*sprite, effect.get());
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}
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}
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void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
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@ -21,6 +21,8 @@ struct CameraLOL {
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double target_plane_y = 0.0;
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};
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using SpriteRender = std::pair<std::shared_ptr<sf::Sprite>, std::shared_ptr<sf::Shader>>;
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struct Raycaster {
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int $pitch=0;
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sf::Clock $clock;
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@ -48,6 +50,8 @@ struct Raycaster {
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int $screen_pos_x = RAY_VIEW_X;
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int $screen_pos_y = RAY_VIEW_Y;
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std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
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// BUG: this can be way better I think
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std::vector<SpriteRender> $sprites_to_render;
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SortedEntities $sprite_order;
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GameDB::Level $level;
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@ -60,9 +64,9 @@ struct Raycaster {
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void cast_rays();
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void draw_ceiling_floor();
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void draw_pixel_buffer();
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void sprite_casting(sf::RenderTarget& target);
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void render();
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void draw(sf::RenderTarget& target);
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void sprite_casting();
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void update();
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void render(sf::RenderTarget& target);
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void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);
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void set_position(int x, int y);
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@ -38,8 +38,9 @@ namespace gui {
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}
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void MainUI::render() {
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if($needs_render) $rayview->render();
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$rayview->draw($window);
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// BUG: bring back the $needs_render optimization
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$rayview->update();
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$rayview->render($window);
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if($mind_reading) render_mind_reading();
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$overlay_ui.render($window);
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