Refactor the raycaster to separate update from render.
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36efdc91aa
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3 changed files with 22 additions and 11 deletions
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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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