The sprites now display and everything seems to work.
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2 changed files with 138 additions and 27 deletions
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@ -1,25 +1,25 @@
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/*
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/*
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Copyright (c) 2004-2020, Lode Vandevenne
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Copyright (c) 2004-2020, Lode Vandevenne
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All rights reserved.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
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Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
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* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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#include <cmath>
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#include <cmath>
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#include <string>
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#include <string>
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@ -30,9 +30,9 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace QuickCG;
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using namespace QuickCG;
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/*
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/*
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g++ *.cpp -lSDL -O3 -W -Wall -ansi -pedantic
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g++ *.cpp -lSDL -O3 -W -Wall -ansi -pedantic
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g++ *.cpp -lSDL
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g++ *.cpp -lSDL
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*/
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*/
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#define screenWidth 640
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#define screenWidth 640
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@ -335,7 +335,11 @@ int main(int /*argc*/, char */*argv*/[])
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for(int i = 0; i < numSprites; i++)
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for(int i = 0; i < numSprites; i++)
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{
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{
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spriteOrder[i] = i;
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spriteOrder[i] = i;
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spriteDistance[i] = ((posX - sprite[i].x) * (posX - sprite[i].x) + (posY - sprite[i].y) * (posY - sprite[i].y)); //sqrt not taken, unneeded
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spriteDistance[i] =
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((posX - sprite[i].x) *
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(posX - sprite[i].x) +
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(posY - sprite[i].y) *
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(posY - sprite[i].y)); //sqrt not taken, unneeded
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}
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}
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sortSprites(spriteOrder, spriteDistance, numSprites);
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sortSprites(spriteOrder, spriteDistance, numSprites);
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@ -359,9 +363,9 @@ int main(int /*argc*/, char */*argv*/[])
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int spriteScreenX = int((w / 2) * (1 + transformX / transformY));
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int spriteScreenX = int((w / 2) * (1 + transformX / transformY));
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//parameters for scaling and moving the sprites
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//parameters for scaling and moving the sprites
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#define uDiv 1
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#define uDiv 1
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#define vDiv 1
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#define vDiv 1
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#define vMove 0.0
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#define vMove 0.0
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int vMoveScreen = int(vMove / transformY);
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int vMoveScreen = int(vMove / transformY);
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//calculate height of the sprite on screen
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//calculate height of the sprite on screen
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113
sfmlcaster.cpp
113
sfmlcaster.cpp
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@ -15,7 +15,7 @@ using namespace fmt;
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#define texHeight 64 // must be power of two
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#define texHeight 64 // must be power of two
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#define numSprites 1
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#define numSprites 3
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#define numTextures 11
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#define numTextures 11
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struct Sprite {
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struct Sprite {
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@ -24,6 +24,11 @@ struct Sprite {
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int texture;
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int texture;
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};
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};
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//parameters for scaling and moving the sprites
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#define uDiv 1
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#define vDiv 1
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#define vMove 0.0
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const int RAY_VIEW_WIDTH=1280;
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const int RAY_VIEW_WIDTH=1280;
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const int RAY_VIEW_HEIGHT=720;
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const int RAY_VIEW_HEIGHT=720;
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const int RAY_VIEW_X=0;
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const int RAY_VIEW_X=0;
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@ -69,8 +74,10 @@ double planeY = 0.66;
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#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8))
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#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8))
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#define gray_color(c) rgba_color(c, c, c, 255)
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#define gray_color(c) rgba_color(c, c, c, 255)
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Sprite sprites[numSprites] = {
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Sprite SPRITE[numSprites] = {
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{20.5, 11.5, 8}
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{3.0, 4.5, 8},
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{3.4, 1.95, 9},
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{7.34, 5.5, 10}
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};
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};
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double ZBuffer[RAY_VIEW_WIDTH];
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double ZBuffer[RAY_VIEW_WIDTH];
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@ -186,6 +193,7 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
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int w = RAY_VIEW_WIDTH;
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int w = RAY_VIEW_WIDTH;
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int h = RAY_VIEW_HEIGHT;
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int h = RAY_VIEW_HEIGHT;
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// WALL CASTING
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for(int x = 0; x < w; x++) {
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for(int x = 0; x < w; x++) {
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// calculate ray position and direction
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// calculate ray position and direction
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double cameraX = 2 * x / double(w) - 1; // x-coord in camera space
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double cameraX = 2 * x / double(w) - 1; // x-coord in camera space
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@ -288,6 +296,87 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
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pixels[pixcoord(x, y)] = color;
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pixels[pixcoord(x, y)] = color;
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}
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}
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// SET THE ZBUFFER FOR THE SPRITE CASTING
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ZBuffer[x] = perpWallDist;
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}
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// SPRITE CASTING
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// sort sprites from far to close
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for(int i = 0; i < numSprites; i++) {
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spriteOrder[i] = i;
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// this is just the distance calculation
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spriteDistance[i] = ((posX - SPRITE[i].x) *
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(posX - SPRITE[i].x) +
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(posY - SPRITE[i].y) *
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(posY - SPRITE[i].y));
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}
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sortSprites(spriteOrder, spriteDistance, numSprites);
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// after sorting the sprites, do the projection
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for(int i = 0; i < numSprites; i++) {
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int sprite_index = spriteOrder[i];
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double spriteX = SPRITE[sprite_index].x - posX;
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double spriteY = SPRITE[sprite_index].y - posY;
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int sprite_texture_number = SPRITE[sprite_index].texture;
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auto sprite_texture = texture[sprite_texture_number];
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//transform sprite with the inverse camera matrix
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// [ planeX dirX ] -1 [ dirY -dirX ]
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// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
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// [ planeY dirY ] [ -planeY planeX ]
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double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication
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double transformX = invDet * (dirY * spriteX - dirX * spriteY);
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//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
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double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
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int spriteScreenX = int((w / 2) * (1 + transformX / transformY));
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int vMoveScreen = int(vMove / transformY);
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// calculate the height of the sprite on screen
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//using "transformY" instead of the real distance prevents fisheye
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int spriteHeight = abs(int(h / transformY)) / vDiv;
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//calculate lowest and highest pixel to fill in current stripe
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int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen;
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if(drawStartY < 0) drawStartY = 0;
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int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen;
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if(drawEndY >= h) drawEndY = h - 1;
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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(h / transformY)) / 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 > w) drawEndX = w;
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//loop through every vertical stripe of the sprite on screen
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for(int stripe = drawStartX; stripe < drawEndX; stripe++) {
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int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256;
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// the conditions in the if are:
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// 1) it's in front of the 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]) {
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for(int y = drawStartY; y < drawEndY; y++) {
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//256 and 128 factors to avoid floats
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int d = (y - vMoveScreen) * 256 - h * 128 + spriteHeight * 128;
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int texY = ((d * texHeight) / spriteHeight) / 256;
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//get current color from the texture
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uint32_t color = sprite_texture[texWidth * texY + texX];
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// poor person's transparency, get current color from the texture
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if((color & 0x00FFFFFF) != 0) {
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pixels[pixcoord(stripe, y)] = color;
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}
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}
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}
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}
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}
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}
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}
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}
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while(window.isOpen()) {
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while(window.isOpen()) {
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draw_everything(window);
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draw_everything(window);
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if(KB::isKeyPressed(KB::X)) {
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println("player position: {},{}",
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posX, posY);
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}
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if(KB::isKeyPressed(KB::W)) {
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if(KB::isKeyPressed(KB::W)) {
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if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed;
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if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed;
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if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed;
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if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed;
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@ -439,5 +533,18 @@ int main() {
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void sortSprites(int* order, double* dist, int amount)
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void sortSprites(int* order, double* dist, int amount)
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{
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{
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std::vector<std::pair<double, int>> sprites(amount);
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for(int i = 0; i < amount; i++) {
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sprites[i].first = dist[i];
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sprites[i].second = order[i];
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}
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std::sort(sprites.begin(), sprites.end());
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// restore in reverse order
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for(int i = 0; i < amount; i++) {
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dist[i] = sprites[amount - i - 1].first;
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order[i] = sprites[amount - i - 1].second;
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}
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}
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}
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