The sprites now display and everything seems to work.
This commit is contained in:
parent
93b7faa369
commit
e3596aeaa2
2 changed files with 138 additions and 27 deletions
|
@ -1,25 +1,25 @@
|
|||
/*
|
||||
Copyright (c) 2004-2020, Lode Vandevenne
|
||||
Copyright (c) 2004-2020, Lode Vandevenne
|
||||
|
||||
All rights reserved.
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
|
||||
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
|
||||
* 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.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
#include <cmath>
|
||||
#include <string>
|
||||
|
@ -30,9 +30,9 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
using namespace QuickCG;
|
||||
|
||||
/*
|
||||
g++ *.cpp -lSDL -O3 -W -Wall -ansi -pedantic
|
||||
g++ *.cpp -lSDL
|
||||
*/
|
||||
g++ *.cpp -lSDL -O3 -W -Wall -ansi -pedantic
|
||||
g++ *.cpp -lSDL
|
||||
*/
|
||||
|
||||
|
||||
#define screenWidth 640
|
||||
|
@ -335,7 +335,11 @@ int main(int /*argc*/, char */*argv*/[])
|
|||
for(int i = 0; i < numSprites; i++)
|
||||
{
|
||||
spriteOrder[i] = i;
|
||||
spriteDistance[i] = ((posX - sprite[i].x) * (posX - sprite[i].x) + (posY - sprite[i].y) * (posY - sprite[i].y)); //sqrt not taken, unneeded
|
||||
spriteDistance[i] =
|
||||
((posX - sprite[i].x) *
|
||||
(posX - sprite[i].x) +
|
||||
(posY - sprite[i].y) *
|
||||
(posY - sprite[i].y)); //sqrt not taken, unneeded
|
||||
}
|
||||
sortSprites(spriteOrder, spriteDistance, numSprites);
|
||||
|
||||
|
@ -359,9 +363,9 @@ int main(int /*argc*/, char */*argv*/[])
|
|||
int spriteScreenX = int((w / 2) * (1 + transformX / transformY));
|
||||
|
||||
//parameters for scaling and moving the sprites
|
||||
#define uDiv 1
|
||||
#define vDiv 1
|
||||
#define vMove 0.0
|
||||
#define uDiv 1
|
||||
#define vDiv 1
|
||||
#define vMove 0.0
|
||||
int vMoveScreen = int(vMove / transformY);
|
||||
|
||||
//calculate height of the sprite on screen
|
||||
|
|
113
sfmlcaster.cpp
113
sfmlcaster.cpp
|
@ -15,7 +15,7 @@ using namespace fmt;
|
|||
#define texHeight 64 // must be power of two
|
||||
|
||||
|
||||
#define numSprites 1
|
||||
#define numSprites 3
|
||||
#define numTextures 11
|
||||
|
||||
struct Sprite {
|
||||
|
@ -24,6 +24,11 @@ struct Sprite {
|
|||
int texture;
|
||||
};
|
||||
|
||||
//parameters for scaling and moving the sprites
|
||||
#define uDiv 1
|
||||
#define vDiv 1
|
||||
#define vMove 0.0
|
||||
|
||||
const int RAY_VIEW_WIDTH=1280;
|
||||
const int RAY_VIEW_HEIGHT=720;
|
||||
const int RAY_VIEW_X=0;
|
||||
|
@ -69,8 +74,10 @@ double planeY = 0.66;
|
|||
#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8))
|
||||
#define gray_color(c) rgba_color(c, c, c, 255)
|
||||
|
||||
Sprite sprites[numSprites] = {
|
||||
{20.5, 11.5, 8}
|
||||
Sprite SPRITE[numSprites] = {
|
||||
{3.0, 4.5, 8},
|
||||
{3.4, 1.95, 9},
|
||||
{7.34, 5.5, 10}
|
||||
};
|
||||
|
||||
double ZBuffer[RAY_VIEW_WIDTH];
|
||||
|
@ -186,6 +193,7 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
|
|||
int w = RAY_VIEW_WIDTH;
|
||||
int h = RAY_VIEW_HEIGHT;
|
||||
|
||||
// WALL CASTING
|
||||
for(int x = 0; x < w; x++) {
|
||||
// calculate ray position and direction
|
||||
double cameraX = 2 * x / double(w) - 1; // x-coord in camera space
|
||||
|
@ -288,6 +296,87 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
|
|||
|
||||
pixels[pixcoord(x, y)] = color;
|
||||
}
|
||||
|
||||
// SET THE ZBUFFER FOR THE SPRITE CASTING
|
||||
ZBuffer[x] = perpWallDist;
|
||||
|
||||
}
|
||||
|
||||
// SPRITE CASTING
|
||||
// sort sprites from far to close
|
||||
for(int i = 0; i < numSprites; i++) {
|
||||
spriteOrder[i] = i;
|
||||
// this is just the distance calculation
|
||||
spriteDistance[i] = ((posX - SPRITE[i].x) *
|
||||
(posX - SPRITE[i].x) +
|
||||
(posY - SPRITE[i].y) *
|
||||
(posY - SPRITE[i].y));
|
||||
}
|
||||
|
||||
sortSprites(spriteOrder, spriteDistance, numSprites);
|
||||
|
||||
// after sorting the sprites, do the projection
|
||||
for(int i = 0; i < numSprites; i++) {
|
||||
int sprite_index = spriteOrder[i];
|
||||
double spriteX = SPRITE[sprite_index].x - posX;
|
||||
double spriteY = SPRITE[sprite_index].y - posY;
|
||||
int sprite_texture_number = SPRITE[sprite_index].texture;
|
||||
auto sprite_texture = texture[sprite_texture_number];
|
||||
|
||||
//transform sprite with the inverse camera matrix
|
||||
// [ planeX dirX ] -1 [ dirY -dirX ]
|
||||
// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
|
||||
// [ planeY dirY ] [ -planeY planeX ]
|
||||
|
||||
double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication
|
||||
|
||||
double transformX = invDet * (dirY * spriteX - dirX * spriteY);
|
||||
//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
|
||||
|
||||
double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
|
||||
|
||||
int spriteScreenX = int((w / 2) * (1 + transformX / transformY));
|
||||
|
||||
int vMoveScreen = int(vMove / transformY);
|
||||
|
||||
// calculate the height of the sprite on screen
|
||||
//using "transformY" instead of the real distance prevents fisheye
|
||||
int spriteHeight = abs(int(h / transformY)) / vDiv;
|
||||
|
||||
//calculate lowest and highest pixel to fill in current stripe
|
||||
int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen;
|
||||
if(drawStartY < 0) drawStartY = 0;
|
||||
int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen;
|
||||
if(drawEndY >= h) drawEndY = h - 1;
|
||||
|
||||
// calculate width the the sprite
|
||||
// same as height of sprite, given that it's square
|
||||
int spriteWidth = abs(int(h / transformY)) / uDiv;
|
||||
int drawStartX = -spriteWidth / 2 + spriteScreenX;
|
||||
if(drawStartX < 0) drawStartX = 0;
|
||||
int drawEndX = spriteWidth / 2 + spriteScreenX;
|
||||
if(drawEndX > w) drawEndX = w;
|
||||
|
||||
//loop through every vertical stripe of the sprite on screen
|
||||
for(int stripe = drawStartX; stripe < drawEndX; stripe++) {
|
||||
int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256;
|
||||
// the conditions in the if are:
|
||||
// 1) it's in front of the camera plane so you don't see things behind you
|
||||
// 2) ZBuffer, with perpendicular distance
|
||||
if(transformY > 0 && transformY < ZBuffer[stripe]) {
|
||||
for(int y = drawStartY; y < drawEndY; y++) {
|
||||
//256 and 128 factors to avoid floats
|
||||
int d = (y - vMoveScreen) * 256 - h * 128 + spriteHeight * 128;
|
||||
int texY = ((d * texHeight) / spriteHeight) / 256;
|
||||
//get current color from the texture
|
||||
uint32_t color = sprite_texture[texWidth * texY + texX];
|
||||
// poor person's transparency, get current color from the texture
|
||||
if((color & 0x00FFFFFF) != 0) {
|
||||
pixels[pixcoord(stripe, y)] = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -391,6 +480,11 @@ int main() {
|
|||
while(window.isOpen()) {
|
||||
draw_everything(window);
|
||||
|
||||
if(KB::isKeyPressed(KB::X)) {
|
||||
println("player position: {},{}",
|
||||
posX, posY);
|
||||
}
|
||||
|
||||
if(KB::isKeyPressed(KB::W)) {
|
||||
if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed;
|
||||
if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed;
|
||||
|
@ -439,5 +533,18 @@ int main() {
|
|||
|
||||
void sortSprites(int* order, double* dist, int amount)
|
||||
{
|
||||
std::vector<std::pair<double, int>> sprites(amount);
|
||||
|
||||
for(int i = 0; i < amount; i++) {
|
||||
sprites[i].first = dist[i];
|
||||
sprites[i].second = order[i];
|
||||
}
|
||||
|
||||
std::sort(sprites.begin(), sprites.end());
|
||||
|
||||
// restore in reverse order
|
||||
for(int i = 0; i < amount; i++) {
|
||||
dist[i] = sprites[amount - i - 1].first;
|
||||
order[i] = sprites[amount - i - 1].second;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue