Graphics reorg done.
This commit is contained in:
parent
86a9f815c1
commit
f460add0af
15 changed files with 12 additions and 13 deletions
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@ -8,7 +8,7 @@
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Time.hpp>
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#include <functional>
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#include "easing.hpp"
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#include "graphics/easing.hpp"
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#include <fmt/core.h>
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#include "json_mods.hpp"
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#include <source_location>
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132
src/graphics/camera.cpp
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132
src/graphics/camera.cpp
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#include "graphics/camera.hpp"
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#include <unordered_map>
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#include "components.hpp"
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#include "config.hpp"
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#include <algorithm>
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#include <iostream>
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#include <cstdlib>
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namespace cinematic {
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using animation::Animation, std::string, std::min, std::clamp;
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struct CameraManager {
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std::unordered_map<string, Animation> animations;
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};
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static CameraManager MGR;
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static bool initialized = false;
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void init() {
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if(!initialized) {
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// BUG: it should be that you give a camera to load by name, not just one for all cameras
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auto data = settings::get("cameras");
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for(auto [key, value] : data.json().items()) {
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auto anim = components::convert<Animation>(value);
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MGR.animations.try_emplace(key, anim);
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}
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initialized = true;
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}
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}
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Camera::Camera(sf::Vector2f size, const std::string &name) :
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anim(MGR.animations.at(name)),
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size(size),
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base_size(size),
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aimed_at{size.x/2, size.y/2},
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going_to{size.x/2, size.y/2},
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camera_bounds{{0,0}, size},
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view{aimed_at, size}
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{
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anim.sheet.frame_width = base_size.x;
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anim.sheet.frame_height = base_size.y;
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}
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void Camera::update_camera_bounds(sf::Vector2f size) {
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// camera bounds now constrains the x/y so that the mid-point
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// of the size won't go too far outside of the frame
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camera_bounds = {
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{size.x / 2.0f, size.y / 2.0f},
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{base_size.x - size.x / 2.0f, base_size.y - size.y / 2.0f}
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};
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}
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void Camera::scale(float ratio) {
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size.x = base_size.x * ratio;
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size.y = base_size.y * ratio;
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update_camera_bounds(size);
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}
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void Camera::resize(float width) {
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dbc::check(width <= base_size.x, "invalid width for camera");
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size.x = width;
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size.y = base_size.y * (width / base_size.x);
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update_camera_bounds(size);
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}
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void Camera::style(const std::string &name) {
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anim.set_form(name);
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}
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void Camera::position(float x, float y) {
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aimed_at.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
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aimed_at.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
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}
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void Camera::move(float x, float y) {
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going_to.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
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going_to.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
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if(!anim.transform.relative) {
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anim.transform.min_x = aimed_at.x;
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anim.transform.min_y = aimed_at.y;
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anim.transform.max_x = going_to.x;
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anim.transform.max_y = going_to.y;
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}
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}
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void Camera::reset(sf::RenderTexture& target) {
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size = {base_size.x, base_size.y};
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aimed_at = {base_size.x/2, base_size.y/2};
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going_to = {base_size.x/2, base_size.y/2};
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view = {aimed_at, size};
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camera_bounds = {{0,0}, base_size};
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// BUG: is getDefaultView different from view?
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target.setView(target.getDefaultView());
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}
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void Camera::render(sf::RenderTexture& target) {
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if(anim.playing) {
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anim.motion(view, going_to, size);
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target.setView(view);
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}
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}
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void Camera::update() {
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if(anim.playing) anim.update();
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}
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bool Camera::playing() {
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return anim.playing;
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}
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void Camera::play() {
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anim.play();
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}
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void Camera::from_story(components::Storyboard& story) {
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anim.sequences.clear();
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anim.forms.clear();
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for(auto& [timecode, cell, transform, duration] : story.beats) {
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animation::Sequence seq{.frames={0}, .durations={std::stoi(duration)}};
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anim.sequences.try_emplace(timecode, seq);
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animation::Form form{timecode, transform};
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anim.forms.try_emplace(timecode, form);
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}
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}
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}
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37
src/graphics/camera.hpp
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37
src/graphics/camera.hpp
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#pragma once
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#include "graphics/animation.hpp"
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#include "constants.hpp"
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#include <SFML/Graphics/RenderTexture.hpp>
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namespace components {
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struct Storyboard;
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}
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namespace cinematic {
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struct Camera {
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animation::Animation anim;
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sf::Vector2f size{SCREEN_WIDTH, SCREEN_HEIGHT};
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sf::Vector2f base_size{SCREEN_WIDTH, SCREEN_HEIGHT};
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sf::Vector2f aimed_at{0,0};
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sf::Vector2f going_to{0,0};
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sf::FloatRect camera_bounds{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
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sf::View view;
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Camera(sf::Vector2f size, const std::string &name);
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void resize(float width);
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void scale(float ratio);
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void position(float x, float y);
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void move(float x, float y);
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bool playing();
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void update();
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void render(sf::RenderTexture& target);
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void play();
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void style(const std::string &name);
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void reset(sf::RenderTexture& target);
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void update_camera_bounds(sf::Vector2f size);
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void from_story(components::Storyboard& story);
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};
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void init();
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}
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141
src/graphics/easing.cpp
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141
src/graphics/easing.cpp
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#include "algos/rand.hpp"
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#include "graphics/animation.hpp"
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#include <fmt/core.h>
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#include <unordered_map>
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#include "dbc.hpp"
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namespace ease2 {
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using namespace animation;
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double none(float tick) {
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return 0.0;
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}
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double linear(float tick) {
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return tick;
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}
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double sine(double x) {
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// old one? return std::abs(std::sin(seq.subframe * ease_rate));
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return (std::sin(x) + 1.0) / 2.0;
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}
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double out_circle(double x) {
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return std::sqrt(1.0f - ((x - 1.0f) * (x - 1.0f)));
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}
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double out_bounce(double x) {
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constexpr const double n1 = 7.5625;
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constexpr const double d1 = 2.75;
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if (x < 1 / d1) {
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return n1 * x * x;
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} else if (x < 2 / d1) {
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x -= 1.5;
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return n1 * (x / d1) * x + 0.75;
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} else if (x < 2.5 / d1) {
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x -= 2.25;
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return n1 * (x / d1) * x + 0.9375;
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} else {
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x -= 2.625;
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return n1 * (x / d1) * x + 0.984375;
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}
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}
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double in_out_back(double x) {
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constexpr const double c1 = 1.70158;
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constexpr const double c2 = c1 * 1.525;
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return x < 0.5
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? (std::pow(2.0 * x, 2.0) * ((c2 + 1.0) * 2.0 * x - c2)) / 2.0
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: (std::pow(2.0 * x - 2.0, 2.0) * ((c2 + 1.0) * (x * 2.0 - 2.0) + c2) + 2.0) / 2.0;
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}
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double random(double tick) {
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return Random::uniform_real(0.0001f, 1.0f);
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}
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double normal_dist(double tick) {
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return Random::normal(0.5f, 0.1f);
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}
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void move_shake(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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pos_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (pos_out.x * relative);
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}
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void move_bounce(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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pos_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (pos_out.y * relative);
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}
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void move_rush(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y) + (pos_out.y * relative);
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}
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void scale_squeeze(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
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}
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void scale_squash(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
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}
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void scale_stretch(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
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}
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void scale_grow(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
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}
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void move_slide(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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pos_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (pos_out.x * relative);
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pos_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (pos_out.y * relative);
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}
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void move_none(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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}
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void scale_both(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.x = std::lerp(scale_out.x * tr.min_x, scale_out.x * tr.max_x, tick) + (scale_out.x * relative);
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scale_out.y = std::lerp(scale_out.y * tr.min_y, scale_out.y * tr.max_y, tick) + (scale_out.y * relative);
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}
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std::unordered_map<std::string, EaseFunc> map_of_easings{
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{"sine", sine},
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{"out_circle", out_circle},
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{"out_bounce", out_bounce},
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{"in_out_back", in_out_back},
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{"random", random},
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{"normal_dist", normal_dist},
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{"none", none},
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{"linear", linear},
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};
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std::unordered_map<std::string, MotionFunc> map_of_motions{
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{"move_bounce", move_bounce},
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{"move_rush", move_rush},
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{"scale_squeeze", scale_squeeze},
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{"scale_squash", scale_squash},
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{"scale_stretch", scale_stretch},
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{"scale_grow", scale_grow},
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{"move_slide", move_slide},
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{"move_none", move_none},
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{"scale_both", scale_both},
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{"move_shake", move_shake},
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};
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EaseFunc get_easing(const std::string& name) {
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dbc::check(map_of_easings.contains(name),
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fmt::format("easing name {} does not exist", name));
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return map_of_easings.at(name);
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}
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MotionFunc get_motion(const std::string& name) {
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dbc::check(map_of_motions.contains(name),
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fmt::format("motion name {} does not exist", name));
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return map_of_motions.at(name);
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}
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}
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32
src/graphics/easing.hpp
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32
src/graphics/easing.hpp
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#include <functional>
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#include "graphics/animation.hpp"
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namespace animation {
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struct Transform;
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}
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namespace ease2 {
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using EaseFunc = std::function<double(double)>;
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using MotionFunc = std::function<void(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative)>;
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EaseFunc get_easing(const std::string& name);
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MotionFunc get_motion(const std::string& name);
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double sine(double x);
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double out_circle(double x);
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double out_bounce(double x);
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double in_out_back(double x);
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double random(double tick);
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double normal_dist(double tick);
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void move_bounce(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_rush(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_squeeze(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_squash(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_stretch(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_grow(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_slide(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_none(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_both(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_shake(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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}
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526
src/graphics/raycaster.cpp
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526
src/graphics/raycaster.cpp
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#include "graphics/raycaster.hpp"
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#include "dbc.hpp"
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#include "algos/matrix.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include <fmt/core.h>
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#include <memory>
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#include <numbers>
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#include "components.hpp"
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#include "graphics/textures.hpp"
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#include "systems.hpp"
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#include "graphics/shaders.hpp"
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#include "graphics/animation.hpp"
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using namespace fmt;
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using std::make_unique, std::shared_ptr;
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union ColorConv {
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struct {
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t a;
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} as_color;
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RGBA as_int;
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};
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// from: https://permadi.com/1996/05/ray-casting-tutorial-19/
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// Intensity = (kI/(d+do))*(N*L)
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// rcr says: kI = intensity coefficient, d = distance, d0 = fudge term to prevent division by zero, N is surface, L is direction to light from surface
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//
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// That formula is just "Inverse-square law" (except they don't square, which is physically dubious), and "Lambertian reflectance" ("Diffuse reflection") which sounds fancy but is super standard. All the quoted terms have wikipedia articles
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//
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// Distance means distance to surface from light.
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//
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// Intensity = Object Intensity/Distance * Multiplier
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//
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/* It's hard to believe, but this is faster than any bitfiddling
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* I could devise. Just use a union with a struct, do the math
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* and I guess the compiler can handle it better than shifting
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* bits around.
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*/
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inline RGBA lighting_calc(RGBA pixel, float dist, int level) {
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ColorConv conv{.as_int=pixel};
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if(conv.as_color.b < GLOW_LIMIT
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&& conv.as_color.r < GLOW_LIMIT
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&& conv.as_color.g < GLOW_LIMIT)
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{
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float intensity = (float(level) * PERCENT) / (dist + 1) * LIGHT_MULTIPLIER;
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conv.as_color.r *= intensity;
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conv.as_color.g *= intensity;
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conv.as_color.b *= intensity;
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}
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return conv.as_int;
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}
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Raycaster::Raycaster(int width, int height) :
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$view_texture(sf::Vector2u{(unsigned int)width, (unsigned int)height}),
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$view_sprite($view_texture),
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$width(width), $height(height),
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$zbuffer(width)
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{
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||||
$view_sprite.setPosition({0, 0});
|
||||
$pixels = make_unique<RGBA[]>($width * $height);
|
||||
$view_texture.setSmooth(false);
|
||||
|
||||
$camera.target_x = $pos_x;
|
||||
$camera.target_y = $pos_y;
|
||||
update_camera_aiming();
|
||||
}
|
||||
|
||||
void Raycaster::set_position(int x, int y) {
|
||||
$screen_pos_x = x;
|
||||
$screen_pos_y = y;
|
||||
$view_sprite.setPosition({(float)x, (float)y});
|
||||
}
|
||||
|
||||
void Raycaster::position_camera(float player_x, float player_y) {
|
||||
// x and y start position
|
||||
$pos_x = player_x;
|
||||
$pos_y = player_y;
|
||||
$dir_x = 1;
|
||||
$dir_y = 0;
|
||||
$plane_x = 0;
|
||||
$plane_y = 0.66;
|
||||
|
||||
update_camera_aiming();
|
||||
}
|
||||
|
||||
void Raycaster::draw_pixel_buffer() {
|
||||
$view_texture.update((uint8_t *)$pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
|
||||
}
|
||||
|
||||
void Raycaster::apply_sprite_effect(shared_ptr<sf::Shader> effect, float width, float height) {
|
||||
effect->setUniform("u_time", $clock.getElapsedTime().asSeconds());
|
||||
sf::Vector2f u_resolution{width, height};
|
||||
effect->setUniform("u_resolution", u_resolution);
|
||||
}
|
||||
|
||||
inline void step_animation(animation::Animation& anim, sf::Sprite& sprite, sf::Vector2f& position, sf::Vector2f& scale, sf::IntRect& in_texture, sf::Vector2f& origin) {
|
||||
anim.update();
|
||||
anim.apply(sprite, in_texture);
|
||||
anim.motion(sprite, position, scale);
|
||||
sprite.setOrigin(origin);
|
||||
sprite.setTextureRect(in_texture);
|
||||
}
|
||||
|
||||
inline void set_scale_position(sf::Sprite& sprite, sf::Vector2f& position, sf::Vector2f& scale, sf::IntRect& in_texture, sf::Vector2f& origin) {
|
||||
sprite.setScale(scale);
|
||||
sprite.setPosition(position);
|
||||
sprite.setOrigin(origin);
|
||||
sprite.setTextureRect(in_texture);
|
||||
}
|
||||
|
||||
|
||||
void Raycaster::sprite_casting(sf::RenderTarget &target) {
|
||||
auto& lights = $level.lights->lighting();
|
||||
auto world = $level.world;
|
||||
$level.collision->distance_sorted($sprite_order, {(size_t)$pos_x, (size_t)$pos_y}, RENDER_DISTANCE);
|
||||
|
||||
// after sorting the sprites, do the projection
|
||||
for(auto& rec : $sprite_order) {
|
||||
if(!$sprites.contains(rec.entity)) continue;
|
||||
|
||||
auto& sprite_texture = $sprites.at(rec.entity);
|
||||
|
||||
int texture_width = (float)sprite_texture.frame_size.x;
|
||||
int texture_height =(float)sprite_texture.frame_size.y;
|
||||
int half_height = texture_height / 2;
|
||||
|
||||
auto& sf_sprite = sprite_texture.sprite;
|
||||
auto sprite_pos = world->get<components::Position>(rec.entity);
|
||||
|
||||
double sprite_x = double(sprite_pos.location.x) - rec.wiggle - $pos_x + 0.5;
|
||||
double sprite_y = double(sprite_pos.location.y) - rec.wiggle - $pos_y + 0.5;
|
||||
|
||||
double inv_det = 1.0 / ($plane_x * $dir_y - $dir_x * $plane_y); // required for correct matrix multiplication
|
||||
|
||||
double transform_x = inv_det * ($dir_y * sprite_x - $dir_x * sprite_y);
|
||||
|
||||
//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
|
||||
double transform_y = inv_det * (-$plane_y * sprite_x + $plane_x * sprite_y);
|
||||
|
||||
int sprite_screen_x = int(($width / 2) * (1 + transform_x / transform_y));
|
||||
|
||||
// calculate the height of the sprite on screen
|
||||
//using "transform_y" instead of the real distance prevents fisheye
|
||||
int sprite_height = abs(int($height / transform_y));
|
||||
if(sprite_height == 0) continue;
|
||||
|
||||
// calculate width the the sprite
|
||||
// same as height of sprite, given that it's square
|
||||
int sprite_width = abs(int($height / transform_y));
|
||||
if(sprite_width == 0) continue;
|
||||
|
||||
int draw_start_x = -sprite_width / 2 + sprite_screen_x;
|
||||
if(draw_start_x < 0) draw_start_x = 0;
|
||||
int draw_end_x = sprite_width / 2 + sprite_screen_x;
|
||||
if(draw_end_x > $width) draw_end_x = $width;
|
||||
|
||||
int stripe = draw_start_x;
|
||||
for(; stripe < draw_end_x; stripe++) {
|
||||
//the conditions in the if are:
|
||||
//1) it's in front of camera plane so you don't see things behind you
|
||||
//2) $zbuffer, with perpendicular distance
|
||||
if(!(transform_y > 0 && transform_y < $zbuffer[stripe])) break;
|
||||
}
|
||||
|
||||
int tex_x_end = int(texture_width * (stripe - (-sprite_width / 2 + sprite_screen_x)) * texture_width / sprite_width) / texture_width;
|
||||
|
||||
if(draw_start_x < draw_end_x && transform_y > 0 && transform_y < $zbuffer[draw_start_x]) {
|
||||
//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 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;
|
||||
|
||||
// avoid drawing sprites that are not visible (width < 0)
|
||||
if(tex_render_width <= 0) continue;
|
||||
|
||||
float x = float(draw_start_x + $screen_pos_x);
|
||||
float y = float(draw_start_y + $screen_pos_y);
|
||||
|
||||
if(x < $screen_pos_x) dbc::log("X < rayview left bounds");
|
||||
if(y < $screen_pos_y) dbc::log("Y < rayview top bounds");
|
||||
if(x >= SCREEN_WIDTH) dbc::log("OUT OF BOUNDS X");
|
||||
if(y >= $height) dbc::log("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;
|
||||
|
||||
// BUG: this data could be put into the world
|
||||
// as frame data, then just have a system that
|
||||
// constantly applies this to any sprite that
|
||||
// has an animation and is visible
|
||||
sf::Vector2f origin{texture_width / 2.0f, texture_height / 2.0f};
|
||||
sf::Vector2f scale{sprite_scale_w, sprite_scale_h};
|
||||
sf::Vector2f position{x + origin.x * scale.x, y + origin.y * scale.y};
|
||||
sf::IntRect in_texture{ {tex_x, tex_y}, {tex_render_width, texture_height}};
|
||||
|
||||
shared_ptr<sf::Shader> effect = System::sprite_effect(rec.entity);
|
||||
|
||||
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
|
||||
|
||||
if(effect) {
|
||||
apply_sprite_effect(effect, sprite_width, sprite_height);
|
||||
} else {
|
||||
effect = $brightness;
|
||||
level += (aiming_at == sprite_pos.location) * AIMED_AT_BRIGHTNESS;
|
||||
effect->setUniform("darkness", level);
|
||||
}
|
||||
|
||||
auto anim = world->get_if<animation::Animation>(rec.entity);
|
||||
|
||||
if(anim != nullptr && anim->playing) {
|
||||
step_animation(*anim, *sf_sprite, position, scale, in_texture, origin);
|
||||
} else {
|
||||
set_scale_position(*sf_sprite, position, scale, in_texture, origin);
|
||||
}
|
||||
|
||||
target.draw(*sf_sprite, effect.get());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Raycaster::cast_rays() {
|
||||
constexpr static const int texture_width = TEXTURE_WIDTH;
|
||||
constexpr static const int texture_height = TEXTURE_HEIGHT;
|
||||
double perp_wall_dist;
|
||||
auto& lights = $level.lights->lighting();
|
||||
|
||||
// WALL CASTING
|
||||
for(int x = 0; x < $width; x++) {
|
||||
// calculate ray position and direction
|
||||
double cameraX = 2 * x / double($width) - 1; // x-coord in camera space
|
||||
double ray_dir_x = $dir_x + $plane_x * cameraX;
|
||||
double ray_dir_y = $dir_y + $plane_y * cameraX;
|
||||
|
||||
// which box of the map we're in
|
||||
int map_x = int($pos_x);
|
||||
int map_y = int($pos_y);
|
||||
|
||||
// length of ray from one x or y-side to next x or y-side
|
||||
double delta_dist_x = std::abs(1.0 / ray_dir_x);
|
||||
double delta_dist_y = std::abs(1.0 / ray_dir_y);
|
||||
|
||||
int step_x = 0;
|
||||
int step_y = 0;
|
||||
int hit = 0;
|
||||
int side = 0;
|
||||
|
||||
// length of ray from current pos to next x or y-side
|
||||
double side_dist_x;
|
||||
double side_dist_y;
|
||||
|
||||
if(ray_dir_x < 0) {
|
||||
step_x = -1;
|
||||
side_dist_x = ($pos_x - map_x) * delta_dist_x;
|
||||
} else {
|
||||
step_x = 1;
|
||||
side_dist_x = (map_x + 1.0 - $pos_x) * delta_dist_x;
|
||||
}
|
||||
|
||||
if(ray_dir_y < 0) {
|
||||
step_y = -1;
|
||||
side_dist_y = ($pos_y - map_y) * delta_dist_y;
|
||||
} else {
|
||||
step_y = 1;
|
||||
side_dist_y = (map_y + 1.0 - $pos_y) * delta_dist_y;
|
||||
}
|
||||
|
||||
// perform DDA
|
||||
while(hit == 0) {
|
||||
if(side_dist_x < side_dist_y) {
|
||||
side_dist_x += delta_dist_x;
|
||||
map_x += step_x;
|
||||
side = 0;
|
||||
} else {
|
||||
side_dist_y += delta_dist_y;
|
||||
map_y += step_y;
|
||||
side = 1;
|
||||
}
|
||||
|
||||
if($walls[map_y][map_x] == 1) hit = 1;
|
||||
}
|
||||
|
||||
if(side == 0) {
|
||||
perp_wall_dist = (side_dist_x - delta_dist_x);
|
||||
} else {
|
||||
perp_wall_dist = (side_dist_y - delta_dist_y);
|
||||
}
|
||||
|
||||
int line_height = int($height / perp_wall_dist);
|
||||
|
||||
int draw_start = -line_height / 2 + $height / 2 + $pitch;
|
||||
if(draw_start < 0) draw_start = 0;
|
||||
|
||||
int draw_end = line_height / 2 + $height / 2 + $pitch;
|
||||
if(draw_end >= $height) draw_end = $height - 1;
|
||||
|
||||
auto texture = textures::get_surface($tiles[map_y][map_x]);
|
||||
|
||||
// calculate value of wall_x
|
||||
double wall_x; // where exactly the wall was hit
|
||||
if(side == 0) {
|
||||
wall_x = $pos_y + perp_wall_dist * ray_dir_y;
|
||||
} else {
|
||||
wall_x = $pos_x + perp_wall_dist * ray_dir_x;
|
||||
}
|
||||
wall_x -= floor(wall_x);
|
||||
|
||||
// x coorindate on the texture
|
||||
int tex_x = int(wall_x * double(texture_width));
|
||||
if(side == 0 && ray_dir_x > 0) tex_x = texture_width - tex_x - 1;
|
||||
if(side == 1 && ray_dir_y < 0) tex_x = texture_width - tex_x - 1;
|
||||
|
||||
// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
|
||||
|
||||
// How much to increase the texture coordinate per screen pixel
|
||||
double step = 1.0 * texture_height / line_height;
|
||||
// Starting texture coordinate
|
||||
double tex_pos = (draw_start - $pitch - $height / 2 + line_height / 2) * step;
|
||||
|
||||
for(int y = draw_start; y < draw_end; y++) {
|
||||
int tex_y = (int)tex_pos & (texture_height - 1);
|
||||
tex_pos += step;
|
||||
RGBA pixel = texture[texture_height * tex_y + tex_x];
|
||||
int light_level = lights[map_y][map_x];
|
||||
$pixels[pixcoord(x, y)] = lighting_calc(pixel, perp_wall_dist, light_level);
|
||||
}
|
||||
|
||||
// SET THE ZBUFFER FOR THE SPRITE CASTING
|
||||
$zbuffer[x] = perp_wall_dist;
|
||||
}
|
||||
}
|
||||
|
||||
void Raycaster::draw_ceiling_floor() {
|
||||
constexpr const int texture_width = TEXTURE_WIDTH;
|
||||
constexpr const int texture_height = TEXTURE_HEIGHT;
|
||||
|
||||
auto &lights = $level.lights->lighting();
|
||||
size_t surface_i = 0;
|
||||
const RGBA *floor_texture = textures::get_surface(surface_i);
|
||||
const RGBA *ceiling_texture = textures::get_ceiling(surface_i);
|
||||
|
||||
for(int y = $height / 2 + 1; y < $height; ++y) {
|
||||
// rayDir for leftmost ray (x=0) and rightmost (x = w)
|
||||
float ray_dir_x0 = $dir_x - $plane_x;
|
||||
float ray_dir_y0 = $dir_y - $plane_y;
|
||||
float ray_dir_x1 = $dir_x + $plane_x;
|
||||
float ray_dir_y1 = $dir_y + $plane_y;
|
||||
|
||||
// current y position compared to the horizon
|
||||
int p = y - $height / 2;
|
||||
|
||||
// vertical position of the camera
|
||||
// 0.5 will the camera at the center horizon. For a
|
||||
// different value you need a separate loop for ceiling
|
||||
// and floor since they're no longer symmetrical.
|
||||
float pos_z = 0.5 * $height;
|
||||
|
||||
// horizontal distance from the camera to the floor for the current row
|
||||
// 0.5 is the z position exactly in the middle between floor and ceiling
|
||||
// See NOTE in Lode's code for more.
|
||||
float row_distance = pos_z / p;
|
||||
|
||||
// calculate the real world step vector we have to add for each x (parallel to camera plane)
|
||||
// adding step by step avoids multiplications with a wight in the inner loop
|
||||
float floor_step_x = row_distance * (ray_dir_x1 - ray_dir_x0) / $width;
|
||||
float floor_step_y = row_distance * (ray_dir_y1 - ray_dir_y0) / $width;
|
||||
|
||||
// real world coordinates of the leftmost column.
|
||||
// This will be updated as we step to the right
|
||||
float floor_x = $pos_x + row_distance * ray_dir_x0;
|
||||
float floor_y = $pos_y + row_distance * ray_dir_y0;
|
||||
|
||||
for(int x = 0; x < $width; ++x) {
|
||||
// the cell coord is simply taken from the int parts of
|
||||
// floor_x and floor_y.
|
||||
int cell_x = int(floor_x);
|
||||
int cell_y = int(floor_y);
|
||||
|
||||
// get the texture coordinate from the fractional part
|
||||
int tx = int(texture_width * (floor_x - cell_x)) & (texture_width - 1);
|
||||
int ty = int(texture_width * (floor_y - cell_y)) & (texture_height - 1);
|
||||
|
||||
floor_x += floor_step_x;
|
||||
floor_y += floor_step_y;
|
||||
|
||||
// now get the pixel from the texture
|
||||
RGBA color;
|
||||
// this uses the previous ty/tx fractional parts of
|
||||
// floor_x cell_x to find the texture x/y. How?
|
||||
int map_x = int(floor_x);
|
||||
int map_y = int(floor_y);
|
||||
|
||||
if(!matrix::inbounds(lights, map_x, map_y)) continue;
|
||||
|
||||
int light_level = lights[map_y][map_x];
|
||||
size_t new_surface_i = $tiles[map_y][map_x];
|
||||
|
||||
if(new_surface_i != surface_i) {
|
||||
surface_i = new_surface_i;
|
||||
floor_texture = textures::get_surface(surface_i);
|
||||
ceiling_texture = textures::get_ceiling(surface_i);
|
||||
}
|
||||
|
||||
// NOTE: use map_x/y to get the floor, ceiling texture.
|
||||
|
||||
// FLOOR
|
||||
color = floor_texture[texture_width * ty + tx];
|
||||
$pixels[pixcoord(x, y)] = lighting_calc(color, row_distance, light_level);
|
||||
|
||||
// CEILING
|
||||
color = ceiling_texture[texture_width * ty + tx];
|
||||
$pixels[pixcoord(x, $height - y - 1)] = lighting_calc(color, row_distance, light_level);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Raycaster::render() {
|
||||
draw_ceiling_floor();
|
||||
cast_rays();
|
||||
draw_pixel_buffer();
|
||||
}
|
||||
|
||||
void Raycaster::draw(sf::RenderTarget& target) {
|
||||
target.draw($view_sprite);
|
||||
sprite_casting(target);
|
||||
}
|
||||
|
||||
void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
|
||||
auto sprite_txt = textures::get_sprite(sprite.name);
|
||||
$sprites.insert_or_assign(ent, sprite_txt);
|
||||
}
|
||||
|
||||
void Raycaster::update_level(GameDB::Level& level) {
|
||||
$sprites.clear();
|
||||
$sprite_order.clear();
|
||||
|
||||
$level = level;
|
||||
|
||||
$tiles = $level.map->tiles();
|
||||
$walls = $level.map->walls();
|
||||
|
||||
$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
|
||||
// player doesn't need a sprite
|
||||
if($level.player != ent) {
|
||||
update_sprite(ent, sprite);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void Raycaster::init_shaders() {
|
||||
$brightness = shaders::get("rayview_sprites");
|
||||
}
|
||||
|
||||
|
||||
Point Raycaster::plan_move(int dir, bool strafe) {
|
||||
$camera.t = 0.0;
|
||||
if(strafe) {
|
||||
$camera.target_x = $pos_x + int(-$dir_y * 1.5 * dir);
|
||||
$camera.target_y = $pos_y + int($dir_x * 1.5 * dir);
|
||||
} else {
|
||||
$camera.target_x = $pos_x + int($dir_x * 1.5 * dir);
|
||||
$camera.target_y = $pos_y + int($dir_y * 1.5 * dir);
|
||||
}
|
||||
|
||||
return {size_t($camera.target_x), size_t($camera.target_y)};
|
||||
}
|
||||
|
||||
void Raycaster::plan_rotate(int dir, float amount) {
|
||||
$camera.t = 0.0;
|
||||
double angle_dir = std::numbers::pi * amount * float(dir);
|
||||
|
||||
$camera.target_dir_x = $dir_x * cos(angle_dir) - $dir_y * sin(angle_dir);
|
||||
$camera.target_dir_y = $dir_x * sin(angle_dir) + $dir_y * cos(angle_dir);
|
||||
|
||||
$camera.target_plane_x = $plane_x * cos(angle_dir) - $plane_y * sin(angle_dir);
|
||||
$camera.target_plane_y = $plane_x * sin(angle_dir) + $plane_y * cos(angle_dir);
|
||||
}
|
||||
|
||||
bool Raycaster::play_rotate() {
|
||||
$camera.t += $camera.rot_speed;
|
||||
$dir_x = std::lerp($dir_x, $camera.target_dir_x, $camera.t);
|
||||
$dir_y = std::lerp($dir_y, $camera.target_dir_y, $camera.t);
|
||||
$plane_x = std::lerp($plane_x, $camera.target_plane_x, $camera.t);
|
||||
$plane_y = std::lerp($plane_y, $camera.target_plane_y, $camera.t);
|
||||
update_camera_aiming();
|
||||
|
||||
return $camera.t >= 1.0;
|
||||
}
|
||||
|
||||
bool Raycaster::play_move() {
|
||||
$camera.t += $camera.move_speed;
|
||||
$pos_x = std::lerp($pos_x, $camera.target_x, $camera.t);
|
||||
$pos_y = std::lerp($pos_y, $camera.target_y, $camera.t);
|
||||
update_camera_aiming();
|
||||
|
||||
return $camera.t >= 1.0;
|
||||
}
|
||||
|
||||
void Raycaster::abort_plan() {
|
||||
$camera.target_x = $pos_x;
|
||||
$camera.target_y = $pos_y;
|
||||
update_camera_aiming();
|
||||
}
|
||||
|
||||
bool Raycaster::is_target(DinkyECS::Entity entity) {
|
||||
(void)entity;
|
||||
return false;
|
||||
}
|
||||
|
||||
void Raycaster::update_camera_aiming() {
|
||||
aiming_at = { size_t($pos_x + $dir_x), size_t($pos_y + $dir_y) };
|
||||
camera_at = { size_t($camera.target_x), size_t($camera.target_y) };
|
||||
}
|
||||
92
src/graphics/raycaster.hpp
Normal file
92
src/graphics/raycaster.hpp
Normal file
|
|
@ -0,0 +1,92 @@
|
|||
#pragma once
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/System/Clock.hpp>
|
||||
#include "algos/spatialmap.hpp"
|
||||
#include "game_level.hpp"
|
||||
#include "graphics/textures.hpp"
|
||||
|
||||
using matrix::Matrix;
|
||||
using RGBA = uint32_t;
|
||||
|
||||
struct CameraLOL {
|
||||
double t = 0.0;
|
||||
double move_speed = 0.1;
|
||||
double rot_speed = 0.06;
|
||||
double target_x = 0.0;
|
||||
double target_y = 0.0;
|
||||
double target_dir_x = 0.0;
|
||||
double target_dir_y = 0.0;
|
||||
double target_plane_x = 0.0;
|
||||
double target_plane_y = 0.0;
|
||||
};
|
||||
|
||||
struct Raycaster {
|
||||
int $pitch=0;
|
||||
sf::Clock $clock;
|
||||
std::shared_ptr<sf::Shader> $brightness = nullptr;
|
||||
double $pos_x = 0;
|
||||
double $pos_y = 0;
|
||||
|
||||
// initial direction vector
|
||||
double $dir_x = 1;
|
||||
double $dir_y = 0;
|
||||
|
||||
// the 2d raycaster version of camera plane
|
||||
double $plane_x = 0.0;
|
||||
double $plane_y = 0.66;
|
||||
sf::Texture $view_texture;
|
||||
sf::Sprite $view_sprite;
|
||||
Point aiming_at{0,0};
|
||||
Point camera_at{0,0};
|
||||
CameraLOL $camera;
|
||||
|
||||
std::unique_ptr<RGBA[]> $pixels = nullptr;
|
||||
|
||||
int $width;
|
||||
int $height;
|
||||
int $screen_pos_x = RAY_VIEW_X;
|
||||
int $screen_pos_y = RAY_VIEW_Y;
|
||||
std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
|
||||
SortedEntities $sprite_order;
|
||||
|
||||
GameDB::Level $level;
|
||||
Matrix $tiles;
|
||||
Matrix $walls;
|
||||
std::vector<double> $zbuffer; // width
|
||||
|
||||
Raycaster(int width, int height);
|
||||
|
||||
void cast_rays();
|
||||
void draw_ceiling_floor();
|
||||
void draw_pixel_buffer();
|
||||
void sprite_casting(sf::RenderTarget& target);
|
||||
void render();
|
||||
void draw(sf::RenderTarget& target);
|
||||
|
||||
void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);
|
||||
void set_position(int x, int y);
|
||||
|
||||
inline size_t pixcoord(int x, int y) {
|
||||
return ((y) * $width) + (x);
|
||||
}
|
||||
|
||||
void update_level(GameDB::Level& level);
|
||||
void update_sprite(DinkyECS::Entity ent, components::Sprite& sprite);
|
||||
void init_shaders();
|
||||
|
||||
// camera things?
|
||||
void position_camera(float player_x, float player_y);
|
||||
Point plan_move(int dir, bool strafe);
|
||||
void plan_rotate(int dir, float amount);
|
||||
|
||||
bool play_rotate();
|
||||
bool play_move();
|
||||
|
||||
void abort_plan();
|
||||
bool is_target(DinkyECS::Entity entity);
|
||||
void update_camera_aiming();
|
||||
|
||||
// BUG: these should go away when Bug #42 is solved
|
||||
void apply_sprite_effect(std::shared_ptr<sf::Shader> effect, float width, float height);
|
||||
};
|
||||
|
|
@ -5,7 +5,7 @@
|
|||
#include "graphics/textures.hpp"
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <guecs/ui.hpp>
|
||||
#include "camera.hpp"
|
||||
#include "graphics/camera.hpp"
|
||||
#include <functional>
|
||||
#include "graphics/animation.hpp"
|
||||
#include "components.hpp"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue