raycasting/firstperson.cpp

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#include "firstperson.h"
#include <stdio.h>
#include "maths.h"
static sf::RenderTexture renderTexture;
static sf::Vector2f renderTexturePosition;
static bool init = false;
static unsigned int width;
static unsigned int height;
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static sf::Image image;
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int firstperson_init(unsigned int _width, unsigned int _height)
{
printf("firstperson_init()\n");
if (!renderTexture.create(_width, _height)) return 0;
width = _width;
height = _height;
init = true;
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if (!image.loadFromFile("xd.bmp")) return 0;
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return 1;
}
void firstperson_update(sf::RenderTarget* renderTarget, Camera* camera)
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{
const float columnWidth = (float)width/(float)camera->resolution;
float columnHeight = 0;
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renderTexture.clear();
for (unsigned int i = 0; i < camera->resolution; i++) {
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// Get distance of ray intersection in the direction of the camera,
// instead of the actual ray distance to avoid fish eye effect.
float angleDiff = camera->rays[i].direction - camera->direction;
float distance = camera->rays[i].distance * cos(angleDiff);
if (distance > 0.f) columnHeight = 0.5f * (float)height/distance;
float centeredHeight = (float)height/2.f - columnHeight/2.f;
float distanceScale = distance/10.f;
distanceScale = (distanceScale > 1.f)? 1.f : distanceScale;
float brightness = 255.f*(1.f-distanceScale);
switch (camera->rays[i].tileData.side) {
case NORTH:
break;
case EAST:
case WEST:
brightness *= 0.9;
break;
case SOUTH:
brightness *= 0.8;
break;
}
sf::Color color(brightness, brightness, brightness);
switch (camera->rays[i].tileData.value) {
case 2:
color *= sf::Color::Red;
break;
case 3:
color *= sf::Color::Green;
break;
case 4:
color *= sf::Color::Blue;
break;
};
sf::RectangleShape rectangle(sf::Vector2f(columnWidth, columnHeight));
rectangle.setPosition(sf::Vector2f(i*columnWidth, centeredHeight));
rectangle.setFillColor(color);
renderTexture.draw(rectangle);
}
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sf::Texture imageTexture;
sf::Sprite imageSprite;
imageTexture.loadFromImage(image);
imageSprite.setTexture(imageTexture);
renderTexture.draw(imageSprite);
renderTexture.display();
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sf::Sprite sprite(renderTexture.getTexture());
sprite.setPosition(renderTexturePosition);
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renderTarget->draw(sprite);
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}
void firstperson_setTexturePosition(float x, float y)
{
renderTexturePosition.x = x;
renderTexturePosition.y = y;
}