Refactor storing of ray-casted distances.
The ray-casting is done when camera_update() is called, and distances are stored in the Camera struct.
This commit is contained in:
parent
33f673741b
commit
2c06859473
43
camera.cpp
43
camera.cpp
@ -7,12 +7,24 @@
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#define TRANSLATIONAL_SPEED 1.f
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static void move(Camera* camera, float t);
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static void castRays(Camera* camera);
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int camera_init(Camera* camera, sf::Vector2f pos, float direction, unsigned int resolution, float fov)
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{
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camera->pos = pos;
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camera->direction = direction;
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camera->resolution = resolution;
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camera->fov = fov;
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camera->rays = (CameraRay*)malloc(sizeof(CameraRay)*resolution);
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return 1;
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}
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void camera_update(Camera* camera, float t)
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{
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if (!camera) return;
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move(camera, t);
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castRays(camera);
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}
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static void move(Camera* camera, float t)
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@ -29,8 +41,35 @@ static void move(Camera* camera, float t)
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rotation -=1;
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float magnitude = forward * t * TRANSLATIONAL_SPEED;
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sf::Vector2f offset(magnitude * cos(camera->direction), magnitude *sin(camera->direction));
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sf::Vector2f offset(magnitude * cos(camera->direction), magnitude * sin(camera->direction));
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camera->pos += offset;
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camera->direction += rotation * t * ROTATION_SPEED;
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}
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void camera_destroy(Camera *camera)
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{
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free(camera->rays);
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}
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static void castRays(Camera* camera)
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{
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float rayDirection = 0;
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float rayDirectionStep = camera->fov / (float)camera->resolution;
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bool isOddResolution = (camera->resolution % 2);
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float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
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for (unsigned int i = 0; i < camera->resolution; i++) {
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if (isOddResolution && i == 0)
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rayDirection = camera->direction;
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else if (i % 2)
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rayDirection = camera->direction - rayDirectionOffset;
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else
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rayDirection = camera->direction + rayDirectionOffset;
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camera->rays[i].direction = rayDirection;
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camera->rays[i].distance = level_rayCastDistance(camera->pos, rayDirection);
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if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
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}
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}
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10
camera.h
10
camera.h
@ -3,14 +3,24 @@
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#include <SFML/Graphics.hpp>
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typedef struct
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{
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float direction;
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float distance;
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} CameraRay;
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typedef struct
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{
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sf::Vector2f pos;
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float direction;
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unsigned int resolution;
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float fov;
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CameraRay* rays;
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} Camera;
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int camera_init(Camera* camera, sf::Vector2f pos, float direction, unsigned int resolution, float fov);
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void camera_update(Camera* camera, float t);
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void camera_destroy(Camera* camera);
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#endif
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63
level.cpp
63
level.cpp
@ -1,15 +1,10 @@
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#include "level.h"
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#include <stdio.h>
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#include "maths.h"
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#define WIDTH 5
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#define HEIGHT 5
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static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize);
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static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal);
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static sf::Vertex getGridLineVertex(float n, float maxDimension, bool isStart, bool isHorizontal);
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static float castRay(sf::Vector2f point, float direction);
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static void getGridIndex(sf::Vector2f point, int* x, int* y);
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@ -23,20 +18,16 @@ static unsigned int level[WIDTH * HEIGHT] = {
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int level_init()
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{
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printf("level_init()\n");
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return 1;
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}
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void level_update(sf::RenderTarget* renderTarget, unsigned int drawSize)
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{
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if (!renderTarget) return;
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drawGrid(renderTarget, drawSize/WIDTH);
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}
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void level_end()
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{
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printf("level_end()\n");
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return;
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}
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@ -51,58 +42,12 @@ void level_getDimensions(unsigned int* width, unsigned int* height)
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*height = HEIGHT;
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}
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static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize)
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unsigned int level_getGridValue(unsigned int x, unsigned int y)
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{
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for (unsigned int x = 0; x < WIDTH; x++) {
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for (unsigned int y = 0; y < HEIGHT; y++) {
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if (!level[y * HEIGHT + x]) continue;
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if (x < 0 || WIDTH <= x) return 0;
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if (y < 0 || HEIGHT <= y) return 0;
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sf::RectangleShape rectangle(sf::Vector2f(tileSize, tileSize));
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rectangle.setPosition((float)x * tileSize, (float)y * tileSize);
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renderTarget->draw(rectangle);
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}
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}
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drawGridLine(renderTarget, tileSize, true);
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drawGridLine(renderTarget, tileSize, false);
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}
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static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal)
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{
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unsigned int lines = isHorizontal? WIDTH : HEIGHT;
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for (unsigned int n = 0; n < lines; n++) {
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if (n == 0) continue;
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float offset = (float)n * step;
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float maxDimension = (float)lines * step;
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sf::Vertex line[] =
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{
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getGridLineVertex(offset, maxDimension, true, isHorizontal),
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getGridLineVertex(offset, maxDimension, false, isHorizontal)
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};
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renderTarget->draw(line, 2, sf::Lines);
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}
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}
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static sf::Vertex getGridLineVertex(float offset, float maxDimension, bool isStart, bool isHorizontal)
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{
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sf::Vertex start;
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sf::Vertex end;
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if (isHorizontal) {
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start = sf::Vertex(sf::Vector2f(offset, 0));
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end = sf::Vertex(sf::Vector2f(offset, maxDimension));
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}
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else {
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start = sf::Vertex(sf::Vector2f(0, offset));
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end = sf::Vertex(sf::Vector2f(maxDimension, offset));
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}
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sf::Color color(100, 100, 100);
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start.color = color;
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end.color = color;
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return isStart? start : end;
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return level[y * HEIGHT + x];
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}
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static float castRay(sf::Vector2f point, float direction)
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2
level.h
2
level.h
@ -4,9 +4,9 @@
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#include <SFML/Graphics.hpp>
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int level_init();
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void level_update(sf::RenderTarget* renderTarget, unsigned int drawSize);
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void level_end();
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float level_rayCastDistance(sf::Vector2f point, float direction);
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void level_getDimensions(unsigned int* width, unsigned int* height);
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unsigned int level_getGridValue(unsigned int x, unsigned int y);
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#endif
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108
minimap.cpp
108
minimap.cpp
@ -3,28 +3,31 @@
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#include "maths.h"
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#include "level.h"
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// Camera drawing
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static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera);
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static void drawRays(sf::RenderTarget* renderTarget, Camera* camera);
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static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color);
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// Grid drawing
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static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize);
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static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal);
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static sf::Vertex getGridLineVertex(float n, float maxDimension, bool isStart, bool isHorizontal);
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static sf::RenderTexture minimap;
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static sf::RenderTexture renderTexture;
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static sf::Vector2f renderTexturePosition;
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static bool init = false;
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static unsigned int minimapSize;
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static unsigned int gridWidth, gridHeight;
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static float drawScale;
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int minimap_init(unsigned int size)
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{
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printf("minimap_init()\n");
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if (!minimap.create(size, size)) return 0;
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level_init();
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unsigned int width, height;
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level_getDimensions(&width, &height);
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if (!renderTexture.create(size, size)) return 0;
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minimapSize = size;
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drawScale = (float)size/(float)width;
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level_getDimensions(&gridWidth, &gridHeight);
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drawScale = (float)size/(float)gridWidth;
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init = true;
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return 1;
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@ -34,15 +37,22 @@ void minimap_update(sf::RenderTarget* renderTarget, Camera* camera)
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{
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if (!init) return;
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if (!renderTarget || !camera) return;
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minimap.clear();
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level_update(&minimap, minimapSize);
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drawCamera(&minimap, camera);
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minimap.display();
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sf::Sprite sprite(minimap.getTexture());
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renderTexture.clear();
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drawGrid(&renderTexture, minimapSize/gridWidth);
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drawCamera(&renderTexture, camera);
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renderTexture.display();
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sf::Sprite sprite(renderTexture.getTexture());
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renderTarget->draw(sprite);
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}
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void minimap_setTexturePosition(float x, float y)
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{
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renderTexturePosition.x = x;
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renderTexturePosition.y = y;
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}
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static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera)
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{
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const sf::Vector2f scaledPos = camera->pos * drawScale;
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@ -61,24 +71,9 @@ static void drawRays(sf::RenderTarget* renderTarget, Camera* camera)
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{
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const sf::Vector2f scaledPos = camera->pos * drawScale;
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float rayDirection = 0;
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float rayDirectionStep = camera->fov / (float)camera->resolution;
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bool isOddResolution = (camera->resolution % 2);
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float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
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for (unsigned int i = 0; i < camera->resolution; i++) {
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if (isOddResolution && i == 0)
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rayDirection = camera->direction;
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else if (i % 2)
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rayDirection = camera->direction - rayDirectionOffset;
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else
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rayDirection = camera->direction + rayDirectionOffset;
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float distance = level_rayCastDistance(camera->pos, rayDirection) * drawScale;
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drawLine(renderTarget, scaledPos, rayDirection, distance, sf::Color(150, 150, 100));
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if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
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CameraRay* ray = &camera->rays[i];
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drawLine(renderTarget, scaledPos, ray->direction, ray->distance * drawScale, sf::Color(150, 150, 100));
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}
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}
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@ -98,3 +93,56 @@ static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float ang
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renderTarget->draw(line, 2, sf::Lines);
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}
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static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize)
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{
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for (unsigned int x = 0; x < gridWidth; x++) {
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for (unsigned int y = 0; y < gridHeight; y++) {
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if (!level_getGridValue(x, y)) continue;
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sf::RectangleShape rectangle(sf::Vector2f(tileSize, tileSize));
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rectangle.setPosition((float)x * tileSize, (float)y * tileSize);
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renderTarget->draw(rectangle);
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}
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}
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drawGridLine(renderTarget, tileSize, true);
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drawGridLine(renderTarget, tileSize, false);
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}
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static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal)
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{
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unsigned int lines = isHorizontal? gridWidth : gridHeight;
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for (unsigned int n = 0; n < lines; n++) {
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if (n == 0) continue;
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float offset = (float)n * step;
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float maxDimension = (float)lines * step;
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sf::Vertex line[] =
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{
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getGridLineVertex(offset, maxDimension, true, isHorizontal),
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getGridLineVertex(offset, maxDimension, false, isHorizontal)
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};
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renderTarget->draw(line, 2, sf::Lines);
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}
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}
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static sf::Vertex getGridLineVertex(float offset, float maxDimension, bool isStart, bool isHorizontal)
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{
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sf::Vertex start;
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sf::Vertex end;
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if (isHorizontal) {
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start = sf::Vertex(sf::Vector2f(offset, 0));
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end = sf::Vertex(sf::Vector2f(offset, maxDimension));
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}
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else {
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start = sf::Vertex(sf::Vector2f(0, offset));
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end = sf::Vertex(sf::Vector2f(maxDimension, offset));
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}
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sf::Color color(100, 100, 100);
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start.color = color;
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end.color = color;
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return isStart? start : end;
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}
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@ -6,5 +6,6 @@
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int minimap_init(unsigned int size);
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void minimap_update(sf::RenderTarget* renderTarget, Camera* camera);
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void minimap_setTexturePosition(float x, float y);
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#endif
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18
view.cpp
18
view.cpp
@ -6,22 +6,24 @@
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#include "camera.h"
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#include "minimap.h"
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#define MINIMAP_SIZE 250
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#define HALF_MINIMAP_SIZE MINIMAP_SIZE/2.f
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#define DRAW_SCALE MINIMAP_SIZE/5.f
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#define MINIMAP_SIZE 460
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#define VIEW_SIZE MINIMAP_SIZE*2
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static int handleKeyCode(sf::Keyboard::Key key);
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static Camera camera = { sf::Vector2f(5.f/2.f, 5.f/2.f), 0.f, 300, 0.5f*PI };
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static Camera camera;
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static sf::Uint32 style = sf::Style::Titlebar;
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static sf::RenderWindow window(sf::VideoMode(MINIMAP_SIZE + camera.resolution, MINIMAP_SIZE), "Raycasting", style);
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static sf::RenderWindow window(sf::VideoMode(MINIMAP_SIZE + VIEW_SIZE, MINIMAP_SIZE), "Raycasting", style);
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static sf::Clock timer;
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int view_init()
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{
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printf("view_init()\n");
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minimap_init(MINIMAP_SIZE);
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if (!camera_init(&camera, sf::Vector2f(5.f/2.f, 5.f/2.f), 0.f, 100, 0.5f*PI)) return 0;
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if (!minimap_init(MINIMAP_SIZE)) return 0;
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minimap_setTexturePosition(0.f, 0.f);
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return 1;
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}
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@ -55,9 +57,9 @@ int view_update()
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void view_end()
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{
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printf("view_end()\n");
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camera_destroy(&camera);
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window.close();
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printf("view_end()\n");
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}
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static int handleKeyCode(sf::Keyboard::Key key)
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