Refactor 2D map drawing.

2D level represntation now drawn as minimap in it's own texture.
This commit is contained in:
Sheldon Lee 2023-04-16 02:17:11 +01:00
parent 0acfb6e0a9
commit bce640219f
8 changed files with 162 additions and 125 deletions

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@ -4,73 +4,17 @@
#include "level.h" #include "level.h"
#define ROTATION_SPEED PI #define ROTATION_SPEED PI
#define TRANSLATIONAL_SPEED 100.f #define TRANSLATIONAL_SPEED 1.f
static void draw(Camera* camera, sf::RenderWindow* window);
static void drawRays(Camera* camera, sf::RenderWindow* window);
static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color);
static void move(Camera* camera, float t); static void move(Camera* camera, float t);
void camera_update(Camera* camera, sf::RenderWindow* window, float t) void camera_update(Camera* camera, float t)
{ {
if (!camera || !window) return; if (!camera) return;
draw(camera, window);
move(camera, t); move(camera, t);
} }
static void draw(Camera* camera, sf::RenderWindow* window)
{
const float circleRadius = 5.f;
sf::CircleShape circle(circleRadius);
circle.setPosition(camera->pos);
circle.setOrigin(circleRadius, circleRadius);
circle.setFillColor(sf::Color::Green);
drawRays(camera, window);
drawLine(window, camera->pos, camera->direction, 100, sf::Color::Red);
window->draw(circle);
}
static void drawRays(Camera* camera, sf::RenderWindow* window)
{
float rayDirection = 0;
float rayDirectionStep = camera->fov / (float)camera->resolution;
bool isOddResolution = (camera->resolution % 2);
float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
for (unsigned int i = 0; i < camera->resolution; i++) {
if (isOddResolution && i == 0)
rayDirection = camera->direction;
else if (i % 2)
rayDirection = camera->direction - rayDirectionOffset;
else
rayDirection = camera->direction + rayDirectionOffset;
float distance = level_rayCastDistance(camera->pos, rayDirection);
drawLine(window, camera->pos, rayDirection, distance, sf::Color(150, 150, 100));
if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
}
}
static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color)
{
if (!window) return;
sf::Vector2f endOffset(length * cos(angle), length * sin(angle));
sf::Vertex start(pos);
sf::Vertex end(pos + endOffset);
start.color = color;
end.color = color;
sf::Vertex line[] = { start, end };
window->draw(line, 2, sf::Lines);
}
static void move(Camera* camera, float t) static void move(Camera* camera, float t)
{ {
int forward = 0; int forward = 0;

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@ -9,8 +9,9 @@ typedef struct
float direction; float direction;
unsigned int resolution; unsigned int resolution;
float fov; float fov;
float drawScale;
} Camera; } Camera;
void camera_update(Camera* camera, sf::RenderWindow* window, float t); void camera_update(Camera* camera, float t);
#endif #endif

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@ -6,35 +6,32 @@
#define WIDTH 5 #define WIDTH 5
#define HEIGHT 5 #define HEIGHT 5
static void drawGrid(); static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize);
static void drawGridLine(unsigned int step, bool isHorizontal); static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal);
static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal); static sf::Vertex getGridLineVertex(float n, float maxDimension, bool isStart, bool isHorizontal);
static float castRay(sf::Vector2f point, float direction); static float castRay(sf::Vector2f point, float direction);
static void getGridIndex(sf::Vector2f point, int* x, int* y); static void getGridIndex(sf::Vector2f point, int* x, int* y);
static sf::RenderWindow* window = nullptr;
static unsigned int level[WIDTH * HEIGHT] = { static unsigned int level[WIDTH * HEIGHT] = {
1, 1, 1, 1, 1, 0, 0, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 1, 1, 0, 1, 0, 1,
0, 0, 0, 0, 0, 1, 0, 0, 0, 1,
0, 0, 1, 0, 1, 1, 0, 1, 1, 1,
}; };
int level_init(sf::RenderWindow* renderWindow) int level_init()
{ {
printf("level_init()\n"); printf("level_init()\n");
window = renderWindow;
return 1; return 1;
} }
int level_update() void level_update(sf::RenderTarget* renderTarget, unsigned int drawSize)
{ {
if (!window) return 0; if (!renderTarget) return;
drawGrid();
return 1; drawGrid(renderTarget, drawSize/WIDTH);
} }
void level_end() void level_end()
@ -48,46 +45,41 @@ float level_rayCastDistance(sf::Vector2f point, float direction)
return castRay(point, direction); return castRay(point, direction);
} }
static void drawGrid() static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize)
{ {
const sf::Vector2u windowSize = window->getSize();
const unsigned int stepX = windowSize.x/WIDTH;
const unsigned int stepY = windowSize.y/HEIGHT;
for (unsigned int x = 0; x < WIDTH; x++) { for (unsigned int x = 0; x < WIDTH; x++) {
for (unsigned int y = 0; y < HEIGHT; y++) { for (unsigned int y = 0; y < HEIGHT; y++) {
if (!level[y * HEIGHT + x]) continue; if (!level[y * HEIGHT + x]) continue;
sf::RectangleShape rectangle(sf::Vector2f(stepY, stepY)); sf::RectangleShape rectangle(sf::Vector2f(tileSize, tileSize));
rectangle.setPosition(x * stepX, y * stepY); rectangle.setPosition((float)x * tileSize, (float)y * tileSize);
renderTarget->draw(rectangle);
window->draw(rectangle);
} }
} }
drawGridLine(stepX, true); drawGridLine(renderTarget, tileSize, true);
drawGridLine(stepY, false); drawGridLine(renderTarget, tileSize, false);
} }
static void drawGridLine(unsigned int step, bool isHorizontal) static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal)
{ {
unsigned int lines = isHorizontal? WIDTH : HEIGHT; unsigned int lines = isHorizontal? WIDTH : HEIGHT;
for (unsigned int n = 0; n < lines; n++) { for (unsigned int n = 0; n < lines; n++) {
if (n == 0) continue; if (n == 0) continue;
unsigned int offset = n * step; float offset = (float)n * step;
unsigned int maxDimension = lines * step; float maxDimension = (float)lines * step;
sf::Vertex line[] = sf::Vertex line[] =
{ {
getGridLineVertex(offset, maxDimension, true, isHorizontal), getGridLineVertex(offset, maxDimension, true, isHorizontal),
getGridLineVertex(offset, maxDimension, false, isHorizontal) getGridLineVertex(offset, maxDimension, false, isHorizontal)
}; };
window->draw(line, 2, sf::Lines); renderTarget->draw(line, 2, sf::Lines);
} }
} }
static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimension, bool isStart, bool isHorizontal) static sf::Vertex getGridLineVertex(float offset, float maxDimension, bool isStart, bool isHorizontal)
{ {
sf::Vertex start; sf::Vertex start;
sf::Vertex end; sf::Vertex end;
@ -101,17 +93,14 @@ static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimensi
end = sf::Vertex(sf::Vector2f(maxDimension, offset)); end = sf::Vertex(sf::Vector2f(maxDimension, offset));
} }
start.color = sf::Color(100, 100, 100); sf::Color color(100, 100, 100);
end.color = sf::Color(100, 100, 100); start.color = color;
end.color = color;
return isStart? start : end; return isStart? start : end;
} }
static float castRay(sf::Vector2f point, float direction) static float castRay(sf::Vector2f point, float direction)
{ {
const sf::Vector2u windowSize = window->getSize();
const unsigned int tileWidth = windowSize.x/WIDTH;
const unsigned int tileHeight = windowSize.y/HEIGHT;
int indexX, indexY; int indexX, indexY;
getGridIndex(point, &indexX, &indexY); getGridIndex(point, &indexX, &indexY);
@ -135,13 +124,13 @@ static float castRay(sf::Vector2f point, float direction)
bool goingDown = direction < PI; bool goingDown = direction < PI;
int signDown = goingDown? 1 : -1; int signDown = goingDown? 1 : -1;
float horizontalDy = (float)((indexY + goingDown) * tileHeight) - point.y; float horizontalDy = (float)(indexY + goingDown) - point.y;
float horizontalDx = horizontalDy/tan(direction); float horizontalDx = horizontalDy/tan(direction);
float horizontalStepX = (float)(signDown * (tileWidth/tan(direction))); float horizontalStepX = ((float)signDown * (1.f/tan(direction)));
float horizontalStepY = (float)(signDown * (int)tileHeight); float horizontalStepY = (float)signDown;
float horizontalProjectedX = point.x + horizontalDx; float horizontalProjectedX = point.x + horizontalDx;
float horizontalProjectedY = (indexY + goingDown) * tileHeight; float horizontalProjectedY = indexY + goingDown;
float horizontalDistCoeff = sin(direction); float horizontalDistCoeff = sin(direction);
float horizontalRayDist = std::abs(horizontalDy/horizontalDistCoeff); float horizontalRayDist = std::abs(horizontalDy/horizontalDistCoeff);
@ -150,18 +139,19 @@ static float castRay(sf::Vector2f point, float direction)
bool goingRight = direction < PI; bool goingRight = direction < PI;
int signRight = goingRight? 1 : -1; int signRight = goingRight? 1 : -1;
float verticalDx = (float)((indexX + goingRight) * tileWidth) - point.x; float verticalDx = (float)(indexX + goingRight) - point.x;
float verticalDy = -verticalDx/tan(direction); // y axis needs to be flipped float verticalDy = -verticalDx/tan(direction); // y axis needs to be flipped
float verticalStepY = -(float)(signRight * (tileHeight/tan(direction))); // y axis also flipped here float verticalStepY = -((float)signRight * (1.f/tan(direction))); // y axis also flipped here
float verticalStepX = (float)(signRight * (int)tileHeight); float verticalStepX = (float)signRight;
float verticalProjectedY = point.y + verticalDy; float verticalProjectedY = point.y + verticalDy;
float verticalProjectedX = (indexX + goingRight) * tileWidth; float verticalProjectedX = indexX + goingRight;
float verticalDistCoeff = sin(direction); float verticalDistCoeff = sin(direction);
float verticalRayDist = std::abs(verticalDx/verticalDistCoeff); float verticalRayDist = std::abs(verticalDx/verticalDistCoeff);
while (true) { unsigned int tries = WIDTH * HEIGHT;
while (tries--) {
int indexX0, indexY0; // store grid indices for horizontal intersections int indexX0, indexY0; // store grid indices for horizontal intersections
int indexX1, indexY1; // store grid indices for vertical intersections int indexX1, indexY1; // store grid indices for vertical intersections
getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0); getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0);
@ -201,10 +191,8 @@ static float castRay(sf::Vector2f point, float direction)
static void getGridIndex(sf::Vector2f point, int* x, int* y) static void getGridIndex(sf::Vector2f point, int* x, int* y)
{ {
const sf::Vector2u windowSize = window->getSize(); *x = point.x;
*y = point.y;
*x = point.x / (int)(windowSize.x / WIDTH);
*y = point.y / (int)(windowSize.y / HEIGHT);
if (*x < 0 || WIDTH <= *x) *x = -1; if (*x < 0 || WIDTH <= *x) *x = -1;
if (*y < 0 || HEIGHT <= *y) *y = -1; if (*y < 0 || HEIGHT <= *y) *y = -1;

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@ -3,8 +3,8 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
int level_init(sf::RenderWindow* renderWindow); int level_init();
int level_update(); void level_update(sf::RenderTarget* renderTarget, unsigned int drawSize);
void level_end(); void level_end();
float level_rayCastDistance(sf::Vector2f point, float direction); float level_rayCastDistance(sf::Vector2f point, float direction);

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@ -4,7 +4,7 @@
int main() int main()
{ {
view_init(); if (!view_init()) return 1;
while (view_update()); while (view_update());
view_end(); view_end();

90
minimap.cpp Normal file
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@ -0,0 +1,90 @@
#include "minimap.h"
#include <stdio.h>
#include "maths.h"
#include "level.h"
static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera);
static void drawRays(sf::RenderTarget* renderTarget, Camera* camera);
static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color);
static sf::RenderTexture minimap;
static unsigned int minimapSize;
int minimap_init(unsigned int size)
{
printf("minimap_init()\n");
minimapSize = size;
if (!minimap.create(size, size)) return 0;
level_init();
return 1;
}
void minimap_update(sf::RenderTarget* renderTarget, Camera* camera)
{
if (!renderTarget || !camera) return;
minimap.clear();
level_update(&minimap, minimapSize);
drawCamera(&minimap, camera);
minimap.display();
sf::Sprite sprite(minimap.getTexture());
renderTarget->draw(sprite);
}
static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera)
{
const sf::Vector2f scaledPos = camera->pos * camera->drawScale;
const float circleRadius = 0.02f * minimapSize;
sf::CircleShape circle(circleRadius);
circle.setPosition(scaledPos);
circle.setOrigin(circleRadius, circleRadius);
circle.setFillColor(sf::Color::Green);
drawRays(renderTarget, camera);
drawLine(renderTarget, scaledPos, camera->direction, minimapSize / 5.f, sf::Color::Red);
renderTarget->draw(circle);
}
static void drawRays(sf::RenderTarget* renderTarget, Camera* camera)
{
const sf::Vector2f scaledPos = camera->pos * camera->drawScale;
float rayDirection = 0;
float rayDirectionStep = camera->fov / (float)camera->resolution;
bool isOddResolution = (camera->resolution % 2);
float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
for (unsigned int i = 0; i < camera->resolution; i++) {
if (isOddResolution && i == 0)
rayDirection = camera->direction;
else if (i % 2)
rayDirection = camera->direction - rayDirectionOffset;
else
rayDirection = camera->direction + rayDirectionOffset;
float distance = level_rayCastDistance(camera->pos, rayDirection) * camera->drawScale;
drawLine(renderTarget, scaledPos, rayDirection, distance, sf::Color(150, 150, 100));
if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
}
}
static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color)
{
if (!renderTarget) return;
sf::Vector2f endOffset(length * cos(angle), length * sin(angle));
sf::Vertex start(pos);
sf::Vertex end(pos + endOffset);
start.color = color;
end.color = color;
sf::Vertex line[] = { start, end };
renderTarget->draw(line, 2, sf::Lines);
}

10
minimap.h Normal file
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@ -0,0 +1,10 @@
#ifndef MINIMAP_H
#define MINIMAP_H
#include <SFML/Graphics.hpp>
#include "camera.h"
int minimap_init(unsigned int size);
void minimap_update(sf::RenderTarget* renderTarget, Camera* camera);
#endif

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@ -2,22 +2,26 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <stdio.h> #include <stdio.h>
#include "level.h"
#include "camera.h"
#include "maths.h" #include "maths.h"
#include "camera.h"
#include "minimap.h"
#define MINIMAP_SIZE 300
#define HALF_MINIMAP_SIZE MINIMAP_SIZE/2.f
#define DRAW_SCALE MINIMAP_SIZE/5.f
static int handleKeyCode(sf::Keyboard::Key key); static int handleKeyCode(sf::Keyboard::Key key);
static sf::Uint32 style = sf::Style::Titlebar; static Camera camera = { sf::Vector2f(5.f/2.f, 5.f/2.f), 0.f, 300, 0.5f*PI, DRAW_SCALE };
static sf::RenderWindow window(sf::VideoMode(500, 500), "Raycasting", style);
static sf::Clock timer;
static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 100, 2.0f*PI }; static sf::Uint32 style = sf::Style::Titlebar;
static sf::RenderWindow window(sf::VideoMode(MINIMAP_SIZE + camera.resolution, MINIMAP_SIZE), "Raycasting", style);
static sf::Clock timer;
int view_init() int view_init()
{ {
printf("view_init()\n"); printf("view_init()\n");
level_init(&window); minimap_init(MINIMAP_SIZE);
return 1; return 1;
} }
@ -38,11 +42,12 @@ int view_update()
} }
} }
window.clear();
sf::Time t = timer.restart(); sf::Time t = timer.restart();
if (!level_update()) return 0;
camera_update(&camera, &window, t.asSeconds()); camera_update(&camera, t.asSeconds());
window.clear();
minimap_update(&window, &camera);
window.display(); window.display();
return 1; return 1;
@ -51,7 +56,6 @@ int view_update()
void view_end() void view_end()
{ {
printf("view_end()\n"); printf("view_end()\n");
level_end();
window.close(); window.close();
} }