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4a9d85ba1c
...
787b25239e
15
camera.cpp
15
camera.cpp
@ -1,5 +1,4 @@
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#include "camera.h"
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#include <stdio.h>
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#include "maths.h"
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#include "level.h"
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@ -55,12 +54,22 @@ void camera_destroy(Camera *camera)
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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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float rayDirection = camera->direction - camera->fov/2.f + rayDirectionStep/2.f;
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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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rayDirection += rayDirectionStep;
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if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
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}
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}
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@ -20,32 +20,16 @@ int firstperson_init(unsigned int _width, unsigned int _height)
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return 1;
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}
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void firstperson_update(sf::RenderTarget* renderTarget, Camera* camera)
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void firstperson_update(sf::RenderTarget* renderTarget)
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{
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const float columnWidth = (float)width/(float)camera->resolution;
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float columnHeight = 0;
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renderTexture.clear();
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for (unsigned int i = 0; i < camera->resolution; i++) {
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float distance = camera->rays[i].distance;
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if (distance > 0.f) columnHeight = 0.5f * (float)height/camera->rays[i].distance;
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float centeredHeight = (float)height/2.f - columnHeight/2.f;
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float distanceScale = distance/10.f;
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distanceScale = (distanceScale > 1.f)? 1.f : distanceScale;
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float brightness = 255.f*(1.f-distanceScale);
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sf::RectangleShape rectangle(sf::Vector2f(columnWidth, columnHeight));
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rectangle.setPosition(sf::Vector2f(i*columnWidth, centeredHeight));
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rectangle.setFillColor(sf::Color(brightness, brightness, brightness));
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renderTexture.draw(rectangle);
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}
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sf::CircleShape shape(50);
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renderTexture.draw(shape);
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renderTexture.display();
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sf::Sprite sprite(renderTexture.getTexture());
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sprite.setPosition(renderTexturePosition);
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renderTarget->draw(sprite);
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}
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void firstperson_setTexturePosition(float x, float y)
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@ -2,10 +2,9 @@
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#define FIRSTPERSON_H
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#include <SFML/Graphics.hpp>
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#include "camera.h"
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int firstperson_init(unsigned int width, unsigned int height);
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void firstperson_update(sf::RenderTarget* renderTarget, Camera* camera);
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void firstperson_update(sf::RenderTarget* renderTarget);
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void firstperson_setTexturePosition(float x, float y);
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#endif
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19
level.cpp
19
level.cpp
@ -2,23 +2,18 @@
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#include "maths.h"
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#define WIDTH 10
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#define HEIGHT 10
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#define WIDTH 5
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#define HEIGHT 5
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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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static unsigned int level[WIDTH * HEIGHT] = {
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 0, 0, 0, 0, 0, 1, 1,
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1, 1, 1, 0, 0, 0, 0, 1, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 1, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 1, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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0, 0, 1, 1, 1,
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0, 0, 0, 0, 0,
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1, 0, 1, 0, 1,
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1, 0, 0, 0, 1,
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1, 0, 1, 1, 1,
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};
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int level_init()
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6
view.cpp
6
view.cpp
@ -7,7 +7,7 @@
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#include "minimap.h"
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#include "firstperson.h"
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#define MINIMAP_SIZE 720
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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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@ -21,7 +21,7 @@ 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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if (!camera_init(&camera, sf::Vector2f(10.f/2.f, 10.f/2.f), 0.f, 128, 0.5f*PI)) return 0;
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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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if (!firstperson_init(VIEW_SIZE, MINIMAP_SIZE)) return 0;
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@ -53,7 +53,7 @@ int view_update()
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window.clear();
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minimap_update(&window, &camera);
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firstperson_update(&window, &camera);
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firstperson_update(&window);
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window.display();
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return 1;
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