85 lines
2.1 KiB
C++
85 lines
2.1 KiB
C++
#include "firstperson.h"
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#include <stdio.h>
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#include "maths.h"
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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 width;
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static unsigned int height;
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int firstperson_init(unsigned int _width, unsigned int _height)
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{
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printf("firstperson_init()\n");
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if (!renderTexture.create(_width, _height)) return 0;
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width = _width;
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height = _height;
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init = true;
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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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{
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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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// Get distance of ray intersection in the direction of the camera,
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// instead of the actual ray distance to avoid fish eye effect.
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float angleDiff = camera->rays[i].direction - camera->direction;
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float distance = camera->rays[i].distance * cos(angleDiff);
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if (distance > 0.f) columnHeight = 0.5f * (float)height/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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switch (camera->rays[i].tileData.side) {
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case NORTH:
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break;
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case EAST:
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case WEST:
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brightness *= 0.9;
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break;
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case SOUTH:
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brightness *= 0.8;
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break;
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}
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sf::Color color(brightness, brightness, brightness);
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switch (camera->rays[i].tileData.value) {
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case 2:
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color *= sf::Color::Red;
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break;
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case 3:
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color *= sf::Color::Green;
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break;
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case 4:
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color *= sf::Color::Blue;
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break;
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};
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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(color);
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renderTexture.draw(rectangle);
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}
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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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{
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renderTexturePosition.x = x;
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renderTexturePosition.y = y;
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}
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