raycasting/minimap.cpp

101 lines
2.7 KiB
C++

#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 bool init = false;
static unsigned int minimapSize;
static float drawScale;
int minimap_init(unsigned int size)
{
printf("minimap_init()\n");
if (!minimap.create(size, size)) return 0;
level_init();
unsigned int width, height;
level_getDimensions(&width, &height);
minimapSize = size;
drawScale = (float)size/(float)width;
init = true;
return 1;
}
void minimap_update(sf::RenderTarget* renderTarget, Camera* camera)
{
if (!init) return;
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 * 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 * 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) * 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);
}