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World: Clean warnings, optimize GetBlock

World has a lot of type conversion warnings. Take care of most of them,
for a slight performance hit ( :( ).
Re-order constructor parameters to match declaration.
Move FillColumn to a more appropriate place.

GetBlock gets called a lot : use direct memory access of the vector
rather than going through bounds checks with .at().
Introduce an integer overload to remove warnings.
This commit is contained in:
Teo-CD 2024-01-24 23:16:44 +00:00
parent 4a95664342
commit ddb01d0509
2 changed files with 37 additions and 24 deletions

View file

@ -6,8 +6,9 @@
#include <cmath> #include <cmath>
World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) : w(w), h(h), World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) :
groundColor(groundColor), ceilingColor(ceilingColor), map(std::move(worldMap)), player(0,0,0) player(0,0,0), w(w), h(h), map(std::move(worldMap)),
groundColor(groundColor), ceilingColor(ceilingColor)
{ {
map.resize(w*h,BlockType::WALL); map.resize(w*h,BlockType::WALL);
} }
@ -22,9 +23,14 @@ int World::getH() const
return h; return h;
} }
BlockType World::getBlock(int x, int y) const
{
return map[x + w*y];
}
BlockType World::getBlock(float x, float y) const BlockType World::getBlock(float x, float y) const
{ {
return(map.at(static_cast<int>(x)+w* static_cast<int>(y))); return map[static_cast<int>(x) + w*static_cast<int>(y)];
} }
void World::setBlock(BlockType block, int x, int y, int width, int height) void World::setBlock(BlockType block, int x, int y, int width, int height)
@ -83,16 +89,6 @@ std::ostream& operator<<(std::ostream& ostream, World const& world)
return(ostream); return(ostream);
} }
void World::fillColumn(sf::RenderWindow& window, int column, float scale, sf::Color wallColor) const
{
float columnHeight = window.getSize().y*scale;
sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight));
pixelColumn.setPosition(column,(window.getSize().y-columnHeight)/2.0);
pixelColumn.setFillColor(wallColor);
window.draw(pixelColumn);
}
float World::castRay(float originX, float originY, float orientation) const float World::castRay(float originX, float originY, float orientation) const
{ {
/* /*
@ -169,7 +165,8 @@ float World::castRay(float originX, float originY, float orientation) const
float hCheckX = originX + hOffsetX; float hCheckX = originX + hOffsetX;
float hCheckY = hOffsetY; float hCheckY = hOffsetY;
/* Bounds + sanity check. */ /* Bounds + sanity check. */
while (hCheckX >= 0 && hCheckX <= w && hCheckY >= 0 && hCheckY <= h && i < h) { while (hCheckX >= 0 && hCheckX <= static_cast<float>(w) &&
hCheckY >= 0 && hCheckY <= static_cast<float>(h) && i < h) {
if (getBlock(floorf(hCheckX), floorf(hCheckY) + hRound) == BlockType::WALL) { if (getBlock(floorf(hCheckX), floorf(hCheckY) + hRound) == BlockType::WALL) {
break; break;
} }
@ -184,7 +181,8 @@ float World::castRay(float originX, float originY, float orientation) const
float vCheckY = originY + vOffsetY; float vCheckY = originY + vOffsetY;
/* Bounds + sanity check. */ /* Bounds + sanity check. */
while (vCheckX >= 0 && vCheckX < w && vCheckY >= 0 && vCheckY < h && i < w) { while (vCheckX >= 0 && vCheckX < static_cast<float>(w) &&
vCheckY >= 0 && vCheckY < static_cast<float>(h) && i < w) {
if (getBlock(floorf(vCheckX) + vRound, floorf(vCheckY)) == BlockType::WALL) { if (getBlock(floorf(vCheckX) + vRound, floorf(vCheckY)) == BlockType::WALL) {
break; break;
} }
@ -208,18 +206,32 @@ float World::castRay(float originX, float originY, float orientation) const
return player.focalLength*2/finalDist; return player.focalLength*2/finalDist;
} }
void World::fillColumn(sf::RenderWindow& window, unsigned int column,
float scale, sf::Color wallColor) const
{
float columnHeight = static_cast<float>(window.getSize().y)*scale;
sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight));
pixelColumn.setPosition(static_cast<float>(column),
(static_cast<float>(window.getSize().y)-columnHeight)/2.0f);
pixelColumn.setFillColor(wallColor);
window.draw(pixelColumn);
}
void World::render(sf::RenderWindow& window) const void World::render(sf::RenderWindow& window) const
{ {
float windowX = static_cast<float>(window.getSize().x);
float windowY = static_cast<float>(window.getSize().y);
/* /*
* Draw ground and sky planes through half of the screen, as the walls * Draw ground and sky planes through half of the screen, as the walls
* will get drawn over them. * will get drawn over them.
* This doesn't work if we support textures/levels. * This doesn't work if we support textures/levels.
*/ */
sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0)); sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f));
ground.setFillColor(groundColor); ground.setFillColor(groundColor);
ground.setPosition(0,window.getSize().y/2.0); ground.setPosition(0,windowY/2.0f);
sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0)); sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f));
ceiling.setFillColor(ceilingColor); ceiling.setFillColor(ceilingColor);
window.draw(ground); window.draw(ground);
@ -229,9 +241,9 @@ void World::render(sf::RenderWindow& window) const
* Throw rays and draw walls over the ceiling and ground. * Throw rays and draw walls over the ceiling and ground.
* Only throws in the plane, which doesn't work for levels/3D. * Only throws in the plane, which doesn't work for levels/3D.
*/ */
for(int i = 0;i<window.getSize().x;i++) for(unsigned int i = 0 ; i < window.getSize().x ; i++)
{ {
float deltaAngle = (player.fov/window.getSize().x) * (i-window.getSize().x/2.0); float deltaAngle = (player.fov/windowX) * (static_cast<float>(i)-windowX/2.0f);
float rayAngle = player.orientation + deltaAngle; float rayAngle = player.orientation + deltaAngle;
if (rayAngle < 0) { if (rayAngle < 0) {
rayAngle += 360; rayAngle += 360;
@ -247,7 +259,7 @@ void World::step(const float& stepTime) {
player.move(player.currentMoveSpeedX*stepTime, player.move(player.currentMoveSpeedX*stepTime,
player.currentMoveSpeedY*stepTime); player.currentMoveSpeedY*stepTime);
/* Undo last move if the player would end up in a wall. */ /* Undo last move if the player would end up in a wall. */
if (getBlock((int)player.x, (int)player.y) != BlockType::AIR) { if (getBlock(player.x, player.y) != BlockType::AIR) {
player.move(-player.currentMoveSpeedX*stepTime, player.move(-player.currentMoveSpeedX*stepTime,
-player.currentMoveSpeedY*stepTime); -player.currentMoveSpeedY*stepTime);
} }

View file

@ -30,8 +30,9 @@ public:
int getW() const; int getW() const;
int getH() const; int getH() const;
inline BlockType getBlock(float x, float y) const; inline BlockType getBlock(int x, int y) const;
void setBlock(BlockType block, int x, int y, int width = 1, int height = 1); inline BlockType getBlock(float x, float y) const;
void setBlock(BlockType block, int x, int y, int width = 1, int height = 1);
void render(sf::RenderWindow&) const; void render(sf::RenderWindow&) const;
@ -50,7 +51,7 @@ private:
sf::Color groundColor; sf::Color groundColor;
sf::Color ceilingColor; sf::Color ceilingColor;
void fillColumn(sf::RenderWindow&, int column, float scale, void fillColumn(sf::RenderWindow&, unsigned int column, float scale,
sf::Color wallColor = sf::Color(84,56,34)) const; sf::Color wallColor = sf::Color(84,56,34)) const;
/** /**
* Cast a ray from a given position and return the on-screen scale. * Cast a ray from a given position and return the on-screen scale.