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No commits in common. "940c1d706bc5330eead7116d5e006b994f92b707" and "e234dda860068e3d10a5da6ade1d9ec23cdbd41c" have entirely different histories.
940c1d706b
...
e234dda860
6 changed files with 363 additions and 374 deletions
16
World.cpp
16
World.cpp
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@ -107,9 +107,6 @@ float World::castRay(float originX, float originY, float orientation) const
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* the grid for the other one
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* the grid for the other one
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* - Depending on the orientation, signs must be taken into account
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* - Depending on the orientation, signs must be taken into account
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* to work 360°
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* to work 360°
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* - Those formulas consider regular axes (x→,y↑), however the world is
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* built around left-handed axes (x→,y↓), so the rendered world is
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* mirrored. This also explains some weird signs for rotations.
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*/
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*/
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/* Offsets to get back on the grid from the ray's origin. */
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/* Offsets to get back on the grid from the ray's origin. */
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float hOffsetX;
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float hOffsetX;
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@ -151,7 +148,7 @@ float World::castRay(float originX, float originY, float orientation) const
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if (orientation < 180) {
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if (orientation < 180) {
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vOffsetX = ceilf(originX);
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vOffsetX = ceilf(originX);
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vOffsetY = ceilf(originX) - originX;
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vOffsetY = ceilf(originX) - originX;
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vDir = 1;
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vDir = +1;
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vRound = 0;
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vRound = 0;
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} else {
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} else {
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vOffsetX = floorf(originX);
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vOffsetX = floorf(originX);
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@ -242,8 +239,6 @@ void World::render(sf::RenderWindow& window) const
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window.draw(ground);
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window.draw(ground);
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window.draw(ceiling);
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window.draw(ceiling);
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const float worldToCamera = (player.focalLength*2)/player.sensorSize;
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/*
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/*
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* Throw rays and draw walls over the ceiling and ground.
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* Throw rays and draw walls over the ceiling and ground.
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* Only throws in the plane, which doesn't work for levels/3D.
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* Only throws in the plane, which doesn't work for levels/3D.
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@ -257,7 +252,7 @@ void World::render(sf::RenderWindow& window) const
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} else if (rayAngle > 360) {
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} else if (rayAngle > 360) {
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rayAngle -= 360;
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rayAngle -= 360;
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}
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}
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float obstacleScale = worldToCamera / castRay(player.x, player.y, rayAngle);
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float obstacleScale = player.focalLength*2/(castRay(player.x, player.y, rayAngle)*player.sensorSize);
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/* 2 Is wall height in meters. */
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/* 2 Is wall height in meters. */
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fillColumn(window, i, obstacleScale);
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fillColumn(window, i, obstacleScale);
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}
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}
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@ -274,7 +269,7 @@ void World::step(const float& stepTime) {
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player.rotate(player.currentRotationSpeed*stepTime);
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player.rotate(player.currentRotationSpeed*stepTime);
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#ifdef IMGUI
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#ifdef IMGUI
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if (ImGui::Begin("MapEdit")) {
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ImGui::Begin("MapEdit");
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static int blockToPlace = 1;
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static int blockToPlace = 1;
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/*
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/*
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@ -325,8 +320,7 @@ void World::step(const float& stepTime) {
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ImGui::PushStyleColor(ImGuiCol_Header, blockColor);
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ImGui::PushStyleColor(ImGuiCol_Header, blockColor);
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if(ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) {
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if(ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) {
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map[x + w * y] =
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map[x + w*y] = currentBlock == (BlockType)blockToPlace ? BlockType::AIR : (BlockType)blockToPlace;
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currentBlock == (BlockType) blockToPlace ? BlockType::AIR : (BlockType) blockToPlace;
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}
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}
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ImGui::PopStyleColor(2);
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ImGui::PopStyleColor(2);
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ImGui::PopID();
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ImGui::PopID();
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@ -343,7 +337,7 @@ void World::step(const float& stepTime) {
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ImGui::RadioButton("Window", &blockToPlace, (int)BlockType::WINDOW);
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ImGui::RadioButton("Window", &blockToPlace, (int)BlockType::WINDOW);
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ImGui::Unindent();
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ImGui::Unindent();
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ImGui::EndGroup();
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ImGui::EndGroup();
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}
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ImGui::End();
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ImGui::End();
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#endif
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#endif
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}
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}
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7
main.cpp
7
main.cpp
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@ -115,12 +115,7 @@ int main()
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ImGui::SetNextWindowBgAlpha(0.2f);
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ImGui::SetNextWindowBgAlpha(0.2f);
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ImGui::Begin("FPS", nullptr ,window_flags);
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ImGui::Begin("FPS", nullptr ,window_flags);
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if (fpsDataClock.getElapsedTime().asMilliseconds() > 20) {
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if (fpsDataClock.getElapsedTime().asMilliseconds() > 20) {
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if (frameCount >= 100) {
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frameTimings[frameCount%100] = static_cast<float>(deltaT.asMicroseconds());
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memmove(frameTimings, frameTimings + 1, 99 * sizeof(float));
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frameTimings[99] = static_cast<float>(deltaT.asMicroseconds());
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} else [[unlikely]] {
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frameTimings[frameCount] = static_cast<float>(deltaT.asMicroseconds());
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}
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frameCount++;
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frameCount++;
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fpsDataClock.restart();
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fpsDataClock.restart();
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}
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}
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