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9678e8c286
...
f7e1b3eab9
4 changed files with 58 additions and 5 deletions
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@ -27,6 +27,22 @@ else ()
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ImGui-SFML::ImGui-SFML)
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endif()
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if(TRACE_FRAMES)
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message("Building with Tracy")
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add_compile_definitions(TRACE_FRAMES)
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include(FetchContent)
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FetchContent_Declare(
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Tracy
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GIT_REPOSITORY https://github.com/wolfpld/tracy.git
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GIT_TAG d46ffb4e9f132fc95bdd7d04207d8d669a9d4100
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)
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FetchContent_MakeAvailable(Tracy)
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set(LIBS ${LIBS}
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TracyClient)
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endif()
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add_compile_options(-Wall -Wextra)
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add_executable(raycasting
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24
FrameTracing.h
Normal file
24
FrameTracing.h
Normal file
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@ -0,0 +1,24 @@
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//
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// Created by trotfunky on 05/02/24.
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//
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#ifndef RAYCASTING_FRAMETRACING_H
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#define RAYCASTING_FRAMETRACING_H
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/*
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* Basic wrapper to allow enabling and disabling frame tracing using
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* Tracy.
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* https://github.com/wolfpld/tracy
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*/
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#ifdef TRACE_FRAMES
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#include "tracy/Tracy.hpp"
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#define FTrace_FrameMark FrameMark
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#define FTrace_Scope ZoneScoped
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#define FTrace_NamedScope(name) ZoneScopedN(name)
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#else
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#define FTrace_FrameMark
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#define FTrace_Scope
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#define FTrace_NamedScope(name)
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#endif /* TRACE_FRAMES */
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#endif //RAYCASTING_FRAMETRACING_H
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18
World.cpp
18
World.cpp
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@ -9,6 +9,7 @@
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#include <imgui.h>
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#include <imgui-SFML.h>
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#endif
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#include "FrameTracing.h"
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World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) :
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player(0,0,0), w(w), h(h), map(std::move(worldMap)),
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@ -117,6 +118,7 @@ RaycastResult World::castRay(float originX, float originY, float orientation) co
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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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FTrace_Scope;
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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 hOffsetY;
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@ -177,10 +179,12 @@ RaycastResult World::castRay(float originX, float originY, float orientation) co
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int i = 0;
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float hCheckX = originX + hOffsetX;
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float hCheckY = hOffsetY;
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BlockType hHitBlock = BlockType::AIR;
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/* Bounds + sanity check. */
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while (hCheckX >= 0 && hCheckX <= static_cast<float>(w) &&
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hCheckY >= 0 && hCheckY <= static_cast<float>(h) && i < h) {
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if (getBlock(floorf(hCheckX), floorf(hCheckY) + hRound) == BlockType::WALL) {
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hHitBlock = getBlock(floorf(hCheckX), floorf(hCheckY) + hRound);
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if (hHitBlock == BlockType::WALL) {
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break;
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}
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@ -192,11 +196,12 @@ RaycastResult World::castRay(float originX, float originY, float orientation) co
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i = 0;
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float vCheckX = vOffsetX;
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float vCheckY = originY + vOffsetY;
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BlockType vHitBlock = BlockType::AIR;
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/* Bounds + sanity check. */
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while (vCheckX >= 0 && vCheckX < static_cast<float>(w) &&
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vCheckY >= 0 && vCheckY < static_cast<float>(h) && i < w) {
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if (getBlock(floorf(vCheckX) + vRound, floorf(vCheckY)) == BlockType::WALL) {
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vHitBlock = getBlock(floorf(vCheckX) + vRound, floorf(vCheckY));
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if (vHitBlock == BlockType::WALL) {
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break;
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}
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@ -220,13 +225,13 @@ RaycastResult World::castRay(float originX, float originY, float orientation) co
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result.distance = vDist;
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result.hitX = vCheckX;
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result.hitY = vCheckY;
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result.hitBlock = vHitBlock;
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} else {
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result.distance = hDist;
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result.hitX = hCheckX;
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result.hitY = hCheckY;
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result.hitBlock = hHitBlock;
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}
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result.hitBlock = getBlock(floorf(result.hitX) + vRound,
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floorf(result.hitY));
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return result;
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}
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@ -234,6 +239,7 @@ RaycastResult World::castRay(float originX, float originY, float orientation) co
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void World::fillColumn(sf::RenderWindow& window, unsigned int column,
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float scale, sf::Color fillColor)
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{
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FTrace_Scope;
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float columnHeight = static_cast<float>(window.getSize().y)*scale;
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sf::RectangleShape& pixelColumn = renderColumns[column];
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if (pixelColumn.getSize().y != columnHeight) {
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@ -249,6 +255,7 @@ void World::fillColumn(sf::RenderWindow& window, unsigned int column,
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void World::render(sf::RenderWindow& window)
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{
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FTrace_Scope;
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float windowX = static_cast<float>(window.getSize().x);
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float windowY = static_cast<float>(window.getSize().y);
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/*
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@ -291,6 +298,7 @@ void World::render(sf::RenderWindow& window)
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}
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void World::step(const float& stepTime) {
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FTrace_Scope;
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player.move(player.currentMoveSpeedX*stepTime,
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player.currentMoveSpeedY*stepTime);
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/* Undo last move if the player would end up in a wall. */
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5
main.cpp
5
main.cpp
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@ -5,6 +5,7 @@
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#include <imgui.h>
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#include <imgui-SFML.h>
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#endif
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#include "FrameTracing.h"
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#include "World.h"
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@ -37,8 +38,11 @@ int main()
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sf::Clock frameTime;
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while (window.isOpen())
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{
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FTrace_NamedScope("MainLoop");
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while (window.pollEvent(event))
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{
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FTrace_NamedScope("EventLoop");
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if (event.type == sf::Event::Closed) {
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window.close();
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continue;
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@ -135,6 +139,7 @@ int main()
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#endif
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window.display();
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FTrace_FrameMark;
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}
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#ifdef IMGUI
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