Compare commits
4 commits
e234dda860
...
940c1d706b
Author | SHA1 | Date | |
---|---|---|---|
940c1d706b | |||
41437cd259 | |||
66ec111f5d | |||
43970df494 |
6 changed files with 374 additions and 363 deletions
16
World.cpp
16
World.cpp
|
@ -107,6 +107,9 @@ float World::castRay(float originX, float originY, float orientation) const
|
||||||
* the grid for the other one
|
* the grid for the other one
|
||||||
* - Depending on the orientation, signs must be taken into account
|
* - Depending on the orientation, signs must be taken into account
|
||||||
* to work 360°
|
* to work 360°
|
||||||
|
* - Those formulas consider regular axes (x→,y↑), however the world is
|
||||||
|
* built around left-handed axes (x→,y↓), so the rendered world is
|
||||||
|
* mirrored. This also explains some weird signs for rotations.
|
||||||
*/
|
*/
|
||||||
/* Offsets to get back on the grid from the ray's origin. */
|
/* Offsets to get back on the grid from the ray's origin. */
|
||||||
float hOffsetX;
|
float hOffsetX;
|
||||||
|
@ -148,7 +151,7 @@ float World::castRay(float originX, float originY, float orientation) const
|
||||||
if (orientation < 180) {
|
if (orientation < 180) {
|
||||||
vOffsetX = ceilf(originX);
|
vOffsetX = ceilf(originX);
|
||||||
vOffsetY = ceilf(originX) - originX;
|
vOffsetY = ceilf(originX) - originX;
|
||||||
vDir = +1;
|
vDir = 1;
|
||||||
vRound = 0;
|
vRound = 0;
|
||||||
} else {
|
} else {
|
||||||
vOffsetX = floorf(originX);
|
vOffsetX = floorf(originX);
|
||||||
|
@ -239,6 +242,8 @@ void World::render(sf::RenderWindow& window) const
|
||||||
window.draw(ground);
|
window.draw(ground);
|
||||||
window.draw(ceiling);
|
window.draw(ceiling);
|
||||||
|
|
||||||
|
const float worldToCamera = (player.focalLength*2)/player.sensorSize;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* 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.
|
||||||
|
@ -252,7 +257,7 @@ void World::render(sf::RenderWindow& window) const
|
||||||
} else if (rayAngle > 360) {
|
} else if (rayAngle > 360) {
|
||||||
rayAngle -= 360;
|
rayAngle -= 360;
|
||||||
}
|
}
|
||||||
float obstacleScale = player.focalLength*2/(castRay(player.x, player.y, rayAngle)*player.sensorSize);
|
float obstacleScale = worldToCamera / castRay(player.x, player.y, rayAngle);
|
||||||
/* 2 Is wall height in meters. */
|
/* 2 Is wall height in meters. */
|
||||||
fillColumn(window, i, obstacleScale);
|
fillColumn(window, i, obstacleScale);
|
||||||
}
|
}
|
||||||
|
@ -269,7 +274,7 @@ void World::step(const float& stepTime) {
|
||||||
player.rotate(player.currentRotationSpeed*stepTime);
|
player.rotate(player.currentRotationSpeed*stepTime);
|
||||||
|
|
||||||
#ifdef IMGUI
|
#ifdef IMGUI
|
||||||
ImGui::Begin("MapEdit");
|
if (ImGui::Begin("MapEdit")) {
|
||||||
static int blockToPlace = 1;
|
static int blockToPlace = 1;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -320,7 +325,8 @@ void World::step(const float& stepTime) {
|
||||||
ImGui::PushStyleColor(ImGuiCol_Header, blockColor);
|
ImGui::PushStyleColor(ImGuiCol_Header, blockColor);
|
||||||
|
|
||||||
if (ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) {
|
if (ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) {
|
||||||
map[x + w*y] = currentBlock == (BlockType)blockToPlace ? BlockType::AIR : (BlockType)blockToPlace;
|
map[x + w * y] =
|
||||||
|
currentBlock == (BlockType) blockToPlace ? BlockType::AIR : (BlockType) blockToPlace;
|
||||||
}
|
}
|
||||||
ImGui::PopStyleColor(2);
|
ImGui::PopStyleColor(2);
|
||||||
ImGui::PopID();
|
ImGui::PopID();
|
||||||
|
@ -337,7 +343,7 @@ void World::step(const float& stepTime) {
|
||||||
ImGui::RadioButton("Window", &blockToPlace, (int) BlockType::WINDOW);
|
ImGui::RadioButton("Window", &blockToPlace, (int) BlockType::WINDOW);
|
||||||
ImGui::Unindent();
|
ImGui::Unindent();
|
||||||
ImGui::EndGroup();
|
ImGui::EndGroup();
|
||||||
|
}
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
7
main.cpp
7
main.cpp
|
@ -115,7 +115,12 @@ int main()
|
||||||
ImGui::SetNextWindowBgAlpha(0.2f);
|
ImGui::SetNextWindowBgAlpha(0.2f);
|
||||||
ImGui::Begin("FPS", nullptr ,window_flags);
|
ImGui::Begin("FPS", nullptr ,window_flags);
|
||||||
if (fpsDataClock.getElapsedTime().asMilliseconds() > 20) {
|
if (fpsDataClock.getElapsedTime().asMilliseconds() > 20) {
|
||||||
frameTimings[frameCount%100] = static_cast<float>(deltaT.asMicroseconds());
|
if (frameCount >= 100) {
|
||||||
|
memmove(frameTimings, frameTimings + 1, 99 * sizeof(float));
|
||||||
|
frameTimings[99] = static_cast<float>(deltaT.asMicroseconds());
|
||||||
|
} else [[unlikely]] {
|
||||||
|
frameTimings[frameCount] = static_cast<float>(deltaT.asMicroseconds());
|
||||||
|
}
|
||||||
frameCount++;
|
frameCount++;
|
||||||
fpsDataClock.restart();
|
fpsDataClock.restart();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue