Refactor 2D map drawing.

2D level represntation now drawn as minimap in it's own texture.
This commit is contained in:
2023-04-16 02:17:11 +01:00
parent 0acfb6e0a9
commit bce640219f
8 changed files with 162 additions and 125 deletions
+38 -50
View File
@@ -6,35 +6,32 @@
#define WIDTH 5
#define HEIGHT 5
static void drawGrid();
static void drawGridLine(unsigned int step, bool isHorizontal);
static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal);
static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize);
static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal);
static sf::Vertex getGridLineVertex(float n, float maxDimension, bool isStart, bool isHorizontal);
static float castRay(sf::Vector2f point, float direction);
static void getGridIndex(sf::Vector2f point, int* x, int* y);
static sf::RenderWindow* window = nullptr;
static unsigned int level[WIDTH * HEIGHT] = {
1, 1, 1, 1, 1,
0, 0, 1, 1, 1,
0, 0, 0, 0, 0,
0, 0, 1, 0, 1,
0, 0, 0, 0, 0,
0, 0, 1, 0, 1,
1, 0, 1, 0, 1,
1, 0, 0, 0, 1,
1, 0, 1, 1, 1,
};
int level_init(sf::RenderWindow* renderWindow)
int level_init()
{
printf("level_init()\n");
window = renderWindow;
return 1;
}
int level_update()
void level_update(sf::RenderTarget* renderTarget, unsigned int drawSize)
{
if (!window) return 0;
drawGrid();
return 1;
if (!renderTarget) return;
drawGrid(renderTarget, drawSize/WIDTH);
}
void level_end()
@@ -48,46 +45,41 @@ float level_rayCastDistance(sf::Vector2f point, float direction)
return castRay(point, direction);
}
static void drawGrid()
static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize)
{
const sf::Vector2u windowSize = window->getSize();
const unsigned int stepX = windowSize.x/WIDTH;
const unsigned int stepY = windowSize.y/HEIGHT;
for (unsigned int x = 0; x < WIDTH; x++) {
for (unsigned int y = 0; y < HEIGHT; y++) {
if (!level[y * HEIGHT + x]) continue;
sf::RectangleShape rectangle(sf::Vector2f(stepY, stepY));
rectangle.setPosition(x * stepX, y * stepY);
window->draw(rectangle);
sf::RectangleShape rectangle(sf::Vector2f(tileSize, tileSize));
rectangle.setPosition((float)x * tileSize, (float)y * tileSize);
renderTarget->draw(rectangle);
}
}
drawGridLine(stepX, true);
drawGridLine(stepY, false);
drawGridLine(renderTarget, tileSize, true);
drawGridLine(renderTarget, tileSize, false);
}
static void drawGridLine(unsigned int step, bool isHorizontal)
static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal)
{
unsigned int lines = isHorizontal? WIDTH : HEIGHT;
for (unsigned int n = 0; n < lines; n++) {
if (n == 0) continue;
unsigned int offset = n * step;
unsigned int maxDimension = lines * step;
float offset = (float)n * step;
float maxDimension = (float)lines * step;
sf::Vertex line[] =
{
getGridLineVertex(offset, maxDimension, true, isHorizontal),
getGridLineVertex(offset, maxDimension, false, isHorizontal)
};
window->draw(line, 2, sf::Lines);
renderTarget->draw(line, 2, sf::Lines);
}
}
static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimension, bool isStart, bool isHorizontal)
static sf::Vertex getGridLineVertex(float offset, float maxDimension, bool isStart, bool isHorizontal)
{
sf::Vertex start;
sf::Vertex end;
@@ -101,17 +93,14 @@ static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimensi
end = sf::Vertex(sf::Vector2f(maxDimension, offset));
}
start.color = sf::Color(100, 100, 100);
end.color = sf::Color(100, 100, 100);
sf::Color color(100, 100, 100);
start.color = color;
end.color = color;
return isStart? start : end;
}
static float castRay(sf::Vector2f point, float direction)
{
const sf::Vector2u windowSize = window->getSize();
const unsigned int tileWidth = windowSize.x/WIDTH;
const unsigned int tileHeight = windowSize.y/HEIGHT;
int indexX, indexY;
getGridIndex(point, &indexX, &indexY);
@@ -135,13 +124,13 @@ static float castRay(sf::Vector2f point, float direction)
bool goingDown = direction < PI;
int signDown = goingDown? 1 : -1;
float horizontalDy = (float)((indexY + goingDown) * tileHeight) - point.y;
float horizontalDy = (float)(indexY + goingDown) - point.y;
float horizontalDx = horizontalDy/tan(direction);
float horizontalStepX = (float)(signDown * (tileWidth/tan(direction)));
float horizontalStepY = (float)(signDown * (int)tileHeight);
float horizontalStepX = ((float)signDown * (1.f/tan(direction)));
float horizontalStepY = (float)signDown;
float horizontalProjectedX = point.x + horizontalDx;
float horizontalProjectedY = (indexY + goingDown) * tileHeight;
float horizontalProjectedY = indexY + goingDown;
float horizontalDistCoeff = sin(direction);
float horizontalRayDist = std::abs(horizontalDy/horizontalDistCoeff);
@@ -150,18 +139,19 @@ static float castRay(sf::Vector2f point, float direction)
bool goingRight = direction < PI;
int signRight = goingRight? 1 : -1;
float verticalDx = (float)((indexX + goingRight) * tileWidth) - point.x;
float verticalDx = (float)(indexX + goingRight) - point.x;
float verticalDy = -verticalDx/tan(direction); // y axis needs to be flipped
float verticalStepY = -(float)(signRight * (tileHeight/tan(direction))); // y axis also flipped here
float verticalStepX = (float)(signRight * (int)tileHeight);
float verticalStepY = -((float)signRight * (1.f/tan(direction))); // y axis also flipped here
float verticalStepX = (float)signRight;
float verticalProjectedY = point.y + verticalDy;
float verticalProjectedX = (indexX + goingRight) * tileWidth;
float verticalProjectedX = indexX + goingRight;
float verticalDistCoeff = sin(direction);
float verticalRayDist = std::abs(verticalDx/verticalDistCoeff);
while (true) {
unsigned int tries = WIDTH * HEIGHT;
while (tries--) {
int indexX0, indexY0; // store grid indices for horizontal intersections
int indexX1, indexY1; // store grid indices for vertical intersections
getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0);
@@ -201,10 +191,8 @@ static float castRay(sf::Vector2f point, float direction)
static void getGridIndex(sf::Vector2f point, int* x, int* y)
{
const sf::Vector2u windowSize = window->getSize();
*x = point.x / (int)(windowSize.x / WIDTH);
*y = point.y / (int)(windowSize.y / HEIGHT);
*x = point.x;
*y = point.y;
if (*x < 0 || WIDTH <= *x) *x = -1;
if (*y < 0 || HEIGHT <= *y) *y = -1;