Refactor 2D map drawing.
2D level represntation now drawn as minimap in it's own texture.
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#include "minimap.h"
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#include <stdio.h>
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#include "maths.h"
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#include "level.h"
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static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera);
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static void drawRays(sf::RenderTarget* renderTarget, Camera* camera);
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static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color);
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static sf::RenderTexture minimap;
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static unsigned int minimapSize;
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int minimap_init(unsigned int size)
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{
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printf("minimap_init()\n");
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minimapSize = size;
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if (!minimap.create(size, size)) return 0;
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level_init();
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return 1;
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}
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void minimap_update(sf::RenderTarget* renderTarget, Camera* camera)
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{
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if (!renderTarget || !camera) return;
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minimap.clear();
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level_update(&minimap, minimapSize);
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drawCamera(&minimap, camera);
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minimap.display();
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sf::Sprite sprite(minimap.getTexture());
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renderTarget->draw(sprite);
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}
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static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera)
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{
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const sf::Vector2f scaledPos = camera->pos * camera->drawScale;
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const float circleRadius = 0.02f * minimapSize;
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sf::CircleShape circle(circleRadius);
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circle.setPosition(scaledPos);
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circle.setOrigin(circleRadius, circleRadius);
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circle.setFillColor(sf::Color::Green);
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drawRays(renderTarget, camera);
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drawLine(renderTarget, scaledPos, camera->direction, minimapSize / 5.f, sf::Color::Red);
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renderTarget->draw(circle);
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}
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static void drawRays(sf::RenderTarget* renderTarget, Camera* camera)
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{
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const sf::Vector2f scaledPos = camera->pos * camera->drawScale;
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float rayDirection = 0;
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float rayDirectionStep = camera->fov / (float)camera->resolution;
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bool isOddResolution = (camera->resolution % 2);
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float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
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for (unsigned int i = 0; i < camera->resolution; i++) {
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if (isOddResolution && i == 0)
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rayDirection = camera->direction;
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else if (i % 2)
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rayDirection = camera->direction - rayDirectionOffset;
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else
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rayDirection = camera->direction + rayDirectionOffset;
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float distance = level_rayCastDistance(camera->pos, rayDirection) * camera->drawScale;
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drawLine(renderTarget, scaledPos, rayDirection, distance, sf::Color(150, 150, 100));
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if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
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}
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}
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static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color)
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{
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if (!renderTarget) return;
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sf::Vector2f endOffset(length * cos(angle), length * sin(angle));
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sf::Vertex start(pos);
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sf::Vertex end(pos + endOffset);
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start.color = color;
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end.color = color;
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sf::Vertex line[] = { start, end };
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renderTarget->draw(line, 2, sf::Lines);
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}
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