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mirror of https://github.com/ssloy/tinyraycaster.git synced 2025-08-31 01:29:51 +02:00

monsters shown on the map

This commit is contained in:
Dmitry V. Sokolov
2019-02-09 21:38:13 +01:00
parent 80e6e4a815
commit 323e3f7c24
6 changed files with 39 additions and 20 deletions

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doc/013.png Normal file

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@@ -27,4 +27,3 @@ void FrameBuffer::clear(const uint32_t color) {
img = std::vector<uint32_t>(w*h, color);
}

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12
sprite.h Normal file
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@@ -0,0 +1,12 @@
#ifndef SPRITE_H
#define SPRITE_H
#include <cstdlib>
struct Sprite {
float x, y;
size_t tex_id;
};
#endif // SPRITE_H

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@@ -7,7 +7,7 @@ struct Texture {
std::vector<uint32_t> img; // textures storage container
Texture(const std::string filename);
uint32_t &get(const size_t i, const size_t j, const size_t idx); // get the pixel (i,j) from the textrue idx
uint32_t &get(const size_t i, const size_t j, const size_t idx); // get the pixel (i,j) from the texture idx
std::vector<uint32_t> get_scaled_column(const size_t texture_id, const size_t tex_coord, const size_t column_height); // retrieve one column (tex_coord) from the texture texture_id and scale it to the destination size
};

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@@ -10,22 +10,29 @@
#include "map.h"
#include "utils.h"
#include "player.h"
#include "sprite.h"
#include "framebuffer.h"
#include "textures.h"
int wall_x_texcoord(const float x, const float y, Texture &tex_walls) {
float hitx = x - floor(x+.5); // hitx and hity contain (signed) fractional parts of x and y,
float hity = y - floor(y+.5); // they vary between -0.5 and +0.5, and one of them is supposed to be very close to 0
int tex = hitx*tex_walls.size;
if (std::abs(hity)>std::abs(hitx)) // we need to determine whether we hit a "vertical" or a "horizontal" wall (w.r.t the map)
tex = hity*tex_walls.size;
int wall_x_texcoord(const float hitx, const float hity, Texture &tex_walls) {
float x = hitx - floor(hitx+.5); // x and y contain (signed) fractional parts of hitx and hity,
float y = hity - floor(hity+.5); // they vary between -0.5 and +0.5, and one of them is supposed to be very close to 0
int tex = x*tex_walls.size;
if (std::abs(y)>std::abs(x)) // we need to determine whether we hit a "vertical" or a "horizontal" wall (w.r.t the map)
tex = y*tex_walls.size;
if (tex<0) // do not forget x_texcoord can be negative, fix that
tex += tex_walls.size;
assert(tex>=0 && tex<(int)tex_walls.size);
return tex;
}
void render(FrameBuffer &fb, Map &map, Player &player, Texture &tex_walls) {
void map_show_sprite(Sprite &sprite, FrameBuffer &fb, Map &map) {
const size_t rect_w = fb.w/(map.w*2); // size of one map cell on the screen
const size_t rect_h = fb.h/map.h;
fb.draw_rectangle(sprite.x*rect_w-3, sprite.y*rect_h-3, 6, 6, pack_color(255, 0, 0));
}
void render(FrameBuffer &fb, Map &map, Player &player, std::vector<Sprite> &sprites, Texture &tex_walls, Texture &tex_monst) {
fb.clear(pack_color(255, 255, 255)); // clear the screen
const size_t rect_w = fb.w/(map.w*2); // size of one map cell on the screen
@@ -52,7 +59,8 @@ void render(FrameBuffer &fb, Map &map, Player &player, Texture &tex_walls) {
size_t texid = map.get(x, y); // our ray touches a wall, so draw the vertical column to create an illusion of 3D
assert(texid<tex_walls.count);
size_t column_height = fb.h/(t*cos(angle-player.a));
float dist = t*cos(angle-player.a);
size_t column_height = fb.h/dist;
int x_texcoord = wall_x_texcoord(x, y, tex_walls);
std::vector<uint32_t> column = tex_walls.get_scaled_column(texid, x_texcoord, column_height);
int pix_x = i + fb.w/2; // we are drawing at the right half of the screen, thus +fb.w/2
@@ -65,6 +73,10 @@ void render(FrameBuffer &fb, Map &map, Player &player, Texture &tex_walls) {
break;
} // ray marching loop
} // field of view ray sweeping
for (size_t i=0; i<sprites.size(); i++) {
map_show_sprite(sprites[i], fb, map);
}
}
int main() {
@@ -72,19 +84,15 @@ int main() {
Player player{3.456, 2.345, 1.523, M_PI/3.};
Map map;
Texture tex_walls("../walltext.png");
if (!tex_walls.count) {
std::cerr << "Failed to load wall textures" << std::endl;
Texture tex_monst("../monsters.png");
if (!tex_walls.count || !tex_monst.count) {
std::cerr << "Failed to load textures" << std::endl;
return -1;
}
std::vector<Sprite> sprites{ {1.834, 8.765, 0}, {5.323, 5.365, 1}, {4.123, 10.265, 1} };
for (size_t frame=0; frame<360; frame++) {
std::stringstream ss;
ss << std::setfill('0') << std::setw(5) << frame << ".ppm";
player.a += 2*M_PI/360;
render(fb, map, player, tex_walls);
drop_ppm_image(ss.str(), fb.img, fb.w, fb.h);
}
render(fb, map, player, sprites, tex_walls, tex_monst);
drop_ppm_image("./out.ppm", fb.img, fb.w, fb.h);
return 0;
}