Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/raycaster.cpp

354 lines
12 KiB

#include "raycaster.hpp"
#include "texture.hpp"
#include <algorithm>
#include "constants.hpp"
using namespace fmt;
using std::make_unique;
union ColorConv {
struct {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
} as_color;
uint32_t as_int;
};
inline uint32_t dumb_lighting(uint32_t pixel, double distance) {
if(distance < 1.0) return pixel;
ColorConv conv{.as_int=pixel};
conv.as_color.r /= distance;
conv.as_color.g /= distance;
conv.as_color.b /= distance;
return conv.as_int;
}
Raycaster::Raycaster(sf::RenderWindow& window, TexturePack &textures, int width, int height) :
$textures(textures),
$view_texture({(unsigned int)width, (unsigned int)height}),
$view_sprite($view_texture),
$width(width), $height(height),
$window(window),
ZBuffer(width),
$anim(256, 256, 10, "assets/monster-1.ogg")
{
$view_sprite.setPosition({0, 0});
$pixels = make_unique<RGBA[]>($width * $height);
$view_texture.setSmooth(false);
}
void Raycaster::init_shaders() {
bool good = $paused.loadFromFile("shaders/modal.frag", sf::Shader::Type::Fragment);
dbc::check(good, "shader could not be loaded");
$paused.setUniform("offsetFactor", sf::Glsl::Vec2{0.01f, 0.01f});
$paused.setUniform("darkness", 0.01f);
}
void Raycaster::set_position(int x, int y) {
$view_sprite.setPosition({(float)x, (float)y});
}
void Raycaster::position_camera(float player_x, float player_y) {
// x and y start position
$posX = player_x;
$posY = player_y;
}
void Raycaster::draw_pixel_buffer() {
$view_texture.update((uint8_t *)$pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
$window.draw($view_sprite, $active_shader);
}
void Raycaster::clear() {
std::fill_n($pixels.get(), $width * $height, 0);
$window.clear();
}
void Raycaster::sprite_casting() {
const int textureWidth = TEXTURE_WIDTH;
const int textureHeight = TEXTURE_HEIGHT;
const int halfHeight = TEXTURE_HEIGHT / 2;
// sort sprites from far to close
auto sprite_order = $collision.distance_sorted({(size_t)$posX, (size_t)$posY});
// after sorting the sprites, do the projection
for(auto& rec : sprite_order) {
Sprite& sprite_rec = $sprites[rec.second];
// TODO: this must die
auto sf_sprite = sprite_rec.sprite.sprite;
double spriteX = sprite_rec.x - $posX;
double spriteY = sprite_rec.y - $posY;
//transform sprite with the inverse camera matrix
// [ $planeX $dirX ] -1 [ $dirY -$dirX ]
// [ ] = 1/($planeX*$dirY-$dirX*$planeY) * [ ]
// [ $planeY $dirY ] [ -$planeY $planeX ]
double invDet = 1.0 / ($planeX * $dirY - $dirX * $planeY); // required for correct matrix multiplication
double transformX = invDet * ($dirY * spriteX - $dirX * spriteY);
//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
double transformY = invDet * (-$planeY * spriteX + $planeX * spriteY);
int spriteScreenX = int(($width / 2) * (1 + transformX / transformY));
// calculate the height of the sprite on screen
//using "transformY" instead of the real distance prevents fisheye
int spriteHeight = abs(int($height / transformY));
// calculate width the the sprite
// same as height of sprite, given that it's square
int spriteWidth = abs(int($height / transformY));
int drawStartX = -spriteWidth / 2 + spriteScreenX;
if(drawStartX < 0) drawStartX = 0;
int drawEndX = spriteWidth / 2 + spriteScreenX;
if(drawEndX > $width) drawEndX = $width;
int stripe = drawStartX;
for(; stripe < drawEndX; stripe++) {
//the conditions in the if are:
//1) it's in front of camera plane so you don't see things behind you
//2) ZBuffer, with perpendicular distance
if(!(transformY > 0 && transformY < ZBuffer[stripe])) break;
}
int texX_end = int(textureWidth * (stripe - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
if(drawStartX < drawEndX && transformY > 0 && transformY < ZBuffer[drawStartX]) {
//calculate lowest and highest pixel to fill in current stripe
int drawStartY = -spriteHeight / 2 + $height / 2;
if(drawStartY < 0) drawStartY = 0;
int drawEndY = spriteHeight / 2 + $height / 2;
if(drawEndY >= $height) drawEndY = $height - 1;
int texX = int(textureWidth * (drawStartX - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
float x = float(drawStartX + RAY_VIEW_X);
float y = float(drawStartY + RAY_VIEW_Y);
float sprite_w = float(spriteWidth) / float(textureWidth);
float sprite_h = float(spriteHeight) / float(textureHeight);
int d = y * textureHeight - $height * halfHeight + spriteHeight * halfHeight;
int texY = ((d * textureHeight) / spriteHeight) / textureHeight;
sf_sprite->setScale({sprite_w, sprite_h});
$anim.step(*sf_sprite, texX, texY, texX_end - texX, textureHeight);
sf_sprite->setPosition({x, y});
$window.draw(*sf_sprite, $active_shader);
}
}
}
void Raycaster::cast_rays() {
constexpr static const int textureWidth = TEXTURE_WIDTH;
constexpr static const int textureHeight = TEXTURE_HEIGHT;
double perpWallDist;
// WALL CASTING
for(int x = 0; x < $width; x++) {
// calculate ray position and direction
double cameraX = 2 * x / double($width) - 1; // x-coord in camera space
double rayDirX = $dirX + $planeX * cameraX;
double rayDirY = $dirY + $planeY * cameraX;
// which box of the map we're in
int mapX = int($posX);
int mapY = int($posY);
// length of ray from current pos to next x or y-side
double sideDistX;
double sideDistY;
// length of ray from one x or y-side to next x or y-side
double deltaDistX = std::abs(1.0 / rayDirX);
double deltaDistY = std::abs(1.0 / rayDirY);
int stepX = 0;
int stepY = 0;
int hit = 0;
int side = 0;
// calculate step and initial sideDist
if(rayDirX < 0) {
stepX = -1;
sideDistX = ($posX - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - $posX) * deltaDistX;
}
if(rayDirY < 0) {
stepY = -1;
sideDistY = ($posY - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - $posY) * deltaDistY;
}
// perform DDA
while(hit == 0) {
if(sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
if($map[mapY][mapX] > 0) hit = 1;
}
if(side == 0) {
perpWallDist = (sideDistX - deltaDistX);
} else {
perpWallDist = (sideDistY - deltaDistY);
}
int lineHeight = int($height / perpWallDist);
int drawStart = -lineHeight / 2 + $height / 2 + $pitch;
if(drawStart < 0) drawStart = 0;
int drawEnd = lineHeight / 2 + $height / 2 + $pitch;
if(drawEnd >= $height) drawEnd = $height - 1;
auto texture = $textures.get_surface($map[mapY][mapX] - 1);
// calculate value of wallX
double wallX; // where exactly the wall was hit
if(side == 0) {
wallX = $posY + perpWallDist * rayDirY;
} else {
wallX = $posX + perpWallDist * rayDirX;
}
wallX -= floor((wallX));
// x coorindate on the texture
int texX = int(wallX * double(textureWidth));
if(side == 0 && rayDirX > 0) texX = textureWidth - texX - 1;
if(side == 1 && rayDirY < 0) texX = textureWidth - texX - 1;
// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
// How much to increase the texture coordinate per screen pixel
double step = 1.0 * textureHeight / lineHeight;
// Starting texture coordinate
double texPos = (drawStart - $pitch - $height / 2 + lineHeight / 2) * step;
for(int y = drawStart; y < drawEnd; y++) {
int texY = (int)texPos & (textureHeight - 1);
texPos += step;
RGBA pixel = texture[textureHeight * texY + texX];
$pixels[pixcoord(x, y)] = dumb_lighting(pixel, perpWallDist);
}
// SET THE ZBUFFER FOR THE SPRITE CASTING
ZBuffer[x] = perpWallDist;
}
}
void Raycaster::draw_ceiling_floor() {
constexpr static const int textureWidth = TEXTURE_WIDTH;
constexpr static const int textureHeight = TEXTURE_HEIGHT;
for(int y = $height / 2 + 1; y < $height; ++y) {
// rayDir for leftmost ray (x=0) and rightmost (x = w)
float rayDirX0 = $dirX - $planeX;
float rayDirY0 = $dirY - $planeY;
float rayDirX1 = $dirX + $planeX;
float rayDirY1 = $dirY + $planeY;
// current y position compared to the horizon
int p = y - $height / 2;
// vertical position of the camera
// 0.5 will the camera at the center horizon. For a
// different value you need a separate loop for ceiling
// and floor since they're no longer symmetrical.
float posZ = 0.5 * $height;
// horizontal distance from the camera to the floor for the current row
// 0.5 is the z position exactly in the middle between floor and ceiling
// See NOTE in Lode's code for more.
float rowDistance = posZ / p;
// calculate the real world step vector we have to add for each x (parallel to camera plane)
// adding step by step avoids multiplications with a wight in the inner loop
float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / $width;
float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / $width;
// real world coordinates of the leftmost column.
// This will be updated as we step to the right
float floorX = $posX + rowDistance * rayDirX0;
float floorY = $posY + rowDistance * rayDirY0;
auto floor_texture = (const uint32_t *)$textures.floor.getPixelsPtr();
auto ceiling_texture = (const uint32_t *)$textures.ceiling.getPixelsPtr();
for(int x = 0; x < $width; ++x) {
// the cell coord is simply taken from the int parts of
// floorX and floorY.
int cellX = int(floorX);
int cellY = int(floorY);
// get the texture coordinate from the fractional part
int tx = int(textureWidth * (floorX - cellX)) & (textureWidth - 1);
int ty = int(textureWidth * (floorY - cellY)) & (textureHeight - 1);
floorX += floorStepX;
floorY += floorStepY;
double d = std::sqrt(($posX - floorX) * ($posX - floorX) + ($posY - floorY) * ($posY - floorY));
// now get the pixel from the texture
uint32_t color;
// this uses the previous ty/tx fractional parts of
// floorX cellX to find the texture x/y. How?
// FLOOR
color = floor_texture[textureWidth * ty + tx];
$pixels[pixcoord(x, y)] = dumb_lighting(color, d);
// CEILING
color = ceiling_texture[textureWidth * ty + tx];
$pixels[pixcoord(x, $height - y - 1)] = dumb_lighting(color, d);
}
}
}
void Raycaster::render() {
draw_ceiling_floor();
cast_rays();
draw_pixel_buffer();
sprite_casting();
}
bool Raycaster::empty_space(int new_x, int new_y) {
dbc::check((size_t)new_x < matrix::width($map),
format("x={} too wide={}", new_x, matrix::width($map)));
dbc::check((size_t)new_y < matrix::height($map),
format("y={} too high={}", new_y, matrix::height($map)));
return $map[new_y][new_x] == 0;
}
DinkyECS::Entity Raycaster::position_sprite(Point pos, string name) {
auto sprite_txt = $textures.sprite_textures[name];
$sprites.emplace_back(pos.x + 0.5, pos.y + 0.5, sprite_txt);
DinkyECS::Entity ent = $sprites.size() - 1;
$collision.insert({pos.x, pos.y}, ent);
return ent;
}