Exploring raycasters and possibly make a little "doom like" game based on it.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
raycaster/raycaster.cpp

162 lines
4.2 KiB

#include <fmt/core.h>
#include <SFML/Graphics.hpp>
#include <numbers>
#include <cmath>
#include "matrix.hpp"
#include <cstdlib>
using matrix::Matrix;
using namespace fmt;
Matrix MAP{
{1,1,1,1,1,1,1,1,1},
{1,0,1,0,0,0,0,0,1},
{1,0,1,0,0,1,1,0,1},
{1,0,0,0,0,0,0,0,1},
{1,1,0,0,0,0,0,0,1},
{1,0,0,1,1,1,0,0,1},
{1,0,0,0,1,0,0,0,1},
{1,0,0,0,0,0,1,1,1},
{1,1,1,1,1,1,1,1,1}
};
const int SCREEN_HEIGHT=480;
const int SCREEN_WIDTH=SCREEN_HEIGHT * 2;
const int MAP_SIZE=matrix::width(MAP);
const int TILE_SIZE=(SCREEN_WIDTH/2) / MAP_SIZE;
const float FOV = std::numbers::pi / 3.0;
const float HALF_FOV = FOV / 2;
const int CASTED_RAYS=30;
const float STEP_ANGLE = FOV / CASTED_RAYS;
const int MAX_DEPTH = MAP_SIZE * TILE_SIZE;
const float SCALE = (SCREEN_WIDTH / 2) / CASTED_RAYS;
float player_x = SCREEN_WIDTH / 4;
float player_y = SCREEN_WIDTH / 4;
float player_angle = std::numbers::pi;
void draw_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_t color) {
sf::RectangleShape rect(size);
rect.setFillColor({color, color, color});
rect.setPosition(pos);
window.draw(rect);
}
void draw_map_rect(sf::RenderWindow &window, int x, int y, uint8_t color) {
draw_rect(window,
{float(x * TILE_SIZE), float(y * TILE_SIZE)},
{float(TILE_SIZE-1), float(TILE_SIZE-1)},
color);
}
void draw_map(sf::RenderWindow &window, Matrix &map) {
uint8_t light_grey = 191;
uint8_t dark_grey = 65;
for(size_t y = 0; y < matrix::height(map); y++) {
for(size_t x = 0; x < matrix::width(map); x++) {
draw_map_rect(window, x, y, map[y][x] == 1 ? light_grey : dark_grey);
}
}
}
void draw_line(sf::RenderWindow &window, sf::Vector2f start, sf::Vector2f end) {
sf::Vertex line[] = {
sf::Vertex(start),
sf::Vertex(end)
};
window.draw(line, 2, sf::Lines);
}
void draw_map_rays(sf::RenderWindow &window, int col, int row, sf::Vector2f target) {
draw_map_rect(window, col, row, 100);
draw_line(window, {player_x, player_y}, target);
}
void draw_3d_view(sf::RenderWindow &window, int depth, float start_angle, int ray) {
uint8_t color = 255 / (1 + depth * depth * 0.0001);
float fixed_depth = depth * std::cos(player_angle - start_angle);
float wall_height = 21000 / fixed_depth;
if(wall_height > SCREEN_HEIGHT){
wall_height = SCREEN_HEIGHT;
}
draw_rect(window,
{SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2},
{SCALE, wall_height},
color);
}
void ray_casting(sf::RenderWindow &window, Matrix& map) {
float start_angle = player_angle - HALF_FOV;
for(int ray = 0; ray < CASTED_RAYS; ray++, start_angle += STEP_ANGLE)
{
for(int depth = 1; depth < MAX_DEPTH; depth++) {
float target_x = player_x - std::sin(start_angle) * depth;
float target_y = player_y + std::cos(start_angle) * depth;
int col = int(target_x / TILE_SIZE);
int row = int(target_y / TILE_SIZE);
if(map[row][col] == 1) {
draw_map_rays(window, col, row, {target_x, target_y});
draw_3d_view(window, depth, start_angle, ray);
break;
}
}
}
}
int main() {
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Raycaster");
window.setVerticalSyncEnabled(true);
while(window.isOpen()) {
sf::Event event;
draw_map(window, MAP);
draw_rect(window,
{480, SCREEN_HEIGHT /2},
{SCREEN_HEIGHT, SCREEN_HEIGHT},
100);
draw_rect(window,
{480, (SCREEN_HEIGHT * -1) / 2},
{SCREEN_HEIGHT, SCREEN_HEIGHT},
200);
ray_casting(window, MAP);
window.display();
while(window.pollEvent(event)) {
using KB = sf::Keyboard;
if(event.type == sf::Event::Closed) {
window.close();
} else if(event.type == sf::Event::KeyPressed) {
if(KB::isKeyPressed(KB::Left)) {
player_angle -= 0.1;
} else if(KB::isKeyPressed(KB::Right)) {
player_angle += 0.1;
} else if(KB::isKeyPressed(KB::Up)) {
player_x += -1 * std::sin(player_angle) * 5;
player_y += std::cos(player_angle) * 5;
} else if(KB::isKeyPressed(KB::Down)) {
player_x -= -1 * std::sin(player_angle) * 5;
player_y -= std::cos(player_angle) * 5;
}
}
}
}
return 0;
}