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22b3299fb6
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#include <fmt/core.h> |
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#include <SFML/Graphics.hpp> |
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#include <SFML/Graphics/Image.hpp> |
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#include <numbers> |
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#include <algorithm> |
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#include <cmath> |
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#include "matrix.hpp" |
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#include <cstdlib> |
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#include "dbc.hpp" |
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|
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using matrix::Matrix; |
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using namespace fmt; |
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Matrix MAP{ |
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{2,2,2,2,2,2,2,2,2}, |
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{2,0,8,0,0,0,0,0,2}, |
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{2,0,7,0,0,5,6,0,2}, |
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{2,0,0,0,0,0,0,0,2}, |
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{2,2,0,0,0,0,0,2,2}, |
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{2,0,0,1,3,4,0,0,2}, |
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{2,0,0,0,0,0,2,2,2}, |
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{2,0,0,0,0,0,0,0,2}, |
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{2,2,2,2,2,2,2,2,2} |
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}; |
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const int SCREEN_HEIGHT=480; |
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const int SCREEN_WIDTH=SCREEN_HEIGHT * 2; |
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const int THREED_VIEW_WIDTH=480; |
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const int THREED_VIEW_HEIGHT=480; |
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const int MAP_SIZE=matrix::width(MAP); |
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const int TILE_SIZE=(SCREEN_WIDTH/2) / MAP_SIZE; |
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const float FOV = std::numbers::pi / 3.0; |
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const float HALF_FOV = FOV / 2; |
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const int CASTED_RAYS=120; |
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const float STEP_ANGLE = FOV / CASTED_RAYS; |
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const int MAX_DEPTH = MAP_SIZE * TILE_SIZE; |
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const float SCALE = (SCREEN_WIDTH / 2) / CASTED_RAYS; |
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int PITCH=25; |
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|
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float player_x = SCREEN_WIDTH / 4; |
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float player_y = SCREEN_WIDTH / 4; |
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// x and y start position
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double posX = player_x / TILE_SIZE; |
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double posY = player_y / TILE_SIZE; |
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// initial direction vector
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double dirX = -1; |
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double dirY = 0; |
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// the 2d raycaster version of camera plane
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double planeX = 0; |
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double planeY = 0.66; |
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#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8)) |
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#define gray_color(c) rgba_color(c, c, c, 255) |
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std::vector<uint32_t> texture[8]; |
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#define texWidth 64 |
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#define texHeight 64 |
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#define pixcoord(X, Y) ((Y) * SCREEN_HEIGHT) + (X) |
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uint32_t pixels[SCREEN_HEIGHT * SCREEN_HEIGHT] = {0}; |
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sf::Texture view_texture; |
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sf::Sprite view_sprite; |
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void loadImage(std::vector<uint32_t>& texture, const char *filename) { |
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sf::Image img; |
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bool good = img.loadFromFile(filename); |
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dbc::check(good, format("failed to load {}", filename)); |
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uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr(); |
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std::copy_n(pixbuf, texture.size(), texture.begin()); |
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} |
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void load_textures() { |
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for(int i = 0; i < 8; i++) { |
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texture[i].resize(texWidth * texHeight); |
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} |
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loadImage(texture[0], "pics/eagle.png"); |
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loadImage(texture[1], "pics/redbrick.png"); |
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loadImage(texture[2], "pics/purplestone.png"); |
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loadImage(texture[3], "pics/greystone.png"); |
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loadImage(texture[4], "pics/bluestone.png"); |
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loadImage(texture[5], "pics/mossy.png"); |
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loadImage(texture[6], "pics/wood.png"); |
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loadImage(texture[7], "pics/colorstone.png"); |
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} |
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void draw_sfml_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_t color) { |
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sf::RectangleShape rect(size); |
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rect.setFillColor({color, color, color}); |
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rect.setPosition(pos); |
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window.draw(rect); |
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} |
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void draw_pixel_rect(sf::RenderWindow &window, Point pos, Point size, uint32_t color) { |
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size_t x_start = size_t(pos.x - SCREEN_HEIGHT); |
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size_t y_start = size_t(pos.y); |
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size_t width = size_t(size.x); |
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size_t height = size_t(size.y); |
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for(size_t y = y_start; y < y_start + height; y++) { |
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for(size_t x = x_start; x < x_start + width; x++) { |
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size_t pixel_index = (y * SCREEN_HEIGHT) + x; |
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pixels[pixel_index] = color; |
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} |
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} |
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} |
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void draw_pixel_buffer(sf::RenderWindow &window) { |
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view_texture.update((uint8_t *)pixels, SCREEN_HEIGHT, SCREEN_HEIGHT, 0, 0); |
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// BUG: can I do this once and just update it?
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window.draw(view_sprite); |
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} |
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void draw_map_rect(sf::RenderWindow &window, int x, int y, uint32_t color) { |
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draw_sfml_rect(window, |
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{float(x * TILE_SIZE), float(y * TILE_SIZE)}, |
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{float(TILE_SIZE-1), float(TILE_SIZE-1)}, |
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color); |
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} |
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void draw_map(sf::RenderWindow &window, Matrix &map) { |
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uint32_t light_grey = gray_color(191); |
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uint32_t dark_grey = gray_color(65); |
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for(size_t y = 0; y < matrix::height(map); y++) { |
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for(size_t x = 0; x < matrix::width(map); x++) { |
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draw_map_rect(window, x, y, map[y][x] == 0 ? dark_grey : light_grey); |
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} |
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} |
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} |
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void draw_line(sf::RenderWindow &window, Point start, Point end, uint32_t color) { |
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int x = int(start.x); |
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int y = int(start.y); |
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int x1 = int(end.x); |
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int y1 = int(end.y); |
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int dx = std::abs(x1 - x); |
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int sx = x < x1 ? 1 : -1; |
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int dy = std::abs(y1 - y) * -1; |
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int sy = y < y1 ? 1 : -1; |
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int error = dx + dy; |
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while(x != x1 || y != y1) { |
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int e2 = 2 * error; |
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if(e2 >= dy) { |
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error = error + dy; |
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x = x + sx; |
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} |
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if(e2 <= dx) { |
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error = error + dx; |
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y = y + sy; |
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} |
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pixels[pixcoord(x,y)] = color; |
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} |
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} |
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void clear(sf::RenderWindow &window) { |
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std::fill_n(pixels, SCREEN_HEIGHT * SCREEN_HEIGHT, 0); |
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window.clear(); |
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} |
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void draw_map_blocks(sf::RenderWindow &window, int col, int row) { |
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draw_map_rect(window, col, row, rgba_color(100, 20, 20, 255)); |
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} |
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void ray_casting(sf::RenderWindow &window, Matrix& map) { |
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int w = THREED_VIEW_WIDTH; |
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int h = THREED_VIEW_HEIGHT; |
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for(int x = 0; x < w; x++) { |
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// calculate ray position and direction
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double cameraX = 2 * x / double(w) - 1; // x-coord in camera space
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double rayDirX = dirX + planeX * cameraX; |
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double rayDirY = dirY + planeY * cameraX; |
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// which box of the map we're in
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int mapX = int(posX); |
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int mapY = int(posY); |
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// length of ray from current pos to next x or y-side
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double sideDistX; |
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double sideDistY; |
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// length of ray from one x or y-side to next x or y-side
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double deltaDistX = std::abs(1.0 / rayDirX); |
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double deltaDistY = std::abs(1.0 / rayDirY); |
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double perpWallDist; |
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int stepX = 0; |
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int stepY = 0; |
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int hit = 0; |
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int side = 0; |
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// calculate step and initial sideDist
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if(rayDirX < 0) { |
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stepX = -1; |
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sideDistX = (posX - mapX) * deltaDistX; |
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} else { |
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stepX = 1; |
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sideDistX = (mapX + 1.0 - posX) * deltaDistX; |
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} |
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if(rayDirY < 0) { |
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stepY = -1; |
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sideDistY = (posY - mapY) * deltaDistY; |
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} else { |
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stepY = 1; |
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sideDistY = (mapY + 1.0 - posY) * deltaDistY; |
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} |
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// perform DDA
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while(hit == 0) { |
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if(sideDistX < sideDistY) { |
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sideDistX += deltaDistX; |
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mapX += stepX; |
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side = 0; |
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} else { |
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sideDistY += deltaDistY; |
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mapY += stepY; |
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side = 1; |
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} |
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if(map[mapY][mapX] > 0) hit = 1; |
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} |
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if(side == 0) { |
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perpWallDist = (sideDistX - deltaDistX); |
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} else { |
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perpWallDist = (sideDistY - deltaDistY); |
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} |
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draw_map_blocks(window, mapX, mapY); |
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// TODO: player direction ray
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int lineHeight = int(h / perpWallDist); |
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int drawStart = -lineHeight / 2 + h / 2 + PITCH; |
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if(drawStart < 0) drawStart = 0; |
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int drawEnd = lineHeight / 2 + h / 2 + PITCH; |
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if(drawEnd >= h) drawEnd = h - 1; |
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int texNum = MAP[mapY][mapX] - 1; |
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// calculate value of wallX
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double wallX; // where exactly the wall was hit
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if(side == 0) { |
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wallX = posY + perpWallDist * rayDirY; |
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} else { |
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wallX = posX + perpWallDist * rayDirX; |
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} |
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wallX -= floor((wallX)); |
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// x coorindate on the texture
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int texX = int(wallX * double(texWidth)); |
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if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1; |
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if(side == 1 && rayDirY < 0) texX = texWidth - texX - 1; |
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// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
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// How much to increase the texture coordinate per screen pixel
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double step = 1.0 * texHeight / lineHeight; |
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// Starting texture coordinate
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double texPos = (drawStart - PITCH - h / 2 + lineHeight / 2) * step; |
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for(int y = drawStart; y < drawEnd; y++) { |
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// BUG? Why bitwise and here?
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int texY = (int)texPos & (texHeight - 1); |
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texPos += step; |
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uint32_t color = texture[texNum][texHeight * texY + texX]; |
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pixels[pixcoord(x, y)] = color; |
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} |
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} |
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} |
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void draw_ceiling_floor(sf::RenderWindow &window) { |
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draw_pixel_rect(window, |
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{size_t(SCREEN_WIDTH / 2), size_t(SCREEN_HEIGHT / 2)}, |
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{size_t(SCREEN_WIDTH / 2), size_t(SCREEN_HEIGHT / 2)}, |
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gray_color(200)); |
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draw_pixel_rect(window, |
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{size_t(SCREEN_WIDTH / 2), 0}, |
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{size_t(SCREEN_HEIGHT), size_t(SCREEN_HEIGHT / 2 + PITCH)}, |
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gray_color(100)); |
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} |
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void draw_everything(sf::RenderWindow &window) { |
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clear(window); |
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draw_map(window, MAP); |
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draw_ceiling_floor(window); |
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ray_casting(window, MAP); |
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draw_pixel_buffer(window); |
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window.display(); |
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} |
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bool empty_space(int new_x, int new_y) { |
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dbc::check((size_t)new_x < matrix::width(MAP), |
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format("x={} too wide={}", new_x, matrix::width(MAP))); |
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dbc::check((size_t)new_y < matrix::height(MAP), |
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format("y={} too high={}", new_y, matrix::height(MAP))); |
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return MAP[new_y][new_x] == 0; |
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} |
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int main() { |
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using KB = sf::Keyboard; |
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sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "SFMLCaster"); |
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window.setVerticalSyncEnabled(true); |
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view_texture.create(SCREEN_HEIGHT, SCREEN_HEIGHT); |
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view_sprite.setTexture(view_texture); |
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view_sprite.setPosition(THREED_VIEW_WIDTH, 0); |
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load_textures(); |
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double moveSpeed = 0.1; |
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double rotSpeed = 0.1; |
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while(window.isOpen()) { |
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draw_everything(window); |
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if(KB::isKeyPressed(KB::W)) { |
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if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed; |
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if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed; |
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} else if(KB::isKeyPressed(KB::S)) { |
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if(empty_space(int(posX - dirX * moveSpeed), int(posY))) posX -= dirX * moveSpeed; |
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if(empty_space(int(posX), int(posY - dirY * moveSpeed))) posY -= dirY * moveSpeed; |
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} |
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if(KB::isKeyPressed(KB::D)) { |
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double oldDirX = dirX; |
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dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed); |
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dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed); |
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double oldPlaneX = planeX; |
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planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed); |
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planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed); |
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} else if(KB::isKeyPressed(KB::A)) { |
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double oldDirX = dirX; |
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dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed); |
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dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed); |
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double oldPlaneX = planeX; |
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planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed); |
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planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed); |
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} |
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if(KB::isKeyPressed(KB::E)) { |
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PITCH = std::clamp(PITCH + 10, -60, 240); |
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} else if(KB::isKeyPressed(KB::Q)) { |
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PITCH = std::clamp(PITCH - 10, -60, 240); |
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} |
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sf::Event event; |
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while(window.pollEvent(event)) { |
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if(event.type == sf::Event::Closed) { |
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window.close(); |
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} |
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} |
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} |
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return 0; |
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} |
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