Goodbye fenster, you were fun but I need something more stable and easier to live with.

master
Zed A. Shaw 2 months ago
parent 22b3299fb6
commit b18b27e23c
  1. 7
      meson.build
  2. 376
      sfmlcaster.cpp

@ -38,6 +38,13 @@ executable('timcaster', [
],
dependencies: dependencies + [sdl2, sdl2main])
executable('sfmlcaster', [
'dbc.cpp',
'matrix.cpp',
'sfmlcaster.cpp',
],
dependencies: dependencies)
executable('fenstercaster', [
'dbc.cpp',
'matrix.cpp',

@ -0,0 +1,376 @@
#include <fmt/core.h>
#include <SFML/Graphics.hpp>
#include <SFML/Graphics/Image.hpp>
#include <numbers>
#include <algorithm>
#include <cmath>
#include "matrix.hpp"
#include <cstdlib>
#include "dbc.hpp"
using matrix::Matrix;
using namespace fmt;
Matrix MAP{
{2,2,2,2,2,2,2,2,2},
{2,0,8,0,0,0,0,0,2},
{2,0,7,0,0,5,6,0,2},
{2,0,0,0,0,0,0,0,2},
{2,2,0,0,0,0,0,2,2},
{2,0,0,1,3,4,0,0,2},
{2,0,0,0,0,0,2,2,2},
{2,0,0,0,0,0,0,0,2},
{2,2,2,2,2,2,2,2,2}
};
const int SCREEN_HEIGHT=480;
const int SCREEN_WIDTH=SCREEN_HEIGHT * 2;
const int THREED_VIEW_WIDTH=480;
const int THREED_VIEW_HEIGHT=480;
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=120;
const float STEP_ANGLE = FOV / CASTED_RAYS;
const int MAX_DEPTH = MAP_SIZE * TILE_SIZE;
const float SCALE = (SCREEN_WIDTH / 2) / CASTED_RAYS;
int PITCH=25;
float player_x = SCREEN_WIDTH / 4;
float player_y = SCREEN_WIDTH / 4;
// x and y start position
double posX = player_x / TILE_SIZE;
double posY = player_y / TILE_SIZE;
// initial direction vector
double dirX = -1;
double dirY = 0;
// the 2d raycaster version of camera plane
double planeX = 0;
double planeY = 0.66;
#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8))
#define gray_color(c) rgba_color(c, c, c, 255)
std::vector<uint32_t> texture[8];
#define texWidth 64
#define texHeight 64
#define pixcoord(X, Y) ((Y) * SCREEN_HEIGHT) + (X)
uint32_t pixels[SCREEN_HEIGHT * SCREEN_HEIGHT] = {0};
sf::Texture view_texture;
sf::Sprite view_sprite;
void loadImage(std::vector<uint32_t>& texture, const char *filename) {
sf::Image img;
bool good = img.loadFromFile(filename);
dbc::check(good, format("failed to load {}", filename));
uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr();
std::copy_n(pixbuf, texture.size(), texture.begin());
}
void load_textures() {
for(int i = 0; i < 8; i++) {
texture[i].resize(texWidth * texHeight);
}
loadImage(texture[0], "pics/eagle.png");
loadImage(texture[1], "pics/redbrick.png");
loadImage(texture[2], "pics/purplestone.png");
loadImage(texture[3], "pics/greystone.png");
loadImage(texture[4], "pics/bluestone.png");
loadImage(texture[5], "pics/mossy.png");
loadImage(texture[6], "pics/wood.png");
loadImage(texture[7], "pics/colorstone.png");
}
void draw_sfml_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_pixel_rect(sf::RenderWindow &window, Point pos, Point size, uint32_t color) {
size_t x_start = size_t(pos.x - SCREEN_HEIGHT);
size_t y_start = size_t(pos.y);
size_t width = size_t(size.x);
size_t height = size_t(size.y);
for(size_t y = y_start; y < y_start + height; y++) {
for(size_t x = x_start; x < x_start + width; x++) {
size_t pixel_index = (y * SCREEN_HEIGHT) + x;
pixels[pixel_index] = color;
}
}
}
void draw_pixel_buffer(sf::RenderWindow &window) {
view_texture.update((uint8_t *)pixels, SCREEN_HEIGHT, SCREEN_HEIGHT, 0, 0);
// BUG: can I do this once and just update it?
window.draw(view_sprite);
}
void draw_map_rect(sf::RenderWindow &window, int x, int y, uint32_t color) {
draw_sfml_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) {
uint32_t light_grey = gray_color(191);
uint32_t dark_grey = gray_color(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] == 0 ? dark_grey : light_grey);
}
}
}
void draw_line(sf::RenderWindow &window, Point start, Point end, uint32_t color) {
int x = int(start.x);
int y = int(start.y);
int x1 = int(end.x);
int y1 = int(end.y);
int dx = std::abs(x1 - x);
int sx = x < x1 ? 1 : -1;
int dy = std::abs(y1 - y) * -1;
int sy = y < y1 ? 1 : -1;
int error = dx + dy;
while(x != x1 || y != y1) {
int e2 = 2 * error;
if(e2 >= dy) {
error = error + dy;
x = x + sx;
}
if(e2 <= dx) {
error = error + dx;
y = y + sy;
}
pixels[pixcoord(x,y)] = color;
}
}
void clear(sf::RenderWindow &window) {
std::fill_n(pixels, SCREEN_HEIGHT * SCREEN_HEIGHT, 0);
window.clear();
}
void draw_map_blocks(sf::RenderWindow &window, int col, int row) {
draw_map_rect(window, col, row, rgba_color(100, 20, 20, 255));
}
void ray_casting(sf::RenderWindow &window, Matrix& map) {
int w = THREED_VIEW_WIDTH;
int h = THREED_VIEW_HEIGHT;
for(int x = 0; x < w; x++) {
// calculate ray position and direction
double cameraX = 2 * x / double(w) - 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);
double perpWallDist;
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);
}
draw_map_blocks(window, mapX, mapY);
// TODO: player direction ray
int lineHeight = int(h / perpWallDist);
int drawStart = -lineHeight / 2 + h / 2 + PITCH;
if(drawStart < 0) drawStart = 0;
int drawEnd = lineHeight / 2 + h / 2 + PITCH;
if(drawEnd >= h) drawEnd = h - 1;
int texNum = 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(texWidth));
if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1;
if(side == 1 && rayDirY < 0) texX = texWidth - 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 * texHeight / lineHeight;
// Starting texture coordinate
double texPos = (drawStart - PITCH - h / 2 + lineHeight / 2) * step;
for(int y = drawStart; y < drawEnd; y++) {
// BUG? Why bitwise and here?
int texY = (int)texPos & (texHeight - 1);
texPos += step;
uint32_t color = texture[texNum][texHeight * texY + texX];
pixels[pixcoord(x, y)] = color;
}
}
}
void draw_ceiling_floor(sf::RenderWindow &window) {
draw_pixel_rect(window,
{size_t(SCREEN_WIDTH / 2), size_t(SCREEN_HEIGHT / 2)},
{size_t(SCREEN_WIDTH / 2), size_t(SCREEN_HEIGHT / 2)},
gray_color(200));
draw_pixel_rect(window,
{size_t(SCREEN_WIDTH / 2), 0},
{size_t(SCREEN_HEIGHT), size_t(SCREEN_HEIGHT / 2 + PITCH)},
gray_color(100));
}
void draw_everything(sf::RenderWindow &window) {
clear(window);
draw_map(window, MAP);
draw_ceiling_floor(window);
ray_casting(window, MAP);
draw_pixel_buffer(window);
window.display();
}
bool 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;
}
int main() {
using KB = sf::Keyboard;
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "SFMLCaster");
window.setVerticalSyncEnabled(true);
view_texture.create(SCREEN_HEIGHT, SCREEN_HEIGHT);
view_sprite.setTexture(view_texture);
view_sprite.setPosition(THREED_VIEW_WIDTH, 0);
load_textures();
double moveSpeed = 0.1;
double rotSpeed = 0.1;
while(window.isOpen()) {
draw_everything(window);
if(KB::isKeyPressed(KB::W)) {
if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed;
if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed;
} else if(KB::isKeyPressed(KB::S)) {
if(empty_space(int(posX - dirX * moveSpeed), int(posY))) posX -= dirX * moveSpeed;
if(empty_space(int(posX), int(posY - dirY * moveSpeed))) posY -= dirY * moveSpeed;
}
if(KB::isKeyPressed(KB::D)) {
double oldDirX = dirX;
dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
double oldPlaneX = planeX;
planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
} else if(KB::isKeyPressed(KB::A)) {
double oldDirX = dirX;
dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
double oldPlaneX = planeX;
planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
}
if(KB::isKeyPressed(KB::E)) {
PITCH = std::clamp(PITCH + 10, -60, 240);
} else if(KB::isKeyPressed(KB::Q)) {
PITCH = std::clamp(PITCH - 10, -60, 240);
}
sf::Event event;
while(window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
window.close();
}
}
}
return 0;
}
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