|
|
|
@ -14,9 +14,8 @@ Matrix MAP{ |
|
|
|
|
{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}, |
|
|
|
|
{1,1,0,0,0,0,0,1,1}, |
|
|
|
|
{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} |
|
|
|
|
}; |
|
|
|
@ -37,11 +36,50 @@ 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; |
|
|
|
|
|
|
|
|
|
// 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) (b<<(0*8))|(g<<(1*8))|(r<<(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 |
|
|
|
|
|
|
|
|
|
void load_textures() { |
|
|
|
|
for(int i = 0; i < 8; i++) { |
|
|
|
|
texture[i].resize(texWidth * texHeight); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
for(int x = 0; x < texWidth; x++) { |
|
|
|
|
for(int y = 0; y < texHeight; y++) |
|
|
|
|
{ |
|
|
|
|
int xorcolor = (x * 256 / texWidth) ^ (y * 256 / texHeight); |
|
|
|
|
//int xcolor = x * 256 / texWidth;
|
|
|
|
|
int ycolor = y * 256 / texHeight; |
|
|
|
|
int xycolor = y * 128 / texHeight + x * 128 / texWidth; |
|
|
|
|
texture[0][texWidth * y + x] = 65536 * 254 * (x != y && x != texWidth - y); //flat red texture with black cross
|
|
|
|
|
texture[1][texWidth * y + x] = xycolor + 256 * xycolor + 65536 * xycolor; //sloped greyscale
|
|
|
|
|
texture[2][texWidth * y + x] = 256 * xycolor + 65536 * xycolor; //sloped yellow gradient
|
|
|
|
|
texture[3][texWidth * y + x] = xorcolor + 256 * xorcolor + 65536 * xorcolor; //xor greyscale
|
|
|
|
|
texture[4][texWidth * y + x] = 256 * xorcolor; //xor green
|
|
|
|
|
texture[5][texWidth * y + x] = 65536 * 192 * (x % 16 && y % 16); //red bricks
|
|
|
|
|
texture[6][texWidth * y + x] = 65536 * ycolor; //red gradient
|
|
|
|
|
texture[7][texWidth * y + x] = 128 + 256 * 128 + 65536 * 128; //flat grey texture
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void draw_rect(Fenster &window, Point pos, Point size, uint32_t color) { |
|
|
|
|
size_t x_start = size_t(pos.x); |
|
|
|
|
size_t y_start = size_t(pos.y); |
|
|
|
@ -114,32 +152,14 @@ void clear(Fenster &window) { |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void draw_map_rays(Fenster &window, int col, int row, Point target) { |
|
|
|
|
void draw_map_blocks(Fenster &window, int col, int row) { |
|
|
|
|
draw_map_rect(window, col, row, rgba_color(100, 20, 20, 255)); |
|
|
|
|
draw_line(window, {size_t(player_x), size_t(player_y)}, target, rgba_color(200, 20, 20, 255)); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void ray_casting(Fenster &window, Matrix& map) { |
|
|
|
|
int w = THREED_VIEW_WIDTH; |
|
|
|
|
int h = THREED_VIEW_HEIGHT; |
|
|
|
|
|
|
|
|
|
// x and y start position
|
|
|
|
|
double posX = player_x / TILE_SIZE; |
|
|
|
|
double posY = player_y / TILE_SIZE; |
|
|
|
|
|
|
|
|
|
// initial direction vector
|
|
|
|
|
double dirX = std::cos(player_angle); |
|
|
|
|
double dirY = 0; |
|
|
|
|
|
|
|
|
|
// the 2d raycaster version of camera plane
|
|
|
|
|
double planeX = 0; |
|
|
|
|
double planeY = 0.66; |
|
|
|
|
|
|
|
|
|
// time of current frame
|
|
|
|
|
double time = 0; |
|
|
|
|
// time of previous frame
|
|
|
|
|
double oldTime = 0; |
|
|
|
|
|
|
|
|
|
for(int x = 0; x < w; x++) { |
|
|
|
|
// calculate ray position and direction
|
|
|
|
|
double cameraX = 2 * x / double(w) - 1; // x-coord in camera space
|
|
|
|
@ -155,8 +175,8 @@ void ray_casting(Fenster &window, Matrix& map) { |
|
|
|
|
double sideDistY; |
|
|
|
|
|
|
|
|
|
// length of ray from one x or y-side to next x or y-side
|
|
|
|
|
double deltaDistX = (rayDirX == 0) ? 1e30 : std::abs(1.0 / rayDirX); |
|
|
|
|
double deltaDistY = (rayDirY == 0) ? 1e30 : std::abs(1.0 / rayDirY); |
|
|
|
|
double deltaDistX = std::abs(1.0 / rayDirX); |
|
|
|
|
double deltaDistY = std::abs(1.0 / rayDirY); |
|
|
|
|
double perpWallDist; |
|
|
|
|
|
|
|
|
|
int stepX = 0; |
|
|
|
@ -202,6 +222,13 @@ void ray_casting(Fenster &window, Matrix& map) { |
|
|
|
|
perpWallDist = (sideDistY - deltaDistY); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
draw_map_blocks(window, mapX, mapY); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// player direction ray
|
|
|
|
|
draw_line(window, {size_t(posX * TILE_SIZE), size_t(posY * TILE_SIZE)}, |
|
|
|
|
{(size_t)mapX * TILE_SIZE, (size_t)mapY * TILE_SIZE}, rgba_color(0, 255, 0, 255)); |
|
|
|
|
|
|
|
|
|
int lineHeight = int(h / perpWallDist); |
|
|
|
|
|
|
|
|
|
int drawStart = -lineHeight / 2 + h / 2; |
|
|
|
@ -219,26 +246,6 @@ void ray_casting(Fenster &window, Matrix& map) { |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void map_view_casting(Fenster &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, {size_t(target_x), size_t(target_y)}); |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void draw_ceiling_floor(Fenster &window) { |
|
|
|
|
draw_rect(window, |
|
|
|
|
{size_t(window.width() / 2), 0}, |
|
|
|
@ -254,51 +261,59 @@ void draw_everything(Fenster &window) { |
|
|
|
|
clear(window); |
|
|
|
|
draw_map(window, MAP); |
|
|
|
|
draw_ceiling_floor(window); |
|
|
|
|
map_view_casting(window, MAP); |
|
|
|
|
ray_casting(window, MAP); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
bool collision(float x, float y) { |
|
|
|
|
int col = int(x / TILE_SIZE); |
|
|
|
|
int row = int(y / TILE_SIZE); |
|
|
|
|
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[row][col] == 1; |
|
|
|
|
return MAP[new_y][new_x] == 0; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
int main() { |
|
|
|
|
Fenster window(SCREEN_WIDTH, SCREEN_HEIGHT, "Fenscaster"); |
|
|
|
|
const int fps = 60; |
|
|
|
|
double moveSpeed = 0.1; |
|
|
|
|
double rotSpeed = 0.1; |
|
|
|
|
|
|
|
|
|
while(window.loop(60)) { |
|
|
|
|
draw_everything(window); |
|
|
|
|
|
|
|
|
|
float x = player_x; |
|
|
|
|
float y = player_y; |
|
|
|
|
load_textures(); |
|
|
|
|
|
|
|
|
|
if(window.key('Q')) { |
|
|
|
|
player_angle -= 0.1; |
|
|
|
|
} else if(window.key('E')) { |
|
|
|
|
player_angle += 0.1; |
|
|
|
|
} |
|
|
|
|
while(window.loop(fps)) { |
|
|
|
|
draw_everything(window); |
|
|
|
|
|
|
|
|
|
if(window.key('W')) { |
|
|
|
|
x += -1 * std::sin(player_angle) * 5; |
|
|
|
|
y += std::cos(player_angle) * 5; |
|
|
|
|
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(window.key('S')) { |
|
|
|
|
x -= -1 * std::sin(player_angle) * 5; |
|
|
|
|
y -= std::cos(player_angle) * 5; |
|
|
|
|
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(window.key('D')) { |
|
|
|
|
x += -1 * std::sin(player_angle + std::numbers::pi * 0.5) * 5; |
|
|
|
|
y += std::cos(player_angle + std::numbers::pi * 0.5) * 5; |
|
|
|
|
} else if(window.key('A')) { |
|
|
|
|
x -= -1 * std::sin(player_angle + std::numbers::pi * 0.5) * 5; |
|
|
|
|
y -= std::cos(player_angle + std::numbers::pi * 0.5) * 5; |
|
|
|
|
if(window.key('E')) { |
|
|
|
|
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(window.key('Q')) { |
|
|
|
|
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(!collision(x, y)) { |
|
|
|
|
player_x = x; |
|
|
|
|
player_y = y; |
|
|
|
|
if(window.key('D')) { |
|
|
|
|
println("NOT IMPLEMENTED USE E"); |
|
|
|
|
} else if(window.key('A')) { |
|
|
|
|
println("NOT IMPLEMENTED USE Q"); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|