From c1b7df1850560a1a8ca8e664375c091a92416232 Mon Sep 17 00:00:00 2001 From: "Zed A. Shaw" Date: Sun, 12 Jan 2025 12:00:11 -0500 Subject: [PATCH] New raycaster based on Lode's tutorial works, now to add textures. --- fenscaster.cpp | 159 ++++++++++++++++-------------- scratchpad/raycaster_textured.cpp | 4 +- 2 files changed, 89 insertions(+), 74 deletions(-) diff --git a/fenscaster.cpp b/fenscaster.cpp index d37f68d..787f05d 100644 --- a/fenscaster.cpp +++ b/fenscaster.cpp @@ -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 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"); } } diff --git a/scratchpad/raycaster_textured.cpp b/scratchpad/raycaster_textured.cpp index 179fee6..e41cf6b 100644 --- a/scratchpad/raycaster_textured.cpp +++ b/scratchpad/raycaster_textured.cpp @@ -84,10 +84,10 @@ int main(int /*argc*/, char */*argv*/[]) std::vector texture[8]; for(int i = 0; i < 8; i++) texture[i].resize(texWidth * texHeight); - screen(screenWidth,screenHeight, 0, "Raycaster"); + screen(screenWidth, screenHeight, 0, "Raycaster"); //generate some textures -#if 0 +#if 1 for(int x = 0; x < texWidth; x++) for(int y = 0; y < texHeight; y++) {