Did a version of the raycaster that uses a pixel buffer sent to a texture that goes to a sprite that goes on a frog that's on a log on the bottom of the ocean under a tortoise that's carrying a sack that has the...

master
Zed A. Shaw 1 day ago
parent e8a32ba9f3
commit d5047c00e2
  1. 7
      meson.build
  2. 12
      raycaster.cpp
  3. 228
      raycaster_pixels.cpp

@ -26,6 +26,13 @@ executable('raycaster', [
],
dependencies: dependencies)
executable('raycaster_pixels', [
'dbc.cpp',
'matrix.cpp',
'raycaster_pixels.cpp',
],
dependencies: dependencies)
executable('timcaster', [
'./scratchpad/timcaster.cpp',
],

@ -148,9 +148,9 @@ int main() {
float x = player_x;
float y = player_y;
if(KB::isKeyPressed(KB::A)) {
if(KB::isKeyPressed(KB::Q)) {
player_angle -= 0.1;
} else if(KB::isKeyPressed(KB::D)) {
} else if(KB::isKeyPressed(KB::E)) {
player_angle += 0.1;
}
@ -162,6 +162,14 @@ int main() {
y -= std::cos(player_angle) * 5;
}
if(KB::isKeyPressed(KB::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(KB::isKeyPressed(KB::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(!collision(x, y)) {
player_x = x;
player_y = y;

@ -0,0 +1,228 @@
#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 THREED_VIEW_WIDTH=480;
const int THREED_VIEW_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=120;
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;
struct RGBA {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
};
RGBA pixels[SCREEN_HEIGHT * SCREEN_HEIGHT] = {{0,0,0,0}};
sf::Texture view_texture;
sf::Sprite view_sprite;
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_pixel_buffer(sf::RenderWindow &window) {
view_texture.update((uint8_t *)pixels, SCREEN_HEIGHT, SCREEN_HEIGHT, 0, 0);
view_sprite.setTexture(view_texture);
view_sprite.setPosition(SCREEN_HEIGHT, 0);
window.draw(view_sprite);
}
void draw_pixel_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_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, color, color, 255};
}
}
}
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_pixel_rect(window,
{SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2},
{SCALE, wall_height},
color);
}
void clear_pixel_buffer() {
std::fill_n(pixels, SCREEN_HEIGHT * SCREEN_HEIGHT, RGBA{});
}
void ray_casting(sf::RenderWindow &window, Matrix& map) {
clear_pixel_buffer();
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;
}
}
}
}
void draw_ceiling_floor(sf::RenderWindow &window) {
draw_rect(window,
{SCREEN_HEIGHT, SCREEN_HEIGHT /2},
{SCREEN_HEIGHT, SCREEN_HEIGHT},
100);
draw_rect(window,
{SCREEN_HEIGHT, (SCREEN_HEIGHT * -1) / 2},
{SCREEN_HEIGHT, SCREEN_HEIGHT},
200);
}
void draw_everything(sf::RenderWindow &window) {
draw_map(window, MAP);
draw_ceiling_floor(window);
ray_casting(window, MAP);
draw_pixel_buffer(window);
window.display();
}
bool collision(float x, float y) {
int col = int(x / TILE_SIZE);
int row = int(y / TILE_SIZE);
return MAP[row][col] == 1;
}
int main() {
using KB = sf::Keyboard;
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Raycaster");
window.setVerticalSyncEnabled(true);
view_texture.create(SCREEN_HEIGHT, SCREEN_HEIGHT);
while(window.isOpen()) {
draw_everything(window);
float x = player_x;
float y = player_y;
if(KB::isKeyPressed(KB::Q)) {
player_angle -= 0.1;
} else if(KB::isKeyPressed(KB::E)) {
player_angle += 0.1;
}
if(KB::isKeyPressed(KB::W)) {
x += -1 * std::sin(player_angle) * 5;
y += std::cos(player_angle) * 5;
} else if(KB::isKeyPressed(KB::S)) {
x -= -1 * std::sin(player_angle) * 5;
y -= std::cos(player_angle) * 5;
}
if(KB::isKeyPressed(KB::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(KB::isKeyPressed(KB::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(!collision(x, y)) {
player_x = x;
player_y = y;
}
sf::Event event;
while(window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
window.close();
}
}
}
return 0;
}
Loading…
Cancel
Save