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...
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#include <fmt/core.h> |
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#include <SFML/Graphics.hpp> |
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#include <numbers> |
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#include <cmath> |
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#include "matrix.hpp" |
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#include <cstdlib> |
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using matrix::Matrix; |
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using namespace fmt; |
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Matrix MAP{ |
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{1,1,1,1,1,1,1,1,1}, |
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{1,0,1,0,0,0,0,0,1}, |
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{1,0,1,0,0,1,1,0,1}, |
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{1,0,0,0,0,0,0,0,1}, |
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{1,1,0,0,0,0,0,0,1}, |
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{1,0,0,1,1,1,0,0,1}, |
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{1,0,0,0,1,0,0,0,1}, |
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{1,0,0,0,0,0,1,1,1}, |
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{1,1,1,1,1,1,1,1,1} |
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}; |
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const int SCREEN_HEIGHT=480; |
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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 SCREEN_WIDTH=SCREEN_HEIGHT * 2; |
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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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float player_x = SCREEN_WIDTH / 4; |
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float player_y = SCREEN_WIDTH / 4; |
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float player_angle = std::numbers::pi; |
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struct RGBA { |
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uint8_t r; |
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uint8_t g; |
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uint8_t b; |
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uint8_t a; |
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}; |
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RGBA pixels[SCREEN_HEIGHT * SCREEN_HEIGHT] = {{0,0,0,0}}; |
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sf::Texture view_texture; |
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sf::Sprite view_sprite; |
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void draw_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_buffer(sf::RenderWindow &window) { |
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view_texture.update((uint8_t *)pixels, SCREEN_HEIGHT, SCREEN_HEIGHT, 0, 0); |
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view_sprite.setTexture(view_texture); |
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view_sprite.setPosition(SCREEN_HEIGHT, 0); |
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window.draw(view_sprite); |
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} |
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void draw_pixel_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_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, color, color, 255}; |
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} |
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} |
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} |
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void draw_map_rect(sf::RenderWindow &window, int x, int y, uint8_t color) { |
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draw_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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uint8_t light_grey = 191; |
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uint8_t dark_grey = 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] == 1 ? light_grey : dark_grey); |
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} |
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} |
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} |
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void draw_line(sf::RenderWindow &window, sf::Vector2f start, sf::Vector2f end) { |
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sf::Vertex line[] = { |
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sf::Vertex(start), |
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sf::Vertex(end) |
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}; |
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window.draw(line, 2, sf::Lines); |
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} |
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void draw_map_rays(sf::RenderWindow &window, int col, int row, sf::Vector2f target) { |
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draw_map_rect(window, col, row, 100); |
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draw_line(window, {player_x, player_y}, target); |
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} |
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void draw_3d_view(sf::RenderWindow &window, int depth, float start_angle, int ray) { |
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uint8_t color = 255 / (1 + depth * depth * 0.0001); |
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float fixed_depth = depth * std::cos(player_angle - start_angle); |
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float wall_height = 21000 / fixed_depth; |
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if(wall_height > SCREEN_HEIGHT){ |
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wall_height = SCREEN_HEIGHT; |
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} |
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draw_pixel_rect(window, |
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{SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2}, |
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{SCALE, wall_height}, |
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color); |
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} |
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void clear_pixel_buffer() { |
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std::fill_n(pixels, SCREEN_HEIGHT * SCREEN_HEIGHT, RGBA{}); |
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} |
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void ray_casting(sf::RenderWindow &window, Matrix& map) { |
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clear_pixel_buffer(); |
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float start_angle = player_angle - HALF_FOV; |
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for(int ray = 0; ray < CASTED_RAYS; ray++, start_angle += STEP_ANGLE) |
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{ |
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for(int depth = 1; depth < MAX_DEPTH; depth++) { |
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float target_x = player_x - std::sin(start_angle) * depth; |
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float target_y = player_y + std::cos(start_angle) * depth; |
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int col = int(target_x / TILE_SIZE); |
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int row = int(target_y / TILE_SIZE); |
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if(map[row][col] == 1) { |
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draw_map_rays(window, col, row, {target_x, target_y}); |
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draw_3d_view(window, depth, start_angle, ray); |
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break; |
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} |
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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_rect(window, |
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{SCREEN_HEIGHT, SCREEN_HEIGHT /2}, |
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{SCREEN_HEIGHT, SCREEN_HEIGHT}, |
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100); |
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draw_rect(window, |
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{SCREEN_HEIGHT, (SCREEN_HEIGHT * -1) / 2}, |
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{SCREEN_HEIGHT, SCREEN_HEIGHT}, |
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200); |
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} |
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void draw_everything(sf::RenderWindow &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 collision(float x, float y) { |
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int col = int(x / TILE_SIZE); |
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int row = int(y / TILE_SIZE); |
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return MAP[row][col] == 1; |
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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), "Raycaster"); |
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window.setVerticalSyncEnabled(true); |
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view_texture.create(SCREEN_HEIGHT, SCREEN_HEIGHT); |
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while(window.isOpen()) { |
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draw_everything(window); |
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float x = player_x; |
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float y = player_y; |
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if(KB::isKeyPressed(KB::Q)) { |
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player_angle -= 0.1; |
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} else if(KB::isKeyPressed(KB::E)) { |
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player_angle += 0.1; |
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} |
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if(KB::isKeyPressed(KB::W)) { |
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x += -1 * std::sin(player_angle) * 5; |
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y += std::cos(player_angle) * 5; |
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} else if(KB::isKeyPressed(KB::S)) { |
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x -= -1 * std::sin(player_angle) * 5; |
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y -= std::cos(player_angle) * 5; |
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} |
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if(KB::isKeyPressed(KB::D)) { |
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x += -1 * std::sin(player_angle + std::numbers::pi * 0.5) * 5; |
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y += std::cos(player_angle + std::numbers::pi * 0.5) * 5; |
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} else if(KB::isKeyPressed(KB::A)) { |
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x -= -1 * std::sin(player_angle + std::numbers::pi * 0.5) * 5; |
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y -= std::cos(player_angle + std::numbers::pi * 0.5) * 5; |
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} |
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if(!collision(x, y)) { |
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player_x = x; |
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player_y = y; |
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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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