#include #include #include #include #include "matrix.hpp" #include 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 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=30; 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; 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_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_rect(window, {SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2}, {SCALE, wall_height}, color); } void ray_casting(sf::RenderWindow &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, {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); 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); 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; }