/* Copyright (c) 2004-2019, Lode Vandevenne All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include #include #include #include #include "quickcg.h" using namespace QuickCG; /* g++ *.cpp -lSDL -O3 -W -Wall -ansi -pedantic g++ *.cpp -lSDL */ #define screenWidth 640 #define screenHeight 480 #define texWidth 64 #define texHeight 64 #define mapWidth 24 #define mapHeight 24 int worldMap[mapWidth][mapHeight]= { {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,7,7,7,7,7,7,7,7}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,7}, {4,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {4,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {4,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,7}, {4,0,4,0,0,0,0,5,5,5,5,5,5,5,5,5,7,7,0,7,7,7,7,7}, {4,0,5,0,0,0,0,5,0,5,0,5,0,5,0,5,7,0,0,0,7,7,7,1}, {4,0,6,0,0,0,0,5,0,0,0,0,0,0,0,5,7,0,0,0,0,0,0,8}, {4,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,1}, {4,0,8,0,0,0,0,5,0,0,0,0,0,0,0,5,7,0,0,0,0,0,0,8}, {4,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,7,0,0,0,7,7,7,1}, {4,0,0,0,0,0,0,5,5,5,5,0,5,5,5,5,7,7,7,7,7,7,7,1}, {6,6,6,6,6,6,6,6,6,6,6,0,6,6,6,6,6,6,6,6,6,6,6,6}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {6,6,6,6,6,6,0,6,6,6,6,0,6,6,6,6,6,6,6,6,6,6,6,6}, {4,4,4,4,4,4,0,4,4,4,6,0,6,2,2,2,2,2,2,2,3,3,3,3}, {4,0,0,0,0,0,0,0,0,4,6,0,6,2,0,0,0,0,0,2,0,0,0,2}, {4,0,0,0,0,0,0,0,0,0,0,0,6,2,0,0,5,0,0,2,0,0,0,2}, {4,0,0,0,0,0,0,0,0,4,6,0,6,2,0,0,0,0,0,2,2,0,2,2}, {4,0,6,0,6,0,0,0,0,4,6,0,0,0,0,0,5,0,0,0,0,0,0,2}, {4,0,0,5,0,0,0,0,0,4,6,0,6,2,0,0,0,0,0,2,2,0,2,2}, {4,0,6,0,6,0,0,0,0,4,6,0,6,2,0,0,5,0,0,2,0,0,0,2}, {4,0,0,0,0,0,0,0,0,4,6,0,6,2,0,0,0,0,0,2,0,0,0,2}, {4,4,4,4,4,4,4,4,4,4,1,1,1,2,2,2,2,2,2,3,3,3,3,3} }; Uint32 buffer[screenHeight][screenWidth]; int main(int /*argc*/, char */*argv*/[]) { double posX = 22.0, posY = 11.5; //x and y start position double dirX = -1.0, dirY = 0.0; //initial direction vector double planeX = 0.0, planeY = 0.66; //the 2d raycaster version of camera plane double time = 0; //time of current frame double oldTime = 0; //time of previous frame std::vector texture[8]; for(int i = 0; i < 8; i++) texture[i].resize(texWidth * texHeight); screen(screenWidth,screenHeight, 0, "Raycaster"); //generate some textures #if 0 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 } #else //generate some textures unsigned long tw, th; loadImage(texture[0], tw, th, "pics/eagle.png"); loadImage(texture[1], tw, th, "pics/redbrick.png"); loadImage(texture[2], tw, th, "pics/purplestone.png"); loadImage(texture[3], tw, th, "pics/greystone.png"); loadImage(texture[4], tw, th, "pics/bluestone.png"); loadImage(texture[5], tw, th, "pics/mossy.png"); loadImage(texture[6], tw, th, "pics/wood.png"); loadImage(texture[7], tw, th, "pics/colorstone.png"); #endif //start the main loop while(!done()) { for(int x = 0; x < w; x++) { //calculate ray position and direction double cameraX = 2 * x / (double)w - 1; //x-coordinate in camera space double rayDirX = dirX + planeX*cameraX; double rayDirY = dirY + planeY*cameraX; //which box of the map we're in int mapX = int(posX); int mapY = int(posY); //length of ray from current position to next x or y-side double sideDistX; 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 / rayDirX); double deltaDistY = (rayDirY == 0) ? 1e30 : std::abs(1 / rayDirY); double perpWallDist; //what direction to step in x or y-direction (either +1 or -1) int stepX; int stepY; int hit = 0; //was there a wall hit? int side; //was a NS or a EW wall hit? //calculate step and initial sideDist if(rayDirX < 0) { stepX = -1; sideDistX = (posX - mapX) * deltaDistX; } else { stepX = 1; sideDistX = (mapX + 1.0 - posX) * deltaDistX; } if(rayDirY < 0) { stepY = -1; sideDistY = (posY - mapY) * deltaDistY; } else { stepY = 1; sideDistY = (mapY + 1.0 - posY) * deltaDistY; } //perform DDA while (hit == 0) { //jump to next map square, either in x-direction, or in y-direction if(sideDistX < sideDistY) { sideDistX += deltaDistX; mapX += stepX; side = 0; } else { sideDistY += deltaDistY; mapY += stepY; side = 1; } //Check if ray has hit a wall if(worldMap[mapX][mapY] > 0) hit = 1; } //Calculate distance of perpendicular ray (Euclidean distance would give fisheye effect!) if(side == 0) perpWallDist = (sideDistX - deltaDistX); else perpWallDist = (sideDistY - deltaDistY); //Calculate height of line to draw on screen int lineHeight = (int)(h / perpWallDist); int pitch = 100; //calculate lowest and highest pixel to fill in current stripe int drawStart = -lineHeight / 2 + h / 2 + pitch; if(drawStart < 0) drawStart = 0; int drawEnd = lineHeight / 2 + h / 2 + pitch; if(drawEnd >= h) drawEnd = h - 1; //texturing calculations int texNum = worldMap[mapX][mapY] - 1; //1 subtracted from it so that texture 0 can be used! //calculate value of wallX double wallX; //where exactly the wall was hit if(side == 0) wallX = posY + perpWallDist * rayDirY; else wallX = posX + perpWallDist * rayDirX; wallX -= floor((wallX)); //x coordinate on the texture int texX = int(wallX * double(texWidth)); if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1; if(side == 1 && rayDirY < 0) texX = texWidth - texX - 1; // TODO: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster // How much to increase the texture coordinate per screen pixel double step = 1.0 * texHeight / lineHeight; // Starting texture coordinate double texPos = (drawStart - pitch - h / 2 + lineHeight / 2) * step; for(int y = drawStart; y < drawEnd; y++) { // Cast the texture coordinate to integer, and mask with (texHeight - 1) in case of overflow int texY = (int)texPos & (texHeight - 1); texPos += step; Uint32 color = texture[texNum][texHeight * texY + texX]; //make color darker for y-sides: R, G and B byte each divided through two with a "shift" and an "and" if(side == 1) color = (color >> 1) & 8355711; buffer[y][x] = color; } } for(int y = 0; y < h; y++) for(int x = 0; x < w; x++) buffer[y][x] = 0; //clear the buffer instead of cls() drawBuffer(buffer[0]); //timing for input and FPS counter oldTime = time; time = getTicks(); double frameTime = (time - oldTime) / 1000.0; //frametime is the time this frame has taken, in seconds print(1.0 / frameTime); //FPS counter redraw(); //speed modifiers double moveSpeed = frameTime * 5.0; //the constant value is in squares/second double rotSpeed = frameTime * 3.0; //the constant value is in radians/second SDL_Event event; while(SDL_PollEvent(&event)) { if(event.type != SDL_KEYDOWN) continue; //move forward if no wall in front of you if(event.key.keysym.sym == SDLK_UP) { if(worldMap[int(posX + dirX * moveSpeed)][int(posY)] == false) posX += dirX * moveSpeed; if(worldMap[int(posX)][int(posY + dirY * moveSpeed)] == false) posY += dirY * moveSpeed; } //move backwards if no wall behind you if(event.key.keysym.sym == SDLK_DOWN) { if(worldMap[int(posX - dirX * moveSpeed)][int(posY)] == false) posX -= dirX * moveSpeed; if(worldMap[int(posX)][int(posY - dirY * moveSpeed)] == false) posY -= dirY * moveSpeed; } //rotate to the right if(event.key.keysym.sym == SDLK_RIGHT) { //both camera direction and camera plane must be rotated 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); } //rotate to the left if(event.key.keysym.sym == SDLK_LEFT) { //both camera direction and camera plane must be rotated 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); } } } return 0; }