#include #include #include #include #include "matrix.hpp" #include #include "fenster/fenster.h" #include "dbc.hpp" using matrix::Matrix; using namespace fmt; Matrix MAP{ {2,2,2,2,2,2,2,2,2}, {2,0,8,0,0,0,0,0,2}, {2,0,7,0,0,5,6,0,2}, {2,0,0,0,0,0,0,0,2}, {2,2,0,0,0,0,0,2,2}, {2,0,0,1,3,4,0,0,2}, {2,0,0,0,0,0,2,2,2}, {2,2,2,2,2,2,2,2,2} }; const int SCREEN_HEIGHT=480; const int SCREEN_WIDTH=SCREEN_HEIGHT * 2; const int THREED_VIEW_WIDTH=480; const int THREED_VIEW_HEIGHT=480; 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; int PITCH=25; float player_x = SCREEN_WIDTH / 4; float player_y = SCREEN_WIDTH / 4; // 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); size_t width = size_t(size.x); size_t height = size_t(size.y); dbc::check(x_start <= size_t(window.f.width), format("pos.x {} is greater than width {}", x_start, window.f.width)); dbc::check(y_start <= size_t(window.f.height), format("pos.y {} is greater than height {}", y_start, window.f.height)); dbc::check(x_start + width <= size_t(window.f.width), format("size width {} is greater than width {}", x_start + width, window.f.width)); dbc::check(y_start + height <= size_t(window.f.height), format("size height {} is greater than height {}", y_start + height, window.f.height)); for(size_t y = y_start; y < y_start + height; y++) { for(size_t x = x_start; x < x_start + width; x++) { window.px(x, y) = color; } } } void draw_map_rect(Fenster &window, int x, int y, uint32_t color) { draw_rect(window, {size_t(x * TILE_SIZE), size_t(y * TILE_SIZE)}, {size_t(TILE_SIZE-1), size_t(TILE_SIZE-1)}, color); } void draw_map(Fenster &window, Matrix &map) { uint32_t light_grey = gray_color(191); uint32_t dark_grey = gray_color(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] == 0 ? dark_grey : light_grey); } } } void draw_line(Fenster &window, Point start, Point end, uint32_t color) { int x = int(start.x); int y = int(start.y); int x1 = int(end.x); int y1 = int(end.y); int dx = std::abs(x1 - x); int sx = x < x1 ? 1 : -1; int dy = std::abs(y1 - y) * -1; int sy = y < y1 ? 1 : -1; int error = dx + dy; while(x != x1 || y != y1) { int e2 = 2 * error; if(e2 >= dy) { error = error + dy; x = x + sx; } if(e2 <= dx) { error = error + dx; y = y + sy; } window.px(x, y) = color; } } void clear(Fenster &window) { for(int y = 0; y < window.f.height; y++) { for(int x = 0; x < window.f.width; x++) { window.px(x, y) = 0; } } } void draw_map_blocks(Fenster &window, int col, int row) { draw_map_rect(window, col, row, rgba_color(100, 20, 20, 255)); } void ray_casting(Fenster &window, Matrix& map) { int w = THREED_VIEW_WIDTH; int h = THREED_VIEW_HEIGHT; for(int x = 0; x < w; x++) { // calculate ray position and direction double cameraX = 2 * x / double(w) - 1; // x-coord 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 pos 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 = std::abs(1.0 / rayDirX); double deltaDistY = std::abs(1.0 / rayDirY); double perpWallDist; int stepX = 0; int stepY = 0; int hit = 0; int side = 0; // 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) { if(sideDistX < sideDistY) { sideDistX += deltaDistX; mapX += stepX; side = 0; } else { sideDistY += deltaDistY; mapY += stepY; side = 1; } if(map[mapY][mapX] > 0) hit = 1; } if(side == 0) { perpWallDist = (sideDistX - deltaDistX); } else { 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 + PITCH; if(drawStart < 0) drawStart = 0; int drawEnd = lineHeight / 2 + h / 2 + PITCH; if(drawEnd >= h) drawEnd = h - 1; int texNum = MAP[mapY][mapX] - 1; // 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 coorindate 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; // LODE: 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++) { // BUG? Why bitwise and here? int texY = (int)texPos & (texHeight - 1); texPos += step; uint32_t color = texture[texNum][texHeight * texY + texX]; if(side == 1) color = (color >> 1) & 8355711; window.px(x + THREED_VIEW_WIDTH, y) = color; } } } void draw_ceiling_floor(Fenster &window) { draw_rect(window, {size_t(window.width() / 2), size_t(window.height() / 2)}, {size_t(window.width() / 2), size_t(window.height() / 2)}, gray_color(200)); draw_rect(window, {size_t(window.width() / 2), 0}, {size_t(window.height()), size_t(window.height() / 2 + PITCH)}, gray_color(100)); } void draw_everything(Fenster &window) { clear(window); draw_map(window, MAP); draw_ceiling_floor(window); ray_casting(window, MAP); } 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[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; load_textures(); while(window.loop(fps)) { draw_everything(window); if(window.key('W')) { 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')) { 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')) { 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('A')) { 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(window.key('E')) { PITCH = std::clamp(PITCH + 10, -60, 240); } else if(window.key('Q')) { PITCH = std::clamp(PITCH - 10, -60, 240); } } return 0; } #if defined(_WIN32) int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow) { (void)hInstance, (void)hPrevInstance, (void)pCmdLine, (void)nCmdShow; return main(); } #endif