#include #include #include #include #include "matrix.hpp" using matrix::Matrix; using namespace fmt; const int SCREEN_HEIGHT=480; const int SCREEN_WIDTH=SCREEN_HEIGHT * 2; const int MAP_SIZE=8; 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; Matrix MAP{ {1,1,1,1,1,1,1,1}, {1,0,1,0,0,0,0,1}, {1,0,1,0,0,1,1,1}, {1,0,0,0,0,0,0,1}, {1,1,0,0,0,0,0,1}, {1,0,0,1,1,1,0,1}, {1,0,0,0,1,0,0,1}, {1,1,1,1,1,1,1,1} }; float player_x = SCREEN_WIDTH / 4; float player_y = SCREEN_WIDTH / 4; float player_angle = std::numbers::pi; void draw_map_rect(sf::RenderWindow &window, sf::Color color, int x, int y) { sf::RectangleShape rect({TILE_SIZE-1, TILE_SIZE-1}); rect.setFillColor(color); rect.setPosition(x * TILE_SIZE, y * TILE_SIZE); window.draw(rect); } void draw_map(sf::RenderWindow &window, Matrix &map) { sf::Color light_grey{191, 191, 191}; sf::Color dark_grey{65,65,65}; for(size_t y = 0; y < matrix::height(map); y++) { for(size_t x = 0; x < matrix::width(map); x++) { draw_map_rect(window, map[y][x] == 1 ? light_grey : dark_grey, x, y); } } } 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 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_rect(window, {195, 137, 38}, col & TILE_SIZE, row * TILE_SIZE); draw_line(window, {player_x, player_y}, {target_x, target_y}); break; } } } } int main() { sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Raycaster"); while(window.isOpen()) { sf::Event event; draw_map(window, MAP); ray_casting(window, MAP); window.display(); while(window.pollEvent(event)) { if(event.type == sf::Event::Closed) { window.close(); } } } return 0; }