#include "amt/raycaster.hpp" #include "amt/texture.hpp" #include "amt/pixel.hpp" #include "constants.hpp" #define AMT_LIGHT using namespace fmt; #ifdef AMT_LIGHT static constexpr auto room_brightness = 0.3f; // increse this to increase the room brightness. Higher value means brighter room. inline static constexpr amt::RGBA dumb_lighting(amt::RGBA pixel, double distance, double distance_from_center) { auto const dim_pixel = pixel * room_brightness; if (distance_from_center >= 0) { auto const min_brightness = 1. / std::max(distance_from_center, 0.5); // farther away from the center darker it gets auto const max_brightness = 1.; // brighness should not exceed 1 auto const pixel_brightness = std::max(min_brightness, std::min(max_brightness, distance)); auto const yellow_brightness = float(distance_from_center * 60); amt::RGBA const yellow = amt::HSLA(40, 20, yellow_brightness); auto temp = (pixel / pixel_brightness).blend(yellow); return temp.brightness() < 0.1f ? dim_pixel : temp; } else { return dim_pixel; } } #else inline static constexpr amt::RGBA dumb_lighting(amt::RGBA pixel, double distance, double distance_from_center) { if(distance < 0.9) return pixel; return pixel / distance; } #endif Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, unsigned width, unsigned height) : view_texture(sf::Vector2u{width, height}), view_sprite(view_texture), $width(static_cast(width)), $height(static_cast(height)), pixels(height, width), $window(window), $map(map), spriteOrder(textures.NUM_SPRITES), spriteDistance(textures.NUM_SPRITES), ZBuffer(width) { $window.setVerticalSyncEnabled(VSYNC); view_sprite.setPosition({0, 0}); textures.load_textures(); } void Raycaster::set_position(int x, int y) { view_sprite.setPosition({(float)x, (float)y}); } void Raycaster::position_camera(float player_x, float player_y) { // x and y start position posX = player_x; posY = player_y; } void Raycaster::draw_pixel_buffer() { view_texture.update(pixels.to_raw_buf(), {(unsigned int)$width, (unsigned int)$height}, {0, 0}); // BUG: can I do this once and just update it? $window.draw(view_sprite); } void Raycaster::clear() { pixels.fill({}); $window.clear(); } void Raycaster::sprite_casting() { const int textureWidth = textures.TEXTURE_WIDTH; const int textureHeight = textures.TEXTURE_HEIGHT; // sort sprites from far to close for(int i = 0; i < textures.NUM_SPRITES; i++) { auto& sprite = textures.get_sprite(i); spriteOrder[i] = i; // this is just the distance calculation spriteDistance[i] = ((posX - sprite.x) * (posX - sprite.x) + (posY - sprite.y) * (posY - sprite.y)); } sort_sprites(spriteOrder, spriteDistance, textures.NUM_SPRITES); // after sorting the sprites, do the projection for(int i = 0; i < textures.NUM_SPRITES; i++) { int sprite_index = spriteOrder[i]; Sprite& sprite_rec = textures.get_sprite(sprite_index); auto& sprite_texture = textures.get_texture(sprite_rec.texture); double spriteX = sprite_rec.x - posX; double spriteY = sprite_rec.y - posY; //transform sprite with the inverse camera matrix // [ planeX dirX ] -1 [ dirY -dirX ] // [ ] = 1/(planeX*dirY-dirX*planeY) * [ ] // [ planeY dirY ] [ -planeY planeX ] double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication double transformX = invDet * (dirY * spriteX - dirX * spriteY); //this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i]) double transformY = invDet * (-planeY * spriteX + planeX * spriteY); int spriteScreenX = int(($width / 2) * (1 + transformX / transformY)); int vMoveScreen = int(sprite_rec.elevation * -1 / transformY); // calculate the height of the sprite on screen //using "transformY" instead of the real distance prevents fisheye int spriteHeight = abs(int($height / transformY)) / sprite_rec.vDiv; //calculate lowest and highest pixel to fill in current stripe int drawStartY = -spriteHeight / 2 + $height / 2 + vMoveScreen; if(drawStartY < 0) drawStartY = 0; int drawEndY = spriteHeight / 2 + $height / 2 + vMoveScreen; if(drawEndY >= $height) drawEndY = $height - 1; // calculate width the the sprite // same as height of sprite, given that it's square int spriteWidth = abs(int($height / transformY)) / sprite_rec.uDiv; int drawStartX = -spriteWidth / 2 + spriteScreenX; if(drawStartX < 0) drawStartX = 0; int drawEndX = spriteWidth / 2 + spriteScreenX; if(drawEndX > $width) drawEndX = $width; //loop through every vertical stripe of the sprite on screen for(int stripe = drawStartX; stripe < drawEndX; stripe++) { int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / 256; // the conditions in the if are: // 1) it's in front of the camera plane so you don't see things behind you // 2) ZBuffer, with perpendicular distance if(transformY > 0 && transformY < ZBuffer[stripe]) { for(int y = drawStartY; y < drawEndY; y++) { //256 and 128 factors to avoid floats int d = (y - vMoveScreen) * 256 - $height * 128 + spriteHeight * 128; int texY = ((d * textureHeight) / spriteHeight) / 256; //get current color from the texture // BUG: this crashes sometimes when the math goes out of bounds if(texY < 0 || texY >= (int)sprite_texture.rows()) continue; auto color = sprite_texture[texY][texX]; // poor person's transparency, get current color from the texture pixels[y][stripe] = (color.to_hex() & 0xffffff00) ? color: pixels[y][stripe]; } } } } } void Raycaster::cast_rays() { double perpWallDist = 0; auto const cx = $width / 2; auto const cy = $height / 2; double const radius = std::min($height, $width) / 2; double const r_sq = radius * radius; // WALL CASTING for(int x = 0; x < $width; x++) { // calculate ray position and direction double cameraX = 2 * x / double($width) - 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); 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($map[mapY][mapX] > 0) hit = 1; } if(side == 0) { perpWallDist = (sideDistX - deltaDistX); } else { perpWallDist = (sideDistY - deltaDistY); } int lineHeight = int($height / perpWallDist); int drawStart = -lineHeight / 2 + $height / 2 + PITCH; if(drawStart < 0) drawStart = 0; int drawEnd = lineHeight / 2 + $height / 2 + PITCH; if(drawEnd >= $height) drawEnd = $height - 1; auto &texture = textures.get_texture($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(textures.TEXTURE_WIDTH)); if(side == 0 && rayDirX > 0) texX = textures.TEXTURE_WIDTH - texX - 1; if(side == 1 && rayDirY < 0) texX = textures.TEXTURE_WIDTH - 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 * textures.TEXTURE_HEIGHT / lineHeight; // Starting texture coordinate double texPos = (drawStart - PITCH - $height / 2 + lineHeight / 2) * step; for(int y = drawStart; y < drawEnd; y++) { int texY = (int)texPos & (textures.TEXTURE_HEIGHT - 1); texPos += step; auto const dx = cx - x; auto const dy = cy - y; double const dist = dx * dx + dy * dy; auto color = dumb_lighting(texture[texY][texX], perpWallDist, (r_sq - dist) / r_sq); pixels[y][x] = color; } // SET THE ZBUFFER FOR THE SPRITE CASTING ZBuffer[x] = perpWallDist; } } void Raycaster::draw_ceiling_floor() { const size_t textureWidth = textures.TEXTURE_WIDTH; const size_t textureHeight = textures.TEXTURE_HEIGHT; for(int y = $height / 2 + 1; y < $height; ++y) { // rayDir for leftmost ray (x=0) and rightmost (x = w) float rayDirX0 = dirX - planeX; float rayDirY0 = dirY - planeY; float rayDirX1 = dirX + planeX; float rayDirY1 = dirY + planeY; // current y position compared to the horizon int p = y - $height / 2; // vertical position of the camera // 0.5 will the camera at the center horizon. For a // different value you need a separate loop for ceiling // and floor since they're no longer symmetrical. float posZ = 0.5 * $height; // horizontal distance from the camera to the floor for the current row // 0.5 is the z position exactly in the middle between floor and ceiling // See NOTE in Lode's code for more. float rowDistance = posZ / p; // calculate the real world step vector we have to add for each x (parallel to camera plane) // adding step by step avoids multiplications with a wight in the inner loop float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / $width; float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / $width; // real world coordinates of the leftmost column. // This will be updated as we step to the right float floorX = posX + rowDistance * rayDirX0; float floorY = posY + rowDistance * rayDirY0; for(int x = 0; x < $width; ++x) { // the cell coord is simply taken from the int parts of // floorX and floorY. int cellX = int(floorX); int cellY = int(floorY); // get the texture coordinat from the fractional part int tx = int(textureWidth * (floorX - cellX)) & (textureWidth - 1); int ty = int(textureWidth * (floorY - cellY)) & (textureHeight - 1); floorX += floorStepX; floorY += floorStepY; // now get the pixel from the texture // this uses the previous ty/tx fractional parts of // floorX cellX to find the texture x/y. How? #ifdef AMT_LIGHT // FLOOR pixels[y][x] = textures.floor[ty][tx] * room_brightness; // CEILING pixels[$height - y - 1][x] = textures.ceiling[ty][tx] * room_brightness; #else // FLOOR pixels[y][x] = textures.floor[ty][tx]; // CEILING pixels[$height - y - 1][x] = textures.ceiling[ty][tx]; #endif } } } void Raycaster::render() { draw_ceiling_floor(); cast_rays(); sprite_casting(); draw_pixel_buffer(); } bool Raycaster::empty_space(int new_x, int new_y) { dbc::check((size_t)new_x < $map.cols(), format("x={} too wide={}", new_x, $map.cols())); dbc::check((size_t)new_y < $map.rows(), format("y={} too high={}", new_y, $map.rows())); return $map[new_y][new_x] == 0; } void Raycaster::sort_sprites(std::vector& order, std::vector& dist, int amount) { std::vector> sprites(amount); for(int i = 0; i < amount; i++) { sprites[i].first = dist[i]; sprites[i].second = order[i]; } std::sort(sprites.begin(), sprites.end()); // restore in reverse order for(int i = 0; i < amount; i++) { dist[i] = sprites[amount - i - 1].first; order[i] = sprites[amount - i - 1].second; } } void Raycaster::run(double speed, int dir) { double speed_and_dir = speed * dir; if(empty_space(int(posX + dirX * speed_and_dir), int(posY))) { posX += dirX * speed_and_dir; } if(empty_space(int(posX), int(posY + dirY * speed_and_dir))) { posY += dirY * speed_and_dir; } } void Raycaster::rotate(double speed, int dir) { double speed_and_dir = speed * dir; double oldDirX = dirX; dirX = dirX * cos(speed_and_dir) - dirY * sin(speed_and_dir); dirY = oldDirX * sin(speed_and_dir) + dirY * cos(speed_and_dir); double oldPlaneX = planeX; planeX = planeX * cos(speed_and_dir) - planeY * sin(speed_and_dir); planeY = oldPlaneX * sin(speed_and_dir) + planeY * cos(speed_and_dir); }