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187 lines
4.8 KiB
187 lines
4.8 KiB
#include <fmt/core.h>
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#include <SFML/Graphics.hpp>
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#include <numbers>
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#include <cmath>
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#include "matrix.hpp"
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#include <cstdlib>
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using matrix::Matrix;
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using namespace fmt;
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Matrix MAP{
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{1,1,1,1,1,1,1,1,1},
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{1,0,1,0,0,0,0,0,1},
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{1,0,1,0,0,1,1,0,1},
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{1,0,0,0,0,0,0,0,1},
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{1,1,0,0,0,0,0,0,1},
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{1,0,0,1,1,1,0,0,1},
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{1,0,0,0,1,0,0,0,1},
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{1,0,0,0,0,0,1,1,1},
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{1,1,1,1,1,1,1,1,1}
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};
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const int SCREEN_HEIGHT=480;
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const int SCREEN_WIDTH=SCREEN_HEIGHT * 2;
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const int MAP_SIZE=matrix::width(MAP);
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const int TILE_SIZE=(SCREEN_WIDTH/2) / MAP_SIZE;
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const float FOV = std::numbers::pi / 3.0;
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const float HALF_FOV = FOV / 2;
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const int CASTED_RAYS=30;
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const float STEP_ANGLE = FOV / CASTED_RAYS;
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const int MAX_DEPTH = MAP_SIZE * TILE_SIZE;
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const float SCALE = (SCREEN_WIDTH / 2) / CASTED_RAYS;
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float player_x = SCREEN_WIDTH / 4;
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float player_y = SCREEN_WIDTH / 4;
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float player_angle = std::numbers::pi;
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void draw_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_t color) {
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sf::RectangleShape rect(size);
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rect.setFillColor({color, color, color});
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rect.setPosition(pos);
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window.draw(rect);
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}
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void draw_map_rect(sf::RenderWindow &window, int x, int y, uint8_t color) {
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draw_rect(window,
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{float(x * TILE_SIZE), float(y * TILE_SIZE)},
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{float(TILE_SIZE-1), float(TILE_SIZE-1)},
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color);
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}
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void draw_map(sf::RenderWindow &window, Matrix &map) {
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uint8_t light_grey = 191;
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uint8_t dark_grey = 65;
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for(size_t y = 0; y < matrix::height(map); y++) {
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for(size_t x = 0; x < matrix::width(map); x++) {
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draw_map_rect(window, x, y, map[y][x] == 1 ? light_grey : dark_grey);
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}
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}
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}
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void draw_line(sf::RenderWindow &window, sf::Vector2f start, sf::Vector2f end) {
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sf::Vertex line[] = {
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sf::Vertex(start),
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sf::Vertex(end)
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};
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window.draw(line, 2, sf::Lines);
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}
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void draw_map_rays(sf::RenderWindow &window, int col, int row, sf::Vector2f target) {
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draw_map_rect(window, col, row, 100);
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draw_line(window, {player_x, player_y}, target);
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}
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void draw_3d_view(sf::RenderWindow &window, int depth, float start_angle, int ray) {
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uint8_t color = 255 / (1 + depth * depth * 0.0001);
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float fixed_depth = depth * std::cos(player_angle - start_angle);
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float wall_height = 21000 / fixed_depth;
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if(wall_height > SCREEN_HEIGHT){
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wall_height = SCREEN_HEIGHT;
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}
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draw_rect(window,
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{SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2},
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{SCALE, wall_height},
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color);
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}
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void ray_casting(sf::RenderWindow &window, Matrix& map) {
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float start_angle = player_angle - HALF_FOV;
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for(int ray = 0; ray < CASTED_RAYS; ray++, start_angle += STEP_ANGLE)
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{
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for(int depth = 1; depth < MAX_DEPTH; depth++) {
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float target_x = player_x - std::sin(start_angle) * depth;
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float target_y = player_y + std::cos(start_angle) * depth;
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int col = int(target_x / TILE_SIZE);
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int row = int(target_y / TILE_SIZE);
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if(map[row][col] == 1) {
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draw_map_rays(window, col, row, {target_x, target_y});
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draw_3d_view(window, depth, start_angle, ray);
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break;
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}
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}
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}
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}
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void draw_ceiling_floor(sf::RenderWindow &window) {
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draw_rect(window,
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{SCREEN_HEIGHT, SCREEN_HEIGHT /2},
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{SCREEN_HEIGHT, SCREEN_HEIGHT},
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100);
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draw_rect(window,
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{SCREEN_HEIGHT, (SCREEN_HEIGHT * -1) / 2},
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{SCREEN_HEIGHT, SCREEN_HEIGHT},
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200);
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}
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void draw_everything(sf::RenderWindow &window) {
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draw_map(window, MAP);
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draw_ceiling_floor(window);
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ray_casting(window, MAP);
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window.display();
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}
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bool collision(float x, float y) {
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int col = int(x / TILE_SIZE);
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int row = int(y / TILE_SIZE);
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return MAP[row][col] == 1;
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}
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int main() {
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using KB = sf::Keyboard;
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sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Raycaster");
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window.setVerticalSyncEnabled(true);
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while(window.isOpen()) {
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draw_everything(window);
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float x = player_x;
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float y = player_y;
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if(KB::isKeyPressed(KB::Q)) {
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player_angle -= 0.1;
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} else if(KB::isKeyPressed(KB::E)) {
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player_angle += 0.1;
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}
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if(KB::isKeyPressed(KB::W)) {
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x += -1 * std::sin(player_angle) * 5;
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y += std::cos(player_angle) * 5;
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} else if(KB::isKeyPressed(KB::S)) {
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x -= -1 * std::sin(player_angle) * 5;
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y -= std::cos(player_angle) * 5;
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}
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if(KB::isKeyPressed(KB::D)) {
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x += -1 * std::sin(player_angle + std::numbers::pi * 0.5) * 5;
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y += std::cos(player_angle + std::numbers::pi * 0.5) * 5;
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} else if(KB::isKeyPressed(KB::A)) {
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x -= -1 * std::sin(player_angle + std::numbers::pi * 0.5) * 5;
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y -= std::cos(player_angle + std::numbers::pi * 0.5) * 5;
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}
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if(!collision(x, y)) {
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player_x = x;
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player_y = y;
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}
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sf::Event event;
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while(window.pollEvent(event)) {
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if(event.type == sf::Event::Closed) {
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window.close();
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}
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}
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}
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return 0;
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}
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