Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/raycaster.cpp

395 lines
13 KiB

#include "raycaster.hpp"
using namespace fmt;
using std::make_unique;
#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8))
#define gray_color(c) rgba_color(c, c, c, 255)
std::vector<uint32_t> TexturePack::load_image(const char *filename) {
std::vector<uint32_t> texture(TEXTURE_WIDTH * TEXTURE_HEIGHT);
sf::Image img;
bool good = img.loadFromFile(filename);
dbc::check(good, format("failed to load {}", filename));
uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr();
std::copy_n(pixbuf, texture.size(), texture.begin());
return texture;
}
void TexturePack::load_textures() {
images.emplace_back(load_image("assets/tile16.png"));
images.emplace_back(load_image("assets/tile02.png"));
images.emplace_back(load_image("assets/tile03.png"));
images.emplace_back(load_image("assets/tile32.png"));
images.emplace_back(load_image("assets/tile05.png"));
images.emplace_back(load_image("assets/tile17.png"));
images.emplace_back(load_image("assets/tile10.png"));
images.emplace_back(load_image("assets/tile01.png"));
images.emplace_back(load_image("assets/portal.png"));
}
std::vector<uint32_t>& TexturePack::get(size_t num) {
return images[num];
}
Sprite &TexturePack::get_sprite(size_t sprite_num) {
return SPRITE[sprite_num];
}
Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height) :
$width(width), $height(height),
$window(window),
$map(map),
spriteOrder(textures.NUM_SPRITES),
spriteDistance(textures.NUM_SPRITES),
ZBuffer(width)
{
$window.setVerticalSyncEnabled(true);
view_texture.create($width, $height);
view_sprite.setTexture(view_texture);
view_sprite.setPosition(0, 0);
pixels = make_unique<RGBA[]>($width * $height);
textures.load_textures();
}
void Raycaster::set_position(int x, int y) {
view_sprite.setPosition(x, 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((uint8_t *)pixels.get(), $width, $height, 0, 0);
// BUG: can I do this once and just update it?
$window.draw(view_sprite);
}
void Raycaster::clear() {
std::fill_n(pixels.get(), $width * $height, 0);
$window.clear();
}
void Raycaster::sprite_casting() {
const int textureWidth = textures.TEXTURE_WIDTH;
const int textureHeight = textures.TEXTURE_HEIGHT;
// sort sprites from far to close
for(int i = 0; i < textures.NUM_SPRITES; i++) {
spriteOrder[i] = i;
// this is just the distance calculation
spriteDistance[i] = ((posX - textures.SPRITE[i].x) *
(posX - textures.SPRITE[i].x) +
(posY - textures.SPRITE[i].y) *
(posY - textures.SPRITE[i].y));
}
sort_sprites(spriteOrder, spriteDistance, textures.NUM_SPRITES);
// after sorting the sprites, do the projection
for(int i = 0; i < textures.NUM_SPRITES; i++) {
int sprite_index = spriteOrder[i];
Sprite& sprite_rec = textures.get_sprite(sprite_index);
double spriteX = sprite_rec.x - posX;
double spriteY = sprite_rec.y - posY;
auto& sprite_texture = textures.get(sprite_rec.texture);
//transform sprite with the inverse camera matrix
// [ planeX dirX ] -1 [ dirY -dirX ]
// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
// [ planeY dirY ] [ -planeY planeX ]
double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication
double transformX = invDet * (dirY * spriteX - dirX * spriteY);
//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
int spriteScreenX = int(($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
uint32_t color = sprite_texture[textureWidth * texY + texX];
// poor person's transparency, get current color from the texture
if((color & 0x00FFFFFF) != 0) {
RGBA pixel = color;
pixels[pixcoord(stripe, y)] = pixel;
}
}
}
}
}
}
void Raycaster::cast_rays() {
double perpWallDist;
// 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 = $height - 1;
auto &texture = textures.get($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;
RGBA pixel = texture[textures.TEXTURE_HEIGHT * texY + texX];
pixels[pixcoord(x, y)] = pixel;
}
// SET THE ZBUFFER FOR THE SPRITE CASTING
ZBuffer[x] = perpWallDist;
}
}
void Raycaster::draw_ceiling_floor() {
const int textureWidth = textures.TEXTURE_WIDTH;
const int textureHeight = textures.TEXTURE_HEIGHT;
auto& floorTexture = textures.get(textures.floor);
auto& ceilingTexture = textures.get(textures.ceiling);
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
uint32_t color;
// this uses the previous ty/tx fractional parts of
// floorX cellX to find the texture x/y. How?
// FLOOR
color = floorTexture[textureWidth * ty + tx];
pixels[pixcoord(x, y)] = color;
// CEILING
color = ceilingTexture[textureWidth * ty + tx];
pixels[pixcoord(x, $height - y - 1)] = color;
}
}
}
void Raycaster::render() {
draw_ceiling_floor();
cast_rays();
sprite_casting();
draw_pixel_buffer();
}
bool Raycaster::empty_space(int new_x, int new_y) {
dbc::check((size_t)new_x < matrix::width($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;
}
void Raycaster::sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount)
{
std::vector<std::pair<double, int>> 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);
}