This converts it to SFML 3.0 but the build only runs on Windows at the moment.
This commit is contained in:
parent
cdbd83ded7
commit
105c974f1c
7 changed files with 62 additions and 630 deletions
34
main.cpp
34
main.cpp
|
@ -24,10 +24,15 @@ Matrix MAP{
|
||||||
{1,1,1,1,1,1,1,1,1}
|
{1,1,1,1,1,1,1,1,1}
|
||||||
};
|
};
|
||||||
|
|
||||||
int main() {
|
void draw_gui(sf::RenderWindow &window) {
|
||||||
using KB = sf::Keyboard;
|
sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, 300});
|
||||||
|
rect.setPosition({0,0});
|
||||||
|
rect.setFillColor({100, 100, 100});
|
||||||
|
window.draw(rect);
|
||||||
|
}
|
||||||
|
|
||||||
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Zed's Ray Caster Game Thing");
|
int main() {
|
||||||
|
sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
|
||||||
|
|
||||||
//ZED this should set with a function
|
//ZED this should set with a function
|
||||||
float player_x = matrix::width(MAP) / 2;
|
float player_x = matrix::width(MAP) / 2;
|
||||||
|
@ -40,30 +45,29 @@ int main() {
|
||||||
double moveSpeed = 0.1;
|
double moveSpeed = 0.1;
|
||||||
double rotSpeed = 0.1;
|
double rotSpeed = 0.1;
|
||||||
|
|
||||||
|
const auto onClose = [&window](const sf::Event::Closed&)
|
||||||
|
{
|
||||||
|
window.close();
|
||||||
|
};
|
||||||
|
|
||||||
while(window.isOpen()) {
|
while(window.isOpen()) {
|
||||||
rayview.render();
|
rayview.render();
|
||||||
|
draw_gui(window);
|
||||||
// DRAW GUI
|
|
||||||
window.display();
|
window.display();
|
||||||
|
|
||||||
if(KB::isKeyPressed(KB::W)) {
|
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) {
|
||||||
rayview.run(moveSpeed, 1);
|
rayview.run(moveSpeed, 1);
|
||||||
} else if(KB::isKeyPressed(KB::S)) {
|
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S)) {
|
||||||
rayview.run(moveSpeed, -1);
|
rayview.run(moveSpeed, -1);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(KB::isKeyPressed(KB::D)) {
|
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) {
|
||||||
rayview.rotate(rotSpeed, -1);
|
rayview.rotate(rotSpeed, -1);
|
||||||
} else if(KB::isKeyPressed(KB::A)) {
|
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
|
||||||
rayview.rotate(rotSpeed, 1);
|
rayview.rotate(rotSpeed, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
sf::Event event;
|
window.handleEvents(onClose);
|
||||||
while(window.pollEvent(event)) {
|
|
||||||
if(event.type == sf::Event::Closed) {
|
|
||||||
window.close();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
|
43
meson.build
43
meson.build
|
@ -1,12 +1,27 @@
|
||||||
project('raycaster', 'cpp',
|
project('raycaster', 'cpp',
|
||||||
default_options: ['cpp_std=c++20'])
|
default_options: ['cpp_std=c++20'])
|
||||||
|
|
||||||
|
cc = meson.get_compiler('cpp')
|
||||||
|
|
||||||
catch2 = dependency('catch2-with-main')
|
catch2 = dependency('catch2-with-main')
|
||||||
fmt = dependency('fmt')
|
fmt = dependency('fmt')
|
||||||
json = dependency('nlohmann_json')
|
json = dependency('nlohmann_json')
|
||||||
sfml = dependency('sfml')
|
opengl32 = cc.find_library('opengl32', required: true)
|
||||||
|
winmm = cc.find_library('winmm', required: true)
|
||||||
|
gdi32 = cc.find_library('gdi32', required: true)
|
||||||
|
sfml_audio = dependency('sfml_audio')
|
||||||
|
sfml_graphics = dependency('sfml_graphics')
|
||||||
|
sfml_main = dependency('sfml_main')
|
||||||
|
sfml_network = dependency('sfml_network')
|
||||||
|
sfml_system = dependency('sfml_system')
|
||||||
|
sfml_window = dependency('sfml_window')
|
||||||
|
|
||||||
dependencies = [fmt, json, sfml]
|
dependencies = [
|
||||||
|
fmt, json, opengl32,
|
||||||
|
winmm, gdi32, sfml_audio, sfml_graphics,
|
||||||
|
sfml_main, sfml_network, sfml_system,
|
||||||
|
sfml_window
|
||||||
|
]
|
||||||
|
|
||||||
executable('runtests', [
|
executable('runtests', [
|
||||||
'dbc.cpp',
|
'dbc.cpp',
|
||||||
|
@ -15,12 +30,6 @@ executable('runtests', [
|
||||||
],
|
],
|
||||||
dependencies: dependencies + [catch2])
|
dependencies: dependencies + [catch2])
|
||||||
|
|
||||||
executable('sfmlcaster', [
|
|
||||||
'dbc.cpp',
|
|
||||||
'sfmlcaster.cpp'
|
|
||||||
],
|
|
||||||
dependencies: dependencies)
|
|
||||||
|
|
||||||
executable('zedcaster', [
|
executable('zedcaster', [
|
||||||
'dbc.cpp',
|
'dbc.cpp',
|
||||||
'matrix.cpp',
|
'matrix.cpp',
|
||||||
|
@ -31,12 +40,12 @@ executable('zedcaster', [
|
||||||
],
|
],
|
||||||
dependencies: dependencies)
|
dependencies: dependencies)
|
||||||
|
|
||||||
executable('amtcaster', [
|
# executable('amtcaster', [
|
||||||
'dbc.cpp',
|
# 'dbc.cpp',
|
||||||
'config.cpp',
|
# 'config.cpp',
|
||||||
'amt/texture.cpp',
|
# 'amt/texture.cpp',
|
||||||
'amt/raycaster.cpp',
|
# 'amt/raycaster.cpp',
|
||||||
'amt/main.cpp'
|
# 'amt/main.cpp'
|
||||||
],
|
# ],
|
||||||
cpp_args: ['-std=c++23'],
|
# cpp_args: ['-std=c++23'],
|
||||||
dependencies: dependencies)
|
# dependencies: dependencies)
|
||||||
|
|
|
@ -28,6 +28,8 @@ inline uint32_t dumb_lighting(uint32_t pixel, double distance) {
|
||||||
|
|
||||||
|
|
||||||
Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height) :
|
Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height) :
|
||||||
|
view_texture({(unsigned int)width, (unsigned int)height}),
|
||||||
|
view_sprite(view_texture),
|
||||||
$width(width), $height(height),
|
$width(width), $height(height),
|
||||||
$window(window),
|
$window(window),
|
||||||
$map(map),
|
$map(map),
|
||||||
|
@ -36,15 +38,13 @@ Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int heigh
|
||||||
ZBuffer(width)
|
ZBuffer(width)
|
||||||
{
|
{
|
||||||
$window.setVerticalSyncEnabled(true);
|
$window.setVerticalSyncEnabled(true);
|
||||||
view_texture.create($width, $height);
|
view_sprite.setPosition({0, 0});
|
||||||
view_sprite.setTexture(view_texture);
|
|
||||||
view_sprite.setPosition(0, 0);
|
|
||||||
pixels = make_unique<RGBA[]>($width * $height);
|
pixels = make_unique<RGBA[]>($width * $height);
|
||||||
textures.load_textures();
|
textures.load_textures();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Raycaster::set_position(int x, int y) {
|
void Raycaster::set_position(int x, int y) {
|
||||||
view_sprite.setPosition(x, y);
|
view_sprite.setPosition({(float)x, (float)y});
|
||||||
}
|
}
|
||||||
|
|
||||||
void Raycaster::position_camera(float player_x, float player_y) {
|
void Raycaster::position_camera(float player_x, float player_y) {
|
||||||
|
@ -54,8 +54,7 @@ void Raycaster::position_camera(float player_x, float player_y) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void Raycaster::draw_pixel_buffer() {
|
void Raycaster::draw_pixel_buffer() {
|
||||||
view_texture.update((uint8_t *)pixels.get(), $width, $height, 0, 0);
|
view_texture.update((uint8_t *)pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
|
||||||
// BUG: can I do this once and just update it?
|
|
||||||
$window.draw(view_sprite);
|
$window.draw(view_sprite);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
553
sfmlcaster.cpp
553
sfmlcaster.cpp
|
@ -1,553 +0,0 @@
|
||||||
#include <fmt/core.h>
|
|
||||||
#include <SFML/Graphics.hpp>
|
|
||||||
#include <SFML/Graphics/Image.hpp>
|
|
||||||
#include <numbers>
|
|
||||||
#include <algorithm>
|
|
||||||
#include <cmath>
|
|
||||||
#include "matrix.hpp"
|
|
||||||
#include <cstdlib>
|
|
||||||
#include "dbc.hpp"
|
|
||||||
|
|
||||||
using matrix::Matrix;
|
|
||||||
using namespace fmt;
|
|
||||||
|
|
||||||
#define texWidth 256 // must be power of two
|
|
||||||
#define texHeight 256 // must be power of two
|
|
||||||
|
|
||||||
#define numSprites 1
|
|
||||||
#define numTextures 11
|
|
||||||
|
|
||||||
struct Sprite {
|
|
||||||
double x;
|
|
||||||
double y;
|
|
||||||
double elevation;
|
|
||||||
int texture;
|
|
||||||
};
|
|
||||||
|
|
||||||
//parameters for scaling and moving the sprites
|
|
||||||
#define uDiv 1
|
|
||||||
#define vDiv 1
|
|
||||||
|
|
||||||
const int RAY_VIEW_WIDTH=960;
|
|
||||||
const int RAY_VIEW_HEIGHT=720;
|
|
||||||
const int RAY_VIEW_X=1280 - RAY_VIEW_WIDTH;
|
|
||||||
const int RAY_VIEW_Y=0;
|
|
||||||
|
|
||||||
const int SCREEN_HEIGHT=RAY_VIEW_HEIGHT;
|
|
||||||
const int SCREEN_WIDTH=1280;
|
|
||||||
|
|
||||||
Matrix MAP{
|
|
||||||
{8,8,8,8,8,8,8,8,8},
|
|
||||||
{8,0,2,0,0,0,0,0,8},
|
|
||||||
{8,0,7,0,0,5,6,0,8},
|
|
||||||
{8,0,0,0,0,0,0,0,8},
|
|
||||||
{8,8,0,0,0,0,0,8,8},
|
|
||||||
{8,0,0,1,3,4,0,0,8},
|
|
||||||
{8,0,0,0,0,0,8,8,8},
|
|
||||||
{8,0,0,0,0,0,0,0,8},
|
|
||||||
{8,8,8,8,8,8,8,8,8}
|
|
||||||
};
|
|
||||||
|
|
||||||
const int MAP_SIZE=matrix::width(MAP);
|
|
||||||
const int TILE_SIZE=RAY_VIEW_HEIGHT / MAP_SIZE;
|
|
||||||
int PITCH=0;
|
|
||||||
// I chose fixed textures for this instead
|
|
||||||
const int floorTexture = 3;
|
|
||||||
const int ceilingTexture = 6;
|
|
||||||
|
|
||||||
float player_x = RAY_VIEW_HEIGHT / 2;
|
|
||||||
float player_y = RAY_VIEW_HEIGHT / 2;
|
|
||||||
|
|
||||||
// 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) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8))
|
|
||||||
#define gray_color(c) rgba_color(c, c, c, 255)
|
|
||||||
|
|
||||||
Sprite SPRITE[numSprites] = {
|
|
||||||
{4.0, 3.55, 0, 8},
|
|
||||||
// {3.4, 1.95, 9},
|
|
||||||
// {7.34, 5.5, 10}
|
|
||||||
};
|
|
||||||
|
|
||||||
double ZBuffer[RAY_VIEW_WIDTH];
|
|
||||||
int spriteOrder[numSprites];
|
|
||||||
double spriteDistance[numSprites];
|
|
||||||
|
|
||||||
std::vector<uint32_t> texture[numTextures];
|
|
||||||
|
|
||||||
union RGBA {
|
|
||||||
struct {
|
|
||||||
uint8_t r;
|
|
||||||
uint8_t g;
|
|
||||||
uint8_t b;
|
|
||||||
uint8_t a;
|
|
||||||
} color;
|
|
||||||
|
|
||||||
uint32_t out;
|
|
||||||
};
|
|
||||||
|
|
||||||
inline void RGBA_brightness(RGBA& pixel, double distance) {
|
|
||||||
pixel.color.r /= distance;
|
|
||||||
pixel.color.g /= distance;
|
|
||||||
pixel.color.b /= distance;
|
|
||||||
}
|
|
||||||
|
|
||||||
#define pixcoord(X, Y) ((Y) * RAY_VIEW_WIDTH) + (X)
|
|
||||||
RGBA pixels[RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT] = {{.out=0}};
|
|
||||||
|
|
||||||
sf::Texture view_texture;
|
|
||||||
sf::Sprite view_sprite;
|
|
||||||
|
|
||||||
void sortSprites(int *order, double *dist, int amount);
|
|
||||||
|
|
||||||
void loadImage(std::vector<uint32_t>& texture, const char *filename) {
|
|
||||||
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());
|
|
||||||
}
|
|
||||||
|
|
||||||
void load_textures() {
|
|
||||||
for(int i = 0; i < numTextures; i++) {
|
|
||||||
texture[i].resize(texWidth * texHeight);
|
|
||||||
}
|
|
||||||
|
|
||||||
loadImage(texture[0], "assets/tile16.png");
|
|
||||||
loadImage(texture[1], "assets/tile02.png");
|
|
||||||
loadImage(texture[2], "assets/tile03.png");
|
|
||||||
loadImage(texture[3], "assets/tile32.png");
|
|
||||||
loadImage(texture[4], "assets/tile05.png");
|
|
||||||
loadImage(texture[5], "assets/tile17.png");
|
|
||||||
loadImage(texture[6], "assets/tile10.png");
|
|
||||||
loadImage(texture[7], "assets/tile01.png");
|
|
||||||
loadImage(texture[8], "assets/portal.png");
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_sfml_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_t color) {
|
|
||||||
sf::RectangleShape rect(size);
|
|
||||||
rect.setFillColor({color, color, color});
|
|
||||||
rect.setPosition(pos);
|
|
||||||
window.draw(rect);
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_pixel_buffer(sf::RenderWindow &window) {
|
|
||||||
view_texture.update((uint8_t *)pixels, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT, 0, 0);
|
|
||||||
// BUG: can I do this once and just update it?
|
|
||||||
window.draw(view_sprite);
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_gui(sf::RenderWindow &window, Matrix &map) {
|
|
||||||
draw_sfml_rect(window,
|
|
||||||
{0.0, 0.0},
|
|
||||||
{SCREEN_WIDTH-RAY_VIEW_WIDTH, SCREEN_HEIGHT / 2},
|
|
||||||
100);
|
|
||||||
|
|
||||||
draw_sfml_rect(window,
|
|
||||||
{0.0, SCREEN_HEIGHT / 2},
|
|
||||||
{SCREEN_WIDTH-RAY_VIEW_WIDTH, SCREEN_HEIGHT / 2},
|
|
||||||
150);
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_line(sf::RenderWindow &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;
|
|
||||||
}
|
|
||||||
|
|
||||||
pixels[pixcoord(x,y)].out = color;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void clear(sf::RenderWindow &window) {
|
|
||||||
// std::fill_n((uint32_t *)pixels, RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT, 0);
|
|
||||||
// window.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
void ray_casting(sf::RenderWindow &window, Matrix& map) {
|
|
||||||
int w = RAY_VIEW_WIDTH;
|
|
||||||
int h = RAY_VIEW_HEIGHT;
|
|
||||||
double perpWallDist;
|
|
||||||
|
|
||||||
// WALL CASTING
|
|
||||||
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);
|
|
||||||
|
|
||||||
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(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++) {
|
|
||||||
int texY = (int)texPos & (texHeight - 1);
|
|
||||||
texPos += step;
|
|
||||||
RGBA pixel{.out=texture[texNum][texHeight * texY + texX]};
|
|
||||||
RGBA_brightness(pixel, perpWallDist);
|
|
||||||
pixels[pixcoord(x, y)] = pixel;
|
|
||||||
}
|
|
||||||
|
|
||||||
// SET THE ZBUFFER FOR THE SPRITE CASTING
|
|
||||||
ZBuffer[x] = perpWallDist;
|
|
||||||
}
|
|
||||||
|
|
||||||
// SPRITE CASTING
|
|
||||||
// sort sprites from far to close
|
|
||||||
for(int i = 0; i < numSprites; i++) {
|
|
||||||
spriteOrder[i] = i;
|
|
||||||
// this is just the distance calculation
|
|
||||||
spriteDistance[i] = ((posX - SPRITE[i].x) *
|
|
||||||
(posX - SPRITE[i].x) +
|
|
||||||
(posY - SPRITE[i].y) *
|
|
||||||
(posY - SPRITE[i].y));
|
|
||||||
}
|
|
||||||
|
|
||||||
sortSprites(spriteOrder, spriteDistance, numSprites);
|
|
||||||
|
|
||||||
// after sorting the sprites, do the projection
|
|
||||||
for(int i = 0; i < numSprites; i++) {
|
|
||||||
int sprite_index = spriteOrder[i];
|
|
||||||
Sprite& sprite_rec = SPRITE[sprite_index];
|
|
||||||
double spriteX = sprite_rec.x - posX;
|
|
||||||
double spriteY = sprite_rec.y - posY;
|
|
||||||
int sprite_texture_number = sprite_rec.texture;
|
|
||||||
auto sprite_texture = texture[sprite_texture_number];
|
|
||||||
|
|
||||||
//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((w / 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(h / transformY)) / vDiv;
|
|
||||||
|
|
||||||
//calculate lowest and highest pixel to fill in current stripe
|
|
||||||
int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen;
|
|
||||||
if(drawStartY < 0) drawStartY = 0;
|
|
||||||
int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen;
|
|
||||||
if(drawEndY >= h) drawEndY = h - 1;
|
|
||||||
|
|
||||||
// calculate width the the sprite
|
|
||||||
// same as height of sprite, given that it's square
|
|
||||||
int spriteWidth = abs(int(h / transformY)) / uDiv;
|
|
||||||
int drawStartX = -spriteWidth / 2 + spriteScreenX;
|
|
||||||
if(drawStartX < 0) drawStartX = 0;
|
|
||||||
int drawEndX = spriteWidth / 2 + spriteScreenX;
|
|
||||||
if(drawEndX > w) drawEndX = w;
|
|
||||||
|
|
||||||
//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)) * texWidth / 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 - h * 128 + spriteHeight * 128;
|
|
||||||
int texY = ((d * texHeight) / spriteHeight) / 256;
|
|
||||||
//get current color from the texture
|
|
||||||
uint32_t color = sprite_texture[texWidth * texY + texX];
|
|
||||||
// poor person's transparency, get current color from the texture
|
|
||||||
if((color & 0x00FFFFFF) != 0) {
|
|
||||||
RGBA pixel{.out=color};
|
|
||||||
RGBA_brightness(pixel, perpWallDist);
|
|
||||||
pixels[pixcoord(stripe, y)] = pixel;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_ceiling_floor(sf::RenderWindow &window) {
|
|
||||||
int screenHeight = RAY_VIEW_HEIGHT;
|
|
||||||
int screenWidth = RAY_VIEW_WIDTH;
|
|
||||||
|
|
||||||
for(int y = screenHeight / 2 + 1; y < screenHeight; ++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 - screenHeight / 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 * screenHeight;
|
|
||||||
|
|
||||||
// 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) / screenWidth;
|
|
||||||
float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / screenWidth;
|
|
||||||
|
|
||||||
|
|
||||||
// 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 < screenWidth; ++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(texWidth * (floorX - cellX)) & (texWidth - 1);
|
|
||||||
int ty = int(texWidth * (floorY - cellY)) & (texHeight - 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 = texture[floorTexture][texWidth * ty + tx];
|
|
||||||
pixels[pixcoord(x, y)].out = color;
|
|
||||||
|
|
||||||
// CEILING
|
|
||||||
color = texture[ceilingTexture][texWidth * ty + tx];
|
|
||||||
pixels[pixcoord(x, screenHeight - y - 1)].out = color;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_everything(sf::RenderWindow &window) {
|
|
||||||
clear(window);
|
|
||||||
draw_gui(window, MAP);
|
|
||||||
draw_ceiling_floor(window);
|
|
||||||
ray_casting(window, MAP);
|
|
||||||
draw_pixel_buffer(window);
|
|
||||||
window.display();
|
|
||||||
}
|
|
||||||
|
|
||||||
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() {
|
|
||||||
using KB = sf::Keyboard;
|
|
||||||
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "SFMLCaster");
|
|
||||||
|
|
||||||
window.setVerticalSyncEnabled(true);
|
|
||||||
view_texture.create(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
|
|
||||||
view_sprite.setTexture(view_texture);
|
|
||||||
view_sprite.setPosition(RAY_VIEW_X, 0);
|
|
||||||
|
|
||||||
load_textures();
|
|
||||||
|
|
||||||
double moveSpeed = 0.1;
|
|
||||||
double rotSpeed = 0.1;
|
|
||||||
|
|
||||||
while(window.isOpen()) {
|
|
||||||
draw_everything(window);
|
|
||||||
|
|
||||||
if(KB::isKeyPressed(KB::X)) {
|
|
||||||
println("player position: {},{}",
|
|
||||||
posX, posY);
|
|
||||||
}
|
|
||||||
|
|
||||||
if(KB::isKeyPressed(KB::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(KB::isKeyPressed(KB::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(KB::isKeyPressed(KB::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(KB::isKeyPressed(KB::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(KB::isKeyPressed(KB::E)) {
|
|
||||||
println("PITCH DISABLED");
|
|
||||||
// PITCH = std::clamp(PITCH + 10, -60, 240);
|
|
||||||
} else if(KB::isKeyPressed(KB::Q)) {
|
|
||||||
println("PITCH DISABLED");
|
|
||||||
// PITCH = std::clamp(PITCH - 10, -60, 240);
|
|
||||||
}
|
|
||||||
|
|
||||||
sf::Event event;
|
|
||||||
while(window.pollEvent(event)) {
|
|
||||||
if(event.type == sf::Event::Closed) {
|
|
||||||
window.close();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void sortSprites(int* order, 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;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,13 +0,0 @@
|
||||||
[wrap-file]
|
|
||||||
directory = openal-soft-1.23.1
|
|
||||||
source_url = https://github.com/kcat/openal-soft/archive/refs/tags/1.23.1.tar.gz
|
|
||||||
source_filename = openal-soft-1.23.1.tar.gz
|
|
||||||
source_hash = dfddf3a1f61059853c625b7bb03de8433b455f2f79f89548cbcbd5edca3d4a4a
|
|
||||||
patch_filename = openal-soft_1.23.1-2_patch.zip
|
|
||||||
patch_url = https://wrapdb.mesonbuild.com/v2/openal-soft_1.23.1-2/get_patch
|
|
||||||
patch_hash = e03c3afe0bb40a931d25d41d92a08b90e3c33b217d1b47210b26ca6627eb3aa3
|
|
||||||
source_fallback_url = https://github.com/mesonbuild/wrapdb/releases/download/openal-soft_1.23.1-2/openal-soft-1.23.1.tar.gz
|
|
||||||
wrapdb_version = 1.23.1-2
|
|
||||||
|
|
||||||
[provide]
|
|
||||||
openal = openal_dep
|
|
|
@ -1,15 +0,0 @@
|
||||||
[wrap-file]
|
|
||||||
directory = SDL2-2.30.6
|
|
||||||
source_url = https://github.com/libsdl-org/SDL/releases/download/release-2.30.6/SDL2-2.30.6.tar.gz
|
|
||||||
source_filename = SDL2-2.30.6.tar.gz
|
|
||||||
source_hash = c6ef64ca18a19d13df6eb22df9aff19fb0db65610a74cc81dae33a82235cacd4
|
|
||||||
patch_filename = sdl2_2.30.6-2_patch.zip
|
|
||||||
patch_url = https://wrapdb.mesonbuild.com/v2/sdl2_2.30.6-2/get_patch
|
|
||||||
patch_hash = aa9f6a4947b07510c2ea84fb457e965bebe5a5deeb9f5059fbcf10dfe6b76d1f
|
|
||||||
source_fallback_url = https://github.com/mesonbuild/wrapdb/releases/download/sdl2_2.30.6-2/SDL2-2.30.6.tar.gz
|
|
||||||
wrapdb_version = 2.30.6-2
|
|
||||||
|
|
||||||
[provide]
|
|
||||||
sdl2 = sdl2_dep
|
|
||||||
sdl2main = sdl2main_dep
|
|
||||||
sdl2_test = sdl2_test_dep
|
|
|
@ -1,13 +1,14 @@
|
||||||
[wrap-file]
|
[wrap-git]
|
||||||
directory = SFML-2.6.2
|
directory=SFML-3.0.0
|
||||||
source_url = https://github.com/SFML/SFML/archive/refs/tags/2.6.2.tar.gz
|
url=https://github.com/SFML/SFML.git
|
||||||
source_filename = 2.6.2.tar.gz
|
revision=3.0.0
|
||||||
source_hash = 15ff4d608a018f287c6a885db0a2da86ea389e516d2323629e4d4407a7ce047f
|
depth=1
|
||||||
patch_filename = sfml_2.6.2-1_patch.zip
|
method=cmake
|
||||||
patch_url = https://wrapdb.mesonbuild.com/v2/sfml_2.6.2-1/get_patch
|
|
||||||
patch_hash = 36737f7fc6d616be791c6901b15414315b3a77df82dabc80b151d628e5d48386
|
|
||||||
source_fallback_url = https://github.com/mesonbuild/wrapdb/releases/download/sfml_2.6.2-1/2.6.2.tar.gz
|
|
||||||
wrapdb_version = 2.6.2-1
|
|
||||||
|
|
||||||
[provide]
|
[provide]
|
||||||
sfml = sfml_dep
|
sfml_audio = sfml_audio_dep
|
||||||
|
sfml_graphics = sfml_graphics_dep
|
||||||
|
sfml_main = sfml_main_dep
|
||||||
|
sfml_network = sfml_network_dep
|
||||||
|
sfml_system = sfml_system_dep
|
||||||
|
sfml_window = sfml_window_dep
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue