Reworked the files before the big cleanup of the code.

This commit is contained in:
Zed A. Shaw 2025-01-15 10:26:44 -05:00
parent 6533f950d2
commit 8eae4b9420
30 changed files with 26 additions and 57 deletions

359
scratchpad/fenscaster.cpp Normal file
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#include <fmt/core.h>
#include <numbers>
#include <algorithm>
#include <cmath>
#include "matrix.hpp"
#include <cstdlib>
#include "fenster/fenster.h"
#include "dbc.hpp"
using matrix::Matrix;
using namespace fmt;
Matrix MAP{
{2,2,2,2,2,2,2,2,2},
{2,0,8,0,0,0,0,0,2},
{2,0,7,0,0,5,6,0,2},
{2,0,0,0,0,0,0,0,2},
{2,2,0,0,0,0,0,2,2},
{2,0,0,1,3,4,0,0,2},
{2,0,0,0,0,0,2,2,2},
{2,2,2,2,2,2,2,2,2}
};
const int SCREEN_HEIGHT=480;
const int SCREEN_WIDTH=SCREEN_HEIGHT * 2;
const int THREED_VIEW_WIDTH=480;
const int THREED_VIEW_HEIGHT=480;
const int MAP_SIZE=matrix::width(MAP);
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=120;
const float STEP_ANGLE = FOV / CASTED_RAYS;
const int MAX_DEPTH = MAP_SIZE * TILE_SIZE;
const float SCALE = (SCREEN_WIDTH / 2) / CASTED_RAYS;
int PITCH=25;
float player_x = SCREEN_WIDTH / 4;
float player_y = SCREEN_WIDTH / 4;
// 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) (b<<(0*8))|(g<<(1*8))|(r<<(2*8))|(a<<(3*8))
#define gray_color(c) rgba_color(c, c, c, 255)
std::vector<uint32_t> texture[8];
#define texWidth 64
#define texHeight 64
void load_textures() {
for(int i = 0; i < 8; i++) {
texture[i].resize(texWidth * texHeight);
}
for(int x = 0; x < texWidth; x++) {
for(int y = 0; y < texHeight; y++)
{
int xorcolor = (x * 256 / texWidth) ^ (y * 256 / texHeight);
//int xcolor = x * 256 / texWidth;
int ycolor = y * 256 / texHeight;
int xycolor = y * 128 / texHeight + x * 128 / texWidth;
texture[0][texWidth * y + x] = 65536 * 254 * (x != y && x != texWidth - y); //flat red texture with black cross
texture[1][texWidth * y + x] = xycolor + 256 * xycolor + 65536 * xycolor; //sloped greyscale
texture[2][texWidth * y + x] = 256 * xycolor + 65536 * xycolor; //sloped yellow gradient
texture[3][texWidth * y + x] = xorcolor + 256 * xorcolor + 65536 * xorcolor; //xor greyscale
texture[4][texWidth * y + x] = 256 * xorcolor; //xor green
texture[5][texWidth * y + x] = 65536 * 192 * (x % 16 && y % 16); //red bricks
texture[6][texWidth * y + x] = 65536 * ycolor; //red gradient
texture[7][texWidth * y + x] = 128 + 256 * 128 + 65536 * 128; //flat grey texture
}
}
}
void draw_rect(Fenster &window, Point pos, Point size, uint32_t color) {
size_t x_start = size_t(pos.x);
size_t y_start = size_t(pos.y);
size_t width = size_t(size.x);
size_t height = size_t(size.y);
dbc::check(x_start <= size_t(window.f.width), format("pos.x {} is greater than width {}", x_start, window.f.width));
dbc::check(y_start <= size_t(window.f.height), format("pos.y {} is greater than height {}", y_start, window.f.height));
dbc::check(x_start + width <= size_t(window.f.width), format("size width {} is greater than width {}", x_start + width, window.f.width));
dbc::check(y_start + height <= size_t(window.f.height), format("size height {} is greater than height {}", y_start + height, window.f.height));
for(size_t y = y_start; y < y_start + height; y++) {
for(size_t x = x_start; x < x_start + width; x++) {
window.px(x, y) = color;
}
}
}
void draw_map_rect(Fenster &window, int x, int y, uint32_t color) {
draw_rect(window,
{size_t(x * TILE_SIZE), size_t(y * TILE_SIZE)},
{size_t(TILE_SIZE-1), size_t(TILE_SIZE-1)},
color);
}
void draw_map(Fenster &window, Matrix &map) {
uint32_t light_grey = gray_color(191);
uint32_t dark_grey = gray_color(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, x, y, map[y][x] == 0 ? dark_grey : light_grey);
}
}
}
void draw_line(Fenster &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;
}
window.px(x, y) = color;
}
}
void clear(Fenster &window) {
for(int y = 0; y < window.f.height; y++) {
for(int x = 0; x < window.f.width; x++) {
window.px(x, y) = 0;
}
}
}
void draw_map_blocks(Fenster &window, int col, int row) {
draw_map_rect(window, col, row, rgba_color(100, 20, 20, 255));
}
void ray_casting(Fenster &window, Matrix& map) {
int w = THREED_VIEW_WIDTH;
int h = THREED_VIEW_HEIGHT;
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);
double perpWallDist;
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);
}
draw_map_blocks(window, mapX, mapY);
// player direction ray
draw_line(window, {size_t(posX * TILE_SIZE), size_t(posY * TILE_SIZE)},
{(size_t)mapX * TILE_SIZE, (size_t)mapY * TILE_SIZE}, rgba_color(0, 255, 0, 255));
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++) {
// BUG? Why bitwise and here?
int texY = (int)texPos & (texHeight - 1);
texPos += step;
uint32_t color = texture[texNum][texHeight * texY + texX];
if(side == 1) color = (color >> 1) & 8355711;
window.px(x + THREED_VIEW_WIDTH, y) = color;
}
}
}
void draw_ceiling_floor(Fenster &window) {
draw_rect(window,
{size_t(window.width() / 2), size_t(window.height() / 2)},
{size_t(window.width() / 2), size_t(window.height() / 2)},
gray_color(200));
draw_rect(window,
{size_t(window.width() / 2), 0},
{size_t(window.height()), size_t(window.height() / 2 + PITCH)},
gray_color(100));
}
void draw_everything(Fenster &window) {
clear(window);
draw_map(window, MAP);
draw_ceiling_floor(window);
ray_casting(window, MAP);
}
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() {
Fenster window(SCREEN_WIDTH, SCREEN_HEIGHT, "Fenscaster");
const int fps = 60;
double moveSpeed = 0.1;
double rotSpeed = 0.1;
load_textures();
while(window.loop(fps)) {
draw_everything(window);
if(window.key('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(window.key('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(window.key('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(window.key('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(window.key('E')) {
PITCH = std::clamp(PITCH + 10, -60, 240);
} else if(window.key('Q')) {
PITCH = std::clamp(PITCH - 10, -60, 240);
}
}
return 0;
}
#if defined(_WIN32)
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine,
int nCmdShow) {
(void)hInstance, (void)hPrevInstance, (void)pCmdLine, (void)nCmdShow;
return main();
}
#endif

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#ifndef FENSTER_H
#define FENSTER_H
#if defined(__APPLE__)
#include <CoreGraphics/CoreGraphics.h>
#include <objc/NSObjCRuntime.h>
#include <objc/objc-runtime.h>
#elif defined(_WIN32)
#include <windows.h>
#else
#define _DEFAULT_SOURCE 1
#include <X11/XKBlib.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include <time.h>
#endif
#include <stdint.h>
#include <stdlib.h>
struct fenster {
const char *title;
const int width;
const int height;
uint32_t *buf;
int keys[256]; /* keys are mostly ASCII, but arrows are 17..20 */
int mod; /* mod is 4 bits mask, ctrl=1, shift=2, alt=4, meta=8 */
int x;
int y;
int mouse;
#if defined(__APPLE__)
id wnd;
#elif defined(_WIN32)
HWND hwnd;
#else
Display *dpy;
Window w;
GC gc;
XImage *img;
#endif
};
#ifndef FENSTER_API
#define FENSTER_API extern
#endif
FENSTER_API int fenster_open(struct fenster *f);
FENSTER_API int fenster_loop(struct fenster *f);
FENSTER_API void fenster_close(struct fenster *f);
FENSTER_API void fenster_sleep(int64_t ms);
FENSTER_API int64_t fenster_time(void);
#define fenster_pixel(f, x, y) ((f)->buf[((y) * (f)->width) + (x)])
#ifndef FENSTER_HEADER
#if defined(__APPLE__)
#define msg(r, o, s) ((r(*)(id, SEL))objc_msgSend)(o, sel_getUid(s))
#define msg1(r, o, s, A, a) \
((r(*)(id, SEL, A))objc_msgSend)(o, sel_getUid(s), a)
#define msg2(r, o, s, A, a, B, b) \
((r(*)(id, SEL, A, B))objc_msgSend)(o, sel_getUid(s), a, b)
#define msg3(r, o, s, A, a, B, b, C, c) \
((r(*)(id, SEL, A, B, C))objc_msgSend)(o, sel_getUid(s), a, b, c)
#define msg4(r, o, s, A, a, B, b, C, c, D, d) \
((r(*)(id, SEL, A, B, C, D))objc_msgSend)(o, sel_getUid(s), a, b, c, d)
#define cls(x) ((id)objc_getClass(x))
extern id const NSDefaultRunLoopMode;
extern id const NSApp;
static void fenster_draw_rect(id v, SEL s, CGRect r) {
(void)r, (void)s;
struct fenster *f = (struct fenster *)objc_getAssociatedObject(v, "fenster");
CGContextRef context =
msg(CGContextRef, msg(id, cls("NSGraphicsContext"), "currentContext"),
"graphicsPort");
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
CGDataProviderRef provider = CGDataProviderCreateWithData(
NULL, f->buf, f->width * f->height * 4, NULL);
CGImageRef img =
CGImageCreate(f->width, f->height, 8, 32, f->width * 4, space,
kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Little,
provider, NULL, false, kCGRenderingIntentDefault);
CGColorSpaceRelease(space);
CGDataProviderRelease(provider);
CGContextDrawImage(context, CGRectMake(0, 0, f->width, f->height), img);
CGImageRelease(img);
}
static BOOL fenster_should_close(id v, SEL s, id w) {
(void)v, (void)s, (void)w;
msg1(void, NSApp, "terminate:", id, NSApp);
return YES;
}
FENSTER_API int fenster_open(struct fenster *f) {
msg(id, cls("NSApplication"), "sharedApplication");
msg1(void, NSApp, "setActivationPolicy:", NSInteger, 0);
f->wnd = msg4(id, msg(id, cls("NSWindow"), "alloc"),
"initWithContentRect:styleMask:backing:defer:", CGRect,
CGRectMake(0, 0, f->width, f->height), NSUInteger, 3,
NSUInteger, 2, BOOL, NO);
Class windelegate =
objc_allocateClassPair((Class)cls("NSObject"), "FensterDelegate", 0);
class_addMethod(windelegate, sel_getUid("windowShouldClose:"),
(IMP)fenster_should_close, "c@:@");
objc_registerClassPair(windelegate);
msg1(void, f->wnd, "setDelegate:", id,
msg(id, msg(id, (id)windelegate, "alloc"), "init"));
Class c = objc_allocateClassPair((Class)cls("NSView"), "FensterView", 0);
class_addMethod(c, sel_getUid("drawRect:"), (IMP)fenster_draw_rect, "i@:@@");
objc_registerClassPair(c);
id v = msg(id, msg(id, (id)c, "alloc"), "init");
msg1(void, f->wnd, "setContentView:", id, v);
objc_setAssociatedObject(v, "fenster", (id)f, OBJC_ASSOCIATION_ASSIGN);
id title = msg1(id, cls("NSString"), "stringWithUTF8String:", const char *,
f->title);
msg1(void, f->wnd, "setTitle:", id, title);
msg1(void, f->wnd, "makeKeyAndOrderFront:", id, nil);
msg(void, f->wnd, "center");
msg1(void, NSApp, "activateIgnoringOtherApps:", BOOL, YES);
return 0;
}
FENSTER_API void fenster_close(struct fenster *f) {
msg(void, f->wnd, "close");
}
// clang-format off
static const uint8_t FENSTER_KEYCODES[128] = {65,83,68,70,72,71,90,88,67,86,0,66,81,87,69,82,89,84,49,50,51,52,54,53,61,57,55,45,56,48,93,79,85,91,73,80,10,76,74,39,75,59,92,44,47,78,77,46,9,32,96,8,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,2,3,127,0,5,0,4,0,20,19,18,17,0};
// clang-format on
FENSTER_API int fenster_loop(struct fenster *f) {
msg1(void, msg(id, f->wnd, "contentView"), "setNeedsDisplay:", BOOL, YES);
id ev = msg4(id, NSApp,
"nextEventMatchingMask:untilDate:inMode:dequeue:", NSUInteger,
NSUIntegerMax, id, NULL, id, NSDefaultRunLoopMode, BOOL, YES);
if (!ev)
return 0;
NSUInteger evtype = msg(NSUInteger, ev, "type");
switch (evtype) {
case 1: /* NSEventTypeMouseDown */
f->mouse |= 1;
break;
case 2: /* NSEventTypeMouseUp*/
f->mouse &= ~1;
break;
case 5:
case 6: { /* NSEventTypeMouseMoved */
CGPoint xy = msg(CGPoint, ev, "locationInWindow");
f->x = (int)xy.x;
f->y = (int)(f->height - xy.y);
return 0;
}
case 10: /*NSEventTypeKeyDown*/
case 11: /*NSEventTypeKeyUp:*/ {
NSUInteger k = msg(NSUInteger, ev, "keyCode");
f->keys[k < 127 ? FENSTER_KEYCODES[k] : 0] = evtype == 10;
NSUInteger mod = msg(NSUInteger, ev, "modifierFlags") >> 17;
f->mod = (mod & 0xc) | ((mod & 1) << 1) | ((mod >> 1) & 1);
return 0;
}
}
msg1(void, NSApp, "sendEvent:", id, ev);
return 0;
}
#elif defined(_WIN32)
// clang-format off
static const uint8_t FENSTER_KEYCODES[] = {0,27,49,50,51,52,53,54,55,56,57,48,45,61,8,9,81,87,69,82,84,89,85,73,79,80,91,93,10,0,65,83,68,70,71,72,74,75,76,59,39,96,0,92,90,88,67,86,66,78,77,44,46,47,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,17,3,0,20,0,19,0,5,18,4,26,127};
// clang-format on
typedef struct BINFO{
BITMAPINFOHEADER bmiHeader;
RGBQUAD bmiColors[3];
}BINFO;
static LRESULT CALLBACK fenster_wndproc(HWND hwnd, UINT msg, WPARAM wParam,
LPARAM lParam) {
struct fenster *f = (struct fenster *)GetWindowLongPtr(hwnd, GWLP_USERDATA);
switch (msg) {
case WM_PAINT: {
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP hbmp = CreateCompatibleBitmap(hdc, f->width, f->height);
HBITMAP oldbmp = (HBITMAP)SelectObject(memdc, hbmp);
BINFO bi = {{sizeof(bi), f->width, -f->height, 1, 32, BI_BITFIELDS}};
bi.bmiColors[0].rgbRed = 0xff;
bi.bmiColors[1].rgbGreen = 0xff;
bi.bmiColors[2].rgbBlue = 0xff;
SetDIBitsToDevice(memdc, 0, 0, f->width, f->height, 0, 0, 0, f->height,
f->buf, (BITMAPINFO *)&bi, DIB_RGB_COLORS);
BitBlt(hdc, 0, 0, f->width, f->height, memdc, 0, 0, SRCCOPY);
SelectObject(memdc, oldbmp);
DeleteObject(hbmp);
DeleteDC(memdc);
EndPaint(hwnd, &ps);
} break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
f->mouse = (msg == WM_LBUTTONDOWN);
break;
case WM_MOUSEMOVE:
f->y = HIWORD(lParam), f->x = LOWORD(lParam);
break;
case WM_KEYDOWN:
case WM_KEYUP: {
f->mod = ((GetKeyState(VK_CONTROL) & 0x8000) >> 15) |
((GetKeyState(VK_SHIFT) & 0x8000) >> 14) |
((GetKeyState(VK_MENU) & 0x8000) >> 13) |
(((GetKeyState(VK_LWIN) | GetKeyState(VK_RWIN)) & 0x8000) >> 12);
f->keys[FENSTER_KEYCODES[HIWORD(lParam) & 0x1ff]] = !((lParam >> 31) & 1);
} break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
FENSTER_API int fenster_open(struct fenster *f) {
HINSTANCE hInstance = GetModuleHandle(NULL);
WNDCLASSEX wc = {0};
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_VREDRAW | CS_HREDRAW;
wc.lpfnWndProc = fenster_wndproc;
wc.hInstance = hInstance;
wc.lpszClassName = f->title;
RegisterClassEx(&wc);
f->hwnd = CreateWindowEx(WS_EX_CLIENTEDGE, f->title, f->title,
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
f->width, f->height, NULL, NULL, hInstance, NULL);
if (f->hwnd == NULL)
return -1;
SetWindowLongPtr(f->hwnd, GWLP_USERDATA, (LONG_PTR)f);
ShowWindow(f->hwnd, SW_NORMAL);
UpdateWindow(f->hwnd);
return 0;
}
FENSTER_API void fenster_close(struct fenster *f) { (void)f; }
FENSTER_API int fenster_loop(struct fenster *f) {
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT)
return -1;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
InvalidateRect(f->hwnd, NULL, TRUE);
return 0;
}
#else
// clang-format off
static int FENSTER_KEYCODES[124] = {XK_BackSpace,8,XK_Delete,127,XK_Down,18,XK_End,5,XK_Escape,27,XK_Home,2,XK_Insert,26,XK_Left,20,XK_Page_Down,4,XK_Page_Up,3,XK_Return,10,XK_Right,19,XK_Tab,9,XK_Up,17,XK_apostrophe,39,XK_backslash,92,XK_bracketleft,91,XK_bracketright,93,XK_comma,44,XK_equal,61,XK_grave,96,XK_minus,45,XK_period,46,XK_semicolon,59,XK_slash,47,XK_space,32,XK_a,65,XK_b,66,XK_c,67,XK_d,68,XK_e,69,XK_f,70,XK_g,71,XK_h,72,XK_i,73,XK_j,74,XK_k,75,XK_l,76,XK_m,77,XK_n,78,XK_o,79,XK_p,80,XK_q,81,XK_r,82,XK_s,83,XK_t,84,XK_u,85,XK_v,86,XK_w,87,XK_x,88,XK_y,89,XK_z,90,XK_0,48,XK_1,49,XK_2,50,XK_3,51,XK_4,52,XK_5,53,XK_6,54,XK_7,55,XK_8,56,XK_9,57};
// clang-format on
FENSTER_API int fenster_open(struct fenster *f) {
f->dpy = XOpenDisplay(NULL);
int screen = DefaultScreen(f->dpy);
f->w = XCreateSimpleWindow(f->dpy, RootWindow(f->dpy, screen), 0, 0, f->width,
f->height, 0, BlackPixel(f->dpy, screen),
WhitePixel(f->dpy, screen));
f->gc = XCreateGC(f->dpy, f->w, 0, 0);
XSelectInput(f->dpy, f->w,
ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
ButtonReleaseMask | PointerMotionMask);
XStoreName(f->dpy, f->w, f->title);
XMapWindow(f->dpy, f->w);
XSync(f->dpy, f->w);
f->img = XCreateImage(f->dpy, DefaultVisual(f->dpy, 0), 24, ZPixmap, 0,
(char *)f->buf, f->width, f->height, 32, 0);
return 0;
}
FENSTER_API void fenster_close(struct fenster *f) { XCloseDisplay(f->dpy); }
FENSTER_API int fenster_loop(struct fenster *f) {
XEvent ev;
XPutImage(f->dpy, f->w, f->gc, f->img, 0, 0, 0, 0, f->width, f->height);
XFlush(f->dpy);
while (XPending(f->dpy)) {
XNextEvent(f->dpy, &ev);
switch (ev.type) {
case ButtonPress:
case ButtonRelease:
f->mouse = (ev.type == ButtonPress);
break;
case MotionNotify:
f->x = ev.xmotion.x, f->y = ev.xmotion.y;
break;
case KeyPress:
case KeyRelease: {
int m = ev.xkey.state;
int k = XkbKeycodeToKeysym(f->dpy, ev.xkey.keycode, 0, 0);
for (unsigned int i = 0; i < 124; i += 2) {
if (FENSTER_KEYCODES[i] == k) {
f->keys[FENSTER_KEYCODES[i + 1]] = (ev.type == KeyPress);
break;
}
}
f->mod = (!!(m & ControlMask)) | (!!(m & ShiftMask) << 1) |
(!!(m & Mod1Mask) << 2) | (!!(m & Mod4Mask) << 3);
} break;
}
}
return 0;
}
#endif
#ifdef _WIN32
FENSTER_API void fenster_sleep(int64_t ms) { Sleep(ms); }
FENSTER_API int64_t fenster_time() {
LARGE_INTEGER freq, count;
QueryPerformanceFrequency(&freq);
QueryPerformanceCounter(&count);
return (int64_t)(count.QuadPart * 1000.0 / freq.QuadPart);
}
#else
FENSTER_API void fenster_sleep(int64_t ms) {
struct timespec ts;
ts.tv_sec = ms / 1000;
ts.tv_nsec = (ms % 1000) * 1000000;
nanosleep(&ts, NULL);
}
FENSTER_API int64_t fenster_time(void) {
struct timespec time;
clock_gettime(CLOCK_REALTIME, &time);
return time.tv_sec * 1000 + (time.tv_nsec / 1000000);
}
#endif
#ifdef __cplusplus
class Fenster {
public:
struct fenster f;
int64_t now;
Fenster(const int w, const int h, const char *title)
: f{.title = title, .width = w, .height = h} {
this->f.buf = new uint32_t[w * h];
this->now = fenster_time();
fenster_open(&this->f);
}
~Fenster() {
fenster_close(&this->f);
delete[] this->f.buf;
}
bool loop(const int fps) {
int64_t t = fenster_time();
if (t - this->now < 1000 / fps) {
fenster_sleep(t - now);
}
this->now = t;
return fenster_loop(&this->f) == 0;
}
inline uint32_t &px(const int x, const int y) {
return fenster_pixel(&this->f, x, y);
}
bool key(int c) { return c >= 0 && c < 128 ? this->f.keys[c] : false; }
int x() { return this->f.x; }
int y() { return this->f.y; }
int mouse() { return this->f.mouse; }
int mod() { return this->f.mod; }
int width() { return this->f.width; }
int height() { return this->f.height; }
};
#endif /* __cplusplus */
#endif /* !FENSTER_HEADER */
#endif /* FENSTER_H */

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import pygame
import sys
import math
SCREEN_HEIGHT=480
SCREEN_WIDTH=SCREEN_HEIGHT * 2
MAP_SIZE=8
TILE_SIZE=int((SCREEN_WIDTH / 2) / MAP_SIZE)
FOV=math.pi / 3
HALF_FOV = FOV / 2
CASTED_RAYS=30
STEP_ANGLE = FOV / CASTED_RAYS
MAX_DEPTH = int(MAP_SIZE * TILE_SIZE)
SCALE = (SCREEN_WIDTH / 2) / CASTED_RAYS
player_x = (SCREEN_WIDTH/2)/2
player_y = (SCREEN_WIDTH/2)/2
player_angle = math.pi
MAP = ('########'
'# # #'
'# # ###'
'# #'
'## #'
'# ### #'
'# # #'
'########')
pygame.init()
win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Ray-Casting")
clock = pygame.time.Clock()
def draw_map():
light_grey = (191, 191, 191)
dark_grey = (65,65,65)
for i in range(MAP_SIZE):
for j in range(MAP_SIZE):
square = i * MAP_SIZE + j
pygame.draw.rect(win,
light_grey if MAP[square] == '#' else dark_grey,
(j * TILE_SIZE, i * TILE_SIZE, TILE_SIZE -1, TILE_SIZE - 1))
def ray_casting():
# left angle of FOV
start_angle = player_angle - HALF_FOV
for ray in range(CASTED_RAYS):
for depth in range(1,MAX_DEPTH):
target_x = player_x - math.sin(start_angle) * depth
target_y = player_y + math.cos(start_angle) * depth
col = int(target_x / TILE_SIZE)
row = int(target_y / TILE_SIZE)
square = row * MAP_SIZE + col
if MAP[square] == '#':
pygame.draw.rect(win,
(195, 137, 38),
(col * TILE_SIZE,
row * TILE_SIZE,
TILE_SIZE -1, TILE_SIZE-1))
pygame.draw.line(win, (233, 166, 49),
(player_x, player_y),
(target_x, target_y))
# wall shading
color = 255 / (1 + depth * depth * 0.0001)
# fix fish eye effect
depth *= math.cos(player_angle - start_angle)
# calculate wall height
wall_height = 21000 / (depth)
if wall_height > SCREEN_HEIGHT:
wall_height = SCREEN_HEIGHT
pygame.draw.rect(win,
(color, color, color),
(SCREEN_HEIGHT + ray * SCALE,
(SCREEN_HEIGHT / 2) - wall_height/2,
SCALE, wall_height))
break
start_angle += STEP_ANGLE
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
# update 2d background
pygame.draw.rect(win, (0,0,0), (0, 0, SCREEN_HEIGHT, SCREEN_HEIGHT))
# update 3d background
pygame.draw.rect(win, (100, 100, 100), (480, SCREEN_HEIGHT / 2, SCREEN_HEIGHT, SCREEN_HEIGHT))
pygame.draw.rect(win, (200, 200, 200), (480, -SCREEN_HEIGHT / 2, SCREEN_HEIGHT, SCREEN_HEIGHT))
draw_map()
ray_casting()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
# working with radians, not degrees
player_angle -= 0.1
elif keys[pygame.K_RIGHT]:
player_angle += 0.1
elif keys[pygame.K_UP]:
forward = True
player_x += -1 * math.sin(player_angle) * 5
player_y += math.cos(player_angle) * 5
elif keys[pygame.K_DOWN]:
forward = False
player_x -= -1 * math.sin(player_angle) * 5
player_y -= math.cos(player_angle) * 5
# update the display
pygame.display.flip()
clock.tick(30)

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

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#include <fmt/core.h>
#include <SFML/Graphics.hpp>
#include <numbers>
#include <cmath>
#include "matrix.hpp"
#include <cstdlib>
using matrix::Matrix;
using namespace fmt;
Matrix MAP{
{1,1,1,1,1,1,1,1,1},
{1,0,1,0,0,0,0,0,1},
{1,0,1,0,0,1,1,0,1},
{1,0,0,0,0,0,0,0,1},
{1,1,0,0,0,0,0,0,1},
{1,0,0,1,1,1,0,0,1},
{1,0,0,0,1,0,0,0,1},
{1,0,0,0,0,0,1,1,1},
{1,1,1,1,1,1,1,1,1}
};
const int SCREEN_HEIGHT=480;
const int THREED_VIEW_WIDTH=480;
const int THREED_VIEW_HEIGHT=480;
const int SCREEN_WIDTH=SCREEN_HEIGHT * 2;
const int MAP_SIZE=matrix::width(MAP);
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=120;
const float STEP_ANGLE = FOV / CASTED_RAYS;
const int MAX_DEPTH = MAP_SIZE * TILE_SIZE;
const float SCALE = (SCREEN_WIDTH / 2) / CASTED_RAYS;
float player_x = SCREEN_WIDTH / 4;
float player_y = SCREEN_WIDTH / 4;
float player_angle = std::numbers::pi;
struct RGBA {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
};
RGBA pixels[SCREEN_HEIGHT * SCREEN_HEIGHT] = {{0,0,0,0}};
sf::Texture view_texture;
sf::Sprite view_sprite;
void draw_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, SCREEN_HEIGHT, SCREEN_HEIGHT, 0, 0);
view_sprite.setTexture(view_texture);
view_sprite.setPosition(SCREEN_HEIGHT, 0);
window.draw(view_sprite);
}
void draw_pixel_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_t color) {
size_t x_start = size_t(pos.x - SCREEN_HEIGHT);
size_t y_start = size_t(pos.y);
size_t width = size_t(size.x);
size_t height = size_t(size.y);
for(size_t y = y_start; y < y_start + height; y++) {
for(size_t x = x_start; x < x_start + width; x++) {
size_t pixel_index = (y * SCREEN_HEIGHT) + x;
pixels[pixel_index] = {color, color, color, 255};
}
}
}
void draw_map_rect(sf::RenderWindow &window, int x, int y, uint8_t color) {
draw_rect(window,
{float(x * TILE_SIZE), float(y * TILE_SIZE)},
{float(TILE_SIZE-1), float(TILE_SIZE-1)},
color);
}
void draw_map(sf::RenderWindow &window, Matrix &map) {
uint8_t light_grey = 191;
uint8_t dark_grey = 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, x, y, map[y][x] == 1 ? light_grey : dark_grey);
}
}
}
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 draw_map_rays(sf::RenderWindow &window, int col, int row, sf::Vector2f target) {
draw_map_rect(window, col, row, 100);
draw_line(window, {player_x, player_y}, target);
}
void draw_3d_view(sf::RenderWindow &window, int depth, float start_angle, int ray) {
uint8_t color = 255 / (1 + depth * depth * 0.0001);
float fixed_depth = depth * std::cos(player_angle - start_angle);
float wall_height = 21000 / fixed_depth;
if(wall_height > SCREEN_HEIGHT){
wall_height = SCREEN_HEIGHT;
}
draw_pixel_rect(window,
{SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2},
{SCALE, wall_height},
color);
}
void clear_pixel_buffer() {
std::fill_n(pixels, SCREEN_HEIGHT * SCREEN_HEIGHT, RGBA{});
}
void ray_casting(sf::RenderWindow &window, Matrix& map) {
clear_pixel_buffer();
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_rays(window, col, row, {target_x, target_y});
draw_3d_view(window, depth, start_angle, ray);
break;
}
}
}
}
void draw_ceiling_floor(sf::RenderWindow &window) {
draw_rect(window,
{SCREEN_HEIGHT, SCREEN_HEIGHT /2},
{SCREEN_HEIGHT, SCREEN_HEIGHT},
100);
draw_rect(window,
{SCREEN_HEIGHT, (SCREEN_HEIGHT * -1) / 2},
{SCREEN_HEIGHT, SCREEN_HEIGHT},
200);
}
void draw_everything(sf::RenderWindow &window) {
draw_map(window, MAP);
draw_ceiling_floor(window);
ray_casting(window, MAP);
draw_pixel_buffer(window);
window.display();
}
bool collision(float x, float y) {
int col = int(x / TILE_SIZE);
int row = int(y / TILE_SIZE);
return MAP[row][col] == 1;
}
int main() {
using KB = sf::Keyboard;
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Raycaster");
window.setVerticalSyncEnabled(true);
view_texture.create(SCREEN_HEIGHT, SCREEN_HEIGHT);
while(window.isOpen()) {
draw_everything(window);
float x = player_x;
float y = player_y;
if(KB::isKeyPressed(KB::Q)) {
player_angle -= 0.1;
} else if(KB::isKeyPressed(KB::E)) {
player_angle += 0.1;
}
if(KB::isKeyPressed(KB::W)) {
x += -1 * std::sin(player_angle) * 5;
y += std::cos(player_angle) * 5;
} else if(KB::isKeyPressed(KB::S)) {
x -= -1 * std::sin(player_angle) * 5;
y -= std::cos(player_angle) * 5;
}
if(KB::isKeyPressed(KB::D)) {
x += -1 * std::sin(player_angle + std::numbers::pi * 0.5) * 5;
y += std::cos(player_angle + std::numbers::pi * 0.5) * 5;
} else if(KB::isKeyPressed(KB::A)) {
x -= -1 * std::sin(player_angle + std::numbers::pi * 0.5) * 5;
y -= std::cos(player_angle + std::numbers::pi * 0.5) * 5;
}
if(!collision(x, y)) {
player_x = x;
player_y = y;
}
sf::Event event;
while(window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
window.close();
}
}
}
return 0;
}

View file

@ -135,14 +135,14 @@ int main(int /*argc*/, char */*argv*/[])
//load some textures
unsigned long tw, th, error = 0;
error |= loadImage(texture[0], tw, th, "pics/eagle.png");
error |= loadImage(texture[1], tw, th, "pics/redbrick.png");
error |= loadImage(texture[2], tw, th, "pics/purplestone.png");
error |= loadImage(texture[3], tw, th, "pics/greystone.png");
error |= loadImage(texture[4], tw, th, "pics/bluestone.png");
error |= loadImage(texture[5], tw, th, "pics/mossy.png");
error |= loadImage(texture[6], tw, th, "pics/wood.png");
error |= loadImage(texture[7], tw, th, "pics/colorstone.png");
error |= loadImage(texture[0], tw, th, "assets/eagle.png");
error |= loadImage(texture[1], tw, th, "assets/redbrick.png");
error |= loadImage(texture[2], tw, th, "assets/purplestone.png");
error |= loadImage(texture[3], tw, th, "assets/greystone.png");
error |= loadImage(texture[4], tw, th, "assets/bluestone.png");
error |= loadImage(texture[5], tw, th, "assets/mossy.png");
error |= loadImage(texture[6], tw, th, "assets/wood.png");
error |= loadImage(texture[7], tw, th, "assets/colorstone.png");
if(error) { std::cout << "error loading images" << std::endl; return 1; }
//load some sprite textures

View file

@ -107,14 +107,14 @@ int main(int /*argc*/, char */*argv*/[])
#else
//generate some textures
unsigned long tw, th;
loadImage(texture[0], tw, th, "pics/eagle.png");
loadImage(texture[1], tw, th, "pics/redbrick.png");
loadImage(texture[2], tw, th, "pics/purplestone.png");
loadImage(texture[3], tw, th, "pics/greystone.png");
loadImage(texture[4], tw, th, "pics/bluestone.png");
loadImage(texture[5], tw, th, "pics/mossy.png");
loadImage(texture[6], tw, th, "pics/wood.png");
loadImage(texture[7], tw, th, "pics/colorstone.png");
loadImage(texture[0], tw, th, "assets/eagle.png");
loadImage(texture[1], tw, th, "assets/redbrick.png");
loadImage(texture[2], tw, th, "assets/purplestone.png");
loadImage(texture[3], tw, th, "assets/greystone.png");
loadImage(texture[4], tw, th, "assets/bluestone.png");
loadImage(texture[5], tw, th, "assets/mossy.png");
loadImage(texture[6], tw, th, "assets/wood.png");
loadImage(texture[7], tw, th, "assets/colorstone.png");
#endif
//start the main loop