Reworked the files before the big cleanup of the code.
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30 changed files with 26 additions and 57 deletions
359
scratchpad/fenscaster.cpp
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359
scratchpad/fenscaster.cpp
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#include <fmt/core.h>
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#include <numbers>
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#include <algorithm>
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#include <cmath>
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#include "matrix.hpp"
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#include <cstdlib>
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#include "fenster/fenster.h"
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#include "dbc.hpp"
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using matrix::Matrix;
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using namespace fmt;
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Matrix MAP{
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{2,2,2,2,2,2,2,2,2},
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{2,0,8,0,0,0,0,0,2},
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{2,0,7,0,0,5,6,0,2},
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{2,0,0,0,0,0,0,0,2},
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{2,2,0,0,0,0,0,2,2},
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{2,0,0,1,3,4,0,0,2},
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{2,0,0,0,0,0,2,2,2},
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{2,2,2,2,2,2,2,2,2}
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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 THREED_VIEW_WIDTH=480;
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const int THREED_VIEW_HEIGHT=480;
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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=120;
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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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int PITCH=25;
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float player_x = SCREEN_WIDTH / 4;
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float player_y = SCREEN_WIDTH / 4;
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// x and y start position
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double posX = player_x / TILE_SIZE;
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double posY = player_y / TILE_SIZE;
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// initial direction vector
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double dirX = -1;
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double dirY = 0;
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// the 2d raycaster version of camera plane
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double planeX = 0;
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double planeY = 0.66;
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#define rgba_color(r,g,b,a) (b<<(0*8))|(g<<(1*8))|(r<<(2*8))|(a<<(3*8))
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#define gray_color(c) rgba_color(c, c, c, 255)
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std::vector<uint32_t> texture[8];
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#define texWidth 64
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#define texHeight 64
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void load_textures() {
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for(int i = 0; i < 8; i++) {
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texture[i].resize(texWidth * texHeight);
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}
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for(int x = 0; x < texWidth; x++) {
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for(int y = 0; y < texHeight; y++)
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{
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int xorcolor = (x * 256 / texWidth) ^ (y * 256 / texHeight);
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//int xcolor = x * 256 / texWidth;
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int ycolor = y * 256 / texHeight;
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int xycolor = y * 128 / texHeight + x * 128 / texWidth;
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texture[0][texWidth * y + x] = 65536 * 254 * (x != y && x != texWidth - y); //flat red texture with black cross
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texture[1][texWidth * y + x] = xycolor + 256 * xycolor + 65536 * xycolor; //sloped greyscale
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texture[2][texWidth * y + x] = 256 * xycolor + 65536 * xycolor; //sloped yellow gradient
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texture[3][texWidth * y + x] = xorcolor + 256 * xorcolor + 65536 * xorcolor; //xor greyscale
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texture[4][texWidth * y + x] = 256 * xorcolor; //xor green
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texture[5][texWidth * y + x] = 65536 * 192 * (x % 16 && y % 16); //red bricks
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texture[6][texWidth * y + x] = 65536 * ycolor; //red gradient
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texture[7][texWidth * y + x] = 128 + 256 * 128 + 65536 * 128; //flat grey texture
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}
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}
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}
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void draw_rect(Fenster &window, Point pos, Point size, uint32_t color) {
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size_t x_start = size_t(pos.x);
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size_t y_start = size_t(pos.y);
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size_t width = size_t(size.x);
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size_t height = size_t(size.y);
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dbc::check(x_start <= size_t(window.f.width), format("pos.x {} is greater than width {}", x_start, window.f.width));
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dbc::check(y_start <= size_t(window.f.height), format("pos.y {} is greater than height {}", y_start, window.f.height));
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dbc::check(x_start + width <= size_t(window.f.width), format("size width {} is greater than width {}", x_start + width, window.f.width));
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dbc::check(y_start + height <= size_t(window.f.height), format("size height {} is greater than height {}", y_start + height, window.f.height));
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for(size_t y = y_start; y < y_start + height; y++) {
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for(size_t x = x_start; x < x_start + width; x++) {
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window.px(x, y) = color;
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}
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}
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}
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void draw_map_rect(Fenster &window, int x, int y, uint32_t color) {
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draw_rect(window,
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{size_t(x * TILE_SIZE), size_t(y * TILE_SIZE)},
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{size_t(TILE_SIZE-1), size_t(TILE_SIZE-1)},
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color);
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}
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void draw_map(Fenster &window, Matrix &map) {
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uint32_t light_grey = gray_color(191);
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uint32_t dark_grey = gray_color(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] == 0 ? dark_grey : light_grey);
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}
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}
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}
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void draw_line(Fenster &window, Point start, Point end, uint32_t color) {
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int x = int(start.x);
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int y = int(start.y);
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int x1 = int(end.x);
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int y1 = int(end.y);
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int dx = std::abs(x1 - x);
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int sx = x < x1 ? 1 : -1;
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int dy = std::abs(y1 - y) * -1;
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int sy = y < y1 ? 1 : -1;
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int error = dx + dy;
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while(x != x1 || y != y1) {
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int e2 = 2 * error;
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if(e2 >= dy) {
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error = error + dy;
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x = x + sx;
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}
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if(e2 <= dx) {
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error = error + dx;
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y = y + sy;
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}
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window.px(x, y) = color;
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}
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}
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void clear(Fenster &window) {
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for(int y = 0; y < window.f.height; y++) {
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for(int x = 0; x < window.f.width; x++) {
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window.px(x, y) = 0;
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}
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}
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}
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void draw_map_blocks(Fenster &window, int col, int row) {
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draw_map_rect(window, col, row, rgba_color(100, 20, 20, 255));
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}
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void ray_casting(Fenster &window, Matrix& map) {
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int w = THREED_VIEW_WIDTH;
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int h = THREED_VIEW_HEIGHT;
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for(int x = 0; x < w; x++) {
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// calculate ray position and direction
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double cameraX = 2 * x / double(w) - 1; // x-coord in camera space
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double rayDirX = dirX + planeX * cameraX;
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double rayDirY = dirY + planeY * cameraX;
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// which box of the map we're in
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int mapX = int(posX);
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int mapY = int(posY);
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// length of ray from current pos to next x or y-side
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double sideDistX;
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double sideDistY;
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// length of ray from one x or y-side to next x or y-side
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double deltaDistX = std::abs(1.0 / rayDirX);
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double deltaDistY = std::abs(1.0 / rayDirY);
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double perpWallDist;
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int stepX = 0;
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int stepY = 0;
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int hit = 0;
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int side = 0;
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// calculate step and initial sideDist
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if(rayDirX < 0) {
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stepX = -1;
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sideDistX = (posX - mapX) * deltaDistX;
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} else {
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stepX = 1;
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sideDistX = (mapX + 1.0 - posX) * deltaDistX;
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}
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if(rayDirY < 0) {
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stepY = -1;
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sideDistY = (posY - mapY) * deltaDistY;
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} else {
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stepY = 1;
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sideDistY = (mapY + 1.0 - posY) * deltaDistY;
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}
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// perform DDA
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while(hit == 0) {
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if(sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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} else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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if(map[mapY][mapX] > 0) hit = 1;
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}
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if(side == 0) {
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perpWallDist = (sideDistX - deltaDistX);
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} else {
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perpWallDist = (sideDistY - deltaDistY);
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}
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draw_map_blocks(window, mapX, mapY);
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// player direction ray
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draw_line(window, {size_t(posX * TILE_SIZE), size_t(posY * TILE_SIZE)},
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{(size_t)mapX * TILE_SIZE, (size_t)mapY * TILE_SIZE}, rgba_color(0, 255, 0, 255));
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int lineHeight = int(h / perpWallDist);
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int drawStart = -lineHeight / 2 + h / 2 + PITCH;
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if(drawStart < 0) drawStart = 0;
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int drawEnd = lineHeight / 2 + h / 2 + PITCH;
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if(drawEnd >= h) drawEnd = h - 1;
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int texNum = MAP[mapY][mapX] - 1;
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// calculate value of wallX
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double wallX; // where exactly the wall was hit
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if(side == 0) {
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wallX = posY + perpWallDist * rayDirY;
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} else {
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wallX = posX + perpWallDist * rayDirX;
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}
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wallX -= floor((wallX));
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// x coorindate on the texture
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int texX = int(wallX * double(texWidth));
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if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1;
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if(side == 1 && rayDirY < 0) texX = texWidth - texX - 1;
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// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
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// How much to increase the texture coordinate per screen pixel
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double step = 1.0 * texHeight / lineHeight;
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// Starting texture coordinate
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double texPos = (drawStart - PITCH - h / 2 + lineHeight / 2) * step;
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for(int y = drawStart; y < drawEnd; y++) {
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// BUG? Why bitwise and here?
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int texY = (int)texPos & (texHeight - 1);
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texPos += step;
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uint32_t color = texture[texNum][texHeight * texY + texX];
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if(side == 1) color = (color >> 1) & 8355711;
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window.px(x + THREED_VIEW_WIDTH, y) = color;
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}
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}
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}
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void draw_ceiling_floor(Fenster &window) {
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draw_rect(window,
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{size_t(window.width() / 2), size_t(window.height() / 2)},
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{size_t(window.width() / 2), size_t(window.height() / 2)},
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gray_color(200));
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draw_rect(window,
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{size_t(window.width() / 2), 0},
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{size_t(window.height()), size_t(window.height() / 2 + PITCH)},
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gray_color(100));
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}
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void draw_everything(Fenster &window) {
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clear(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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}
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bool empty_space(int new_x, int new_y) {
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dbc::check((size_t)new_x < matrix::width(MAP),
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format("x={} too wide={}", new_x, matrix::width(MAP)));
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dbc::check((size_t)new_y < matrix::height(MAP),
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format("y={} too high={}", new_y, matrix::height(MAP)));
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return MAP[new_y][new_x] == 0;
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}
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int main() {
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Fenster window(SCREEN_WIDTH, SCREEN_HEIGHT, "Fenscaster");
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const int fps = 60;
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double moveSpeed = 0.1;
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double rotSpeed = 0.1;
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load_textures();
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while(window.loop(fps)) {
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draw_everything(window);
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if(window.key('W')) {
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if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed;
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if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed;
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} else if(window.key('S')) {
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if(empty_space(int(posX - dirX * moveSpeed), int(posY))) posX -= dirX * moveSpeed;
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if(empty_space(int(posX), int(posY - dirY * moveSpeed))) posY -= dirY * moveSpeed;
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}
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if(window.key('D')) {
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double oldDirX = dirX;
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dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
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dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
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double oldPlaneX = planeX;
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planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
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planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
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} else if(window.key('A')) {
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double oldDirX = dirX;
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dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
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dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
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double oldPlaneX = planeX;
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planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
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planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
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}
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if(window.key('E')) {
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PITCH = std::clamp(PITCH + 10, -60, 240);
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} else if(window.key('Q')) {
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PITCH = std::clamp(PITCH - 10, -60, 240);
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}
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}
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return 0;
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}
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#if defined(_WIN32)
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine,
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int nCmdShow) {
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(void)hInstance, (void)hPrevInstance, (void)pCmdLine, (void)nCmdShow;
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return main();
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}
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#endif
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