Move amt's examples into scratchpad for later review.
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417
scratchpad/amt/raycaster.cpp
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417
scratchpad/amt/raycaster.cpp
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#include "amt/raycaster.hpp"
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#include "amt/texture.hpp"
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#include "amt/pixel.hpp"
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#include "constants.hpp"
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#include "thread.hpp"
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#define AMT_LIGHT
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using namespace fmt;
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#ifdef AMT_LIGHT
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static constexpr auto room_brightness = 0.3f; // increse this to increase the room brightness. Higher value means brighter room.
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inline static constexpr amt::RGBA dumb_lighting(amt::RGBA pixel, float distance, float distance_from_center) {
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auto const dim_pixel = pixel * room_brightness;
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if (distance_from_center >= 0) {
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auto const min_brightness = 1.f / std::max(distance_from_center, 0.5f); // farther away from the center darker it gets
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auto const max_brightness = 1.f; // brighness should not exceed 1
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auto const pixel_brightness = std::max(min_brightness, std::min(max_brightness, distance));
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auto const yellow_brightness = float(distance_from_center * 60);
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amt::RGBA const yellow = amt::HSLA(40, 20, yellow_brightness);
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auto temp = (pixel / pixel_brightness).blend<amt::BlendMode::softLight>(yellow);
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return temp.brightness() < 0.1f ? dim_pixel : temp;
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} else {
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return dim_pixel;
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}
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}
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#else
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inline static constexpr amt::RGBA dumb_lighting(amt::RGBA pixel, double distance, double distance_from_center) {
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(void)distance_from_center;
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if(distance < 0.9) return pixel;
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return pixel / distance;
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}
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#endif
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Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, unsigned width, unsigned height) :
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view_texture(sf::Vector2u{width, height}),
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view_sprite(view_texture),
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$width(static_cast<int>(width)),
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$height(static_cast<int>(height)),
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pixels(height, width),
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$window(window),
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$map(map),
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spriteOrder(textures.NUM_SPRITES),
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spriteDistance(textures.NUM_SPRITES),
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ZBuffer(width),
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$radius(std::min($height, $width) / 2),
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$r_sq($radius * $radius)
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{
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$window.setVerticalSyncEnabled(VSYNC);
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view_sprite.setPosition({0, 0});
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textures.load_textures();
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}
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void Raycaster::set_position(int x, int y) {
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view_sprite.setPosition({(float)x, (float)y});
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}
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void Raycaster::position_camera(float player_x, float player_y) {
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// x and y start position
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posX = player_x;
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posY = player_y;
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}
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void Raycaster::draw_pixel_buffer() {
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view_texture.update(pixels.to_raw_buf(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
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$window.draw(view_sprite);
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}
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void Raycaster::clear() {
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pixels.fill({});
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$window.clear();
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}
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void Raycaster::sprite_casting() {
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// sort sprites from far to close
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for(int i = 0; i < textures.NUM_SPRITES; i++) {
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auto& sprite = textures.get_sprite(i);
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spriteOrder[i] = i;
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// this is just the distance calculation
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spriteDistance[i] = ((posX - sprite.x) *
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(posX - sprite.x) +
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(posY - sprite.y) *
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(posY - sprite.y));
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}
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sort_sprites(spriteOrder, spriteDistance, textures.NUM_SPRITES);
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/*for(int i = 0; i < textures.NUM_SPRITES; i++) {*/
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// after sorting the sprites, do the projection
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// Be careful about capturing stack variables.
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amt::parallel_for<1>(pool, 0, textures.NUM_SPRITES, [this, textureWidth = textures.TEXTURE_WIDTH, textureHeight = textures.TEXTURE_HEIGHT](size_t i){
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int sprite_index = spriteOrder[i];
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Sprite& sprite_rec = textures.get_sprite(sprite_index);
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auto& sprite_texture = textures.get_texture(sprite_rec.texture);
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double spriteX = sprite_rec.x - posX;
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double spriteY = sprite_rec.y - posY;
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//transform sprite with the inverse camera matrix
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// [ planeX dirX ] -1 [ dirY -dirX ]
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// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
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// [ planeY dirY ] [ -planeY planeX ]
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double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication
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double transformX = invDet * (dirY * spriteX - dirX * spriteY);
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//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
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double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
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int spriteScreenX = int(($width / 2) * (1 + transformX / transformY));
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int vMoveScreen = int(sprite_rec.elevation * -1 / transformY);
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// calculate the height of the sprite on screen
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//using "transformY" instead of the real distance prevents fisheye
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int spriteHeight = abs(int($height / transformY)) / sprite_rec.vDiv;
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//calculate lowest and highest pixel to fill in current stripe
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int drawStartY = -spriteHeight / 2 + $height / 2 + vMoveScreen;
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if(drawStartY < 0) drawStartY = 0;
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int drawEndY = spriteHeight / 2 + $height / 2 + vMoveScreen;
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if(drawEndY >= $height) drawEndY = $height - 1;
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// calculate width the the sprite
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// same as height of sprite, given that it's square
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int spriteWidth = abs(int($height / transformY)) / sprite_rec.uDiv;
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int drawStartX = -spriteWidth / 2 + spriteScreenX;
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if(drawStartX < 0) drawStartX = 0;
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int drawEndX = spriteWidth / 2 + spriteScreenX;
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if(drawEndX > $width) drawEndX = $width;
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//loop through every vertical stripe of the sprite on screen
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for(int stripe = drawStartX; stripe < drawEndX; stripe++) {
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int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / 256;
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// the conditions in the if are:
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// 1) it's in front of the camera plane so you don't see things behind you
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// 2) ZBuffer, with perpendicular distance
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if (texX < 0) continue;
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if(transformY > 0 && transformY < ZBuffer[stripe]) {
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for(int y = drawStartY; y < drawEndY; y++) {
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//256 and 128 factors to avoid floats
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int d = (y - vMoveScreen) * 256 - $height * 128 + spriteHeight * 128;
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int texY = ((d * textureHeight) / spriteHeight) / 256;
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if ((size_t)texY >= sprite_texture.rows()) continue;
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//get current color from the texture
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auto color = sprite_texture[texY][texX];
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// poor person's transparency, get current color from the texture
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if (!(color.to_hex() & 0xffffff00)) continue;
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auto dist = get_distance_from_center(stripe, y);
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pixels[y][stripe] = dumb_lighting(color, d, dist);
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}
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}
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}
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});
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}
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float Raycaster::get_distance_from_center(int x, int y) const noexcept {
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float cx = $width / 2;
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float cy = $height / 2;
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auto dx = cx - x;
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auto dy = cy - y;
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return ($r_sq - dx * dx - dy * dy) / $r_sq;
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}
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void Raycaster::cast_rays() {
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// WALL CASTING
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/*for(int x = 0; x < $width; x++) {*/
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amt::parallel_for<32>(pool, 0, static_cast<std::size_t>($width), [this](size_t x){
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double perpWallDist = 0;
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// calculate ray position and direction
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double cameraX = 2 * x / double($width) - 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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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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int lineHeight = int($height / perpWallDist);
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int drawStart = -lineHeight / 2 + $height / 2 + PITCH;
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if(drawStart < 0) drawStart = 0;
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int drawEnd = lineHeight / 2 + $height / 2 + PITCH;
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if(drawEnd >= $height) drawEnd = $height - 1;
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auto &texture = textures.get_texture($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(textures.TEXTURE_WIDTH));
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if(side == 0 && rayDirX > 0) texX = textures.TEXTURE_WIDTH - texX - 1;
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if(side == 1 && rayDirY < 0) texX = textures.TEXTURE_WIDTH - 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 * textures.TEXTURE_HEIGHT / lineHeight;
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// Starting texture coordinate
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double texPos = (drawStart - PITCH - $height / 2 + lineHeight / 2) * step;
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for(int y = drawStart; y < drawEnd; y++) {
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int texY = (int)texPos & (textures.TEXTURE_HEIGHT - 1);
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texPos += step;
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auto dist = get_distance_from_center(x, y);
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auto color = dumb_lighting(texture[texY][texX], perpWallDist, dist);
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pixels[y][x] = color;
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}
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// SET THE ZBUFFER FOR THE SPRITE CASTING
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ZBuffer[x] = perpWallDist;
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});
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}
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void Raycaster::draw_ceiling_floor() {
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/*for(int y = $height / 2 + 1; y < $height; ++y) {*/
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auto const h = static_cast<size_t>($height);
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amt::parallel_for<32>(pool, h / 2, h, [this, $height=h](size_t y){
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const size_t textureWidth = textures.TEXTURE_WIDTH;
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const size_t textureHeight = textures.TEXTURE_HEIGHT;
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// rayDir for leftmost ray (x=0) and rightmost (x = w)
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float rayDirX0 = dirX - planeX;
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float rayDirY0 = dirY - planeY;
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float rayDirX1 = dirX + planeX;
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float rayDirY1 = dirY + planeY;
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// current y position compared to the horizon
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int p = y - $height / 2;
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// vertical position of the camera
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// 0.5 will the camera at the center horizon. For a
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// different value you need a separate loop for ceiling
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// and floor since they're no longer symmetrical.
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float posZ = 0.5 * $height;
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// horizontal distance from the camera to the floor for the current row
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// 0.5 is the z position exactly in the middle between floor and ceiling
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// See NOTE in Lode's code for more.
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float rowDistance = posZ / p;
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// calculate the real world step vector we have to add for each x (parallel to camera plane)
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// adding step by step avoids multiplications with a wight in the inner loop
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float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / $width;
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float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / $width;
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// real world coordinates of the leftmost column.
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// This will be updated as we step to the right
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float floorX = posX + rowDistance * rayDirX0;
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float floorY = posY + rowDistance * rayDirY0;
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for(int x = 0; x < $width; ++x) {
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// the cell coord is simply taken from the int parts of
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// floorX and floorY.
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int cellX = int(floorX);
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int cellY = int(floorY);
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// get the texture coordinat from the fractional part
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int tx = int(textureWidth * (floorX - cellX)) & (textureWidth - 1);
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int ty = int(textureWidth * (floorY - cellY)) & (textureHeight - 1);
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floorX += floorStepX;
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floorY += floorStepY;
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// now get the pixel from the texture
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// this uses the previous ty/tx fractional parts of
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// floorX cellX to find the texture x/y. How?
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#ifdef AMT_LIGHT
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// FLOOR
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auto dist_floor = get_distance_from_center(x, y);
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pixels[y][x] = dumb_lighting(textures.floor[ty][tx], p, dist_floor);
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// CEILING
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auto dist_ceiling = get_distance_from_center(x, $height - y - 1);
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pixels[$height - y - 1][x] = dumb_lighting(textures.ceiling[ty][tx], p, dist_ceiling);
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#else
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// FLOOR
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pixels[y][x] = textures.floor[ty][tx];
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// CEILING
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pixels[$height - y - 1][x] = textures.ceiling[ty][tx];
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#endif
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}
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});
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}
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void Raycaster::render() {
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draw_ceiling_floor();
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// This wait to prevent data-race
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pool.wait(); // Try to remove this to see unbelievable performance
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cast_rays();
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pool.wait(); // Try to remove this too
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sprite_casting();
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pool.wait();
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draw_pixel_buffer();
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}
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bool Raycaster::empty_space(int new_x, int new_y) {
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dbc::check((size_t)new_x < $map.cols(),
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format("x={} too wide={}", new_x, $map.cols()));
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dbc::check((size_t)new_y < $map.rows(),
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format("y={} too high={}", new_y, $map.rows()));
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return $map[new_y][new_x] == 0;
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}
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void Raycaster::sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount)
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{
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std::vector<std::pair<double, int>> sprites(amount);
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for(int i = 0; i < amount; i++) {
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sprites[i].first = dist[i];
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sprites[i].second = order[i];
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}
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std::sort(sprites.begin(), sprites.end());
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// restore in reverse order
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for(int i = 0; i < amount; i++) {
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dist[i] = sprites[amount - i - 1].first;
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order[i] = sprites[amount - i - 1].second;
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}
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}
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void Raycaster::run(double speed, int dir) {
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double speed_and_dir = speed * dir;
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if(empty_space(int(posX + dirX * speed_and_dir), int(posY))) {
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posX += dirX * speed_and_dir;
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}
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if(empty_space(int(posX), int(posY + dirY * speed_and_dir))) {
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posY += dirY * speed_and_dir;
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}
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}
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void Raycaster::rotate(double speed, int dir) {
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double speed_and_dir = speed * dir;
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double oldDirX = dirX;
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dirX = dirX * cos(speed_and_dir) - dirY * sin(speed_and_dir);
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dirY = oldDirX * sin(speed_and_dir) + dirY * cos(speed_and_dir);
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double oldPlaneX = planeX;
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planeX = planeX * cos(speed_and_dir) - planeY * sin(speed_and_dir);
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planeY = oldPlaneX * sin(speed_and_dir) + planeY * cos(speed_and_dir);
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}
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