First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences.
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21 changed files with 2165 additions and 90 deletions
102
raycaster.cpp
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102
raycaster.cpp
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#include <fmt/core.h>
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#include <SFML/Graphics.hpp>
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#include <numbers>
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#include <cmath>
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#include "matrix.hpp"
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using matrix::Matrix;
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using namespace fmt;
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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 MAP_SIZE=8;
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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=30;
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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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Matrix MAP{
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{1,1,1,1,1,1,1,1},
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{1,0,1,0,0,0,0,1},
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{1,0,1,0,0,1,1,1},
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{1,0,0,0,0,0,0,1},
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{1,1,0,0,0,0,0,1},
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{1,0,0,1,1,1,0,1},
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{1,0,0,0,1,0,0,1},
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{1,1,1,1,1,1,1,1}
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};
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float player_x = SCREEN_WIDTH / 4;
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float player_y = SCREEN_WIDTH / 4;
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float player_angle = std::numbers::pi;
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void draw_map_rect(sf::RenderWindow &window, sf::Color color, int x, int y) {
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sf::RectangleShape rect({TILE_SIZE-1, TILE_SIZE-1});
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rect.setFillColor(color);
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rect.setPosition(x * TILE_SIZE, y * TILE_SIZE);
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window.draw(rect);
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}
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void draw_map(sf::RenderWindow &window, Matrix &map) {
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sf::Color light_grey{191, 191, 191};
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sf::Color dark_grey{65,65,65};
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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, map[y][x] == 1 ? light_grey : dark_grey, x, y);
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}
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}
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}
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void draw_line(sf::RenderWindow &window, sf::Vector2f start, sf::Vector2f end) {
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sf::Vertex line[] = {
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sf::Vertex(start),
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sf::Vertex(end)
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};
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window.draw(line, 2, sf::Lines);
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}
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void ray_casting(sf::RenderWindow &window, Matrix& map) {
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float start_angle = player_angle - HALF_FOV;
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for(int ray = 0; ray < CASTED_RAYS; ray++, start_angle += STEP_ANGLE)
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{
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for(int depth = 1; depth < MAX_DEPTH; depth++) {
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float target_x = player_x - std::sin(start_angle) * depth;
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float target_y = player_y + std::cos(start_angle) * depth;
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int col = int(target_x / TILE_SIZE);
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int row = int(target_y / TILE_SIZE);
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if(map[row][col] == 1) {
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draw_map_rect(window, {195, 137, 38}, col & TILE_SIZE, row * TILE_SIZE);
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draw_line(window, {player_x, player_y}, {target_x, target_y});
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break;
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}
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}
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}
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}
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int main() {
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sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Raycaster");
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while(window.isOpen()) {
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sf::Event event;
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draw_map(window, MAP);
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ray_casting(window, MAP);
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window.display();
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while(window.pollEvent(event)) {
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if(event.type == sf::Event::Closed) {
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window.close();
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}
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}
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}
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return 0;
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}
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