#include #include #include #include #define PI 3.1415926535f #define PI2 PI / 2 #define PI3 3 * PI / 2 #define DR 0.0174533f // One degree in radians // 0° => 0 radians (RIGHT) // 90° => π/2 radians (TOP) // 180° => π radians (LEFT) // 270° => 3π/2 radians (BOTTOM) // 360° => 2π radians (RIGHT) // * Player position (px, py), delta (pdx, pdy), and angle (pa) float px, py, pdx, pdy, pa; // * Draw the player on the screen void drawPlayer() { // Draws the player square glColor3f(1, 1, 0); glPointSize(8); glBegin(GL_POINTS); glVertex2i(px, py); glEnd(); // Draws the player direction glLineWidth(3); glBegin(GL_LINES); glVertex2i(px, py); glVertex2i(px + pdx * 5, py + pdy * 5); glEnd(); } // * Define the world int mapX = 8, mapY = 8, mapS = 64; // clang-format off int map[] = { 1,1,1,1,1,1,1,1, 1,0,1,0,0,0,0,1, 1,0,1,0,0,0,0,1, 1,0,1,0,0,0,0,1, 1,0,0,0,0,0,0,1, 1,0,0,0,0,1,0,1, 1,0,0,0,0,0,0,1, 1,1,1,1,1,1,1,1, }; // clang-format on // * Draws the top-down map with white alls and black floors void drawMap2D() { int x, y, xo, yo; for (y = 0; y < mapY; y++) { for (x = 0; x < mapX; x++) { // Check if it's a wall (e.g., 1) if (map[y * mapX + x] == 1) { // Color walls (white) glColor3f(1, 1, 1); } else { // Color floors (black) glColor3f(0, 0, 0); } xo = x * mapS; yo = y * mapS; glBegin(GL_QUADS); // Draw each block; the +-1 creates the outline glVertex2i(xo + 1, yo + 1); glVertex2i(xo + 1, yo + mapS - 1); glVertex2i(xo + mapS - 1, yo + mapS - 1); glVertex2i(xo + mapS - 1, yo + 1); glEnd(); } } } // * Returns the distance between the player and the ray's endpoint // That's the hypotenuse, so we can use the Pythagorean theorem. float dist(float ax, float ay, float bx, float by, float ang) { // SOH - CAH - TOA return (sqrt((bx - ax) * (bx - ax) + (by - ay) * (by - ay))); } // * The actual raycaster void drawRays3D() { int r, mx, my, mp, dof; // Ray x, y, angle float rx, ry, ra; float xo, yo; // Final distance float disT; // Let's initialize the ray angle n degrees from the player's facing position // ra = ray angle; pa = player angle; DR = degree radian; n = degrees to use ra = pa - DR * 30; // Make sure to limit the next angle if (ra < 0) { ra += 2 * PI; } if (ra > 2 * PI) { ra -= 2 * PI; } // * Cast n rays for (r = 0; r < 60; r++) { // * --- Check Horizontal Lines --- dof = 0; // We need to get the shortest ray cast in either the vertical or horizontal // distance. So, we'll set a default that's way higher than we'll ever // calculate, and save the horizontal ray's X and Y position. float disH = 1000000, hx = px, hy = py; // Negative inverse of tangent float aTan = -1.0f / tanf(ra); // Check if the ray is looking up or down. // If it's less than π (e.g., 180°), we're looking down. // ? Looking up (ray angle > π) if (ra > PI) { // Round the ray's Y position to the nearest 64th value. // We can do this by bit-shifting down by 6, then bit-shifting back up by // 6. Then, we subtract a small amount for accuracy. ry = (((int)py >> 6) << 6) - 0.0001f; // The ray's X value is the distance between the player and the ray's Y // position, times the inverse of tangent, plus the player's X position. rx = (py - ry) * aTan + px; // Now that we have the ray's first grid intersection position, we need // the next X and Y offset for the second grid intersection point. yo = -64; xo = -yo * aTan; } // ? Looking down if (ra < PI) { // This is almost exactly the same as looking up, but we add one grid // unit, instead of subtracting a tiny amount. ry = (((int)py >> 6) << 6) + 64; rx = (py - ry) * aTan + px; // This is almost exactly the same as looking up, but we add instead of // subtract. yo = 64; xo = -yo * aTan; } // ? Looking straight left or right if (ra == 0.0f || ra == PI) { // It's impossible to ever hit a horizontal line rx = px; ry = py; } // ? We don't want to get caught in an infinite loop, so use the // depth-of-field to limit our check to a max of 8. while (dof < 8) { // We know the coordinates where the ray will hit the wall, but we need // to know where that is in the map array. // Let's take the ray hit position (rx,ry) and divide it by 64 (bit-shift // 6 places), and use that to find the position in the map's array. mx = (int)(rx) >> 6; my = (int)(ry) >> 6; mp = my * mapX + mx; // If the map position is less than the array's size, then we can check it // inside the map. If the value is 1, there's a wall. If we hit a wall, // we're done! if (mp > 0 && mp < mapX * mapY && map[mp] == 1) { // We hit a wall! // Save the values and calculate the distance from the player hx = rx; hy = ry; disH = dist(px, py, hx, hy, ra); dof = 8; // Break the loop - no need to calculate more. } else { // If we didn't hit a wall, we check the next horizontal line by adding // the x and y offset. rx += xo; ry += yo; dof += 1; } } // * --- Check Vertical Lines --- dof = 0; float disV = 1000000, vx = px, vy = py; // Negative of tangent float nTan = -tanf(ra); // ? Looking left if (ra > PI2 && ra < PI3) { rx = (((int)px >> 6) << 6) - 0.0001f; ry = (px - rx) * nTan + py; xo = -64; yo = -xo * nTan; } // ? Looking right if (ra < PI2 || ra > PI3) { rx = (((int)px >> 6) << 6) + 64; ry = (px - rx) * nTan + py; xo = 64; yo = -xo * nTan; } // ? Looking straight up or down if (ra == 0.0f || ra == PI) { rx = px; ry = py; } while (dof < 8) { // We know the coordinates where the ray will hit the wall, but we need // to know where that is in the map array. // Let's take the ray hit position (rx,ry) and divide it by 64 (bit-shift // 6 places), and use that to find the position in the map's array. mx = (int)(rx) >> 6; my = (int)(ry) >> 6; mp = my * mapX + mx; // If the map position is less than the array's size, then we can check it // inside the map. If the value is 1, there's a wall. If we hit a wall, // we're done! if (mp > 0 && mp < mapX * mapY && map[mp] == 1) { // We hit a wall! // Save the values and calculate the distance from the player vx = rx; vy = ry; disV = dist(px, py, vx, vy, ra); dof = 8; // Break the loop - no need to calculate more. } else { // If we didn't hit a wall, we check the next horizontal line by adding // the x and y offset. rx += xo; ry += yo; dof += 1; } } // * Compare shortest horizontal and vertical line, then use the shortest // This is what actually determines our ray that hits a wall! // Vertical wall hit if (disV < disH) { rx = vx; ry = vy; disT = disV; // Vertical walls are drawn a little brighter than horizontal walls glColor3f(0.9, 0, 0); } // Horizontal wall hit if (disH < disV) { rx = hx; ry = hy; disT = disH; // Horizontal walls are drawn a little darker than vertical walls glColor3f(0.7, 0, 0); } // * Draw the ray glLineWidth(3); glBegin(GL_LINES); glVertex2i(px, py); glVertex2i(rx, ry); glEnd(); // * --- Draw 3D Walls --- // Correct the fish-eye effect float ca = pa - ra; if (ra < 0) { ra += 2 * PI; } if (ra > 2 * PI) { ra -= 2 * PI; } disT = disT * cos(ca); // The window will be 320x160 px // The formula for each line height will be the cube size (64) times our // screen height (320), divided by the ray distance (disT). // The further away, the larger the distance and the shorter the final line // height will be. float lineH = (mapS * 320) / disT; // We need to offset the line to the middle of the screen // That's the full window height, minus half the line height float lineO = 160 - lineH / 2; // Let's make sure the line doesn't exceed our vertical space, so we cap it if (lineH > 320) { lineH = 320; } // * Draw the "wall" line glLineWidth(8); glBegin(GL_LINES); // Draw the line every 8th pixel, and shift the viewport to the right by 530 glVertex2i(r * 8 + 530, lineO); glVertex2i(r * 8 + 530, lineH + lineO); glEnd(); // * Increase the ray angle to draw the next ray ra += DR; if (ra < 0) { ra += 2 * PI; } if (ra > 2 * PI) { ra -= 2 * PI; } } } // * Main rendering void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawMap2D(); drawRays3D(); drawPlayer(); glutSwapBuffers(); } // * Check for key presses and move the "player" accordingly void buttons(unsigned char key, int x, int y) { // ? Move left if (key == 'a') { // We change the angle by a small value because we're not working with // degrees. In C, we instead use radians, which is 0 -> 2π. // // 0° -> 360° ≈ 0 -> ~6.28 // Change player angle slightly (using radians) pa -= 0.1; // If player angle drops below 0, let's reset back to 2π if (pa < 0) { pa += 2 * PI; } // The values returned from sin() and cos() are very small, so we'll just // artificialy inflate them by multilying by 5. This is our actual movement. pdx = cos(pa) * 5.0f; pdy = sin(pa) * 5.0f; } // ? Move right if (key == 'd') { pa += 0.1; if (pa > 2 * PI) { pa -= 2 * PI; } pdx = cos(pa) * 5.0f; pdy = sin(pa) * 5.0f; } // ? Move forward if (key == 'w') { // We change the X and Y values based on our delta, which is calculated // during our rotation. px += pdx; py += pdy; } // ? Move backwards if (key == 's') { px -= pdx; py -= pdy; } glutPostRedisplay(); } void init() { // Sets the screen to the given color (grey) glClearColor(0.3, 0.3, 0.3, 0); // Sets the window to be 2D at a given size gluOrtho2D(0, 1024, 512, 0); // Set the initial player location px = 300; py = 300; // Calculate the initial player deltaX and deltaY pdx = cos(pa) * 5.0f; pdy = sin(pa) * 5.0f; } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(1024, 512); glutCreateWindow("Raycaster"); init(); // Send display parameters to the display function glutDisplayFunc(display); // Send key presses to the keyboard function glutKeyboardFunc(buttons); glutMainLoop(); }