Files
raycaster/raycaster.c
T
2026-09-02 15:13:08 +02:00

981 lines
24 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <GLUT/glut.h>
#include <math.h>
#define PI 3.1415926535f
#define PI2 PI / 2
#define PI3 3 * PI / 2
#define DR 0.0174533f // One degree in radians
#define gameWidth 320
#define gameHeight 256
#define GAP 20
#define MAP_WIDTH (mapX * mapSize)
#define MAP_HEIGHT (mapY * mapSize)
#define TOTAL_WIDTH (MAP_WIDTH + GAP + gameWidth)
#define TOTAL_HEIGHT (MAP_HEIGHT > gameHeight ? MAP_HEIGHT : gameHeight)
// 0° => 0 radians (RIGHT)
// 90° => π/2 radians (TOP)
// 180° => π radians (LEFT)
// 270° => 3π/2 radians (BOTTOM)
// 360° => 2π radians (RIGHT)
// * Define the world
int mapX = 8, mapY = 8, mapSize = 32;
// clang-format off
int map[] =
{
1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,1,
1,0,1,0,0,0,0,1,
1,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,1,
1,0,0,0,0,2,0,1,
1,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,
};
// clang-format on
typedef struct
{
int w, a, d, s; // Button state on/off
} ButtonKeys;
ButtonKeys Keys;
// * ---------------- HELPERS --------------------------------------------------
// Function to check if a number is a power of 2
int isPowerOfTwo(int n)
{
return (n > 0) && ((n & (n - 1)) == 0);
}
float degToRad(float a) { return a * M_PI / 180.0; }
float FixAng(float a)
{
if (a > 359)
{
a -= 360;
}
if (a < 0)
{
a += 360;
}
return a;
}
// * Returns the distance between the player and the ray's endpoint
// That's the hypotenuse, so we can use the Pythagorean theorem.
float distance(float ax, float ay, float bx, float by, float ang)
{
// SOH - CAH - TOA
return (sqrt((bx - ax) * (bx - ax) + (by - ay) * (by - ay)));
}
// * ---------------- PLAYER ---------------------------------------------------
// Player position (playerX, playerY), delta (playerDeltaX, playerDeltaY), and angle (pa)
float playerX, playerY, playerDeltaX, playerDeltaY, playerAngle;
// Draw the player on the map
void drawPlayer2D()
{
// Draws the player square
glColor3f(1, 1, 0);
glPointSize(8);
glBegin(GL_POINTS);
glVertex2i(playerX, playerY);
glEnd();
// Draws the player direction
glLineWidth(4);
glBegin(GL_LINES);
glVertex2i(playerX, playerY);
glVertex2i(playerX + playerDeltaX * 5, playerY + playerDeltaY * 5);
glEnd();
}
// * ---------------- Draw Rays and Walls --------------------------------------
void drawRays2D()
{
int r, mx, my, mapPoint, dof;
// Ensure mapSize is a power of 2, otherwise default or handle error
if (!isPowerOfTwo(mapSize))
{
fprintf(stderr, "Error: mapSize must be a power of 2 (e.g., 16, 32, 64, 128).\n");
exit(1);
}
int shiftSize = (int)(log2f((float)mapSize));
glColor3f(0, 1, 1);
glBegin(GL_QUADS);
glVertex2i(526, 0);
glVertex2i(1006, 0);
glVertex2i(1006, 160);
glEnd();
glColor3f(0, 0, 1);
glBegin(GL_QUADS);
glVertex2i(526, 160);
glVertex2i(1006, 160);
glVertex2i(1006, 320);
glEnd();
// Ray x, y, angle
float rayX, rayY, rayAngle;
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
rayAngle = playerAngle - DR * 30;
// rayAngle = FixAng(playerAngle+30);
// Make sure to limit the next angle
if (rayAngle < 0)
{
rayAngle += 2 * PI;
}
if (rayAngle > 2 * PI)
{
rayAngle -= 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 distanceHor = 1000000, hx = playerX, hy = playerY;
// Negative inverse of tangent
float aTan = -1.0f / tanf(rayAngle);
// 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 (rayAngle > PI)
{
// Round the ray's Y position to the nearest 64th value.
// We can do this by bit-shifting down by `shiftSize`, then bit-shifting back up by
// `shiftSize`. Then, we subtract a small amount for accuracy.
rayY = (((int)playerY >> shiftSize) << shiftSize) - 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.
rayX = (playerY - rayY) * aTan + playerX;
// 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 = -mapSize;
xo = -yo * aTan;
}
// ? Looking down
if (rayAngle < PI)
{
// This is almost exactly the same as looking up, but we add one grid
// unit, instead of subtracting a tiny amount.
rayY = (((int)playerY >> shiftSize) << shiftSize) + mapSize;
rayX = (playerY - rayY) * aTan + playerX;
// This is almost exactly the same as looking up, but we add instead of
// subtract.
yo = mapSize;
xo = -yo * aTan;
}
// ? Looking straight left or right
if (rayAngle == 0.0f || rayAngle == PI)
{
// It's impossible to ever hit a horizontal line
rayX = playerX;
rayY = playerY;
}
int mv = 0, mh = 0;
// ? 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)(rayX) >> shiftSize;
my = (int)(rayY) >> shiftSize;
mapPoint = 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 (mapPoint > 0 && mapPoint < mapX * mapY && map[mapPoint] > 0)
{
// We hit a wall!
mh = map[mapPoint];
// Save the values and calculate the distance from the player
hx = rayX;
hy = rayY;
distanceHor = distance(playerX, playerY, hx, hy, rayAngle);
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.
rayX += xo;
rayY += yo;
dof += 1;
}
}
// * --- Check Vertical Lines ---
dof = 0;
float distanceVert = 1000000, vx = playerX, vy = playerY;
// Negative of tangent
float nTan = -tanf(rayAngle);
// ? Looking left
if (rayAngle > PI2 && rayAngle < PI3)
{
rayX = (((int)playerX >> shiftSize) << shiftSize) - 0.0001f;
rayY = (playerX - rayX) * nTan + playerY;
xo = -mapSize;
yo = -xo * nTan;
}
// ? Looking right
if (rayAngle < PI2 || rayAngle > PI3)
{
rayX = (((int)playerX >> shiftSize) << shiftSize) + mapSize;
rayY = (playerX - rayX) * nTan + playerY;
xo = mapSize;
yo = -xo * nTan;
}
// ? Looking straight up or down
if (rayAngle == 0.0f || rayAngle == PI)
{
rayX = playerX;
rayY = playerY;
}
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)(rayX) >> shiftSize;
my = (int)(rayY) >> shiftSize;
mapPoint = 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 (mapPoint > 0 && mapPoint < mapX * mapY && map[mapPoint] > 0)
{
// We hit a wall!
mv = map[mapPoint];
// Save the values and calculate the distance from the player
vx = rayX;
vy = rayY;
distanceVert = distance(playerX, playerY, vx, vy, rayAngle);
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.
rayX += xo;
rayY += 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 (distanceVert < distanceHor)
{
rayX = vx;
rayY = vy;
disT = distanceVert;
}
// Horizontal wall hit
if (distanceHor < distanceVert)
{
rayX = hx;
rayY = hy;
disT = distanceHor;
}
// * Draw the ray
glColor3f(0, 1, 1);
glLineWidth(3);
glBegin(GL_LINES);
glVertex2i(playerX, playerY);
glVertex2i(rayX, rayY);
glEnd();
// * Increase the ray angle to draw the next ray
rayAngle += DR;
if (rayAngle < 0)
{
rayAngle += 2 * PI;
}
if (rayAngle > 2 * PI)
{
rayAngle -= 2 * PI;
}
}
}
// * Draws the top-down map with white alls and black floors
void drawMap2D()
{
int gridMapSize = mapSize;
int x, y, xo, yo;
for (y = 0; y < mapY; y++)
{
for (x = 0; x < mapX; x++)
{
// Check if it's a wall
if (map[y * mapX + x] > 0)
{
// Color walls (white)
glColor3f(1, 1, 1);
}
else
{
// Color floors (black)
glColor3f(0, 0, 0);
}
xo = x * gridMapSize;
yo = y * gridMapSize;
glBegin(GL_QUADS);
// Draw each block; the +-1 creates the outline
glVertex2i(xo + 1, yo + 1);
glVertex2i(xo + 1, yo + gridMapSize - 1);
glVertex2i(xo + gridMapSize - 1, yo + gridMapSize - 1);
glVertex2i(xo + gridMapSize - 1, yo + 1);
glEnd();
}
}
}
// * The actual raycaster
void drawRays3D()
{
int r, mx, my, mapPoint, dof;
int gridMapSize = mapSize;
// Ensure mapSize is a power of 2, otherwise default or handle error
if (!isPowerOfTwo(mapSize))
{
fprintf(stderr, "Error: mapSize must be a power of 2 (e.g., 16, 32, 64, 128).\n");
exit(1);
}
int shiftSize = (int)(log2f((float)mapSize));
// Ray x, y, angle
float rayX, rayY, rayAngle;
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
rayAngle = playerAngle - DR * 30;
// Make sure to limit the next angle
if (rayAngle < 0)
{
rayAngle += 2 * PI;
}
if (rayAngle > 2 * PI)
{
rayAngle -= 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 distanceHor = 1000000, hx = playerX, hy = playerY;
// Negative inverse of tangent
float aTan = -1.0f / tanf(rayAngle);
// 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 (rayAngle > PI)
{
// Round the ray's Y position to the nearest 64th value.
// We can do this by bit-shifting down by `shiftSize`, then bit-shifting back up by
// `shiftSize`. Then, we subtract a small amount for accuracy.
rayY = (((int)playerY >> shiftSize) << shiftSize) - 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.
rayX = (playerY - rayY) * aTan + playerX;
// 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 = -gridMapSize;
xo = -yo * aTan;
}
// ? Looking down
if (rayAngle < PI)
{
// This is almost exactly the same as looking up, but we add one grid
// unit, instead of subtracting a tiny amount.
rayY = (((int)playerY >> shiftSize) << shiftSize) + gridMapSize;
rayX = (playerY - rayY) * aTan + playerX;
// This is almost exactly the same as looking up, but we add instead of
// subtract.
yo = gridMapSize;
xo = -yo * aTan;
}
// ? Looking straight left or right
if (rayAngle == 0.0f || rayAngle == PI)
{
// It's impossible to ever hit a horizontal line
rayX = playerX;
rayY = playerY;
}
int mv = 0, mh = 0;
// ? 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)(rayX) >> shiftSize;
my = (int)(rayY) >> shiftSize;
mapPoint = 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 (mapPoint > 0 && mapPoint < mapX * mapY && map[mapPoint] > 0)
{
// We hit a wall!
mh = map[mapPoint];
// Save the values and calculate the distance from the player
hx = rayX;
hy = rayY;
distanceHor = distance(playerX, playerY, hx, hy, rayAngle);
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.
rayX += xo;
rayY += yo;
dof += 1;
}
}
// * --- Check Vertical Lines ---
dof = 0;
float distanceVert = 1000000, vx = playerX, vy = playerY;
// Negative of tangent
float nTan = -tanf(rayAngle);
// ? Looking left
if (rayAngle > PI2 && rayAngle < PI3)
{
rayX = (((int)playerX >> shiftSize) << shiftSize) - 0.0001f;
rayY = (playerX - rayX) * nTan + playerY;
xo = -gridMapSize;
yo = -xo * nTan;
}
// ? Looking right
if (rayAngle < PI2 || rayAngle > PI3)
{
rayX = (((int)playerX >> shiftSize) << shiftSize) + gridMapSize;
rayY = (playerX - rayX) * nTan + playerY;
xo = gridMapSize;
yo = -xo * nTan;
}
// ? Looking straight up or down
if (rayAngle == 0.0f || rayAngle == PI)
{
rayX = playerX;
rayY = playerY;
}
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)(rayX) >> shiftSize;
my = (int)(rayY) >> shiftSize;
mapPoint = 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 (mapPoint > 0 && mapPoint < mapX * mapY && map[mapPoint] > 0)
{
// We hit a wall!
mv = map[mapPoint];
// Save the values and calculate the distance from the player
vx = rayX;
vy = rayY;
distanceVert = distance(playerX, playerY, vx, vy, rayAngle);
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.
rayX += xo;
rayY += 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 (distanceVert < distanceHor)
{
rayX = vx;
rayY = vy;
disT = distanceVert;
// Vertical walls are drawn a little brighter than horizontal walls
glColor3f(0.9, 0, 0);
if (mv == 2)
{
glColor3f(0, 0, 0.7);
}
}
// Horizontal wall hit
if (distanceHor < distanceVert)
{
rayX = hx;
rayY = hy;
disT = distanceHor;
// Horizontal walls are drawn a little darker than vertical walls
glColor3f(0.7, 0, 0);
if (mh == 2)
{
glColor3f(0, 0, 0.4);
}
}
// * --- Draw 3D Walls ---
// Correct the fish-eye effect
float correctedAngle = playerAngle - rayAngle;
if (correctedAngle < 0)
{
correctedAngle += 2 * PI;
}
if (correctedAngle > 2 * PI)
{
correctedAngle -= 2 * PI;
}
disT = disT * cos(correctedAngle);
// The formula for each line height will be the cube size (64) times our
// screen height, divided by the ray distance (disT).
// The further away, the larger the distance and the shorter the final line
// height will be.
float lineHeight = (mapSize * gameHeight) / disT;
if (lineHeight > gameHeight)
{
lineHeight = gameHeight;
}
// Let's make sure the line doesn't exceed our vertical space, so we cap it
if (lineHeight > gameWidth)
{
lineHeight = gameWidth;
}
// We need to offset the line to the middle of the screen
// That's the full window height, minus half the line height
float lineOffset = (gameHeight / 2.0f) - (lineHeight / 2.0f);
// Calculate dynamic column width and horizontal starting offset
float rayWidth = (float)gameWidth / 60.0f;
float rayX3D = MAP_WIDTH + GAP + (r * rayWidth);
// * Draw the "wall" line
// Draw solid wall column using QUADS instead of GL_LINES
glBegin(GL_QUADS);
glVertex2f(rayX3D, lineOffset);
glVertex2f(rayX3D + rayWidth, lineOffset);
glVertex2f(rayX3D + rayWidth, lineOffset + lineHeight);
glVertex2f(rayX3D, lineOffset + lineHeight);
glEnd();
// * Increase the ray angle to draw the next ray
rayAngle += DR;
if (rayAngle < 0)
{
rayAngle += 2 * PI;
}
if (rayAngle > 2 * PI)
{
rayAngle -= 2 * PI;
}
}
}
// * Draw ceiling
void drawCeiling()
{
float halfHeight = (float)(gameHeight / 2);
glBegin(GL_QUADS);
for (float distance = 0; distance < halfHeight; distance += 1.0f)
{
// Normalize color from 0.0 to 1.0 based on distance, multiplied by relative intensity
float colorIntensity = 0.5f + (distance / halfHeight);
glColor3f(0.25 * colorIntensity, 0.25 * colorIntensity, 0.25 * colorIntensity);
// Draw a horizontal strip at the current distance
glVertex2f(MAP_WIDTH + GAP, distance);
glVertex2f(MAP_WIDTH + GAP, distance + 1.0f);
glVertex2f(TOTAL_WIDTH, distance + 1.0f);
glVertex2f(TOTAL_WIDTH, distance);
}
glEnd();
}
// * Draw floor
void drawFloor()
{
float halfHeight = (float)(gameHeight / 2);
glBegin(GL_QUADS);
for (float distance = 0; distance < halfHeight; distance += 1.0f)
{
float colorIntensity = 0.5f + (distance / halfHeight);
glColor3f(0.25 * colorIntensity, 0.25 * colorIntensity, 0.0f);
float y = halfHeight + distance;
glVertex2f(MAP_WIDTH + GAP, y);
glVertex2f(MAP_WIDTH + GAP, y + 1.0f);
glVertex2f(TOTAL_WIDTH, y + 1.0f);
glVertex2f(TOTAL_WIDTH, y);
}
glEnd();
}
// * ---------------- MAIN -----------------------------------------------------
float frame1, frame2, fps;
// * Main rendering
void display()
{
// Frames per second
frame2 = glutGet(GLUT_ELAPSED_TIME);
if (frame1 < 0)
{
frame1 = 10;
}
fps = (frame2 - frame1);
frame1 = glutGet(GLUT_ELAPSED_TIME);
float movementMultiplier = 0.05 * fps;
// * Handle keyboard inputs
// ? Move left
if (Keys.a == 1)
{
// 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)
playerAngle -= 0.1 * movementMultiplier;
// If player angle drops below 0, let's reset back to 2π
if (playerAngle < 0)
{
playerAngle += 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.
playerDeltaX = cos(playerAngle) * 5.0f;
playerDeltaY = sin(playerAngle) * 5.0f;
}
// ? Move right
if (Keys.d == 1)
{
playerAngle += 0.1 * movementMultiplier;
if (playerAngle > 2 * PI)
{
playerAngle -= 2 * PI;
}
playerDeltaX = cos(playerAngle) * 5.0f;
playerDeltaY = sin(playerAngle) * 5.0f;
}
// We need to check if we're going to bump into a wall
// and prevent that from happening.
int movementRestriction = 5;
int xOffset = 0;
if (playerDeltaX < 0)
{
xOffset = -movementRestriction;
}
else
{
xOffset = movementRestriction;
}
int yOffset = 0;
if (playerDeltaY < 0)
{
yOffset = -movementRestriction;
}
else
{
yOffset = movementRestriction;
}
// Convert pixel positions to map grid coordinates dynamically using mapSize
int iPlayerX = (int)playerX / mapSize;
int iPlayerY = (int)playerY / mapSize;
int iPlayerX_add_xOffset = (int)(playerX + xOffset) / mapSize;
int iPlayerY_add_yOffset = (int)(playerY + yOffset) / mapSize;
int iPlayerX_sub_xOffset = (int)(playerX - xOffset) / mapSize;
int iPlayerY_sub_yOffset = (int)(playerY - yOffset) / mapSize;
// ? Move forward
if (Keys.w == 1)
{
// We change the X and Y values based on our delta, which is calculated
// during our rotation.
if (map[iPlayerY * mapX + iPlayerX_add_xOffset] == 0)
{
playerX += playerDeltaX * movementMultiplier;
}
if (map[iPlayerY_add_yOffset * mapX + iPlayerX] == 0)
{
playerY += playerDeltaY * movementMultiplier;
}
}
// ? Move backwards
if (Keys.s == 1)
{
if (map[iPlayerY * mapX + iPlayerX_sub_xOffset] == 0)
{
playerX -= playerDeltaX * movementMultiplier;
}
if (map[iPlayerY_sub_yOffset * mapX + iPlayerX] == 0)
{
playerY -= playerDeltaY * movementMultiplier;
}
}
glutPostRedisplay();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawMap2D();
drawRays2D();
drawPlayer2D();
drawCeiling();
drawFloor();
drawRays3D();
glutSwapBuffers();
}
// * Key input handling
void ButtonDown(unsigned char key, int x, int y)
{
if (key == 'a')
{
Keys.a = 1;
}
if (key == 'd')
{
Keys.d = 1;
}
if (key == 'w')
{
Keys.w = 1;
}
if (key == 's')
{
Keys.s = 1;
}
glutPostRedisplay();
}
void ButtonUp(unsigned char key, int x, int y)
{
if (key == 'a')
{
Keys.a = 0;
}
if (key == 'd')
{
Keys.d = 0;
}
if (key == 'w')
{
Keys.w = 0;
}
if (key == 's')
{
Keys.s = 0;
}
glutPostRedisplay();
}
// * Window resizing
void resize(int w, int h)
{
glutReshapeWindow(1024, 512);
}
// * Check for key presses and move the "player" accordingly
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);
gluOrtho2D(0, TOTAL_WIDTH, TOTAL_HEIGHT, 0);
// Spawn player centered in grid tile (1, 1)
playerX = 1.5f * mapSize;
playerY = 1.5f * mapSize;
playerAngle = 0;
// Calculate the initial player deltaX and deltaY
playerDeltaX = cos(playerAngle) * 5.0f;
playerDeltaY = sin(playerAngle) * 5.0f;
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
// glutInitWindowSize(TOTAL_WIDTH, TOTAL_HEIGHT);
glutInitWindowSize(1024, 510);
// Initialize the window to the center of the screen
glutInitWindowPosition(200, 200);
glutCreateWindow("Raycaster");
init();
// Send display parameters to the display function
glutDisplayFunc(display);
// Handle window resizes
glutReshapeFunc(resize);
// Send key presses to the keyboard function
glutKeyboardFunc(ButtonDown);
glutKeyboardUpFunc(ButtonUp);
glutMainLoop();
}