0e1b9495c5
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
467 lines
11 KiB
C
467 lines
11 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
|
|
|
|
// 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();
|
|
} |