mirror of
https://git.coom.tech/drummyfish/raycastlib.git
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100 lines
3.2 KiB
C
100 lines
3.2 KiB
C
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/*
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Simple hello world for raycastlib. Renders a single raycasted frame into
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terminal as ASCII.
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author: Miloslav Ciz
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license: CC0 1.0, public domain
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*/
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#define RCL_PIXEL_FUNCTION pixelFunc /* tell the library the name of our
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function with which we write pixels to
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the screen */
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#define RCL_COMPUTE_FLOOR_DEPTH 0 /* turn off what we don't need, to help
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performance */
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#define RCL_COMPUTE_CEILING_DEPTH 0
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#include "../raycastlib.h" // now include raycastlib itself
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#include <stdio.h> // for IO
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#define SCREEN_W 80
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#define SCREEN_H 40
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#define PIXELS_TOTAL ((SCREEN_W + 1) * SCREEN_H + 1)
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char screen[(SCREEN_W + 1) * SCREEN_H + 1]; /* our ASCII screen, with extra
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space for newlines and
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terminating 0 */
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/* Function that will tell the library height of square at each coordinates.
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We may implement it however we like, it may e.g. read the height out of a
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level array. Here we simply compute the height procedurally, without needing
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extra data. */
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RCL_Unit heightAt(int16_t x, int16_t y)
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{
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return (x < 0 || x > 10 || y < 0 || y > 10) ?
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2 * RCL_UNITS_PER_SQUARE : // two library units, imagine e.g. 2 meters
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0;
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}
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/* This is the function we write pixels to our ASCII screen with. Above we have
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told the library it should call this function during rendering. */
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void pixelFunc(RCL_PixelInfo *p)
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{
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char c = ' ';
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if (p->isWall)
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{
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switch (p->hit.direction)
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{
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case 1:
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case 2: c = '#'; break;
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case 0:
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case 3: c = '/'; break;
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default: break;
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}
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}
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else // floor/ceiling
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c = p->isFloor ? '.' : ':';
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screen[p->position.y * (SCREEN_W + 1) + p->position.x] = c;
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}
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int main()
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{
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for (int i = 0; i < PIXELS_TOTAL; ++i) // prefill screen with newlines
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screen[i] = '\n';
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screen[PIXELS_TOTAL - 1] = 0; // terminate the string
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RCL_Camera camera; // camera to specify our view
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RCL_initCamera(&camera);
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// set up the camera:
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camera.position.x = 5 * RCL_UNITS_PER_SQUARE;
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camera.position.y = 6 * RCL_UNITS_PER_SQUARE;
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camera.direction = 5 * RCL_UNITS_PER_SQUARE / 6; // 4/5 of full angle
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camera.resolution.x = SCREEN_W;
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camera.resolution.y = SCREEN_H;
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RCL_RayConstraints constraints; /* this struct tell the library more
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details about how it should cast
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rays */
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RCL_initRayConstraints(&constraints);
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constraints.maxHits = 1; // we don't need more than 1 hit here
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constraints.maxSteps = 40; // max squares a ray will travel
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/* This will start the rendering itself. The library will start calling our
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pixelFunc to render one frame. You can also try to use the complex
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rendering function, the result should be practically the same:
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RCL_renderComplex(camera,heightAt,0,0,constraints); */
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RCL_renderSimple(camera,heightAt,0,0,constraints);
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puts(screen); // print out the rendered frame
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return 0; // done!
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}
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