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Start SDL test

This commit is contained in:
Miloslav Číž 2018-09-11 16:14:31 +02:00
parent 1f6237c95e
commit 58a4a81b9c
3 changed files with 160 additions and 5 deletions

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@ -1,2 +1,3 @@
#!/bin/bash
clear; clear; g++ -x c -fmax-errors=5 -pedantic -Wall -Wextra -o test test.c 2>&1 >/dev/null && ./test
#clear; clear; g++ -x c -fmax-errors=5 -pedantic -Wall -Wextra -o test test.c 2>&1 >/dev/null && ./test
clear; clear; g++ -x c -g -fmax-errors=5 -pedantic -Wall -Wextra -o testSDL testSDL.c -lSDL2 2>&1 >/dev/null && ./testSDL

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@ -336,7 +336,7 @@ Unit clamp(Unit value, Unit valueMin, Unit valueMax)
return valueMin;
}
inline Unit absVal(Unit value)
Unit absVal(Unit value)
{
profileCall(absVal);
@ -344,7 +344,7 @@ inline Unit absVal(Unit value)
}
/// Like mod, but behaves differently for negative values.
inline Unit wrap(Unit value, Unit mod)
Unit wrap(Unit value, Unit mod)
{
profileCall(wrap);
@ -352,7 +352,7 @@ inline Unit wrap(Unit value, Unit mod)
}
/// Performs division, rounding down, NOT towards zero.
inline Unit divRoundDown(Unit value, Unit divisor)
Unit divRoundDown(Unit value, Unit divisor)
{
profileCall(divRoundDown);
@ -702,7 +702,7 @@ Unit _floorCeilFunction(int16_t x, int16_t y)
return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff);
}
inline Unit adjustDistance(Unit distance, Camera camera, Ray ray)
Unit adjustDistance(Unit distance, Camera camera, Ray ray)
{
/* FIXME/TODO: The adjusted (=orthogonal, camera-space) distance could
possibly be computed more efficiently by not computing Euclidean

154
testSDL.c Normal file
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@ -0,0 +1,154 @@
#include <SDL2/SDL.h>
#include "raycastlib.h"
#include <stdint.h>
#include <stdio.h>
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
uint32_t *pixels[SCREEN_WIDTH * SCREEN_HEIGHT];
#define KEYS 6
#define KEY_UP 0
#define KEY_RIGHT 1
#define KEY_DOWN 2
#define KEY_LEFT 3
#define KEY_Q 4
#define KEY_W 5
int keys[KEYS];
Camera camera;
#define RGB(r,g,b) (0 | ((r << 16) | (g << 8) | (b)))
Unit heightAt(int16_t x, int16_t y)
{
if (x > 12 || y > 12)
return x * y * UNITS_PER_SQUARE;
return UNITS_PER_SQUARE * ((x < 0 || y < 0 || x > 9 || y > 9) ? 1 : 0);
}
void drawPixel(PixelInfo *pixel)
{
uint32_t color = RGB(0,255,255);
if (pixel->isWall)
color = 0;
pixels[pixel->position.y * SCREEN_WIDTH / 2 + pixel->position.x] = color;
}
void renderFrame()
{
RayConstraints constraints;
constraints.maxHits = 10;
constraints.maxSteps = 20;
render(camera,heightAt,0,0,drawPixel,constraints);
}
int main()
{
camera.position.x = 2 * UNITS_PER_SQUARE;
camera.position.y = 4 * UNITS_PER_SQUARE;
camera.height = UNITS_PER_SQUARE;
camera.shear = 0;
camera.direction = 0;
camera.resolution.x = 200;//SCREEN_WIDTH;
camera.resolution.y = 150;//SCREEN_HEIGHT;
for (int i = 0; i < KEYS; ++i)
keys[i] = 0;
SDL_Window *window = SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
int running = 1;
while (running)
{
renderFrame();
SDL_UpdateTexture(texture,NULL,pixels,SCREEN_WIDTH * sizeof(uint32_t));
while (SDL_PollEvent(&event))
{
int newState = 0;
int keyIndex = -1;
switch (event.type)
{
case SDL_KEYDOWN:
newState = 1;
case SDL_KEYUP:
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE: running = 0; break;
case SDL_SCANCODE_UP: keyIndex = KEY_UP; break;
case SDL_SCANCODE_RIGHT: keyIndex = KEY_RIGHT; break;
case SDL_SCANCODE_DOWN: keyIndex = KEY_DOWN; break;
case SDL_SCANCODE_LEFT: keyIndex = KEY_LEFT; break;
case SDL_SCANCODE_Q: keyIndex = KEY_Q; break;
case SDL_SCANCODE_W: keyIndex = KEY_W; break;
default: break;
}
break;
case SDL_QUIT:
running = 0;
break;
default:
break;
}
if (keyIndex >= 0)
keys[keyIndex] = newState;
}
int step = 1;
int step2 = 1;
Vector2D direction = angleToDirection(camera.direction);
direction.x /= 10;
direction.y /= 10;
if (keys[KEY_UP])
{
camera.position.x += step * direction.x;
camera.position.y += step * direction.y;
}
else if (keys[KEY_DOWN])
{
camera.position.x -= step * direction.x;
camera.position.y -= step * direction.y;
}
if (keys[KEY_Q])
camera.height += step * 10;
else if (keys[KEY_W])
camera.height -= step * 10;
if (keys[KEY_RIGHT])
camera.direction += step2;
else if (keys[KEY_LEFT])
camera.direction -= step2;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(render);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}