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https://git.coom.tech/drummyfish/raycastlib.git
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Start SDL test
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parent
1f6237c95e
commit
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3 changed files with 160 additions and 5 deletions
3
make.sh
3
make.sh
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@ -1,2 +1,3 @@
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#!/bin/bash
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clear; clear; g++ -x c -fmax-errors=5 -pedantic -Wall -Wextra -o test test.c 2>&1 >/dev/null && ./test
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#clear; clear; g++ -x c -fmax-errors=5 -pedantic -Wall -Wextra -o test test.c 2>&1 >/dev/null && ./test
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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)
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return valueMin;
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}
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inline Unit absVal(Unit value)
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Unit absVal(Unit value)
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{
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profileCall(absVal);
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@ -344,7 +344,7 @@ inline Unit absVal(Unit value)
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}
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/// Like mod, but behaves differently for negative values.
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inline Unit wrap(Unit value, Unit mod)
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Unit wrap(Unit value, Unit mod)
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{
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profileCall(wrap);
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@ -352,7 +352,7 @@ inline Unit wrap(Unit value, Unit mod)
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}
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/// Performs division, rounding down, NOT towards zero.
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inline Unit divRoundDown(Unit value, Unit divisor)
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Unit divRoundDown(Unit value, Unit divisor)
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{
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profileCall(divRoundDown);
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@ -702,7 +702,7 @@ Unit _floorCeilFunction(int16_t x, int16_t y)
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return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff);
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}
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inline Unit adjustDistance(Unit distance, Camera camera, Ray ray)
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Unit adjustDistance(Unit distance, Camera camera, Ray ray)
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{
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/* FIXME/TODO: The adjusted (=orthogonal, camera-space) distance could
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possibly be computed more efficiently by not computing Euclidean
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154
testSDL.c
Normal file
154
testSDL.c
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#include <SDL2/SDL.h>
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#include "raycastlib.h"
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#include <stdint.h>
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#include <stdio.h>
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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uint32_t *pixels[SCREEN_WIDTH * SCREEN_HEIGHT];
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#define KEYS 6
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#define KEY_UP 0
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#define KEY_RIGHT 1
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#define KEY_DOWN 2
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#define KEY_LEFT 3
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#define KEY_Q 4
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#define KEY_W 5
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int keys[KEYS];
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Camera camera;
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#define RGB(r,g,b) (0 | ((r << 16) | (g << 8) | (b)))
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Unit heightAt(int16_t x, int16_t y)
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{
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if (x > 12 || y > 12)
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return x * y * UNITS_PER_SQUARE;
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return UNITS_PER_SQUARE * ((x < 0 || y < 0 || x > 9 || y > 9) ? 1 : 0);
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}
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void drawPixel(PixelInfo *pixel)
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{
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uint32_t color = RGB(0,255,255);
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if (pixel->isWall)
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color = 0;
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pixels[pixel->position.y * SCREEN_WIDTH / 2 + pixel->position.x] = color;
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}
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void renderFrame()
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{
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RayConstraints constraints;
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constraints.maxHits = 10;
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constraints.maxSteps = 20;
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render(camera,heightAt,0,0,drawPixel,constraints);
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}
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int main()
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{
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camera.position.x = 2 * UNITS_PER_SQUARE;
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camera.position.y = 4 * UNITS_PER_SQUARE;
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camera.height = UNITS_PER_SQUARE;
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camera.shear = 0;
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camera.direction = 0;
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camera.resolution.x = 200;//SCREEN_WIDTH;
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camera.resolution.y = 150;//SCREEN_HEIGHT;
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for (int i = 0; i < KEYS; ++i)
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keys[i] = 0;
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SDL_Window *window = SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
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SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, SCREEN_WIDTH, SCREEN_HEIGHT);
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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SDL_Event event;
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int running = 1;
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while (running)
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{
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renderFrame();
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SDL_UpdateTexture(texture,NULL,pixels,SCREEN_WIDTH * sizeof(uint32_t));
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while (SDL_PollEvent(&event))
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{
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int newState = 0;
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int keyIndex = -1;
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switch (event.type)
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{
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case SDL_KEYDOWN:
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newState = 1;
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case SDL_KEYUP:
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switch (event.key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE: running = 0; break;
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case SDL_SCANCODE_UP: keyIndex = KEY_UP; break;
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case SDL_SCANCODE_RIGHT: keyIndex = KEY_RIGHT; break;
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case SDL_SCANCODE_DOWN: keyIndex = KEY_DOWN; break;
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case SDL_SCANCODE_LEFT: keyIndex = KEY_LEFT; break;
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case SDL_SCANCODE_Q: keyIndex = KEY_Q; break;
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case SDL_SCANCODE_W: keyIndex = KEY_W; break;
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default: break;
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}
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break;
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case SDL_QUIT:
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running = 0;
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break;
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default:
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break;
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}
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if (keyIndex >= 0)
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keys[keyIndex] = newState;
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}
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int step = 1;
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int step2 = 1;
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Vector2D direction = angleToDirection(camera.direction);
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direction.x /= 10;
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direction.y /= 10;
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if (keys[KEY_UP])
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{
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camera.position.x += step * direction.x;
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camera.position.y += step * direction.y;
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}
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else if (keys[KEY_DOWN])
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{
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camera.position.x -= step * direction.x;
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camera.position.y -= step * direction.y;
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}
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if (keys[KEY_Q])
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camera.height += step * 10;
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else if (keys[KEY_W])
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camera.height -= step * 10;
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if (keys[KEY_RIGHT])
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camera.direction += step2;
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else if (keys[KEY_LEFT])
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camera.direction -= step2;
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(render);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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