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This commit is contained in:
Miloslav Číž 2019-06-04 19:27:00 +02:00
parent 874d650d3f
commit 7230310b96
5 changed files with 1274 additions and 2 deletions

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@ -56,7 +56,7 @@ interface.
how to use
----------
For start take a look at the [testTerminal.c](https://gitlab.com/drummyfish/raycastlib/blob/master/testTerminal.c) program.
For start take a look at the [testTerminal.c](https://gitlab.com/drummyfish/raycastlib/blob/master/programs/testTerminal.c) program.
It is only a little bit more complex than a simple hello world.
For more examples see the other files, plus my [Pokitto demos](https://gitlab.com/drummyfish/Pokitto-Raycasting) repository,
@ -94,4 +94,4 @@ TODO
license
-------
Everything is CC0 1.0 + a waiver of all other IP rights (including patents). Please share your own software as free and open-source.
Everything is CC0 1.0 + a waiver of all other IP rights (including patents). Please share your own software as free and open-source.

5
programs/make.sh Executable file
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#!/bin/bash
PROGRAM=testSDL
clear; clear; g++ -x c -g -fmax-errors=5 -pedantic -Wall -Wextra -o $PROGRAM $PROGRAM.c -lSDL2 2>&1 >/dev/null && ./$PROGRAM

396
programs/test.c Normal file
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/**
Tests for raycastlib.
license: CC0
*/
#define RCL_PROFILE
#define RCL_HORIZONTAL_FOV RCL_UNITS_PER_SQUARE / 2
#define RCL_PIXEL_FUNCTION pixelFunc
#include <stdio.h>
#include "../raycastlib.h"
#include <sys/time.h>
RCL_Unit testArrayFunc(int16_t x, int16_t y)
{
if (x > 12 || y > 12)
return x * y * RCL_UNITS_PER_SQUARE;
return (x < 0 || y < 0 || x > 9 || y > 9) ? RCL_UNITS_PER_SQUARE : 0;
}
RCL_Unit testArrayFunc2(int16_t x, int16_t y)
{
return testArrayFunc(x,y) + 10 * RCL_UNITS_PER_SQUARE;
}
/**
Simple automatic test function.
*/
int testSingleRay(RCL_Unit startX, RCL_Unit startY, RCL_Unit dirX, RCL_Unit dirY,
int16_t expectSquareX, int16_t expectSquareY, int16_t expectPointX,
int16_t expectPointY, int16_t tolerateError)
{
RCL_Ray r;
r.start.x = startX;
r.start.y = startY;
r.direction.x = dirX;
r.direction.y = dirY;
printf("- casting ray:\n");
RCL_logRay(r);
RCL_HitResult h = RCL_castRay(r,testArrayFunc);
printf("- result:\n");
RCL_logHitResult(h);
int result =
h.square.x == expectSquareX &&
h.square.y == expectSquareY &&
h.position.x <= expectPointX + tolerateError &&
h.position.x >= expectPointX - tolerateError &&
h.position.y <= expectPointY + tolerateError &&
h.position.y >= expectPointY - tolerateError;
if (result)
printf("\nOK\n\n");
else
printf("\nFAIL\n\n");
return result;
}
int testSingleMapping(RCL_Unit posX, RCL_Unit posY, RCL_Unit posZ, uint32_t resX,
uint32_t resY, RCL_Unit camX, RCL_Unit camY, RCL_Unit camZ, RCL_Unit camDir,
RCL_Unit expectX, RCL_Unit expectY, RCL_Unit expectZ)
{
int result;
RCL_Camera c;
c.resolution.x = resX;
c.resolution.y = resY;
c.position.x = camX;
c.position.y = camY;
c.direction = camDir;
c.height = camZ;
RCL_Vector2D pos;
RCL_Unit height;
pos.x = posX;
pos.y = posY;
height = posZ;
RCL_PixelInfo p;
printf("- mapping pixel: %d %d %d\n",posX,posY,posZ);
p = RCL_mapToScreen(pos,height,c);
printf("- result:\n");
RCL_logPixelInfo(p);
result = p.position.x == expectX && p.position.y == expectY &&
p.depth == expectZ;
if (result)
printf("\nOK\n\n");
else
printf("\nFAIL\n\n");
return result;
}
// returns milliseconds
long measureTime(void (*func)(void))
{
long start, end;
struct timeval timecheck;
gettimeofday(&timecheck, NULL);
start = (long) timecheck.tv_sec * 1000 + (long) timecheck.tv_usec / 1000;
func();
gettimeofday(&timecheck, NULL);
end = (long) timecheck.tv_sec * 1000 + (long) timecheck.tv_usec / 1000;
return end - start;
}
void benchCastRays()
{
RCL_Ray r;
r.start.x = RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
r.start.y = 2 * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 4;
RCL_Vector2D directions[8];
for (int i = 0; i < 8; ++i)
directions[i] = RCL_angleToDirection(RCL_UNITS_PER_SQUARE / 8 * i);
for (int i = 0; i < 1000000; ++i)
{
r.direction = directions[i % 8];
RCL_castRay(r,testArrayFunc);
}
}
void benchmarkMapping()
{
RCL_Camera c;
c.resolution.x = 1024;
c.resolution.y = 768;
c.position.x = RCL_UNITS_PER_SQUARE / 2;
c.position.y = RCL_UNITS_PER_SQUARE * 2;
c.direction = RCL_UNITS_PER_SQUARE / 8;
c.height = 0;
RCL_PixelInfo p;
RCL_Vector2D pos;
RCL_Unit height;
pos.x = -1024 * RCL_UNITS_PER_SQUARE;
pos.y = -512 * RCL_UNITS_PER_SQUARE;
height = 0;
for (int i = 0; i < 1000000; ++i)
{
p = RCL_mapToScreen(pos,height,c);
pos.x += 4;
pos.y += 8;
height = (height + 16) % 1024;
}
}
int countPixels = 0;
uint32_t *pixelCounts = 0;
RCL_Camera countCamera;
int countOK = 1;
void pixelFunc(RCL_PixelInfo *p)
{
if (countPixels)
{
if (p->position.x >= countCamera.resolution.x || p->position.x < 0 ||
p->position.y >= countCamera.resolution.y || p->position.y < 0)
{
printf("ERROR: writing pixel outside screen at %d %d!\n",
p->position.x,p->position.y);
countOK = 0;
}
else
pixelCounts[p->position.y * countCamera.resolution.x + p->position.x]++;
}
}
int testPixelCount(RCL_Unit camX, RCL_Unit camY, RCL_Unit camZ,
RCL_Unit camDir, RCL_Unit camShear, uint16_t camResX, uint16_t camResY,
int complexRender)
{
printf("Counting rendered pixels...\n");
RCL_RayConstraints constraints;
RCL_Camera c;
RCL_initRayConstraints(&constraints);
constraints.maxSteps = 32;
RCL_initCamera(&c);
c.position.x = camX;
c.position.y = camY;
c.direction = camDir;
c.shear = camShear;
c.height = camZ;
c.resolution.x = camResX;
c.resolution.y = camResY;
uint32_t pixels[camResX * camResY];
for (int32_t i = 0; i < camResX * camResY; ++i)
pixels[i] = 0;
pixelCounts = pixels;
countCamera = c;
countPixels = 1;
countOK = 1;
if (complexRender)
RCL_renderComplex(c,testArrayFunc,testArrayFunc2,0,constraints);
else
RCL_renderSimple(c,testArrayFunc,0,0,constraints);
for (uint32_t y = 0; y < camResY; ++y)
for (uint32_t x = 0; x < camResX; ++x)
{
uint32_t index = y * camResX + x;
if (pixels[index] != 1)
{
printf("ERROR: pixel at %d %d written %d times!\n",x,y,pixels[index]);
countOK = 0;
}
}
return countOK;
}
void benchmarkRender()
{
RCL_Camera c;
c.resolution.x = 640;
c.resolution.y = 300;
c.position.x = 10;
c.position.y = 12;
c.direction = 100;
c.height = 200;
RCL_RayConstraints constraints;
constraints.maxHits = 10;
constraints.maxSteps = 12;
countPixels = 0;
for (int i = 0; i < 100; ++i)
RCL_renderComplex(c,testArrayFunc,testArrayFunc2,0,constraints);
}
int main()
{
printf("Testing raycastlib.\n");
if (!testSingleRay(
3 * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2,
4 * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2,
100, 50,
10, 7,
10240, 7936,
16))
return 1;
if (!testSingleRay(
0,
0,
100, 100,
9, 10,
10240, 10240,
16))
return 1;
if (!testSingleRay(
400,
6811,
-629,805,
-1, 7,
-1, 7325,
16))
return 1;
if (!testSingleRay(
-4 * RCL_UNITS_PER_SQUARE - RCL_UNITS_PER_SQUARE / 2,
7 * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 3,
100,-100,
0, 2,
1, 2900,
16))
return 1;
printf("testing perspective scale...\n");
for (RCL_Unit i = 1; i < 100; ++i)
{
RCL_Unit size = i * 3;
RCL_Unit distance = i * 6 + 200;
RCL_Unit scaled = RCL_perspectiveScale(size,distance);
RCL_Unit distance2 = RCL_perspectiveScaleInverse(size,scaled);
if (RCL_absVal(distance - distance2 > 2))
printf("ERROR: distance: %d, distance inverse: %d\n",distance,distance2);
}
printf("OK\n");
if (!testPixelCount(
RCL_UNITS_PER_SQUARE / 2,
RCL_UNITS_PER_SQUARE / 2,
RCL_UNITS_PER_SQUARE / 2,
0,
0,
128,
64,
1))
return 1;
if (!testPixelCount(
3 * RCL_UNITS_PER_SQUARE + 100,
4 * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 3,
RCL_UNITS_PER_SQUARE / 2,
512,
0,
120,
60,
0))
return 1;
if (!testPixelCount(
- RCL_UNITS_PER_SQUARE,
0,
300,
-600,
-120,
64,
68,
1))
return 1;
printf("OK\n");
/*
if (!testSingleMapping(
-RCL_UNITS_PER_SQUARE,
0,
RCL_UNITS_PER_SQUARE / 2,
1280,
640,
0,
0,
0,
RCL_UNITS_PER_SQUARE / 2,
640,
0,
1024
))
return -1;
*/
printf("benchmark:\n");
long t;
t = measureTime(benchCastRays);
printf("cast 1000000 rays: %ld ms\n",t);
t = measureTime(benchmarkMapping);
printf("map point to screen 1000000 times: %ld ms\n",t);
t = measureTime(benchmarkRender);
printf("render 100 times: %ld ms\n",t);
printf("\n");
printProfile();
return 0;
}

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programs/testSDL.c Normal file
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/*
Raycasting SDL test. This is a port of my Pokitto demo.
author: Miloslav Ciz
license: CC0
*/
#include <SDL2/SDL.h>
#include <stdio.h>
#include <time.h>
#define RCL_COMPUTE_FLOOR_TEXCOORDS 1
#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 5)
#define RCL_VERTICAL_FOV RCL_UNITS_PER_SQUARE // redefine camera vertical FOV
#define RCL_PIXEL_FUNCTION pixelFunc
#include "../raycastlib.h"
#define LEVEL_X_RES 29
#define LEVEL_Y_RES 21
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define MIDDLE_ROW (SCREEN_HEIGHT / 2)
#define max(a,b) ((a) > (b) ? (a) : (b))
#define KEYS 8
#define KEY_UP 0
#define KEY_RIGHT 1
#define KEY_DOWN 2
#define KEY_LEFT 3
#define KEY_Q 4
#define KEY_W 5
#define KEY_A 6
#define KEY_S 7
int keys[KEYS];
unsigned long frame = 0;
RCL_Camera camera;
uint32_t pixels[SCREEN_WIDTH * SCREEN_HEIGHT];
uint32_t pixelCounter[SCREEN_WIDTH * SCREEN_HEIGHT];
typedef struct
{
unsigned char *mImage;
RCL_Vector2D mPosition;
RCL_Unit mHeight;
RCL_Unit mPixelSize;
} Sprite;
uint32_t palette[256];
#define SPRITES 7
#define SPRITE_MAX_DISTANCE 5 * RCL_UNITS_PER_SQUARE
// For each level square says the texture index.
const unsigned char levelTexture[] =
{
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 3, 0, 3, 3, 2, 2, 2, 2, // 0 20
1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 2, // 1 19
1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, // 2 18
1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 2, // 3 17
1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, // 4 16
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 2, // 5 15
1, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 6 14
1, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 2, // 7 13
1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 8 12
1, 1, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 9 11
1, 1, 1, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 10 10
1, 1, 1, 1, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 11 9
1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 12 8
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 13 7
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, // 14 6
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 15 5
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 16 4
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 17 3
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 18 2
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 19 1
1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3 // 20 0
};
// For each level square says the floor height.
const signed char levelFloor[] =
{
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
40,40,40,40,40,40,40,40,48,40,48,40,40,40,40,40,40,48,40,48,40,48,40,48,48,24,24,26,28, // 0 20
40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,40, 2, 2, 2,40,32,32,32,32,32,32,32,48, 2, 2, 2,26, // 1 19
40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,40, 2, 2, 2,40, 0, 0, 0, 0, 0,32,32,40, 2, 2, 2,26, // 2 18
40,16,12, 8, 4, 0,48, 0, 0, 0, 0, 0,24, 2,24, 8,24, 0, 0, 9, 9, 0,28,32,48, 2, 2, 2,24, // 3 17
40,20,48,48,48,48,48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 0,24,32,40, 0, 0, 0,24, // 4 16
40,24,48,40,40,40,40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,20,32,48, 0, 0, 0,24, // 5 15
40,28,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 8,12,16,32,40, 0, 0, 0,24, // 6 14
40,32,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,32,32,32,32,32,48, 0, 0, 0,24, // 7 13
40, 0,48,40,40,40,40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8,-5,-2, 0, 0, 0, 0,24, // 8 12
40, 0,-3,-8,-8,-8,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8, 0, 0, 0, 0, 0, 0,24, // 9 11
40, 0,-6,-8,-8,-8,32, 0, 0, 0,48,48, 0,48,48, 0, 0,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24, // 10 10
40, 0,48,-8,-8,-8,32,32,32,32,40, 1, 0, 1,40,32,32,32,32,32,-8,-8, 0, 0, 0, 0, 0, 0,24, // 11 9
40, 0,48,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0,-8,-8,-8,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24, // 12 8
40, 0,48,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0, 0, 0, 0,24, // 13 7
40, 0,48, 0,-2,-2, 0,-8,-8,-8,-8, 0, 0, 0,-8,-8, 0, 0, 0, 0, 0, 0, 0, 0,24,24,10,24,24, // 14 6
40, 0, 0, 0,-2,-2, 0, 0, 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24, // 15 5
40, 0, 0, 0,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24, // 16 4
40,24,48,-2,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, // 17 3
0,24,48,48,-2,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, // 18 2
0,24,48,48,48,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24, // 19 1
0,24,24,24,32,32,32,27,24,27,30,34,36,38,36,34,36,34,34,32,32,33,37,39,24,24,24,24,24 // 20 0
};
#define XX 127 // helper to keep a big number two-characters, for formatting
// For each level square says the ceiling height.
const signed char levelCeiling[] =
{
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
40,40,40,40,40,40,40,XX,XX,XX,XX,36,40,40,40,40,40,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 0 20
40,50,50,50,45,40,20,XX,XX,XX,XX,36,40,30,30,30,XX,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 1 19
40,50,50,50,45,40,20,XX,XX,XX,XX,36,40,30,30,30,XX,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 2 18
40,50,50,50,45,40,48,XX,XX,XX,XX,36,24,24,24,24,24,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 3 17
40,50,48,48,48,48,47,XX,XX,XX,XX,36,36,36,36,36,36,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 4 16
40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 5 15
40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 6 14
40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 7 13
40,50,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 8 12
40,40,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 9 11
40,30,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 10 10
40,25,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 11 9
40,20,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 12 8
40,18,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24, // 13 7
40,18,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24, // 14 6
40,18,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 15 5
40,18,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 16 4
40,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 17 3
XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 18 2
XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 19 1
XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24 // 20 0
};
#undef XX
const unsigned char texture1[] =
{ 32, 32 // width, height
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};
const unsigned char texture2[] =
{ 32, 32 // width, height
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};
const unsigned char texture3[] =
{ 32, 32 // width, height
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,0x56,0x54
};
const unsigned char texture4[] =
{ 32, 32 // width, height
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};
const unsigned char *textures[] = {texture1, texture2, texture3, texture4};
void clearScreen()
{
memset(pixels,0,SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t));
}
void clearPixelCounter()
{
memset(pixelCounter,0,SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t));
}
static inline uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b)
{
return (r & 7) | ((g & 7) << 3) | ((b & 7) << 6);
}
uint8_t sampleImage(const unsigned char *image, RCL_Unit x, RCL_Unit y)
{
x = RCL_wrap(x,RCL_UNITS_PER_SQUARE);
y = RCL_wrap(y,RCL_UNITS_PER_SQUARE);
int32_t index =
image[1] * ((image[0] * x) / RCL_UNITS_PER_SQUARE) +
(image[0] * y) / RCL_UNITS_PER_SQUARE;
return image[2 + index];
}
uint8_t addIntensity(uint8_t color, int16_t intensity)
{
uint8_t r = color & 7;
uint8_t g = (color & 56) >> 3;
uint8_t b = (color & 172) >> 6;
if (intensity >= 0)
{
r += intensity;
r = r > 7 ? 7 : r;
g += intensity;
g = g > 7 ? 7 : g;
b += intensity / 2;
b = b > 3 ? 3 : b;
}
else
{
intensity *= -1;
r = (intensity > r) ? 0 : r - intensity;
g = (intensity > g) ? 0 : g - intensity;
intensity /= 2;
b = intensity > b ? 0 : b - intensity;
}
return rgbToIndex(r,g,b);
}
RCL_Unit textureAt(int16_t x, int16_t y)
{
if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
return levelTexture[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
return 0;
}
RCL_Unit floorHeightAt(int16_t x, int16_t y)
{
if (x == 6 && (y == 13 || y == 14)) // moving lift
return ((RCL_absVal(-1 * (frame % 64) + 32)) * RCL_UNITS_PER_SQUARE) / 8;
if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
return (levelFloor[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x] * RCL_UNITS_PER_SQUARE) / 8;
int a = RCL_absVal(x - LEVEL_X_RES / 2) - LEVEL_X_RES / 2;
int b = RCL_absVal(y - LEVEL_Y_RES / 2) - LEVEL_Y_RES / 2;
return (a > b ? a : b) * RCL_UNITS_PER_SQUARE;
}
RCL_Unit ceilingHeightAt(int16_t x, int16_t y)
{
int v = 1024;
if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
v = levelCeiling[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
return (v * RCL_UNITS_PER_SQUARE) / 8;
}
/**
Function for drawing a single pixel (like fragment shader). Bottleneck =>
should be as fast as possible.
*/
void pixelFunc(RCL_PixelInfo *pixel)
{
uint8_t c;
if (pixel->isWall)
c = sampleImage(textures[pixel->hit.type],pixel->texCoords.x,pixel->texCoords.y);
else
c = pixel->height == RCL_FLOOR_TEXCOORDS_HEIGHT ?
sampleImage(textures[0],pixel->texCoords.x,pixel->texCoords.y) : 0b00010001;
int intensity = pixel->depth - 8 * RCL_UNITS_PER_SQUARE;
intensity = intensity < 0 ? 0 : intensity;
intensity = (intensity * 32) / RCL_UNITS_PER_SQUARE;
int32_t color = palette[c];
int32_t r = ((color & 0xFF000000) >> 24) - intensity;
r = r > 0 ? r : 0;
r = r << 24;
int32_t g = ((color & 0x00FF0000) >> 16) - intensity;
g = g > 0 ? g : 0;
g = g << 16;
int32_t b = ((color & 0x0000FF00) >> 8) - intensity;
b = b > 0 ? b : 0;
b = b << 8;
int32_t index = pixel->position.y * SCREEN_WIDTH + pixel->position.x;
pixels[index] = r | g | b;
pixelCounter[index]++;
}
void draw()
{
RCL_RayConstraints c;
c.maxHits = 32;
c.maxSteps = 32;
RCL_renderComplex(camera,floorHeightAt,ceilingHeightAt,textureAt,c);
}
int main()
{
for (uint8_t r = 0; r < 8; ++r)
for (uint8_t g = 0; g < 8; ++g)
for (uint8_t b = 0; b < 4; ++b)
palette[rgbToIndex(r,g,b)] = ((36 * r) << 24) | ((36 * g) << 16) | ((85 * b) << 8);
camera.position.x = 11237;
camera.position.y = 12392;
camera.shear = -50;
camera.direction = -415;
camera.height = 4648;
camera.resolution.x = SCREEN_WIDTH;
camera.resolution.y = SCREEN_HEIGHT;
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_RGBX8888, SDL_TEXTUREACCESS_STATIC, SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
int running = 1;
int fps = 0;
clock_t nextT;
while (running)
{
draw();
fps++;
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;
case SDL_SCANCODE_A: keyIndex = KEY_A; break;
case SDL_SCANCODE_S: keyIndex = KEY_S; break;
default: break;
}
break;
case SDL_QUIT:
running = 0;
break;
default:
break;
}
if (keyIndex >= 0)
keys[keyIndex] = newState;
}
int step = 1;
int step2 = 5;
RCL_Vector2D direction = RCL_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 * 100;
else if (keys[KEY_W])
camera.height -= step * 100;
if (keys[KEY_RIGHT])
camera.direction += step2;
else if (keys[KEY_LEFT])
camera.direction -= step2;
const int shearAdd = 10;
if (keys[KEY_A])
camera.shear = camera.shear + shearAdd <= SCREEN_HEIGHT ? camera.shear + shearAdd : SCREEN_HEIGHT;
else if (keys[KEY_S])
camera.shear = camera.shear - shearAdd >= -1 * SCREEN_HEIGHT ? camera.shear - shearAdd : -1 * SCREEN_HEIGHT;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
clock_t nowT = clock();
double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC;
fps++;
if (timeDiff >= 1.0)
{
nextT = nowT;
printf("FPS: %d\n",fps);
fps = 0;
}
frame++;
}
return 0;
}

148
programs/testTerminal.c Normal file
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@ -0,0 +1,148 @@
/*
Raycasting terminal test.
author: Miloslav Ciz
license: CC0
*/
#define RCL_PIXEL_FUNCTION pixelFunc
#define RCL_COMPUTE_WALL_TEXCOORDS 0
#define RCL_COMPUTE_FLOOR_DEPTH 0
#define RCL_COMPUTE_CEILING_DEPTH 0
#include <stdio.h>
#include "../raycastlib.h"
#include <unistd.h>
#include <stdlib.h>
#define LEVEL_W 20
#define LEVEL_H 15
#define SCREEN_W 80
#define SCREEN_H 40
char pixels[SCREEN_W * SCREEN_H];
RCL_Camera camera;
const int8_t level[LEVEL_W * LEVEL_H] =
{
/* 11 13 15 17 19
0 1 2 3 4 5 6 7 8 9 10 12 14 16 18 */
0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0, // 0
0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0, // 1
0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0, // 2
1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0, // 3
0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0,0,1,0,0, // 4
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0, // 5
1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0, // 6
0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0, // 7
0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1, // 8
0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0, // 9
0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,1, // 10
0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,1,0,0,1, // 11
0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0, // 12
0,0,0,0,0,1,0,0,0,1,1,1,0,0,1,0,0,0,0,0, // 13
0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,0 // 14
};
RCL_Unit heightAt(int16_t x, int16_t y)
{
int32_t index = y * LEVEL_W + x;
if (index < 0 || (index >= LEVEL_W * LEVEL_H))
return RCL_UNITS_PER_SQUARE * 2;
return level[y * LEVEL_W + x] * RCL_UNITS_PER_SQUARE * 2;
}
void pixelFunc(RCL_PixelInfo *p)
{
char c = ' ';
if (p->isWall)
{
switch (p->hit.direction)
{
case 0: c = 'X'; break;
case 1: c = '#'; break;
case 2: c = 'o'; break;
case 3:
default: c = '.'; break;
}
}
pixels[p->position.y * SCREEN_W + p->position.x] = c;
}
void draw()
{
for (int i = 0; i < 15; ++i)
printf("\n");
RCL_RayConstraints c;
RCL_initRayConstraints(&c);
c.maxHits = 1;
c.maxSteps = 40;
//RCL_renderSimple(camera,heightAt,0,0,c);
RCL_renderComplex(camera,heightAt,0,0,c);
for (int j = 0; j < SCREEN_H; ++j)
{
for (int i = 0; i < SCREEN_W; ++i)
printf("%c",pixels[j * SCREEN_W + i]);
printf("\n");
}
}
int dx = 1;
int dy = 0;
int dr = 1;
int frame = 0;
int main()
{
RCL_initCamera(&camera);
camera.position.x = 2 * RCL_UNITS_PER_SQUARE;
camera.position.y = 2 * RCL_UNITS_PER_SQUARE;
camera.direction = 0;
camera.resolution.x = SCREEN_W;
camera.resolution.y = SCREEN_H;
for (int i = 0; i < 10000; ++i)
{
draw();
int squareX = RCL_divRoundDown(camera.position.x,RCL_UNITS_PER_SQUARE);
int squareY = RCL_divRoundDown(camera.position.y,RCL_UNITS_PER_SQUARE);
if (rand() % 100 == 0)
{
dx = 1 - rand() % 3;
dy = 1 - rand() % 3;
dr = 1 - rand() % 3;
}
while (heightAt(squareX + dx,squareY + dy) > 0)
{
dx = 1 - rand() % 3;
dy = 1 - rand() % 3;
dr = 1 - rand() % 3;
}
camera.position.x += dx * 200;
camera.position.y += dy * 200;
camera.direction += dr * 10;
camera.height = RCL_UNITS_PER_SQUARE + RCL_sinInt(frame * 16) / 2;
usleep(100000);
frame++;
}
return 0;
}