diff --git a/README.md b/README.md index b9e51e3..6003d72 100644 --- a/README.md +++ b/README.md @@ -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. \ No newline at end of file +Everything is CC0 1.0 + a waiver of all other IP rights (including patents). Please share your own software as free and open-source. diff --git a/programs/make.sh b/programs/make.sh new file mode 100755 index 0000000..6e5b564 --- /dev/null +++ b/programs/make.sh @@ -0,0 +1,5 @@ +#!/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 diff --git a/programs/test.c b/programs/test.c new file mode 100644 index 0000000..b098fda --- /dev/null +++ b/programs/test.c @@ -0,0 +1,396 @@ +/** + Tests for raycastlib. + + license: CC0 +*/ + +#define RCL_PROFILE + +#define RCL_HORIZONTAL_FOV RCL_UNITS_PER_SQUARE / 2 + +#define RCL_PIXEL_FUNCTION pixelFunc + +#include +#include "../raycastlib.h" +#include + +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; +} diff --git a/programs/testSDL.c b/programs/testSDL.c new file mode 100644 index 0000000..dee57d4 --- /dev/null +++ b/programs/testSDL.c @@ -0,0 +1,723 @@ +/* + Raycasting SDL test. This is a port of my Pokitto demo. + + author: Miloslav Ciz + license: CC0 +*/ + +#include +#include +#include + +#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 + ,0x12,0x65,0x65,0x6d,0x24,0x64,0x5b,0x12,0x12,0x64,0x5b,0x5b,0x12,0x51 + ,0x12,0x09,0x00,0x6d,0x6d,0x6d,0x24,0x5b,0x5b,0x52,0x12,0x5b,0x52,0x5b + ,0x12,0x5b,0x52,0x09,0x12,0x5b,0x5b,0x5b,0x52,0x5b,0x5b,0x52,0x00,0x64 + ,0x64,0x52,0x52,0x52,0x5b,0x00,0x09,0x6d,0x5b,0x5a,0x5b,0x5b,0x5a,0x51 + ,0x12,0x64,0x5b,0x52,0x5b,0x52,0x5b,0x08,0x12,0x24,0x5b,0x5b,0x5b,0x5b + 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,0x09,0x09,0x09,0x09,0x09,0x09,0x09,0x09,0x09,0x00,0x09,0x12,0x5b,0x5b + ,0x5b,0x12,0x5b,0x00,0xad,0xad,0x64,0x64,0xad,0x64,0x5b,0x00,0x0a,0x00 + ,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00 + ,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xad,0x64,0xad,0x64,0xad,0x64 + ,0x12,0x00 +}; + +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; +} diff --git a/programs/testTerminal.c b/programs/testTerminal.c new file mode 100644 index 0000000..3178a26 --- /dev/null +++ b/programs/testTerminal.c @@ -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 +#include "../raycastlib.h" +#include +#include + +#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; +}