/* Raycasting SDL test. This is a port of my Pokitto demo. author: Miloslav Ciz license: CC0 */ #include #include // redefine some parameters #define FPS 40 #define GRAVITY_ACCELERATION (UNITS_PER_SQUARE * 3) #define PLAYER_JUMP_SPEED 700 #define CAMERA_COLL_HEIGHT_BELOW ((3 * UNITS_PER_SQUARE) / 2) #define HORIZONTAL_FOV (UNITS_PER_SQUARE / 5) #define VERTICAL_FOV UNITS_PER_SQUARE // redefine camera vertical FOV #include "raycastlib.h" #define LEVEL_X_RES 29 #define LEVEL_Y_RES 21 #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 240 #define MIDDLE_ROW (SCREEN_HEIGHT / 2) #define TRANSPARENT_COLOR 0b00000111 #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; Unit zBuffer[SCREEN_WIDTH]; ///< 1D z-buffer for visibility determination. Camera camera; uint32_t pixels[SCREEN_WIDTH * SCREEN_HEIGHT]; uint32_t pixelCounter[SCREEN_WIDTH * SCREEN_HEIGHT]; typedef struct { unsigned char *mImage; Vector2D mPosition; Unit mHeight; Unit mPixelSize; } Sprite; uint32_t palette[256]; #define SPRITES 7 #define SPRITE_MAX_DISTANCE 5 * UNITS_PER_SQUARE Sprite sprites[SPRITES]; /// 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 ,0x09,0x11,0x00,0x64,0x5b,0x5b,0x5a,0x09,0x09,0x08,0x00,0x5b,0x5b,0x5b ,0x5a,0x64,0x12,0x51,0x00,0x64,0x5b,0x52,0x52,0x11,0x09,0x09,0x12,0x24 ,0x5b,0x5b,0x52,0x5a,0x12,0x09,0x00,0x5b,0x52,0x09,0x12,0x09,0x09,0x09 ,0x00,0x24,0x5a,0x5a,0x5b,0x51,0x12,0x08,0x09,0x25,0x5b,0x52,0x5b,0x52 ,0x11,0x09,0x12,0x64,0x5b,0x52,0x09,0x11,0x12,0x09,0x00,0x12,0x00,0x12 ,0x00,0x00,0x00,0x08,0x09,0x64,0x5b,0x51,0x12,0x11,0x12,0x08,0x09,0x64 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,0x52,0x09,0x00,0x00,0x00,0x00,0x07,0x07,0x07,0x07,0x00,0x00,0x09,0x52 ,0x52,0x52,0x52,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00 ,0x64,0x64,0x64,0x09,0x09,0x09,0x09,0x09,0x00,0x00,0x00,0x00,0x07,0x07 ,0x07,0x07,0x00,0x00,0x00,0x00,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x64,0x64,0x64,0x64,0x64,0x64,0x64 ,0x64,0x64,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00 ,0x00,0x00,0x00,0x00,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07 }; const unsigned char sprite2[] = { 32, 32 // width, height ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0xbf,0xbf ,0xbf,0x00,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x27,0x00,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x00,0xbf,0x5b,0x5b,0x00,0x00,0x00,0x00,0x00,0x00,0x27,0x27,0x27 ,0x0c,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 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,0x27,0x15,0x15,0x0a,0x0a,0x0a,0x0a,0x0a,0x00,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x00,0x00,0x00,0x00,0x00,0x00,0x15,0x15,0x15,0x15,0x15,0x15,0x00,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x00 ,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07 }; const unsigned char sprite3[] = { 32, 32 // width, height ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x7b,0x7b,0x58,0x07,0x07 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,0x07,0x07,0x07,0x07,0x07,0x28,0x28,0x58,0x58,0x08,0x18,0x18,0x08,0x08 ,0x08,0x08,0x08,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07 ,0x07,0x07 }; const unsigned char *textures[] = {texture1, texture2, texture3, texture4}; void clearPixelCounter() { memset(pixelCounter,0,SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t)); } void writePixelCounter() { printf("\npixel counter:\n"); for (int y = 0; y < SCREEN_HEIGHT; ++y) { for (int x = 0; x < SCREEN_WIDTH; ++x) { uint32_t count = pixelCounter[y * SCREEN_WIDTH + x]; if (count != 1) // each pixel should have been rendered only once printf("error: pixel %d %d rendered %d times!\n",x,y,count); } } } uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b) { return (r & 0b00000111) | ((g & 0b00000111) << 3) | ((b & 0b00000011) << 6); } uint8_t sampleImage(const unsigned char *image, Unit x, Unit y) { // TODO: optimize x = wrap(x,UNITS_PER_SQUARE); y = wrap(y,UNITS_PER_SQUARE); int32_t index = image[1] * ((image[0] * x) / UNITS_PER_SQUARE) + (image[0] * y) / UNITS_PER_SQUARE; return image[2 + index]; } uint8_t addIntensity(uint8_t color, int16_t intensity) { uint8_t r = color & 0b00000111; uint8_t g = (color & 0b00111000) >> 3; uint8_t b = (color & 0b11000000) >> 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); } 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; } Unit floorHeightAt(int16_t x, int16_t y) { if (x == 6 && (y == 13 || y == 14)) // moving lift return ((absVal(-1 * (frame % 64) + 32)) * 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] * UNITS_PER_SQUARE) / 8; int a = absVal(x - LEVEL_X_RES / 2) - LEVEL_X_RES / 2; int b = absVal(y - LEVEL_Y_RES / 2) - LEVEL_Y_RES / 2; return (a > b ? a : b) * UNITS_PER_SQUARE; } 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 * UNITS_PER_SQUARE) / 8; } /** Draws a scaled sprite on screen in an optimized way. The sprite has to be square in resolution. */ void drawSpriteSquare(const unsigned char *sprite, int16_t x, int16_t y, Unit depth, int16_t size) { if (size < 0 || size > 512 || // let's not mess up with the incoming array sprite[0] != sprite[1]) // only draw square sprites return; int16_t samplingIndices[size]; // optimization: precompute the indices for (Unit i = 0; i < size; ++i) samplingIndices[i] = (i * sprite[0]) / size; x -= size / 2; y -= size / 2; Unit step = UNITS_PER_SQUARE / size; uint8_t c; int16_t jTo = size - max(0,y + size - SCREEN_HEIGHT); int16_t iTo = size - max(0,x + size - SCREEN_WIDTH); for (Unit i = max(-1 * x,0); i < iTo; ++i) { int16_t xPos = x + i; if (zBuffer[xPos] <= depth) continue; int16_t columnLocation = 2 + samplingIndices[i] * sprite[0]; for (Unit j = max(-1 * y,0); j < jTo; ++j) { c = sprite[columnLocation + samplingIndices[j]]; if (c != TRANSPARENT_COLOR) pixels[(y + j) * SCREEN_WIDTH + xPos] = (((c & 0b00000111) * 36) << 24) | ((((c & 0b00111000) >> 3) * 36) << 16) | ((((c & 0b11000000) >> 6) * 85) << 8); } } } /** Function for drawing a single pixel (like fragment shader). Bottleneck => should be as fast as possible. */ void pixelFunc(PixelInfo *pixel) { if (pixel->position.x < 0 || pixel->position.x >= SCREEN_WIDTH || pixel->position.y < 0 || pixel->position.y >= SCREEN_HEIGHT) printf("error: writing outside screen! %d %d\n",pixel->position.x,pixel->position.y); if (pixel->position.y == MIDDLE_ROW) zBuffer[pixel->position.x] = pixel->depth; uint8_t c; if (pixel->isWall) c = sampleImage(textures[pixel->hit.type],pixel->hit.textureCoord,pixel->textureCoordY); else c = pixel->isFloor ? 0b00010001 : 0b00001010; int intensity = pixel->depth - 8 * UNITS_PER_SQUARE; intensity = intensity < 0 ? 0 : intensity; intensity = (intensity * 32) / 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() { RayConstraints c; c.maxHits = 16; c.maxSteps = 20; c.computeTextureCoords = 1; render(camera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c); Unit previousDepth; for (uint8_t i = 0; i < SPRITES; ++i) { // use Chebyshew distance instead Euclidean, it's faster if (absVal(sprites[i].mPosition.x - camera.position.x) > SPRITE_MAX_DISTANCE) continue; if (absVal(sprites[i].mPosition.y - camera.position.y) > SPRITE_MAX_DISTANCE) continue; PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,camera); if (pos.depth > 0) drawSpriteSquare(sprites[i].mImage,pos.position.x,pos.position.y, pos.depth,perspectiveScale(sprites[i].mPixelSize,pos.depth)); /* trick: sort the sprites by distance with bubble sort as we draw - the order will be correct in a few frames */ if (i != 0 && pos.depth > previousDepth) { Sprite tmp = sprites[i]; sprites[i] = sprites[i - 1]; sprites[i - 1] = tmp; } previousDepth = pos.depth; } } int main() { for (int i = 0; i < SCREEN_WIDTH; ++i) zBuffer[i] = 0; 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); #define placeSprite(i,s,X,Y,z,n)\ sprites[i].mImage = s;\ sprites[i].mPosition.x = X * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\ sprites[i].mPosition.y = Y * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\ sprites[i].mHeight = z * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\ sprites[i].mPixelSize = n; placeSprite(0,sprite1,10,5,1,1000); placeSprite(1,sprite1,14,5,1,1000); placeSprite(2,sprite2,15,19,1,1500); placeSprite(3,sprite3,8,2,1,3000); placeSprite(4,sprite3,20,5,1,3000); placeSprite(5,sprite3,26,18,1,3000); placeSprite(6,sprite3,16,12,1,3000); #undef placeSprite camera.position.x = UNITS_PER_SQUARE * 5; camera.position.y = UNITS_PER_SQUARE * 4; camera.shear = 0; camera.direction = 0; camera.height = UNITS_PER_SQUARE * 2; 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 counter = 0; while (running) { if (counter <= 0) clearPixelCounter(); draw(); if (counter <= 0) { writePixelCounter(); counter = 256; } else counter--; 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; 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 * 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); frame++; } return 0; }