mirror of
https://git.coom.tech/drummyfish/raycastlib.git
synced 2024-11-20 20:19:57 +01:00
165 lines
3.8 KiB
C
165 lines
3.8 KiB
C
/*
|
|
Raycasting terminal test. Renders a raycasted animation in the terminal as
|
|
ASCII.
|
|
|
|
author: Miloslav Ciz
|
|
license: CC0 1.0, public domain
|
|
*/
|
|
|
|
#define RCL_PIXEL_FUNCTION pixelFunc // set our pixel functio
|
|
#define RCL_COMPUTE_FLOOR_DEPTH 0 // turn off what we don't need
|
|
#define RCL_COMPUTE_CEILING_DEPTH 0
|
|
|
|
#include <stdio.h>
|
|
#include <unistd.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "../raycastlib.h"
|
|
|
|
#define LEVEL_W 20
|
|
#define LEVEL_H 15
|
|
|
|
#define SCREEN_W 80
|
|
#define SCREEN_H 40
|
|
|
|
#define FRAME_OFFSET 20 // number of newlines printed before each frame
|
|
|
|
#define PIXELS_TOTAL (FRAME_OFFSET+ (SCREEN_W + 1) * SCREEN_H + 1)
|
|
|
|
char pixels[FRAME_OFFSET + (SCREEN_W + 1) * SCREEN_H + 1];
|
|
RCL_Camera camera;
|
|
|
|
const int8_t level[LEVEL_W * LEVEL_H] = // here 1 means wall, 0 floor
|
|
{
|
|
/* 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
|
|
};
|
|
|
|
/*
|
|
Function that says the floor height at each square. We do it by reading the
|
|
anove level array.
|
|
*/
|
|
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;
|
|
}
|
|
|
|
static const char asciiShades[] = "HXi/;,. ";
|
|
|
|
void pixelFunc(RCL_PixelInfo *p)
|
|
{
|
|
char c = ' ';
|
|
|
|
uint8_t shade = 3;
|
|
|
|
shade -= RCL_min(3,p->depth / RCL_UNITS_PER_SQUARE);
|
|
|
|
if (p->isWall)
|
|
{
|
|
switch (p->hit.direction)
|
|
{
|
|
case 0: shade += 2;
|
|
case 1: c = asciiShades[shade];
|
|
break;
|
|
case 2: c = 'o'; break;
|
|
case 3:
|
|
default: c = '.'; break;
|
|
}
|
|
}
|
|
|
|
pixels[FRAME_OFFSET + p->position.y * (SCREEN_W + 1) + p->position.x] = c;
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
memset(pixels,'\n',PIXELS_TOTAL);
|
|
pixels[PIXELS_TOTAL - 1] = 0; // terminate string
|
|
|
|
RCL_RayConstraints c;
|
|
|
|
RCL_initRayConstraints(&c);
|
|
|
|
c.maxHits = 1;
|
|
c.maxSteps = 40;
|
|
|
|
#if 1
|
|
RCL_renderSimple(camera,heightAt,0,0,c);
|
|
#else
|
|
/* Here you can try using the complex rendering function. The result should
|
|
be practically the same. */
|
|
|
|
RCL_renderComplex(camera,heightAt,0,0,c);
|
|
#endif
|
|
|
|
puts(pixels);
|
|
}
|
|
|
|
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_sin(frame * 16) / 2;
|
|
|
|
usleep(100000);
|
|
|
|
frame++;
|
|
}
|
|
|
|
return 0;
|
|
}
|