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https://git.coom.tech/drummyfish/raycastlib.git
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165 lines
3.8 KiB
C
165 lines
3.8 KiB
C
/*
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Raycasting terminal test. Renders a raycasted animation in the terminal as
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ASCII.
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author: Miloslav Ciz
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license: CC0 1.0, public domain
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*/
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#define RCL_PIXEL_FUNCTION pixelFunc // set our pixel functio
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#define RCL_COMPUTE_FLOOR_DEPTH 0 // turn off what we don't need
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#define RCL_COMPUTE_CEILING_DEPTH 0
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#include <stdio.h>
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#include <unistd.h>
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#include <stdlib.h>
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#include <string.h>
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#include "../raycastlib.h"
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#define LEVEL_W 20
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#define LEVEL_H 15
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#define SCREEN_W 80
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#define SCREEN_H 40
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#define FRAME_OFFSET 20 // number of newlines printed before each frame
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#define PIXELS_TOTAL (FRAME_OFFSET+ (SCREEN_W + 1) * SCREEN_H + 1)
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char pixels[FRAME_OFFSET + (SCREEN_W + 1) * SCREEN_H + 1];
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RCL_Camera camera;
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const int8_t level[LEVEL_W * LEVEL_H] = // here 1 means wall, 0 floor
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{
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/* 11 13 15 17 19
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0 1 2 3 4 5 6 7 8 9 10 12 14 16 18 */
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0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0, // 0
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0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0, // 1
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0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0, // 2
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1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0, // 3
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0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0,0,1,0,0, // 4
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0, // 5
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1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0, // 6
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0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0, // 7
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0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1, // 8
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0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0, // 9
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0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,1, // 10
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0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,1,0,0,1, // 11
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0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0, // 12
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0,0,0,0,0,1,0,0,0,1,1,1,0,0,1,0,0,0,0,0, // 13
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0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,0 // 14
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};
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/*
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Function that says the floor height at each square. We do it by reading the
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anove level array.
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*/
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RCL_Unit heightAt(int16_t x, int16_t y)
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{
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int32_t index = y * LEVEL_W + x;
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if (index < 0 || (index >= LEVEL_W * LEVEL_H))
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return RCL_UNITS_PER_SQUARE * 2;
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return level[y * LEVEL_W + x] * RCL_UNITS_PER_SQUARE * 2;
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}
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static const char asciiShades[] = "HXi/;,. ";
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void pixelFunc(RCL_PixelInfo *p)
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{
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char c = ' ';
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uint8_t shade = 3;
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shade -= RCL_min(3,p->depth / RCL_UNITS_PER_SQUARE);
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if (p->isWall)
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{
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switch (p->hit.direction)
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{
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case 0: shade += 2;
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case 1: c = asciiShades[shade];
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break;
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case 2: c = 'o'; break;
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case 3:
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default: c = '.'; break;
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}
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}
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pixels[FRAME_OFFSET + p->position.y * (SCREEN_W + 1) + p->position.x] = c;
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}
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void draw()
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{
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memset(pixels,'\n',PIXELS_TOTAL);
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pixels[PIXELS_TOTAL - 1] = 0; // terminate string
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RCL_RayConstraints c;
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RCL_initRayConstraints(&c);
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c.maxHits = 1;
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c.maxSteps = 40;
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#if 1
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RCL_renderSimple(camera,heightAt,0,0,c);
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#else
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/* Here you can try using the complex rendering function. The result should
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be practically the same. */
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RCL_renderComplex(camera,heightAt,0,0,c);
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#endif
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puts(pixels);
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}
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int dx = 1;
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int dy = 0;
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int dr = 1;
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int frame = 0;
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int main()
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{
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RCL_initCamera(&camera);
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camera.position.x = 2 * RCL_UNITS_PER_SQUARE;
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camera.position.y = 2 * RCL_UNITS_PER_SQUARE;
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camera.direction = 0;
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camera.resolution.x = SCREEN_W;
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camera.resolution.y = SCREEN_H;
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for (int i = 0; i < 10000; ++i)
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{
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draw();
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int squareX = RCL_divRoundDown(camera.position.x,RCL_UNITS_PER_SQUARE);
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int squareY = RCL_divRoundDown(camera.position.y,RCL_UNITS_PER_SQUARE);
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if (rand() % 100 == 0)
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{
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dx = 1 - rand() % 3;
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dy = 1 - rand() % 3;
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dr = 1 - rand() % 3;
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}
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while (heightAt(squareX + dx,squareY + dy) > 0)
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{
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dx = 1 - rand() % 3;
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dy = 1 - rand() % 3;
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dr = 1 - rand() % 3;
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}
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camera.position.x += dx * 200;
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camera.position.y += dy * 200;
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camera.direction += dr * 10;
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camera.height = RCL_UNITS_PER_SQUARE + RCL_sin(frame * 16) / 2;
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usleep(100000);
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frame++;
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}
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return 0;
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}
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