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raycastlib/programs/testSDL.c
Miloslav Číž 7230310b96 Cleanup
2019-06-04 19:27:00 +02:00

723 lines
36 KiB
C

/*
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
,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
,0x5a,0x5b,0x12,0x12,0x09,0x09,0x12,0x65,0x5c,0x52,0x5a,0x5b,0x51,0x09
,0x00,0x64,0x6d,0x6d,0x5c,0x65,0x64,0x09,0x00,0x24,0x64,0x5b,0x09,0x12
,0x11,0x00,0x09,0x64,0x5b,0x52,0x52,0x12,0x12,0x08,0x00,0x64,0x52,0x52
,0x52,0x52,0x5b,0x09,0x00,0x6d,0x5b,0x5b,0x52,0x5b,0x51,0x09,0x00,0x1b
,0x5b,0x12,0x12,0x12,0x12,0x09,0x12,0x5b,0x11,0x09,0x11,0x09,0x09,0x09
,0x09,0x5b,0x09,0x09,0x09,0x09,0x09,0x09,0x12,0x65,0x5b,0x5b,0x5b,0x52
,0x5b,0x09,0x00,0x64,0x12,0x63,0x5b,0x12,0x5b,0x09,0x00,0x00,0x00,0x00
,0x00,0x09,0x00,0x00,0x00,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x5b
,0x64,0x5b,0x09,0x5b,0x52,0x09,0x09,0x5b,0x11,0x52,0x09,0x12,0x09,0x08
,0x00,0x1b,0x1b,0x23,0x1b,0x5a,0x5b,0x11,0x12,0x64,0x64,0x6d,0x24,0x5b
,0x5b,0x09,0x00,0x5b,0x5a,0x52,0x52,0x09,0x08,0x09,0x12,0x5b,0x52,0x11
,0x5a,0x11,0x12,0x08,0x08,0x1b,0x52,0x52,0x5b,0x5a,0x09,0x09,0x12,0x64
,0x5b,0x64,0x12,0x12,0x12,0x08,0x00,0x00,0x00,0x12,0x09,0x00,0x09,0x00
,0x12,0x24,0x5a,0x52,0x12,0x12,0x12,0x08,0x12,0x1b,0x12,0x5a,0x49,0x5a
,0x52,0x09,0x12,0x6d,0x5b,0x52,0x5a,0x12,0x09,0x09,0x12,0x65,0x64,0x6d
,0x6d,0x64,0x64,0x5b,0x00,0x5a,0x08,0x08,0x09,0x09,0x08,0x09,0x00,0x5b
,0x5a,0x11,0x51,0x51,0x5a,0x09,0x12,0x6d,0x5b,0x5b,0x12,0x11,0x12,0x09
,0x00,0x65,0x5b,0x64,0x5b,0x5b,0x5b,0x52,0x00,0x00,0x12,0x12,0x12,0x09
,0x00,0x00,0x00,0x5a,0x52,0x52,0x09,0x52,0x09,0x09,0x12,0x63,0x5b,0x5a
,0x09,0x5b,0x11,0x08,0x00,0x65,0x5b,0x5b,0x52,0x5b,0x52,0x52,0x00,0x65
,0x6d,0x64,0x65,0x64,0x64,0x5b,0x00,0x5b,0x12,0x09,0x11,0x09,0x09,0x09
,0x09,0x5b,0x11,0x08,0x09,0x09,0x09,0x08,0x00,0x64,0x64,0x5b,0x5b,0x5b
,0x5b,0x09,0x00,0x5b,0x5b,0x5b,0x5b,0x5b,0x52,0x52,0x00,0x64,0x51,0x52
,0x52,0x52,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x12,0x00,0x00,0x5b
,0x5b,0x5b,0x52,0x52,0x5b,0x09,0x12,0x65,0x5b,0x5b,0x5b,0x52,0x5b,0x09
,0x00,0x63,0x5a,0x51,0x51,0x51,0x5a,0x08,0x12,0x24,0x64,0x65,0x24,0x64
,0x64,0x5b,0x00,0x5b,0x5b,0x52,0x5b,0x5b,0x52,0x09,0x00,0x64,0x5b,0x5b
,0x12,0x52,0x5a,0x09,0x12,0x24,0x52,0x52,0x09,0x52,0x52,0x08,0x12,0x64
,0x64,0x5b,0x5b,0x5b,0x64,0x52,0x00,0x6d,0x5b,0x52,0x5b,0x52,0x52,0x08
,0x00,0x5b,0x5b,0x52,0x52,0x5b,0x52,0x09,0x00,0x1b,0x52,0x51,0x5a,0x52
,0x09,0x09,0x12,0x64,0x52,0x5c,0x5b,0x64,0x5b,0x51,0x09,0x6d,0x5b,0x52
,0x5b,0x52,0x11,0x09,0x00,0x64,0x5a,0x64,0x5b,0x52,0x5b,0x08,0x00,0x11
,0x09,0x49,0x08,0x09,0x00,0x09,0x00,0x64,0x64,0x5b,0x52,0x5b,0x5b,0x09
,0x12,0x65,0x64,0x5b,0x52,0x5b,0x52,0x09,0x12,0x64,0x64,0x64,0x52,0x09
,0x5c,0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x12,0x64,0x5b,0x64
,0x52,0x5b,0x52,0x49,0x00,0x64,0x5b,0x52,0x52,0x5b,0x51,0x09,0x09,0x5b
,0x09,0x09,0x09,0x08,0x09,0x12,0x00,0x6d,0x24,0x6d,0x24,0x64,0x64,0x5b
,0x00,0x64,0x63,0x5b,0x5b,0x52,0x52,0x09,0x12,0x64,0x5b,0x5b,0x52,0x11
,0x5b,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x09,0x12,0x6d,0x64,0x5b
,0x52,0x64,0x5b,0x52,0x12,0x6d,0x5b,0x5b,0x5b,0x5b,0x5b,0x09,0x00,0x64
,0x11,0x5a,0x52,0x5b,0x52,0x09,0x00,0x5b,0x5a,0x63,0x5a,0x23,0x12,0x00
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,0x52,0x08,0x00,0x5c,0x52,0x5b,0x5b,0x52,0x52,0x08,0x08,0x5b,0x52,0x51
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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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,0x59,0x99,0x00,0x00,0x00,0x00,0x10,0x10,0x10,0x33,0x29,0x3e,0x3d,0x3d
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,0x29,0x33,0x7e,0x33,0x3d,0x3d,0x33,0x33,0x29,0x20,0x20,0x33,0x20,0x20
,0x20,0x20,0x10,0x51,0x50,0x10,0x99,0x49,0x49,0x51,0x9a,0x4b,0x53,0x53
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,0x10,0x29,0x2a,0x29,0x10,0x20,0x10,0x58,0x58,0x58,0x99,0x51,0x10,0x49
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,0x51,0x51,0x51,0x4a,0x4b,0x4b,0x54,0x66,0x67,0x56,0x2e,0x5e,0xb6,0x3d
,0x33,0x7f,0x29,0x3d,0x2a,0x29,0x33,0x29,0x20,0x2a,0x10,0x10,0x2a,0x10
,0x10,0x50,0x10,0x50,0x59,0x51,0x51,0x51,0x51,0x54,0x15,0x66,0x5e,0x15
,0x56,0x54
};
const unsigned char texture4[] =
{ 32, 32 // width, height
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,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;
}