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https://git.coom.tech/drummyfish/raycastlib.git
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725 lines
36 KiB
C
725 lines
36 KiB
C
/*
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Raycasting SDL test. This is a port of my Pokitto demo.
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author: Miloslav Ciz
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license: CC0
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*/
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <time.h>
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#define RCL_COMPUTE_FLOOR_TEXCOORDS 1
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//#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 5)
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#define RCL_VERTICAL_FOV 380 // redefine camera vertical FOV
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#define RCL_TEXTURE_VERTICAL_STRETCH 1
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#define RCL_PIXEL_FUNCTION pixelFunc
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#include "../raycastlib.h"
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#define LEVEL_X_RES 29
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#define LEVEL_Y_RES 21
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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#define MIDDLE_ROW (SCREEN_HEIGHT / 2)
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#define max(a,b) ((a) > (b) ? (a) : (b))
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#define KEYS 8
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#define KEY_UP 0
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#define KEY_RIGHT 1
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#define KEY_DOWN 2
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#define KEY_LEFT 3
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#define KEY_Q 4
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#define KEY_W 5
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#define KEY_A 6
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#define KEY_S 7
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int keys[KEYS];
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unsigned long frame = 0;
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RCL_Camera camera;
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uint32_t pixels[SCREEN_WIDTH * SCREEN_HEIGHT];
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uint32_t pixelCounter[SCREEN_WIDTH * SCREEN_HEIGHT];
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typedef struct
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{
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unsigned char *mImage;
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RCL_Vector2D mPosition;
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RCL_Unit mHeight;
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RCL_Unit mPixelSize;
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} Sprite;
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uint32_t palette[256];
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#define SPRITES 7
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#define SPRITE_MAX_DISTANCE 5 * RCL_UNITS_PER_SQUARE
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// For each level square says the texture index.
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const unsigned char levelTexture[] =
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{
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// 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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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};
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// For each level square says the floor height.
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const signed char levelFloor[] =
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{
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// 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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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};
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#define XX 127 // helper to keep a big number two-characters, for formatting
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// For each level square says the ceiling height.
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const signed char levelCeiling[] =
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{
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// 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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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};
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#undef XX
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const unsigned char texture1[] =
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{ 32, 32 // width, height
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,0x12,0x65,0x65,0x6d,0x24,0x64,0x5b,0x12,0x12,0x64,0x5b,0x5b,0x12,0x51
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,0x12,0x09,0x00,0x6d,0x6d,0x6d,0x24,0x5b,0x5b,0x52,0x12,0x5b,0x52,0x5b
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,0x12,0x5b,0x52,0x09,0x12,0x5b,0x5b,0x5b,0x52,0x5b,0x5b,0x52,0x00,0x64
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,0x64,0x52,0x52,0x52,0x5b,0x00,0x09,0x6d,0x5b,0x5a,0x5b,0x5b,0x5a,0x51
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,0x12,0x64,0x5b,0x52,0x5b,0x52,0x5b,0x08,0x12,0x24,0x5b,0x5b,0x5b,0x5b
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,0x09,0x11,0x00,0x64,0x5b,0x5b,0x5a,0x09,0x09,0x08,0x00,0x5b,0x5b,0x5b
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,0x5a,0x64,0x12,0x51,0x00,0x64,0x5b,0x52,0x52,0x11,0x09,0x09,0x12,0x24
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,0x5b,0x5b,0x52,0x5a,0x12,0x09,0x00,0x5b,0x52,0x09,0x12,0x09,0x09,0x09
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,0x00,0x24,0x5a,0x5a,0x5b,0x51,0x12,0x08,0x09,0x25,0x5b,0x52,0x5b,0x52
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,0x11,0x09,0x12,0x64,0x5b,0x52,0x09,0x11,0x12,0x09,0x00,0x12,0x00,0x12
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,0x00,0x00,0x00,0x08,0x09,0x64,0x5b,0x51,0x12,0x11,0x12,0x08,0x09,0x64
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,0x5a,0x5b,0x12,0x12,0x09,0x09,0x12,0x65,0x5c,0x52,0x5a,0x5b,0x51,0x09
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,0x00,0x64,0x6d,0x6d,0x5c,0x65,0x64,0x09,0x00,0x24,0x64,0x5b,0x09,0x12
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,0x11,0x00,0x09,0x64,0x5b,0x52,0x52,0x12,0x12,0x08,0x00,0x64,0x52,0x52
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,0x52,0x52,0x5b,0x09,0x00,0x6d,0x5b,0x5b,0x52,0x5b,0x51,0x09,0x00,0x1b
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,0x5b,0x12,0x12,0x12,0x12,0x09,0x12,0x5b,0x11,0x09,0x11,0x09,0x09,0x09
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,0x09,0x5b,0x09,0x09,0x09,0x09,0x09,0x09,0x12,0x65,0x5b,0x5b,0x5b,0x52
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,0x5b,0x09,0x00,0x64,0x12,0x63,0x5b,0x12,0x5b,0x09,0x00,0x00,0x00,0x00
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,0x00,0x09,0x00,0x00,0x00,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x5b
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,0x64,0x5b,0x09,0x5b,0x52,0x09,0x09,0x5b,0x11,0x52,0x09,0x12,0x09,0x08
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,0x00,0x1b,0x1b,0x23,0x1b,0x5a,0x5b,0x11,0x12,0x64,0x64,0x6d,0x24,0x5b
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,0x5b,0x09,0x00,0x5b,0x5a,0x52,0x52,0x09,0x08,0x09,0x12,0x5b,0x52,0x11
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,0x5a,0x11,0x12,0x08,0x08,0x1b,0x52,0x52,0x5b,0x5a,0x09,0x09,0x12,0x64
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,0x5b,0x64,0x12,0x12,0x12,0x08,0x00,0x00,0x00,0x12,0x09,0x00,0x09,0x00
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,0x12,0x24,0x5a,0x52,0x12,0x12,0x12,0x08,0x12,0x1b,0x12,0x5a,0x49,0x5a
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,0x52,0x09,0x12,0x6d,0x5b,0x52,0x5a,0x12,0x09,0x09,0x12,0x65,0x64,0x6d
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,0x6d,0x64,0x64,0x5b,0x00,0x5a,0x08,0x08,0x09,0x09,0x08,0x09,0x00,0x5b
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,0x5a,0x11,0x51,0x51,0x5a,0x09,0x12,0x6d,0x5b,0x5b,0x12,0x11,0x12,0x09
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,0x00,0x65,0x5b,0x64,0x5b,0x5b,0x5b,0x52,0x00,0x00,0x12,0x12,0x12,0x09
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,0x00,0x00,0x00,0x5a,0x52,0x52,0x09,0x52,0x09,0x09,0x12,0x63,0x5b,0x5a
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,0x09,0x5b,0x11,0x08,0x00,0x65,0x5b,0x5b,0x52,0x5b,0x52,0x52,0x00,0x65
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,0x6d,0x64,0x65,0x64,0x64,0x5b,0x00,0x5b,0x12,0x09,0x11,0x09,0x09,0x09
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,0x09,0x5b,0x11,0x08,0x09,0x09,0x09,0x08,0x00,0x64,0x64,0x5b,0x5b,0x5b
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,0x5b,0x09,0x00,0x5b,0x5b,0x5b,0x5b,0x5b,0x52,0x52,0x00,0x64,0x51,0x52
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,0x52,0x52,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x12,0x00,0x00,0x5b
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,0x5b,0x5b,0x52,0x52,0x5b,0x09,0x12,0x65,0x5b,0x5b,0x5b,0x52,0x5b,0x09
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,0x00,0x63,0x5a,0x51,0x51,0x51,0x5a,0x08,0x12,0x24,0x64,0x65,0x24,0x64
|
|
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|
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,0x12,0x64,0x52,0x5b,0x5b,0x5b,0x5b,0x09,0x12,0x6d,0x12,0x5b,0x12,0x52
|
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,0x1b,0x24,0x64,0x08,0x12,0x64,0x5b,0x52,0x5b,0x5b,0x52,0x09,0x00,0x5b
|
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,0x5b,0x52,0x11,0x5b,0x12,0x09,0x08,0x5b,0x5a,0x09,0x51,0x52,0x12,0x08
|
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|
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|
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,0x09,0x00,0x09,0x00,0x00,0x6d,0x12,0x5b,0x52,0x5b,0x52,0x09,0x00,0x00
|
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,0x09,0x09,0x12,0x00,0x12,0x00,0x00,0x64,0x52,0x5b,0x52,0x5b,0x52,0x09
|
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|
|
,0x52,0x09
|
|
};
|
|
|
|
const unsigned char texture2[] =
|
|
{ 32, 32 // width, height
|
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,0x65,0x1d,0x01,0x1c,0x12,0x0a,0x01,0x13,0x14,0x6e,0x2e,0x0b,0x1c,0x1d
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|
|
,0x66,0x25
|
|
};
|
|
|
|
const unsigned char texture3[] =
|
|
{ 32, 32 // width, height
|
|
,0xb6,0x3d,0x33,0x33,0x3e,0x33,0x2a,0x29,0x2a,0x29,0x2a,0x20,0x29,0x29
|
|
,0x2a,0x29,0x10,0x10,0x10,0x49,0x58,0x99,0x50,0x50,0x10,0x4b,0x54,0x54
|
|
,0x55,0x55,0x4a,0x49,0x29,0x3d,0x3d,0x7c,0x3d,0x33,0x34,0x3d,0x33,0x33
|
|
,0x33,0x20,0x20,0x29,0x10,0x20,0x10,0x50,0x10,0x49,0x10,0x99,0x51,0x51
|
|
,0x33,0x10,0x53,0x66,0x67,0x15,0x54,0x4b,0x7f,0x33,0x7f,0x3d,0x3e,0x3d
|
|
,0x33,0x3d,0x29,0x29,0x2a,0x20,0x20,0x2a,0x10,0x20,0x10,0x51,0x50,0x50
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};
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const unsigned char texture4[] =
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{ 32, 32 // width, height
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,0x5b,0x5b,0x5b,0x5b,0x5b,0x12,0x5b,0x00,0x65,0x13,0x12,0x00,0x09,0x12
|
|
,0x0a,0x0a,0x0a,0x09,0x0a,0x09,0x1c,0x0a,0x0a,0x00,0x5b,0x52,0x64,0x5b
|
|
,0x64,0x5b,0x5b,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x1c,0x12
|
|
,0x0a,0x00,0x09,0x12,0x0a,0x0a,0x09,0x0a,0x09,0x09,0x1c,0x0a,0x0a,0x00
|
|
,0x52,0x5b,0x64,0x64,0x5b,0x5b,0x5b,0x00,0xad,0xad,0xad,0xad,0xad,0xad
|
|
,0x5b,0x00,0x1c,0x12,0x0a,0x00,0x09,0x0a,0x0a,0x0a,0x09,0x09,0x09,0x09
|
|
,0x65,0x0a,0x09,0x00,0x5b,0x52,0x64,0x64,0x5b,0x5b,0x5b,0x00,0xad,0xad
|
|
,0xad,0xad,0xad,0x64,0x5b,0x00,0x1b,0x0a,0x12,0x00,0x09,0x0a,0x09,0x09
|
|
,0x0a,0x0a,0x09,0x09,0x65,0x09,0x09,0x00,0x52,0x12,0x64,0x5b,0x5b,0x5b
|
|
,0x5b,0x00,0xad,0xad,0xad,0xad,0xad,0x64,0x5b,0x00,0x1b,0x12,0x0a,0x00
|
|
,0x09,0x0a,0x0a,0x09,0x0a,0x09,0x09,0x0a,0x1c,0x09,0x09,0x00,0x52,0x52
|
|
,0x5b,0x5b,0x5b,0x64,0x5b,0x00,0xad,0xad,0xad,0xad,0x64,0x64,0x5b,0x00
|
|
,0x1b,0x0a,0x09,0x09,0x13,0x1b,0x1c,0x1c,0x65,0x65,0x1c,0x1c,0x1b,0x09
|
|
,0x09,0x00,0x12,0x12,0x5b,0x5b,0x5b,0x5b,0x5b,0x00,0xad,0xad,0xad,0xad
|
|
,0xad,0x64,0x5b,0x00,0x1b,0x0a,0x09,0x0a,0x0a,0x09,0x09,0x09,0x09,0x09
|
|
,0x09,0x09,0x09,0x09,0x09,0x00,0x12,0x12,0x5b,0x5b,0x5b,0x5b,0x12,0x00
|
|
,0xad,0xad,0xad,0x64,0xad,0x64,0x5b,0x00,0x13,0x09,0x0a,0x09,0x09,0x09
|
|
,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_abs(-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_abs(x - LEVEL_X_RES / 2) - LEVEL_X_RES / 2;
|
|
int b = RCL_abs(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] = color;//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;
|
|
}
|