diff options
| author | tslil clingman <> | 2021-09-16 13:02:52 -0400 |
|---|---|---|
| committer | tslil clingman <> | 2021-09-16 13:04:19 -0400 |
| commit | ff054cad993bb89a2179358a71681ce45a9cccf3 (patch) | |
| tree | e740ce78a90085886479481cedaa1a68ae15ff86 /src/raycast.zig | |
| parent | d89f038b7a5eb42dd48d729d8808747d5cbc182b (diff) | |
Corrected movement
Diffstat (limited to 'src/raycast.zig')
| -rw-r--r-- | src/raycast.zig | 480 |
1 files changed, 0 insertions, 480 deletions
diff --git a/src/raycast.zig b/src/raycast.zig deleted file mode 100644 index 6082b74..0000000 --- a/src/raycast.zig +++ /dev/null @@ -1,480 +0,0 @@ -// This file is part of ZiRC -// -// Copyright (C) 2021, tslil clingman -// -// This program is free software: you can redistribute it and/or modify -// it under the terms of the GNU General Public License as published by -// the Free Software Foundation, either version 3 of the License, or -// (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -// You should have received a copy of the GNU General Public License -// along with this program. If not, see <https://www.gnu.org/licenses/>. - -const std = @import("std"); - -const RenderWindow = @import("sfml").graphics.RenderWindow; -const Sprite = @import("sfml").graphics.Sprite; -const Texture = @import("sfml").graphics.Texture; -const Image = @import("sfml").graphics.Image; -const Colour = @import("sfml").graphics.Color; - -const level = @import("level.zig"); -const constants = @import("constants.zig"); - -fn renderSlice( - window: RenderWindow, - sprite: Sprite, - col: i32, // which column - top: f32, // top of wall - height: f32, // how tall - draw_frac: f32, // how much to draw, as a fraction; > 1 means repeat texture - texfrac: f32, // how far along the texture - texture: u8, // which texture index -) void { - // we need ceil here so that we draw always to or past the edge of the screen - const draw_height = @floatToInt(c_int, std.math.ceil(draw_frac * constants.TextureDim)); - const total_height = height * constants.VFact; - - const xpos = @intToFloat(f32, col) * constants.HFact; - const ypos = constants.ScreenHeight / 2 + (constants.PlaneHeight / 2 - top) * constants.VFact; - - const tind = texture * @floatToInt(c_int, constants.TextureDim); - const left = tind + @floatToInt(c_int, texfrac * constants.TextureDim); - - sprite.setPosition(.{ .x = xpos, .y = ypos }); - sprite.setScale(.{ .x = constants.HFact, .y = total_height / constants.TextureDim }); - sprite.setTextureRect(.{ .top = 0, .left = left, .width = 1, .height = draw_height }); - window.draw(sprite, null); -} - -fn playerDistComp(pos: [2]f32, lhs: level.Object, rhs: level.Object) bool { - const lx = lhs.pos_x - pos[0]; - const ly = lhs.pos_y - pos[1]; - const rx = rhs.pos_x - pos[0]; - const ry = rhs.pos_y - pos[1]; - - return (lx * lx + ly * ly > rx * rx + ry * ry); -} - -pub fn Player(PlaneWidth: f32, PlaneHeight: f32) type { - const FOV: f32 = std.math.pi / 3.0; - const PlanePixels = PlaneWidth * PlaneHeight; - // given the desired width of the image, how far away must - // the projection plane be from the camera? - const FOV_SCALE = 2 * std.math.tan(FOV / 2); - const PlaneDist = PlaneWidth / FOV_SCALE; - - return struct { - pos_x: f32, - pos_y: f32, - ang: f32, - vel_x: f32 = 0, - vel_y: f32 = 0, - acc_x: f32 = 0, - acc_y: f32 = 0, - height: f32 = 2.0 * (1.8 / 2.5), // TODO - z_buffer: std.BoundedArray(f32, PlanePixels), - - anim_step: f32 = 0, - - // standing still at the given location, looking in direction ang - pub fn new(pos_x: f32, pos_y: f32, ang: f32) !@This() { - const infs = [_]f32{std.math.inf(f32)} ** PlanePixels; - return Player(PlaneWidth, PlaneHeight){ - .pos_x = pos_x, - .pos_y = pos_y, - .ang = ang, - // TODO: is there some clever way to avoid this long name? - .z_buffer = try std.BoundedArray(f32, PlanePixels).fromSlice(&infs), - }; - } - - pub fn tick(self: *@This(), map: level.Map) void { - const dt = 1 / 30.0; - const v_min = 0.8; - const v_decay = 1 / 1.25; - - var next_x = self.pos_x + self.vel_x * dt; - var next_y = self.pos_y + self.vel_y * dt; - - // Collision detection - const min_dist: f32 = 0.1; - const fx = std.math.floor(self.pos_x); - const fy = std.math.floor(self.pos_y); - const ix = @floatToInt(i32, fx); - const iy = @floatToInt(i32, fy); - const nix = @floatToInt(i32, std.math.floor(next_x + if (self.vel_x > 0) min_dist else -min_dist)); - const niy = @floatToInt(i32, std.math.floor(next_y + if (self.vel_y > 0) min_dist else -min_dist)); - - if (!map.inBounds(nix, iy) or map.lookup(nix, iy).height > 0) { - next_x = fx + if (self.vel_x > 0) 1 - min_dist else min_dist; - self.vel_x = 0; - self.acc_x = 0; - } - - if (!map.inBounds(ix, niy) or map.lookup(ix, niy).height > 0) { - next_y = fy + if (self.vel_y > 0) 1 - min_dist else min_dist; - self.vel_y = 0; - self.acc_y = 0; - } - - // Update position - self.pos_x = next_x; - self.pos_y = next_y; - - // Update velocity - self.vel_x += self.acc_x * dt; - self.vel_y += self.acc_y * dt; - - const vd = v_decay * std.math.sqrt(self.vel_x * self.vel_x + self.vel_y * self.vel_y); - if (vd < v_min) { - self.vel_x = 0; - self.vel_y = 0; - } else { - // If we're moving update our animation state - self.anim_step += 1; - self.height -= std.math.sin(self.anim_step / 10 * std.math.pi) * 0.015; - - self.vel_x *= v_decay; - self.vel_y *= v_decay; - } - } - - pub fn renderWorld( - self: *@This(), - window: RenderWindow, - walls_sprite: Sprite, - objects_sprite: Sprite, - surfaces_image: Image, - rendered_surfaces_texture: Texture, - rendered_surfaces_sprite: Sprite, - map: level.Map, - ) !void { - // Fist reset the z_buffer - var i: usize = 0; - while (i < self.z_buffer.len) : (i += 1) { - self.z_buffer.set(i, std.math.inf(f32)); - } - - var pixels = [_]Colour{Colour.fromRGBA(0, 0, 0, 0)} ** (PlaneWidth * PlaneHeight); - - // then draw all the walls and populate the z_buffer, while also - // rendering the surfaces below the horizon to the pixel array - self.renderCells(window, walls_sprite, surfaces_image, map, &pixels); - - // then render the ceilings to our pixel array - self.renderCeilingsToTexture(surfaces_image, map, &pixels); - - // we're now ready to draw the surfaces - try rendered_surfaces_texture.updateFromPixels(&pixels, null); - window.draw(rendered_surfaces_sprite, null); - - // use the z_buffer to render sprites - self.renderObjects(window, objects_sprite, map); - } - - fn renderObjects( - self: @This(), - window: RenderWindow, - objects_sprite: Sprite, - map: level.Map, - ) void { - std.sort.sort(level.Object, map.objects.items, - // Wow, context with an arbitrary type! No macros, just - // Zig all the way down! - [2]f32{ self.pos_x, self.pos_y }, playerDistComp); - - const self_cos = std.math.cos(self.ang); - const self_sin = std.math.sin(self.ang); - - for (map.objects.items) |obj| { - const ox = obj.pos_x - self.pos_x; - const oy = obj.pos_y - self.pos_y; - - // We compute the two coordinates of rotating by -self.ang, the - // first of which gives the perpendicular distance to the plane - // of projection, and the second of which gives the - // (unprojected) centre of the object. - const perp_distance = self_cos * ox + self_sin * oy; - const centre = self_sin * ox - self_cos * oy; - - // NOTE: in the below we have applied the magic scaling factor - // of FOV_SCALE. I don't understand how this compensates for the - // linear interpolation incorrectness we do elsewhere, but - // somehow it scales the *correct* values we compute above into - // whatever agrees with the wall and floor rendering voodoo. - - // This quantity is independent of FOV_SCALE because it enters - // both via centre and perp_distance - const proj_centre = PlaneWidth / 2 + PlaneDist * centre / perp_distance; - - // Here's the magic adjustment - const scaled_perp_distance = FOV_SCALE * perp_distance; - const width = PlaneDist * obj.width / scaled_perp_distance; - const left = proj_centre - width / 2; - - // TODO: prune before this? - if (left + width < 0 or left >= PlaneWidth) continue; - - const height = PlaneDist * obj.height / scaled_perp_distance; - const top = PlaneHeight / 2 + PlaneDist * (obj.height - self.height + obj.pos_z) / scaled_perp_distance; - - // TODO: likewise? - if (top < 0 or top - height >= PlaneHeight) continue; - - // Something is on the screen, let's draw it! - const start = std.math.max(0, left); - const end = @floatToInt(i32, std.math.min(left + width, PlaneWidth - 1)); - - var tex_frac: f32 = std.math.clamp((start - left) / width, 0, 1); - var col: i32 = @floatToInt(i32, start); - const tex_frac_step = 1 / width; - while (col < end) : ({ - col += 1; - tex_frac += tex_frac_step; - }) { - var bottom = std.math.min(top, PlaneHeight); - while (bottom >= 0 and bottom >= top - height) : (bottom -= 1) { - const index = @intCast(usize, col * @floatToInt(i32, PlaneHeight) + @floatToInt(i32, bottom)); - if (self.z_buffer.get(index) < scaled_perp_distance) { - bottom += 1; - break; - } - } - const draw_frac = std.math.clamp((top - bottom) / height, 0, 1); - renderSlice(window, objects_sprite, col, top, height, draw_frac, tex_frac, obj.texture); - } - } - } - - fn renderCells( - self: *@This(), - window: RenderWindow, - walls_sprite: Sprite, - floors_image: Image, - map: level.Map, - pixels: []Colour, - ) void { - // This is a TERRIBLE hack: for whatever reason *linearly* - // interpolating on the direction vectors gives - // perspective-correct-seeming walls! - const cos_first = std.math.cos(self.ang + 0.5 * FOV); - const cos_last = std.math.cos(self.ang - 0.5 * FOV); - const sin_first = std.math.sin(self.ang + 0.5 * FOV); - const sin_last = std.math.sin(self.ang - 0.5 * FOV); - - const cos_step = (cos_last - cos_first) / PlaneWidth; - const sin_step = (sin_last - sin_first) / PlaneWidth; - - var col: u16 = 0; - var cosra = cos_first; - var sinra = sin_first; - while (col < PlaneWidth) : ({ - col += 1; - cosra += cos_step; - sinra += sin_step; - }) { - // Observe that sqrt(1+tan^2) = abs(1/cos) sqrt(cos^2+sin^2) = - // abs(1/cos). Similarly so for cot, hence we obtain the - // following lengths for the hypotenuses assuming that x - // (respectively y) are unit length and the angle is ra. This - // for whatever reasons still works when we linearly interpolate - // on cos and sin! - const dy_for_x_step = std.math.fabs(1 / cosra); - const dx_for_y_step = std.math.fabs(1 / sinra); - - var step_x: i32 = -1; - var step_y: i32 = -1; - - var dist_x: f32 = undefined; - var dist_y: f32 = undefined; - - var ipos_x: i32 = @floatToInt(i32, std.math.floor(self.pos_x)); - var ipos_y: i32 = @floatToInt(i32, std.math.floor(self.pos_y)); - - // looking right - if (cosra >= 0) { - step_x = 1; - // assuming unit size grid cells - dist_y = (@intToFloat(f32, ipos_x) + 1 - self.pos_x) * dy_for_x_step; - } else { - dist_y = (self.pos_x - @intToFloat(f32, ipos_x)) * dy_for_x_step; - } - - if (sinra >= 0) { - step_y = 1; - dist_x = (@intToFloat(f32, ipos_y) + 1 - self.pos_y) * dx_for_y_step; - } else { - dist_x = (self.pos_y - @intToFloat(f32, ipos_y)) * dx_for_y_step; - } - - var top: f32 = undefined; - var distance: f32 = 0; - var still_drawing = true; - var highest_point: f32 = 0; - var horizontal_hit: bool = undefined; - while (still_drawing and map.inBounds(ipos_x, ipos_y)) : ({ - // Find the next cell on our path - if (dist_y < dist_x) { - horizontal_hit = false; - distance = dist_y; - dist_y += dy_for_x_step; - ipos_x += step_x; - } else { - horizontal_hit = true; - distance = dist_x; - dist_x += dx_for_y_step; - ipos_y += step_y; - } - }) { - const cell = map.lookup(ipos_x, ipos_y); - - // Is there a wall? - if (cell.height > 0) { - // project the top of the wall - top = PlaneHeight / 2 + PlaneDist * (cell.height - self.height) / distance; - - // Does the wall extend above what we've draw? - if (top > highest_point) { - - // If we reach the top we have to stop! - if (top > PlaneHeight) { - still_drawing = false; - } - - // compute the height of this wall - const total_length = PlaneDist * cell.height / distance; - - // as well as the fraction we'll be drawing - const draw_length = top - highest_point; - const draw_frac = cell.height * std.math.clamp(draw_length / total_length, 0, 1); - - // we need the distance to calculate the fractional - // part of the relevant coordinate for texture - // mapping of the walls - const hit_coordinate = if (horizontal_hit) distance * cosra + self.pos_x else distance * sinra + self.pos_y; - var texfrac = std.math.modf(hit_coordinate).fpart; - - // we also want to be sure that we're consistently orienting - // textures, in this case clockwise - if ((horizontal_hit and sinra < 0) or (!horizontal_hit and cosra > 0)) texfrac = 1 - texfrac; - - // draw the wall - renderSlice(window, walls_sprite, col, top, total_length / cell.height, draw_frac, texfrac, cell.wall_texture); - - // record that there's a wall here in the z_buffer - var y = @floatToInt(i32, std.math.min(top, PlaneHeight - 1)); - while (y > @floatToInt(i32, highest_point)) : (y -= 1) { - const index = @intCast(usize, col * @floatToInt(i32, PlaneHeight) + y); - self.z_buffer.set(index, distance); - } - highest_point = top; - } - } - - // do we potentially draw the top of this cell? - if (highest_point < PlaneHeight / 2) { - if (dist_y < dist_x) { - distance = dist_y; - } else { - distance = dist_x; - } - - // Note: next_top can never exceed PlaneHeight / 2 - // in the body of the next block. If the wall is - // taller than us the back edge is lower than the - // front one so this check will fail as we just drew - // it (or higher than it). If the wall is shorter - // then the back edge is at most the horizon. - const next_top = PlaneHeight / 2 + PlaneDist * (cell.height - self.height) / distance; - - // only if we can see some part of it - if (next_top > highest_point) { - top = highest_point; - while (top <= next_top and top < PlaneHeight / 2) : (top += 1) { - const row_dist = (self.height - cell.height) * PlaneDist / (PlaneHeight / 2 - top); - const ptop = @floatToInt(usize, top + 1); - const itop = @floatToInt(usize, PlaneHeight) - ptop; - - // draw the correct pixel - const sx = std.math.modf(self.pos_x + row_dist * cosra); - const sy = std.math.modf(self.pos_y + row_dist * sinra); - const toff = cell.floor_texture * @floatToInt(c_uint, constants.TextureDim); - const px = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sx.fpart)); - const py = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sy.fpart)); - const val = floors_image.getPixel(.{ .x = toff + px, .y = py }); - pixels[itop * @floatToInt(usize, PlaneWidth) + col] = val; - - // record in the z_buffer only if we're above the floor! - if (cell.height > 0) { - const index = col * @floatToInt(usize, PlaneHeight) + ptop; - self.z_buffer.set(index, row_dist); - } - } - highest_point = next_top; - } - } - } - } - } - - fn renderCeilingsToTexture( - self: @This(), - surfaces_image: Image, - map: level.Map, - pixels: []Colour, - ) void { - // Again, another TERRIBLE hack: we do the same nasty linear - // interpolation trick and for whatever reason the floors look fine. - const cos_first = std.math.cos(self.ang + 0.5 * FOV); - const sin_first = std.math.sin(self.ang + 0.5 * FOV); - const cos_last = std.math.cos(self.ang - 0.5 * FOV); - const sin_last = std.math.sin(self.ang - 0.5 * FOV); - - var row: usize = 0; - while (row < PlaneHeight / 2) : (row += 1) { - const frow = (PlaneHeight / 2 - @intToFloat(f32, row)); - const row_dist = (constants.MAX_HEIGHT - self.height) * PlaneDist / frow; - - const dx_step = row_dist * (cos_last - cos_first) / PlaneWidth; - const dy_step = row_dist * (sin_last - sin_first) / PlaneWidth; - - var col: usize = 0; - var dx = row_dist * cos_first; - var dy = row_dist * sin_first; - - while (col < PlaneWidth) : ({ - col += 1; - dx += dx_step; - dy += dy_step; - }) { - const x = self.pos_x + dx; - const y = self.pos_y + dy; - - const sx = std.math.modf(x); - const sy = std.math.modf(y); - - const ix = @floatToInt(i32, sx.ipart); - const iy = @floatToInt(i32, sy.ipart); - - const index = col * @floatToInt(usize, PlaneHeight) + @floatToInt(usize, PlaneHeight - 1) - row; - if (map.inBounds(ix, iy) and row_dist < self.z_buffer.get(index)) { - const cell = map.lookup(ix, iy); - const toff = cell.ceiling_texture * @floatToInt(c_uint, constants.TextureDim); - const px = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sx.fpart)); - const py = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sy.fpart)); - - const val = surfaces_image.getPixel(.{ .x = toff + px, .y = py }); - - pixels[row * @floatToInt(usize, PlaneWidth) + col] = val; - } - } - } - } - }; -} |
