// 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 . 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 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); } fn fasterColourBlend(onto: Colour, from: Colour) Colour { const af: u16 = from.a; const of: u16 = onto.a; const na: u16 = af + @divTrunc(of * (255 - af), 255); if (na == 0) return Colour.Black; const rf: i32 = from.r; const ro: i32 = onto.r; const gf: i32 = from.g; const go: i32 = onto.g; const bf: i32 = from.b; const bo: i32 = onto.b; // The most accurate i've found is const nr = @divTrunc(ro * na + (rf - ro) * af, na); const ng = @divTrunc(go * na + (gf - go) * af, na); const nb = @divTrunc(bo * na + (bf - bo) * af, na); // Note: there are other versions which don't require using intermediate // i32 division, and instead work on plain u16. // These computations are more expensive and less accurate // const nr = @divTrunc(af * rf, na) + ro - @divTrunc(af * ro, na); // const ng = @divTrunc(af * gf, na) + go - @divTrunc(af * go, na); // const nb = @divTrunc(af * bf, na) + bo - @divTrunc(af * bo, na); // These computations are incorrect, but fast // const nr = (af * rf + (255 - af) * ro) / 255; // const ng = (af * gf + (255 - af) * go) / 255; // const nb = (af * bf + (255 - af) * bo) / 255; return Colour{ .a = @intCast(u8, na), .r = @intCast(u8, nr), .g = @intCast(u8, ng), .b = @intCast(u8, nb), }; } 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, objects_image: Image, walls_image: Image, 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.Transparent} ** (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(walls_image, surfaces_image, map, &pixels); // then render the ceilings to our pixel array self.renderCeilingsToTexture(surfaces_image, map, &pixels); // use the z_buffer to render sprites self.renderObjects(objects_image, map, &pixels); try rendered_surfaces_texture.updateFromPixels(&pixels, null); window.draw(rendered_surfaces_sprite, null); } fn renderObjects( self: @This(), objects_image: Image, map: level.Map, pixels: []Colour, ) 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(usize, std.math.min(left + width, PlaneWidth - 1)); const inv_height = 1 / height; var tex_frac: f32 = std.math.clamp((start - left) / width, 0, 1); var col: usize = @floatToInt(usize, start); const tex_frac_step = 1 / width; while (col < end) : ({ col += 1; tex_frac += tex_frac_step; }) { var bottom = std.math.min(top, PlaneHeight); var pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - bottom, 0))); var texel_y = (top - bottom) / height; while (pix_y < PlaneHeight and bottom >= top - height) : ({ bottom -= 1; pix_y += 1; texel_y += inv_height; }) { const index = col * @floatToInt(usize, PlaneHeight) + @floatToInt(usize, bottom); if (self.z_buffer.get(index) < scaled_perp_distance) { break; } else { const tx = @floatToInt(c_uint, tex_frac * constants.TextureDim); const toff = obj.texture * @floatToInt(c_uint, constants.TextureDim); const ty = @floatToInt(c_uint, texel_y * constants.TextureDim); const texel = objects_image.getPixel(.{ .x = toff + tx, .y = ty }); const pix_index = @floatToInt(usize, PlaneWidth) * pix_y + col; // TODO: Decide whether being accurate is as important as being fast pixels[pix_index] = fasterColourBlend(pixels[pix_index], texel); } } } } } fn renderCells( self: *@This(), walls_image: Image, surfaces_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; } // 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; if (texfrac == 1) texfrac = 0.9999; // i think this caused a crash at one point const texstrip = @floatToInt(c_uint, constants.TextureDim * texfrac); // which texture index? const toff = cell.wall_texture * @floatToInt(c_uint, constants.TextureDim); // height of a unit-height wall at this distance const nominal_length = PlaneDist / distance; const inv_nom_len = distance / PlaneDist; // now we have what we need to draw the wall, and // update the z-buffer const constrained_top = std.math.min(top, PlaneHeight - 1); var zb_y = @floatToInt(i32, constrained_top); var pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - top, 0))); var texel_y = (top - constrained_top) / nominal_length; while (zb_y > @floatToInt(i32, highest_point)) : ({ zb_y -= 1; pix_y += 1; texel_y += inv_nom_len; }) { const ty = @floatToInt(c_uint, std.math.modf(texel_y).fpart * constants.TextureDim); const texel = walls_image.getPixel(.{ .x = toff + texstrip, .y = ty }); const pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col; pixels[pix_index] = texel; const index = @intCast(usize, col * @floatToInt(i32, PlaneHeight) + zb_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 = surfaces_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; } } } } }; }