#include "renderer.h" #include "screen.h" #include "ray.h" #include #define PI 3.14159265358979323846 #define PIH 1.57079632679489661923 #define PI2 6.28318530718 void init_camera(Camera* camera) { camera->x = 3; camera->y = 3; camera->angle = PI / 4; } static double fov = PI / 4; #define MOVE_SPEED 1 #define ROTATE_SPEED PI / 2 #define FOV_CHANGE_SPEED 1 void update_camera(Camera* camera, Screen* screen) { double rotate = 0; if (key_pressed(screen, SDL_SCANCODE_LEFT)) rotate -= ROTATE_SPEED; if (key_pressed(screen, SDL_SCANCODE_RIGHT)) rotate += ROTATE_SPEED; rotate *= screen->delta; rotate += camera->angle; while (rotate >= PI2) rotate -= PI2; while (rotate < 0) rotate += PI2; camera->angle = rotate; v2 forward = { cos(camera->angle), sin(camera->angle) }; v2 left = { forward.y, -forward.x }; v2 move = { 0, 0 }; if (key_pressed(screen, SDL_SCANCODE_W)) { move.x += forward.x; move.y += forward.y; } if (key_pressed(screen, SDL_SCANCODE_S)) { move.x -= forward.x; move.y -= forward.y; } if (key_pressed(screen, SDL_SCANCODE_A)) { move.x += left.x; move.y += left.y; } if (key_pressed(screen, SDL_SCANCODE_D)) { move.x -= left.x; move.y -= left.y; } if (key_pressed(screen, SDL_SCANCODE_EQUALS)) { fov += FOV_CHANGE_SPEED * screen->delta; } if (key_pressed(screen, SDL_SCANCODE_MINUS)) { fov -= FOV_CHANGE_SPEED * screen->delta; } camera->x += move.x * MOVE_SPEED * screen->delta; camera->y += move.y * MOVE_SPEED * screen->delta; } v2 get_cam_right(const Camera* camera) { v2 cam_right = { -sin(camera->angle), cos(camera->angle) }; return cam_right; } static void verline(Screen* screen, int x, int y0, int y1, uint32_t color) { for (int y = y0; y <= y1; y++) { screen->pixels[(y * screen->width) + x] = color; } } #define min(a, b) ((a) < (b) ? (a) : (b)) #define max(a, b) ((a) > (b) ? (a) : (b)) void render(Screen* screen, const Camera* camera) { const v2 pos = { camera->x, camera->y }; const v2 cam_right = get_cam_right(camera); for (int sx = 0; sx < screen->width; sx++) { const float xcam = (2 * (sx / (float) (screen->width))) - 1; const float change = fov * atan(xcam); const float theta = camera->angle + change; v2 hit_pos; uint32_t hit = cast_ray(pos, theta, &hit_pos); hit_pos.x -= pos.x; hit_pos.y -= pos.y; float len = v2_cross(hit_pos, cam_right) / v2_len(cam_right); uint32_t color; switch (hit) { case 1: color = 0xFF0000FF; break; case 2: color = 0x00FF00FF; break; case 3: color = 0x0000FFFF; break; case 4: color = 0xFF00FFFF; break; case 5: color = 0x00FFFFFF; break; default: color = 0x000000FF; break; } const int h = (int) (screen->height / len), y0 = max((screen->height / 2) - (h / 2), 0), y1 = min((screen->height / 2) + (h / 2), screen->height - 1); verline(screen, sx, 0, y0, 0x202020FF); verline(screen, sx, y0, y1, color); verline(screen, sx, y1, screen->height - 1, 0x505050FF); } }