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| 1 | +// Demonstrates how raycasting works. The left side shows |
| 2 | +// the 2D layout of the walls and player. The green lines |
| 3 | +// represent the field of view of the player. |
| 4 | +// |
| 5 | +// The right side is a simple 3D projection of the field |
| 6 | +// of view. |
| 7 | +// |
| 8 | +// There is no collision detection so yes, you can walk |
| 9 | +// through walls. |
| 10 | +// |
| 11 | +// Watch https://www.youtube.com/watch?v=gYRrGTC7GtA to |
| 12 | +// learn more on how this code works. There are some silly |
| 13 | +// digressons in the video but the tech content is spot on. |
| 14 | +import gg |
| 15 | +import gx |
| 16 | +import math |
| 17 | + |
| 18 | +const player_size = 8 |
| 19 | +const player_move_delta = 10 |
| 20 | +const map_x_size = 8 |
| 21 | +const map_y_size = 8 |
| 22 | +const map_square = 64 |
| 23 | + |
| 24 | +struct App { |
| 25 | +mut: |
| 26 | + ctx &gg.Context = unsafe { nil } |
| 27 | + player_x f32 |
| 28 | + player_y f32 |
| 29 | + player_dx f32 |
| 30 | + player_dy f32 |
| 31 | + player_angle f32 |
| 32 | + map []int |
| 33 | +} |
| 34 | + |
| 35 | +fn main() { |
| 36 | + mut app := App{ |
| 37 | + player_x: 230 |
| 38 | + player_y: 320 |
| 39 | + // each number represents an 8x8 square |
| 40 | + // 1 is a wall cube, 0 is empty space |
| 41 | + map: [ |
| 42 | + // vfmt off |
| 43 | + 1, 1, 1, 1, 1, 1, 1, 1, |
| 44 | + 1, 0, 0, 0, 0, 0, 0, 1, |
| 45 | + 1, 0, 1, 1, 0, 0, 0, 1, |
| 46 | + 1, 0, 1, 0, 0, 0, 0, 1, |
| 47 | + 1, 0, 0, 0, 0, 0, 0, 1, |
| 48 | + 1, 0, 0, 0, 0, 1, 0, 1, |
| 49 | + 1, 0, 0, 0, 0, 0, 0, 1, |
| 50 | + 1, 1, 1, 1, 1, 1, 1, 1, |
| 51 | + // vfmt on |
| 52 | + ] |
| 53 | + } |
| 54 | + |
| 55 | + calc_deltas(mut app) |
| 56 | + |
| 57 | + app.ctx = gg.new_context( |
| 58 | + user_data: &app |
| 59 | + window_title: 'Raycaster Demo' |
| 60 | + width: 1024 |
| 61 | + height: 512 |
| 62 | + bg_color: gx.gray |
| 63 | + frame_fn: draw |
| 64 | + event_fn: handle_events |
| 65 | + ) |
| 66 | + |
| 67 | + app.ctx.run() |
| 68 | +} |
| 69 | + |
| 70 | +fn draw(mut app App) { |
| 71 | + app.ctx.begin() |
| 72 | + draw_map_2d(app) |
| 73 | + draw_player(app) |
| 74 | + draw_rays_and_walls(app) |
| 75 | + draw_instructions(app) |
| 76 | + app.ctx.end() |
| 77 | +} |
| 78 | + |
| 79 | +fn draw_map_2d(app App) { |
| 80 | + for y := 0; y < map_y_size; y++ { |
| 81 | + for x := 0; x < map_x_size; x++ { |
| 82 | + color := if app.map[y * map_x_size + x] == 1 { gx.white } else { gx.black } |
| 83 | + app.ctx.draw_rect_filled(x * map_square, y * map_square, map_square - 1, map_square - 1, |
| 84 | + color) |
| 85 | + } |
| 86 | + } |
| 87 | +} |
| 88 | + |
| 89 | +fn draw_player(app App) { |
| 90 | + app.ctx.draw_rect_filled(app.player_x, app.player_y, player_size, player_size, gx.yellow) |
| 91 | + cx := app.player_x + player_size / 2 |
| 92 | + cy := app.player_y + player_size / 2 |
| 93 | + app.ctx.draw_line(cx, cy, cx + app.player_dx * 5, cy + app.player_dy * 5, gx.yellow) |
| 94 | +} |
| 95 | + |
| 96 | +fn draw_rays_and_walls(app App) { |
| 97 | + pi2 := math.pi / 2 |
| 98 | + pi3 := 3 * math.pi / 2 |
| 99 | + degree_radian := f32(0.0174533) |
| 100 | + max_depth_of_field := 8 |
| 101 | + field_of_view := 60 // 60 degrees |
| 102 | + |
| 103 | + mut distance := f32(0) |
| 104 | + mut depth_of_field := 0 |
| 105 | + mut ray_x := f32(0) |
| 106 | + mut ray_y := f32(0) |
| 107 | + mut offset_x := f32(0) |
| 108 | + mut offset_y := f32(0) |
| 109 | + mut map_x := 0 |
| 110 | + mut map_y := 0 |
| 111 | + mut map_pos := 0 |
| 112 | + mut color := gx.red |
| 113 | + mut ray_angle := clamp_ray_angle(app.player_angle - degree_radian * field_of_view / 2) |
| 114 | + |
| 115 | + // each step = 1/2 degree |
| 116 | + steps := field_of_view * 2 |
| 117 | + |
| 118 | + for step := 0; step < steps; step++ { |
| 119 | + // check horizontal lines |
| 120 | + mut hd := f32(max_int) |
| 121 | + mut hx := app.player_x |
| 122 | + mut hy := app.player_y |
| 123 | + depth_of_field = 0 |
| 124 | + arc_tan := -1.0 / math.tanf(ray_angle) |
| 125 | + if ray_angle > math.pi { // looking up |
| 126 | + ray_y = f32(int(app.player_y) / map_square * map_square) - .0001 |
| 127 | + ray_x = (app.player_y - ray_y) * arc_tan + app.player_x |
| 128 | + offset_y = -map_square |
| 129 | + offset_x = -offset_y * arc_tan |
| 130 | + } else if ray_angle < math.pi { // looking down |
| 131 | + ray_y = f32(int(app.player_y) / map_square * map_square + map_square) |
| 132 | + ray_x = (app.player_y - ray_y) * arc_tan + app.player_x |
| 133 | + offset_y = map_square |
| 134 | + offset_x = -offset_y * arc_tan |
| 135 | + } else if ray_angle == 0 || ray_angle == 2 * math.pi { // looking straight left/right |
| 136 | + ray_x = app.player_x |
| 137 | + ray_y = app.player_y |
| 138 | + depth_of_field = max_depth_of_field |
| 139 | + } |
| 140 | + for depth_of_field < max_depth_of_field { |
| 141 | + map_x = int(ray_x) / map_square |
| 142 | + map_y = int(ray_y) / map_square |
| 143 | + map_pos = map_y * map_x_size + map_x |
| 144 | + if app.map[map_pos] or { 0 } == 1 { |
| 145 | + // hit a wall |
| 146 | + hx = ray_x |
| 147 | + hy = ray_y |
| 148 | + hd = hypotenuse(app.player_x, app.player_y, hx, hy) |
| 149 | + depth_of_field = max_depth_of_field |
| 150 | + } else { // go to next line |
| 151 | + ray_x += offset_x |
| 152 | + ray_y += offset_y |
| 153 | + depth_of_field += 1 |
| 154 | + } |
| 155 | + } |
| 156 | + // check vertical lines |
| 157 | + mut vd := f32(max_int) |
| 158 | + mut vx := app.player_x |
| 159 | + mut vy := app.player_y |
| 160 | + depth_of_field = 0 |
| 161 | + neg_tan := -math.tanf(ray_angle) |
| 162 | + if ray_angle > pi2 && ray_angle < pi3 { // looking left |
| 163 | + ray_x = f32(int(app.player_x) / map_square * map_square) - .0001 |
| 164 | + ray_y = (app.player_x - ray_x) * neg_tan + app.player_y |
| 165 | + offset_x = -map_square |
| 166 | + offset_y = -offset_x * neg_tan |
| 167 | + } else if ray_angle < pi2 || ray_angle > pi3 { // looking right |
| 168 | + ray_x = f32(int(app.player_x) / map_square * map_square + map_square) |
| 169 | + ray_y = (app.player_x - ray_x) * neg_tan + app.player_y |
| 170 | + offset_x = map_square |
| 171 | + offset_y = -offset_x * neg_tan |
| 172 | + } else if ray_angle == 0 || ray_angle == 2 * math.pi { // looking straight up/down |
| 173 | + ray_x = app.player_x |
| 174 | + ray_y = app.player_y |
| 175 | + depth_of_field = max_depth_of_field |
| 176 | + } |
| 177 | + for depth_of_field < max_depth_of_field { |
| 178 | + map_x = int(ray_x) / map_square |
| 179 | + map_y = int(ray_y) / map_square |
| 180 | + map_pos = map_y * map_x_size + map_x |
| 181 | + if app.map[map_pos] or { 0 } == 1 { |
| 182 | + // hit a wall |
| 183 | + vx = ray_x |
| 184 | + vy = ray_y |
| 185 | + vd = hypotenuse(app.player_x, app.player_y, vx, vy) |
| 186 | + depth_of_field = max_depth_of_field |
| 187 | + } else { // go to next line |
| 188 | + ray_x += offset_x |
| 189 | + ray_y += offset_y |
| 190 | + depth_of_field += 1 |
| 191 | + } |
| 192 | + } |
| 193 | + // use the shorter of the horizontal and vertical distances to draw rays |
| 194 | + // use different colors for the two sides of the walls for lighting effect |
| 195 | + if vd < hd { |
| 196 | + ray_x = vx |
| 197 | + ray_y = vy |
| 198 | + distance = vd |
| 199 | + color = gx.rgb(0, 100, 0) |
| 200 | + } else if hd < vd { |
| 201 | + ray_x = hx |
| 202 | + ray_y = hy |
| 203 | + distance = hd |
| 204 | + color = gx.rgb(0, 120, 0) |
| 205 | + } |
| 206 | + // draw ray |
| 207 | + cx := app.player_x + player_size / 2 |
| 208 | + cy := app.player_y + player_size / 2 |
| 209 | + app.ctx.draw_line(cx, cy, ray_x, ray_y, gx.green) |
| 210 | + // draw wall section |
| 211 | + mut ca := clamp_ray_angle(app.player_angle - ray_angle) |
| 212 | + distance *= math.cosf(ca) // remove fish eye |
| 213 | + offset_3d_view := 530 |
| 214 | + line_thickeness := 4 |
| 215 | + max_wall_height := 320 |
| 216 | + wall_height := math.min((map_square * max_wall_height) / distance, max_wall_height) |
| 217 | + wall_offset := max_wall_height / 2 - wall_height / 2 |
| 218 | + app.ctx.draw_line_with_config(step * line_thickeness + offset_3d_view, wall_offset, |
| 219 | + step * line_thickeness + offset_3d_view, wall_offset + wall_height, gg.PenConfig{ |
| 220 | + color: color |
| 221 | + thickness: line_thickeness |
| 222 | + }) |
| 223 | + // step to next ray angle |
| 224 | + ray_angle = clamp_ray_angle(ray_angle + degree_radian / 2) |
| 225 | + } |
| 226 | +} |
| 227 | + |
| 228 | +fn handle_events(event &gg.Event, mut app App) { |
| 229 | + if event.typ == .key_down { |
| 230 | + match event.key_code { |
| 231 | + .up { |
| 232 | + app.player_x += app.player_dx |
| 233 | + app.player_y += app.player_dy |
| 234 | + } |
| 235 | + .down { |
| 236 | + app.player_x -= app.player_dx |
| 237 | + app.player_y -= app.player_dy |
| 238 | + } |
| 239 | + .left { |
| 240 | + app.player_angle -= 0.1 |
| 241 | + if app.player_angle < 0 { |
| 242 | + app.player_angle += 2 * math.pi |
| 243 | + } |
| 244 | + calc_deltas(mut app) |
| 245 | + } |
| 246 | + .right { |
| 247 | + app.player_angle += 0.1 |
| 248 | + if app.player_angle > 2 * math.pi { |
| 249 | + app.player_angle -= 2 * math.pi |
| 250 | + } |
| 251 | + calc_deltas(mut app) |
| 252 | + } |
| 253 | + else {} |
| 254 | + } |
| 255 | + } |
| 256 | +} |
| 257 | + |
| 258 | +fn calc_deltas(mut app App) { |
| 259 | + app.player_dx = math.cosf(app.player_angle) * 5 |
| 260 | + app.player_dy = math.sinf(app.player_angle) * 5 |
| 261 | +} |
| 262 | + |
| 263 | +fn hypotenuse(ax f32, ay f32, bx f32, by f32) f32 { |
| 264 | + a2 := math.square(bx - ax) |
| 265 | + b2 := math.square(by - ay) |
| 266 | + return math.sqrtf(a2 + b2) |
| 267 | +} |
| 268 | + |
| 269 | +fn clamp_ray_angle(ra f32) f32 { |
| 270 | + return match true { |
| 271 | + ra < 0 { ra + 2 * math.pi } |
| 272 | + ra > 2 * math.pi { ra - 2 * math.pi } |
| 273 | + else { ra } |
| 274 | + } |
| 275 | +} |
| 276 | + |
| 277 | +fn draw_instructions(app App) { |
| 278 | + app.ctx.draw_text(700, app.ctx.height - 17, 'use arrow keys to move player') |
| 279 | +} |
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