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render.cpp
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render.cpp
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#define _USE_MATH_DEFINES
#include <cmath>
#include <SDL.h>
#include <iostream>
#include <fstream>
#include <vector>
#include <cstdint>
#include <cassert>
#include "render.h"
#include "draw.h"
#include "map.h"
Render::Render() {
win_w = 512;
win_h = 512;
player_x = 5;
player_y = 5;
player_theta = 1.6f;
move_speed = .25f;
map_enabled = false;
look_speed = (float)((2.0 * M_PI)/360);
fov = static_cast<float>(M_PI / 3.);
map_view = std::vector<uint32_t>(win_w * win_h);
main_view = std::vector<uint32_t>(win_w * win_h, pack_color(255, 255, 255));
wall_textures = new Texture("./textures/walltextures.png");
}
Map* Render::draw_map(std::vector<uint32_t> &image, const size_t &win_w, const size_t &win_h){
Map *m = new Map();
const uint16_t rect_w = static_cast<uint16_t>(win_w/m->w);
const uint16_t rect_h = static_cast<uint16_t>(win_h/m->h);
for (size_t j=0; j<m->h; j++) { // draw the map
for (size_t i=0; i<m->w; i++) {
uint16_t rect_x = static_cast<uint16_t>(i*rect_w);
uint16_t rect_y = static_cast<uint16_t>(j*rect_h);
if(m->is_empty(i,j)){
continue;
}
else{
draw_rectangle(image, wall_textures->get(0,0, m->get_value(i, j)), rect_x, rect_y, rect_x + rect_w, rect_y + rect_h, win_w);
}
}
}
return m;
}
bool movecheck(float x, float y) {
Map* m = new Map();
if (m->get_value(static_cast<size_t>(std::floor(x)), static_cast<size_t>(std::floor(y))) != -16) {
return false;
}
return true;
}
void Render::move(Movement m){
float new_x, new_y;
switch (m)
{
case FORWARD:
new_x = player_x + (cos(player_theta) * move_speed);
new_y = player_y + (sin(player_theta) * move_speed);
if (movecheck(new_x, new_y)) {
player_x = new_x;
player_y = new_y;
}
break;
case BACKWARD:
new_x = player_x - (cos(player_theta) * move_speed);
new_y = player_y - (sin(player_theta) * move_speed);
if (movecheck(new_x, new_y)) {
player_x = new_x;
player_y = new_y;
}
break;
case RT_LEFT:
player_theta -= look_speed;
if (player_theta < 0) {
player_theta += (float)(2 * M_PI);
}
break;
case RT_RIGHT:
player_theta += look_speed;
if (player_theta > (2 * M_PI)) {
player_theta -= (float)(2 * M_PI);
}
break;
default:
return;
}
}
void Render::toggle_map() {
map_enabled = !map_enabled;
}
void Render::render_scene(SDL_Renderer* gRender, std::vector<uint32_t> view) {
uint8_t r, g, b, a;
for (size_t i = 0; i < win_w * win_h; ++i) {
unpack_color(view[i], r, g, b, a);
size_t y = i / win_w;
size_t x = i % win_w;
SDL_SetRenderDrawColor(gRender, r, g, b, a);
SDL_RenderDrawPoint(gRender, static_cast<int>(x), static_cast<int>(y));
}
}
int wall_x_texcoord(const float x, const float y, Texture& tex_walls) {
float hitx = x - floor(x + .5); // hitx and hity contain (signed) fractional parts of x and y,
float hity = y - floor(y + .5); // they vary between -0.5 and +0.5, and one of them is supposed to be very close to 0
int tex = hitx * tex_walls.size;
if (std::abs(hity) > std::abs(hitx)) // we need to determine whether we hit a "vertical" or a "horizontal" wall (w.r.t the map)
tex = hity * tex_walls.size;
if (tex < 0) // do not forget x_texcoord can be negative, fix that
tex += tex_walls.size;
assert(tex >= 0 && tex < (int)tex_walls.size);
return tex;
}
void Render::main_render(SDL_Renderer* gRender) {
main_view = std::vector<uint32_t>(win_w * win_h, pack_color(8, 20, 30));
map_view = std::vector<uint32_t>(win_w * win_h, pack_color(32, 57, 79));
Map *m = draw_map(map_view,win_w,win_h);
const size_t rect_w = win_w/m->w;
const size_t rect_h = win_h/m->h;
//draw player
uint32_t player_color = pack_color(78, 73, 95);
uint16_t rx = static_cast<uint16_t>(player_x*rect_w);
uint16_t ry = static_cast<uint16_t>(player_y*rect_h);
draw_rectangle(map_view, player_color, rx, ry, rx+5, ry+5, win_w);
//raycasting
for (uint16_t i=0; i<win_w; i++) {
float angle = player_theta-fov/2 + fov*i/float(win_w);
for (float t=0; t<20; t+=.05f) {
float cx = player_x + t*cos(angle);
float cy = player_y + t*sin(angle);
if (!m->is_empty(int(cx),int(cy))){
uint16_t row_h = static_cast<uint16_t>(win_h / (t*cos(angle-player_theta)));
int value = m->get_value(int(cx), int(cy));
size_t column_height = win_h / (t * cos(angle - player_theta));
int x_texcoord = wall_x_texcoord(cx, cy, *wall_textures);
std::vector<uint32_t> column = wall_textures->get_scaled_column(value, x_texcoord, column_height);
for (size_t j = 0; j < column_height; j++) { // copy the texture column to the framebuffer
int pix_y = j + win_h / 2 - column_height / 2;
if (pix_y >= 0 && pix_y < (int)win_h) {
set_pixel(main_view, i, pix_y, win_w, win_h, column[j]);
}
}
break;
}
// draw the visibility cone
size_t pix_x = static_cast<size_t>(cx*rect_w);
size_t pix_y = static_cast<size_t>(cy*rect_h);
map_view[pix_x + pix_y*win_w] = pack_color(195, 163, 138);
}
}
if (map_enabled) {
render_scene(gRender, map_view);
}
else {
render_scene(gRender, main_view);
}
}