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December 30, 2018 14:10
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// RayTracing3D.cpp : This file contains the 'main' function. Program execution begins and ends there. | |
// | |
#define OLC_PGE_APPLICATION | |
#include <iostream> | |
#include <ctime> | |
#include <cmath> | |
#include "olcPixelGameEngine.h" | |
int screenRatio = 4; | |
int screenWidth = 1280 / screenRatio; | |
int screenHeight = 720 / screenRatio; | |
int mapSize = 32; | |
float playerX = 8; | |
float playerY = 8; | |
float playerAngle = 0; | |
float FOV = 3.14159 / 5.0f; | |
float farPlane = std::sqrtf(std::powf(mapSize, 2.0f)); | |
float movementSpeed = 5; | |
float distanceQuility = 0.01f; | |
int map[32][32] = | |
{ | |
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1}, | |
{1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}, | |
{1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, | |
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, | |
}; | |
auto start = std::chrono::system_clock::now(); | |
// Some computation here | |
auto end = std::chrono::system_clock::now(); | |
olc::Sprite sprite; | |
// Override base class with your custom functionality | |
class Example : public olc::PixelGameEngine | |
{ | |
public: | |
Example() | |
{ | |
sAppName = "Example"; | |
} | |
private: | |
olc::Sprite *wallTexture; | |
public: | |
bool OnUserCreate() override | |
{ | |
wallTexture = new olc::Sprite(); | |
// Called once at the start, so create things here | |
return true; | |
} | |
bool OnUserUpdate(float fElapsedTime) override | |
{ | |
start = std::chrono::system_clock::now(); | |
std::chrono::duration<float> elapsedTimeClock = end - start; | |
end = start; | |
float elapsedTime = -elapsedTimeClock.count(); | |
float tempX = playerX, tempY = playerY; | |
if (GetKey(olc::Key::E).bHeld) | |
playerAngle += 1.1f * elapsedTime; | |
if (GetKey(olc::Key::Q).bHeld) | |
playerAngle -= 1.1f * elapsedTime; | |
if (GetKey(olc::Key::W).bHeld) | |
{ | |
tempX += sinf(playerAngle) * movementSpeed * elapsedTime; | |
tempY += cosf(playerAngle) * movementSpeed * elapsedTime; | |
} | |
if (GetKey(olc::Key::D).bHeld) | |
{ | |
tempX += sinf(playerAngle + (90 * 3.14159 / 180)) * movementSpeed * elapsedTime; | |
tempY += cosf(playerAngle + (90 * 3.14159 / 180)) * movementSpeed * elapsedTime; | |
} | |
if (GetKey(olc::Key::A).bHeld) | |
{ | |
tempX += sinf(playerAngle - (90 * 3.14159 / 180)) * movementSpeed * elapsedTime; | |
tempY += cosf(playerAngle - (90 * 3.14159 / 180)) * movementSpeed * elapsedTime; | |
} | |
if (GetKey(olc::Key::S).bHeld) | |
{ | |
tempX -= sinf(playerAngle) * movementSpeed * elapsedTime; | |
tempY -= cosf(playerAngle) * movementSpeed * elapsedTime; | |
} | |
if (!map[(int)tempX][(int)tempY]) | |
{ | |
playerX = tempX; | |
playerY = tempY; | |
} | |
for (int x = 0; x < screenWidth; x++) | |
{ | |
float rayAngle = (playerAngle - FOV / 2) + ((float)x / (float)screenWidth) * FOV; | |
float distanceToWall = 0.0f; | |
bool hitWall = false; | |
float unitVectorX = sinf(rayAngle); | |
float unitVectorY = cosf(rayAngle); | |
while (!hitWall && distanceToWall < farPlane) | |
{ | |
distanceToWall += distanceQuility; | |
hitWall = RayHitWall(unitVectorX, unitVectorY, distanceToWall); | |
} | |
if (distanceToWall >= farPlane) | |
distanceToWall = screenHeight / 2; | |
int ceilingSize = (float)(screenHeight / 1.8) - screenWidth / distanceToWall; | |
int floorSize = screenHeight - ceilingSize; | |
float shading = 255 - ((distanceToWall / farPlane) * 255); | |
for (int y = 0; y < screenHeight; y++) | |
{ | |
if (y <= ceilingSize) | |
Draw(x, y, olc::BLUE); | |
else if (y > ceilingSize && y <= floorSize) | |
Draw(x, y, olc::Pixel(shading, shading, shading)); | |
else | |
{ | |
Draw(x, y, olc::YELLOW); | |
} | |
} | |
} | |
return true; | |
} | |
bool RayHitWall(float unitVectorX, float unitVectorY, float distanceToWall) | |
{ | |
bool hitWall = false; | |
int testRayX = (int)(playerX + unitVectorX * distanceToWall); | |
int testRayY = (int)(playerY + unitVectorY * distanceToWall); | |
if (testRayX < 0 || testRayX >= mapSize || testRayY < 0 || testRayY >= mapSize) | |
{ | |
hitWall = true; | |
distanceToWall = farPlane; | |
} | |
else if (map[(int)testRayX][(int)testRayY] == 1) | |
{ | |
hitWall = true; | |
} | |
return hitWall; | |
} | |
}; | |
int main() | |
{ | |
Example demo; | |
if (demo.Construct(screenWidth, screenHeight, screenRatio, screenRatio)) | |
demo.Start(); | |
return 0; | |
} |
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