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jedt1201

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SFML Basic Raycaster
« on: December 17, 2013, 12:31:39 pm »
Hi,

I just want to share this to the community.

This is a basic raycaster ported to SFML. The original article below is written in SDL. And because the code uses vertices, the walls are drawn by the cpu.

http://lodev.org/cgtutor/raycasting.html

Save as main.cpp and then build and run. Walk around by using the arrow keys.

#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <stdlib.h>
#include <math.h>

#include <iostream>
#include <sstream>

#define mapWidth 24
#define mapHeight 24

std::string ConvertToString(int number){
    std::ostringstream buff;
    buff<<number;
    return buff.str();
}

int worldMap[mapWidth][mapHeight]=
{
        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,2,2,2,2,2,0,0,0,0,3,0,3,0,3,0,0,0,1},
        {1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,3,0,0,0,3,0,0,0,1},
        {1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,2,2,0,2,2,0,0,0,0,3,0,3,0,3,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,4,0,4,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,4,0,0,0,0,5,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,4,0,4,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,4,0,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};

int main()
{
       
        int w = 1024, h = 576;
       
        double posX = 22, posY = 12;  //x and y start position
        double dirX = -1, dirY = 0; //initial direction vector
        double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane
       
        double time = 0; //time of current frame
        double oldTime = 0; //time of previous frame
       
    // Create the main window
    sf::RenderWindow window(sf::VideoMode(w, h), "SFML window");
       
        window.setFramerateLimit(60);
        sf::Clock clock = sf::Clock();
        sf::Time fps;
       
    // Start the game loop
    while (window.isOpen()) {
        // Process events
        sf::Event event;
        while (window.pollEvent(event))
        {
            // Close window: exit
            if (event.type == sf::Event::Closed)
                window.close();
                       
            // Escape key: exit
            if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
                window.close();
        }
               
                window.clear();
               
                for(int x = 0; x < w; x++)
                {
                        //calculate ray position and direction
                        double cameraX = 2 * x / double(w) - 1; //x-coordinate in camera space
                        double rayPosX = posX;
                        double rayPosY = posY;
                        double rayDirX = dirX + planeX * cameraX;
                        double rayDirY = dirY + planeY * cameraX;
                       
                        //which box of the map we're in
                        int mapX = int(rayPosX);
                        int mapY = int(rayPosY);
                       
                        //length of ray from current position to next x or y-side
                        double sideDistX;
                        double sideDistY;
                       
                        //length of ray from one x or y-side to next x or y-side
                        double deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
                        double deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
                        double perpWallDist;
                       
                        //what direction to step in x or y-direction (either +1 or -1)
                        int stepX;
                        int stepY;
                       
                        int hit = 0; //was there a wall hit?
                        int side; //was a NS or a EW wall hit?
                       
                        //calculate step and initial sideDist
                        if (rayDirX < 0)
                        {
                                stepX = -1;
                                sideDistX = (rayPosX - mapX) * deltaDistX;
                        }
                        else
                        {
                                stepX = 1;
                                sideDistX = (mapX + 1.0 - rayPosX) * deltaDistX;
                        }
                        if (rayDirY < 0)
                        {
                                stepY = -1;
                                sideDistY = (rayPosY - mapY) * deltaDistY;
                        }
                        else
                        {
                                stepY = 1;
                                sideDistY = (mapY + 1.0 - rayPosY) * deltaDistY;
                        }
                       
                        //perform DDA
                        while (hit == 0)
                        {
                                //jump to next map square, OR in x-direction, OR in y-direction
                                if (sideDistX < sideDistY)
                                {
                                        sideDistX += deltaDistX;
                                        mapX += stepX;
                                        side = 0;
                                }
                                else
                                {
                                        sideDistY += deltaDistY;
                                        mapY += stepY;
                                        side = 1;
                                }
                                //Check if ray has hit a wall
                                if (worldMap[mapX][mapY] > 0) hit = 1;
                        }
                       
                        //Calculate distance projected on camera direction (oblique distance will give fisheye effect!)
                        if (side == 0)
                                perpWallDist = fabs((mapX - rayPosX + (1 - stepX) / 2) / rayDirX);
                        else
                                perpWallDist = fabs((mapY - rayPosY + (1 - stepY) / 2) / rayDirY);
                       
                        //Calculate height of line to draw on screen
                        int lineHeight = abs(int(h / perpWallDist));
                       
                        //calculate lowest and highest pixel to fill in current stripe
                        int drawStart = -lineHeight / 2 + h / 2;
                        if(drawStart < 0)drawStart = 0;
                        int drawEnd = lineHeight / 2 + h / 2;
                        if(drawEnd >= h)drawEnd = h - 1;
                       
                        //choose wall color
                        sf::Color color;
                        switch(worldMap[mapX][mapY])
                        {
                                case 1:  color = sf::Color::Red;  break; //red
                                case 2:  color = sf::Color::Green;  break; //green
                                case 3:  color = sf::Color::Blue;   break; //blue
                                case 4:  color = sf::Color::White;  break; //white
                                default: color = sf::Color::Yellow; break; //yellow
                        }
                       
                        //give x and y sides different brightness
                        if (side == 1) {
                                color = sf::Color(color.r/2, color.g/2, color.b/2);
                        }
                       
                        //draw the pixels of the stripe as a vertical line
                        //verLine(x, drawStart, drawEnd, color);
                       
                        sf::Vertex line[2] =
                        {
                                sf::Vertex(sf::Vector2f(x, drawStart), color),
                                sf::Vertex(sf::Vector2f(x, drawEnd), color)
                        };
                        window.draw(line , 2, sf::Lines);
               
                }
               
                fps = clock.getElapsedTime();
                float fpsValue = 1000000/fps.asMicroseconds();
                clock.restart();
               
                double moveSpeed = fps.asSeconds() * 5.0; //the constant value is in squares/second
                double rotSpeed = fps.asSeconds() * 3.0; //the constant value is in radians/second
               
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
                        //both camera direction and camera plane must be rotated
                        double oldDirX = dirX;
                        dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
                        dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
                        double oldPlaneX = planeX;
                        planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
                        planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
                }
                else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
                        //both camera direction and camera plane must be rotated
                        double oldDirX = dirX;
                        dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
                        dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
                        double oldPlaneX = planeX;
                        planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
                        planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
                }
                else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
                        if(worldMap[int(posX + dirX * moveSpeed)][int(posY)] == false) posX += dirX * moveSpeed;
                        if(worldMap[int(posX)][int(posY + dirY * moveSpeed)] == false) posY += dirY * moveSpeed;
                }
                else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
                        if(worldMap[int(posX - dirX * moveSpeed)][int(posY)] == false) posX -= dirX * moveSpeed;
                        if(worldMap[int(posX)][int(posY - dirY * moveSpeed)] == false) posY -= dirY * moveSpeed;
                }
               
        window.display();
                window.clear();
    }

    return EXIT_SUCCESS;
}
 

Nexus

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Re: SFML Basic Raycaster
« Reply #1 on: December 17, 2013, 08:55:07 pm »
Nice idea :)

Do you plan to use the raytracer for someting, or was it rather an experiment?
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JuDelCo

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Re: SFML Basic Raycaster
« Reply #2 on: December 17, 2013, 08:57:34 pm »
Thanks for the link to the article. It's VERY interesting

jedt1201

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Re: SFML Basic Raycaster
« Reply #3 on: December 18, 2013, 01:11:08 am »
Nice idea :)

Do you plan to use the raytracer for someting, or was it rather an experiment?

Thanks Nexus, For now it's just an experiment. :)

Thanks for the link to the article. It's VERY interesting

You're welcome.

eigenbom

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Re: SFML Basic Raycaster
« Reply #4 on: December 19, 2013, 01:19:09 am »
Cool stuff! :)