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raycaster in RSGL
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#define RSGL_IMPLEMENTATION | |
#include "RSGL.h" | |
int main(void) { | |
RGFW_window* win = RGFW_createWindow("name", RGFW_RECT(0, 0, 800, 600), RGFW_CENTER); | |
srand(time(NULL)); | |
RSGL_init(RSGL_AREA(win->r.w, win->r.h), RGFW_getProcAddress); | |
u32 map[] = { | |
1, 1, 1, 1, 1, 1, 1, 1, | |
1, 0, 1, 0, 0, 0, 0, 1, | |
1, 0, 1, 1, 0, 1, 1, 1, | |
1, 0, 0, 0, 0, 0, 0, 1, | |
1, 0, 0, 0, 0, 0, 1, 1, | |
1, 1, 0, 0, 0, 0, 1, 1, | |
1, 0, 0, 1, 1, 0, 0, 1, | |
1, 1, 1, 1, 1, 1, 1, 1 | |
}; | |
RSGL_area mapArea = RGFW_AREA(8, 8); | |
const float precision = 64; | |
const float fov = 90; | |
float playerAngle = 0; | |
RSGL_pointF player = RSGL_POINTF(4, 4); | |
RGFW_window_showMouse(win, 0); | |
RGFW_window_mouseHold(win, RGFW_AREA(0, 0)); | |
while (RGFW_window_shouldClose(win) == RGFW_FALSE) { | |
while (RSGL_checkEvent(win)) { | |
if (win->event.type == RGFW_quit) | |
break; | |
if (win->event.type == RGFW_mousePosChanged) { | |
playerAngle += win->event.point.x / 10; | |
} | |
} | |
if (RGFW_isPressed(win, RGFW_Left)) { | |
playerAngle--; | |
} | |
if (RGFW_isPressed(win, RGFW_Right)) { | |
playerAngle++; | |
} | |
if (RGFW_isPressed(win, RGFW_w)) { | |
RSGL_pointF next = RSGL_POINTF(player.x + (cos(playerAngle * DEG2RAD) / precision), | |
player.y + (sin(playerAngle * DEG2RAD) / precision)); | |
if (map[((size_t)next.y * mapArea.w) + (size_t) next.x] == 0) | |
player = next; | |
} | |
if (RGFW_isPressed(win, RGFW_s)) { | |
RSGL_pointF next = RSGL_POINTF(player.x - (cos(playerAngle * DEG2RAD) / precision), | |
player.y - (sin(playerAngle * DEG2RAD) / precision)); | |
if (map[((size_t)next.y * mapArea.w) + (size_t) next.x] == 0) | |
player = next; | |
} | |
if (RGFW_isPressed(win, RGFW_a)) { | |
RSGL_pointF next = RSGL_POINTF(player.x - (cos((playerAngle + 90) * DEG2RAD) / precision), | |
player.y - (sin((playerAngle + 90) * DEG2RAD) / precision)); | |
if (map[((size_t)next.y * mapArea.w) + (size_t) next.x] == 0) | |
player = next; | |
} | |
if (RGFW_isPressed(win, RGFW_d)) { | |
RSGL_pointF next = RSGL_POINTF(player.x - (cos((playerAngle - 90) * DEG2RAD) / precision), | |
player.y - (sin((playerAngle - 90) * DEG2RAD) / precision)); | |
if (map[((size_t)next.y * mapArea.w) + (size_t) next.x] == 0) | |
player = next; | |
} | |
float rayAngle = playerAngle - (fov / 2); | |
//RSGL_drawRectF(RSGL_RECTF(0, 0, win->r.w, win->r.h / 4), RSGL_RGB(10, 50, 220)); | |
for (size_t i = 0; i < win->r.w; i++) { | |
RSGL_pointF ray = player; | |
rayAngle += (fov / win->r.w); | |
while (map[((size_t)ray.y * mapArea.w) + (size_t) ray.x] == 0) { | |
ray.x += cos(rayAngle * DEG2RAD) / precision; | |
ray.y += sin(rayAngle * DEG2RAD) / precision; | |
} | |
if (RGFW_isPressed(win, RGFW_Tab)) | |
RSGL_drawLineF(RSGL_POINTF(player.x * 50, player.y * 50), RSGL_POINTF(ray.x * 50, ray.y * 50), 1, RSGL_RGB(200, 100, 20)); | |
float dist = (sqrt(pow(player.x - ray.x, 2) + pow(player.y - ray.y, 2))); | |
dist *= cos((rayAngle - playerAngle) * DEG2RAD); | |
float height = (win->r.h / 1) / dist; | |
RSGL_drawRectF(RSGL_RECTF(i, win->r.h / 3, 1, height), RSGL_RGB(200, 200, 200)); | |
} | |
if (RGFW_isPressed(win, RGFW_Tab)) { | |
for (size_t y = 0; y < mapArea.h; y++) { | |
for (size_t x = 0; x < mapArea.w; x++) { | |
if (map[(y * mapArea.h) + x]) | |
RSGL_drawRect(RSGL_RECT(x * 50, y * 50, 50, 50), RSGL_RGB(100, 100, 100)); | |
} | |
} | |
RSGL_drawCircle(RSGL_CIRCLE((player.x * 50) - 10, (player.y * 50) - 10, 20), RSGL_RGB(255, 0, 0)); | |
} | |
RSGL_clear(RSGL_RGB(0, 0, 0)); | |
RGFW_window_swapBuffers(win); | |
} | |
RSGL_free(); | |
RGFW_window_close(win); | |
} |
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