ref: 736749cad809e6c9cfaed8ed35caa33d24f45af7
dir: /3d03.c/
/* global map + transformed map + perspective */ #include <u.h> #include <libc.h> #include <thread.h> #include <draw.h> #include "dat.h" #include "fns.h" enum{ Hz = 30, }; char *progname = "3d03"; int tdiv = Te3 / Hz; enum{ Cbg, Cplayer, Carrow, Cwall, Cend, }; static Image *col[Cend]; typedef struct Player Player; struct Player{ Foint; double θ; }; static Player player; static Rectangle wall; static void forward(void) { player.x += cos(player.θ); player.y += sin(player.θ); } static void backward(void) { player.x -= cos(player.θ); player.y -= sin(player.θ); } static void turnleft(void) { player.θ -= 0.1; } static void turnright(void) { player.θ += 0.1; } static void transleft(void) { player.x += sin(player.θ); player.y -= cos(player.θ); } static void transright(void) { player.x -= sin(player.θ); player.y += cos(player.θ); } Key keys[] = { {'w', forward}, {'s', backward}, {'a', turnleft}, {'d', turnright}, {'q', transleft}, {'e', transright}, }; int nkeys = nelem(keys); static void stepsim(void) { Key *k; for(k=keys; k<keys+nkeys; k++) if(k->down) k->fn(); } static void render(void) { Player pl; Rectangle r, wl, rwl, top, bottom; draw(fb, fb->r, col[Cbg], nil, ZP); wl = wall; pl = player; /* absolute map */ line(fb, wl.min, wl.max, 0, 0, 1, col[Cwall], ZP); ellipse(fb, Pt(pl.x, pl.y), 2, 2, 0, col[Cplayer], ZP); line(fb, Pt(pl.x, pl.y), Pt(pl.x + cos(player.θ) * 15, pl.y + sin(player.θ) * 15), 0, 0, 0, col[Carrow], ZP); /* transform vertices relative to player coordinates */ wl.min.x -= pl.x; wl.min.y -= pl.y; wl.max.x -= pl.x; wl.max.y -= pl.y; rwl.min.x = wl.min.x * sin(player.θ) - wl.min.y * cos(player.θ); rwl.min.y = wl.min.x * cos(player.θ) + wl.min.y * sin(player.θ); /* now left depth (since camera looks towards -∞ along y axis */ rwl.max.x = wl.max.x * sin(player.θ) - wl.max.y * cos(player.θ); rwl.max.y = wl.max.x * cos(player.θ) + wl.max.y * sin(player.θ); /* now right depth */ /* offset view */ pl.x = 200; pl.y = 50; r.min.x = pl.x - rwl.min.x; r.min.y = pl.y - rwl.min.y; r.max.x = pl.x - rwl.max.x; r.max.y = pl.y - rwl.max.y; line(fb, r.min, r.max, 0, 0, 1, col[Cwall], ZP); ellipse(fb, Pt(pl.x, pl.y), 2, 2, 0, col[Cplayer], ZP); line(fb, Pt(pl.x, pl.y), Pt(pl.x + cos(-PI/2) * 15, pl.y + sin(-PI/2) * 15), 0, 0, 0, col[Carrow], ZP); /* perspective-transformed map: * just take the transformed wall coordinates and divide by depth */ if(rwl.min.y == 0 || rwl.max.y == 0) return; /* length of the wall = 50 (euclidean distance), we divide for smaller viewsize */ top.min.x = 50 + (double)rwl.min.x * 50/2 / rwl.min.y; top.max.x = 50 + (double)rwl.max.x * 50/2 / rwl.max.y; top.min.y = 50 + -50 / (double)rwl.min.y; top.max.y = 50 + -50 / (double)rwl.max.y; bottom.min.x = top.min.x; bottom.max.x = top.max.x; bottom.min.y = 50 + 50 / (double)rwl.min.y; bottom.max.y = 50 + 50 / (double)rwl.max.y; /* offset view */ pl.x = 300; top = rectaddpt(top, Pt(pl.x, pl.y)); bottom = rectaddpt(bottom, Pt(pl.x, pl.y)); line(fb, top.min, top.max, 0, 0, 1, col[Cwall], ZP); line(fb, bottom.min, bottom.max, 0, 0, 1, col[Cwall], ZP); } static void initrender(void) { col[Cbg] = display->black; col[Cplayer] = display->white; col[Carrow] = eallocimage(Rect(0,0,1,1), screen->chan, 1, 0x777777ff); col[Cwall] = eallocimage(Rect(0,0,1,1), screen->chan, 1, DYellow); } static void initsim(void) { wall = Rect(70, 20, 70, 70); player = (Player){(Foint){50, 50}, 0}; } void threadmain(int, char**) { sysinit(initrender, initsim, render, stepsim); sim(); }