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sdl_raycast.odin
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package raycast
import "core:fmt"
import "core:math"
import "core:strings"
import SDL "vendor:sdl2"
import TTF "vendor:sdl2/ttf"
import "Globals"
import "Map"
import "Draw"
import "Entities"
import "Textures"
delta_time : f64 = 0.0
old_frame_time : f64 = 0.0
half_second_counter : f64 = 0.0
text_rect : SDL.Rect
text_texture : ^SDL.Texture
font : ^TTF.Font
text_set :: proc(text : cstring) {
text_color : SDL.Color = {255, 0, 0, 255}
text_surface : ^SDL.Surface = TTF.RenderText_Solid(font, text, text_color)
text_texture = SDL.CreateTextureFromSurface(Globals.app.renderer, text_surface)
text_rect.x = Globals.WINDOW_WIDTH - 70
text_rect.y = 10
text_rect.w = text_surface.w
text_rect.h = text_surface.h
SDL.FreeSurface(text_surface)
}
// f64_to_string :: proc(f : f64) {
// fi : i32 = cast(i32)(f * 1000)
// res : string =
// fmt.tprintf()
// }
main :: proc() {
if err := SDL.Init({.VIDEO}); err != 0 {
fmt.eprintln(err)
return
}
defer SDL.Quit()
Globals.app.window = SDL.CreateWindow("SDL_Raycaster",
SDL.WINDOWPOS_UNDEFINED,
SDL.WINDOWPOS_UNDEFINED,
Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT,
{.SHOWN})
if Globals.app.window == nil {
fmt.eprintln(SDL.GetError())
return
}
defer SDL.DestroyWindow(Globals.app.window)
Globals.app.renderer = SDL.CreateRenderer(Globals.app.window, -1, {.SOFTWARE})
if Globals.app.renderer == nil {
fmt.eprintln(SDL.GetError())
return
}
defer SDL.DestroyRenderer(Globals.app.renderer)
SDL.SetRenderDrawBlendMode(Globals.app.renderer, SDL.BlendMode.BLEND)
Globals.app.display_buffer = make([]u32, Globals.WINDOW_WIDTH * Globals.WINDOW_HEIGHT)
if Globals.app.display_buffer == nil {
fmt.eprintln("Could not allocate buffer");
}
defer delete(Globals.app.display_buffer)
Globals.app.display_buffer_texture = SDL.CreateTexture(Globals.app.renderer,
cast(u32)(SDL.PixelFormatEnum.RGBA32),
.STREAMING, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT)
Textures.init_wall_texture()
TTF.Init()
font = TTF.OpenFont("verdana.ttf", 18)
if (font == nil) {
fmt.eprintln("Font could not be loaded")
}
defer TTF.Quit()
text_set("0")
Globals.is_running = true
//* Setup the minimap
Map.allocate_grid(Globals.MAP_NUM_ROWS, Globals.MAP_NUM_COLS)
//* Initialize the player
Entities.player.x = cast(f32)(Globals.WINDOW_WIDTH) / 2
Entities.player.y = cast(f32)(Globals.WINDOW_HEIGHT) / 2
Entities.player.radius = 5
Entities.player.turn_direction = 0
Entities.player.walk_direction = 0
Entities.player.rotation_angle = math.PI / 2
Entities.player.move_speed = 200.0
Entities.player.rotation_speed = 120.0 * (math.PI / 180)
Entities.player.color = 0xFFA454D6
//* setup the rays
Entities.allocate_rays()
for Globals.is_running {
process_input()
update()
render()
}
}
process_input :: proc() {
event : SDL.Event
SDL.PollEvent(&event)
#partial switch event.type {
case .QUIT: {
Globals.is_running = false
}
case .KEYDOWN: {
if event.key.keysym.sym == .ESCAPE {
Globals.is_running = false
}
if event.key.keysym.sym == .UP {
Entities.player.walk_direction = +1
}
if event.key.keysym.sym == .DOWN {
Entities.player.walk_direction = -1
}
if event.key.keysym.sym == .LEFT {
Entities.player.turn_direction = -1
}
if event.key.keysym.sym == .RIGHT {
Entities.player.turn_direction = +1
}
}
case .KEYUP: {
if event.key.keysym.sym == .UP {
Entities.player.walk_direction = 0
}
if event.key.keysym.sym == .DOWN {
Entities.player.walk_direction = 0
}
if event.key.keysym.sym == .LEFT {
Entities.player.turn_direction = 0
}
if event.key.keysym.sym == .RIGHT {
Entities.player.turn_direction = 0
}
}
//TODO: other keyboard input events here
}
}
update :: proc() {
delta_time = (cast(f64)SDL.GetTicks() - old_frame_time) / 1000.0
delta_time_ms := (cast(f64)SDL.GetTicks() - old_frame_time)
old_frame_time = cast(f64)SDL.GetTicks()
half_second_counter += delta_time_ms
if (half_second_counter > 500) {
fps := 1000.0 / delta_time_ms
str := fmt.tprintf("%v", fps)
cstr := strings.clone_to_cstring(str)
text_set(cstr)
half_second_counter = 0
}
Entities.update_player(delta_time)
Entities.cast_all_rays()
}
render :: proc() {
//* Update DisplayBuffer here
Entities.render_projection_3D()
Map.render_grid()
Map.render_grid_stroke()
Entities.render_player()
Entities.render_all_rays()
//Draw.line(100, 100, 400, 400, 0xFFFFFFFF)
//grid();
//Draw.rectangle(32, 32, 32, 32, 0xFFFFFFFF)
SDL.UpdateTexture(Globals.app.display_buffer_texture, nil,
raw_data(Globals.app.display_buffer),
Globals.WINDOW_WIDTH * size_of(u32))
SDL.RenderCopy(Globals.app.renderer, Globals.app.display_buffer_texture,
nil, nil)
SDL.RenderCopy(Globals.app.renderer, text_texture, nil, &text_rect)
clear_display_buffer()
SDL.RenderPresent(Globals.app.renderer)
}
clear_display_buffer :: proc() {
//? check if there's a faster way, perhaps with memset
for _, i in Globals.app.display_buffer {
Globals.app.display_buffer[i] = 0
}
}