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-rw-r--r--src/framebuffer.rs234
1 files changed, 234 insertions, 0 deletions
diff --git a/src/framebuffer.rs b/src/framebuffer.rs
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index 0000000..5a250d7
--- /dev/null
+++ b/src/framebuffer.rs
@@ -0,0 +1,234 @@
+use crate::texture::Font;
+use crate::map::{MapCell, Map};
+use crate::camera::{Ray, Camera};
+use crate::util::{Side, Sprite};
+use crate::vec2::Vec2;
+
+pub struct Framebuffer {
+ pub height: usize,
+ pub width: usize,
+ pub pixels: Vec<u32>,
+ pub z_buffer: Vec<f64>,
+}
+
+impl Framebuffer {
+ pub fn new(height: usize, width: usize) -> Framebuffer {
+ Framebuffer {
+ height,
+ width,
+ pixels: vec![0; height * width],
+ z_buffer: vec![f64::INFINITY; height * width],
+ }
+ }
+
+ pub fn clear(&mut self) {
+ for pixel in &mut self.pixels {
+ *pixel = 0;
+ }
+ }
+
+ pub fn clear_z_buffer(&mut self) {
+ for pixel in &mut self.z_buffer {
+ *pixel = f64::INFINITY;
+ }
+ }
+
+ pub fn draw_vertical_line(&mut self, x: usize, start: usize, stop: usize, color: u32) {
+ for row in start..stop {
+ self.pixels[row * self.width + x] = color;
+ }
+ }
+
+ pub fn write_ascii_string(&mut self, x: usize, y: usize, string: &Vec<u8>, font: &Font, color: u32) {
+ for char_index in 0..string.len() {
+ for glyph_x in 0..font.glyph_size {
+ for glyph_y in 0..font.glyph_size {
+ if font.glyphs[(font.glyph_size - 1 - glyph_y) * (font.charset_length * font.glyph_size) + glyph_x + font.glyph_size * (string[char_index] as usize)] {
+ self.pixels[((y + glyph_y) * self.width) + x + (char_index * font.glyph_size) + glyph_x] = color;
+ }
+ }
+ }
+ }
+ }
+
+ pub fn set_pixel(&mut self, x: usize, y: usize, color: u32) {
+ if let Some(pixel) = self.pixels.get_mut(y * self.width + x) {
+ *pixel = color;
+ }
+ }
+
+ pub fn draw_wall(&mut self, camera: &Camera, x: usize, perp_wall_dist: f64, cell: &MapCell, side: &Side, ray: &Ray, world: &Map) {
+ let line_height = (self.height as f64 / perp_wall_dist) as i32;
+ if line_height < 0 {
+ self.draw_vertical_line(x, 0, self.height, 0x00FF0000);
+ return;
+ }
+ let draw_start = ((-line_height / 2 + (self.height as i32) / 2) - 1 + ((camera.height / perp_wall_dist) as i32)).max(0);
+ let draw_end = ((line_height / 2 + (self.height as i32) / 2) + 1 + ((camera.height / perp_wall_dist) as i32)).min(self.height as i32);
+
+ match cell {
+ MapCell::Wall { texture } | MapCell::ThinWall { texture, orientation: _, offset_into_cell: _, ceiling_texture: _, floor_texture: _ } => {
+ let wall_x = match &side {
+ Side::X => camera.position.y + perp_wall_dist * ray.direction.y,
+ Side::Y=> camera.position.x + perp_wall_dist * ray.direction.x,
+ }.fract();
+
+ let mut tex_x = (wall_x * (texture.width as f64)) as usize;
+ if let Side::X = side {
+ if ray.direction.x > 0.0 {
+ tex_x = texture.width - tex_x - 1;
+ }
+ } else {
+ if ray.direction.y < 0.0 {
+ tex_x = texture.width - tex_x - 1;
+ }
+ }
+ let step = (texture.height as f64) / (line_height as f64);
+ let mut tex_position = ((draw_start as f64) - (camera.height / perp_wall_dist) - (self.height as f64) / 2.0 + (line_height as f64) / 2.0) * step;
+ for y in draw_start..draw_end {
+ let tex_y = (tex_position as usize) & (texture.height - 1);
+ tex_position += step;
+ if perp_wall_dist < self.z_buffer[y as usize * self.width + x as usize] {
+ let mut color = texture.data[texture.height * tex_y + tex_x];
+ if (color & 0x00FFFFFF) != 0 {
+ if let Side::Y = side {
+ color = (color >> 1) & 8355711;
+ }
+ if let Some(MapCell::Empty { ceiling_texture: _, floor_texture: _, fog, fog_color }) = world.at(&camera.position.as_usize()) {
+ let fog_prop = (perp_wall_dist * fog).min(1.0);
+ if fog_prop > 0.0 {
+ let mut color_bytes = color.to_le_bytes();
+ let fog_bytes = fog_color.to_le_bytes();
+ color_bytes[0] = (fog_bytes[0] as f64 * fog_prop + color_bytes[0] as f64 * (1.0 - fog_prop)) as u8;
+ color_bytes[1] = (fog_bytes[1] as f64 * fog_prop + color_bytes[1] as f64 * (1.0 - fog_prop)) as u8;
+ color_bytes[2] = (fog_bytes[2] as f64 * fog_prop + color_bytes[2] as f64 * (1.0 - fog_prop)) as u8;
+ color = u32::from_le_bytes(color_bytes);
+ }
+ }
+ self.set_pixel(x, y as usize, color);
+ self.z_buffer[y as usize * self.width + x as usize] = perp_wall_dist;
+ }
+ }
+ }
+ },
+ MapCell::Empty { ceiling_texture: _, floor_texture: _, fog: _, fog_color: _ } => {},
+ }
+ }
+
+ pub fn draw_sprites(&mut self, camera: &Camera, sprites: &mut Vec<Sprite>, world: &Map) {
+ for sprite in sprites.into_iter() {
+ sprite.distance_from_camera = (&camera.position - &sprite.position).length();
+ }
+ for sprite in sprites {
+ let rel_position = &sprite.position - &camera.position;
+ let inverse_det = 1.0 / (camera.plane.x * camera.direction.y - camera.direction.x * camera.plane.y);
+ let transform = Vec2 {
+ x: inverse_det * (camera.direction.y * rel_position.x - camera.direction.x * rel_position.y),
+ y: inverse_det * (-camera.plane.y * rel_position.x + camera.plane.x * rel_position.y)
+ };
+ if transform.y == 0.0 {
+ continue;
+ }
+ let vertical_offset = ((sprite.vertical_offset / transform.y) + (camera.height / transform.y)) as i32;
+ let sprite_screen_x = ((self.width as f64 / 2.0) * (1.0 + transform.x / transform.y)) as i32;
+ let sprite_height = (((self.height as f64 / transform.y) as i32).abs() as f64 * sprite.scale_factor.y) as i32;
+ let sprite_width = (((self.height as f64 / transform.y) as i32).abs() as f64 * sprite.scale_factor.x) as i32;
+ let draw_start = Vec2 {
+ x: ((-sprite_width / 2) + sprite_screen_x).max(0),
+ y: ((-sprite_height / 2 + (self.height as i32) / 2) + vertical_offset).max(0),
+ };
+ let draw_end = Vec2 {
+ x: ((sprite_width / 2) + sprite_screen_x).min(self.width as i32),
+ y: ((sprite_height / 2 + (self.height as i32) / 2) + vertical_offset).min(self.height as i32),
+ };
+ for column in draw_start.x..draw_end.x {
+ let tex_x = (256 * (column - (-sprite_width / 2 + (sprite_screen_x))) * sprite.texture.width as i32 / sprite_width) as i32 / 256;
+ if transform.y > 0.0 && column >= 0 && column < self.width as i32 {
+ for y in draw_start.y..draw_end.y {
+ let d = (y - vertical_offset) * 256 - self.height as i32 * 128 + sprite_height * 128;
+ let tex_y = ((d * sprite.texture.height as i32) / sprite_height) / 256;
+ if (tex_x as usize) < sprite.texture.width && (tex_y as usize) < sprite.texture.height {
+ let mut color = sprite.texture.data[sprite.texture.width * tex_y as usize + tex_x as usize];
+ if (color & 0x00FFFFFF) != 0 {
+ if let Some(&depth) = self.z_buffer.get(y as usize * self.width + column as usize) {
+ if sprite.distance_from_camera < depth {
+ if let Some(MapCell::Empty { ceiling_texture: _, floor_texture: _, fog, fog_color }) = world.at(&camera.position.as_usize()) {
+ let fog_prop = (sprite.distance_from_camera * fog).min(1.0);
+ if fog_prop > 0.0 {
+ let mut color_bytes = color.to_le_bytes();
+ let fog_bytes = fog_color.to_le_bytes();
+ color_bytes[0] = (fog_bytes[0] as f64 * fog_prop + color_bytes[0] as f64 * (1.0 - fog_prop)) as u8;
+ color_bytes[1] = (fog_bytes[1] as f64 * fog_prop + color_bytes[1] as f64 * (1.0 - fog_prop)) as u8;
+ color_bytes[2] = (fog_bytes[2] as f64 * fog_prop + color_bytes[2] as f64 * (1.0 - fog_prop)) as u8;
+ color = u32::from_le_bytes(color_bytes);
+ }
+ }
+ self.set_pixel(column as usize, y as usize, color);
+ self.z_buffer[y as usize * self.width + column as usize] = sprite.distance_from_camera;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ pub fn draw_floor_and_ceiling(&mut self, camera: &Camera, world: &Map) {
+ for y in 0..self.height {
+ let is_floor = y > self.height / 2;
+ let ray_dir_0 = &camera.direction - &camera.plane;
+ let ray_dir_1 = &camera.direction + &camera.plane;
+
+ let current_position = if is_floor {
+ (y as i32) - (self.height as i32) / 2
+ } else {
+ (self.height as i32) / 2 - (y as i32)
+ };
+ let camera_z = if is_floor {
+ 0.5 * self.height as f64 + camera.height
+ } else {
+ 0.5 * self.height as f64 - camera.height
+ };
+ let row_distance = camera_z / current_position as f64;
+
+ let floor_step = row_distance * (&ray_dir_1 - &ray_dir_0) / self.width as f64;
+ let mut floor = &camera.position + row_distance * &ray_dir_0;
+
+ for x in 0..self.width {
+ let cell = floor.as_usize();
+ floor += &floor_step;
+ match world.at(&cell) {
+ Some(MapCell::Empty { ceiling_texture, floor_texture, fog: _, fog_color: _ }) | Some(MapCell::ThinWall { texture: _, orientation: _, offset_into_cell: _, ceiling_texture, floor_texture }) => {
+ let texture_coords = Vec2 {
+ // this is also the ceiling size, but we only check the floor size
+ x: ((floor_texture.width as f64 * (floor.x - cell.x as f64)) as usize & (floor_texture.width - 1)) as i32,
+ y: ((floor_texture.height as f64 * (floor.y - cell.y as f64)) as usize & (floor_texture.height - 1)) as i32,
+ };
+
+ let mut color = if is_floor {
+ (floor_texture.data[(floor_texture.width as i32 * texture_coords.y + texture_coords.x) as usize] >> 1) & 8355711
+ } else {
+ (ceiling_texture.data[(ceiling_texture.width as i32 * texture_coords.y + texture_coords.x) as usize] >> 1) & 8355711
+ };
+ if let Some(MapCell::Empty { ceiling_texture: _, floor_texture: _, fog, fog_color }) = world.at(&camera.position.as_usize()) {
+ let fog_prop = ((&floor - &camera.position).length() * fog).min(1.0);
+ if fog_prop > 0.0 {
+ let mut color_bytes = color.to_le_bytes();
+ let fog_bytes = fog_color.to_le_bytes();
+ color_bytes[0] = (fog_bytes[0] as f64 * fog_prop + color_bytes[0] as f64 * (1.0 - fog_prop)) as u8;
+ color_bytes[1] = (fog_bytes[1] as f64 * fog_prop + color_bytes[1] as f64 * (1.0 - fog_prop)) as u8;
+ color_bytes[2] = (fog_bytes[2] as f64 * fog_prop + color_bytes[2] as f64 * (1.0 - fog_prop)) as u8;
+ color = u32::from_le_bytes(color_bytes);
+ }
+ }
+ self.pixels[y * self.width + x] = color;
+ },
+ Some(MapCell::Wall { texture: _ }) => {},
+ None => {},
+ }
+ }
+ }
+ }
+}