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- // Copyright 2019 The Ebiten Authors
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- package main
- import (
- "bytes"
- "errors"
- "fmt"
- "image"
- "image/color"
- _ "image/png"
- "log"
- "math"
- "sort"
- "github.com/hajimehoshi/ebiten/v2"
- "github.com/hajimehoshi/ebiten/v2/ebitenutil"
- "github.com/hajimehoshi/ebiten/v2/examples/resources/images"
- "github.com/hajimehoshi/ebiten/v2/inpututil"
- "github.com/hajimehoshi/ebiten/v2/vector"
- )
- const (
- screenWidth = 240
- screenHeight = 240
- padding = 20
- )
- var (
- bgImage *ebiten.Image
- shadowImage = ebiten.NewImage(screenWidth, screenHeight)
- triangleImage = ebiten.NewImage(screenWidth, screenHeight)
- )
- func init() {
- // Decode an image from the image file's byte slice.
- img, _, err := image.Decode(bytes.NewReader(images.Tile_png))
- if err != nil {
- log.Fatal(err)
- }
- bgImage = ebiten.NewImageFromImage(img)
- triangleImage.Fill(color.White)
- }
- type line struct {
- X1, Y1, X2, Y2 float64
- }
- func (l *line) angle() float64 {
- return math.Atan2(l.Y2-l.Y1, l.X2-l.X1)
- }
- type object struct {
- walls []line
- }
- func (o object) points() [][2]float64 {
- // Get one of the endpoints for all segments,
- // + the startpoint of the first one, for non-closed paths
- var points [][2]float64
- for _, wall := range o.walls {
- points = append(points, [2]float64{wall.X2, wall.Y2})
- }
- p := [2]float64{o.walls[0].X1, o.walls[0].Y1}
- if p[0] != points[len(points)-1][0] && p[1] != points[len(points)-1][1] {
- points = append(points, [2]float64{o.walls[0].X1, o.walls[0].Y1})
- }
- return points
- }
- func newRay(x, y, length, angle float64) line {
- return line{
- X1: x,
- Y1: y,
- X2: x + length*math.Cos(angle),
- Y2: y + length*math.Sin(angle),
- }
- }
- // intersection calculates the intersection of given two lines.
- func intersection(l1, l2 line) (float64, float64, bool) {
- // https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line
- denom := (l1.X1-l1.X2)*(l2.Y1-l2.Y2) - (l1.Y1-l1.Y2)*(l2.X1-l2.X2)
- tNum := (l1.X1-l2.X1)*(l2.Y1-l2.Y2) - (l1.Y1-l2.Y1)*(l2.X1-l2.X2)
- uNum := -((l1.X1-l1.X2)*(l1.Y1-l2.Y1) - (l1.Y1-l1.Y2)*(l1.X1-l2.X1))
- if denom == 0 {
- return 0, 0, false
- }
- t := tNum / denom
- if t > 1 || t < 0 {
- return 0, 0, false
- }
- u := uNum / denom
- if u > 1 || u < 0 {
- return 0, 0, false
- }
- x := l1.X1 + t*(l1.X2-l1.X1)
- y := l1.Y1 + t*(l1.Y2-l1.Y1)
- return x, y, true
- }
- // rayCasting returns a slice of line originating from point cx, cy and intersecting with objects
- func rayCasting(cx, cy float64, objects []object) []line {
- const rayLength = 1000 // something large enough to reach all objects
- var rays []line
- for _, obj := range objects {
- // Cast two rays per point
- for _, p := range obj.points() {
- l := line{cx, cy, p[0], p[1]}
- angle := l.angle()
- for _, offset := range []float64{-0.005, 0.005} {
- points := [][2]float64{}
- ray := newRay(cx, cy, rayLength, angle+offset)
- // Unpack all objects
- for _, o := range objects {
- for _, wall := range o.walls {
- if px, py, ok := intersection(ray, wall); ok {
- points = append(points, [2]float64{px, py})
- }
- }
- }
- // Find the point closest to start of ray
- min := math.Inf(1)
- minI := -1
- for i, p := range points {
- d2 := (cx-p[0])*(cx-p[0]) + (cy-p[1])*(cy-p[1])
- if d2 < min {
- min = d2
- minI = i
- }
- }
- rays = append(rays, line{cx, cy, points[minI][0], points[minI][1]})
- }
- }
- }
- // Sort rays based on angle, otherwise light triangles will not come out right
- sort.Slice(rays, func(i int, j int) bool {
- return rays[i].angle() < rays[j].angle()
- })
- return rays
- }
- func (g *Game) handleMovement() {
- if ebiten.IsKeyPressed(ebiten.KeyD) || ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
- g.px += 4
- }
- if ebiten.IsKeyPressed(ebiten.KeyS) || ebiten.IsKeyPressed(ebiten.KeyArrowDown) {
- g.py += 4
- }
- if ebiten.IsKeyPressed(ebiten.KeyA) || ebiten.IsKeyPressed(ebiten.KeyArrowLeft) {
- g.px -= 4
- }
- if ebiten.IsKeyPressed(ebiten.KeyW) || ebiten.IsKeyPressed(ebiten.KeyArrowUp) {
- g.py -= 4
- }
- // +1/-1 is to stop player before it reaches the border
- if g.px >= screenWidth-padding {
- g.px = screenWidth - padding - 1
- }
- if g.px <= padding {
- g.px = padding + 1
- }
- if g.py >= screenHeight-padding {
- g.py = screenHeight - padding - 1
- }
- if g.py <= padding {
- g.py = padding + 1
- }
- }
- func rayVertices(x1, y1, x2, y2, x3, y3 float64) []ebiten.Vertex {
- return []ebiten.Vertex{
- {DstX: float32(x1), DstY: float32(y1), SrcX: 0, SrcY: 0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1},
- {DstX: float32(x2), DstY: float32(y2), SrcX: 0, SrcY: 0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1},
- {DstX: float32(x3), DstY: float32(y3), SrcX: 0, SrcY: 0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1},
- }
- }
- type Game struct {
- showRays bool
- px, py int
- objects []object
- }
- func (g *Game) Update() error {
- if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
- return errors.New("game ended by player")
- }
- if inpututil.IsKeyJustPressed(ebiten.KeyR) {
- g.showRays = !g.showRays
- }
- g.handleMovement()
- return nil
- }
- func (g *Game) Draw(screen *ebiten.Image) {
- // Reset the shadowImage
- shadowImage.Fill(color.Black)
- rays := rayCasting(float64(g.px), float64(g.py), g.objects)
- // Subtract ray triangles from shadow
- opt := &ebiten.DrawTrianglesOptions{}
- opt.Address = ebiten.AddressRepeat
- opt.Blend = ebiten.BlendSourceOut
- for i, line := range rays {
- nextLine := rays[(i+1)%len(rays)]
- // Draw triangle of area between rays
- v := rayVertices(float64(g.px), float64(g.py), nextLine.X2, nextLine.Y2, line.X2, line.Y2)
- shadowImage.DrawTriangles(v, []uint16{0, 1, 2}, triangleImage, opt)
- }
- // Draw background
- screen.DrawImage(bgImage, nil)
- if g.showRays {
- // Draw rays
- for _, r := range rays {
- vector.StrokeLine(screen, float32(r.X1), float32(r.Y1), float32(r.X2), float32(r.Y2), 1, color.RGBA{255, 255, 0, 150}, true)
- }
- }
- // Draw shadow
- op := &ebiten.DrawImageOptions{}
- op.ColorScale.ScaleAlpha(0.7)
- screen.DrawImage(shadowImage, op)
- // Draw walls
- for _, obj := range g.objects {
- for _, w := range obj.walls {
- vector.StrokeLine(screen, float32(w.X1), float32(w.Y1), float32(w.X2), float32(w.Y2), 1, color.RGBA{255, 0, 0, 255}, true)
- }
- }
- // Draw player as a rect
- vector.DrawFilledRect(screen, float32(g.px)-2, float32(g.py)-2, 4, 4, color.Black, true)
- vector.DrawFilledRect(screen, float32(g.px)-1, float32(g.py)-1, 2, 2, color.RGBA{255, 100, 100, 255}, true)
- if g.showRays {
- ebitenutil.DebugPrintAt(screen, "R: hide rays", padding, 0)
- } else {
- ebitenutil.DebugPrintAt(screen, "R: show rays", padding, 0)
- }
- ebitenutil.DebugPrintAt(screen, "WASD: move", 160, 0)
- ebitenutil.DebugPrintAt(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()), 51, 51)
- ebitenutil.DebugPrintAt(screen, fmt.Sprintf("Rays: 2*%d", len(rays)/2), padding, 222)
- }
- func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
- return screenWidth, screenHeight
- }
- func rect(x, y, w, h float64) []line {
- return []line{
- {x, y, x, y + h},
- {x, y + h, x + w, y + h},
- {x + w, y + h, x + w, y},
- {x + w, y, x, y},
- }
- }
- func main() {
- g := &Game{
- px: screenWidth / 2,
- py: screenHeight / 2,
- }
- // Add outer walls
- g.objects = append(g.objects, object{rect(padding, padding, screenWidth-2*padding, screenHeight-2*padding)})
- // Angled wall
- g.objects = append(g.objects, object{[]line{{50, 110, 100, 150}}})
- // Rectangles
- g.objects = append(g.objects, object{rect(45, 50, 70, 20)})
- g.objects = append(g.objects, object{rect(150, 50, 30, 60)})
- ebiten.SetWindowSize(screenWidth*2, screenHeight*2)
- ebiten.SetWindowTitle("Ray casting and shadows (Ebitengine Demo)")
- if err := ebiten.RunGame(g); err != nil {
- log.Fatal(err)
- }
- }
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