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This commit is contained in:
Henrik Hautakoski 2025-06-07 20:26:00 +02:00
commit f26c478727
18 changed files with 621 additions and 0 deletions

47
render/engine.go Normal file
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package render
import (
"github.com/pnx/go-raytracer/graphics"
"github.com/pnx/go-raytracer/math"
"github.com/pnx/go-raytracer/world"
)
func DrawColumn(ctx *graphics.Context, x int32, wall_h int32, color math.Color) {
if wall_h < ctx.Height() {
y1 := (ctx.Height() - wall_h) / 2
y2 := (ctx.Height() + wall_h) / 2
// Top
// renderer.SetDrawColor(90, 90, 0, 255)
ctx.DrawLine(x, 0, int32(x), y1, math.Color{R: 90, G: 90, B: 0, A: 255})
// // Middle
// renderer.SetDrawColor(color.R, color.G, color.B, color.A)
ctx.DrawLine(x, y1, int32(x), y2, color)
// Bottom
if y2 < ctx.Height() {
// renderer.SetDrawColor(50, 50, 50, 255)
ctx.DrawLine(x, y2, int32(x), ctx.Height(), math.Color{R: 50, G: 50, B: 50, A: 255})
}
return
}
// ctx.SetDrawColor(color.R, color.G, color.B, color.A)
ctx.DrawLine(x, 0, int32(x), ctx.Height(), color)
}
func DrawScene(ctx *graphics.Context, camera math.Transform, level *world.Level, colorMap []math.Color) {
for x := range ctx.Width() {
result := CastRay(camera, level, int(x), int(ctx.Width()))
lineHeight := int(float64(ctx.Height()) / result.Distance)
color := colorMap[level.Cell(int(result.Cell.X), int(result.Cell.Y))-1]
if result.Side > 0 {
color = color.Shade(2)
}
DrawColumn(ctx, int32(x), int32(lineHeight), color)
}
}

36
render/minimap.go Normal file
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package render
import (
"github.com/pnx/go-raytracer/graphics"
"github.com/pnx/go-raytracer/math"
"github.com/pnx/go-raytracer/world"
)
func DrawMiniMap(ctx *graphics.Context, camera math.Transform, level *world.Level) {
const tileSize = 32
const scale = float64(tileSize) / float64(world.TileSize)
// offset := math.Vec2i32{X: 25, Y: 25}
// size := math.Vec2i32{X: 200, Y: 100}
ctx.DrawRect(0, 0, int32(level.W*tileSize)+3, int32(level.H*tileSize)+3, math.Color{})
for y := range level.H {
for x := range level.W {
if level.Wall(x, y) {
ctx.DrawRect(int32(x*tileSize), int32(y*tileSize), tileSize, tileSize, math.Color{R: 255, G: 255, B: 255, A: 255})
}
}
}
// Camera Position
cPos := camera.Position.Get().Scale(scale)
ctx.DrawRect(int32(cPos.X-2), int32(cPos.Y-2), 4, 4, math.Color{R: 255, G: 0, B: 255, A: 255})
// Rays
for x := range ctx.Width() {
hit := CastRay(camera, level, int(x), int(ctx.Width()))
end := camera.Position.Get().AddVec(hit.Pos.Scale(world.TileSize)).Scale(scale)
ctx.DrawLine(int32(cPos.X), int32(cPos.Y), int32(end.X), int32(end.Y), math.Color{R: 150, G: 150, B: 0, A: 255})
}
}

85
render/raycaster.go Normal file
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package render
import (
stdmath "math"
"github.com/pnx/go-raytracer/math"
"github.com/pnx/go-raytracer/world"
)
type RayHit struct {
Cell math.Vec2u8
Side int
Distance float64
Pos math.Vec2f
}
func CastRay(camera math.Transform, level *world.Level, x int, max_rays int) RayHit {
angle := camera.Direction.Get()
cameraX := 2*float64(x)/float64(max_rays) - 1
rayDirX := stdmath.Cos(angle) + cameraX*stdmath.Cos(angle+stdmath.Pi/2)
rayDirY := stdmath.Sin(angle) + cameraX*stdmath.Sin(angle+stdmath.Pi/2)
mapX := int(camera.X) / world.TileSize
mapY := int(camera.Y) / world.TileSize
deltaDistX := stdmath.Abs(1 / rayDirX)
deltaDistY := stdmath.Abs(1 / rayDirY)
var stepX, stepY int
var sideDistX, sideDistY float64
if rayDirX < 0 {
stepX = -1
sideDistX = (float64(camera.X)/world.TileSize - float64(mapX)) * deltaDistX
} else {
stepX = 1
sideDistX = (float64(mapX+1) - float64(camera.X)/world.TileSize) * deltaDistX
}
if rayDirY < 0 {
stepY = -1
sideDistY = (float64(camera.Y)/world.TileSize - float64(mapY)) * deltaDistY
} else {
stepY = 1
sideDistY = (float64(mapY+1) - float64(camera.Y)/world.TileSize) * deltaDistY
}
// DDA loop
var side int // 0 = x, 1 = y
for {
if sideDistX < sideDistY {
sideDistX += deltaDistX
mapX += stepX
side = 0
} else {
sideDistY += deltaDistY
mapY += stepY
side = 1
}
if mapX < 0 || mapX >= level.W || mapY < 0 || mapY >= level.H {
break // out of bounds
}
if level.Wall(mapX, mapY) {
break
}
}
// Calculate distance to wall
var perpWallDist float64
if side == 0 {
perpWallDist = (float64(mapX) - float64(camera.X)/world.TileSize + float64(1-stepX)/2) / rayDirX
} else {
perpWallDist = (float64(mapY) - float64(camera.Y)/world.TileSize + float64(1-stepY)/2) / rayDirY
}
return RayHit{
Cell: math.Vec2u8{X: uint8(mapX), Y: uint8(mapY)},
Side: side,
Distance: perpWallDist,
Pos: math.Vec2f{
X: rayDirX * perpWallDist,
Y: rayDirY * perpWallDist,
},
}
}