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raycast.fs
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raycast.fs
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\ raycasting example
17 ficl-vocabulary raycast-voc
also raycast-voc definitions
0 DEFINE-SFX jump.wav
\ floats
VARIABLE posX
VARIABLE posY
VARIABLE dirX
VARIABLE dirY
VARIABLE planeX
VARIABLE planeY
\ int
VARIABLE column
0 VALUE tick
\ floats
VARIABLE rayDirX
VARIABLE rayDirY
\ ints
VARIABLE mapX
VARIABLE mapY
: calc-position-and-direction
{ | f:cameraX }
column @ 2* S>F W S>F F/ 1e f- TO cameraX
cameraX planeX F@ F* dirX F@ F+ rayDirX F!
cameraX planeY F@ F* dirY F@ F+ rayDirY F!
\ the axis are transposed in every M@ call, because in the original
\ code the map data was transposed... should probably fix the
\ formulas and names
posX F@ F>S mapX !
posY F@ F>S mapY !
;
\ floats
VARIABLE sideDistX
VARIABLE sideDistY
\ floats
VARIABLE deltaDistX
VARIABLE deltaDistY
VARIABLE perpWallDist
\ ints
VARIABLE stepX
VARIABLE stepY
\ ints
VARIABLE side
: calc-step-and-sideDist
rayDirY F@ FDUP F* rayDirX F@ FDUP F* F/ 1e F+ FSQRT deltaDistX F!
rayDirX F@ FDUP F* rayDirY F@ FDUP F* F/ 1e F+ FSQRT deltaDistY F!
rayDirX F@ F0< IF
-1 stepX !
posX F@ mapX @ S>F F- deltaDistX F@ F* sideDistX F!
ELSE
1 stepX !
mapX @ 1+ S>F posX F@ F- deltaDistX F@ F* sideDistX F!
THEN
rayDirY F@ F0< IF
-1 stepY !
posY F@ mapY @ S>F F- deltaDistY F@ F* sideDistY F!
ELSE
1 stepY !
mapY @ S>F 1e F+ posY F@ F- deltaDistY F@ F* sideDistY F!
THEN
;
: perform-DDA
BEGIN
sideDistX F@ sideDistY F@ F< IF
deltaDistX F@ sideDistX F+!
stepX @ mapX +!
0 side !
ELSE
deltaDistY F@ sideDistY F+!
stepY @ mapY +!
1 side !
THEN
\ check if ray hits a wall
mapY @ mapX @ M@
UNTIL
;
\ Calculate distance projected on camera direction
\ (Euclidean distance will give fisheye effect!)
: calc-distance-projected
side @ IF
1 stepY @ - 2/ mapY @ + S>F posY F@ F- rayDirY F@ F/ perpWallDist F!
ELSE
1 stepX @ - 2/ mapX @ + S>F posX F@ F- rayDirX F@ F/ perpWallDist F!
THEN
;
\ ints
VARIABLE lineHeight
VARIABLE drawStart
VARIABLE drawEnd
: calc-lowest-highest
H S>F perpWallDist F@ F/ F>S lineHeight !
lineHeight @ NEGATE 2/ H 2/ + 0 MAX drawStart !
lineHeight @ 2/ H 2/ + H 1- MIN drawEnd !
;
\ ints
VARIABLE texX
\ float
VARIABLE wallX
: calc-wallX
perpWallDist F@ side @ IF
rayDirX F@ F* posX F@ F+
ELSE
rayDirY F@ F* posY F@ F+
THEN wallX F!
wallX F@ F>S NEGATE S>F wallX F+!
;
: calc-texX
wallX F@ 8e F* F>S texX !
\ note: not sure of what these two lines are supposed to do... adjust the colour?
\ update: they prevent mirroring :-)
side @ 0= rayDirX F@ F0> AND IF 8 texX @ - 1- texX ! THEN
side @ 1 = rayDirY F@ F0< AND IF 8 texX @ - 1- texX ! THEN
;
\ store texX lineHeight drawStart drawEnd texNum
CREATE hbuf W 6 CELLS * ALLOT
hbuf VARIABLE >hbuf
: draw-line
{ | d texY color texnum }
mapY @ mapX @ M@ TO texnum
drawEnd @ drawStart @ ?DO
I 256 * H 128 * - lineHeight @ 128 * + TO D
8 d * lineHeight @ / 256 / TO texY
texX @ texY texnum
DUP 34 = IF tick 25 / + THEN
( x y sprite ) SP@ TO color
color column @ I P!
LOOP
;
: draw-from-hbuf
6 0 DO >hbuf @ I CELLS + @ LOOP
{ column texX lineHeight drawStart drawEnd texNum | texY color }
drawEnd drawStart ?DO
I 256 * H 128 * - lineHeight 128 * +
8 * lineHeight / 256 / TO texY
texX texY texNum
DUP 34 = IF tick 25 / + THEN
( x y sprite ) SP@ TO color
color column I P!
LOOP
6 CELLS >hbuf +!
;
: add-to-hbuf
column @ texX @ lineHeight @ drawStart @ drawEnd @ mapY @ mapX @ M@
0 5 DO >hbuf @ I CELLS + ! -1 +LOOP
6 CELLS >hbuf +!
;
: calc-3d
hbuf >hbuf !
W 0 DO
I column !
calc-position-and-direction
1e rayDirX F@ F/ FABS deltaDistX F!
1e rayDirY F@ F/ FABS deltaDistY F!
0 side !
calc-step-and-sideDist
perform-DDA
calc-distance-projected
calc-lowest-highest
calc-wallX
calc-texX
\ draw-line
\ add data to a buffer, to be rendered later
add-to-hbuf
LOOP ;
: draw-3d
hbuf >hbuf !
W 0 DO
I column !
draw-from-hbuf
\ render entities from near to far
LOOP
;
: <init>
s" default.spr" load-sprites
s" default.map" load-map
4e posX F!
4e posY F!
-1e dirX F!
0e dirY F!
0e planeX F!
0.66e planeY F!
0 TO tick
;
: ?exit ( -- ) SCANCODE_Q pressed? IF retro-40 THEN ;
0.05e FCONSTANT moveSpeed
0.03e FCONSTANT rotSpeed
: move-forward
posY F@ F>S posX F@ dirX F@ moveSpeed F* F+ F>S M@ 0= IF
dirX F@ moveSpeed F* posX F+!
THEN
posY F@ dirY F@ moveSpeed F* F+ F>S posX F@ F>S M@ 0= IF
dirY F@ moveSpeed F* posY F+!
THEN
;
: move-backward
posY F@ F>S posX F@ dirX F@ moveSpeed F* F- F>S M@ 0= IF
dirX F@ moveSpeed F* FNEGATE posX F+!
THEN
posY F@ dirY F@ moveSpeed F* F- F>S posX F@ F>S M@ 0= IF
dirY F@ moveSpeed F* FNEGATE posY F+!
THEN
;
: turn-left
{ | f:rcos f:rsin }
rotSpeed FDUP FSIN TO rsin FCOS to rcos
dirX F@ FDUP rcos F* dirY F@ rsin F* F- dirX F!
rsin F* dirY F@ rcos F* F+ dirY F!
planeX F@ FDUP rcos F* planeY F@ rsin F* F- planeX F!
rsin F* planeY F@ rcos F* F+ planeY F!
;
: turn-right
{ | f:rcos f:rsin }
rotSpeed FNEGATE FDUP FSIN TO rsin FCOS to rcos
dirX F@ FDUP rcos F* dirY F@ rsin F* F- dirX F!
rsin F* dirY F@ rcos F* F+ dirY F!
planeX F@ FDUP rcos F* planeY F@ rsin F* F- planeX F!
rsin F* planeY F@ rcos F* F+ planeY F!
;
: ?move ( -- )
SCANCODE_W pressed? IF move-forward THEN
SCANCODE_S pressed? IF move-backward THEN
;
: ?turn ( -- )
SCANCODE_A pressed? IF turn-left THEN
SCANCODE_D pressed? IF turn-right THEN
;
: animate ( -- ) tick 1+ 100 MOD TO tick ;
: <update> ( -- ) ?move ?turn animate calc-3d ?exit ;
: ceiling ( -- ) 12 0 0 W H 2/ rect ;
: floor ( -- ) 2 0 H 2/ W H 2/ rect ;
: <draw> ( -- ) 0 cls ceiling floor draw-3d ;
\ install the software
PREVIOUS DEFINITIONS
ALSO raycast-voc
INSTALL raycast
PREVIOUS