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/* | |
OneLoneCoder_PGE_ShadowCasting2D.cpp | |
What is this? | |
~~~~~~~~~~~~~ | |
This is an implementation of two algorithms that work together | |
to produuce a "line-of-sight" or "shadow casting" effect depending | |
upon your perspective. To use it compile with olcPixelGameEngine.h, | |
place/remove blocks with left click and hold down right mouse button | |
to illuminate the scene from the mouse cursor. | |
The first algorithm converts a tile map into a set of geometric | |
primitives whcih are more conveninet to use in geometric programs | |
such as this. The second algorithm casts rays to create a triangle | |
fan that represents the visible area form the source. | |
Thanks to these resources for ideas | |
https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect | |
https://www.redblobgames.com/articles/visibility/ | |
https://ncase.me/sight-and-light/ | |
License (OLC-3) | |
~~~~~~~~~~~~~~~ | |
Copyright 2018 OneLoneCoder.com | |
Redistribution and use in source and binary forms, with or without | |
modification, are permitted provided that the following conditions | |
are met: | |
1. Redistributions or derivations of source code must retain the above | |
copyright notice, this list of conditions and the following disclaimer. | |
2. Redistributions or derivative works in binary form must reproduce | |
the above copyright notice. This list of conditions and the following | |
disclaimer must be reproduced in the documentation and/or other | |
materials provided with the distribution. | |
3. Neither the name of the copyright holder nor the names of its | |
contributors may be used to endorse or promote products derived | |
from this software without specific prior written permission. | |
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | |
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | |
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR | |
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | |
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | |
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | |
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | |
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
Links | |
~~~~~ | |
YouTube: https://www.youtube.com/javidx9 | |
Discord: https://discord.gg/WhwHUMV | |
Twitter: https://www.twitter.com/javidx9 | |
Twitch: https://www.twitch.tv/javidx9 | |
GitHub: https://www.github.com/onelonecoder | |
Homepage: https://www.onelonecoder.com | |
Relevant Videos | |
~~~~~~~~~~~~~~~ | |
https://youtu.be/kRH6oJLFYxY Introducing olcPixelGameEngine | |
--> https://youtu.be/fc3nnG2CG8U Video about this very code! | |
Author | |
~~~~~~ | |
David Barr, aka javidx9, ©OneLoneCoder 2018 | |
*/ | |
#include <iostream> | |
#include <algorithm> | |
using namespace std; | |
#define OLC_PGE_APPLICATION | |
#include "olcPixelGameEngine.h" | |
struct sEdge | |
{ | |
float sx, sy; // Start coordinate | |
float ex, ey; // End coordinate | |
}; | |
struct sCell | |
{ | |
int edge_id[4]; | |
bool edge_exist[4]; | |
bool exist = false; | |
}; | |
#define NORTH 0 | |
#define SOUTH 1 | |
#define EAST 2 | |
#define WEST 3 | |
class ShadowCasting2D : public olc::PixelGameEngine | |
{ | |
public: | |
ShadowCasting2D() | |
{ | |
sAppName = "ShadowCasting2D"; | |
} | |
private: | |
sCell* world; | |
int nWorldWidth = 40; | |
int nWorldHeight = 30; | |
olc::Sprite *sprLightCast; | |
olc::Sprite *buffLightRay; | |
olc::Sprite *buffLightTex; | |
vector<sEdge> vecEdges; | |
// angle x y | |
vector<tuple<float, float, float>> vecVisibilityPolygonPoints; | |
void ConvertTileMapToPolyMap(int sx, int sy, int w, int h, float fBlockWidth, int pitch) | |
{ | |
// Clear "PolyMap" | |
vecEdges.clear(); | |
for (int x = 0; x < w; x++) | |
for (int y = 0; y < h; y++) | |
for (int j = 0; j < 4; j++) | |
{ | |
world[(y + sy) * pitch + (x + sx)].edge_exist[j] = false; | |
world[(y + sy) * pitch + (x + sx)].edge_id[j] = 0; | |
} | |
// Iterate through region from top left to bottom right | |
for (int x = 1; x < w - 1; x++) | |
for (int y = 1; y < h - 1; y++) | |
{ | |
// Create some convenient indices | |
int i = (y + sy) * pitch + (x + sx); // This | |
int n = (y + sy - 1) * pitch + (x + sx); // Northern Neighbour | |
int s = (y + sy + 1) * pitch + (x + sx); // Southern Neighbour | |
int w = (y + sy) * pitch + (x + sx - 1); // Western Neighbour | |
int e = (y + sy) * pitch + (x + sx + 1); // Eastern Neighbour | |
// If this cell exists, check if it needs edges | |
if (world[i].exist) | |
{ | |
// If this cell has no western neighbour, it needs a western edge | |
if (!world[w].exist) | |
{ | |
// It can either extend it from its northern neighbour if they have | |
// one, or It can start a new one. | |
if (world[n].edge_exist[WEST]) | |
{ | |
// Northern neighbour has a western edge, so grow it downwards | |
vecEdges[world[n].edge_id[WEST]].ey += fBlockWidth; | |
world[i].edge_id[WEST] = world[n].edge_id[WEST]; | |
world[i].edge_exist[WEST] = true; | |
} | |
else | |
{ | |
// Northern neighbour does not have one, so create one | |
sEdge edge; | |
edge.sx = (sx + x) * fBlockWidth; edge.sy = (sy + y) * fBlockWidth; | |
edge.ex = edge.sx; edge.ey = edge.sy + fBlockWidth; | |
// Add edge to Polygon Pool | |
int edge_id = vecEdges.size(); | |
vecEdges.push_back(edge); | |
// Update tile information with edge information | |
world[i].edge_id[WEST] = edge_id; | |
world[i].edge_exist[WEST] = true; | |
} | |
} | |
// If this cell dont have an eastern neignbour, It needs a eastern edge | |
if (!world[e].exist) | |
{ | |
// It can either extend it from its northern neighbour if they have | |
// one, or It can start a new one. | |
if (world[n].edge_exist[EAST]) | |
{ | |
// Northern neighbour has one, so grow it downwards | |
vecEdges[world[n].edge_id[EAST]].ey += fBlockWidth; | |
world[i].edge_id[EAST] = world[n].edge_id[EAST]; | |
world[i].edge_exist[EAST] = true; | |
} | |
else | |
{ | |
// Northern neighbour does not have one, so create one | |
sEdge edge; | |
edge.sx = (sx + x + 1) * fBlockWidth; edge.sy = (sy + y) * fBlockWidth; | |
edge.ex = edge.sx; edge.ey = edge.sy + fBlockWidth; | |
// Add edge to Polygon Pool | |
int edge_id = vecEdges.size(); | |
vecEdges.push_back(edge); | |
// Update tile information with edge information | |
world[i].edge_id[EAST] = edge_id; | |
world[i].edge_exist[EAST] = true; | |
} | |
} | |
// If this cell doesnt have a northern neignbour, It needs a northern edge | |
if (!world[n].exist) | |
{ | |
// It can either extend it from its western neighbour if they have | |
// one, or It can start a new one. | |
if (world[w].edge_exist[NORTH]) | |
{ | |
// Western neighbour has one, so grow it eastwards | |
vecEdges[world[w].edge_id[NORTH]].ex += fBlockWidth; | |
world[i].edge_id[NORTH] = world[w].edge_id[NORTH]; | |
world[i].edge_exist[NORTH] = true; | |
} | |
else | |
{ | |
// Western neighbour does not have one, so create one | |
sEdge edge; | |
edge.sx = (sx + x) * fBlockWidth; edge.sy = (sy + y) * fBlockWidth; | |
edge.ex = edge.sx + fBlockWidth; edge.ey = edge.sy; | |
// Add edge to Polygon Pool | |
int edge_id = vecEdges.size(); | |
vecEdges.push_back(edge); | |
// Update tile information with edge information | |
world[i].edge_id[NORTH] = edge_id; | |
world[i].edge_exist[NORTH] = true; | |
} | |
} | |
// If this cell doesnt have a southern neignbour, It needs a southern edge | |
if (!world[s].exist) | |
{ | |
// It can either extend it from its western neighbour if they have | |
// one, or It can start a new one. | |
if (world[w].edge_exist[SOUTH]) | |
{ | |
// Western neighbour has one, so grow it eastwards | |
vecEdges[world[w].edge_id[SOUTH]].ex += fBlockWidth; | |
world[i].edge_id[SOUTH] = world[w].edge_id[SOUTH]; | |
world[i].edge_exist[SOUTH] = true; | |
} | |
else | |
{ | |
// Western neighbour does not have one, so I need to create one | |
sEdge edge; | |
edge.sx = (sx + x) * fBlockWidth; edge.sy = (sy + y + 1) * fBlockWidth; | |
edge.ex = edge.sx + fBlockWidth; edge.ey = edge.sy; | |
// Add edge to Polygon Pool | |
int edge_id = vecEdges.size(); | |
vecEdges.push_back(edge); | |
// Update tile information with edge information | |
world[i].edge_id[SOUTH] = edge_id; | |
world[i].edge_exist[SOUTH] = true; | |
} | |
} | |
} | |
} | |
} | |
void CalculateVisibilityPolygon(float ox, float oy, float radius) | |
{ | |
// Get rid of existing polygon | |
vecVisibilityPolygonPoints.clear(); | |
// For each edge in PolyMap | |
for (auto &e1 : vecEdges) | |
{ | |
// Take the start point, then the end point (we could use a pool of | |
// non-duplicated points here, it would be more optimal) | |
for (int i = 0; i < 2; i++) | |
{ | |
float rdx, rdy; | |
rdx = (i == 0 ? e1.sx : e1.ex) - ox; | |
rdy = (i == 0 ? e1.sy : e1.ey) - oy; | |
float base_ang = atan2f(rdy, rdx); | |
float ang = 0; | |
// For each point, cast 3 rays, 1 directly at point | |
// and 1 a little bit either side | |
for (int j = 0; j < 3; j++) | |
{ | |
if (j == 0) ang = base_ang - 0.0001f; | |
if (j == 1) ang = base_ang; | |
if (j == 2) ang = base_ang + 0.0001f; | |
// Create ray along angle for required distance | |
rdx = radius * cosf(ang); | |
rdy = radius * sinf(ang); | |
float min_t1 = INFINITY; | |
float min_px = 0, min_py = 0, min_ang = 0; | |
bool bValid = false; | |
// Check for ray intersection with all edges | |
for (auto &e2 : vecEdges) | |
{ | |
// Create line segment vector | |
float sdx = e2.ex - e2.sx; | |
float sdy = e2.ey - e2.sy; | |
if (fabs(sdx - rdx) > 0.0f && fabs(sdy - rdy) > 0.0f) | |
{ | |
// t2 is normalised distance from line segment start to line segment end of intersect point | |
float t2 = (rdx * (e2.sy - oy) + (rdy * (ox - e2.sx))) / (sdx * rdy - sdy * rdx); | |
// t1 is normalised distance from source along ray to ray length of intersect point | |
float t1 = (e2.sx + sdx * t2 - ox) / rdx; | |
// If intersect point exists along ray, and along line | |
// segment then intersect point is valid | |
if (t1 > 0 && t2 >= 0 && t2 <= 1.0f) | |
{ | |
// Check if this intersect point is closest to source. If | |
// it is, then store this point and reject others | |
if (t1 < min_t1) | |
{ | |
min_t1 = t1; | |
min_px = ox + rdx * t1; | |
min_py = oy + rdy * t1; | |
min_ang = atan2f(min_py - oy, min_px - ox); | |
bValid = true; | |
} | |
} | |
} | |
} | |
if(bValid)// Add intersection point to visibility polygon perimeter | |
vecVisibilityPolygonPoints.push_back({ min_ang, min_px, min_py }); | |
} | |
} | |
} | |
// Sort perimeter points by angle from source. This will allow | |
// us to draw a triangle fan. | |
sort( | |
vecVisibilityPolygonPoints.begin(), | |
vecVisibilityPolygonPoints.end(), | |
[&](const tuple<float, float, float> &t1, const tuple<float, float, float> &t2) | |
{ | |
return get<0>(t1) < get<0>(t2); | |
}); | |
} | |
public: | |
bool OnUserCreate() override | |
{ | |
world = new sCell[nWorldWidth * nWorldHeight]; | |
// Add a boundary to the world | |
for (int x = 1; x < (nWorldWidth - 1); x++) | |
{ | |
world[1 * nWorldWidth + x].exist = true; | |
world[(nWorldHeight - 2) * nWorldWidth + x].exist = true; | |
} | |
for (int x = 1; x < (nWorldHeight - 1); x++) | |
{ | |
world[x * nWorldWidth + 1].exist = true; | |
world[x * nWorldWidth + (nWorldWidth - 2)].exist = true; | |
} | |
sprLightCast = new olc::Sprite("light_cast.png"); | |
// Create some screen-sized off-screen buffers for lighting effect | |
buffLightTex = new olc::Sprite(ScreenWidth(), ScreenHeight()); | |
buffLightRay = new olc::Sprite(ScreenWidth(), ScreenHeight()); | |
return true; | |
} | |
bool OnUserUpdate(float fElapsedTime) override | |
{ | |
float fBlockWidth = 16.0f; | |
float fSourceX = GetMouseX(); | |
float fSourceY = GetMouseY(); | |
// Set tile map blocks to on or off | |
if (GetMouse(0).bReleased) | |
{ | |
// i = y * width + x | |
int i = ((int)fSourceY / (int)fBlockWidth) * nWorldWidth + ((int)fSourceX / (int)fBlockWidth); | |
world[i].exist = !world[i].exist; | |
} | |
// Take a region of "TileMap" and convert it to "PolyMap" - This is done | |
// every frame here, but could be a pre-processing stage depending on | |
// how your final application interacts with tilemaps | |
ConvertTileMapToPolyMap(0, 0, 40, 30, fBlockWidth, nWorldWidth); | |
if (GetMouse(1).bHeld) | |
{ | |
CalculateVisibilityPolygon(fSourceX, fSourceY, 1000.0f); | |
} | |
// Drawing | |
SetDrawTarget(nullptr); | |
Clear(olc::BLACK); | |
int nRaysCast = vecVisibilityPolygonPoints.size(); | |
// Remove duplicate (or simply similar) points from polygon | |
auto it = unique( | |
vecVisibilityPolygonPoints.begin(), | |
vecVisibilityPolygonPoints.end(), | |
[&](const tuple<float, float, float> &t1, const tuple<float, float, float> &t2) | |
{ | |
return fabs(get<1>(t1) - get<1>(t2)) < 0.1f && fabs(get<2>(t1) - get<2>(t2)) < 0.1f; | |
}); | |
vecVisibilityPolygonPoints.resize(distance(vecVisibilityPolygonPoints.begin(), it)); | |
int nRaysCast2 = vecVisibilityPolygonPoints.size(); | |
DrawString(4, 4, "Rays Cast: " + to_string(nRaysCast) + " Rays Drawn: " + to_string(nRaysCast2)); | |
// If drawing rays, set an offscreen texture as our target buffer | |
if (GetMouse(1).bHeld && vecVisibilityPolygonPoints.size() > 1) | |
{ | |
// Clear offscreen buffer for sprite | |
SetDrawTarget(buffLightTex); | |
Clear(olc::BLACK); | |
// Draw "Radial Light" sprite to offscreen buffer, centered around | |
// source location (the mouse coordinates, buffer is 512x512) | |
DrawSprite(fSourceX - 255, fSourceY - 255, sprLightCast); | |
// Clear offsecreen buffer for rays | |
SetDrawTarget(buffLightRay); | |
Clear(olc::BLANK); | |
// Draw each triangle in fan | |
for (int i = 0; i < vecVisibilityPolygonPoints.size() - 1; i++) | |
{ | |
FillTriangle( | |
fSourceX, | |
fSourceY, | |
get<1>(vecVisibilityPolygonPoints[i]), | |
get<2>(vecVisibilityPolygonPoints[i]), | |
get<1>(vecVisibilityPolygonPoints[i + 1]), | |
get<2>(vecVisibilityPolygonPoints[i + 1])); | |
} | |
// Fan will have one open edge, so draw last point of fan to first | |
FillTriangle( | |
fSourceX, | |
fSourceY, | |
get<1>(vecVisibilityPolygonPoints[vecVisibilityPolygonPoints.size() - 1]), | |
get<2>(vecVisibilityPolygonPoints[vecVisibilityPolygonPoints.size() - 1]), | |
get<1>(vecVisibilityPolygonPoints[0]), | |
get<2>(vecVisibilityPolygonPoints[0])); | |
// Wherever rays exist in ray sprite, copy over radial light sprite pixels | |
SetDrawTarget(nullptr); | |
for (int x = 0; x < ScreenWidth(); x++) | |
for (int y = 0; y < ScreenHeight(); y++) | |
if (buffLightRay->GetPixel(x, y).r > 0) | |
Draw(x, y, buffLightTex->GetPixel(x, y)); | |
} | |
// Draw Blocks from TileMap | |
for (int x = 0; x < nWorldWidth; x++) | |
for (int y = 0; y < nWorldHeight; y++) | |
{ | |
if (world[y * nWorldWidth + x].exist) | |
FillRect(x * fBlockWidth, y * fBlockWidth, fBlockWidth, fBlockWidth, olc::BLUE); | |
} | |
// Draw Edges from PolyMap | |
for (auto &e : vecEdges) | |
{ | |
DrawLine(e.sx, e.sy, e.ex, e.ey); | |
FillCircle(e.sx, e.sy, 3, olc::RED); | |
FillCircle(e.ex, e.ey, 3, olc::RED); | |
} | |
return true; | |
} | |
}; | |
int main() | |
{ | |
ShadowCasting2D demo; | |
if (demo.Construct(640, 480, 2, 2)) | |
demo.Start(); | |
} |