#include #include #include #include #include #include #include #include #include class sdl_error : public std::logic_error { public: sdl_error() : std::logic_error(SDL_GetError()) { } }; class img_error : public std::logic_error { public: img_error() : std::logic_error(IMG_GetError()) { } }; class window_deleter { public: void operator()(SDL_Window* ptr) { SDL_DestroyWindow(ptr); } }; using window_ptr = std::unique_ptr; class renderer_deleter { public: void operator()(SDL_Renderer* ptr) { SDL_DestroyRenderer(ptr); } }; using renderer_ptr = std::unique_ptr; class surface_deleter { public: void operator()(SDL_Surface* ptr) { SDL_FreeSurface(ptr); } }; using surface_ptr = std::unique_ptr; class texture_deleter { public: void operator()(SDL_Texture* ptr) { SDL_DestroyTexture(ptr); } }; using texture_ptr = std::unique_ptr; enum class Tile { Floor, Wall, Dust, Lamp }; enum class Source { None, Dust, Lamp, Player }; const int GAME_WIDTH = 640*2; const int GAME_HEIGHT = 480*2; const int TILE_WIDTH = 8*2; const int TILE_HEIGHT = 8*2; const int VIEW_WIDTH = GAME_WIDTH / TILE_WIDTH; const int VIEW_HEIGHT = GAME_HEIGHT / TILE_HEIGHT; const int RADIUS = 8; struct Input { bool left = false; bool right = false; bool up = false; bool down = false; }; class Map { public: Map() : tiles(VIEW_WIDTH*VIEW_HEIGHT, Tile::Floor), lighting(VIEW_WIDTH*VIEW_HEIGHT, false), lightStrength(VIEW_WIDTH*VIEW_HEIGHT, 0.0), lightSource(VIEW_WIDTH*VIEW_HEIGHT, Source::None) { } std::vector tiles; std::vector lighting; std::vector oldLighting; std::vector lightStrength; std::vector lightSource; int lightedSpots = 0; }; int player_x = VIEW_WIDTH / 2; int player_y = VIEW_HEIGHT / 2; void render( SDL_Renderer* ren, const Map& map, bool drawDark = true) { texture_ptr playerFade; { surface_ptr pfs(IMG_Load("../res/lighting.png")); if (!pfs) { throw img_error(); } playerFade = texture_ptr(SDL_CreateTextureFromSurface(ren, pfs.get())); } texture_ptr lampFade( SDL_CreateTexture( ren, SDL_PIXELFORMAT_RGBA4444, SDL_TEXTUREACCESS_TARGET, 144, 144)); { SDL_SetRenderTarget(ren, lampFade.get()); SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren, 255, 255, 255, 0); SDL_RenderFillRect(ren, nullptr); SDL_RenderCopy(ren, playerFade.get(), nullptr, nullptr); SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_MOD); SDL_SetRenderDrawColor(ren, 255, 180, 0, 255); SDL_RenderFillRect(ren, nullptr); SDL_SetRenderTarget(ren, nullptr); } int darkR = 40; int darkG = 40; int darkB = 40; if (!drawDark) { darkR = rand() % 255; darkG = rand() % 255; darkB = rand() % 255; } SDL_SetRenderDrawColor(ren, darkR, darkG, darkB, 255); SDL_RenderClear(ren); for (int y = 0; y < VIEW_HEIGHT; y++) { for (int x = 0; x < VIEW_WIDTH; x++) { bool draw = true; if (player_x == x && player_y == y) { SDL_SetRenderDrawColor(ren, 255, 255, 0, 255); } else if (!map.lighting.at(x+VIEW_WIDTH*y)) { /*if (drawDark) { SDL_SetRenderDrawColor(ren, 40, 40, 40, 255); } else { draw = false; }*/ draw = false; } else { int alpha = map.lightStrength.at(x+y*VIEW_WIDTH) * 255; alpha = 255; switch (map.tiles.at(x+y*VIEW_WIDTH)) { case Tile::Floor: { SDL_SetRenderDrawColor(ren, 210, 210, 210, alpha); break; } case Tile::Wall: { SDL_SetRenderDrawColor(ren, 100, 100, 100, alpha); break; } case Tile::Dust: { SDL_SetRenderDrawColor(ren, 128, 40, 255, alpha); break; } case Tile::Lamp: { SDL_SetRenderDrawColor(ren, 0, 255, 255, alpha); break; } } } if (draw) { SDL_Rect rect{x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT}; SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_BLEND); SDL_RenderFillRect(ren, &rect); } } } for (int y = 0; y < VIEW_HEIGHT; y++) { for (int x = 0; x < VIEW_WIDTH; x++) { if (map.lightSource.at(x+VIEW_WIDTH*y) != Source::None) { SDL_Rect fadeRect{x*TILE_WIDTH + (TILE_WIDTH/2) - (144/2), y*TILE_HEIGHT + (TILE_HEIGHT/2) - (144/2), 144, 144}; if (map.lightSource.at(x+VIEW_WIDTH*y) == Source::Lamp) { //SDL_SetTextureBlendMode(lampFade.get(), SDL_BLENDMODE_MOD); SDL_RenderCopy(ren, lampFade.get(), nullptr, &fadeRect); //SDL_SetRenderDrawColor(ren, 255, 180, 0, 50); //SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_BLEND); //SDL_RenderFillRect(ren, &rect); } else if (map.lightSource.at(x+VIEW_WIDTH*y) == Source::Player) { //SDL_SetTextureBlendMode(playerFade.get(), SDL_BLENDMODE_MOD); SDL_RenderCopy(ren, playerFade.get(), nullptr, &fadeRect); } /*SDL_SetRenderDrawColor(ren, 40, 40, 40, alpha); SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_BLEND); SDL_RenderFillRect(ren, &rect);*/ } } } SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren, darkR, darkG, darkB, 255); for (int y = 0; y < VIEW_HEIGHT; y++) { for (int x = 0; x < VIEW_WIDTH; x++) { if (!map.lighting.at(x+VIEW_WIDTH*y)) { SDL_Rect rect{x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT}; SDL_RenderFillRect(ren, &rect); } } } SDL_RenderPresent(ren); } void incrementIfSet(Map& map, int& count, int x, int y, int w, int h, Tile val = Tile::Wall) { if ((x >= 0) && (x < w) && (y >= 0) && (y < h) && (map.tiles[x+w*y] == val)) { count++; } } void tick(Map& map, int x1 = 0, int y1 = 0, int x2 = VIEW_WIDTH, int y2 = VIEW_HEIGHT, bool onlyDark = false) { std::vector temp(map.tiles); for (int y = std::max(y1, 0); y < std::min(y2, VIEW_HEIGHT); y++) { for (int x = std::max(x1, 0); x < std::min(x2, VIEW_WIDTH); x++) { if (onlyDark && map.lighting[x+y*VIEW_WIDTH]) { continue; } if (map.tiles[x+y*VIEW_WIDTH] == Tile::Lamp) { continue; } int count = 0; incrementIfSet(map, count, x-1, y-1, VIEW_WIDTH, VIEW_HEIGHT); incrementIfSet(map, count, x-1, y , VIEW_WIDTH, VIEW_HEIGHT); incrementIfSet(map, count, x-1, y+1, VIEW_WIDTH, VIEW_HEIGHT); incrementIfSet(map, count, x , y-1, VIEW_WIDTH, VIEW_HEIGHT); incrementIfSet(map, count, x , y , VIEW_WIDTH, VIEW_HEIGHT); incrementIfSet(map, count, x , y+1, VIEW_WIDTH, VIEW_HEIGHT); incrementIfSet(map, count, x+1, y-1, VIEW_WIDTH, VIEW_HEIGHT); incrementIfSet(map, count, x+1, y , VIEW_WIDTH, VIEW_HEIGHT); incrementIfSet(map, count, x+1, y+1, VIEW_WIDTH, VIEW_HEIGHT); if (count >= 5) { temp[x+VIEW_WIDTH*y] = Tile::Wall; } else { temp[x+VIEW_WIDTH*y] = Tile::Floor; } } } map.tiles = temp; } void movePlayer(int x, int y, Map& map) { if ((x >= 0) && (x < VIEW_WIDTH) && (y >= 0) && (y < VIEW_HEIGHT) && map.tiles[x+VIEW_WIDTH*y] == Tile::Floor) { if (map.tiles[player_x+player_y*VIEW_WIDTH] == Tile::Floor) { map.tiles[player_x+player_y*VIEW_WIDTH] = Tile::Dust; } player_x = x; player_y = y; } } void setIfValid(Map& map, int x, int y, Tile val) { if ((x >= 0) && (x < VIEW_WIDTH) && (y >= 0) && (y < VIEW_HEIGHT)) { map.tiles[x+VIEW_WIDTH*y] = val; } } void recalculateLighting(Map& map, fov_settings_type* fov) { map.oldLighting = map.lighting; map.lighting = std::vector(VIEW_WIDTH*VIEW_HEIGHT, false); map.lightStrength = std::vector(VIEW_WIDTH*VIEW_HEIGHT, 0.0); map.lightedSpots = 0; map.lightSource = std::vector(VIEW_WIDTH*VIEW_HEIGHT, Source::None); fov_settings_set_opacity_test_function( fov, [] (void* map, int x, int y) { return x >= 0 && x < VIEW_WIDTH && y >= 0 && y < VIEW_HEIGHT && static_cast(map)->tiles.at(x+VIEW_WIDTH*y) == Tile::Wall; }); fov_settings_set_apply_lighting_function( fov, [] (void* map, int x, int y, int dx, int dy, void* source) { if ((x >= 0) && (x < VIEW_WIDTH) && (y >= 0) && (y < VIEW_HEIGHT)) { Map& m = *static_cast(map); if (!m.lighting[x+VIEW_WIDTH*y]) { m.lightedSpots++; } m.lighting[x+VIEW_WIDTH*y] = true; m.lightStrength[x+VIEW_WIDTH*y] = std::max( m.lightStrength[x+VIEW_WIDTH*y], std::pow( std::max( 0.0, 1.0 - std::sqrt(dx * dx + dy * dy) / static_cast(RADIUS)), 1.0/3.0)); Source ls = *static_cast(source); if (static_cast(ls) > static_cast(m.lightSource[x+VIEW_WIDTH*y])) { //m.lightSource[x+VIEW_WIDTH*y] = ls; } } }); for (int y = 0; y < VIEW_HEIGHT; y++) { for (int x = 0; x < VIEW_WIDTH; x++) { Source ls = Source::None; if (player_x == x && player_y == y) { ls = Source::Player; } else if (map.tiles[x+VIEW_WIDTH*y] == Tile::Dust) { ls = Source::Dust; } else if (map.tiles[x+VIEW_WIDTH*y] == Tile::Lamp) { ls = Source::Lamp; } if (ls != Source::None) { fov_circle(fov, static_cast(&map), static_cast(&ls), x, y, RADIUS); map.lighting[x+VIEW_WIDTH*y] = true; map.lightStrength[x+VIEW_WIDTH*y] = 1.0; map.lightSource[x+VIEW_WIDTH*y] = ls; } } } } void processKeys(Map& map, const Input& keystate) { int px = player_x; int py = player_y; if (keystate.up) { py--; } if (keystate.down) { py++; } if (keystate.left) { px--; } if (keystate.right) { px++; } if (!(player_x == px && player_y == py)) { movePlayer(px, py, map); } } int main(int, char**) { std::random_device randomEngine; std::mt19937 rng(randomEngine()); if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw sdl_error(); } if (IMG_Init(IMG_INIT_PNG) != IMG_INIT_PNG) { throw img_error(); } try { window_ptr win( SDL_CreateWindow("Ether", 100, 100, GAME_WIDTH, GAME_HEIGHT, SDL_WINDOW_SHOWN)); if (!win) { throw sdl_error(); } renderer_ptr ren( SDL_CreateRenderer( win.get(), -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC)); if (!ren) { throw sdl_error(); } Map map; std::unique_ptr fov(new fov_settings_type()); fov_settings_init(fov.get()); for (int y = 0; y < VIEW_HEIGHT; y++) { for (int x = 0; x < VIEW_WIDTH; x++) { if (std::bernoulli_distribution(0.5)(rng)) { map.tiles[x+y*VIEW_WIDTH] = Tile::Wall; } } } tick(map); tick(map); tick(map); bool quit = false; Input keystate; SDL_Event e; while (!quit) { //bool input = false; //int presses = 0; bool pressedSpace = false; while (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) { quit = true; } else if (e.type == SDL_KEYDOWN) { //presses++; switch (e.key.keysym.sym) { case SDLK_ESCAPE: { quit = true; break; } case SDLK_SPACE: { pressedSpace = true; //input = true; std::deque> lamps; lamps.emplace_back(player_x, player_y); setIfValid(map, player_x , player_y , Tile::Lamp); for (int i = 0; i < 5; i++) { processKeys(map, keystate); tick( map, player_x - (RADIUS - 1), player_y - (RADIUS - 1), player_x + RADIUS, player_y + RADIUS); render(ren.get(), map, false); SDL_Delay(30); } int lamped = 0; while (!lamps.empty()) { lamped++; int px, py; std::tie(px, py) = lamps.front(); lamps.pop_front(); std::unique_ptr dusty(new fov_settings_type); fov_settings_set_opacity_test_function( dusty.get(), [] (void* map, int x, int y) { return x >= 0 && x < VIEW_WIDTH && y >= 0 && y < VIEW_HEIGHT && static_cast(map)->tiles.at(x+VIEW_WIDTH*y) == Tile::Wall; }); fov_settings_set_apply_lighting_function( dusty.get(), [] (void* map, int x, int y, int, int, void* source) { Map& m = *static_cast(map); auto& lamps = *static_cast>*>(source); if ((x >= 0) && (x < VIEW_WIDTH) && (y >= 0) && (y < VIEW_HEIGHT)) { if (m.tiles[x+VIEW_WIDTH*y] == Tile::Floor) { m.tiles[x+VIEW_WIDTH*y] = Tile::Dust; } else if (m.tiles[x+VIEW_WIDTH*y] == Tile::Lamp) { m.tiles[x+VIEW_WIDTH*y] = Tile::Dust; lamps.emplace_back(x, y); } } }); fov_circle(dusty.get(), static_cast(&map), static_cast(&lamps), px, py, RADIUS+lamped*lamped); render(ren.get(), map, false); SDL_Delay(50); } break; } } } } const Uint8* state = SDL_GetKeyboardState(NULL); keystate.left = state[SDL_SCANCODE_LEFT]; keystate.right = state[SDL_SCANCODE_RIGHT]; keystate.up = state[SDL_SCANCODE_UP]; keystate.down = state[SDL_SCANCODE_DOWN]; bool input = keystate.left || keystate.right || keystate.up || keystate.down || pressedSpace; if (input) { for (int y = 0; y < VIEW_HEIGHT; y++) { for (int x = 0; x < VIEW_WIDTH; x++) { if (map.tiles[x+y*VIEW_WIDTH] == Tile::Dust) { map.tiles[x+y*VIEW_WIDTH] = Tile::Floor; } } } } processKeys(map, keystate); recalculateLighting(map, fov.get()); if (input) { for (int y = 0; y < VIEW_HEIGHT; y++) { for (int x = 0; x < VIEW_WIDTH; x++) { if (!map.lighting[x+y*VIEW_WIDTH] && map.oldLighting[x+y*VIEW_WIDTH]) { if (std::bernoulli_distribution(0.5)(rng)) { map.tiles[x+y*VIEW_WIDTH] = Tile::Wall; } else { map.tiles[x+y*VIEW_WIDTH] = Tile::Floor; } } } } tick(map, 0, 0, VIEW_WIDTH, VIEW_HEIGHT, true); tick(map, 0, 0, VIEW_WIDTH, VIEW_HEIGHT, true); tick(map, 0, 0, VIEW_WIDTH, VIEW_HEIGHT, true); } render(ren.get(), map, true); SDL_Delay(50); } } catch (const sdl_error& ex) { std::cout << "SDL error (" << ex.what() << ")" << std::endl; } IMG_Quit(); SDL_Quit(); return 0; }