/* Dungeon Warping via Orthographic Projections "For my Mother-In-Law, you will be missed..." - javidx9 License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018-2020 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. Relevant Video: https://youtu.be/Ql5VZGkL23o Links ~~~~~ YouTube: https://www.youtube.com/javidx9 https://www.youtube.com/javidx9extra Discord: https://discord.gg/WhwHUMV Twitter: https://www.twitter.com/javidx9 Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Patreon: https://www.patreon.com/javidx9 Homepage: https://www.onelonecoder.com Community Blog: https://community.onelonecoder.com Author ~~~~~~ David Barr, aka javidx9, ŠOneLoneCoder 2018, 2019, 2020 */ #define OLC_PGE_APPLICATION #include "olcPixelGameEngine.h" /* NOTE! This program requires a tile spritesheet NOT provided in this github. You only need a few tiles, see video for details. */ class olcDungeon : public olc::PixelGameEngine { public: olcDungeon() { sAppName = "Dungeon Explorer"; } struct Renderable { Renderable() {} void Load(const std::string& sFile) { sprite = new olc::Sprite(sFile); decal = new olc::Decal(sprite); } ~Renderable() { delete decal; delete sprite; } olc::Sprite* sprite = nullptr; olc::Decal* decal = nullptr; }; struct vec3d { float x, y, z; }; struct sQuad { vec3d points[4]; olc::vf2d tile; }; struct sCell { bool wall = false; olc::vi2d id[6]{ }; }; class World { public: World() { } void Create(int w, int h) { size = { w, h }; vCells.resize(w * h); } sCell& GetCell(const olc::vi2d& v) { if (v.x >= 0 && v.x < size.x && v.y >= 0 && v.y < size.y) return vCells[v.y * size.x + v.x]; else return NullCell; } public: olc::vi2d size; private: std::vector vCells; sCell NullCell; }; World world; Renderable rendSelect; Renderable rendAllWalls; olc::vf2d vCameraPos = { 0.0f, 0.0f }; float fCameraAngle = 0.0f; float fCameraAngleTarget = fCameraAngle; float fCameraPitch = 5.5f; float fCameraZoom = 16.0f; bool bVisible[6]; olc::vi2d vCursor = { 0, 0 }; olc::vi2d vTileCursor = { 0,0 }; olc::vi2d vTileSize = { 32, 32 }; enum Face { Floor = 0, North = 1, East = 2, South = 3, West = 4, Top = 5 }; public: bool OnUserCreate() override { rendSelect.Load("./gfx/dng_select.png"); rendAllWalls.Load("./gfx/oldDungeon.png"); world.Create(64, 64); for (int y=0; y CreateCube(const olc::vi2d& vCell, const float fAngle, const float fPitch, const float fScale, const vec3d& vCamera) { // Unit Cube std::array unitCube, rotCube, worldCube, projCube; unitCube[0] = { 0.0f, 0.0f, 0.0f }; unitCube[1] = { fScale, 0.0f, 0.0f }; unitCube[2] = { fScale, -fScale, 0.0f }; unitCube[3] = { 0.0f, -fScale, 0.0f }; unitCube[4] = { 0.0f, 0.0f, fScale }; unitCube[5] = { fScale, 0.0f, fScale }; unitCube[6] = { fScale, -fScale, fScale }; unitCube[7] = { 0.0f, -fScale, fScale }; // Translate Cube in X-Z Plane for (int i = 0; i < 8; i++) { unitCube[i].x += (vCell.x * fScale - vCamera.x); unitCube[i].y += -vCamera.y; unitCube[i].z += (vCell.y * fScale - vCamera.z); } // Rotate Cube in Y-Axis around origin float s = sin(fAngle); float c = cos(fAngle); for (int i = 0; i < 8; i++) { rotCube[i].x = unitCube[i].x * c + unitCube[i].z * s; rotCube[i].y = unitCube[i].y; rotCube[i].z = unitCube[i].x * -s + unitCube[i].z * c; } // Rotate Cube in X-Axis around origin (tilt slighly overhead) s = sin(fPitch); c = cos(fPitch); for (int i = 0; i < 8; i++) { worldCube[i].x = rotCube[i].x; worldCube[i].y = rotCube[i].y * c - rotCube[i].z * s; worldCube[i].z = rotCube[i].y * s + rotCube[i].z * c; } // Project Cube Orthographically - Unit Cube Viewport //float fLeft = -ScreenWidth() * 0.5f; //float fRight = ScreenWidth() * 0.5f; //float fTop = ScreenHeight() * 0.5f; //float fBottom = -ScreenHeight() * 0.5f; //float fNear = 0.1f; //float fFar = 100.0f;*/ //for (int i = 0; i < 8; i++) //{ // projCube[i].x = (2.0f / (fRight - fLeft)) * worldCube[i].x - ((fRight + fLeft) / (fRight - fLeft)); // projCube[i].y = (2.0f / (fTop - fBottom)) * worldCube[i].y - ((fTop + fBottom) / (fTop - fBottom)); // projCube[i].z = (2.0f / (fFar - fNear)) * worldCube[i].z - ((fFar + fNear) / (fFar - fNear)); // projCube[i].x *= -fRight; // projCube[i].y *= -fTop; // projCube[i].x += fRight; // projCube[i].y += fTop; //} // Project Cube Orthographically - Full Screen Centered for (int i = 0; i < 8; i++) { projCube[i].x = worldCube[i].x + ScreenWidth() * 0.5f; projCube[i].y = worldCube[i].y + ScreenHeight() * 0.5f; projCube[i].z = worldCube[i].z; } return projCube; } void CalculateVisibleFaces(std::array& cube) { auto CheckNormal = [&](int v1, int v2, int v3) { olc::vf2d a = { cube[v1].x, cube[v1].y }; olc::vf2d b = { cube[v2].x, cube[v2].y }; olc::vf2d c = { cube[v3].x, cube[v3].y }; return (b - a).cross(c - a) > 0; }; bVisible[Face::Floor] = CheckNormal(4, 0, 1); bVisible[Face::South] = CheckNormal(3, 0, 1); bVisible[Face::North] = CheckNormal(6, 5, 4); bVisible[Face::East] = CheckNormal(7, 4, 0); bVisible[Face::West] = CheckNormal(2, 1, 5); bVisible[Face::Top] = CheckNormal(7, 3, 2); } void GetFaceQuads(const olc::vi2d& vCell, const float fAngle, const float fPitch, const float fScale, const vec3d& vCamera, std::vector &render) { std::array projCube = CreateCube(vCell, fAngle, fPitch, fScale, vCamera); auto& cell = world.GetCell(vCell); auto MakeFace = [&](int v1, int v2, int v3, int v4, Face f) { render.push_back({ projCube[v1], projCube[v2], projCube[v3], projCube[v4], cell.id[f] }); }; if (!cell.wall) { if(bVisible[Face::Floor]) MakeFace(4, 0, 1, 5, Face::Floor); } else { if (bVisible[Face::South]) MakeFace(3, 0, 1, 2, Face::South); if (bVisible[Face::North]) MakeFace(6, 5, 4, 7, Face::North); if (bVisible[Face::East]) MakeFace(7, 4, 0, 3, Face::East); if (bVisible[Face::West]) MakeFace(2, 1, 5, 6, Face::West); if (bVisible[Face::Top]) MakeFace(7, 3, 2, 6, Face::Top); } } bool OnUserUpdate(float fElapsedTime) override { // Grab mouse for convenience olc::vi2d vMouse = { GetMouseX(), GetMouseY() }; // Edit mode - Selection from tile sprite sheet if (GetKey(olc::Key::TAB).bHeld) { DrawSprite({ 0, 0 }, rendAllWalls.sprite); DrawRect(vTileCursor * vTileSize, vTileSize); if (GetMouse(0).bPressed) vTileCursor = vMouse / vTileSize; return true; } // WS keys to tilt camera if (GetKey(olc::Key::W).bHeld) fCameraPitch += 1.0f * fElapsedTime; if (GetKey(olc::Key::S).bHeld) fCameraPitch -= 1.0f * fElapsedTime; // DA Keys to manually rotate camera if (GetKey(olc::Key::D).bHeld) fCameraAngleTarget += 1.0f * fElapsedTime; if (GetKey(olc::Key::A).bHeld) fCameraAngleTarget -= 1.0f * fElapsedTime; // QZ Keys to zoom in or out if (GetKey(olc::Key::Q).bHeld) fCameraZoom += 5.0f * fElapsedTime; if (GetKey(olc::Key::Z).bHeld) fCameraZoom -= 5.0f * fElapsedTime; // Numpad keys used to rotate camera to fixed angles if (GetKey(olc::Key::NP2).bPressed) fCameraAngleTarget = 3.14159f * 0.0f; if (GetKey(olc::Key::NP1).bPressed) fCameraAngleTarget = 3.14159f * 0.25f; if (GetKey(olc::Key::NP4).bPressed) fCameraAngleTarget = 3.14159f * 0.5f; if (GetKey(olc::Key::NP7).bPressed) fCameraAngleTarget = 3.14159f * 0.75f; if (GetKey(olc::Key::NP8).bPressed) fCameraAngleTarget = 3.14159f * 1.0f; if (GetKey(olc::Key::NP9).bPressed) fCameraAngleTarget = 3.14159f * 1.25f; if (GetKey(olc::Key::NP6).bPressed) fCameraAngleTarget = 3.14159f * 1.5f; if (GetKey(olc::Key::NP3).bPressed) fCameraAngleTarget = 3.14159f * 1.75f; // Numeric keys apply selected tile to specific face if (GetKey(olc::Key::K1).bPressed) world.GetCell(vCursor).id[Face::North] = vTileCursor * vTileSize; if (GetKey(olc::Key::K2).bPressed) world.GetCell(vCursor).id[Face::East] = vTileCursor * vTileSize; if (GetKey(olc::Key::K3).bPressed) world.GetCell(vCursor).id[Face::South] = vTileCursor * vTileSize; if (GetKey(olc::Key::K4).bPressed) world.GetCell(vCursor).id[Face::West] = vTileCursor * vTileSize; if (GetKey(olc::Key::K5).bPressed) world.GetCell(vCursor).id[Face::Floor] = vTileCursor * vTileSize; if (GetKey(olc::Key::K6).bPressed) world.GetCell(vCursor).id[Face::Top] = vTileCursor * vTileSize; // Smooth camera fCameraAngle += (fCameraAngleTarget - fCameraAngle) * 10.0f * fElapsedTime; // Arrow keys to move the selection cursor around map (boundary checked) if (GetKey(olc::Key::LEFT).bPressed) vCursor.x--; if (GetKey(olc::Key::RIGHT).bPressed) vCursor.x++; if (GetKey(olc::Key::UP).bPressed) vCursor.y--; if (GetKey(olc::Key::DOWN).bPressed) vCursor.y++; if (vCursor.x < 0) vCursor.x = 0; if (vCursor.y < 0) vCursor.y = 0; if (vCursor.x >= world.size.x) vCursor.x = world.size.x - 1; if (vCursor.y >= world.size.y) vCursor.y = world.size.y - 1; // Place block with space if (GetKey(olc::Key::SPACE).bPressed) { world.GetCell(vCursor).wall = !world.GetCell(vCursor).wall; } // Position camera in world vCameraPos = { vCursor.x + 0.5f, vCursor.y + 0.5f }; vCameraPos *= fCameraZoom; // Rendering // 1) Create dummy cube to extract visible face information // Cull faces that cannot be seen std::array cullCube = CreateCube({ 0, 0 }, fCameraAngle, fCameraPitch, fCameraZoom, { vCameraPos.x, 0.0f, vCameraPos.y }); CalculateVisibleFaces(cullCube); // 2) Get all visible sides of all visible "tile cubes" std::vector vQuads; for(int y = 0; y