/* Raycasting SDL test. This is a port of my Pokitto demo. author: Miloslav Ciz license: CC0 */ #include <SDL2/SDL.h> #include <stdio.h> #include <time.h> #define RCL_COMPUTE_FLOOR_TEXCOORDS 1 //#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 5) #define RCL_VERTICAL_FOV 380 // redefine camera vertical FOV #define RCL_TEXTURE_VERTICAL_STRETCH 1 #define RCL_PIXEL_FUNCTION pixelFunc #include "../raycastlib.h" #define LEVEL_X_RES 29 #define LEVEL_Y_RES 21 #define SCREEN_WIDTH 800 #define SCREEN_HEIGHT 600 #define MIDDLE_ROW (SCREEN_HEIGHT / 2) #define max(a,b) ((a) > (b) ? (a) : (b)) #define KEYS 8 #define KEY_UP 0 #define KEY_RIGHT 1 #define KEY_DOWN 2 #define KEY_LEFT 3 #define KEY_Q 4 #define KEY_W 5 #define KEY_A 6 #define KEY_S 7 int keys[KEYS]; unsigned long frame = 0; RCL_Camera camera; uint32_t pixels[SCREEN_WIDTH * SCREEN_HEIGHT]; uint32_t pixelCounter[SCREEN_WIDTH * SCREEN_HEIGHT]; typedef struct { unsigned char *mImage; RCL_Vector2D mPosition; RCL_Unit mHeight; RCL_Unit mPixelSize; } Sprite; uint32_t palette[256]; #define SPRITES 7 #define SPRITE_MAX_DISTANCE 5 * RCL_UNITS_PER_SQUARE // For each level square says the texture index. const unsigned char levelTexture[] = { // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 3, 0, 3, 3, 2, 2, 2, 2, // 0 20 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 2, // 1 19 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, // 2 18 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 2, // 3 17 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, // 4 16 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 2, // 5 15 1, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 6 14 1, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 2, // 7 13 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 8 12 1, 1, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 9 11 1, 1, 1, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 10 10 1, 1, 1, 1, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 11 9 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, // 12 8 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 13 7 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, // 14 6 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 15 5 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 16 4 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 17 3 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 18 2 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, // 19 1 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3 // 20 0 }; // For each level square says the floor height. const signed char levelFloor[] = { // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 40,40,40,40,40,40,40,40,48,40,48,40,40,40,40,40,40,48,40,48,40,48,40,48,48,24,24,26,28, // 0 20 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,40, 2, 2, 2,40,32,32,32,32,32,32,32,48, 2, 2, 2,26, // 1 19 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,40, 2, 2, 2,40, 0, 0, 0, 0, 0,32,32,40, 2, 2, 2,26, // 2 18 40,16,12, 8, 4, 0,48, 0, 0, 0, 0, 0,24, 2,24, 8,24, 0, 0, 9, 9, 0,28,32,48, 2, 2, 2,24, // 3 17 40,20,48,48,48,48,48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 0,24,32,40, 0, 0, 0,24, // 4 16 40,24,48,40,40,40,40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,20,32,48, 0, 0, 0,24, // 5 15 40,28,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 8,12,16,32,40, 0, 0, 0,24, // 6 14 40,32,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,32,32,32,32,32,48, 0, 0, 0,24, // 7 13 40, 0,48,40,40,40,40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8,-5,-2, 0, 0, 0, 0,24, // 8 12 40, 0,-3,-8,-8,-8,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8, 0, 0, 0, 0, 0, 0,24, // 9 11 40, 0,-6,-8,-8,-8,32, 0, 0, 0,48,48, 0,48,48, 0, 0,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24, // 10 10 40, 0,48,-8,-8,-8,32,32,32,32,40, 1, 0, 1,40,32,32,32,32,32,-8,-8, 0, 0, 0, 0, 0, 0,24, // 11 9 40, 0,48,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0,-8,-8,-8,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24, // 12 8 40, 0,48,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0, 0, 0, 0,24, // 13 7 40, 0,48, 0,-2,-2, 0,-8,-8,-8,-8, 0, 0, 0,-8,-8, 0, 0, 0, 0, 0, 0, 0, 0,24,24,10,24,24, // 14 6 40, 0, 0, 0,-2,-2, 0, 0, 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24, // 15 5 40, 0, 0, 0,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24, // 16 4 40,24,48,-2,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, // 17 3 0,24,48,48,-2,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, // 18 2 0,24,48,48,48,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24, // 19 1 0,24,24,24,32,32,32,27,24,27,30,34,36,38,36,34,36,34,34,32,32,33,37,39,24,24,24,24,24 // 20 0 }; #define XX 127 // helper to keep a big number two-characters, for formatting // For each level square says the ceiling height. const signed char levelCeiling[] = { // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 40,40,40,40,40,40,40,XX,XX,XX,XX,36,40,40,40,40,40,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 0 20 40,50,50,50,45,40,20,XX,XX,XX,XX,36,40,30,30,30,XX,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 1 19 40,50,50,50,45,40,20,XX,XX,XX,XX,36,40,30,30,30,XX,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 2 18 40,50,50,50,45,40,48,XX,XX,XX,XX,36,24,24,24,24,24,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 3 17 40,50,48,48,48,48,47,XX,XX,XX,XX,36,36,36,36,36,36,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 4 16 40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 5 15 40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 6 14 40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 7 13 40,50,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 8 12 40,40,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 9 11 40,30,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 10 10 40,25,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 11 9 40,20,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 12 8 40,18,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24, // 13 7 40,18,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24, // 14 6 40,18,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 15 5 40,18,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 16 4 40,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 17 3 XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 18 2 XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 19 1 XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24 // 20 0 }; #undef XX const unsigned char texture1[] = { 32, 32 // width, height ,0x12,0x65,0x65,0x6d,0x24,0x64,0x5b,0x12,0x12,0x64,0x5b,0x5b,0x12,0x51 ,0x12,0x09,0x00,0x6d,0x6d,0x6d,0x24,0x5b,0x5b,0x52,0x12,0x5b,0x52,0x5b ,0x12,0x5b,0x52,0x09,0x12,0x5b,0x5b,0x5b,0x52,0x5b,0x5b,0x52,0x00,0x64 ,0x64,0x52,0x52,0x52,0x5b,0x00,0x09,0x6d,0x5b,0x5a,0x5b,0x5b,0x5a,0x51 ,0x12,0x64,0x5b,0x52,0x5b,0x52,0x5b,0x08,0x12,0x24,0x5b,0x5b,0x5b,0x5b ,0x09,0x11,0x00,0x64,0x5b,0x5b,0x5a,0x09,0x09,0x08,0x00,0x5b,0x5b,0x5b ,0x5a,0x64,0x12,0x51,0x00,0x64,0x5b,0x52,0x52,0x11,0x09,0x09,0x12,0x24 ,0x5b,0x5b,0x52,0x5a,0x12,0x09,0x00,0x5b,0x52,0x09,0x12,0x09,0x09,0x09 ,0x00,0x24,0x5a,0x5a,0x5b,0x51,0x12,0x08,0x09,0x25,0x5b,0x52,0x5b,0x52 ,0x11,0x09,0x12,0x64,0x5b,0x52,0x09,0x11,0x12,0x09,0x00,0x12,0x00,0x12 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,0xad,0xad,0xad,0x64,0xad,0x64,0x5b,0x00,0x13,0x09,0x0a,0x09,0x09,0x09 ,0x09,0x09,0x09,0x09,0x09,0x09,0x09,0x09,0x09,0x00,0x09,0x12,0x5b,0x5b ,0x5b,0x12,0x5b,0x00,0xad,0xad,0x64,0x64,0xad,0x64,0x5b,0x00,0x0a,0x00 ,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00 ,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xad,0x64,0xad,0x64,0xad,0x64 ,0x12,0x00 }; const unsigned char *textures[] = {texture1, texture2, texture3, texture4}; void clearScreen() { memset(pixels,0,SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t)); } void clearPixelCounter() { memset(pixelCounter,0,SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t)); } static inline uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b) { return (r & 7) | ((g & 7) << 3) | ((b & 7) << 6); } uint8_t sampleImage(const unsigned char *image, RCL_Unit x, RCL_Unit y) { x = RCL_wrap(x,RCL_UNITS_PER_SQUARE); y = RCL_wrap(y,RCL_UNITS_PER_SQUARE); int32_t index = image[1] * ((image[0] * x) / RCL_UNITS_PER_SQUARE) + (image[0] * y) / RCL_UNITS_PER_SQUARE; return image[2 + index]; } uint8_t addIntensity(uint8_t color, int16_t intensity) { uint8_t r = color & 7; uint8_t g = (color & 56) >> 3; uint8_t b = (color & 172) >> 6; if (intensity >= 0) { r += intensity; r = r > 7 ? 7 : r; g += intensity; g = g > 7 ? 7 : g; b += intensity / 2; b = b > 3 ? 3 : b; } else { intensity *= -1; r = (intensity > r) ? 0 : r - intensity; g = (intensity > g) ? 0 : g - intensity; intensity /= 2; b = intensity > b ? 0 : b - intensity; } return rgbToIndex(r,g,b); } RCL_Unit textureAt(int16_t x, int16_t y) { if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES) return levelTexture[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x]; return 0; } RCL_Unit floorHeightAt(int16_t x, int16_t y) { if (x == 6 && (y == 13 || y == 14)) // moving lift return ((RCL_abs(-1 * (frame % 64) + 32)) * RCL_UNITS_PER_SQUARE) / 8; if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES) return (levelFloor[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x] * RCL_UNITS_PER_SQUARE) / 8; int a = RCL_abs(x - LEVEL_X_RES / 2) - LEVEL_X_RES / 2; int b = RCL_abs(y - LEVEL_Y_RES / 2) - LEVEL_Y_RES / 2; return (a > b ? a : b) * RCL_UNITS_PER_SQUARE; } RCL_Unit ceilingHeightAt(int16_t x, int16_t y) { int v = 1024; if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES) v = levelCeiling[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x]; return (v * RCL_UNITS_PER_SQUARE) / 8; } /** Function for drawing a single pixel (like fragment shader). Bottleneck => should be as fast as possible. */ void pixelFunc(RCL_PixelInfo *pixel) { uint8_t c; if (pixel->isWall) c = sampleImage(textures[pixel->hit.type],pixel->texCoords.x,pixel->texCoords.y); else c = pixel->height == RCL_FLOOR_TEXCOORDS_HEIGHT ? sampleImage(textures[0],pixel->texCoords.x,pixel->texCoords.y) : 0b00010001; int intensity = pixel->depth - 8 * RCL_UNITS_PER_SQUARE; intensity = intensity < 0 ? 0 : intensity; intensity = (intensity * 32) / RCL_UNITS_PER_SQUARE; int32_t color = palette[c]; int32_t r = ((color & 0xFF000000) >> 24) - intensity; r = r > 0 ? r : 0; r = r << 24; int32_t g = ((color & 0x00FF0000) >> 16) - intensity; g = g > 0 ? g : 0; g = g << 16; int32_t b = ((color & 0x0000FF00) >> 8) - intensity; b = b > 0 ? b : 0; b = b << 8; int32_t index = pixel->position.y * SCREEN_WIDTH + pixel->position.x; pixels[index] = color;//r | g | b; pixelCounter[index]++; } void draw() { RCL_RayConstraints c; c.maxHits = 32; c.maxSteps = 32; RCL_renderComplex(camera,floorHeightAt,ceilingHeightAt,textureAt,c); } int main() { for (uint8_t r = 0; r < 8; ++r) for (uint8_t g = 0; g < 8; ++g) for (uint8_t b = 0; b < 4; ++b) palette[rgbToIndex(r,g,b)] = ((36 * r) << 24) | ((36 * g) << 16) | ((85 * b) << 8); camera.position.x = 11237; camera.position.y = 12392; camera.shear = -50; camera.direction = -415; camera.height = 4648; camera.resolution.x = SCREEN_WIDTH; camera.resolution.y = SCREEN_HEIGHT; SDL_Window *window = SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0); SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, SCREEN_WIDTH, SCREEN_HEIGHT); SDL_Surface *screenSurface = SDL_GetWindowSurface(window); SDL_Event event; int running = 1; int fps = 0; clock_t nextT; while (running) { draw(); fps++; SDL_UpdateTexture(texture,NULL,pixels,SCREEN_WIDTH * sizeof(uint32_t)); while (SDL_PollEvent(&event)) { int newState = 0; int keyIndex = -1; switch (event.type) { case SDL_KEYDOWN: newState = 1; case SDL_KEYUP: switch (event.key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: running = 0; break; case SDL_SCANCODE_UP: keyIndex = KEY_UP; break; case SDL_SCANCODE_RIGHT: keyIndex = KEY_RIGHT; break; case SDL_SCANCODE_DOWN: keyIndex = KEY_DOWN; break; case SDL_SCANCODE_LEFT: keyIndex = KEY_LEFT; break; case SDL_SCANCODE_Q: keyIndex = KEY_Q; break; case SDL_SCANCODE_W: keyIndex = KEY_W; break; case SDL_SCANCODE_A: keyIndex = KEY_A; break; case SDL_SCANCODE_S: keyIndex = KEY_S; break; default: break; } break; case SDL_QUIT: running = 0; break; default: break; } if (keyIndex >= 0) keys[keyIndex] = newState; } int step = 1; int step2 = 5; RCL_Vector2D direction = RCL_angleToDirection(camera.direction); direction.x /= 10; direction.y /= 10; if (keys[KEY_UP]) { camera.position.x += step * direction.x; camera.position.y += step * direction.y; } else if (keys[KEY_DOWN]) { camera.position.x -= step * direction.x; camera.position.y -= step * direction.y; } if (keys[KEY_Q]) camera.height += step * 100; else if (keys[KEY_W]) camera.height -= step * 100; if (keys[KEY_RIGHT]) camera.direction += step2; else if (keys[KEY_LEFT]) camera.direction -= step2; const int shearAdd = 10; if (keys[KEY_A]) camera.shear = camera.shear + shearAdd <= SCREEN_HEIGHT ? camera.shear + shearAdd : SCREEN_HEIGHT; else if (keys[KEY_S]) camera.shear = camera.shear - shearAdd >= -1 * SCREEN_HEIGHT ? camera.shear - shearAdd : -1 * SCREEN_HEIGHT; SDL_RenderClear(renderer); SDL_RenderCopy(renderer,texture,NULL,NULL); SDL_RenderPresent(renderer); clock_t nowT = clock(); double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC; fps++; if (timeDiff >= 1.0) { nextT = nowT; printf("FPS: %d\n",fps); fps = 0; } frame++; } return 0; }