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QB64-PE/tests/qbasic_testcases/misc/rc-ent6.bas
Matthew Kilgore 9ee89d6ff4 Add QBasic tests
These tests use a variety of sample code (with some of the larger files
removed, so they are not complete!) and verifies that they all compile
successfully.
2022-04-28 23:00:07 -04:00

302 lines
8.3 KiB
QBasic

'DECLARE SUB raytrace ()
'Antoni Gual raycaster
'Modified from Entropy's an 36-lines entry for the Biskbart's
'40-lines QB Raycaster Compo of fall-2001
'
'Added multikey handler
'Step emulation
'Added different textures, including clouds
'Separe
'with some of my ideas
'to do:
' add screen buffer
' optimize rendering loop
' interpolate rays
' shadowing
' subpixel precision
' make it a game???
'DECLARE SUB ffix ()
'ffix
SCREEN 13
DIM map(9, 9) AS INTEGER 'the map
DIM tex(31, 31, 4) AS INTEGER 'texture array
DIM foff(15) AS INTEGER 'walk simulation vertical offset
DIM kbd(128) AS INTEGER 'keyboard reader array
DIM frames%
DIM persplut(200) AS SINGLE 'vertical offsets for roof and floor
DIM d1(319) AS INTEGER 'temporal arrays raycaster->renderer
DIM d2(319) AS INTEGER
DIM tx(319) AS INTEGER
DIM tm(319) AS INTEGER
DIM dx(319) AS SINGLE
DIM dy(319) AS SINGLE
'read map,do fixed part of persp lut (sky is always in the infinite)
FOR i% = 0 TO 99
READ map(i% \ 10, i% MOD 10)
persplut(i%) = 25590 / (i% - 100)
NEXT
'make texture maps (should be read from file)
FOR i% = 0 TO 31
FOR j% = 0 TO 31
tex(i%, j%, 0) = (i% XOR j%) 'xor walls
i1% = i% - 16: j1% = j% - 16
tex(i%, j%, 1) = SQR((i1% * i1%) + (j1% * j1%)) 'concentric ground tiles
tex(i%, j%, 2) = 16 - SQR((i1% * i1%) + (j1% * j1%))
NEXT j%, i%
'cloudy texture 1
d1% = 64
d% = 32
tex(0, 0, 3) = 32
WHILE d% > 1
d2% = d% \ 2
FOR i% = 0 TO 31 STEP d%
FOR j% = 0 TO 31 STEP d%
tex((i% + d2%) AND 31, j%, 3) = (tex(i%, j%, 3) + tex((i% + d%) AND 31, j%, 3) + (RND - .5) * d1%) / 2
tex(i%, (j% + d2%) AND 31, 3) = (tex(i%, j%, 3) + tex(i%, (j% + d%) AND 31, 3) + (RND - .5) * d1%) / 2
tex((i% + d2%) AND 31, (j% + d2%) AND 31, 3) = (tex(i%, j%, 3) + tex((i% + d%) AND 31, (j% + d%) AND 31, 3) + (RND - .5) * d1%) / 2
NEXT j%, i%
d1% = d1% / 2
d% = d2%
WEND
'cloudy texture for sky
d1% = 64
d% = 32
tex(0, 0, 4) = 32
WHILE d% > 1
d2% = d% \ 2
FOR i% = 0 TO 31 STEP d%
FOR j% = 0 TO 31 STEP d%
tex((i% + d2%) AND 31, j%, 4) = (tex(i%, j%, 4) + tex((i% + d%) AND 31, j%, 4) + (RND - .5) * d1%) / 2
tex(i%, (j% + d2%) AND 31, 4) = (tex(i%, j%, 4) + tex(i%, (j% + d%) AND 31, 4) + (RND - .5) * d1%) / 2
tex((i% + d2%) AND 31, (j% + d2%) AND 31, 4) = (tex(i%, j%, 4) + tex((i% + d%) AND 31, (j% + d%) AND 31, 4) + (RND - .5) * d1%) / 2
NEXT j%, i%
d1% = d1% / 2
d% = d2%
WEND
'fill step-simulation vertical offset
pioct! = 3.141592 / 8!
FOR i% = 0 TO 15
foff(i%) = ABS(COS(i% * pioct!) * 64)
NEXT
'set palette
OUT &H3C8, 0
'grey:walls
FOR i% = 0 TO 63
OUT &H3C9, i%: OUT &H3C9, i%: OUT &H3C9, i%
NEXT
'green:ground
FOR i% = 0 TO 63
OUT &H3C9, 0: OUT &H3C9, 63 - i%: OUT &H3C9, 0
NEXT
'blue:sky
FOR i% = 0 TO 63
OUT &H3C9, 63 - i% / 2: OUT &H3C9, 63 - i% / 2: OUT &H3C9, 63
NEXT
'launch raytracer
'erase key buffer and set num lock off
DEF SEG = &H40: POKE &H1C, PEEK(&H1A): POKE &H17, PEEK(&H17) AND NOT 32
tim! = TIMER
frames% = 0
'SUB raytrace
rtf = 2048
rtl = .0001
inf = 3000000
incu = .05
xpos = 1.5
ypos = 1.5
angle = 0
ini% = 1
'frames loop
DO
WAIT &H3DA, 8
WAIT &H3DA, 8, 8
frames% = frames% + 1
'keyboard input
k% = INP(&H60):
IF k% THEN
kbd(k% AND 127) = -((k% AND 128) = 0)
DEF SEG = &H40: POKE &H1C, PEEK(&H1A)
IF kbd(1) THEN GOTO EXITDO1
turn% = kbd(&H4D) - kbd(&H4B): kbd(&H4D) = 0: kbd(&H4B) = 0
mov% = kbd(80) - kbd(72) + ini%
END IF
'a movement has happened, update and collision detect
IF turn% OR mov% THEN
angle = angle + turn% * .1
xpos2 = mov% * COS(angle) * incu
ypos2 = mov% * SIN(angle) * incu
'calculate walk offsets,and floor part of perspective
f% = f% + mov%
foff% = foff(f% AND 15)
calc = 25600 - 32 * foff%
FOR y% = 100 TO 199: persplut(y%) = calc / (y% - 99): NEXT
IF ini% THEN ini% = 0
dxc = COS(angle) * incu
dxs = SIN(angle) * incu / 160
dyc = COS(angle) * incu / 160
dys = SIN(angle) * incu
'colision detector
IF map(INT(ypos - incu), INT(xpos - xpos2 - xpos2 - incu)) = 0 THEN
IF map(INT(ypos - incu), INT(xpos - xpos2 - xpos2 + incu)) = 0 THEN
IF map(INT(ypos + incu), INT(xpos - xpos2 - xpos2 - incu)) = 0 THEN
IF map(INT(ypos + incu), INT(xpos - xpos2 - xpos2 + incu)) = 0 THEN
xpos = xpos - xpos2
xpos32 = xpos * 32
xp1! = (xpos - INT(xpos)) * rtf
END IF
END IF
END IF
END IF
IF map(INT(ypos - ypos2 - ypos2 - incu), INT(xpos - incu)) = 0 THEN
IF map(INT(ypos - ypos2 - ypos2 + incu), INT(xpos - incu)) = 0 THEN
IF map(INT(ypos - ypos2 - ypos2 - incu), INT(xpos + incu)) = 0 THEN
IF map(INT(ypos - ypos2 - ypos2 + incu), INT(xpos + incu)) = 0 THEN
ypos = ypos - ypos2
ypos32 = ypos * 32
yp1! = (ypos - INT(ypos)) * rtf
END IF
END IF
END IF
END IF
'raycast loop
FOR x% = 0 TO 319
'INIT RAYCASTER
dx = dxc - (x% - 160) * dxs
dy = (x% - 160) * dyc + dys
dx(x%) = dx
dy(x%) = dy
SELECT CASE dx
CASE IS < -rtl
nextxt = -xp1! / dx
dxt = -rtf / dx
CASE IS > rtl
nextxt = (rtf - xp1!) / dx
dxt = rtf / dx
CASE ELSE
nextxt = inf
END SELECT
SELECT CASE dy
CASE IS < -rtl
nextyt = -yp1! / dy
dyt = -rtf / dy
CASE IS > rtl
nextyt = (rtf - yp1!) / dy
dyt = rtf / dy
CASE ELSE
nextyt = inf
END SELECT
sdx% = SGN(dx): sdy% = SGN(dy)
xm% = INT(xpos): ym% = INT(ypos)
'cast a ray and increase distance until a wall is hit
DO
IF nextxt < nextyt THEN
xm% = xm% + sdx%
IF map(ym%, xm%) THEN ti = rtf / nextxt: GOTO exitdo2
nextxt = nextxt + dxt
ELSE
'ny% = ny% + 1
ym% = ym% + sdy%
IF map(ym%, xm%) THEN ti = rtf / nextyt: GOTO exitdo2
nextyt = nextyt + dyt
END IF
LOOP
exitdo2:
'Enter texture index, top, bottom into table for this direction
tm(x%) = map(ym%, xm%) MOD 5
d1% = 99 - INT((800 + foff%) * ti)
IF d1% > md1% THEN md1% = d1%
d1(x%) = d1%
d2% = 102 + INT((800 - foff%) * ti)
d2(x%) = d2%
IF d2% < md2% THEN md2% = d2%
tx(x%) = ((xpos + ypos + (dx + dy) / ti) * 32) AND 31
NEXT x%
END IF
'rendering loop (too many products and divisions)
DEF SEG = &HA000
FOR x% = 0 TO 319
d1% = d1(x%)
d2% = d2(x%)
tx% = tx(x%)
d21% = d2% - d1%
dx = dx(x%)
dy = dy(x%)
p& = x%
mmap% = tm(x%)
FOR y% = 0 TO 199
pl = persplut(y%)
SELECT CASE y%
'sky
CASE IS < d1%
tt% = 128 + tex(dx * pl AND 31, dy * pl AND 31, 4)
'wall
CASE IS < d2%
tt% = 10 + tex(32 * (y% - d1%) \ d21%, tx%, mmap%)
'ground
CASE ELSE
tt% = 56 + tex((xpos32 + dx * pl) AND 31, (ypos32 + dy * pl) AND 31, 4)
END SELECT
POKE p&, tt%
p& = p& + 320
NEXT y%
NEXT x%
LOOP
EXITDO1:
COLOR 12
LOCATE 1, 1: PRINT frames% / (TIMER - tim!); " fps"
a$ = INPUT$(1)
END
'map data
DATA 7,8,7,8,7,8,7,8,7,8
DATA 7,0,0,0,0,0,0,0,0,8
DATA 8,0,9,1,0,2,10,2,0,7
DATA 7,0,1,9,0,0,0,10,0,8
DATA 8,0,0,0,0,0,0,0,0,7
DATA 7,0,3,11,3,11,0,0,0,8
DATA 8,0,11,0,0,3,0,0,0,7
DATA 7,0,3,0,0,11,0,0,0,8
DATA 8,0,0,0,0,0,0,0,0,7
DATA 8,7,8,7,8,7,8,7,8,8