diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/game.rs | 204 | ||||
| -rw-r--r-- | src/main.rs | 90 | ||||
| -rw-r--r-- | src/renderer.rs | 196 | ||||
| -rw-r--r-- | src/texture.rs | 102 |
4 files changed, 592 insertions, 0 deletions
diff --git a/src/game.rs b/src/game.rs new file mode 100644 index 0000000..4bedecc --- /dev/null +++ b/src/game.rs | |||
| @@ -0,0 +1,204 @@ | |||
| 1 | use rand::Rng; | ||
| 2 | |||
| 3 | // --------------- maze grid --------------- | ||
| 4 | |||
| 5 | #[derive(Clone, Copy, PartialEq, Eq)] | ||
| 6 | pub enum Cell { | ||
| 7 | Wall, | ||
| 8 | Passage, | ||
| 9 | Exit, | ||
| 10 | } | ||
| 11 | |||
| 12 | pub struct Maze { | ||
| 13 | cells: Vec<Cell>, | ||
| 14 | width: usize, | ||
| 15 | height: usize, | ||
| 16 | } | ||
| 17 | |||
| 18 | impl Maze { | ||
| 19 | /// Recursive-backtracker perfect maze. `room_w × room_h` is the logical | ||
| 20 | /// room count; the actual grid will be `(room_w*2+1) × (room_h*2+1)`. | ||
| 21 | pub fn generate(room_w: usize, room_h: usize, rng: &mut impl Rng) -> Self { | ||
| 22 | let w = room_w * 2 + 1; | ||
| 23 | let h = room_h * 2 + 1; | ||
| 24 | |||
| 25 | let mut cells = vec![Cell::Wall; w * h]; | ||
| 26 | cells[1 * w + 1] = Cell::Passage; | ||
| 27 | |||
| 28 | let mut stack = vec![(1usize, 1usize)]; | ||
| 29 | |||
| 30 | while let Some(&(cy, cx)) = stack.last() { | ||
| 31 | let mut unvisited = Vec::new(); | ||
| 32 | |||
| 33 | for (dy, dx) in [(-2isize, 0isize), (2, 0), (0, -2), (0, 2)] { | ||
| 34 | let ny = cy as isize + dy; | ||
| 35 | let nx = cx as isize + dx; | ||
| 36 | if ny >= 1 && ny < (h - 1) as isize && nx >= 1 && nx < (w - 1) as isize { | ||
| 37 | if cells[ny as usize * w + nx as usize] == Cell::Wall { | ||
| 38 | unvisited.push((ny as usize, nx as usize)); | ||
| 39 | } | ||
| 40 | } | ||
| 41 | } | ||
| 42 | |||
| 43 | if unvisited.is_empty() { | ||
| 44 | stack.pop(); | ||
| 45 | } else { | ||
| 46 | let idx = rng.gen_range(0..unvisited.len()); | ||
| 47 | let (ny, nx) = unvisited[idx]; | ||
| 48 | |||
| 49 | // carve the wall between current cell and chosen neighbour | ||
| 50 | let wall_y = (cy + ny) / 2; | ||
| 51 | let wall_x = (cx + nx) / 2; | ||
| 52 | cells[wall_y * w + wall_x] = Cell::Passage; | ||
| 53 | cells[ny * w + nx] = Cell::Passage; | ||
| 54 | |||
| 55 | stack.push((ny, nx)); | ||
| 56 | } | ||
| 57 | } | ||
| 58 | |||
| 59 | // ---- place exit in a far-away passage ---- | ||
| 60 | let mut passages: Vec<(f64, usize, usize)> = Vec::new(); | ||
| 61 | for y in (1..h).step_by(2) { | ||
| 62 | for x in (1..w).step_by(2) { | ||
| 63 | if cells[y * w + x] == Cell::Passage && !(y == 1 && x == 1) { | ||
| 64 | let dist = ((y as f64 - 1.0).powi(2) + (x as f64 - 1.0).powi(2)).sqrt(); | ||
| 65 | passages.push((dist, y, x)); | ||
| 66 | } | ||
| 67 | } | ||
| 68 | } | ||
| 69 | |||
| 70 | if !passages.is_empty() { | ||
| 71 | passages.sort_by(|a, b| b.0.partial_cmp(&a.0).unwrap()); | ||
| 72 | let far_count = (passages.len() / 4).max(1); | ||
| 73 | let idx = rng.gen_range(0..far_count); | ||
| 74 | let (_, ey, ex) = passages[idx]; | ||
| 75 | cells[ey * w + ex] = Cell::Exit; | ||
| 76 | } | ||
| 77 | |||
| 78 | Self { | ||
| 79 | cells, | ||
| 80 | width: w, | ||
| 81 | height: h, | ||
| 82 | } | ||
| 83 | } | ||
| 84 | |||
| 85 | #[inline] | ||
| 86 | pub fn is_wall(&self, y: usize, x: usize) -> bool { | ||
| 87 | self.cells | ||
| 88 | .get(y * self.width + x) | ||
| 89 | .map_or(true, |&c| c == Cell::Wall) | ||
| 90 | } | ||
| 91 | |||
| 92 | /// Floating-point query — out-of-bounds is treated as wall. | ||
| 93 | #[inline] | ||
| 94 | pub fn is_passage_at_float(&self, x: f64, y: f64) -> bool { | ||
| 95 | let xi = x as usize; | ||
| 96 | let yi = y as usize; | ||
| 97 | if xi >= self.width || yi >= self.height { | ||
| 98 | return false; | ||
| 99 | } | ||
| 100 | self.cells[yi * self.width + xi] != Cell::Wall | ||
| 101 | } | ||
| 102 | |||
| 103 | #[inline] | ||
| 104 | pub fn is_exit(&self, x: f64, y: f64) -> bool { | ||
| 105 | let xi = x as usize; | ||
| 106 | let yi = y as usize; | ||
| 107 | if xi >= self.width || yi >= self.height { | ||
| 108 | return false; | ||
| 109 | } | ||
| 110 | self.cells[yi * self.width + xi] == Cell::Exit | ||
| 111 | } | ||
| 112 | |||
| 113 | pub fn width(&self) -> usize { | ||
| 114 | self.width | ||
| 115 | } | ||
| 116 | pub fn height(&self) -> usize { | ||
| 117 | self.height | ||
| 118 | } | ||
| 119 | } | ||
| 120 | |||
| 121 | // --------------- player --------------- | ||
| 122 | |||
| 123 | pub struct Player { | ||
| 124 | pub x: f64, | ||
| 125 | pub y: f64, | ||
| 126 | pub angle: f64, // radians, 0 = +x (east), π/2 = +y (south) | ||
| 127 | } | ||
| 128 | |||
| 129 | impl Player { | ||
| 130 | pub fn new(x: f64, y: f64, angle: f64) -> Self { | ||
| 131 | Self { x, y, angle } | ||
| 132 | } | ||
| 133 | |||
| 134 | pub fn rotate(&mut self, delta: f64) { | ||
| 135 | self.angle = (self.angle + delta).rem_euclid(2.0 * std::f64::consts::PI); | ||
| 136 | } | ||
| 137 | |||
| 138 | /// Apply a raw (dx, dy) displacement with wall-sliding collision. | ||
| 139 | /// Checks are done per-axis so the player slides along walls naturally. | ||
| 140 | pub fn try_move(&mut self, dx: f64, dy: f64, maze: &Maze) { | ||
| 141 | let m = 0.35; // collision margin — keeps the camera out of walls | ||
| 142 | |||
| 143 | let nx = self.x + dx; | ||
| 144 | if maze.is_passage_at_float(nx + m, self.y + m) | ||
| 145 | && maze.is_passage_at_float(nx + m, self.y - m) | ||
| 146 | && maze.is_passage_at_float(nx - m, self.y + m) | ||
| 147 | && maze.is_passage_at_float(nx - m, self.y - m) | ||
| 148 | { | ||
| 149 | self.x = nx; | ||
| 150 | } | ||
| 151 | |||
| 152 | let ny = self.y + dy; | ||
| 153 | if maze.is_passage_at_float(self.x + m, ny + m) | ||
| 154 | && maze.is_passage_at_float(self.x - m, ny + m) | ||
| 155 | && maze.is_passage_at_float(self.x + m, ny - m) | ||
| 156 | && maze.is_passage_at_float(self.x - m, ny - m) | ||
| 157 | { | ||
| 158 | self.y = ny; | ||
| 159 | } | ||
| 160 | } | ||
| 161 | } | ||
| 162 | |||
| 163 | // --------------- top-level game --------------- | ||
| 164 | |||
| 165 | pub struct Game { | ||
| 166 | pub maze: Maze, | ||
| 167 | pub player: Player, | ||
| 168 | pub wall_texture: Vec<u32>, | ||
| 169 | pub floor_texture: Vec<u32>, | ||
| 170 | } | ||
| 171 | |||
| 172 | impl Game { | ||
| 173 | pub fn new() -> Self { | ||
| 174 | let mut rng = rand::thread_rng(); | ||
| 175 | let maze = Maze::generate(16, 16, &mut rng); // 33×33 grid | ||
| 176 | let player = Player::new(1.5, 1.5, 0.0); // start centre of (1,1), facing east | ||
| 177 | let wall_texture = crate::texture::generate_wall_texture(&mut rng); | ||
| 178 | let floor_texture = crate::texture::generate_floor_texture(&mut rng); | ||
| 179 | |||
| 180 | Self { | ||
| 181 | maze, | ||
| 182 | player, | ||
| 183 | wall_texture, | ||
| 184 | floor_texture, | ||
| 185 | } | ||
| 186 | } | ||
| 187 | |||
| 188 | pub fn rotate(&mut self, delta: f64) { | ||
| 189 | self.player.rotate(delta); | ||
| 190 | } | ||
| 191 | |||
| 192 | /// Apply forward + strafe as a single combined displacement so that | ||
| 193 | /// diagonal wall-hugging is checked atomically (no two-step clip). | ||
| 194 | pub fn apply_movement(&mut self, forward: f64, strafe: f64) { | ||
| 195 | let a = self.player.angle; | ||
| 196 | let dx = a.cos() * forward + (a + std::f64::consts::FRAC_PI_2).cos() * strafe; | ||
| 197 | let dy = a.sin() * forward + (a + std::f64::consts::FRAC_PI_2).sin() * strafe; | ||
| 198 | self.player.try_move(dx, dy, &self.maze); | ||
| 199 | } | ||
| 200 | |||
| 201 | pub fn check_win(&self) -> bool { | ||
| 202 | self.maze.is_exit(self.player.x, self.player.y) | ||
| 203 | } | ||
| 204 | } | ||
diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..d51fdfd --- /dev/null +++ b/src/main.rs | |||
| @@ -0,0 +1,90 @@ | |||
| 1 | mod game; | ||
| 2 | mod renderer; | ||
| 3 | mod texture; | ||
| 4 | |||
| 5 | use game::Game; | ||
| 6 | use minifb::{Key, Window, WindowOptions}; | ||
| 7 | use renderer::Renderer; | ||
| 8 | use std::time::Instant; | ||
| 9 | |||
| 10 | const SCREEN_W: usize = 640; | ||
| 11 | const SCREEN_H: usize = 480; | ||
| 12 | |||
| 13 | fn main() { | ||
| 14 | println!("=== DOOM-LIKE MAZE ==="); | ||
| 15 | println!("Find the exit!"); | ||
| 16 | println!(" W / Up — forward"); | ||
| 17 | println!(" S / Down — backward"); | ||
| 18 | println!(" A / D — strafe left / right"); | ||
| 19 | println!(" ← / → — turn"); | ||
| 20 | println!(" Esc — quit\n"); | ||
| 21 | |||
| 22 | let mut game = Game::new(); | ||
| 23 | let renderer = Renderer::new(SCREEN_W, SCREEN_H); | ||
| 24 | |||
| 25 | let mut window = Window::new( | ||
| 26 | "Maze — Find the Exit!", | ||
| 27 | SCREEN_W, | ||
| 28 | SCREEN_H, | ||
| 29 | WindowOptions::default(), | ||
| 30 | ) | ||
| 31 | .expect("Failed to create window"); | ||
| 32 | |||
| 33 | let mut framebuffer = vec![0u32; SCREEN_W * SCREEN_H]; | ||
| 34 | let mut last = Instant::now(); | ||
| 35 | let frame_budget = std::time::Duration::from_micros(16600); // ~60 fps | ||
| 36 | |||
| 37 | while window.is_open() && !window.is_key_down(Key::Escape) { | ||
| 38 | let frame_start = Instant::now(); | ||
| 39 | let dt = (frame_start - last).as_secs_f64().min(0.1); | ||
| 40 | last = frame_start; | ||
| 41 | |||
| 42 | // ---- input ---- | ||
| 43 | let move_speed = 2.8; | ||
| 44 | let turn_speed = 2.8; | ||
| 45 | let strafe_speed = 2.2; | ||
| 46 | |||
| 47 | if window.is_key_down(Key::Left) { | ||
| 48 | game.rotate(-turn_speed * dt); | ||
| 49 | } | ||
| 50 | if window.is_key_down(Key::Right) { | ||
| 51 | game.rotate(turn_speed * dt); | ||
| 52 | } | ||
| 53 | // Combine forward + strafe into one displacement (prevents two-step | ||
| 54 | // wall clipping when pressing W+D / W+A near a wall). | ||
| 55 | let fwd = if window.is_key_down(Key::W) || window.is_key_down(Key::Up) { | ||
| 56 | move_speed * dt | ||
| 57 | } else if window.is_key_down(Key::S) || window.is_key_down(Key::Down) { | ||
| 58 | -move_speed * dt | ||
| 59 | } else { | ||
| 60 | 0.0 | ||
| 61 | }; | ||
| 62 | let strf = if window.is_key_down(Key::D) { | ||
| 63 | strafe_speed * dt | ||
| 64 | } else if window.is_key_down(Key::A) { | ||
| 65 | -strafe_speed * dt | ||
| 66 | } else { | ||
| 67 | 0.0 | ||
| 68 | }; | ||
| 69 | game.apply_movement(fwd, strf); | ||
| 70 | |||
| 71 | // ---- win condition ---- | ||
| 72 | if game.check_win() { | ||
| 73 | println!("🎉 You found the exit! Generating a new maze…"); | ||
| 74 | game = Game::new(); | ||
| 75 | last = Instant::now(); // avoid huge dt spike | ||
| 76 | } | ||
| 77 | |||
| 78 | // ---- render ---- | ||
| 79 | renderer.render(&game, &mut framebuffer); | ||
| 80 | window | ||
| 81 | .update_with_buffer(&framebuffer, SCREEN_W, SCREEN_H) | ||
| 82 | .unwrap(); | ||
| 83 | |||
| 84 | // Sleep the remainder of the frame budget (saves CPU). | ||
| 85 | let elapsed = frame_start.elapsed(); | ||
| 86 | if elapsed < frame_budget { | ||
| 87 | std::thread::sleep(frame_budget - elapsed); | ||
| 88 | } | ||
| 89 | } | ||
| 90 | } | ||
diff --git a/src/renderer.rs b/src/renderer.rs new file mode 100644 index 0000000..0792537 --- /dev/null +++ b/src/renderer.rs | |||
| @@ -0,0 +1,196 @@ | |||
| 1 | use crate::game::Game; | ||
| 2 | use crate::texture::TEX_SIZE; | ||
| 3 | |||
| 4 | pub struct Renderer { | ||
| 5 | screen_w: usize, | ||
| 6 | screen_h: usize, | ||
| 7 | /// Precomputed: floor_dist_lut[row] = perpendicular distance to floor at that row. | ||
| 8 | floor_dist_lut: Vec<f64>, | ||
| 9 | /// Precomputed: floor_bright_lut[row] = brightness × 256 for that row (fixed-point). | ||
| 10 | floor_bright_lut: Vec<u32>, | ||
| 11 | } | ||
| 12 | |||
| 13 | impl Renderer { | ||
| 14 | pub fn new(screen_w: usize, screen_h: usize) -> Self { | ||
| 15 | let half_h = screen_h as f64 / 2.0; | ||
| 16 | let mut floor_dist_lut = vec![0.0f64; screen_h]; | ||
| 17 | let mut floor_bright_lut = vec![0u32; screen_h]; | ||
| 18 | |||
| 19 | // Only rows below the horizon have meaningful floor values. | ||
| 20 | for py in (screen_h / 2 + 1)..screen_h { | ||
| 21 | let dy = py as f64 - half_h; | ||
| 22 | let dist = 0.5 * screen_h as f64 / dy; | ||
| 23 | floor_dist_lut[py] = dist; | ||
| 24 | let bright = (1.0 / (1.0 + dist * 0.15)).max(0.05); | ||
| 25 | floor_bright_lut[py] = (bright * 256.0) as u32; | ||
| 26 | } | ||
| 27 | |||
| 28 | Self { | ||
| 29 | screen_w, | ||
| 30 | screen_h, | ||
| 31 | floor_dist_lut, | ||
| 32 | floor_bright_lut, | ||
| 33 | } | ||
| 34 | } | ||
| 35 | |||
| 36 | /// Produce one frame into `buffer` (packed `0xAARRGGBB`). | ||
| 37 | pub fn render(&self, game: &Game, buffer: &mut [u32]) { | ||
| 38 | buffer.fill(0xFF00_0000); // pure-black ceiling | ||
| 39 | |||
| 40 | let half_h = self.screen_h as f64 / 2.0; | ||
| 41 | let fov = std::f64::consts::PI / 3.0; // 60° | ||
| 42 | |||
| 43 | for sx in 0..self.screen_w { | ||
| 44 | let cam_x = 2.0 * sx as f64 / self.screen_w as f64 - 1.0; | ||
| 45 | let ray_angle = game.player.angle + (fov / 2.0) * cam_x; | ||
| 46 | let rdx = ray_angle.cos(); | ||
| 47 | let rdy = ray_angle.sin(); | ||
| 48 | |||
| 49 | // ---- DDA setup ------------------------------------------------- | ||
| 50 | let mut map_x = game.player.x as isize; | ||
| 51 | let mut map_y = game.player.y as isize; | ||
| 52 | |||
| 53 | let ddx = if rdx == 0.0 { | ||
| 54 | f64::MAX | ||
| 55 | } else { | ||
| 56 | (1.0 / rdx).abs() | ||
| 57 | }; | ||
| 58 | let ddy = if rdy == 0.0 { | ||
| 59 | f64::MAX | ||
| 60 | } else { | ||
| 61 | (1.0 / rdy).abs() | ||
| 62 | }; | ||
| 63 | |||
| 64 | let (step_x, mut side_x) = if rdx < 0.0 { | ||
| 65 | (-1isize, (game.player.x - map_x as f64) * ddx) | ||
| 66 | } else { | ||
| 67 | (1isize, (map_x as f64 + 1.0 - game.player.x) * ddx) | ||
| 68 | }; | ||
| 69 | |||
| 70 | let (step_y, mut side_y) = if rdy < 0.0 { | ||
| 71 | (-1isize, (game.player.y - map_y as f64) * ddy) | ||
| 72 | } else { | ||
| 73 | (1isize, (map_y as f64 + 1.0 - game.player.y) * ddy) | ||
| 74 | }; | ||
| 75 | |||
| 76 | let mut hit_side: bool; | ||
| 77 | let euclidean: f64; | ||
| 78 | |||
| 79 | // ---- DDA loop -------------------------------------------------- | ||
| 80 | loop { | ||
| 81 | if side_x < side_y { | ||
| 82 | side_x += ddx; | ||
| 83 | map_x += step_x; | ||
| 84 | hit_side = false; | ||
| 85 | } else { | ||
| 86 | side_y += ddy; | ||
| 87 | map_y += step_y; | ||
| 88 | hit_side = true; | ||
| 89 | } | ||
| 90 | |||
| 91 | if map_y < 0 | ||
| 92 | || map_y >= game.maze.height() as isize | ||
| 93 | || map_x < 0 | ||
| 94 | || map_x >= game.maze.width() as isize | ||
| 95 | { | ||
| 96 | euclidean = 1.0; | ||
| 97 | break; | ||
| 98 | } | ||
| 99 | |||
| 100 | if game.maze.is_wall(map_y as usize, map_x as usize) { | ||
| 101 | euclidean = if !hit_side { | ||
| 102 | (map_x as f64 - game.player.x + (1.0 - step_x as f64) / 2.0) / rdx | ||
| 103 | } else { | ||
| 104 | (map_y as f64 - game.player.y + (1.0 - step_y as f64) / 2.0) / rdy | ||
| 105 | }; | ||
| 106 | break; | ||
| 107 | } | ||
| 108 | } | ||
| 109 | |||
| 110 | // Fisheye correction | ||
| 111 | let perp_dist = (euclidean * (ray_angle - game.player.angle).cos().abs()).max(0.001); | ||
| 112 | |||
| 113 | // ---- wall slice ------------------------------------------------ | ||
| 114 | let wall_h = (self.screen_h as f64 / perp_dist) as isize; | ||
| 115 | let draw_start = ((-wall_h / 2) + self.screen_h as isize / 2).max(0) as usize; | ||
| 116 | let draw_end = ((wall_h / 2) + self.screen_h as isize / 2) | ||
| 117 | .min(self.screen_h as isize - 1) as usize; | ||
| 118 | |||
| 119 | // Texture x-coordinate (uses Euclidean, not perp) | ||
| 120 | let wall_x = if !hit_side { | ||
| 121 | game.player.y + euclidean * rdy | ||
| 122 | } else { | ||
| 123 | game.player.x + euclidean * rdx | ||
| 124 | }; | ||
| 125 | let wall_x = wall_x - wall_x.floor(); | ||
| 126 | let tex_x = ((wall_x * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); | ||
| 127 | |||
| 128 | // Hoist: brightness is identical for every pixel in this column | ||
| 129 | let wall_bright_fx = { | ||
| 130 | let b = (1.0 / (1.0 + perp_dist * 0.12)).max(0.08); | ||
| 131 | (b * 256.0) as u32 | ||
| 132 | }; | ||
| 133 | |||
| 134 | for py in draw_start..=draw_end { | ||
| 135 | let tex_y = ((py as f64 - half_h + wall_h as f64 / 2.0) * TEX_SIZE as f64 | ||
| 136 | / wall_h as f64) as usize; | ||
| 137 | let tex_y = tex_y.min(TEX_SIZE - 1); | ||
| 138 | |||
| 139 | let color = game.wall_texture[tex_y * TEX_SIZE + tex_x]; | ||
| 140 | buffer[py * self.screen_w + sx] = darken_fx(color, wall_bright_fx); | ||
| 141 | } | ||
| 142 | |||
| 143 | // ---- floor below the wall -------------------------------------- | ||
| 144 | let floor_start = draw_end + 1; | ||
| 145 | if floor_start < self.screen_h { | ||
| 146 | for py in floor_start..self.screen_h { | ||
| 147 | let floor_dist = self.floor_dist_lut[py]; | ||
| 148 | |||
| 149 | if floor_dist > 15.0 { | ||
| 150 | // Far floor → just a dark pixel, skip texture & world calc. | ||
| 151 | let gray = darken_fx(0xFF80_8080, self.floor_bright_lut[py]); | ||
| 152 | buffer[py * self.screen_w + sx] = gray; | ||
| 153 | } else { | ||
| 154 | let fx = game.player.x + floor_dist * rdx; | ||
| 155 | let fy = game.player.y + floor_dist * rdy; | ||
| 156 | |||
| 157 | let ftx = ((fx.fract().abs() * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); | ||
| 158 | let fty = ((fy.fract().abs() * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); | ||
| 159 | |||
| 160 | let color = game.floor_texture[fty * TEX_SIZE + ftx]; | ||
| 161 | buffer[py * self.screen_w + sx] = | ||
| 162 | darken_fx(color, self.floor_bright_lut[py]); | ||
| 163 | } | ||
| 164 | } | ||
| 165 | } | ||
| 166 | } | ||
| 167 | |||
| 168 | // ---- crosshair ----------------------------------------------------- | ||
| 169 | let cx = self.screen_w / 2; | ||
| 170 | let cy = self.screen_h / 2; | ||
| 171 | let cross_color = 0xFF00_FF00; | ||
| 172 | for i in 0..=4isize { | ||
| 173 | if cy as isize - i >= 0 { | ||
| 174 | buffer[(cy - i as usize) * self.screen_w + cx] = cross_color; | ||
| 175 | } | ||
| 176 | if (cy + i as usize) < self.screen_h { | ||
| 177 | buffer[(cy + i as usize) * self.screen_w + cx] = cross_color; | ||
| 178 | } | ||
| 179 | if cx as isize - i >= 0 { | ||
| 180 | buffer[cy * self.screen_w + (cx - i as usize)] = cross_color; | ||
| 181 | } | ||
| 182 | if (cx + i as usize) < self.screen_w { | ||
| 183 | buffer[cy * self.screen_w + (cx + i as usize)] = cross_color; | ||
| 184 | } | ||
| 185 | } | ||
| 186 | } | ||
| 187 | } | ||
| 188 | |||
| 189 | /// Integer darken: `bright_fx` is brightness × 256 in fixed-point. | ||
| 190 | #[inline(always)] | ||
| 191 | fn darken_fx(color: u32, bright_fx: u32) -> u32 { | ||
| 192 | let r = (((color >> 16) & 0xFF) * bright_fx) >> 8; | ||
| 193 | let g = (((color >> 8) & 0xFF) * bright_fx) >> 8; | ||
| 194 | let b = ((color & 0xFF) * bright_fx) >> 8; | ||
| 195 | 0xFF00_0000 | (r << 16) | (g << 8) | b | ||
| 196 | } | ||
diff --git a/src/texture.rs b/src/texture.rs new file mode 100644 index 0000000..bdbb15c --- /dev/null +++ b/src/texture.rs | |||
| @@ -0,0 +1,102 @@ | |||
| 1 | use rand::Rng; | ||
| 2 | |||
| 3 | pub const TEX_SIZE: usize = 64; | ||
| 4 | |||
| 5 | /// Deterministic hash for coherent procedural noise. | ||
| 6 | fn hash(x: u32, y: u32, seed: u64) -> u64 { | ||
| 7 | let mut h = (x as u64).wrapping_mul(0x9e3779b9); | ||
| 8 | h = h.wrapping_add((y as u64).wrapping_mul(0x517cc1b727220a95)); | ||
| 9 | h = h.wrapping_add(seed); | ||
| 10 | h = (h ^ (h >> 33)).wrapping_mul(0xc6a4a7935bd1e995); | ||
| 11 | h = (h ^ (h >> 29)).wrapping_mul(0x5bd1e995); | ||
| 12 | h | ||
| 13 | } | ||
| 14 | |||
| 15 | /// Brown cracked wall texture — 64×64, brick pattern with mortar lines and fissures. | ||
| 16 | pub fn generate_wall_texture(rng: &mut impl Rng) -> Vec<u32> { | ||
| 17 | let seed = rng.gen::<u64>(); | ||
| 18 | let mut tex = vec![0u32; TEX_SIZE * TEX_SIZE]; | ||
| 19 | |||
| 20 | for y in 0..TEX_SIZE { | ||
| 21 | for x in 0..TEX_SIZE { | ||
| 22 | let h = hash(x as u32, y as u32, seed); | ||
| 23 | |||
| 24 | let r = 105u8.wrapping_add((h % 50) as u8); | ||
| 25 | let g = 55u8.wrapping_add(((h >> 8) % 35) as u8); | ||
| 26 | let b = 22u8.wrapping_add(((h >> 16) % 25) as u8); | ||
| 27 | |||
| 28 | // Brick mortar every 16 pixels | ||
| 29 | let mortar = y % 16 == 0 || y % 16 == 15; | ||
| 30 | |||
| 31 | let (r, g, b) = if mortar { | ||
| 32 | (42, 20, 8) | ||
| 33 | } else { | ||
| 34 | let crack_hash = hash(x.wrapping_add(1000) as u32, y as u32, seed); | ||
| 35 | let crack_val = (crack_hash % 100) as u8; | ||
| 36 | if crack_val < 8 { | ||
| 37 | // dark crack | ||
| 38 | let factor = 0.30 + (crack_val as f64 / 8.0) * 0.25; | ||
| 39 | ( | ||
| 40 | (r as f64 * factor) as u8, | ||
| 41 | (g as f64 * factor) as u8, | ||
| 42 | (b as f64 * factor) as u8, | ||
| 43 | ) | ||
| 44 | } else if crack_val < 14 { | ||
| 45 | // light crack highlight | ||
| 46 | ( | ||
| 47 | (r.saturating_add(25)).min(255), | ||
| 48 | (g.saturating_add(18)).min(255), | ||
| 49 | (b.saturating_add(10)).min(255), | ||
| 50 | ) | ||
| 51 | } else { | ||
| 52 | (r, g, b) | ||
| 53 | } | ||
| 54 | }; | ||
| 55 | |||
| 56 | tex[y * TEX_SIZE + x] = | ||
| 57 | 0xFF00_0000 | ((r as u32) << 16) | ((g as u32) << 8) | (b as u32); | ||
| 58 | } | ||
| 59 | } | ||
| 60 | tex | ||
| 61 | } | ||
| 62 | |||
| 63 | /// Gray stone-tile floor — 64×64, checkerboard with grout and subtle colour tint. | ||
| 64 | pub fn generate_floor_texture(rng: &mut impl Rng) -> Vec<u32> { | ||
| 65 | let seed = rng.gen::<u64>(); | ||
| 66 | let mut tex = vec![0u32; TEX_SIZE * TEX_SIZE]; | ||
| 67 | |||
| 68 | for y in 0..TEX_SIZE { | ||
| 69 | for x in 0..TEX_SIZE { | ||
| 70 | let h = hash(x as u32, y as u32, seed); | ||
| 71 | let h2 = hash(x.wrapping_add(2000) as u32, y.wrapping_add(2000) as u32, seed); | ||
| 72 | |||
| 73 | let tile_x = x / 16; | ||
| 74 | let tile_y = y / 16; | ||
| 75 | let is_light_tile = (tile_x + tile_y) % 2 == 0; | ||
| 76 | |||
| 77 | let local_x = x % 16; | ||
| 78 | let local_y = y % 16; | ||
| 79 | let is_grout = local_x == 0 || local_y == 0; | ||
| 80 | |||
| 81 | let base_gray: u8 = if is_light_tile { 115 } else { 95 }; | ||
| 82 | let noise = (h % 15) as u8; | ||
| 83 | |||
| 84 | let tint_r = (h2 % 8) as i16 - 4i16; | ||
| 85 | let tint_b = ((h2 >> 8) % 8) as i16 - 4i16; | ||
| 86 | |||
| 87 | let gray = if is_grout { | ||
| 88 | base_gray.saturating_sub(30).saturating_add(noise / 3) | ||
| 89 | } else { | ||
| 90 | base_gray.saturating_add(noise / 2) | ||
| 91 | }; | ||
| 92 | |||
| 93 | let r = (gray as i16 + tint_r).clamp(0, 255) as u8; | ||
| 94 | let g = gray; | ||
| 95 | let b = (gray as i16 + tint_b).clamp(0, 255) as u8; | ||
| 96 | |||
| 97 | tex[y * TEX_SIZE + x] = | ||
| 98 | 0xFF00_0000 | ((r as u32) << 16) | ((g as u32) << 8) | (b as u32); | ||
| 99 | } | ||
| 100 | } | ||
| 101 | tex | ||
| 102 | } | ||
