I am writing a raycaster using the SDL library with C. I have been dealing with the fisheye effect for many weeks now. For a field of view like 60 degrees, I multiply the distance to the wall by the cosine of the relative angle (ranging from -30 to 30), but still, I get the same fisheye. Here's what that looks like:
I don't know what to do at this point, given that so many sources have recommended cosine correction and it just does not fix the distortion in my case.
- I am compiling like this:
clang `pkg-config --cflags --libs sdl2` raycaster.c
- To go forward and back, press the up and down keys. Press left and right to strafe. You can use the
a
ands
keys to turn left and right respectively.
My code is below if you want to take a look. If you manage to figure out why I am getting a warped perspective in my engine, please let me know.
#include <SDL2/SDL.h>
#include <math.h>
#define SET_COLOR(r, g, b) SDL_SetRenderDrawColor(renderer, r, g, b, SDL_ALPHA_OPAQUE)
typedef struct {
float x, y, prev_x, prev_y, angle, fov;
} Player;
enum {
map_width = 12, map_height = 15,
screen_width = 800, screen_height = 500
};
const float
move_speed_decr = 0.08,
angle_turn = 2.0,
theta_step = 0.05,
dist_step = 0.8,
width_ratio = (float) screen_width / map_width,
height_ratio = (float) screen_height / map_height;
const unsigned char map[map_height][map_width] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},
{1, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
};
SDL_Window* window;
SDL_Renderer* renderer;
float to_radians(float degrees) {
return degrees * (M_PI / 180.0f);
}
void draw_rectangle(SDL_Rect rectangle, int r, int g, int b) {
SET_COLOR(r, g, b);
SDL_RenderFillRect(renderer, &rectangle);
SDL_RenderDrawRect(renderer, &rectangle);
}
void raycast(Player player) {
SET_COLOR(210, 180, 140);
float
half_fov = player.fov / 2,
rel_x = player.x * width_ratio, rel_y = player.y * height_ratio;
float screen_x = 0, step_x = (screen_width / player.fov) * theta_step;
for (float theta = player.angle - half_fov; theta < player.angle + half_fov; theta += theta_step) {
float rad_theta = to_radians(theta);
float cos_theta = cos(rad_theta), sin_theta = sin(rad_theta);
float dist = 0;
while (dist += dist_step) {
float
new_x = cos_theta * dist + rel_x,
new_y = sin_theta * dist + rel_y;
if (map[(int) (new_y / height_ratio)][(int) (new_x / width_ratio)]) {
dist *= cos(to_radians(theta - player.angle));
float double_dist = 2 * dist;
if (double_dist >= screen_height) break;
SDL_Rect column = {screen_x, dist, step_x + 1, screen_height - double_dist};
SDL_RenderFillRect(renderer, &column);
SDL_RenderDrawRect(renderer, &column);
break;
}
}
screen_x += step_x;
}
}
void handle_input(const Uint8* keys, Player* player) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
exit(0);
}
else if (event.type == SDL_KEYDOWN) {
float radian_theta = to_radians(player -> angle);
float move_x = cos(radian_theta) * move_speed_decr,
move_y = sin(radian_theta) * move_speed_decr;
// handle arrow keys
if (keys[SDL_SCANCODE_UP]) player -> x += move_x, player -> y += move_y;
if (keys[SDL_SCANCODE_DOWN]) player -> x -= move_x, player -> y -= move_y;
if (keys[SDL_SCANCODE_LEFT]) player -> x += move_y, player -> y -= move_x;
if (keys[SDL_SCANCODE_RIGHT]) player -> x -= move_y, player -> y += move_x;
// handle 'a' and 's' for angle changes
if (keys[SDL_SCANCODE_A]) player -> angle -= angle_turn;
if (keys[SDL_SCANCODE_S]) player -> angle += angle_turn;
// safeguards for invalid positions and angles
if (player -> x < 0) player -> x = 0;
else if (player -> x > screen_width) player -> x = screen_width;
if (player -> y < 0) player -> y = 0;
else if (player -> y > screen_height) player -> y = screen_height;
// move the player to their previous coordinate if they're in a wall
if (map[(int) player -> y][(int) player -> x])
player -> y = player -> prev_y, player -> x = player -> prev_x;
if (player -> angle > 360) player -> angle = 0;
else if (player -> angle < 0) player -> angle = 360;
player -> prev_y = player -> y, player -> prev_x = player -> x;
}
}
}
int main() {
SDL_CreateWindowAndRenderer(screen_width, screen_height, 0, &window, &renderer);
SDL_SetWindowTitle(window, "Raycaster");
Player player = {5, 5, 0, 0, 0, 60};
SDL_Rect the_ceiling = {0, 0, screen_width, screen_height / 2};
SDL_Rect the_floor = {0, screen_height / 2, screen_width, screen_height};
const Uint8* keys = SDL_GetKeyboardState(NULL);
while (1) {
handle_input(keys, &player);
draw_rectangle(the_ceiling, 96, 96, 96);
draw_rectangle(the_floor, 255,69,0);
raycast(player);
SDL_RenderPresent(renderer);
SDL_UpdateWindowSurface(window);
}
}