Initial commit
This commit is contained in:
1
.gitignore
vendored
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1
.gitignore
vendored
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.lake/
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197
Engine.lean
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197
Engine.lean
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import SDL
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namespace Engine
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structure Color where
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r : UInt8
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g : UInt8
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b : UInt8
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a : UInt8 := 255
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structure Camera where
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x : Float
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y : Float
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angle : Float
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speed : Float := 3.0
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turnSpeed : Float := 2.0
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abbrev Map := Array (Array UInt8)
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structure EngineState where
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deltaTime : Float
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lastTime : UInt32
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running : Bool
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camera : Camera
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gameMap : Map
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def SCREEN_WIDTH : Int32 := 1280
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def SCREEN_HEIGHT : Int32 := 720
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def FOV : Float := 1.047 -- ~60 degrees in radians
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def sampleMap : Map := #[
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#[1,1,1,1,1,1,1,1,1,1],
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#[1,0,0,0,0,0,0,0,0,1],
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#[1,0,1,0,0,0,0,1,0,1],
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#[1,0,0,0,0,0,0,0,0,1],
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#[1,0,0,0,1,1,0,0,0,1],
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#[1,0,0,0,1,1,0,0,0,1],
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#[1,0,0,0,0,0,0,0,0,1],
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#[1,0,1,0,0,0,0,1,0,1],
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#[1,0,0,0,0,0,0,0,0,1],
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#[1,1,1,1,1,1,1,1,1,1]
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]
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inductive Key where
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| W | A | S | D | Left | Right | Space | Escape
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def keyToScancode : Key → UInt32
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| .W => SDL.SDL_SCANCODE_W | .A => SDL.SDL_SCANCODE_A | .S => SDL.SDL_SCANCODE_S
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| .D => SDL.SDL_SCANCODE_D | .Left => SDL.SDL_SCANCODE_LEFT | .Right => SDL.SDL_SCANCODE_RIGHT
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| .Space => SDL.SDL_SCANCODE_SPACE | .Escape => SDL.SDL_SCANCODE_ESCAPE
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def isKeyDown (key : Key) : IO Bool := SDL.getKeyState (keyToScancode key)
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def isWall (mapp : Map) (x y : Float) : Bool :=
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if x < 0.0 || y < 0.0 then true else
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let mapX := x.floor.toUInt32.toNat
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let mapY := y.floor.toUInt32.toNat
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mapY >= mapp.size || mapX >= mapp[mapY]!.size || mapp[mapY]![mapX]! == 1
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def castRay (map : Map) (startX startY angle : Float) : Float := Id.run do
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let rayDirX := Float.cos angle
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let rayDirY := Float.sin angle
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let mut mapX := startX.floor
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let mut mapY := startY.floor
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let deltaDistX := if rayDirX == 0.0 then 1e30 else Float.abs (1.0 / rayDirX)
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let deltaDistY := if rayDirY == 0.0 then 1e30 else Float.abs (1.0 / rayDirY)
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let stepX := if rayDirX < 0.0 then -1 else 1
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let mut sideDistX := if rayDirX < 0.0 then (startX - mapX) * deltaDistX else (mapX + 1.0 - startX) * deltaDistX
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let stepY := if rayDirY < 0.0 then -1 else 1
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let mut sideDistY := if rayDirY < 0.0 then (startY - mapY) * deltaDistY else (mapY + 1.0 - startY) * deltaDistY
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let mut hit := false
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let mut side := 0
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for _ in [0:25] do
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if hit then break
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if sideDistX < sideDistY then
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sideDistX := sideDistX + deltaDistX
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mapX := mapX + Float.ofInt stepX
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side := 0
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else
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sideDistY := sideDistY + deltaDistY
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mapY := mapY + Float.ofInt stepY
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side := 1
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hit := isWall map mapX mapY
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if side == 0
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then (mapX - startX + (1.0 - Float.ofInt stepX) / 2.0) / rayDirX
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else (mapY - startY + (1.0 - Float.ofInt stepY) / 2.0) / rayDirY
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def updateCamera (camera : Camera) (deltaTime : Float) : IO Camera := do
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let moveSpeed := camera.speed * deltaTime
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let mut newX := camera.x
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let mut newY := camera.y
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let mut newAngle := camera.angle
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if ← isKeyDown .W then
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newX := newX + Float.cos camera.angle * moveSpeed
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newY := newY + Float.sin camera.angle * moveSpeed
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if ← isKeyDown .S then
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newX := newX - Float.cos camera.angle * moveSpeed
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newY := newY - Float.sin camera.angle * moveSpeed
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if ← isKeyDown .A then newAngle := newAngle - camera.turnSpeed * deltaTime
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if ← isKeyDown .D then newAngle := newAngle + camera.turnSpeed * deltaTime
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pure { camera with x := newX, y := newY, angle := newAngle }
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def setColor (color : Color) : IO Unit :=
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SDL.setRenderDrawColor color.r color.g color.b color.a *> pure ()
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def fillRect (x y w h : Int32) : IO Unit :=
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SDL.renderFillRect x y w h *> pure ()
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def renderScene (state : EngineState) : IO Unit := do
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setColor { r := 87, g := 127, b := 137 }
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let _ ← SDL.renderClear
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let camera := state.camera
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let rayAngleStep := FOV / SCREEN_WIDTH.toFloat
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for column in [0:SCREEN_WIDTH.toNatClampNeg] do
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let rayAngle := camera.angle - FOV/2 + column.toFloat * rayAngleStep
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let distance := max 0.1 (castRay state.gameMap camera.x camera.y rayAngle)
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let wallHeight := (SCREEN_HEIGHT.toFloat / distance) * 1.5
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let wallStart := max 0 ((SCREEN_HEIGHT.toFloat - wallHeight) / 2).toInt32
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let wallEnd := min (SCREEN_HEIGHT - 1) (wallStart + wallHeight.toInt32)
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let xPos := column.toInt32
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if wallStart > 0 then
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setColor { r := 135, g := 206, b := 235 }
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fillRect xPos 0 1 wallStart
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if wallStart < wallEnd then
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let lightIntensity := max 0.3 (1.0 - distance / 8.0)
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let col := (200.0 * lightIntensity).toUInt8
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setColor { r := col, g := col, b := col + 20 }
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fillRect xPos wallStart 1 (wallEnd - wallStart)
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if wallEnd < SCREEN_HEIGHT - 1 then
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let floorShade := max 20 (60 - distance * 5).toUInt8
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setColor { r := floorShade, g := floorShade + 30, b := floorShade }
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fillRect xPos wallEnd 1 (SCREEN_HEIGHT - 1 - wallEnd)
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private def updateEngineState (engineState : IO.Ref EngineState) : IO Unit := do
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let state ← engineState.get
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let currentTime ← SDL.getTicks
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let deltaTime := (currentTime - state.lastTime).toFloat / 1000.0
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let newCamera ← updateCamera state.camera deltaTime
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engineState.set { state with deltaTime, lastTime := currentTime, camera := newCamera }
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partial def gameLoop (engineState : IO.Ref EngineState) : IO Unit := do
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updateEngineState engineState
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let eventType ← SDL.pollEvent
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if eventType == SDL.SDL_QUIT || (← isKeyDown .Escape) then
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engineState.modify (fun s => { s with running := false })
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let state ← engineState.get
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if state.running then
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renderScene state
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SDL.renderPresent
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gameLoop engineState
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partial def run : IO Unit := do
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unless (← SDL.init SDL.SDL_INIT_VIDEO) == 0 do
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IO.println "Failed to initialize SDL"
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return
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unless (← SDL.createWindow "LeanDoomed" 100 100 SCREEN_WIDTH SCREEN_HEIGHT SDL.SDL_WINDOW_SHOWN) != 0 do
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IO.println "Failed to create window"
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SDL.quit
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return
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unless (← SDL.createRenderer 4294967295 SDL.SDL_RENDERER_ACCELERATED) != 0 do
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IO.println "Failed to create renderer"
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SDL.quit
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return
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let initialState : EngineState := {
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deltaTime := 0.0, lastTime := 0, running := true,
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camera := { x := 1.5, y := 1.5, angle := 0.0 },
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gameMap := sampleMap
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}
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let engineState ← IO.mkRef initialState
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IO.println "Use WASD to move, A/D to turn, ESC to quit"
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gameLoop engineState
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SDL.quit
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def EngineState.setRunning (state : EngineState) (running : Bool) : EngineState :=
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{ state with running }
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end Engine
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21
README.md
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21
README.md
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@@ -0,0 +1,21 @@
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# Lean SDL2 Bindings Example
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Playing around with SDL2 bindings in Lean4 to learn about the FFI.
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Simple real-time Doom-style raycasting engine in Lean4:
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## Run
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This is just an experiment and the build is currently specific to my system (Ubuntu 24.04.2).
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**You need to install dependencies and adjust paths in lakefile.lean!**
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```bash
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lake exe LeanDoomed
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```
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## License
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MIT
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53
SDL.lean
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53
SDL.lean
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namespace SDL
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def SDL_INIT_VIDEO : UInt32 := 0x00000020
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def SDL_WINDOW_SHOWN : UInt32 := 0x00000004
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def SDL_RENDERER_ACCELERATED : UInt32 := 0x00000002
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def SDL_QUIT : UInt32 := 0x100
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def SDL_SCANCODE_W : UInt32 := 26
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def SDL_SCANCODE_A : UInt32 := 4
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def SDL_SCANCODE_S : UInt32 := 22
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def SDL_SCANCODE_D : UInt32 := 7
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def SDL_SCANCODE_LEFT : UInt32 := 80
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def SDL_SCANCODE_RIGHT : UInt32 := 79
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def SDL_SCANCODE_SPACE : UInt32 := 44
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def SDL_SCANCODE_ESCAPE : UInt32 := 41
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@[extern "sdl_init"]
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opaque init : UInt32 → IO UInt32
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@[extern "sdl_quit"]
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opaque quit : IO Unit
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@[extern "sdl_create_window"]
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opaque createWindow : String → Int32 → Int32 → Int32 → Int32 → UInt32 → IO UInt32
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@[extern "sdl_create_renderer"]
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opaque createRenderer : UInt32 → UInt32 → IO UInt32
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@[extern "sdl_set_render_draw_color"]
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opaque setRenderDrawColor : UInt8 → UInt8 → UInt8 → UInt8 → IO Int32
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@[extern "sdl_render_clear"]
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opaque renderClear : IO Int32
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@[extern "sdl_render_present"]
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opaque renderPresent : IO Unit
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@[extern "sdl_render_fill_rect"]
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opaque renderFillRect : Int32 → Int32 → Int32 → Int32 → IO Int32
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@[extern "sdl_delay"]
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opaque delay : UInt32 → IO Unit
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@[extern "sdl_poll_event"]
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opaque pollEvent : IO UInt32
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||||||
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@[extern "sdl_get_ticks"]
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opaque getTicks : IO UInt32
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@[extern "sdl_get_key_state"]
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opaque getKeyState : UInt32 → IO Bool
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end SDL
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102
c/sdl.c
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102
c/sdl.c
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|||||||
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#include <stdint.h>
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||||||
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#include <SDL2/SDL.h>
|
||||||
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#include <SDL2/SDL_image.h>
|
||||||
|
#include <lean/lean.h>
|
||||||
|
|
||||||
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static SDL_Window* g_window = NULL;
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||||||
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static SDL_Renderer* g_renderer = NULL;
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||||||
|
|
||||||
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uint32_t sdl_get_version(void) {
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SDL_version compiled;
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SDL_VERSION(&compiled);
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||||||
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return compiled.major * 100 + compiled.minor * 10 + compiled.patch;
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||||||
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}
|
||||||
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||||||
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lean_obj_res sdl_init(uint32_t flags, lean_obj_arg w) {
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||||||
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int32_t result = SDL_Init(flags);
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||||||
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return lean_io_result_mk_ok(lean_box_uint32(result));
|
||||||
|
}
|
||||||
|
|
||||||
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lean_obj_res sdl_quit(lean_obj_arg w) {
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||||||
|
if (g_renderer) {
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||||||
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SDL_DestroyRenderer(g_renderer);
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||||||
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g_renderer = NULL;
|
||||||
|
}
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||||||
|
if (g_window) {
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||||||
|
SDL_DestroyWindow(g_window);
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||||||
|
g_window = NULL;
|
||||||
|
}
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||||||
|
SDL_Quit();
|
||||||
|
return lean_io_result_mk_ok(lean_box(0));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_create_window(lean_obj_arg title, uint32_t x, uint32_t y, uint32_t w, uint32_t h, uint32_t flags, lean_obj_arg world) {
|
||||||
|
const char* title_str = lean_string_cstr(title);
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||||||
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g_window = SDL_CreateWindow(title_str, (int)x, (int)y, (int)w, (int)h, flags);
|
||||||
|
if (g_window == NULL) {
|
||||||
|
return lean_io_result_mk_ok(lean_box(0));
|
||||||
|
}
|
||||||
|
return lean_io_result_mk_ok(lean_box(1));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_create_renderer(uint32_t index_unsigned, uint32_t flags, lean_obj_arg w) {
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||||||
|
if (g_window == NULL) {
|
||||||
|
printf("C: No window available for renderer creation\n");
|
||||||
|
return lean_io_result_mk_ok(lean_box(0));
|
||||||
|
}
|
||||||
|
int32_t index = (int32_t)index_unsigned;
|
||||||
|
g_renderer = SDL_CreateRenderer(g_window, index, flags);
|
||||||
|
if (g_renderer == NULL) {
|
||||||
|
const char* error = SDL_GetError();
|
||||||
|
printf("C: SDL_CreateRenderer failed: %s\n", error);
|
||||||
|
return lean_io_result_mk_ok(lean_box(0));
|
||||||
|
}
|
||||||
|
return lean_io_result_mk_ok(lean_box(1));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_set_render_draw_color(uint8_t r, uint8_t g, uint8_t b, uint8_t a, lean_obj_arg w) {
|
||||||
|
if (g_renderer == NULL) return lean_io_result_mk_ok(lean_box_uint32(-1));
|
||||||
|
int32_t result = SDL_SetRenderDrawColor(g_renderer, r, g, b, a);
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||||||
|
return lean_io_result_mk_ok(lean_box_uint32(result));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_render_clear(lean_obj_arg w) {
|
||||||
|
if (g_renderer == NULL) return lean_io_result_mk_ok(lean_box_uint32(-1));
|
||||||
|
int32_t result = SDL_RenderClear(g_renderer);
|
||||||
|
return lean_io_result_mk_ok(lean_box_uint32(result));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_render_present(lean_obj_arg w) {
|
||||||
|
if (g_renderer == NULL) return lean_io_result_mk_ok(lean_box(0));
|
||||||
|
SDL_RenderPresent(g_renderer);
|
||||||
|
return lean_io_result_mk_ok(lean_box(0));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_render_fill_rect(uint32_t x, uint32_t y, uint32_t w, uint32_t h, lean_obj_arg world) {
|
||||||
|
if (g_renderer == NULL) return lean_io_result_mk_ok(lean_box_uint32(-1));
|
||||||
|
SDL_Rect rect = {(int)x, (int)y, (int)w, (int)h};
|
||||||
|
int32_t result = SDL_RenderFillRect(g_renderer, &rect);
|
||||||
|
return lean_io_result_mk_ok(lean_box_uint32(result));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_delay(uint32_t ms, lean_obj_arg w) {
|
||||||
|
SDL_Delay(ms);
|
||||||
|
return lean_io_result_mk_ok(lean_box(0));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_poll_event(lean_obj_arg w) {
|
||||||
|
SDL_Event event;
|
||||||
|
int has_event = SDL_PollEvent(&event);
|
||||||
|
return lean_io_result_mk_ok(lean_box_uint32(has_event ? event.type : 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_get_ticks(lean_obj_arg w) {
|
||||||
|
uint32_t ticks = SDL_GetTicks();
|
||||||
|
return lean_io_result_mk_ok(lean_box_uint32(ticks));
|
||||||
|
}
|
||||||
|
|
||||||
|
lean_obj_res sdl_get_key_state(uint32_t scancode, lean_obj_arg w) {
|
||||||
|
const uint8_t* state = SDL_GetKeyboardState(NULL);
|
||||||
|
uint8_t pressed = state[scancode];
|
||||||
|
return lean_io_result_mk_ok(lean_box(pressed));
|
||||||
|
}
|
||||||
5
lake-manifest.json
Normal file
5
lake-manifest.json
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
{"version": "1.1.0",
|
||||||
|
"packagesDir": ".lake/packages",
|
||||||
|
"packages": [],
|
||||||
|
"name": "LeanDoomed",
|
||||||
|
"lakeDir": ".lake"}
|
||||||
30
lakefile.lean
Normal file
30
lakefile.lean
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
import Lake
|
||||||
|
open System Lake DSL
|
||||||
|
|
||||||
|
package LeanDoomed
|
||||||
|
|
||||||
|
input_file sdl.c where
|
||||||
|
path := "c" / "sdl.c"
|
||||||
|
text := true
|
||||||
|
|
||||||
|
target sdl.o pkg : FilePath := do
|
||||||
|
let srcJob ← sdl.c.fetch
|
||||||
|
let oFile := pkg.buildDir / "c" / "sdl.o"
|
||||||
|
let leanInclude := "/home/ooo/.elan/toolchains/leanprover--lean4---v4.22.0/include"
|
||||||
|
buildO oFile srcJob #[] #["-fPIC", "-I/usr/include/SDL2", "-D_REENTRANT", s!"-I{leanInclude}"] "cc"
|
||||||
|
|
||||||
|
target libleansdl pkg : FilePath := do
|
||||||
|
let sdlO ← sdl.o.fetch
|
||||||
|
let name := nameToStaticLib "leansdl"
|
||||||
|
buildStaticLib (pkg.staticLibDir / name) #[sdlO]
|
||||||
|
|
||||||
|
lean_lib SDL where
|
||||||
|
moreLinkObjs := #[libleansdl]
|
||||||
|
moreLinkArgs := #["-lSDL2", "-lSDL2_image"]
|
||||||
|
|
||||||
|
lean_lib Engine
|
||||||
|
|
||||||
|
@[default_target]
|
||||||
|
lean_exe LeanDoomed where
|
||||||
|
root := `Main
|
||||||
|
moreLinkArgs := #["/usr/lib/x86_64-linux-gnu/libSDL2.so", "/usr/lib/x86_64-linux-gnu/libSDL2_image.so"]
|
||||||
1
lean-toolchain
Normal file
1
lean-toolchain
Normal file
@@ -0,0 +1 @@
|
|||||||
|
leanprover/lean4:v4.22.0
|
||||||
BIN
screenshots/screenshot1.png
Normal file
BIN
screenshots/screenshot1.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 11 KiB |
Reference in New Issue
Block a user