Added texture mapping.
This commit is contained in:
108
py_caster.py
108
py_caster.py
@@ -20,10 +20,11 @@ TOLERANCE = 0.000001
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# Projection parameters
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##############################################################
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FB_SIZE = (320, 200)
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DEG2RAD = 3.1415926535897932384626433 / 180.0
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FOV = 66.84962236520761
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ANGLE_INCREMENT = FOV / float(FB_SIZE[0])
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FB_SIZE = (320, 200)
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DEG2RAD = 3.1415926535897932384626433 / 180.0
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FOV = 66.84962236520761
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ANGLE_INCREMENT = FOV / float(FB_SIZE[0])
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HEIGHT_CLAMP_MULTIPLER = 10 # MUST BE AN INTEGER
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##############################################################
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# Player parameters
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@@ -112,23 +113,23 @@ class Ray(object):
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##############################################################
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class Intersection(object):
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def __init__(self, ray, point, tex_coords):
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def __init__(self, ray, point, tex_coord):
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self.p = point
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self.d = ray.o.distance(point)
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self.tc = tex_coords
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self.tc = tex_coord
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##############################################################
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# Line Segment Class
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##############################################################
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class LineSegment(object):
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def __init__(self, a, b, tca, tcb, c = (0, 0, 0)):
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def __init__(self, a, b, tca, tcb, texture):
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self.a = a
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self.b = b
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self.v = b.sub(a).normalize()
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self.tca = tca
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self.tcb = tcb
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self.color = c
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self.texture = pygame.image.load(texture)
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def intersect(self, r):
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def classifyPoint2D(point):
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@@ -144,6 +145,9 @@ class LineSegment(object):
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else:
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return -1
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def lerp(a, b, t):
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return (a * t) + (b * (1.0 - t))
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side = classifyPoint2D(r.o)
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v2 = self.b.sub(self.a) if sign(side) > 0 else self.a.sub(self.b)
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v3 = vec2(-r.d.y, r.d.x)
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@@ -157,10 +161,18 @@ class LineSegment(object):
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t2 = v1.dot(v3) / det
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if t2 >= 0.0 and t2 <= 1.0 and t1 > 0.0:
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return Intersection(r, r.o.add(r.d.scale(t1)), self.tca.mix(self.tcb, t2))
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return Intersection(r, r.o.add(r.d.scale(t1)), lerp(self.tca, self.tcb, t2))
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else:
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return None
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def get_tex_column(self, s):
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w = self.texture.get_width()
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h = self.texture.get_height()
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_s = s * w if s >= 0.0 else (1.0 - (math.ceil(s) - s)) * w
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_s = int(_s % w)
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# Creating a subsurface is pretty fast in pygame, no copying of pixels is needed
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return self.texture.subsurface(pygame.Rect(_s, 0, 1, h))
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##############################################################
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# Main Function
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##############################################################
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@@ -168,8 +180,6 @@ class LineSegment(object):
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def main():
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# Local variables.
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done = False
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fog_enabled = False
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toggle_fog = False
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player_pos = vec2(0.0, 0.0)
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player_dir = vec2(-1.0, 0.0)
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plane = vec2(0.0, 0.66)
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@@ -184,11 +194,11 @@ def main():
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pygame.key.set_repeat(17, 17)
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# Define walls.
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walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (255, 0, 0)),
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LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (0, 255, 0)),
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LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (255, 255, 0)),
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LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (0, 0, 255)),
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LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (255, 0, 255))]
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walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), -3.0, 3.0, "Textures/brownstone.jpg"),
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LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), 0.0, 6.0, "Textures/diagmetal.jpg"),
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LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), 0.0, 1.5, "Textures/goldlites.jpg"),
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LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), 0.0, 6.0, "Textures/metal.jpg"),
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LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), 0.0, 6.0, "Textures/orangetiles.jpg")]
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# Main game loop.
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try:
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@@ -201,38 +211,14 @@ def main():
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if (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE) or event.type == pygame.QUIT:
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done = True
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if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
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arrow_keys[pygame.K_UP] = True
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if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
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arrow_keys[pygame.K_DOWN] = True
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if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
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arrow_keys[pygame.K_LEFT] = True
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if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
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arrow_keys[pygame.K_RIGHT] = True
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if event.type == pygame.KEYUP and event.key == pygame.K_UP:
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arrow_keys[pygame.K_UP] = False
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if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
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arrow_keys[pygame.K_DOWN] = False
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if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
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arrow_keys[pygame.K_LEFT] = False
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if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
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arrow_keys[pygame.K_RIGHT] = False
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if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
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if not toggle_fog:
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fog_enabled = not fog_enabled
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toggle_fog = True
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if event.type == pygame.KEYUP and event.key == pygame.K_SPACE:
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if toggle_fog:
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toggle_fog = False
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# Record wich keys were pressed and released this frame
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try:
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if event.type == pygame.KEYDOWN:
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arrow_keys[event.key] = True
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if event.type == pygame.KEYUP:
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arrow_keys[event.key] = False
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except KeyError:
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pass
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# Camera movement
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if arrow_keys[pygame.K_UP]:
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@@ -269,28 +255,24 @@ def main():
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r = Ray(vec2(player_pos.x, player_pos.y), vec2(player_dir.x + plane.x * camera_x, player_dir.y + plane.y * camera_x))
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d = float('Inf')
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c = (0, 0, 0)
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c = None
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# Check each wall for an intersection
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for l in walls:
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p = l.intersect(r)
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if p is not None:
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# If an intersection was found then keep it if it's closer than the previous one
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if p.d < d:
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d = p.d
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c = l.get_tex_column(p.tc)
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def lerp(col, dst):
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lt = 0.0 if dst < FOG_NEAR else (1.0 if dst > FOG_FAR else (dst - FOG_NEAR) / (FOG_FAR - FOG_NEAR))
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red = (FOG_COLOR[0] * lt) + (col[0] * (1.0 - lt))
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green = (FOG_COLOR[1] * lt) + (col[1] * (1.0 - lt))
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blue = (FOG_COLOR[2] * lt) + (col[2] * (1.0 - lt))
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return (red, green, blue)
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c = lerp(l.color, d) if fog_enabled else l.color
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if d < float('Inf'):
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if d < float('Inf') and c is not None:
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# If an intersection was found then compute the projected height of the wall in pixels
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h = int(float(FB_SIZE[1]) / (d * math.cos(angle * DEG2RAD)))
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h = FB_SIZE[1] if h > FB_SIZE[1] else h
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frame_buffer.fill(c, pygame.Rect(i, -(h / 2) + (FB_SIZE[1] / 2), 1, h))
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# The height tends to infinity as we get close to the walls so it must be clamped
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h = HEIGHT_CLAMP_MULTIPLER * FB_SIZE[1] if h > HEIGHT_CLAMP_MULTIPLER * FB_SIZE[1] else h
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# Then scale the corresponding texture slice and blit it
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scaled = pygame.transform.scale(c, (c.get_width(), h))
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frame_buffer.blit(scaled, (i, -(h / 2) + (FB_SIZE[1] / 2)))
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angle += ANGLE_INCREMENT
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