Added texture mapping.

This commit is contained in:
2017-11-01 20:58:05 -04:00
parent eb67b6a9cc
commit 15cb4b5f03
8 changed files with 47 additions and 63 deletions

View File

@@ -2,4 +2,6 @@
Ray Casting implementation with Pygame. Ray Casting implementation with Pygame.
Textures by She-Bob.
[[./screenshot.png]] [[./screenshot.png]]

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@@ -24,6 +24,7 @@ FB_SIZE = (320, 200)
DEG2RAD = 3.1415926535897932384626433 / 180.0 DEG2RAD = 3.1415926535897932384626433 / 180.0
FOV = 66.84962236520761 FOV = 66.84962236520761
ANGLE_INCREMENT = FOV / float(FB_SIZE[0]) ANGLE_INCREMENT = FOV / float(FB_SIZE[0])
HEIGHT_CLAMP_MULTIPLER = 10 # MUST BE AN INTEGER
############################################################## ##############################################################
# Player parameters # Player parameters
@@ -112,23 +113,23 @@ class Ray(object):
############################################################## ##############################################################
class Intersection(object): class Intersection(object):
def __init__(self, ray, point, tex_coords): def __init__(self, ray, point, tex_coord):
self.p = point self.p = point
self.d = ray.o.distance(point) self.d = ray.o.distance(point)
self.tc = tex_coords self.tc = tex_coord
############################################################## ##############################################################
# Line Segment Class # Line Segment Class
############################################################## ##############################################################
class LineSegment(object): class LineSegment(object):
def __init__(self, a, b, tca, tcb, c = (0, 0, 0)): def __init__(self, a, b, tca, tcb, texture):
self.a = a self.a = a
self.b = b self.b = b
self.v = b.sub(a).normalize() self.v = b.sub(a).normalize()
self.tca = tca self.tca = tca
self.tcb = tcb self.tcb = tcb
self.color = c self.texture = pygame.image.load(texture)
def intersect(self, r): def intersect(self, r):
def classifyPoint2D(point): def classifyPoint2D(point):
@@ -144,6 +145,9 @@ class LineSegment(object):
else: else:
return -1 return -1
def lerp(a, b, t):
return (a * t) + (b * (1.0 - t))
side = classifyPoint2D(r.o) side = classifyPoint2D(r.o)
v2 = self.b.sub(self.a) if sign(side) > 0 else self.a.sub(self.b) v2 = self.b.sub(self.a) if sign(side) > 0 else self.a.sub(self.b)
v3 = vec2(-r.d.y, r.d.x) v3 = vec2(-r.d.y, r.d.x)
@@ -157,10 +161,18 @@ class LineSegment(object):
t2 = v1.dot(v3) / det t2 = v1.dot(v3) / det
if t2 >= 0.0 and t2 <= 1.0 and t1 > 0.0: if t2 >= 0.0 and t2 <= 1.0 and t1 > 0.0:
return Intersection(r, r.o.add(r.d.scale(t1)), self.tca.mix(self.tcb, t2)) return Intersection(r, r.o.add(r.d.scale(t1)), lerp(self.tca, self.tcb, t2))
else: else:
return None return None
def get_tex_column(self, s):
w = self.texture.get_width()
h = self.texture.get_height()
_s = s * w if s >= 0.0 else (1.0 - (math.ceil(s) - s)) * w
_s = int(_s % w)
# Creating a subsurface is pretty fast in pygame, no copying of pixels is needed
return self.texture.subsurface(pygame.Rect(_s, 0, 1, h))
############################################################## ##############################################################
# Main Function # Main Function
############################################################## ##############################################################
@@ -168,8 +180,6 @@ class LineSegment(object):
def main(): def main():
# Local variables. # Local variables.
done = False done = False
fog_enabled = False
toggle_fog = False
player_pos = vec2(0.0, 0.0) player_pos = vec2(0.0, 0.0)
player_dir = vec2(-1.0, 0.0) player_dir = vec2(-1.0, 0.0)
plane = vec2(0.0, 0.66) plane = vec2(0.0, 0.66)
@@ -184,11 +194,11 @@ def main():
pygame.key.set_repeat(17, 17) pygame.key.set_repeat(17, 17)
# Define walls. # Define walls.
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)), walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), -3.0, 3.0, "Textures/brownstone.jpg"),
LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (0, 255, 0)), LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), 0.0, 6.0, "Textures/diagmetal.jpg"),
LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (255, 255, 0)), LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), 0.0, 1.5, "Textures/goldlites.jpg"),
LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (0, 0, 255)), LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), 0.0, 6.0, "Textures/metal.jpg"),
LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (255, 0, 255))] LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), 0.0, 6.0, "Textures/orangetiles.jpg")]
# Main game loop. # Main game loop.
try: try:
@@ -201,38 +211,14 @@ def main():
if (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE) or event.type == pygame.QUIT: if (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE) or event.type == pygame.QUIT:
done = True done = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP: # Record wich keys were pressed and released this frame
arrow_keys[pygame.K_UP] = True try:
if event.type == pygame.KEYDOWN:
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN: arrow_keys[event.key] = True
arrow_keys[pygame.K_DOWN] = True if event.type == pygame.KEYUP:
arrow_keys[event.key] = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT: except KeyError:
arrow_keys[pygame.K_LEFT] = True pass
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
arrow_keys[pygame.K_RIGHT] = True
if event.type == pygame.KEYUP and event.key == pygame.K_UP:
arrow_keys[pygame.K_UP] = False
if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
arrow_keys[pygame.K_DOWN] = False
if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
arrow_keys[pygame.K_LEFT] = False
if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
arrow_keys[pygame.K_RIGHT] = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
if not toggle_fog:
fog_enabled = not fog_enabled
toggle_fog = True
if event.type == pygame.KEYUP and event.key == pygame.K_SPACE:
if toggle_fog:
toggle_fog = False
# Camera movement # Camera movement
if arrow_keys[pygame.K_UP]: if arrow_keys[pygame.K_UP]:
@@ -269,28 +255,24 @@ def main():
r = Ray(vec2(player_pos.x, player_pos.y), vec2(player_dir.x + plane.x * camera_x, player_dir.y + plane.y * camera_x)) r = Ray(vec2(player_pos.x, player_pos.y), vec2(player_dir.x + plane.x * camera_x, player_dir.y + plane.y * camera_x))
d = float('Inf') d = float('Inf')
c = (0, 0, 0) c = None
# Check each wall for an intersection
for l in walls: for l in walls:
p = l.intersect(r) p = l.intersect(r)
if p is not None: if p is not None:
# If an intersection was found then keep it if it's closer than the previous one
if p.d < d: if p.d < d:
d = p.d d = p.d
c = l.get_tex_column(p.tc)
def lerp(col, dst): if d < float('Inf') and c is not None:
lt = 0.0 if dst < FOG_NEAR else (1.0 if dst > FOG_FAR else (dst - FOG_NEAR) / (FOG_FAR - FOG_NEAR)) # If an intersection was found then compute the projected height of the wall in pixels
red = (FOG_COLOR[0] * lt) + (col[0] * (1.0 - lt))
green = (FOG_COLOR[1] * lt) + (col[1] * (1.0 - lt))
blue = (FOG_COLOR[2] * lt) + (col[2] * (1.0 - lt))
return (red, green, blue)
c = lerp(l.color, d) if fog_enabled else l.color
if d < float('Inf'):
h = int(float(FB_SIZE[1]) / (d * math.cos(angle * DEG2RAD))) h = int(float(FB_SIZE[1]) / (d * math.cos(angle * DEG2RAD)))
h = FB_SIZE[1] if h > FB_SIZE[1] else h # The height tends to infinity as we get close to the walls so it must be clamped
frame_buffer.fill(c, pygame.Rect(i, -(h / 2) + (FB_SIZE[1] / 2), 1, h)) h = HEIGHT_CLAMP_MULTIPLER * FB_SIZE[1] if h > HEIGHT_CLAMP_MULTIPLER * FB_SIZE[1] else h
# Then scale the corresponding texture slice and blit it
scaled = pygame.transform.scale(c, (c.get_width(), h))
frame_buffer.blit(scaled, (i, -(h / 2) + (FB_SIZE[1] / 2)))
angle += ANGLE_INCREMENT angle += ANGLE_INCREMENT

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