Correct floor/ceiling casting.

This commit is contained in:
2017-11-03 21:25:54 -04:00
parent bba48869ef
commit c489c5e0d0
2 changed files with 48 additions and 60 deletions

View File

@@ -9,8 +9,7 @@ import pygame
TITLE = "Py Caster"
FPS = 30
SCREEN_SIZE = (800, 600)
CEILING_COLOR = (75, 119, 208)
FLOOR_COLOR = (229, 138, 132)
FILL_COLOR = (0, 0, 0)
FOG_COLOR = (128, 128, 128)
FOG_NEAR = 1.0
FOG_FAR = 5.0
@@ -24,8 +23,9 @@ CEIL_TEXTURE = "Textures/brownstone.jpg"
FB_SIZE = (320, 200)
DEG2RAD = 3.1415926535897932384626433 / 180.0
FOV = 66.84962236520761
ANGLE_INCREMENT = FOV / float(FB_SIZE[0])
RAD2DEG = 180.0 / 3.1415926535897932384626433
FOV = 0.0
ANGLE_INCREMENT = 0.0
HEIGHT_CLAMP_MULTIPLER = 10 # MUST BE AN INTEGER
##############################################################
@@ -150,6 +150,7 @@ class LineSegment(object):
self.a = a
self.b = b
self.v = b.sub(a).normalize()
self.n = vec2(-self.v.y, self.v.x)
self.tca = tca
self.tcb = tcb
self.texture = pygame.image.load(texture)
@@ -157,8 +158,7 @@ class LineSegment(object):
def intersect(self, r):
def classifyPoint2D(point):
v1 = point.sub(self.a).normalize()
v2 = vec2(self.v.y, -self.v.x)
return v1.dot(v2)
return v1.dot(self.n)
def sign(n):
if n == 0:
@@ -172,14 +172,14 @@ class LineSegment(object):
return (a * t) + (b * (1.0 - t))
side = classifyPoint2D(r.o)
v2 = self.b.sub(self.a) if sign(side) > 0 else self.a.sub(self.b)
v3 = vec2(-r.d.y, r.d.x)
v2 = self.b.sub(self.a)
v3 = vec2(-r.d.y, r.d.x) if sign(side) > 0 else vec2(r.d.y, -r.d.x)
det = v2.dot(v3)
if abs(det) < TOLERANCE:
return None
else:
v1 = r.o.sub(self.a) if sign(side) > 0 else self.a.sub(r.o)
v1 = r.o.sub(self.a)
t1 = v2.cross(v1).length() / det
t2 = v1.dot(v3) / det
@@ -201,19 +201,9 @@ class LineSegment(object):
##############################################################
class Plane3d(object):
def __init__(self, texture, floor = True):
self.n = vec3(0.0, 1.0, 0.0) if floor else vec3(0.0, -1.0, 0.0)
self.y = -0.5 if floor else 0.5
def __init__(self, texture):
self.texture = pygame.image.load(texture)
def intersect(self, r):
d = r.d.dot(self.n)
if abs(d) > TOLERANCE:
t = self.n.dot(vec3(0.0, self.y, 0.0).sub(r.o)) / d
return Intersection(r, t)
else:
return None
def sample_texture(self, st):
w = self.texture.get_width()
h = self.texture.get_height()
@@ -228,11 +218,14 @@ class Plane3d(object):
##############################################################
def main():
global FOV, ANGLE_INCREMENT
# Local variables.
done = False
player_pos = vec2(0.0, 0.0)
player_dir = vec2(-1.0, 0.0)
plane = vec2(0.0, 0.66)
FOV = 2.0 * math.atan((plane.length() / player_dir.length())) * RAD2DEG
ANGLE_INCREMENT = FOV / float(FB_SIZE[0])
arrow_keys = {pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: False}
# Initialize Pygame.
@@ -244,16 +237,16 @@ def main():
pygame.key.set_repeat(17, 17)
# Define walls, floor and ceiling.
walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), -3.0, 3.0, "Textures/metal.jpg"),
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), 0.0, 6.0, "Textures/metal.jpg"),
LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), 0.0, 6.0, "Textures/metal.jpg"),
LineSegment(vec2(2.0, 2.0), vec2(3.0, 3.0), 0.0, 1.0, "Textures/diagmetal.jpg"),
LineSegment(vec2(-2.0, 2.0), vec2(-3.0, 3.0), 0.0, 1.0, "Textures/diagmetal.jpg"),
LineSegment(vec2(-2.0, 2.0), vec2(2.0, 2.0), 0.0, 4.0, "Textures/diagmetal.jpg")
walls = [
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), 0.0, 6.0, "Textures/metal.jpg"),
LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), 0.0, 6.0, "Textures/metal.jpg"),
LineSegment(vec2(2.0, 2.0), vec2(3.0, 3.0), 0.0, 1.0, "Textures/diagmetal.jpg"),
LineSegment(vec2(-2.0, 2.0), vec2(-3.0, 3.0), 0.0, 1.0, "Textures/diagmetal.jpg"),
LineSegment(vec2(-2.0, 2.0), vec2(2.0, 2.0), 0.0, 4.0, "Textures/diagmetal.jpg")
]
floor = Plane3d(FLOOR_TEXTURE)
ceiln = Plane3d(CEIL_TEXTURE, False)
ceiln = Plane3d(CEIL_TEXTURE)
# Main game loop.
try:
@@ -277,10 +270,10 @@ def main():
# Camera movement
if arrow_keys[pygame.K_UP]:
player_pos = player_pos.sub(player_dir.scale(PLAYER_MOVE_SPEED))
player_pos = player_pos.add(player_dir.scale(PLAYER_MOVE_SPEED))
if arrow_keys[pygame.K_DOWN]:
player_pos = player_pos.add(player_dir.scale(PLAYER_MOVE_SPEED))
player_pos = player_pos.sub(player_dir.scale(PLAYER_MOVE_SPEED))
if arrow_keys[pygame.K_LEFT]:
oldDirX = player_dir.x;
@@ -299,20 +292,20 @@ def main():
plane.y = oldPlaneX * math.sin(-PLAYER_TURN_SPEED) + plane.y * math.cos(-PLAYER_TURN_SPEED);
# Render ceiling and floor.
frame_buffer.fill(CEILING_COLOR, pygame.Rect(0, 0, FB_SIZE[0], FB_SIZE[1] / 2))
frame_buffer.fill(FLOOR_COLOR, pygame.Rect(0, FB_SIZE[1] / 2, FB_SIZE[0], FB_SIZE[1] / 2))
frame_buffer.fill(FILL_COLOR)
# Render walls.
angle = -FOV / 2.0
for i in xrange(FB_SIZE[0]):
# Generate camera ray
camera_x = 2.0 * (float(i) / float(FB_SIZE[0])) - 1;
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), player_dir.add(plane.scale(camera_x)))
d = float('Inf')
c = None
p = None
h = 0
darken = None
# Check each wall for an intersection
for l in walls:
intersection = l.intersect(r)
@@ -322,8 +315,17 @@ def main():
d = intersection.d
c = l.get_tex_column(intersection.tc)
p = intersection.p
df = (vec2(1.0, 0.0).dot(l.n) + 1.0) / 2.0
if df < 0.25:
darken = 32
elif df >= 0.25 and df < 0.5:
darken = 64
elif df >= 0.5 and df < 0.75:
darken = 128
else:
darken = 255
if d < float('Inf') and c is not None:
if c is not None:
# If an intersection was found then compute the projected height of the wall in pixels
h = int(float(FB_SIZE[1]) / (d * math.cos(angle * DEG2RAD)))
# The height tends to infinity as we get close to the walls so it must be clamped
@@ -331,36 +333,22 @@ def main():
# 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)))
frame_buffer.fill((darken, darken, darken), pygame.Rect(i, -(h / 2) + (FB_SIZE[1] / 2) if -(h / 2) + (FB_SIZE[1] / 2) >= 0 else 0, 1, scaled.get_height()), pygame.BLEND_MULT)
# Floor casting and ceiling casting
if p is not None and h > 0 and h < FB_SIZE[1]:
for j in xrange(1, FB_SIZE[1] - h):
# Compute wall height in world space
h_world = float((h + j)) / float(FB_SIZE[1])
for j in xrange((h / 2) + (FB_SIZE[1] / 2), FB_SIZE[1] + 1): #FB_SIZE[1] - h + 1
det = (2.0 * j - FB_SIZE[1])
if det > 0.0:
cd = FB_SIZE[1] / det
weight = cd / (d * math.cos(angle * DEG2RAD))
st = vec2((weight * p.x) + ((1.0 - weight) * player_pos.x), (weight * p.y) + ((1.0 - weight) * player_pos.y))
ftex = floor.sample_texture(st)
ctex = ceiln.sample_texture(st)
frame_buffer.blit(ftex, (i, j))
frame_buffer.fill((192, 192, 192), pygame.Rect(i, j, 1, 1), pygame.BLEND_MULT)
frame_buffer.blit(ctex, (i, FB_SIZE[1] - j))
# Take player position and starting floor intersection point to 3D space
o3d = vec3(player_pos.x, 0.0, player_pos.y)
p3d = vec3(p.x, -h_world/2.0, p.y)
# Compute floor ray
fr = Ray3d(o3d, p3d.sub(o3d))
# Compute ceiling starting intersection point and ceiling ray
p3d = vec3(p.x, h_world/2.0, p.y)
cr = Ray3d(o3d, p3d.sub(o3d))
# Compute floor and ceiling intersections
fip = floor.intersect(fr)
cip = ceiln.intersect(cr)
# Get floor and ceiling textures
ftex = floor.sample_texture(fip.tc)
ctex = ceiln.sample_texture(cip.tc)
# Blit floor and ceiling colors to the framebuffer
frame_buffer.blit(ftex, (i, ((h + j) / 2) + (FB_SIZE[1] / 2)))
frame_buffer.blit(ctex, (i, -((h + j) / 2) + (FB_SIZE[1] / 2)))
angle += ANGLE_INCREMENT
# Render framebuffer to the screen

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