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" TITLE = "Py Caster"
FPS = 30 FPS = 30
SCREEN_SIZE = (800, 600) SCREEN_SIZE = (800, 600)
CEILING_COLOR = (75, 119, 208) FILL_COLOR = (0, 0, 0)
FLOOR_COLOR = (229, 138, 132)
FOG_COLOR = (128, 128, 128) FOG_COLOR = (128, 128, 128)
FOG_NEAR = 1.0 FOG_NEAR = 1.0
FOG_FAR = 5.0 FOG_FAR = 5.0
@@ -24,8 +23,9 @@ CEIL_TEXTURE = "Textures/brownstone.jpg"
FB_SIZE = (320, 200) FB_SIZE = (320, 200)
DEG2RAD = 3.1415926535897932384626433 / 180.0 DEG2RAD = 3.1415926535897932384626433 / 180.0
FOV = 66.84962236520761 RAD2DEG = 180.0 / 3.1415926535897932384626433
ANGLE_INCREMENT = FOV / float(FB_SIZE[0]) FOV = 0.0
ANGLE_INCREMENT = 0.0
HEIGHT_CLAMP_MULTIPLER = 10 # MUST BE AN INTEGER HEIGHT_CLAMP_MULTIPLER = 10 # MUST BE AN INTEGER
############################################################## ##############################################################
@@ -150,6 +150,7 @@ class LineSegment(object):
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.n = vec2(-self.v.y, self.v.x)
self.tca = tca self.tca = tca
self.tcb = tcb self.tcb = tcb
self.texture = pygame.image.load(texture) self.texture = pygame.image.load(texture)
@@ -157,8 +158,7 @@ class LineSegment(object):
def intersect(self, r): def intersect(self, r):
def classifyPoint2D(point): def classifyPoint2D(point):
v1 = point.sub(self.a).normalize() v1 = point.sub(self.a).normalize()
v2 = vec2(self.v.y, -self.v.x) return v1.dot(self.n)
return v1.dot(v2)
def sign(n): def sign(n):
if n == 0: if n == 0:
@@ -172,14 +172,14 @@ class LineSegment(object):
return (a * t) + (b * (1.0 - 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)
v3 = vec2(-r.d.y, r.d.x) v3 = vec2(-r.d.y, r.d.x) if sign(side) > 0 else vec2(r.d.y, -r.d.x)
det = v2.dot(v3) det = v2.dot(v3)
if abs(det) < TOLERANCE: if abs(det) < TOLERANCE:
return None return None
else: 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 t1 = v2.cross(v1).length() / det
t2 = v1.dot(v3) / det t2 = v1.dot(v3) / det
@@ -201,19 +201,9 @@ class LineSegment(object):
############################################################## ##############################################################
class Plane3d(object): class Plane3d(object):
def __init__(self, texture, floor = True): def __init__(self, texture):
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
self.texture = pygame.image.load(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): def sample_texture(self, st):
w = self.texture.get_width() w = self.texture.get_width()
h = self.texture.get_height() h = self.texture.get_height()
@@ -228,11 +218,14 @@ class Plane3d(object):
############################################################## ##############################################################
def main(): def main():
global FOV, ANGLE_INCREMENT
# Local variables. # Local variables.
done = False done = 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)
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} arrow_keys = {pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: False}
# Initialize Pygame. # Initialize Pygame.
@@ -244,7 +237,7 @@ def main():
pygame.key.set_repeat(17, 17) pygame.key.set_repeat(17, 17)
# Define walls, floor and ceiling. # Define walls, floor and ceiling.
walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), -3.0, 3.0, "Textures/metal.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(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"),
@@ -253,7 +246,7 @@ def main():
LineSegment(vec2(-2.0, 2.0), vec2(2.0, 2.0), 0.0, 4.0, "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) floor = Plane3d(FLOOR_TEXTURE)
ceiln = Plane3d(CEIL_TEXTURE, False) ceiln = Plane3d(CEIL_TEXTURE)
# Main game loop. # Main game loop.
try: try:
@@ -277,10 +270,10 @@ def main():
# Camera movement # Camera movement
if arrow_keys[pygame.K_UP]: 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]: 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]: if arrow_keys[pygame.K_LEFT]:
oldDirX = player_dir.x; 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); plane.y = oldPlaneX * math.sin(-PLAYER_TURN_SPEED) + plane.y * math.cos(-PLAYER_TURN_SPEED);
# Render ceiling and floor. # Render ceiling and floor.
frame_buffer.fill(CEILING_COLOR, pygame.Rect(0, 0, FB_SIZE[0], FB_SIZE[1] / 2)) frame_buffer.fill(FILL_COLOR)
frame_buffer.fill(FLOOR_COLOR, pygame.Rect(0, FB_SIZE[1] / 2, FB_SIZE[0], FB_SIZE[1] / 2))
# Render walls. # Render walls.
angle = -FOV / 2.0 angle = -FOV / 2.0
for i in xrange(FB_SIZE[0]): for i in xrange(FB_SIZE[0]):
# Generate camera ray # Generate camera ray
camera_x = 2.0 * (float(i) / float(FB_SIZE[0])) - 1; 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') d = float('Inf')
c = None c = None
p = None p = None
h = 0 h = 0
darken = None
# Check each wall for an intersection # Check each wall for an intersection
for l in walls: for l in walls:
intersection = l.intersect(r) intersection = l.intersect(r)
@@ -322,8 +315,17 @@ def main():
d = intersection.d d = intersection.d
c = l.get_tex_column(intersection.tc) c = l.get_tex_column(intersection.tc)
p = intersection.p 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 # 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))) 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 # The height tends to infinity as we get close to the walls so it must be clamped
@@ -331,35 +333,21 @@ def main():
# Then scale the corresponding texture slice and blit it # Then scale the corresponding texture slice and blit it
scaled = pygame.transform.scale(c, (c.get_width(), h)) scaled = pygame.transform.scale(c, (c.get_width(), h))
frame_buffer.blit(scaled, (i, -(h / 2) + (FB_SIZE[1] / 2))) 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 # Floor casting and ceiling casting
if p is not None and h > 0 and h < FB_SIZE[1]: if p is not None and h > 0 and h < FB_SIZE[1]:
for j in xrange(1, FB_SIZE[1] - h): for j in xrange((h / 2) + (FB_SIZE[1] / 2), FB_SIZE[1] + 1): #FB_SIZE[1] - h + 1
# Compute wall height in world space det = (2.0 * j - FB_SIZE[1])
h_world = float((h + j)) / float(FB_SIZE[1]) if det > 0.0:
cd = FB_SIZE[1] / det
# Take player position and starting floor intersection point to 3D space weight = cd / (d * math.cos(angle * DEG2RAD))
o3d = vec3(player_pos.x, 0.0, player_pos.y) st = vec2((weight * p.x) + ((1.0 - weight) * player_pos.x), (weight * p.y) + ((1.0 - weight) * player_pos.y))
p3d = vec3(p.x, -h_world/2.0, p.y) ftex = floor.sample_texture(st)
ctex = ceiln.sample_texture(st)
# Compute floor ray frame_buffer.blit(ftex, (i, j))
fr = Ray3d(o3d, p3d.sub(o3d)) frame_buffer.fill((192, 192, 192), pygame.Rect(i, j, 1, 1), pygame.BLEND_MULT)
frame_buffer.blit(ctex, (i, FB_SIZE[1] - j))
# 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 angle += ANGLE_INCREMENT

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