WIP OpenGL
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@ -48,8 +48,8 @@ TEXTURES = [
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TEXTURE_SIZE = 64
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# Raycast cfg
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RAYCAST_WIN_WIDTH = 600
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RAYCAST_WIN_HEIGHT = 600
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RAYCAST_WIN_WIDTH = 1000
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RAYCAST_WIN_HEIGHT = 1000
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RAYCAST_RENDER_WIDTH = int(RAYCAST_WIN_WIDTH / 4)
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RAYCAST_RENDER_HEIGHT = int(RAYCAST_WIN_HEIGHT / 4)
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DOF = 2*MAP_SIZE # Depth Of Field
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@ -119,10 +119,10 @@ class Main:
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self.mapWindow.show()
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self.mapSurface = self.mapWindow.get_surface()
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self.raycastWindow = sdl2.ext.Window("3D View", size=(RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT))
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self.raycastWindow.show()
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self.raycastSurface = self.raycastWindow.get_surface()
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self.raycast_u32_pixels = ctypes.cast(self.raycastSurface.pixels, ctypes.POINTER(ctypes.c_uint32)) # Raw SDL surface pixel array
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self.raycastWindow = sdl2.SDL_CreateWindow(b"3D View", 100, 100, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT,sdl2.SDL_WINDOW_SHOWN)
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self.raycastRenderer = sdl2.SDL_CreateRenderer(self.raycastWindow, -1,sdl2.SDL_RENDERER_ACCELERATED |sdl2.SDL_RENDERER_PRESENTVSYNC)
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self.raycastSurface = sdl2.SDL_CreateRGBSurface(0,RAYCAST_WIN_WIDTH,RAYCAST_WIN_HEIGHT,32,0,0,0,0)
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self.raycast_u32_pixels = ctypes.cast(self.raycastSurface.contents.pixels, ctypes.POINTER(ctypes.c_uint32)) # Raw SDL surface pixel array
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# Player
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self.player_position = {"x": int(MAP_SCALE * PLAYER_SPAWN_POSITION["x"]), "y": int(MAP_SCALE * PLAYER_SPAWN_POSITION["y"]), "r": PLAYER_SPAWN_POSITION["r"]} # r is rotation in radiants
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@ -179,7 +179,7 @@ class Main:
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self.draw()
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if not MAP_HIDDEN:
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self.mapWindow.refresh()
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self.raycastWindow.refresh()
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#self.raycastWindow.refresh()
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# Calculate FPS
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frames = frames + 1
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@ -214,8 +214,18 @@ class Main:
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if not MAP_HIDDEN:
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self.draw2Dmap()
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self.drawPlayer()
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for i in range(0, RAYCAST_WIN_WIDTH * RAYCAST_WIN_HEIGHT):
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self.raycast_u32_pixels[i] = (64 << 16) + (64 << 8) + 64
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self.drawRays()
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sdl2.SDL_RenderClear(self.raycastRenderer)
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raycastTexture = sdl2.SDL_CreateTextureFromSurface(self.raycastRenderer, self.raycastSurface)
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sdl2.SDL_RenderCopy(self.raycastRenderer, raycastTexture, None, None)
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sdl2.SDL_RenderPresent(self.raycastRenderer)
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def drawPlayer(self):
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# Player in 2D map
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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,255,0,255), (self.player_position["x"] - 2, self.player_position["y"] - 2, 4, 4))
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@ -239,8 +249,8 @@ class Main:
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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(color,color,color,255), (posX, posY, MAP_SCALE - 1, MAP_SCALE - 1))
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def drawRays(self):
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sdl2.ext.draw.fill(self.raycastSurface, CEILING_COLOR, (0, 0, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws ceiling)
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sdl2.ext.draw.fill(self.raycastSurface, FLOOR_COLOR, (0, RAYCAST_WIN_HEIGHT/2, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws floor)
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#sdl2.ext.draw.fill(self.raycastSurface, CEILING_COLOR, (0, 0, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws ceiling)
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#sdl2.ext.draw.fill(self.raycastSurface, FLOOR_COLOR, (0, RAYCAST_WIN_HEIGHT/2, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws floor)
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# Casts rays for raycasting
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playerAngle = self.player_position["r"]
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