From edad79cb9e11931007a82cf183c87904cc5b9a46 Mon Sep 17 00:00:00 2001 From: "Daniele Verducci (Slimpenguin)" Date: Mon, 9 Jan 2023 08:14:21 +0100 Subject: [PATCH] WIP trying to implement floors --- v2/raycaster.py | 99 ++++++++++++++++++++++++++++++++++++------------- 1 file changed, 73 insertions(+), 26 deletions(-) diff --git a/v2/raycaster.py b/v2/raycaster.py index ca0c046..ec4615c 100755 --- a/v2/raycaster.py +++ b/v2/raycaster.py @@ -27,6 +27,7 @@ RAYCAST_RESOLUTION_SCALING = 4 RAYCAST_RENDER_WIDTH = int(RAYCAST_WIN_WIDTH / RAYCAST_RESOLUTION_SCALING) RAYCAST_RENDER_HEIGHT = int(RAYCAST_WIN_HEIGHT / RAYCAST_RESOLUTION_SCALING) DOF = 2*MAP_SIZE # Depth Of Field +COLOR_CEILING = sdl2.ext.Color(0,0,128,255) # Player cfg PLAYER_SPEED = 8 @@ -34,7 +35,7 @@ PLAYER_ROTATION_SPEED = 0.1 PLAYER_SPAWN_POSITION = {"x": int(MAP_SCALE * 2), "y": int(MAP_SCALE * 5), "r": 0} # r is rotation in radiants # Dungeon data -MAP = [ +MAP_WALLS = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, @@ -53,6 +54,25 @@ MAP = [ 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, ] +MAP_FLOORS = [ + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, +] TEXTURES = [ [ 1, 1, 1, 1, 1, 1, 1, 1, @@ -90,8 +110,10 @@ class Main: def __init__(self): # Check valid map - if len(MAP) != MAP_SIZE * MAP_SIZE: - raise ValueError("Map size is {}, but should be a power of {}".format(len(MAP), MAP_SIZE)) + if len(MAP_WALLS) != MAP_SIZE * MAP_SIZE: + raise ValueError("Walls map size is {}, but should be a power of {}".format(len(MAP_WALLS), MAP_SIZE)) + if len(MAP_FLOORS) != MAP_SIZE * MAP_SIZE: + raise ValueError("Floors map size is {}, but should be a power of {}".format(len(MAP_FLOORS), MAP_SIZE)) # Graphics sdl2.ext.init() @@ -124,9 +146,9 @@ class Main: keystate = sdl2.SDL_GetKeyboardState(None) # Rotate player if keystate[sdl2.SDL_SCANCODE_LEFT]: - self.player_position["r"] = self.player_position["r"] - PLAYER_ROTATION_SPEED + self.player_position["r"] = self.angleBoudariesFix(self.player_position["r"] - PLAYER_ROTATION_SPEED) elif keystate[sdl2.SDL_SCANCODE_RIGHT]: - self.player_position["r"] = self.player_position["r"] + PLAYER_ROTATION_SPEED + self.player_position["r"] = self.angleBoudariesFix(self.player_position["r"] + PLAYER_ROTATION_SPEED) # Compute deltax and deltay based on player direction player_delta_x = math.cos(self.player_position["r"]) * PLAYER_SPEED @@ -173,7 +195,7 @@ class Main: mapX = int(newPlayerX / MAP_SCALE) mapY = int(self.player_position["y"] / MAP_SCALE) mapArrayPosition = mapY * MAP_SIZE + mapX - if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP[mapArrayPosition] == 0: + if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP_WALLS[mapArrayPosition] == 0: # Move player (X) self.player_position["x"] = newPlayerX @@ -182,7 +204,7 @@ class Main: mapX = int(self.player_position["x"] / MAP_SCALE) mapY = int(newPlayerY / MAP_SCALE) mapArrayPosition = mapY * MAP_SIZE + mapX - if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP[mapArrayPosition] == 0: + if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP_WALLS[mapArrayPosition] == 0: # Move player (Y) self.player_position["y"] = newPlayerY @@ -206,28 +228,23 @@ class Main: def draw2Dmap(self): # 2D map sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,255)) # Clears map screen - for i in range(len(MAP)): + for i in range(len(MAP_WALLS)): posX = i % MAP_SIZE * MAP_SCALE posY = math.floor(i / MAP_SIZE) * MAP_SCALE color = 0 - if MAP[i] > 0: + if MAP_WALLS[i] > 0: color = 255 sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(color,color,color,255), (posX, posY, MAP_SCALE - 1, MAP_SCALE - 1)) def drawRays(self): - sdl2.ext.draw.fill(self.raycastSurface, sdl2.ext.Color(0,0,128,255), (0, 0, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws ceiling) - sdl2.ext.draw.fill(self.raycastSurface, sdl2.ext.Color(0,128,0,255), (0, RAYCAST_WIN_HEIGHT/2, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws floor) + sdl2.ext.draw.fill(self.raycastSurface, COLOR_CEILING, (0, 0, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws ceiling) # Casts rays for raycasting playerAngle = self.player_position["r"] # Cast one ray for every window pixel, from -0,5 rads to +0,5 rads (about 60° viewing angle) for i in range(RAYCAST_RENDER_WIDTH): - rayAngle = playerAngle + (i/RAYCAST_RENDER_WIDTH) - 0.5 - if rayAngle < 0: - rayAngle = math.pi * 2 + rayAngle - if rayAngle > math.pi * 2: - rayAngle = rayAngle - math.pi * 2 + rayAngle = self.angleBoudariesFix(playerAngle + (i/RAYCAST_RENDER_WIDTH) - 0.5) # Which map wall tiles have been hit by rayX and rayY mapBlockHitX = 0 @@ -260,9 +277,9 @@ class Main: mapX = int(rayX / MAP_SCALE) mapY = int(rayY / MAP_SCALE) mapArrayPosition = mapY * MAP_SIZE + mapX - if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE and MAP[mapArrayPosition] != 0: + if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE and MAP_WALLS[mapArrayPosition] != 0: dof = DOF # Hit the wall: we are done, no need to do other checks - mapBlockHitY = MAP[mapArrayPosition] # Save which map wall tile we reached + mapBlockHitY = MAP_WALLS[mapArrayPosition] # Save which map wall tile we reached else: # Didn't hit the wall: check successive horizontal line rayX = rayX + xOffset @@ -302,9 +319,9 @@ class Main: mapX = int(rayX / MAP_SCALE) mapY = int(rayY / MAP_SCALE) mapArrayPosition = mapY * MAP_SIZE + mapX - if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP[mapArrayPosition] != 0: + if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP_WALLS[mapArrayPosition] != 0: dof = DOF # Hit the wall: we are done, no need to do other checks - mapBlockHitX = MAP[mapArrayPosition] # Save which map wall tile we reached + mapBlockHitX = MAP_WALLS[mapArrayPosition] # Save which map wall tile we reached else: # Didn't hit the wall: check successive horizontal line rayX = rayX + xOffset @@ -331,6 +348,7 @@ class Main: # Center line vertically in window lineOffset = RAYCAST_RENDER_HEIGHT / 2 - lineHeight / 2 + # WALLS # Draw pixels vertically from top to bottom to obtain a line textureSegmentEnd = 0 for textureColumnPixel in range(0, TEXTURE_SIZE): @@ -363,14 +381,43 @@ class Main: lineStart = textureSegmentStart if lineStart < 0: lineStart = 0 - # Upscaling - lineStart = lineStart * RAYCAST_RESOLUTION_SCALING - lineEnd = lineEnd * RAYCAST_RESOLUTION_SCALING # Draw segment - for repeat in range(1, RAYCAST_RESOLUTION_SCALING + 1): - x = i * RAYCAST_RESOLUTION_SCALING + repeat - sdl2.ext.draw.line(self.raycastSurface, color, (x, int(lineStart), x, int(lineEnd))) + self.drawVertLineScaled(color, i, int(lineStart), int(lineEnd)) + # FLOOR + if lineEnd >= RAYCAST_WIN_HEIGHT: + continue + wallLineEnd = int(lineEnd) + for y in range(wallLineEnd, RAYCAST_RENDER_HEIGHT): + dy = y - ( RAYCAST_WIN_HEIGHT / 2.0 ) + deg = rayAngle + raFix = math.cos(self.angleBoudariesFix(playerAngle - rayAngle)) + tx = self.player_position["x"] / 2 + math.cos(deg) * (RAYCAST_RENDER_WIDTH / 2) * TEXTURE_SIZE / dy / raFix + ty = self.player_position["y"] / 2 - math.sin(deg) * (RAYCAST_RENDER_HEIGHT / 2) * TEXTURE_SIZE / dy / raFix + textureIndex = MAP_FLOORS[int(ty / TEXTURE_SIZE) * mapX + int(tx / TEXTURE_SIZE)] #* TEXTURE_SIZE * TEXTURE_SIZE + texturePixelIndex = int(ty * TEXTURE_SIZE + tx) + print("Texture index: {} pixel: {}".format(textureIndex, texturePixelIndex)) + color = TEXTURES[textureIndex][texturePixelIndex] + self.drawPointScaled(color, i, y) + + def angleBoudariesFix(self, angle): + if angle < 0: + return math.pi * 2 + angle + if angle > math.pi * 2: + return angle - math.pi * 2 + + def drawVertLineScaled(self, color, i, startY, endY): + # Upscaling + startY = startY * RAYCAST_RESOLUTION_SCALING + endY = endY * RAYCAST_RESOLUTION_SCALING + for repeat in range(1, RAYCAST_RESOLUTION_SCALING + 1): + x = i * RAYCAST_RESOLUTION_SCALING + repeat + sdl2.ext.draw.line(self.raycastSurface, color, (x, startY, x, endY)) + + def drawPointScaled(self, color, x, y): + scaledX = int(x * RAYCAST_RESOLUTION_SCALING) + scaledY = int(y * RAYCAST_RESOLUTION_SCALING) + sdl2.ext.draw.fill(self.raycastSurface, color, (scaledX, scaledY, scaledX + RAYCAST_RESOLUTION_SCALING, scaledY + RAYCAST_RESOLUTION_SCALING)) def dist(self, ax, ay, bx, by): return math.sqrt((bx-ax)*(bx-ax) + (by-ay)*(by-ay))