#!/usr/bin/env python3 # RAYCASTER # Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA # # pip install pysdl2 pysdl2-dll import sys import sdl2.ext import math import time import ctypes # Map cfg MAP_HIDDEN = True MAP_SCALE = 24 MAP_SIZE = 17 MAP_WIN_WIDTH = MAP_SIZE * MAP_SCALE MAP_WIN_HEIGHT = MAP_SIZE * MAP_SCALE # Textures cfg TEXTURE_SIZE = 8 # Raycast cfg RAYCAST_WIN_WIDTH = 1000 RAYCAST_WIN_HEIGHT = 600 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 SHADING_COLOR = 128 + (128 << 8) + (128 << 16) # Color to subtract to obtain shading (128 in every channel) CEILING_COLOR = sdl2.ext.Color(0,128,255,255) FLOOR_COLOR = sdl2.ext.Color(0,128,0,255) # Player cfg PLAYER_SPEED = 8 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 = [ 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 0, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, ] TEXTURES = [ [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, ], [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, ], [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, ] ] 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)) # Graphics sdl2.ext.init() if not MAP_HIDDEN: self.mapWindow = sdl2.ext.Window("2D Map", size=(MAP_WIN_WIDTH, MAP_WIN_HEIGHT)) self.mapWindow.show() self.mapSurface = self.mapWindow.get_surface() self.raycastWindow = sdl2.ext.Window("3D View", size=(RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT)) self.raycastWindow.show() self.raycastSurface = self.raycastWindow.get_surface() self.raycast_u32_pixels = ctypes.cast(self.raycastSurface.pixels, ctypes.POINTER(ctypes.c_uint32)) # Raw SDL surface pixel array # Player self.player_position = PLAYER_SPAWN_POSITION return def run(self): lastFpsCalcTime = 0 frames = 0 running = True while running: events = sdl2.ext.get_events() for event in events: if event.type == sdl2.SDL_QUIT or (event.type == sdl2.SDL_KEYDOWN and event.key.keysym.sym == sdl2.SDLK_ESCAPE): running = False break keystate = sdl2.SDL_GetKeyboardState(None) # Rotate player if keystate[sdl2.SDL_SCANCODE_LEFT]: self.player_position["r"] = self.player_position["r"] - PLAYER_ROTATION_SPEED elif keystate[sdl2.SDL_SCANCODE_RIGHT]: self.player_position["r"] = 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 player_delta_y = math.sin(self.player_position["r"]) * PLAYER_SPEED # Move player based on its direction if keystate[sdl2.SDL_SCANCODE_UP]: self.movePlayerRelative(player_delta_x, player_delta_y) elif keystate[sdl2.SDL_SCANCODE_DOWN]: self.movePlayerRelative(-player_delta_x, -player_delta_y) # Limit position into dungeon bounds if self.player_position["x"] < 0: self.player_position["x"] = 0 if self.player_position["x"] > MAP_WIN_WIDTH: self.player_position["x"] = MAP_WIN_WIDTH if self.player_position["y"] < 0: self.player_position["y"] = 0 if self.player_position["y"] > MAP_WIN_HEIGHT: self.player_position["y"] = MAP_WIN_HEIGHT if self.player_position["r"] > 2*math.pi: self.player_position["r"] = 0 if self.player_position["r"] < 0: self.player_position["r"] = 2*math.pi self.draw() if not MAP_HIDDEN: self.mapWindow.refresh() self.raycastWindow.refresh() # Calculate FPS frames = frames + 1 if time.time() - lastFpsCalcTime > 1: fps = frames/(time.time() - lastFpsCalcTime) print(int(fps)) frames = 0 lastFpsCalcTime = time.time() return 0 def movePlayerRelative(self, player_delta_x, player_delta_y): # Prevent player from going into walls (X axis) newPlayerX = int(self.player_position["x"] + player_delta_x) 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: # Move player (X) self.player_position["x"] = newPlayerX # Prevent player from going into walls (Y axis) newPlayerY = int(self.player_position["y"] + player_delta_y) 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: # Move player (Y) self.player_position["y"] = newPlayerY def draw(self): if not MAP_HIDDEN: self.draw2Dmap() self.drawPlayer() self.drawRays() def drawPlayer(self): # Player in 2D map 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)) # Player line of sight in 2D map ray = { "x": int(self.player_position["x"] + math.cos(self.player_position["r"]) * 50), # deltaX + playerX "y": int(self.player_position["y"] + math.sin(self.player_position["r"]) * 50) # deltaY + playerY } sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(255,0,0,255), (self.player_position["x"], self.player_position["y"], ray["x"], ray["y"])) 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)): posX = i % MAP_SIZE * MAP_SCALE posY = math.floor(i / MAP_SIZE) * MAP_SCALE color = 0 if MAP[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, CEILING_COLOR, (0, 0, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws ceiling) 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) # 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 # Which map wall tiles have been hit by rayX and rayY mapBlockHitX = 0 mapBlockHitY = 0 # Check horizontal lines dof = 0 # Depth of field if rayAngle == 0 or rayAngle == math.pi: # Looking left or right (ray will never intersect parallel lines) rayY = self.player_position["y"] rayX = self.player_position["x"] + DOF * MAP_SCALE dof = DOF # Set depth of field to maximum to avoid unneeded checks elif rayAngle > math.pi: # Looking up aTan = -1/math.tan(rayAngle) rayY = (int(self.player_position["y"] / MAP_SCALE) * MAP_SCALE) - 0.00001 rayX = (self.player_position["y"] - rayY) * aTan + self.player_position["x"] yOffset = -MAP_SCALE xOffset = -yOffset * aTan else: # Looking down aTan = -1/math.tan(rayAngle) rayY = (int(self.player_position["y"] / MAP_SCALE) * MAP_SCALE) + MAP_SCALE rayX = (self.player_position["y"] - rayY) * aTan + self.player_position["x"] yOffset = MAP_SCALE xOffset = -yOffset * aTan # Check if we reached a wall while dof < DOF: 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: dof = DOF # Hit the wall: we are done, no need to do other checks mapBlockHitY = MAP[mapArrayPosition] # Save which map wall tile we reached else: # Didn't hit the wall: check successive horizontal line rayX = rayX + xOffset rayY = rayY + yOffset dof = dof + 1 # Save horyzontal probe rays for later comparison with vertical horizRayX = rayX horizRayY = rayY # Check vertical lines dof = 0 # Depth of field nTan = -math.tan(rayAngle) xOffset = 0 yOffset = 0 if rayAngle == math.pi * 0.5 or rayAngle == math.pi * 1.5: #if rayAngle == 0 or rayAngle == math.pi: # Looking up or down (ray will never intersect vertical lines) rayX = self.player_position["x"] rayY = self.player_position["y"] + DOF * MAP_SCALE dof = DOF # Set depth of field to maximum to avoid unneeded checks elif rayAngle > math.pi * 0.5 and rayAngle < math.pi * 1.5: # Looking left rayX = (int(self.player_position["x"] / MAP_SCALE) * MAP_SCALE) - 0.00001 rayY = (self.player_position["x"] - rayX) * nTan + self.player_position["y"] xOffset = -MAP_SCALE yOffset = -xOffset * nTan else: # Looking right rayX = (int(self.player_position["x"] / MAP_SCALE) * MAP_SCALE) + MAP_SCALE rayY = (self.player_position["x"] - rayX) * nTan + self.player_position["y"] xOffset = MAP_SCALE yOffset = -xOffset * nTan # Check if we reached a wall while dof < DOF: 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: dof = DOF # Hit the wall: we are done, no need to do other checks mapBlockHitX = MAP[mapArrayPosition] # Save which map wall tile we reached else: # Didn't hit the wall: check successive horizontal line rayX = rayX + xOffset rayY = rayY + yOffset dof = dof + 1 horizDist = self.dist(self.player_position["x"], self.player_position["y"], horizRayX, horizRayY) vertDist = self.dist(self.player_position["x"], self.player_position["y"], rayX, rayY) shortestDist = vertDist if vertDist > horizDist: rayX = horizRayX rayY = horizRayY shortestDist = horizDist if not MAP_HIDDEN: # Draw rays in 2D view sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(0,0,255,255), (self.player_position["x"], self.player_position["y"], rayX, rayY)) # ------ Draw 3D view ------ # Calculate line height based on distance lineHeight = MAP_SCALE * RAYCAST_RENDER_HEIGHT / shortestDist # Center line vertically in window lineOffset = RAYCAST_RENDER_HEIGHT / 2 - lineHeight / 2 # Draw pixels vertically from top to bottom to obtain a line textureSegmentEnd = 0 for textureColumnPixel in range(0, TEXTURE_SIZE): # Calc texture segment length on screen textureSegmentLength = lineHeight / TEXTURE_SIZE if textureSegmentEnd == 0: # First iteration: calculate segment start textureSegmentStart = lineOffset + textureColumnPixel * textureSegmentLength else: # Next iterations: use the previous segment end (avoids rounding errors) textureSegmentStart = textureSegmentEnd textureSegmentEnd = textureSegmentStart + textureSegmentLength # Obtain texture value in the pixel representing the current segment and calculate shading if vertDist > horizDist: texIndex = mapBlockHitY - 1 # The texture covering the selected map tile (0 is no texture, 1 is texture at TEXTURES[0] etc) texColumn = int(rayX / (MAP_SCALE / TEXTURE_SIZE) % TEXTURE_SIZE) shading = True else: texIndex = mapBlockHitX - 1 # The texture covering the selected map tile texColumn = int(rayY / (MAP_SCALE / TEXTURE_SIZE) % TEXTURE_SIZE) shading = False texel = TEXTURES[texIndex][texColumn + textureColumnPixel * TEXTURE_SIZE] # Calculate color resulting from texture pixel value + shading color = (texel * 255) # TODO: Remove "* 255" when the texel will contain the full color integer (3 channels shifted by 8 bit each) if shading: color = color * (-SHADING_COLOR) # Clipping lineEnd = textureSegmentEnd if lineEnd > lineOffset + lineHeight: lineEnd = lineOffset + lineHeight 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 self.drawVline(self.raycastSurface, color, x, int(lineStart), int(lineEnd)) def drawVline(self, surface, color, x, startY, endY): startIdx = startY * RAYCAST_WIN_WIDTH + x for idx in range(startIdx, endY * RAYCAST_WIN_WIDTH + x, RAYCAST_WIN_WIDTH): self.raycast_u32_pixels[idx] = color def dist(self, ax, ay, bx, by): return math.sqrt((bx-ax)*(bx-ax) + (by-ay)*(by-ay)) if __name__ == '__main__': try: main = Main() main.run() except KeyboardInterrupt: exit(0)