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java - 不同高度尺寸的射线铸件

转载 作者:搜寻专家 更新时间:2023-10-31 19:36:51 25 4
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我有一个Java项目,它制作“windows迷宫”并使用射线转换算法。这是屏幕截图:

Maze made with ray casting

就像您看到的所有墙壁都具有相同的高度大小一样。我想做同样的事,但是高度大小不同

private void castRay(int xOnScreen,double angle,double direction) {
R rx = castRayInX(angle,direction);
R ry = castRayInY(angle,direction);
// In case of out-of-space rays
if (rx.getDistance()==Double.MAX_VALUE && ry.getDistance()==Double.MAX_VALUE) {
graphics.setColor(BACKGROUND);
graphics.drawLine(xOnScreen,0,xOnScreen,this.image.getHeight());
return;
}
double distance = rx.getDistance();
double normal = rx.getNormal();
Color c = rx.getColor();
double coef = Math.cos((angle+direction+Math.PI)-normal);
Plot collision = rx.getPlot();

if (ry.getDistance()<rx.getDistance()) {
distance = ry.getDistance();
normal = ry.getNormal();
c = ry.getColor();
coef = Math.cos((angle+direction+Math.PI)-normal);
collision = ry.getPlot();
}

coef = Math.abs(coef);
int factor = map.length*SQUARE_SIZE;
double d = (double)(distance+factor)/factor;
coef *= 1/(d*d);
Color c2 = new Color((int)(c.getRed()*coef),(int)(c.getGreen()*coef),(int)(c.getBlue()*coef));
graphics.setColor(c2);
// graphics.setColor(c); // no illumination
distance *= Math.cos(angle); // lens correction
int h = (int)(this.screenDistance/distance*WALL_HEIGHT); // perspective height
int vh = this.image.getHeight();
graphics.drawLine(xOnScreen,(vh-h)/2,xOnScreen,(vh+h)/2);
drawEye(direction,collision);
}

private R castRayInX(double angleRay,double direction) {
double angle = angleRay+direction;
double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
double slope = (y1-eye.getY())/(x1-eye.getX());
if (Math.cos(angle)==0) {
if (Math.sin(angle)>0)
return new R(Double.MAX_VALUE,3*Math.PI/2,BACKGROUND,null);
else
return new R(Double.MAX_VALUE,Math.PI/2,BACKGROUND,null);
}
if (Math.cos(angle)>0) {
int firstX = ((eye.getX()/SQUARE_SIZE)+1)*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int x = firstX; x<map[0].length*SQUARE_SIZE; x += SQUARE_SIZE) {
int y = (int)(slope*(x-eye.getX())+eye.getY());
if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
Color c = colorAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (c!=null) {
int DX = x-eye.getX();
double DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),Math.PI,c,new Plot((int)x,(int)y, WALL_HEIGHT));
}
}
return r;
} else {
int firstX = ((eye.getX()/SQUARE_SIZE))*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int x = firstX; x>=0; x -= SQUARE_SIZE) {
int y = (int)(slope*(x-eye.getX())+eye.getY());
if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
Color c = colorAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (c!=null) {
int DX = x-eye.getX();
double DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),0,c,new Plot((int)x,(int)y, WALL_HEIGHT));
}
}
return r;
}
}
private R castRayInY(double angleRay,double direction) {
// System.out.println("cast ray 2 Y "+angleRay+" "+direction);
double angle = angleRay+direction;
double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
// System.out.println(eye+" "+x1+" "+y1);
double slope = (y1-eye.getY())/(x1-eye.getX());
if (Math.sin(angle)==0) {
if (Math.cos(angle)>0)
return new R(Double.MAX_VALUE,Math.PI,BACKGROUND,null);
else
return new R(Double.MAX_VALUE,0,BACKGROUND,null);
}
if (Math.sin(angle)>0) {
int firstY = ((eye.getY()/SQUARE_SIZE)+1)*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int y = firstY; y<map.length*SQUARE_SIZE; y += SQUARE_SIZE) {
int x = (int)((y-eye.getY())/slope)+eye.getX();
if (isOutside(x,y,Color.CYAN,this.showRayCastingY)) break;
Color c = colorAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (c!=null) {
double DX = x-eye.getX();
int DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),3*Math.PI/2,c,new Plot((int)x,(int)y, WALL_HEIGHT));
}
}
return r;
} else {
int firstY = ((eye.getY()/SQUARE_SIZE))*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int y = firstY; y>=0; y -= SQUARE_SIZE) {
int x = (int)((y-eye.getY())/slope)+eye.getX();
if (isOutside(x,y,Color.CYAN,this.showRayCastingY)) break;
Color c = colorAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (c!=null) {
double DX = x-eye.getX();
int DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),Math.PI/2,c,new Plot((int)x,(int)y, WALL_HEIGHT));
}
}
return r;
}
}

我的 R类具有 Plot (x, y, z),现在我将 WALL_HEIGHT使用的是颜色,距离和法线。目前,这是可行的,但是我想添加一个新函数,例如castRayInZ,但是我没有所有的数学理论都在后面。我的迷宫是由这样的 map 制成的:
private String [][]map = {  // each: SQUARE_SIZE x SQUARE_SIZE
{ "Y300", "Z500", "X230", "Y112", "Z321", "X120", "X354" },
{ "X89", " ", " ", " ", "Y120", " ", "X232" },
{ "Z124", " ", "X276", " ", "X123", " ", "X" },
{ "Y290", " ", " ", " ", " ", " ", "X100" },
{ "X32", "Z430", " ", "Y500", "X120", " ", "X123" },
{ "X222", " ", " ", " ", " ", " ", "X210" },
{ "X12", "Y98", "Y763", "X146", "Y111", "Y333", "X321" }

其中X Y Z代表颜色(X代表红色,Y代表绿色,Z代表蓝色,仅测试我的灯光功能),我为 map 的每个正方形添加一个高度。我现在将所有长度都设置为 SQUARE_LENGTH,也许以后再将每个正方形的大小减小到一个像素,并通过生成它来放大 map 。但是我真的很想知道如何更改每个正方形的高度。我从4天开始研究它,没有任何线索...

编辑

我有一些消息,我改变了墙的大小,但是我有一些奇怪的东西,这是一个屏幕截图:

Strange stuff image

就像您看到的一样,这里有些奇怪的事情出现了。这是我的代码:
private void castRay(int xOnScreen,double angle,double direction) {
R rx = castRayInX(angle,direction);
R ry = castRayInY(angle,direction);
// In case of out-of-space rays
if (rx.getDistance()==Double.MAX_VALUE && ry.getDistance()==Double.MAX_VALUE) {
graphics.setColor(BACKGROUND);
graphics.drawLine(xOnScreen,0,xOnScreen,this.image.getHeight());
return;
}
double distance = rx.getDistance();
double normal = rx.getNormal();
Color c = rx.getColor();
double coef = Math.cos((angle+direction+Math.PI)-normal);
Plot collision = rx.getPlot();

if (ry.getDistance()<rx.getDistance()) {
distance = ry.getDistance();
normal = ry.getNormal();
c = ry.getColor();
coef = Math.cos((angle+direction+Math.PI)-normal);
collision = ry.getPlot();
}

coef = Math.abs(coef);
int factor = map.length*SQUARE_SIZE;
double d = (double)(distance+factor)/factor;
coef *= 1/(d*d);
Color c2 = new Color((int)(c.getRed()*coef),(int)(c.getGreen()*coef),(int)(c.getBlue()*coef));
graphics.setColor(c);
distance *= Math.cos(angle); // lens correction
int h;
int hw = (int)(this.screenDistance/distance*WALL_HEIGHT); //WALL_HEIGHT value is 300px at default
if(rx.getPlot() != null)
h = (int)(this.screenDistance/distance*rx.getPlot().getZ()); // perspective height
else
h = (int)(this.screenDistance/distance*WALL_HEIGHT);
int vh = this.image.getHeight();
int y0 = (hw+vh)/2;
int y1 = (vh-h)/2;
graphics.drawLine(xOnScreen,y0,xOnScreen,y1);
drawEye(direction,collision);

我的问题应该来自 castRayInX函数:
private R castRayInX(double angleRay,double direction) {
double angle = angleRay+direction;
double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
double slope = (y1-eye.getY())/(x1-eye.getX());
if (Math.cos(angle)==0) {
if (Math.sin(angle)>0)
return new R(Double.MAX_VALUE,3*Math.PI/2,BACKGROUND,null);
else
return new R(Double.MAX_VALUE,Math.PI/2,BACKGROUND,null);
}
if (Math.cos(angle)>0) {
int firstX = ((eye.getX()/SQUARE_SIZE)+1)*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int x = firstX; x<map[0].length*SQUARE_SIZE; x += SQUARE_SIZE) {
int y = (int)(slope*(x-eye.getX())+eye.getY());
if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
Color c = colorAt(x,y);
int z = heightAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (z == 0) z = heightAt(x,y-1);
if (z == 0) z = heightAt(x-1,y);
if (z == 0) z = heightAt(x-1,y-1);
if (c!=null) {
int DX = x-eye.getX();
double DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),Math.PI,c,new Plot((int)x,(int)y,(int)z));
}
}
return r;
} else {
int firstX = ((eye.getX()/SQUARE_SIZE))*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int x = firstX; x>=0; x -= SQUARE_SIZE) {
int y = (int)(slope*(x-eye.getX())+eye.getY());
if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
Color c = colorAt(x,y);
int z = heightAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (z == 0) z = heightAt(x,y-1);
if (z == 0) z = heightAt(x-1,y);
if (z == 0) z = heightAt(x-1,y-1);
if (c!=null) {
int DX = x-eye.getX();
double DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),0,c,new Plot((int)x,(int)y,(int)z));
}
}
return r;
}
}

我应该做一个 castRayInZ函数吗?还是我应该将 z的值获取其他位置?

最佳答案

因此,您显然知道Wolfenstein raycasting技术的基础。要添加可变高度,您需要执行以下操作:

  • 添加每个单元格的高度信息

    因此,只需在 map 表map[][]中为单元格信息添加另一个值即可。您将这些东西编码为奇数的字符串...
  • 更新扫描线渲染

    在代码中的某个位置(检测到命中之后),您将为每条射线绘制垂直线。在那里,您应该计算出类似的扫描线尺寸(假设y = 0位于屏幕顶部):
    y0 = center_of_view_y + projected_half_size
    y1 = center_of_view_y - projected_half_size

    并应更改为:
    y0 = center_of_view_y + projected_size
    y1 = y0 - 2*projected_half_size*wall_size

    现在,projected_half_size是为恒定像元高度计算的线大小,wall_size=<0,1>是缩放,center_of_view_y是 View 中水平线的y坐标。这会将您的墙放在地面上。
  • 更新光线转换

    现在,当您碰到第一堵墙时,便会停下来。使用可变的墙高度,只有当您碰到全尺寸的墙(wall_size=1)或用完 map 时,您才能停止。您有2个选项可以实现此目的。
  • 记住所有匹配,并以相反的顺序呈现
  • 立即渲染,但仅从最后渲染的高度而不是从地面渲染。

  • 第一个选项易于实现,但需要更多的内存,并且速度较慢。第二个是快速的,不需要任何列表或堆栈。但这涉及到扫描线渲染的更多数学运算(如果编码正确,则为 O(1))

    我从顶部的链接中播放了一些演示。现在结果应如下所示:

    variable height

    如您所见, map 上突出显示的单元格会穿过其高度上方的光线(因此您可以看到它们后面的较大单元格)。

    当您添加移动高度方向(跳跃,楼梯等)时,请当心,然后结束条件必须不同(渲染的扫描线位于 View 顶部)。 y坐标的投影部分也将有所不同,并且需要包括实际的玩家高度。
  • 添加顶部

    您需要添加顶部渲染。它类似于渲染天花板和地板。 IIRC 原先的Wolfenstein没有此功能,但后者伪3D 游戏(例如 DOOM )却没有。

    还有更多类似Perspective Vision on Canvas的方法,但我认为最容易实现(因为我们已经有足够的信息)是在纹理中计算垂直扫描线坐标的顶部部分并仅复制像素。我们已经知道射线照射到细胞的何处,并且还知道播放器/摄像机的角度。有关更多信息,请参见:PCGPE 1.0 Doom techniques

    因此,第一步也要为背面添加点击量。看起来应该像这样:

    back faces

    这是通过首先检查最后一个匹配单元格的匹配来完成的。现在,如果您还记得上次命中(同一条扫描线)的最后一个渲染的y坐标,则如果打了背面而不是渲染该表面,则将最后一个y的顶部颜色渲染为实际的y(或从地板/天花板纹理复制像素) 。这是用于此的绿色:

    top side

  • 如果这有帮助,请使用我的C++(基于GDI/VCL)代码:

    //---------------------------------------------------------------------------
    //--- Doom 3D engine ver: 1.000 --------------------------------------
    //---------------------------------------------------------------------------
    #ifndef _Doom3D_h
    #define _Doom3D_h
    //---------------------------------------------------------------------------
    #include <math.h>
    #include <jpeg.hpp>
    #include "performance.h"
    #include "OpenGLrep4d_double.h"
    //---------------------------------------------------------------------------
    const DWORD _Doom3D_cell_size=10; // 2D map cell size
    const DWORD _Doom3D_wall_size=100; // full height of wall in map
    #define _Doom3D_filter_txr
    //---------------------------------------------------------------------------
    class Doom3D
    {
    public:
    DWORD mxs,mys,**pmap; // 2D map // txr + height<<16
    DWORD sxs,sys,**pscr; // pseudo 3D screen
    Graphics::TBitmap *scr;
    DWORD txs,tys,**ptxr,tn; // 2D textures
    Graphics::TBitmap *txr,*txr2; // textures, texture mipmaps resolution: /2 and /4
    double plrx,plry,plrz,plra; // player position [x,y,z,angle]
    double view_ang; // [rad] view angle
    double focus; // [cells] view focal length
    struct _ray
    {
    double x,y,l; // hit or end of map position
    DWORD hit; // map cell of hit or 0xFFFFFFFF
    char typ; // H/V
    _ray() {};
    _ray(_ray& a) { *this=a; }
    ~_ray() {};
    _ray* operator = (const _ray *a) { *this=*a; return this; }
    //_ray* operator = (const _ray &a) { ..copy... return this; }
    };
    _ray *ray; // ray[sxs]

    keytab keys;
    DWORD txr_sel;
    DWORD cell_h;

    Doom3D();
    Doom3D(Doom3D& a) { *this=a; }
    ~Doom3D();
    Doom3D* operator = (const Doom3D *a) { *this=*a; return this; }
    //Doom3D* operator = (const Doom3D &a) { ..copy... return this; }

    void map_resize(DWORD xs,DWORD ys); // change map resolution
    void map_height(DWORD height); // set height for whole map to convert maps from Wolfenstein3D demo
    void map_clear(); // clear whole map
    void map_save(AnsiString name);
    void map_load(AnsiString name);
    void scr_resize(DWORD xs,DWORD ys);
    void txr_load(AnsiString name);

    void draw();
    void update(double dt);
    void mouse(double x,double y,TShiftState sh)
    {
    x=floor(x/_Doom3D_cell_size); if (x>=mxs) x=mxs-1; if (x<0) x=0;
    y=floor(y/_Doom3D_cell_size); if (y>=mys) y=mys-1; if (y<0) y=0;
    DWORD xx=x,yy=y;
    keys.setm(x,y,sh);
    if (keys.Shift.Contains(ssLeft )) pmap[yy][xx]=(txr_sel)|(cell_h<<16);
    if (keys.Shift.Contains(ssRight)) pmap[yy][xx]=0xFFFFFFFF;
    keys.rfsmouse();
    }
    void wheel(int delta,TShiftState sh)
    {
    if (sh.Contains(ssShift))
    {
    if (delta<0) { cell_h-=10; if (cell_h<10) cell_h=10; }
    if (delta>0) { cell_h+=10; if (cell_h>_Doom3D_wall_size) cell_h=_Doom3D_wall_size; }
    }
    else{
    if (delta<0) { txr_sel--; if (txr_sel==0xFFFFFFFF) txr_sel=tn-1; }
    if (delta>0) { txr_sel++; if (txr_sel== tn) txr_sel= 0; }
    }
    }
    };
    //---------------------------------------------------------------------------
    Doom3D::Doom3D()
    {
    mxs=0; mys=0; pmap=NULL;
    sxs=0; sys=0; scr=new Graphics::TBitmap; pscr=NULL; ray=NULL;
    txs=0; tys=0; txr=new Graphics::TBitmap; ptxr=NULL; tn=0;
    txr2=new Graphics::TBitmap;
    plrx=0.0; plry=0.0; plrz=0.0; plra=0.0;
    view_ang=60.0*deg;
    focus=0.25;
    txr_sel=0;
    cell_h=_Doom3D_wall_size;

    txr_load("textures128x128.jpg");
    map_resize(16,16);
    map_load("Doom3D_map.dat");
    }
    //---------------------------------------------------------------------------
    Doom3D::~Doom3D()
    {
    DWORD y;
    map_save("Doom3D_map.dat");
    if (pmap) { for (y=0;y<mys;y++) delete[] pmap[y]; delete[] pmap; pmap=NULL; } if (ray) delete[] ray; ray=NULL;
    if (pscr) { delete[] pscr; pscr=NULL; } if (scr) delete scr; scr=NULL;
    if (ptxr) { delete[] ptxr; ptxr=NULL; } if (txr) delete txr; txr=NULL;
    if (txr2) delete txr2; txr2=NULL;
    }
    //---------------------------------------------------------------------------
    void Doom3D::map_resize(DWORD xs,DWORD ys)
    {
    DWORD y;
    if (pmap) { for (y=0;y<mys;y++) delete[] pmap[y]; delete[] pmap; pmap=NULL; }
    mys=ys; mxs=xs; pmap=new DWORD*[mys]; for (y=0;y<mys;y++) pmap[y]=new DWORD[mxs];
    map_clear();
    plrx=(mxs-1)*0.5; plry=(mys-1)*0.5; plrz=0.0; plra=0.0*deg;
    }
    //---------------------------------------------------------------------------
    void Doom3D::map_height(DWORD h)
    {
    DWORD x,y,c;
    for (y=0;y<mys;y++)
    for (x=0;x<mxs;x++)
    {
    c=pmap[y][x];
    c&=0xFFFF;
    c|=h<<16;
    pmap[y][x]=c;
    }
    }
    //---------------------------------------------------------------------------
    void Doom3D::map_clear()
    {
    DWORD x,y,c;
    for (y=0;y<mys;y++)
    for (x=0;x<mxs;x++)
    {
    c=0xFFFFFFFF;
    if ((x==0)||(x==mxs-1)) c=0;
    if ((y==0)||(y==mys-1)) c=0;
    pmap[y][x]=c;
    }
    }
    //---------------------------------------------------------------------------
    void Doom3D::map_save(AnsiString name)
    {
    int hnd=FileCreate(name); if (hnd<0) return;
    DWORD y;
    y=' PAM';
    FileWrite(hnd,&y ,4); // id
    FileWrite(hnd,&mxs,4); // x resolution
    FileWrite(hnd,&mys,4); // y resolution
    for (y=0;y<mys;y++) // map
    FileWrite(hnd,pmap[y],mxs<<2);
    y=' RLP';
    FileWrite(hnd,&y ,4); // id
    FileWrite(hnd,&plrx,8);
    FileWrite(hnd,&plry,8);
    FileWrite(hnd,&plrz,8);
    FileWrite(hnd,&plra,8);
    FileClose(hnd);
    }
    //---------------------------------------------------------------------------
    void Doom3D::map_load(AnsiString name)
    {
    int hnd=FileOpen(name,fmOpenRead); if (hnd<0) return;
    DWORD x,y;
    y=' PAM'; FileRead(hnd,&x ,4); // id
    if (x==y)
    {
    FileRead(hnd,&x,4); // x resolution
    FileRead(hnd,&y,4); // y resolution
    map_resize(x,y);
    for (y=0;y<mys;y++) // map
    FileRead(hnd,pmap[y],mxs<<2);
    }
    y=' RLP'; FileRead(hnd,&x ,4); // id
    if (x==y)
    {
    FileRead(hnd,&plrx,8);
    FileRead(hnd,&plry,8);
    FileRead(hnd,&plrz,8);
    FileRead(hnd,&plra,8);
    }
    FileClose(hnd);
    }
    //---------------------------------------------------------------------------
    void Doom3D::scr_resize(DWORD xs,DWORD ys)
    {
    scr->HandleType=bmDIB;
    scr->PixelFormat=pf32bit;
    scr->SetSize(xs,ys);
    sxs=scr->Width;
    sys=scr->Height;
    delete[] pscr; pscr=new DWORD*[sys];
    for (DWORD y=0;y<sys;y++) pscr[y]=(DWORD*)scr->ScanLine[y];
    if (ray) delete[] ray; ray=new _ray[sxs];
    }
    //---------------------------------------------------------------------------
    void Doom3D::txr_load(AnsiString name)
    {
    AnsiString ext=ExtractFileExt(name).LowerCase();
    for(;;)
    {
    if (ext==".bmp")
    {
    txr->LoadFromFile(name);
    break;
    }
    if (ext==".jpg")
    {
    TJPEGImage *jpg=new TJPEGImage;
    if (jpg==NULL) return;
    jpg->LoadFromFile(name);
    txr->Assign(jpg);
    delete jpg;
    break;
    }
    return;
    }
    DWORD y=tys;
    txr->HandleType=bmDIB;
    txr->PixelFormat=pf32bit;
    txs=txr->Width;
    tys=txr->Height;
    // mip map
    txr2->SetSize(txs>>1,(tys>>1)+(tys>>2));
    txr2->Canvas->StretchDraw(TRect(0, 0,txs>>1,tys>>1),txr);
    txr2->Canvas->StretchDraw(TRect(0,tys>>1,txs>>2,(tys>>1)+(tys>>2)),txr);
    tn=txs/tys; txs=tys;
    delete[] ptxr; ptxr=new DWORD*[tys];
    for (y=0;y<tys;y++) ptxr[y]=(DWORD*)txr->ScanLine[y];
    }
    //---------------------------------------------------------------------------
    void Doom3D::draw()
    {
    // total time measurement
    tbeg(); double tperf0=performance_tms;

    AnsiString tcls,tray,tmap,ttotal;
    double a,a0,da,dx,dy,l,mx,my;
    DWORD x,y,xs2,ys2,c,m;
    double xx0,yy0,dx0,dy0,ll0; DWORD c0,d0;
    double xx1,yy1,dx1,dy1,ll1; DWORD c1,d1;
    _ray *p;
    xs2=sxs>>1;
    ys2=sys>>1;

    // aspect ratio,view angle corrections
    a=90.0*deg-view_ang;
    double wall=double(sxs)*(1.25+(0.288*a)+(2.04*a*a)); // [px]

    // floor,ceilling/sky
    tbeg();
    for (y=0;y<ys2;y++) for (x=0;x<sxs;x++) pscr[y][x]=0x000080FF;
    for ( ;y<sys;y++) for (x=0;x<sxs;x++) pscr[y][x]=0x00404040;
    tend(); tcls=tstr(1)+" cls";

    // [cast rays]
    tbeg();
    // diffuse + ambient lighting
    DWORD ch=155.0+fabs(100.0*sin(plra));
    DWORD cv=155.0+fabs(100.0*cos(plra));
    a0=plra-(0.5*view_ang);
    da=divide(view_ang,sxs-1);
    mx=mxs; my=mys;
    for (p=ray,a=a0,x=0;x<sxs;x++,a+=da,p++)
    {
    p->x=plrx;
    p->y=plry;
    p->hit=0xFFFFFFFF;
    p->typ=' ';
    p->l=1.0e20;
    ll0=ll1=p->l;
    // grid V-line hits
    c0=0; dx0=cos(a);
    if (dx0<0.0) { c0=1; xx0=floor(plrx)-0.001; dx0=-1.0; }
    if (dx0>0.0) { c0=1; xx0=ceil (plrx)+0.001; dx0=+1.0; }
    if (c0) { dy0=tan(a); yy0=plry+((xx0-plrx)*dy0); dy0*=dx0; dx=xx0-plrx; dy=yy0-plry; ll0=(dx*dx)+(dy*dy); }
    // grid H-line hits
    c1=0; dy1=sin(a);
    if (dy1<0.0) { c1=1; yy1=floor(plry)-0.001; dy1=-1.0; }
    if (dy1>0.0) { c1=1; yy1=ceil (plry)+0.001; dy1=+1.0; }
    if (c1) { dx1=divide(1.0,tan(a)); xx1=plrx+((yy1-plry)*dx1); dx1*=dy1; dx=xx1-plrx; dy=yy1-plry; ll1=(dx*dx)+(dy*dy); }
    int height0=sys; // already rendered height [pixels]
    bool _hit,_back=false,_bck=true;
    if (!c0) ll0=1e20;
    if (!c1) ll1=1e20;
    for (;c0||c1;)
    {
    _hit=false;
    // grid V-line hits
    if (c0)
    {
    if (xx0<0.0) { c0=0; ll0=1e20; }
    if (xx0>=mx) { c0=0; ll0=1e20; }
    if (yy0<0.0) { c0=0; ll0=1e20; }
    if (yy0>=my) { c0=0; ll0=1e20; }
    }
    if ((c0)&&(ll0<ll1))
    {
    m=DWORD(xx0-dx0);
    if ((m>=0.0)&&(m<mxs)&&(!_bck)){ c=pmap[DWORD(yy0)][ m ]; if ((c&0xFFFF)!=0xFFFF) { p->hit=c; p->typ='V'; p->l=ll0; p->x=xx0; p->y=yy0; _hit=true; _back=true; _bck=true; }}
    if (!_hit) { c=pmap[DWORD(yy0)][DWORD(xx0)]; if ((c&0xFFFF)!=0xFFFF) { p->hit=c; p->typ='V'; p->l=ll0; p->x=xx0; p->y=yy0; _hit=true; _back=false; _bck=false; } xx0+=dx0; dx=xx0-plrx; yy0+=dy0; dy=yy0-plry; ll0=(dx*dx)+(dy*dy); }
    }
    // grid H-line hits
    if (c1)
    {
    if (xx1<0.0) { c1=0; ll1=1e20; }
    if (xx1>=mx) { c1=0; ll1=1e20; }
    if (yy1<0.0) { c1=0; ll1=1e20; }
    if (yy1>=my) { c1=0; ll1=1e20; }
    }
    if ((c1)&&(ll0>ll1)&&(!_hit))
    {
    m=DWORD(yy1-dy1);
    if ((m>=0.0)&&(m<mys)&&(!_bck)){ c=pmap[ m ][DWORD(xx1)]; if ((c&0xFFFF)!=0xFFFF) { p->hit=c; p->typ='H'; p->l=ll1; p->x=xx1; p->y=yy1; _hit=true; _back=true; _bck=true; }}
    if (!_hit) { c=pmap[DWORD(yy1)][DWORD(xx1)]; if ((c&0xFFFF)!=0xFFFF) { p->hit=c; p->typ='H'; p->l=ll1; p->x=xx1; p->y=yy1; _hit=true; _back=false; _bck=false; } xx1+=dx1; dx=xx1-plrx; yy1+=dy1; dy=yy1-plry; ll1=(dx*dx)+(dy*dy); }
    }
    // render scan line
    if (_hit)
    {
    union { DWORD dd; BYTE db[4]; } cc;
    int tx,ty,sy,sy0,sy1,cnt,dsy,dty;
    p->l=sqrt(p->l)*cos(a-plra);// anti fish eye
    m=divide(wall*focus,p->l); // projected wall half size
    c=0;
    if (p->typ=='H') { c=ch; tx=double(double(txs)*(p->x-floor(p->x))); }
    if (p->typ=='V') { c=cv; tx=double(double(txs)*(p->y-floor(p->y))); }
    tx+=txs*(p->hit&0xFFFF);

    // prepare interpolation
    sy1=ys2+m;
    // sy0=ys2-m; // constant wall height
    sy0=sy1-(((m+m)*(p->hit>>16))/_Doom3D_wall_size); // variable wall height
    dty=tys-1;
    dsy=sy1-sy0+1;
    // skip sy>=sys
    if (sy1>=sys) sy1=sys-1;
    // skip sy<0
    for (cnt=dsy,sy=sy0,ty=0;sy<0;sy++) { cnt-=dty; while (cnt<=0) { cnt+=dsy; ty++; }}

    #ifdef _Doom3D_filter_txr
    DWORD r=0,g=0,b=0,n=0;
    #else
    cc.dd=ptxr[ty][tx];
    cc.db[0]=DWORD((DWORD(cc.db[0])*c)>>8);
    cc.db[1]=DWORD((DWORD(cc.db[1])*c)>>8);
    cc.db[2]=DWORD((DWORD(cc.db[2])*c)>>8);
    #endif
    // continue sy>=0
    y=height0;
    if (sy1>height0) sy1=height0;
    if (sy0<height0) height0=sy0;
    if (_back){ for (sy=sy0;sy<=y;sy++){ if ((sy>0)&&(sy<sys)) pscr[sy][x]=0x0000FF00; }}
    else for (;sy<=sy1;sy++)
    {
    #ifdef _Doom3D_filter_txr
    if (!n)
    {
    cc.dd=ptxr[ty][tx];
    b+=DWORD(cc.db[0]);
    g+=DWORD(cc.db[1]);
    r+=DWORD(cc.db[2]); n+=256;
    }
    if ((sy>0)&&(sy<sys))
    {
    cc.db[0]=DWORD(c*b/n); b=0;
    cc.db[1]=DWORD(c*g/n); g=0;
    cc.db[2]=DWORD(c*r/n); r=0; n=0;
    pscr[sy][x]=cc.dd;
    }
    cnt-=dty; while (cnt<=0)
    {
    cnt+=dsy; ty++;
    cc.dd=ptxr[ty][tx];
    b+=DWORD(cc.db[0]);
    g+=DWORD(cc.db[1]);
    r+=DWORD(cc.db[2]); n+=256;
    }
    #else
    if ((sy>0)&&(sy<sys)) pscr[sy][x]=cc.dd;
    cnt-=dty; while (cnt<=0)
    {
    cnt+=dsy; ty++;
    cc.dd=ptxr[ty][tx];
    cc.db[0]=DWORD((DWORD(cc.db[0])*c)>>8);
    cc.db[1]=DWORD((DWORD(cc.db[1])*c)>>8);
    cc.db[2]=DWORD((DWORD(cc.db[2])*c)>>8);
    }
    #endif
    }
    if (height0<0) break;
    }
    }
    }
    tend(); tray=tstr(1)+" ray";

    // [2D map]
    tbeg();
    m=_Doom3D_cell_size;
    mx=_Doom3D_cell_size;
    if ((sxs>=mxs*m)&&(sys>=mys*m))
    {
    for (y=0;y<mys*m;y++) // pmap[][]
    for (x=0;x<mxs*m;x++)
    {
    if ((pmap[y/m][x/m]&0xFFFF)!=0xFFFF) c=0x00808080; else c=0x00000000;
    pscr[y][x]=c;
    }
    x=double(plrx*mx); // view rays
    y=double(plry*mx);
    scr->Canvas->Pen->Color=0x00005050;
    scr->Canvas->Pen->Mode=pmMerge;
    for (c=0;c<sxs;c++)
    {
    scr->Canvas->MoveTo(x,y);
    scr->Canvas->LineTo(DWORD(ray[c].x*mx),DWORD(ray[c].y*mx));
    }
    scr->Canvas->Pen->Mode=pmCopy;
    c=focus*m; // player and view direction
    scr->Canvas->Pen->Color=0x000000FF;
    scr->Canvas->Brush->Color=0x000000FF;
    scr->Canvas->MoveTo(x,y);
    scr->Canvas->LineTo(DWORD(ray[xs2].x*mx),DWORD(ray[xs2].y*mx));
    scr->Canvas->Ellipse(x-c,y-c,x+c,y+c);
    scr->Canvas->Pen->Color=0x00202020;
    for (y=0;y<=mys;y++) // map grid
    for (x=0;x<=mxs;x++)
    {
    scr->Canvas->MoveTo(0 ,y*m);
    scr->Canvas->LineTo(mxs*m,y*m);
    scr->Canvas->MoveTo(x*m, 0);
    scr->Canvas->LineTo(x*m,mys*m);
    }
    x=keys.mx*m; // selected cell
    y=keys.my*m;
    scr->Canvas->Pen->Color=0x0020FFFF;
    scr->Canvas->MoveTo(x ,y );
    scr->Canvas->LineTo(x+m,y );
    scr->Canvas->LineTo(x+m,y+m);
    scr->Canvas->LineTo(x ,y+m);
    scr->Canvas->LineTo(x ,y );
    }
    tend(); tmap=tstr(1)+" map";

    // [editor]
    if (txr_sel!=0xFFFFFFFF)
    {
    int x=sxs,y=5,s0,s1,s2,i,j;
    s0=txs>>1;
    s1=txs>>2;
    s2=(s0*cell_h)/_Doom3D_wall_size;

    for (i=-3;i<=3;i++)
    {
    j=txr_sel+i;
    while (j< 0) j+=tn;
    while (j>=tn) j-=tn;
    if (i) { scr->Canvas->CopyRect(TRect(x-s1,y+(s1>>1),x,s1+(s1>>1)),txr2->Canvas,TRect(s1*j,s0,s1*j+s1,s0+s1)); x-=s1+5; }
    else { scr->Canvas->CopyRect(TRect(x-s0,y+s0-s2 ,x,s0 ),txr2->Canvas,TRect(s0*j, 0,s0*j+s0,s2 )); x-=s0+5; }
    }
    }

    // total time measurement
    performance_tms=tperf0;
    tend(); ttotal=tstr(1)+" total";

    x=m*mxs+m;
    c=16; y=-c;
    scr->Canvas->Font->Color=clYellow;
    scr->Canvas->Brush->Style=bsClear;
    scr->Canvas->TextOutA(x,y+=c,AnsiString().sprintf("player: %.2lf x %.2lf x %.2lf",plrx,plry,plrz));
    scr->Canvas->TextOutA(x,y+=c,AnsiString().sprintf(" mouse: %.2lf x %.2lf",keys.mx,keys.my));
    scr->Canvas->TextOutA(x,y+=c,tray);
    scr->Canvas->TextOutA(x,y+=c,tcls);
    scr->Canvas->TextOutA(x,y+=c,tmap);
    scr->Canvas->TextOutA(x,y+=c,ttotal);
    scr->Canvas->TextOutA(x,y+=c,AnsiString().sprintf(" key: %d",keys.Key));

    // aspect ratio test
    /*
    c=ys2*7/10;
    scr->Canvas->Rectangle(xs2-c,ys2-c,xs2+c,ys2+c);
    */
    // cross
    c=4,m=32;
    scr->Canvas->Pen->Color=clRed;
    scr->Canvas->MoveTo(xs2-c,ys2-m);
    scr->Canvas->LineTo(xs2-c,ys2-c);
    scr->Canvas->LineTo(xs2-m,ys2-c);
    scr->Canvas->MoveTo(xs2+c,ys2-m);
    scr->Canvas->LineTo(xs2+c,ys2-c);
    scr->Canvas->LineTo(xs2+m,ys2-c);
    scr->Canvas->MoveTo(xs2-c,ys2+m);
    scr->Canvas->LineTo(xs2-c,ys2+c);
    scr->Canvas->LineTo(xs2-m,ys2+c);
    scr->Canvas->MoveTo(xs2+c,ys2+m);
    scr->Canvas->LineTo(xs2+c,ys2+c);
    scr->Canvas->LineTo(xs2+m,ys2+c);

    scr->Canvas->Brush->Style=bsSolid;
    }
    //---------------------------------------------------------------------------
    void Doom3D::update(double dt)
    {
    int move=0;
    double da=120.0*deg*dt;
    double dl= 5.0 *dt;
    double dx=0.0,dy=0.0,dz=0.0;
    if (keys.get(104)) { plra-=da; if (plra< 0.0) plra+=pi2; } // turn l/r
    if (keys.get(105)) { plra+=da; if (plra>=pi2) plra-=pi2; }
    if (keys.get(101)) { move=1; dx=+dl*cos(plra); dy=+dl*sin(plra); } // move f/b
    if (keys.get( 98)) { move=1; dx=-dl*cos(plra); dy=-dl*sin(plra); }
    if (keys.get(102)) { move=1; dx= dl*cos(plra-90*deg); dy=dl*sin(plra-90*deg); } // strafe l/r
    if (keys.get( 99)) { move=1; dx= dl*cos(plra+90*deg); dy=dl*sin(plra+90*deg); }
    if (keys.get(100)) { move=1; dz=+dl; } // strafe u/d
    if (keys.get( 97)) { move=1; dz=-dl; }
    if (move) // update/test plr position
    {
    double x,y,z,mx,my;
    x=plrx+dx; mx=mxs-focus;
    y=plry+dy; my=mys-focus;
    z=plrz+dz; if ((z>=0.0)&&(z<=_Doom3D_wall_size)) plrz=z;;
    if (x<focus) x=focus; if (x>mx) x=mx;
    if (y<focus) y=focus; if (y>my) y=my;
    dx*=divide(focus,dl);
    dy*=divide(focus,dl);
    if ((pmap[DWORD(y+dy)][DWORD(x+dx)]&0xFFFF)==0xFFFF) { plrx=x; plry=y; }
    else if ((pmap[DWORD(y+dy)][DWORD(x )]&0xFFFF)==0xFFFF) plry=y;
    else if ((pmap[DWORD(y )][DWORD(x+dx)]&0xFFFF)==0xFFFF) plrx=x;
    }
    keys.rfskey();
    }
    //---------------------------------------------------------------------------
    //---------------------------------------------------------------------------
    #endif
    //---------------------------------------------------------------------------
    //---------------------------------------------------------------------------

    只需忽略 performance.h时间测量 tbeg,tend,tstrOpenGLrep4d_double.h键盘和鼠标处理程序 keytab以及与端口VCL相关的内容( Canvas,AnsiString,文件访问,JPEG ...)。

    如果您需要帮助以了解gfx内容,请参见
  • Display an array of color in C

  • 该类的用法很简单,即声明该类的一个对象,然后将该事件添加到您的窗口中(鼠标,键盘,重绘...)。我的VCL窗口(带有一个计时器的单一表单)代码如下所示:

    //$$---- Form CPP ----
    //---------------------------------------------------------------------------
    #include <vcl.h>
    #pragma hdrstop
    #include "win_main.h"
    #include "Doom3D.h"
    //---------------------------------------------------------------------------
    #pragma package(smart_init)
    #pragma resource "*.dfm"
    TMain *Main;
    Doom3D game;
    //---------------------------------------------------------------------------
    void TMain::draw()
    {
    game.draw();
    Canvas->Draw(0,0,game.scr);
    }
    //---------------------------------------------------------------------------
    __fastcall TMain::TMain(TComponent* Owner) : TForm(Owner)
    {
    }
    //---------------------------------------------------------------------------
    void __fastcall TMain::FormResize(TObject *Sender)
    {
    game.scr_resize(ClientWidth,ClientHeight);
    }
    //---------------------------------------------------------------------------
    void __fastcall TMain::tim_redrawTimer(TObject *Sender)
    {
    game.update(tim_redraw->Interval*0.001);
    draw();
    }
    //---------------------------------------------------------------------------
    void __fastcall TMain::FormKeyDown(TObject *Sender, WORD &Key,TShiftState Shift){ game.keys.set(Key,Shift); }
    void __fastcall TMain::FormKeyUp(TObject *Sender, WORD &Key, TShiftState Shift) { game.keys.rst(Key,Shift); }
    void __fastcall TMain::FormActivate(TObject *Sender) { game.keys.reset_keys(); }
    //---------------------------------------------------------------------------
    void __fastcall TMain::FormMouseMove(TObject *Sender, TShiftState Shift, int X, int Y) { game.mouse(X,Y,Shift); }
    void __fastcall TMain::FormMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y) { game.mouse(X,Y,Shift); }
    void __fastcall TMain::FormMouseUp (TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y) { game.mouse(X,Y,Shift); }
    void __fastcall TMain::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled) { game.wheel(WheelDelta,Shift); Handled=true; }
    //---------------------------------------------------------------------------

    这里是主要的迭代变量说明:

    variables

    这是纹理文件:

    textures

    经过一些代码调整和 perspective correct texture mapping之后,它看起来是这样的:

    jump

    关于java - 不同高度尺寸的射线铸件,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47239797/

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