300 lines
9.5 KiB
Python
300 lines
9.5 KiB
Python
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import pygame
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import sys
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import math
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import random
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# -----------------------------
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# Pygame and world initialization
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# -----------------------------
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pygame.init()
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SCREEN_WIDTH, SCREEN_HEIGHT = 800, 600
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BLOCK_SIZE = 40
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("2D Voxel Game with Advanced Debug Visualization")
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clock = pygame.time.Clock()
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font = pygame.font.Font(None, 20)
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# -----------------------------
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# Global debug options
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# -----------------------------
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debug_mode = False # Toggle full debug overlay (F3)
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show_bvh = False # Toggle drawing BVH overlay (D)
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num_rays = 360 * 2 # Rays cast for lighting
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max_distance = 1000 # Maximum ray distance if nothing is hit
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# Global counter for ray intersection tests
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ray_intersect_count = 0
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# -----------------------------
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# Create a simple voxel world
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# -----------------------------
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# Build a grid of blocks (some cells are solid, some are empty)
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def generate_blocks():
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blocks = []
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cols = SCREEN_WIDTH // BLOCK_SIZE
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rows = SCREEN_HEIGHT // BLOCK_SIZE
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for i in range(cols):
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for j in range(rows):
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# For demo purposes, randomly assign some blocks as solid (20% chance)
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if random.random() < 0.2:
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blocks.append(pygame.Rect(i * BLOCK_SIZE, j * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE))
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return blocks
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blocks = generate_blocks()
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# -----------------------------
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# BVH Data Structures and Build
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# -----------------------------
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# BVH Node: holds a bounding box (min_x, min_y, max_x, max_y) and either children or a solid block.
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class BVHNode:
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def __init__(self, bbox, left=None, right=None, block=None):
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self.bbox = bbox # Tuple: (min_x, min_y, max_x, max_y)
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self.left = left
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self.right = right
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self.block = block # For leaf nodes, store the actual block (pygame.Rect)
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def rect_to_bbox(rect):
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return (rect.left, rect.top, rect.right, rect.bottom)
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def union_bbox(b1, b2):
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x1 = min(b1[0], b2[0])
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y1 = min(b1[1], b2[1])
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x2 = max(b1[2], b2[2])
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y2 = max(b1[3], b2[3])
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return (x1, y1, x2, y2)
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def build_bvh(block_list):
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if not block_list:
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return None
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if len(block_list) == 1:
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return BVHNode(rect_to_bbox(block_list[0]), block=block_list[0])
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# Sort blocks by center x-coordinate (could also choose y or alternate)
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block_list.sort(key=lambda rect: rect.centerx)
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mid = len(block_list) // 2
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left = build_bvh(block_list[:mid])
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right = build_bvh(block_list[mid:])
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if left and right:
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bbox = union_bbox(left.bbox, right.bbox)
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elif left:
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bbox = left.bbox
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else:
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bbox = right.bbox
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return BVHNode(bbox, left, right)
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bvh_root = build_bvh(blocks)
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# -----------------------------
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# BVH Statistics Functions
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# -----------------------------
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def get_bvh_stats(node):
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"""Return (node_count, depth) for the given BVH."""
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if node is None:
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return (0, 0)
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if node.block is not None:
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return (1, 1)
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left_count, left_depth = get_bvh_stats(node.left)
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right_count, right_depth = get_bvh_stats(node.right)
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total = 1 + left_count + right_count
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depth = 1 + max(left_depth, right_depth)
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return (total, depth)
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# -----------------------------
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# Ray-AABB Intersection (Slab Method)
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# -----------------------------
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def ray_intersect_aabb(origin, direction, bbox):
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# Increase global counter each time this function is called.
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global ray_intersect_count
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ray_intersect_count += 1
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# bbox: (min_x, min_y, max_x, max_y)
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tmin = -math.inf
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tmax = math.inf
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ox, oy = origin
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dx, dy = direction
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# X slab
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if dx != 0:
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tx1 = (bbox[0] - ox) / dx
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tx2 = (bbox[2] - ox) / dx
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tmin = max(tmin, min(tx1, tx2))
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tmax = min(tmax, max(tx1, tx2))
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else:
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if not (bbox[0] <= ox <= bbox[2]):
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return None
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# Y slab
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if dy != 0:
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ty1 = (bbox[1] - oy) / dy
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ty2 = (bbox[3] - oy) / dy
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tmin = max(tmin, min(ty1, ty2))
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tmax = min(tmax, max(ty1, ty2))
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else:
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if not (bbox[1] <= oy <= bbox[3]):
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return None
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if tmax >= tmin and tmax >= 0:
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return tmin if tmin >= 0 else tmax
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return None
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# -----------------------------
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# BVH Ray Casting
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# -----------------------------
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def ray_cast_bvh(node, origin, direction):
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if node is None:
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return None, None
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# Test if ray intersects node's bounding box.
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t_bbox = ray_intersect_aabb(origin, direction, node.bbox)
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if t_bbox is None:
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return None, None
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# If leaf node, test collision with the block.
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if node.block is not None:
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t_hit = ray_intersect_aabb(origin, direction, rect_to_bbox(node.block))
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if t_hit is not None:
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return t_hit, node.block
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else:
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return None, None
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# Otherwise, recursively test both children.
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t_left, block_left = ray_cast_bvh(node.left, origin, direction)
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t_right, block_right = ray_cast_bvh(node.right, origin, direction)
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if t_left is not None and t_right is not None:
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if t_left < t_right:
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return t_left, block_left
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else:
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return t_right, block_right
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elif t_left is not None:
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return t_left, block_left
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elif t_right is not None:
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return t_right, block_right
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return None, None
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# -----------------------------
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# Ray-Based Lighting Function
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# -----------------------------
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# Cast many rays from the light source (controlled by the mouse) and collect hit points.
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light_source = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
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def cast_light_rays(light_pos):
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points = []
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# Cast one ray per degree
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for angle in range(0, 360, num_rays // num_rays):
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rad = math.radians(angle)
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direction = (math.cos(rad), math.sin(rad))
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t, _ = ray_cast_bvh(bvh_root, light_pos, direction)
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if t is None:
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t = max_distance
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hit_x = light_pos[0] + direction[0] * t
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hit_y = light_pos[1] + direction[1] * t
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points.append((hit_x, hit_y))
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return points
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# -----------------------------
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# Advanced Debug Menu Drawing
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# -----------------------------
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def draw_debug_menu(surface, fps):
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# Gather BVH statistics.
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bvh_node_count, bvh_depth = get_bvh_stats(bvh_root)
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# Prepare debug information lines.
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debug_lines = [
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"DEBUG MODE ACTIVE",
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f"FPS: {fps:.1f}",
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f"Blocks: {len(blocks)}",
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f"BVH Nodes: {bvh_node_count}",
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f"BVH Depth: {bvh_depth}",
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f"Light Source: {light_source}",
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f"Rays Cast: {num_rays}",
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f"Ray Intersection Tests (this frame): {ray_intersect_count}",
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f"Avg Tests per Ray: {ray_intersect_count / num_rays:.2f}",
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"Toggles: F3 - Debug, D - BVH overlay, R - Regenerate World"
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]
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# Create a semi-transparent panel background.
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panel_width = 300
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panel_height = (len(debug_lines) * 22) + 10
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panel = pygame.Surface((panel_width, panel_height))
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panel.set_alpha(180)
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panel.fill((0, 0, 0))
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# Render text lines onto the panel.
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y_offset = 5
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for line in debug_lines:
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text_surf = font.render(line, True, (255, 255, 255))
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panel.blit(text_surf, (5, y_offset))
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y_offset += 22
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# Blit the debug panel onto the main surface.
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surface.blit(panel, (10, 10))
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# -----------------------------
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# BVH Visualization (recursive drawing)
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# -----------------------------
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def draw_bvh(node, surface):
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if node is None:
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return
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x, y, x2, y2 = node.bbox
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rect = pygame.Rect(x, y, x2 - x, y2 - y)
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# Draw leaf nodes in green; internal nodes in red.
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color = (0, 255, 0) if node.block is not None else (255, 0, 0)
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pygame.draw.rect(surface, color, rect, 1)
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draw_bvh(node.left, surface)
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draw_bvh(node.right, surface)
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# -----------------------------
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# Main Game Loop
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# -----------------------------
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running = True
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while running:
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# Reset ray intersection counter each frame.
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ray_intersect_count = 0
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.KEYDOWN:
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# Toggle full debug mode with F3.
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if event.key == pygame.K_F3:
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debug_mode = not debug_mode
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# Toggle BVH overlay with D.
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elif event.key == pygame.K_d:
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show_bvh = not show_bvh
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# Regenerate the world and rebuild the BVH with R.
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elif event.key == pygame.K_r:
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blocks = generate_blocks()
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bvh_root = build_bvh(blocks)
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# Update light source with mouse motion.
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elif event.type == pygame.MOUSEMOTION:
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light_source = event.pos
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# Clear screen.
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screen.fill((30, 30, 30))
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# Draw voxel blocks (solid cells).
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for block in blocks:
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pygame.draw.rect(screen, (100, 100, 100), block)
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# Optionally draw the BVH overlay.
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if show_bvh and bvh_root:
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draw_bvh(bvh_root, screen)
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# Cast light rays from the light source.
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light_polygon = cast_light_rays(light_source)
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# Create a separate surface for lighting effects.
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light_surface = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
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light_surface.fill((0, 0, 0))
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pygame.draw.polygon(light_surface, (255, 255, 200), light_polygon)
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light_surface.set_alpha(180)
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screen.blit(light_surface, (0, 0), special_flags=pygame.BLEND_ADD)
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# Draw the light source.
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pygame.draw.circle(screen, (255, 255, 0), light_source, 5)
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# Draw advanced debug overlay if debug mode is enabled.
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if debug_mode:
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fps = clock.get_fps()
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draw_debug_menu(screen, fps)
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pygame.display.flip()
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clock.tick(60)
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pygame.quit()
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sys.exit()
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