small-projects/lighting/ray-lighting4.py

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Python
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2025-04-05 23:26:40 +00:00
import pygame
import sys
import math
import random
# -----------------------------
# World and Pygame initialization
# -----------------------------
pygame.init()
SCREEN_WIDTH, SCREEN_HEIGHT = 800, 600
WORLD_WIDTH, WORLD_HEIGHT = 2000, 2000 # Larger world
BLOCK_SIZE = 40
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("2D Voxel Game with Debug View Frustum & BVH")
clock = pygame.time.Clock()
font = pygame.font.Font(None, 20)
# -----------------------------
# Global Options
# -----------------------------
debug_mode = False # Toggle debug overlay (F3)
FOV = 90 # Field of view in degrees for ray casting
num_rays = 360 # Number of rays cast within the FOV
max_distance = 1000 # Maximum ray distance
ray_intersect_count = 0 # Reset each frame
# -----------------------------
# Voxel World Generation (each block gets a random color)
# -----------------------------
def generate_blocks():
blocks = []
cols = WORLD_WIDTH // BLOCK_SIZE
rows = WORLD_HEIGHT // BLOCK_SIZE
for i in range(cols):
for j in range(rows):
# 20% chance to place a block in this grid cell.
if random.random() < 0.2:
rect = pygame.Rect(i * BLOCK_SIZE, j * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
color = (random.randint(50, 255), random.randint(50, 255), random.randint(50, 255))
blocks.append((rect, color))
return blocks
blocks = generate_blocks()
# -----------------------------
# BVH Data Structures and Build
# -----------------------------
class BVHNode:
def __init__(self, bbox, left=None, right=None, block=None):
self.bbox = bbox # (min_x, min_y, max_x, max_y)
self.left = left
self.right = right
self.block = block # For leaf nodes, store the block (tuple: (pygame.Rect, color))
def rect_to_bbox(block):
rect = block[0] if isinstance(block, tuple) else block
return (rect.left, rect.top, rect.right, rect.bottom)
def union_bbox(b1, b2):
return (min(b1[0], b2[0]), min(b1[1], b2[1]),
max(b1[2], b2[2]), max(b1[3], b2[3]))
def build_bvh(block_list):
if not block_list:
return None
if len(block_list) == 1:
return BVHNode(rect_to_bbox(block_list[0]), block=block_list[0])
block_list.sort(key=lambda block: block[0].centerx)
mid = len(block_list) // 2
left = build_bvh(block_list[:mid])
right = build_bvh(block_list[mid:])
if left and right:
bbox = union_bbox(left.bbox, right.bbox)
elif left:
bbox = left.bbox
else:
bbox = right.bbox
return BVHNode(bbox, left, right)
bvh_root = build_bvh(blocks)
# -----------------------------
# BVH Statistics Functions
# -----------------------------
def get_bvh_stats(node):
if node is None:
return (0, 0)
if node.block is not None:
return (1, 1)
left_count, left_depth = get_bvh_stats(node.left)
right_count, right_depth = get_bvh_stats(node.right)
total = 1 + left_count + right_count
depth = 1 + max(left_depth, right_depth)
return (total, depth)
# -----------------------------
# Ray-AABB Intersection (Slab Method)
# -----------------------------
def ray_intersect_aabb(origin, direction, bbox):
global ray_intersect_count
ray_intersect_count += 1
tmin = -math.inf
tmax = math.inf
ox, oy = origin
dx, dy = direction
# X slab
if dx != 0:
tx1 = (bbox[0] - ox) / dx
tx2 = (bbox[2] - ox) / dx
tmin = max(tmin, min(tx1, tx2))
tmax = min(tmax, max(tx1, tx2))
else:
if not (bbox[0] <= ox <= bbox[2]):
return None
# Y slab
if dy != 0:
ty1 = (bbox[1] - oy) / dy
ty2 = (bbox[3] - oy) / dy
tmin = max(tmin, min(ty1, ty2))
tmax = min(tmax, max(ty1, ty2))
else:
if not (bbox[1] <= oy <= bbox[3]):
return None
if tmax >= tmin and tmax >= 0:
return tmin if tmin >= 0 else tmax
return None
# -----------------------------
# BVH Ray Casting
# -----------------------------
def ray_cast_bvh(node, origin, direction):
if node is None:
return None, None
t_bbox = ray_intersect_aabb(origin, direction, node.bbox)
if t_bbox is None:
return None, None
if node.block is not None:
t_hit = ray_intersect_aabb(origin, direction, rect_to_bbox(node.block))
if t_hit is not None:
return t_hit, node.block
else:
return None, None
t_left, block_left = ray_cast_bvh(node.left, origin, direction)
t_right, block_right = ray_cast_bvh(node.right, origin, direction)
if t_left is not None and t_right is not None:
return (t_left, block_left) if t_left < t_right else (t_right, block_right)
elif t_left is not None:
return t_left, block_left
elif t_right is not None:
return t_right, block_right
return None, None
# -----------------------------
# Single Ray Casting (No Bouncing)
# -----------------------------
def cast_ray_single(origin, direction):
t, hit_block = ray_cast_bvh(bvh_root, origin, direction)
if t is None or t > max_distance:
return None
hit_point = (origin[0] + direction[0] * t,
origin[1] + direction[1] * t)
block_color = hit_block[1] if isinstance(hit_block, tuple) else (255, 255, 255)
return (hit_point, block_color)
# -----------------------------
# Persistent Light Map Setup (World-Sized Surface with Per-Pixel Alpha)
# -----------------------------
persistent_light_map = pygame.Surface((WORLD_WIDTH, WORLD_HEIGHT), pygame.SRCALPHA)
persistent_light_map.fill((0, 0, 0, 255)) # Start fully black (opaque)
def fade_light_map():
# Multiply each pixel by ~254/255 (about 0.99608) per frame.
persistent_light_map.fill((254, 254, 254, 254), special_flags=pygame.BLEND_RGBA_MULT)
# -----------------------------
# Update the Light Map from the Current Light Source within a FOV
# -----------------------------
def update_light_map(light_pos, base_angle):
angle_step = FOV / num_rays
for i in range(num_rays):
angle = base_angle - FOV / 2 + i * angle_step
rad = math.radians(angle)
direction = (math.cos(rad), math.sin(rad))
result = cast_ray_single(light_pos, direction)
if result is not None:
hit_point, hit_color = result
persistent_light_map.set_at((int(hit_point[0]), int(hit_point[1])), hit_color)
# -----------------------------
# Debug Draw Functions
# -----------------------------
def draw_bvh(node, surface, cam_offset):
if node is None:
return
x, y, x2, y2 = node.bbox
rect = pygame.Rect(x - cam_offset[0], y - cam_offset[1], x2 - x, y2 - y)
color = (0, 255, 0) if node.block is not None else (255, 0, 0)
pygame.draw.rect(surface, color, rect, 1)
draw_bvh(node.left, surface, cam_offset)
draw_bvh(node.right, surface, cam_offset)
def draw_view_frustum(light_pos, base_angle, cam_offset):
# Compute left and right boundary rays
left_angle = math.radians(base_angle - FOV / 2)
right_angle = math.radians(base_angle + FOV / 2)
end_left = (light_pos[0] + math.cos(left_angle) * max_distance,
light_pos[1] + math.sin(left_angle) * max_distance)
end_right = (light_pos[0] + math.cos(right_angle) * max_distance,
light_pos[1] + math.sin(right_angle) * max_distance)
# Convert to screen coords
lp_screen = (light_pos[0] - cam_offset[0], light_pos[1] - cam_offset[1])
el_screen = (end_left[0] - cam_offset[0], end_left[1] - cam_offset[1])
er_screen = (end_right[0] - cam_offset[0], end_right[1] - cam_offset[1])
# Draw boundary rays
pygame.draw.line(screen, (0, 255, 255), lp_screen, el_screen, 1)
pygame.draw.line(screen, (0, 255, 255), lp_screen, er_screen, 1)
# Optionally draw the frustum polygon
pygame.draw.polygon(screen, (0, 255, 255, 50), [lp_screen, el_screen, er_screen], 1)
def debug_draw_rays(light_pos, base_angle, cam_offset):
angle_step = FOV / num_rays
for i in range(num_rays):
angle = base_angle - FOV / 2 + i * angle_step
rad = math.radians(angle)
direction = (math.cos(rad), math.sin(rad))
result = cast_ray_single(light_pos, direction)
if result is not None:
hit_point, _ = result
start = (light_pos[0] - cam_offset[0], light_pos[1] - cam_offset[1])
end = (hit_point[0] - cam_offset[0], hit_point[1] - cam_offset[1])
else:
# No hit; extend ray to max_distance.
end_pt = (light_pos[0] + direction[0] * max_distance,
light_pos[1] + direction[1] * max_distance)
start = (light_pos[0] - cam_offset[0], light_pos[1] - cam_offset[1])
end = (end_pt[0] - cam_offset[0], end_pt[1] - cam_offset[1])
pygame.draw.line(screen, (255, 255, 255), start, end, 1)
# -----------------------------
# Advanced Debug Menu (No Background)
# -----------------------------
def draw_debug_menu(surface, fps):
bvh_node_count, bvh_depth = get_bvh_stats(bvh_root)
debug_lines = [
"DEBUG MODE ACTIVE",
f"FPS: {fps:.1f}",
f"Blocks: {len(blocks)}",
f"BVH Nodes: {bvh_node_count}",
f"BVH Depth: {bvh_depth}",
f"Player Pos: ({player_rect.centerx}, {player_rect.centery})",
f"Rays Cast (FOV): {num_rays}",
f"Ray Intersection Tests: {ray_intersect_count}",
f"Avg Tests per Ray: {ray_intersect_count / num_rays:.2f}",
"Toggles: F3 - Debug, R - Regenerate World"
]
y_offset = 10
for line in debug_lines:
text_surf = font.render(line, True, (255, 255, 255))
surface.blit(text_surf, (10, y_offset))
y_offset += text_surf.get_height() + 2
# -----------------------------
# Player Setup and Collision
# -----------------------------
player_speed = 4
player_rect = pygame.Rect(WORLD_WIDTH // 2, WORLD_HEIGHT // 2, 20, 20)
def move_player(dx, dy):
player_rect.x += dx
for block, _ in blocks:
if player_rect.colliderect(block):
if dx > 0:
player_rect.right = block.left
elif dx < 0:
player_rect.left = block.right
player_rect.y += dy
for block, _ in blocks:
if player_rect.colliderect(block):
if dy > 0:
player_rect.bottom = block.top
elif dy < 0:
player_rect.top = block.bottom
# -----------------------------
# Camera Setup
# -----------------------------
def get_camera_offset():
cam_x = player_rect.centerx - SCREEN_WIDTH // 2
cam_y = player_rect.centery - SCREEN_HEIGHT // 2
return cam_x, cam_y
# -----------------------------
# Main Game Loop
# -----------------------------
running = True
while running:
ray_intersect_count = 0 # Reset each frame
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_F3:
debug_mode = not debug_mode
elif event.key == pygame.K_r:
blocks = generate_blocks()
bvh_root = build_bvh(blocks)
# Process player movement.
keys = pygame.key.get_pressed()
dx = dy = 0
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
dx = -player_speed
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
dx = player_speed
if keys[pygame.K_UP] or keys[pygame.K_w]:
dy = -player_speed
if keys[pygame.K_DOWN] or keys[pygame.K_s]:
dy = player_speed
move_player(dx, dy)
# Light source is the player's center.
light_source = player_rect.center
camera_offset = get_camera_offset()
# Compute the world coordinate of the mouse cursor.
mouse_screen = pygame.mouse.get_pos()
mouse_world = (mouse_screen[0] + camera_offset[0], mouse_screen[1] + camera_offset[1])
delta_x = mouse_world[0] - light_source[0]
delta_y = mouse_world[1] - light_source[1]
base_angle = math.degrees(math.atan2(delta_y, delta_x))
# Fade the persistent light map.
fade_light_map()
# Update the persistent light map with new collision pixels (only within the FOV).
update_light_map(light_source, base_angle)
# Clear the screen.
screen.fill((30, 30, 30))
# Blit the persistent light map with camera offset.
screen.blit(persistent_light_map, (-camera_offset[0], -camera_offset[1]))
# Draw the player.
pygame.draw.rect(screen, (255, 255, 0),
(player_rect.x - camera_offset[0], player_rect.y - camera_offset[1],
player_rect.width, player_rect.height))
if debug_mode:
# Draw BVH visualizer.
draw_bvh(bvh_root, screen, camera_offset)
# Draw the view frustum.
draw_view_frustum(light_source, base_angle, camera_offset)
# Draw each ray cast within the FOV.
debug_draw_rays(light_source, base_angle, camera_offset)
# Draw debug menu.
fps = clock.get_fps()
draw_debug_menu(screen, fps)
pygame.display.flip()
clock.tick(60)
pygame.quit()
sys.exit()