【发布时间】:2021-06-09 22:55:39
【问题描述】:
我正在使用 SDL 的 C API 编写光线投射器。我花了数周时间试图修复臭名昭著的鱼眼效应,但无济于事。根据this 来源,我可以将计算出的距离乘以 FOV 一半的余弦来修复它。这对我不起作用。尽管如此,我的代码中仍然有余弦校正。
这是展示失真的两张图片:
我认为我的代码的一个核心问题可能是我的角度增量是恒定的,而增量应该更小,因为我更接近屏幕边框。不幸的是,我不知道如何开始实施。
如果可能的话,有人可以看看我的代码并给我一个关于如何去除鱼眼的提示吗?要向任何方向移动,请使用箭头键。使用“a”和“s”键分别向左和向右转。
这就是我的编译方式:clang `pkg-config --cflags --libs sdl2` raycaster.c
#include <SDL2/SDL.h>
#include <math.h>
typedef struct {
float x, y, prev_x, prev_y, angle, fov;
} Player;
enum {
map_width = 12, map_height = 15,
screen_width = 800, screen_height = 500
};
const float
move_speed_decr = 0.08,
angle_turn = 2.0,
ray_theta_step = 0.4,
ray_dist_step = 0.8,
darkening = 1.8,
width_ratio = (float) screen_width / map_width,
height_ratio = (float) screen_height / map_height;
const unsigned char map[map_height][map_width] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1},
{1, 0, 4, 3, 2, 0, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 1},
{1, 0, 0, 0, 4, 3, 2, 1, 4, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
};
SDL_Window* window;
SDL_Renderer* renderer;
float to_radians(float degrees) {
return degrees * M_PI / 180;
}
float distance(float x0, float y0, float x1, float y1) {
return sqrt(((x1 - x0) * (x1 - x0)) + ((y1 - y0) * (y1 - y0)));
}
void shade(int* color, int darkener) {
int darkened = *color - darkener;
*color = darkened < 0 ? 0 : darkened;
}
void draw_rectangle(SDL_Rect rectangle, int r, int g, int b) {
SDL_SetRenderDrawColor(renderer, r, g, b, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(renderer, &rectangle);
SDL_RenderDrawRect(renderer, &rectangle);
}
void raycast(Player player) {
float relative_x = player.x * width_ratio;
float relative_y = player.y * height_ratio;
float half_fov = player.fov / 2;
float width_fov_ratio = (screen_width / player.fov) / 2;
float distort_adjust = cos(to_radians(half_fov));
// the core of my problem may be in the constant increment of my angle
for (float theta = player.angle - half_fov, screen_x = 0;
theta < player.angle + half_fov;
theta += ray_theta_step, screen_x += width_fov_ratio) {
float radian_theta = to_radians(theta);
float cos_theta = cos(radian_theta), sin_theta = sin(radian_theta);
float d = 0, new_x, new_y;
while (d += ray_dist_step) {
new_x = cos_theta * d + relative_x;
new_y = sin_theta * d + relative_y;
int map_x = new_x / width_ratio, map_y = new_y / height_ratio;
int map_point = map[map_y][map_x];
if (map_point) {
int dist_wall = distance(relative_x, relative_y, new_x, new_y) * distort_adjust;
int twice_dist_wall = 2 * dist_wall;
if (twice_dist_wall >= screen_height) break;
else if (map_point) { // succeeds when a wall is present
int r, g, b;
switch (map_point) {
case 1: r = 255, g = 255, b = 0; break;
case 2: r = 0, g = 128, b = 128; break;
case 3: r = 255, g = 165, b = 0; break;
case 4: r = 255, g = 0, b = 0; break;
}
int color_decr = dist_wall / darkening;
shade(&r, color_decr);
shade(&g, color_decr);
shade(&b, color_decr);
SDL_Rect vertical_line = {
screen_x, dist_wall,
width_fov_ratio + 1,
screen_height - twice_dist_wall
};
draw_rectangle(vertical_line, r, g, b);
break;
}
}
}
}
}
void handle_input(const Uint8* keys, Player* player) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
exit(0);
}
else if (event.type == SDL_KEYDOWN) {
float radian_theta = to_radians(player -> angle);
float move_x = cos(radian_theta) * move_speed_decr,
move_y = sin(radian_theta) * move_speed_decr;
// handle arrow keys
if (keys[SDL_SCANCODE_UP]) player -> x += move_x, player -> y += move_y;
if (keys[SDL_SCANCODE_DOWN]) player -> x -= move_x, player -> y -= move_y;
if (keys[SDL_SCANCODE_LEFT]) player -> x += move_y, player -> y -= move_x;
if (keys[SDL_SCANCODE_RIGHT]) player -> x -= move_y, player -> y += move_x;
// handle 'a' and 's' for angle changes
if (keys[SDL_SCANCODE_A]) player -> angle -= angle_turn;
if (keys[SDL_SCANCODE_S]) player -> angle += angle_turn;
// safeguards for invalid positions and angles
if (player -> x < 0) player -> x = 0;
else if (player -> x > screen_width) player -> x = screen_width;
if (player -> y < 0) player -> y = 0;
else if (player -> y > screen_height) player -> y = screen_height;
// move the player to their previous coordinate if they're in a wall
if (map[(int) player -> y][(int) player -> x])
player -> y = player -> prev_y, player -> x = player -> prev_x;
if (player -> angle > 360) player -> angle = 0;
else if (player -> angle < 0) player -> angle = 360;
player -> prev_y = player -> y, player -> prev_x = player -> x;
}
}
}
int main() {
SDL_CreateWindowAndRenderer(screen_width, screen_height, 0, &window, &renderer);
SDL_SetWindowTitle(window, "Raycaster");
Player player = {5, 5, 0, 0, 0, 60};
SDL_Rect the_ceiling = {0, 0, screen_width, screen_height / 2};
SDL_Rect the_floor = {0, screen_height / 2, screen_width, screen_height};
const Uint8* keys = SDL_GetKeyboardState(NULL);
while (1) {
handle_input(keys, &player);
draw_rectangle(the_ceiling, 96, 96, 96);
draw_rectangle(the_floor, 210, 180, 140);
raycast(player);
SDL_RenderPresent(renderer);
SDL_UpdateWindowSurface(window);
}
}
在 RandomDavis 的帮助下,失真减少了。这是新的结果。尽管如此,仍然存在一些扭曲:
注意: 对于仍在为这个问题苦苦挣扎的人,我在这里解决了它: How do I fix warped walls in my raycaster?
【问题讨论】:
-
我以前见过这个确切的问题,为了避免鱼缸效应,你必须在显示之前对每列的高度进行某种三角运算。我会看看我能不能确切地知道它是什么。
-
@RandomDavis 谢谢,这将非常有帮助。
-
不确定是否会有所帮助,但也许将
degrees * M_PI / 180;写为degrees * M_PI_DEGREES并添加#define M_PI_DEGREES (M_PI / 180.0f) -
@AntoninGAVREL 我试过了 - 它似乎没有什么不同:
20 * 3.14 / 180.0 == 20 * (3.14 / 180.0)在 Python 提示符下产生了 True。不过还是谢谢你!
标签: c sdl raycasting fisheye