New FOV algorithm that works pretty well.
Saved for posterity here, approximately: https://twitter.com/mcmillen/status/1227326054949408768 GitOrigin-RevId: e960dad1d9241c08dbf1292c6856311d4ebd7a85
This commit is contained in:
parent
7cc953a44e
commit
93a5d477bb
@ -5,13 +5,18 @@ using System;
|
|||||||
// https://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
|
// https://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
|
||||||
namespace SemiColinGames {
|
namespace SemiColinGames {
|
||||||
class Camera {
|
class Camera {
|
||||||
private Rectangle bbox = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
|
// Screen size in pixels is 1920x1080 divided by 4.
|
||||||
|
private Rectangle bbox = new Rectangle(0, 0, 480, 270);
|
||||||
|
|
||||||
public int Width { get => bbox.Width; }
|
public int Width { get => bbox.Width; }
|
||||||
public int Height { get => bbox.Height; }
|
public int Height { get => bbox.Height; }
|
||||||
public int Left { get => bbox.Left; }
|
public int Left { get => bbox.Left; }
|
||||||
public int Top { get => bbox.Top; }
|
public int Top { get => bbox.Top; }
|
||||||
|
|
||||||
|
public Matrix Projection {
|
||||||
|
get => Matrix.CreateOrthographicOffCenter(Left, Left + Width, Height, 0, -1, 1);
|
||||||
|
}
|
||||||
|
|
||||||
public void Update(Point player, int worldWidth) {
|
public void Update(Point player, int worldWidth) {
|
||||||
int diff = player.X - bbox.Center.X;
|
int diff = player.X - bbox.Center.X;
|
||||||
if (Math.Abs(diff) > 16) {
|
if (Math.Abs(diff) > 16) {
|
||||||
|
108
Shared/Player.cs
108
Shared/Player.cs
@ -11,7 +11,7 @@ namespace SemiColinGames {
|
|||||||
Right = 1
|
Right = 1
|
||||||
};
|
};
|
||||||
|
|
||||||
enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
|
public enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
|
||||||
|
|
||||||
private const int moveSpeed = 180;
|
private const int moveSpeed = 180;
|
||||||
private const int jumpSpeed = -600;
|
private const int jumpSpeed = -600;
|
||||||
@ -46,6 +46,15 @@ namespace SemiColinGames {
|
|||||||
this.texture = texture;
|
this.texture = texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO: just make Facing an int.
|
||||||
|
public int GetFacing {
|
||||||
|
get { return (int) facing; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public Pose GetPose {
|
||||||
|
get { return pose; }
|
||||||
|
}
|
||||||
|
|
||||||
public Point Position { get { return position; } }
|
public Point Position { get { return position; } }
|
||||||
|
|
||||||
public void Update(float modelTime, History<Input> input, AABB[] collisionTargets) {
|
public void Update(float modelTime, History<Input> input, AABB[] collisionTargets) {
|
||||||
@ -147,102 +156,15 @@ namespace SemiColinGames {
|
|||||||
} else {
|
} else {
|
||||||
pose = Pose.Standing;
|
pose = Pose.Standing;
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawSightLines(collisionTargets);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 Rotate(Vector2 point, float angle) {
|
public Vector2 EyePosition {
|
||||||
float cos = FMath.Cos(angle);
|
get {
|
||||||
float sin = FMath.Sin(angle);
|
bool walking = pose == Pose.Walking || pose == Pose.Jumping;
|
||||||
return new Vector2(
|
Vector2 eyeOffset = walking ? eyeOffsetWalking : eyeOffsetStanding;
|
||||||
point.X * cos - point.Y * sin,
|
return Vector2.Add(
|
||||||
point.Y * cos + point.X * sin);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool PointInCone(
|
|
||||||
float visionRangeSq, float fovCos, Vector2 eyePos, Vector2 direction, Vector2 test) {
|
|
||||||
Vector2 delta = Vector2.Subtract(test, eyePos);
|
|
||||||
if (delta.LengthSquared() > visionRangeSq) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
float dot = Vector2.Dot(Vector2.Normalize(direction), Vector2.Normalize(delta));
|
|
||||||
return dot > fovCos;
|
|
||||||
}
|
|
||||||
|
|
||||||
void DrawSightLines(AABB[] collisionTargets) {
|
|
||||||
float fov = FMath.DegToRad(45);
|
|
||||||
float fovCos = FMath.Cos(fov);
|
|
||||||
Color color = Color.LightYellow;
|
|
||||||
|
|
||||||
Vector2 eyeOffset = pose == Pose.Walking ? eyeOffsetWalking : eyeOffsetStanding;
|
|
||||||
Vector2 eyePos = Vector2.Add(
|
|
||||||
Position.ToVector2(), new Vector2(eyeOffset.X * (int) facing, eyeOffset.Y));
|
Position.ToVector2(), new Vector2(eyeOffset.X * (int) facing, eyeOffset.Y));
|
||||||
|
|
||||||
float visionRange = 150;
|
|
||||||
float visionRangeSq = visionRange * visionRange;
|
|
||||||
Vector2 ray = new Vector2(visionRange * (int) facing, 0);
|
|
||||||
if (pose == Pose.Stretching) {
|
|
||||||
ray = Rotate(ray, (int) facing * FMath.DegToRad(-30));
|
|
||||||
}
|
}
|
||||||
if (pose == Pose.Crouching) {
|
|
||||||
ray = Rotate(ray, (int) facing * FMath.DegToRad(30));
|
|
||||||
}
|
|
||||||
Vector2 coneBottom = Rotate(ray, fov);
|
|
||||||
Vector2 coneTop = Rotate(ray, -fov);
|
|
||||||
|
|
||||||
List<Vector2> points = new List<Vector2>();
|
|
||||||
List<AABB> boxes = new List<AABB>();
|
|
||||||
points.Add(Vector2.Add(eyePos, coneBottom));
|
|
||||||
points.Add(Vector2.Add(eyePos, coneTop));
|
|
||||||
foreach (AABB box in collisionTargets) {
|
|
||||||
int hitCount = points.Count;
|
|
||||||
if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.TopLeft)) {
|
|
||||||
points.Add(box.TopLeft);
|
|
||||||
}
|
|
||||||
if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.TopRight)) {
|
|
||||||
points.Add(box.TopRight);
|
|
||||||
}
|
|
||||||
if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.BottomLeft)) {
|
|
||||||
points.Add(box.BottomLeft);
|
|
||||||
}
|
|
||||||
if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.BottomRight)) {
|
|
||||||
points.Add(box.BottomRight);
|
|
||||||
}
|
|
||||||
if (points.Count > hitCount) {
|
|
||||||
boxes.Add(box);
|
|
||||||
Debug.AddRect(box, color);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
HashSet<AABB> boxesSeen = new HashSet<AABB>();
|
|
||||||
foreach (Vector2 point in points) {
|
|
||||||
float minTime = 1;
|
|
||||||
AABB? closestBox = null;
|
|
||||||
Vector2 delta = Vector2.Subtract(point, eyePos);
|
|
||||||
foreach (AABB box in boxes) {
|
|
||||||
Hit? maybeHit = box.IntersectSegment(eyePos, delta);
|
|
||||||
if (maybeHit != null) {
|
|
||||||
float time = FMath.Clamp(maybeHit.Value.Time, 0, 1);
|
|
||||||
Vector2 target = Vector2.Add(eyePos, Vector2.Multiply(delta, time));
|
|
||||||
Debug.AddLine(eyePos, target, color);
|
|
||||||
if (time < minTime) {
|
|
||||||
minTime = time;
|
|
||||||
closestBox = box;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (closestBox != null) {
|
|
||||||
boxesSeen.Add(closestBox.Value);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (AABB box in boxesSeen) {
|
|
||||||
Debug.AddRect(box, Color.Orange);
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.AddLine(eyePos, Vector2.Add(eyePos, ray), Color.Red);
|
|
||||||
Debug.AddLine(eyePos, Vector2.Add(eyePos, coneTop), Color.Red);
|
|
||||||
Debug.AddLine(eyePos, Vector2.Add(eyePos, coneBottom), Color.Red);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns the desired (dx, dy) for the player to move this frame.
|
// Returns the desired (dx, dy) for the player to move this frame.
|
||||||
|
@ -11,7 +11,10 @@ namespace SemiColinGames {
|
|||||||
const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
|
const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
|
||||||
|
|
||||||
readonly GraphicsDeviceManager graphics;
|
readonly GraphicsDeviceManager graphics;
|
||||||
RenderTarget2D renderTarget;
|
RenderTarget2D sceneTarget;
|
||||||
|
RenderTarget2D lightingTarget;
|
||||||
|
|
||||||
|
BasicEffect lightingEffect;
|
||||||
|
|
||||||
SpriteBatch spriteBatch;
|
SpriteBatch spriteBatch;
|
||||||
SpriteFont font;
|
SpriteFont font;
|
||||||
@ -54,9 +57,22 @@ namespace SemiColinGames {
|
|||||||
|
|
||||||
Debug.Initialize(GraphicsDevice);
|
Debug.Initialize(GraphicsDevice);
|
||||||
|
|
||||||
renderTarget = new RenderTarget2D(
|
sceneTarget = new RenderTarget2D(
|
||||||
GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
|
GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
|
||||||
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
|
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
|
||||||
|
lightingTarget = new RenderTarget2D(
|
||||||
|
GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
|
||||||
|
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
|
||||||
|
|
||||||
|
lightingEffect = new BasicEffect(GraphicsDevice);
|
||||||
|
lightingEffect.World = Matrix.CreateTranslation(0, 0, 0);
|
||||||
|
lightingEffect.View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up);
|
||||||
|
lightingEffect.VertexColorEnabled = true;
|
||||||
|
|
||||||
|
RasterizerState rasterizerState = new RasterizerState() {
|
||||||
|
CullMode = CullMode.None
|
||||||
|
};
|
||||||
|
GraphicsDevice.RasterizerState = rasterizerState;
|
||||||
|
|
||||||
base.Initialize();
|
base.Initialize();
|
||||||
}
|
}
|
||||||
@ -67,7 +83,7 @@ namespace SemiColinGames {
|
|||||||
font = Content.Load<SpriteFont>("font");
|
font = Content.Load<SpriteFont>("font");
|
||||||
|
|
||||||
player = new Player(Content.Load<Texture2D>("Ninja_Female"));
|
player = new Player(Content.Load<Texture2D>("Ninja_Female"));
|
||||||
world = new World(Content.Load<Texture2D>("grassland"), Levels.DEMO);
|
world = new World(Content.Load<Texture2D>("grassland"), Levels.ONE_ONE);
|
||||||
grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
|
grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
|
||||||
grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
|
grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
|
||||||
}
|
}
|
||||||
@ -131,8 +147,8 @@ namespace SemiColinGames {
|
|||||||
|
|
||||||
Debug.SetFpsText(fpsText);
|
Debug.SetFpsText(fpsText);
|
||||||
|
|
||||||
// Draw scene to RenderTarget.
|
// Draw scene to sceneTarget.
|
||||||
GraphicsDevice.SetRenderTarget(renderTarget);
|
GraphicsDevice.SetRenderTarget(sceneTarget);
|
||||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
|
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
|
||||||
|
|
||||||
@ -148,7 +164,8 @@ namespace SemiColinGames {
|
|||||||
|
|
||||||
// Set up transformation matrix for drawing world objects.
|
// Set up transformation matrix for drawing world objects.
|
||||||
Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
|
Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
|
||||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
|
spriteBatch.Begin(
|
||||||
|
SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
|
||||||
|
|
||||||
// Draw player.
|
// Draw player.
|
||||||
player.Draw(spriteBatch);
|
player.Draw(spriteBatch);
|
||||||
@ -162,7 +179,13 @@ namespace SemiColinGames {
|
|||||||
// Aaaaand we're done.
|
// Aaaaand we're done.
|
||||||
spriteBatch.End();
|
spriteBatch.End();
|
||||||
|
|
||||||
// Draw RenderTarget to screen.
|
// Draw lighting to lightingTarget.
|
||||||
|
GraphicsDevice.SetRenderTarget(lightingTarget);
|
||||||
|
GraphicsDevice.Clear(new Color(0, 0, 0, 0f));
|
||||||
|
lightingEffect.Projection = camera.Projection;
|
||||||
|
DrawFov();
|
||||||
|
|
||||||
|
// Draw sceneTarget to screen.
|
||||||
GraphicsDevice.SetRenderTarget(null);
|
GraphicsDevice.SetRenderTarget(null);
|
||||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||||
if (framesToSuppress == 0) {
|
if (framesToSuppress == 0) {
|
||||||
@ -171,7 +194,8 @@ namespace SemiColinGames {
|
|||||||
RasterizerState.CullNone);
|
RasterizerState.CullNone);
|
||||||
Rectangle drawRect = new Rectangle(
|
Rectangle drawRect = new Rectangle(
|
||||||
0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
|
0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
|
||||||
spriteBatch.Draw(renderTarget, drawRect, Color.White);
|
spriteBatch.Draw(sceneTarget, drawRect, Color.White);
|
||||||
|
spriteBatch.Draw(lightingTarget, drawRect, Color.White);
|
||||||
|
|
||||||
// Draw debug toasts.
|
// Draw debug toasts.
|
||||||
Debug.DrawToasts(spriteBatch, font);
|
Debug.DrawToasts(spriteBatch, font);
|
||||||
@ -182,5 +206,77 @@ namespace SemiColinGames {
|
|||||||
base.Draw(gameTime);
|
base.Draw(gameTime);
|
||||||
drawTimer.Stop();
|
drawTimer.Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void DrawFov() {
|
||||||
|
// TODO: DrawIndexedPrimitives
|
||||||
|
Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
|
||||||
|
Vector2 eyePos = player.EyePosition;
|
||||||
|
int numConePoints = 60;
|
||||||
|
// TODO: don't new[] every frame.
|
||||||
|
VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints];
|
||||||
|
float visionRange = 150;
|
||||||
|
float visionRangeSq = visionRange * visionRange;
|
||||||
|
float fov = FMath.DegToRad(120);
|
||||||
|
float fovStep = fov / (numConePoints - 1);
|
||||||
|
|
||||||
|
Vector2 ray = new Vector2(visionRange * player.GetFacing, 0);
|
||||||
|
if (player.GetPose == Player.Pose.Stretching) {
|
||||||
|
ray = ray.Rotate(player.GetFacing * FMath.DegToRad(-30));
|
||||||
|
}
|
||||||
|
if (player.GetPose == Player.Pose.Crouching) {
|
||||||
|
ray = ray.Rotate(player.GetFacing * FMath.DegToRad(30));
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < conePoints.Length; i++) {
|
||||||
|
float angle = -fov / 2 + fovStep * i;
|
||||||
|
Vector2 rotated = ray.Rotate(angle);
|
||||||
|
Vector2 closestHit = Vector2.Add(eyePos, rotated);
|
||||||
|
float hitTime = 1f;
|
||||||
|
|
||||||
|
Vector2 halfTileSize = new Vector2(World.TileSize / 2.0f, World.TileSize / 2.0f);
|
||||||
|
for (int j = 0; j < world.CollisionTargets.Length; j++) {
|
||||||
|
AABB box = world.CollisionTargets[j];
|
||||||
|
if (Math.Abs(box.Position.X - player.Position.X) > visionRange + halfTileSize.X) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
Vector2 delta = Vector2.Add(halfTileSize, Vector2.Subtract(box.Position, eyePos));
|
||||||
|
if (delta.LengthSquared() > visionRangeSq) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
Hit? maybeHit = box.IntersectSegment(eyePos, rotated);
|
||||||
|
if (maybeHit != null) {
|
||||||
|
Hit hit = maybeHit.Value;
|
||||||
|
if (hit.Time < hitTime) {
|
||||||
|
hitTime = hit.Time;
|
||||||
|
closestHit = hit.Position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
float tint = 0.6f - hitTime / 2;
|
||||||
|
Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint));
|
||||||
|
conePoints[i] = new VertexPositionColor(new Vector3(closestHit, 0), tinted);
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: don't new[] every frame.
|
||||||
|
VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3];
|
||||||
|
VertexPositionColor eyeVertex = new VertexPositionColor(new Vector3(eyePos, 0), color);
|
||||||
|
for (int i = 0; i < numConePoints - 1; i++) {
|
||||||
|
vertices[i * 3] = eyeVertex;
|
||||||
|
vertices[i * 3 + 1] = conePoints[i];
|
||||||
|
vertices[i * 3 + 2] = conePoints[i + 1];
|
||||||
|
}
|
||||||
|
|
||||||
|
VertexBuffer vertexBuffer = new VertexBuffer(
|
||||||
|
GraphicsDevice, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly);
|
||||||
|
vertexBuffer.SetData<VertexPositionColor>(vertices);
|
||||||
|
|
||||||
|
GraphicsDevice.SetVertexBuffer(vertexBuffer);
|
||||||
|
|
||||||
|
foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
|
||||||
|
pass.Apply();
|
||||||
|
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user