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模式 7 仿射变换中相机移动不受控制的原因?

如何解决模式 7 仿射变换中相机移动不受控制的原因?

我正在尝试使用 C 和 SDL2 实现模式 7 效果。最后,我希望能够做出很酷的效果,比如改变高度和视野。但现在,我只想做一些简单的工作。这是我目前所拥有的:

enter image description here

我的问题是,在转弯时,我似乎在朝着同一个方向前进,即使我试图转向不同的方向。很难了解这一点,但运行我的代码后,它应该会变得清晰。

我很困惑为什么会这样。我的代码主要基于 this 教程。我在我的 C 代码中留下了注释,描述了每个部分的意图。如果您知道为什么我尝试模拟 Snes 模式 7 的尝试不起作用,请告诉我。注意:要转弯,按左右方向键,向前和向后移动,按向前和向后。此代码可能无法在非英特尔系统上运行,因为我依赖于英特尔 SIMD 内在函数。如果有帮助,我正在使用 clang 12.0.5。

这是我的 mode_7 函数,用于驱动效果

void mode_7(const Camera camera,const Screen screen,const Sprite* sprite,const Uint8* keys) {
    static Uint32 local_buffer[height][width];

    const int height_center = height / 2;
    const Vector dimensions = vec_set(sprite -> w);

    for (int z = -height_center; z < height_center; z++) {
        const int y = z + height_center;

        for (int x = 0; x < width; x++) {
            const int reverse_x = width - x;

            const Vector rot_pos_3D = {
                reverse_x * camera.dir[1] + x * camera.dir[0],reverse_x * camera.dir[0] - x * camera.dir[1]
            };

            const Vector pos_2D = vec_add(camera.pos,vec_div(rot_pos_3D,vec_set(z)));
            const Vector floor_pos_2D = {floor(pos_2D[0]),floor(pos_2D[1])};
            const Vector tex_pos = vec_mul(vec_sub(pos_2D,floor_pos_2D),dimensions);

            local_buffer[y][x] = read_sprite_pixel(sprite,(long) tex_pos[0],(long) tex_pos[1]);
        }
    }
    memcpy(screen.pixels,local_buffer,width * height * sizeof(Uint32));
}

这是我计算相机位置、方向和角度的方法

void update_camera(Camera* camera,const Uint8* keys) {
    if (keys[SDL_SCANCODE_LEFT]) {
        if ((camera -> angle -= camera -> v_turn) < 0.0) camera -> angle = two_pi;
    }
    if (keys[SDL_SCANCODE_RIGHT]) {
        if ((camera -> angle += camera -> v_turn) > two_pi) camera -> angle = 0.0;
    }

    camera -> dir = (Vector) {cos(camera -> angle),sin(camera -> angle)};
    const Vector forward_movement = vec_mul(camera -> dir,vec_set(camera -> v_move));
    
    Vector movement = {0.0,0.0};
    if (keys[SDL_SCANCODE_UP])
        movement = vec_add(movement,forward_movement);
    if (keys[SDL_SCANCODE_DOWN])
        movement = vec_sub(movement,forward_movement);

    camera -> pos = vec_add(camera -> pos,movement);
}

如果您想尝试一下,所有代码包括上面的代码,都在下面。

// SDL2 header,handy macros,constants,typedefs

#include <SDL2/SDL.h>

#define FAIL(...) {fprintf(stderr,__VA_ARGS__); exit(1);}

#define vec_set _mm_set1_pd
#define vec_add _mm_add_pd
#define vec_sub _mm_sub_pd
#define vec_mul _mm_mul_pd
#define vec_div _mm_div_pd

const double two_pi = M_PI * 2.0;

enum {
    fps = 60,width = 800,height = 600,pixel_format = SDL_PIXELFORMAT_ARGB8888,pixel_format_bpp = 4
};

typedef SDL_Surface Sprite;
typedef __m128d Vector;

typedef struct {
    SDL_Window* window;
    SDL_Renderer* renderer;
    SDL_Texture* buffer;
    SDL_PixelFormat* pixel_format;
    void* pixels;
    int pixel_pitch;
} Screen;

typedef struct {
    Vector pos,dir;
    double angle;
    const double v_move,v_turn;
} Camera;

// abstraction for the screen

Screen init_screen(void) {
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0)
        FAIL("Could not initialize SDL\n");

    SDL_SetHintWithPriority(SDL_HINT_RENDER_VSYNC,"1",SDL_HINT_OVERRIDE);

    Screen screen;
    SDL_CreateWindowAndRenderer(width,height,SDL_RENDERER_ACCELERATED,&screen.window,&screen.renderer);
    screen.buffer = SDL_CreateTexture(screen.renderer,pixel_format,SDL_TEXTUREACCESS_STREAMING,width,height);
    screen.pixel_format = SDL_AllocFormat(pixel_format);

    SDL_SetwindowTitle(screen.window,"Mode 7");
    SDL_Setrendertarget(screen.renderer,NULL);
    SDL_SetRenderDrawColor(screen.renderer,0);

    return screen;
}

void deinit_screen(const Screen screen) {
    SDL_DestroyWindow(screen.window);
    SDL_DestroyRenderer(screen.renderer);
    SDL_DestroyTexture(screen.buffer);
    SDL_FreeFormat(screen.pixel_format);
    SDL_Quit();
}

void clear_screen(Screen* const screen) {
    SDL_LockTexture(screen -> buffer,NULL,&screen -> pixels,&screen -> pixel_pitch);
}

void refresh_screen(const Screen screen,const Uint32 before) {
    SDL_UnlockTexture(screen.buffer);
    SDL_Rendercopy(screen.renderer,screen.buffer,NULL);
    SDL_RenderPresent(screen.renderer);

    const int wait = fps / 1000 - (SDL_GetTicks() - before);
    if (wait > 0) SDL_Delay(wait);
}

// abstraction for sprites

Sprite* init_sprite(const char* const path,const SDL_PixelFormat* pixel_format) {
    SDL_Surface* const unconverted_surface = SDL_LoadBMP(path);
    if (unconverted_surface == NULL) FAIL("Could not load a sprite of path %s\n",path);

    SDL_Surface* const converted_surface = SDL_ConvertSurface(unconverted_surface,0);
    if (converted_surface == NULL) FAIL("Could not convert a sprite's surface type: %s\n",path);
    SDL_FreeSurface(unconverted_surface);
    SDL_LockSurface(converted_surface);

    return converted_surface;
}

void deinit_sprite(Sprite* sprite) {
    SDL_UnlockSurface(sprite);
    SDL_FreeSurface(sprite);
}

Uint32 read_sprite_pixel(const Sprite* sprite,const int x,const int y) {
    return *(Uint32*) ((Uint8*) sprite -> pixels + y * sprite -> pitch + x * pixel_format_bpp);
}

// the core of my code

void mode_7(const Camera camera,width * height * sizeof(Uint32));
}

// input reading + main

void update_camera(Camera* camera,movement);
}

int main(void) {
    Screen screen = init_screen();
    Sprite* sprite = init_sprite("../assets/dirt.bmp",screen.pixel_format);
    Camera camera = {{0.0,0.0},{0.0,0.0,0.1,0.05};

    const Uint8* keys = SDL_GetKeyboardState(NULL);
    SDL_Event event;
    while (1) {
        const Uint32 before = SDL_GetTicks();
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_QUIT) {
                deinit_sprite(sprite);
                deinit_screen(screen);
                return 0;
            }
        }
        update_camera(&camera,keys);
        clear_screen(&screen);
        mode_7(camera,screen,sprite,keys);
        refresh_screen(screen,before);
    }   
}

解决方法

您的代码有两个主要问题。 其中一部分是:

const Vector rot_pos_3D = {
    reverse_x * camera.dir[1] + x * camera.dir[0],reverse_x * camera.dir[0] - x * camera.dir[1]
};

当 x 从 0 变为 width 时,这部分应该在两点之间进行或多或少的线性插值。一个位于 camera.dir 指向前方。另一个指向正交方向{camera.dir[1],-camera.dir[0]}

见下图: enter image description here

但是,看起来坐标交换了。应该是:

const Vector rot_pos_3D = {
    reverse_x * camera.dir[0] - x * camera.dir[1],reverse_x * camera.dir[1] + x * camera.dir[0],};

现在导航变得不那么混乱了。但是,玩家的眼睛总是如上图所示看向左前方。

该问题的一个简单解决方案是将屏幕放置在玩家前方的点 (FORWARD+LEFT) 和 (FORWARD-LEFT) 点之间,如下图所示。

enter image description here

此修复适用于以下补丁:

@@ -107,6 +107,8 @@ void mode_7(const Camera camera,const Screen screen,const Sprite* sprite,cons
     const int height_center = height / 2;
     const Vector dimensions = vec_set(sprite -> w);
 
+    double d0[2] = {camera.dir[0] + camera.dir[1],camera.dir[1] - camera.dir[0]};
+    double d1[2] = {camera.dir[0] - camera.dir[1],camera.dir[1] + camera.dir[0]};
     for (int z = -height_center; z < height_center; z++) {
         const int y = z + height_center;
 
@@ -114,11 +116,11 @@ void mode_7(const Camera camera,cons
             const int reverse_x = width - x;
 
             const Vector rot_pos_3D = {
-                reverse_x * camera.dir[1] + x * camera.dir[0],-                reverse_x * camera.dir[0] - x * camera.dir[1]
+                reverse_x * d0[0] + x * d1[0],+                reverse_x * d0[1] + x * d1[1],};
 

另一个问题是“天花板”向相反的方向移动。它是由屏幕上方的负“z”除以引起的。只需应用abs()

-            const Vector pos_2D = vec_add(camera.pos,vec_div(rot_pos_3D,vec_set(z)));
+            const Vector pos_2D = vec_add(camera.pos,vec_set(abs(z))));

现在应该正确渲染无限空间。

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