Difference between revisions of "Computing LOS for Large Areas"
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In most roguelike games, there is a need to calculate which dungeon grids are visible in a direct line of sight to the player. Closely tied to this is a need to calculate whether or not a dungeon grid is 'lit' by a player light source of potentially variable radius. | In most roguelike games, there is a need to calculate which dungeon grids are visible in a direct line of sight to the player. Closely tied to this is a need to calculate whether or not a dungeon grid is 'lit' by a player light source of potentially variable radius. | ||
Using ray-tracing to calculate LOS is a well known and excellent method to address both these needs, if the radius involved is reasonably small. The problem with ray-traced LOS algorithms lies only with their memory consumption, which increases as O(radius | Using ray-tracing to calculate LOS is a well known and excellent method to address both these needs, if the radius involved is reasonably small. The problem with ray-traced LOS algorithms lies only with their memory consumption, which increases as O(radius<sup>3</sup>). As per most LOS algorithms, every cell within the radius of computation must be visited at least once; ray-traced LOS visits each cell only once and so takes O(radius<sup>2</sup>) to complete. | ||
Using shadow casting, one may reduce the memory consumption to O(radius), while keeping computation time O(radius | Using shadow casting, one may reduce the memory consumption to O(radius), while keeping computation time O(radius<sup>2</sup>) - though probably still slower than ray-tracing. | ||
Two other features of shadow casting that may prove useful: | Two other features of shadow casting that may prove useful: | ||
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== General Method == | == General Method == | ||
This algorithm is given for a single octant (45 degrees of a circle, or one eighth of a square). It is left as an exercise for the reader to translate the algorithm to other octants; however, four arrays and some pseudo-code are given in [[#Octant Translation|Octant Translation]]. | This algorithm is given for a single octant (45 degrees of a circle, or one eighth of a square). It is left as an exercise for the reader to translate the algorithm to other octants; however, four arrays and some pseudo-code are given in [[#Octant Translation|Octant Translation]] below. | ||
The player is treated as a geometric point in the center of cell (0,0). Each grid cell (defined below) may contain something which blocks the player's line of sight. | The player is treated as a geometric point in the center of cell (0,0). Each grid cell (defined below) may contain something which blocks the player's line of sight. |
Latest revision as of 02:25, 29 July 2010
Computing LOS for Large Areas - Gordon Lipford gclipford@sympatico.ca
Summary and Genesis
In most roguelike games, there is a need to calculate which dungeon grids are visible in a direct line of sight to the player. Closely tied to this is a need to calculate whether or not a dungeon grid is 'lit' by a player light source of potentially variable radius.
Using ray-tracing to calculate LOS is a well known and excellent method to address both these needs, if the radius involved is reasonably small. The problem with ray-traced LOS algorithms lies only with their memory consumption, which increases as O(radius3). As per most LOS algorithms, every cell within the radius of computation must be visited at least once; ray-traced LOS visits each cell only once and so takes O(radius2) to complete.
Using shadow casting, one may reduce the memory consumption to O(radius), while keeping computation time O(radius2) - though probably still slower than ray-tracing.
Two other features of shadow casting that may prove useful:
- radius may be changed dynamically; very little recomputation necessary.
- shadows may be 'relaxed' such that a blocker takes up less than the entire cell - normal calculations assume that a blocker takes up the entire (square) cell. This involves very little modification of the algorithm itself, and in fact may be parameterized such that it can be changed dynamically.
General Method
This algorithm is given for a single octant (45 degrees of a circle, or one eighth of a square). It is left as an exercise for the reader to translate the algorithm to other octants; however, four arrays and some pseudo-code are given in Octant Translation below.
The player is treated as a geometric point in the center of cell (0,0). Each grid cell (defined below) may contain something which blocks the player's line of sight.
Given a LOS radius of N, we traverse the octant from (0,0) to (N,N) one column at a time, from cell (0,y) to (y,y) within the column. We examine each cell to see if it is blocked. If so, we perform two calculations:
- Find the inverse slope of a line from the center of (0,0) to the upper left corner of the cell, and
- Find the inverse slope of a line from the center of (0,0) to the lower right corner of the same cell.
____________ | | | | | (2,2) | | U. | ___________|_UU_______| | UUU#########| | UU |##########| | UUU |# (2,1) ##| | UU |##########| ___________|UU________|##########|LLLL.. | UUU | LLLLLLLLL | UU | LLLLLLLLLL | | (0UULLLLLLLL(1,0) | (2,0) | | | | | |__________|__________|__________|
In this example, (2,1) is blocked. The line corresponding to the upper bound of the shadow cast by the blocker at (2,1) has a slope of 1.5 / 1.5 = 1.0. The inverse of this slope is also 1.0. Similarly for the lower bound, slope is 0.5 / 2.5 = 0.2. The inverse slope of 0.2 is 5.0.
Note that any grid blocker in cell 0 will generate a _negative_ lower slope. When this happens, assign some arbitrarily large value.
The result of #1 is assigned to the 'upper shadow max', and the result of #2 is assigned to the 'lower shadow max' (see below).
The algorithm then uses these values to determine whether or not other cells farther out than the blocker are in it's shadow or not. In this example, the shadow will 'grow' upwards at a rate of 1 grid every 1.0 steps (i.e. every step), and the lower bound of the shadow will 'decay', exposing the cell(s) to light, at the rate of 1 grid every 5.0 steps.
Note that the use of floating point arithmetic is NOT necessary for this algorithm. All formulas are presented using floating point in order not to confuse the algorithm with its implementation.
Also note that the 'relaxing' of the algorithm can be done at precisely this point by assuming the blocking cell to occupy less than the full grid square.
Algorithm Terms
Within the algorithm, a Cell is a working representation of a grid square. Each cell has several properties:
- upper shadow count (numeric)
- upper shadow maximum (numeric)
- lower shadow count (numeric)
- lower shadow maximum (numeric)
- visible (boolean)
- lit (boolean)
- lit_delay (boolean)
The first four of these will be referred to in the specific algorithm as Cell[n].upper_max, Cell[n].up_count, Cell[n].low_max, and Cell[n].low_count.
To 'initialize' a Cell, set all integer values to 0, and all Boolean values to 'true' except for lit_delay.
A Cell has 'reached' it's upper maximum if the upper maximum is non-zero, count+0.5 is >= the maximum, and count-0.5 <= the maximum.
Similarly for a Cell 'reaching' it's lower maximum.
Specific Algorithm
allocate an array of Cells. The array is one dimensional and indexed from 0 to N (so it has a size of N+1). No cell initialization is necessary at this time; it occurs within the inner loop in very specific places. There is no need to re-initialize anything between octant calculations. begin function los_octant: boolean variable VISIBLE_CORNER // this is necessary for aesthetic reasons. Without this variable // and associated hack, a dead-end will appear as follows: // ###### // .@....# // ###### // Although this is geometrically correct (at least if the blockers // occupy the entire grid cell), it is more pleasing to see this: // ####### // .@....# // ####### boolean variable BLOCKER // convenience: does the current cell represent a grid square that // blocks LOS? numeric UP_INC numeric LOW_INC numeric SOUTH // always CELL-1. Convenience. // Cell (0,0) is assumed to be lit and visible in all cases. initialize Cell[0] VISIBLE_CORNER = false // now for the main double loop: for each COLUMN in (1.. N) for each CELL in (0.. COLUMN) assign TRUE to BLOCKER iff the object at grid (COLUMN, CELL) will block the players LOS UP_INC = 1 LOW_INC = 1 SOUTH = CELL - 1 // STEP 1 - inherit values from immediately preceding column // light up from lit_delay if appropriate // 'steal' lower bound shadow from 'south' cell if // if it lit if CELL < COLUMN if Cell[CELL].lit_delay if not BLOCKER if Cell[SOUTH].lit if Cell[SOUTH].low_max <> 0 Cell[CELL].lit = false Cell[CELL].low_max = Cell[SOUTH].low_max Cell[CELL].low_count = Cell[SOUTH].low_count Cell[SOUTH].low_max = 0 Cell[SOUTH].low_count = 0 LOW_INC = 0 else Cell[CELL].lit = true endif endif endif Cell[CELL].lit_delay = false endif else initialize Cell[CELL] endif // STEP 2 - check for blocker // a dark blocker in a shadows edge will be visible // (but still dark) if BLOCKER if Cell[CELL].lit OR (CELL > 0 AND Cell[SOUTH].lit) OR VIS_CORNER VIS_CORNER = Cell[CELL].lit Cell[CELL].lit = false // blockers are always dark Cell[CELL].visible = true // but always visible if we get here.. calculate temporary UPPER and LOWER values for this grid position if UPPER < Cell[CELL].up_max OR Cell[CELL].up_max == 0 // new upper shadow Cell[CELL].up_max = UPPER Cell[CELL].up_count = 0; UP_INC = 0 endif if LOWER > Cell[CELL].low_max OR Cell[CELL].lower == 0 // new lower shadow Cell[CELL].low_max = LOWER Cell[CELL].low_count = -1 LOW_INC = 0 if LOWER <= 3 // somewhat arbitrary, but looks right Cell[CELL].lit_delay = true endif endif else Cell[CELL].visible = false endif else Cell[CELL].visible = false endif // STEP 3 - add increments to upper and lower counts add UP_INC to Cell[CELL].up_count add LOW_INC to Cell[CELL].low_count // STEP 4 - look south to see if we've been overtaken by shadow if CELL > 0 if Cell[SOUTH] has 'reached' upper maximum if Cell[CELL] has NOT 'reached' upper maximum Cell[CELL].up_max = Cell[SOUTH].up_max Cell[CELL].up_count = Cell[SOUTH].up_count subtract Cell[SOUTH].up_max from Cell[CELL].up_count endif Cell[CELL].lit = false Cell[CELL].visible = false endif // STEP 5 - erase current lower shadow if one is active in the // cell to our south if Cell[SOUTH] has 'reached' lower maximum Cell[CELL].low_max = Cell[SOUTH].low_max Cell[CELL].low_count = Cell[SOUTH].low_count subtract Cell[SOUTH].low_max from Cell[CELL].low_count set both Cell[SOUTH].low_max and Cell[SOUTH].low_count to 0 endif if Cell[SOUTH].low_max <> 0 OR (Cell[SOUTH].low_max == 0 AND NOT Cell[SOUTH].lit) Cell[CELL].low_count = Cell[CELL].low_max + 10 endif endif // STEP 6 - light up if we've reached lower max (ie come out of shadow) if Cell[CELL] has 'reached' lower maximum Cell[CELL].lit = true endif // STEP 7 - apply 'lit' value This step in the algorithm is entirely dependent on how the map grid is implemented. The basic criterion for a lit square is as follows: if Cell[CELL].lit OR (BLOCKER AND Cell[CELL].vislble) // do something appropriate else // the cell is not visible by the player. endif end for : CELL end for : COLUMN end function : los_octant
Possible Refinements
If an entire column is dark (ie Cell[CELL].lit is FALSE for each cell in the column), there is no need to continue calculations - every subsequent column will be dark and NOT visible.
It may be possible to reconstruct certain parts of this algorithm so that needless computation is avoided. This is left as an exercise in order to make the basic algorithm as readable as possible.
At no point does the algorithm assume sequential evaluation of expression terms. It may be possible to rewrite certain tests to take advantage of this compiler feature.
The above algorithm processes a square area, but can be trivially modified to process any other area possessing eightfold symmetry.
Octant Translation
Any cell with coordinates (X,Y) may be translated to another octant with the following transformation (given in C-like code):
int xxcomp[8] = { 1, 0, 0, -1, -1, 0, 0, 1 } int xycomp[8] = { 0, 1, -1, 0, 0, -1, 1, 0 } int yxcomp[8] = { 0, 1, 1, 0, 0, -1, -1, 0 } int yycomp[8] = { 1, 0, 0, 1, -1, 0, 0, -1 } tx = X * xxcomp[o] + Y * xycomp[o] ty = X * yxcomp[o] + Y * yycomp[o]
Where o is the octant number, ranging from 0 to 7.
The Author
I (Gordon Lipford) am a happily employed father of 2 boisterous boys who enjoys designing and coding games as a hobby. I am drawn to Roguelikes and their abstract representation of a game world - allowing my imagination free reign to visualize the environment.
Please send all correspondence to gclipford@sympatico.ca. If that fails, you may try my work address: lipford@ca.ibm.com.