「🏗️」 wip(Raycasting): Should be working but not
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97
src/raycasting/renderer.c
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97
src/raycasting/renderer.c
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* renderer.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/28 15:48:39 by adjoly #+# #+# */
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/* Updated: 2024/10/29 14:22:37 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/utils_math.h"
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#include "mlx.h"
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#include <game/dda.h>
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#include <game/settings.h>
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#include <game/game.h>
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void draw_floor(t_render *render)
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{
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size_t x;
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size_t y;
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y = WINDOW_H / 2;
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while(y < WINDOW_H - 1)
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{
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x = 0;
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while (x < WINDOW_W)
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{
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mlx_set_image_pixel(render->mlx, render->img, x, y, render->world->floor);
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x++;
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}
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y++;
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}
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}
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void draw_celling(t_render *render)
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{
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size_t x;
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size_t y;
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y = 0;
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while(y < WINDOW_H / 2)
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{
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x = 0;
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while (x < WINDOW_W)
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{
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mlx_set_image_pixel(render->mlx, render->img, x, y, render->world->celling);
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x++;
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}
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y++;
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}
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}
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void print_line(t_render *render, t_ray *ray, int x)
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{
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int line;
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int line_start;
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int y;
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int j;
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line = (CHUNK_SIZE * WINDOW_H) / ray->distance;
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line_start = -line / 2 + WINDOW_H / 2;
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y = 0;
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while (y < line)
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{
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j = -1;
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while (++j <= RAY_SIZE)
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mlx_set_image_pixel(render->mlx, render->img, x + j, line_start + y, WHITE);
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y++;
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}
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}
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void render_frame(t_render *render)
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{
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size_t i;
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t_dda dda;
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t_ray ray;
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float ang;
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i = WINDOW_W;
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ray.angle = render->player->direction - (M_PI / 180) / (FOV / 2);
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fix_ang(&ray.angle);
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draw_celling(render);
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draw_floor(render);
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while(i > 0)
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{
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dda_algo(render, &dda, &ray);
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ang = render->player->direction - ray.angle;
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fix_ang(&ang);
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ray.distance *= cos(ang);
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print_line(render, &ray, i);
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ray.angle += (M_PI / 180) / (WINDOW_W / FOV);
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fix_ang(&ray.angle);
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i -= RAY_SIZE;
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}
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}
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