1
0

🏗️」 wip(Raycasting): Should be working but not

This commit is contained in:
2024-10-30 16:33:14 +01:00
parent efa0d6fbbd
commit 90c84c7b37
13 changed files with 281 additions and 247 deletions

97
src/raycasting/renderer.c Normal file
View File

@ -0,0 +1,97 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* renderer.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/28 15:48:39 by adjoly #+# #+# */
/* Updated: 2024/10/29 14:22:37 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#include "game/utils_math.h"
#include "mlx.h"
#include <game/dda.h>
#include <game/settings.h>
#include <game/game.h>
void draw_floor(t_render *render)
{
size_t x;
size_t y;
y = WINDOW_H / 2;
while(y < WINDOW_H - 1)
{
x = 0;
while (x < WINDOW_W)
{
mlx_set_image_pixel(render->mlx, render->img, x, y, render->world->floor);
x++;
}
y++;
}
}
void draw_celling(t_render *render)
{
size_t x;
size_t y;
y = 0;
while(y < WINDOW_H / 2)
{
x = 0;
while (x < WINDOW_W)
{
mlx_set_image_pixel(render->mlx, render->img, x, y, render->world->celling);
x++;
}
y++;
}
}
void print_line(t_render *render, t_ray *ray, int x)
{
int line;
int line_start;
int y;
int j;
line = (CHUNK_SIZE * WINDOW_H) / ray->distance;
line_start = -line / 2 + WINDOW_H / 2;
y = 0;
while (y < line)
{
j = -1;
while (++j <= RAY_SIZE)
mlx_set_image_pixel(render->mlx, render->img, x + j, line_start + y, WHITE);
y++;
}
}
void render_frame(t_render *render)
{
size_t i;
t_dda dda;
t_ray ray;
float ang;
i = WINDOW_W;
ray.angle = render->player->direction - (M_PI / 180) / (FOV / 2);
fix_ang(&ray.angle);
draw_celling(render);
draw_floor(render);
while(i > 0)
{
dda_algo(render, &dda, &ray);
ang = render->player->direction - ray.angle;
fix_ang(&ang);
ray.distance *= cos(ang);
print_line(render, &ray, i);
ray.angle += (M_PI / 180) / (WINDOW_W / FOV);
fix_ang(&ray.angle);
i -= RAY_SIZE;
}
}