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🏗️」 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

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/28 13:04:36 by adjoly #+# #+# */ /* Created: 2024/10/28 13:04:36 by adjoly #+# #+# */
/* Updated: 2024/10/28 14:37:10 by adjoly ### ########.fr */ /* Updated: 2024/10/29 14:15:59 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -22,6 +22,7 @@ typedef struct s_dda
{ {
bool h; bool h;
int i; int i;
bool s;
t_vec2 map; t_vec2 map;
t_vec2 vert; t_vec2 vert;
t_vec2 hori; t_vec2 hori;
@ -37,6 +38,6 @@ typedef struct s_ray
float distance; float distance;
} t_ray; } t_ray;
void dda_algo(t_player *play, t_render *render); void dda_algo(t_render *render, t_dda *dda, t_ray *ray);
#endif #endif

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/11 16:38:40 by adjoly #+# #+# */ /* Created: 2024/09/11 16:38:40 by adjoly #+# #+# */
/* Updated: 2024/10/28 14:08:09 by adjoly ### ########.fr */ /* Updated: 2024/10/29 13:56:32 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -30,26 +30,30 @@
typedef struct s_map typedef struct s_map
{ {
char **arr; char **arr;
int floor;
int celling;
char p_side; char p_side;
t_coord p_spawnpoint; t_coord p_spawnpoint;
t_coord size; t_coord size;
} t_map; } t_map;
typedef struct s_render
{
t_map *world;
void *mlx;
void *win;
void *texture[4];
} t_render;
typedef struct s_player typedef struct s_player
{ {
t_vec2 coord; t_vec2 coord;
t_coord map_coords; float direction;
double direction;
} t_player; } t_player;
typedef struct s_render
{
t_map *world;
void *mlx;
void *win;
void *img;
t_player *player;
void *texture[4];
} t_render;
/** /**
* @brief This function is used to handle keypress * @brief This function is used to handle keypress
* *
@ -71,6 +75,15 @@ int key_hook(int key, void *param);
* @param clockwise The direction which the player rotate * @param clockwise The direction which the player rotate
* @param player A pointer to a t_player struct * @param player A pointer to a t_player struct
*/ */
void change_direction(double speed, bool clockwise, t_player *player); void change_direction(float speed, bool clockwise, t_player *player);
/**
* @brief Render a cub3d frame by executing a dda on every ray and
* putting the pixel on the window
*
* @param render The render struct with everything i need
*/
void render_frame(t_render *render);
#endif #endif

14
includes/game/math.h Normal file
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@ -0,0 +1,14 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* math.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/29 10:07:24 by adjoly #+# #+# */
/* Updated: 2024/10/29 10:08:53 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef
void fix_ang(float *ang);

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/04 14:06:39 by adjoly #+# #+# */ /* Created: 2024/10/04 14:06:39 by adjoly #+# #+# */
/* Updated: 2024/10/28 14:04:25 by adjoly ### ########.fr */ /* Updated: 2024/10/29 14:55:59 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -23,12 +23,13 @@
# define WHITE 0xFFFFFFFF # define WHITE 0xFFFFFFFF
# define DEG_TO_RAD 0.0174533 # define DEG_TO_RAD 0.0174533
# define WINDOW_Y 900 # define WINDOW_H 900
# define WINDOW_X 1600 # define WINDOW_W 1600
# define PLAYER_ROT_SPEED (2 * M_PI) / 128 # define PLAYER_ROT_SPEED (2 * M_PI) / 128
# define PLAYER_SPEED 3 # define PLAYER_SPEED 0.01
# define CHUNK_SIZE 64 # define RAY_SIZE 1
# define RAY_SIZE 2
# define FOV ( 60 * (M_PI / 180) ) # define FOV ( 60 * (M_PI / 180) )
# define CHUNK_SIZE 64
#endif #endif

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@ -1,36 +1,20 @@
/* ************************************************************************** */ /* ************************************************************************** */
/* */ /* */
/* ::: :::::::: */ /* ::: :::::::: */
/* print_map.c :+: :+: :+: */ /* utils_math.h :+: :+: :+: */
/* +:+ +:+ +:+ */ /* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/23 14:09:17 by adjoly #+# #+# */ /* Created: 2024/10/29 10:07:24 by adjoly #+# #+# */
/* Updated: 2024/10/06 17:58:25 by adjoly ### ########.fr */ /* Updated: 2024/10/29 10:08:04 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
#include "game/game.h" #ifndef UTILS_MATH_H
#include "mlx.h" # define UTILS_MATH_H
#include <stdio.h>
void print_map(t_cub *cub) #include <math.h>
{
size_t i;
size_t j;
i = 0; void fix_ang(float *ang);
while (cub->map[i])
{ #endif
j = 0;
while (cub->map[i][j])
{
if (cub->map[i][j] == '1')
{
draw_square(cub, (t_coord){j * MAP_CHUNK_SIZE, i * MAP_CHUNK_SIZE}, MAP_CHUNK_SIZE, WHITE);
}
j++;
}
i++;
}
}

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@ -6,7 +6,7 @@
/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */ /* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */ /* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */
/* Updated: 2024/10/24 12:51:06 by adjoly ### ########.fr */ /* Updated: 2024/10/30 10:02:56 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -17,32 +17,33 @@
#include "mlx.h" #include "mlx.h"
#include <stdlib.h> #include <stdlib.h>
void *print_frame(t_cub *cub);
int main(int ac, char **av) int main(int ac, char **av)
{ {
t_cub cub; t_render render;
t_map world;
t_player player;
cub.map = ft_calloc(6, sizeof(char *)); render.player = &player;
cub.map[0] = ft_strdup("111111"); render.world = &world;
cub.map[1] = ft_strdup("101001"); world.celling = 0xffffa07a;
cub.map[2] = ft_strdup("100001"); world.floor = 0xffadd8e6;
cub.map[3] = ft_strdup("100001"); world.arr = ft_split("11111 10001 10001 10001 11111", ' ');
cub.map[4] = ft_strdup("111111"); world.size.x = 5;
cub.map[5] = NULL; world.size.y = 5;
player.coord.x = 1;
player.coord.y = 1;
player.direction = 0;
render.mlx = mlx_init();
render.win = mlx_new_window(render.mlx, WINDOW_W, WINDOW_H, "WTF");
render.img = mlx_new_image(render.mlx, WINDOW_W, WINDOW_H);
render_frame(&render);
mlx_put_image_to_window(render.mlx, render.win, render.img, 0, 0);
(void)ac; (void)ac;
(void)av; (void)av;
cub.mlx = mlx_init(); mlx_on_event(render.mlx, render.win, MLX_KEYDOWN, key_hook, &render);
cub.win = mlx_new_window(cub.mlx, WINDOW_X, WINDOW_Y, "WTF"); mlx_loop(render.mlx);
cub.player.coords.x = 128; mlx_destroy_image(render.mlx, render.img);
cub.player.coords.y = 128; mlx_destroy_window(render.mlx, render.win);
cub.player.direction = 0; mlx_destroy_display(render.mlx);
cub.img = print_frame(&cub);
mlx_put_image_to_window(cub.mlx, cub.win, cub.img, 0, 0);
mlx_on_event(cub.mlx, cub.win, MLX_KEYDOWN, key_hook, &cub);
mlx_loop(cub.mlx);
mlx_destroy_image(cub.mlx, cub.img);
mlx_destroy_window(cub.mlx, cub.win);
mlx_destroy_display(cub.mlx);
return (0); return (0);
} }

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */ /* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
/* Updated: 2024/10/28 14:40:14 by adjoly ### ########.fr */ /* Updated: 2024/10/30 14:42:06 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -18,40 +18,54 @@
void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda) void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
{ {
dda->h = true; dda->h = true;
dda->s = true;
ray->tan = tan(ray->angle); ray->tan = tan(ray->angle);
if (cos(ray->angle) < -0.001) if (cos(ray->angle) < -0.001)
{ {
ray->offset.x = -CHUNK_SIZE;
ray->offset.y = CHUNK_SIZE * ray->tan;
ray->pos.x = (((int)play->coord.x >> 6) << 6) - 0.001; ray->pos.x = (((int)play->coord.x >> 6) << 6) - 0.001;
ray->pos.y -= (play->coord.x - ray->pos.x) * ray->tan + play->coord.y; ray->pos.y -= (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
ray->offset.x = -CHUNK_SIZE;
ray->offset.y = -ray->offset.x * ray->tan;
} }
else if(cos(ray->angle) > 0.001) else if(cos(ray->angle) > 0.001)
{ {
ray->offset.x = CHUNK_SIZE;
ray->offset.y = -CHUNK_SIZE * ray->tan;
ray->pos.x = (((int)play->coord.x >> 6) << 6) + CHUNK_SIZE; ray->pos.x = (((int)play->coord.x >> 6) << 6) + CHUNK_SIZE;
ray->pos.y -= (play->coord.x - ray->pos.x) * ray->tan + play->coord.y; ray->pos.y -= (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
ray->offset.x = CHUNK_SIZE; }
ray->offset.y = -ray->offset.x * ray->tan; else
{
dda->s = false;
ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y;
} }
} }
void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda) void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
{ {
dda->s = true;
dda->h = false; dda->h = false;
ray->tan = 1 / tan(ray->angle); ray->tan = 1 / tan(ray->angle);
if (sin(ray->angle) < -0.001) if (sin(ray->angle) < -0.001)
{ {
ray->pos.y = (((int)play->coord.y >> 6) << 6) - 0.001; ray->offset.y = CHUNK_SIZE;
ray->offset.x = -CHUNK_SIZE * ray->tan;
ray->pos.y = (((int)play->coord.y >> 6) << 6) - CHUNK_SIZE;
ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x; ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
ray->offset.y = -CHUNK_SIZE;
ray->offset.x = -ray->offset.y * ray->tan;
} }
else if(sin(ray->angle) > 0.001) else if(sin(ray->angle) > 0.001)
{ {
ray->pos.y = (((int)play->coord.y >> 6) << 6) + CHUNK_SIZE; ray->offset.y = -CHUNK_SIZE;
ray->offset.x = CHUNK_SIZE * ray->tan;
ray->pos.y = (((int)play->coord.y >> 6) << 6) + 0.001;
ray->pos.x -= (play->coord.y - ray->pos.y) * ray->tan + play->coord.x; ray->pos.x -= (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
ray->offset.y = CHUNK_SIZE; }
ray->offset.x = -ray->offset.y * ray->tan; else
{
dda->s = false;
ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y;
} }
} }
@ -62,15 +76,18 @@ void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
w = map->size.x; w = map->size.x;
h = map->size.y; h = map->size.y;
while (dda->i) while (dda->s && dda->i)
{ {
dda->map.x = ((int)ray->pos.x >> 6); dda->map.x = (int)(ray->pos.x / 64);
dda->map.y = ((int)ray->pos.x >> 6); dda->map.y = (int)(ray->pos.y / 64);
printf("%f, %f\n", ray->pos.x, ray->pos.y);
if (dda->map.x >= 0 && dda->map.x < w && dda->map.y >= 0 && dda->map.y < h && \ if (dda->map.x >= 0 && dda->map.x < w && dda->map.y >= 0 && dda->map.y < h && \
map->arr[(int)dda->map.y][(int)dda->map.x] == '1') map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
{ {
dda->i = 0; dda->i = 0;
if (dda->h) if (dda->h)
dda->distance.y = vec2_dist(play->coord, ray->pos);
else
dda->distance.x = vec2_dist(play->coord, ray->pos); dda->distance.x = vec2_dist(play->coord, ray->pos);
} }
else else
@ -81,25 +98,28 @@ void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
} }
} }
void dda(t_player *player, t_render *render) void dda_algo(t_render *render, t_dda *dda, t_ray *ray)
{ {
t_dda dda; setup_dda_hor(render->player, ray, dda);
t_ray ray; dda->i = render->world->size.y;
dda_loop(dda, ray, render->world, render->player);
setup_dda_hor(player, &ray, &dda); dda->hori.x = ray->pos.x;
dda_loop(&dda, &ray, render->world, player); dda->hori.y = ray->pos.y;
setup_dda_ver(player, &ray, &dda); setup_dda_ver(render->player, ray, dda);
dda_loop(&dda, &ray, render->world, player); dda->i = render->world->size.x;
if (dda.distance.x < dda.distance.y) dda_loop(dda, ray, render->world, render->player);
dda->vert.x = ray->pos.x;
dda->vert.y = ray->pos.y;
if (dda->distance.y < dda->distance.x)
{ {
ray.pos.x = fabsf(dda.hori.x); ray->pos.x = fabsf(dda->hori.x);
ray.pos.y = fabsf(dda.hori.y); ray->pos.y = fabsf(dda->hori.y);
ray.distance = dda.distance.x; ray->distance = dda->distance.x;
} }
else else
{ {
ray.pos.x = fabsf(dda.vert.x); ray->pos.x = fabsf(dda->vert.x);
ray.pos.y = fabsf(dda.vert.y); ray->pos.y = fabsf(dda->vert.y);
ray.distance = dda.distance.y; ray->distance = dda->distance.y;
} }
} }

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@ -1,35 +0,0 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* get_player_image.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/13 11:05:02 by adjoly #+# #+# */
/* Updated: 2024/10/24 11:17:06 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#include "game/game.h"
#include "game/settings.h"
#include "math.h"
#include <stdio.h>
void change_direction(double speed, bool clockwise, t_player *player)
{
if (clockwise)
player->direction -= speed;
else
player->direction += speed;
if (player->direction >= 2 * M_PI)
player->direction = 0;
else if (player->direction < 0)
player->direction = 2 * M_PI;
}
void get_player_image(t_cub *cub)
{
print_map(cub);
draw_square(cub, (t_coord){cub->player.coords.x - 2, cub->player.coords.y - 2}, \
5, WHITE);
}

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@ -6,43 +6,49 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/11 16:37:56 by adjoly #+# #+# */ /* Created: 2024/09/11 16:37:56 by adjoly #+# #+# */
/* Updated: 2024/10/24 11:41:30 by adjoly ### ########.fr */ /* Updated: 2024/10/29 14:57:10 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
#include "game/settings.h"
#include "mlx.h" #include "mlx.h"
#include "game/game.h" #include <game/game.h>
#include <game/utils_math.h>
void *print_frame(t_cub *cub); void change_direction(float speed, bool clockwise, t_player *player)
{
if (clockwise)
player->direction += speed;
else
player->direction -= speed;
fix_ang(&player->direction);
}
int key_hook(int key, void *param) int key_hook(int key, void *param)
{ {
t_cub *cub; t_render *render;
cub = (t_cub *)param; render = (t_render *)param;
(void)cub;
if (key == ESCAPE_KEY) if (key == ESCAPE_KEY)
{ return (mlx_loop_end(render->mlx));
mlx_loop_end(cub->mlx);
return (0);
}
if (key == W_KEY) if (key == W_KEY)
{ {
cub->player.coords.x += PLAYER_SPEED * cos(cub->player.direction); render->player->coord.x += PLAYER_SPEED * cos(render->player->direction);
cub->player.coords.y += PLAYER_SPEED * sin(cub->player.direction); render->player->coord.y += PLAYER_SPEED * sin(render->player->direction);
} }
else if (key == S_KEY) else if (key == S_KEY)
{ {
cub->player.coords.x -= PLAYER_SPEED * cos(cub->player.direction); render->player->coord.x -= PLAYER_SPEED * cos(render->player->direction);
cub->player.coords.y -= PLAYER_SPEED * sin(cub->player.direction); render->player->coord.y -= PLAYER_SPEED * sin(render->player->direction);
} }
else if (key == D_KEY) else if (key == D_KEY)
change_direction(PLAYER_ROT_SPEED, false, &cub->player); change_direction(PLAYER_ROT_SPEED, false, render->player);
else if (key == A_KEY) else if (key == A_KEY)
change_direction(PLAYER_ROT_SPEED, true, &cub->player); change_direction(PLAYER_ROT_SPEED, true, render->player);
mlx_destroy_image(cub->mlx, cub->img); printf("player coord x = %f, y = %f\n", render->player->coord.x, render->player->coord.y);
cub->img = print_frame(cub); mlx_destroy_image(render->mlx, render->img);
//get_player_image(cub); render->img = mlx_new_image(render->mlx, WINDOW_W, WINDOW_H);
mlx_put_image_to_window(cub->mlx, cub->win, cub->img, 0, 0); render_frame(render);
mlx_put_image_to_window(render->mlx, render->win, render->img, 0, 0);
return (0); return (0);
} }

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@ -5,27 +5,17 @@
/* +:+ +:+ +:+ */ /* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */ /* Created: 2024/10/29 10:05:15 by adjoly #+# #+# */
/* Updated: 2024/10/28 14:00:34 by adjoly ### ########.fr */ /* Updated: 2024/10/29 10:05:29 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
#include <game/type.h>
#include <math.h> #include <math.h>
float vec2_dist(t_vec2 first, t_vec2 second) void fix_ang(float *ang)
{ {
return (sqrt(powf(second.x - first.x, 2) + powf(second.y - first.y, 2))); if (*ang < 0)
} *ang += 2 * M_PI;
if (*ang > 2 * M_PI)
void vec2_add(t_vec2 *first, t_vec2 second) *ang -= 2 * M_PI;
{
first->x += second.x;
first->y += second.y;
}
void vec2_sub(t_vec2 *first, t_vec2 second)
{
first->x -= second.x;
first->y -= second.y;
} }

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@ -1,59 +0,0 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* print_frame.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 21:01:53 by adjoly #+# #+# */
/* Updated: 2024/10/23 11:19:58 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#include "game/dda.h"
#include "mlx.h"
#include <stdlib.h>
#include "game/settings.h"
void draw_rectangle(t_cub *cub, void *img, t_coord start, t_coord end)
{
int x;
int y;
x = start.x;
y = start.y;
while (x < end.x)
{
while (y < end.y)
{
mlx_set_image_pixel(cub->mlx, img, x, y, WHITE);
y++;
}
x++;
}
}
void *print_frame(t_cub *cub)
{
uint16_t *lines;
int start;
int stop;
size_t i;
void *img;
lines = dda(&(cub->player), cub->map);
img = mlx_new_image(cub->mlx, WINDOW_X, WINDOW_Y);
i = 0;
while (i < WINDOW_X / RAY_SIZE)
{
start = -lines[i] / 2 + WINDOW_Y / 2;
if (start < 0)
start = 0;
stop = lines[i] / 2 + WINDOW_Y / 2;
if (stop >= WINDOW_Y)
stop = WINDOW_Y - 1;
draw_rectangle(cub, img, (t_coord){i * RAY_SIZE, start}, (t_coord){i * RAY_SIZE + RAY_SIZE + 1, stop});
i++;
}
return (img);
}

97
src/raycasting/renderer.c Normal file
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@ -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;
}
}

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@ -1,31 +1,32 @@
/* ************************************************************************** */ /* ************************************************************************** */
/* */ /* */
/* ::: :::::::: */ /* ::: :::::::: */
/* draw_square.c :+: :+: :+: */ /* vectwo.c :+: :+: :+: */
/* +:+ +:+ +:+ */ /* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/17 11:09:52 by adjoly #+# #+# */ /* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */
/* Updated: 2024/10/06 15:41:55 by adjoly ### ########.fr */ /* Updated: 2024/10/28 15:20:24 by adjoly ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
#include "game/game.h" #include "game/vectwo.h"
#include "mlx.h" #include <math.h>
void draw_square(t_cub *cub, t_coord coord, uint16_t size, int color)
float vec2_dist(t_vec2 first, t_vec2 second)
{ {
t_coord start; return (sqrt(powf(second.x - first.x, 2) + powf(second.y - first.y, 2)));
}
start = coord;
while (coord.x - start.x <= size) void vec2_add(t_vec2 *first, t_vec2 second)
{ {
coord.y = start.y; first->x += second.x;
while (coord.y - start.y <= size) first->y += second.y;
{ }
mlx_set_image_pixel(cub->mlx, cub->img, coord.x, coord.y, color);
coord.y++; void vec2_sub(t_vec2 *first, t_vec2 second)
} {
coord.x++; first->x -= second.x;
} first->y -= second.y;
} }