Archived
1
0

🏗️」 wip(Merge): Merged raycasting

This commit is contained in:
2024-11-06 12:53:26 +01:00
26 changed files with 734 additions and 109 deletions

View File

@ -6,22 +6,59 @@
/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */
<<<<<<< HEAD
/* Updated: 2024/10/05 19:18:00 by madumerg ### ########.fr */
=======
/* Updated: 2024/11/06 11:50:38 by adjoly ### ########.fr */
>>>>>>> raycasting
/* */
/* ************************************************************************** */
#include "cub3d.h"
#include "game/game.h"
#include "game/settings.h"
#include "libft.h"
#include "mlx.h"
#include <stdlib.h>
int loop(void *param)
{
t_render *render;
render = (t_render *)param;
mlx_destroy_image(render->mlx, render->img);
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);
return (0);
}
int main(int ac, char **av)
{
t_pars pars;
t_render render;
t_map world;
t_player player;
pars = init_pars();
if (basics_check(ac, av, &pars) == 1)
{
free_pars(&pars);
return (1);
}
free_pars(&pars);
render.player = &player;
render.world = &world;
world.celling = 0xffffa07a;
world.floor = 0xffadd8e6;
world.arr = ft_split("11111 10001 10001 10001 11111", ' ');
world.size.x = 5;
world.size.y = 5;
player.coord.x = 2 * CHUNK_SIZE;
player.coord.y = 3 * CHUNK_SIZE;
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);
(void)ac;
(void)av;
mlx_on_event(render.mlx, render.win, MLX_KEYDOWN, key_hook, &render);
mlx_loop_hook(render.mlx, loop, &render);
mlx_loop(render.mlx);
mlx_destroy_image(render.mlx, render.img);
mlx_destroy_window(render.mlx, render.win);
mlx_destroy_display(render.mlx);
return (0);
}

View File

@ -6,7 +6,7 @@
/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/12 12:44:52 by madumerg #+# #+# */
/* Updated: 2024/10/07 11:28:45 by madumerg ### ########.fr */
/* Updated: 2024/11/06 12:52:08 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */

114
src/raycasting/dda.c Normal file
View File

@ -0,0 +1,114 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* dda.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
/* Updated: 2024/11/06 12:34:58 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#include "game/vectwo.h"
#include <game/settings.h>
#include <game/dda.h>
#include <math.h>
#include <stdbool.h>
void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
{
dda->s = true;
dda->h = false;
dda->distance.x = 100000;
ray->tan = tan(ray->angle);
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.y = (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
}
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.y = (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
}
}
void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
{
dda->h = true;
dda->s = true;
dda->distance.y = 100000;
ray->tan = 1 / tan(ray->angle);
if (sin(ray->angle) < -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;
}
else if (sin(ray->angle) > 0.001)
{
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;
}
else
{
dda->s = false;
ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y;
}
}
void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
{
while (dda->s && dda->i) {
dda->map.x = (ray->pos.x / 64);
dda->map.y = (ray->pos.y / 64);
if (dda->map.x >= 0 && dda->map.x < map->size.x && dda->map.y >= 0 && \
dda->map.y < map->size.y && \
map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
{
dda->i = 0;
if (dda->h)
dda->distance.y = vec2_dist(play->coord, ray->pos);
else
dda->distance.x = vec2_dist(play->coord, ray->pos);
}
else
{
vec2_add(&ray->pos, ray->offset);
dda->i--;
}
}
}
void dda_algo(t_render *render, t_dda *dda, t_ray *ray)
{
setup_dda_hor(render->player, ray, dda);
dda->i = render->world->size.y;
dda_loop(dda, ray, render->world, render->player);
dda->hori = ray->pos;
setup_dda_ver(render->player, ray, dda);
dda->i = render->world->size.x;
dda_loop(dda, ray, render->world, render->player);
dda->vert = ray->pos;
if (dda->distance.y < dda->distance.x)
{
ray->pos.x = fabsf(dda->hori.x);
ray->pos.y = fabsf(dda->hori.y);
ray->distance = dda->distance.y;
}
else
{
ray->pos.x = fabsf(dda->vert.x);
ray->pos.y = fabsf(dda->vert.y);
ray->distance = dda->distance.x;
}
}

53
src/raycasting/key_hook.c Normal file
View File

@ -0,0 +1,53 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* key_hook.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/11 16:37:56 by adjoly #+# #+# */
/* Updated: 2024/11/02 15:50:23 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#include "game/settings.h"
#include "mlx.h"
#include <game/game.h>
#include <game/utils_math.h>
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)
{
t_render *render;
render = (t_render *)param;
if (key == ESCAPE_KEY)
return (mlx_loop_end(render->mlx));
if (key == W_KEY)
{
render->player->coord.x += PLAYER_SPEED * \
cos(render->player->direction);
render->player->coord.y += PLAYER_SPEED * \
-sin(render->player->direction);
}
else if (key == S_KEY)
{
render->player->coord.x -= PLAYER_SPEED * \
cos(render->player->direction);
render->player->coord.y -= PLAYER_SPEED * \
-sin(render->player->direction);
}
else if (key == D_KEY)
change_direction(PLAYER_ROT_SPEED, false, render->player);
else if (key == A_KEY)
change_direction(PLAYER_ROT_SPEED, true, render->player);
return (0);
}

View File

@ -1,31 +1,21 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* event_handler.c :+: :+: :+: */
/* maths.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/11 16:37:56 by adjoly #+# #+# */
/* Updated: 2024/09/12 14:40:22 by adjoly ### ########.fr */
/* Created: 2024/10/29 10:05:15 by adjoly #+# #+# */
/* Updated: 2024/11/01 17:25:32 by madumerg ### ########.fr */
/* */
/* ************************************************************************** */
#include <stdio.h>
#include "mlx.h"
#include "game.h"
#include <math.h>
int key_hook(int key, t_cub *cub)
void fix_ang(float *ang)
{
(void)mlx;
if (key == ESCAPE_KEY)
mlx_loop_end(cub->mlx);
if (key == W_KEY)
printf("UP\n");
if (key == S_KEY)
printf("DOWN\n");
if (key == D_KEY)
printf("RIGHT\n");
if (key == A_KEY)
printf("LEFT\n");
return (0);
if (*ang < 0)
*ang += 2 * M_PI;
if (*ang > 2 * M_PI)
*ang -= 2 * M_PI;
}

99
src/raycasting/renderer.c Normal file
View File

@ -0,0 +1,99 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* renderer.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/28 15:48:39 by adjoly #+# #+# */
/* Updated: 2024/11/06 11:59:23 by madumerg ### ########.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)
{
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_size;
int line_stop;
int line_start;
line_size = (CHUNK_SIZE * WINDOW_H) / ray->distance;
line_start = -line_size / 2 + WINDOW_H / 2;
line_stop = line_size / 2 + WINDOW_H / 2;
if (line_start < 0)
line_start = 0;
if (line_stop > WINDOW_H)
line_stop = WINDOW_H - 1;
while (line_start < line_stop)
{
mlx_set_image_pixel(render->mlx, render->img, x, line_start, WHITE);
line_start++;
}
}
void render_frame(t_render *render)
{
int i;
t_dda dda;
t_ray ray;
float ang;
i = WINDOW_W;
ray.angle = render->player->direction - ((M_PI / 180) * ((float)FOV / 2));
fix_ang(&ray.angle);
draw_celling(render);
draw_floor(render);
while (i > -1)
{
dda_algo(render, &dda, &ray);
ang = cos(render->player->direction - ray.angle);
ray.distance *= ang;
print_line(render, &ray, i);
ray.angle += (M_PI / 180) / ((float)WINDOW_W / FOV);
fix_ang(&ray.angle);
i--;
}
}

41
src/raycasting/vectwo.c Normal file
View File

@ -0,0 +1,41 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* vectwo.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */
/* Updated: 2024/11/02 15:42:28 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#include "game/vectwo.h"
#include <math.h>
#include <stdint.h>
float vec2_dist(t_vec2 first, t_vec2 second)
{
return (sqrt(powf(second.x - first.x, 2) + powf(second.y - first.y, 2)));
}
void vec2_add(t_vec2 *first, t_vec2 second)
{
first->x += second.x;
first->y += second.y;
}
// to be removed
void vec2_sub(t_vec2 *first, t_vec2 second)
{
first->x -= second.x;
first->y -= second.y;
}
t_vec2 vec2_mul_ret(t_vec2 vec, float n)
{
t_vec2 ret;
ret.x = vec.x * n;
ret.y = vec.y * n;
return (ret);
}