fix: render *
fix: - fix texture for each direction (north texture is in north etc) - fix mirror textures (the left of each texture is at its left) - fix dimensions (walls are 1x1 for any window dimensions or FOV) - optimize render() dev: - add testmaps/good_directions_test.cub - add textures/test/*.xpm
This commit is contained in:
parent
184c8a60af
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14 changed files with 488 additions and 164 deletions
122
src/render.c
122
src/render.c
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@ -3,21 +3,21 @@
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/* ::: :::::::: */
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/* render.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: mc <mc@student.42.fr> +#+ +:+ +#+ */
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/* By: Zy <frzysk@proton.me> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/14 14:55:05 by greg #+# #+# */
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/* Updated: 2024/11/07 19:27:54 by mc ### ########.fr */
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/* Updated: 2024/11/13 17:53:57 by Zy ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "render.h"
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#include "render_utils.h"
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static void calculate_perpwalldist3(int x,
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t_point_double *deltadist,
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t_ray *ray)
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// needs ray->x to be defined.
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static void calculate_dir_and_deltadist(t_ray *ray)
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{
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const double ray_direction = 2 * x / (double)SCREEN_WIDTH - 1;
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const double ray_direction
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= FOV * 2 * ray->x / (double)SCREEN_WIDTH - FOV;
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t_point_double plane;
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t_point_double dir;
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@ -25,129 +25,111 @@ static void calculate_perpwalldist3(int x,
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vector_from_rotation(&plane, g_map.player.rot + PI / 2, 1);
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ray->dir.x = dir.x + plane.x * ray_direction;
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ray->dir.y = dir.y + plane.y * ray_direction;
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deltadist->x = 1e30;
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ray->deltadist.x = 1e30;
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if (ray->dir.x != 0)
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deltadist->x = fabs(1 / ray->dir.x);
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deltadist->y = 1e30;
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ray->deltadist.x = fabs(1 / ray->dir.x);
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ray->deltadist.y = 1e30;
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if (ray->dir.y != 0)
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deltadist->y = fabs(1 / ray->dir.y);
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ray->deltadist.y = fabs(1 / ray->dir.y);
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}
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static void calculate_perpwalldist2(int x,
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t_point_double *sidedist,
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t_point_double *deltadist,
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t_point_int *step,
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t_ray *ray)
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// needs ray->x to be defined.
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// also defines ->dir and ->deltadist.
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static void calculate_step_and_sidedist(t_ray *ray)
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{
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const int map_x = (int)g_map.player.pos.x;
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const int map_y = (int)g_map.player.pos.y;
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calculate_perpwalldist3(x, deltadist, ray);
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calculate_dir_and_deltadist(ray);
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if (ray->dir.x < 0)
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{
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step->x = -1;
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sidedist->x = (g_map.player.pos.x - map_x) * deltadist->x;
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ray->step.x = -1;
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ray->sidedist.x = (g_map.player.pos.x - map_x) * ray->deltadist.x;
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}
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else
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{
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step->x = 1;
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sidedist->x = (map_x + 1.0 - g_map.player.pos.x) * deltadist->x;
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ray->step.x = +1;
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ray->sidedist.x = (map_x + 1.0 - g_map.player.pos.x) * ray->deltadist.x;
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}
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if (ray->dir.y < 0)
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{
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step->y = -1;
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sidedist->y = (g_map.player.pos.y - map_y) * deltadist->y;
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ray->step.y = -1;
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ray->sidedist.y = (g_map.player.pos.y - map_y) * ray->deltadist.y;
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}
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else
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{
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step->y = 1;
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sidedist->y = (map_y + 1.0 - g_map.player.pos.y) * deltadist->y;
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ray->step.y = +1;
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ray->sidedist.y = (map_y + 1.0 - g_map.player.pos.y) * ray->deltadist.y;
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}
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}
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/// @brief Calculate the distance of the wall perpendicularly to the camera
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/// plane.
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///
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/// @param x Ray direction x between 0 and 1.
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/// @return Result.
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static double calculate_perpwalldist(int x, t_ray *ray)
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// needs ray->x to be defined.
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// also defines ->dir, ->deltadist, ->step and ->sidedist.
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static void calculate_side_and_perpwalldist(t_ray *ray)
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{
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t_point_int map_pos;
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t_point_double sidedist;
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t_point_double deltadist;
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t_point_int step;
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map_pos.x = (int)g_map.player.pos.x;
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map_pos.y = (int)g_map.player.pos.y;
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calculate_perpwalldist2(x, &sidedist, &deltadist, &step, ray);
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calculate_step_and_sidedist(ray);
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while (map_get_case(&g_map, map_pos.x, map_pos.y)->wall == EMPTY)
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{
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if (sidedist.x < sidedist.y)
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if (ray->sidedist.x < ray->sidedist.y)
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{
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sidedist.x += deltadist.x;
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map_pos.x += step.x;
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ray->sidedist.x += ray->deltadist.x;
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map_pos.x += ray->step.x;
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ray->side = false;
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continue ;
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}
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sidedist.y += deltadist.y;
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map_pos.y += step.y;
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ray->sidedist.y += ray->deltadist.y;
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map_pos.y += ray->step.y;
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ray->side = true;
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}
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if (!ray->side)
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return (sidedist.x - deltadist.x);
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return (sidedist.y - deltadist.y);
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ray->perpwalldist = ray->sidedist.x - ray->deltadist.x;
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else
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ray->perpwalldist = ray->sidedist.y - ray->deltadist.y;
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}
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/// @brief Draw a vertical line according to the ray direction x.
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///
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/// @param x Ray direction x between 0 and 1.
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static void draw_vertical_line(int x, u_int32_t *img_data,
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t_ray *ray, t_tex *tex)
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static void draw_vertical_line(u_int32_t *img_data, t_ray *ray)
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{
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const double perpwalldist = calculate_perpwalldist(x, ray);
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const int line_height = (int)(SCREEN_HEIGHT / perpwalldist);
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int draw_start;
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int draw_end;
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int y;
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int line_height;
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int draw_start;
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int draw_end;
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ft_init_texture(perpwalldist, ray, tex);
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calculate_side_and_perpwalldist(ray);
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calculate_texdir_and_wallx(ray);
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line_height = (int)(SCREEN_WIDTH / FOV / 2 / ray->perpwalldist);
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draw_start = -line_height / 2 + SCREEN_HEIGHT / 2;
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if (draw_start < 0)
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draw_start = 0;
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draw_end = line_height / 2 + SCREEN_HEIGHT / 2;
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if (draw_end >= SCREEN_HEIGHT)
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draw_end = SCREEN_HEIGHT - 1;
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y = 0;
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while (y++ < SCREEN_HEIGHT)
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ray->y = 0;
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while (ray->y++ < SCREEN_HEIGHT)
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{
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if (y < draw_start)
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img_data[y * SCREEN_WIDTH + x] = g_map.color_ceiling;
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else if (y < draw_end)
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{
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draw_wall(tex, ray, line_height, x, y, img_data);
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}
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if (ray->y < draw_start)
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img_data[ray->y * SCREEN_WIDTH + ray->x] = g_map.color_ceiling;
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else if (ray->y < draw_end)
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draw_wall(ray, line_height, img_data);
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else
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img_data[y * SCREEN_WIDTH + x] = g_map.color_floor;
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img_data[ray->y * SCREEN_WIDTH + ray->x] = g_map.color_floor;
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}
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}
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int render(u_int32_t *img_data)
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{
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int x;
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t_ray ray;
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t_tex tex;
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tex.tex_width = 64; // TODO fix
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tex.tex_height = 64; // TODO fix
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tex.textures[NORTH] = g_map.textures[NORTH].image;
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tex.textures[SOUTH] = g_map.textures[SOUTH].image;
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tex.textures[WEST] = g_map.textures[WEST].image;
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tex.textures[EAST] = g_map.textures[EAST].image;
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x = 0;
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while (x < SCREEN_WIDTH)
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ray.x = 0;
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while (ray.x < SCREEN_WIDTH)
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{
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draw_vertical_line(x, img_data, &ray, &tex);
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x++;
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draw_vertical_line(img_data, &ray);
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ray.x++;
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}
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return (0);
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}
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@ -3,10 +3,10 @@
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/* ::: :::::::: */
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/* render_utils.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: mcolonna <mcolonna@student.42.fr> +#+ +:+ +#+ */
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/* By: Zy <frzysk@proton.me> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/24 14:26:22 by grobledo #+# #+# */
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/* Updated: 2024/11/04 14:00:25 by mcolonna ### ########.fr */
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/* Updated: 2024/11/13 18:11:14 by Zy ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -15,42 +15,39 @@
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#include "const.h"
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#include "global.h"
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void ft_init_texture(const double perpwalldist, t_ray *ray, t_tex *tex)
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void calculate_texdir_and_wallx(t_ray *ray)
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{
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if (ray->side == 0 && ray->dir.x < 0)
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tex->tex_dir = 0;
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if (ray->side == 0 && ray->dir.x >= 0)
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tex->tex_dir = 1;
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if (ray->side == 1 && ray->dir.y < 0)
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tex->tex_dir = 2;
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if (ray->side == 1 && ray->dir.y >= 0)
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tex->tex_dir = 3;
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if (ray->side == 0)
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ray->wallx = g_map.player.pos.y + perpwalldist \
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if (ray->side && ray->dir.y < 0)
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ray->texdir = NORTH;
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if (ray->side && ray->dir.y >= 0)
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ray->texdir = SOUTH;
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if (!ray->side && ray->dir.x < 0)
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ray->texdir = EAST;
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if (!ray->side && ray->dir.x >= 0)
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ray->texdir = WEST;
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if (!ray->side)
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ray->wallx = g_map.player.pos.y + ray->perpwalldist \
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* ray->dir.y;
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else
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ray->wallx = g_map.player.pos.x + perpwalldist \
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ray->wallx = g_map.player.pos.x + ray->perpwalldist \
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* ray->dir.x;
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if (ray->texdir == SOUTH || ray->texdir == EAST)
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ray->wallx = -ray->wallx;
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ray->wallx -= floor((ray->wallx));
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}
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void draw_wall(t_tex *tex, t_ray *ray, const int line_height, int x,
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int y, u_int32_t *img_data)
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void draw_wall(t_ray *ray, const int line_height, u_int32_t *img_data)
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{
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u_int32_t color;
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u_int32_t *texture_data;
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int texx;
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int texy;
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u_int32_t color;
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u_int32_t *texture_data;
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int texx;
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int texy;
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const t_texture texture = g_map.textures[ray->texdir];
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texy = ((y - (-line_height / 2 + SCREEN_HEIGHT / 2)) \
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* tex->tex_height) / line_height;
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texx = (int)(ray->wallx * (double)tex->tex_width);
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if (ray->side == 0 && ray->dir.x > 0)
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texx = tex->tex_width - texx - 1;
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if (ray->side == 1 && ray->dir.y < 0)
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texx = tex->tex_height - texx - 1;
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texture_data = (u_int32_t *)mlx_get_data_addr(tex->textures[tex->tex_dir],
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&tex->bpp, &tex->size_line, &tex->endian);
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color = texture_data[texx * tex->tex_width + texy];
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img_data[y * SCREEN_WIDTH + x] = color;
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texy = ((ray->y - (-line_height / 2 + SCREEN_HEIGHT / 2))
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* texture.height) / line_height;
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texx = (int)(ray->wallx * (double)texture.width);
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texture_data = get_data_addr(texture.image);
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color = texture_data[texy * texture.width + texx];
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img_data[ray->y * SCREEN_WIDTH + ray->x] = color;
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}
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@ -6,7 +6,7 @@
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/* By: mcolonna <mcolonna@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/24 14:26:22 by grobledo #+# #+# */
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/* Updated: 2024/11/04 13:07:42 by mcolonna ### ########.fr */
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/* Updated: 2024/11/12 17:38:08 by mcolonna ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -15,9 +15,39 @@
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# include "render.h"
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void ft_init_texture(const double perpwalldist, t_ray *ray, t_tex *tex);
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typedef struct s_ray
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{
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// Column of pixels currently drawing.
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// Define the angle of the projected ray.
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int x;
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// With x, pixel to draw.
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int y;
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// Let the plane 1 case in front of the camera, of size FOV:
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// point at which the ray projected touches the plane, relative to
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// the camera position.
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t_point_double dir;
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// Transversal distance between two cases horizontally (for x) /
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// vertically (for y), following the ray angle.
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t_point_double deltadist;
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// Direction of the ray, each component is either -1 or +1.
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t_point_int step;
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// Iterating perpwalldist for both north/south walls and east/west walls.
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t_point_double sidedist;
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// If true, the texture touched by the ray is facing north or south.
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bool side;
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// Distance between the wall touched by the ray and the camera plane.
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double perpwalldist;
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// x position of the point at which the ray touches the wall
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// on the wall texture.
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// Is in [0, 1[: 0 is the left side, 1 is the right side.
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double wallx;
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// Direction of the wall that the ray touches.
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t_direction texdir;
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} t_ray;
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void draw_wall(t_tex *tex, t_ray *ray, const int line_height, int x,
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int y, u_int32_t *img_data);
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// needs ray->x, ->side and ->dir to be defined.
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void calculate_texdir_and_wallx(t_ray *ray);
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void draw_wall(t_ray *ray, const int line_height, u_int32_t *img_data);
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#endif
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