manque partie texture
This commit is contained in:
parent
f89c74cd68
commit
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5 changed files with 243 additions and 172 deletions
4
Makefile
4
Makefile
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@ -6,13 +6,13 @@
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# By: greg <greg@student.42.fr> +#+ +:+ +#+ #
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# +#+#+#+#+#+ +#+ #
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# Created: 2024/07/29 13:08:42 by greg #+# #+# #
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# Updated: 2024/10/09 03:07:50 by greg ### ########.fr #
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# Updated: 2024/10/14 15:33:53 by greg ### ########.fr #
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# #
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# **************************************************************************** #
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NAME = cub3d
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SRC = algo.c
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SRC = algo.c move.c render.c
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OBJS = ${SRC:.c=.o}
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172
algo.c
172
algo.c
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@ -6,15 +6,13 @@
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/* By: greg <greg@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/01 16:24:58 by grobledo #+# #+# */
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/* Updated: 2024/10/11 05:16:06 by greg ### ########.fr */
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/* Updated: 2024/10/14 16:47:50 by greg ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "algo.h"
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#include <math.h>
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#include <stdio.h>
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int worldMap[mapWidth][mapHeight]=
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int worldMap[mapWidth][mapHeight] =
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{
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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@ -42,7 +40,6 @@ int worldMap[mapWidth][mapHeight]=
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
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};
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static int initalgo(t_ray *ray)
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{
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ray->posX = 13;
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@ -53,165 +50,8 @@ static int initalgo(t_ray *ray)
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ray->planeY = 0.66; // FOV de 66 degres
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ray->movespeed = 0.1;
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ray->rotspeed = 0.1;
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return (0);
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}
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static int render(t_ray *ray)
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{
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int x;
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double width = 640;
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double height = 480;
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int hit;
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int side;
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int *img_data = (int *)mlx_get_data_addr(ray->img_ptr, &(int){32}, &(int){width * 4}, &(int){0});
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// clear image data
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ft_bzero(img_data, width * height * sizeof(int));
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x = 0;
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while (x < width)
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{
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// position et direction du rayon
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ray->cameraX = 2 * x / width - 1;
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ray->raydirX = ray->dirX + ray->planeX * ray->cameraX;
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ray->raydirY = ray->dirY + ray->planeY * ray->cameraX;
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ray->mapX = (int)ray->posX;
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ray->mapY = (int)ray->posY;
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ray->deltadistX = (ray->raydirX == 0) ? 1e30 : fabs(1 / ray->raydirX);
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ray->deltadistY = (ray->raydirY == 0) ? 1e30 : fabs(1 / ray->raydirY);
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//calculate step and initial sideDist
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if (ray->raydirX < 0)
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{
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ray->stepX = -1;
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ray->sidedistX = (ray->posX - ray->mapX) * ray->deltadistX;
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}
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else
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{
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ray->stepX = 1;
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ray->sidedistX = (ray->mapX + 1.0 - ray->posX) * ray->deltadistX;
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}
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if (ray->raydirY < 0)
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{
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ray->stepY = -1;
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ray->sidedistY = (ray->posY - ray->mapY) * ray->deltadistY;
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}
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else
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{
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ray->stepY = 1;
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ray->sidedistY = (ray->mapY + 1.0 - ray->posY) * ray->deltadistY;
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}
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hit = 0;
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while(hit == 0)
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{
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//jump to next map square, either in x-direction, or in y-direction
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if(ray->sidedistX < ray->sidedistY)
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{
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ray->sidedistX += ray->deltadistX;
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ray->mapX += ray->stepX;
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side = 0;
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}
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else
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{
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ray->sidedistY += ray->deltadistY;
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ray->mapY += ray->stepY;
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side = 1;
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}
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//Check if ray has hit a wall
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if(worldMap[ray->mapX][ray->mapY] == 1)
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hit = 1;
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}
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if(side == 0)
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ray->perpwalldist = (ray->sidedistX - ray->deltadistX);
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else
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ray->perpwalldist = (ray->sidedistY - ray->deltadistY);
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//Calculate height of line to draw on screen
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int lineHeight = (int)(height / ray->perpwalldist);
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//calculate lowest and highest pixel to fill in current stripe
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int drawStart = -lineHeight / 2 + height / 2;
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if(drawStart < 0)
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drawStart = 0;
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int drawEnd = lineHeight / 2 + height / 2;
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if(drawEnd >= height)
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drawEnd = height - 1;
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// draw vertical line
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int y = 0;
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while (y <= drawStart)
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{
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img_data[y * (int)width + x] = 0x29f8ff;;
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y++;
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}
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y = drawStart;
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while (y <= drawEnd)
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{
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img_data[y * (int)width + x] = 0xFF0000;
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y++;
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}
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y++;
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while (y <= height)
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{
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img_data[y * (int)width + x] = 0xFF985C;
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y++;
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}
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x++;
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}
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// put image to window
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mlx_put_image_to_window(ray->mlx_ptr, ray->win_ptr, ray->img_ptr, 0, 0);
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return (0);
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}
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static int keypress(int keycode, t_ray *ray)
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{
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//move forward if no wall in front of you
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if (keycode == 119)
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{
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if (worldMap[(int)((ray->posX + ray->dirX * ray->movespeed))][(int)(ray->posY)] != 1)
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ray->posX += ray->dirX * ray->movespeed;
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if (worldMap[(int)(ray->posX)][(int)(ray->posY + ray->dirY * ray->movespeed)] != 1)
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ray->posY += ray->dirY * ray->movespeed;
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}
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//move backwards if no wall behind you
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if (keycode == 115)
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{
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if (worldMap[(int)(ray->posX - ray->dirX * ray->movespeed)][(int)(ray->posY)] != 1)
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ray->posX -= ray->dirX * ray->movespeed;
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if (worldMap[(int)(ray->posX)][(int)(ray->posY - ray->dirY * ray->movespeed)] != 1)
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ray->posY -= ray->dirY * ray->movespeed;
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}
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//rotate to the right
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if (keycode == 100)
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{
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//both camera direction and camera plane must be rotated
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ray->oldDirX = ray->dirX;
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ray->dirX = ray->dirX * cos(-ray->rotspeed) - ray->dirY * sin(-ray->rotspeed);
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ray->dirY = ray->oldDirX * sin(-ray->rotspeed) + ray->dirY * cos(-ray->rotspeed);
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ray->oldPlaneX = ray->planeX;
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ray->planeX = ray->planeX * cos(-ray->rotspeed) - ray->planeY * sin(-ray->rotspeed);
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ray->planeY = ray->oldPlaneX * sin(-ray->rotspeed) + ray->planeY * cos(-ray->rotspeed);
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}
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//rotate to the left
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if (keycode == 97)
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{
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//both camera direction and camera plane must be rotated
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ray->oldDirX = ray->dirX;
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ray->dirX = ray->dirX * cos(ray->rotspeed) - ray->dirY * sin(ray->rotspeed);
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ray->dirY = ray->oldDirX * sin(ray->rotspeed) + ray->dirY * cos(ray->rotspeed);
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ray->oldPlaneX = ray->planeX;
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ray->planeX = ray->planeX * cos(ray->rotspeed) - ray->planeY * sin(ray->rotspeed);
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ray->planeY = ray->oldPlaneX * sin(ray->rotspeed) + ray->planeY * cos(ray->rotspeed);
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}
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if (keycode == 65307)
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exit(0);
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// render the updated frame after key press
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render(ray);
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ray->width = 1920;
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ray->height = 1080;
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return (0);
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}
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// Initialisation
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ray.mlx_ptr = mlx_init();
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ray.win_ptr = mlx_new_window(ray.mlx_ptr, 640, 480, "cub3d");
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ray.img_ptr = mlx_new_image(ray.mlx_ptr, 640, 480);
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ray.win_ptr = mlx_new_window(ray.mlx_ptr, 1920, 1080, "cub3d");
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ray.img_ptr = mlx_new_image(ray.mlx_ptr, 1920, 1080);
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initalgo(&ray);
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15
algo.h
15
algo.h
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/* By: greg <greg@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/30 15:45:59 by grobledo #+# #+# */
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/* Updated: 2024/10/11 04:32:39 by greg ### ########.fr */
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/* Updated: 2024/10/14 16:47:36 by greg ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "Minilibx/mlx.h"
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#include "Minilibx/mlx_int.h"
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# include "Libft/libft.h"
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#define mapWidth 24
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#define mapHeight 24
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#define mapWidth 24 // TEST
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#define mapHeight 24 // TEST
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typedef struct s_ray
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{
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int *img_data;
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int mapX;
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int mapY;
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double width;
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double height;
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} t_ray;
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#endif
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extern int worldMap[mapWidth][mapHeight]; // TEST
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int keypress(int keycode, t_ray *ray);
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int render(t_ray *ray);
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#endif
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86
move.c
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86
move.c
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* move.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: greg <greg@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/14 15:03:10 by greg #+# #+# */
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/* Updated: 2024/10/14 16:53:56 by greg ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "algo.h"
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static int move_forward(t_ray *ray)
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{
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if (worldMap[(int)((ray->posX + ray->dirX * ray->movespeed))][(int)(ray->posY)] != 1)
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ray->posX += ray->dirX * ray->movespeed;
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if (worldMap[(int)(ray->posX)][(int)(ray->posY + ray->dirY * ray->movespeed)] != 1)
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ray->posY += ray->dirY * ray->movespeed;
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return(0);
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}
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static int move_backward(t_ray *ray)
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{
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if (worldMap[(int)(ray->posX - ray->dirX * ray->movespeed)][(int)(ray->posY)] != 1)
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ray->posX -= ray->dirX * ray->movespeed;
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if (worldMap[(int)(ray->posX)][(int)(ray->posY - ray->dirY * ray->movespeed)] != 1)
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ray->posY -= ray->dirY * ray->movespeed;
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return(0);
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}
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static int move_right(t_ray *ray)
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{
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//both camera direction and camera plane must be rotated
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ray->oldDirX = ray->dirX;
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ray->dirX = ray->dirX * cos(ray->rotspeed) - ray->dirY * sin(ray->rotspeed);
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ray->dirY = ray->oldDirX * sin(ray->rotspeed) + ray->dirY * cos(ray->rotspeed);
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ray->oldPlaneX = ray->planeX;
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ray->planeX = ray->planeX * cos(ray->rotspeed) - ray->planeY * sin(ray->rotspeed);
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ray->planeY = ray->oldPlaneX * sin(ray->rotspeed) + ray->planeY * cos(ray->rotspeed);
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return(0);
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}
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static int move_left(t_ray *ray)
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{
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//both camera direction and camera plane must be rotated
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ray->oldDirX = ray->dirX;
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ray->dirX = ray->dirX * cos(-ray->rotspeed) - ray->dirY * sin(-ray->rotspeed);
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ray->dirY = ray->oldDirX * sin(-ray->rotspeed) + ray->dirY * cos(-ray->rotspeed);
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ray->oldPlaneX = ray->planeX;
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ray->planeX = ray->planeX * cos(-ray->rotspeed) - ray->planeY * sin(-ray->rotspeed);
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ray->planeY = ray->oldPlaneX * sin(-ray->rotspeed) + ray->planeY * cos(-ray->rotspeed);
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return(0);
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}
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int keypress(int keycode, t_ray *ray)
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{
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if (keycode == 119) //move forward if no wall in front of you
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{
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move_forward(ray);
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}
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if (keycode == 115) //move backwards if no wall behind you
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{
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move_backward(ray);
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}
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if (keycode == 100) //rotate to the right
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{
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move_left(ray);
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}
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if (keycode == 97) //rotate to the left
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{
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move_right(ray);
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}
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if (keycode == 65307)
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{
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mlx_destroy_window(ray->mlx_ptr, ray->win_ptr);
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exit(0);
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}
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// render the updated frame after key pressd
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render(ray);
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return (0);
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}
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138
render.c
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138
render.c
Normal file
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@ -0,0 +1,138 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* render.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: greg <greg@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/14 14:55:05 by greg #+# #+# */
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/* Updated: 2024/10/14 16:53:21 by greg ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "algo.h"
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static int init_step(t_ray *ray)
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{
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if (ray->raydirX < 0)
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{
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ray->stepX = -1;
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ray->sidedistX = (ray->posX - ray->mapX) * ray->deltadistX;
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}
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else
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{
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ray->stepX = 1;
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ray->sidedistX = (ray->mapX + 1.0 - ray->posX) * ray->deltadistX;
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}
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if (ray->raydirY < 0)
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{
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ray->stepY = -1;
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ray->sidedistY = (ray->posY - ray->mapY) * ray->deltadistY;
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}
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else
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{
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ray->stepY = 1;
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ray->sidedistY = (ray->mapY + 1.0 - ray->posY) * ray->deltadistY;
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}
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return (0);
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}
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static int ray_pos(t_ray *ray, int x)
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{
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// position et direction du rayon
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ray->cameraX = 2 * x / ray->width - 1;
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ray->raydirX = ray->dirX + ray->planeX * ray->cameraX;
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ray->raydirY = ray->dirY + ray->planeY * ray->cameraX;
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ray->mapX = (int)ray->posX;
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ray->mapY = (int)ray->posY;
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ray->deltadistX = (ray->raydirX == 0) ? 1e30 : fabs(1 / ray->raydirX);
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ray->deltadistY = (ray->raydirY == 0) ? 1e30 : fabs(1 / ray->raydirY);
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return (0);
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}
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int draw_img(t_ray *ray, int drawStart, int *img_data, int drawEnd, int x)
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{
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// draw vertical line
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int y = 0;
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while (y <= drawStart)
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{
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img_data[y * (int)ray->width + x] = 0x29f8ff;;
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y++;
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}
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y = drawStart;
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while (y <= drawEnd)
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{
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img_data[y * (int)ray->width + x] = 0xFF0000;
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y++;
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}
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y++;
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while (y <= ray->height)
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{
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img_data[y * (int)ray->width + x] = 0xFF985C;
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y++;
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}
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return (0);
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}
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void find_wall(t_ray *ray)
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{
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int side;
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int hit;
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hit = 0;
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while(hit == 0)
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{
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if(ray->sidedistX < ray->sidedistY) //jump to next map square, either in x-direction, or in y-direction
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{
|
||||
ray->sidedistX += ray->deltadistX;
|
||||
ray->mapX += ray->stepX;
|
||||
side = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
ray->sidedistY += ray->deltadistY;
|
||||
ray->mapY += ray->stepY;
|
||||
side = 1;
|
||||
}
|
||||
if(worldMap[ray->mapX][ray->mapY] == 1) //Check if ray has hit a wall
|
||||
hit = 1;
|
||||
}
|
||||
if(side == 0)
|
||||
ray->perpwalldist = (ray->sidedistX - ray->deltadistX);
|
||||
else
|
||||
ray->perpwalldist = (ray->sidedistY - ray->deltadistY);
|
||||
}
|
||||
|
||||
int render(t_ray *ray)
|
||||
{
|
||||
int x;
|
||||
int lineHeight;
|
||||
int *img_data;
|
||||
int drawStart;
|
||||
int drawEnd;
|
||||
|
||||
img_data = (int *)mlx_get_data_addr(ray->img_ptr, &(int){32}, &(int){ray->width * 4}, &(int){0});
|
||||
ft_bzero(img_data, ray->width * ray->height * sizeof(int)); // clear image data
|
||||
x = 0;
|
||||
while (x++ < ray->width)
|
||||
{
|
||||
ray_pos(ray, x);
|
||||
init_step(ray); //calculate step and initial sideDist
|
||||
find_wall(ray);
|
||||
lineHeight = (int)(ray->height / ray->perpwalldist); //Calculate height of line to draw on screen
|
||||
drawStart = -lineHeight / 2 + ray->height / 2; //calculate lowest and highest pixel to fill in current stripe
|
||||
if(drawStart < 0)
|
||||
drawStart = 0;
|
||||
drawEnd = lineHeight / 2 + ray->height / 2;
|
||||
if(drawEnd >= ray->height)
|
||||
drawEnd = ray->height - 1;
|
||||
draw_img(ray, drawStart, img_data, drawEnd, x);
|
||||
}
|
||||
mlx_put_image_to_window(ray->mlx_ptr, ray->win_ptr, ray->img_ptr, 0, 0);
|
||||
return (0);
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Add table
Reference in a new issue