226 lines
6.6 KiB
C
226 lines
6.6 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* algo.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: greg <greg@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/01 16:24:58 by grobledo #+# #+# */
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/* Updated: 2024/10/10 18:22:08 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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{
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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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{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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{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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{1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
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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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{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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{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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{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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{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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{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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{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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{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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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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ray->posY = 10;
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ray->dirX = -1;
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ray->dirY = 0;
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ray->planeX = 0;
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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 mapX, mapY, hit, 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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mapX = (int)ray->posX;
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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 - 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 = (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 - 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 = (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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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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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[mapX][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 = 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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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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ray->posX += ray->dirX * ray->movespeed;
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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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ray->posX -= ray->dirX * ray->movespeed;
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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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// render the updated frame after key press
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render(ray);
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return (0);
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}
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int main(void)
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{
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t_ray ray;
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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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initalgo(&ray);
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// hook keypress
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mlx_hook(ray.win_ptr, 2, 1L<<0, keypress, &ray);
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// render the initial frame
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render(&ray);
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// start the mlx loop
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mlx_loop(ray.mlx_ptr);
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return (0);
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}
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// https://github.com/iciamyplant/Cub3d-Linux
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// https://lodev.org/cgtutor/raycasting.html
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// https://www.youtube.com/watch?v=js7HW65MmNw&list=PL0H9-oZl_QOHM34HvD3DiGmwmj5X7GvTW
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