tmp bring back rays and highlight for debug purpose

This commit is contained in:
hugogogo
2022-05-03 21:43:00 +02:00
parent 4414917234
commit 101680c839
6 changed files with 185 additions and 1 deletions

View File

@@ -20,7 +20,7 @@
/* screen focal (in degree) */
# define SCREEN_FOCAL 70
/* size of a cell on the map */
# define CELL 100
# define CELL 20
/*
* keys macro

View File

@@ -163,6 +163,16 @@ typedef struct s_game
t_txt txt;
// map
t_map map;
//tmp draw map
// map window
t_win map_win;
t_img map_img;
// rays
int ray_highlight;
int ray_activ;
// tmp end
// key hook
int k_hook[MAX_NB_KEY];
} t_game;

View File

@@ -1,5 +1,89 @@
#include "cube3d.h"
// tmp draw map
static void draw_square(t_game *game, t_coord pos, int border, int fill, int size, int rotation)
{
int i;
int j;
t_coord new;
i = 0;
while (i < size)
{
j = 0;
while (j < size)
{
new.x = pos.x + j;
new.y = pos.y + i;
if (rotation)
rotate(&(game->plr), &(new));
if (!i || i == size - 1)
draw_pixel(&game->map_img, new.x, new.y, border);
else if (!j || j == size - 1)
draw_pixel(&game->map_img, new.x, new.y, border);
else
draw_pixel(&game->map_img, new.x, new.y, fill);
j++;
}
i++;
}
}
static void draw_map(t_game *game)
{
t_coord incr;
t_coord pos;
int cell;
cell = game->map.cell;
incr.x = 0;
pos.x = 0;
pos.y = 0;
while ((game->map.content)[incr.x])
{
incr.y = 0;
while ((game->map.content)[incr.x][incr.y])
{
if ((game->map.content)[incr.x][incr.y] == '1' )
draw_square(game, pos, 0x00999999, 0x00000000, cell, 0);
else
draw_square(game, pos, 0x00555555, 0x00333333, cell, 0);
(incr.y)++;
pos.x += cell;
}
(incr.x)++;
pos.x = 0;
pos.y += cell;
}
pos.x = game->plr.pos.x - cell / 2;
pos.y = game->plr.pos.y - cell / 2;
draw_square(game, pos, 0x00999900, 0x00330033, cell, 1);
}
/*
static void draw_screen(t_game *game, t_rcast *rcast)
{
t_vec screen;
// draw screen size
screen.start.x = rcast->screen_size.start.x + game->plr.pos.x;
screen.start.y = rcast->screen_size.start.y + game->plr.pos.y;
rotate(&(game->plr), &(screen.start));
screen.end.x = rcast->screen_size.end.x + game->plr.pos.x;
screen.end.y = rcast->screen_size.end.y + game->plr.pos.y;
rotate(&(game->plr), &(screen.end));
draw_line(&game->map_img, &screen, 0x00FFFFFF);
// draw screen dist
screen.start.x = rcast->screen_dist.start.x + game->plr.pos.x;
screen.start.y = rcast->screen_dist.start.y + game->plr.pos.y;
screen.end.x = rcast->screen_dist.end.x + game->plr.pos.x;
screen.end.y = rcast->screen_dist.end.y + game->plr.pos.y;
rotate(&(game->plr), &(screen.end));
draw_line(&game->map_img, &screen, 0x00FFFFFF);
}
*/
// tmp end
static int pxl_out_limits(t_img *img, int x, int y)
{
int xmax;
@@ -44,6 +128,16 @@ void draw_line(t_img *img, t_vec *vec, int color)
void draw(t_game *game)
{
// tmp draw map
draw_map(game);
// tmp end
raycast(game, &(game->rcast));
// tmp draw map
// draw_screen(game, &(game->rcast));
mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, SCREEN_HEIGHT);
// tmp end
mlx_put_image_to_window(game->mlx_ptr, game->win.ptr, game->img.ptr, 0, 0);
}

View File

@@ -1,5 +1,35 @@
#include "cube3d.h"
// tmp draw map
static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
{
if (rcast->is_x)
{
ray->end.x = rcast->cell_x * rcast->cell;
if (rcast->ray_sign_x == 1)
ray->end.x += rcast->cell;
if (rcast->slope_x)
{
rcast->ratio = (double)(ray->end.x - ray->start.x);
rcast->ratio /= (double)rcast->slope_x;
ray->end.y = ray->start.y + (double)rcast->slope_y * rcast->ratio;
}
}
else
{
ray->end.y = rcast->cell_y * rcast->cell;
if (rcast->ray_sign_y == 1)
ray->end.y += rcast->cell;
if (rcast->slope_y)
{
rcast->ratio = (double)(ray->end.y - ray->start.y);
rcast->ratio /= (double)rcast->slope_y;
ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio;
}
}
}
// tmp end
static void calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall)
{
int tmp;
@@ -63,7 +93,24 @@ void raycast(t_game *game, t_rcast *rcast)
rcast->ray_nb = 0;
while (rcast->ray_nb <= rcast->screen_width)
{
// tmp draw map
// rays
game->ray_activ = 0;
if (rcast->ray_nb == game->ray_highlight)
game->ray_activ = 1;
//if (game->ray_activ) printf("hello\n");
// tmp end
ray_intersect_wall(game, rcast, &ray);
// tmp draw map
calcul_ray_end(rcast, &ray);
if (game->ray_activ)
draw_line(&game->map_img, &ray, 0x00FF00FF);
else if (rcast->ray_nb % 10 == 0)
draw_line(&game->map_img, &ray, 0x00FFFFFF);
// tmp end
calcul_wall(rcast);
calcul_img_column(game, rcast, &rcast->wall);
draw_column(game, rcast, &rcast->wall, &game->txt);

View File

@@ -30,6 +30,28 @@ int hook_action(t_game *game)
plr_turn_left(&(game->plr));
if (is_turn_right(game->k_hook, &is_action))
plr_turn_right(&(game->plr));
// tmp draw map
// temp display one ray with infos
if (!ft_arrint(game->k_hook, 65364, MAX_NB_KEY))
{
if (game->ray_highlight <= SCREEN_WIDTH)
game->ray_highlight++;
else
game->ray_highlight = -1;
is_action = 1;
}
if (!ft_arrint(game->k_hook, 65362, MAX_NB_KEY))
{
if (game->ray_highlight >= 0)
game->ray_highlight--;
else
game->ray_highlight = SCREEN_WIDTH;
is_action = 1;
}
// temp end
// tmp end
if (is_action)
draw(game);
return(0);

View File

@@ -51,6 +51,17 @@ void init_game(t_game *game)
// init connexion to server
game->mlx_ptr = mlx_init();
mb_add(game->mlx_ptr);
// tmp draw map
game->map_win.size_x = game->map.size_x * CELL;
game->map_win.size_y = game->map.size_y * CELL + SCREEN_HEIGHT;
game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x, game->map_win.size_y, "map");
init_img(&(game->map_img), game->mlx_ptr, &(game->map_win));
// ray
game->ray_highlight = -1;
game->ray_activ = 0;
// tmp end
// create window
game->win.size_x = SCREEN_WIDTH;
game->win.size_y = SCREEN_HEIGHT;