wip several test to avoid buble effects, one wihtout doubles

This commit is contained in:
hugogogo
2022-04-28 20:27:46 +02:00
parent 285f6f3c55
commit 6640c9e6d3
6 changed files with 44 additions and 53 deletions

View File

@@ -1,6 +1,5 @@
# todo # todo
- resolve wall height
- resolve view buble - resolve view buble
- add textures - add textures

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@@ -17,8 +17,8 @@
# define SCREEN_FOCAL 90 # define SCREEN_FOCAL 90
/* size of a cell on the map */ /* size of a cell on the map */
# define CELL 20 # define CELL 20
/* height of a wall without perpectiv */ /* horizon fr perspectiv */
# define WALL_HEIGHT 200 # define HORIZON 700
/* /*
* keys macro * keys macro

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@@ -26,27 +26,19 @@ typedef struct s_vec
t_coord end; t_coord end;
} t_vec; } t_vec;
/*
* struct for walls 3d drawing
*/
typedef struct s_wall
{
t_vec pos;
int height;
} t_wall;
/* /*
* struct with all elements for raycasting * struct with all elements for raycasting
*/ */
typedef struct s_rcast typedef struct s_rcast
{ {
t_vec screen_dist;
t_vec screen_size; t_vec screen_size;
t_vec ray; t_vec ray;
t_vec wall;
int hor;
int screen_width; int screen_width;
int screen_height; int screen_height;
int screen_dist;
int cell; int cell;
int cell_x; int cell_x;
int cell_y; int cell_y;
@@ -132,7 +124,6 @@ typedef struct s_game
t_plr plr; t_plr plr;
// rays // rays
t_rcast rcast; t_rcast rcast;
t_wall wall;
// map // map
t_map map; t_map map;
// map window // map window

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@@ -102,6 +102,7 @@ void draw_line(t_img *img, t_vec *vec, int color)
draw_square(game, pos, 0x00999900, 0x00330033, cell, 1); draw_square(game, pos, 0x00999900, 0x00330033, cell, 1);
} }
/*
static void draw_screen(t_game *game, t_rcast *rcast) static void draw_screen(t_game *game, t_rcast *rcast)
{ {
t_vec screen; t_vec screen;
@@ -122,6 +123,7 @@ void draw_line(t_img *img, t_vec *vec, int color)
rotate(&(game->plr), &(screen.end)); rotate(&(game->plr), &(screen.end));
draw_line(&game->map_img, &screen, 0x00FFFFFF); draw_line(&game->map_img, &screen, 0x00FFFFFF);
} }
*/
// tmp end // tmp end
void draw(t_game *game) void draw(t_game *game)
@@ -133,7 +135,7 @@ void draw(t_game *game)
raycast(game, &(game->rcast)); raycast(game, &(game->rcast));
// tmp, to draw map // tmp, to draw map
draw_screen(game, &(game->rcast)); // draw_screen(game, &(game->rcast));
mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, SCREEN_HEIGHT); mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, SCREEN_HEIGHT);
// tmp end // tmp end

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@@ -30,67 +30,70 @@
} }
// tmp end // tmp end
static void wall_length(t_rcast *rcast, t_wall *wall) static void wall_length(t_rcast *rcast)
{ {
int length; int len;
wall->pos.start.x = rcast->ray_nb; rcast->wall.start.x = rcast->ray_nb;
wall->pos.end.x = rcast->ray_nb; rcast->wall.end.x = rcast->ray_nb;
// len = sqrt(pow(ray->end.x - ray->start.x, 2) + pow(ray->end.y - ray->start.y, 2));
if (rcast->is_x == 1) if (rcast->is_x == 1)
{ {
length = rcast->next_x - rcast->ray_step_x; len = rcast->next_x - rcast->ray_step_x;
if (rcast->slope_y) if (rcast->slope_y)
length /= ft_abs(rcast->slope_y); len /= ft_abs(rcast->slope_y);
length = (double)length * (double)rcast->screen_dist.end.y / (double)rcast->slope_x; // len = (double)len * (double)rcast->screen_dist.end.y / (double)rcast->slope_x;
// len = rcast->screen_dist * len / (rcast->slope_x);
} }
else if (rcast->is_x == 0) else if (rcast->is_x == 0)
{ {
length = rcast->next_y - rcast->ray_step_y; len = rcast->next_y - rcast->ray_step_y;
if (rcast->slope_x) if (rcast->slope_x)
length /= ft_abs(rcast->slope_x); len /= ft_abs(rcast->slope_x);
length = (double)length * (double)rcast->screen_dist.end.y / (double)rcast->slope_y; // len = (double)len * (double)rcast->screen_dist.end.y / (double)rcast->slope_y;
// len = rcast->screen_dist * len / (rcast->slope_y);
} }
rcast->ray_len = ft_abs(length); rcast->ray_len = ft_abs(len);
} }
static void wall_height(t_rcast *rcast, t_wall *wall) static void wall_height(t_rcast *rcast)
{ {
int height; int height;
height = wall->height - rcast->ray_len; height = rcast->screen_height * (rcast->hor - rcast->ray_len) / rcast->hor;
if (height < 0) if (height < 0)
height = 0; height = 0;
if (height > rcast->screen_height) if (height > rcast->screen_height)
height = rcast->screen_height; height = rcast->screen_height;
wall->pos.start.y = rcast->screen_height / 2 + height / 2; rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
wall->pos.end.y = rcast->screen_height / 2 - height / 2; rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
} }
void draw_column(t_game *game, t_rcast *rcast, t_wall *wall) void draw_column(t_game *game, t_rcast *rcast)
{ {
t_vec plane; t_vec plan;
int color; int color;
plane.start.x = rcast->ray_nb; plan.start.x = rcast->ray_nb;
plane.end.x = rcast->ray_nb; plan.end.x = rcast->ray_nb;
if (wall->pos.start.y > 0) if (rcast->wall.start.y > 0)
{ {
plane.start.y = rcast->screen_height; plan.start.y = rcast->screen_height;
plane.end.y = wall->pos.start.y; plan.end.y = rcast->wall.start.y;
draw_line(&game->img, &plane, 0x00FF0000); draw_line(&game->img, &plan, 0x00FF0000);
} }
if (wall->pos.start.y < rcast->screen_height) if (rcast->wall.start.y < rcast->screen_height)
{ {
plane.start.y = wall->pos.end.y; plan.start.y = rcast->wall.end.y;
plane.end.y = 0; plan.end.y = 0;
draw_line(&game->img, &plane, 0x000000FF); draw_line(&game->img, &plan, 0x000000FF);
} }
color = 0x00FF00FF; color = 0x00FF00FF;
if (rcast->is_x) if (rcast->is_x)
color = 0x00EE00EE; color = 0x00EE00EE;
draw_line(&game->img, &wall->pos, color); draw_line(&game->img, &rcast->wall, color);
} }
void raycast(t_game *game, t_rcast *rcast) void raycast(t_game *game, t_rcast *rcast)
@@ -108,9 +111,9 @@ void raycast(t_game *game, t_rcast *rcast)
// tmp end // tmp end
wall_length(rcast, &game->wall); wall_length(rcast);
wall_height(rcast, &game->wall); wall_height(rcast);
draw_column(game, rcast, &game->wall); draw_column(game, rcast);
(rcast->ray_nb)++; (rcast->ray_nb)++;
} }
} }

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@@ -68,13 +68,10 @@ static void init_raycast(t_rcast *rcast)
dist = (SCREEN_FOCAL / 2) * M_PI / 180; dist = (SCREEN_FOCAL / 2) * M_PI / 180;
dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist)); dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
rcast->screen_dist = dist;
rcast->screen_width = SCREEN_WIDTH; rcast->screen_width = SCREEN_WIDTH;
rcast->screen_height = SCREEN_HEIGHT; rcast->screen_height = SCREEN_HEIGHT;
// screen dist rcast->hor = HORIZON;
rcast->screen_dist.start.x = 0;
rcast->screen_dist.start.y = 0;
rcast->screen_dist.end.x = 0;
rcast->screen_dist.end.y = -dist;
// screen size // screen size
rcast->screen_size.start.x = -SCREEN_WIDTH / 2; rcast->screen_size.start.x = -SCREEN_WIDTH / 2;
rcast->screen_size.start.y = -dist; rcast->screen_size.start.y = -dist;
@@ -132,6 +129,5 @@ t_game *init_game(void)
// raycasting // raycasting
init_raycast(&(game->rcast)); init_raycast(&(game->rcast));
game->rcast.cell = game->map.cell; game->rcast.cell = game->map.cell;
game->wall.height = WALL_HEIGHT;
return (game); return (game);
} }