wip several test to avoid buble effects, one wihtout doubles
This commit is contained in:
@@ -1,6 +1,5 @@
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# todo
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# todo
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- resolve wall height
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- resolve view buble
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- resolve view buble
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- add textures
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- add textures
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@@ -17,8 +17,8 @@
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# define SCREEN_FOCAL 90
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# define SCREEN_FOCAL 90
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/* size of a cell on the map */
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/* size of a cell on the map */
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# define CELL 20
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# define CELL 20
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/* height of a wall without perpectiv */
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/* horizon fr perspectiv */
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# define WALL_HEIGHT 200
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# define HORIZON 700
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/*
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/*
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* keys macro
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* keys macro
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@@ -26,27 +26,19 @@ typedef struct s_vec
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t_coord end;
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t_coord end;
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} t_vec;
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} t_vec;
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/*
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* struct for walls 3d drawing
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*/
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typedef struct s_wall
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{
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t_vec pos;
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int height;
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} t_wall;
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/*
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/*
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* struct with all elements for raycasting
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* struct with all elements for raycasting
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*/
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*/
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typedef struct s_rcast
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typedef struct s_rcast
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{
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{
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t_vec screen_dist;
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t_vec screen_size;
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t_vec screen_size;
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t_vec ray;
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t_vec ray;
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t_vec wall;
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int hor;
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int screen_width;
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int screen_width;
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int screen_height;
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int screen_height;
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int screen_dist;
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int cell;
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int cell;
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int cell_x;
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int cell_x;
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int cell_y;
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int cell_y;
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@@ -132,7 +124,6 @@ typedef struct s_game
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t_plr plr;
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t_plr plr;
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// rays
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// rays
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t_rcast rcast;
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t_rcast rcast;
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t_wall wall;
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// map
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// map
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t_map map;
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t_map map;
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// map window
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// map window
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@@ -102,6 +102,7 @@ void draw_line(t_img *img, t_vec *vec, int color)
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draw_square(game, pos, 0x00999900, 0x00330033, cell, 1);
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draw_square(game, pos, 0x00999900, 0x00330033, cell, 1);
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}
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}
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/*
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static void draw_screen(t_game *game, t_rcast *rcast)
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static void draw_screen(t_game *game, t_rcast *rcast)
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{
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{
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t_vec screen;
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t_vec screen;
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@@ -122,6 +123,7 @@ void draw_line(t_img *img, t_vec *vec, int color)
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rotate(&(game->plr), &(screen.end));
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rotate(&(game->plr), &(screen.end));
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draw_line(&game->map_img, &screen, 0x00FFFFFF);
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draw_line(&game->map_img, &screen, 0x00FFFFFF);
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}
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}
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*/
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// tmp end
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// tmp end
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void draw(t_game *game)
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void draw(t_game *game)
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@@ -133,7 +135,7 @@ void draw(t_game *game)
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raycast(game, &(game->rcast));
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raycast(game, &(game->rcast));
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// tmp, to draw map
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// tmp, to draw map
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draw_screen(game, &(game->rcast));
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// draw_screen(game, &(game->rcast));
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mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, SCREEN_HEIGHT);
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mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, SCREEN_HEIGHT);
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// tmp end
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// tmp end
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@@ -30,67 +30,70 @@
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}
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}
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// tmp end
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// tmp end
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static void wall_length(t_rcast *rcast, t_wall *wall)
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static void wall_length(t_rcast *rcast)
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{
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{
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int length;
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int len;
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wall->pos.start.x = rcast->ray_nb;
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rcast->wall.start.x = rcast->ray_nb;
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wall->pos.end.x = rcast->ray_nb;
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rcast->wall.end.x = rcast->ray_nb;
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// len = sqrt(pow(ray->end.x - ray->start.x, 2) + pow(ray->end.y - ray->start.y, 2));
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if (rcast->is_x == 1)
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if (rcast->is_x == 1)
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{
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{
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length = rcast->next_x - rcast->ray_step_x;
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len = rcast->next_x - rcast->ray_step_x;
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if (rcast->slope_y)
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if (rcast->slope_y)
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length /= ft_abs(rcast->slope_y);
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len /= ft_abs(rcast->slope_y);
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length = (double)length * (double)rcast->screen_dist.end.y / (double)rcast->slope_x;
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// len = (double)len * (double)rcast->screen_dist.end.y / (double)rcast->slope_x;
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// len = rcast->screen_dist * len / (rcast->slope_x);
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}
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}
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else if (rcast->is_x == 0)
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else if (rcast->is_x == 0)
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{
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{
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length = rcast->next_y - rcast->ray_step_y;
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len = rcast->next_y - rcast->ray_step_y;
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if (rcast->slope_x)
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if (rcast->slope_x)
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length /= ft_abs(rcast->slope_x);
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len /= ft_abs(rcast->slope_x);
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length = (double)length * (double)rcast->screen_dist.end.y / (double)rcast->slope_y;
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// len = (double)len * (double)rcast->screen_dist.end.y / (double)rcast->slope_y;
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// len = rcast->screen_dist * len / (rcast->slope_y);
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}
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}
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rcast->ray_len = ft_abs(length);
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rcast->ray_len = ft_abs(len);
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}
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}
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static void wall_height(t_rcast *rcast, t_wall *wall)
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static void wall_height(t_rcast *rcast)
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{
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{
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int height;
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int height;
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height = wall->height - rcast->ray_len;
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height = rcast->screen_height * (rcast->hor - rcast->ray_len) / rcast->hor;
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if (height < 0)
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if (height < 0)
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height = 0;
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height = 0;
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if (height > rcast->screen_height)
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if (height > rcast->screen_height)
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height = rcast->screen_height;
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height = rcast->screen_height;
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wall->pos.start.y = rcast->screen_height / 2 + height / 2;
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rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
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wall->pos.end.y = rcast->screen_height / 2 - height / 2;
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rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
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}
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}
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void draw_column(t_game *game, t_rcast *rcast, t_wall *wall)
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void draw_column(t_game *game, t_rcast *rcast)
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{
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{
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t_vec plane;
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t_vec plan;
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int color;
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int color;
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plane.start.x = rcast->ray_nb;
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plan.start.x = rcast->ray_nb;
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plane.end.x = rcast->ray_nb;
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plan.end.x = rcast->ray_nb;
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if (wall->pos.start.y > 0)
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if (rcast->wall.start.y > 0)
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{
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{
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plane.start.y = rcast->screen_height;
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plan.start.y = rcast->screen_height;
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plane.end.y = wall->pos.start.y;
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plan.end.y = rcast->wall.start.y;
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draw_line(&game->img, &plane, 0x00FF0000);
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draw_line(&game->img, &plan, 0x00FF0000);
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}
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}
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if (wall->pos.start.y < rcast->screen_height)
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if (rcast->wall.start.y < rcast->screen_height)
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{
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{
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plane.start.y = wall->pos.end.y;
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plan.start.y = rcast->wall.end.y;
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plane.end.y = 0;
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plan.end.y = 0;
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draw_line(&game->img, &plane, 0x000000FF);
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draw_line(&game->img, &plan, 0x000000FF);
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}
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}
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color = 0x00FF00FF;
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color = 0x00FF00FF;
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if (rcast->is_x)
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if (rcast->is_x)
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color = 0x00EE00EE;
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color = 0x00EE00EE;
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draw_line(&game->img, &wall->pos, color);
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draw_line(&game->img, &rcast->wall, color);
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}
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}
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void raycast(t_game *game, t_rcast *rcast)
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void raycast(t_game *game, t_rcast *rcast)
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@@ -108,9 +111,9 @@ void raycast(t_game *game, t_rcast *rcast)
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// tmp end
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// tmp end
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wall_length(rcast, &game->wall);
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wall_length(rcast);
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wall_height(rcast, &game->wall);
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wall_height(rcast);
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draw_column(game, rcast, &game->wall);
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draw_column(game, rcast);
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(rcast->ray_nb)++;
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(rcast->ray_nb)++;
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}
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}
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}
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}
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@@ -68,13 +68,10 @@ static void init_raycast(t_rcast *rcast)
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dist = (SCREEN_FOCAL / 2) * M_PI / 180;
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dist = (SCREEN_FOCAL / 2) * M_PI / 180;
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dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
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dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
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rcast->screen_dist = dist;
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rcast->screen_width = SCREEN_WIDTH;
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rcast->screen_width = SCREEN_WIDTH;
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rcast->screen_height = SCREEN_HEIGHT;
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rcast->screen_height = SCREEN_HEIGHT;
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// screen dist
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rcast->hor = HORIZON;
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rcast->screen_dist.start.x = 0;
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rcast->screen_dist.start.y = 0;
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rcast->screen_dist.end.x = 0;
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rcast->screen_dist.end.y = -dist;
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// screen size
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// screen size
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rcast->screen_size.start.x = -SCREEN_WIDTH / 2;
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rcast->screen_size.start.x = -SCREEN_WIDTH / 2;
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rcast->screen_size.start.y = -dist;
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rcast->screen_size.start.y = -dist;
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@@ -132,6 +129,5 @@ t_game *init_game(void)
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// raycasting
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// raycasting
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init_raycast(&(game->rcast));
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init_raycast(&(game->rcast));
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game->rcast.cell = game->map.cell;
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game->rcast.cell = game->map.cell;
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game->wall.height = WALL_HEIGHT;
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return (game);
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return (game);
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}
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}
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