wip calcul texture image x position, and add protection when creating texture

This commit is contained in:
hugogogo
2022-05-02 23:19:27 +02:00
parent 628a0c0cad
commit 75692c09a6
6 changed files with 116 additions and 34 deletions

View File

@@ -1,43 +1,76 @@
#include "cube3d.h"
void draw_floor_ceiling(t_game *game, t_rcast *rcast, t_txt *txt)
static void draw_floor_ceiling(t_game *game, t_rcast *rcast, t_txt *txt)
{
t_vec plan;
plan.start.x = rcast->ray_nb;
plan.end.x = rcast->ray_nb;
if (rcast->wall.start.y > 0)
if (rcast->wall.vec.start.y > 0)
{
plan.start.y = rcast->screen_height;
plan.end.y = rcast->wall.start.y;
plan.end.y = rcast->wall.vec.start.y;
draw_line(&game->img, &plan, txt->rgb_floor);
}
if (rcast->wall.start.y < rcast->screen_height)
if (rcast->wall.vec.start.y < rcast->screen_height)
{
plan.start.y = rcast->wall.end.y;
plan.start.y = rcast->wall.vec.end.y;
plan.end.y = 0;
draw_line(&game->img, &plan, txt->rgb_ceiling);
}
}
void draw_column(t_game *game, t_rcast *rcast)
static void draw_txt_line(t_img *img, t_rcast *rcast, t_wall *wall, t_img *txt_img, int color)
{
(void)img;
(void)wall;
(void)txt_img;
(void)color;
// draw_line(img, &wall->vec, color);
int img_x;
img_x = (wall->posx * txt_img->width) / rcast->cell;
printf("img_x:%i\n", img_x);
// t_coord dist;
// int i;
// int j;
//
// dist.x = (*vec).end.x - (*vec).start.x;
// dist.y = (*vec).end.y - (*vec).start.y;
// i = 0;
// j = 0;
// while (ft_abs(i) <= ft_abs(dist.x) && ft_abs(j) <= ft_abs(dist.y))
// {
// draw_pixel(img, (*vec).start.x + i, (*vec).start.y + j, color);
// if (!ft_abs(dist.x) || ft_abs(j) < ft_abs(i * dist.y / dist.x))
// j += ft_sign(dist.y);
// else
// i += ft_sign(dist.x);
// }
}
void draw_column(t_game *game, t_rcast *rcast, t_wall *wall, t_txt *txt)
{
int color_n;
int color_s;
int color_e;
int color_o;
(void)wall;
color_n = 0x00FF00FF;
color_s = 0x0000EEEE;
color_e = 0x00DDDD00;
color_o = 0x00CCCCCC;
draw_floor_ceiling(game, rcast, &game->txt);
draw_floor_ceiling(game, rcast, txt);
if (!rcast->is_x && rcast->slope_y > 0)
draw_line(&game->img, &rcast->wall, color_n);
draw_txt_line(&game->img, rcast, wall, &txt->img_n, color_n);
if (!rcast->is_x && rcast->slope_y < 0)
draw_line(&game->img, &rcast->wall, color_s);
draw_line(&game->img, &rcast->wall.vec, color_s);
if (rcast->is_x && rcast->slope_x > 0)
draw_line(&game->img, &rcast->wall, color_e);
draw_line(&game->img, &rcast->wall.vec, color_e);
if (rcast->is_x && rcast->slope_x < 0)
draw_line(&game->img, &rcast->wall, color_o);
draw_line(&game->img, &rcast->wall.vec, color_o);
}

View File

@@ -70,7 +70,7 @@ static void next_cell(t_rcast *rcast)
}
}
void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray)
void ray_intersect_wall(t_game *game, t_rcast *rcast, t_vec *ray)
{
ray->start.x = rcast->ray.start.x + game->plr.pos.x;
ray->start.y = rcast->ray.start.y + game->plr.pos.y;

View File

@@ -1,35 +1,52 @@
#include "cube3d.h"
static void calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall)
{
int tmp;
if (rcast->is_x == 1)
{
tmp = (rcast->slope_y + wall->delta) / ft_abs(rcast->slope_x);
tmp += game->plr.pos.y;
wall->posx = tmp % rcast->cell;
}
else
{
tmp = (rcast->slope_x + wall->delta) / ft_abs(rcast->slope_y);
tmp += game->plr.pos.x;
wall->posx = tmp % rcast->cell;
}
}
static void fill_wall_vector(t_rcast *rcast, int height)
{
if (height < 0)
height = 0;
if (height > rcast->screen_height)
height = rcast->screen_height;
rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
rcast->wall.vec.start.y = rcast->screen_height / 2 + height / 2;
rcast->wall.vec.end.y = rcast->screen_height / 2 - height / 2;
}
static void calcul_wall(t_rcast *rcast)
{
long int height;
int delta;
rcast->wall.start.x = rcast->ray_nb;
rcast->wall.end.x = rcast->ray_nb;
rcast->wall.vec.start.x = rcast->ray_nb;
rcast->wall.vec.end.x = rcast->ray_nb;
if (rcast->is_x == 1)
delta = rcast->next_x - rcast->ray_step_x;
else if (rcast->is_x == 0)
delta = rcast->next_y - rcast->ray_step_y;
rcast->wall.delta = rcast->next_x - rcast->ray_step_x;
else
rcast->wall.delta = rcast->next_y - rcast->ray_step_y;
height = rcast->screen_height * rcast->cell;
if (rcast->slope_x)
height *= rcast->slope_x;
if (rcast->slope_y)
height *= rcast->slope_y;
if (delta && rcast->screen_dist)
height /= (delta * rcast->screen_dist);
height = ft_abs(height);
fill_wall_vector(rcast, height);
if (rcast->wall.delta && rcast->screen_dist)
height /= (rcast->wall.delta * rcast->screen_dist);
rcast->wall.height = ft_abs(height);
fill_wall_vector(rcast, rcast->wall.height);
}
void raycast(t_game *game, t_rcast *rcast)
@@ -39,9 +56,10 @@ void raycast(t_game *game, t_rcast *rcast)
rcast->ray_nb = 0;
while (rcast->ray_nb <= rcast->screen_width)
{
ray_intersect(game, rcast, &ray);
ray_intersect_wall(game, rcast, &ray);
calcul_wall(rcast);
draw_column(game, rcast);
calcul_img_column(game, rcast, &rcast->wall);
draw_column(game, rcast, &rcast->wall, &game->txt);
(rcast->ray_nb)++;
}
}

View File

@@ -1,15 +1,34 @@
#include "cube3d.h"
static void init_txtr_img(t_img *img, void *mlx_ptr, char *path)
static int init_txtr_img(t_img *img, void *mlx_ptr, char *path)
{
img->ptr = mlx_xpm_file_to_image(mlx_ptr, path, &img->width, &img->height);
if (img->ptr == NULL)
return (1);
img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn);
return (0);
}
void init_txtr(t_txt *txt, void *mlx_ptr)
{
init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_north);
init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_south);
init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_east);
init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_west);
if (init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_north) == 1)
mb_exit("failed to read image for texture nord", EXIT_FAILURE);
if (init_txtr_img(&txt->img_s, mlx_ptr, txt->txt_south) == 1)
{
mlx_destroy_image(mlx_ptr, txt->img_n.ptr);
mb_exit("failed to read image for texture south", EXIT_FAILURE);
}
if (init_txtr_img(&txt->img_e, mlx_ptr, txt->txt_east) == 1)
{
mlx_destroy_image(mlx_ptr, txt->img_n.ptr);
mlx_destroy_image(mlx_ptr, txt->img_s.ptr);
mb_exit("failed to read image for texture east", EXIT_FAILURE);
}
if (init_txtr_img(&txt->img_w, mlx_ptr, txt->txt_west) == 1)
{
mlx_destroy_image(mlx_ptr, txt->img_n.ptr);
mlx_destroy_image(mlx_ptr, txt->img_s.ptr);
mlx_destroy_image(mlx_ptr, txt->img_e.ptr);
mb_exit("failed to read image for texture west", EXIT_FAILURE);
}
}