changed functions draw line and pixel to receive an img ptr instead of the whole structure

This commit is contained in:
hugogogo
2022-04-24 19:41:44 +02:00
parent bb3a9db930
commit a11ea35ac1
6 changed files with 46 additions and 32 deletions

View File

@@ -1,28 +1,28 @@
#include "cube3d.h"
static int pxl_out_limits(t_game *game, int x, int y)
static int pxl_out_limits(t_img *img, int x, int y)
{
int xmax;
int ymax;
xmax = game->map_img.sizel / (game->map_img.bpp / 8);
ymax = game->map_win.size_y;
xmax = img->szl / (img->bpp / 8);
ymax = img->height;
if (x < 0 || y < 0 || x > xmax || y > ymax)
return (1);
return (0);
}
void draw_pixel(t_game *game, int x, int y, int color)
void draw_pixel(t_img *img, int x, int y, int color)
{
unsigned int position;
if (pxl_out_limits(game, x, y))
if (pxl_out_limits(img, x, y))
return ;
position = y * game->map_img.sizel + x * (game->map_img.bpp / 8);
*(unsigned int*)(game->map_img.data + position) = color;
position = y * img->szl + x * (img->bpp / 8);
*(unsigned int*)(img->data + position) = color;
}
void draw_line(t_game *game, t_vec vec, int color)
void draw_line(t_img *img, t_vec vec, int color)
{
t_coord dist;
int i;
@@ -34,7 +34,7 @@ void draw_line(t_game *game, t_vec vec, int color)
j = 0;
while (ft_abs(i) <= ft_abs(dist.x) && ft_abs(j) <= ft_abs(dist.y))
{
draw_pixel(game, vec.start.x + i, vec.start.y + j, color);
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
@@ -60,11 +60,11 @@ void draw_line(t_game *game, t_vec vec, int color)
if (rotation)
rotate(&(game->plr), &(new));
if (!i || i == size - 1)
draw_pixel(game, new.x, new.y, border);
draw_pixel(&game->map_img, new.x, new.y, border);
else if (!j || j == size - 1)
draw_pixel(game, new.x, new.y, border);
draw_pixel(&game->map_img, new.x, new.y, border);
else
draw_pixel(game, new.x, new.y, fill);
draw_pixel(&game->map_img, new.x, new.y, fill);
j++;
}
i++;
@@ -113,14 +113,14 @@ void draw_line(t_game *game, t_vec vec, int color)
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, screen, 0x00FFFFFF);
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, screen, 0x00FFFFFF);
draw_line(&game->map_img, screen, 0x00FFFFFF);
}
// tmp end

View File

@@ -32,9 +32,25 @@
void draw_column(t_game *game, t_rcast *rcast, t_vec *ray)
{
t_vec wall;
(void)game;
(void)rcast;
(void)ray;
(void)wall;
wall.start.x = rcast->ray_nb;
wall.end.x = rcast->ray_nb;
if (rcast->is_x == 1 && rcast->slope_y != 0)
{
rcast->wall_height = rcast->next_x - rcast->ray_step_x;
rcast->wall_height /= ft_abs(rcast->slope_y);
rcast->wall_height /= 2;
//printf("rcast->wall: %i\n", rcast->wall_height);
wall.start.y = rcast->screen_center / 2 + rcast->wall_height;
wall.end.y = rcast->screen_center / 2 - rcast->wall_height;
}
// draw_line(&game->img, wall, 0x00FF0000);
}
void raycast(t_game *game, t_rcast *rcast)
@@ -48,7 +64,7 @@ void raycast(t_game *game, t_rcast *rcast)
// tmp, to draw the map
calcul_ray_end(rcast, &ray);
draw_line(game, ray, 0x00FF00FF);
draw_line(&game->map_img, ray, 0x00FF00FF);
// tmp end
draw_column(game, rcast, &ray);

View File

@@ -1,11 +1,10 @@
#include "cube3d.h"
static void init_img(t_img *img, t_game *game)
static void init_img(t_img *img, void *mlx_ptr, t_win *win)
{
img->ptr = mlx_new_image(game->mlx_ptr, game->map_win.size_x,
game->map_win.size_y);
img->data = mlx_get_data_addr(img->ptr, &(img->bpp),
&(img->sizel), &(img->endian));
img->ptr = mlx_new_image(mlx_ptr, win->size_x, win->size_y);
img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn);
img->height = win->size_y;
}
static void init_map(t_map *map)
@@ -70,6 +69,7 @@ static void init_raycast(t_rcast *rcast)
dist = (SCREEN_FOCAL / 2) * M_PI / 180;
dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
rcast->screen_def = SCREEN_WIDTH;
rcast->screen_center = SCREEN_HEIGHT / 2;
// screen dist
rcast->screen_dist.start.x = 0;
rcast->screen_dist.start.y = 0;
@@ -116,21 +116,17 @@ t_game *init_game(void)
mb_add(game->mlx_ptr);
// tmp draw map
// size window map
game->map_win.size_x = game->map.size_x * CELL;
game->map_win.size_y = game->map.size_y * CELL + SCREEN_HEIGHT;
// create the window
game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x,
game->map_win.size_y, "map");
// create image and get its data address
init_img(&(game->map_img), game);
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));
// tmp end
game->win.size_x = SCREEN_WIDTH;
game->win.size_y = SCREEN_HEIGHT;
game->win.ptr = mlx_new_window(game->mlx_ptr, game->win.size_x,
game->win.size_y, "cub3d");
init_img(&(game->img), game);
init_img(&(game->img), game->mlx_ptr, &(game->win));
// k(ey)_hook is the array containing the values of key press events
ft_bzero(&game->k_hook, sizeof(game->k_hook));
// raycasting

View File

@@ -18,7 +18,7 @@ int plr_out_limits(t_game *game, int x, int y)
int cell_x;
int cell_y;
xmax = game->map_img.sizel / (game->map_img.bpp / 8);
xmax = game->map_img.szl / (game->map_img.bpp / 8);
ymax = game->map_win.size_y;
cell_x = x / game->map.cell;
cell_y = y / game->map.cell;