game view, but wrong :p

This commit is contained in:
hugogogo
2022-04-24 21:28:50 +02:00
parent c886118bd6
commit c52f04d9c8
7 changed files with 76 additions and 45 deletions

View File

@@ -1,40 +1,40 @@
#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;
int j;
dist.x = vec.end.x - vec.start.x;
dist.y = vec.end.y - vec.start.y;
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(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
@@ -137,5 +137,5 @@ void draw(t_game *game)
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);
mlx_put_image_to_window(game->mlx_ptr, game->win.ptr, game->img.ptr, 0, 0);
}

View File

@@ -3,7 +3,6 @@
static void init_raycast(t_rcast *rcast, t_vec *ray)
{
rcast->is_x = 0;
rcast->wall_height = 0;
// ray sign
rcast->ray_sign_x = 1;
if (ray->start.x < ray->end.x)

View File

@@ -30,11 +30,44 @@
}
// tmp end
void draw_column(t_game *game, t_rcast *rcast, t_vec *ray)
static void calcul_wall(t_rcast *rcast)
{
(void)game;
(void)rcast;
(void)ray;
int height;
rcast->wall.start.x = rcast->ray_nb;
rcast->wall.end.x = rcast->ray_nb;
if (rcast->is_x == 1 && rcast->slope_y != 0)
height = (rcast->next_x - rcast->ray_step_x) / ft_abs(rcast->slope_y);
if (rcast->is_x == 0 && rcast->slope_x != 0)
height = (rcast->next_y - rcast->ray_step_y) / ft_abs(rcast->slope_x);
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;
}
void draw_column(t_game *game, t_rcast *rcast)
{
t_vec floor;
t_vec ceilling;
if (rcast->wall.start.y > 0)
{
floor.start.x = rcast->ray_nb;
floor.end.x = rcast->ray_nb;
floor.start.y = rcast->screen_height;
floor.end.y = rcast->wall.start.y;
draw_line(&game->img, &floor, 0x00FF0000);
}
if (rcast->wall.start.y < rcast->screen_height)
{
ceilling.start.x = rcast->ray_nb;
ceilling.end.x = rcast->ray_nb;
ceilling.start.y = rcast->wall.end.y;
ceilling.end.y = 0;
draw_line(&game->img, &ceilling, 0x00FF0000);
}
draw_line(&game->img, &rcast->wall, 0x00FF00FF);
}
void raycast(t_game *game, t_rcast *rcast)
@@ -42,16 +75,17 @@ void raycast(t_game *game, t_rcast *rcast)
t_vec ray;
rcast->ray_nb = 0;
while (rcast->ray_nb <= rcast->screen_def)
while (rcast->ray_nb <= rcast->screen_width)
{
ray_intersect(game, rcast, &ray);
// 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);
calcul_wall(rcast);
draw_column(game, rcast);
(rcast->ray_nb)++;
}
}