#include "cube3d.h" void ray_intersect(t_game *game, int start_x, int start_y, int *end_x, int *end_y) { int cell_x; int cell_y; int slope_x; int slope_y; int ray_sign_x; int ray_sign_y; int first_next_x; int first_next_y; int next_x; int next_y; int next_cell_x; int next_cell_y; int ray_step_x; int ray_step_y; int is_x; is_x = 0; // ray sign ray_sign_x = 1; if (start_x < *end_x) ray_sign_x = -1; ray_sign_y = 1; if (start_y < *end_y) ray_sign_y = -1; // cell position of ray cell_x = start_x / game->cell; cell_y = start_y / game->cell; // slope of ray slope_x = *end_x - start_x; slope_y = *end_y - start_y; // direction of next cell next_cell_x = -ray_sign_x; next_cell_y = -ray_sign_y; // ray steps in both axis ray_step_x = ft_abs(game->cell * slope_y); ray_step_y = ft_abs(game->cell * slope_x); // first next time ray cross grid first_next_x = start_x % game->cell; if (first_next_x && ray_sign_x < 0) first_next_x = game->cell - first_next_x; if (!first_next_x && ray_sign_x < 0) first_next_x = game->cell; first_next_y = start_y % game->cell; if (first_next_y && ray_sign_y < 0) first_next_y = game->cell - first_next_y; if (!first_next_y && ray_sign_y < 0) first_next_y = game->cell; next_x = ft_abs(first_next_x * slope_y); next_y = ft_abs(first_next_y * slope_x); // loop through grid if (game->ray_activ == 1) printf("\ncell_x:%i, cell_y:%i, first_next_x:%i, first_next_y:%i\n", cell_x, cell_y, first_next_x, first_next_y); while (!is_wall(game, cell_x, cell_y)) { if (game->ray_activ == 1) printf("next_x:%-4i, next_y:%-4i, ", next_x, next_y); if (next_x > next_y) { cell_y += next_cell_y; next_y += ray_step_y; is_x = 0; } else { cell_x += next_cell_x; next_x += ray_step_x; is_x = 1; } if (game->ray_activ == 1) printf("cell_x:%-4i, cell_y:%-4i\n", cell_x, cell_y); } // end ray position double ratio; if (is_x) { *end_x = cell_x * game->cell; if (ray_sign_x == 1) *end_x += game->cell; if (slope_x) { ratio = (double)(*end_x - start_x) / (double)slope_x; *end_y = start_y + (double)slope_y * ratio; } } else { *end_y = cell_y * game->cell; if (ray_sign_y == 1) *end_y += game->cell; if (slope_y) { ratio = (double)(*end_y - start_y) / (double)slope_y; *end_x = start_x + (double)slope_x * ratio; } } } void draw_rays(t_game *game) { int start_x; int start_y; int end_x; int end_y; int i; // draw screen size start_x = game->screen_size.start_x + game->plr_x; start_y = game->screen_size.start_y + game->plr_y; rotate(game, &start_x, &start_y); end_x = game->screen_size.end_x + game->plr_x; end_y = game->screen_size.end_y + game->plr_y; rotate(game, &end_x, &end_y); draw_line(game, start_x, start_y, end_x, end_y, 0x00FFFFFF); // draw rays i = 0; while (i <= SCREEN_DEF) { // tmp display one ray with infos if (i == game->ray_highlight) game->ray_activ = 1; // tmp end start_x = game->ray.start_x + game->plr_x; start_y = game->ray.start_y + game->plr_y; end_x = game->ray.end_x + game->plr_x + i * SCREEN_SIZE / SCREEN_DEF; end_y = game->ray.end_y + game->plr_y; rotate(game, &end_x, &end_y); ray_intersect(game, start_x, start_y, &end_x, &end_y); draw_line(game, start_x, start_y, end_x, end_y, 0x00FF00FF); // tmp display one ray with infos if (game->ray_activ == 1) draw_line(game, start_x, start_y, end_x, end_y, 0x00FF0000); // tmp end i++; game->ray_activ = 0; } // draw screen dist start_x = game->screen_dist.start_x + game->plr_x; start_y = game->screen_dist.start_y + game->plr_y; end_x = game->screen_dist.end_x + game->plr_x; end_y = game->screen_dist.end_y + game->plr_y; rotate(game, &end_x, &end_y); draw_line(game, start_x, start_y, end_x, end_y, 0x00FFFFFF); } static void draw_square(t_game *game, int x, int y, int border, int fill, int size, int rotation) { int i; int j; int new_x; int new_y; i = 0; while (i < size) { j = 0; while (j < size) { new_x = x + j; new_y = y + i; if (rotation) rotate(game, &new_x, &new_y); if (!i || i == size - 1) draw_pixel(game, new_x, new_y, border); else if (!j || j == size - 1) draw_pixel(game, new_x, new_y, border); else draw_pixel(game, new_x, new_y, fill); j++; } i++; } } void draw_map(t_game *game) { int i; int j; int x; int y; i = 0; x = 0; y = 0; while ((game->map)[i]) { j = 0; while ((game->map)[i][j]) { if ((game->map)[i][j] == '1' ) draw_square(game, x, y, 0x00999999, 0x00000000, game->cell, 0); else draw_square(game, x, y, 0x00555555, 0x00333333, game->cell, 0); j++; x += game->cell; } i++; x = 0; y += game->cell; } draw_square(game, game->plr_x - game->cell / 2, game->plr_y - game->cell / 2, 0x00999900, 0x00330033, game->cell, 1); }