v1.0 - normed texture system, multiple keypress, fixes on parsing, removed trailing maps
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e581c72b02
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35 changed files with 474 additions and 438 deletions
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@ -6,7 +6,7 @@
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/* By: bgoulard <bgoulard@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/11/12 06:02:54 by bgoulard #+# #+# */
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/* Updated: 2024/12/05 16:44:04 by rparodi ### ########.fr */
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/* Updated: 2024/12/16 14:51:46 by bgoulard ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -15,51 +15,31 @@
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#include "mlx_functions.h"
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#include "ft_string.h"
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#include "ft_math.h"
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#include <math.h>
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#include <unistd.h>
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void set_step(t_ipoint *step, t_dpoint raydir);
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void set_side_dist(t_dpoint *side_dist, t_dpoint *tb, t_ipoint pos_i);
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/// line 33: normalize draw_start and draw_end
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void draw_(int side, double perpWallDist, t_ipoint step, int x, t_info *data)
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void search_hit(t_dpoint delta_dist, t_ipoint *pos_i, t_ipoint step, \
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void *_data[3])
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{
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const int line_height = (int)(data->screen_size.y / perpWallDist) \
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* cos(deg2rad(FOV / 2));
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int draw_start;
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int draw_end;
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int color;
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draw_start = -line_height / 2 + data->screen_size.y / 2;
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draw_end = line_height / 2 + data->screen_size.y / 2;
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draw_start = ft_clamp(draw_start, 0, data->screen_size.y - 1);
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draw_end = ft_clamp(draw_end, 0, data->screen_size.y - 1);
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color = get_cl(side, step);
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while (draw_start < draw_end)
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my_mlx_pixel_put(data, x, draw_start++, color);
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}
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void search_hit(t_dpoint *sideDist, t_dpoint deltaDist, t_ipoint *pos_i, \
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t_ipoint step, void *_data[2])
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{
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int *side;
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t_info *data;
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int *side;
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t_info *data;
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t_dpoint *side_dist;
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side = (int *)_data[1];
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data = (t_info *)_data[0];
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side_dist = (t_dpoint *)_data[2];
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while (true)
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{
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if (sideDist->x < sideDist->y)
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if (side_dist->x < side_dist->y)
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{
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sideDist->x += deltaDist.x;
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side_dist->x += delta_dist.x;
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pos_i->x += step.x;
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*side = 0;
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}
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else
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{
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sideDist->y += deltaDist.y;
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side_dist->y += delta_dist.y;
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pos_i->y += step.y;
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*side = 1;
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}
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@ -69,11 +49,14 @@ void search_hit(t_dpoint *sideDist, t_dpoint deltaDist, t_ipoint *pos_i, \
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}
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}
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// t_dpoint prep_distoff ->
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// x - perpwall_dist
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// y - wall_off
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void column_handler(t_ipoint pos_i, t_dpoint ray_dir, t_info *data, int x)
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{
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t_dpoint side_dist;
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t_dpoint delta_dist;
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double perp_wall_dist;
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t_dpoint perp_distoff;
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t_ipoint step;
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int side;
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@ -81,17 +64,23 @@ void column_handler(t_ipoint pos_i, t_dpoint ray_dir, t_info *data, int x)
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set_step(&step, ray_dir);
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set_side_dist(&side_dist, (t_dpoint[]){ray_dir, data->player.pos, \
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delta_dist}, pos_i);
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search_hit(&side_dist, delta_dist, &pos_i, step, (void *[]){data, &side});
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search_hit(delta_dist, &pos_i, step, (void *[]){data, &side, &side_dist});
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if (side == 0)
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perp_wall_dist = (pos_i.x - data->player.pos.x + \
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perp_distoff.x = (pos_i.x - data->player.pos.x + \
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(double)(1 - step.x) / 2) / ray_dir.x;
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else
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perp_wall_dist = (pos_i.y - data->player.pos.y + \
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perp_distoff.x = (pos_i.y - data->player.pos.y + \
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(double)(1 - step.y) / 2) / ray_dir.y;
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draw_(side, perp_wall_dist, step, x, data);
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perp_distoff.y = data->player.pos.x + perp_distoff.x * ray_dir.x;
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if (side == 0)
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perp_distoff.y = data->player.pos.y + perp_distoff.x * ray_dir.y;
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perp_distoff.y -= floor(perp_distoff.y);
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draw_((int []){side, x}, (double []){perp_distoff.x, perp_distoff.y}, \
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step, data);
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}
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int render_frame(t_info *data)
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{
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double camera_x;
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double coef;
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@ -101,7 +90,7 @@ int render_frame(t_info *data)
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coef = 2 * tan(deg2rad(FOV) / 2) / (double)data->screen_size.x;
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ft_bzero(data->camera.img_addr, data->screen_size.x * data->screen_size.y \
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* (data->camera.bpp / 8));
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draw_floor(data);
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draw_bg(data);
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while (x < data->screen_size.x)
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{
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camera_x = x * coef - 1;
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@ -112,28 +101,6 @@ int render_frame(t_info *data)
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x++;
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}
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mlx_put_image_to_window(data->mlx_ptr, data->win_ptr, \
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data->camera.screen_buff, 0, 0);
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data->camera.screen_buff, 0, 0);
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return (0);
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}
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// Return 42 is irrelevant check mlx_loop to see that mlx doesn't care for the
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// return of the function...
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// (Why 'int (*)(void*)' when you dont use the int)
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//
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// This function is called each time the mlx loops over the mlx pointer in
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// mlx_loop. here we do calc on time since last frame and player position
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// to know if we need to re-draw the screen. if yes call raph function for
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// calc.
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// The need to redraw can also be expressed in the diferent key_pressed
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// functions, I would recomend to make a bool field for that in the info
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// struct.
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// As a pure artefact of using mlx this function will likely be mooved to
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// mlx_layer in the final repo.
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int c3_frame_update(void *inf_ptr)
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{
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t_info *info;
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info = inf_ptr;
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mlx_clear_window(info->mlx_ptr, info->win_ptr);
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return (EXIT_SUCCESS);
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}
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