v1.0 - normed texture system, multiple keypress, fixes on parsing, removed trailing maps

This commit is contained in:
B.Goulard 2024-12-16 14:56:22 +01:00
parent e581c72b02
commit 3f43074d05
35 changed files with 474 additions and 438 deletions

View file

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