Cub3D/test/test.c
2024-11-28 12:11:31 +01:00

300 lines
9 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* test.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: rparodi <rparodi@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/11/27 12:09:00 by rparodi #+# #+# */
/* Updated: 2024/11/28 12:09:36 by bgoulard ### ########.fr */
/* */
/* ************************************************************************** */
#include "ft_string.h"
#include "ft_math.h"
#include "minilibx-linux/mlx.h"
#include <math.h>
#include <X11/X.h>
#include "./test.h"
const int g_worldMap[MAP_WIDTH][MAP_HEIGHT] = { \
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} \
};
void my_mlx_pixel_put(t_data *data, int x, int y, int color)
{
uint *dst;
x *= data->bits_per_pixel / 8;
dst = (uint *)(data->addr + (y * data->line_length + x));
*dst = color;
}
double deg2rad(int deg)
{
return (deg * M_PI / 180);
}
void rotate_plane(t_2dpoint *plane, double angle)
{
double old_plane_x;
double old_plane_y;
old_plane_x = (*plane).x;
old_plane_y = (*plane).y;
plane->x = plane->x * cos(angle) - plane->y * sin(angle);
plane->y = old_plane_x * sin(angle) + plane->y * cos(angle);
}
void move_straight(t_data *data)
{
if (!g_worldMap[\
(int)(data->pos.x + data->dir.x * MOVE_SPEED)][(int)data->pos.y])
data->pos.x += data->dir.x * MOVE_SPEED;
if (!g_worldMap[\
(int)data->pos.x][(int)(data->pos.y + data->dir.y * MOVE_SPEED)])
data->pos.y += data->dir.y * MOVE_SPEED;
}
void move_backward(t_data *data)
{
if (!g_worldMap[\
(int)(data->pos.x - data->dir.x * MOVE_SPEED)][(int)data->pos.y])
data->pos.x -= data->dir.x * MOVE_SPEED;
if (!g_worldMap[\
(int)data->pos.x][(int)(data->pos.y - data->dir.y * MOVE_SPEED)])
data->pos.y -= data->dir.y * MOVE_SPEED;
}
void move_left(t_data *data)
{
double pdir_x;
double pdir_y;
pdir_x = -data->dir.y;
pdir_y = data->dir.x;
if (!g_worldMap[(int)(data->pos.x + pdir_x * MOVE_SPEED)][(int)data->pos.y])
data->pos.x -= pdir_x * MOVE_SPEED;
if (!g_worldMap[(int)data->pos.x][(int)(data->pos.y - pdir_y * MOVE_SPEED)])
data->pos.y -= pdir_y * MOVE_SPEED;
}
void move_right(t_data *data)
{
double pdir_x;
double pdir_y;
pdir_x = -data->dir.y;
pdir_y = data->dir.x;
if (!g_worldMap[(int)(data->pos.x - pdir_x * MOVE_SPEED)][(int)data->pos.y])
data->pos.x += pdir_x * MOVE_SPEED;
if (!g_worldMap[(int)data->pos.x][(int)(data->pos.y + pdir_y * MOVE_SPEED)])
data->pos.y += pdir_y * MOVE_SPEED;
}
void look_left(t_data *data)
{
rotate_plane(&data->dir, ROT_SPEED);
rotate_plane(&data->plane, ROT_SPEED);
}
void look_right(t_data *data)
{
rotate_plane(&data->dir, -ROT_SPEED);
rotate_plane(&data->plane, -ROT_SPEED);
}
int key_hook(int keycode, t_data *data)
{
if (keycode == XK_Escape)
exit(0);
if (keycode == XK_w)
move_straight(data);
if (keycode == XK_s)
move_backward(data);
if (keycode == XK_a)
move_right(data);
if (keycode == XK_d)
move_left(data);
if (keycode == XK_Left)
look_left(data);
if (keycode == XK_Right)
look_right(data);
return (0);
}
int get_cl(int side, t_2ipoint step)
{
int color;
if (side == 0 && step.x > 0)
color = 0x00FF0000;
else if (side == 0 && step.x < 0)
color = 0x0000FF00;
else if (side == 1 && step.y > 0)
color = 0x000000FF;
else
color = 0x00FFFF00;
return (color);
}
void draw_(int side, double perpWallDist, t_2ipoint step, int x, t_data *data)
{
const int lineHeight = (int)(WINDOW_HEIGHT / perpWallDist) * cos(deg2rad(FOV/ 2));
int drawStart;
int drawEnd;
int color;
drawStart = -lineHeight / 2 + WINDOW_HEIGHT / 2;
drawEnd = lineHeight / 2 + WINDOW_HEIGHT / 2;
// normalize drawStart and drawEnd
drawStart = ft_clamp(drawStart, 0, WINDOW_HEIGHT - 1);
drawEnd = ft_clamp(drawEnd, 0, WINDOW_HEIGHT - 1);
color = get_cl(side, step);
while (drawStart < drawEnd)
my_mlx_pixel_put(data, x, drawStart++, color);
}
void search_hit(t_2dpoint *sideDist, t_2dpoint deltaDist, t_2ipoint *map, t_2ipoint step, int *side)
{
while (true) {
if (sideDist->x < sideDist->y) {
sideDist->x += deltaDist.x;
map->x += step.x;
*side = 0;
} else {
sideDist->y += deltaDist.y;
map->y += step.y;
*side = 1;
}
if (g_worldMap[map->x][map->y] > 0)
return ;
}
}
void static set_step(t_2ipoint *step, t_2dpoint raydir)
{
if (raydir.x < 0)
step->x = -1;
else
step->x = 1;
if (raydir.y < 0)
step->y = -1;
else
step->y = 1;
}
void static set_side_dist(t_2dpoint *sideDist, t_2dpoint *tb, t_2ipoint map)
{
t_2dpoint rayDir = tb[0];
t_2dpoint pos = tb[1];
t_2dpoint deltaDist = tb[2];
if (rayDir.x < 0)
sideDist->x = (pos.x - map.x) * deltaDist.x;
else
sideDist->x = (map.x + 1.0 - pos.x) * deltaDist.x;
if (rayDir.y < 0)
sideDist->y = (pos.y - map.y) * deltaDist.y;
else
sideDist->y = (map.y + 1.0 - pos.y) * deltaDist.y;
}
void column_handler(t_2ipoint map, t_2dpoint rayDir, t_data *data, int x)
{
t_2dpoint sideDist;
t_2dpoint deltaDist;
double perpWallDist;
t_2ipoint step;
int side;
deltaDist = (t_2dpoint){fabs(1 / rayDir.x), fabs(1 / rayDir.y)};
set_step(&step, rayDir);
set_side_dist(&sideDist, (t_2dpoint[]){rayDir, data->pos, deltaDist}, map);
search_hit(&sideDist, deltaDist, &map, step, &side);
if (side == 0)
perpWallDist = (map.x - data->pos.x + (double)(1 - step.x) / 2)
/ rayDir.x;
else
perpWallDist = (map.y - data->pos.y + (double)(1 - step.y) / 2)
/ rayDir.y;
draw_(side, perpWallDist, step, x, data);
}
int render_frame(t_data *data)
{
double cameraX;
double coef;
coef = 2 * tan(deg2rad(FOV) / 2) / (double)WINDOW_WIDTH;
ft_bzero(data->addr, WINDOW_WIDTH * WINDOW_HEIGHT * data->bits_per_pixel / 8);
for(int x = 0; x < WINDOW_WIDTH; x++)
{
cameraX = x * coef - 1;
column_handler((t_2ipoint){(int)data->pos.x, (int)data->pos.y},
(t_2dpoint){data->dir.x + data->plane.x * cameraX, data->dir.y + data->plane.y * cameraX},
data, x);
}
mlx_put_image_to_window(data->mlx, data->win, data->img, 0, 0);
return (0);
}
int main(void)
{
t_data data;
data.mlx = mlx_init();
data.win = mlx_new_window(data.mlx, WINDOW_WIDTH, WINDOW_HEIGHT, "Raycaster");
data.img = mlx_new_image(data.mlx, WINDOW_WIDTH, WINDOW_HEIGHT);
data.addr = mlx_get_data_addr(data.img, &data.bits_per_pixel, &data.line_length, &data.endian);
// player position
//
// used to get player position in the map
data.pos.x = 22;
data.pos.y = 12;
// player look direction
//
// used to get player look direction vector
data.dir.x = -1;
data.dir.y = 0;
// plane perpendicular to look direction
//
// used to get player camera plane (aka projected screen in front of the
// player for ray intersection)
// the length of the camera plane is 2 * tan(fov / 2) * 1
// where fov is the field of view of the camera
data.plane.x = 0;
data.plane.y = \
2 * tan(deg2rad(FOV) / 2);
mlx_hook(data.win, KeyPress, KeyPressMask, key_hook, &data);
mlx_loop_hook(data.mlx, render_frame, &data);
mlx_loop(data.mlx);
return (0);
}