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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* render.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: narnaud <narnaud@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2022/05/31 09:33:02 by narnaud #+# #+# */
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/* Updated: 2022/06/07 11:46:39 by narnaud ### ########.fr */
/* */
/* ************************************************************************** */
#include "../includes/cub3d.h"
void draw_rectangle(t_env *env, t_rectangle rect, int borders)
{
int stepX;
int stepY;
stepY = 0;
while (stepY < rect.sizeY)
{
stepX = 0;
while (stepX < rect.sizeX)
{
if (borders && (stepX == rect.sizeX - 1 || stepY == rect.sizeY - 1))
env->buffer[(env->line_bytes * (int)(rect.startY + stepY))
+ (int)(rect.startX + stepX)] = 0;
else
env->buffer[(env->line_bytes * (int)(rect.startY + stepY))
+ (int)(rect.startX + stepX)] = rect.color;
stepX++;
}
stepY++;
}
}
void render_minimap(t_env *env, t_vec size)
{
char **map;
t_vec vec;
int dX;
int dY;
dX = size.x / env->wide;
dY = size.y / env->deep;
vec.y = 0;
map = env->map;
while (map[vec.y])
{
vec.x = 0;
while (map[vec.y][vec.x])
{
if (map[vec.y][vec.x] == '0')
draw_rectangle(env, (t_rectangle){vec.x * dX, vec.y * dY, dX, dY, 39424}, 1);
else if (map[vec.y][vec.x] == '1')
draw_rectangle(env, (t_rectangle){vec.x * dX, vec.y * dY, dX, dY, 9539977}, 1);
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else if (map[vec.y][vec.x] == '2')
draw_rectangle(env, (t_rectangle){vec.x * dX, vec.y * dY, dX, dY, 100 << 16 | 20 << 8| 100}, 1);
vec.x++;
}
vec.y++;
}
draw_rectangle(env, (t_rectangle){
env->playerPos.x * dX - dX / 4, env->playerPos.y * dY - dY / 4,
dX / 2, dY / 2, 255}, 0);
}
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void draw_vert(t_env *env, t_raycast *rc, int side, int x)
{
int startEnd[2];
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int texHeight;
int texX;
int texY;
double step;
double texPos;
int lineHeight;
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lineHeight = (int)(WIN_Y_SZ / rc->sDist[side]);
if (lineHeight < 0)
lineHeight = 0;
startEnd[0] = -lineHeight / 2 + WIN_Y_SZ / 2;
if (startEnd[0] < 0)
startEnd[0] = 0;
startEnd[1] = lineHeight / 2 + WIN_Y_SZ / 2;
if(startEnd[1] >= WIN_Y_SZ)
startEnd[1] = WIN_Y_SZ - 1;
texHeight = env->tex[rc->tex].height;
draw_rectangle(env, (t_rectangle){x, 0, 1, startEnd[0], env->ceilColor}, 0);
//draw_rectangle(env, (t_rectangle){x, startEnd[0], 1, startEnd[1] - startEnd[0] - 1, color}, 0);
texX = (int)(rc->wallX * (double)env->tex[rc->tex].width);
if(!side && rc->vec.x > 0)
texX = env->tex[rc->tex].width - texX - 1;
if(side && rc->vec.y < 0)
texX = env->tex[rc->tex].width - texX - 1;
step = 1.0 * texHeight / lineHeight;
texPos = (startEnd[0] - WIN_Y_SZ / 2 + lineHeight / 2) * step;
while (startEnd[0] < startEnd[1])
{
texY = (int)texPos & (texHeight - 1);
texPos += step;
env->buffer[env->line_bytes * startEnd[0] + x] \
= env->tex[rc->tex].buffer[texHeight * texY + texX];
startEnd[0]++;
}
draw_rectangle(env, (t_rectangle){x, startEnd[1], 1, WIN_Y_SZ - startEnd[1], env->floorColor}, 0);
}
int to_draw(t_env *env, t_raycast *rc, int *side)
{
*side = 0;
if (rc->sDist[0] > rc->sDist[1])
(*side)++;
rc->cell[*side] += rc->step[*side];
if (env->map[rc->cell[1]][rc->cell[0]] > '0')
{
if (env->map[rc->cell[1]][rc->cell[0]] == '1')
rc->tex = 3 - *side * 2 - (rc->step[*side] + 1) / 2;
else if (env->map[rc->cell[1]][rc->cell[0]] == '2' && rc->tex != 4)
rc->tex = 4;
else
return (0);
if (!*side)
rc->wallX= env->playerPos.y + rc->sDist[*side] * rc->vec.y;
else
rc->wallX = env->playerPos.x + rc->sDist[*side] * rc->vec.x;
rc->wallX -= floor(rc->wallX);
if (rc->tex != 4 || 2 * rc->wallX - vec_len((t_vec_d){rc->cell[0] - env->playerPos.x, rc->cell[1] - env->playerPos.y}) < -2)
return (1);
}
else
rc->tex = 0;
return (0);
}
void init_vert_rc(t_env *env, t_raycast *rc)
{
if (rc->vec.x == 0)
rc->dDist[0] = 1e30;
else
rc->dDist[0] = fabs(1 / rc->vec.x);
if (rc->vec.y == 0)
rc->dDist[1] = 1e30;
else
rc->dDist[1] = fabs(1 / rc->vec.y);
rc->step = (int[2]){0, 0};
if (rc->vec.x < 0 && --rc->step[0])
rc->sDist[0] = (env->playerPos.x - rc->cell[0]) * rc->dDist[0];
else if (++rc->step[0])
rc->sDist[0] = (rc->cell[0] + 1.0 - env->playerPos.x) * rc->dDist[0];
if (rc->vec.y < 0 && --rc->step[1])
rc->sDist[1] = (env->playerPos.y - rc->cell[1]) * rc->dDist[1];
else if (++rc->step[1])
rc->sDist[1] = (rc->cell[1] + 1.0 - env->playerPos.y) * rc->dDist[1];
}
void render_view(t_env* env)
{
int side;
t_raycast rc;
int x;
double camX;
x = 0;
while (x < WIN_X_SZ)
{
ft_bzero(&rc, sizeof(rc));
camX = 2 * x / (double)WIN_X_SZ - 1;
set_vec(&rc.vec, env->playerDir.x + env->camPlan.x * camX,
env->playerDir.y + env->camPlan.y * camX);
rc.cell = (int[2]){env->playerPos.x, env->playerPos.y};
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init_vert_rc(env, &rc);
while (!to_draw(env, &rc, &side))
rc.sDist[side] += rc.dDist[side];
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draw_vert(env, &rc, side, x);
x++;
}
}
void render(t_env *env)
{
bzero(env->buffer, WIN_Y_SZ * WIN_X_SZ * sizeof(int));
render_view(env);
if (env->minimap)
render_minimap(env, (t_vec){env->wide * 8, env->deep * 8});
mlx_put_image_to_window(env->mlx, env->win, env->img, 0, 0);
}