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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* render.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: narnaud <narnaud@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2022/05/31 09:33:02 by narnaud #+# #+# */
/* Updated: 2022/05/31 13:46:43 by narnaud ### ########.fr */
/* */
/* ************************************************************************** */
#include "../includes/cub3d.h"
void draw_vert(t_env *env, int x, int *startEnd, int color)
{
int y;
y= 0;
while (y < startEnd[0])
{
env->buffer[env->line_bytes * y + x] = env->ceilColor;
y++;
}
while (startEnd[0] < startEnd[1])
{
env->buffer[env->line_bytes * startEnd[0] + x] = color;
startEnd[0]++;
}
y = startEnd[0];
while (y < WIN_Y_SZ)
{
env->buffer[env->line_bytes * y + x] = env->floorColor;
y++;
}
}
void draw_square(t_env *env, t_vec vec, int size, int color)
{
int step_x;
int step_y;
step_y = 0;
while (step_y < size)
{
step_x = 0;
while (step_x < size)
{
env->buffer[(env->line_bytes * (vec.y * size + step_y)) + (vec.x * size + step_x)] = color;
step_x++;
}
step_y++;
}
}
void render_minimap(t_env *env)
{
char **map;
t_vec vec;
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_square(env, vec, 6, 39424);
else if (map[vec.y][vec.x] == '1')
draw_square(env, vec, 6, 11885067);
vec.x++;
}
vec.y++;
}
vec.x = round(env->playerPos.x);
vec.y = round(env->playerPos.y);
draw_square(env, vec, 6, 255);
}
double get_wall_dist(t_env *env, int x)
{
double camX;
t_vec_d ray;
t_vec_d dDist;
t_vec_d sDist;
t_vec cell;
t_vec step;
int hit;
int side;
camX = 2 * x / (double)WIN_X_SZ - 1;
set_vec(&ray, env->playerDir.x + env->camPlan.x * camX, env->playerDir.y + env->camPlan.y * camX);
cell.x = round(env->playerPos.x);
cell.y = round(env->playerPos.y);
if (ray.x == 0)
dDist.x = 1e30;
else
dDist.x = fabs(1 / ray.x);
if (ray.y == 0)
dDist.y = 1e30;
else
dDist.y = fabs(1 / ray.y);
hit = 0;
if (ray.x < 0)
{
step.x = -1;
sDist.x = (env->playerPos.x - cell.x) * dDist.x;
}
else
{
step.x = 1;
sDist.x = (cell.x + 1.0 - env->playerPos.x) * dDist.x;
}
if (ray.y < 0)
{
step.y = -1;
sDist.y = (env->playerPos.y - cell.y) * dDist.y;
}
else
{
step.y = 1;
sDist.y = (cell.y + 1.0 - env->playerPos.y) * dDist.y;
}
while (hit == 0)
{
if (sDist.x < sDist.y)
{
sDist.x += dDist.x;
cell.x += step.x;
side = 0;
}
else
{
sDist.y += dDist.y;
cell.y += step.y;
side = 1;
}
if (env->map[cell.y][cell.x] > '0')
hit = 1;
}
if (side == 0)
return (sDist.x - dDist.x);
else
return (sDist.y - dDist.y);
}
void render_view(t_env *env)
{
int x;
double perpWallDist;
int startEnd[2];
int lineHeight;
x = 0;
while (x < WIN_X_SZ)
{
perpWallDist = get_wall_dist(env, x);
lineHeight = (int)(WIN_Y_SZ / perpWallDist);
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;
draw_vert(env, x, startEnd, 11885067);
x++;
}
}
void render(t_env *env)
{
env->img = mlx_new_image(env->mlx, WIN_X_SZ, WIN_Y_SZ);
env->buffer = (int *)mlx_get_data_addr(env->img, \
&env->pixel_bits, &env->line_bytes, &env->endian);
env->line_bytes /= 4;
render_view(env);
render_minimap(env);
mlx_put_image_to_window(env->mlx, env->win, env->img, 0, 0);
mlx_destroy_image(env->mlx, env->img);
}