#include "cub3d.h" t_state *create_state(void *mlx_ptr, void *window_ptr, t_parsing *parsing) { t_state *state; if ((state = (t_state*)malloc(sizeof(t_state))) == NULL) return (NULL); state->mlx_ptr = mlx_ptr; state->window_ptr = window_ptr; state->window_width = parsing->resolution_width; state->window_height = parsing->resolution_height; state->running = TRUE; state->pos.x = 1.0; state->pos.y = 1.0; state->dir.x = 1.0; state->dir.y = 0.0; state->plane.x = 0.0; state->plane.y = 0.66; state->map = parsing->map; state->map_width = parsing->map_width; state->map_height = parsing->map_height; return (state); } int graphics_update(void *param) { t_state *state = param; if (!state->running) { mlx_destroy_window(state->mlx_ptr, state->window_ptr); exit(0); } /* int color = 0x00FFFFFF; */ /* int x = state->pos.x; */ /* int y = state->pos.y; */ /* for (int i = 0; i < 4; i++) */ /* for (int j = 0; j < 4; j++) */ /* mlx_pixel_put(state->mlx_ptr, state->window_ptr, x + i - 2,y + j - 2, 0x00ffffff); */ /* int x2 = state->dir.x; */ /* int y2 = state->dir.y; */ /* for (int i = 0; i < 4; i++) */ /* for (int j = 0; j < 4; j++) */ /* mlx_pixel_put(state->mlx_ptr, state->window_ptr, x + x2 + i - 2,y + y2 + j - 2, 0x00ffff00); */ int x; x = -1; while (++x < state->window_width) draw_column(state, x); return (0); } typedef enum { SIDE_NORTH_SOUTH, SIDE_WEST_EAST } t_side; void draw_column(t_state *state, int x) { /* * -1 0 1 * v v v * #################### * # | # * # | # * # | # * # | # * # | # * #################### */ double camera_x = 2 * x / (double)state->window_width - 1; /* camera plane length related to current column */ t_vector ray; ray = vector_add(state->dir, vector_scale(state->plane, camera_x)); /* ray.x = state->dir.x + state->plane.x * camera_x; */ /* ray.y = state->dir.y + state->plane.y * camera_x; */ /* printf("[%f %f]\n", ray.x, ray.y); */ /* map pos*/ int map_x = (int)state->pos.x; int map_y = (int)state->pos.y; /* dist to first encounter wall */ double side_dist_x; double side_dist_y; /* delta between grid lines from ray percepective */ double delta_dist_x = fabs(1.0 / ray.x); double delta_dist_y = fabs(1.0 / ray.y); /* dist to wall (perpendicular to avoid fisheye effect) */ double perp_wall_dist; /* step on size for the `map_. +=` */ int map_step_x = ray.x < 0 ? -1 : 1; int map_step_y = ray.y < 0 ? -1 : 1; if (ray.x < 0) side_dist_x = (state->pos.x - map_x) * delta_dist_x; else side_dist_x = (map_x + 1.0 - state->pos.x) * delta_dist_x; if (ray.y < 0) side_dist_y = (state->pos.y - map_y) * delta_dist_y; else side_dist_y = (map_y + 1.0 - state->pos.y) * delta_dist_y; t_side side; int hit = FALSE; while (!hit) { if (side_dist_x < side_dist_y) { side_dist_x += delta_dist_x; /* increment real dist */ map_x += map_step_x; /* increment map dist */ side = SIDE_WEST_EAST; } else { side_dist_y += delta_dist_y; map_y += map_step_y; side = SIDE_NORTH_SOUTH; } if (state->map[map_y][map_x] == CELL_WALL) break; } if (side == SIDE_WEST_EAST) perp_wall_dist = (map_x - state->pos.x + (1 - map_step_x) / 2) / ray.x; else //if (side == SIDE_NORTH_SOUTH) perp_wall_dist = (map_y - state->pos.y + (1 - map_step_y) / 2) / ray.y; int line_height = (int)(state->window_height / perp_wall_dist); int draw_start = -line_height / 2 + state->window_height / 2; if (draw_start < 0) draw_start = 0; int draw_end = line_height / 2 + state->window_height / 2; if (draw_end >= state->window_height) draw_end = state->window_height - 1; for (int i = draw_start; i < draw_end; i++) mlx_pixel_put(state->mlx_ptr, state->window_ptr, x, i, 0x00ffffff); } t_vector vector_add(t_vector a, t_vector b) { a.x += b.x; a.y += b.y; return a; } t_vector vector_scale(t_vector v, double scalar) { v.x *= scalar; v.y *= scalar; return v; } /* sqrt( x^2 + y^2 ) / x */