#include "cub3d.h" int render_update(void *param) { int x; t_state *state; state = param; if (!state->running) { state_destroy(state); exit(0); } mlx_clear_window(state->mlx_ptr, state->window_ptr); x = -1; while (++x < state->window_width) render_column(state, x); /* for (int i = 0; i < 200000; i++) */ /* state->window_img.data[i] = 127; */ mlx_put_image_to_window(state->mlx_ptr, state->window_ptr, state->window_img.id, 0, 0); /* mlx_put_image_to_window(state->mlx_ptr, state->window_ptr, state->north_texture.id, 0, 0); */ /* for (int i = 0; i < 200; i++) */ /* printf("%d ", state->window_img.data[i]); */ return (0); } void render_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 encountered wall */ double side_dist_x; double side_dist_y; /* delta between grid lines from ray percepective */ double delta_dist_x = sqrt(1 + (SQUARE(ray.y) / SQUARE(ray.x))); //fabs(1.0 / ray.x); double delta_dist_y = sqrt(1 + (SQUARE(ray.x) / SQUARE(ray.y))); //hfabs(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; side_dist_x = ray.x < 0 ? state->pos.x - map_x : map_x + 1.0 - state->pos.x; side_dist_x *= delta_dist_x; side_dist_y = ray.y < 0 ? state->pos.y - map_y : map_y + 1.0 - state->pos.y; side_dist_y *= delta_dist_y; t_side side; while (TRUE) { 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 = ((double)map_x - state->pos.x + (map_step_x == -1 ? 1 : 0)) / ray.x; else //if (side == SIDE_NORTH_SOUTH) perp_wall_dist = ((double)map_y - state->pos.y + (map_step_y == -1 ? 1 : 0)) / ray.y; /* perp_wall_dist = sqrt(SQUARE(state->pos.x - side_dist_x) + SQUARE(state->pos.y - side_dist_y)); */ int line_height; /* if (perp_wall_dist <= 0) */ /* line_height = state->window_height; */ /* else */ line_height = (int)(state->window_height / perp_wall_dist); /* printf("%f\n", perp_wall_dist); */ /* printf("%d\n", line_height); */ int draw_start = state->window_height / 2 - line_height / 2; if (draw_start < 0) draw_start = 0; int draw_end = state->window_height / 2 + line_height / 2; if (draw_end >= state->window_height) draw_end = state->window_height - 1; /* int tex_x; */ /* int wall_x = side == SIDE_WEST_EAST ? pos */ /* t_vector unit_ray = vector_scale(ray, 1.0 / vector_norm(ray)); */ /* t_vector dist_v = vector_scale(unit_ray, side == SIDE_WEST_EAST ? side_dist_y : side_dist_x); */ /* printf("[%f %f]\n", dist_v.x, dist_v.y); */ /* #<{(| printf("[%f %f]\n", dist_v.x, dist_v.y); |)}># */ /* */ /* double mod = side == SIDE_WEST_EAST ? dist_v.y : dist_v.x; */ /* mod = fabs(mod); */ /* mod -= floor(mod); */ /* tex_x = (int)map_range(side == SIDE_WEST_EAST ? dist_v.y : dist_v.x, 0, 1, 0, state->north_texture.width); */ /* tex_x = side = SIDE_WEST_EAST ? side_dist_y : side_dist_x) */ /* printf("%d\n", tex_x); */ /* double wall_x; */ /* if (side == SIDE_WEST_EAST) */ /* wall_x = pos_y + prep_wall_dist * ray.y; */ /* else */ /* wall_x = pos_x + prep_wall_dist * ray.x; */ /* wall_x -= floor(wall_x); */ int i; i = 0; t_color white; white.hexcode = 0x00ffffff; while (i < draw_start) ((t_color*)state->window_img.data)[i++ * state->window_img.width + x] = state->ceilling_color; while (i < draw_end) ((t_color*)state->window_img.data)[i++ * state->window_img.width + x] = white; while (i < state->window_height) ((t_color*)state->window_img.data)[i++ * state->window_img.width + x] = state->floor_color; } /* double map_range(double x, double src_lo, double src_hi, double dest_lo, double dest_hi) */ /* { */ /* double src_len = src_hi - src_lo; */ /* double dest_len = dest_hi - dest_lo; */ /* return ((x - src_lo) / src_len) * dest_len + dest_lo; */ /* } */