1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
|
#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 */
|