Add dda and raycasting start

This commit is contained in:
Etienne Rey-bethbeder 2023-05-02 16:58:55 +02:00
parent da452769c2
commit 65a622bf10
4 changed files with 142 additions and 6 deletions

BIN
game/.game.h.swp Normal file

Binary file not shown.

121
game/dda.c Normal file
View File

@ -0,0 +1,121 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* dda.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/05/02 15:49:00 by erey-bet #+# #+# */
/* Updated: 2023/05/02 16:58:31 by erey-bet ### ########.fr */
/* */
/* ************************************************************************** */
#include "game.h"
void init_dda(t_game *game, t_dda *dda)
{
t_ray *ray
ray = game->ray;
dda->map_x = (int)game->ply->pos_x;
dda->map_y = (int)game->ply->pos_y;
if (ray->dir_x == 0)
dda->delta_dist_x = 1e30;
else
dda->delta_dist_x = abs(1 / ray->dir_x);
if (ray->dir_y == 0)
dda->delta_dist_y = 1e30;
else
dda->delta_dist_y = abs(1 / ray->dir_y);
dda->hit = 0;
if (ray->dir_x < 0)
{
dda->step_x = -1;
dda->side_dist_x = (game->ply->pos_x - dda->map_x) * dda->delta_dist_x;
}
else
{
dda->step_x = 1;
dda->side_dist_x = (dda->map_x + 1.0 - game->ply->pos_y) * dda->delta_dist_x;
}
if (ray->dir_y < 0)
{
dda->step_y = -1;
dda->side_dist_y = (game->ply->pos_y - dda->map_y) * dda->delta_dist_y;
}
else
{
dda->step_y = 1;
dda->side_dist_y = (dda->map_y + 1.0 - game->ply->pos_y) * dda->delta_dist_y;
}
}
void loop_dda(t_game *game, t_dda *dda)
{
while (dda->hit == 0)
{
if (dda->side_dist_x < dda->side_dist_y)
{
dda->side_dist_x += dda->delta_dist_x;
dda->map_x += dda->step_x;
dda->side = 0;
}
else
{
dda->side_dist_y += dda->delta_dist_y;
dda->map_y += dda->step_y;
dda->side = 1;
}
if (game->map->map[dda->map_x][dda->map_y] > 0)
dda->hit = 1;
}
}
void ray_dda(t_game *game, t_dda *dda)
{
if(dda->side == 0)
dda->perp_wall_dist = (dda->side_dist_x - dda->delta_dist_x);
else
dda->perp_wall_dist = (dda->side_dist_y - dda->delta_dist_y);
dda->line_height = (int)(HEIGHT / dda->perp_wall_dist);
dda->draw_start = -dda->line_height / 2 + HEIGHT / 2;
if(dda->draw_start < 0)
dda->draw_start = 0;
dda->draw_end = dda->line_height / 2 + HEIGHT / 2;
if(draw_end >= HEIGHT)
draw_end = HEIGHT - 1;
}
int create_trgb(int t, int r, int g, int b)
{
return (t << 24 | r << 16 | g << 8 | b);
}
#include <time.h>
#include <stdlib.h>
void draw_dda(t_game *game, t_dda *dda)
{
int color;
srand(time(NULL));
int r = rand() % 4;
if (r == 0)
color = create_trgv(255, 150, 10, 200);
else if (r == 1)
color = create_trgv(255, 10, 150, 200);
else if (r == 2)
color = create_trgv(255, 200, 150, 10);
else if (r == 3)
color = create_trgv(255, 10, 200, 150);
mlx_put_pixel(game->mlx->window, abs(x), y,
}
void dda(t_game *game, t_dda *dda)
{
init_dda(game, dda);
loop_dda(game, dda);
ray_dda(game, dda);
draw_dda(game, dda);
}

View File

@ -6,7 +6,7 @@
/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/04/26 15:29:34 by erey-bet #+# #+# */
/* Updated: 2023/05/02 15:32:43 by erey-bet ### ########.fr */
/* Updated: 2023/05/02 15:56:17 by erey-bet ### ########.fr */
/* */
/* ************************************************************************** */
@ -31,10 +31,25 @@ typedef struct s_player
typedef struct s_raycast
{
double x;
double y;
double dir_x;
double dir_y;
} t_ray;
typedef struct s_dda
{
int map_x;
int map_y;
double side_dist_x;
double side_dist_y;
double delta_dist_x;
double delta_dist_y;
double perp_wall_dist;
int step_x;
int step_y;
int hit;
int side;
} t_dda;
typedef struct s_game
{
mlx_t *mlx;

View File

@ -6,7 +6,7 @@
/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/04/27 14:30:29 by erey-bet #+# #+# */
/* Updated: 2023/05/02 13:12:15 by erey-bet ### ########.fr */
/* Updated: 2023/05/02 15:56:09 by erey-bet ### ########.fr */
/* */
/* ************************************************************************** */
@ -25,8 +25,8 @@ int ray(t_game *game)
while (i <= WIDTH)
{
camera = 2 * i / (double)WIDTH - 1; //x-coordinate in camera space
ray->x = p->dir_x + p->pla_x * camera;
ray->y = p->dir_y + p->pla_y * camera;
ray->dir_x = p->dir_x + p->pla_x * camera;
ray->dir_y = p->dir_y + p->pla_y * camera;
}
}