42_cube3D/game/dda.c
2023-05-10 13:56:34 +02:00

185 lines
4.9 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* dda.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/05/02 15:49:00 by erey-bet #+# #+# */
/* Updated: 2023/05/10 13:40:52 by erey-bet ### ########.fr */
/* */
/* ************************************************************************** */
#include "game.h"
double ft_abs(double nb)
{
if (nb < 0)
return (-nb);
return (nb);
}
void init_dda(t_game *game, t_dda *dda)
{
t_ray *ray;
t_ply *ply;
ray = &game->ray;
ply = &game->ply;
dda->map_x = (int)ply->pos_x;
dda->map_y = (int)ply->pos_y;
if (ray->dir_x == 0)
dda->delta_dist_x = 1e30;
else
dda->delta_dist_x = ft_abs(1 / ray->dir_x);
if (ray->dir_y == 0)
dda->delta_dist_y = 1e30;
else
dda->delta_dist_y = ft_abs(1 / ray->dir_y);
dda->step_x = 1;
dda->step_y = 1;
if (ray->dir_x < 0)
{
dda->step_x = -1;
dda->side_dist_x = (ply->pos_x - dda->map_x) * dda->delta_dist_x;
}
else
dda->side_dist_x = (dda->map_x + 1.0 - ply->pos_x) * dda->delta_dist_x;
if (ray->dir_y < 0)
{
dda->step_y = -1;
dda->side_dist_y = (ply->pos_y - dda->map_y) * dda->delta_dist_y;
}
else
dda->side_dist_y = (dda->map_y + 1.0 - ply->pos_y) * dda->delta_dist_y;
dda->hit = 0;
}
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 (dda->map_x < 0 || dda->map_y < 0
|| dda->map_y >= (int)game->map.size_y
|| dda->map_x >= (int)ft_strlen(game->map.map[dda->map_y]))
{
dda->perp_wall_dist = 1e30;
return ;
}
if (game->map.map[dda->map_y][dda->map_x] == '1')
dda->hit = 1;
}
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;
}
void ray_dda(t_dda *dda)
{
if (dda->perp_wall_dist == 0)
dda->perp_wall_dist = 1e30;
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(dda->draw_end >= HEIGHT)
dda->draw_end = HEIGHT - 1;
}
unsigned int get_rgba(int r, int g, int b, int a)
{
return (r << 24 | g << 16 | b << 8 | a);
}
static uint32_t switch_color_bytes(uint32_t bad)
{
uint32_t good;
good = ((bad & 0xff) << 24) | (((bad >> 8) & 0xff) << 16)
| (((bad >> 16) & 0xff) << 8) | bad >> 24;
return (good);
}
uint32_t get_pixel_color(mlx_texture_t *texture, uint32_t x, uint32_t y) {
return switch_color_bytes(*(uint32_t*)(texture->pixels + (y * texture->width + x) * texture->bytes_per_pixel));
}
int get_texture_side(t_dda *dda)
{
if (dda->side == 0 && dda->step_x < 0)
return (0);
if (dda->side == 0 && dda->step_x > 0)
return (1);
if (dda->side == 1 && dda->step_y < 0)
return (2);
if (dda->side == 1 && dda->step_y > 0)
return (3);
return (0);
}
void draw_texture(t_game *game, t_dda *dda, double x)
{
t_texture_draw tex;
t_ply *ply;
int y;
ply = &game->ply;
tex.texture = game->textures[get_texture_side(dda)];
if (dda->side == 0)
tex.wall_x = ply->pos_y + dda->perp_wall_dist * game->ray.dir_y;
else
tex.wall_x = ply->pos_x + dda->perp_wall_dist * game->ray.dir_x;
tex.wall_x -= floor(tex.wall_x);
tex.x = (int)(tex.wall_x * (double)tex.texture->width);
if ((dda->side == 0 && game->ray.dir_x > 0)
|| (dda->side == 1 && game->ray.dir_y < 0))
tex.x = tex.texture->width - tex.x - 1;
tex.step = 1.0 * tex.texture->height / dda->line_height;
tex.pos = (dda->draw_start - game->window->height / 2 + dda->line_height / 2) * tex.step;
y = dda->draw_start - 1;
while (++y < dda->draw_end)
{
tex.y = (int)tex.pos & (tex.texture->height - 1);
tex.pos += tex.step;
mlx_put_pixel(game->window, x, y, get_pixel_color(tex.texture, tex.x, tex.y));
}
}
void draw(t_game *game, t_dda *dda, int x)
{
int y;
y = -1;
while (++y < dda->draw_start)
mlx_put_pixel(game->window, x, y, game->map.color_bot);
draw_texture(game, dda, x);
y = dda->draw_end - 1;
while (++y < HEIGHT)
mlx_put_pixel(game->window, x, y, game->map.color_top);
}
void dda(t_game *game, int x)
{
t_dda dda;
init_dda(game, &dda);
loop_dda(game, &dda);
ray_dda(&dda);
draw(game, &dda, x);
}