Cub3D/srcs/cast_ray.c
2022-05-19 19:34:30 +02:00

381 lines
10 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* cast_ray.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: apommier <apommier@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2022/05/04 18:08:14 by apommier #+# #+# */
/* Updated: 2022/05/19 19:04:22 by apommier ### ########.fr */
/* */
/* ************************************************************************** */
#include "../includes/Cub3D.h"
void print_ray2(t_data *img, double vx, double vy, double dist)
{
int i = -1;
int red = 0;
//printf("in print ray2\n");
red = red << 8;
red +=255;
red = red << 8;
red = red << 8;
while (++i < dist)
{
mlx_pixel_put(img->mlx_test, img->mlx_win_test, (img->player.x + (vx) * i) , (img->player.y + (vy) * i) , red);
mlx_pixel_put(img->mlx_test, img->mlx_win_test, (img->player.x + (vx) * i) + 1, (img->player.y + (vy) * i) , red);
mlx_pixel_put(img->mlx_test, img->mlx_win_test, (img->player.x + (vx) * i) , (img->player.y + (vy) * i) + 1, red);
}
}
int get_color(char one, char two, char three)
{
int color = 0;
color = color << 8;
color += one;
color = color << 8;
color += two;
color = color << 8;
color += three;
return (color);
}
int get_red()
{
int red = 0;
red = red << 8;
red +=255;
red = red << 8;
red = red << 8;
return (red);
}
int get_dark_red()
{
int red = 0;
red = red << 8;
red +=139;
red = red << 8;
red = red << 8;
return (red);
}
void draw_ray3d(t_data *img, ray ray)
{
double line_height;
double line_offset;
int x = 0;
double y = 0;
int mx = 0;
int my = 0;
//int pixel;
int color;
int texture_size = 64;
//char *wall;
//wall = get_texture(1);
/*for(y=0;y<lineH;y++)
{
int pixel=((int)ty*32+(int)tx)*3+(hmt*32*32*3);
int red =All_Textures[pixel+0]*shade;
int green =All_Textures[pixel+1]*shade;
int blue =All_Textures[pixel+2]*shade;
glPointSize(8); glColor3ub(red,green,blue); glBegin(GL_POINTS); glVertex2i(r*8,y+lineOff); glEnd();
ty+=ty_step;
}*/
// double ty=ty_off*ty_step;//+hmt*32;
// double tx;
// if(shade==1)
// {
// tx=(int)(rx/2.0)%32;
// if(ra>180)
// tx=31-tx;
// }
// else
// {
// tx=(int)(ry/2.0)%32;
// if(ra>90 && ra<270)
// tx=31-tx;
// }
//pixel = ((int)ty * 32 + (int)tx) * 3 + (hmt * 32 * 32 * 3);
//int copy = ray.ty;
//i = 0;
line_height = img->map.size * 960 / ray.dist;
//if (line_height > 512)
// line_height = 512;
line_offset = 256 - line_height / 2;
double gap = 1;
//double old_y = 0;
double myy = 0;
//printf("mp= %f modulo texture_size= %d\n", ray.mp, ((int)ray.mp / 4) % texture_size);
//while (x < 8)
//{
y = 0;
my = 0;
myy = 0;
//double step = 1.0 * texHeight / lineHeight;
gap = (texture_size / line_height);
//old_y = 0;
//ray.ty = ;
mx = ((int)ray.mp) % texture_size;
//int texX = int(wallX * double(texWidth));
//if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1;
//if(side == 1 && rayDirY < 0) texX = texWidth - texX - 1;
while (y < line_height)
{
//if (y > old_y + (16 / line_height)/*(line_height / 16)*/)
//{
// gap++;
// old_y = y;
//}
//(x * 16 + y)* 3 + 1;
//mp= x du mur
//my = gap;
myy += gap;
my = (int)myy;//gap;
//mx = ((int)ray.mp) % 16;
//ray.pixel = ((((int)ray.mp) % 16) * 16 + gap /*+ x*/) * 3 + 1 ;
ray.pixel = ((my) * texture_size + mx)* 3 - 1;
x = -1;
//printf("x= %d y= %f pixel= %d\n", ray.index /** 2 + 530 + x*/, y, ray.pixel);
color = get_color(img->map.texture.north[ray.pixel], img->map.texture.north[ray.pixel + 1], img->map.texture.north[ray.pixel + 2]);
while (++x < 4)
{
if (ray.wall_type)
mlx_pixel_put(img->mlx, img->mlx_win, ray.index * 4 + x, y + line_offset , color);
else
mlx_pixel_put(img->mlx, img->mlx_win, ray.index * 4 + x, y + line_offset , (color >> 1) & 8355711);
}
//printf("pixel=%d ", ray.pixel);
//if (ray.wall_type)
//int l = 0;
//while (l < 8)
//{
//x = -1;
//while (++x < 8)
//l++;
//}
//else
// mlx_pixel_put(img->mlx, img->mlx_win, ray.index * 8 + 530 + x, y + line_offset , color);
y++;
}
x++;
//}
//printf("\n");
//ray.tx++;
}
void draw_ray(t_data *img)
{
double ray_angle = 0; //ray angle
double ray_y = 0; //where ray touch x
double ray_x = 0; //where ray touch y
double next_x = 0;
double next_y = 0;
double dist_v;
double dist_h;
double dist_f;
double vx = 0;
double vy = 0;
int count = 0;
double aTan = 0;
int nb_ray = -1;
int my = 0;
int mx = 0;
int mp = 0;
(void)dist_f;
//printf("---NEW RAY----\n\n");
//printf("\nENTER DRAW RAY\n");
//while (++k < ft_strlen(img->map.simple_map))
// printf("%d--- %c\n", k, img->map.simple_map[k]);
//printf("map = -%s-\n", img->map.simple_map);
count = 0;
ray_angle = reset_angle(img->player.angle + 30);
//ray_angle = reset_angle(img->player.angle);
while (++nb_ray < 240)
{
//if (nb_ray)
// ray_angle -= 30;
count = 0;
dist_v = -1;
dist_h = -1;
//printf("------RAY N0 %d-------\n", nb_ray);
//printf("player_angle= %f ray_angle= %f\n", img->player.angle, ray_angle);
//----------start vertical ray----------
aTan = tan(deg_to_rad(ray_angle));
//if (aTan != tan(deg_to_rad(ray_angle - 0.25)))
//double test = 0.1111111111111;
//printf("test= %f\n", test);
//printf("ray_angle = %f\n", ray_angle);
//printf("in atan= %f\n", deg_to_rad(ray_angle));
//printf("atan= %f\n", aTan);
if (cos(deg_to_rad(ray_angle)) > 0.001)//looking left
{
ray_x = (((int)img->player.x>>6)<<6) + 64;
ray_y = (img->player.x - ray_x) * aTan + img->player.y;
next_x = 64;
next_y = -next_x * aTan;
}
else if (cos(deg_to_rad(ray_angle)) < -0.001)//looking right
{
ray_x = (((int)img->player.x>>6)<<6) - 0.0001;
ray_y = (img->player.x - ray_x) * aTan + img->player.y;
next_x = -64;
next_y = -next_x * aTan;
}
else
{
ray_x = img->player.x;
ray_y = img->player.y;
count = 8;
}
//if (next_x > 0)
// printf("for hroizon looking left\n");
//else
// printf("for hroizon looking right\n");
//printf("\nray_y= %f ray_x= %f\n", ray_y, ray_x);
//printf("next_y= %f next_x= %f\n", next_y, next_x);
//printf("BASE p_y= %f p_x= %f\n", img->player.y, img->player.x);
while (count < 8)
{
//printf("count = %d\n", count);
mx = (int)(ray_x)>>6;
my = (int)(ray_y)>>6;
mp = my * img->map.x + mx;
//printf("mx=%d my=%d mp= %d\n", mx, my, mp);
if (mp > 0 && mp < img->map.x * img->map.y && img->map.simple_map[mp] == '1')//hit wall
{
count = 8;
//printf("vertical wall\n");
dist_v = cos(deg_to_rad(ray_angle)) * (ray_x-img->player.x) - sin(deg_to_rad(ray_angle)) * (ray_y-img->player.y);
}
else
{
ray_x += next_x;
ray_y += next_y;
count += 1;
}
}
//print_ray2(img, img->player.vx, img->player.vy, dist_v);
vx = ray_x;
vy = ray_y;
//-------start horizontal ray---------
count = 0;
aTan = 1.0 / aTan;
if (sin(deg_to_rad(ray_angle)) > 0.001)//looking up
{
ray_y = (((int)img->player.y>>6)<<6) - 0.0001;
ray_x = (img->player.y - ray_y) * aTan + img->player.x;
next_y = -64;
next_x = -next_y * aTan;
}
else if (sin(deg_to_rad(ray_angle))<-0.001)//looking down
{
ray_y = (((int)img->player.y>>6)<<6) + 64;
ray_x = (img->player.y - ray_y) * aTan + img->player.x;
next_y = 64;
next_x = -next_y * aTan;
}
else
{
ray_x = img->player.x;
ray_y = img->player.y;
count = 8;
}//looking straight left or right
while (count < 8)
{
//printf("ray_y= %f ray_x= %f\n", ray_y, ray_x);
mx = (int)(ray_x)>>6;
my = (int)(ray_y)>>6;
mp = my * img->map.x + mx;
//printf("mx=%d my=%d mp= %d\n", mx, my, mp);
if (mp > 0 && mp < img->map.x * img->map.y && img->map.simple_map[mp] == '1')//hit
{
count = 8;
//printf ("horizontal wall\n");
//printf("case: x= %d, y= %d mp= %d\n", mx, my, mp);
dist_h = cos(deg_to_rad(ray_angle)) * (ray_x - img->player.x) - sin(deg_to_rad(ray_angle)) * (ray_y - img->player.y);
}
else
{
ray_x += next_x;
ray_y += next_y;
count += 1;
} //check next horizontal
}
//printf("dist_h= %f dist_v= %f\n", dist_h, dist_v);
//vx = cos(deg_to_rad(ray_angle));
//vy = -sin(deg_to_rad(ray_angle));
//printf("vx= %f vy= %f\n rx= %f ry= %f", vx, vy, ray_x, ray_y);
int wall_type;
ray ray_info;
if (dist_h != -1 && (dist_h < dist_v || dist_v == -1))
{
//print_ray2(img, cos(deg_to_rad(ray_angle)), -sin(deg_to_rad(ray_angle)), fabs(dist_h));
dist_f = dist_h;
//printf("rx= %f ry= %f\n", ray_x, ray_y);
ray_info.mp = ray_x;
wall_type = 0;
}
else if (dist_v != -1)
{
dist_f = dist_v;
//printf("vx= %f vy= %f\n", vx, vy);
ray_x = vx;
ray_y = vy;
ray_info.mp = vy;
//print_ray2(img, cos(deg_to_rad(ray_angle)), -sin(deg_to_rad(ray_angle)), fabs(dist_v));
wall_type = 1;
}
else
dist_f = 0;
double tx;
//double ty_off = 0;
//double ty_step = 32.0/dist_f;
//double ty = ;
/*if(dist_f > 640)
{
ty_off = (dist_f - 320) / 2.0;
dist_f = 320;
} */
//ty = ty_off * 16.0 / dist_f; ;//+hmt*32;
//tx = (int) (ray_y / 2.0) % 16;
tx=(int)(ray_x/2.0) % 32; if(ray_angle>180){ tx=31-tx;}
//if(ray_angle > 180)
// tx = 15 - tx;
//ray_info.pixel = ((int)ty * 16 + (int)tx) * 3 + 3;
//printf("nb_ray= %d\n", nb_ray);
ray_info.ty = ray_y;
ray_info.tx = ray_x;
//ray_info.mp = ray_info.mp / 2;
ray_info.index = nb_ray;
ray_info.wall_type = wall_type;
int ca = reset_angle(img->player.angle - ray_angle); //fisheye
dist_f = dist_f * cos(deg_to_rad(ca));
ray_info.dist = dist_f; //fisheye
draw_ray3d(img, ray_info);
//ray_angle -= 0.5;
//printf("entre ray_angle = %f\n", ray_angle);
ray_angle = reset_angle(ray_angle - 0.25);
//printf("after ray_angle = %f\n", ray_angle);
}
}