sprites duhhh

This commit is contained in:
Quinten Mennen 2025-05-08 15:59:54 +02:00
parent 51de10fd34
commit a06b7889da
9 changed files with 215 additions and 24 deletions

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@ -7,7 +7,8 @@
"glfw3.h": "c",
"vec_math.h": "c",
"texture.h": "c",
"libft.h": "c"
"libft.h": "c",
"render.h": "c"
},
"cmake.ignoreCMakeListsMissing": true
}

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assets/battery.png Normal file

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@ -1,12 +1,12 @@
/* ************************************************************************** */
/* */
/* :::::::: */
/* render.h :+: :+: */
/* +:+ */
/* By: whaffman <whaffman@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/04/15 16:28:16 by qmennen #+# #+# */
/* Updated: 2025/05/04 13:21:04 by whaffman ######## odam.nl */
/* ::: :::::::: */
/* render.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/15 16:28:16 by qmennen #+# #+# */
/* Updated: 2025/05/08 14:50:38 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
@ -22,6 +22,6 @@ void render_clear(t_screen *screen);
void render_entities(t_game *game);
void render_map(t_screen *screen, t_map *map);
void cast_rays(t_game *game);
void render_sprites(t_render* render, t_game *game);
#endif

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/15 15:52:44 by qmennen #+# #+# */
/* Updated: 2025/05/06 20:03:48 by qmennen ### ########.fr */
/* Updated: 2025/05/08 14:51:17 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
@ -52,6 +52,15 @@ typedef struct s_player
int is_moving;
} t_player;
typedef struct s_sprite
{
int n_frames;
double dist;
double cam_frac;
mlx_texture_t *texture;
t_vec2 pos;
} t_sprite;
typedef struct s_map
{
unsigned int width;
@ -64,6 +73,8 @@ typedef struct s_map
mlx_texture_t *texture_floor;
mlx_texture_t *texture_ceiling;
mlx_texture_t *textures[4];
t_sprite *sprites;
unsigned int n_sprites;
unsigned int floor_color;
unsigned int ceiling_color;
} t_map;

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/15 18:53:19 by qmennen #+# #+# */
/* Updated: 2025/05/06 19:54:42 by qmennen ### ########.fr */
/* Updated: 2025/05/08 15:51:06 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
@ -59,9 +59,15 @@ static void strave(t_map *map, t_player *player, int dir, double delta)
xa = dir * perp(player->dir).x * player->speed * delta;
ya = dir * perp(player->dir).y * player->speed * delta;
if (xa != 0 && collision_horizontal(map, player, xa))
{
player->pos.x += xa;
player->is_moving = 1;
}
if (ya != 0 && collision_vertical(map, player, ya))
{
player->is_moving = 1;
player->pos.y += ya;
}
}
static void rotate(t_player *player, double rot_speed)

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/05/02 11:58:09 by whaffman #+# #+# */
/* Updated: 2025/05/06 19:56:47 by qmennen ### ########.fr */
/* Updated: 2025/05/08 14:51:32 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
@ -224,14 +224,15 @@ void draw_floor(t_game *game)
void cast_rays(t_game *game)
{
int x;
t_render render;
t_render render[WIDTH];
x = 0;
draw_floor(game);
while (x < game->screen->width)
{
render = cast_ray(game, x);
draw_line(game, render, x);
render[x] = cast_ray(game, x);
draw_line(game, render[x], x);
x++;
}
render_sprites(render, game);
}

156
src/render/render_sprite.c Normal file
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@ -0,0 +1,156 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* render_sprite.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/05/08 12:23:17 by qmennen #+# #+# */
/* Updated: 2025/05/08 15:59:32 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
#include "render.h"
static void sort_sprites(t_game *game)
{
t_sprite sprite_temp;
int n;
int i;
int new_n;
n = game->map->n_sprites;
while (n > 1)
{
i = 1;
new_n = 0;
while (i < n - 1)
{
if (game->map->sprites[i - 1].dist < game->map->sprites[i].dist)
{
sprite_temp = game->map->sprites[i - 1];
game->map->sprites[i - 1] = game->map->sprites[i];
game->map->sprites[i] = sprite_temp;
new_n = i;
}
i++;
}
n = new_n;
}
}
static void calculate_sprite_dist(t_game *game)
{
int i;
t_vec2 player_pos;
i = 0;
player_pos = game->player->pos;
while (i < game->map->n_sprites)
{
game->map->sprites[i].dist = dist_point_line(game->map->sprites[i].pos,
(t_vec2_line){player_pos, game->player->camera});
i++;
}
}
static void cam_fraction(t_game *game, t_sprite *sprite)
{
t_vec2 ps;
double frac_cam;
double frac_sprite;
double denominator;
ps = sub(sprite->pos, game->player->pos);
frac_cam = (ps.y * game->player->dir.x - ps.x * game->player->dir.y);
denominator = (ps.x * game->player->camera.y - ps.y * game->player->camera.x);
frac_sprite = (game->player->camera.y * game->player->dir.x - game->player->camera.x * game->player->dir.y);
if (denominator == 0 || (frac_sprite / denominator) < 0)
{
sprite->cam_frac = NAN;
return;
}
sprite->cam_frac = frac_cam / denominator;
if (sprite->cam_frac < -1 || sprite->cam_frac > 1)
{
sprite->cam_frac = NAN;
return;
}
return;
}
unsigned int sample_texture_color(mlx_texture_t *texture, int x, int y, double dist)
{
int index;
int alpha;
alpha = 1.0 / dist * 255;
index = (x + y * texture->width) * texture->bytes_per_pixel;
if (texture->pixels[index + 3] == 0)
{
alpha = 0;
}
return texture->pixels[index] << 24 | texture->pixels[index + 1] << 16 | texture->pixels[index + 2] << 8 | alpha;
}
void draw_sprite(t_game *game, t_sprite *sprite)
{
double sprite_scale;
int x_start;
int y_start;
int x_end;
int y_end;
int x;
int y;
double tex_x;
double tex_y;
unsigned int color;
if (isnan(sprite->cam_frac) || sprite->dist < 1)
return;
sprite_scale = (1 / sprite->dist) * 16;
printf("scale %f, dist: %f\n", sprite_scale, sprite->dist);
x_start = (game->screen->width / 2) * (1 + sprite->cam_frac) - ((sprite->texture->width * sprite_scale) / 2);
y_start = (game->screen->height / 2) - (sprite->texture->height * sprite_scale) / 2 ;
x_end = (game->screen->width / 2) * (1 + sprite->cam_frac) + ((sprite->texture->width * sprite_scale) / 2);
y_end = (game->screen->height / 2) + (sprite->texture->height * sprite_scale) / 2 ;
x = x_start;
y = y_start;
while (y < y_end)
{
if (y < 0 || y >= game->screen->height)
break;
x = (int)x_start;
while (x < x_end)
{
tex_x = ((double)((x - x_start) / (double)(x_end - x_start))) * sprite->texture->width;
tex_y = ((double)((y- y_start) / (double)(y_end - y_start))) * sprite->texture->height;
// printf("\e[1;1H\e[2J");
// printf("x: %d, y: %d, tex_x: %d, tex_y: %d\n", x, y, (int) tex_x, (int) tex_y);
color = sample_texture_color(sprite->texture, (int)(tex_x), (int)(tex_y), sprite->dist);
if (x < 0 || x >= game->screen->width || y < 0 || y >= game->screen->height || (color & 0xFF) == 0)
{
x++;
continue;
}
mlx_put_pixel(game->screen->img, x, y, color);
x++;
}
y++;
}
}
void render_sprites(t_render *render, t_game *game)
{
int i;
calculate_sprite_dist(game);
sort_sprites(game);
i = 0;
while (i < game->map->n_sprites)
{
cam_fraction(game, &game->map->sprites[i]);
draw_sprite(game, &game->map->sprites[i]);
i++;
}
}

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/15 15:30:27 by qmennen #+# #+# */
/* Updated: 2025/05/08 12:09:03 by qmennen ### ########.fr */
/* Updated: 2025/05/08 15:51:30 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
@ -35,7 +35,6 @@ int screen_create(t_game **game)
screen->background = mlx_new_image(screen->mlx, WIDTH, HEIGHT);
if (!screen->background)
return (FAILURE);
screen->hud = mlx_texture_to_image(mlx, mlx_load_png("./assets/overlay.png"));
(*game)->screen = screen;
return (SUCCESS);
}

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@ -1,17 +1,32 @@
/* ************************************************************************** */
/* */
/* :::::::: */
/* initialize.c :+: :+: */
/* +:+ */
/* By: qmennen <qmennen@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/04/22 17:08:26 by qmennen #+# #+# */
/* Updated: 2025/05/07 11:35:18 by whaffman ######## odam.nl */
/* ::: :::::::: */
/* initialize.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/22 17:08:26 by qmennen #+# #+# */
/* Updated: 2025/05/08 14:52:45 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
#include "cub3d.h"
static int init_temp(t_game **game)
{
(*game)->map->sprites = malloc(sizeof(t_sprite));
if (!(*game)->map->sprites)
return (FAILURE);
(*game)->map->sprites[0].n_frames = 1;
(*game)->map->sprites[0].pos.x = 3.5;
(*game)->map->sprites[0].pos.y = 3.5;
(*game)->map->sprites[0].dist = 0;
(*game)->map->sprites[0].texture = mlx_load_png("./assets/battery.png");
(*game)->map->n_sprites = 1;
(*game)->screen->hud = mlx_texture_to_image((*game)->screen->mlx, mlx_load_png("./assets/overlay.png"));
return (SUCCESS);
}
int initialize_cub3d(t_game **game, const char *mapfile)
{
if (!game_create(game))
@ -26,6 +41,8 @@ int initialize_cub3d(t_game **game, const char *mapfile)
return (FAILURE);
if (!keyboard_create(game))
return (FAILURE);
if (!init_temp(game))
return (FAILURE);
if (!screen_display((*game)->screen))
return (FAILURE);
mlx_key_hook((*game)->screen->mlx, keyhandle, *game);