This commit is contained in:
whaffman 2025-05-12 12:56:12 +02:00
parent e03ff1e9ab
commit c36db1ef4b
7 changed files with 176 additions and 154 deletions

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/04/15 12:22:29 by qmennen #+# #+# */
/* Updated: 2025/05/09 15:05:36 by whaffman ######## odam.nl */
/* Updated: 2025/05/12 11:31:51 by whaffman ######## odam.nl */
/* */
/* ************************************************************************** */
@ -32,6 +32,7 @@
# define NUM_KEYS 256
# define TILE_SIZE 8
#define MINIMAP_SIZE 300
# include "MLX42.h"
# include "allowed.h"

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@ -6,13 +6,13 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/04/25 10:11:44 by whaffman #+# #+# */
/* Updated: 2025/05/12 11:04:28 by whaffman ######## odam.nl */
/* Updated: 2025/05/12 12:11:59 by whaffman ######## odam.nl */
/* */
/* ************************************************************************** */
#ifndef VEC_MATH_H
#define VEC_MATH_H
#include "types.h"
# define VEC_MATH_H
# include "types.h"
/**
* @brief Calculates the distance between two 2D vectors.
@ -21,7 +21,7 @@
* @param b The second 2D vector.
* @return The distance between vector a and vector b as a double.
*/
double dist(t_vec2 a, t_vec2 b);
double dist(t_vec2 a, t_vec2 b);
/**
* @brief Calculates the norm (length) of a 2D vector.
@ -29,7 +29,7 @@ double dist(t_vec2 a, t_vec2 b);
* @param a The 2D vector.
* @return The norm of vector a as a double.
*/
double norm(t_vec2 a);
double norm(t_vec2 a);
/**
* @brief Calculates the dot product of two 2D vectors.
@ -38,7 +38,7 @@ double norm(t_vec2 a);
* @param b The second 2D vector.
* @return The dot product of vector a and vector b as a double.
*/
double dot(t_vec2 a, t_vec2 b);
double dot(t_vec2 a, t_vec2 b);
/**
* @brief Calculates the distance from a point to a line.
@ -47,7 +47,7 @@ double dot(t_vec2 a, t_vec2 b);
* @param line The line defined by a (support)point and a direction.
* @return The distance from the point to the line as a double.
*/
double dist_point_line(t_vec2 point, t_vec2_line line);
double dist_point_line(t_vec2 point, t_vec2_line line);
/**
* @brief Adds two 2D vectors.
@ -56,7 +56,7 @@ double dist_point_line(t_vec2 point, t_vec2_line line);
* @param b The second 2D vector.
* @return The sum of vector a and vector b as a new 2D vector.
*/
t_vec2 add(t_vec2 a, t_vec2 b);
t_vec2 add(t_vec2 a, t_vec2 b);
/**
* @brief Subtracts one 2D vector from another.
@ -65,7 +65,7 @@ t_vec2 add(t_vec2 a, t_vec2 b);
* @param b The second 2D vector to subtract from the first.
* @return The result of subtracting vector b from vector a as a new 2D vector.
*/
t_vec2 sub(t_vec2 a, t_vec2 b);
t_vec2 sub(t_vec2 a, t_vec2 b);
/**
* @brief Multiplies a 2D vector by a scalar.
@ -74,7 +74,7 @@ t_vec2 sub(t_vec2 a, t_vec2 b);
* @param b The scalar to multiply the vector by.
* @return The result of multiplying vector a by scalar b as a new 2D vector.
*/
t_vec2 mul(t_vec2 a, double b);
t_vec2 mul(t_vec2 a, double b);
/**
* @brief Rotates a 2D vector by a given angle.
@ -83,7 +83,7 @@ t_vec2 mul(t_vec2 a, double b);
* @param angle The angle in radians to rotate the vector by.
* @return The rotated vector as a new 2D vector.
*/
t_vec2 rot(t_vec2 a, double angle);
t_vec2 rot(t_vec2 a, double angle);
/**
* @brief Calculates the perpendicular vector of a 2D vector.
@ -91,7 +91,7 @@ t_vec2 rot(t_vec2 a, double angle);
* @param a The 2D vector to calculate the perpendicular of.
* @return The perpendicular vector as a new 2D vector.
*/
t_vec2 perp(t_vec2 a);
t_vec2 perp(t_vec2 a);
/**
* @brief Rotates a 2D vector by a given direction vector.
@ -100,7 +100,7 @@ t_vec2 perp(t_vec2 a);
* @param dir The direction vector to rotate by.
* @return The rotated vector as a new 2D vector.
*/
t_vec2 rot_by_dir(t_vec2 vec, t_vec2 dir, t_vec2 axis);
t_vec2 rot_by_dir(t_vec2 vec, t_vec2 dir, t_vec2 axis);
/**
* @brief Converts a 2D vector to a 2D integer vector.
@ -108,7 +108,7 @@ t_vec2 rot_by_dir(t_vec2 vec, t_vec2 dir, t_vec2 axis);
* @param vec The 2D vector to convert.
* @return The converted 2D integer vector.
*/
t_vec2_int vec2_to_int(t_vec2 vec);
t_vec2_int vec2_to_int(t_vec2 vec);
/**
* @brief Converts a 2D integer vector to a 2D vector.
@ -116,6 +116,20 @@ t_vec2_int vec2_to_int(t_vec2 vec);
* @param vec The 2D integer vector to convert.
* @return The converted 2D vector.
*/
t_vec2 vec2_from_int(t_vec2_int vec);
t_vec2 vec2_from_int(t_vec2_int vec);
/**
* @brief Calculates the fractional part of each component of a 2D vector.
*
* This function takes a 2D vector as input and returns a new vector where
* each component is the fractional part of the corresponding component
* in the input vector. The fractional part of a number is the part
* after the decimal point.
*
* @param vec The input 2D vector.
* @return A 2D vector containing the fractional parts.
*/
t_vec2 get_fraction(t_vec2 vec);
#endif // VEC_MATH_H

22
src/math/get_fraction.c Normal file
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@ -0,0 +1,22 @@
/* ************************************************************************** */
/* */
/* :::::::: */
/* get_fraction.c :+: :+: */
/* +:+ */
/* By: whaffman <whaffman@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/05/12 12:09:27 by whaffman #+# #+# */
/* Updated: 2025/05/12 12:10:01 by whaffman ######## odam.nl */
/* */
/* ************************************************************************** */
#include "cub3d.h"
t_vec2 get_fraction(t_vec2 vec)
{
t_vec2 result;
result.x = vec.x - (int)vec.x;
result.y = vec.y - (int)vec.y;
return (result);
}

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/05/02 11:58:09 by whaffman #+# #+# */
/* Updated: 2025/05/09 15:20:04 by whaffman ######## odam.nl */
/* Updated: 2025/05/12 12:55:30 by whaffman ######## odam.nl */
/* */
/* ************************************************************************** */
@ -193,7 +193,6 @@ void draw_floor(t_game *game)
double row_dist;
t_vec2 floor_step;
t_vec2 floor_pos;
t_vec2_int floor_cell;
t_vec2_int tex_coords;
const t_vec2 left_ray = sub(game->player->dir, game->player->camera);
const t_vec2 right_ray = add(game->player->dir, game->player->camera);
@ -207,14 +206,12 @@ void draw_floor(t_game *game)
x = 0;
while (x < game->screen->width)
{
floor_cell = (t_vec2_int){(int)floor_pos.x, (int)floor_pos.y};
tex_coords = (t_vec2_int){(int)(64 * (floor_pos.x - floor_cell.x)) & 63,
(int)(64 * (floor_pos.y - floor_cell.y)) & 63};
floor_pos = add(floor_pos, floor_step);
tex_coords = vec2_to_int(mul(get_fraction(floor_pos), 64)); // & 63 is gone heap buffer overflow with asan i dont get it
color = get_texture_color(game->map->texture_floor, (t_render){row_dist, 0, 0}, tex_coords.x, tex_coords.y);
mlx_put_pixel(game->screen->img, x, y, color);
color = get_texture_color(game->map->texture_ceiling, (t_render){row_dist, 0, 0}, tex_coords.x, tex_coords.y);
mlx_put_pixel(game->screen->img, x, game->screen->height - y - 1, color);
floor_pos = add(floor_pos, floor_step);
x++;
}
y++;

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@ -1,51 +1,66 @@
/* ************************************************************************** */
/* */
/* :::::::: */
/* render_minimap.c :+: :+: */
/* +:+ */
/* By: whaffman <whaffman@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/05/12 11:31:34 by whaffman #+# #+# */
/* Updated: 2025/05/12 11:31:43 by whaffman ######## odam.nl */
/* */
/* ************************************************************************** */
#include "cub3d.h"
static int inside_circle(t_vec2_int point)
{
const int radius_squared = 0.25 * MINIMAP_SIZE * MINIMAP_SIZE;
int dx;
int dy;
dx = point.x - 0.5 * MINIMAP_SIZE;
dy = point.y - 0.5 * MINIMAP_SIZE;
return (dx * dx + dy * dy <= radius_squared);
}
static void draw_minimap_pixel(t_game *game, t_vec2_int disp, t_vec2 map)
{
mlx_image_t *img;
img = game->screen->minimap;
if (map.x < 0 || map.x >= game->map->width
|| map.y < 0 || map.y >= game->map->height)
mlx_put_pixel(img, disp.x, disp.y, 0x00ff0044);
else if (game->map->grid[(int)map.y][(int)map.x] == TILE_WALL)
mlx_put_pixel(img, disp.x, disp.y, 0x00ff00ff);
else if (game->map->grid[(int)map.y][(int)map.x] == TILE_EMPTY
|| game->map->grid[(int)map.y][(int)map.x] == TILE_PLAYER)
mlx_put_pixel(img, disp.x, disp.y, 0x00ff0077);
else
mlx_put_pixel(img, disp.x, disp.y, 0x00ff0044);
}
#define MINIMAP_SIZE 300
void render_map(t_game *game)
{
int i;
t_vec2_int disp;
t_vec2 map;
t_vec2 map;
double map_center;
disp.x = 0;
while (disp.x < MINIMAP_SIZE)
i = 0;
map_center = 0.5 * MINIMAP_SIZE / TILE_SIZE;
while (i < MINIMAP_SIZE * MINIMAP_SIZE)
{
disp.y = 0;
while (disp.y < MINIMAP_SIZE)
disp.x = i % MINIMAP_SIZE;
disp.y = i / MINIMAP_SIZE;
if (inside_circle(disp))
{
if (disp.x == 0.5 * MINIMAP_SIZE || disp.y == 0.5 * MINIMAP_SIZE)
{
mlx_put_pixel(game->screen->minimap, disp.x, disp.y, 0x00ff00dd);
disp.y++;
continue ;
}
if ((disp.x - 0.5 * MINIMAP_SIZE) *(disp.x - 0.5 * MINIMAP_SIZE) + (disp.y - 0.5 * MINIMAP_SIZE) * (disp.y - 0.5 * MINIMAP_SIZE) > 0.25* MINIMAP_SIZE * MINIMAP_SIZE)
{
disp.y++;
continue ;
}
map.x = ((double)disp.x/TILE_SIZE) + game->player->pos.x - (0.5 * MINIMAP_SIZE/TILE_SIZE);
map.y = ((double)disp.y/TILE_SIZE) + game->player->pos.y - (0.5 * MINIMAP_SIZE/TILE_SIZE);
map = mul(vec2_from_int(disp), 1.0 / TILE_SIZE);
map = add(map, game->player->pos);
map = sub(map, (t_vec2){map_center, map_center});
map = rot_by_dir(map, game->player->dir, game->player->pos);
if (map.x < 0 || map.x >= game->map->width
|| map.y < 0 || map.y >= game->map->height)
{
mlx_put_pixel(game->screen->minimap, disp.x, disp.y, 0x00ff0044);
disp.y++;
continue ;
}
if (game->map->grid[(int)map.y][(int)map.x] == TILE_WALL)
mlx_put_pixel(game->screen->minimap, disp.x, disp.y, 0x00ff00ff);
else if (game->map->grid[(int)map.y][(int)map.x] == TILE_EMPTY
|| game->map->grid[(int)map.y][(int)map.x] == TILE_PLAYER)
mlx_put_pixel(game->screen->minimap, disp.x, disp.y, 0x00ff0077);
else
mlx_put_pixel(game->screen->minimap, disp.x, disp.y, 0x00ff0044);
disp.y++;
draw_minimap_pixel(game, disp, map);
}
disp.x++;
i++;
}
}

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@ -6,7 +6,7 @@
/* By: whaffman <whaffman@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/05/08 12:23:17 by qmennen #+# #+# */
/* Updated: 2025/05/11 13:26:18 by whaffman ######## odam.nl */
/* Updated: 2025/05/12 12:46:26 by whaffman ######## odam.nl */
/* */
/* ************************************************************************** */
@ -33,84 +33,56 @@ static void sort_sprites(t_game *game)
}
}
// 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)
static void calculate_sprite_dist(t_game *game)
{
int i;
t_vec2 player_pos;
t_vec2 player_pos;
int i;
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});
(t_vec2_line){player_pos, game->player->camera});
i++;
}
}
static void cam_fraction(t_game *game, t_sprite *sprite)
static void cam_fraction(t_game *game, t_sprite *sprite)
{
t_vec2 ps;
double frac_cam;
double frac_sprite;
double denominator;
t_vec2 ps;
t_vec2 cam;
double frac_cam;
double frac_sprite;
double denominator;
cam = game->player->camera;
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);
denominator = (ps.x * cam.y - ps.y * cam.x);
frac_sprite = (cam.y * game->player->dir.x - cam.x * game->player->dir.y);
sprite->cam_frac = NAN;
if (denominator == 0 || (frac_sprite / denominator) < 0)
{
sprite->cam_frac = NAN;
return;
}
return ;
sprite->cam_frac = frac_cam / denominator;
if (sprite->cam_frac < -1 || sprite->cam_frac > 1)
{
sprite->cam_frac = NAN;
return;
}
return;
return ;
}
unsigned int calculate_alpha(mlx_texture_t *texture, int x, int y, double dist)
unsigned int calculate_alpha(int x, int y, double dist)
{
// int index;
int alpha;
// index = (x + y * texture->width) * texture->bytes_per_pixel;
dist = (dist > 1) * dist + (dist <= 1) * 1;
alpha = (255.0 / dist);
return (alpha);
}
unsigned int sample_texture_color(mlx_texture_t *texture, int x, int y, int alpha)
unsigned int sample_texture_color(
mlx_texture_t *texture,
int x, int y, int alpha
)
{
int index;
@ -121,58 +93,59 @@ unsigned int sample_texture_color(mlx_texture_t *texture, int x, int y, int alph
| (texture->pixels[index + 3] != 0) * alpha);
}
void draw_sprite(t_game *game, t_sprite *sprite, t_render *render)
static void get_start_end(t_game *game,
t_sprite *sprite, t_vec2_int *start, t_vec2_int *end)
{
double sprite_scale;
double x_invrange;
double y_invrange;
int x_start;
int y_start;
int x_end;
int y_end;
double sprite_scale;
int x;
int y;
int alpha;
double tex_x;
double tex_y;
unsigned int color;
sprite_scale = 16.0 / sprite->dist;
start->x = 0.5 * (game->screen->width * (1.0 + sprite->cam_frac)
- sprite->texture->width * sprite_scale);
start->y = 0.5 * (game->screen->height
- sprite->texture->height * sprite_scale);
end->x = start->x + (sprite->texture->width * sprite_scale);
end->y = start->y + (sprite->texture->height * sprite_scale);
}
void draw_sprite(t_game *game, t_sprite *sprite, t_render *render)
{
t_vec2 invrange;
t_vec2_int start;
t_vec2_int end;
t_vec2_int tex;
t_vec2_int disp;
int alpha;
unsigned int color;
if (isnan(sprite->cam_frac) || sprite->dist <= 0)
return;
sprite_scale = 16.0 / sprite->dist;
x_start = game->screen->width * 0.5 * (1.0 + sprite->cam_frac) - (sprite->texture->width * sprite_scale * 0.5);
y_start = (game->screen->height - sprite->texture->height * sprite_scale )* 0.5;
x_end = x_start + (sprite->texture->width * sprite_scale);
y_end = y_start + (sprite->texture->height * sprite_scale);
y_invrange = 1.0 / (y_end - y_start);
x_invrange = 1.0 / (x_end - x_start);
x = x_start;
alpha = calculate_alpha(sprite->texture, x_start, y_start, sprite->dist);
while (x < x_end)
return ;
get_start_end(game, sprite, &start, &end);
invrange.y = 1.0 / (end.y - start.y);
invrange.x = 1.0 / (end.x - start.x);
alpha = calculate_alpha(start.x, start.y, sprite->dist);
disp.x = start.x;
while (disp.x < end.x)
{
if (x > 0 && x < game->screen->width && sprite->dist <= render[x].perp_dist)
if (disp.x > 0 && disp.x < game->screen->width && sprite->dist <= render[disp.x].perp_dist)
{
y = y_start;
tex_x = (x - x_start) * x_invrange * sprite->texture->width;
while (y < y_end)
tex.x = (disp.x - start.x) * invrange.x * sprite->texture->width;
disp.y = start.y;
while (disp.y < end.y)
{
tex_y = (y- y_start) * y_invrange * sprite->texture->height;
color = sample_texture_color(sprite->texture, (int)(tex_x), (int)(tex_y), alpha);
if (y > 0 && y < game->screen->height && (color & 0xFF) != 0)
{
mlx_put_pixel(game->screen->img, x, y, color);
}
y++;
tex.y = (disp.y - start.y) * invrange.y * sprite->texture->height;
color = sample_texture_color(sprite->texture, tex.x, tex.y, alpha);
if (disp.y > 0 && disp.y < game->screen->height && (color & 0xFF) != 0)
mlx_put_pixel(game->screen->img, disp.x, disp.y, color);
disp.y++;
}
}
x++;
disp.x++;
}
}
void render_sprites(t_render *render, t_game *game)
void render_sprites(t_render *render, t_game *game)
{
int i;
int i;
calculate_sprite_dist(game);
sort_sprites(game);

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ */
/* +#+ */
/* Created: 2025/04/22 17:08:26 by qmennen #+# #+# */
/* Updated: 2025/05/11 14:03:16 by whaffman ######## odam.nl */
/* Updated: 2025/05/12 12:51:27 by whaffman ######## odam.nl */
/* */
/* ************************************************************************** */
@ -14,7 +14,7 @@
static int init_temp(t_game **game)
{
(*game)->map->sprites = malloc(sizeof(t_sprite) * 5);
(*game)->map->sprites = malloc(sizeof(t_sprite) * 10);
if (!(*game)->map->sprites)
return (FAILURE);
(*game)->map->sprites[0].n_frames = 1;