139 lines
3.8 KiB
C
139 lines
3.8 KiB
C
/* ************************************************************************** */
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/* */
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/* :::::::: */
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/* DDAscratch.c :+: :+: */
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/* +:+ */
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/* By: whaffman <whaffman@student.codam.nl> +#+ */
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/* +#+ */
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/* Created: 2025/05/02 11:58:09 by whaffman #+# #+# */
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/* Updated: 2025/05/02 20:26:34 by whaffman ######## odam.nl */
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/* */
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/* ************************************************************************** */
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#include "cub3d.h"
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#include "vec_math.h"
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#include <math.h>
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t_vec2 get_delta_dist(t_vec2 ray_dir)
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{
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t_vec2 delta_dist;
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delta_dist.x = (ray_dir.x == 0) * 1e30
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+ (ray_dir.x != 0) * fabs(1 / ray_dir.x);
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delta_dist.y = (ray_dir.y == 0) * 1e30
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+ (ray_dir.y != 0) * fabs(1 / ray_dir.y);
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return (delta_dist);
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}
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t_vec2 get_step(t_vec2 ray_dir)
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{
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t_vec2 step;
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step.x = 2 * (ray_dir.x >= 0) - 1;
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step.y = 2 * (ray_dir.y >= 0) - 1;
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return (step);
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}
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t_vec2 get_side_dist(t_vec2 ray_dir, t_vec2 pos, t_vec2 delta_dist)
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{
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const t_vec2 frac_pos = (t_vec2){pos.x - (int)pos.x, pos.y - (int)pos.y};
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const int raydir_x_pos = (ray_dir.x >= 0);
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const int raydir_y_pos = (ray_dir.y >= 0);
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t_vec2 side_dist;
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side_dist.x = ((1 - raydir_x_pos) * frac_pos.x
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+ raydir_x_pos * (1 - frac_pos.x)) * delta_dist.x;
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side_dist.y = ((1 - raydir_y_pos) * frac_pos.y
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+ raydir_x_pos * (1 - frac_pos.y)) * delta_dist.y;
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return (side_dist);
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}
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int DDA_main(t_vec2 ray_dir, t_vec2_int map_pos, t_vec2 *side_dist, t_map *map)
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{
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const t_vec2 delta_dist = get_delta_dist(ray_dir);
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const t_vec2 step = get_step(ray_dir);
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int side;
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int hit;
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hit = 0;
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while (hit == 0)
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{
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side = (side_dist->x >= side_dist->y);
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side_dist->x += delta_dist.x * (1 - side);
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side_dist->y += delta_dist.y * side;
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map_pos.x += step.x * (1 - side);
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map_pos.y += step.y * side;
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hit = (map->grid[map_pos.y][map_pos.x] == TILE_WALL);
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}
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return (side);
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}
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// Returns the distance to the wall hit if the wall is hit in y direction the result is
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// negative, if the wall is hit in x direction the result is positive
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float DDA(t_vec2 ray_dir, t_vec2 pos, t_map *map)
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{
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const t_vec2 delta_dist = get_delta_dist(ray_dir);
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t_vec2 side_dist;
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int side;
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side_dist = get_side_dist(ray_dir, pos, delta_dist);
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side = DDA_main(ray_dir,
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(t_vec2_int){(int)pos.x, (int)pos.y},
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&side_dist,
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map);
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return ((1 - side) * (side_dist.x - delta_dist.x)
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- side * (side_dist.y - delta_dist.y));
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}
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t_side get_side(t_vec2 ray_dir, float perp_dist)
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{
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if(perp_dist > 0)
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{
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if (ray_dir.x > 0)
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return (SIDE_EAST);
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else
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return (SIDE_WEST);
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}
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else
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{
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if (ray_dir.y > 0)
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return (SIDE_SOUTH);
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else
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return (SIDE_NORTH);
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}
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}
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t_render cast_ray(t_game *game, int x)
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{
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t_vec2 ray_dir;
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t_vec2 pos;
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t_render render;
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float perp_dist;
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ray_dir = add(game->player->dir,
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mul(game->player->camera,
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(2.0f * x / (float)game->screen->width - 1)));
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pos = game->player->pos;
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perp_dist = DDA(ray_dir, pos, game->map);
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render.perp_dist = fabs(perp_dist);
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render.side = get_side(ray_dir);
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render.wall_x = (perp_dist > 0) * (pos.x + ray_dir.x * perp_dist)
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+ (perp_dist <= 0) * (pos.y + ray_dir.y * perp_dist);
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render.wall_x -= floor(render.wall_x);
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return (render);
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}
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void cast_rays(t_game *game)
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{
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int x;
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t_render render[WIDTH];
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x = 0;
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while (x < game->screen->width)
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{
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render[x] = cast_ray(game, x);
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//ETC
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x++;
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}
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} |