norme: finished norme for the sprites except in main.c

This commit is contained in:
Theo Champion 2025-08-07 13:45:01 +02:00
parent cab1036359
commit c796d44b56
2 changed files with 47 additions and 19 deletions

View file

@ -6,7 +6,7 @@
/* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */ /* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2025/08/06 14:17:58 by tchampio #+# #+# */ /* Created: 2025/08/06 14:17:58 by tchampio #+# #+# */
/* Updated: 2025/08/07 12:25:43 by tchampio ### ########.fr */ /* Updated: 2025/08/07 13:44:33 by tchampio ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -45,7 +45,9 @@ static void bubble_sort(double *dist, int *order, int count)
} }
// the sorting part is a readaptation of the std::sort function from c++ // the sorting part is a readaptation of the std::sort function from c++
// more info on here: https://stackoverflow.com/questions/23816797/how-does-stdsort-work-for-list-of-pairs // more info on here:
// https://stackoverflow.com/questions/23816797/how-does-stdsort-work-for
// -list-of-pairs (url coupé en deux pour la norme >:( )
void sort_sprites(int *spriteorder, double *spritedist, t_cub3d_data *data) void sort_sprites(int *spriteorder, double *spritedist, t_cub3d_data *data)
{ {
int i; int i;
@ -58,7 +60,10 @@ void sort_sprites(int *spriteorder, double *spritedist, t_cub3d_data *data)
while (data->sprite_list[i] && i < MAX_SPRITES) while (data->sprite_list[i] && i < MAX_SPRITES)
{ {
order[i] = i; order[i] = i;
dist[i] = ((data->player.x - data->sprite_list[i]->x) * (data->player.x - data->sprite_list[i]->x) + (data->player.y - data->sprite_list[i]->y) * (data->player.y - data->sprite_list[i]->y)); dist[i] = ((data->player.x - data->sprite_list[i]->x)
* (data->player.x - data->sprite_list[i]->x)
+ (data->player.y - data->sprite_list[i]->y)
* (data->player.y - data->sprite_list[i]->y));
spritescount++; spritescount++;
i++; i++;
} }

View file

@ -6,7 +6,7 @@
/* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */ /* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2025/08/05 15:51:01 by tchampio #+# #+# */ /* Created: 2025/08/05 15:51:01 by tchampio #+# #+# */
/* Updated: 2025/08/07 13:17:51 by tchampio ### ########.fr */ /* Updated: 2025/08/07 13:28:07 by tchampio ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -18,29 +18,44 @@
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
void sprite_calculate_pos_and_dist(t_cub3d_data *data, int i) static void calculate_pos_and_transform(t_cub3d_data *data, t_sprite *sprite,
int i)
{
sprite->sprite_pos_x = data->sprite_list[data->sprite_order[i]]->x
- data->player.x;
sprite->sprite_pos_y = data->sprite_list[data->sprite_order[i]]->y
- data->player.y;
sprite->inv_det = 1.0 / (data->player.plane_x * data->player.dir_y
- data->player.dir_x * data->player.plane_y);
sprite->transform_x = sprite->inv_det * (data->player.dir_y
* sprite->sprite_pos_x - data->player.dir_x * sprite->sprite_pos_y);
sprite->transform_y = sprite->inv_det * (-data->player.plane_y
* sprite->sprite_pos_x
+ data->player.plane_x * sprite->sprite_pos_y);
sprite->sprite_screen_x = (int)((WIDTH / 2)
* (1 + sprite->transform_x / sprite->transform_y));
}
static void sprite_calculate_pos_and_dist(t_cub3d_data *data, int i)
{ {
t_sprite *sprite; t_sprite *sprite;
sprite = data->sprite_list[i]; sprite = data->sprite_list[i];
sprite->sprite_pos_x = data->sprite_list[data->sprite_order[i]]->x - data->player.x; calculate_pos_and_transform(data, sprite, i);
sprite->sprite_pos_y = data->sprite_list[data->sprite_order[i]]->y - data->player.y; sprite->sprite_height = (int)fabs((HEIGHT / sprite->transform_y));
sprite->inv_det = 1.0 / (data->player.plane_x * data->player.dir_y - data->player.dir_x * data->player.plane_y); sprite->sprite_draw_start_y = -sprite->sprite_height / 2 + HEIGHT / 2;
sprite->transform_x = sprite->inv_det * (data->player.dir_y * sprite->sprite_pos_x - data->player.dir_x * sprite->sprite_pos_y);
sprite->transform_y = sprite->inv_det * (-data->player.plane_y * sprite->sprite_pos_x + data->player.plane_x * sprite->sprite_pos_y);
sprite->sprite_screen_x = (int)((WIDTH / 2) * (1 + sprite->transform_x / sprite->transform_y));
sprite->sprite_height = (int)fabs((HEIGHT / data->sprite_list[i]->transform_y));
sprite->sprite_draw_start_y = -data->sprite_list[i]->sprite_height / 2 + HEIGHT / 2;
if (sprite->sprite_draw_start_y < 0) if (sprite->sprite_draw_start_y < 0)
sprite->sprite_draw_start_y = 0; sprite->sprite_draw_start_y = 0;
sprite->sprite_draw_end_y = sprite->sprite_height / 2 + HEIGHT / 2; sprite->sprite_draw_end_y = sprite->sprite_height / 2 + HEIGHT / 2;
if (sprite->sprite_draw_end_y >= HEIGHT) if (sprite->sprite_draw_end_y >= HEIGHT)
sprite->sprite_draw_end_y = HEIGHT - 1; sprite->sprite_draw_end_y = HEIGHT - 1;
sprite->sprite_width = (int)fabs((HEIGHT / sprite->transform_y)); sprite->sprite_width = (int)fabs((HEIGHT / sprite->transform_y));
sprite->sprite_draw_start_x = -sprite->sprite_width / 2 + sprite->sprite_screen_x; sprite->sprite_draw_start_x = -sprite->sprite_width / 2
+ sprite->sprite_screen_x;
if (sprite->sprite_draw_start_x < 0) if (sprite->sprite_draw_start_x < 0)
sprite->sprite_draw_start_x = 0; sprite->sprite_draw_start_x = 0;
sprite->sprite_draw_end_x = sprite->sprite_width / 2 + sprite->sprite_screen_x; sprite->sprite_draw_end_x = sprite->sprite_width / 2
+ sprite->sprite_screen_x;
if (sprite->sprite_draw_end_x >= WIDTH) if (sprite->sprite_draw_end_x >= WIDTH)
sprite->sprite_draw_end_x = WIDTH - 1; sprite->sprite_draw_end_x = WIDTH - 1;
} }
@ -55,9 +70,12 @@ static void render_sprite_col(t_cub3d_data *data, int i, int tex_x, int stripe)
j = data->sprite_list[i]->sprite_draw_start_y; j = data->sprite_list[i]->sprite_draw_start_y;
while (j < data->sprite_list[i]->sprite_draw_end_y) while (j < data->sprite_list[i]->sprite_draw_end_y)
{ {
d = (j) * 256 - HEIGHT * 128 + data->sprite_list[i]->sprite_height * 128; d = (j) * 256 - HEIGHT * 128
+ data->sprite_list[i]->sprite_height * 128;
tex_y = ((d * SIZE) / data->sprite_list[i]->sprite_height) / 256; tex_y = ((d * SIZE) / data->sprite_list[i]->sprite_height) / 256;
color = my_mlx_pixel_get(data->sprite_list[data->sprite_order[i]]->image, tex_x, tex_y); color = my_mlx_pixel_get(
data->sprite_list[data->sprite_order[i]]->image,
tex_x, tex_y);
if (color != SPRITE_TRANPARENCY_COLOR) if (color != SPRITE_TRANPARENCY_COLOR)
matrix_set(data, stripe, j, color); matrix_set(data, stripe, j, color);
j++; j++;
@ -72,8 +90,13 @@ static void render_sprites(t_cub3d_data *data, int i)
stripe = data->sprite_list[i]->sprite_draw_start_x; stripe = data->sprite_list[i]->sprite_draw_start_x;
while (stripe < data->sprite_list[i]->sprite_draw_end_x) while (stripe < data->sprite_list[i]->sprite_draw_end_x)
{ {
tex_x = (int)(256 * (stripe - (-data->sprite_list[i]->sprite_width / 2 + data->sprite_list[i]->sprite_screen_x)) * SIZE / data->sprite_list[i]->sprite_width) / 256; tex_x = (int)(256 * (stripe
if (data->sprite_list[i]->transform_y > 0 && stripe > 0 && stripe < WIDTH && data->sprite_list[i]->transform_y < data->zbuffer[stripe]) - (-data->sprite_list[i]->sprite_width / 2
+ data->sprite_list[i]->sprite_screen_x))
* SIZE / data->sprite_list[i]->sprite_width) / 256;
if (data->sprite_list[i]->transform_y > 0 && stripe > 0
&& stripe < WIDTH
&& data->sprite_list[i]->transform_y < data->zbuffer[stripe])
render_sprite_col(data, i, tex_x, stripe); render_sprite_col(data, i, tex_x, stripe);
stripe++; stripe++;
} }