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https://codeberg.org/ACME-Corporation/cub3d.git
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dev: made a 'macro' for sprite to write less and more efficiently
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parent
c8da6964d0
commit
cab1036359
1 changed files with 65 additions and 47 deletions
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@ -6,7 +6,7 @@
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/* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/08/05 15:51:01 by tchampio #+# #+# */
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/* Updated: 2025/08/07 12:58:45 by tchampio ### ########.fr */
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/* Updated: 2025/08/07 13:17:51 by tchampio ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -18,59 +18,77 @@
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#include <stdio.h>
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#include <stdlib.h>
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void sprite_calculate_pos_and_dist(t_cub3d_data *data, int i)
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{
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t_sprite *sprite;
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sprite = data->sprite_list[i];
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sprite->sprite_pos_x = data->sprite_list[data->sprite_order[i]]->x - data->player.x;
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sprite->sprite_pos_y = data->sprite_list[data->sprite_order[i]]->y - data->player.y;
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sprite->inv_det = 1.0 / (data->player.plane_x * data->player.dir_y - data->player.dir_x * data->player.plane_y);
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sprite->transform_x = sprite->inv_det * (data->player.dir_y * sprite->sprite_pos_x - data->player.dir_x * sprite->sprite_pos_y);
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sprite->transform_y = sprite->inv_det * (-data->player.plane_y * sprite->sprite_pos_x + data->player.plane_x * sprite->sprite_pos_y);
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sprite->sprite_screen_x = (int)((WIDTH / 2) * (1 + sprite->transform_x / sprite->transform_y));
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sprite->sprite_height = (int)fabs((HEIGHT / data->sprite_list[i]->transform_y));
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sprite->sprite_draw_start_y = -data->sprite_list[i]->sprite_height / 2 + HEIGHT / 2;
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if (sprite->sprite_draw_start_y < 0)
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sprite->sprite_draw_start_y = 0;
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sprite->sprite_draw_end_y = sprite->sprite_height / 2 + HEIGHT / 2;
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if (sprite->sprite_draw_end_y >= HEIGHT)
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sprite->sprite_draw_end_y = HEIGHT - 1;
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sprite->sprite_width = (int)fabs((HEIGHT / sprite->transform_y));
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sprite->sprite_draw_start_x = -sprite->sprite_width / 2 + sprite->sprite_screen_x;
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if (sprite->sprite_draw_start_x < 0)
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sprite->sprite_draw_start_x = 0;
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sprite->sprite_draw_end_x = sprite->sprite_width / 2 + sprite->sprite_screen_x;
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if (sprite->sprite_draw_end_x >= WIDTH)
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sprite->sprite_draw_end_x = WIDTH - 1;
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}
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static void render_sprite_col(t_cub3d_data *data, int i, int tex_x, int stripe)
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{
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int j;
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int color;
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int tex_y;
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int d;
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j = data->sprite_list[i]->sprite_draw_start_y;
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while (j < data->sprite_list[i]->sprite_draw_end_y)
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{
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d = (j) * 256 - HEIGHT * 128 + data->sprite_list[i]->sprite_height * 128;
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tex_y = ((d * SIZE) / data->sprite_list[i]->sprite_height) / 256;
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color = my_mlx_pixel_get(data->sprite_list[data->sprite_order[i]]->image, tex_x, tex_y);
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if (color != SPRITE_TRANPARENCY_COLOR)
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matrix_set(data, stripe, j, color);
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j++;
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}
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}
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static void render_sprites(t_cub3d_data *data, int i)
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{
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int stripe;
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int tex_x;
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stripe = data->sprite_list[i]->sprite_draw_start_x;
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while (stripe < data->sprite_list[i]->sprite_draw_end_x)
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{
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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;
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if (data->sprite_list[i]->transform_y > 0 && stripe > 0 && stripe < WIDTH && data->sprite_list[i]->transform_y < data->zbuffer[stripe])
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render_sprite_col(data, i, tex_x, stripe);
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stripe++;
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}
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}
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void sprite_caster(t_cub3d_data *data)
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{
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int i;
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int stripe;
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int texX;
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int d;
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int texY;
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int color;
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int j;
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int i;
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sort_sprites(data->sprite_order, data->sprite_distances, data);
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i = 0;
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while (data->sprite_list[i] && i < MAX_SPRITES)
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{
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data->sprite_list[i]->sprite_pos_x = data->sprite_list[data->sprite_order[i]]->x - data->player.x;
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data->sprite_list[i]->sprite_pos_y = data->sprite_list[data->sprite_order[i]]->y - data->player.y;
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data->sprite_list[i]->inv_det = 1.0 / (data->player.plane_x * data->player.dir_y - data->player.dir_x * data->player.plane_y);
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data->sprite_list[i]->transform_x = data->sprite_list[i]->inv_det * (data->player.dir_y * data->sprite_list[i]->sprite_pos_x - data->player.dir_x * data->sprite_list[i]->sprite_pos_y);
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data->sprite_list[i]->transform_y = data->sprite_list[i]->inv_det * (-data->player.plane_y * data->sprite_list[i]->sprite_pos_x + data->player.plane_x * data->sprite_list[i]->sprite_pos_y);
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data->sprite_list[i]->sprite_screen_x = (int)((WIDTH / 2) * (1 + data->sprite_list[i]->transform_x / data->sprite_list[i]->transform_y));
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data->sprite_list[i]->sprite_height = (int)fabs((HEIGHT / data->sprite_list[i]->transform_y));
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data->sprite_list[i]->sprite_draw_start_y = -data->sprite_list[i]->sprite_height / 2 + HEIGHT / 2;
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if (data->sprite_list[i]->sprite_draw_start_y < 0)
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data->sprite_list[i]->sprite_draw_start_y = 0;
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data->sprite_list[i]->sprite_draw_end_y = data->sprite_list[i]->sprite_height / 2 + HEIGHT / 2;
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if (data->sprite_list[i]->sprite_draw_end_y >= HEIGHT)
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data->sprite_list[i]->sprite_draw_end_y = HEIGHT - 1;
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data->sprite_list[i]->sprite_width = (int)fabs((HEIGHT / data->sprite_list[i]->transform_y));
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data->sprite_list[i]->sprite_draw_start_x = -data->sprite_list[i]->sprite_width / 2 + data->sprite_list[i]->sprite_screen_x;
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if (data->sprite_list[i]->sprite_draw_start_x < 0)
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data->sprite_list[i]->sprite_draw_start_x = 0;
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data->sprite_list[i]->sprite_draw_end_x = data->sprite_list[i]->sprite_width / 2 + data->sprite_list[i]->sprite_screen_x;
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if (data->sprite_list[i]->sprite_draw_end_x >= WIDTH)
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data->sprite_list[i]->sprite_draw_end_x = WIDTH - 1;
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stripe = data->sprite_list[i]->sprite_draw_start_x;
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while (stripe < data->sprite_list[i]->sprite_draw_end_x)
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{
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texX = (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;
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if (data->sprite_list[i]->transform_y > 0 && stripe > 0 && stripe < WIDTH && data->sprite_list[i]->transform_y < data->zbuffer[stripe])
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{
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j = data->sprite_list[i]->sprite_draw_start_y;
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while (j < data->sprite_list[i]->sprite_draw_end_y)
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{
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d = (j) * 256 - HEIGHT * 128 + data->sprite_list[i]->sprite_height * 128;
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texY = ((d * SIZE) / data->sprite_list[i]->sprite_height) / 256;
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color = my_mlx_pixel_get(data->sprite_list[data->sprite_order[i]]->image, texX, texY);
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if (color != SPRITE_TRANPARENCY_COLOR)
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matrix_set(data, stripe, j, color);
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j++;
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}
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}
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stripe++;
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}
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sprite_calculate_pos_and_dist(data, i);
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render_sprites(data, i);
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i++;
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}
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}
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