mirror of
https://git.planet-casio.com/Fcalva/Copy3DEngine.git
synced 2024-12-28 04:23:44 +01:00
fixs et raycast
This commit is contained in:
parent
82ab21aed4
commit
fab0cfb277
12 changed files with 205 additions and 39 deletions
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@ -21,6 +21,7 @@ set(SOURCES
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#sources du moteur
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eng/moteur.c
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eng/map.c
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eng/utils.c
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eng/sprites.c
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eng/game.c
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)
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@ -35,7 +36,7 @@ fxconv_declare_assets(${ASSETS} WITH_METADATA)
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add_executable(Copy3DEngine ${SOURCES} ${ASSETS})
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target_compile_options(Copy3DEngine PRIVATE -Wall -Wextra -Ofast)
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target_include_directories(Copy3DEngine PRIVATE "include/C3D/")
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target_include_directories(Copy3DEngine PRIVATE "include/")
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target_compile_definitions(Copy3DEngine PRIVATE NAMEOFGAME="${NAMEOFGAME}" AUTHOR="${AUTHOR}")
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target_link_libraries(Copy3DEngine Gint::Gint)
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target_link_libraries(Copy3DEngine LibProf::LibProf)
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14
eng/game.c
14
eng/game.c
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@ -5,12 +5,13 @@
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include "fixed.h"
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#include "map.h"
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#include "game.h"
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#include "utils.h"
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#include "moteur.h"
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#include "sprites.h"
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#include "C3D/fixed.h"
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#include "C3D/map.h"
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#include "C3D/game.h"
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#include "C3D/utils.h"
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#include "C3D/moteur.h"
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#include "C3D/sprites.h"
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#include "C3D/config.h"
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int lhook_c = 0;
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RcLogicFunc *logic_hooks[HINDEX_S];
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@ -46,3 +47,4 @@ void do_logic(RcGame *game, int delta){
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}
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}
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}
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@ -2,8 +2,8 @@
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#include <stdint.h>
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#include "map.h"
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#include "moteur.h"
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#include "C3D/map.h"
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#include "C3D/moteur.h"
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uint8_t __attribute__((section(".rodata"))) map_test[map_w][map_h] = {
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
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15
eng/moteur.c
15
eng/moteur.c
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@ -12,12 +12,11 @@
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#include <gint/gray.h>
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#include <libprof.h>
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#include "fixed.h"
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#include "moteur.h"
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#include "map.h"
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#include "game.h"
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#include "config.h"
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#include "C3D/fixed.h"
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#include "C3D/moteur.h"
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#include "C3D/map.h"
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#include "C3D/game.h"
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#include "C3D/config.h"
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// moteur.c :
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// ici se trouvent tout ce qui concerne les graphismes, mouvement et collisions
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@ -28,8 +27,8 @@ fixed_t zbuf[viewport_w];
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void move(RcGame *game) {
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extern int frame_time;
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fixed_t moveSpeed = fmul(fix(frame_time), 0x148); //frame_time * fix(carrés/seconde/1000) là carrés/seconde = 5
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fixed_t rotSpeed = fmul(fix(frame_time), 0x83); //frame_time * fix(radians/seconde/1000) là radians/seconde = 2
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fixed_t moveSpeed = fmul(fix(frame_time)/1000, 0x148); //frame_time * fix(carrés/seconde/1000) là carrés/seconde = 5
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fixed_t rotSpeed = fmul(fix(frame_time)/1000, 0x83); //frame_time * fix(radians/seconde/1000) là radians/seconde = 2
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fixed_t c_rotSpeed = fix(cos(f2float(rotSpeed)));
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fixed_t s_rotSpeed = fix(sin(f2float(rotSpeed)));
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157
eng/sprites.c
157
eng/sprites.c
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@ -2,15 +2,17 @@
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <gint/gray.h>
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#include <stdlib.h>
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#include <string.h>
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#include "fixed.h"
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#include "game.h"
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#include "sprites.h"
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#include "moteur.h"
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#include "config.h"
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#include "utils.h"
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#include "C3D/fixed.h"
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#include "C3D/game.h"
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#include "C3D/sprites.h"
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#include "C3D/moteur.h"
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#include "C3D/map.h"
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#include "C3D/config.h"
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#include "C3D/utils.h"
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extern fixed_t zbuf[viewport_w];
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@ -32,7 +34,7 @@ void remove_sprite(GUNUSED Sprite *sprite){
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//TODO
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}
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//Lodev's sprite projection, translated
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//Lodev's sprite projection, translated to use my functions and fixed point
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void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player){
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@ -59,8 +61,6 @@ void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player)
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sprite_pos_y = 0;
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int sprite_pos_x = -sprite_h / 2 + screen_x;
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if(sprite_pos_x < 0)
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sprite_pos_x = 0;
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int sprite_end_x = sprite_h / 2 + screen_x;
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if(sprite_end_x > viewport_w)
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sprite_end_x = viewport_w;
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@ -81,10 +81,10 @@ void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player)
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continue;
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if(x > viewport_w)
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break;
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int tex_x = ffloor((x-sprite_pos_x) * fdiv(fix(TSIZE), fix(sprite_w)));
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int tex_x = ffloor(fixabs(x-sprite_pos_x) * fdiv(fix(TSIZE), fix(sprite_w)));
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tex_x %= TSIZE;
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draw_stripe(tex_index[4], 0, sprite_pos_y, sprite_size, tex_x, x);
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draw_stripe(tex_index[sprite->tex], 0, sprite_pos_y, sprite_size, tex_x, x);
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}
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}
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@ -120,3 +120,138 @@ void draw_sprites(bopti_image_t *tex_index[], RcActor *player){
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project_sprite(tex_index, spr, player);
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}
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}
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//Returns distance (-1 if no hit), hit is set to the hit sprite
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//or NULL if no hit (can be passed NULL)
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fixed_t raycast(RcGame *game, RcActor *origin, Sprite **hit){
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fixed_t posX = origin->pos.x;
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fixed_t posY = origin->pos.y;
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fixed_t dirX = origin->dir.x;
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fixed_t dirY = origin->dir.y;
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fixed_t planeX = origin->plane.x;
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fixed_t planeY = origin->plane.y;
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uint8_t *map_test = game->current_map->dat;
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fixed_t cameraX;
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fixed_t rayDirX;
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fixed_t rayDirY;
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fixed_t sideDistX;//length of ray from current position to next x or y-side
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fixed_t sideDistY;
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fixed_t deltaDistX;
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fixed_t deltaDistY;
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fixed_t perpWallDist;
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int x = viewport_w/2;
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int mapX;
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int mapY;
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int stepX; //what direction to step in x or y-direction (either +1 or -1)
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int stepY;
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int side = 0; //was a NS or a EW wall hit?
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//int v_offset = 0;
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fixed_t h_offset = 0;
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//calculate ray position and direction
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cameraX = fdiv(fix(x*2), fix(viewport_w)) - 0xFFFF + h_offset; //x-coordinate in camera space
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rayDirX = dirX + fmul(planeX, cameraX);
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rayDirY = dirY + fmul(planeY, cameraX);
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//which box of the map we're in
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mapX = ffloor(posX);
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mapY = ffloor(posY);
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// length of ray from one x or y-side to next x or y-side
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// these are derived as:
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// deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
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// deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
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// which can be simplified to abs(|rayDir| / rayDirX) and abs(|rayDir| / rayDirY)
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// where |rayDir| is the length of the vector (rayDirX, rayDirY). Its length,
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// unlike (dirX, dirY) is not 1, however this does not matter, only the
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// ratio between deltaDistX and deltaDistY matters, due to the way the DDA
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// stepping further below works. So the values can be computed as below.
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// Division through zero is prevented, even though technically that's not
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// needed in C++ with IEEE 754 floating point values.
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//Fcalva : It is with fp32s !
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rayDirX = rayDirX == 0 ? 1 : rayDirX;
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rayDirY = rayDirY == 0 ? 1 : rayDirY;
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deltaDistX = abs(fdiv(0xFFFF, rayDirX));
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deltaDistY = abs(fdiv(0xFFFF, rayDirY));
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if(deltaDistX > max_dist) deltaDistX = max_dist;
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if(deltaDistY > max_dist) deltaDistY = max_dist;
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//calculate step and initial sideDist
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if (rayDirX < 0) {
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stepX = -1;
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sideDistX = fmul(posX - fix(mapX), deltaDistX);
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}
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else {
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stepX = 1;
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sideDistX = fmul( fix(mapX + 1) - posX, deltaDistX);
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}
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if (rayDirY == 0) {
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stepY = 0;
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sideDistY = 0;
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}
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else if (rayDirY < 0) {
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stepY = -1;
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sideDistY = fmul(posY - fix(mapY), deltaDistY);
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}
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else {
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stepY = 1;
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sideDistY = fmul( fix(mapY + 1) - posY, deltaDistY);
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}
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int coll = 0;
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//perform DDA
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while(true) {
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//Check if the ray is out of range/bounds
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if (sideDistX >= max_dist || sideDistY >= max_dist || mapX < 0 || mapY < 0 || mapY >= map_w || mapX >= map_h) {
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coll = 0;
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break;
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}
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//Otherwise check if ray has hit a wall
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if (map_test[mapX*map_w+mapY] > 0) {
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coll = 0;
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break;
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}
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for(int i = 0; i < spritec; i++){
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Sprite *act = sprite_index[i];
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if(ffloor(act->pos.x) == mapX && ffloor(act->pos.y) == mapY){
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if(hit) *hit = act;
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coll = 1;
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goto outerbreak;
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}
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}
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//jump to next map square, either in x-direction, or in y-direction
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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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}
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else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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continue;
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outerbreak: break;
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}
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//Calculate distance projected on camera direction. This is the shortest distance from the point where the wall is
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//hit to the camera plane. Euclidean to center camera point would give fisheye effect!
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//This can be computed as (mapX - posX + (1 - stepX) / 2) / rayDirX for side == 0, or same formula with Y
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//for size == 1, but can be simplified to the code below thanks to how sideDist and deltaDist are computed:
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//because they were left scaled to |rayDir|. sideDist is the entire length of the ray above after the multiple
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//steps, but we subtract deltaDist once because one step more into the wall was taken above.
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if(coll){
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if (side == 0)
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perpWallDist = (sideDistX - deltaDistX);
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else
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perpWallDist = (sideDistY - deltaDistY);
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}
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else {
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perpWallDist = -1;
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}
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return perpWallDist;
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}
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4
eng/utils.c
Normal file
4
eng/utils.c
Normal file
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#include <stdint.h>
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#include "C3D/fixed.h"
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#include "C3D/game.h"
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@ -26,7 +26,8 @@
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#define SINDEX_S 64
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//Game logic hooks
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#define HINDEX_S 16
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//Game entities
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#define EINDEX_S 32
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//===== Paramètres de debug =====
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@ -89,7 +89,7 @@ static inline fixed_t fease(fixed_t x)
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}
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static inline fixed_t fixabs(fixed_t x){
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return x & 0x7FFFFFFF;
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return x > 0 ? x:-x;
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}
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static inline fixed_t fV2d_dotp(V2d u, V2d v){
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@ -7,6 +7,7 @@
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typedef struct {
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V2d pos;
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Rect coll;
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int tex;
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} Sprite;
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} RcMap;
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//Extension of Sprite, keep all first items common
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typedef struct {
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V2d pos;
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Rect coll;
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int tex;
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V2d dir;
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V2d plane;
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@ -17,3 +17,6 @@ void clear_sprites();
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void draw_sprites(bopti_image_t *tex_index[], RcActor *player);
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//Returns distance (-1 if no hit), hit is set to the hit sprite
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//or NULL if no hit (can be passed NULL)
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fixed_t raycast(RcGame *game, RcActor *origin, Sprite **hit);
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@ -4,6 +4,18 @@
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#pragma once
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#include <stdint.h>
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#include <stdbool.h>
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#include "fixed.h"
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#define min(x, xmin) (x > xmin ? xmin:x)
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typedef struct {
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int x0,x1;
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int y0,y1;
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} Rect;
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static bool rect_rect_coll(Rect *a, Rect *b){
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bool r = a->x0 >= b->x0 && a->x1 <= b->x1;
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r = r && a->y0 >= b->y0;
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}
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22
src/main.c
22
src/main.c
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#include <gint/gdb.h>
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#include <libprof.h>
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#include "fixed.h"
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#include "C3D/fixed.h"
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#include "game.h"
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#include "sprites.h"
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#include "moteur.h"
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#include "map.h"
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#include "config.h"
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#include "C3D/game.h"
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#include "C3D/sprites.h"
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#include "C3D/moteur.h"
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#include "C3D/map.h"
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#include "C3D/config.h"
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//====== Copy3DEngine =====
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// Git du moteur : https://git.planet-casio.com/Fcalva/Copy3DEngine
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@ -79,6 +79,10 @@ void keys_get(){
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frame_time_timer--;
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if (keydown(KEY_EXIT)) game.flags.exit = 1;
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if(keydown(KEY_F2)){
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dprint(0,0,3,"%d",raycast(&game, &game.player, NULL));
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}
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#ifdef debug
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//if (keydown(KEY_TAN)) end_screen();
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#endif
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keys_get();
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do_logic(&game, frame_time*1000);
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do_logic(&game, frame_time);
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draw_walls(
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#if debug
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@ -165,7 +169,7 @@ int main(){
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draw_sprites(tex_index, &game.player);
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if (disp_frame_time == 1) dprint( 0, 0, C_BLACK, "%d ms", frame_time);
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if (disp_frame_time == 1) dprint( 0, 0, C_BLACK, "%d ms", frame_time/1000);
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#if debug
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dprint( 1, 27, C_BLACK, "pX %d", game.player.pos.x);
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@ -178,7 +182,7 @@ int main(){
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dupdate();
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prof_leave(frame);
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frame_time = (int)prof_time(frame)/1000;
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frame_time = (int)prof_time(frame);
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first_frame = 0;
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}
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