#include "cub3d.h" void put_pixel_img(t_structure_main *w,int x, int y, int color) { char *dst; if (x >= 0 && y >= 0 && x < w->s_win.height && y < w->s_win.width) { dst = w->s_img.addr + (y * w->s_img.line_len + x * (w->s_img.bpp / 8)); *(unsigned int *) dst = color; } } void draw_square_raw(t_structure_main *w, int x, int y, int xo, int yo, int color) { int i; int j; int size_x = abs(xo - x); int size_y = abs(yo - y); for (i = 0; i < size_y; i++) { for (j = 0; j < size_x; j++) { put_pixel_img(w, (x) + j, (y) + i, color); } } } void draw_square(t_structure_main *w, int x, int y, int color) { int xo = x * w->s_map.mapS; // Coordonnée X en pixels int yo = y * w->s_map.mapS; // Coordonnée Y en pixels int size = w->s_map.mapS; // Taille du carré // Dessiner le carré en utilisant la taille et les coordonnées calculées for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { put_pixel_img(w, xo + j, yo + i, color); } } } void draw_line(t_structure_main *w, int x0, int y0, int x1, int y1, int color) { int dx = abs(x1 - x0); int dy = abs(y1 - y0); int sx, sy; if (x0 < x1) sx = 1; else sx = -1; if (y0 < y1) sy = 1; else sy = -1; int err = dx - dy; while (1) { put_pixel_img(w, x0, y0, color); if (x0 == x1 && y0 == y1) break; int e2 = 2 * err; if (e2 > -dy) { err -= dy; x0 += sx; } if (e2 < dx) { err += dx; y0 += sy; } } } float dist(float ax, float ay, float bx, float by) { return ( sqrt((bx-ax)*(bx-ax) + (by-ay)*(by-ay))); } void rescale_image(void *mlx, void *win, void *original_img, int original_width, int original_height, int new_width, int new_height, int px, int py, t_structure_main *w) { // Créez une nouvelle image avec la taille souhaitée void *rescaled_img = mlx_new_image(w->s_win.mlx, new_width, new_height); if (!rescaled_img) { // Gestion de l'erreur perror("Erreur lors de la création de la nouvelle image"); return; } // Obtenez les adresses des données des images char *original_data = mlx_get_data_addr(original_img, &(w->s_img.bpp), &(w->s_img.line_len), &(w->s_img.endian)); char *rescaled_data = mlx_get_data_addr(rescaled_img, &(w->s_img.bpp), &(w->s_img.line_len), &(w->s_img.endian)); // Facteurs de redimensionnement float x_ratio = (float)original_width / new_width; float y_ratio = (float)original_height / new_height; // Parcourez chaque pixel de la nouvelle image for (int y = 0; y < new_height; ++y) { for (int x = 0; x < new_width; ++x) { // Calculez les coordonnées correspondantes dans l'image d'origine int original_x = x_ratio * x; int original_y = y_ratio * y; // Copiez la couleur du pixel de l'image d'origine vers la nouvelle image // Vous devrez ajuster les offsets en fonction de votre format de pixel // et de la profondeur des couleurs rescaled_data[y * new_width * 4 + x * 4 + 0] = original_data[original_y * original_width * 4 + original_x * 4 + 0]; rescaled_data[y * new_width * 4 + x * 4 + 1] = original_data[original_y * original_width * 4 + original_x * 4 + 1]; rescaled_data[y * new_width * 4 + x * 4 + 2] = original_data[original_y * original_width * 4 + original_x * 4 + 2]; rescaled_data[y * new_width * 4 + x * 4 + 3] = original_data[original_y * original_width * 4 + original_x * 4 + 3]; } } // Affichez la nouvelle image mlx_put_image_to_window(w->s_win.mlx, w->s_win.win, rescaled_img, px,py); // Libérez la mémoire de la nouvelle image (si vous n'en avez plus besoin) mlx_destroy_image(w->s_win.mlx, rescaled_img); } float correctFisheye(float distance, float ra, float playerAngle) { float ca = playerAngle - ra; if (ca < 0) ca += 2 * PI; if (ca > 2 * PI) ca -= 2 * PI; return distance * cos(ca); } void calculateVerticalRay(t_structure_main *w, float ra, float *disV, float *vx, float *vy, WallDirection *wallDir) { int dof = 0, mx, my, mp; float rx, ry, xo, yo; int tileSize = w->s_map.mapS; *disV = 1000000; // Distance initialement grande *wallDir = NONE; float nTan = -tan(ra); if (ra > P2 && ra < P3) { rx = (((int)w->s_player.px / tileSize) * tileSize) - 0.0001; ry = (w->s_player.px - rx) * nTan + w->s_player.py; xo = -tileSize; yo = -xo * nTan; } else if (ra < P2 || ra > P3) { rx = (((int)w->s_player.px / tileSize) * tileSize) + tileSize; ry = (w->s_player.px - rx) * nTan + w->s_player.py; xo = tileSize; yo = -xo * nTan; } else { // Rayon directement en haut ou en bas rx = w->s_player.px; ry = w->s_player.py; dof = 25; } while (dof < 25) { mx = (int)(rx) / tileSize; my = (int)(ry) / tileSize; mp = my * w->s_map.mapX + mx; if (mp >= 0 && mp < w->s_map.mapX * w->s_map.mapY && w->s_map.map[mp] == '1') { dof = 25; *vx = rx; *vy = ry; *disV = dist(w->s_player.px, w->s_player.py, rx, ry); if (ra > P2 && ra < P3) { *wallDir = WEST; } else { *wallDir = EAST; } } else { rx += xo; ry += yo; dof += 1; } } } void calculateHorizontalRay(t_structure_main *w, float ra, float *disH, float *hx, float *hy, WallDirection *wallDir) { int dof = 0, mx, my, mp; float rx, ry, xo, yo; int tileSize = w->s_map.mapS; *disH = 1000000; // Distance initialement grande *wallDir = NONE; float aTan = -1 / tan(ra); if (ra > PI) { ry = (((int)w->s_player.py / tileSize) * tileSize) - 0.0001; rx = (w->s_player.py - ry) * aTan + w->s_player.px; yo = -tileSize; xo = -yo * aTan; } else if (ra < PI) { ry = (((int)w->s_player.py / tileSize) * tileSize) + tileSize; rx = (w->s_player.py - ry) * aTan + w->s_player.px; yo = tileSize; xo = -yo * aTan; } else { // Rayon directement à gauche ou à droite rx = w->s_player.px; ry = w->s_player.py; dof = 25; } while (dof < 25) { mx = (int)(rx) / tileSize; my = (int)(ry) / tileSize; mp = my * w->s_map.mapX + mx; if (mp >= 0 && mp < w->s_map.mapX * w->s_map.mapY && w->s_map.map[mp] == '1') { dof = 25; *hx = rx; *hy = ry; *disH = dist(w->s_player.px, w->s_player.py, rx, ry); if (ra > PI) { *wallDir = NORTH; } else { *wallDir = SOUTH; } } else { rx += xo; ry += yo; dof += 1; } } } void load_wall_textures(t_structure_main *w) { // Initialiser la largeur et la hauteur des textures int width = 0; int height = 0; // Charger la texture Nord et vérifier si elle est chargée correctement w->s_img.north_texture = mlx_xpm_file_to_image(w->s_win.mlx, "textures/NO.xpm", &width, &height); if (!w->s_img.north_texture) { fprintf(stderr, "Failed to load North texture.\n"); exit_error(w); // Remplacez par votre propre gestion des erreurs } // Charger la texture Sud et vérifier si elle est chargée correctement w->s_img.south_texture = mlx_xpm_file_to_image(w->s_win.mlx, "textures/SO.xpm", &width, &height); if (!w->s_img.south_texture) { fprintf(stderr, "Failed to load South texture.\n"); exit_error(w); } // Charger la texture Ouest et vérifier si elle est chargée correctement w->s_img.west_texture = mlx_xpm_file_to_image(w->s_win.mlx, "textures/WE.xpm", &width, &height); if (!w->s_img.west_texture) { fprintf(stderr, "Failed to load West texture.\n"); exit_error(w); } // Charger la texture Est et vérifier si elle est chargée correctement w->s_img.east_texture = mlx_xpm_file_to_image(w->s_win.mlx, "textures/EA.xpm", &width, &height); if (!w->s_img.east_texture) { fprintf(stderr, "Failed to load East texture.\n"); exit_error(w); } // Stocker la largeur et la hauteur pour une utilisation ultérieure w->s_img.texture_width = width; w->s_img.texture_height = height; printf("All wall textures loaded successfully.\n"); } void exit_error(t_structure_main *w) { // Libérer les ressources, fermer la fenêtre, etc. // ... exit(1); } void draw_background(t_structure_main *w) { int start3DHeight = w->s_win.height / 2; // Le début de la vue 3D à la moitié de la fenêtre int end3DHeight = w->s_win.height; // La fin de la vue 3D est le bas de la fenêtre int half3DHeight = (end3DHeight - start3DHeight) / 2; // La moitié de l'espace 3D // Définir la hauteur où le ciel se termine et le sol commence int skyEndHeight = start3DHeight + half3DHeight; // Dessiner le ciel draw_square_raw(w, 0, start3DHeight, w->s_win.width, skyEndHeight, 0xB2FFFF); // Dessiner le sol avec texture if (w->s_img.ground) { for (int y = skyEndHeight; y < end3DHeight; y += w->s_img.ground_height) { for (int x = 0; x < w->s_win.width; x += w->s_img.ground_width) { mlx_put_image_to_window(w->s_win.mlx, w->s_win.win, w->s_img.ground, x, y); } } } else { // Dessiner le sol uni si la texture n'est pas chargée draw_square_raw(w, 0, skyEndHeight, w->s_win.width, end3DHeight, 0x280000); } } void drawRay(t_structure_main *w, int r, float rx, float ry, float disT, WallDirection wallDir, int numRays) { int tileSize = w->s_map.mapS; int start3DHeight = w->s_win.height / 2; // Début de la vue 3D à la moitié de la fenêtre int max3DHeight = w->s_win.height / 2; // Hauteur maximale pour la vue 3D float lineH = (tileSize * max3DHeight) / disT; if (lineH > max3DHeight) lineH = max3DHeight; // Limiter la hauteur float lineOff = start3DHeight + ((max3DHeight - lineH) / 2); // Décaler le début de la ligne pour centrer verticalement int rayWidth = w->s_win.width / numRays; // Largeur de chaque rayon int startX = r * rayWidth; int endX = (r + 1) * rayWidth; void *selected_texture = NULL; switch (wallDir) { case NORTH: selected_texture = w->s_img.north_texture; break; case SOUTH: selected_texture = w->s_img.south_texture; break; case WEST: selected_texture = w->s_img.west_texture; break; case EAST: selected_texture = w->s_img.east_texture; break; } if (selected_texture) { int texture_offset = (int)(rx * w->s_img.texture_width) % w->s_img.texture_width; // Exemple d'offset, ajustez selon les besoins char *texture_data = mlx_get_data_addr(selected_texture, &w->s_img.bpp, &w->s_img.line_len, &w->s_img.endian); for (int y = lineOff; y < lineOff + lineH; y++) { // Calculez la position Y dans la texture. Ajustez selon les besoins. int texture_y = ((y - lineOff) * w->s_img.texture_height) / lineH; for (int x = startX; x < endX; x++) { // Calculez la position X dans la texture. Ajustez selon les besoins. int texture_x = texture_offset; // Obtenez la couleur du pixel de la texture int color = *(int *)(texture_data + (texture_x + texture_y * w->s_img.texture_width) * (w->s_img.bpp / 8)); // Dessinez le pixel sur l'écran put_pixel_img(w, x, y, color); } } } else { // Aucune texture sélectionnée, dessinez une couleur unie draw_square_raw(w, startX, lineOff, endX, lineOff + lineH, 0x00FF00); // Utilisez la couleur par défaut } } void drawRays2D(t_structure_main *w) { int r, color; float ra, disH, disV, disT, hx, hy, vx, vy; WallDirection hWallDir, vWallDir; int tileSize = w->s_map.mapS; int numRays = 240; float FOV = PI / 3; float DR = FOV / numRays; draw_background(w); // Fonction pour dessiner le fond ra = w->s_player.pa - (FOV / 2); for (r = 0; r <= numRays; r++) { if (ra < 0) ra += 2 * PI; if (ra > 2 * PI) ra -= 2 * PI; calculateHorizontalRay(w, ra, &disH, &hx, &hy, &hWallDir); calculateVerticalRay(w, ra, &disV, &vx, &vy, &vWallDir); disT = (disH < disV) ? disH : disV; // Choisir la distance la plus courte WallDirection wallDir = (disH < disV) ? hWallDir : vWallDir; color = (disH < disV) ? 0xFF0000 : 0x00FF00; // Rouge pour horizontal, Vert pour vertical switch(wallDir) { case NORTH: // Utiliser la texture du mur Nord break; case SOUTH: // Utiliser la texture du mur Sud break; case WEST: // Utiliser la texture du mur Ouest break; case EAST: // Utiliser la texture du mur Est break; default: color = 0x00FF00; // Couleur par défaut (ou texture) break; } disT = correctFisheye(disT, ra, w->s_player.pa); // Corriger l'effet fisheye drawRay(w, r, (disH < disV) ? hx : vx, (disH < disV) ? hy : vy, disT, color, numRays); ra += DR; } } void draw_map(t_structure_main *w) { // Log pour vérifier la taille de la carte printf("Drawing map of size: %d x %d\n", w->s_map.mapX, w->s_map.mapY); int x; int y; int color; for (y = 0; y < w->s_map.mapY; y++) { for (x = 0; x < w->s_map.mapX; x++) { if (w->s_map.map[y * w->s_map.mapX + x] == '1') color = 0xFFFFFF; // Couleur pour les murs else if (w->s_map.map[y * w->s_map.mapX + x] == ' ') color = 0x000000; // Couleur pour l'espace vide else color = 0x666666; // Couleur par défaut draw_square(w, x, y, color); } printf("x: %d, y: %d, char: %c\n", x, y, w->s_map.map[y * w->s_map.mapX + x]); } } int jkl = -1; int yui = 0; void test2(t_structure_main *w) { mlx_destroy_image(w->s_win.mlx, w->s_img.buffer); w->s_img.buffer = mlx_new_image(w->s_win.mlx, w->s_win.height, w->s_win.width); w->s_img.addr = mlx_get_data_addr(w->s_img.buffer, &(w->s_img.bpp), &(w->s_img.line_len), &(w->s_img.endian)); draw_map(w); drawRays2D(w); mlx_put_image_to_window(w->s_win.mlx, w->s_win.win, w->s_img.buffer, 0, 0); int new_sprite_width = w->s_map.mapS; int new_sprite_height = w->s_map.mapS; int sprite_x = w->s_player.px - new_sprite_width / 2; int sprite_y = w->s_player.py - new_sprite_height / 2; // Log des valeurs pour le débogage printf("Sprite (x, y): (%d, %d), Size (w, h): (%d, %d), MapS: %d\n", sprite_x, sprite_y, new_sprite_width, new_sprite_height, w->s_map.mapS); // Redimensionner et dessiner le sprite du personnage rescale_image(w->s_win.mlx, w->s_win.win, w->s_img.roomadslam[jkl], 112, 112, new_sprite_width, new_sprite_height, sprite_x, sprite_y, w); } void test(t_structure_main *w) { int x; int y; //////////gettimeofday(&(w->start_time), NULL); if (yui < 10) { usleep(1000); yui++; } else { yui = 0; jkl++; test2(w); //mlx_mouse_move(w->s_win.mlx, w->s_win.win, w->s_win.height/2, w->s_win.width/2); mlx_mouse_get_pos(w->s_win.mlx, w->s_win.win, &x, &y); if ((x > 0 && x < w->s_win.height) && (y > 0 && y < w->s_win.width)) if (x != w->s_win.height/2) { if (x < w->s_win.height/2) deal_key(65361,w); else deal_key(65363,w); } } if (jkl == 10) jkl = -1; } void init_windows(t_structure_main *w) { int temp; w->s_win.height = 1018; w->s_win.width = 1024; w->s_win.mlx = mlx_init(); w->s_win.win = mlx_new_window(w->s_win.mlx, w->s_win.height, w->s_win.width, "WF99"); w->s_player.px = 250; w->s_player.py = 200; w->s_player.pa = 0.1; w->s_player.pdx = cos(w->s_player.pa) * 5; w->s_player.pdy = sin(w->s_player.pa) * 5; load_wall_textures(w); w->s_img.img_player = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/player.xpm", &temp,&temp); w->s_img.img_wall = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/wall.xpm", &temp,&temp); w->s_img.buffer = mlx_new_image(w->s_win.mlx, w->s_win.height, w->s_win.width); // Initialiser le compteur de FPS gettimeofday(&(w->start_time), NULL); w->end_time = w->start_time; w->frame_count = 0; int mapS_x = w->s_win.width / (w->s_map.mapX * 2); int mapS_y = w->s_win.height / w->s_map.mapY; w->s_map.mapS = (mapS_x < mapS_y) ? mapS_x : mapS_y; w->s_img.roomadslam[0] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_02_delay-0.1s.xpm", &temp,&temp); w->s_img.roomadslam[1] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_03_delay-0.1s.xpm", &temp,&temp); w->s_img.roomadslam[2] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_04_delay-0.1s.xpm", &temp,&temp); w->s_img.roomadslam[3] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_05_delay-0.05s.xpm", &temp,&temp); w->s_img.roomadslam[4] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_06_delay-0.05s.xpm", &temp,&temp); w->s_img.roomadslam[5] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_07_delay-0.05s.xpm", &temp,&temp); w->s_img.roomadslam[6] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_08_delay-0.05s.xpm", &temp,&temp); w->s_img.roomadslam[7] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_09_delay-0.05s.xpm", &temp,&temp); w->s_img.roomadslam[8] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_10_delay-0.05s.xpm", &temp,&temp); w->s_img.roomadslam[9] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_11_delay-0.05s.xpm", &temp,&temp); w->s_img.roomadslam[10] = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/roomadslam/frame_12_delay-0.05s.xpm", &temp,&temp); w->s_img.pedro_wall = mlx_xpm_file_to_image(w->s_win.mlx, "sprite/pedrop/frame_061_delay-0.03s.xpm", &temp,&temp); //if (!w->s_img.pedro_wall) // printf("nop\n"); } #include "cub3d.h" int main(int argc, char **argv) { t_structure_main w; // Vérifier si un nom de fichier a été fourni if (argc < 2) { printf("Usage: %s \n", argv[0]); return 1; } // Parser la carte parse_map(argv[1], &w.s_map); if (!parse_map(argv[1], &w.s_map)) { printf("Failed to load the map or map is not closed. Exiting...\n"); return 1; // Quitter avec un code d'erreur } // Vérifier si la carte a été chargée correctement if (w.s_map.map == NULL) { printf("Failed to load the map.\n"); return 1; } // Initialiser la fenêtre et d'autres composants init_windows(&w); // Configurer les hooks et entrer dans la boucle principale mlx_loop_hook(w.s_win.mlx, (void *)test, &w); mlx_hook(w.s_win.win, 2, 1L<<0, deal_key, &w); mlx_hook(w.s_win.win, 17, 0, (void *)kill_prog, &w); mlx_loop(w.s_win.mlx); // Libérer la carte une fois que vous avez terminé if (w.s_map.map) { free(w.s_map.map); } return 0; }