- Reestructuració masiva del codi
- afegit el WAD del Doom 1 - Ja llegim FLATS i TEXTURES del WAD, falten els PATCH
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159
draw.cpp
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159
draw.cpp
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#include "draw.h"
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#include <SDL3/SDL.h>
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#include "gif.h"
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#include "jdebug.h"
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#include <stdio.h>
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#include <stdlib.h>
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// Funcions de pintat
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namespace draw
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{
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SDL_Window *sdl_window;
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SDL_Renderer *sdl_renderer;
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SDL_Texture *sdl_texture;
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Uint32 *palette;
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Uint8 screen[320*240];
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float depth_buffer[320*240];
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void init()
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{
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SDL_Init(SDL_INIT_VIDEO);
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sdl_window = SDL_CreateWindow("WOLF", 640, 480, 0);
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SDL_SetWindowPosition(sdl_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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sdl_renderer = SDL_CreateRenderer(sdl_window, NULL);
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sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 320, 240);
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SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_NEAREST);
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debug::init(sdl_renderer);
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}
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surface_t *newsurf(int w, int h)
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{
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surface_t *surf = (surface_t*)malloc(sizeof(surface_t));
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surf->w = w;
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surf->h = h;
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surf->pixels = (uint8_t*)malloc(w*h);
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return surf;
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}
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surface_t *loadgif(const char* filename)
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{
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FILE *f = fopen(filename, "rb");
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fseek(f, 0, SEEK_END);
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int filesize = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8*)malloc(filesize);
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fread(buffer, filesize, 1, f);
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fclose(f);
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surface_t *surf = (surface_t*)malloc(sizeof(surface_t));
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surf->pixels = LoadGif(buffer, &surf->w, &surf->h);
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free(buffer);
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return surf;
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}
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Uint32 *loadpal(const char* filename)
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{
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FILE *f = fopen(filename, "rb");
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fseek(f, 0, SEEK_END);
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int filesize = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8*)malloc(filesize);
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fread(buffer, filesize, 1, f);
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fclose(f);
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Uint32 *pal = LoadPalette(buffer);
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free(buffer);
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return pal;
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}
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void setpal(Uint32* pal)
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{
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palette = pal;
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}
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void putp(int x, int y, Uint8 color)
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{
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if (x<0 || y<0 || x>=320 || y>=240) return;
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screen[x+y*320]=color;
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}
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void putpd(int x, int y, Uint8 color, float depth)
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{
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if (x<0 || y<0 || x>=320 || y>=240) return;
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screen[x+y*320]=color;
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depth_buffer[x+y*320]=depth;
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}
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void putps(int x, int y, Uint8 color, float depth)
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{
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if (x<0 || y<0 || x>=320 || y>=240 || color==0) return;
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if (depth_buffer[x+y*320]>=depth)
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{
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screen[x+y*320]=color;
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depth_buffer[x+y*320]=depth;
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}
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}
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Uint8 getp(surface_t *surf, int x, int y)
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{
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return surf->pixels[x+y*surf->w];
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}
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void line(int x1, int y1, int x2, int y2, Uint8 color)
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{
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float dx = float(x2-x1);
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float dy = float(y2-y1);
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float steps = SDL_max(SDL_fabsf(dx), SDL_fabsf(dy));
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if (steps==0) { putp(x1,y1,color); return; }
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float incx = dx / steps;
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float incy = dy / steps;
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float x = (float)x1;
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float y = (float)y1;
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for (int i=0; i<=int(steps); ++i)
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{
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putp(int(x+0.5f),int(y+0.5f),color);
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x += incx;
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y += incy;
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}
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}
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void render()
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{
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// Send to texture and render
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Uint32 *pixels;
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int pitch;
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SDL_LockTexture(sdl_texture, NULL, (void**)&pixels, &pitch);
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for (int i=0; i<(320*240); ++i)
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{
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pixels[i] = 0xFF000000 | palette[screen[i]];
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// [DEBUG] Visualització del depth buffer
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//pixels[i] = 0xFF000000 | palette[SDL_min(int(depth_buffer[i]),255)];
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}
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SDL_UnlockTexture(sdl_texture);
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SDL_RenderTexture(sdl_renderer, sdl_texture, NULL, NULL);
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}
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void flip()
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{
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SDL_RenderPresent(sdl_renderer);
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}
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namespace map
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{
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void putp(int x, int y, Uint8 color)
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{
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draw::putp(160+(x/8), 120+(y/8), color);
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}
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void line(int x1, int y1, int x2, int y2, Uint8 color)
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{
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draw::line(160+(x1/8), 120+(y1/8), 160+(x2/8), 120+(y2/8), color);
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}
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}
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}
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