/* jeu-laby.c: a 3D maze * * Edouard.Thiel@lif.univ-mrs.fr - 27/03/2014 - version 1.2 * * This program is free software under the terms of the * GNU Lesser General Public License (LGPL) version 2.1. */ #include "ez-draw.h" #include #ifndef M_PI #define M_PI 3.14159265358979323846 #endif /*------------------- L A B Y R I N T H C R E A T I O N -------------------*/ #define LABY_XM 15 #define LABY_YM 12 /* Labyrinth coding for a cell x,y: * laby[2*y+1][2*x+1] : center of cell * laby[2*y ][2*x+1] : horizontal wall * laby[2*y+1][2*x ] : verical wall * laby[2*y ][2*x ] : unused */ typedef int Laby[LABY_YM*2+1][LABY_XM*2+1]; typedef struct { struct { int cx, cy; } l[LABY_YM*LABY_XM]; int n; } Neighbors; void laby_init (Laby laby) { int x, y; for (y = 0; y < LABY_YM*2+1; y++) for (x = 0; x < LABY_XM*2+1; x++) laby[y][x] = 1; } void laby_push_neighbor (Laby laby, Neighbors *neighbors, int x, int y) { if (x < 0 || x >= LABY_XM || y < 0 || y >= LABY_YM) return; if (laby[2*y+1][2*x+1] != 1) return; laby[2*y+1][2*x+1] = 2; /* Avoid several push */ neighbors->l[neighbors->n].cx = x; neighbors->l[neighbors->n].cy = y; neighbors->n++; } void laby_init_neighbors (Laby laby, Neighbors *neighbors) { int x, y; x = ez_random(LABY_XM); y = ez_random(LABY_YM); laby[2*y+1][2*x+1] = 0; neighbors->n = 0; laby_push_neighbor (laby, neighbors, x+1,y); laby_push_neighbor (laby, neighbors, x-1,y); laby_push_neighbor (laby, neighbors, x,y+1); laby_push_neighbor (laby, neighbors, x,y-1); } void laby_crunch_wall (Laby laby, int x, int y) { int dx[] = { 1, 0, -1, 0}, dy[] = { 0, 1, 0, -1}, xx, yy, i, j, n = 0, t[4]; /* Store neighbours as 0 in t[] and count in n */ for (i = 0; i < 4; i++) { xx = x+dx[i]; yy = y+dy[i]; if (0 <= xx && xx < LABY_XM && 0 <= yy && yy < LABY_YM && laby[2*yy+1][2*xx+1] == 0) t[n++] = i; } /* Randomly take one of them, then eat the wall */ i = ez_random (n); j = t[i]; laby[2*y+dy[j]+1][2*x+dx[j]+1] = 0; } int laby_step (Laby laby, Neighbors *neighbors) { int n, x, y; if (neighbors->n == 0) return 0; /* The labyrinth is finished */ /* Randomly take a neighbour and set it to 0 */ n = ez_random (neighbors->n); x = neighbors->l[n].cx; y = neighbors->l[n].cy; laby[2*y+1][2*x+1] = 0; /* Eat a wall that is neighbour to a 0 */ laby_crunch_wall (laby, x,y); /* Pop (x,y) from the neighbours list and push the 4 neighbours */ neighbors->n--; neighbors->l[n] = neighbors->l[neighbors->n]; laby_push_neighbor (laby, neighbors, x+1,y); laby_push_neighbor (laby, neighbors, x-1,y); laby_push_neighbor (laby, neighbors, x,y+1); laby_push_neighbor (laby, neighbors, x,y-1); return 1; } void laby_hide_walls (Laby laby, int a, int b) { int x, y; for (y = 1; y < LABY_YM*2; y++) for (x = 1; x < LABY_XM*2; x++) if (laby[y][x] == a) laby[y][x] = b; } void laby_show_wall (Laby laby, int mx, int my) { if (laby[my][mx] == 2) laby[my][mx] = 1; } void laby_show_walls (Laby laby, int x, int y) { laby_show_wall (laby, 2*x , 2*y+1); laby_show_wall (laby, 2*x+1, 2*y ); laby_show_wall (laby, 2*x+2, 2*y+1); laby_show_wall (laby, 2*x+1, 2*y+2); } /*-------------------- P A W N D I S P L A C E M E N T S ------------------*/ /* Current pawn and exit */ typedef struct { int px, py; /* Pawn coordinates */ int pa; /* Pawn angle */ int sx, sy; /* Exit coordinates */ } Pawn; /* A move in several steps */ typedef struct { enum { M_FORWARD, M_TURN, M_BUMP1, M_BUMP2 } kind; double x, y, a, x1, x2, y1, y2, a1, a2; int k, nb; /* step k : 0 .. nb */ } Move; void pawn_init (Pawn *pawn) { pawn->px = pawn->py = pawn->pa = 0; pawn->sx = LABY_XM-1; pawn->sy = LABY_YM-1; } void pawn_move_coords (Laby laby, Pawn *pawn, Move *move, int dx, int dy) { int xx = pawn->px + dx, yy = pawn->py + dy; if (0 <= xx && xx < LABY_XM && 0 <= yy && yy < LABY_YM && laby[2*pawn->py+dy+1][2*pawn->px+dx+1] == 0) { move->kind = M_FORWARD; move->x = move->x1 = pawn->px; move->x2 = xx; move->y = move->y1 = pawn->py; move->y2 = yy; move->a = move->a1 = move->a2 = pawn->pa; move->k = 0; move->nb = 20; } else { move->kind = M_BUMP1; move->x = move->x1 = pawn->px; move->x2 = pawn->px + 0.1*dx; move->y = move->y1 = pawn->py; move->y2 = pawn->py + 0.1*dy; move->a = move->a1 = move->a2 = pawn->pa; move->k = 0; move->nb = 6; } } void pawn_move_forward (Laby laby, Pawn *pawn, Move *move, int dir) { int dx = (pawn->pa == 0) ? dir : (pawn->pa == 180) ? -dir : 0, dy = (pawn->pa == 90) ? dir : (pawn->pa == 270) ? -dir : 0; pawn_move_coords (laby, pawn, move, dx, dy); } void pawn_move_lateral (Laby laby, Pawn *pawn, Move *move, int dir) { int dx = (pawn->pa == 270) ? dir : (pawn->pa == 90) ? -dir : 0, dy = (pawn->pa == 0) ? dir : (pawn->pa == 180) ? -dir : 0; pawn_move_coords (laby, pawn, move, dx, dy); } void pawn_move_turn (Pawn *pawn, Move *move, int dir) { int a = pawn->pa + dir*90; move->kind = M_TURN; move->x = move->x1 = move->x2 = pawn->px; move->y = move->y1 = move->y2 = pawn->py; move->a = move->a1 = pawn->pa; move->a2 = a; move->k = 0; move->nb = 20 ; } /*---------------------------------- A P P ------ ---------------------------*/ /* Size in pixels */ #define W_X0 25 #define W_Y0 40 #define W_TA 22 #define P_RA 8 /* Windows sizes */ #define WIN1_W (W_X0+W_TA*LABY_XM+W_X0) #define WIN1_H (W_Y0+W_TA*LABY_YM+30) #define WIN2_W 400 #define WIN2_H 400 /* Animation delays for creation and moves */ #define DELAY1 20 #define DELAY2 20 /* Parameters for 3D */ #define HOMO_FACTOR 0.5 #define PROJ_DISTD 4 typedef struct { enum { S_START, S_CREATE, S_PLAY, S_MOVE, S_WIN } state; Laby laby; /* The labyrinth and the walls */ Neighbors neighbors; /* List of neighbors during creation */ Pawn pawn; /* Current coordinates */ Move move; /* Move in progress */ int kb_arrow; /* Current arrow pressed */ int kb_shift; /* A shift key is pressed */ double distD; /* Distance from observer to focal plane */ Ez_window win1, win2; /* Windows of the map, of the 3D view */ } App; void app_init (App *app) { app->state = S_START; app->kb_arrow = 0; app->kb_shift = 0; app->distD = PROJ_DISTD; laby_init (app->laby); } /*----------------------- D R A W I N G S F O R W I N 1 -----------------*/ void draw_wall_h (Ez_window win, int x, int y) { ez_draw_line (win, W_X0+ x *W_TA, W_Y0+y*W_TA, W_X0+(x+1)*W_TA, W_Y0+y*W_TA); } void draw_wall_v (Ez_window win, int x, int y) { ez_draw_line (win, W_X0+x*W_TA, W_Y0+ y *W_TA, W_X0+x*W_TA, W_Y0+(y+1)*W_TA); } void draw_cell (Ez_window win, int x, int y) { ez_fill_rectangle (win, W_X0+ x *W_TA+1, W_Y0+ y *W_TA+1, W_X0+(x+1)*W_TA-1, W_Y0+(y+1)*W_TA-1); } void draw_pawn (Ez_window win, double x, double y, double a) { double b = a * M_PI / 180, c = cos (b), s = sin (b); int x1 = W_X0+(x+0.5)*W_TA + 0.5, y1 = W_Y0+(y+0.5)*W_TA + 0.5; ez_draw_circle (win, x1 - P_RA, y1 - P_RA, x1 + P_RA, y1 + P_RA); ez_draw_line (win, x1, y1, x1 + c*P_RA + 0.5, y1 + s*P_RA + 0.5); } void draw_exit (Ez_window win, int x, int y) { ez_draw_line (win, W_X0+ x *W_TA+3, W_Y0+ y *W_TA+3, W_X0+(x+1)*W_TA-3, W_Y0+(y+1)*W_TA-3); ez_draw_line (win, W_X0+(x+1)*W_TA-3, W_Y0+ y *W_TA+3, W_X0+ x *W_TA+3, W_Y0+(y+1)*W_TA-3); } void draw_laby_2D (Ez_window win, App *app) { int x, y; ez_set_color (ez_blue); for (y = 0; y <= LABY_YM; y++) for (x = 0; x < LABY_XM; x++) if (app->laby[y*2][x*2+1] == 1) draw_wall_h (win, x, y); for (y = 0; y < LABY_YM; y++) for (x = 0; x <= LABY_XM; x++) if (app->laby[y*2+1][x*2] == 1) draw_wall_v (win, x, y); if (app->state == S_CREATE) { ez_set_color (ez_grey); for (y = 0; y < LABY_YM; y++) for (x = 0; x < LABY_XM; x++) if (app->laby[y*2+1][x*2+1] == 1) draw_cell (win, x, y); ez_set_color (ez_yellow); for (y = 0; y < LABY_YM; y++) for (x = 0; x < LABY_XM; x++) if (app->laby[y*2+1][x*2+1] == 2) draw_cell (win, x, y); } else { ez_set_color (ez_red); if (app->state == S_MOVE) draw_pawn (win, app->move.x, app->move.y, app->move.a); else draw_pawn (win, app->pawn.px, app->pawn.py, app->pawn.pa); draw_exit (win, app->pawn.sx, app->pawn.sy); } } void win1_redraw (Ez_window win, App *app) { char *s; switch (app->state) { case S_START : s = "\n** Labyrinth **"; break; case S_CREATE : s = "Creation in progress ..."; break; case S_PLAY : case S_MOVE : s = "Find the exit!"; break; case S_WIN : s = "Well done !!"; break; default : s = ""; } ez_set_color (ez_blue); ez_set_nfont (2); ez_draw_text (win, EZ_TC, WIN1_W/2, 10, s); ez_set_color (ez_black); ez_set_nfont (0); ez_draw_text (win, EZ_BL, 10, WIN1_H-5, "n: new game r: reveal q: quit"); if (app->state == S_START) { ez_set_color (ez_magenta); ez_set_nfont (1); ez_draw_text (win, EZ_TC, WIN1_W/2, WIN1_H*3/7, "Use arrows to move\n\n" "Type 'n' to start ..."); ez_set_color (ez_grey); ez_set_nfont (0); ez_draw_text (win, EZ_TC, WIN1_W/2, WIN1_H*5/7, "The program jeu-laby.c is part of EZ-Draw:\n" "http://pageperso.lif.univ-mrs.fr/~edouard.thiel/ez-draw"); } else draw_laby_2D (win, app); } /*----------------------- E V E N T S F O R W I N 1 ---------------------*/ void win1_on_Expose (Ez_event *ev, App *app) { win1_redraw (ev->win, app); } void send_2expose (App *app) { ez_send_expose (app->win1); ez_send_expose (app->win2); } void move_for_arrow (App *app) { switch (app->kb_arrow) { case XK_Left : case XK_KP_Left : if (app->kb_shift) pawn_move_lateral (app->laby, &app->pawn, &app->move, -1); else pawn_move_turn (&app->pawn, &app->move, -1); break; case XK_Right : case XK_KP_Right : if (app->kb_shift) pawn_move_lateral (app->laby, &app->pawn, &app->move, 1); else pawn_move_turn (&app->pawn, &app->move, 1); break; case XK_Up : case XK_KP_Up : pawn_move_forward (app->laby, &app->pawn, &app->move, 1); break; case XK_Down : case XK_KP_Down : pawn_move_forward (app->laby, &app->pawn, &app->move, -1); break; default : return; } app->state = S_MOVE; ez_start_timer (app->win2, DELAY2); } void move_step (App *app) { double u; app->move.k++; u = (double) app->move.k / app->move.nb; app->move.x = app->move.x1 * (1-u) + app->move.x2 * u; app->move.y = app->move.y1 * (1-u) + app->move.y2 * u; app->move.a = app->move.a1 * (1-u) + app->move.a2 * u; if (app->move.k == app->move.nb && app->move.kind == M_BUMP1) { double tmp; app->move.kind = M_BUMP2; tmp = app->move.x1; app->move.x1 = app->move.x2; app->move.x2 = tmp; tmp = app->move.y1; app->move.y1 = app->move.y2; app->move.y2 = tmp; app->move.k = 0; } if (app->move.k == app->move.nb) { app->state = S_PLAY; if (app->move.kind == M_FORWARD) { app->pawn.px = app->move.x2; app->pawn.py = app->move.y2; laby_show_walls (app->laby, app->pawn.px, app->pawn.py); if (app->pawn.px == app->pawn.sx && app->pawn.py == app->pawn.sy) { /* We reach the exit! */ app->state = S_WIN; laby_hide_walls (app->laby, 2, 1); } else if (app->kb_arrow != 0) move_for_arrow (app); } else if (app->move.kind == M_TURN) { app->pawn.pa = (int) (app->move.a2 + 360) % 360; if (app->kb_arrow != 0) move_for_arrow (app); } } else ez_start_timer (app->win2, DELAY2); send_2expose (app); } void win1_on_KeyPress (Ez_event *ev, App *app) { switch (ev->key_sym) { case XK_q : ez_quit (); break; case XK_Left : case XK_Right : case XK_Up : case XK_Down : case XK_KP_Left : case XK_KP_Right : case XK_KP_Up : case XK_KP_Down : app->kb_arrow = ev->key_sym; if (app->state == S_PLAY) move_for_arrow (app); break; case XK_Shift_L : case XK_Shift_R : app->kb_shift = 1; break; case XK_r : if (app->state == S_PLAY) { laby_hide_walls (app->laby, 2, 1); ez_send_expose (ev->win); } break; case XK_d : app->distD /= 1.05; if (app->distD < 2) app->distD = 2; ez_send_expose (app->win2); break; case XK_D : app->distD *= 1.05; if (app->distD > 10) app->distD = 10; ez_send_expose (app->win2); break; case XK_n : app->state = S_CREATE; laby_init (app->laby); laby_init_neighbors (app->laby, &app->neighbors); ez_start_timer (ev->win, DELAY1); break; } } void win1_on_KeyRelease (Ez_event *ev, App *app) { switch (ev->key_sym) { case XK_Left : case XK_Right : case XK_Up : case XK_Down : case XK_KP_Left : case XK_KP_Right : case XK_KP_Up : case XK_KP_Down : app->kb_arrow = 0; break; case XK_Shift_L : case XK_Shift_R : app->kb_shift = 0; break; } } void win1_on_TimerNotify (Ez_event *ev, App *app) { if (app->state == S_CREATE) { /* Make a further step in labyrinth creation */ int k = laby_step (app->laby, &app->neighbors); if (k == 1) { /* The labyrinth is not finished, restart the timer */ ez_start_timer (ev->win, DELAY1); } else { /* The labyrinth is finish, we can play */ app->state = S_PLAY; laby_hide_walls (app->laby, 1, 2); pawn_init (&app->pawn); laby_show_walls (app->laby, app->pawn.px, app->pawn.py); ez_window_show (app->win2, 1); } send_2expose (app); } } void win1_on_event (Ez_event *ev) /* Called for each event on win1 */ { App *app = ez_get_data (ev->win); switch (ev->type) { case Expose : win1_on_Expose (ev, app); break; case KeyPress : win1_on_KeyPress (ev, app); break; case KeyRelease : win1_on_KeyRelease (ev, app); break; case TimerNotify : win1_on_TimerNotify (ev, app); break; } } /*-------------------- 3 D T R A N S F O R M A T I O N S ------------------*/ #define ZEDIM 4 typedef double Matr[ZEDIM][ZEDIM]; /* [line][col] */ typedef double Vec[ZEDIM]; /* * Display the matrix for debugging */ void matr_print (Matr m) { int i, j; for (i = 0; i < ZEDIM; i++) { for (j = 0; j < ZEDIM; j++) printf ("%2.3f ", m[i][j]); printf ("\n"); } } /* * Initialize matrix m to unity */ void matr_unity (Matr m) { int i, j; for (i = 0; i < ZEDIM; i++) for (j = 0; j < ZEDIM; j++) m[i][j] = 0; for (i = 0; i < ZEDIM; i++) m[i][i] = 1; } /* * Copy matrix m to res */ void matr_copy (Matr m, Matr res) { int i, j; for (i = 0; i < ZEDIM; i++) for (j = 0; j < ZEDIM; j++) res[i][j] = m[i][j]; } /* * Multiply matrix m1 by matrix m2 and store in res */ void matr_mult_matrix (Matr m1, Matr m2, Matr res) { int i, j, k; double d; for (i = 0; i < ZEDIM; i++) for (j = 0; j < ZEDIM; j++) { d = 0; for (k = 0; k < ZEDIM; k++) d += m1[i][k] * m2[k][j]; res[i][j] = d; } } /* * Multiply matrix m1 by vector v2 and store in res */ void matr_mult_vector (Matr m1, Vec v2, Vec res) { int i, k; double d; for (i = 0; i < ZEDIM; i++) { d = 0; for (k = 0; k < ZEDIM; k++) d += m1[i][k] * v2[k]; res[i] = d; } } /* * Make operation: m = T*m * where T is the conic projection matrix on plane XY and center (0,0,-D) */ void matr_mult_projection (Matr m, double d) { Matr res, tmp; tmp[0][0] = d; tmp[0][1] = 0; tmp[0][2] = 0; tmp[0][3] = 0; tmp[1][0] = 0; tmp[1][1] = d; tmp[1][2] = 0; tmp[1][3] = 0; tmp[2][0] = 0; tmp[2][1] = 0; tmp[2][2] = d; tmp[2][3] = 0; tmp[3][0] = 0; tmp[3][1] = 0; tmp[3][2] = 1; tmp[3][3] = d; matr_mult_matrix (tmp, m, res); matr_copy (res, m); } /* * Make operation: m = T*m * where T is the rotation matrix for angle r (in degrees) and X axis */ void matr_mult_rot_X (Matr m, double r) { Matr res, tmp; double a, c, s; a = r * M_PI / 180; c = cos(a); s = sin(a); tmp[0][0] = 1; tmp[0][1] = 0; tmp[0][2] = 0; tmp[0][3] = 0; tmp[1][0] = 0; tmp[1][1] = c; tmp[1][2] = s; tmp[1][3] = 0; tmp[2][0] = 0; tmp[2][1] = -s; tmp[2][2] = c; tmp[2][3] = 0; tmp[3][0] = 0; tmp[3][1] = 0; tmp[3][2] = 0; tmp[3][3] = 1; matr_mult_matrix (tmp, m, res); matr_copy (res, m); } /* * Make operation: m = T*m * where T is the rotation matrix for angle r (in degrees) and Y axis */ void matr_mult_rot_Y (Matr m, double r) { Matr res, tmp; double a, c, s; a = r * M_PI / 180; c = cos(a); s = sin(a); tmp[0][0] = c; tmp[0][1] = 0; tmp[0][2] = s; tmp[0][3] = 0; tmp[1][0] = 0; tmp[1][1] = 1; tmp[1][2] = 0; tmp[1][3] = 0; tmp[2][0] = -s; tmp[2][1] = 0; tmp[2][2] = c; tmp[2][3] = 0; tmp[3][0] = 0; tmp[3][1] = 0; tmp[3][2] = 0; tmp[3][3] = 1; matr_mult_matrix (tmp, m, res); matr_copy (res, m); } /* * Make operation: m = T*m * where T is the rotation matrix for angle r (in degrees) and Z axis */ void matr_mult_rot_Z (Matr m, double r) { Matr res, tmp; double a, c, s; a = r * M_PI / 180; c = cos(a); s = sin(a); tmp[0][0] = c; tmp[0][1] = s; tmp[0][2] = 0; tmp[0][3] = 0; tmp[1][0] = -s; tmp[1][1] = c; tmp[1][2] = 0; tmp[1][3] = 0; tmp[2][0] = 0; tmp[2][1] = 0; tmp[2][2] = 1; tmp[2][3] = 0; tmp[3][0] = 0; tmp[3][1] = 0; tmp[3][2] = 0; tmp[3][3] = 1; matr_mult_matrix (tmp, m, res); matr_copy (res, m); } /* * Make operation: m = T*m * where T is the translation matrix (dx,dy,dz) */ void matr_mult_translation (Matr m, double dx, double dy, double dz) { Matr res, tmp; tmp[0][0] = 1; tmp[0][1] = 0; tmp[0][2] = 0; tmp[0][3] = dx; tmp[1][0] = 0; tmp[1][1] = 1; tmp[1][2] = 0; tmp[1][3] = dy; tmp[2][0] = 0; tmp[2][1] = 0; tmp[2][2] = 1; tmp[2][3] = dz; tmp[3][0] = 0; tmp[3][1] = 0; tmp[3][2] = 0; tmp[3][3] = 1; matr_mult_matrix (tmp, m, res); matr_copy (res, m); } /* * Make operation: m = T*m * where T is the homothety matrix of center 0 and factor (rx, ry, rz) */ void matr_mult_homothety (Matr m, double rx, double ry, double rz) { Matr res, tmp; tmp[0][0] = rx; tmp[0][1] = 0; tmp[0][2] = 0; tmp[0][3] = 0; tmp[1][0] = 0; tmp[1][1] = ry; tmp[1][2] = 0; tmp[1][3] = 0; tmp[2][0] = 0; tmp[2][1] = 0; tmp[2][2] = rz; tmp[2][3] = 0; tmp[3][0] = 0; tmp[3][1] = 0; tmp[3][2] = 0; tmp[3][3] = 1; matr_mult_matrix (tmp, m, res); matr_copy (res, m); } /* * Geometric transform of a vertex by using homogeneous coordinates: * - we apply the transformation matrix m to the vector (x1, y1, z1, 1). * - we obtain a vector (x', y', z', t'). * - if t' != 0, the result is *x2=x'/t', *y2=y'/t', *z2 = z'/fabs(t'). */ void matr_transform_vertex (Matr m, double x1, double y1, double z1, double *x2, double *y2, double *z2) { Vec v1, v2; v1[0] = x1; v1[1] = y1; v1[2] = z1; v1[3] = 1; matr_mult_vector (m, v1, v2); /* Point to inifinite */ if (v2[3] == 0) { *x2 = *y2 = 0; *z2 = -1; return; } /* We use fabs() so that objects behind the observer get a z < 0 */ *x2 = v2[0]/v2[3]; *y2 = v2[1]/v2[3]; *z2 = v2[2]/fabs(v2[3]); } /* (Unused in this program) * * Cut segment in tz = 0 considering tz1 < 0 <= tz2. * A linear interpolation in tz=0 being unsufficient, we make a dichotomic * search of the cutting point. Usage: * if (tz1 < 0) * cut_segment (m, x1, y1, 1, x2, y2, 1, tx1, tx2, &tx1, &ty1, &tz1); * else if (tz2 < 0) * cut_segment (m, x2, y2, 1, x1, y1, 1, tx2, tx1, &tx2, &ty2, &tz2); */ void cut_segment (Matr m, double x1, double y1, double z1, double x2, double y2, double z2, double tx1, double tx2, double *ox3, double *oy3, double *oz3) { double x3, y3, z3; while ( fabs(tx2 - tx1) >= 1 ) { x3 = (x1+x2)/2; y3 = (y1+y2)/2; z3 = (z1+z2)/2; matr_transform_vertex (m, x3, y3, z3, ox3, oy3, oz3); if (*oz3 < 0) { x1 = x3; y1 = y3; z1 = z3; tx1 = *ox3; } else { x2 = x3; y2 = y3; z2 = z3; tx2 = *ox3; } } } /*----------------------- L I N E Z - B U F F E R -------------------------*/ #define ZBUF_MAX 2048 typedef struct { double y[ZBUF_MAX], z[ZBUF_MAX]; int e[ZBUF_MAX], width; } Zbuffer; /* * Initialize the line Z-buffer */ void zbuf_init (Zbuffer *buf, int width) { int x; buf->width = (width < ZBUF_MAX) ? width : ZBUF_MAX; for (x = 0; x < buf->width; x++) { buf->y[x] = -1; buf->z[x] = -1; buf->e[x] = 0; } } /* * Blend visible points of a segment in the Z-buffer */ void zbuf_blend_segment (Zbuffer *buf, Matr m, int x1, int y1, int x2, int y2) { double tx1, ty1, tz1, tx2, ty2, tz2, tmp, z; int x, ix1, ix2; matr_transform_vertex (m, x1, y1, 1, &tx1, &ty1, &tz1); matr_transform_vertex (m, x2, y2, 1, &tx2, &ty2, &tz2); /* If both extremities are out of the window then return */ if ((tx1 < 0 && tx2 < 0) || (tx1 >= buf->width && tx2 >= buf->width)) return; /* If both extremities are behind the observer then return */ if (tz1 < 0 && tz2 < 0) return; /* If one extremity is behind and the other one is out of the window, then this is a wall that we can not see */ if ( (tz1 < 0 && (tx2 < 0 || tx2 >= buf->width)) || (tz2 < 0 && (tx1 < 0 || tx1 >= buf->width)) ) return; /* Set x in ascending order */ if (tx1 > tx2) { tmp = tx1; tx1 = tx2; tx2 = tmp; tmp = ty1; ty1 = ty2; ty2 = tmp; tmp = tz1; tz1 = tz2; tz2 = tmp; } /* Compute bounds of the window */ ix1 = (tx1 >= 0) ? tx1 : 0; ix2 = (tx2 < buf->width) ? tx2 : buf->width-1; /* For each point of the segment we check if the point will be visible */ for (x = ix1; x <= ix2; x++) { /* Linear interpolation in z: wrong but sufficient */ z = tz1 + (x-tx1)*(tz2-tz1)/(tx2-tx1) + 0.5; /* rounding */ /* This point is behind, try the next */ if (buf->z[x] != -1 && z >= buf->z[x]) continue; /* This point is visible, we store it in the Z-buffer */ buf->z[x] = z; buf->y[x] = ty1 + (x-tx1)*(ty2-ty1)/(tx2-tx1) + 0.5; /* rounding */ /* e[x] = 0 interior, 1 extremity, 2 cut */ buf->e[x] = (x != ix1 && x != ix2) ? 0 : (fabs(x-tx1) > 1 && fabs(x-tx2) > 1) ? 2 : 1; } } /* * Display the scene by using the Z-buffer */ void zbuf_render (Ez_window win, Zbuffer *buf, int height) { int x, lx = -1; ez_set_color (ez_blue); for (x = 0; x < buf->width; x++) { if (buf->e[x] >= 1 || x == buf->width-1) { if (lx+1 < x-1) { /* Display top and bottom of the wall */ ez_draw_line (win, lx+1, buf->y[lx+1], x-1, buf->y[x-1]); ez_draw_line (win, lx+1, height-buf->y[lx+1], x-1, height-buf->y[x-1]); } if (buf->e[x] == 1) { /* Display vertical side of a wall */ ez_draw_line (win, x, height - buf->y[x], x, buf->y[x]); } lx = x; } } } /*-------------------------- 3 D R E N D E R I N G ------------------------*/ /* * Compute the product matrix m of the simple transformations. */ void compute_3D_transform (Matr m, double angle, double distD, int width, int height, double factor, double cx, double cy) { matr_unity (m); matr_mult_translation (m, -cx, -cy, 0); matr_mult_rot_Z (m, angle+90); matr_mult_rot_X (m, 90); matr_mult_projection (m, distD); matr_mult_homothety (m, factor*width, factor*height, 1); matr_mult_translation (m, width/2, height/2, 0); } /* * Display in perspective projection: * - compute the product matrix m of the simple transformations * - apply m to 3D vertices -> get 2D vertices * - adapt 2D coordinates to the window size * - compute visible parts with a line Z-buffer * - display visible parts. */ void draw_in_perspective (Laby laby, Ez_window win, int width, int height, double factor, double angle, double distD, double px, double py) { int x, y; Matr m; Zbuffer buf; /* Compute the product matrix m of the simple transformations */ compute_3D_transform (m, angle, distD, width, height, factor, px*2+1, py*2+1); /* Use a line Z-buffer in x to compute the visible parts */ zbuf_init (&buf, width); for (y = 0; y <= LABY_YM; y++) for (x = 0; x < LABY_XM; x++) if (laby[y*2][x*2+1] >= 1) zbuf_blend_segment (&buf, m, 2*x, 2*y, 2*x+2, 2*y); for (y = 0; y < LABY_YM; y++) for (x = 0; x <= LABY_XM; x++) if (laby[y*2+1][x*2] >= 1) zbuf_blend_segment (&buf, m, 2*x, 2*y, 2*x, 2*y+2); /* Display the visible parts */ zbuf_render (win, &buf, height); } /*----------------------- E V E N T S F O R W I N 2 ---------------------*/ void win2_on_Expose (Ez_event *ev, App *app) { int w, h; ez_window_get_size (ev->win, &w, &h); if (app->state == S_MOVE) draw_in_perspective (app->laby, ev->win, w, h, HOMO_FACTOR, app->move.a, app->distD, app->move.x, app->move.y); else draw_in_perspective (app->laby, ev->win, w, h, HOMO_FACTOR, app->pawn.pa, app->distD, app->pawn.px, app->pawn.py); ez_set_color (ez_black); ez_set_nfont (0); ez_draw_text (ev->win, EZ_BC, w/2, h-5, "Arrows: move shift+arrows: lateral"); ez_draw_text (ev->win, EZ_TC, w/2, 5, "d,D: focal dist %.2f", app->distD); } void win2_on_KeyPress (Ez_event *ev, App *app) { Ez_event ev2 = *ev; ev2.win = app->win1; win1_on_KeyPress (&ev2, app); } void win2_on_KeyRelease (Ez_event *ev, App *app) { Ez_event ev2 = *ev; ev2.win = app->win1; win1_on_KeyRelease (&ev2, app); } void win2_on_TimerNotify (Ez_event *ev, App *app) { (void) ev; /* unused */ if (app->state == S_MOVE) move_step (app); } void win2_on_event (Ez_event *ev) /* Called for each event on win2 */ { App *app = ez_get_data (ev->win); switch (ev->type) { case Expose : win2_on_Expose (ev, app); break; case KeyPress : win2_on_KeyPress (ev, app); break; case KeyRelease : win2_on_KeyRelease (ev, app); break; case TimerNotify : win2_on_TimerNotify (ev, app); break; } } /*----------------------------------- G U I ---------------------------------*/ void gui_init (App *app) { app->win1 = ez_window_create (WIN1_W, WIN1_H, "Game of labyrinth", win1_on_event); app->win2 = ez_window_create (WIN2_W, WIN2_H, "3D View", win2_on_event); ez_window_show (app->win2, 0); ez_set_data (app->win1, app); ez_set_data (app->win2, app); /* Double buffer to avoid blinking */ ez_window_dbuf (app->win1, 1); ez_window_dbuf (app->win2, 1); } /*------------------------ M A I N P R O G R A M --------------------------*/ int main () { App app; if (ez_init() < 0) exit(1); app_init (&app); gui_init (&app); ez_main_loop (); exit(0); }