Fixed cubes behind camera clogging up screen
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display.cmi
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display.ml
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display.ml
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@ -9,10 +9,6 @@ ocamlfind ocamlc -linkpkg -package unix -linkpkg -package graphics -linkpkg -pac
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*)
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*)
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ignore (Sdl.init Sdl.Init.everything) ;;
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let p = Sdl.fill_rect ;;
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let matrix_mult m1 m2 =
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let matrix_mult m1 m2 =
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let n = Array.length m1
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let n = Array.length m1
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and p = Array.length m1.(0)
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and p = Array.length m1.(0)
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@ -146,8 +142,21 @@ let swap arr i j =
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arr.(i) <- arr.(j);
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arr.(i) <- arr.(j);
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arr.(j) <- temp ;;
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arr.(j) <- temp ;;
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let are_faces_behind (cube : pt_3d array) =
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let res = Array.make 6 false in
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res.(0) <- (should_be_drawn_gr cube.(0)) || (should_be_drawn_gr cube.(1)) || (should_be_drawn_gr cube.(2)) || (should_be_drawn_gr cube.(3));
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res.(1) <- (should_be_drawn_gr cube.(4)) || (should_be_drawn_gr cube.(5)) || (should_be_drawn_gr cube.(6)) || (should_be_drawn_gr cube.(7));
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res.(2) <- (should_be_drawn_gr cube.(0)) || (should_be_drawn_gr cube.(1)) || (should_be_drawn_gr cube.(5)) || (should_be_drawn_gr cube.(4));
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res.(3) <- (should_be_drawn_gr cube.(1)) || (should_be_drawn_gr cube.(2)) || (should_be_drawn_gr cube.(6)) || (should_be_drawn_gr cube.(5));
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res.(4) <- (should_be_drawn_gr cube.(2)) || (should_be_drawn_gr cube.(3)) || (should_be_drawn_gr cube.(7)) || (should_be_drawn_gr cube.(6));
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res.(5) <- (should_be_drawn_gr cube.(3)) || (should_be_drawn_gr cube.(0)) || (should_be_drawn_gr cube.(4)) || (should_be_drawn_gr cube.(7));
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(res, res.(0) || res.(1) || res.(2) || res.(3) || res.(4) || res.(5)) ;;
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let draw_cube_p (cube : pt_3d array) screen_wd screen_ht fov r g b =
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let draw_cube_p (cube : pt_3d array) screen_wd screen_ht fov r g b =
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let proj = project (adjust_to_camera cube) screen_wd screen_ht fov in
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let adjusted = adjust_to_camera cube in
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let (draw_faces, draw_cube) = are_faces_behind adjusted in
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if draw_cube then begin
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let proj = project adjusted screen_wd screen_ht fov in
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let graphed = to_graphics proj screen_wd screen_ht in
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let graphed = to_graphics proj screen_wd screen_ht in
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set_color (rgb 192 192 192);
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set_color (rgb 192 192 192);
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@ -193,14 +202,11 @@ let draw_cube_p (cube : pt_3d array) screen_wd screen_ht fov r g b =
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done;
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done;
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swap distances i !idmax;
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swap distances i !idmax;
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swap order i !idmax;
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swap order i !idmax;
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swap draw_faces i !idmax;
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done;
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done;
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(*Printf.printf "| ";
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for i = 0 to 5 do
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Printf.printf "%f " distances.(i)
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done;
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Stdlib.print_endline "|";*)
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set_line_width 5;
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set_line_width 5;
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for i = 0 to 5 do
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for i = 0 to 5 do
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if draw_faces.(i) then begin
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let light = max (0.) (1. -. (distances.(i)) /. 7.5) in
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let light = max (0.) (1. -. (distances.(i)) /. 7.5) in
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let face_R = int_of_float ((float_of_int r) *. light)
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let face_R = int_of_float ((float_of_int r) *. light)
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and face_G = int_of_float ((float_of_int g) *. light)
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and face_G = int_of_float ((float_of_int g) *. light)
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@ -209,7 +215,9 @@ let draw_cube_p (cube : pt_3d array) screen_wd screen_ht fov r g b =
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fill_poly order.(i);
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fill_poly order.(i);
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set_color black;
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set_color black;
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draw_poly_line order.(i);
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draw_poly_line order.(i);
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done ;;
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end
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done
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end ;;
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let sum_x (poly : pt_3d array) =
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let sum_x (poly : pt_3d array) =
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let res = ref 0. in
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let res = ref 0. in
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@ -392,6 +400,8 @@ let get1char () =
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(* ---------------------------------------------------- *)
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(* ---------------------------------------------------- *)
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(* ---------------------------------------------------- *)
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(* ---------------------------------------------------- *)
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(* ---------------------------------------------------- *)
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(* ---------------------------------------------------- *)
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type tile = Free | Wall | Crate | Exit | Craxit | Camera ;;
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type tile = Free | Wall | Crate | Exit | Craxit | Camera ;;
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52
display.mli
52
display.mli
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@ -1,52 +0,0 @@
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val p : 'a
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val matrix_mult : int array array -> int array array -> int array array
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val abs : int -> int
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val absf : float -> float
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type pt_3d = { mutable x : float; mutable y : float; mutable z : float; }
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type pt_2d = { mutable x : float; mutable y : float; }
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val camera_xyz : pt_3d
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val camera_angle : int ref
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val should_be_drawn_gr : pt_3d -> bool
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val sign : float -> float
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val is_cube_behind_camera : pt_3d array -> bool
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val debug_1 : pt_3d array -> unit
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val to_graphics : pt_2d array -> int -> int -> (int * int) array
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val draw_pts_2d : pt_2d array -> int -> int -> unit
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val project : pt_3d array -> int -> int -> int -> pt_2d array
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val adjust_to_camera : pt_3d array -> pt_3d array
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val sq : float -> float
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val dist_from_camera : pt_3d -> float
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val farthest_pt : pt_3d -> pt_3d -> float
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val swap : 'a array -> int -> int -> unit
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val draw_cube_p :
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pt_3d array -> int -> int -> int -> int -> int -> int -> unit
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val sum_x : pt_3d array -> float
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val sum_y : pt_3d array -> float
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val sum_z : pt_3d array -> float
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val cube_dist : pt_3d array -> float
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val draw_multiples_cubes : pt_3d array array -> int -> int -> int -> unit
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val draw_multiples_cubes_colored :
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pt_3d array array ->
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int -> int array -> int array -> int array -> int -> int -> int -> unit
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val create_cube : int -> int -> int -> int -> pt_3d array
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val cube : pt_3d array
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val cube2 : pt_3d array
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val cube3 : pt_3d array
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val cube4 : pt_3d array
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val fov : int
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val hehe : unit -> 'a
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val get1char : unit -> char
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type tile = Free | Wall | Crate | Exit | Craxit | Camera
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val width : int
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val height : int
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val depth : int
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val laby : tile array array array
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val n_walls : int ref
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val convert_laby :
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tile array array array ->
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pt_3d array array * int array * int array * int array
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val cheesify : tile array array array -> unit
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val cs : pt_3d array array
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val rs : int array
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val gs : int array
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val bs : int array
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