add new file for textures

This commit is contained in:
hugogogo
2022-05-01 21:07:11 +02:00
parent 858af3d1c1
commit 43852938c4
5 changed files with 47 additions and 34 deletions

View File

@@ -46,7 +46,8 @@ SRCS += player_moves.c \
# draw/
SRCS += draw.c \
ray_intersect.c \
raycast.c
raycast.c \
draw_column.c
# headers
D_HEADERS = headers

View File

@@ -6,7 +6,7 @@
*/
/* nbr pixel player move */
# define PLR_MV 2
# define PLR_MV 1
/* degree of rotation of the player per press */
# define PLR_ROT 2
/* nbr key you can press at the same time */

View File

@@ -86,5 +86,7 @@ void draw(t_game *game);
void raycast(t_game *game, t_rcast *rcast);
// ray_intersect.c
void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray);
// draw_column.c
void draw_column(t_game *game, t_rcast *rcast);
#endif

31
srcs/draw/draw_column.c Normal file
View File

@@ -0,0 +1,31 @@
#include "cube3d.h"
void draw_floor_ceiling(t_game *game, t_rcast *rcast)
{
t_vec plan;
plan.start.x = rcast->ray_nb;
plan.end.x = rcast->ray_nb;
if (rcast->wall.start.y > 0)
{
plan.start.y = rcast->screen_height;
plan.end.y = rcast->wall.start.y;
draw_line(&game->img, &plan, 0x00FF0000);
}
if (rcast->wall.start.y < rcast->screen_height)
{
plan.start.y = rcast->wall.end.y;
plan.end.y = 0;
draw_line(&game->img, &plan, 0x000000FF);
}
}
void draw_column(t_game *game, t_rcast *rcast)
{
int color;
draw_floor_ceiling(game, rcast);
color = 0x00FF00FF;
if (rcast->is_x)
color = 0x00EE00EE;
draw_line(&game->img, &rcast->wall, color);
}

View File

@@ -30,6 +30,16 @@
}
// tmp end
static void fill_wall_vector(t_rcast *rcast, int height)
{
if (height < 0)
height = 0;
if (height > rcast->screen_height)
height = rcast->screen_height;
rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
}
static void calcul_wall(t_rcast *rcast)
{
int height;
@@ -48,39 +58,8 @@ static void calcul_wall(t_rcast *rcast)
height *= rcast->slope_y;
if (delta && rcast->screen_dist)
height /= (delta * rcast->screen_dist);
height = ft_abs(height);
if (height < 0)
height = 0;
if (height > rcast->screen_height)
height = rcast->screen_height;
rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
}
void draw_column(t_game *game, t_rcast *rcast)
{
t_vec plan;
int color;
plan.start.x = rcast->ray_nb;
plan.end.x = rcast->ray_nb;
if (rcast->wall.start.y > 0)
{
plan.start.y = rcast->screen_height;
plan.end.y = rcast->wall.start.y;
draw_line(&game->img, &plan, 0x00FF0000);
}
if (rcast->wall.start.y < rcast->screen_height)
{
plan.start.y = rcast->wall.end.y;
plan.end.y = 0;
draw_line(&game->img, &plan, 0x000000FF);
}
color = 0x00FF00FF;
if (rcast->is_x)
color = 0x00EE00EE;
draw_line(&game->img, &rcast->wall, color);
fill_wall_vector(rcast, height);
}
void raycast(t_game *game, t_rcast *rcast)