add new file for textures
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31
srcs/draw/draw_column.c
Normal file
31
srcs/draw/draw_column.c
Normal file
@@ -0,0 +1,31 @@
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#include "cube3d.h"
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void draw_floor_ceiling(t_game *game, t_rcast *rcast)
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{
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t_vec plan;
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plan.start.x = rcast->ray_nb;
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plan.end.x = rcast->ray_nb;
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if (rcast->wall.start.y > 0)
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{
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plan.start.y = rcast->screen_height;
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plan.end.y = rcast->wall.start.y;
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draw_line(&game->img, &plan, 0x00FF0000);
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}
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if (rcast->wall.start.y < rcast->screen_height)
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{
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plan.start.y = rcast->wall.end.y;
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plan.end.y = 0;
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draw_line(&game->img, &plan, 0x000000FF);
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}
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}
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void draw_column(t_game *game, t_rcast *rcast)
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{
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int color;
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draw_floor_ceiling(game, rcast);
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color = 0x00FF00FF;
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if (rcast->is_x)
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color = 0x00EE00EE;
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draw_line(&game->img, &rcast->wall, color);
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}
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@@ -30,6 +30,16 @@
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}
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// tmp end
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static void fill_wall_vector(t_rcast *rcast, int height)
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{
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if (height < 0)
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height = 0;
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if (height > rcast->screen_height)
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height = rcast->screen_height;
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rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
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rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
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}
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static void calcul_wall(t_rcast *rcast)
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{
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int height;
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@@ -48,39 +58,8 @@ static void calcul_wall(t_rcast *rcast)
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height *= rcast->slope_y;
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if (delta && rcast->screen_dist)
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height /= (delta * rcast->screen_dist);
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height = ft_abs(height);
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if (height < 0)
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height = 0;
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if (height > rcast->screen_height)
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height = rcast->screen_height;
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rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
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rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
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}
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void draw_column(t_game *game, t_rcast *rcast)
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{
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t_vec plan;
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int color;
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plan.start.x = rcast->ray_nb;
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plan.end.x = rcast->ray_nb;
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if (rcast->wall.start.y > 0)
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{
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plan.start.y = rcast->screen_height;
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plan.end.y = rcast->wall.start.y;
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draw_line(&game->img, &plan, 0x00FF0000);
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}
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if (rcast->wall.start.y < rcast->screen_height)
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{
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plan.start.y = rcast->wall.end.y;
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plan.end.y = 0;
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draw_line(&game->img, &plan, 0x000000FF);
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}
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color = 0x00FF00FF;
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if (rcast->is_x)
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color = 0x00EE00EE;
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draw_line(&game->img, &rcast->wall, color);
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fill_wall_vector(rcast, height);
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}
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void raycast(t_game *game, t_rcast *rcast)
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