wip calcul texture image x position, and add protection when creating texture
This commit is contained in:
@@ -87,8 +87,8 @@ void draw(t_game *game);
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// raycast.c
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void raycast(t_game *game, t_rcast *rcast);
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// ray_intersect.c
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void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray);
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void ray_intersect_wall(t_game *game, t_rcast *rcast, t_vec *ray);
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// draw_column.c
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void draw_column(t_game *game, t_rcast *rcast);
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void draw_column(t_game *game, t_rcast *rcast, t_wall *wall, t_txt *txt);
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#endif
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@@ -26,6 +26,18 @@ typedef struct s_vec
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t_coord end;
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} t_vec;
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/*
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* struct with all elements for raycasting
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*/
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typedef struct s_wall
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{
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t_vec vec;
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int height;
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int delta;
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int posx;
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} t_wall;
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/*
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* struct with all elements for raycasting
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*/
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@@ -34,7 +46,7 @@ typedef struct s_rcast
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{
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t_vec screen_size;
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t_vec ray;
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t_vec wall;
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t_wall wall;
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int screen_width;
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int screen_height;
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int screen_dist;
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@@ -1,43 +1,76 @@
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#include "cube3d.h"
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void draw_floor_ceiling(t_game *game, t_rcast *rcast, t_txt *txt)
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static void draw_floor_ceiling(t_game *game, t_rcast *rcast, t_txt *txt)
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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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if (rcast->wall.vec.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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plan.end.y = rcast->wall.vec.start.y;
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draw_line(&game->img, &plan, txt->rgb_floor);
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}
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if (rcast->wall.start.y < rcast->screen_height)
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if (rcast->wall.vec.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.start.y = rcast->wall.vec.end.y;
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plan.end.y = 0;
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draw_line(&game->img, &plan, txt->rgb_ceiling);
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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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static void draw_txt_line(t_img *img, t_rcast *rcast, t_wall *wall, t_img *txt_img, int color)
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{
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(void)img;
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(void)wall;
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(void)txt_img;
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(void)color;
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// draw_line(img, &wall->vec, color);
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int img_x;
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img_x = (wall->posx * txt_img->width) / rcast->cell;
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printf("img_x:%i\n", img_x);
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// t_coord dist;
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// int i;
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// int j;
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//
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// dist.x = (*vec).end.x - (*vec).start.x;
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// dist.y = (*vec).end.y - (*vec).start.y;
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// i = 0;
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// j = 0;
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// while (ft_abs(i) <= ft_abs(dist.x) && ft_abs(j) <= ft_abs(dist.y))
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// {
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// draw_pixel(img, (*vec).start.x + i, (*vec).start.y + j, color);
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// if (!ft_abs(dist.x) || ft_abs(j) < ft_abs(i * dist.y / dist.x))
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// j += ft_sign(dist.y);
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// else
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// i += ft_sign(dist.x);
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// }
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}
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void draw_column(t_game *game, t_rcast *rcast, t_wall *wall, t_txt *txt)
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{
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int color_n;
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int color_s;
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int color_e;
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int color_o;
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(void)wall;
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color_n = 0x00FF00FF;
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color_s = 0x0000EEEE;
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color_e = 0x00DDDD00;
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color_o = 0x00CCCCCC;
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draw_floor_ceiling(game, rcast, &game->txt);
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draw_floor_ceiling(game, rcast, txt);
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if (!rcast->is_x && rcast->slope_y > 0)
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draw_line(&game->img, &rcast->wall, color_n);
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draw_txt_line(&game->img, rcast, wall, &txt->img_n, color_n);
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if (!rcast->is_x && rcast->slope_y < 0)
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draw_line(&game->img, &rcast->wall, color_s);
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draw_line(&game->img, &rcast->wall.vec, color_s);
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if (rcast->is_x && rcast->slope_x > 0)
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draw_line(&game->img, &rcast->wall, color_e);
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draw_line(&game->img, &rcast->wall.vec, color_e);
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if (rcast->is_x && rcast->slope_x < 0)
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draw_line(&game->img, &rcast->wall, color_o);
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draw_line(&game->img, &rcast->wall.vec, color_o);
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}
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@@ -70,7 +70,7 @@ static void next_cell(t_rcast *rcast)
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}
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}
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void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray)
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void ray_intersect_wall(t_game *game, t_rcast *rcast, t_vec *ray)
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{
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ray->start.x = rcast->ray.start.x + game->plr.pos.x;
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ray->start.y = rcast->ray.start.y + game->plr.pos.y;
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@@ -1,35 +1,52 @@
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#include "cube3d.h"
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static void calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall)
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{
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int tmp;
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if (rcast->is_x == 1)
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{
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tmp = (rcast->slope_y + wall->delta) / ft_abs(rcast->slope_x);
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tmp += game->plr.pos.y;
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wall->posx = tmp % rcast->cell;
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}
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else
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{
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tmp = (rcast->slope_x + wall->delta) / ft_abs(rcast->slope_y);
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tmp += game->plr.pos.x;
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wall->posx = tmp % rcast->cell;
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}
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}
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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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rcast->wall.vec.start.y = rcast->screen_height / 2 + height / 2;
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rcast->wall.vec.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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long int height;
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int delta;
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rcast->wall.start.x = rcast->ray_nb;
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rcast->wall.end.x = rcast->ray_nb;
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rcast->wall.vec.start.x = rcast->ray_nb;
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rcast->wall.vec.end.x = rcast->ray_nb;
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if (rcast->is_x == 1)
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delta = rcast->next_x - rcast->ray_step_x;
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else if (rcast->is_x == 0)
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delta = rcast->next_y - rcast->ray_step_y;
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rcast->wall.delta = rcast->next_x - rcast->ray_step_x;
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else
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rcast->wall.delta = rcast->next_y - rcast->ray_step_y;
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height = rcast->screen_height * rcast->cell;
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if (rcast->slope_x)
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height *= rcast->slope_x;
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if (rcast->slope_y)
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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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fill_wall_vector(rcast, height);
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if (rcast->wall.delta && rcast->screen_dist)
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height /= (rcast->wall.delta * rcast->screen_dist);
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rcast->wall.height = ft_abs(height);
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fill_wall_vector(rcast, rcast->wall.height);
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}
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void raycast(t_game *game, t_rcast *rcast)
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@@ -39,9 +56,10 @@ void raycast(t_game *game, t_rcast *rcast)
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rcast->ray_nb = 0;
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while (rcast->ray_nb <= rcast->screen_width)
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{
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ray_intersect(game, rcast, &ray);
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ray_intersect_wall(game, rcast, &ray);
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calcul_wall(rcast);
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draw_column(game, rcast);
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calcul_img_column(game, rcast, &rcast->wall);
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draw_column(game, rcast, &rcast->wall, &game->txt);
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(rcast->ray_nb)++;
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}
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}
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@@ -1,15 +1,34 @@
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#include "cube3d.h"
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static void init_txtr_img(t_img *img, void *mlx_ptr, char *path)
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static int init_txtr_img(t_img *img, void *mlx_ptr, char *path)
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{
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img->ptr = mlx_xpm_file_to_image(mlx_ptr, path, &img->width, &img->height);
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if (img->ptr == NULL)
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return (1);
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img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn);
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return (0);
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}
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void init_txtr(t_txt *txt, void *mlx_ptr)
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{
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init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_north);
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init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_south);
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init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_east);
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init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_west);
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if (init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_north) == 1)
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mb_exit("failed to read image for texture nord", EXIT_FAILURE);
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if (init_txtr_img(&txt->img_s, mlx_ptr, txt->txt_south) == 1)
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{
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mlx_destroy_image(mlx_ptr, txt->img_n.ptr);
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mb_exit("failed to read image for texture south", EXIT_FAILURE);
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}
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if (init_txtr_img(&txt->img_e, mlx_ptr, txt->txt_east) == 1)
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{
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mlx_destroy_image(mlx_ptr, txt->img_n.ptr);
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mlx_destroy_image(mlx_ptr, txt->img_s.ptr);
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mb_exit("failed to read image for texture east", EXIT_FAILURE);
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}
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if (init_txtr_img(&txt->img_w, mlx_ptr, txt->txt_west) == 1)
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{
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mlx_destroy_image(mlx_ptr, txt->img_n.ptr);
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mlx_destroy_image(mlx_ptr, txt->img_s.ptr);
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mlx_destroy_image(mlx_ptr, txt->img_e.ptr);
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mb_exit("failed to read image for texture west", EXIT_FAILURE);
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}
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}
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