texture in place, but they slide :p
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@@ -32,49 +32,31 @@ static int get_texture(t_img *img, int imgx, int j, int height)
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return (*(int*)color);
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}
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static void draw_txt_column(t_img *img, t_rcast *rcast, t_wall *wall, t_img *txt_img, int color)
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static void draw_txt_column(t_img *img, t_rcast *rcast, t_wall *wall, t_img *txt_img)
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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 color;
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int img_x;
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int j;
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img_x = (wall->posx * txt_img->width) / rcast->cell;
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//printf("img_x:%i - img_width:%i\n", img_x, txt_img->width);
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j = 0;
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while (j < wall->height)
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{
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color = get_texture(txt_img, img_x, j, wall->height);
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draw_pixel(img, wall->vec.start.x, wall->vec.start.y + j, color);
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draw_pixel(img, wall->vec.start.x, wall->vec.end.y + j, color);
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j++;
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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, txt);
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if (!rcast->is_x && rcast->slope_y > 0)
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draw_txt_column(&game->img, rcast, wall, &txt->img_n, color_n);
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draw_txt_column(&game->img, rcast, wall, &txt->img_n);
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if (!rcast->is_x && rcast->slope_y < 0)
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draw_line(&game->img, &rcast->wall.vec, color_s);
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draw_txt_column(&game->img, rcast, wall, &txt->img_s);
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if (rcast->is_x && rcast->slope_x > 0)
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draw_line(&game->img, &rcast->wall.vec, color_e);
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draw_txt_column(&game->img, rcast, wall, &txt->img_e);
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if (rcast->is_x && rcast->slope_x < 0)
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draw_line(&game->img, &rcast->wall.vec, color_o);
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draw_txt_column(&game->img, rcast, wall, &txt->img_w);
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}
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