wall don't distord when bigger than screen

This commit is contained in:
hugogogo
2022-05-03 17:06:39 +02:00
parent a9c25ee5df
commit f882f57396
21 changed files with 6112 additions and 11 deletions

View File

@@ -20,6 +20,28 @@ static void draw_floor_ceiling(t_game *game, t_rcast *rcast, t_txt *txt)
}
}
/*
void draw_line(t_img *img, t_vec *vec, int color)
{
t_coord dist;
int i;
int j;
dist.x = (*vec).end.x - (*vec).start.x;
dist.y = (*vec).end.y - (*vec).start.y;
i = 0;
j = 0;
while (ft_abs(i) <= ft_abs(dist.x) && ft_abs(j) <= ft_abs(dist.y))
{
draw_pixel(img, (*vec).start.x + i, (*vec).start.y + j, color);
if (!ft_abs(dist.x) || ft_abs(j) < ft_abs(i * dist.y / dist.x))
j += ft_sign(dist.y);
else
i += ft_sign(dist.x);
}
}
*/
static int get_texture(t_img *img, int imgx, int j, int height)
{
char *color;
@@ -34,17 +56,28 @@ static int get_texture(t_img *img, int imgx, int j, int height)
static void draw_txt_column(t_img *img, t_rcast *rcast, t_wall *wall, t_img *txt_img)
{
int color;
int img_x;
int i;
int j;
int limit;
img_x = (wall->posx * txt_img->width) / rcast->cell;
limit = (wall->height - rcast->screen_height) / 2;
if (limit < 0)
limit = 0;
i = 0;
j = 0;
while (j < wall->height)
while (i < wall->height - limit)
{
color = get_texture(txt_img, img_x, j, wall->height);
draw_pixel(img, wall->vec.start.x, wall->vec.end.y + j, color);
j++;
if (i > limit)
{
color = get_texture(txt_img, img_x, i, wall->height);
draw_pixel(img, wall->vec.start.x, wall->vec.end.y + j, color);
j++;
}
i++;
}
}
@@ -53,10 +86,10 @@ void draw_column(t_game *game, t_rcast *rcast, t_wall *wall, t_txt *txt)
draw_floor_ceiling(game, rcast, txt);
if (!rcast->is_x && rcast->slope_y > 0)
draw_txt_column(&game->img, rcast, wall, &txt->img_n);
if (!rcast->is_x && rcast->slope_y < 0)
else if (!rcast->is_x && rcast->slope_y < 0)
draw_txt_column(&game->img, rcast, wall, &txt->img_s);
if (rcast->is_x && rcast->slope_x > 0)
else if (rcast->is_x && rcast->slope_x > 0)
draw_txt_column(&game->img, rcast, wall, &txt->img_e);
if (rcast->is_x && rcast->slope_x < 0)
else if (rcast->is_x && rcast->slope_x < 0)
draw_txt_column(&game->img, rcast, wall, &txt->img_w);
}