#include "cube3d.h" // tmp, to draw rays static void calcul_ray_end(t_rcast *rcast, t_vec *ray) { if (rcast->is_x) { ray->end.x = rcast->cell_x * rcast->cell; if (rcast->ray_sign_x == 1) ray->end.x += rcast->cell; if (rcast->slope_x) { rcast->ratio = (double)(ray->end.x - ray->start.x); rcast->ratio /= (double)rcast->slope_x; ray->end.y = ray->start.y + (double)rcast->slope_y * rcast->ratio; } } else { ray->end.y = rcast->cell_y * rcast->cell; if (rcast->ray_sign_y == 1) ray->end.y += rcast->cell; if (rcast->slope_y) { rcast->ratio = (double)(ray->end.y - ray->start.y); rcast->ratio /= (double)rcast->slope_y; ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio; } } } // tmp end static void wall_length(t_rcast *rcast) { int len; rcast->wall.start.x = rcast->ray_nb; rcast->wall.end.x = rcast->ray_nb; if (rcast->is_x == 1) { len = rcast->next_x - rcast->ray_step_x; if (rcast->slope_y) len /= ft_abs(rcast->slope_y); len = rcast->screen_dist * len / (rcast->slope_x); } else if (rcast->is_x == 0) { len = rcast->next_y - rcast->ray_step_y; if (rcast->slope_x) len /= ft_abs(rcast->slope_x); len = rcast->screen_dist * len / (rcast->slope_y); } rcast->ray_len = ft_abs(len); } static void wall_height(t_rcast *rcast) { int height; height = rcast->screen_height * (rcast->hor - rcast->ray_len) / rcast->hor; 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); } void raycast(t_game *game, t_rcast *rcast) { t_vec ray; rcast->ray_nb = 0; while (rcast->ray_nb <= rcast->screen_width) { ray_intersect(game, rcast, &ray); // tmp, to draw the map calcul_ray_end(rcast, &ray); draw_line(&game->map_img, &ray, 0x00FF00FF); // tmp end wall_length(rcast); wall_height(rcast); draw_column(game, rcast); (rcast->ray_nb)++; } }