#include "cube3d.h" static void draw_floor_ceiling(t_game *game, t_rcast *rcast, t_txt *txt) { t_vec plan; plan.start.x = rcast->ray_nb; plan.end.x = rcast->ray_nb; if (rcast->wall.vec.start.y > 0) { plan.start.y = rcast->screen_height; plan.end.y = rcast->wall.vec.start.y; draw_line(&game->img, &plan, txt->rgb_floor); } if (rcast->wall.vec.start.y < rcast->screen_height) { plan.start.y = rcast->wall.vec.end.y; plan.end.y = 0; draw_line(&game->img, &plan, txt->rgb_ceiling); } } /* 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; int y; int position; y = (j * img->height) / height; position = y * img->szl + imgx * (img->bpp / 8); color = img->data + position; return (*(int *)color); } static void draw_txt_column(t_game *game, t_wall *wall, t_img *txt_img) { int col; int img_x; int i; int j; img_x = (wall->posx * txt_img->width) / game->rcast.cell; j = wall->limit; i = 0; while (j < wall->height - wall->limit) { col = get_texture(txt_img, img_x, j, wall->height); draw_pixel(&game->img, wall->vec.start.x, wall->vec.end.y + i, col); j++; i++; } } 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, wall, &txt->img_n); else if (!rcast->is_x && rcast->slope_y < 0) draw_txt_column(game, wall, &txt->img_s); else if (rcast->is_x && rcast->slope_x > 0) draw_txt_column(game, wall, &txt->img_e); else if (rcast->is_x && rcast->slope_x < 0) draw_txt_column(game, wall, &txt->img_w); }