#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); } } static void draw_txt_line(t_img *img, t_rcast *rcast, t_wall *wall, t_img *txt_img, int color) { (void)img; (void)wall; (void)txt_img; (void)color; // draw_line(img, &wall->vec, color); int img_x; img_x = (wall->posx * txt_img->width) / rcast->cell; printf("img_x:%i\n", img_x); // 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); // } } void draw_column(t_game *game, t_rcast *rcast, t_wall *wall, t_txt *txt) { int color_n; int color_s; int color_e; int color_o; (void)wall; color_n = 0x00FF00FF; color_s = 0x0000EEEE; color_e = 0x00DDDD00; color_o = 0x00CCCCCC; draw_floor_ceiling(game, rcast, txt); if (!rcast->is_x && rcast->slope_y > 0) draw_txt_line(&game->img, rcast, wall, &txt->img_n, color_n); if (!rcast->is_x && rcast->slope_y < 0) draw_line(&game->img, &rcast->wall.vec, color_s); if (rcast->is_x && rcast->slope_x > 0) draw_line(&game->img, &rcast->wall.vec, color_e); if (rcast->is_x && rcast->slope_x < 0) draw_line(&game->img, &rcast->wall.vec, color_o); }