116 lines
2.5 KiB
C
116 lines
2.5 KiB
C
#include "cube3d.h"
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// tmp, to draw rays
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static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
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{
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if (rcast->is_x)
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{
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ray->end.x = rcast->cell_x * rcast->cell;
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if (rcast->ray_sign_x == 1)
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ray->end.x += rcast->cell;
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if (rcast->slope_x)
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{
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rcast->ratio = (double)(ray->end.x - ray->start.x);
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rcast->ratio /= (double)rcast->slope_x;
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ray->end.y = ray->start.y + (double)rcast->slope_y * rcast->ratio;
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}
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}
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else
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{
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ray->end.y = rcast->cell_y * rcast->cell;
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if (rcast->ray_sign_y == 1)
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ray->end.y += rcast->cell;
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if (rcast->slope_y)
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{
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rcast->ratio = (double)(ray->end.y - ray->start.y);
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rcast->ratio /= (double)rcast->slope_y;
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ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio;
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}
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}
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}
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// tmp end
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static void wall_length(t_rcast *rcast)
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{
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int len;
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rcast->wall.start.x = rcast->ray_nb;
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rcast->wall.end.x = rcast->ray_nb;
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if (rcast->is_x == 1)
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{
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len = rcast->next_x - rcast->ray_step_x;
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if (rcast->slope_y)
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len /= ft_abs(rcast->slope_y);
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len = rcast->screen_dist * len / (rcast->slope_x);
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}
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else if (rcast->is_x == 0)
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{
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len = rcast->next_y - rcast->ray_step_y;
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if (rcast->slope_x)
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len /= ft_abs(rcast->slope_x);
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len = rcast->screen_dist * len / (rcast->slope_y);
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}
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rcast->ray_len = ft_abs(len);
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}
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static void wall_height(t_rcast *rcast)
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{
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int height;
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height = rcast->screen_height * (rcast->hor - rcast->ray_len) / rcast->hor;
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if (height < 0)
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height = 0;
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if (height > rcast->screen_height)
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height = rcast->screen_height;
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rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
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rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
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}
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void draw_column(t_game *game, t_rcast *rcast)
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{
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t_vec plan;
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int color;
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plan.start.x = rcast->ray_nb;
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plan.end.x = rcast->ray_nb;
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if (rcast->wall.start.y > 0)
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{
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plan.start.y = rcast->screen_height;
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plan.end.y = rcast->wall.start.y;
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draw_line(&game->img, &plan, 0x00FF0000);
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}
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if (rcast->wall.start.y < rcast->screen_height)
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{
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plan.start.y = rcast->wall.end.y;
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plan.end.y = 0;
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draw_line(&game->img, &plan, 0x000000FF);
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}
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color = 0x00FF00FF;
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if (rcast->is_x)
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color = 0x00EE00EE;
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draw_line(&game->img, &rcast->wall, color);
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}
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void raycast(t_game *game, t_rcast *rcast)
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{
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t_vec ray;
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rcast->ray_nb = 0;
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while (rcast->ray_nb <= rcast->screen_width)
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{
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ray_intersect(game, rcast, &ray);
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// tmp, to draw the map
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calcul_ray_end(rcast, &ray);
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draw_line(&game->map_img, &ray, 0x00FF00FF);
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// tmp end
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wall_length(rcast);
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wall_height(rcast);
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draw_column(game, rcast);
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(rcast->ray_nb)++;
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}
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}
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