Files
42_INT_10_cube3d/srcs/draw/raycast.c
2022-05-02 09:39:03 +02:00

48 lines
1.1 KiB
C

#include "cube3d.h"
static void fill_wall_vector(t_rcast *rcast, int height)
{
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;
}
static void calcul_wall(t_rcast *rcast)
{
long int height;
int delta;
rcast->wall.start.x = rcast->ray_nb;
rcast->wall.end.x = rcast->ray_nb;
if (rcast->is_x == 1)
delta = rcast->next_x - rcast->ray_step_x;
else if (rcast->is_x == 0)
delta = rcast->next_y - rcast->ray_step_y;
height = rcast->screen_height * rcast->cell;
if (rcast->slope_x)
height *= rcast->slope_x;
if (rcast->slope_y)
height *= rcast->slope_y;
if (delta && rcast->screen_dist)
height /= (delta * rcast->screen_dist);
height = ft_abs(height);
fill_wall_vector(rcast, height);
}
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);
calcul_wall(rcast);
draw_column(game, rcast);
(rcast->ray_nb)++;
}
}