Files
42_INT_10_cube3d/srcs/draw/raycast.c

66 lines
1.6 KiB
C

#include "cube3d.h"
static void calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall)
{
int tmp;
if (rcast->is_x == 1)
{
tmp = (rcast->slope_y + wall->delta) / ft_abs(rcast->slope_x);
tmp += game->plr.pos.y;
wall->posx = tmp % rcast->cell;
}
else
{
tmp = (rcast->slope_x + wall->delta) / ft_abs(rcast->slope_y);
tmp += game->plr.pos.x;
wall->posx = tmp % rcast->cell;
}
}
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.vec.start.y = rcast->screen_height / 2 + height / 2;
rcast->wall.vec.end.y = rcast->screen_height / 2 - height / 2;
}
static void calcul_wall(t_rcast *rcast)
{
long int height;
rcast->wall.vec.start.x = rcast->ray_nb;
rcast->wall.vec.end.x = rcast->ray_nb;
if (rcast->is_x == 1)
rcast->wall.delta = rcast->next_x - rcast->ray_step_x;
else
rcast->wall.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 (rcast->wall.delta && rcast->screen_dist)
height /= (rcast->wall.delta * rcast->screen_dist);
rcast->wall.height = ft_abs(height);
fill_wall_vector(rcast, rcast->wall.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_wall(game, rcast, &ray);
calcul_wall(rcast);
calcul_img_column(game, rcast, &rcast->wall);
draw_column(game, rcast, &rcast->wall, &game->txt);
(rcast->ray_nb)++;
}
}