58 lines
1.2 KiB
C
58 lines
1.2 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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void draw_column(t_game *game, t_rcast *rcast, t_vec *ray)
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{
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(void)game;
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(void)rcast;
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(void)ray;
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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_def)
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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, ray, 0x00FF00FF);
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// tmp end
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draw_column(game, rcast, &ray);
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(rcast->ray_nb)++;
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}
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}
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