152 lines
3.2 KiB
C
152 lines
3.2 KiB
C
#include "cube3d.h"
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// tmp draw map
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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 calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall)
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{
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int tmp;
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if (rcast->is_x == 1)
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{
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tmp = wall->delta;
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// tmp += rcast->slope_y;
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tmp *= -rcast->ray_sign_y;
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tmp /= ft_abs(rcast->slope_x);
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tmp += game->plr.pos.y;
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// tmp draw map
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if (game->ray_activ)
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printf("tmp:%i ", tmp);
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// tmp end
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wall->posx = tmp % rcast->cell;
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}
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else
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{
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tmp = wall->delta;
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// tmp += rcast->slope_x;
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tmp *= -rcast->ray_sign_x;
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tmp /= ft_abs(rcast->slope_y);
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tmp += game->plr.pos.x;
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// tmp draw map
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if (game->ray_activ)
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printf("tmp:%i ", tmp);
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// tmp end
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wall->posx = tmp % rcast->cell;
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}
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// tmp draw map
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if (game->ray_activ)
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printf("wall->posx:%i ", wall->posx);
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// tmp end
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}
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static void fill_wall_vector(t_rcast *rcast, t_wall *wall)
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{
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int height;
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height = wall->height;
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if (height < 0)
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height = 0;
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wall->limit = 0;
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if (height > rcast->screen_height)
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{
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wall->limit = (height - rcast->screen_height) / 2;
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height = rcast->screen_height;
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}
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rcast->wall.vec.start.y = rcast->screen_height / 2 + height / 2;
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rcast->wall.vec.end.y = rcast->screen_height / 2 - height / 2;
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}
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static void calcul_wall(t_rcast *rcast)
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{
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long int height;
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rcast->wall.vec.start.x = rcast->ray_nb;
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rcast->wall.vec.end.x = rcast->ray_nb;
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if (rcast->is_x == 1)
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rcast->wall.delta = rcast->next_x - rcast->ray_step_x;
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else
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rcast->wall.delta = rcast->next_y - rcast->ray_step_y;
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height = rcast->screen_height * rcast->cell;
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if (rcast->slope_x)
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height *= rcast->slope_x;
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if (rcast->slope_y)
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height *= rcast->slope_y;
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if (rcast->wall.delta && rcast->screen_dist)
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height /= (rcast->wall.delta * rcast->screen_dist);
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rcast->wall.height = ft_abs(height);
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fill_wall_vector(rcast, &rcast->wall);
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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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// tmp draw map
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// rays
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game->ray_activ = 0;
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if (rcast->ray_nb == game->ray_highlight)
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{
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game->ray_activ = 1;
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game->ray = ray;
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}
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// tmp end
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ray_intersect_wall(game, rcast, &ray);
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// tmp draw map
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calcul_ray_end(rcast, &ray);
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if (game->ray_activ)
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draw_line(&game->map_img, &ray, 0x00FF00FF);
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else if (rcast->ray_nb % 10 == 0)
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draw_line(&game->map_img, &ray, 0x00FFFFFF);
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// tmp end
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calcul_wall(rcast);
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calcul_img_column(game, rcast, &rcast->wall);
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draw_column(game, rcast, &rcast->wall, &game->txt);
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(rcast->ray_nb)++;
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}
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// tmp draw map
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printf("\n\n");
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// tmp end
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}
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