96 lines
2.2 KiB
C
96 lines
2.2 KiB
C
#include "cube3d.h"
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static void draw_floor_ceiling(t_game *game, t_rcast *rcast, t_txt *txt)
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{
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t_vec plan;
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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.vec.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.vec.start.y;
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draw_line(&game->img, &plan, txt->rgb_floor);
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}
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if (rcast->wall.vec.start.y < rcast->screen_height)
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{
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plan.start.y = rcast->wall.vec.end.y;
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plan.end.y = 0;
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draw_line(&game->img, &plan, txt->rgb_ceiling);
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}
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}
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/*
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void draw_line(t_img *img, t_vec *vec, int color)
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{
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t_coord dist;
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int i;
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int j;
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dist.x = (*vec).end.x - (*vec).start.x;
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dist.y = (*vec).end.y - (*vec).start.y;
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i = 0;
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j = 0;
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while (ft_abs(i) <= ft_abs(dist.x) && ft_abs(j) <= ft_abs(dist.y))
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{
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draw_pixel(img, (*vec).start.x + i, (*vec).start.y + j, color);
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if (!ft_abs(dist.x) || ft_abs(j) < ft_abs(i * dist.y / dist.x))
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j += ft_sign(dist.y);
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else
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i += ft_sign(dist.x);
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}
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}
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*/
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static int get_texture(t_img *img, int imgx, int j, int height)
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{
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char *color;
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int y;
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int position;
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y = (j * img->height) / height;
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position = y * img->szl + imgx * (img->bpp / 8);
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color = img->data + position;
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return (*(int*)color);
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}
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static void draw_txt_column(t_img *img, t_rcast *rcast, t_wall *wall, t_img *txt_img)
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{
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int color;
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int img_x;
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int i;
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int j;
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int limit;
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img_x = (wall->posx * txt_img->width) / rcast->cell;
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limit = (wall->height - rcast->screen_height) / 2;
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if (limit < 0)
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limit = 0;
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i = 0;
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j = 0;
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while (i < wall->height - limit)
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{
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if (i > limit)
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{
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color = get_texture(txt_img, img_x, i, wall->height);
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draw_pixel(img, wall->vec.start.x, wall->vec.end.y + j, color);
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j++;
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}
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i++;
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}
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}
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void draw_column(t_game *game, t_rcast *rcast, t_wall *wall, t_txt *txt)
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{
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draw_floor_ceiling(game, rcast, txt);
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if (!rcast->is_x && rcast->slope_y > 0)
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draw_txt_column(&game->img, rcast, wall, &txt->img_n);
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else if (!rcast->is_x && rcast->slope_y < 0)
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draw_txt_column(&game->img, rcast, wall, &txt->img_s);
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else if (rcast->is_x && rcast->slope_x > 0)
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draw_txt_column(&game->img, rcast, wall, &txt->img_e);
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else if (rcast->is_x && rcast->slope_x < 0)
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draw_txt_column(&game->img, rcast, wall, &txt->img_w);
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}
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