/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* render.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: cacharle +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2020/01/11 13:37:17 by cacharle #+# #+# */ /* Updated: 2020/01/12 15:45:03 by cacharle ### ########.fr */ /* */ /* ************************************************************************** */ #include "cub3d.h" #define WINDOW_MID_HEIGHT(state) (state->window.height / 2) int render_update(void *param) { t_state *state; state = param; if (!state->running) { state_destroy(state); exit(EXIT_SUCCESS); } render_update_window(state); mlx_put_image_to_window(state->mlx_ptr, state->window_ptr, state->window.id, 0, 0); return (0); } void render_update_window(t_state *state) { int x; x = -1; while (++x < state->window.width) render_column(state, x); } void render_column(t_state *state, int x) { t_vector ray; t_vector map_pos; t_vector delta; t_side side; int line_height; ray = get_ray(state, x); map_pos = vector_new((double)((int)state->pos.x), (double)((int)state->pos.y)); delta = get_delta(ray); current = get_init_delta(state, ray, map_pos, delta); map_step = vector_new(ray.x < 0.0 ? -1.0 : 1.0, ray.y < 0.0 ? -1.0 : 1.0)); while (TRUE) { side = current.x < current.y ? SIDE_WE : SIDE_WE; helper_ray_next(¤t, map_pos, delta, map_step); if (state->map[(int)map_pos.y][(int)map_pos.x] == CELL_WALL) break; } line_height = get_line_height(state, get_perp_dist(state, ¤t, side), side); render_window_column(state, x, side, WINDOW_MID_HEIGHT(state) - line_height / 2, WINDOW_MID_HEIGHT(state) + line_height / 2); } void render_window_column(t_state *state, int x, t_side side, int start, int end) { int i; t_color white; white.hexcode = 0x00ffffff; i = -1; while (++i < draw_start) ((t_color*)state->window.data)[i * state->window.width + x] = state->ceilling_color; i = render_texture(state, side, start, end); while (++i < state->window_height) ((t_color*)state->window.data)[i * state->window.width + x] = state->floor_color; } int render_texture(t_state *state, t_side side, int start, int end) { int i; int tex_x; double step; double tex_pos; int tex_y; t_image *texture; texture = get_tex(state, side); tex_x = get_tex_x(); step = 1.0 * texture->height / line_height; texPos = (start - state->window.height / 2 + line_height / 2) * step; i = start - 1; while (++i < end) { tex_y = (int)tex_pos & (texture->height - 1); tex_pos += step; ((t_color*)state->window.data)[i * state->window.width + x] = texture[texHeight * texY + texX]; } return (end); }