/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* render.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: cacharle +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2020/01/11 13:37:17 by cacharle #+# #+# */ /* Updated: 2020/01/30 15:17:49 by cacharle ### ########.fr */ /* */ /* ************************************************************************** */ #include "cub3d.h" int render_update(void *param) { t_state *state; state = param; if (!state->running) { state_destroy(state); exit(EXIT_SUCCESS); return (0); } 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_render_state rstate; rstate.x = x; rstate_ray(state, &rstate); rstate.map_pos = vector_new((double)((int)state->pos.x), (double)((int)state->pos.y)); //floor? rstate_delta(&rstate); rstate_init_probe(state, &rstate); rstate.map_step = vector_new(rstate.ray.x < 0.0 ? -1.0 : 1.0, rstate.ray.y < 0.0 ? -1.0 : 1.0); while (TRUE) { rstate.side = rstate.probe.x < rstate.probe.y ? SIDE_WE : SIDE_NS; rstate_next_probe(&rstate); if (state->map[(int)rstate.map_pos.y][(int)rstate.map_pos.x] == CELL_WALL) break ; } rstate_perp_dist(state, &rstate); rstate_line_height(state, &rstate); rstate.draw_start = state->window.height / 2 - rstate.line_height / 2; rstate.draw_end = state->window.height / 2 + rstate.line_height / 2; if (rstate.draw_start < 0) rstate.draw_start = 0; if (rstate.draw_end > state->window.height - 1) rstate.draw_end = state->window.height - 1; render_window_column(state, &rstate); } void render_window_column(t_state *state, t_render_state *rstate) { int i; t_color white; white.hexcode = 0x00ffffff; i = 0; while (i < rstate->draw_start) ((t_color*)state->window.data)[i++ * state->window.width + rstate->x] = state->ceilling_color; while (i < rstate->draw_end) ((t_color*)state->window.data)[i++ * state->window.width + rstate->x] = white; render_texture(state, rstate); i = rstate->draw_end; while (i < state->window.height) ((t_color*)state->window.data)[i++ * state->window.width + rstate->x] = state->floor_color; } void render_texture(t_state *state, t_render_state *rstate) { int i; double step; double tex_pos; int tex_y; int tex_x; t_image *texture; texture = get_tex(state, rstate); tex_x = get_tex_x(state, rstate, texture); step = 1.0 * texture->height / rstate->line_height; tex_pos = (rstate->draw_start - state->window.height / 2 + rstate->line_height / 2) * step; i = rstate->draw_start - 1; while (++i < rstate->draw_end) { tex_y = (int)tex_pos & (texture->height - 1); tex_pos += step; ((t_color*)state->window.data)[i * state->window.width + rstate->x] = ((t_color*)texture->data)[texture->height * tex_y + tex_x]; } }