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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* render.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: cacharle <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* 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);
}
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