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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* render.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: cacharle <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/01/11 13:37:17 by cacharle #+# #+# */
/* Updated: 2020/02/02 23:30:17 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);
render_update_sprite(state);
mlx_put_image_to_window(state->mlx_ptr, state->window_ptr, state->window.id, 0, 0);
/* for (int i = 0; i < state->window.width * state->window.height; i++) */
/* ((unsigned int*)state->window.data)[i] = 0xff000000; */
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));
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);
state->z_buffer[x] = rstate.perp_dist;
/* printf("%f\n", state->z_buffer[x]); */
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;
i--;
render_texture(state, rstate, &i);
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)
{
int tex_x;
int tex_y;
double tex_step;
double tex_pos;
t_image *texture;
texture = texture_select(state, rstate);
tex_x = texture_x(state, rstate, texture);
tex_step = (double)texture->height / (double)rstate->line_height;
tex_pos = (rstate->draw_start - state->window.height / 2 + rstate->line_height / 2) * tex_step;
while ((*i)++ < rstate->draw_end)
{
tex_y = (int)tex_pos & (texture->height - 1);
tex_pos += tex_step;
((t_color*)state->window.data)[*i * state->window.width + rstate->x] =
((t_color*)texture->data)[texture->height * tex_y + tex_x];
}
}
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