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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* render.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: cacharle <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/01/11 13:37:17 by cacharle #+# #+# */
/* Updated: 2020/02/04 23:16:38 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);
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_init(state, &rstate, x);
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_post(state, &rstate);
render_window_column(state, &rstate);
}
void render_window_column(t_state *state, t_render_state *rstate)
{
int i;
i = 0;
while (i < rstate->draw_start)
((t_color*)state->window.data)[i++ * state->window.width + rstate->x] =
state->ceilling_color;
i--;
texture_render(state, rstate, &i);
while (i < state->window.height)
((t_color*)state->window.data)[i++ * state->window.width + rstate->x] =
state->floor_color;
}
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