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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* render_sprite.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: cacharle <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/02/02 17:39:07 by cacharle #+# #+# */
/* Updated: 2020/02/04 03:38:53 by cacharle ### ########.fr */
/* */
/* ************************************************************************** */
#include "cub3d.h"
static void draw_stripe(t_state *state, t_sprite_state *sstate, int stripe)
{
int tex_width;
int tex_height;
int tex_x;
int y;
tex_width = state->textures[TEX_SPRITE].width;
tex_height = state->textures[TEX_SPRITE].height;
tex_x = (int)(256 * (stripe - (-sstate->sprite_width / 2 + sstate->sprite_window_x))
* tex_width / sstate->sprite_width) / 256;
if (!(sstate->transform.y > 0 && stripe > 0 && stripe < state->window.width && sstate->transform.y < state->z_buffer[stripe]))
return ;
y = sstate->draw_start - 1;
while (++y < sstate->draw_end_y)
{
int d = y * 256 - state->window.height * 128 + sstate->sprite_height * 128;
int tex_y = ((d * tex_height) / sstate->sprite_height) / 256;
t_color color = ((t_color*)state->textures[TEX_SPRITE].data)[tex_width * tex_y + tex_x];
if ((color.hexcode & 0x00FFFFFF) != 0)
((t_color*)state->window.data)[y * state->window.width + stripe] = color;
}
}
static void sprite_boundary(t_state *state, t_sprite_state *sstate)
{
sstate->sprite_height = ft_abs((int)(state->window.height
/ (sstate->transform.y)));
sstate->draw_start = -sstate->sprite_height / 2 + state->window.height / 2;
if(sstate->draw_start < 0)
sstate->draw_start = 0;
sstate->draw_end_y = sstate->sprite_height / 2 + state->window.height / 2;
if(sstate->draw_end_y >= state->window.height)
sstate->draw_end_y = state->window.height - 1;
sstate->sprite_width = ft_abs( (int) (state->window.height
/ (sstate->transform.y)));
sstate->draw_start_x = -sstate->sprite_width / 2 + sstate->sprite_window_x;
if (sstate->draw_start_x < 0)
sstate->draw_start_x = 0;
sstate->draw_end_x = sstate->sprite_width / 2 + sstate->sprite_window_x;
if (sstate->draw_end_x >= state->window.width)
sstate->draw_end_x = state->window.width - 1;
}
static void render_sprite(t_state *state, int i)
{
int stripe;
t_sprite_state sstate;
sstate.sprite.x = state->sprites[i].pos.x - state->pos.x;
sstate.sprite.y = state->sprites[i].pos.y - state->pos.y;
sstate.inverse_det = 1.0 / (state->plane.x
* state->dir.y - state->dir.x * state->plane.y);
sstate.transform.x = sstate.inverse_det
* (state->dir.y * sstate.sprite.x - state->dir.x * sstate.sprite.y);
sstate.transform.y = sstate.inverse_det * (-state->plane.y
* sstate.sprite.x + state->plane.x * sstate.sprite.y);
sstate.sprite_window_x = (int)((state->window.width / 2)
* (1 + sstate.transform.x / sstate.transform.y));
sprite_boundary(state, &sstate);
stripe = sstate.draw_start_x - 1;
while (++stripe < sstate.draw_end_x)
draw_stripe(state, &sstate, stripe);
}
void render_update_sprite(t_state *state)
{
int i;
i = -1;
while (++i < state->sprites_num)
render_sprite(state, i);
}
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