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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* texture.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: cacharle <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/02/01 11:38:43 by cacharle #+# #+# */
/* Updated: 2020/02/02 09:25:36 by cacharle ### ########.fr */
/* */
/* ************************************************************************** */
#include "cub3d.h"
t_image *texture_select(t_state *state, t_render_state *rstate)
{
if (rstate->target == CELL_ITEM)
return (state->textures + TEX_SPRITE);
if (rstate->side == SIDE_NS)
{
if (rstate->map_pos.y < state->pos.y)
return (state->textures + TEX_NORTH);
else
return (state->textures + TEX_SOUTH);
}
else if (rstate->side == SIDE_WE)
{
if (rstate->map_pos.x > state->pos.x)
return (state->textures + TEX_WEST);
else
return (state->textures + TEX_EAST);
}
return (NULL);
}
/*
** Since we're drawing each column, all the texels we want to draw on the window
** are on a single column of the texture.
** First we find the x-coord relative to the wall we hit
*/
int texture_x(t_state *state, t_render_state *rstate, t_image *texture)
{
int tex_x;
double wall_x;
if (rstate->side == SIDE_WE)
wall_x = state->pos.y + rstate->perp_dist * rstate->ray.y;
else
wall_x = state->pos.x + rstate->perp_dist * rstate->ray.x;
wall_x -= floor(wall_x);
tex_x = (int)(wall_x * (double)texture->width);
if ((rstate->side == SIDE_NS && rstate->ray.x > 0) ||
(rstate->side == SIDE_WE && rstate->ray.y < 0))
tex_x = texture->width - tex_x - 1;
return (tex_x);
}
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