2023-05-11 10:25:29 -04:00
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* draw.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2023/05/11 14:41:48 by erey-bet #+# #+# */
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2023-06-15 11:21:07 -04:00
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/* Updated: 2023/06/15 12:52:23 by erey-bet ### ########.fr */
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2023-05-11 10:25:29 -04:00
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/* */
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/* ************************************************************************** */
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#include "game.h"
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void draw_texture(t_game *game, t_dda *dda, int x)
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{
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t_texture_draw tex;
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int y;
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tex.texture = game->textures[get_texture_side(dda)];
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if (dda->side == 0)
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tex.wall_x = game->ply.pos_y + dda->perp_wall_dist * game->ray.dir_y;
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else
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tex.wall_x = game->ply.pos_x + dda->perp_wall_dist * game->ray.dir_x;
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tex.wall_x -= floor(tex.wall_x);
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tex.x = (int)(tex.wall_x * (double)tex.texture->width);
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if ((dda->side == 0 && game->ray.dir_x > 0)
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|| (dda->side == 1 && game->ray.dir_y < 0))
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tex.x = tex.texture->width - tex.x - 1;
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tex.step = 1.0 * tex.texture->height / dda->line_height;
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tex.pos = (dda->draw_start - game->window->height
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/ 2 + dda->line_height / 2) * tex.step;
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y = dda->draw_start;
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while (y < dda->draw_end && y < HEIGHT)
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{
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tex.y = (int)tex.pos & (tex.texture->height - 1);
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tex.pos += tex.step;
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mlx_put_pixel(game->window, x, y++,
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get_pixel_color(tex.texture, tex.x, tex.y));
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}
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}
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void draw(t_game *game, t_dda *dda, int x)
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{
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int y;
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2023-06-15 11:21:07 -04:00
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y = 0;
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while (y < dda->draw_start && y >= 0 && y < HEIGHT)
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mlx_put_pixel(game->window, x, y++, game->map.color_bot);
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2023-05-11 10:25:29 -04:00
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draw_texture(game, dda, x);
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2023-06-15 11:21:07 -04:00
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y = dda->draw_end;
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while (y < HEIGHT && y >= 0)
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mlx_put_pixel(game->window, x, y++, game->map.color_top);
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2023-05-11 10:25:29 -04:00
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}
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