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-rw-r--r--src/ft_draw_sprite.c4
-rw-r--r--src/ft_draw_verline.c19
-rw-r--r--src/ft_raycasting.c4
3 files changed, 22 insertions, 5 deletions
diff --git a/src/ft_draw_sprite.c b/src/ft_draw_sprite.c
index 0430e2f..82984d2 100644
--- a/src/ft_draw_sprite.c
+++ b/src/ft_draw_sprite.c
@@ -38,9 +38,7 @@ void
sprite->tex_y = ((d * cl->tlist[4].img_h / 2) /
sprite->spriteheight) / 128;
if (cl->tlist[4].ptr[sprite->tex_x * 4 + 4 * cl->tlist[4].img_h * sprite->tex_y])
- {
- cl->img.ptr[sprite->x * 4 + (sprite->y *
- cl->img.sizeline)] =
+ {cl->img.ptr[sprite->x * 4 + (sprite->y * cl->img.sizeline)] =
cl->tlist[4].ptr[sprite->tex_x * 4 + 4 * cl->tlist[4].img_h * sprite->tex_y];
cl->img.ptr[sprite->x * 4 + (sprite->y *
cl->img.sizeline) + 1] =
diff --git a/src/ft_draw_verline.c b/src/ft_draw_verline.c
index b0f9880..2b684eb 100644
--- a/src/ft_draw_verline.c
+++ b/src/ft_draw_verline.c
@@ -10,7 +10,24 @@
/* */
/* ************************************************************************** */
+#include <stdio.h>
#include <cub3d.h>
+uint32_t
+ ft_gradient(t_rgb rgb, int it)
+{
+ uint32_t res;
+
+ (void)it;
+ res = 0;
+ if (it < 255)
+ {
+ rgb.r += it;
+ rgb.g += it;
+ rgb.b += it;
+ }
+ res += ((rgb.r << 16) + (rgb.g << 8) + rgb.b);
+ return (res);
+}
static void
ft_draw_floor(t_cub *cl, int32_t y, int32_t x)
@@ -18,7 +35,7 @@ static void
while ((uint32_t)y < cl->wlist->y_size)
{
*(int*)(cl->img.ptr +
- (x * 4 + (y * cl->img.sizeline))) = ft_rgb_to_hex(cl->f_rgb);
+ (x * 4 + (y * cl->img.sizeline))) = ft_gradient(cl->f_rgb, y);
y++;
}
}
diff --git a/src/ft_raycasting.c b/src/ft_raycasting.c
index 0cd4cc6..925711f 100644
--- a/src/ft_raycasting.c
+++ b/src/ft_raycasting.c
@@ -54,7 +54,9 @@ void
tmp_b = cl->plist->dir_y;
sprite.spritex = sprite.spritex - (cl->plist->pos_x - 0.5);
sprite.spritey = sprite.spritey - (cl->plist->pos_y - 0.5);
- printf("[%f] [%f] x [%f] y [%f] [%d]\n", sprite.spritex, sprite.spritey, cl->plist->dir_x, cl->plist->dir_y, i);
+ /* sprite.transformx */
+ /* sprite.transformy */
+ printf("[%f] [%f] x [%f] y [%f] [%d]\n", sprite.spritex, sprite.spritey, sprite.transformx, sprite.transformy, i);
sprite.invdet = 1.0 / (cl->plist->plane_x *
cl->plist->dir_y - cl->plist->dir_x * cl->plist->plane_y);
sprite.transformx = sprite.invdet * (cl->plist->dir_y *