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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ft_raycasting.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: rbousset <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/02/14 17:22:57 by rbousset #+# #+# */
/* Updated: 2020/02/14 17:23:42 by rbousset ### ########lyon.fr */
/* */
/* ************************************************************************** */
#include <libft.h>
#include <cub3d.h>
#include <stdint.h>
#include <math.h>
void
ft_calc_sprite(t_cub *cl)
{
cl->sp_list.s_x = cl->sp_list.s_pos_x - cl->plist->pos_x;
cl->sp_list.s_y = cl->sp_list.s_pos_y - cl->plist->pos_y;
cl->sp_list.inv_c_m = 1.0 / (cl->plist->plane_x * cl->plist->dir_x - cl->plist->dir_y * cl->plist->plane_y);
cl->sp_list.sprite_transform_x = cl->sp_list.inv_c_m * (cl->plist->dir_y * cl->sp_list.s_x - cl->plist->dir_x * cl->sp_list.s_y);
cl->sp_list.sprite_transform_y = cl->sp_list.inv_c_m * (cl->plist->plane_y * cl->sp_list.s_x - cl->plist->plane_x * cl->sp_list.s_y);
}
static void
ft_calc_tex(t_cub *clist)
{
if (clist->rlist.side == 0)
clist->rlist.wall_hit_x = (clist->plist->pos_x) +
clist->rlist.wall_dist * clist->rlist.y_ray_dir;
else
clist->rlist.wall_hit_x = (clist->plist->pos_y) +
clist->rlist.wall_dist * clist->rlist.x_ray_dir;
clist->rlist.wall_hit_x -= floor(clist->rlist.wall_hit_x);
clist->tlist[clist->w_side].tex_x = (int)(clist->rlist.wall_hit_x *
(double)clist->tlist[clist->w_side].img_w);
if (clist->rlist.side == 0 && clist->rlist.x_ray_dir > 0)
clist->tlist[clist->w_side].tex_x = clist->tlist[clist->w_side].img_w
- clist->tlist[clist->w_side].tex_x - 1;
else if (clist->rlist.side == 1 && clist->rlist.y_ray_dir < 0)
clist->tlist[clist->w_side].tex_x = clist->tlist[clist->w_side].img_w
- clist->tlist[clist->w_side].tex_x - 1;
}
static void
ft_initray(t_cub *cl, uint16_t i)
{
t_win *wl;
t_player *pl;
wl = cl->wlist;
pl = cl->plist;
pl->cam_x = 2 * i / (float)(wl->x_size) - 1;
cl->rlist.x_ray_pos = pl->pos_y;
cl->rlist.y_ray_pos = pl->pos_x;
cl->rlist.x_ray_dir = pl->dir_x + pl->plane_x *
pl->cam_x;
cl->rlist.y_ray_dir = pl->dir_y + pl->plane_y *
pl->cam_x;
cl->rlist.sqx = (int16_t)cl->rlist.x_ray_pos;
cl->rlist.sqy = (int16_t)cl->rlist.y_ray_pos;
ft_detect(cl);
if (cl->rlist.side == 0)
{
cl->rlist.wall_dist = (cl->rlist.sqx - cl->rlist.x_ray_pos +
(1 - cl->mlist->x_step) / 2) / cl->rlist.x_ray_dir;
}
else
cl->rlist.wall_dist = (cl->rlist.sqy - cl->rlist.y_ray_pos +
(1 - cl->mlist->y_step) / 2) / cl->rlist.y_ray_dir;
}
void
ft_castray(t_cub *cl)
{
uint16_t i;
t_win *wl;
i = 0;
wl = cl->wlist;
while (i < wl->x_size)
{
ft_initray(cl, i);
cl->rlist.line_h = (int16_t)(wl->y_size / cl->rlist.wall_dist);
cl->rlist.wall_t = -cl->rlist.line_h / 2 + wl->y_size / 2;
if (cl->rlist.wall_t < 0)
cl->rlist.wall_t = 0;
cl->rlist.wall_b = cl->rlist.line_h / 2 + wl->y_size / 2;
if (cl->rlist.wall_b >= (float)wl->y_size)
cl->rlist.wall_b = wl->y_size - 1;
ft_choose_tex(cl);
ft_calc_tex(cl);
ft_calc_sprite(cl);
ft_draw_verline(cl, i, cl->rlist.wall_t, cl->rlist.wall_b);
i++;
}
}
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