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#include <cub3d.h>
#include <stdint.h>
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 >= wl->y_size)\
cl->rlist.wall_b = wl->y_size - 1;
ft_draw_verline(cl, i, cl->rlist.wall_t - 1, cl->rlist.wall_b, 0x0000ffaa);
i++;
}
}
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