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put_column_image.c
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* put_column_image.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: bmerchin <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2021/02/23 11:23:58 by bmerchin #+# #+# */
/* Updated: 2021/02/23 11:23:59 by bmerchin ### ########.fr */
/* */
/* ************************************************************************** */
#include "cub3d.h"
void determine_id_bonus(t_data *data, int *id)
{
if (data->map[data->y_raymap][data->x_raymap] == '5')
*id = 1;
else if (data->map[data->y_raymap][data->x_raymap] == '.')
*id = 33;
else if (data->map[data->y_raymap][data->x_raymap] == ',')
*id = 34;
else if (data->map[data->y_raymap][data->x_raymap] == '_')
*id = 35;
else if (data->map[data->y_raymap][data->x_raymap] == '@')
*id = 36;
else if (data->map[data->y_raymap][data->x_raymap] == '#')
*id = 37;
else if (data->map[data->y_raymap][data->x_raymap] == '$')
*id = 38;
else if (data->side == 1 && data->y_ray_dir > 0)
*id = 2;
}
void determine_id(t_data *data, int *id)
{
if (data->side == 0)
{
if (data->x_ray_dir > 0)
*id = 3;
else
*id = 2;
}
else
{
if (data->y_ray_dir < 0)
*id = 0;
else
*id = 1;
}
if (!BONUS)
return ;
determine_id_bonus(data, id);
}
void texture_calculation(t_data *data, double *step,
double *tex_pos, int *id)
{
if (data->side == 0)
data->wall_hit = data->y_pos + data->dist_wall * data->y_ray_dir;
else
data->wall_hit = data->x_pos + data->dist_wall * data->x_ray_dir;
data->wall_hit -= floor(data->wall_hit);
data->x_texture = (int)(data->wall_hit * (double)(data->text[*id].width));
if (data->side == 0 && data->x_ray_dir < 0)
data->x_texture = data->text[*id].width - data->x_texture - 1;
if (data->side == 1 && data->y_ray_dir > 0)
data->x_texture = data->text[*id].width - data->x_texture - 1;
*step = 1.0 * data->text[*id].height / data->line_size;
*tex_pos = (data->line_start - data->y_screen_size / 2 +
data->line_size / 2 - data->crouch) * (*step);
}
void put_column_image(t_data *data, int column)
{
int i;
double step;
double tex_pos;
int id;
i = -1;
while (++i < data->line_start)
ft_mlx_pixel_put(data, column, i, data->ceiling);
determine_id(data, &id);
texture_calculation(data, &step, &tex_pos, &id);
while (i < data->line_end)
{
data->y_texture = (int)tex_pos & (data->text[id].height - 1);
tex_pos += step;
*(unsigned int *)(data->addr + (i * data->line_length + column * 4)) =
*(unsigned int *)(data->text[id].add +
data->y_texture * data->text[id].line_length + data->x_texture * 4);
i++;
}
while (i < data->y_screen_size)
{
ft_mlx_pixel_put(data, column, i, data->floor);
i++;
}
}