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ray_casting.c
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ray_casting.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: jaemjeon <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2022/11/02 16:00:01 by jaemjeon #+# #+# */
/* Updated: 2022/11/13 10:02:35 by jaemjeon ### ########.fr */
/* */
/* ************************************************************************** */
#include "cub3d.h"
void init_ray(t_game *game)
{
int idx_x;
const double delta_angle = game->info.fov_h / game->info.screen_x;
idx_x = 0;
game->ray_data = (t_ray *)my_malloc(sizeof(t_ray) * game->info.screen_x);
while (idx_x < game->info.screen_x)
{
game->ray_data[idx_x].cast_angle = \
delta_angle * idx_x - (game->info.fov_h / 2);
if (game->ray_data[idx_x].cast_angle < 0)
game->ray_data[idx_x].cast_angle += 360;
else if (game->ray_data[idx_x].cast_angle >= 360)
game->ray_data[idx_x].cast_angle -= 360;
idx_x++;
}
}
void cast_sigle_ray(t_game *game, t_ray *ray)
{
t_vector2 step;
t_vector2 side_dist;
t_vector2 delta_dist;
int last_step;
set_ray_step(&game->player.vec_pos, ray, &step);
set_dist(&game->player.vec_pos, ray->cast_angle, &side_dist, &delta_dist);
while (TRUE)
{
last_step = ray_travel(ray, &step, &side_dist, &delta_dist);
if (game->info.map[ray->hit_idx_y][ray->hit_idx_x] == '1')
break ;
}
get_hit_wall_side(ray, last_step);
calcul_hitpoint_dist(ray, last_step, &side_dist, &delta_dist);
set_ray_hit_point(&game->player.vec_pos, ray);
set_wall_distance(&game->player, ray);
calcul_texture_x_point(ray);
}
void ray_cast(t_game *game)
{
const double delta_angle = game->info.fov_h / game->info.screen_x;
double cast_angle;
int idx_x;
idx_x = 0;
while (idx_x < game->info.screen_x)
{
cast_angle = game->player.camera_angle_h - \
(game->info.fov_h / 2) + delta_angle * idx_x;
if (cast_angle < 0)
cast_angle += 360.0;
else if (cast_angle >= 360.0)
cast_angle -= 360.0;
game->ray_data[idx_x].cast_angle = cast_angle;
cast_sigle_ray(game, &game->ray_data[idx_x]);
idx_x++;
}
}
void draw_screen(t_game *game)
{
int idx_x;
ray_cast(game);
idx_x = 0;
while (idx_x < game->info.screen_x)
{
calcul_drawpixel(game, &game->ray_data[idx_x], idx_x);
draw_line(game, idx_x);
idx_x++;
}
}