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0
Files
cub3d/src/raycasting/print_frame.c

60 lines
1.7 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* print_frame.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 21:01:53 by adjoly #+# #+# */
/* Updated: 2024/10/13 21:37:17 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#include "game/dda.h"
#include "mlx.h"
#include <stdlib.h>
#include "game/settings.h"
void draw_rectangle(t_cub *cub, void *img, t_coord start, t_coord end)
{
int x;
int y;
x = start.x;
y = start.y;
while (x < end.x)
{
while (y < end.y)
{
mlx_set_image_pixel(cub->mlx, img, x, y, WHITE);
y++;
}
x++;
}
}
void *print_frame(t_cub *cub)
{
uint16_t *lines;
int start;
int stop;
size_t i;
void *img;
lines = dda(&cub->player, cub->map);
img = mlx_new_image(cub->mlx, WINDOW_X, WINDOW_Y);
i = 0;
while (i < WINDOW_X / RAY_SIZE)
{
start = -lines[i] / 2 + WINDOW_Y / 2;
if (start < 0)
start = 0;
stop = lines[i] / 2 + WINDOW_Y / 2;
if (stop >= WINDOW_Y)
stop = WINDOW_Y - 1;
draw_rectangle(cub, img, (t_coord){i * RAY_SIZE, start}, (t_coord){i * RAY_SIZE + RAY_SIZE - 1, stop});
i++;
}
return (img);
}