cub3d/src/sprites/sprite_caster.c

88 lines
3.2 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* sprite_caster.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/08/05 15:51:01 by tchampio #+# #+# */
/* Updated: 2025/08/07 12:07:36 by tchampio ### ########.fr */
/* */
/* ************************************************************************** */
#include "../cub3d_data.h"
#include "../draw/drawutils.h"
#include "../renderer/render.h"
#include "sort_sprites.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
void sprite_caster(t_cub3d_data *data)
{
int i;
double spriteX;
double spriteY;
double invDet;
double transformX;
double transformY;
int spriteScreenX;
int spriteHeight;
int spriteDrawStartY;
int spriteDrawEndY;
int spriteWidth;
int spriteDrawStartX;
int spriteDrawEndX;
int stripe;
int texX;
int d;
int texY;
int color;
int j;
sort_sprites(data->sprite_order, data->sprite_distances, data);
i = 0;
while (data->sprite_list[i] && i < MAX_SPRITES)
{
spriteX = data->sprite_list[data->sprite_order[i]]->x - data->player.x;
spriteY = data->sprite_list[data->sprite_order[i]]->y - data->player.y;
invDet = 1.0 / (data->player.plane_x * data->player.dir_y - data->player.dir_x * data->player.plane_y);
transformX = invDet * (data->player.dir_y * spriteX - data->player.dir_x * spriteY);
transformY = invDet * (-data->player.plane_y * spriteX + data->player.plane_x * spriteY);
spriteScreenX = (int)((WIDTH / 2) * (1 + transformX / transformY));
spriteHeight = (int)fabs((HEIGHT / transformY));
spriteDrawStartY = -spriteHeight / 2 + HEIGHT / 2;
if (spriteDrawStartY < 0)
spriteDrawStartY = 0;
spriteDrawEndY = spriteHeight / 2 + HEIGHT / 2;
if (spriteDrawEndY >= HEIGHT)
spriteDrawEndY = HEIGHT - 1;
spriteWidth = (int)fabs((HEIGHT / transformY));
spriteDrawStartX = -spriteWidth / 2 + spriteScreenX;
if (spriteDrawStartX < 0)
spriteDrawStartX = 0;
spriteDrawEndX = spriteWidth / 2 + spriteScreenX;
if (spriteDrawEndX >= WIDTH)
spriteDrawEndX = WIDTH - 1;
stripe = spriteDrawStartX;
while (stripe < spriteDrawEndX)
{
texX = (int)(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * SIZE / spriteWidth) / 256;
if (transformY > 0 && stripe > 0 && stripe < WIDTH && transformY < data->zbuffer[stripe])
{
j = spriteDrawStartY;
while (j < spriteDrawEndY)
{
d = (j) * 256 - HEIGHT * 128 + spriteHeight * 128;
texY = ((d * SIZE) / spriteHeight) / 256;
color = my_mlx_pixel_get(data->sprite_list[data->sprite_order[i]]->image, texX, texY);
if (color != SPRITE_TRANPARENCY_COLOR)
matrix_set(data, stripe, j, color);
j++;
}
}
stripe++;
}
i++;
}
}