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106
src/execution/render.c
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106
src/execution/render.c
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* render.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: aortigos <aortigos@student.42malaga.com +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/12/09 18:42:30 by aortigos #+# #+# */
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/* Updated: 2025/12/09 19:55:21 by aortigos ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "../../includes/cub3d.h"
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void draw_floor_ceiling(t_mlx *mlx, int ray, int t_pix, int b_pix)
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{
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int i;
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int c;
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i = b_pix;
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c = get_rgba(ft_atoi(mlx->dt->ff[0]), ft_atoi(mlx->dt->ff[1]),
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ft_atoi(mlx->dt->ff[2]), 255);
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while (i < S_H)
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my_mlx_pixel_put(mlx, ray, i++, c);
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c = get_rgba(ft_atoi(mlx->dt->cc[0]), ft_atoi(mlx->dt->cc[1]),
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ft_atoi(mlx->dt->cc[2]), 255);
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i = 0;
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while (i < t_pix)
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my_mlx_pixel_put(mlx, ray, i++, c);
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}
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mlx_texture_t *get_texture(t_mlx *mlx, int flag)
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{
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mlx->ray->ray_ngl = nor_angle(mlx->ray->ray_ngl);
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if (flag == 0)
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{
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if (mlx->ray->ray_ngl > M_PI / 2 && mlx->ray->ray_ngl < 3 * (M_PI / 2))
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return (mlx->tex->ea);
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else
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return (mlx->tex->we);
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}
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else
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{
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if (mlx->ray->ray_ngl > 0 && mlx->ray->ray_ngl < M_PI)
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return (mlx->tex->so);
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else
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return (mlx->tex->no);
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}
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}
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double get_x_o(mlx_texture_t *texture, t_mlx *mlx)
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{
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double x_o;
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if (mlx->ray->flag == 1)
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x_o = (int)fmodf((mlx->ray->horiz_x * (texture->width / WALL_SIZE)),
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texture->width);
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else
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x_o = (int)fmodf((mlx->ray->vert_y * (texture->width / WALL_SIZE)),
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texture->width);
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return (x_o);
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}
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void draw_wall(t_mlx *mlx, int t_pix, int b_pix, double wall_h)
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{
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double x_o;
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double y_o;
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mlx_texture_t *texture;
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uint32_t *arr;
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double factor;
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texture = get_texture(mlx, mlx->ray->flag);
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arr = (uint32_t *)texture->pixels;
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factor = (double)texture->height / wall_h;
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x_o = get_x_o(texture, mlx);
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y_o = (t_pix - (S_H / 2) + (wall_h / 2)) * factor;
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if (y_o < 0)
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y_o = 0;
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while (t_pix < b_pix)
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{
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my_mlx_pixel_put(mlx, mlx->ray->index, t_pix, reverse_bytes(arr[(int)y_o
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* texture->width + (int)x_o]));
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y_o += factor;
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t_pix++;
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}
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}
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void render_wall(t_mlx *mlx, int ray)
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{
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double wall_h;
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double b_pix;
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double t_pix;
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mlx->ray->distance *= cos(nor_angle(mlx->ray->ray_ngl - mlx->ply->angle));
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wall_h = (WALL_SIZE / mlx->ray->distance) * ((S_W / 2)
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/ tan(mlx->ply->fov_rd / 2));
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b_pix = (S_H / 2) + (wall_h / 2);
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t_pix = (S_H / 2) - (wall_h / 2);
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if (b_pix > S_H)
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b_pix = S_H;
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if (t_pix < 0)
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t_pix = 0;
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mlx->ray->index = ray;
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draw_wall(mlx, t_pix, b_pix, wall_h);
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draw_floor_ceiling(mlx, ray, t_pix, b_pix);
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}
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