/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* render.h :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: qmennen +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2025/04/15 16:28:16 by qmennen #+# #+# */ /* Updated: 2025/06/10 14:30:30 by qmennen ### ########.fr */ /* */ /* ************************************************************************** */ #ifndef RENDER_H # define RENDER_H # include "cub3d.h" # define MIN_SPRITE_DIST 0.1 void render_map(t_game *game); t_render cast_ray(t_game *game, int x); void cast_rays(t_game *game); void render_sprites(t_render *render, t_game *game); double dda(t_render *render, t_vec2 ray_dir, t_vec2 pos, t_map *map); void draw_floor(t_game *game); void draw_line(t_game *game, t_render render, int x); unsigned int get_texture_color(mlx_texture_t *texture, t_render render, t_vec2_int tex); void sort_sprites(t_game *game); void calculate_sprite_dist(t_game *game); void cam_fraction(t_game *game, t_sprite *sprite); unsigned int calculate_alpha(double dist); unsigned int sample_texture_color(t_sprite *sprite, t_vec2_int tex, int n); #endif