made it use sectors

This commit is contained in:
2026-03-03 08:16:24 -05:00
parent 8f416364c3
commit f2b113351c
6 changed files with 417 additions and 128 deletions

142
level.cpp Normal file
View File

@@ -0,0 +1,142 @@
int load_sectors(const char *path) {
// Sector 0 is usually reserved/null
state.sectors.n = 1;
state.walls.n = 0;
FILE *f = fopen(path, "r");
if (!f) {
printf("Could not open file: %s\n", path);
return -1;
}
enum { SCAN_SECTOR, SCAN_WALL, SCAN_NONE } ss = SCAN_NONE;
char line[1024];
while (fgets(line, sizeof(line), f)) {
char *p = line;
// Trim leading whitespace
while (isspace(*p))
p++;
// Skip comments and empty lines
if (!*p || *p == '#')
continue;
// Check for section headers like [SECTOR]
if (*p == '[') {
if (strstr(p, "[SECTOR]"))
ss = SCAN_SECTOR;
else if (strstr(p, "[WALL]"))
ss = SCAN_WALL;
continue;
}
// Parse data based on current section
if (ss == SCAN_SECTOR) {
struct Sector *s = &state.sectors.arr[state.sectors.n++];
// Format: ID, FirstWallIndex, NumWalls, FloorZ, CeilZ
if (sscanf(p, "%d %zu %zu %f %f", &s->id, &s->firstwall, &s->nwalls,
&s->floor, &s->ceil) != 5) {
fclose(f);
return -5;
}
} else if (ss == SCAN_WALL) {
struct Wall *w = &state.walls.arr[state.walls.n++];
// Format: x1, y1, x2, y2, PortalID
if (sscanf(p, "%f %f %f %f %d", &w->v1.x, &w->v1.y, &w->v2.x, &w->v2.y,
&w->portalID) != 5) {
fclose(f);
return -4;
}
}
}
fclose(f);
return 0; // Success
}
void build_sector_flats(struct Sector *s) {
// We need at least 3 walls to make a floor (a triangle)
if (s->nwalls < 3)
return;
// 1. Pick a pivot point (the start of the first wall)
struct Wall *first_w = &state.walls.arr[s->firstwall];
glm::vec3 pivot_floor =
glm::vec3((float)first_w->v1.x, s->floor, (float)first_w->v1.y);
glm::vec3 pivot_ceil =
glm::vec3((float)first_w->v1.x, s->ceil, (float)first_w->v1.y);
// 2. Loop through the rest of the walls to create a "fan" of triangles
for (size_t i = 1; i < s->nwalls - 1; i++) {
struct Wall *w1 = &state.walls.arr[s->firstwall + i];
struct Wall *w2 = &state.walls.arr[s->firstwall + i + 1];
glm::vec3 p1_f = glm::vec3((float)w1->v1.x, s->floor, (float)w1->v1.y);
glm::vec3 p2_f = glm::vec3((float)w2->v1.x, s->floor, (float)w2->v1.y);
glm::vec3 p1_c = glm::vec3((float)w1->v1.x, s->ceil, (float)w1->v1.y);
glm::vec3 p2_c = glm::vec3((float)w2->v1.x, s->ceil, (float)w2->v1.y);
// FLOOR TRIANGLE (Facing Up)
// Winding: Pivot -> P1 -> P2 (Counter-Clockwise)
map_mesh.push_back({pivot_floor, {pivot_floor.x, pivot_floor.z}});
map_mesh.push_back({p1_f, {p1_f.x, p1_f.z}});
map_mesh.push_back({p2_f, {p2_f.x, p2_f.z}});
// CEILING TRIANGLE (Facing Down)
// Winding: Pivot -> P2 -> P1 (Clockwise from top, CCW from bottom)
map_mesh.push_back({pivot_ceil, {pivot_ceil.x, pivot_ceil.z}});
map_mesh.push_back({p2_c, {p2_c.x, p2_c.z}});
map_mesh.push_back({p1_c, {p1_c.x, p1_c.z}});
}
}
void push_wall_quad(glm::vec2 a, glm::vec2 b, float y_low, float y_high) {
float length = glm::distance(a, b);
float height = y_high - y_low;
// Vertex data: Position(x, y, z), TexCoords(u, v)
// Triangle 1
map_mesh.push_back({{a.x, y_low, a.y}, {0.0f, 0.0f}});
map_mesh.push_back({{b.x, y_low, b.y}, {length, 0.0f}});
map_mesh.push_back({{b.x, y_high, b.y}, {length, height}});
// Triangle 2
map_mesh.push_back({{a.x, y_low, a.y}, {0.0f, 0.0f}});
map_mesh.push_back({{b.x, y_high, b.y}, {length, height}});
map_mesh.push_back({{a.x, y_high, a.y}, {0.0f, height}});
}
void build_map_mesh() {
map_mesh.clear();
// Loop through sectors starting from 1
for (size_t i = 1; i < state.sectors.n; i++) {
struct Sector *s = &state.sectors.arr[i];
// Loop through the walls assigned to this sector
for (size_t j = 0; j < s->nwalls; j++) {
struct Wall *w = &state.walls.arr[s->firstwall + j];
// Map coordinates directly from the wall struct
// We cast to float because sscanf read them as ints
glm::vec2 pA = glm::vec2((float)w->v1.x, (float)w->v1.y);
glm::vec2 pB = glm::vec2((float)w->v2.x, (float)w->v2.y);
if (w->portalID == 0) {
// It's a solid wall: draw from floor to ceiling
push_wall_quad(pA, pB, s->floor, s->ceil);
} else {
// It's a portal: draw the upper/lower differences
struct Sector *neighbor = &state.sectors.arr[w->portalID];
// Draw lower "step" if neighbor floor is higher
if (neighbor->floor > s->floor)
push_wall_quad(pA, pB, s->floor, neighbor->floor);
// Draw upper "overhang" if neighbor ceiling is lower
if (neighbor->ceil < s->ceil)
push_wall_quad(pA, pB, neighbor->ceil, s->ceil);
}
}
build_sector_flats(s);
}
}