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

Binary file not shown.

142
level.cpp Normal file
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@@ -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);
}
}

0
level.hpp Normal file
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367
main.cpp
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@@ -7,6 +7,7 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/ext/matrix_transform.hpp> #include <glm/ext/matrix_transform.hpp>
#include <glm/ext/quaternion_transform.hpp> #include <glm/ext/quaternion_transform.hpp>
#include <glm/ext/vector_float2.hpp>
#include <glm/ext/vector_float3.hpp> #include <glm/ext/vector_float3.hpp>
#include <glm/trigonometric.hpp> #include <glm/trigonometric.hpp>
#include <stdlib.h> #include <stdlib.h>
@@ -21,53 +22,180 @@ float deltaTime = 0.0f; // Time between current frame and last frame
float lastFrame = 0.0f; // Time of last frame float lastFrame = 0.0f; // Time of last frame
float lastX = 600 / 2.0f; float lastX = 600 / 2.0f;
float lastY = 800 / 2.0f; float lastY = 800 / 2.0f;
Camera camera(glm::vec3(1.0f, 0.0f, 1.0f)); Camera camera(glm::vec3(1.0f, 1.0f, 1.0f));
bool firstMouse = true; bool firstMouse = true;
const int MAP_WIDTH = 20; struct Sector {
const int MAP_HEIGHT = 20; int id;
int worldMap[MAP_WIDTH][MAP_HEIGHT] = { float floor, ceil;
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, size_t firstwall, nwalls;
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1}, };
{1, 0, 2, 2, 2, 0, 1, 0, 2, 2, 2, 2, 0, 1, 0, 2, 2, 2, 0, 1},
{1, 0, 2, 0, 2, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 2, 0, 2, 0, 1},
{1, 0, 2, 2, 2, 0, 1, 0, 2, 2, 2, 2, 0, 1, 0, 2, 2, 2, 0, 1},
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
{1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 2, 2, 2, 2, 2, 2, 0, 1, 1, 0, 2, 2, 2, 2, 2, 2, 0, 1},
{1, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 1},
{1, 0, 2, 0, 0, 0, 0, 2, 0, 1, 1, 0, 2, 0, 0, 0, 0, 2, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}};
bool collision_check(float newX, float newZ) { struct Wall {
float playerRadius = 0.2f; glm::vec2 v1, v2; // Index of the vertices
// We check the four corners of the player's "hitbox" int portalID; // -1 if solid, else the ID of the sector on the other side
for (float offset_x = -playerRadius; offset_x <= playerRadius; };
offset_x += playerRadius * 2) {
for (float offset_z = -playerRadius; offset_z <= playerRadius;
offset_z += playerRadius * 2) {
int gridX = (int)(newX + offset_x);
int gridZ = (int)(newZ + offset_z);
// 1. Check map boundaries struct {
if (gridX < 0 || gridX >= MAP_WIDTH || gridZ < 0 || gridZ >= MAP_HEIGHT) struct {
return false; struct Sector arr[32];
size_t n;
} sectors;
struct {
struct Wall arr[128];
size_t n;
} walls;
// 2. Check if the tile is a wall } state;
if (worldMap[gridX][gridZ] > 0)
return false; struct MapVertex {
glm::vec3 pos;
glm::vec2 tex;
};
std::vector<MapVertex> map_mesh;
static 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;
} }
} }
return true; }
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);
}
} }
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) { void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
@@ -99,7 +227,7 @@ void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
camera.ProcessMouseMovement(xoffset, yoffset); camera.ProcessMouseMovement(xoffset, yoffset);
} }
void updatePhysics(float deltaTime) { void updatePhysics(float deltaTime, float floor) {
// 1. Apply gravity to velocity (Velocity = Acceleration * Time) // 1. Apply gravity to velocity (Velocity = Acceleration * Time)
if (!camera.isGrounded) { if (!camera.isGrounded) {
camera.verticalVelocity += camera.gravity * deltaTime; camera.verticalVelocity += camera.gravity * deltaTime;
@@ -110,8 +238,8 @@ void updatePhysics(float deltaTime) {
// 3. Ground Collision (The Floor) // 3. Ground Collision (The Floor)
// If the floor is at y = 0 // If the floor is at y = 0
if (camera.Position.y <= 0.0f) { if (camera.Position.y <= floor) {
camera.Position.y = 0.0f; camera.Position.y = floor;
camera.verticalVelocity = 0.0f; camera.verticalVelocity = 0.0f;
camera.isGrounded = true; camera.isGrounded = true;
} }
@@ -136,11 +264,33 @@ void processInput(GLFWwindow *window) {
camera.ProcessKeyboard(LEFT, deltaTime); camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime); camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && camera.isGrounded) {
camera.verticalVelocity = camera.jumpForce; camera.verticalVelocity = camera.jumpForce;
camera.isGrounded = false; camera.isGrounded = false;
} }
} }
int get_sector_at(float x, float z) {
// Start from 1 (skipping null sector)
for (size_t i = 1; i < state.sectors.n; i++) {
struct Sector *s = &state.sectors.arr[i];
int inside = 0;
for (size_t j = 0; j < s->nwalls; j++) {
struct Wall *w = &state.walls.arr[s->firstwall + j];
// Check if player position is between the Y-bounds of the wall
if (((w->v1.y > z) != (w->v2.y > z)) &&
(x < (float)(w->v2.x - w->v1.x) * (z - (float)w->v1.y) /
(float)(w->v2.y - w->v1.y) +
(float)w->v1.x)) {
inside = !inside;
}
}
if (inside)
return (int)i;
}
return -1; // Outside the map
}
int main() { int main() {
@@ -164,9 +314,10 @@ int main() {
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); // This makes the window float glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); // This makes the window float
glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE); glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
glfwWindowHintString(GLFW_WAYLAND_APP_ID, "opengl");
GLFWwindow *window = GLFWwindow *window =
glfwCreateWindow(800, 600, "testing open gl", NULL, NULL); glfwCreateWindow(1000, 600, "testing open gl", NULL, NULL);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback); glfwSetCursorPosCallback(window, mouse_callback);
@@ -231,20 +382,29 @@ int main() {
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // cube one -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f // cube one -0.5f, 0.5f, -0.5f, 0.0f, 1.0f // cube one
}; };
glm::vec3 cubePositions[] = { if (load_sectors("../map.txt") != 0) {
printf("loaded %zu sectors and %zu walls", state.sectors.n, state.walls.n);
printf("Failed to parse map file!\n");
return -1;
}
build_map_mesh();
glm::vec3(0.0f, 0.0f, 0.0f), unsigned int mapVAO, mapVBO;
glm::vec3(2.0f, 5.0f, -15.0f), glGenVertexArrays(1, &mapVAO);
glm::vec3(-1.5f, -2.2f, -2.5f), glGenBuffers(1, &mapVBO);
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
}; glBindVertexArray(mapVAO);
glBindBuffer(GL_ARRAY_BUFFER, mapVBO);
glBufferData(GL_ARRAY_BUFFER, map_mesh.size() * sizeof(MapVertex),
map_mesh.data(), GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MapVertex), (void *)0);
glEnableVertexAttribArray(0);
// TexCoord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(MapVertex),
(void *)offsetof(MapVertex, tex));
glEnableVertexAttribArray(2);
unsigned int EBO; unsigned int EBO;
glGenBuffers(1, &EBO); glGenBuffers(1, &EBO);
@@ -388,9 +548,27 @@ int main() {
float gravity = -9.81f; float gravity = -9.81f;
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
float currentFrame = glfwGetTime(); float currentFrame = glfwGetTime();
float ground = 1.0f;
deltaTime = currentFrame - lastFrame; deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame; lastFrame = currentFrame;
updatePhysics(deltaTime); int current_sector_id = get_sector_at(camera.Position.x, camera.Position.z);
if (current_sector_id != -1) {
struct Sector *s = &state.sectors.arr[current_sector_id];
// The "target" height is floor + player height (e.g., 2.0 units)
float target_y = s->floor + 1.0f;
ground = target_y;
// Smoothly interpolate (lerp) to the target height so you don't
// "teleport" up stairs
if (camera.isGrounded) {
float lerpSpeed = 10.0f; // Adjust this for "snappiness"
camera.Position.y =
glm::mix(camera.Position.y, target_y, lerpSpeed * deltaTime);
}
}
updatePhysics(deltaTime, ground);
processInput(window); processInput(window);
ballVelocity.y += gravity * deltaTime; ballVelocity.y += gravity * deltaTime;
@@ -425,7 +603,7 @@ int main() {
ourshader.use(); ourshader.use();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture2); glBindTexture(GL_TEXTURE_2D, texture1);
// model = glm::translate( // model = glm::translate(
// model, glm::vec3(0.0f, sin(glfwGetTime() * 2) * 10e-4f, 0.0f)); // model, glm::vec3(0.0f, sin(glfwGetTime() * 2) * 10e-4f, 0.0f));
@@ -444,75 +622,10 @@ int main() {
glBindVertexArray(sphereVAO); glBindVertexArray(sphereVAO);
glDrawElements(GL_TRIANGLES, sphereIndices.size(), GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, sphereIndices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(wallVAO);
for (int x = 0; x < MAP_WIDTH; x++) {
for (int y = 0; y < MAP_HEIGHT; y++) {
if (worldMap[x][y] > 0) {
// Set Texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture2); glBindTexture(GL_TEXTURE_2D, texture2);
if (y + 1 < MAP_HEIGHT && worldMap[x][y + 1] == 0) { ourshader.setMat4("mvp", projection * view * glm::mat4(1.0f));
glm::mat4 model = glm::mat4(1.0f); glBindVertexArray(mapVAO);
model = glm::translate( glDrawArrays(GL_TRIANGLES, 0, map_mesh.size());
model, glm::vec3(x, 0.0f, y + 0.5f)); // Move to edge
// No rotation needed if the plane naturally faces Z
ourshader.setMat4("mvp", projection * view * model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
// Check East neighbor: if it's empty, draw the East face
if (x + 1 < MAP_WIDTH && worldMap[x + 1][y] == 0) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(x + 0.5f, 0.0f, y));
model = glm::rotate(model, glm::radians(90.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
ourshader.setMat4("mvp", projection * view * model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
if (y - 1 < MAP_HEIGHT && worldMap[x][y - 1] == 0) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(
model, glm::vec3(x, 0.0f, y - 0.5f)); // Move to edge
// No rotation needed if the plane naturally faces Z
ourshader.setMat4("mvp", projection * view * model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
if (x - 1 < MAP_WIDTH && worldMap[x - 1][y] == 0) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(x - 0.5f, 0.0f, y));
model = glm::rotate(model, glm::radians(90.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
ourshader.setMat4("mvp", projection * view * model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
// Draw Floor
glm::mat4 floorModel = glm::mat4(1.0f);
floorModel =
glm::translate(floorModel, glm::vec3((float)x, -0.5f, (float)y));
floorModel = glm::rotate(floorModel, glm::radians(90.0f),
glm::vec3(1.0f, 0.0f, 0.0));
ourshader.setMat4("mvp", projection * view * floorModel);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// Draw Ceiling
glm::mat4 cielModel = glm::mat4(1.0f);
cielModel =
glm::translate(cielModel, glm::vec3((float)x, 0.5f, (float)y));
cielModel = glm::rotate(cielModel, glm::radians(90.0f),
glm::vec3(1.0f, 0.0f, 0.0));
ourshader.setMat4("mvp", projection * view * cielModel);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
}
}
glBindVertexArray(0); glBindVertexArray(0);

34
map.txt Normal file
View File

@@ -0,0 +1,34 @@
[SECTOR]
1 0 8 0.0 5.0
2 8 3 1.0 4.0
3 11 4 0.2 6.0
4 15 5 0.0 3.0
[WALL]
# SECTOR 1: 0..7
4 1 2 1 0
5 2 4 1 0
5 3 5 2 0
4 4 5 3 3
2 4 4 4 0
1 3 2 4 2
1 2 1 3 0
2 1 1 2 0
# SECTOR 2: 8..10
2 4 1 3 1
1 5 2 4 0
1 3 1 5 0
# SECTOR 3: 11..14
5 3 4 4 1
6 5 5 3 0
6 7 6 5 4
4 4 6 7 0
# SECTOR 4: 15..19
7 4 6 5 0
8 5 7 4 0
8 7 8 5 0
6 7 8 7 0
6 5 6 7 3

0
physics.hpp Normal file
View File