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