#include #include #include #include "sector.h" #define VERTS_CAP 512 #define SECTS_CAP 512 #define NUMS_CAP 512 #define MAX_QUEUE 32 #define hfov (0.73f*SH) // Affects the horizontal field of vision #define vfov (.2f*SH) // Affects the vertical field of vision void vline(int x, int y1, int y2, uint32_t col); int map_draw(map_t *map, uint SW, uint SH) { int ytop[SW], ybottom[SW]; for(uint i = 0; i < SW; i++) { ytop[i] = 0; ybottom[i] = SH-1; } struct { int sx1, sx2 } now = {0, SW-1}; struct sector *sect = &map->sectors[map->player.sector]; for(size_t i = 0; i < sect->nverts; i++) { map->player.pos.z = sect->floor + 6; //temp size_t s0 = sect->vertices[i], s1 = sect->vertices[i+1]; float vx1 = map->vertices[s0].x - map->player.pos.x, vy1 = map->vertices[s0].y - map->player.pos.y; float vx2 = map->vertices[s1].x - map->player.pos.x, vy2 = map->vertices[s1].y - map->player.pos.y; float pcos = map->player.anglecos, psin = map->player.anglesin; float tx1 = vx1 * psin - vy1 * pcos, tz1 = vx1 * pcos + vy1 * psin; float tx2 = vx2 * psin - vy2 * pcos, tz2 = vx2 * pcos + vy2 * psin; if(tz1 <= 0 && tz2 <= 0) continue; // ??? magic if(tz1 <= 0 || tz2 <= 0) { float nearz = 1e-4f, farz = 5, nearside = 1e-5f, farside = 20.f; // Find an intersection between the wall and the approximate edges of player's view struct xy i1 = intersect(tx1,tz1,tx2,tz2, -nearside,nearz, -farside,farz); struct xy i2 = intersect(tx1,tz1,tx2,tz2, nearside,nearz, farside,farz); if(tz1 < nearz) { if(i1.y > 0) { tx1 = i1.x; tz1 = i1.y; } else { tx1 = i2.x; tz1 = i2.y; } } if(tz2 < nearz) { if(i1.y > 0) { tx2 = i1.x; tz2 = i1.y; } else { tx2 = i2.x; tz2 = i2.y; } } } float xscale1 = hfov / tz1, yscale1 = vfov / tz1; int x1 = SW/2 - (int)(tx1 * xscale1); float xscale2 = hfov / tz2, yscale2 = vfov / tz2; int x2 = SW/2 - (int)(tx2 * xscale2); if(x1 >= x2 || x2 < now.sx1 || x1 > now.sx2) continue; // Only render if it's visible /* Acquire the floor and ceiling heights, relative to where the player's view is */ float yceil = sect->ceil - map->player.pos.z; float yfloor = sect->floor - map->player.pos.z; size_t neighbor = sect->neighbors[i]; int y1a = SH/2 - (int)(yceil * yscale1), y1b = SH/2 - (int)(yfloor * yscale1); int y2a = SH/2 - (int)(yceil * yscale2), y2b = SH/2 - (int)(yfloor * yscale2); int beginx = max(x1, now.sx1), endx = min(x2, now.sx2); for(int x = beginx; x <= endx; ++x) { // int z = ((x - x1) * (tz2-tz1) / (x2-x1) + tz1) * 8; /* Acquire the Y coordinates for our ceiling & floor for this X coordinate. Clamp them. */ int ya = (x - x1) * (y2a-y1a) / (x2-x1) + y1a, cya = clamp(ya, ytop[x],ybottom[x]); // top int yb = (x - x1) * (y2b-y1b) / (x2-x1) + y1b, cyb = clamp(yb, ytop[x],ybottom[x]); // bottom /* Render ceiling: everything above this sector's ceiling height. */ vline(x, ytop[x], cya-1, COLOR_GREEN); /* Render floor: everything below this sector's floor height. */ vline(x, cyb+1, ybottom[x], COLOR_BLUE); if(neighbor == (size_t)-1) { // vline(x, cya, cyb, x==x1||x==x2 ? COLOR_LIGHTWHITE : COLOR_WHITE); vline(x, cya, cyb, COLOR_WHITE); } else { vline(x, cya, cyb, COLOR_RED); } } } return 0; } int map_load(map_t *map, char *filename) { int ret = 1; FILE *fp = fopen(filename, "rb"); if(!fp) { log_critical(LOG_SYSTEM, "fopen (%s): %s\n", filename, strerror(errno)); return ret; } // temp structures struct xy vertices[VERTS_CAP]; size_t verts = 0; struct sector sectors[SECTS_CAP]; size_t sects = 0; player_t player = {0}; char line[512], *ptr; int offset = 0; while(fgets(line, sizeof(line), fp) != NULL) { char word[256] = {0}; if(sscanf(ptr = line, "%s %n", word, &offset) != 1) word[0] = '\0'; switch(word[0]) { case 'v':; // vertex struct xy vert; sscanf(ptr += offset, "%f %n", &vert.x, &offset); while(sscanf(ptr += offset, "%f %n", &vert.y, &offset) != EOF) { if(verts >= VERTS_CAP) { log_critical(LOG_APPLICATION, "VERTS_CAP of %d reached", VERTS_CAP); goto exit; } vertices[verts++] = vert; } break; case 's': // sector if(sects >= SECTS_CAP) { log_critical(LOG_APPLICATION, "SECTS_CAP of %d reached", SECTS_CAP); goto exit; } sscanf(ptr += offset, "%f %f %n", §ors[sects].floor, §ors[sects].ceil, &offset); size_t numbers[NUMS_CAP]; size_t nums = 0; while(sscanf(ptr += offset, "%s %n", word, &offset) != EOF) { if(nums >= NUMS_CAP) { log_critical(LOG_APPLICATION, "NUMS_CAP of %d reached", NUMS_CAP); goto exit; } numbers[nums++] = (word[0] == 'x') ? -1 : atoi(word); } size_t nverts = nums/2; // populate vertices sectors[sects].vertices = malloc((nverts + 1) * sizeof(*sectors[sects].vertices)); for(size_t i = 0; i < nverts; i++) sectors[sects].vertices[i+1] = numbers[i]; sectors[sects].vertices[0] = sectors[sects].vertices[nverts]; // need to form a loop // populate neighbors sectors[sects].neighbors = malloc(nverts * sizeof(*sectors[sects].neighbors)); for(size_t i = 0; i < nverts; i++) sectors[sects].neighbors[i] = numbers[nverts + i]; sectors[sects++].nverts = nverts; break; case 'p': // player sscanf(ptr += offset, "%f %f %f %zu %n", &player.pos.x, &player.pos.y, &player.angle, &player.sector, &offset); break; } } map->sectors = malloc(sects * sizeof(*sectors)); map->nsects = sects; memcpy(map->sectors, sectors, sects * sizeof(*sectors)); map->vertices = malloc(verts * sizeof(*vertices)); map->nverts = verts; memcpy(map->vertices, vertices, verts * sizeof(*vertices)); map->player = player; ret = 0; exit: fclose(fp); return ret; } void map_unload(map_t *map) { for(size_t i = 0; i < map->nsects; i++) { free(map->sectors[i].vertices); free(map->sectors[i].neighbors); } free(map->sectors); free(map->vertices); } int map_save(map_t *map, char *filename) { FILE *fp = fopen(filename, "wb"); if(!fp) { log_error(LOG_SYSTEM, "fopen (%s): %s\n", filename, strerror(errno)); return 1; } (void)map; // something something return 0; } void map_print(map_t *map) { log("%zu %zu", map->nverts, map->nsects); for(size_t i = 0; i < map->nverts; i++) { printf("v %zu {%.1f %.1f}\n", i, map->vertices[i].x, map->vertices[i].y); } for(size_t i = 0; i < map->nsects; i++) { printf("s %zu %.1f %.1f ", i, map->sectors[i].floor, map->sectors[i].ceil); for(size_t j = 0; j < map->sectors[i].nverts + 1; j++) printf("%zu ", map->sectors[i].vertices[j]); printf(" "); for(size_t j = 0; j < map->sectors[i].nverts; j++) printf("%zu ", map->sectors[i].neighbors[j]); printf("\n"); } printf("p %.1f %.1f %.1f %zu", map->player.pos.x, map->player.pos.y, map->player.angle, map->player.sector); }