- Reestructuració masiva del codi
- afegit el WAD del Doom 1 - Ja llegim FLATS i TEXTURES del WAD, falten els PATCH
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -1 +1,3 @@
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wolf
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wolf_debug
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build/*
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159
draw.cpp
Normal file
159
draw.cpp
Normal file
@@ -0,0 +1,159 @@
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#include "draw.h"
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#include <SDL3/SDL.h>
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#include "gif.h"
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#include "jdebug.h"
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#include <stdio.h>
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#include <stdlib.h>
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// Funcions de pintat
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namespace draw
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{
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SDL_Window *sdl_window;
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SDL_Renderer *sdl_renderer;
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SDL_Texture *sdl_texture;
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Uint32 *palette;
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Uint8 screen[320*240];
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float depth_buffer[320*240];
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void init()
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{
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SDL_Init(SDL_INIT_VIDEO);
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sdl_window = SDL_CreateWindow("WOLF", 640, 480, 0);
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SDL_SetWindowPosition(sdl_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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sdl_renderer = SDL_CreateRenderer(sdl_window, NULL);
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sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 320, 240);
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SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_NEAREST);
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debug::init(sdl_renderer);
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}
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surface_t *newsurf(int w, int h)
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{
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surface_t *surf = (surface_t*)malloc(sizeof(surface_t));
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surf->w = w;
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surf->h = h;
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surf->pixels = (uint8_t*)malloc(w*h);
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return surf;
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}
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surface_t *loadgif(const char* filename)
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{
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FILE *f = fopen(filename, "rb");
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fseek(f, 0, SEEK_END);
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int filesize = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8*)malloc(filesize);
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fread(buffer, filesize, 1, f);
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fclose(f);
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surface_t *surf = (surface_t*)malloc(sizeof(surface_t));
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surf->pixels = LoadGif(buffer, &surf->w, &surf->h);
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free(buffer);
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return surf;
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}
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Uint32 *loadpal(const char* filename)
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{
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FILE *f = fopen(filename, "rb");
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fseek(f, 0, SEEK_END);
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int filesize = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8*)malloc(filesize);
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fread(buffer, filesize, 1, f);
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fclose(f);
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Uint32 *pal = LoadPalette(buffer);
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free(buffer);
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return pal;
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}
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void setpal(Uint32* pal)
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{
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palette = pal;
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}
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void putp(int x, int y, Uint8 color)
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{
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if (x<0 || y<0 || x>=320 || y>=240) return;
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screen[x+y*320]=color;
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}
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void putpd(int x, int y, Uint8 color, float depth)
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{
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if (x<0 || y<0 || x>=320 || y>=240) return;
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screen[x+y*320]=color;
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depth_buffer[x+y*320]=depth;
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}
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void putps(int x, int y, Uint8 color, float depth)
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{
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if (x<0 || y<0 || x>=320 || y>=240 || color==0) return;
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if (depth_buffer[x+y*320]>=depth)
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{
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screen[x+y*320]=color;
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depth_buffer[x+y*320]=depth;
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}
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}
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Uint8 getp(surface_t *surf, int x, int y)
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{
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return surf->pixels[x+y*surf->w];
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}
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void line(int x1, int y1, int x2, int y2, Uint8 color)
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{
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float dx = float(x2-x1);
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float dy = float(y2-y1);
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float steps = SDL_max(SDL_fabsf(dx), SDL_fabsf(dy));
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if (steps==0) { putp(x1,y1,color); return; }
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float incx = dx / steps;
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float incy = dy / steps;
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float x = (float)x1;
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float y = (float)y1;
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for (int i=0; i<=int(steps); ++i)
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{
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putp(int(x+0.5f),int(y+0.5f),color);
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x += incx;
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y += incy;
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}
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}
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void render()
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{
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// Send to texture and render
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Uint32 *pixels;
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int pitch;
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SDL_LockTexture(sdl_texture, NULL, (void**)&pixels, &pitch);
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for (int i=0; i<(320*240); ++i)
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{
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pixels[i] = 0xFF000000 | palette[screen[i]];
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// [DEBUG] Visualització del depth buffer
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//pixels[i] = 0xFF000000 | palette[SDL_min(int(depth_buffer[i]),255)];
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}
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SDL_UnlockTexture(sdl_texture);
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SDL_RenderTexture(sdl_renderer, sdl_texture, NULL, NULL);
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}
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void flip()
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{
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SDL_RenderPresent(sdl_renderer);
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}
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namespace map
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{
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void putp(int x, int y, Uint8 color)
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{
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draw::putp(160+(x/8), 120+(y/8), color);
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}
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void line(int x1, int y1, int x2, int y2, Uint8 color)
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{
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draw::line(160+(x1/8), 120+(y1/8), 160+(x2/8), 120+(y2/8), color);
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}
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}
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}
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32
draw.h
Normal file
32
draw.h
Normal file
@@ -0,0 +1,32 @@
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#pragma once
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#include <stdint.h>
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// Funcions de pintat
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namespace draw
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{
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struct surface_t
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{
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uint8_t *pixels;
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uint16_t w, h;
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};
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void init();
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surface_t *newsurf(int w, int h);
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surface_t *loadgif(const char* filename);
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uint32_t *loadpal(const char* filename);
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void setpal(uint32_t* pal);
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void putp(int x, int y, uint8_t color);
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void putpd(int x, int y, uint8_t color, float depth);
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void putps(int x, int y, uint8_t color, float depth);
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uint8_t getp(surface_t *surf, int x, int y);
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void line(int x1, int y1, int x2, int y2, uint8_t color);
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void render();
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void flip();
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namespace map
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{
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void putp(int x, int y, uint8_t color);
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void line(int x1, int y1, int x2, int y2, uint8_t color);
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}
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}
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@@ -2,6 +2,7 @@
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#include <stdlib.h>
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#include <string.h>
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#include <fcntl.h>
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#include <stdint.h>
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#define EXTENSION_INTRODUCER 0x21
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#define IMAGE_DESCRIPTOR 0x2C
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@@ -4,20 +4,23 @@
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namespace debug
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{
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Uint8 bmp[448] {0x42, 0x4D, 0xC0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x82, 0x01, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x18, 0xF3, 0x83, 0x83, 0xCF, 0x83, 0x87, 0x00, 0x00, 0xF3, 0x39, 0x39, 0xCF, 0x79, 0xF3, 0x00, 0x00, 0x01, 0xF9, 0x39, 0xCF, 0x61, 0xF9, 0x00, 0x00, 0x33, 0xF9, 0x03, 0xE7, 0x87, 0x81, 0x00, 0x00, 0x93, 0x03, 0x3F, 0xF3, 0x1B, 0x39, 0x00, 0x00, 0xC3, 0x3F, 0x9F, 0x39, 0x3B, 0x39, 0x00, 0x41, 0xE3, 0x03, 0xC3, 0x01, 0x87, 0x83, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xE7, 0x01, 0xC7, 0x81, 0x01, 0x83, 0x00, 0x00, 0xE7, 0x1F, 0x9B, 0xE7, 0x1F, 0x39, 0x00, 0x00, 0xE7, 0x8F, 0x39, 0xE7, 0x87, 0xF9, 0x00, 0x00, 0xC3, 0xC7, 0x39, 0xE7, 0xC3, 0xC3, 0x00, 0x00, 0x99, 0xE3, 0x39, 0xE7, 0xF1, 0xE7, 0x00, 0x00, 0x99, 0xF1, 0xB3, 0xC7, 0x39, 0xF3, 0x00, 0x00, 0x99, 0x01, 0xC7, 0xE7, 0x83, 0x81, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x83, 0xE7, 0x83, 0xEF, 0x39, 0x39, 0x00, 0x00, 0x39, 0xE7, 0x39, 0xC7, 0x11, 0x11, 0x00, 0x00, 0xF9, 0xE7, 0x39, 0x83, 0x01, 0x83, 0x00, 0x00, 0x83, 0xE7, 0x39, 0x11, 0x01, 0xC7, 0x00, 0x00, 0x3F, 0xE7, 0x39, 0x39, 0x29, 0x83, 0x00, 0x00, 0x33, 0xE7, 0x39, 0x39, 0x39, 0x11, 0x00, 0x00, 0x87, 0x81, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x39, 0x83, 0x3F, 0x85, 0x31, 0x00, 0x00, 0x39, 0x31, 0x39, 0x3F, 0x33, 0x23, 0x00, 0x00, 0x29, 0x21, 0x39, 0x03, 0x21, 0x07, 0x00, 0x00, 0x01, 0x01, 0x39, 0x39, 0x39, 0x31, 0x00, 0x00, 0x01, 0x09, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x11, 0x19, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x39, 0x39, 0x83, 0x03, 0x83, 0x03, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xC1, 0x39, 0x81, 0x83, 0x31, 0x01, 0x00, 0x00, 0x99, 0x39, 0xE7, 0x39, 0x23, 0x3F, 0x00, 0x00, 0x39, 0x39, 0xE7, 0xF9, 0x07, 0x3F, 0x00, 0x00, 0x31, 0x01, 0xE7, 0xF9, 0x0F, 0x3F, 0x00, 0x00, 0x3F, 0x39, 0xE7, 0xF9, 0x27, 0x3F, 0x00, 0x00, 0x9F, 0x39, 0xE7, 0xF9, 0x33, 0x3F, 0x00, 0x00, 0xC1, 0x39, 0x81, 0xF9, 0x39, 0x3F, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x03, 0xC3, 0x07, 0x01, 0x3F, 0x00, 0x00, 0x39, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0x01, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x39, 0x03, 0x3F, 0x39, 0x03, 0x03, 0x00, 0x00, 0x39, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x93, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0xC7, 0x03, 0xC3, 0x07, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00};
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SDL_Renderer *ren;
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SDL_Texture* dbgtex;
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static char dbg_str[1200];
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static char *cursor = nullptr;
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void init(SDL_Renderer *renderer)
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{
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ren = renderer;
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dbgtex = SDL_CreateTextureFromSurface(renderer, SDL_LoadBMP_IO(SDL_IOFromMem(bmp, 448), 1));
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cursor = dbg_str;
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SDL_SetTextureBlendMode(dbgtex, SDL_BLENDMODE_ADD);
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}
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void render(SDL_Renderer *renderer)
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void render()
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{
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int x = 0, y = 0, cc = 0;
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//int x = 0, y = 0,
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int cc = 0;
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SDL_FRect src {0, 0, 8, 8}, dst {0, 0, 8, 8};
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while (cc<1200 && dbg_str[cc] != 0) {
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char chr = dbg_str[cc++];
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@@ -31,7 +34,7 @@ namespace debug
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src.x = ((chr-22)%6)*8;
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src.y = ((chr-22)/6)*8;
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}
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SDL_RenderTexture(renderer, dbgtex, &src, &dst);
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SDL_RenderTexture(ren, dbgtex, &src, &dst);
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dst.x += 8;
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if (dst.x >= 320) {
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dst.x=0; dst.y += 8;
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2
jdebug.h
2
jdebug.h
@@ -4,7 +4,7 @@
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namespace debug
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{
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void init(SDL_Renderer *renderer);
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void render(SDL_Renderer *renderer);
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void render();
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void println(const char *label, int value);
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void print(int value);
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5
lagueirtofile
Normal file
5
lagueirtofile
Normal file
@@ -0,0 +1,5 @@
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libs = -lSDL3
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cppflags = -D DEBUG -g -Wall
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executable = wolf_debug
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sourcepath = .
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buildpath = build
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263
main.cpp
263
main.cpp
@@ -1,14 +1,20 @@
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#include <SDL3/SDL.h>
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#include "gif.c"
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#include <vector>
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#include <stdlib.h>
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#include "jdebug.h"
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#include "util.h"
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#include "draw.h"
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#include "wad.h"
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#define M_PI 3.14159265358979323846
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#define DEG_TO_RAD (M_PI/180.0f)
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#define RAD_TO_DEG (180.0f/M_PI)
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#define FOV 190
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struct wall {
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Uint16 v1, v2;
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vec2 normal;
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float u1, u2;
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int portal;
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};
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struct vec2 { float x, y; };
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struct wall { Uint16 v1, v2; vec2 normal; float u1, u2; int portal; };
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struct sector {
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float floor_height;
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float ceiling_height;
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@@ -16,15 +22,6 @@ struct sector {
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std::vector<vec2> verts;
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};
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SDL_Window *sdl_window;
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SDL_Renderer *sdl_renderer;
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SDL_Texture *sdl_texture;
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Uint32 *palette;
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Uint8 *gif;
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Uint8 *spr;
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Uint8 screen[320*240];
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float depth_buffer[320*240];
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std::vector<sector> sectors;
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int current_sector;
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@@ -43,113 +40,9 @@ float bobbing = 0.0f;
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float dt;
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// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
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// intersect the intersection point may be stored in the floats i_x and i_y.
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const bool get_line_intersection(vec2 p0, vec2 p1, vec2 p2, vec2 p3, vec2 *i)
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{
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vec2 s1, s2;
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s1.x = p1.x - p0.x; s1.y = p1.y - p0.y;
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s2.x = p3.x - p2.x; s2.y = p3.y - p2.y;
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float s, t;
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s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / (-s2.x * s1.y + s1.x * s2.y);
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t = ( s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / (-s2.x * s1.y + s1.x * s2.y);
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if (s >= 0 && s <= 1 && t >= 0 && t <= 1)
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{
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// Collision detected
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if (i != NULL)
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{
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i->x = p0.x + (t * s1.x);
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i->y = p0.y + (t * s1.y);
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}
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return true;
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}
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return false; // No collision
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}
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inline const float distance(vec2 p1, vec2 p2)
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{
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const float xx = p2.x-p1.x;
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const float yy = p2.y-p1.y;
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return SDL_sqrtf(xx*xx+yy*yy);
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}
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inline const void normalize(vec2 *v)
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{
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const float length = SDL_sqrtf(v->x*v->x + v->y*v->y);
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if (length > 0.0f) {
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v->x /= length;
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v->y /= length;
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}
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}
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inline const float dot(vec2 v1, vec2 v2)
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{
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return v1.x*v2.x + v1.y*v2.y;
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}
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void putp(int x, int y, Uint8 color)
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{
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if (x<0 || y<0 || x>=320 || y>=240) return;
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screen[x+y*320]=color;
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}
|
||||
|
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void putpd(int x, int y, Uint8 color, float depth)
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{
|
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if (x<0 || y<0 || x>=320 || y>=240) return;
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screen[x+y*320]=color;
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depth_buffer[x+y*320]=depth;
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||||
}
|
||||
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void putps(int x, int y, Uint8 color, float depth)
|
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{
|
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if (x<0 || y<0 || x>=320 || y>=240 || color==0) return;
|
||||
if (depth_buffer[x+y*320]>=depth)
|
||||
{
|
||||
screen[x+y*320]=color;
|
||||
depth_buffer[x+y*320]=depth;
|
||||
}
|
||||
}
|
||||
|
||||
void line(int x1, int y1, int x2, int y2, Uint8 color)
|
||||
{
|
||||
float dx = float(x2-x1);
|
||||
float dy = float(y2-y1);
|
||||
float steps = SDL_max(SDL_fabsf(dx), SDL_fabsf(dy));
|
||||
|
||||
if (steps==0) { putp(x1,y1,color); return; }
|
||||
|
||||
float incx = dx / steps;
|
||||
float incy = dy / steps;
|
||||
|
||||
float x = (float)x1;
|
||||
float y = (float)y1;
|
||||
|
||||
for (int i=0; i<=int(steps); ++i)
|
||||
{
|
||||
putp(int(x+0.5f),int(y+0.5f),color);
|
||||
x += incx;
|
||||
y += incy;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace map
|
||||
{
|
||||
void putp(int x, int y, Uint8 color)
|
||||
{
|
||||
::putp(160+(x/8), 120+(y/8), color);
|
||||
}
|
||||
|
||||
void line(int x1, int y1, int x2, int y2, Uint8 color)
|
||||
{
|
||||
::line(160+(x1/8), 120+(y1/8), 160+(x2/8), 120+(y2/8), color);
|
||||
}
|
||||
}
|
||||
|
||||
Uint32 *palette;
|
||||
draw::surface_t *gif;
|
||||
draw::surface_t *spr;
|
||||
|
||||
void createMap()
|
||||
{
|
||||
@@ -245,13 +138,13 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
const int tex_height = 64;
|
||||
const float sector_height = s.ceiling_height - s.floor_height;
|
||||
|
||||
map::putp(result.x, result.y, 6);
|
||||
draw::map::putp(result.x, result.y, 6);
|
||||
float dist = stright_dist * SDL_cosf(a_inc*DEG_TO_RAD);
|
||||
const vec2 AB = {s.verts[w->v2].x-s.verts[w->v1].x, s.verts[w->v2].y-s.verts[w->v1].y};
|
||||
const vec2 AP = {result.x-s.verts[w->v1].x, result.y-s.verts[w->v1].y};
|
||||
float v = dot(AP,AB) / dot(AB,AB); v *= w->u2; v = (v-int(v))*tex_height;
|
||||
|
||||
float wall_height = (sector_height*277)/dist; // [64=altura sector]
|
||||
float wall_height = (sector_height*FOV)/dist; // [64=altura sector]
|
||||
float wall_cut = 0.0f;
|
||||
float dpix = tex_height/wall_height; // [64=crec que altura sector]
|
||||
float cpix = 0;
|
||||
@@ -265,11 +158,11 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
|
||||
// Pinta el sostre
|
||||
for (int y=start; y<wall_start-1; y++) {
|
||||
float straight_dist = (277 * (sector_height-(height-s.floor_height))) / (y - (240 >> 1));
|
||||
float straight_dist = (FOV * (sector_height-(height-s.floor_height))) / (y - (240 >> 1));
|
||||
float actual_dist = straight_dist / SDL_cosf(a_inc*DEG_TO_RAD);
|
||||
int tx = abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) - position.x)) % tex_height;
|
||||
int ty = abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) - position.y)) % tex_height;
|
||||
putpd(screen_column, y, gif[tx+ty*tex_height], -straight_dist);
|
||||
int tx = SDL_abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) - position.x)) % tex_height;
|
||||
int ty = SDL_abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) - position.y)) % tex_height;
|
||||
draw::putpd(screen_column, y, gif->pixels[tx+ty*tex_height], -straight_dist);
|
||||
}
|
||||
|
||||
|
||||
@@ -278,21 +171,21 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
// Pinta la pared
|
||||
for (int i=0; i<wall_height; ++i) {
|
||||
if (wall_start+i>=end) break;
|
||||
putpd(screen_column, wall_start+i, gif[(int(v)%tex_height)+int(cpix)*tex_height], stright_dist);
|
||||
draw::putpd(screen_column, wall_start+i, gif->pixels[(int(v)%tex_height)+int(cpix)*tex_height], stright_dist);
|
||||
cpix += dpix;
|
||||
}
|
||||
} else {
|
||||
if (sectors[w->portal].ceiling_height < s.ceiling_height)
|
||||
{
|
||||
float upper_height = s.ceiling_height - sectors[w->portal].ceiling_height;
|
||||
float upper_wall_height = (upper_height*277)/dist;
|
||||
float upper_wall_height = (upper_height*FOV)/dist;
|
||||
upper_wall_height -= wall_cut;
|
||||
if (upper_wall_height>0.0f)
|
||||
{
|
||||
// Pinta la pared
|
||||
for (int i=0; i<upper_wall_height; ++i) {
|
||||
if (wall_start+i>=end) break;
|
||||
putpd(screen_column, wall_start+i, gif[(int(v)%tex_height)+int(cpix)*tex_height], stright_dist);
|
||||
draw::putpd(screen_column, wall_start+i, gif->pixels[(int(v)%tex_height)+int(cpix)*tex_height], stright_dist);
|
||||
cpix += dpix;
|
||||
}
|
||||
wall_start += upper_wall_height;
|
||||
@@ -300,7 +193,7 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
}
|
||||
}
|
||||
float lower_height = sectors[w->portal].floor_height - s.floor_height;
|
||||
float lower_wall_height = (lower_height*277)/dist;
|
||||
float lower_wall_height = (lower_height*FOV)/dist;
|
||||
int wall_end = wall_start+wall_height+1;
|
||||
if (lower_wall_height>0.0f) wall_end -= lower_wall_height;
|
||||
wall_end = SDL_min(wall_end, end);
|
||||
@@ -313,7 +206,7 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
// Pinta la pared
|
||||
for (int i=0; i<lower_wall_height; ++i) {
|
||||
if (wall_end+i>=end) break;
|
||||
putpd(screen_column, wall_end+i, gif[(int(v)%tex_height)+int(cpix)*tex_height], stright_dist);
|
||||
draw::putpd(screen_column, wall_end+i, gif->pixels[(int(v)%tex_height)+int(cpix)*tex_height], stright_dist);
|
||||
cpix += dpix;
|
||||
}
|
||||
//wall_start += upper_wall_height;
|
||||
@@ -325,11 +218,11 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
// Pinta el piso
|
||||
int paint_end = wall_start+wall_height-1;
|
||||
for (int y=paint_end+1; y<end-1; y++) {
|
||||
float straight_dist = (277 * (height-s.floor_height)) / (y - (240 >> 1));
|
||||
float straight_dist = (FOV * (height-s.floor_height)) / (y - (240 >> 1));
|
||||
float actual_dist = straight_dist / SDL_cosf(a_inc*DEG_TO_RAD);
|
||||
int tx = abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) + position.x)) % tex_height;
|
||||
int ty = abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) + position.y)) % tex_height;
|
||||
putpd(screen_column, y, gif[tx+ty*tex_height], straight_dist);
|
||||
int tx = SDL_abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) + position.x)) % tex_height;
|
||||
int ty = SDL_abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) + position.y)) % tex_height;
|
||||
draw::putpd(screen_column, y, gif->pixels[tx+ty*tex_height], straight_dist);
|
||||
}
|
||||
//line(screen_column, 120-(wall_height), screen_column, 120+(wall_height), 5);
|
||||
}
|
||||
@@ -380,65 +273,17 @@ bool tryMove(float angle, float speed)
|
||||
return moved;
|
||||
}
|
||||
|
||||
float is_enemy_in_fov(double Ax, double Ay, double orientation_deg,
|
||||
double Bx, double By) {
|
||||
// Convert orientation angle to radians
|
||||
double orientation_rad = orientation_deg * DEG_TO_RAD;
|
||||
|
||||
// Compute view direction vector from angle
|
||||
double view_dx = SDL_cosf(orientation_rad);
|
||||
double view_dy = SDL_sinf(orientation_rad);
|
||||
|
||||
// Vector from A to B
|
||||
double to_enemy_dx = Bx - Ax;
|
||||
double to_enemy_dy = By - Ay;
|
||||
|
||||
// Normalize both vectors
|
||||
double len = SDL_sqrtf(to_enemy_dx * to_enemy_dx + to_enemy_dy * to_enemy_dy);
|
||||
if (len == 0) return 0.0; // Same position
|
||||
|
||||
to_enemy_dx /= len;
|
||||
to_enemy_dy /= len;
|
||||
|
||||
// Compute signed angle using atan2 of perp-dot and dot
|
||||
double dot = view_dx * to_enemy_dx + view_dy * to_enemy_dy;
|
||||
double cross = view_dx * to_enemy_dy - view_dy * to_enemy_dx;
|
||||
|
||||
float angle_rad = SDL_atan2f(cross, dot);
|
||||
return angle_rad * RAD_TO_DEG; // Signed angle in degrees
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
sdl_window = SDL_CreateWindow("WOLF", 640, 480, 0);
|
||||
SDL_SetWindowPosition(sdl_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
sdl_renderer = SDL_CreateRenderer(sdl_window, NULL);
|
||||
sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 320, 240);
|
||||
wad::init("doom1.wad");
|
||||
|
||||
debug::init(sdl_renderer);
|
||||
draw::init();
|
||||
|
||||
FILE *f = fopen("walls.gif", "rb");
|
||||
fseek(f, 0, SEEK_END);
|
||||
int filesize = ftell(f);
|
||||
fseek(f, 0, SEEK_SET);
|
||||
Uint8 *buffer = (Uint8*)malloc(filesize);
|
||||
fread(buffer, filesize, 1, f);
|
||||
fclose(f);
|
||||
Uint16 w, h;
|
||||
gif = LoadGif(buffer, &w, &h);
|
||||
palette = LoadPalette(buffer);
|
||||
free(buffer);
|
||||
|
||||
f = fopen("player1.gif", "rb");
|
||||
fseek(f, 0, SEEK_END);
|
||||
filesize = ftell(f);
|
||||
fseek(f, 0, SEEK_SET);
|
||||
buffer = (Uint8*)malloc(filesize);
|
||||
fread(buffer, filesize, 1, f);
|
||||
fclose(f);
|
||||
spr = LoadGif(buffer, &w, &h);
|
||||
free(buffer);
|
||||
gif = wad::loadFlat("FLOOR4_8"); //draw::loadgif("walls.gif");
|
||||
//palette = draw::loadpal("walls.gif");
|
||||
palette = wad::loadPalette(0);
|
||||
draw::setpal(palette);
|
||||
spr = draw::loadgif("player1.gif");
|
||||
|
||||
// [DEBUG] Paleta per al depth buffer
|
||||
//for(int i=0;i<256;++i) palette[i] = (255-i) | ((255-i)<<8) | ((255-i)<<16);
|
||||
@@ -538,14 +383,14 @@ int main(int argc, char *argv[])
|
||||
debug::print("angle:");debug::print(orientation);debug::newline();
|
||||
|
||||
vec2 enemy = {256.0f, 256.0f};
|
||||
map::putp(enemy.x, enemy.y, 9);
|
||||
draw::map::putp(enemy.x, enemy.y, 9);
|
||||
|
||||
float angle_to_enemy = is_enemy_in_fov(position.x, position.y, orientation, enemy.x, enemy.y);
|
||||
if (SDL_fabsf(angle_to_enemy) <= 64.0f)
|
||||
{
|
||||
const float d = distance(position, enemy);// * SDL_cosf(a_inc*DEG_TO_RAD);
|
||||
float dist = d * SDL_cosf(angle_to_enemy*DEG_TO_RAD);
|
||||
float wall_height = (32.0f*277)/dist;
|
||||
float wall_height = (32.0f*FOV)/dist;
|
||||
float wall_start = 120-(wall_height/32.0f)*(32.0f-(height-sectors[0].floor_height));
|
||||
debug::println("enemy height: ", wall_height);
|
||||
debug::println("enemy start: ", wall_start);
|
||||
@@ -558,7 +403,7 @@ int main(int argc, char *argv[])
|
||||
for (int j=0;j<wall_height;++j)
|
||||
{
|
||||
int ty = j * 32 / wall_height;
|
||||
putps(c, wall_start+j, spr[tx+ty*32], d); //120-(wall_height/2)
|
||||
draw::putps(c, wall_start+j, getp(spr,tx,ty), d); //120-(wall_height/2)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -579,7 +424,7 @@ int main(int argc, char *argv[])
|
||||
for (auto &s : sectors)
|
||||
{
|
||||
for (auto &w : s.walls) {
|
||||
map::line(s.verts[w.v1].x, s.verts[w.v1].y, s.verts[w.v2].x, s.verts[w.v2].y, sec==current_sector?3:4);
|
||||
draw::map::line(s.verts[w.v1].x, s.verts[w.v1].y, s.verts[w.v2].x, s.verts[w.v2].y, sec==current_sector?3:4);
|
||||
}
|
||||
sec++;
|
||||
}
|
||||
@@ -588,22 +433,16 @@ int main(int argc, char *argv[])
|
||||
vec2 lookat;
|
||||
lookat.x = position.x + SDL_cosf(orientation*DEG_TO_RAD)*20;
|
||||
lookat.y = position.y + SDL_sinf(orientation*DEG_TO_RAD)*20;
|
||||
map::line(position.x, position.y, lookat.x, lookat.y, 3);
|
||||
map::putp(position.x, position.y, 7);
|
||||
draw::map::line(position.x, position.y, lookat.x, lookat.y, 3);
|
||||
draw::map::putp(position.x, position.y, 7);
|
||||
|
||||
// Send to texture and render
|
||||
Uint32 *pixels;
|
||||
int pitch;
|
||||
SDL_LockTexture(sdl_texture, NULL, (void**)&pixels, &pitch);
|
||||
for (int i=0; i<(320*240); ++i)
|
||||
{
|
||||
pixels[i] = 0xFF000000 | palette[screen[i]];
|
||||
|
||||
// [DEBUG] Visualització del depth buffer
|
||||
//pixels[i] = 0xFF000000 | palette[SDL_min(int(depth_buffer[i]),255)];
|
||||
for (int i=0;i<256;++i) {
|
||||
draw::putp((i&0xf)*2, (i>>4)*2, i);
|
||||
draw::putp((i&0xf)*2+1, (i>>4)*2, i);
|
||||
draw::putp((i&0xf)*2+1, (i>>4)*2+1, i);
|
||||
draw::putp((i&0xf)*2, (i>>4)*2+1, i);
|
||||
}
|
||||
SDL_UnlockTexture(sdl_texture);
|
||||
SDL_RenderTexture(sdl_renderer, sdl_texture, NULL, NULL);
|
||||
draw::render();
|
||||
|
||||
fps_count++;
|
||||
if (SDL_GetTicks()-fps_time>=1000)
|
||||
@@ -617,9 +456,9 @@ int main(int argc, char *argv[])
|
||||
debug::println("height:", real_height);
|
||||
debug::println("ceil_height:", sectors[0].ceiling_height);
|
||||
debug::println("floor_height:", sectors[0].floor_height);
|
||||
debug::render(sdl_renderer);
|
||||
debug::render();
|
||||
|
||||
SDL_RenderPresent(sdl_renderer);
|
||||
draw::flip();
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
80
util.cpp
Normal file
80
util.cpp
Normal file
@@ -0,0 +1,80 @@
|
||||
#include "util.h"
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
// Funcions de càlcul
|
||||
|
||||
// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
|
||||
// intersect the intersection point may be stored in the floats i_x and i_y.
|
||||
const bool get_line_intersection(vec2 p0, vec2 p1, vec2 p2, vec2 p3, vec2 *i)
|
||||
{
|
||||
vec2 s1, s2;
|
||||
s1.x = p1.x - p0.x; s1.y = p1.y - p0.y;
|
||||
s2.x = p3.x - p2.x; s2.y = p3.y - p2.y;
|
||||
|
||||
float s, t;
|
||||
s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / (-s2.x * s1.y + s1.x * s2.y);
|
||||
t = ( s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / (-s2.x * s1.y + s1.x * s2.y);
|
||||
|
||||
if (s >= 0 && s <= 1 && t >= 0 && t <= 1)
|
||||
{
|
||||
// Collision detected
|
||||
if (i != NULL)
|
||||
{
|
||||
i->x = p0.x + (t * s1.x);
|
||||
i->y = p0.y + (t * s1.y);
|
||||
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false; // No collision
|
||||
}
|
||||
|
||||
const float distance(vec2 p1, vec2 p2)
|
||||
{
|
||||
const float xx = p2.x-p1.x;
|
||||
const float yy = p2.y-p1.y;
|
||||
return SDL_sqrtf(xx*xx+yy*yy);
|
||||
}
|
||||
|
||||
const void normalize(vec2 *v)
|
||||
{
|
||||
const float length = SDL_sqrtf(v->x*v->x + v->y*v->y);
|
||||
if (length > 0.0f) {
|
||||
v->x /= length;
|
||||
v->y /= length;
|
||||
}
|
||||
}
|
||||
|
||||
const float dot(vec2 v1, vec2 v2)
|
||||
{
|
||||
return v1.x*v2.x + v1.y*v2.y;
|
||||
}
|
||||
|
||||
float is_enemy_in_fov(double Ax, double Ay, double orientation_deg, double Bx, double By) {
|
||||
// Convert orientation angle to radians
|
||||
double orientation_rad = orientation_deg * DEG_TO_RAD;
|
||||
|
||||
// Compute view direction vector from angle
|
||||
double view_dx = SDL_cosf(orientation_rad);
|
||||
double view_dy = SDL_sinf(orientation_rad);
|
||||
|
||||
// Vector from A to B
|
||||
double to_enemy_dx = Bx - Ax;
|
||||
double to_enemy_dy = By - Ay;
|
||||
|
||||
// Normalize both vectors
|
||||
double len = SDL_sqrtf(to_enemy_dx * to_enemy_dx + to_enemy_dy * to_enemy_dy);
|
||||
if (len == 0) return 0.0; // Same position
|
||||
|
||||
to_enemy_dx /= len;
|
||||
to_enemy_dy /= len;
|
||||
|
||||
// Compute signed angle using atan2 of perp-dot and dot
|
||||
double dot = view_dx * to_enemy_dx + view_dy * to_enemy_dy;
|
||||
double cross = view_dx * to_enemy_dy - view_dy * to_enemy_dx;
|
||||
|
||||
float angle_rad = SDL_atan2f(cross, dot);
|
||||
return angle_rad * RAD_TO_DEG; // Signed angle in degrees
|
||||
}
|
||||
|
||||
13
util.h
Normal file
13
util.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#define M_PI 3.14159265358979323846
|
||||
#define DEG_TO_RAD (M_PI/180.0f)
|
||||
#define RAD_TO_DEG (180.0f/M_PI)
|
||||
|
||||
struct vec2 { float x, y; };
|
||||
|
||||
const bool get_line_intersection(vec2 p0, vec2 p1, vec2 p2, vec2 p3, vec2 *i);
|
||||
const float distance(vec2 p1, vec2 p2);
|
||||
const void normalize(vec2 *v);
|
||||
const float dot(vec2 v1, vec2 v2);
|
||||
float is_enemy_in_fov(double Ax, double Ay, double orientation_deg, double Bx, double By);
|
||||
154
wad.cpp
Normal file
154
wad.cpp
Normal file
@@ -0,0 +1,154 @@
|
||||
#include "wad.h"
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <unordered_map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace wad {
|
||||
|
||||
char file[13];
|
||||
filelump_t *directory;
|
||||
uint32_t numlumps;
|
||||
|
||||
struct patch_t {
|
||||
|
||||
};
|
||||
|
||||
std::unordered_map<std::string, draw::surface_t*> flats;
|
||||
std::unordered_map<std::string, draw::surface_t*> textures;
|
||||
std::unordered_map<std::string, draw::surface_t*> patches;
|
||||
std::vector<std::string> patch_names;
|
||||
//char (*patch_names)[8];
|
||||
|
||||
void init(const char *filename) {
|
||||
|
||||
strcpy(file, filename);
|
||||
FILE *f = fopen(filename, "rb");
|
||||
|
||||
char header[4]; fread(header, 4, 1, f);// printf("header: %*.s\n", 4, header);
|
||||
uint32_t infotableofs;
|
||||
fread(&numlumps, 4, 1, f);// printf("num lumps: %i\n", numlumps);
|
||||
fread(&infotableofs, 4, 1, f);// printf("directory offset: %i\n\n", infotableofs);
|
||||
directory = (filelump_t*)malloc(sizeof(filelump_t)*numlumps);
|
||||
fseek(f, infotableofs, SEEK_SET);
|
||||
for (int i=0; i<numlumps; ++i) {
|
||||
fread(&directory[i].filepos, 4, 1, f);
|
||||
fread(&directory[i].size, 4, 1, f);
|
||||
fread(directory[i].name, 8, 1, f);
|
||||
if (strncmp("TEXTURE1", directory[i].name, 8)==0)
|
||||
printf("num lumps: %8.10s % 6i % 6i\n", directory[i].name,directory[i].filepos, directory[i].size);
|
||||
}
|
||||
fclose(f);
|
||||
|
||||
uint8_t *pnames = load("PNAMES");
|
||||
int num_pnames = *(uint32_t*)pnames;
|
||||
|
||||
//patch_names = (char (*)[8]) malloc(num_pnames * sizeof *patch_names);
|
||||
char *names = (char*)(pnames+4);
|
||||
for (int i=0;i<num_pnames;++i) {
|
||||
char name[9]; name[8]=0;
|
||||
for (int j=0;j<8;++j) name[j] = names[8*i+j];
|
||||
patch_names.push_back(name);
|
||||
}
|
||||
free(pnames);
|
||||
for (int i=0;i<num_pnames;++i) printf("%s\n", patch_names[i].c_str());
|
||||
}
|
||||
|
||||
uint8_t *load(const char *name) {
|
||||
int i=-1;
|
||||
for (i=0; i<numlumps; ++i) if (strncmp(name, directory[i].name,8)==0) break;
|
||||
if (i==-1) return nullptr;
|
||||
|
||||
FILE *f = fopen(file, "rb");
|
||||
fseek(f, directory[i].filepos, SEEK_SET);
|
||||
uint8_t *buffer = (uint8_t*)malloc(directory[i].size);
|
||||
fread(buffer, directory[i].size, 1, f);
|
||||
fclose(f);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
uint32_t *loadPalette(int index)
|
||||
{
|
||||
uint8_t *palettes = wad::load("PLAYPAL");
|
||||
uint32_t *palette = (uint32_t*)malloc(1024);
|
||||
for (int i=0;i<256;++i) {
|
||||
uint8_t r = palettes[(768*index)+(i*3)];
|
||||
uint8_t g = palettes[(768*index)+(i*3)+1];
|
||||
uint8_t b = palettes[(768*index)+(i*3)+2];
|
||||
palette[i] = (r<<16) | (g<<8) | b;
|
||||
}
|
||||
free(palettes);
|
||||
return palette;
|
||||
}
|
||||
|
||||
draw::surface_t *loadFlat(const char *name)
|
||||
{
|
||||
if (flats.find(name) != flats.end()) return flats[name];
|
||||
|
||||
uint8_t *flat = load(name);
|
||||
draw::surface_t *surf = draw::newsurf(64, 64);
|
||||
int i=0;
|
||||
for (int y=0;y<64;++y)
|
||||
for (int x=0;x<64;++x)
|
||||
surf->pixels[x+y*64] = flat[i++];
|
||||
|
||||
free(flat);
|
||||
flats[name] = surf;
|
||||
return surf;
|
||||
}
|
||||
|
||||
draw::surface_t *loadTexture(const char *name)
|
||||
{
|
||||
if (textures.find(name) != textures.end()) return textures[name];
|
||||
|
||||
uint8_t *textures_lump = load("TEXTURE1");
|
||||
int num_textures_in_lump = ((uint32_t*)textures_lump)[0];
|
||||
uint32_t *offsets = &((uint32_t*)textures_lump)[1];
|
||||
int i = 0;
|
||||
while (i<num_textures_in_lump) {
|
||||
char *texture_name = (char*)textures_lump+offsets[i];
|
||||
if (strncmp(name, texture_name, 8)==0) break;
|
||||
i++;
|
||||
}
|
||||
if (i==num_textures_in_lump) return nullptr;
|
||||
|
||||
uint8_t *texture_info = textures_lump+offsets[i]+12;
|
||||
const int texture_width = ((uint16_t*)texture_info)[0];
|
||||
const int texture_height = ((uint16_t*)texture_info)[1];
|
||||
draw::surface_t *surf = draw::newsurf(texture_width, texture_height);
|
||||
|
||||
const int patch_count = ((uint16_t*)texture_info)[4];
|
||||
|
||||
uint16_t *patches = &((uint16_t*)texture_info)[5];
|
||||
for (int i=0; i<patch_count; ++i) {
|
||||
const int originx = patches[i*10+0];
|
||||
const int originy = patches[i*10+1];
|
||||
const int patch_index = patches[i*10+2];
|
||||
const char *patch_name = patch_names[patch_index].c_str();
|
||||
draw::surface_t *patch = loadPatch(patch_name);
|
||||
}
|
||||
|
||||
free(textures_lump);
|
||||
textures[name] = surf;
|
||||
return surf;
|
||||
}
|
||||
|
||||
draw::surface_t *loadPatch(const char *name)
|
||||
{
|
||||
if (patches.find(name) != patches.end()) return patches[name];
|
||||
|
||||
uint8_t *patch_lump = load(name);
|
||||
const int patch_width = ((uint16_t*)patch_lump)[0];
|
||||
const int patch_height = ((uint16_t*)patch_lump)[1];
|
||||
draw::surface_t *surf = draw::newsurf(patch_width, patch_height);
|
||||
|
||||
//https://www.doomwiki.org/wiki/Picture_format
|
||||
|
||||
free(patch_lump);
|
||||
patches[name] = surf;
|
||||
return surf;
|
||||
}
|
||||
}
|
||||
21
wad.h
Normal file
21
wad.h
Normal file
@@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
#include "draw.h"
|
||||
|
||||
namespace wad {
|
||||
|
||||
struct filelump_t {
|
||||
uint32_t filepos;
|
||||
uint32_t size;
|
||||
char name[8];
|
||||
};
|
||||
|
||||
void init(const char *filename);
|
||||
uint8_t *load(const char *name);
|
||||
|
||||
uint32_t *loadPalette(int index);
|
||||
|
||||
draw::surface_t *loadFlat(const char *name);
|
||||
draw::surface_t *loadTexture(const char *name);
|
||||
draw::surface_t *loadPatch(const char *name);
|
||||
}
|
||||
Reference in New Issue
Block a user