Labyrinth-JIN/src/Maze.cpp
trotFunky 24ff555e88 Added maze class that handles parsing of the map and rendering of the floor, walls and objectives.
Detects and counts the number of objectives encountered. The number is printed on exit.
2019-11-04 03:05:37 +01:00

201 lines
7 KiB
C++

//
// Created by trotfunky on 04/11/2019.
//
#include "Maze.h"
Maze::Maze(const std::string& maze_map, unsigned int scaling_factor, const Texture& floor_texture,
const Texture& wall_texture, const Texture& outside_texture, Model3D& objective) :
scaling_factor(scaling_factor),
floor(floor_texture),
wall(wall_texture),
out(outside_texture),
objective(objective)
{
map.load_rgb_tga(maze_map);
corner_pos = map.width * this->scaling_factor;
for (unsigned int x = 0; x < map.width; x++)
for (unsigned int y = 0; y < map.height; y++)
{
unsigned int data_index = (x*map.height + y)*(map.color_bits/8);
Vec3i colour_data{
map.image_data[data_index],
map.image_data[data_index+1],
map.image_data[data_index+2]};
if (colour_data == Tiles::objective)
{
objective_positions.emplace_back(x,objective_altitude,y);
}
else if (colour_data == Tiles::wall)
{
wall_positions.emplace_back(x,wall_height,y);
}
else if (colour_data == Tiles::end)
{
outside_position = Vec3d{static_cast<double>(x),
wall_height,
static_cast<double>(y)};
}
}
}
void Maze::draw()
{
// Draw ground
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glBindTexture(GL_TEXTURE_2D,floor.opengl_id[0]);
// Deactivate interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glColor4f(1.0f, 1.0f, 1.0f,1.00);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3i(0,0,0);
glTexCoord2d(50,0);
glVertex3i(0,0,corner_pos);
glTexCoord2d(50,50);
glVertex3i(corner_pos,0,corner_pos);
glTexCoord2d(0,50);
glVertex3i(corner_pos,0,0);
glEnd();
// Draw walls
glBindTexture(GL_TEXTURE_2D,wall.opengl_id[0]);
// Deactivate interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glColor4f(1.0f, 1.0f, 1.0f,1.00);
glBegin(GL_QUADS);
for (const Vec3d& wall_tile: wall_positions)
{
// TODO : Factor with another for
glTexCoord2d(0,1);
glVertex3f(wall_tile.x*scaling_factor,0,wall_tile.z*scaling_factor);
glTexCoord2d(0,0);
glVertex3f(wall_tile.x*scaling_factor,wall_height,wall_tile.z*scaling_factor);
glTexCoord2d(1,0);
glVertex3f((wall_tile.x+1)*scaling_factor,wall_height,wall_tile.z*scaling_factor);
glTexCoord2d(1,1);
glVertex3f((wall_tile.x+1)*scaling_factor,0,wall_tile.z*scaling_factor);
glTexCoord2d(0,1);
glVertex3f(wall_tile.x*scaling_factor,0,wall_tile.z*scaling_factor);
glTexCoord2d(0,0);
glVertex3f(wall_tile.x*scaling_factor,wall_height,wall_tile.z*scaling_factor);
glTexCoord2d(1,0);
glVertex3f(wall_tile.x*scaling_factor,wall_height,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(1,1);
glVertex3f(wall_tile.x*scaling_factor,0,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(0,1);
glVertex3f((wall_tile.x+1)*scaling_factor,0,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(0,0);
glVertex3f((wall_tile.x+1)*scaling_factor,wall_height,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(1,0);
glVertex3f(wall_tile.x*scaling_factor,wall_height,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(1,1);
glVertex3f(wall_tile.x*scaling_factor,0,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(0,1);
glVertex3f((wall_tile.x+1)*scaling_factor,0,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(0,0);
glVertex3f((wall_tile.x+1)*scaling_factor,wall_height,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(1,0);
glVertex3f((wall_tile.x+1)*scaling_factor,wall_height,wall_tile.z*scaling_factor);
glTexCoord2d(1,1);
glVertex3f((wall_tile.x+1)*scaling_factor,0,wall_tile.z*scaling_factor);
}
glEnd();
for (const Vec3d& objective_pos: objective_positions)
{
glPushMatrix();
glTranslatef((objective_pos.x+0.5)*scaling_factor,objective_pos.y,(objective_pos.z+0.5)*scaling_factor);
objective.draw_model();
glPopMatrix();
}
// Draw outside
glBindTexture(GL_TEXTURE_2D,out.opengl_id[0]);
// Deactivate interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glColor4f(1.0f, 1.0f, 1.0f,1.00);
glBegin(GL_QUADS);
glTexCoord2d(0,1);
glVertex3f(outside_position.x*scaling_factor,0,outside_position.z*scaling_factor);
glTexCoord2d(0,0);
glVertex3f(outside_position.x*scaling_factor,wall_height,outside_position.z*scaling_factor);
glTexCoord2d(1,0);
glVertex3f((outside_position.x+1)*scaling_factor,wall_height,outside_position.z*scaling_factor);
glTexCoord2d(1,1);
glVertex3f((outside_position.x+1)*scaling_factor,0,outside_position.z*scaling_factor);
glTexCoord2d(0,1);
glVertex3f(outside_position.x*scaling_factor,0,outside_position.z*scaling_factor);
glTexCoord2d(0,0);
glVertex3f(outside_position.x*scaling_factor,wall_height,outside_position.z*scaling_factor);
glTexCoord2d(1,0);
glVertex3f(outside_position.x*scaling_factor,wall_height,(outside_position.z+1)*scaling_factor);
glTexCoord2d(1,1);
glVertex3f(outside_position.x*scaling_factor,0,(outside_position.z+1)*scaling_factor);
glTexCoord2d(0,1);
glVertex3f((outside_position.x+1)*scaling_factor,0,(outside_position.z+1)*scaling_factor);
glTexCoord2d(0,0);
glVertex3f((outside_position.x+1)*scaling_factor,wall_height,(outside_position.z+1)*scaling_factor);
glTexCoord2d(1,0);
glVertex3f(outside_position.x*scaling_factor,wall_height,(outside_position.z+1)*scaling_factor);
glTexCoord2d(1,1);
glVertex3f(outside_position.x*scaling_factor,0,(outside_position.z+1)*scaling_factor);
glTexCoord2d(0,1);
glVertex3f((outside_position.x+1)*scaling_factor,0,(outside_position.z+1)*scaling_factor);
glTexCoord2d(0,0);
glVertex3f((outside_position.x+1)*scaling_factor,wall_height,(outside_position.z+1)*scaling_factor);
glTexCoord2d(1,0);
glVertex3f((outside_position.x+1)*scaling_factor,wall_height,outside_position.z*scaling_factor);
glTexCoord2d(1,1);
glVertex3f((outside_position.x+1)*scaling_factor,0,outside_position.z*scaling_factor);
glEnd();
}
bool Maze::remove_objective(const Vec2i& position)
{
Vec3d objective{static_cast<double>(position.x),
objective_altitude,
static_cast<double>(position.y)};
for (auto it = objective_positions.begin();it!=objective_positions.end();++it)
{
if (objective == *it)
{
objective_positions.erase(it);
return true;
}
}
return false;
}