From e5a7498ef31ba00728bed9f9a83497b51cdb3eb5 Mon Sep 17 00:00:00 2001 From: KP Date: Wed, 31 Jul 2024 00:10:57 -0500 Subject: [PATCH] Add ability to make new walls --- Data/sandbox-log.txt | 1267 ++++++++++++++++++++++++++++++--------- KP3Dii/src/KP3D_Map.cpp | 27 +- KP3Dii/src/KP3D_Map.h | 12 +- Sandbox/src/Editor.cpp | 75 ++- Sandbox/src/Editor.h | 9 - 5 files changed, 1070 insertions(+), 320 deletions(-) diff --git a/Data/sandbox-log.txt b/Data/sandbox-log.txt index 37ee6c9..5425ad0 100644 --- a/Data/sandbox-log.txt +++ b/Data/sandbox-log.txt @@ -1,293 +1,986 @@ -[11:38:30 PM] Info: Starting... +[00:09:15 AM] Info: Starting... KP3D version 2 =============================== Copyright (C) kpworld.xyz 2018-2024 Contact me! @kp_cftsz -[11:38:30 PM] Info: Initializing SDL -[11:38:31 PM] Info: Initializing OpenGL -[11:38:31 PM] Info: OpenGL version: 4.6.0 NVIDIA 536.23 -[11:38:31 PM] Info: Initializing GLEW -[11:38:31 PM] Info: Initializing SDL_mixer -[11:38:31 PM] Info: Reticulating splines... -[11:38:31 PM] Info: Ready! -[11:38:31 PM] Info: Loading material resource: block.png -[11:38:31 PM] Info: Found normal map texture: materials/block_n.png -[11:38:31 PM] Info: Loading material resource: FLAT5_7.png -[11:38:31 PM] Info: Found normal map texture: materials/FLAT5_7_n.png -[11:38:31 PM] Info: Loading material resource: floor0.png -[11:38:31 PM] Info: Found normal map texture: materials/floor0_n.png -[11:38:31 PM] Info: Loading material resource: floor1.png -[11:38:31 PM] Info: Found normal map texture: materials/floor1_n.png -[11:38:31 PM] Info: Loading material resource: GRASS2.png -[11:38:31 PM] Info: Found normal map texture: materials/GRASS2_n.png -[11:38:31 PM] Info: Map init -[11:38:31 PM] Info: Finalized mesh with 45 batches -[11:38:35 PM] Info: Finalized mesh with 50 batches -[11:38:38 PM] Info: Finalized mesh with 56 batches -[11:38:41 PM] Info: Finalized mesh with 59 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:44 PM] Info: Finalized mesh with 61 batches -[11:38:45 PM] Info: Finalized mesh with 61 batches -[11:38:45 PM] Info: Finalized mesh with 61 batches -[11:38:45 PM] Info: Finalized mesh with 61 batches -[11:38:45 PM] Info: Finalized mesh with 61 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Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:01 PM] Info: Finalized mesh with 62 batches -[11:39:02 PM] Info: Finalized mesh with 62 batches -[11:39:02 PM] Info: Finalized mesh with 62 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Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:03 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches -[11:39:10 PM] Info: Finalized mesh with 62 batches 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Finalized mesh with 62 batches +[00:09:15 AM] Info: Initializing SDL +[00:09:15 AM] Info: Initializing OpenGL +[00:09:15 AM] Info: OpenGL version: 4.6.0 NVIDIA 536.23 +[00:09:15 AM] Info: Initializing GLEW +[00:09:15 AM] Info: Initializing SDL_mixer +[00:09:15 AM] Info: Reticulating splines... +[00:09:15 AM] Info: Ready! +[00:09:15 AM] Info: Loading material resource: block.png +[00:09:15 AM] Info: Found normal map texture: materials/block_n.png +[00:09:15 AM] Info: Loading material resource: FLAT5_7.png +[00:09:15 AM] Info: Found normal map texture: materials/FLAT5_7_n.png +[00:09:15 AM] Info: Loading material resource: floor0.png +[00:09:15 AM] Info: Found normal map texture: materials/floor0_n.png +[00:09:15 AM] Info: Loading material resource: floor1.png +[00:09:15 AM] Info: Found normal map texture: materials/floor1_n.png +[00:09:15 AM] Info: Loading material resource: GRASS2.png +[00:09:15 AM] Info: Found normal map texture: materials/GRASS2_n.png +[00:09:15 AM] Info: Map init +[00:09:15 AM] Info: Finalized mesh with 49 batches +[00:09:18 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 AM] Info: Finalized mesh with 49 batches +[00:09:24 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Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:25 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches +[00:09:26 AM] Info: Finalized mesh with 49 batches 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+[00:10:26 AM] Info: Finalized mesh with 74 batches diff --git a/KP3Dii/src/KP3D_Map.cpp b/KP3Dii/src/KP3D_Map.cpp index 37194fd..daaab7d 100644 --- a/KP3Dii/src/KP3D_Map.cpp +++ b/KP3Dii/src/KP3D_Map.cpp @@ -199,7 +199,7 @@ void Map::BuildFlat(Sector& sector, Flat& flat, bool invert) flat.triangulated_data.push_back(vtxa); flat.triangulated_data.push_back(vtxb); flat.triangulated_data.push_back(vtxc); - BatchSectorInfo info = {BatchSectorInfo::BATCH_FLAT, §or, &flat, nullptr}; + BatchSectorInfo info = {BatchSectorInfo::BATCH_FLAT, flat.floor ? MAT_FLOOR_TEX : MAT_CEILING_TEX, §or, &flat, nullptr}; if (flat.material) m_mesh.AddBatch( &flat.material->textures[MAT_TEX_DIFFUSE], @@ -217,11 +217,11 @@ void Map::BuildFlat(Sector& sector, Flat& flat, bool invert) * To do this we perform a similar approach to BuildFlat, but because the walls aren't strictly along one axis we have to * "flatten" them to perform the math to triangulate them. This is done by projecting the 3D points to 2D. */ -void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_topr, Flat& flat_bottomr, const Material* material, Vec3 pos_a, Vec3 pos_b, bool flip, bool flip_u, bool flip_v, XYf uv_offset) +void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_topr, Flat& flat_bottomr, WallTextureIndex mat_type, Vec3 pos_a, Vec3 pos_b, bool flip, bool flip_u, bool flip_v, XYf uv_offset) { const float E = 4.0f / 128.0f; - if (!material) + if (!wall.materials[mat_type]) return; if (sector.inverted) @@ -302,14 +302,13 @@ void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_topr, Flat& flat_bott Vec3 fvc = Vec3(c.x, c.y, 0.0f).Rotated({0, 1, 0}, -ToDegrees(angle)); fvc.x += pos_a.x; fvc.z += pos_a.z; // Fix up the UVs so they keep the right scale - float tw = material ? texture_scale / material->textures[MAT_TEX_DIFFUSE].GetWidth() : 0.0f; - float th = material ? texture_scale / material->textures[MAT_TEX_DIFFUSE].GetHeight() : 0.0f; + float tw = texture_scale / wall.materials[mat_type]->textures[MAT_TEX_DIFFUSE].GetWidth(); + float th = texture_scale / wall.materials[mat_type]->textures[MAT_TEX_DIFFUSE].GetHeight(); Vertex3D vtxa = Vertex3D(fva, Vec2(au * tw, av * th)); Vertex3D vtxb = Vertex3D(fvb, Vec2(bu * tw, bv * th)); Vertex3D vtxc = Vertex3D(fvc, Vec2(cu * tw, cv * th)); - BatchSectorInfo info = {BatchSectorInfo::BATCH_WALL, §or, nullptr, &wall}; - if (material) - m_mesh.AddBatch(&material->textures[MAT_TEX_DIFFUSE], {vtxa, vtxb, vtxc}, flip, std::make_any(info), &material->textures[MAT_TEX_NORMAL]); + BatchSectorInfo info = {BatchSectorInfo::BATCH_WALL, (MaterialType)(mat_type + 2), §or, nullptr, &wall}; + m_mesh.AddBatch(&wall.materials[mat_type]->textures[MAT_TEX_DIFFUSE], {vtxa, vtxb, vtxc}, flip, std::make_any(info), &wall.materials[mat_type]->textures[MAT_TEX_NORMAL]); } } } @@ -321,7 +320,7 @@ void Map::BuildWall(Sector& sector, Wall& wall) { Vec3 a = {wall.start.x, 0.0f, wall.start.y}; Vec3 b = {wall.end.x, 0.0f, wall.end.y}; - BuildQuad(sector, wall, sector.floor, sector.ceiling, wall.materials[TEX_FRONT], a, b, false, false, false, wall.uv_offset[TEX_FRONT]); + BuildQuad(sector, wall, sector.floor, sector.ceiling, TEX_FRONT, a, b, false, false, false, wall.uv_offset[TEX_FRONT]); if (!(wall.flags & Wall::FLAG_SUBSECTOR_OPENING)) { @@ -330,10 +329,10 @@ void Map::BuildWall(Sector& sector, Wall& wall) // Build upper and lower walls for sectors connected to other sectors (or sectors within sectors) bool flip = wall.portal->floor.base_height < sector.floor.base_height; if (flip && !FloatCmp(wall.portal->floor.base_height, sector.floor.base_height)) - BuildQuad(sector, wall, sector.floor, wall.portal->floor, wall.materials[TEX_LOWER], a, b, flip, false, false, wall.uv_offset[TEX_LOWER]); + BuildQuad(sector, wall, sector.floor, wall.portal->floor, TEX_LOWER, a, b, flip, false, false, wall.uv_offset[TEX_LOWER]); flip = wall.portal->ceiling.base_height < sector.ceiling.base_height; if (!flip && !FloatCmp(wall.portal->ceiling.base_height, sector.ceiling.base_height)) - BuildQuad(sector, wall, sector.ceiling, wall.portal->ceiling, wall.materials[TEX_UPPER], a, b, !flip, false, false, wall.uv_offset[TEX_UPPER]); + BuildQuad(sector, wall, sector.ceiling, wall.portal->ceiling, TEX_UPPER, a, b, !flip, false, false, wall.uv_offset[TEX_UPPER]); wall.flags |= Wall::FLAG_JOINED; } @@ -343,9 +342,9 @@ void Map::BuildWall(Sector& sector, Wall& wall) if (!(wall.flags & Wall::FLAG_JOINED)) { bool flip = wall.portal->floor.base_height < sector.floor.base_height; - BuildQuad(sector, wall, sector.floor, wall.portal->floor, wall.materials[TEX_LOWER], a, b, flip, false, false, wall.uv_offset[TEX_LOWER]); + BuildQuad(sector, wall, sector.floor, wall.portal->floor, TEX_LOWER, a, b, flip, false, false, wall.uv_offset[TEX_LOWER]); flip = wall.portal->ceiling.base_height < sector.ceiling.base_height; - BuildQuad(sector, wall, sector.ceiling, wall.portal->ceiling, wall.materials[TEX_UPPER], a, b, !flip, false, false, wall.uv_offset[TEX_UPPER]); + BuildQuad(sector, wall, sector.ceiling, wall.portal->ceiling, TEX_UPPER, a, b, !flip, false, false, wall.uv_offset[TEX_UPPER]); wall.flags |= Wall::FLAG_JOINED; } @@ -775,7 +774,7 @@ void Map::Rebuild(NormalGenType gen_normals) const auto& bu = std::any_cast(b.userdata); return a.texture->GetGLID() != b.texture->GetGLID() || - (au.sector != bu.sector || au.flat != bu.flat || au.wall != bu.wall); + (au.sector != bu.sector || au.flat != bu.flat || au.wall != bu.wall || au.mat_type != bu.mat_type); } ); KP3D_LOG_INFO("Finalized mesh with {} batches", m_mesh.GetBatchesRef().size()); diff --git a/KP3Dii/src/KP3D_Map.h b/KP3Dii/src/KP3D_Map.h index 132a6ef..858006f 100644 --- a/KP3Dii/src/KP3D_Map.h +++ b/KP3Dii/src/KP3D_Map.h @@ -18,6 +18,15 @@ enum WallTextureIndex TEX_LOWER }; +enum MaterialType +{ + MAT_FLOOR_TEX, + MAT_CEILING_TEX, + MAT_UPPER_TEX, + MAT_MIDDLE_TEX, + MAT_LOWER_TEX +}; + struct Sector; struct Wall @@ -117,6 +126,7 @@ struct BatchSectorInfo BATCH_FLAT, BATCH_WALL } type; + MaterialType mat_type; kp3d::Sector* sector = nullptr; kp3d::Flat* flat = nullptr; kp3d::Wall* wall = nullptr; @@ -132,7 +142,7 @@ public: ErrCode SaveToFile(const std::string& path); void BuildFlat(Sector& sector, Flat& flat, bool invert); - void BuildQuad(Sector& sector, Wall& wall, Flat& flat_top, Flat& flat_bottom, const Material* material, Vec3 pos_a, Vec3 pos_b, bool flip, bool flip_u, bool flip_v, XYf uv_offset); + void BuildQuad(Sector& sector, Wall& wall, Flat& flat_top, Flat& flat_bottom, WallTextureIndex mat_type, Vec3 pos_a, Vec3 pos_b, bool flip, bool flip_u, bool flip_v, XYf uv_offset); void BuildWall(Sector& sector, Wall& wall); void JoinSectors(Sector& sector); void SanitizeSectors(); diff --git a/Sandbox/src/Editor.cpp b/Sandbox/src/Editor.cpp index 8cbc59d..dc9fb3c 100644 --- a/Sandbox/src/Editor.cpp +++ b/Sandbox/src/Editor.cpp @@ -230,7 +230,7 @@ void Editor::UpdateModeNormal() { using namespace kp3d; - // Raycast through everything on the map + // Wall/flat selection if (sandbox->IsMouseButtonDown(kp3d::MOUSE_BUTTON_LEFT) && !editing_gizmo) { // editor_hovered_batch = nullptr; @@ -293,6 +293,7 @@ void Editor::UpdateModeNormal() catch (std::bad_any_cast& e) { KP3D_LOG_ERROR("Bad any cast: {}", e.what()); + kp3d::editor_hovered_batch.clear(); } } } @@ -302,9 +303,63 @@ void Editor::UpdateModeNormal() sandbox->MouseButtonReset(kp3d::MOUSE_BUTTON_LEFT); } + // Wall split + if (sandbox->IsMouseButtonDown(kp3d::MOUSE_BUTTON_RIGHT) && !editing_gizmo) + { + try + { + const auto& info = std::any_cast(kp3d::editor_hovered_batch[0]->userdata); + if (info.wall) + { + int wall_idx = -1; + for (const auto& sp : sandbox->map.sectors) + { + for (int i = 0; i < sp->walls.size(); i++) + { + Wall& wall = sp->walls[i]; + if (&wall == info.wall) + wall_idx = i; + } + } + + XYf in_between = { + (info.wall->start.x + info.wall->end.x) * 0.5f, + (info.wall->start.y + info.wall->end.y) * 0.5f + }; + XYf old_end = info.wall->end; + info.wall->end = in_between; + kp3d::Wall new_wall = *info.wall; + new_wall.start = in_between; + new_wall.end = old_end; + kp3d::InsertLine(info.sector->walls, wall_idx + 1, new_wall); + RebuildMap(); + kp3d::editor_hovered_batch.clear(); + } + } + catch (std::bad_any_cast& e) + { + KP3D_LOG_ERROR("Bad any cast: {}", e.what()); + kp3d::editor_hovered_batch.clear(); + } + sandbox->MouseButtonReset(kp3d::MOUSE_BUTTON_RIGHT); + } + + // Wall/sector remove + if (sandbox->IsKeyDown(kp3d::KEY_DELETE)) + { + sandbox->KeyReset(kp3d::KEY_DELETE); + } + + // UV adjust + if (sandbox->IsMouseButtonDown(kp3d::MOUSE_BUTTON_MIDDLE)) + { + + } + if (editing_gizmo) kp3d::editor_hovered_batch.clear(); + // Wall moving if (!editor_hovered_batch.empty() && !editing_gizmo) { try @@ -371,6 +426,7 @@ void Editor::UpdateModeNormal() { can_wall_update = false; KP3D_LOG_ERROR("Bad any cast: {}", e.what()); + kp3d::editor_hovered_batch.clear(); } } } @@ -505,9 +561,9 @@ void Editor::RenderUI() ImGui::CheckboxFlags("Double-sided", (unsigned*)&info.wall->user_flags, kp3d::Wall::UFLAG_DOUBLESIDED); ImGui::SeparatorText("Materials"); - RenderUIMaterialSelect("Middle", MAT_MIDDLE_TEX, &info.wall->materials[kp3d::TEX_FRONT]); - RenderUIMaterialSelect("Upper", MAT_UPPER_TEX, &info.wall->materials[kp3d::TEX_UPPER]); - RenderUIMaterialSelect("Lower", MAT_LOWER_TEX, &info.wall->materials[kp3d::TEX_LOWER]); + RenderUIMaterialSelect("Middle", kp3d::MAT_MIDDLE_TEX, &info.wall->materials[kp3d::TEX_FRONT]); + RenderUIMaterialSelect("Upper", kp3d::MAT_UPPER_TEX, &info.wall->materials[kp3d::TEX_UPPER]); + RenderUIMaterialSelect("Lower", kp3d::MAT_LOWER_TEX, &info.wall->materials[kp3d::TEX_LOWER]); } else if (info.sector) { @@ -527,13 +583,14 @@ void Editor::RenderUI() if (changed) RebuildMap(); ImGui::SeparatorText("Materials"); - RenderUIMaterialSelect("Floor", MAT_FLOOR_TEX, &info.sector->floor.material); - RenderUIMaterialSelect("Ceiling", MAT_CEILING_TEX, &info.sector->ceiling.material); + RenderUIMaterialSelect("Floor", kp3d::MAT_FLOOR_TEX, &info.sector->floor.material); + RenderUIMaterialSelect("Ceiling", kp3d::MAT_CEILING_TEX, &info.sector->ceiling.material); } } catch (std::bad_any_cast& e) { KP3D_LOG_ERROR("Bad any cast: {}", e.what()); + kp3d::editor_hovered_batch.clear(); } } else @@ -621,9 +678,9 @@ void Editor::RenderUIMaterialSelect(const char* name, int type, const kp3d::Mate { switch (type) { - case MAT_UPPER_TEX: m_materials_to_update.push_back(&info.wall->materials[kp3d::TEX_UPPER]); - case MAT_LOWER_TEX: m_materials_to_update.push_back(&info.wall->materials[kp3d::TEX_LOWER]); - case MAT_MIDDLE_TEX: m_materials_to_update.push_back(&info.wall->materials[kp3d::TEX_FRONT]); + case kp3d::MAT_UPPER_TEX: m_materials_to_update.push_back(&info.wall->materials[kp3d::TEX_UPPER]); break; + case kp3d::MAT_LOWER_TEX: m_materials_to_update.push_back(&info.wall->materials[kp3d::TEX_LOWER]); break; + case kp3d::MAT_MIDDLE_TEX: m_materials_to_update.push_back(&info.wall->materials[kp3d::TEX_FRONT]); break; } } else if (info.flat) diff --git a/Sandbox/src/Editor.h b/Sandbox/src/Editor.h index 6e1121e..2bdd8bd 100644 --- a/Sandbox/src/Editor.h +++ b/Sandbox/src/Editor.h @@ -14,15 +14,6 @@ enum EditMode MODE_BUILD, }; -enum MaterialType -{ - MAT_FLOOR_TEX, - MAT_CEILING_TEX, - MAT_UPPER_TEX, - MAT_LOWER_TEX, - MAT_MIDDLE_TEX -}; - enum WallPoint { WP_START,