146 lines
4.7 KiB
C
146 lines
4.7 KiB
C
#include <GL/gl.h>
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#include <stdlib.h>
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#include "asset.h"
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#include "level.h"
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#include "logger.h"
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#include "player.h"
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static Block blockEmpty = { .type = BLOCKTYPE_SPACE,
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.sceneData = NULL,
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.textureIds = NULL };
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static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE,
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.sceneData = NULL,
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.textureIds = NULL };
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static Block* testBlocks[9] = { &blockWall01, &blockWall01, &blockWall01,
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&blockEmpty, &blockEmpty, &blockEmpty,
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&blockWall01, &blockEmpty, &blockWall01 };
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BlockGrid levelGrid = { .width = 3,
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.depth = 3,
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.blocks = testBlocks };
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#define DEFAULT_PLAYER_SPAWN_POS { -BLOCKGRID_CELL_SIZE, 0.0f, -BLOCKGRID_CELL_SIZE }
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AiVector3D playerSpawnPos = DEFAULT_PLAYER_SPAWN_POS;
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static const char* replaceFileExtension(const AiString path, const char* ext);
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void initLevel() {
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const AiScene* sceneData = importScene("assets/wall01.3ds");
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blockWall01.sceneData = sceneData;
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if (sceneData != NULL) {
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const unsigned int numTextures = sceneData->mNumMeshes;
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blockWall01.textureIds = malloc(numTextures * sizeof(GLuint));
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glGenTextures(numTextures, blockWall01.textureIds);
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for (unsigned int i = 0; i < numTextures; ++i) {
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glBindTexture(GL_TEXTURE_2D, blockWall01.textureIds[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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AiString originalTexturePath;
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if (aiGetMaterialTexture(sceneData->mMaterials[sceneData->mMeshes[i]->mMaterialIndex],
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aiTextureType_DIFFUSE,
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0,
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&originalTexturePath,
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NULL, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
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const char* textureFile = replaceFileExtension(originalTexturePath, ".tga");
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size_t textureFileLength = strlen(textureFile);
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char* texturePath = malloc(strlen("assets/") + textureFileLength + 1);
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strcpy(texturePath, "assets/");
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strncat(texturePath, textureFile, textureFileLength);
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TgaImage* textureImage = readTga(texturePath);
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if (textureImage == NULL) {
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logError("Asset texture file not found: %s", texturePath);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D,
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0,
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textureImage->imageComponents,
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textureImage->header.imageWidth,
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textureImage->header.imageHeight,
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0,
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textureImage->imageFormat,
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GL_UNSIGNED_BYTE,
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textureImage->bytes);
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free(textureImage->bytes);
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}
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}
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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buildLevelFromImage(readTga("assets/level01.tga"));
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}
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void buildLevelFromImage(TgaImage* image) {
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if (image == NULL) {
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logError("Null image received, cannot build level");
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return;
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}
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if (image->header.imageBpp != 32) {
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logError("Invalid level image format (%d bpp)", image->header.imageBpp);
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return;
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}
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BlockGrid newGrid = { .width = image->header.imageWidth,
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.depth = image->header.imageHeight,
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.blocks = malloc(image->header.imageWidth
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* image->header.imageHeight
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* sizeof(Block*)) };
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playerSpawnPos = (AiVector3D) DEFAULT_PLAYER_SPAWN_POS;
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for (int row = 0; row < newGrid.depth; ++row) {
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for (int x = 0; x < newGrid.width; ++x) {
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// Flip the image vertically due to (0, 0) being bottom left
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int z = newGrid.depth - row - 1;
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uint32_t pixelColorARGB = ((uint32_t*) image->bytes)[(row * newGrid.width) + x];
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Block* block;
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switch (pixelColorARGB) {
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case 0xFFFF0000:
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block = &blockWall01;
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break;
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case 0xFF00FFFF:
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block = &blockEmpty;
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playerSpawnPos = (AiVector3D) { x * BLOCKGRID_CELL_SIZE, 0.0f, z * BLOCKGRID_CELL_SIZE };
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break;
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default:
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block = &blockEmpty;
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break;
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}
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setBlockInGrid(newGrid, x, z, block);
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}
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}
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levelGrid = newGrid;
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spawnPlayer();
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}
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/** BUGS
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* The following function will not work properly with texture
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* file names (excluding directory part) beginning with '.'
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*/
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static const char* replaceFileExtension(const AiString path, const char* ext) {
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size_t lengthToCopy = path.length;
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char* lastDotSubstr = strrchr(path.data, '.');
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if (lastDotSubstr != NULL) {
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if (strpbrk(lastDotSubstr, "\\/") == NULL) {
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lengthToCopy = lastDotSubstr - path.data;
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}
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}
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size_t extLength = strlen(ext) + 1;
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char* newPath = malloc(lengthToCopy + extLength);
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strncpy(newPath, path.data, lengthToCopy);
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strncpy(newPath + lengthToCopy, ext, extLength);
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return newPath;
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}
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