shadowclad/level.c

146 lines
4.7 KiB
C

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