]> git.lizzy.rs Git - shadowclad.git/blob - level.c
Make textures render nicely
[shadowclad.git] / level.c
1 #include <GL/gl.h>
2 #include <assimp/cimport.h>
3 #include <assimp/postprocess.h>
4 #include <stdlib.h>
5
6 #include "level.h"
7 #include "logger.h"
8
9 static Block blockEmpty = { .type = BLOCKTYPE_SPACE,
10                             .sceneData = NULL,
11                             .textureIds = NULL };
12 static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE,
13                              .sceneData = NULL,
14                              .textureIds = NULL };
15
16 static Block* testBlocks[9] = { &blockWall01, &blockWall01, &blockWall01,
17                                 &blockEmpty, &blockEmpty, &blockEmpty,
18                                 &blockWall01, &blockEmpty, &blockWall01 };
19
20 BlockGrid levelGrid = { .width = 3,
21                         .depth = 3,
22                         .blocks = testBlocks };
23
24 //static TgaImage* levelImage = NULL;
25
26 static const char* replaceFileExtension(const AiString path, const char* ext);
27
28 void initLevel() {
29         const AiScene* sceneData = importScene("out/assets/wall01.3ds");
30         blockWall01.sceneData = sceneData;
31         if (sceneData != NULL) {
32                 const unsigned int numTextures = sceneData->mNumMeshes;
33                 
34                 blockWall01.textureIds = malloc(numTextures * sizeof(GLuint));
35                 glGenTextures(numTextures, blockWall01.textureIds);
36                 
37                 for (unsigned int i = 0; i < numTextures; ++i) {
38                         glBindTexture(GL_TEXTURE_2D, blockWall01.textureIds[i]);
39                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
40                         
41                         AiString originalTexturePath;
42                         if (aiGetMaterialTexture(sceneData->mMaterials[sceneData->mMeshes[i]->mMaterialIndex],
43                                                  aiTextureType_DIFFUSE,
44                                                  0,
45                                                  &originalTexturePath,
46                                                  NULL, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
47                                 const char* textureFile = replaceFileExtension(originalTexturePath, ".tga");
48                                 size_t textureFileLength = strlen(textureFile);
49                                 char* texturePath = malloc(strlen("out/assets/") + textureFileLength + 1);
50                                 strcpy(texturePath, "out/assets/");
51                                 strncat(texturePath, textureFile, textureFileLength);
52                                 TgaImage* textureImage = readTga(texturePath);
53                                 if (textureImage == NULL) {
54                                         logError("Asset texture file not found: %s", texturePath);
55                                 }
56                                 else {
57                                         glTexImage2D(GL_TEXTURE_2D,
58                                                      0,
59                                                      textureImage->imageComponents,
60                                                      textureImage->header.imageWidth,
61                                                      textureImage->header.imageHeight,
62                                                      0,
63                                                      textureImage->imageFormat,
64                                                      GL_UNSIGNED_BYTE,
65                                                      textureImage->bytes);
66                                         free(textureImage->bytes);
67                                 }
68                         }
69                 }
70                 
71                 glBindTexture(GL_TEXTURE_2D, 0);
72         }
73 }
74
75 void buildLevelFromImage(TgaImage* image) {
76         if (image->header.imageBpp != 32) {
77                 logError("Invalid level image format (%d bpp)", image->header.imageBpp);
78                 return;
79         }
80 }
81
82 const AiScene* importScene(const char* path) {
83         const AiScene* scene = aiImportFile(path, aiProcess_PreTransformVertices);
84         if (scene == NULL) {
85                 logError("Failed to import asset from %s", path);
86         }
87         else if ((scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) {
88                 logError("Incomplete scene imported from %s", path);
89                 aiReleaseImport(scene);
90                 scene = NULL;
91         }
92         return scene;
93         // TODO aiReleaseImport(scene);
94 }
95
96 /** BUGS
97  * The following function will not work properly with texture
98  * file names (excluding directory part) beginning with '.'
99  */
100 static const char* replaceFileExtension(const AiString path, const char* ext) {
101                 size_t lengthToCopy = path.length;
102                 
103                 char* lastDotSubstr = strrchr(path.data, '.');
104                 if (lastDotSubstr != NULL) {
105                         if (strpbrk(lastDotSubstr, "\\/") == NULL) {
106                                 lengthToCopy = lastDotSubstr - path.data;
107                         }
108                 }
109                 
110                 size_t extLength = strlen(ext) + 1;
111                 char* newPath = malloc(lengthToCopy + extLength);
112                 strncpy(newPath, path.data, lengthToCopy);
113                 strncpy(newPath + lengthToCopy, ext, extLength);
114                 
115                 return newPath;
116 }