#include #include #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; }