#include <GL/gl.h>
#include <stdlib.h>
-#include <stdio.h> // TODO remove
-#include <assimp/cimport.h>
-#include <assimp/scene.h>
+#include "asset.h"
#include "level.h"
-#include "tga.h"
+#include "logger.h"
+#include "player.h"
-const Block BLOCK_EMPTY = 0;
-const Block BLOCK_WALL01 = 1;
+static Block blockEmpty = { .type = BLOCKTYPE_SPACE,
+ .sceneData = NULL,
+ .textureIds = NULL };
+static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE,
+ .sceneData = NULL,
+ .textureIds = NULL };
-TGAimage* level_image = NULL;
+static Block* testBlocks[9] = { &blockWall01, &blockWall01, &blockWall01,
+ &blockEmpty, &blockEmpty, &blockEmpty,
+ &blockWall01, &blockEmpty, &blockWall01 };
-Block get_block(GLushort x, GLushort y) {
- if (level_image == NULL) {
- return BLOCK_EMPTY;
+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("out/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("out/assets/") + textureFileLength + 1);
+ strcpy(texturePath, "out/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);
}
- return ((Block*) (*level_image).bytes)[x * (*level_image).header.image_width + y];
+
+ buildLevelFromImage(readTga("out/assets/level01.tga"));
}
-void set_image(TGAimage* image) {
- level_image = image;
+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();
}
-const struct aiScene* import_model(const char* path) {
- const struct aiScene* scene = aiImportFile(path, 0u);
- if (scene == NULL) {
- fprintf(stderr, "Asset import failed at file %s\n", path); // TODO factor logging the heck outta here
- }
- return scene;
- // TODO aiReleaseImport(scene);
+/** 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;
}