]> git.lizzy.rs Git - shadowclad.git/blobdiff - level.c
Implement custom Asset3D structure and refactor to use it
[shadowclad.git] / level.c
diff --git a/level.c b/level.c
index 1048f86c7150fad1015e129c2065f38e95c2487c..a16061ab0b3e4167a14569366499f8ace8f2c6be 100644 (file)
--- a/level.c
+++ b/level.c
@@ -1,17 +1,14 @@
 #include <GL/gl.h>
-#include <assimp/cimport.h>
-#include <assimp/postprocess.h>
 #include <stdlib.h>
 
 #include "level.h"
 #include "logger.h"
+#include "player.h"
 
 static Block blockEmpty = { .type = BLOCKTYPE_SPACE,
-                            .sceneData = NULL,
-                            .textureIds = NULL };
+                            .asset3D = NULL };
 static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE,
-                             .sceneData = NULL,
-                             .textureIds = NULL };
+                             .asset3D = NULL };
 
 static Block* testBlocks[9] = { &blockWall01, &blockWall01, &blockWall01,
                                 &blockEmpty, &blockEmpty, &blockEmpty,
@@ -21,57 +18,15 @@ BlockGrid levelGrid = { .width = 3,
                         .depth = 3,
                         .blocks = testBlocks };
 
-//static TgaImage* levelImage = NULL;
+#define DEFAULT_PLAYER_SPAWN_POS { -BLOCKGRID_CELL_SIZE, 0.0f, -BLOCKGRID_CELL_SIZE }
+Vector3D 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);
-       }
+       blockWall01.asset3D = importAsset("assets/wall01.3ds");
        
-       buildLevelFromImage(readTga("out/assets/level01.tga"));
+       buildLevelFromImage(readTga("assets/level01.tga"));
 }
 
 void buildLevelFromImage(TgaImage* image) {
@@ -90,15 +45,23 @@ void buildLevelFromImage(TgaImage* image) {
                              .blocks = malloc(image->header.imageWidth
                                               * image->header.imageHeight
                                               * sizeof(Block*)) };
+       playerSpawnPos = (Vector3D) DEFAULT_PLAYER_SPAWN_POS;
        
-       for (int z = 0; z < newGrid.depth; ++z) {
+       for (int row = 0; row < newGrid.depth; ++row) {
                for (int x = 0; x < newGrid.width; ++x) {
-                       uint32_t pixelColorARGB = ((uint32_t*) image->bytes)[(z * 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 = (Vector3D) { x * BLOCKGRID_CELL_SIZE, 0.0f, z * BLOCKGRID_CELL_SIZE };
+                                       break;
                                default:
                                        block = &blockEmpty;
                                        break;
@@ -108,40 +71,5 @@ void buildLevelFromImage(TgaImage* image) {
        }
        
        levelGrid = newGrid;
-}
-
-const AiScene* importScene(const char* path) {
-       const AiScene* scene = aiImportFile(path, aiProcess_PreTransformVertices);
-       if (scene == NULL) {
-               logError("Failed to import asset from %s", path);
-       }
-       else if ((scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) {
-               logError("Incomplete scene imported from %s", path);
-               aiReleaseImport(scene);
-               scene = NULL;
-       }
-       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;
+       spawnPlayer();
 }