#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 };
+ .asset3D = NULL };
static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE,
- .sceneData = NULL,
- .textureIds = NULL };
+ .asset3D = NULL };
static Block* testBlocks[9] = { &blockWall01, &blockWall01, &blockWall01,
&blockEmpty, &blockEmpty, &blockEmpty,
.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);
+Vector3D playerSpawnPos = DEFAULT_PLAYER_SPAWN_POS;
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) {
.blocks = malloc(image->header.imageWidth
* image->header.imageHeight
* sizeof(Block*)) };
- playerSpawnPos = (AiVector3D) DEFAULT_PLAYER_SPAWN_POS;
+ 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:
break;
case 0xFF00FFFF:
block = &blockEmpty;
- playerSpawnPos = (AiVector3D) { x * BLOCKGRID_CELL_SIZE, 0.0f, z * BLOCKGRID_CELL_SIZE };
+ playerSpawnPos = (Vector3D) { x * BLOCKGRID_CELL_SIZE, 0.0f, z * BLOCKGRID_CELL_SIZE };
break;
default:
block = &blockEmpty;
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;
-}