#include <GL/gl.h>
#include <stdlib.h>
-#include <stdio.h> // TODO remove
-#include <assimp/cimport.h>
-#include <assimp/scene.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,
+ .asset3D = NULL };
+static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE,
+ .asset3D = NULL };
-TGAimage* level_image = 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 }
+Vector3D playerSpawnPos = DEFAULT_PLAYER_SPAWN_POS;
-Block get_block(GLushort x, GLushort y) {
- if (level_image == NULL) {
- return BLOCK_EMPTY;
- }
- return ((Block*) (*level_image).bytes)[x * (*level_image).header.image_width + y];
-}
-void set_image(TGAimage* image) {
- level_image = image;
+
+void initLevel() {
+ blockWall01.asset3D = importAsset("assets/wall01.3ds");
+
+ buildLevelFromImage(readTga("assets/level01.tga"));
}
-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
+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 = (Vector3D) 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 = (Vector3D) { x * BLOCKGRID_CELL_SIZE, 0.0f, z * BLOCKGRID_CELL_SIZE };
+ break;
+ default:
+ block = &blockEmpty;
+ break;
+ }
+ setBlockInGrid(newGrid, x, z, block);
+ }
}
- return scene;
- // TODO aiReleaseImport(scene);
+
+ levelGrid = newGrid;
+ spawnPlayer();
}