X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=level.c;h=a16061ab0b3e4167a14569366499f8ace8f2c6be;hb=131fbda1ea691492ee719ba9027d3efe9ae5aa4b;hp=787461d5bf09888c673f2afc8f4b142b7a699267;hpb=2facc73f2c2485b9f69187e5323e3c93f6f9b101;p=shadowclad.git diff --git a/level.c b/level.c index 787461d..a16061a 100644 --- a/level.c +++ b/level.c @@ -1,17 +1,14 @@ #include -#include -#include #include #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, @@ -21,95 +18,58 @@ 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]); - - 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("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; } -} - -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; + + 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); } - - size_t extLength = strlen(ext) + 1; - char* newPath = malloc(lengthToCopy + extLength); - strncpy(newPath, path.data, lengthToCopy); - strncpy(newPath + lengthToCopy, ext, extLength); - - return newPath; + } + + levelGrid = newGrid; + spawnPlayer(); }