#include <GL/gl.h>
#include <assimp/cimport.h>
+#include <stdlib.h>
#include "level.h"
#include "logger.h"
-const AiScene* levelScene = NULL;
+BlockGrid levelGrid;
-static const Block BLOCK_EMPTY = 0;
-static const Block BLOCK_WALL01 = 0xFF0000FF; // red
+static Block blockEmpty = { .type = BLOCKTYPE_SPACE,
+ .sceneData = NULL,
+ .textureIds = NULL };
+static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE,
+ .sceneData = NULL,
+ .textureIds = NULL };
-static const AiScene* blockWall01 = NULL;
+//static TgaImage* levelImage = NULL;
-static TgaImage* levelImage = NULL;
+static const char* replaceFileExtension(const AiString path, const char* ext);
void initLevel() {
- blockWall01 = importScene("out/assets/wall01.3ds");
- levelScene = blockWall01;
+ 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);
+ }
}
-void setImage(TgaImage* image) {
- levelImage = image;
+void buildLevelFromImage(TgaImage* image) {
+ 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, 0u);
if (scene == NULL) {
- logError("Asset import failed (file: %s)", path);
+ 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);
}
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;
+}