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1 #include <stdio.h>
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2 #include <map>
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3 #include "opengl.h"
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4 #include <assimp/cimport.h>
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5 #include <assimp/scene.h>
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6 #include <assimp/postprocess.h>
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7 #include "tile.h"
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8 #include "tileset.h"
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9
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10 using std::map;
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11
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12 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node);
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13 static PointLight *mesh_to_light(Mesh *m);
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14
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15 Tile::Tile(TileSet *tileset)
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16 {
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17 tset = tileset;
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18 }
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19
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20 bool Tile::load(const char *fname)
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21 {
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22 if(!fname) {
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23 return false;
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24 }
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25
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26 char *saved_fname = (char*)alloca(strlen(fname) + 1);
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27 strcpy(saved_fname, fname);
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28
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29 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
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30 aiProcess_Triangulate |
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31 aiProcess_SortByPType |
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32 aiProcess_FlipUVs;
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33
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34 const aiScene *scn = aiImportFile(fname, proc_flags);
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35 if(!scn) {
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36 fprintf(stderr, "failed to load tile: %s\n", fname);
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37 return -1;
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38 }
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39
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40 map<aiMesh*, aiNode*> nodemap;
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41 build_nodemap(&nodemap, scn, scn->mRootNode);
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42
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43 //load_lights(scn);
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44 load_meshes(scn, nodemap);
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45
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46 printf("loaded tile %s: %d meshes, %d lights\n", saved_fname, scn->mNumMeshes, scn->mNumLights);
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47 return true;
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48 }
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49
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50 void Tile::draw(unsigned int draw_mask) const
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51 {
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52 for(size_t i=0; i<meshes.size(); i++) {
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53 if(mesh_side[i] & draw_mask) {
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54 meshes[i]->draw();
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55 }
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56 }
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57 }
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58
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59 /*
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60 int Tile::load_lights(const aiScene *scn)
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61 {
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62 int count = 0;
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63
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64 for(int i=0; i<(int)scn->mNumLights; i++) {
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65 Light *lt;
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66 aiLight *ailt = scn->mLights[i];
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67
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68 switch(ailt->mType) {
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69 case aiLightSource_POINT:
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70 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
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71 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
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72 ailt->mAttenuationQuadratic);
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73 break;
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74
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75 case aiLightSource_DIRECTIONAL:
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76 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
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77 break;
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78
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79 default:
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80 continue;
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81 }
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82
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83 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
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84
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85 lights.push_back(lt);
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86 count++;
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87 }
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88
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89 return count;
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90 }
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91 */
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92
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93 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
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94 {
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95 int count = 0;
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96
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97 for(int i=0; i<(int)scn->mNumMeshes; i++) {
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98 Mesh *mesh = new Mesh;
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99 if(!mesh->create(scn, scn->mMeshes[i])) {
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100 delete mesh;
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101 continue;
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102 }
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103
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104 Material mat;
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105 mat.load(scn->mMaterials[scn->mMeshes[i]->mMaterialIndex], tset->get_textures());
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106 mesh->set_material(mat);
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107
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108 // retrieve the node pointer
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109 const char *name = "<unknown>";
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110
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111 auto iter = nmap.find(scn->mMeshes[i]);
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112 if(iter != nmap.end()) {
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113 aiNode *node = iter->second;
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114
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115 Matrix4x4 xform;
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116 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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117 xform = *(Matrix4x4*)&node->mTransformation;
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118 mesh->set_xform(xform);
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119
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120 name = node->mName.data;
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121 mesh->set_name(name);
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122 }
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123
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124 // find which side is this mesh on
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125 unsigned int side = 0;
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126 if(strstr(name, "NORTH")) {
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127 side |= TILE_NORTH;
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128 }
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129 if(strstr(name, "SOUTH")) {
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130 side |= TILE_SOUTH;
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131 }
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132 if(strstr(name, "EAST")) {
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133 side |= TILE_EAST;
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134 }
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135 if(strstr(name, "WEST")) {
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136 side |= TILE_WEST;
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137 }
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138 if(!side) {
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139 side = TILE_ALL;
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140 }
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141
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142 // what a sordid hack... if the name contains "LIGHT", then make a light out of this
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143 // and destroy the mesh...
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144 if(strstr(name, "LIGHT")) {
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145 PointLight *lt = mesh_to_light(mesh);
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146 if(!lt) {
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147 fprintf(stderr, "failed to convert mesh %s to light\n", name);
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148 } else {
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149 lights.push_back(lt);
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150 light_side.push_back(side);
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151 }
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152 delete mesh;
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153
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154 } else {
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155 meshes.push_back(mesh);
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156 mesh_side.push_back(side);
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157 count++;
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158 }
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159 }
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160 return count;
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161 }
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162
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163 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
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164 {
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165 unsigned int i;
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166
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167 for(i=0; i<node->mNumMeshes; i++) {
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168 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
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169
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170 (*nmap)[m] = node;
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171 }
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172
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173 for(i=0; i<node->mNumChildren; i++) {
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174 build_nodemap(nmap, scn, node->mChildren[i]);
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175 }
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176 }
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177
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178 static PointLight *mesh_to_light(Mesh *m)
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179 {
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180 Vector3 center = m->get_bsph_center();
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181 float rad = m->get_bsph_radius();
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182
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183 PointLight *lt = new PointLight(center);
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184 lt->set_radius(rad);
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185
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186 lt->set_color(m->get_material().kd);
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187
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188 return lt;
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189 }
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