dungeon_crawler

annotate prototype/src/tile.cc @ 21:0588f8a1a351

converting LIGHT meshes to lights
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 21 Aug 2012 06:33:36 +0300
parents 67ae9fcb802c
children 7b65bba15553
rev   line source
nuclear@1 1 #include <stdio.h>
nuclear@7 2 #include <map>
nuclear@1 3 #include "opengl.h"
nuclear@7 4 #include <assimp/cimport.h>
nuclear@7 5 #include <assimp/scene.h>
nuclear@7 6 #include <assimp/postprocess.h>
nuclear@1 7 #include "tile.h"
nuclear@11 8 #include "tileset.h"
nuclear@1 9
nuclear@7 10 using std::map;
nuclear@7 11
nuclear@7 12 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node);
nuclear@21 13 static PointLight *mesh_to_light(Mesh *m);
nuclear@7 14
nuclear@11 15 Tile::Tile(TileSet *tileset)
nuclear@11 16 {
nuclear@11 17 tset = tileset;
nuclear@11 18 }
nuclear@7 19
nuclear@1 20 bool Tile::load(const char *fname)
nuclear@1 21 {
nuclear@5 22 if(!fname) {
nuclear@5 23 return false;
nuclear@5 24 }
nuclear@5 25
nuclear@14 26 char *saved_fname = (char*)alloca(strlen(fname) + 1);
nuclear@14 27 strcpy(saved_fname, fname);
nuclear@14 28
nuclear@3 29 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
nuclear@7 30 aiProcess_Triangulate |
nuclear@7 31 aiProcess_SortByPType |
nuclear@7 32 aiProcess_FlipUVs;
nuclear@4 33
nuclear@3 34 const aiScene *scn = aiImportFile(fname, proc_flags);
nuclear@3 35 if(!scn) {
nuclear@3 36 fprintf(stderr, "failed to load tile: %s\n", fname);
nuclear@3 37 return -1;
nuclear@3 38 }
nuclear@3 39
nuclear@7 40 map<aiMesh*, aiNode*> nodemap;
nuclear@7 41 build_nodemap(&nodemap, scn, scn->mRootNode);
nuclear@7 42
nuclear@21 43 //load_lights(scn);
nuclear@7 44 load_meshes(scn, nodemap);
nuclear@3 45
nuclear@14 46 printf("loaded tile %s: %d meshes, %d lights\n", saved_fname, scn->mNumMeshes, scn->mNumLights);
nuclear@1 47 return true;
nuclear@1 48 }
nuclear@1 49
nuclear@5 50 void Tile::draw(unsigned int draw_mask) const
nuclear@1 51 {
nuclear@4 52 for(size_t i=0; i<meshes.size(); i++) {
nuclear@4 53 if(mesh_side[i] & draw_mask) {
nuclear@5 54 meshes[i]->draw();
nuclear@4 55 }
nuclear@4 56 }
nuclear@4 57 }
nuclear@1 58
nuclear@21 59 /*
nuclear@4 60 int Tile::load_lights(const aiScene *scn)
nuclear@4 61 {
nuclear@4 62 int count = 0;
nuclear@4 63
nuclear@4 64 for(int i=0; i<(int)scn->mNumLights; i++) {
nuclear@4 65 Light *lt;
nuclear@4 66 aiLight *ailt = scn->mLights[i];
nuclear@4 67
nuclear@4 68 switch(ailt->mType) {
nuclear@4 69 case aiLightSource_POINT:
nuclear@4 70 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
nuclear@4 71 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
nuclear@4 72 ailt->mAttenuationQuadratic);
nuclear@4 73 break;
nuclear@4 74
nuclear@4 75 case aiLightSource_DIRECTIONAL:
nuclear@4 76 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
nuclear@4 77 break;
nuclear@4 78
nuclear@4 79 default:
nuclear@4 80 continue;
nuclear@4 81 }
nuclear@4 82
nuclear@4 83 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
nuclear@4 84
nuclear@4 85 lights.push_back(lt);
nuclear@4 86 count++;
nuclear@4 87 }
nuclear@4 88
nuclear@4 89 return count;
nuclear@1 90 }
nuclear@21 91 */
nuclear@4 92
nuclear@7 93 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
nuclear@4 94 {
nuclear@4 95 int count = 0;
nuclear@4 96
nuclear@4 97 for(int i=0; i<(int)scn->mNumMeshes; i++) {
nuclear@4 98 Mesh *mesh = new Mesh;
nuclear@4 99 if(!mesh->create(scn, scn->mMeshes[i])) {
nuclear@4 100 delete mesh;
nuclear@4 101 continue;
nuclear@4 102 }
nuclear@4 103
nuclear@11 104 Material mat;
nuclear@11 105 mat.load(scn->mMaterials[scn->mMeshes[i]->mMaterialIndex], tset->get_textures());
nuclear@11 106 mesh->set_material(mat);
nuclear@11 107
nuclear@7 108 // retrieve the node pointer
nuclear@7 109 const char *name = "<unknown>";
nuclear@7 110
nuclear@7 111 auto iter = nmap.find(scn->mMeshes[i]);
nuclear@7 112 if(iter != nmap.end()) {
nuclear@7 113 aiNode *node = iter->second;
nuclear@7 114
nuclear@7 115 Matrix4x4 xform;
nuclear@7 116 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
nuclear@7 117 xform = *(Matrix4x4*)&node->mTransformation;
nuclear@7 118 mesh->set_xform(xform);
nuclear@7 119
nuclear@7 120 name = node->mName.data;
nuclear@7 121 mesh->set_name(name);
nuclear@7 122 }
nuclear@7 123
nuclear@4 124 // find which side is this mesh on
nuclear@7 125 unsigned int side = 0;
nuclear@7 126 if(strstr(name, "NORTH")) {
nuclear@7 127 side |= TILE_NORTH;
nuclear@7 128 }
nuclear@7 129 if(strstr(name, "SOUTH")) {
nuclear@7 130 side |= TILE_SOUTH;
nuclear@7 131 }
nuclear@7 132 if(strstr(name, "EAST")) {
nuclear@7 133 side |= TILE_EAST;
nuclear@7 134 }
nuclear@7 135 if(strstr(name, "WEST")) {
nuclear@7 136 side |= TILE_WEST;
nuclear@7 137 }
nuclear@7 138 if(!side) {
nuclear@4 139 side = TILE_ALL;
nuclear@4 140 }
nuclear@4 141
nuclear@21 142 // what a sordid hack... if the name contains "LIGHT", then make a light out of this
nuclear@21 143 // and destroy the mesh...
nuclear@21 144 if(strstr(name, "LIGHT")) {
nuclear@21 145 PointLight *lt = mesh_to_light(mesh);
nuclear@21 146 if(!lt) {
nuclear@21 147 fprintf(stderr, "failed to convert mesh %s to light\n", name);
nuclear@21 148 } else {
nuclear@21 149 lights.push_back(lt);
nuclear@21 150 light_side.push_back(side);
nuclear@21 151 }
nuclear@21 152 delete mesh;
nuclear@21 153
nuclear@21 154 } else {
nuclear@21 155 meshes.push_back(mesh);
nuclear@21 156 mesh_side.push_back(side);
nuclear@21 157 count++;
nuclear@21 158 }
nuclear@4 159 }
nuclear@4 160 return count;
nuclear@4 161 }
nuclear@7 162
nuclear@7 163 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
nuclear@7 164 {
nuclear@7 165 unsigned int i;
nuclear@7 166
nuclear@7 167 for(i=0; i<node->mNumMeshes; i++) {
nuclear@7 168 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
nuclear@7 169
nuclear@7 170 (*nmap)[m] = node;
nuclear@7 171 }
nuclear@7 172
nuclear@7 173 for(i=0; i<node->mNumChildren; i++) {
nuclear@7 174 build_nodemap(nmap, scn, node->mChildren[i]);
nuclear@7 175 }
nuclear@7 176 }
nuclear@21 177
nuclear@21 178 static PointLight *mesh_to_light(Mesh *m)
nuclear@21 179 {
nuclear@21 180 Vector3 center = m->get_bsph_center();
nuclear@21 181 float rad = m->get_bsph_radius();
nuclear@21 182
nuclear@21 183 PointLight *lt = new PointLight(center);
nuclear@21 184 lt->set_radius(rad);
nuclear@21 185
nuclear@21 186 lt->set_color(m->get_material().kd);
nuclear@21 187
nuclear@21 188 return lt;
nuclear@21 189 }