dungeon_crawler

annotate prototype/src/tile.cc @ 4:158de53b4e18

tile work
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 11 Aug 2012 05:44:52 +0300
parents 31e53fd79c2d
children 252a00508411
rev   line source
nuclear@1 1 #include <stdio.h>
nuclear@1 2 #include "opengl.h"
nuclear@4 3 #include <assimp/assimp.h>
nuclear@4 4 #include <assimp/aiScene.h>
nuclear@4 5 #include <assimp/aiPostProcess.h>
nuclear@1 6 #include "tile.h"
nuclear@1 7
nuclear@1 8 bool Tile::load(const char *fname)
nuclear@1 9 {
nuclear@3 10 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
nuclear@3 11 aiProcess_PreTransformVertices | aiProcess_Triangulate |
nuclear@3 12 aiProcess_GenNormals | aiProcess_SortByPType | aiProcess_FlipUVs;
nuclear@4 13
nuclear@3 14 const aiScene *scn = aiImportFile(fname, proc_flags);
nuclear@3 15 if(!scn) {
nuclear@3 16 fprintf(stderr, "failed to load tile: %s\n", fname);
nuclear@3 17 return -1;
nuclear@3 18 }
nuclear@3 19
nuclear@3 20 load_lights(scn);
nuclear@3 21
nuclear@3 22 load_meshes(scn);
nuclear@3 23
nuclear@3 24 printf("loaded tile %s: %d meshes, %d lights\n", fname, scn->mNumMeshes, scn->mNumLights);
nuclear@1 25 return true;
nuclear@1 26 }
nuclear@1 27
nuclear@3 28 void Tile::draw(unsigned int drawmask) const
nuclear@1 29 {
nuclear@4 30 for(size_t i=0; i<meshes.size(); i++) {
nuclear@4 31 if(mesh_side[i] & draw_mask) {
nuclear@4 32 meshes[i].draw();
nuclear@4 33 }
nuclear@4 34 }
nuclear@4 35 }
nuclear@1 36
nuclear@4 37 int Tile::load_lights(const aiScene *scn)
nuclear@4 38 {
nuclear@4 39 int count = 0;
nuclear@4 40
nuclear@4 41 for(int i=0; i<(int)scn->mNumLights; i++) {
nuclear@4 42 Light *lt;
nuclear@4 43 aiLight *ailt = scn->mLights[i];
nuclear@4 44
nuclear@4 45 switch(ailt->mType) {
nuclear@4 46 case aiLightSource_POINT:
nuclear@4 47 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
nuclear@4 48 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
nuclear@4 49 ailt->mAttenuationQuadratic);
nuclear@4 50 break;
nuclear@4 51
nuclear@4 52 case aiLightSource_DIRECTIONAL:
nuclear@4 53 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
nuclear@4 54 break;
nuclear@4 55
nuclear@4 56 default:
nuclear@4 57 continue;
nuclear@4 58 }
nuclear@4 59
nuclear@4 60 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
nuclear@4 61
nuclear@4 62 lights.push_back(lt);
nuclear@4 63 count++;
nuclear@4 64 }
nuclear@4 65
nuclear@4 66 return count;
nuclear@1 67 }
nuclear@4 68
nuclear@4 69 int Tile::load_meshes(const aiScene *scn)
nuclear@4 70 {
nuclear@4 71 int count = 0;
nuclear@4 72
nuclear@4 73 for(int i=0; i<(int)scn->mNumMeshes; i++) {
nuclear@4 74 Mesh *mesh = new Mesh;
nuclear@4 75 if(!mesh->create(scn, scn->mMeshes[i])) {
nuclear@4 76 delete mesh;
nuclear@4 77 continue;
nuclear@4 78 }
nuclear@4 79
nuclear@4 80 meshes.push_back(mesh);
nuclear@4 81
nuclear@4 82 // find which side is this mesh on
nuclear@4 83 const char *name = mesh->get_name();
nuclear@4 84 unsigned int side;
nuclear@4 85
nuclear@4 86 if(strstr(name, "NORTH") == name) {
nuclear@4 87 side = TILE_NORTH;
nuclear@4 88 } else if(strstr(name, "SOUTH") == name) {
nuclear@4 89 side = TILE_SOUTH;
nuclear@4 90 } else if(strstr(name, "EAST") == name) {
nuclear@4 91 side = TILE_EAST;
nuclear@4 92 } else if(strstr(name, "WEST") == name) {
nuclear@4 93 side = TILE_WEST;
nuclear@4 94 } else {
nuclear@4 95 side = TILE_ALL;
nuclear@4 96 }
nuclear@4 97 mesh_side.push_back(side);
nuclear@4 98
nuclear@4 99 count++;
nuclear@4 100 }
nuclear@4 101 return count;
nuclear@4 102 }