rev |
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nuclear@1
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1 #include <stdio.h>
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nuclear@46
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2 #include <ctype.h>
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nuclear@7
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3 #include <map>
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nuclear@1
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4 #include "opengl.h"
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nuclear@7
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5 #include <assimp/cimport.h>
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nuclear@7
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6 #include <assimp/scene.h>
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nuclear@7
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7 #include <assimp/postprocess.h>
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nuclear@1
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8 #include "tile.h"
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nuclear@11
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9 #include "tileset.h"
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nuclear@35
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10 #include "renderer.h"
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nuclear@46
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11 #include "datapath.h"
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nuclear@49
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12 #include "cfg.h"
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nuclear@1
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13
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nuclear@7
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14 using std::map;
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nuclear@7
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15
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nuclear@7
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16 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node);
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nuclear@21
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17 static PointLight *mesh_to_light(Mesh *m);
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nuclear@7
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18
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nuclear@31
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19 bool ass_obj_hack;
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nuclear@31
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20
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nuclear@11
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21 Tile::Tile(TileSet *tileset)
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nuclear@11
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22 {
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nuclear@11
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23 tset = tileset;
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nuclear@46
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24 last_upd = LONG_MIN;
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nuclear@48
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25
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nuclear@48
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26 memset(samples, 0, sizeof samples);
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nuclear@11
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27 }
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nuclear@7
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28
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nuclear@38
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29 Tile::~Tile()
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nuclear@38
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30 {
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nuclear@38
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31 for(auto m : meshes) {
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nuclear@38
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32 delete m;
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nuclear@38
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33 }
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nuclear@38
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34 for(auto lt : lights) {
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nuclear@38
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35 delete lt;
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nuclear@38
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36 }
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nuclear@46
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37 for(auto psa : psattr) {
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nuclear@46
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38 psys_free_attr(psa);
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nuclear@46
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39 }
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nuclear@46
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40 for(auto ps : psys_global) {
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nuclear@46
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41 psys_free(ps);
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nuclear@38
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42 }
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nuclear@38
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43 }
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nuclear@38
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44
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nuclear@48
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45 AudioSample *Tile::get_sample(int sidx) const
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nuclear@48
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46 {
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nuclear@48
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47 if(sidx >= 0 && sidx < MAX_TILE_SAMPLES) {
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nuclear@48
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48 return samples[sidx];
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nuclear@48
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49 }
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nuclear@48
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50 return 0;
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nuclear@48
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51 }
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nuclear@48
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52
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nuclear@49
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53 int Tile::get_audio_source_count() const
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nuclear@45
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54 {
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nuclear@49
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55 return (int)ausrc.size();
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nuclear@49
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56 }
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nuclear@49
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57
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nuclear@49
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58 const Tile::AudioSourceDesc &Tile::get_audio_source(int idx) const
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nuclear@49
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59 {
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nuclear@49
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60 if(idx < 0 || idx >= (int)ausrc.size()) {
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nuclear@50
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61 static AudioSourceDesc d = { 0, Vector3(), 0 };
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nuclear@49
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62 return d;
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nuclear@49
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63 }
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nuclear@49
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64 return ausrc[idx];
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nuclear@45
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65 }
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nuclear@45
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66
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nuclear@46
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67 int Tile::get_unique_psys_count() const
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nuclear@45
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68 {
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nuclear@45
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69 return (int)psattr.size();
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nuclear@45
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70 }
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nuclear@45
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71
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nuclear@49
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72 struct psys_attributes *Tile::get_unique_psys(int idx)
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nuclear@49
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73 {
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nuclear@49
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74 if(idx < 0 || idx >= (int)psattr.size()) {
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nuclear@49
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75 return 0;
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nuclear@49
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76 }
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nuclear@49
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77 return psattr[idx];
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nuclear@49
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78 }
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nuclear@49
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79
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nuclear@49
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80 const struct psys_attributes *Tile::get_unique_psys(int idx) const
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nuclear@49
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81 {
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nuclear@49
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82 if(idx < 0 || idx >= (int)psattr.size()) {
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nuclear@49
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83 return 0;
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nuclear@49
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84 }
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nuclear@49
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85 return psattr[idx];
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nuclear@49
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86 }
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nuclear@49
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87
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nuclear@1
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88 bool Tile::load(const char *fname)
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nuclear@1
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89 {
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nuclear@5
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90 if(!fname) {
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nuclear@5
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91 return false;
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nuclear@5
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92 }
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nuclear@5
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93
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nuclear@14
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94 char *saved_fname = (char*)alloca(strlen(fname) + 1);
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nuclear@14
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95 strcpy(saved_fname, fname);
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nuclear@14
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96
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nuclear@3
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97 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
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nuclear@35
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98 aiProcess_CalcTangentSpace |
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nuclear@7
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99 aiProcess_Triangulate |
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nuclear@7
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100 aiProcess_SortByPType |
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nuclear@7
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101 aiProcess_FlipUVs;
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nuclear@4
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102
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nuclear@3
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103 const aiScene *scn = aiImportFile(fname, proc_flags);
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nuclear@3
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104 if(!scn) {
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nuclear@3
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105 fprintf(stderr, "failed to load tile: %s\n", fname);
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nuclear@3
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106 return -1;
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nuclear@3
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107 }
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nuclear@3
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108
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nuclear@7
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109 map<aiMesh*, aiNode*> nodemap;
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nuclear@7
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110 build_nodemap(&nodemap, scn, scn->mRootNode);
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nuclear@7
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111
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nuclear@31
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112 if(strstr(fname, ".obj") == fname + strlen(fname) - 4) {
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nuclear@31
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113 ass_obj_hack = true;
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nuclear@31
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114 } else {
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nuclear@31
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115 ass_obj_hack = false;
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nuclear@31
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116 }
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nuclear@31
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117
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nuclear@21
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118 //load_lights(scn);
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nuclear@7
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119 load_meshes(scn, nodemap);
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nuclear@3
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120
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nuclear@22
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121 printf("loaded tile %s: %d meshes, %d lights\n", saved_fname, (int)meshes.size(), (int)lights.size());
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nuclear@38
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122
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nuclear@38
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123 aiReleaseImport(scn);
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124
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nuclear@48
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125 // XXX get the default audio samples for now
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126 if(cfg.sound) {
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127 SampleSet *sampleset = tset->get_samples();
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nuclear@49
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128 samples[TILE_SAMPLE_WALK] = sampleset->get("walk_stone.ogg");
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129 samples[TILE_SAMPLE_RUN] = sampleset->get("run_stone.ogg");
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nuclear@49
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130 }
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nuclear@1
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131 return true;
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nuclear@1
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132 }
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nuclear@1
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133
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nuclear@38
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134 void Tile::update(unsigned long msec, float dt)
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nuclear@38
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135 {
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nuclear@46
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136 // update particle systems
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nuclear@46
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137 for(auto ps : psys_global) {
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nuclear@46
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138 psys_update(ps, (float)msec / 1000.0f);
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nuclear@46
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139 }
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nuclear@38
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140 }
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nuclear@38
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141
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nuclear@5
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142 void Tile::draw(unsigned int draw_mask) const
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nuclear@1
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143 {
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nuclear@60
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144 int tang_loc = rend->get_tangent_location();
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nuclear@60
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145
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nuclear@4
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146 for(size_t i=0; i<meshes.size(); i++) {
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nuclear@4
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147 if(mesh_side[i] & draw_mask) {
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nuclear@60
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148 meshes[i]->set_attrib_location(MESH_ATTR_TANGENT, tang_loc);
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nuclear@5
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149 meshes[i]->draw();
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nuclear@4
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150 }
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nuclear@4
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151 }
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nuclear@4
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152 }
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nuclear@1
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153
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nuclear@23
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154 void Tile::draw_lights(unsigned int draw_mask) const
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nuclear@23
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155 {
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nuclear@23
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156 for(size_t i=0; i<lights.size(); i++) {
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nuclear@23
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157 if(light_side[i] & draw_mask) {
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nuclear@60
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158 printf("rendering light ...\n");
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nuclear@23
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159 lights[i]->draw();
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nuclear@23
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160 }
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nuclear@23
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161 }
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nuclear@23
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162 }
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nuclear@23
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163
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nuclear@46
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164 void Tile::draw_post(unsigned int draw_mask) const
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nuclear@46
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165 {
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nuclear@46
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166 // draw global particle systems (simulated once)
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nuclear@46
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167 for(size_t i=0; i<psys_global.size(); i++) {
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nuclear@46
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168 if(psys_side[i] & draw_mask) {
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nuclear@46
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169 psys_draw(psys_global[i]);
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nuclear@46
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170 }
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nuclear@46
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171 }
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nuclear@46
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172 }
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nuclear@46
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173
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nuclear@21
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174 /*
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nuclear@4
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175 int Tile::load_lights(const aiScene *scn)
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nuclear@4
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176 {
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nuclear@4
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177 int count = 0;
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nuclear@4
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178
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nuclear@4
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179 for(int i=0; i<(int)scn->mNumLights; i++) {
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nuclear@4
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180 Light *lt;
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nuclear@4
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181 aiLight *ailt = scn->mLights[i];
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nuclear@4
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182
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nuclear@4
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183 switch(ailt->mType) {
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nuclear@4
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184 case aiLightSource_POINT:
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nuclear@4
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185 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
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nuclear@4
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186 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
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nuclear@4
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187 ailt->mAttenuationQuadratic);
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nuclear@4
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188 break;
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nuclear@4
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189
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nuclear@4
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190 case aiLightSource_DIRECTIONAL:
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nuclear@4
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191 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
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nuclear@4
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192 break;
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nuclear@4
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193
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nuclear@4
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194 default:
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nuclear@4
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195 continue;
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nuclear@4
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196 }
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nuclear@4
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197
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nuclear@4
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198 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
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nuclear@4
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199
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nuclear@4
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200 lights.push_back(lt);
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nuclear@4
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201 count++;
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nuclear@4
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202 }
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nuclear@4
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203
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nuclear@4
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204 return count;
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nuclear@1
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205 }
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nuclear@21
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206 */
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nuclear@4
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207
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nuclear@7
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208 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
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nuclear@4
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209 {
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nuclear@4
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210 int count = 0;
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nuclear@4
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211
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nuclear@4
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212 for(int i=0; i<(int)scn->mNumMeshes; i++) {
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nuclear@37
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213 // ignore any lines or other crap
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nuclear@37
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214 if(scn->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
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nuclear@37
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215 continue;
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nuclear@37
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216 }
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nuclear@37
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217
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nuclear@4
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218 Mesh *mesh = new Mesh;
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nuclear@4
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219 if(!mesh->create(scn, scn->mMeshes[i])) {
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nuclear@4
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220 delete mesh;
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nuclear@4
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221 continue;
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nuclear@4
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222 }
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nuclear@4
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223
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nuclear@11
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224 Material mat;
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nuclear@11
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225 mat.load(scn->mMaterials[scn->mMeshes[i]->mMaterialIndex], tset->get_textures());
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nuclear@11
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226 mesh->set_material(mat);
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nuclear@11
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227
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nuclear@7
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228 // retrieve the node pointer
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nuclear@7
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229 const char *name = "<unknown>";
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nuclear@7
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230
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nuclear@7
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231 auto iter = nmap.find(scn->mMeshes[i]);
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nuclear@7
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232 if(iter != nmap.end()) {
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nuclear@7
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233 aiNode *node = iter->second;
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nuclear@7
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234
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nuclear@7
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235 Matrix4x4 xform;
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nuclear@7
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236 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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nuclear@7
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237 xform = *(Matrix4x4*)&node->mTransformation;
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nuclear@7
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238 mesh->set_xform(xform);
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nuclear@7
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239
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nuclear@7
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240 name = node->mName.data;
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nuclear@7
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241 mesh->set_name(name);
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nuclear@7
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242 }
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nuclear@7
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243
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nuclear@4
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244 // find which side is this mesh on
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nuclear@7
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245 unsigned int side = 0;
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nuclear@7
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246 if(strstr(name, "NORTH")) {
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nuclear@7
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247 side |= TILE_NORTH;
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nuclear@7
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248 }
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nuclear@7
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249 if(strstr(name, "SOUTH")) {
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nuclear@7
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250 side |= TILE_SOUTH;
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nuclear@7
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251 }
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nuclear@7
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252 if(strstr(name, "EAST")) {
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nuclear@7
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253 side |= TILE_EAST;
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nuclear@7
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254 }
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nuclear@7
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255 if(strstr(name, "WEST")) {
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nuclear@7
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256 side |= TILE_WEST;
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nuclear@7
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257 }
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nuclear@7
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258 if(!side) {
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nuclear@4
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259 side = TILE_ALL;
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nuclear@4
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260 }
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nuclear@4
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261
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nuclear@21
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262 // what a sordid hack... if the name contains "LIGHT", then make a light out of this
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nuclear@21
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263 // and destroy the mesh...
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nuclear@21
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264 if(strstr(name, "LIGHT")) {
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nuclear@21
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265 PointLight *lt = mesh_to_light(mesh);
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nuclear@21
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266 if(!lt) {
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nuclear@21
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267 fprintf(stderr, "failed to convert mesh %s to light\n", name);
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nuclear@21
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268 } else {
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nuclear@21
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269 lights.push_back(lt);
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nuclear@21
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270 light_side.push_back(side);
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nuclear@21
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271 }
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nuclear@21
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272 delete mesh;
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nuclear@21
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273
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nuclear@46
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274 // ... ALSO add a fire particle system :) save me jebus
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nuclear@46
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275 struct psys_emitter *ps = psys_create();
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nuclear@46
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276 if(ps && psys_load_attr(&ps->attr, datafile_path("fire.psys")) == 0) {
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nuclear@46
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277 Vector3 lpos = lt->get_position();
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nuclear@53
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278 psys_set_pos(ps, v3_cons(lpos.x, lpos.y + 0.01, lpos.z), 0);
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nuclear@46
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279 psys_global.push_back(ps);
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nuclear@46
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280 psys_side.push_back(side);
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nuclear@46
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281 } else {
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nuclear@46
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282 fprintf(stderr, "failed to create global particle system\n");
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nuclear@46
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283 }
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nuclear@46
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284
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nuclear@49
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285 // ... AND make an audio source out of each light source
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nuclear@49
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286 if(cfg.sound) {
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nuclear@49
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287 SampleSet *sampleset = tset->get_samples();
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nuclear@49
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288 AudioSample *sample = sampleset->get("fire.ogg");
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nuclear@49
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289 if(sample) {
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nuclear@51
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290 AudioSourceDesc adesc = {side, lt->get_position(), sample, 1.0, 0.1};
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nuclear@49
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291 ausrc.push_back(adesc);
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nuclear@49
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292 }
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nuclear@49
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293 }
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nuclear@49
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294
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nuclear@21
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295 } else {
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nuclear@21
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296 meshes.push_back(mesh);
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nuclear@21
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297 mesh_side.push_back(side);
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nuclear@21
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298 count++;
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nuclear@21
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299 }
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nuclear@4
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300 }
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nuclear@4
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301 return count;
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nuclear@4
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302 }
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nuclear@7
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303
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nuclear@7
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304 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
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nuclear@7
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305 {
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nuclear@7
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306 unsigned int i;
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nuclear@7
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307
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nuclear@7
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308 for(i=0; i<node->mNumMeshes; i++) {
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nuclear@7
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309 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
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nuclear@7
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310
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nuclear@7
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311 (*nmap)[m] = node;
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nuclear@7
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312 }
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nuclear@7
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313
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nuclear@7
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314 for(i=0; i<node->mNumChildren; i++) {
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nuclear@7
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315 build_nodemap(nmap, scn, node->mChildren[i]);
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nuclear@7
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316 }
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nuclear@7
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317 }
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nuclear@21
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318
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nuclear@21
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319 static PointLight *mesh_to_light(Mesh *m)
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nuclear@21
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320 {
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nuclear@21
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321 Vector3 center = m->get_bsph_center();
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nuclear@21
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322 float rad = m->get_bsph_radius();
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nuclear@21
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323
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nuclear@21
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324 PointLight *lt = new PointLight(center);
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nuclear@21
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325 lt->set_radius(rad);
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nuclear@21
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326
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nuclear@21
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327 lt->set_color(m->get_material().kd);
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nuclear@21
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328
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nuclear@21
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329 return lt;
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nuclear@21
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330 }
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