dungeon_crawler

annotate prototype/src/tile.cc @ 14:67ae9fcb802c

loading normal map
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 19 Aug 2012 06:30:18 +0300
parents e95462632f9a
children 0588f8a1a351
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@7 13
nuclear@11 14 Tile::Tile(TileSet *tileset)
nuclear@11 15 {
nuclear@11 16 tset = tileset;
nuclear@11 17 }
nuclear@7 18
nuclear@1 19 bool Tile::load(const char *fname)
nuclear@1 20 {
nuclear@5 21 if(!fname) {
nuclear@5 22 return false;
nuclear@5 23 }
nuclear@5 24
nuclear@14 25 char *saved_fname = (char*)alloca(strlen(fname) + 1);
nuclear@14 26 strcpy(saved_fname, fname);
nuclear@14 27
nuclear@3 28 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
nuclear@7 29 aiProcess_Triangulate |
nuclear@7 30 aiProcess_SortByPType |
nuclear@7 31 aiProcess_FlipUVs;
nuclear@4 32
nuclear@3 33 const aiScene *scn = aiImportFile(fname, proc_flags);
nuclear@3 34 if(!scn) {
nuclear@3 35 fprintf(stderr, "failed to load tile: %s\n", fname);
nuclear@3 36 return -1;
nuclear@3 37 }
nuclear@3 38
nuclear@7 39 map<aiMesh*, aiNode*> nodemap;
nuclear@7 40 build_nodemap(&nodemap, scn, scn->mRootNode);
nuclear@7 41
nuclear@3 42 load_lights(scn);
nuclear@7 43 load_meshes(scn, nodemap);
nuclear@3 44
nuclear@14 45 printf("loaded tile %s: %d meshes, %d lights\n", saved_fname, scn->mNumMeshes, scn->mNumLights);
nuclear@1 46 return true;
nuclear@1 47 }
nuclear@1 48
nuclear@5 49 void Tile::draw(unsigned int draw_mask) const
nuclear@1 50 {
nuclear@4 51 for(size_t i=0; i<meshes.size(); i++) {
nuclear@4 52 if(mesh_side[i] & draw_mask) {
nuclear@5 53 meshes[i]->draw();
nuclear@4 54 }
nuclear@4 55 }
nuclear@4 56 }
nuclear@1 57
nuclear@4 58 int Tile::load_lights(const aiScene *scn)
nuclear@4 59 {
nuclear@4 60 int count = 0;
nuclear@4 61
nuclear@4 62 for(int i=0; i<(int)scn->mNumLights; i++) {
nuclear@4 63 Light *lt;
nuclear@4 64 aiLight *ailt = scn->mLights[i];
nuclear@4 65
nuclear@4 66 switch(ailt->mType) {
nuclear@4 67 case aiLightSource_POINT:
nuclear@4 68 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
nuclear@4 69 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
nuclear@4 70 ailt->mAttenuationQuadratic);
nuclear@4 71 break;
nuclear@4 72
nuclear@4 73 case aiLightSource_DIRECTIONAL:
nuclear@4 74 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
nuclear@4 75 break;
nuclear@4 76
nuclear@4 77 default:
nuclear@4 78 continue;
nuclear@4 79 }
nuclear@4 80
nuclear@4 81 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
nuclear@4 82
nuclear@4 83 lights.push_back(lt);
nuclear@4 84 count++;
nuclear@4 85 }
nuclear@4 86
nuclear@4 87 return count;
nuclear@1 88 }
nuclear@4 89
nuclear@7 90 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
nuclear@4 91 {
nuclear@4 92 int count = 0;
nuclear@4 93
nuclear@4 94 for(int i=0; i<(int)scn->mNumMeshes; i++) {
nuclear@4 95 Mesh *mesh = new Mesh;
nuclear@4 96 if(!mesh->create(scn, scn->mMeshes[i])) {
nuclear@4 97 delete mesh;
nuclear@4 98 continue;
nuclear@4 99 }
nuclear@4 100
nuclear@11 101 Material mat;
nuclear@11 102 mat.load(scn->mMaterials[scn->mMeshes[i]->mMaterialIndex], tset->get_textures());
nuclear@11 103 mesh->set_material(mat);
nuclear@11 104
nuclear@7 105 // retrieve the node pointer
nuclear@7 106 const char *name = "<unknown>";
nuclear@7 107
nuclear@7 108 auto iter = nmap.find(scn->mMeshes[i]);
nuclear@7 109 if(iter != nmap.end()) {
nuclear@7 110 aiNode *node = iter->second;
nuclear@7 111
nuclear@7 112 Matrix4x4 xform;
nuclear@7 113 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
nuclear@7 114 xform = *(Matrix4x4*)&node->mTransformation;
nuclear@7 115 mesh->set_xform(xform);
nuclear@7 116
nuclear@7 117 name = node->mName.data;
nuclear@7 118 mesh->set_name(name);
nuclear@7 119 }
nuclear@4 120 meshes.push_back(mesh);
nuclear@4 121
nuclear@12 122 //printf(" mesh: \"%s\"", name);
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@12 141 //printf(" (0x0%x)\n", side);
nuclear@4 142 mesh_side.push_back(side);
nuclear@4 143
nuclear@4 144 count++;
nuclear@4 145 }
nuclear@4 146 return count;
nuclear@4 147 }
nuclear@7 148
nuclear@7 149 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
nuclear@7 150 {
nuclear@7 151 unsigned int i;
nuclear@7 152
nuclear@7 153 for(i=0; i<node->mNumMeshes; i++) {
nuclear@7 154 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
nuclear@7 155
nuclear@7 156 (*nmap)[m] = node;
nuclear@7 157 }
nuclear@7 158
nuclear@7 159 for(i=0; i<node->mNumChildren; i++) {
nuclear@7 160 build_nodemap(nmap, scn, node->mChildren[i]);
nuclear@7 161 }
nuclear@7 162 }