dungeon_crawler

annotate prototype/src/tile.cc @ 7:8fb37db44fd8

first person motion
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 17 Aug 2012 14:29:37 +0300
parents 252a00508411
children b10ba85f75e0
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@1 8
nuclear@7 9 using std::map;
nuclear@7 10
nuclear@7 11 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node);
nuclear@7 12
nuclear@7 13
nuclear@1 14 bool Tile::load(const char *fname)
nuclear@1 15 {
nuclear@5 16 if(!fname) {
nuclear@5 17 return false;
nuclear@5 18 }
nuclear@5 19
nuclear@3 20 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
nuclear@7 21 aiProcess_Triangulate |
nuclear@7 22 aiProcess_GenNormals |
nuclear@7 23 aiProcess_SortByPType |
nuclear@7 24 aiProcess_FlipUVs;
nuclear@4 25
nuclear@3 26 const aiScene *scn = aiImportFile(fname, proc_flags);
nuclear@3 27 if(!scn) {
nuclear@3 28 fprintf(stderr, "failed to load tile: %s\n", fname);
nuclear@3 29 return -1;
nuclear@3 30 }
nuclear@3 31
nuclear@7 32 map<aiMesh*, aiNode*> nodemap;
nuclear@7 33 build_nodemap(&nodemap, scn, scn->mRootNode);
nuclear@7 34
nuclear@3 35 load_lights(scn);
nuclear@7 36 load_meshes(scn, nodemap);
nuclear@3 37
nuclear@3 38 printf("loaded tile %s: %d meshes, %d lights\n", fname, scn->mNumMeshes, scn->mNumLights);
nuclear@1 39 return true;
nuclear@1 40 }
nuclear@1 41
nuclear@5 42 void Tile::draw(unsigned int draw_mask) const
nuclear@1 43 {
nuclear@4 44 for(size_t i=0; i<meshes.size(); i++) {
nuclear@4 45 if(mesh_side[i] & draw_mask) {
nuclear@5 46 meshes[i]->draw();
nuclear@4 47 }
nuclear@4 48 }
nuclear@4 49 }
nuclear@1 50
nuclear@4 51 int Tile::load_lights(const aiScene *scn)
nuclear@4 52 {
nuclear@4 53 int count = 0;
nuclear@4 54
nuclear@4 55 for(int i=0; i<(int)scn->mNumLights; i++) {
nuclear@4 56 Light *lt;
nuclear@4 57 aiLight *ailt = scn->mLights[i];
nuclear@4 58
nuclear@4 59 switch(ailt->mType) {
nuclear@4 60 case aiLightSource_POINT:
nuclear@4 61 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
nuclear@4 62 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
nuclear@4 63 ailt->mAttenuationQuadratic);
nuclear@4 64 break;
nuclear@4 65
nuclear@4 66 case aiLightSource_DIRECTIONAL:
nuclear@4 67 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
nuclear@4 68 break;
nuclear@4 69
nuclear@4 70 default:
nuclear@4 71 continue;
nuclear@4 72 }
nuclear@4 73
nuclear@4 74 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
nuclear@4 75
nuclear@4 76 lights.push_back(lt);
nuclear@4 77 count++;
nuclear@4 78 }
nuclear@4 79
nuclear@4 80 return count;
nuclear@1 81 }
nuclear@4 82
nuclear@7 83 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
nuclear@4 84 {
nuclear@4 85 int count = 0;
nuclear@4 86
nuclear@4 87 for(int i=0; i<(int)scn->mNumMeshes; i++) {
nuclear@4 88 Mesh *mesh = new Mesh;
nuclear@4 89 if(!mesh->create(scn, scn->mMeshes[i])) {
nuclear@4 90 delete mesh;
nuclear@4 91 continue;
nuclear@4 92 }
nuclear@4 93
nuclear@7 94 // retrieve the node pointer
nuclear@7 95 const char *name = "<unknown>";
nuclear@7 96
nuclear@7 97 auto iter = nmap.find(scn->mMeshes[i]);
nuclear@7 98 if(iter != nmap.end()) {
nuclear@7 99 aiNode *node = iter->second;
nuclear@7 100
nuclear@7 101 Matrix4x4 xform;
nuclear@7 102 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
nuclear@7 103 xform = *(Matrix4x4*)&node->mTransformation;
nuclear@7 104 mesh->set_xform(xform);
nuclear@7 105
nuclear@7 106 name = node->mName.data;
nuclear@7 107 mesh->set_name(name);
nuclear@7 108 }
nuclear@4 109 meshes.push_back(mesh);
nuclear@4 110
nuclear@7 111
nuclear@7 112 printf("name: \"%s\" ... ", name);
nuclear@7 113
nuclear@4 114 // find which side is this mesh on
nuclear@7 115 unsigned int side = 0;
nuclear@7 116 if(strstr(name, "NORTH")) {
nuclear@7 117 side |= TILE_NORTH;
nuclear@7 118 }
nuclear@7 119 if(strstr(name, "SOUTH")) {
nuclear@7 120 side |= TILE_SOUTH;
nuclear@7 121 }
nuclear@7 122 if(strstr(name, "EAST")) {
nuclear@7 123 side |= TILE_EAST;
nuclear@7 124 }
nuclear@7 125 if(strstr(name, "WEST")) {
nuclear@7 126 side |= TILE_WEST;
nuclear@7 127 }
nuclear@7 128 if(!side) {
nuclear@4 129 side = TILE_ALL;
nuclear@4 130 }
nuclear@7 131 printf("side: 0x0%x\n", side);
nuclear@4 132 mesh_side.push_back(side);
nuclear@4 133
nuclear@4 134 count++;
nuclear@4 135 }
nuclear@4 136 return count;
nuclear@4 137 }
nuclear@7 138
nuclear@7 139 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
nuclear@7 140 {
nuclear@7 141 unsigned int i;
nuclear@7 142
nuclear@7 143 for(i=0; i<node->mNumMeshes; i++) {
nuclear@7 144 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
nuclear@7 145
nuclear@7 146 (*nmap)[m] = node;
nuclear@7 147 }
nuclear@7 148
nuclear@7 149 for(i=0; i<node->mNumChildren; i++) {
nuclear@7 150 build_nodemap(nmap, scn, node->mChildren[i]);
nuclear@7 151 }
nuclear@7 152 }