dungeon_crawler

annotate prototype/src/tile.cc @ 48:aa9e28670ae2

added sound playback, more to do
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 17 Sep 2012 08:40:59 +0300
parents f3030df27110
children 303743485aba
rev   line source
nuclear@1 1 #include <stdio.h>
nuclear@46 2 #include <ctype.h>
nuclear@7 3 #include <map>
nuclear@1 4 #include "opengl.h"
nuclear@7 5 #include <assimp/cimport.h>
nuclear@7 6 #include <assimp/scene.h>
nuclear@7 7 #include <assimp/postprocess.h>
nuclear@1 8 #include "tile.h"
nuclear@11 9 #include "tileset.h"
nuclear@35 10 #include "renderer.h"
nuclear@46 11 #include "datapath.h"
nuclear@1 12
nuclear@7 13 using std::map;
nuclear@7 14
nuclear@7 15 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node);
nuclear@21 16 static PointLight *mesh_to_light(Mesh *m);
nuclear@7 17
nuclear@31 18 bool ass_obj_hack;
nuclear@31 19
nuclear@11 20 Tile::Tile(TileSet *tileset)
nuclear@11 21 {
nuclear@11 22 tset = tileset;
nuclear@46 23 last_upd = LONG_MIN;
nuclear@48 24
nuclear@48 25 memset(samples, 0, sizeof samples);
nuclear@11 26 }
nuclear@7 27
nuclear@38 28 Tile::~Tile()
nuclear@38 29 {
nuclear@38 30 for(auto m : meshes) {
nuclear@38 31 delete m;
nuclear@38 32 }
nuclear@38 33 for(auto lt : lights) {
nuclear@38 34 delete lt;
nuclear@38 35 }
nuclear@46 36 for(auto psa : psattr) {
nuclear@46 37 psys_free_attr(psa);
nuclear@46 38 }
nuclear@46 39 for(auto ps : psys_global) {
nuclear@46 40 psys_free(ps);
nuclear@38 41 }
nuclear@38 42 }
nuclear@38 43
nuclear@48 44 AudioSample *Tile::get_sample(int sidx) const
nuclear@48 45 {
nuclear@48 46 if(sidx >= 0 && sidx < MAX_TILE_SAMPLES) {
nuclear@48 47 return samples[sidx];
nuclear@48 48 }
nuclear@48 49 return 0;
nuclear@48 50 }
nuclear@48 51
nuclear@46 52 const struct psys_attributes * const *Tile::get_unique_psys() const
nuclear@45 53 {
nuclear@45 54 return &psattr[0];
nuclear@45 55 }
nuclear@45 56
nuclear@46 57 int Tile::get_unique_psys_count() const
nuclear@45 58 {
nuclear@45 59 return (int)psattr.size();
nuclear@45 60 }
nuclear@45 61
nuclear@1 62 bool Tile::load(const char *fname)
nuclear@1 63 {
nuclear@5 64 if(!fname) {
nuclear@5 65 return false;
nuclear@5 66 }
nuclear@5 67
nuclear@14 68 char *saved_fname = (char*)alloca(strlen(fname) + 1);
nuclear@14 69 strcpy(saved_fname, fname);
nuclear@14 70
nuclear@3 71 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
nuclear@35 72 aiProcess_CalcTangentSpace |
nuclear@7 73 aiProcess_Triangulate |
nuclear@7 74 aiProcess_SortByPType |
nuclear@7 75 aiProcess_FlipUVs;
nuclear@4 76
nuclear@3 77 const aiScene *scn = aiImportFile(fname, proc_flags);
nuclear@3 78 if(!scn) {
nuclear@3 79 fprintf(stderr, "failed to load tile: %s\n", fname);
nuclear@3 80 return -1;
nuclear@3 81 }
nuclear@3 82
nuclear@7 83 map<aiMesh*, aiNode*> nodemap;
nuclear@7 84 build_nodemap(&nodemap, scn, scn->mRootNode);
nuclear@7 85
nuclear@31 86 if(strstr(fname, ".obj") == fname + strlen(fname) - 4) {
nuclear@31 87 ass_obj_hack = true;
nuclear@31 88 } else {
nuclear@31 89 ass_obj_hack = false;
nuclear@31 90 }
nuclear@31 91
nuclear@21 92 //load_lights(scn);
nuclear@7 93 load_meshes(scn, nodemap);
nuclear@3 94
nuclear@22 95 printf("loaded tile %s: %d meshes, %d lights\n", saved_fname, (int)meshes.size(), (int)lights.size());
nuclear@38 96
nuclear@38 97 aiReleaseImport(scn);
nuclear@48 98
nuclear@48 99 // XXX get the default audio samples for now
nuclear@48 100 SampleSet *sampleset = tset->get_samples();
nuclear@48 101 samples[TILE_SAMPLE_WALK] = sampleset->get("walk_stone.ogg");
nuclear@48 102 samples[TILE_SAMPLE_RUN] = sampleset->get("run_stone.ogg");
nuclear@1 103 return true;
nuclear@1 104 }
nuclear@1 105
nuclear@38 106 void Tile::update(unsigned long msec, float dt)
nuclear@38 107 {
nuclear@46 108 // update particle systems
nuclear@46 109 for(auto ps : psys_global) {
nuclear@46 110 psys_update(ps, (float)msec / 1000.0f);
nuclear@46 111 }
nuclear@38 112 }
nuclear@38 113
nuclear@5 114 void Tile::draw(unsigned int draw_mask) const
nuclear@1 115 {
nuclear@4 116 for(size_t i=0; i<meshes.size(); i++) {
nuclear@4 117 if(mesh_side[i] & draw_mask) {
nuclear@5 118 meshes[i]->draw();
nuclear@4 119 }
nuclear@4 120 }
nuclear@4 121 }
nuclear@1 122
nuclear@23 123 void Tile::draw_lights(unsigned int draw_mask) const
nuclear@23 124 {
nuclear@23 125 for(size_t i=0; i<lights.size(); i++) {
nuclear@23 126 if(light_side[i] & draw_mask) {
nuclear@23 127 lights[i]->draw();
nuclear@23 128 }
nuclear@23 129 }
nuclear@23 130 }
nuclear@23 131
nuclear@46 132 void Tile::draw_post(unsigned int draw_mask) const
nuclear@46 133 {
nuclear@46 134 // draw global particle systems (simulated once)
nuclear@46 135 for(size_t i=0; i<psys_global.size(); i++) {
nuclear@46 136 if(psys_side[i] & draw_mask) {
nuclear@46 137 psys_draw(psys_global[i]);
nuclear@46 138 }
nuclear@46 139 }
nuclear@46 140 }
nuclear@46 141
nuclear@21 142 /*
nuclear@4 143 int Tile::load_lights(const aiScene *scn)
nuclear@4 144 {
nuclear@4 145 int count = 0;
nuclear@4 146
nuclear@4 147 for(int i=0; i<(int)scn->mNumLights; i++) {
nuclear@4 148 Light *lt;
nuclear@4 149 aiLight *ailt = scn->mLights[i];
nuclear@4 150
nuclear@4 151 switch(ailt->mType) {
nuclear@4 152 case aiLightSource_POINT:
nuclear@4 153 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
nuclear@4 154 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
nuclear@4 155 ailt->mAttenuationQuadratic);
nuclear@4 156 break;
nuclear@4 157
nuclear@4 158 case aiLightSource_DIRECTIONAL:
nuclear@4 159 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
nuclear@4 160 break;
nuclear@4 161
nuclear@4 162 default:
nuclear@4 163 continue;
nuclear@4 164 }
nuclear@4 165
nuclear@4 166 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
nuclear@4 167
nuclear@4 168 lights.push_back(lt);
nuclear@4 169 count++;
nuclear@4 170 }
nuclear@4 171
nuclear@4 172 return count;
nuclear@1 173 }
nuclear@21 174 */
nuclear@4 175
nuclear@7 176 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
nuclear@4 177 {
nuclear@4 178 int count = 0;
nuclear@4 179
nuclear@41 180 int attr_loc = rend->get_tangent_location();
nuclear@35 181 if(attr_loc == -1) {
nuclear@35 182 fprintf(stderr, "warning: failed to retrieve tangent attribute location while loading tile\n");
nuclear@35 183 }
nuclear@35 184
nuclear@4 185 for(int i=0; i<(int)scn->mNumMeshes; i++) {
nuclear@37 186 // ignore any lines or other crap
nuclear@37 187 if(scn->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
nuclear@37 188 continue;
nuclear@37 189 }
nuclear@37 190
nuclear@4 191 Mesh *mesh = new Mesh;
nuclear@4 192 if(!mesh->create(scn, scn->mMeshes[i])) {
nuclear@4 193 delete mesh;
nuclear@4 194 continue;
nuclear@4 195 }
nuclear@35 196 if(attr_loc != -1) {
nuclear@35 197 mesh->set_attrib_location(MESH_ATTR_TANGENT, attr_loc);
nuclear@35 198 }
nuclear@4 199
nuclear@11 200 Material mat;
nuclear@11 201 mat.load(scn->mMaterials[scn->mMeshes[i]->mMaterialIndex], tset->get_textures());
nuclear@11 202 mesh->set_material(mat);
nuclear@11 203
nuclear@7 204 // retrieve the node pointer
nuclear@7 205 const char *name = "<unknown>";
nuclear@7 206
nuclear@7 207 auto iter = nmap.find(scn->mMeshes[i]);
nuclear@7 208 if(iter != nmap.end()) {
nuclear@7 209 aiNode *node = iter->second;
nuclear@7 210
nuclear@7 211 Matrix4x4 xform;
nuclear@7 212 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
nuclear@7 213 xform = *(Matrix4x4*)&node->mTransformation;
nuclear@7 214 mesh->set_xform(xform);
nuclear@7 215
nuclear@7 216 name = node->mName.data;
nuclear@7 217 mesh->set_name(name);
nuclear@7 218 }
nuclear@7 219
nuclear@4 220 // find which side is this mesh on
nuclear@7 221 unsigned int side = 0;
nuclear@7 222 if(strstr(name, "NORTH")) {
nuclear@7 223 side |= TILE_NORTH;
nuclear@7 224 }
nuclear@7 225 if(strstr(name, "SOUTH")) {
nuclear@7 226 side |= TILE_SOUTH;
nuclear@7 227 }
nuclear@7 228 if(strstr(name, "EAST")) {
nuclear@7 229 side |= TILE_EAST;
nuclear@7 230 }
nuclear@7 231 if(strstr(name, "WEST")) {
nuclear@7 232 side |= TILE_WEST;
nuclear@7 233 }
nuclear@7 234 if(!side) {
nuclear@4 235 side = TILE_ALL;
nuclear@4 236 }
nuclear@4 237
nuclear@21 238 // what a sordid hack... if the name contains "LIGHT", then make a light out of this
nuclear@21 239 // and destroy the mesh...
nuclear@21 240 if(strstr(name, "LIGHT")) {
nuclear@21 241 PointLight *lt = mesh_to_light(mesh);
nuclear@21 242 if(!lt) {
nuclear@21 243 fprintf(stderr, "failed to convert mesh %s to light\n", name);
nuclear@21 244 } else {
nuclear@21 245 lights.push_back(lt);
nuclear@21 246 light_side.push_back(side);
nuclear@21 247 }
nuclear@21 248 delete mesh;
nuclear@21 249
nuclear@46 250 // ... ALSO add a fire particle system :) save me jebus
nuclear@46 251 struct psys_emitter *ps = psys_create();
nuclear@46 252 if(ps && psys_load_attr(&ps->attr, datafile_path("fire.psys")) == 0) {
nuclear@46 253 Vector3 lpos = lt->get_position();
nuclear@46 254 psys_set_pos(ps, v3_cons(lpos.x, lpos.y, lpos.z), 0);
nuclear@46 255 psys_global.push_back(ps);
nuclear@46 256 psys_side.push_back(side);
nuclear@46 257 } else {
nuclear@46 258 fprintf(stderr, "failed to create global particle system\n");
nuclear@46 259 }
nuclear@46 260
nuclear@21 261 } else {
nuclear@21 262 meshes.push_back(mesh);
nuclear@21 263 mesh_side.push_back(side);
nuclear@21 264 count++;
nuclear@21 265 }
nuclear@4 266 }
nuclear@4 267 return count;
nuclear@4 268 }
nuclear@7 269
nuclear@7 270 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
nuclear@7 271 {
nuclear@7 272 unsigned int i;
nuclear@7 273
nuclear@7 274 for(i=0; i<node->mNumMeshes; i++) {
nuclear@7 275 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
nuclear@7 276
nuclear@7 277 (*nmap)[m] = node;
nuclear@7 278 }
nuclear@7 279
nuclear@7 280 for(i=0; i<node->mNumChildren; i++) {
nuclear@7 281 build_nodemap(nmap, scn, node->mChildren[i]);
nuclear@7 282 }
nuclear@7 283 }
nuclear@21 284
nuclear@21 285 static PointLight *mesh_to_light(Mesh *m)
nuclear@21 286 {
nuclear@21 287 Vector3 center = m->get_bsph_center();
nuclear@21 288 float rad = m->get_bsph_radius();
nuclear@21 289
nuclear@21 290 PointLight *lt = new PointLight(center);
nuclear@21 291 lt->set_radius(rad);
nuclear@21 292
nuclear@21 293 lt->set_color(m->get_material().kd);
nuclear@21 294
nuclear@21 295 return lt;
nuclear@21 296 }