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1 #include <stdio.h>
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2 #include <map>
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3 #include "opengl.h"
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4 #include <assimp/cimport.h>
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5 #include <assimp/scene.h>
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6 #include <assimp/postprocess.h>
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7 #include "tile.h"
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8 #include "tileset.h"
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9
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10 using std::map;
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11
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12 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node);
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13
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14 Tile::Tile(TileSet *tileset)
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15 {
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16 tset = tileset;
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17 }
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18
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19 bool Tile::load(const char *fname)
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20 {
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21 if(!fname) {
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22 return false;
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23 }
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24
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25 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
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26 aiProcess_Triangulate |
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27 aiProcess_SortByPType |
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28 aiProcess_FlipUVs;
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29
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30 const aiScene *scn = aiImportFile(fname, proc_flags);
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31 if(!scn) {
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32 fprintf(stderr, "failed to load tile: %s\n", fname);
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33 return -1;
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34 }
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35
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36 map<aiMesh*, aiNode*> nodemap;
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37 build_nodemap(&nodemap, scn, scn->mRootNode);
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38
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39 load_lights(scn);
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40 load_meshes(scn, nodemap);
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41
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42 printf("loaded tile %s: %d meshes, %d lights\n", fname, scn->mNumMeshes, scn->mNumLights);
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43 return true;
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44 }
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45
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46 void Tile::draw(unsigned int draw_mask) const
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47 {
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48 for(size_t i=0; i<meshes.size(); i++) {
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49 if(mesh_side[i] & draw_mask) {
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50 meshes[i]->draw();
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51 }
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52 }
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53 }
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54
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55 int Tile::load_lights(const aiScene *scn)
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56 {
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57 int count = 0;
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58
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59 for(int i=0; i<(int)scn->mNumLights; i++) {
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60 Light *lt;
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61 aiLight *ailt = scn->mLights[i];
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62
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63 switch(ailt->mType) {
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64 case aiLightSource_POINT:
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65 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
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66 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
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67 ailt->mAttenuationQuadratic);
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68 break;
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69
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70 case aiLightSource_DIRECTIONAL:
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71 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
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72 break;
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73
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74 default:
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75 continue;
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76 }
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77
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78 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
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79
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80 lights.push_back(lt);
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81 count++;
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82 }
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83
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84 return count;
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85 }
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86
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87 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
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88 {
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89 int count = 0;
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90
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91 for(int i=0; i<(int)scn->mNumMeshes; i++) {
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92 Mesh *mesh = new Mesh;
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93 if(!mesh->create(scn, scn->mMeshes[i])) {
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94 delete mesh;
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95 continue;
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96 }
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97
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98 Material mat;
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99 mat.load(scn->mMaterials[scn->mMeshes[i]->mMaterialIndex], tset->get_textures());
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100 mesh->set_material(mat);
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101
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102 // retrieve the node pointer
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103 const char *name = "<unknown>";
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104
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105 auto iter = nmap.find(scn->mMeshes[i]);
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106 if(iter != nmap.end()) {
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107 aiNode *node = iter->second;
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108
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109 Matrix4x4 xform;
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110 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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111 xform = *(Matrix4x4*)&node->mTransformation;
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112 mesh->set_xform(xform);
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113
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114 name = node->mName.data;
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115 mesh->set_name(name);
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116 }
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117 meshes.push_back(mesh);
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118
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119 //printf(" mesh: \"%s\"", name);
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120
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121 // find which side is this mesh on
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122 unsigned int side = 0;
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123 if(strstr(name, "NORTH")) {
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124 side |= TILE_NORTH;
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125 }
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126 if(strstr(name, "SOUTH")) {
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127 side |= TILE_SOUTH;
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128 }
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129 if(strstr(name, "EAST")) {
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130 side |= TILE_EAST;
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131 }
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132 if(strstr(name, "WEST")) {
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133 side |= TILE_WEST;
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134 }
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135 if(!side) {
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136 side = TILE_ALL;
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137 }
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138 //printf(" (0x0%x)\n", side);
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139 mesh_side.push_back(side);
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140
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141 count++;
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142 }
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143 return count;
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144 }
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145
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146 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
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147 {
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148 unsigned int i;
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149
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150 for(i=0; i<node->mNumMeshes; i++) {
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151 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
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152
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153 (*nmap)[m] = node;
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154 }
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155
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156 for(i=0; i<node->mNumChildren; i++) {
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157 build_nodemap(nmap, scn, node->mChildren[i]);
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158 }
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159 }
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