#include <stdio.h>
+#include <stdlib.h>
+#include <float.h>
#include "level.h"
+#include "treestore.h"
+#include "mesh.h"
+static int add_mesh_faces(struct bvhnode *bnode, struct mesh *mesh);
int load_level(struct level *lvl, const char *fname)
{
- return -1;
+ char *dirname, *ptr;
+ char path[256];
+ struct ts_node *root, *node;
+ struct scenefile scn;
+ struct mesh *mesh, *tail;
+
+ memset(lvl, 0, sizeof *lvl);
+ if(!(lvl->st_root = calloc(1, sizeof *lvl->st_root)) ||
+ !(lvl->dyn_root = calloc(1, sizeof *lvl->dyn_root))) {
+ free(lvl->st_root);
+ fprintf(stderr, "load_level: failed to allocate bvh root nodes\n");
+ return -1;
+ }
+
+ cgm_vcons(&lvl->st_root->aabb.vmin, FLT_MAX, FLT_MAX, FLT_MAX);
+ cgm_vcons(&lvl->st_root->aabb.vmax, -FLT_MAX, -FLT_MAX, -FLT_MAX);
+ lvl->dyn_root->aabb = lvl->st_root->aabb;
+
+ dirname = alloca(strlen(fname) + 1);
+ strcpy(dirname, fname);
+ if((ptr = strrchr(dirname, '/'))) {
+ ptr[1] = 0;
+ } else {
+ *dirname = 0;
+ }
+
+ if(!(root = ts_load(fname))) {
+ fprintf(stderr, "load_level: failed to load: %s\n", fname);
+ return -1;
+ }
+ if(strcmp(root->name, "level") != 0) {
+ fprintf(stderr, "load_level: invalid level file %s, root is not \"level\"\n", fname);
+ ts_free_tree(root);
+ return -1;
+ }
+
+ node = root->child_list;
+ while(node) {
+ if(strcmp(node->name, "scene") == 0) {
+ if(!(fname = ts_get_attr_str(node, "file", 0))) {
+ fprintf(stderr, "load_level: ignoring \"scene\" without a \"file\" attribute\n");
+ goto cont;
+ }
+ snprintf(path, sizeof path, "%s%s", dirname, fname);
+ printf("loading scene file: %s\n", path);
+
+ if(load_scenefile(&scn, path) == -1) {
+ goto cont;
+ }
+ mesh = tail = scn.meshlist;
+ while(mesh) {
+ add_mesh_faces(lvl->st_root, mesh);
+ tail = mesh;
+ mesh = mesh->next;
+ }
+
+ if(tail) {
+ tail->next = lvl->meshlist;
+ lvl->meshlist = scn.meshlist;
+ scn.meshlist = 0;
+ }
+ destroy_scenefile(&scn);
+ }
+cont: node = node->next;
+ }
+
+ ts_free_tree(root);
+ return 0;
}
+void destroy_level(struct level *lvl)
+{
+ struct mesh *mesh;
+
+ free_bvh_tree(lvl->st_root);
+ free_bvh_tree(lvl->dyn_root);
+
+ while(lvl->meshlist) {
+ mesh = lvl->meshlist;
+ lvl->meshlist = lvl->meshlist->next;
+ destroy_mesh(mesh);
+ }
+}
+
+
int ray_level(cgm_ray *ray, struct level *lvl, float tmax, struct rayhit *hit)
{
+ int found = 0;
+ struct rayhit hit0;
+
+ if(!hit) {
+ if(ray_bvhnode(ray, lvl->st_root, tmax, 0)) return 1;
+ if(ray_bvhnode(ray, lvl->dyn_root, tmax, 0)) return 1;
+ return 0;
+ }
+
+ hit0.t = FLT_MAX;
+ if(ray_bvhnode(ray, lvl->st_root, tmax, hit)) {
+ hit0 = *hit;
+ found = 1;
+ }
+ if(ray_bvhnode(ray, lvl->dyn_root, tmax, hit) && hit->t < hit0.t) {
+ hit0 = *hit;
+ found = 1;
+ }
+
+ if(found) {
+ *hit = hit0;
+ return 1;
+ }
+ return 0;
+}
+
+static void draw_level_rec(struct bvhnode *bn)
+{
+ int i, j;
+ struct triangle *tri;
+ struct material *curmtl;
+ float color[4] = {0, 0, 0, 1};
+
+ if(!bn) return;
+
+ if(bn->faces) {
+ curmtl = bn->faces[0]->mtl;
+
+ glBegin(GL_TRIANGLES);
+ for(i=0; i<bn->num_faces; i++) {
+ tri = bn->faces[i];
+ if(tri->mtl != curmtl) {
+ glEnd();
+ color[0] = tri->mtl->color.x;
+ color[1] = tri->mtl->color.y;
+ color[2] = tri->mtl->color.z;
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
+ curmtl = tri->mtl;
+ glBegin(GL_TRIANGLES);
+ }
+
+ for(j=0; j<3; j++) {
+ glNormal3fv(&tri->v[j].norm.x);
+ glTexCoord2fv(&tri->v[j].tex.x);
+ glVertex3fv(&tri->v[j].pos.x);
+ }
+ }
+ glEnd();
+ }
+
+ draw_level_rec(bn->left);
+ draw_level_rec(bn->right);
+}
+
+void draw_level(struct level *lvl)
+{
+ draw_level_rec(lvl->st_root);
+ draw_level_rec(lvl->dyn_root);
+}
+
+static int add_mesh_faces(struct bvhnode *bnode, struct mesh *mesh)
+{
+ int i, j, newsz;
+ void *tmp;
+ struct triangle *tri, **triptr;
+
+ newsz = bnode->num_faces + mesh->num_faces;
+ if(!(tmp = realloc(bnode->faces, newsz * sizeof *bnode->faces))) {
+ fprintf(stderr, "append_polygons: failed to resize faces array to %d\n", newsz);
+ return -1;
+ }
+ bnode->faces = tmp;
+ triptr = bnode->faces + bnode->num_faces;
+ bnode->num_faces = newsz;
+
+ tri = mesh->faces;
+ for(i=0; i<mesh->num_faces; i++) {
+ *triptr++ = tri;
+ for(j=0; j<3; j++) {
+ cgm_vec3 *p = &tri->v[j].pos;
+ if(p->x < bnode->aabb.vmin.x) bnode->aabb.vmin.x = p->x;
+ if(p->x > bnode->aabb.vmax.x) bnode->aabb.vmax.x = p->x;
+ if(p->y < bnode->aabb.vmin.y) bnode->aabb.vmin.y = p->y;
+ if(p->y > bnode->aabb.vmax.y) bnode->aabb.vmax.y = p->y;
+ if(p->z < bnode->aabb.vmin.z) bnode->aabb.vmin.z = p->z;
+ if(p->z > bnode->aabb.vmax.z) bnode->aabb.vmax.z = p->z;
+ }
+ tri++;
+ }
return 0;
}