rev |
line source |
nuclear@11
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1 #include <float.h>
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nuclear@0
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2 #include "opengl.h"
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nuclear@0
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3 #include "board.h"
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nuclear@14
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4 #include "game.h"
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nuclear@1
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5 #include "meshgen.h"
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nuclear@6
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6 #include "pnoise.h"
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nuclear@14
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7 #include "revol.h"
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nuclear@17
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8 #include "opt.h"
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nuclear@17
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9
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nuclear@17
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10
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nuclear@17
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11 #define HSIZE 1.0
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nuclear@17
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12 #define VSIZE (2.0 * HSIZE)
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nuclear@17
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13 #define BOT_THICKNESS (HSIZE * 0.01)
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nuclear@17
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14 #define WALL_THICKNESS (HSIZE * 0.05)
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nuclear@17
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15 #define WALL_HEIGHT (HSIZE * 0.1)
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nuclear@17
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16 #define GAP (HSIZE * 0.025)
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nuclear@17
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17 #define HINGE_RAD (GAP * 0.5)
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nuclear@17
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18 #define HINGE_HEIGHT (VSIZE * 0.075)
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nuclear@17
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19 #define PIECE_RAD (0.45 * HSIZE / 5.0)
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nuclear@17
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20 #define BOARD_OFFSET (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25)
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nuclear@17
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21 #define PIECES_PER_LAYER 5
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nuclear@17
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22
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nuclear@17
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23
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nuclear@17
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24 Piece::Piece()
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nuclear@17
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25 {
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nuclear@17
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26 owner = 0;
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nuclear@17
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27 slot = prev_slot = -1;
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nuclear@17
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28 level = 0;
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nuclear@17
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29 move_start = 0;
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nuclear@17
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30 }
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nuclear@17
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31
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nuclear@17
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32 void Piece::move_to(int slot, int level, bool anim)
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nuclear@17
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33 {
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nuclear@17
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34 int prev_slot = this->slot;
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nuclear@17
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35 int prev_level = this->level;
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nuclear@17
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36
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nuclear@17
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37 this->slot = slot;
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nuclear@17
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38 this->level = level;
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nuclear@17
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39
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nuclear@17
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40 if(anim) {
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nuclear@17
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41 this->prev_slot = prev_slot;
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nuclear@17
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42 this->prev_level = prev_level;
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nuclear@17
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43 move_start = cur_time;
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nuclear@17
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44 }
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nuclear@17
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45 }
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nuclear@17
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46
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nuclear@0
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47
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nuclear@0
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48 Board::Board()
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nuclear@0
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49 {
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nuclear@17
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50 piece_obj = 0;
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nuclear@0
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51 clear();
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nuclear@0
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52 }
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nuclear@0
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53
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nuclear@0
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54 Board::~Board()
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nuclear@0
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55 {
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nuclear@0
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56 destroy();
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nuclear@0
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57 }
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nuclear@0
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58
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nuclear@0
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59 bool Board::init()
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nuclear@0
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60 {
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nuclear@4
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61 if(!generate_textures()) {
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nuclear@4
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62 return false;
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nuclear@4
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63 }
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nuclear@1
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64 if(!generate()) {
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nuclear@0
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65 return false;
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nuclear@0
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66 }
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nuclear@1
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67
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nuclear@0
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68 return true;
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nuclear@0
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69 }
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nuclear@0
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70
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nuclear@0
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71 void Board::destroy()
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nuclear@0
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72 {
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nuclear@2
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73 for(size_t i=0; i<obj.size(); i++) {
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nuclear@2
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74 delete obj[i];
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nuclear@1
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75 }
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nuclear@2
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76 obj.clear();
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nuclear@1
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77
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nuclear@17
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78 delete piece_obj;
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nuclear@17
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79 piece_obj = 0;
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nuclear@0
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80 }
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nuclear@0
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81
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nuclear@0
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82 void Board::clear()
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nuclear@0
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83 {
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nuclear@17
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84 memset(hist, 0, sizeof hist);
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nuclear@17
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85
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nuclear@17
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86 for(int i=0; i<MAX_PIECES; i++) {
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nuclear@17
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87 pieces[i].owner = i < PLAYER_PIECES ? MINE : OTHER;
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nuclear@17
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88 move_piece(i, -1, false);
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nuclear@17
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89 }
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nuclear@17
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90 }
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nuclear@17
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91
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nuclear@17
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92 void Board::setup()
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nuclear@17
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93 {
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nuclear@17
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94 static const int initial[] = { 0, 0, 0, 0, 5, 0, 3, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 2 };
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nuclear@17
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95
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nuclear@17
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96 clear();
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nuclear@17
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97
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nuclear@17
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98 int id = 0;
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nuclear@17
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99 for(int i=0; i<NUM_SLOTS; i++) {
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nuclear@17
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100 for(int j=0; j<initial[i]; j++) {
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nuclear@17
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101 move_piece(id, i, false);
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nuclear@17
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102 move_piece(PLAYER_PIECES + id, NUM_SLOTS - i - 1, false);
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nuclear@17
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103 ++id;
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nuclear@17
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104 }
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nuclear@17
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105 }
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nuclear@17
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106 }
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nuclear@17
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107
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nuclear@17
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108 int Board::slot_pieces(int slot) const
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nuclear@17
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109 {
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nuclear@17
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110 return hist[slot + 1];
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nuclear@17
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111 }
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nuclear@17
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112
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nuclear@17
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113 bool Board::move_piece(int id, int slot, bool anim)
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nuclear@17
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114 {
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nuclear@17
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115 // TODO do validity checking first
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nuclear@17
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116 int prev_slot = pieces[id].slot;
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nuclear@17
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117
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nuclear@17
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118 pieces[id].move_to(slot, slot_pieces(slot), anim);
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nuclear@17
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119 --hist[prev_slot + 1];
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nuclear@17
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120 ++hist[slot + 1];
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nuclear@17
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121 return true;
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nuclear@17
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122 }
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nuclear@17
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123
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nuclear@17
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124 Vector3 Board::piece_pos(int slot, int level) const
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nuclear@17
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125 {
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nuclear@17
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126 int top_side = slot / 10;
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nuclear@17
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127 int sidx = (top_side ? (19 - slot) : slot) % 5;
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nuclear@17
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128 int left_side = (top_side ? (19 - slot) : slot) / 5;
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nuclear@17
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129
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nuclear@17
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130 Vector3 pos;
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nuclear@17
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131
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nuclear@17
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132 if(left_side) {
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nuclear@17
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133 pos.x = -(sidx * HSIZE / 5.0 + BOARD_OFFSET - HSIZE / 2.0) - PIECE_RAD;
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nuclear@17
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134 } else {
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nuclear@17
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135 pos.x = (4 - sidx) * HSIZE / 5.0 + BOARD_OFFSET - HSIZE / 2.0 + PIECE_RAD;
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nuclear@17
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136 }
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nuclear@17
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137
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nuclear@17
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138 int layer = level / PIECES_PER_LAYER;
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nuclear@17
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139 int layer_level = level % PIECES_PER_LAYER;
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nuclear@17
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140
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nuclear@17
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141 pos.y = (layer + 1) * 0.25 * PIECE_RAD;
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nuclear@17
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142
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nuclear@17
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143 pos.z = (-VSIZE * 0.5 + PIECE_RAD + PIECE_RAD * 2.0 * layer_level);
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nuclear@17
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144 if(top_side) {
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nuclear@17
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145 pos.z = -pos.z;
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nuclear@17
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146 }
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nuclear@17
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147
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nuclear@17
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148 return pos;
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nuclear@0
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149 }
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nuclear@0
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150
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nuclear@0
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151 void Board::draw() const
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nuclear@0
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152 {
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nuclear@2
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153 for(size_t i=0; i<obj.size(); i++) {
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nuclear@14
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154 if(wireframe) {
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nuclear@14
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155 obj[i]->draw_wire();
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nuclear@14
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156 obj[i]->draw_normals(0.075);
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nuclear@14
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157 } else {
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nuclear@14
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158 obj[i]->draw();
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nuclear@14
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159 }
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nuclear@1
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160 }
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nuclear@17
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161
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nuclear@17
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162 for(int i=0; i<MAX_PIECES; i++) {
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nuclear@17
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163 Vector3 pos = piece_pos(pieces[i].slot, pieces[i].level);
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nuclear@17
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164 piece_obj->xform().set_translation(pos);
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nuclear@17
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165 piece_obj->mtl.diffuse = opt.piece_color[pieces[i].owner];
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nuclear@17
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166 piece_obj->draw();
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nuclear@17
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167 }
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nuclear@0
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168 }
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nuclear@0
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169
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nuclear@13
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170
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nuclear@13
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171 static const vec2_t piece_cp[] = {
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nuclear@13
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172 {0, 0.25},
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nuclear@13
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173 {1, 0.25}, // mid0
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nuclear@13
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174 {2, 0.5},
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nuclear@13
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175 {2.5, 0.5}, // mid1
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nuclear@13
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176 {3, 0.5},
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nuclear@13
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177 {4, 0.5}, // mid2
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nuclear@13
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178 {4, 0},
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nuclear@13
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179 {4, -0.5}, // mid3
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nuclear@13
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180 {3, -0.5},
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nuclear@13
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181 {2.5, -0.5}, // mid4
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nuclear@13
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182 {0, -0.5}
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nuclear@13
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183 };
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nuclear@14
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184 static const BezCurve piece_curve = {
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nuclear@14
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185 sizeof piece_cp / sizeof *piece_cp,
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nuclear@14
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186 (vec2_t*)piece_cp,
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nuclear@14
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187 0.25 * PIECE_RAD
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nuclear@14
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188 };
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nuclear@13
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189
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nuclear@11
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190
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nuclear@1
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191 bool Board::generate()
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nuclear@0
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192 {
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nuclear@4
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193 Mesh tmp;
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nuclear@1
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194 Matrix4x4 xform;
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nuclear@1
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195
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nuclear@2
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196 obj.clear();
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nuclear@2
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197
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nuclear@4
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198 for(int i=0; i<2; i++) {
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nuclear@4
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199 int sign = i * 2 - 1;
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nuclear@1
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200
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nuclear@4
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201 // generate bottom
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nuclear@4
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202 Mesh *bottom = new Mesh;
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nuclear@4
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203 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
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nuclear@4
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204 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
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nuclear@4
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205 bottom->apply_xform(xform);
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nuclear@2
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206
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nuclear@4
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207 Object *obottom = new Object;
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nuclear@4
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208 obottom->set_mesh(bottom);
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nuclear@17
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209 obottom->xform().set_translation(Vector3(sign * BOARD_OFFSET, 0, 0));
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nuclear@4
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210 obottom->set_texture(img_field.texture());
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nuclear@4
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211 obj.push_back(obottom);
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nuclear@2
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212
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nuclear@1
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213
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nuclear@4
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214 // generate the 4 sides
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nuclear@4
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215 Mesh *sides = new Mesh;
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nuclear@4
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216 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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nuclear@4
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217 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
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nuclear@4
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218 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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nuclear@4
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219 sides->apply_xform(xform);
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nuclear@1
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220
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nuclear@4
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221 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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nuclear@4
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222 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
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nuclear@4
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223 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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nuclear@4
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224 tmp.apply_xform(xform);
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nuclear@4
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225 sides->append(tmp);
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nuclear@4
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226 tmp.clear();
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nuclear@1
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227
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nuclear@4
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228 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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229 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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nuclear@4
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230 (VSIZE + WALL_THICKNESS) / 2.0));
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nuclear@4
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231 tmp.apply_xform(xform);
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nuclear@4
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232 sides->append(tmp);
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nuclear@4
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233 tmp.clear();
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nuclear@1
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234
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nuclear@4
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235 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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236 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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nuclear@4
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237 -(VSIZE + WALL_THICKNESS) / 2.0));
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nuclear@4
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238 tmp.apply_xform(xform);
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nuclear@4
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239 sides->append(tmp);
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nuclear@4
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240 tmp.clear();
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nuclear@4
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241
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nuclear@6
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242 // generate texture coordinates
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nuclear@6
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243 sides->texcoord_gen_box();
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nuclear@6
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244
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nuclear@4
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245 Object *osides = new Object;
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nuclear@4
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246 osides->set_mesh(sides);
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nuclear@4
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247 osides->xform() = obottom->xform();
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nuclear@6
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248 osides->set_texture(img_wood.texture());
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nuclear@6
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249 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
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nuclear@6
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250 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
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nuclear@4
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251 obj.push_back(osides);
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nuclear@4
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252
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nuclear@4
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253 }
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nuclear@2
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254
|
nuclear@2
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255
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nuclear@1
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256 // generate the hinges
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nuclear@1
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257 Mesh *hinges = new Mesh;
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nuclear@7
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258 for(int i=0; i<2; i++) {
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nuclear@7
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259 float sign = i * 2 - 1;
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nuclear@1
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260
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nuclear@7
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261 // barrel
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nuclear@11
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262 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 8, 1, 1);
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nuclear@7
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263 xform.reset_identity();
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nuclear@7
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264 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, sign * VSIZE / 4.0));
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nuclear@7
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265 xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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nuclear@7
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266 tmp.apply_xform(xform);
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nuclear@7
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267 hinges->append(tmp);
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nuclear@1
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268
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nuclear@7
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269 // flange
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nuclear@7
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270 gen_plane(&tmp, HINGE_HEIGHT * 0.6, HINGE_HEIGHT * 0.8);
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nuclear@7
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271 tmp.apply_xform(xform);
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nuclear@7
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272
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nuclear@7
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273 Matrix4x4 tex_xform;
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nuclear@7
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274 tex_xform.set_rotation(Vector3(0, 0, M_PI / 2.0));
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nuclear@7
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275 tmp.texcoord_apply_xform(tex_xform);
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nuclear@7
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276 hinges->append(tmp);
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nuclear@7
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277
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nuclear@7
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278 // studs
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nuclear@7
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279 for(int j=0; j<4; j++) {
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nuclear@7
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280 Vector3 pos;
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nuclear@7
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281
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nuclear@7
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282 pos.x = (float)((j & 1) * 2 - 1) * HINGE_HEIGHT * 0.2;
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nuclear@7
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283 pos.y = (float)((j & 2) - 1) * HINGE_HEIGHT * 0.3;
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nuclear@7
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284
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nuclear@7
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285 Matrix4x4 stud_xform = xform;
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nuclear@7
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286 stud_xform.translate(pos);
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nuclear@7
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287
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nuclear@7
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288 Matrix4x4 squash;
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nuclear@7
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289 squash.set_scaling(Vector3(1, 1, 0.5));
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nuclear@7
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290
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nuclear@7
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291 gen_sphere(&tmp, HINGE_RAD * 0.5, 8, 4);
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nuclear@7
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292 tmp.apply_xform(stud_xform * squash);
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nuclear@7
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293 hinges->append(tmp);
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nuclear@7
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294 }
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nuclear@7
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295 }
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nuclear@1
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296
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nuclear@2
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297 Object *ohinges = new Object;
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nuclear@2
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298 ohinges->set_mesh(hinges);
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nuclear@7
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299 ohinges->set_texture(img_hinge.texture());
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nuclear@2
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300 obj.push_back(ohinges);
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nuclear@1
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301
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nuclear@6
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302 // debug object
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nuclear@7
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303 /*
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nuclear@7
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304 Mesh *dbgmesh = new Mesh;
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nuclear@6
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305 gen_box(dbgmesh, 0.5, 0.5, 0.5);
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nuclear@6
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306 xform.set_translation(Vector3(0, 0.4, 0));
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nuclear@7
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307 xform.set_scaling(Vector3(1, 1, 1));
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nuclear@6
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308 dbgmesh->apply_xform(xform);
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nuclear@6
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309 Object *dbgobj = new Object;
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nuclear@6
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310 dbgobj->set_mesh(dbgmesh);
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nuclear@7
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311 dbgobj->set_texture(img_hinge.texture());
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nuclear@7
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312 //dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
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nuclear@7
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313 obj.push_back(dbgobj);
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nuclear@7
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314 */
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nuclear@2
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315
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nuclear@11
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316 Mesh *piece = new Mesh;
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nuclear@14
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317 gen_revol(piece, 18, 17, bezier_revol, bezier_revol_normal, (void*)&piece_curve);
|
nuclear@11
|
318
|
nuclear@11
|
319 Object *opiece = new Object;
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nuclear@11
|
320 opiece->set_mesh(piece);
|
nuclear@12
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321 opiece->mtl.diffuse = Vector3(0.6, 0.6, 0.6);
|
nuclear@12
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322 opiece->mtl.specular = Vector3(0.8, 0.8, 0.8);
|
nuclear@11
|
323 opiece->xform().set_translation(Vector3(0, 0.2, 0));
|
nuclear@15
|
324 opiece->set_shader(sdr_phong_notex);
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nuclear@17
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325 //obj.push_back(opiece);
|
nuclear@17
|
326
|
nuclear@17
|
327 piece_obj = opiece;
|
nuclear@11
|
328
|
nuclear@8
|
329 // meshgen stats
|
nuclear@8
|
330 printf("Generated board:\n %u meshes\n", (unsigned int)obj.size());
|
nuclear@8
|
331 unsigned int polycount = 0;
|
nuclear@8
|
332 for(size_t i=0; i<obj.size(); i++) {
|
nuclear@8
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333 const Mesh *m = obj[i]->get_mesh();
|
nuclear@8
|
334 polycount += m->get_poly_count();
|
nuclear@8
|
335 }
|
nuclear@8
|
336 printf(" %u polygons\n", polycount);
|
nuclear@8
|
337
|
nuclear@1
|
338 return true;
|
nuclear@0
|
339 }
|
nuclear@4
|
340
|
nuclear@5
|
341 static float wood(float x, float y)
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nuclear@5
|
342 {
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nuclear@5
|
343 float u = x;
|
nuclear@5
|
344 float v = y;
|
nuclear@5
|
345 x += 1.0;
|
nuclear@5
|
346 x *= 10.0;
|
nuclear@5
|
347 y *= 20.0;
|
nuclear@5
|
348
|
nuclear@5
|
349 float len = sqrt(x * x + y * y) + turbulence2(u * 6.0, v * 12.0, 2) * 1.2 +
|
nuclear@5
|
350 turbulence2(u * 0.5, v, 2) * 15.0;
|
nuclear@5
|
351 float val = fmod(len, 1.0);
|
nuclear@5
|
352
|
nuclear@5
|
353 //val = val * 0.5 + 0.5;
|
nuclear@5
|
354 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
|
nuclear@5
|
355 }
|
nuclear@5
|
356
|
nuclear@6
|
357 static float wood_tile(float x, float y)
|
nuclear@6
|
358 {
|
nuclear@6
|
359 float u = x;
|
nuclear@6
|
360 float v = y;
|
nuclear@6
|
361 x *= 10.0;
|
nuclear@6
|
362 y *= 10.0;
|
nuclear@6
|
363
|
nuclear@6
|
364 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
|
nuclear@6
|
365 pturbulence2(u * 4, v * 2, 4, 2, 2) * 1.5 + pturbulence2(u * 8, v * 8, 8, 8, 2) * 0.5;
|
nuclear@6
|
366
|
nuclear@6
|
367 val = fmod(val, 1.0);
|
nuclear@6
|
368 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
|
nuclear@6
|
369 }
|
nuclear@6
|
370
|
nuclear@4
|
371 static bool spike(float x, float y)
|
nuclear@4
|
372 {
|
nuclear@4
|
373 x = fmod(x * 5.0, 1.0);
|
nuclear@4
|
374 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
|
nuclear@4
|
375 }
|
nuclear@4
|
376
|
nuclear@4
|
377 static bool circle(float x, float y, float rad)
|
nuclear@4
|
378 {
|
nuclear@4
|
379 x = fmod(x * 5.0, 1.0) - 0.5;
|
nuclear@4
|
380 y = (y - 0.65) * 5.0;
|
nuclear@4
|
381 float len = sqrt(x * x + y * y);
|
nuclear@4
|
382 return len < rad;
|
nuclear@4
|
383 }
|
nuclear@4
|
384
|
nuclear@4
|
385 static bool diamond(float x, float y)
|
nuclear@4
|
386 {
|
nuclear@4
|
387 return y >= (1.0 - (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x)) * 0.3333333 + 0.88;
|
nuclear@4
|
388 }
|
nuclear@4
|
389
|
nuclear@4
|
390 static bool center_circle(float x, float y, float rad)
|
nuclear@4
|
391 {
|
nuclear@4
|
392 x = x - 0.5;
|
nuclear@4
|
393 y = 1.0 - y;
|
nuclear@4
|
394 return sqrt(x * x + y * y) < rad;
|
nuclear@4
|
395 }
|
nuclear@4
|
396
|
nuclear@4
|
397 bool Board::generate_textures()
|
nuclear@4
|
398 {
|
nuclear@6
|
399 // ---- board field texture ----
|
nuclear@5
|
400 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
|
nuclear@6
|
401 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
|
nuclear@6
|
402 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
|
nuclear@5
|
403
|
nuclear@8
|
404 img_field.create(1024, 1024);
|
nuclear@6
|
405 unsigned char *pptr = img_field.pixels;
|
nuclear@6
|
406 for(int i=0; i<img_field.height; i++) {
|
nuclear@6
|
407 float v = (float)i / (float)img_field.height;
|
nuclear@4
|
408
|
nuclear@6
|
409 for(int j=0; j<img_field.width; j++) {
|
nuclear@6
|
410 float u = (float)j / (float)img_field.width;
|
nuclear@4
|
411
|
nuclear@4
|
412 int r = 0, g = 0, b = 0;
|
nuclear@4
|
413
|
nuclear@5
|
414 float wood_val = wood(u, v);
|
nuclear@5
|
415
|
nuclear@5
|
416 // pattern mask
|
nuclear@4
|
417 float x = u;
|
nuclear@4
|
418 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
|
nuclear@4
|
419 bool inside = false;
|
nuclear@4
|
420
|
nuclear@4
|
421 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
|
nuclear@4
|
422 (spike(x, y + 0.5) && !spike(x, y + 0.68));
|
nuclear@4
|
423 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
|
nuclear@4
|
424 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
|
nuclear@4
|
425 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
|
nuclear@4
|
426 inside |= center_circle(x, y, 0.03);
|
nuclear@4
|
427
|
nuclear@5
|
428 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
|
nuclear@4
|
429 if(inside) {
|
nuclear@5
|
430 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
|
nuclear@4
|
431 }
|
nuclear@4
|
432
|
nuclear@5
|
433 r = (int)(wood_color.x * 255.0);
|
nuclear@5
|
434 g = (int)(wood_color.y * 255.0);
|
nuclear@5
|
435 b = (int)(wood_color.z * 255.0);
|
nuclear@5
|
436
|
nuclear@5
|
437 pptr[0] = r > 255 ? 255 : r;
|
nuclear@5
|
438 pptr[1] = g > 255 ? 255 : g;
|
nuclear@5
|
439 pptr[2] = b > 255 ? 255 : b;
|
nuclear@4
|
440 pptr += 3;
|
nuclear@4
|
441 }
|
nuclear@4
|
442 }
|
nuclear@6
|
443 img_field.texture();
|
nuclear@4
|
444
|
nuclear@6
|
445 // ---- generic wood texture ----
|
nuclear@6
|
446 img_wood.create(256, 256);
|
nuclear@6
|
447 pptr = img_wood.pixels;
|
nuclear@6
|
448 for(int i=0; i<img_wood.height; i++) {
|
nuclear@6
|
449 float v = (float)i / (float)img_wood.height;
|
nuclear@6
|
450 for(int j=0; j<img_wood.width; j++) {
|
nuclear@6
|
451 float u = (float)j / (float)img_wood.width;
|
nuclear@6
|
452
|
nuclear@6
|
453 float wood_val = wood_tile(u, v);
|
nuclear@6
|
454 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
|
nuclear@6
|
455
|
nuclear@6
|
456 int r = (int)(wood_color.x * 255.0);
|
nuclear@6
|
457 int g = (int)(wood_color.y * 255.0);
|
nuclear@6
|
458 int b = (int)(wood_color.z * 255.0);
|
nuclear@6
|
459
|
nuclear@6
|
460 pptr[0] = r > 255 ? 255 : r;
|
nuclear@6
|
461 pptr[1] = g > 255 ? 255 : g;
|
nuclear@6
|
462 pptr[2] = b > 255 ? 255 : b;
|
nuclear@6
|
463 pptr += 3;
|
nuclear@6
|
464 }
|
nuclear@6
|
465 }
|
nuclear@6
|
466 img_wood.texture();
|
nuclear@7
|
467
|
nuclear@7
|
468 // ---- metal hinge diffuse texture ----
|
nuclear@7
|
469 Vector3 rusty_col1 = Vector3(0.43, 0.46, 0.52);
|
nuclear@7
|
470 Vector3 rusty_col2 = Vector3(0.52, 0.47, 0.43);
|
nuclear@7
|
471
|
nuclear@7
|
472 img_hinge.create(128, 128);
|
nuclear@7
|
473 pptr = img_hinge.pixels;
|
nuclear@7
|
474 for(int i=0; i<img_hinge.height; i++) {
|
nuclear@7
|
475 float v = (float)i / (float)img_hinge.height;
|
nuclear@7
|
476 for(int j=0; j<img_hinge.width; j++) {
|
nuclear@7
|
477 float u = (float)j / (float)img_hinge.width;
|
nuclear@7
|
478
|
nuclear@7
|
479 // rust pattern
|
nuclear@7
|
480 float w1 = fbm2(u * 4.0, v * 4.0, 3) * 0.5 + 0.5;
|
nuclear@9
|
481 //float w2 = fbm2(u * 8.0, v * 8.0, 1) * 0.5 + 0.5;
|
nuclear@7
|
482 Vector3 col = lerp(rusty_col1, rusty_col2 * 0.5, w1);
|
nuclear@7
|
483
|
nuclear@7
|
484 // center hinge split
|
nuclear@7
|
485 if(fabs(v - 0.5) < 0.01) {
|
nuclear@7
|
486 col *= 0.5;
|
nuclear@7
|
487 }
|
nuclear@7
|
488
|
nuclear@7
|
489 int r = (int)(col.x * 255.0);
|
nuclear@7
|
490 int g = (int)(col.y * 255.0);
|
nuclear@7
|
491 int b = (int)(col.z * 255.0);
|
nuclear@7
|
492
|
nuclear@7
|
493 pptr[0] = r > 255 ? 255 : (r < 0 ? 0 : r);
|
nuclear@7
|
494 pptr[1] = g > 255 ? 255 : (g < 0 ? 0 : g);
|
nuclear@7
|
495 pptr[2] = b > 255 ? 255 : (b < 0 ? 0 : b);
|
nuclear@7
|
496
|
nuclear@7
|
497 pptr += 3;
|
nuclear@7
|
498 }
|
nuclear@7
|
499 }
|
nuclear@7
|
500 img_hinge.texture();
|
nuclear@7
|
501
|
nuclear@4
|
502 return true;
|
nuclear@4
|
503 }
|