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@18
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24 static const vec2_t piece_cp[] = {
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nuclear@18
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25 {0, 0.25},
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nuclear@18
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26 {1, 0.25}, // mid0
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nuclear@18
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27 {2, 0.5},
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nuclear@18
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28 {2.5, 0.5}, // mid1
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nuclear@18
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29 {3, 0.5},
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nuclear@18
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30 {4, 0.5}, // mid2
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nuclear@18
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31 {4, 0},
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nuclear@18
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32 {4, -0.5}, // mid3
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nuclear@18
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33 {3, -0.5},
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nuclear@18
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34 {2.5, -0.5}, // mid4
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nuclear@18
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35 {0, -0.5}
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nuclear@18
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36 };
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nuclear@18
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37 static const BezCurve piece_curve = {
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nuclear@18
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38 sizeof piece_cp / sizeof *piece_cp,
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nuclear@18
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39 (vec2_t*)piece_cp,
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nuclear@18
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40 0.25 * PIECE_RAD
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nuclear@18
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41 };
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nuclear@18
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42
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nuclear@18
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43 #define PIECE_HEIGHT (0.25 * PIECE_RAD)
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nuclear@18
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44
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nuclear@18
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45
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nuclear@17
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46 Piece::Piece()
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nuclear@17
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47 {
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nuclear@17
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48 owner = 0;
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nuclear@17
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49 slot = prev_slot = -1;
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nuclear@17
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50 level = 0;
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nuclear@17
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51 move_start = 0;
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nuclear@17
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52 }
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nuclear@17
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53
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nuclear@17
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54 void Piece::move_to(int slot, int level, bool anim)
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nuclear@17
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55 {
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nuclear@17
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56 int prev_slot = this->slot;
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nuclear@17
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57 int prev_level = this->level;
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nuclear@17
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58
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nuclear@17
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59 this->slot = slot;
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nuclear@17
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60 this->level = level;
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nuclear@17
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61
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nuclear@17
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62 if(anim) {
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nuclear@17
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63 this->prev_slot = prev_slot;
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nuclear@17
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64 this->prev_level = prev_level;
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nuclear@17
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65 move_start = cur_time;
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nuclear@17
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66 }
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nuclear@17
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67 }
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nuclear@17
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68
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nuclear@0
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69
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nuclear@0
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70 Board::Board()
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nuclear@0
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71 {
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nuclear@17
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72 piece_obj = 0;
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nuclear@0
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73 clear();
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nuclear@0
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74 }
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nuclear@0
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75
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nuclear@0
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76 Board::~Board()
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nuclear@0
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77 {
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nuclear@0
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78 destroy();
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nuclear@0
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79 }
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nuclear@0
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80
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nuclear@0
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81 bool Board::init()
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nuclear@0
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82 {
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nuclear@4
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83 if(!generate_textures()) {
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nuclear@4
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84 return false;
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nuclear@4
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85 }
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nuclear@1
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86 if(!generate()) {
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nuclear@0
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87 return false;
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nuclear@0
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88 }
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nuclear@1
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89
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nuclear@0
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90 return true;
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nuclear@0
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91 }
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nuclear@0
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92
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nuclear@0
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93 void Board::destroy()
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nuclear@0
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94 {
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nuclear@2
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95 for(size_t i=0; i<obj.size(); i++) {
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nuclear@2
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96 delete obj[i];
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nuclear@1
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97 }
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nuclear@2
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98 obj.clear();
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nuclear@1
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99
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nuclear@17
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100 delete piece_obj;
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nuclear@17
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101 piece_obj = 0;
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nuclear@0
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102 }
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nuclear@0
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103
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nuclear@0
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104 void Board::clear()
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nuclear@0
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105 {
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nuclear@17
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106 memset(hist, 0, sizeof hist);
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nuclear@17
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107
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nuclear@17
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108 for(int i=0; i<MAX_PIECES; i++) {
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nuclear@17
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109 pieces[i].owner = i < PLAYER_PIECES ? MINE : OTHER;
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nuclear@17
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110 move_piece(i, -1, false);
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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
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nuclear@17
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114 void Board::setup()
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nuclear@17
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115 {
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nuclear@17
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116 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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117
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nuclear@17
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118 clear();
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nuclear@17
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119
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nuclear@17
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120 int id = 0;
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nuclear@17
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121 for(int i=0; i<NUM_SLOTS; i++) {
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nuclear@17
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122 for(int j=0; j<initial[i]; j++) {
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nuclear@17
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123 move_piece(id, i, false);
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nuclear@17
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124 move_piece(PLAYER_PIECES + id, NUM_SLOTS - i - 1, false);
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nuclear@17
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125 ++id;
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nuclear@17
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126 }
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nuclear@17
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127 }
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nuclear@17
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128 }
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nuclear@17
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129
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nuclear@17
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130 int Board::slot_pieces(int slot) const
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nuclear@17
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131 {
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nuclear@17
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132 return hist[slot + 1];
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nuclear@17
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133 }
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nuclear@17
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134
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nuclear@17
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135 bool Board::move_piece(int id, int slot, bool anim)
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nuclear@17
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136 {
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nuclear@17
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137 // TODO do validity checking first
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nuclear@17
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138 int prev_slot = pieces[id].slot;
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nuclear@17
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139
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nuclear@17
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140 pieces[id].move_to(slot, slot_pieces(slot), anim);
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nuclear@17
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141 --hist[prev_slot + 1];
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nuclear@17
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142 ++hist[slot + 1];
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nuclear@17
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143 return true;
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nuclear@17
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144 }
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nuclear@17
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145
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nuclear@17
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146 Vector3 Board::piece_pos(int slot, int level) const
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nuclear@17
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147 {
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nuclear@17
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148 int top_side = slot / 10;
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nuclear@17
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149 int sidx = (top_side ? (19 - slot) : slot) % 5;
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nuclear@17
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150 int left_side = (top_side ? (19 - slot) : slot) / 5;
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nuclear@17
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151
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nuclear@17
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152 Vector3 pos;
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nuclear@17
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153
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nuclear@17
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154 if(left_side) {
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nuclear@17
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155 pos.x = -(sidx * HSIZE / 5.0 + BOARD_OFFSET - HSIZE / 2.0) - PIECE_RAD;
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nuclear@17
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156 } else {
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nuclear@17
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157 pos.x = (4 - sidx) * HSIZE / 5.0 + BOARD_OFFSET - HSIZE / 2.0 + PIECE_RAD;
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nuclear@17
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158 }
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nuclear@17
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159
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nuclear@17
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160 int layer = level / PIECES_PER_LAYER;
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nuclear@17
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161 int layer_level = level % PIECES_PER_LAYER;
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nuclear@17
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162
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nuclear@18
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163 pos.y = (layer + 0.5) * PIECE_HEIGHT;
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nuclear@17
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164
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nuclear@17
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165 pos.z = (-VSIZE * 0.5 + PIECE_RAD + PIECE_RAD * 2.0 * layer_level);
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nuclear@17
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166 if(top_side) {
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nuclear@17
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167 pos.z = -pos.z;
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nuclear@17
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168 }
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nuclear@17
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169
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nuclear@17
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170 return pos;
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nuclear@0
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171 }
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nuclear@0
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172
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nuclear@0
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173 void Board::draw() const
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nuclear@0
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174 {
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nuclear@19
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175 bool use_shadows = opt.shadows && sdr_shadow;
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nuclear@19
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176 unsigned int board_sdr = use_shadows ? sdr_shadow : sdr_phong;
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nuclear@19
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177 unsigned int piece_sdr = use_shadows ? sdr_shadow_notex : sdr_phong_notex;
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nuclear@19
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178
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nuclear@2
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179 for(size_t i=0; i<obj.size(); i++) {
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nuclear@14
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180 if(wireframe) {
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nuclear@14
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181 obj[i]->draw_wire();
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nuclear@14
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182 obj[i]->draw_normals(0.075);
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nuclear@14
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183 } else {
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nuclear@19
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184 obj[i]->set_shader(board_sdr);
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nuclear@14
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185 obj[i]->draw();
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nuclear@14
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186 }
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nuclear@1
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187 }
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nuclear@17
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188
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nuclear@17
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189 for(int i=0; i<MAX_PIECES; i++) {
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nuclear@17
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190 Vector3 pos = piece_pos(pieces[i].slot, pieces[i].level);
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nuclear@17
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191 piece_obj->xform().set_translation(pos);
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nuclear@17
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192 piece_obj->mtl.diffuse = opt.piece_color[pieces[i].owner];
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nuclear@19
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193 piece_obj->set_shader(piece_sdr);
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nuclear@17
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194 piece_obj->draw();
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nuclear@17
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195 }
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nuclear@0
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196 }
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nuclear@0
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197
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nuclear@13
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198
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nuclear@1
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199 bool Board::generate()
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nuclear@0
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200 {
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nuclear@18
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201 static const float board_spec = 0.4;
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nuclear@18
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202
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nuclear@4
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203 Mesh tmp;
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nuclear@1
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204 Matrix4x4 xform;
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nuclear@1
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205
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nuclear@2
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206 obj.clear();
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nuclear@2
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207
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nuclear@4
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208 for(int i=0; i<2; i++) {
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nuclear@4
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209 int sign = i * 2 - 1;
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nuclear@1
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210
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nuclear@4
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211 // generate bottom
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nuclear@4
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212 Mesh *bottom = new Mesh;
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nuclear@4
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213 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
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nuclear@4
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214 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
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nuclear@4
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215 bottom->apply_xform(xform);
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nuclear@2
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216
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nuclear@4
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217 Object *obottom = new Object;
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nuclear@4
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218 obottom->set_mesh(bottom);
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nuclear@17
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219 obottom->xform().set_translation(Vector3(sign * BOARD_OFFSET, 0, 0));
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nuclear@4
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220 obottom->set_texture(img_field.texture());
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nuclear@18
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221 obottom->mtl.specular = Vector3(board_spec, board_spec, board_spec);
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nuclear@4
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222 obj.push_back(obottom);
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nuclear@2
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223
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nuclear@1
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224
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nuclear@4
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225 // generate the 4 sides
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nuclear@4
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226 Mesh *sides = new Mesh;
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nuclear@4
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227 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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nuclear@4
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228 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
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nuclear@4
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229 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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nuclear@4
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230 sides->apply_xform(xform);
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nuclear@1
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231
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nuclear@4
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232 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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nuclear@4
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233 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
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nuclear@4
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234 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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nuclear@4
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235 tmp.apply_xform(xform);
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nuclear@4
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236 sides->append(tmp);
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nuclear@4
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237 tmp.clear();
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nuclear@1
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238
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nuclear@4
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239 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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240 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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nuclear@4
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241 (VSIZE + WALL_THICKNESS) / 2.0));
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nuclear@4
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242 tmp.apply_xform(xform);
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nuclear@4
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243 sides->append(tmp);
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nuclear@4
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244 tmp.clear();
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nuclear@1
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245
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nuclear@4
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246 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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247 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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nuclear@4
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248 -(VSIZE + WALL_THICKNESS) / 2.0));
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nuclear@4
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249 tmp.apply_xform(xform);
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nuclear@4
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250 sides->append(tmp);
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nuclear@4
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251 tmp.clear();
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nuclear@4
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252
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nuclear@6
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253 // generate texture coordinates
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nuclear@6
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254 sides->texcoord_gen_box();
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nuclear@6
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255
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nuclear@4
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256 Object *osides = new Object;
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nuclear@4
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257 osides->set_mesh(sides);
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nuclear@4
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258 osides->xform() = obottom->xform();
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nuclear@6
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259 osides->set_texture(img_wood.texture());
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nuclear@6
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260 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
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nuclear@6
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261 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
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nuclear@18
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262 osides->mtl.specular = Vector3(board_spec, board_spec, board_spec);
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nuclear@4
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263 obj.push_back(osides);
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nuclear@4
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264
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nuclear@4
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265 }
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nuclear@2
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266
|
nuclear@2
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267
|
nuclear@1
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268 // generate the hinges
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nuclear@1
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269 Mesh *hinges = new Mesh;
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nuclear@7
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270 for(int i=0; i<2; i++) {
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nuclear@7
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271 float sign = i * 2 - 1;
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nuclear@1
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272
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nuclear@7
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273 // barrel
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nuclear@11
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274 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 8, 1, 1);
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nuclear@7
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275 xform.reset_identity();
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nuclear@7
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276 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, sign * VSIZE / 4.0));
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nuclear@7
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277 xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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nuclear@7
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278 tmp.apply_xform(xform);
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nuclear@7
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279 hinges->append(tmp);
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nuclear@1
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280
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nuclear@7
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281 // flange
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nuclear@7
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282 gen_plane(&tmp, HINGE_HEIGHT * 0.6, HINGE_HEIGHT * 0.8);
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nuclear@7
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283 tmp.apply_xform(xform);
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nuclear@7
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284
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nuclear@7
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285 Matrix4x4 tex_xform;
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nuclear@7
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286 tex_xform.set_rotation(Vector3(0, 0, M_PI / 2.0));
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nuclear@7
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287 tmp.texcoord_apply_xform(tex_xform);
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nuclear@7
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288 hinges->append(tmp);
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nuclear@7
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289
|
nuclear@7
|
290 // studs
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nuclear@7
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291 for(int j=0; j<4; j++) {
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nuclear@7
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292 Vector3 pos;
|
nuclear@7
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293
|
nuclear@7
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294 pos.x = (float)((j & 1) * 2 - 1) * HINGE_HEIGHT * 0.2;
|
nuclear@7
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295 pos.y = (float)((j & 2) - 1) * HINGE_HEIGHT * 0.3;
|
nuclear@7
|
296
|
nuclear@7
|
297 Matrix4x4 stud_xform = xform;
|
nuclear@7
|
298 stud_xform.translate(pos);
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nuclear@7
|
299
|
nuclear@7
|
300 Matrix4x4 squash;
|
nuclear@7
|
301 squash.set_scaling(Vector3(1, 1, 0.5));
|
nuclear@7
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302
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nuclear@7
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303 gen_sphere(&tmp, HINGE_RAD * 0.5, 8, 4);
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nuclear@7
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304 tmp.apply_xform(stud_xform * squash);
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nuclear@7
|
305 hinges->append(tmp);
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nuclear@7
|
306 }
|
nuclear@7
|
307 }
|
nuclear@1
|
308
|
nuclear@2
|
309 Object *ohinges = new Object;
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nuclear@2
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310 ohinges->set_mesh(hinges);
|
nuclear@7
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311 ohinges->set_texture(img_hinge.texture());
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nuclear@2
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312 obj.push_back(ohinges);
|
nuclear@1
|
313
|
nuclear@6
|
314 // debug object
|
nuclear@7
|
315 /*
|
nuclear@7
|
316 Mesh *dbgmesh = new Mesh;
|
nuclear@6
|
317 gen_box(dbgmesh, 0.5, 0.5, 0.5);
|
nuclear@6
|
318 xform.set_translation(Vector3(0, 0.4, 0));
|
nuclear@7
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319 xform.set_scaling(Vector3(1, 1, 1));
|
nuclear@6
|
320 dbgmesh->apply_xform(xform);
|
nuclear@6
|
321 Object *dbgobj = new Object;
|
nuclear@6
|
322 dbgobj->set_mesh(dbgmesh);
|
nuclear@7
|
323 dbgobj->set_texture(img_hinge.texture());
|
nuclear@7
|
324 //dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
|
nuclear@7
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325 obj.push_back(dbgobj);
|
nuclear@7
|
326 */
|
nuclear@2
|
327
|
nuclear@11
|
328 Mesh *piece = new Mesh;
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nuclear@14
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329 gen_revol(piece, 18, 17, bezier_revol, bezier_revol_normal, (void*)&piece_curve);
|
nuclear@11
|
330
|
nuclear@11
|
331 Object *opiece = new Object;
|
nuclear@11
|
332 opiece->set_mesh(piece);
|
nuclear@12
|
333 opiece->mtl.diffuse = Vector3(0.6, 0.6, 0.6);
|
nuclear@12
|
334 opiece->mtl.specular = Vector3(0.8, 0.8, 0.8);
|
nuclear@11
|
335 opiece->xform().set_translation(Vector3(0, 0.2, 0));
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nuclear@17
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336 //obj.push_back(opiece);
|
nuclear@17
|
337
|
nuclear@17
|
338 piece_obj = opiece;
|
nuclear@11
|
339
|
nuclear@8
|
340 // meshgen stats
|
nuclear@8
|
341 printf("Generated board:\n %u meshes\n", (unsigned int)obj.size());
|
nuclear@8
|
342 unsigned int polycount = 0;
|
nuclear@8
|
343 for(size_t i=0; i<obj.size(); i++) {
|
nuclear@8
|
344 const Mesh *m = obj[i]->get_mesh();
|
nuclear@8
|
345 polycount += m->get_poly_count();
|
nuclear@8
|
346 }
|
nuclear@8
|
347 printf(" %u polygons\n", polycount);
|
nuclear@8
|
348
|
nuclear@1
|
349 return true;
|
nuclear@0
|
350 }
|
nuclear@4
|
351
|
nuclear@5
|
352 static float wood(float x, float y)
|
nuclear@5
|
353 {
|
nuclear@5
|
354 float u = x;
|
nuclear@5
|
355 float v = y;
|
nuclear@5
|
356 x += 1.0;
|
nuclear@5
|
357 x *= 10.0;
|
nuclear@5
|
358 y *= 20.0;
|
nuclear@5
|
359
|
nuclear@5
|
360 float len = sqrt(x * x + y * y) + turbulence2(u * 6.0, v * 12.0, 2) * 1.2 +
|
nuclear@5
|
361 turbulence2(u * 0.5, v, 2) * 15.0;
|
nuclear@5
|
362 float val = fmod(len, 1.0);
|
nuclear@5
|
363
|
nuclear@5
|
364 //val = val * 0.5 + 0.5;
|
nuclear@5
|
365 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
|
nuclear@5
|
366 }
|
nuclear@5
|
367
|
nuclear@6
|
368 static float wood_tile(float x, float y)
|
nuclear@6
|
369 {
|
nuclear@6
|
370 float u = x;
|
nuclear@6
|
371 float v = y;
|
nuclear@6
|
372 x *= 10.0;
|
nuclear@6
|
373 y *= 10.0;
|
nuclear@6
|
374
|
nuclear@6
|
375 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
|
nuclear@6
|
376 pturbulence2(u * 4, v * 2, 4, 2, 2) * 1.5 + pturbulence2(u * 8, v * 8, 8, 8, 2) * 0.5;
|
nuclear@6
|
377
|
nuclear@6
|
378 val = fmod(val, 1.0);
|
nuclear@6
|
379 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
|
nuclear@6
|
380 }
|
nuclear@6
|
381
|
nuclear@4
|
382 static bool spike(float x, float y)
|
nuclear@4
|
383 {
|
nuclear@4
|
384 x = fmod(x * 5.0, 1.0);
|
nuclear@4
|
385 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
|
nuclear@4
|
386 }
|
nuclear@4
|
387
|
nuclear@4
|
388 static bool circle(float x, float y, float rad)
|
nuclear@4
|
389 {
|
nuclear@4
|
390 x = fmod(x * 5.0, 1.0) - 0.5;
|
nuclear@4
|
391 y = (y - 0.65) * 5.0;
|
nuclear@4
|
392 float len = sqrt(x * x + y * y);
|
nuclear@4
|
393 return len < rad;
|
nuclear@4
|
394 }
|
nuclear@4
|
395
|
nuclear@4
|
396 static bool diamond(float x, float y)
|
nuclear@4
|
397 {
|
nuclear@4
|
398 return y >= (1.0 - (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x)) * 0.3333333 + 0.88;
|
nuclear@4
|
399 }
|
nuclear@4
|
400
|
nuclear@4
|
401 static bool center_circle(float x, float y, float rad)
|
nuclear@4
|
402 {
|
nuclear@4
|
403 x = x - 0.5;
|
nuclear@4
|
404 y = 1.0 - y;
|
nuclear@4
|
405 return sqrt(x * x + y * y) < rad;
|
nuclear@4
|
406 }
|
nuclear@4
|
407
|
nuclear@4
|
408 bool Board::generate_textures()
|
nuclear@4
|
409 {
|
nuclear@6
|
410 // ---- board field texture ----
|
nuclear@5
|
411 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
|
nuclear@6
|
412 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
|
nuclear@6
|
413 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
|
nuclear@5
|
414
|
nuclear@8
|
415 img_field.create(1024, 1024);
|
nuclear@6
|
416 unsigned char *pptr = img_field.pixels;
|
nuclear@6
|
417 for(int i=0; i<img_field.height; i++) {
|
nuclear@6
|
418 float v = (float)i / (float)img_field.height;
|
nuclear@4
|
419
|
nuclear@6
|
420 for(int j=0; j<img_field.width; j++) {
|
nuclear@6
|
421 float u = (float)j / (float)img_field.width;
|
nuclear@4
|
422
|
nuclear@4
|
423 int r = 0, g = 0, b = 0;
|
nuclear@4
|
424
|
nuclear@5
|
425 float wood_val = wood(u, v);
|
nuclear@5
|
426
|
nuclear@5
|
427 // pattern mask
|
nuclear@4
|
428 float x = u;
|
nuclear@4
|
429 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
|
nuclear@4
|
430 bool inside = false;
|
nuclear@4
|
431
|
nuclear@4
|
432 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
|
nuclear@4
|
433 (spike(x, y + 0.5) && !spike(x, y + 0.68));
|
nuclear@4
|
434 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
|
nuclear@4
|
435 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
|
nuclear@4
|
436 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
|
nuclear@4
|
437 inside |= center_circle(x, y, 0.03);
|
nuclear@4
|
438
|
nuclear@5
|
439 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
|
nuclear@4
|
440 if(inside) {
|
nuclear@5
|
441 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
|
nuclear@4
|
442 }
|
nuclear@4
|
443
|
nuclear@5
|
444 r = (int)(wood_color.x * 255.0);
|
nuclear@5
|
445 g = (int)(wood_color.y * 255.0);
|
nuclear@5
|
446 b = (int)(wood_color.z * 255.0);
|
nuclear@5
|
447
|
nuclear@5
|
448 pptr[0] = r > 255 ? 255 : r;
|
nuclear@5
|
449 pptr[1] = g > 255 ? 255 : g;
|
nuclear@5
|
450 pptr[2] = b > 255 ? 255 : b;
|
nuclear@4
|
451 pptr += 3;
|
nuclear@4
|
452 }
|
nuclear@4
|
453 }
|
nuclear@6
|
454 img_field.texture();
|
nuclear@4
|
455
|
nuclear@6
|
456 // ---- generic wood texture ----
|
nuclear@6
|
457 img_wood.create(256, 256);
|
nuclear@6
|
458 pptr = img_wood.pixels;
|
nuclear@6
|
459 for(int i=0; i<img_wood.height; i++) {
|
nuclear@6
|
460 float v = (float)i / (float)img_wood.height;
|
nuclear@6
|
461 for(int j=0; j<img_wood.width; j++) {
|
nuclear@6
|
462 float u = (float)j / (float)img_wood.width;
|
nuclear@6
|
463
|
nuclear@6
|
464 float wood_val = wood_tile(u, v);
|
nuclear@6
|
465 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
|
nuclear@6
|
466
|
nuclear@6
|
467 int r = (int)(wood_color.x * 255.0);
|
nuclear@6
|
468 int g = (int)(wood_color.y * 255.0);
|
nuclear@6
|
469 int b = (int)(wood_color.z * 255.0);
|
nuclear@6
|
470
|
nuclear@6
|
471 pptr[0] = r > 255 ? 255 : r;
|
nuclear@6
|
472 pptr[1] = g > 255 ? 255 : g;
|
nuclear@6
|
473 pptr[2] = b > 255 ? 255 : b;
|
nuclear@6
|
474 pptr += 3;
|
nuclear@6
|
475 }
|
nuclear@6
|
476 }
|
nuclear@6
|
477 img_wood.texture();
|
nuclear@7
|
478
|
nuclear@7
|
479 // ---- metal hinge diffuse texture ----
|
nuclear@7
|
480 Vector3 rusty_col1 = Vector3(0.43, 0.46, 0.52);
|
nuclear@7
|
481 Vector3 rusty_col2 = Vector3(0.52, 0.47, 0.43);
|
nuclear@7
|
482
|
nuclear@7
|
483 img_hinge.create(128, 128);
|
nuclear@7
|
484 pptr = img_hinge.pixels;
|
nuclear@7
|
485 for(int i=0; i<img_hinge.height; i++) {
|
nuclear@7
|
486 float v = (float)i / (float)img_hinge.height;
|
nuclear@7
|
487 for(int j=0; j<img_hinge.width; j++) {
|
nuclear@7
|
488 float u = (float)j / (float)img_hinge.width;
|
nuclear@7
|
489
|
nuclear@7
|
490 // rust pattern
|
nuclear@7
|
491 float w1 = fbm2(u * 4.0, v * 4.0, 3) * 0.5 + 0.5;
|
nuclear@9
|
492 //float w2 = fbm2(u * 8.0, v * 8.0, 1) * 0.5 + 0.5;
|
nuclear@7
|
493 Vector3 col = lerp(rusty_col1, rusty_col2 * 0.5, w1);
|
nuclear@7
|
494
|
nuclear@7
|
495 // center hinge split
|
nuclear@7
|
496 if(fabs(v - 0.5) < 0.01) {
|
nuclear@7
|
497 col *= 0.5;
|
nuclear@7
|
498 }
|
nuclear@7
|
499
|
nuclear@7
|
500 int r = (int)(col.x * 255.0);
|
nuclear@7
|
501 int g = (int)(col.y * 255.0);
|
nuclear@7
|
502 int b = (int)(col.z * 255.0);
|
nuclear@7
|
503
|
nuclear@7
|
504 pptr[0] = r > 255 ? 255 : (r < 0 ? 0 : r);
|
nuclear@7
|
505 pptr[1] = g > 255 ? 255 : (g < 0 ? 0 : g);
|
nuclear@7
|
506 pptr[2] = b > 255 ? 255 : (b < 0 ? 0 : b);
|
nuclear@7
|
507
|
nuclear@7
|
508 pptr += 3;
|
nuclear@7
|
509 }
|
nuclear@7
|
510 }
|
nuclear@7
|
511 img_hinge.texture();
|
nuclear@7
|
512
|
nuclear@4
|
513 return true;
|
nuclear@4
|
514 }
|