tavli

annotate src/board.cc @ 6:a0d30f6f20d4

- texture coordinate generation in class Mesh - wood texture
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 26 Jun 2015 04:22:06 +0300
parents e48b40a3c82a
children f1ecc2439802
rev   line source
nuclear@0 1 #include "opengl.h"
nuclear@0 2 #include "board.h"
nuclear@1 3 #include "meshgen.h"
nuclear@6 4 #include "pnoise.h"
nuclear@0 5
nuclear@0 6 Board::Board()
nuclear@0 7 {
nuclear@2 8 puck_obj = 0;
nuclear@0 9 clear();
nuclear@0 10 }
nuclear@0 11
nuclear@0 12 Board::~Board()
nuclear@0 13 {
nuclear@0 14 destroy();
nuclear@0 15 }
nuclear@0 16
nuclear@0 17 bool Board::init()
nuclear@0 18 {
nuclear@4 19 if(!generate_textures()) {
nuclear@4 20 return false;
nuclear@4 21 }
nuclear@1 22 if(!generate()) {
nuclear@0 23 return false;
nuclear@0 24 }
nuclear@1 25
nuclear@0 26 return true;
nuclear@0 27 }
nuclear@0 28
nuclear@0 29 void Board::destroy()
nuclear@0 30 {
nuclear@2 31 for(size_t i=0; i<obj.size(); i++) {
nuclear@2 32 delete obj[i];
nuclear@1 33 }
nuclear@2 34 obj.clear();
nuclear@1 35
nuclear@2 36 delete puck_obj;
nuclear@2 37 puck_obj = 0;
nuclear@0 38 }
nuclear@0 39
nuclear@0 40 void Board::clear()
nuclear@0 41 {
nuclear@0 42 memset(slots, 0, sizeof slots);
nuclear@0 43 }
nuclear@0 44
nuclear@0 45 void Board::draw() const
nuclear@0 46 {
nuclear@2 47 for(size_t i=0; i<obj.size(); i++) {
nuclear@2 48 obj[i]->draw();
nuclear@1 49 }
nuclear@0 50 }
nuclear@0 51
nuclear@1 52 #define HSIZE 1.0
nuclear@1 53 #define VSIZE (2.0 * HSIZE)
nuclear@1 54 #define BOT_THICKNESS (HSIZE * 0.01)
nuclear@1 55 #define WALL_THICKNESS (HSIZE * 0.05)
nuclear@1 56 #define WALL_HEIGHT (HSIZE * 0.1)
nuclear@1 57 #define GAP (HSIZE * 0.025)
nuclear@1 58 #define HINGE_RAD (GAP * 0.5)
nuclear@1 59 #define HINGE_HEIGHT (VSIZE * 0.075)
nuclear@1 60
nuclear@1 61 bool Board::generate()
nuclear@0 62 {
nuclear@4 63 Mesh tmp;
nuclear@1 64 Matrix4x4 xform;
nuclear@1 65
nuclear@2 66 obj.clear();
nuclear@2 67
nuclear@4 68 for(int i=0; i<2; i++) {
nuclear@4 69 int sign = i * 2 - 1;
nuclear@1 70
nuclear@4 71 // generate bottom
nuclear@4 72 Mesh *bottom = new Mesh;
nuclear@4 73 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
nuclear@4 74 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
nuclear@4 75 bottom->apply_xform(xform);
nuclear@2 76
nuclear@4 77 Object *obottom = new Object;
nuclear@4 78 obottom->set_mesh(bottom);
nuclear@4 79 obottom->xform().set_translation(Vector3(sign * (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25), 0, 0));
nuclear@4 80 obottom->set_texture(img_field.texture());
nuclear@4 81 obj.push_back(obottom);
nuclear@2 82
nuclear@1 83
nuclear@4 84 // generate the 4 sides
nuclear@4 85 Mesh *sides = new Mesh;
nuclear@4 86 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
nuclear@4 87 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
nuclear@4 88 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
nuclear@4 89 sides->apply_xform(xform);
nuclear@1 90
nuclear@4 91 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
nuclear@4 92 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
nuclear@4 93 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
nuclear@4 94 tmp.apply_xform(xform);
nuclear@4 95 sides->append(tmp);
nuclear@4 96 tmp.clear();
nuclear@1 97
nuclear@4 98 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
nuclear@4 99 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
nuclear@4 100 (VSIZE + WALL_THICKNESS) / 2.0));
nuclear@4 101 tmp.apply_xform(xform);
nuclear@4 102 sides->append(tmp);
nuclear@4 103 tmp.clear();
nuclear@1 104
nuclear@4 105 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
nuclear@4 106 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
nuclear@4 107 -(VSIZE + WALL_THICKNESS) / 2.0));
nuclear@4 108 tmp.apply_xform(xform);
nuclear@4 109 sides->append(tmp);
nuclear@4 110 tmp.clear();
nuclear@4 111
nuclear@6 112 // generate texture coordinates
nuclear@6 113 sides->texcoord_gen_box();
nuclear@6 114
nuclear@4 115 Object *osides = new Object;
nuclear@4 116 osides->set_mesh(sides);
nuclear@4 117 osides->xform() = obottom->xform();
nuclear@6 118 osides->set_texture(img_wood.texture());
nuclear@6 119 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
nuclear@6 120 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
nuclear@4 121 obj.push_back(osides);
nuclear@4 122
nuclear@4 123 }
nuclear@2 124
nuclear@2 125
nuclear@1 126 // generate the hinges
nuclear@1 127 Mesh *hinges = new Mesh;
nuclear@1 128 gen_cylinder(hinges, HINGE_RAD, HINGE_HEIGHT, 10, 1, 1);
nuclear@4 129 xform.reset_identity();
nuclear@4 130 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, VSIZE / 4.0));
nuclear@4 131 xform.rotate(Vector3(M_PI / 2.0, 0, 0));
nuclear@1 132 hinges->apply_xform(xform);
nuclear@1 133
nuclear@1 134 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 10, 1, 1);
nuclear@4 135 xform.reset_identity();
nuclear@4 136 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, -VSIZE / 4.0));
nuclear@4 137 xform.rotate(Vector3(M_PI / 2.0, 0, 0));
nuclear@1 138 tmp.apply_xform(xform);
nuclear@1 139
nuclear@1 140 hinges->append(tmp);
nuclear@1 141
nuclear@2 142 Object *ohinges = new Object;
nuclear@2 143 ohinges->set_mesh(hinges);
nuclear@2 144 obj.push_back(ohinges);
nuclear@1 145
nuclear@6 146 // debug object
nuclear@6 147 /*Mesh *dbgmesh = new Mesh;
nuclear@6 148 gen_box(dbgmesh, 0.5, 0.5, 0.5);
nuclear@6 149 xform.set_translation(Vector3(0, 0.4, 0));
nuclear@6 150 xform.set_scaling(Vector3(4, 1, 4));
nuclear@6 151 dbgmesh->apply_xform(xform);
nuclear@6 152 Object *dbgobj = new Object;
nuclear@6 153 dbgobj->set_mesh(dbgmesh);
nuclear@6 154 dbgobj->set_texture(img_wood.texture());
nuclear@6 155 dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
nuclear@6 156 obj.push_back(dbgobj);*/
nuclear@2 157
nuclear@1 158 return true;
nuclear@0 159 }
nuclear@4 160
nuclear@5 161 static float wood(float x, float y)
nuclear@5 162 {
nuclear@5 163 float u = x;
nuclear@5 164 float v = y;
nuclear@5 165 x += 1.0;
nuclear@5 166 x *= 10.0;
nuclear@5 167 y *= 20.0;
nuclear@5 168
nuclear@5 169 float len = sqrt(x * x + y * y) + turbulence2(u * 6.0, v * 12.0, 2) * 1.2 +
nuclear@5 170 turbulence2(u * 0.5, v, 2) * 15.0;
nuclear@5 171 float val = fmod(len, 1.0);
nuclear@5 172
nuclear@5 173 //val = val * 0.5 + 0.5;
nuclear@5 174 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
nuclear@5 175 }
nuclear@5 176
nuclear@6 177 static float wood_tile(float x, float y)
nuclear@6 178 {
nuclear@6 179 float u = x;
nuclear@6 180 float v = y;
nuclear@6 181 x *= 10.0;
nuclear@6 182 y *= 10.0;
nuclear@6 183
nuclear@6 184 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
nuclear@6 185 pturbulence2(u * 4, v * 2, 4, 2, 2) * 1.5 + pturbulence2(u * 8, v * 8, 8, 8, 2) * 0.5;
nuclear@6 186
nuclear@6 187 val = fmod(val, 1.0);
nuclear@6 188 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
nuclear@6 189 }
nuclear@6 190
nuclear@4 191 static bool spike(float x, float y)
nuclear@4 192 {
nuclear@4 193 x = fmod(x * 5.0, 1.0);
nuclear@4 194 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
nuclear@4 195 }
nuclear@4 196
nuclear@4 197 static bool circle(float x, float y, float rad)
nuclear@4 198 {
nuclear@4 199 x = fmod(x * 5.0, 1.0) - 0.5;
nuclear@4 200 y = (y - 0.65) * 5.0;
nuclear@4 201 float len = sqrt(x * x + y * y);
nuclear@4 202 return len < rad;
nuclear@4 203 }
nuclear@4 204
nuclear@4 205 static bool diamond(float x, float y)
nuclear@4 206 {
nuclear@4 207 return y >= (1.0 - (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x)) * 0.3333333 + 0.88;
nuclear@4 208 }
nuclear@4 209
nuclear@4 210 static bool center_circle(float x, float y, float rad)
nuclear@4 211 {
nuclear@4 212 x = x - 0.5;
nuclear@4 213 y = 1.0 - y;
nuclear@4 214 return sqrt(x * x + y * y) < rad;
nuclear@4 215 }
nuclear@4 216
nuclear@4 217 bool Board::generate_textures()
nuclear@4 218 {
nuclear@6 219 // ---- board field texture ----
nuclear@5 220 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
nuclear@6 221 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
nuclear@6 222 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
nuclear@5 223
nuclear@6 224 img_field.create(512, 1024);
nuclear@6 225 unsigned char *pptr = img_field.pixels;
nuclear@6 226 for(int i=0; i<img_field.height; i++) {
nuclear@6 227 float v = (float)i / (float)img_field.height;
nuclear@4 228
nuclear@6 229 for(int j=0; j<img_field.width; j++) {
nuclear@6 230 float u = (float)j / (float)img_field.width;
nuclear@4 231
nuclear@4 232 int r = 0, g = 0, b = 0;
nuclear@4 233
nuclear@5 234 float wood_val = wood(u, v);
nuclear@5 235
nuclear@5 236 // pattern mask
nuclear@4 237 float x = u;
nuclear@4 238 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
nuclear@4 239 bool inside = false;
nuclear@4 240
nuclear@4 241 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
nuclear@4 242 (spike(x, y + 0.5) && !spike(x, y + 0.68));
nuclear@4 243 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
nuclear@4 244 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
nuclear@4 245 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
nuclear@4 246 inside |= center_circle(x, y, 0.03);
nuclear@4 247
nuclear@5 248 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
nuclear@4 249 if(inside) {
nuclear@5 250 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
nuclear@4 251 }
nuclear@4 252
nuclear@5 253 r = (int)(wood_color.x * 255.0);
nuclear@5 254 g = (int)(wood_color.y * 255.0);
nuclear@5 255 b = (int)(wood_color.z * 255.0);
nuclear@5 256
nuclear@5 257 pptr[0] = r > 255 ? 255 : r;
nuclear@5 258 pptr[1] = g > 255 ? 255 : g;
nuclear@5 259 pptr[2] = b > 255 ? 255 : b;
nuclear@4 260 pptr += 3;
nuclear@4 261 }
nuclear@4 262 }
nuclear@6 263 img_field.texture();
nuclear@4 264
nuclear@6 265 // ---- generic wood texture ----
nuclear@6 266 img_wood.create(256, 256);
nuclear@6 267 pptr = img_wood.pixels;
nuclear@6 268 for(int i=0; i<img_wood.height; i++) {
nuclear@6 269 float v = (float)i / (float)img_wood.height;
nuclear@6 270 for(int j=0; j<img_wood.width; j++) {
nuclear@6 271 float u = (float)j / (float)img_wood.width;
nuclear@6 272
nuclear@6 273 float wood_val = wood_tile(u, v);
nuclear@6 274 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
nuclear@6 275
nuclear@6 276 int r = (int)(wood_color.x * 255.0);
nuclear@6 277 int g = (int)(wood_color.y * 255.0);
nuclear@6 278 int b = (int)(wood_color.z * 255.0);
nuclear@6 279
nuclear@6 280 pptr[0] = r > 255 ? 255 : r;
nuclear@6 281 pptr[1] = g > 255 ? 255 : g;
nuclear@6 282 pptr[2] = b > 255 ? 255 : b;
nuclear@6 283 pptr += 3;
nuclear@6 284 }
nuclear@6 285 }
nuclear@6 286 img_wood.texture();
nuclear@4 287 return true;
nuclear@4 288 }