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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@1
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4 #include "meshgen.h"
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nuclear@6
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5 #include "pnoise.h"
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6
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nuclear@0
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7 Board::Board()
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nuclear@0
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8 {
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nuclear@2
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9 puck_obj = 0;
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10 clear();
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nuclear@0
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11 }
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12
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nuclear@0
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13 Board::~Board()
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14 {
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15 destroy();
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16 }
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17
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nuclear@0
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18 bool Board::init()
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19 {
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nuclear@4
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20 if(!generate_textures()) {
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21 return false;
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22 }
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nuclear@1
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23 if(!generate()) {
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24 return false;
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25 }
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nuclear@1
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26
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nuclear@0
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27 return true;
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nuclear@0
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28 }
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nuclear@0
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29
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nuclear@0
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30 void Board::destroy()
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nuclear@0
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31 {
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nuclear@2
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32 for(size_t i=0; i<obj.size(); i++) {
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33 delete obj[i];
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nuclear@1
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34 }
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nuclear@2
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35 obj.clear();
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36
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nuclear@2
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37 delete puck_obj;
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nuclear@2
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38 puck_obj = 0;
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nuclear@0
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39 }
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nuclear@0
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40
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nuclear@0
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41 void Board::clear()
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nuclear@0
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42 {
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nuclear@0
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43 memset(slots, 0, sizeof slots);
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nuclear@0
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44 }
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nuclear@0
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45
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nuclear@0
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46 void Board::draw() const
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nuclear@0
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47 {
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nuclear@2
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48 for(size_t i=0; i<obj.size(); i++) {
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49 obj[i]->draw();
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nuclear@1
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50 }
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nuclear@0
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51 }
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nuclear@0
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52
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nuclear@1
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53 #define HSIZE 1.0
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nuclear@1
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54 #define VSIZE (2.0 * HSIZE)
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nuclear@1
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55 #define BOT_THICKNESS (HSIZE * 0.01)
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nuclear@1
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56 #define WALL_THICKNESS (HSIZE * 0.05)
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57 #define WALL_HEIGHT (HSIZE * 0.1)
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nuclear@1
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58 #define GAP (HSIZE * 0.025)
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nuclear@1
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59 #define HINGE_RAD (GAP * 0.5)
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nuclear@1
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60 #define HINGE_HEIGHT (VSIZE * 0.075)
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nuclear@11
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61 #define PIECE_RAD (0.45 * HSIZE / 5.0)
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62
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nuclear@11
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63 static const float piece_cp[][3][2] = {
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nuclear@11
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64 {{0, 0.25}, {1, 0.25}, {2, 0.5}},
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65 {{2, 0.5}, {2.5, 0.5}, {3, 0.5}},
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nuclear@11
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66 {{3, 0.5}, {4, 0.5}, {4, 0}},
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nuclear@11
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67 {{4, 0}, {4, -0.5}, {3, -0.5}},
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nuclear@11
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68 {{3, -0.5}, {2.5, -0.5}, {0, -0.5}},
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nuclear@11
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69 //{{2, -0.5}, {1, -0.25}, {0, -0.25}}
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70 };
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nuclear@11
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71 static const int piece_ncurves = sizeof piece_cp / sizeof *piece_cp;
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72
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73 static Vector2 piece_revol(float u, float v, void *cls)
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nuclear@11
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74 {
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nuclear@11
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75 if(v >= 1.0) v = 1.0 - 1e-6;
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nuclear@11
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76 int idx = std::min((int)(v * piece_ncurves), piece_ncurves - 1);
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77 float t = fmod(v * (float)piece_ncurves, 1.0);
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78
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79 Vector2 res;
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nuclear@11
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80 for(int i=0; i<2; i++) {
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nuclear@11
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81 float mid = piece_cp[idx][1][i];
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nuclear@11
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82 res[i] = bezier(piece_cp[idx][0][i], mid, mid, piece_cp[idx][2][i], t);
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nuclear@11
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83 }
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nuclear@11
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84 return res * 0.25 * PIECE_RAD;
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nuclear@11
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85 }
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nuclear@1
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86
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nuclear@1
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87 bool Board::generate()
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nuclear@0
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88 {
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nuclear@4
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89 Mesh tmp;
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nuclear@1
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90 Matrix4x4 xform;
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91
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nuclear@2
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92 obj.clear();
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nuclear@2
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93
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nuclear@4
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94 for(int i=0; i<2; i++) {
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nuclear@4
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95 int sign = i * 2 - 1;
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nuclear@1
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96
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nuclear@4
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97 // generate bottom
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98 Mesh *bottom = new Mesh;
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99 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
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100 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
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101 bottom->apply_xform(xform);
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102
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103 Object *obottom = new Object;
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104 obottom->set_mesh(bottom);
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105 obottom->xform().set_translation(Vector3(sign * (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25), 0, 0));
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106 obottom->set_texture(img_field.texture());
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107 obj.push_back(obottom);
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108
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109
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nuclear@4
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110 // generate the 4 sides
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111 Mesh *sides = new Mesh;
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112 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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113 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
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114 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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115 sides->apply_xform(xform);
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116
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117 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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118 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
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119 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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120 tmp.apply_xform(xform);
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121 sides->append(tmp);
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122 tmp.clear();
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123
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124 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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125 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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nuclear@4
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126 (VSIZE + WALL_THICKNESS) / 2.0));
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127 tmp.apply_xform(xform);
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128 sides->append(tmp);
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129 tmp.clear();
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130
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nuclear@4
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131 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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132 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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133 -(VSIZE + WALL_THICKNESS) / 2.0));
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134 tmp.apply_xform(xform);
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nuclear@4
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135 sides->append(tmp);
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136 tmp.clear();
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137
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nuclear@6
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138 // generate texture coordinates
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139 sides->texcoord_gen_box();
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nuclear@6
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140
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nuclear@4
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141 Object *osides = new Object;
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142 osides->set_mesh(sides);
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nuclear@4
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143 osides->xform() = obottom->xform();
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nuclear@6
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144 osides->set_texture(img_wood.texture());
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nuclear@6
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145 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
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nuclear@6
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146 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
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nuclear@4
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147 obj.push_back(osides);
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nuclear@4
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148
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nuclear@4
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149 }
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nuclear@2
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150
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nuclear@2
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151
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nuclear@1
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152 // generate the hinges
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nuclear@1
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153 Mesh *hinges = new Mesh;
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nuclear@7
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154 for(int i=0; i<2; i++) {
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nuclear@7
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155 float sign = i * 2 - 1;
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nuclear@1
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156
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nuclear@7
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157 // barrel
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nuclear@11
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158 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 8, 1, 1);
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nuclear@7
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159 xform.reset_identity();
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nuclear@7
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160 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, sign * VSIZE / 4.0));
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nuclear@7
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161 xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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nuclear@7
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162 tmp.apply_xform(xform);
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nuclear@7
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163 hinges->append(tmp);
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nuclear@1
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164
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nuclear@7
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165 // flange
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nuclear@7
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166 gen_plane(&tmp, HINGE_HEIGHT * 0.6, HINGE_HEIGHT * 0.8);
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nuclear@7
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167 tmp.apply_xform(xform);
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nuclear@7
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168
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nuclear@7
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169 Matrix4x4 tex_xform;
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nuclear@7
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170 tex_xform.set_rotation(Vector3(0, 0, M_PI / 2.0));
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nuclear@7
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171 tmp.texcoord_apply_xform(tex_xform);
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nuclear@7
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172 hinges->append(tmp);
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nuclear@7
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173
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nuclear@7
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174 // studs
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nuclear@7
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175 for(int j=0; j<4; j++) {
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nuclear@7
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176 Vector3 pos;
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nuclear@7
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177
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nuclear@7
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178 pos.x = (float)((j & 1) * 2 - 1) * HINGE_HEIGHT * 0.2;
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nuclear@7
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179 pos.y = (float)((j & 2) - 1) * HINGE_HEIGHT * 0.3;
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nuclear@7
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180
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nuclear@7
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181 Matrix4x4 stud_xform = xform;
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nuclear@7
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182 stud_xform.translate(pos);
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nuclear@7
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183
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nuclear@7
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184 Matrix4x4 squash;
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nuclear@7
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185 squash.set_scaling(Vector3(1, 1, 0.5));
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nuclear@7
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186
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nuclear@7
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187 gen_sphere(&tmp, HINGE_RAD * 0.5, 8, 4);
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nuclear@7
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188 tmp.apply_xform(stud_xform * squash);
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nuclear@7
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189 hinges->append(tmp);
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nuclear@7
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190 }
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nuclear@7
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191 }
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nuclear@1
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192
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nuclear@2
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193 Object *ohinges = new Object;
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nuclear@2
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194 ohinges->set_mesh(hinges);
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nuclear@7
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195 ohinges->set_texture(img_hinge.texture());
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196 obj.push_back(ohinges);
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197
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nuclear@6
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198 // debug object
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nuclear@7
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199 /*
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nuclear@7
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200 Mesh *dbgmesh = new Mesh;
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nuclear@6
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201 gen_box(dbgmesh, 0.5, 0.5, 0.5);
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nuclear@6
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202 xform.set_translation(Vector3(0, 0.4, 0));
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203 xform.set_scaling(Vector3(1, 1, 1));
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204 dbgmesh->apply_xform(xform);
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nuclear@6
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205 Object *dbgobj = new Object;
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nuclear@6
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206 dbgobj->set_mesh(dbgmesh);
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nuclear@7
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207 dbgobj->set_texture(img_hinge.texture());
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nuclear@7
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208 //dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
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nuclear@7
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209 obj.push_back(dbgobj);
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nuclear@7
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210 */
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nuclear@2
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211
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nuclear@11
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212 Mesh *piece = new Mesh;
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213 gen_revol(piece, 18, 15, piece_revol, 0);
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214
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215 Object *opiece = new Object;
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216 opiece->set_mesh(piece);
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nuclear@11
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217 opiece->xform().set_translation(Vector3(0, 0.2, 0));
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nuclear@11
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218 obj.push_back(opiece);
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nuclear@11
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219
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nuclear@11
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220
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nuclear@8
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221 // meshgen stats
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nuclear@8
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222 printf("Generated board:\n %u meshes\n", (unsigned int)obj.size());
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nuclear@8
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223 unsigned int polycount = 0;
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nuclear@8
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224 for(size_t i=0; i<obj.size(); i++) {
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nuclear@8
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225 const Mesh *m = obj[i]->get_mesh();
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nuclear@8
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226 polycount += m->get_poly_count();
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nuclear@8
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227 }
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nuclear@8
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228 printf(" %u polygons\n", polycount);
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nuclear@8
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229
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nuclear@1
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230 return true;
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nuclear@0
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231 }
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nuclear@4
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232
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nuclear@5
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233 static float wood(float x, float y)
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nuclear@5
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234 {
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nuclear@5
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235 float u = x;
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nuclear@5
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236 float v = y;
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nuclear@5
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237 x += 1.0;
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nuclear@5
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238 x *= 10.0;
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nuclear@5
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239 y *= 20.0;
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nuclear@5
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240
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nuclear@5
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241 float len = sqrt(x * x + y * y) + turbulence2(u * 6.0, v * 12.0, 2) * 1.2 +
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nuclear@5
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242 turbulence2(u * 0.5, v, 2) * 15.0;
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nuclear@5
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243 float val = fmod(len, 1.0);
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nuclear@5
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244
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nuclear@5
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245 //val = val * 0.5 + 0.5;
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nuclear@5
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246 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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nuclear@5
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247 }
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nuclear@5
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248
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nuclear@6
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249 static float wood_tile(float x, float y)
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nuclear@6
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250 {
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nuclear@6
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251 float u = x;
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nuclear@6
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252 float v = y;
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nuclear@6
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253 x *= 10.0;
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nuclear@6
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254 y *= 10.0;
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nuclear@6
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255
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nuclear@6
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256 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
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nuclear@6
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257 pturbulence2(u * 4, v * 2, 4, 2, 2) * 1.5 + pturbulence2(u * 8, v * 8, 8, 8, 2) * 0.5;
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nuclear@6
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258
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nuclear@6
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259 val = fmod(val, 1.0);
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nuclear@6
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260 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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nuclear@6
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261 }
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nuclear@6
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262
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nuclear@4
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263 static bool spike(float x, float y)
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nuclear@4
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264 {
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nuclear@4
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265 x = fmod(x * 5.0, 1.0);
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nuclear@4
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266 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
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nuclear@4
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267 }
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nuclear@4
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268
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nuclear@4
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269 static bool circle(float x, float y, float rad)
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nuclear@4
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270 {
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nuclear@4
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271 x = fmod(x * 5.0, 1.0) - 0.5;
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nuclear@4
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272 y = (y - 0.65) * 5.0;
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nuclear@4
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273 float len = sqrt(x * x + y * y);
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nuclear@4
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274 return len < rad;
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nuclear@4
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275 }
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nuclear@4
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276
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nuclear@4
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277 static bool diamond(float x, float y)
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nuclear@4
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278 {
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nuclear@4
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279 return y >= (1.0 - (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x)) * 0.3333333 + 0.88;
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nuclear@4
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280 }
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nuclear@4
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281
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nuclear@4
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282 static bool center_circle(float x, float y, float rad)
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nuclear@4
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283 {
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nuclear@4
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284 x = x - 0.5;
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nuclear@4
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285 y = 1.0 - y;
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nuclear@4
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286 return sqrt(x * x + y * y) < rad;
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nuclear@4
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287 }
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nuclear@4
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288
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nuclear@4
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289 bool Board::generate_textures()
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nuclear@4
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290 {
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nuclear@6
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291 // ---- board field texture ----
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nuclear@5
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292 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
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nuclear@6
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293 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
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nuclear@6
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294 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
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nuclear@5
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295
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nuclear@8
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296 img_field.create(1024, 1024);
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nuclear@6
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297 unsigned char *pptr = img_field.pixels;
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nuclear@6
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298 for(int i=0; i<img_field.height; i++) {
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nuclear@6
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299 float v = (float)i / (float)img_field.height;
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nuclear@4
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300
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nuclear@6
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301 for(int j=0; j<img_field.width; j++) {
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nuclear@6
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302 float u = (float)j / (float)img_field.width;
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nuclear@4
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303
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nuclear@4
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304 int r = 0, g = 0, b = 0;
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nuclear@4
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305
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nuclear@5
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306 float wood_val = wood(u, v);
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nuclear@5
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307
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nuclear@5
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308 // pattern mask
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nuclear@4
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309 float x = u;
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nuclear@4
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310 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
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nuclear@4
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311 bool inside = false;
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nuclear@4
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312
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nuclear@4
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313 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
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nuclear@4
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314 (spike(x, y + 0.5) && !spike(x, y + 0.68));
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nuclear@4
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315 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
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nuclear@4
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316 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
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nuclear@4
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317 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
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nuclear@4
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318 inside |= center_circle(x, y, 0.03);
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nuclear@4
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319
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nuclear@5
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320 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
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nuclear@4
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321 if(inside) {
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nuclear@5
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322 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
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nuclear@4
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323 }
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nuclear@4
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324
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nuclear@5
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325 r = (int)(wood_color.x * 255.0);
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nuclear@5
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326 g = (int)(wood_color.y * 255.0);
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nuclear@5
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327 b = (int)(wood_color.z * 255.0);
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nuclear@5
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328
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nuclear@5
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329 pptr[0] = r > 255 ? 255 : r;
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nuclear@5
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330 pptr[1] = g > 255 ? 255 : g;
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nuclear@5
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331 pptr[2] = b > 255 ? 255 : b;
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nuclear@4
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332 pptr += 3;
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nuclear@4
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333 }
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nuclear@4
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334 }
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nuclear@6
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335 img_field.texture();
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nuclear@4
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336
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nuclear@6
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337 // ---- generic wood texture ----
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nuclear@6
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338 img_wood.create(256, 256);
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nuclear@6
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339 pptr = img_wood.pixels;
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nuclear@6
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340 for(int i=0; i<img_wood.height; i++) {
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nuclear@6
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341 float v = (float)i / (float)img_wood.height;
|
nuclear@6
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342 for(int j=0; j<img_wood.width; j++) {
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nuclear@6
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343 float u = (float)j / (float)img_wood.width;
|
nuclear@6
|
344
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nuclear@6
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345 float wood_val = wood_tile(u, v);
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nuclear@6
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346 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
|
nuclear@6
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347
|
nuclear@6
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348 int r = (int)(wood_color.x * 255.0);
|
nuclear@6
|
349 int g = (int)(wood_color.y * 255.0);
|
nuclear@6
|
350 int b = (int)(wood_color.z * 255.0);
|
nuclear@6
|
351
|
nuclear@6
|
352 pptr[0] = r > 255 ? 255 : r;
|
nuclear@6
|
353 pptr[1] = g > 255 ? 255 : g;
|
nuclear@6
|
354 pptr[2] = b > 255 ? 255 : b;
|
nuclear@6
|
355 pptr += 3;
|
nuclear@6
|
356 }
|
nuclear@6
|
357 }
|
nuclear@6
|
358 img_wood.texture();
|
nuclear@7
|
359
|
nuclear@7
|
360 // ---- metal hinge diffuse texture ----
|
nuclear@7
|
361 Vector3 rusty_col1 = Vector3(0.43, 0.46, 0.52);
|
nuclear@7
|
362 Vector3 rusty_col2 = Vector3(0.52, 0.47, 0.43);
|
nuclear@7
|
363
|
nuclear@7
|
364 img_hinge.create(128, 128);
|
nuclear@7
|
365 pptr = img_hinge.pixels;
|
nuclear@7
|
366 for(int i=0; i<img_hinge.height; i++) {
|
nuclear@7
|
367 float v = (float)i / (float)img_hinge.height;
|
nuclear@7
|
368 for(int j=0; j<img_hinge.width; j++) {
|
nuclear@7
|
369 float u = (float)j / (float)img_hinge.width;
|
nuclear@7
|
370
|
nuclear@7
|
371 // rust pattern
|
nuclear@7
|
372 float w1 = fbm2(u * 4.0, v * 4.0, 3) * 0.5 + 0.5;
|
nuclear@9
|
373 //float w2 = fbm2(u * 8.0, v * 8.0, 1) * 0.5 + 0.5;
|
nuclear@7
|
374 Vector3 col = lerp(rusty_col1, rusty_col2 * 0.5, w1);
|
nuclear@7
|
375
|
nuclear@7
|
376 // center hinge split
|
nuclear@7
|
377 if(fabs(v - 0.5) < 0.01) {
|
nuclear@7
|
378 col *= 0.5;
|
nuclear@7
|
379 }
|
nuclear@7
|
380
|
nuclear@7
|
381 int r = (int)(col.x * 255.0);
|
nuclear@7
|
382 int g = (int)(col.y * 255.0);
|
nuclear@7
|
383 int b = (int)(col.z * 255.0);
|
nuclear@7
|
384
|
nuclear@7
|
385 pptr[0] = r > 255 ? 255 : (r < 0 ? 0 : r);
|
nuclear@7
|
386 pptr[1] = g > 255 ? 255 : (g < 0 ? 0 : g);
|
nuclear@7
|
387 pptr[2] = b > 255 ? 255 : (b < 0 ? 0 : b);
|
nuclear@7
|
388
|
nuclear@7
|
389 pptr += 3;
|
nuclear@7
|
390 }
|
nuclear@7
|
391 }
|
nuclear@7
|
392 img_hinge.texture();
|
nuclear@7
|
393
|
nuclear@4
|
394 return true;
|
nuclear@4
|
395 }
|