tavli

annotate src/board.cc @ 11:a8e26f163f99

poulia
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 27 Jun 2015 08:01:51 +0300
parents 8a167149985d
children ae1c60726c41
rev   line source
nuclear@11 1 #include <float.h>
nuclear@0 2 #include "opengl.h"
nuclear@0 3 #include "board.h"
nuclear@1 4 #include "meshgen.h"
nuclear@6 5 #include "pnoise.h"
nuclear@0 6
nuclear@0 7 Board::Board()
nuclear@0 8 {
nuclear@2 9 puck_obj = 0;
nuclear@0 10 clear();
nuclear@0 11 }
nuclear@0 12
nuclear@0 13 Board::~Board()
nuclear@0 14 {
nuclear@0 15 destroy();
nuclear@0 16 }
nuclear@0 17
nuclear@0 18 bool Board::init()
nuclear@0 19 {
nuclear@4 20 if(!generate_textures()) {
nuclear@4 21 return false;
nuclear@4 22 }
nuclear@1 23 if(!generate()) {
nuclear@0 24 return false;
nuclear@0 25 }
nuclear@1 26
nuclear@0 27 return true;
nuclear@0 28 }
nuclear@0 29
nuclear@0 30 void Board::destroy()
nuclear@0 31 {
nuclear@2 32 for(size_t i=0; i<obj.size(); i++) {
nuclear@2 33 delete obj[i];
nuclear@1 34 }
nuclear@2 35 obj.clear();
nuclear@1 36
nuclear@2 37 delete puck_obj;
nuclear@2 38 puck_obj = 0;
nuclear@0 39 }
nuclear@0 40
nuclear@0 41 void Board::clear()
nuclear@0 42 {
nuclear@0 43 memset(slots, 0, sizeof slots);
nuclear@0 44 }
nuclear@0 45
nuclear@0 46 void Board::draw() const
nuclear@0 47 {
nuclear@2 48 for(size_t i=0; i<obj.size(); i++) {
nuclear@2 49 obj[i]->draw();
nuclear@1 50 }
nuclear@0 51 }
nuclear@0 52
nuclear@1 53 #define HSIZE 1.0
nuclear@1 54 #define VSIZE (2.0 * HSIZE)
nuclear@1 55 #define BOT_THICKNESS (HSIZE * 0.01)
nuclear@1 56 #define WALL_THICKNESS (HSIZE * 0.05)
nuclear@1 57 #define WALL_HEIGHT (HSIZE * 0.1)
nuclear@1 58 #define GAP (HSIZE * 0.025)
nuclear@1 59 #define HINGE_RAD (GAP * 0.5)
nuclear@1 60 #define HINGE_HEIGHT (VSIZE * 0.075)
nuclear@11 61 #define PIECE_RAD (0.45 * HSIZE / 5.0)
nuclear@11 62
nuclear@11 63 static const float piece_cp[][3][2] = {
nuclear@11 64 {{0, 0.25}, {1, 0.25}, {2, 0.5}},
nuclear@11 65 {{2, 0.5}, {2.5, 0.5}, {3, 0.5}},
nuclear@11 66 {{3, 0.5}, {4, 0.5}, {4, 0}},
nuclear@11 67 {{4, 0}, {4, -0.5}, {3, -0.5}},
nuclear@11 68 {{3, -0.5}, {2.5, -0.5}, {0, -0.5}},
nuclear@11 69 //{{2, -0.5}, {1, -0.25}, {0, -0.25}}
nuclear@11 70 };
nuclear@11 71 static const int piece_ncurves = sizeof piece_cp / sizeof *piece_cp;
nuclear@11 72
nuclear@11 73 static Vector2 piece_revol(float u, float v, void *cls)
nuclear@11 74 {
nuclear@11 75 if(v >= 1.0) v = 1.0 - 1e-6;
nuclear@11 76 int idx = std::min((int)(v * piece_ncurves), piece_ncurves - 1);
nuclear@11 77 float t = fmod(v * (float)piece_ncurves, 1.0);
nuclear@11 78
nuclear@11 79 Vector2 res;
nuclear@11 80 for(int i=0; i<2; i++) {
nuclear@11 81 float mid = piece_cp[idx][1][i];
nuclear@11 82 res[i] = bezier(piece_cp[idx][0][i], mid, mid, piece_cp[idx][2][i], t);
nuclear@11 83 }
nuclear@11 84 return res * 0.25 * PIECE_RAD;
nuclear@11 85 }
nuclear@1 86
nuclear@1 87 bool Board::generate()
nuclear@0 88 {
nuclear@4 89 Mesh tmp;
nuclear@1 90 Matrix4x4 xform;
nuclear@1 91
nuclear@2 92 obj.clear();
nuclear@2 93
nuclear@4 94 for(int i=0; i<2; i++) {
nuclear@4 95 int sign = i * 2 - 1;
nuclear@1 96
nuclear@4 97 // generate bottom
nuclear@4 98 Mesh *bottom = new Mesh;
nuclear@4 99 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
nuclear@4 100 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
nuclear@4 101 bottom->apply_xform(xform);
nuclear@2 102
nuclear@4 103 Object *obottom = new Object;
nuclear@4 104 obottom->set_mesh(bottom);
nuclear@4 105 obottom->xform().set_translation(Vector3(sign * (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25), 0, 0));
nuclear@4 106 obottom->set_texture(img_field.texture());
nuclear@4 107 obj.push_back(obottom);
nuclear@2 108
nuclear@1 109
nuclear@4 110 // generate the 4 sides
nuclear@4 111 Mesh *sides = new Mesh;
nuclear@4 112 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
nuclear@4 113 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
nuclear@4 114 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
nuclear@4 115 sides->apply_xform(xform);
nuclear@1 116
nuclear@4 117 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
nuclear@4 118 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
nuclear@4 119 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
nuclear@4 120 tmp.apply_xform(xform);
nuclear@4 121 sides->append(tmp);
nuclear@4 122 tmp.clear();
nuclear@1 123
nuclear@4 124 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
nuclear@4 125 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
nuclear@4 126 (VSIZE + WALL_THICKNESS) / 2.0));
nuclear@4 127 tmp.apply_xform(xform);
nuclear@4 128 sides->append(tmp);
nuclear@4 129 tmp.clear();
nuclear@1 130
nuclear@4 131 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
nuclear@4 132 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
nuclear@4 133 -(VSIZE + WALL_THICKNESS) / 2.0));
nuclear@4 134 tmp.apply_xform(xform);
nuclear@4 135 sides->append(tmp);
nuclear@4 136 tmp.clear();
nuclear@4 137
nuclear@6 138 // generate texture coordinates
nuclear@6 139 sides->texcoord_gen_box();
nuclear@6 140
nuclear@4 141 Object *osides = new Object;
nuclear@4 142 osides->set_mesh(sides);
nuclear@4 143 osides->xform() = obottom->xform();
nuclear@6 144 osides->set_texture(img_wood.texture());
nuclear@6 145 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
nuclear@6 146 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
nuclear@4 147 obj.push_back(osides);
nuclear@4 148
nuclear@4 149 }
nuclear@2 150
nuclear@2 151
nuclear@1 152 // generate the hinges
nuclear@1 153 Mesh *hinges = new Mesh;
nuclear@7 154 for(int i=0; i<2; i++) {
nuclear@7 155 float sign = i * 2 - 1;
nuclear@1 156
nuclear@7 157 // barrel
nuclear@11 158 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 8, 1, 1);
nuclear@7 159 xform.reset_identity();
nuclear@7 160 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, sign * VSIZE / 4.0));
nuclear@7 161 xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
nuclear@7 162 tmp.apply_xform(xform);
nuclear@7 163 hinges->append(tmp);
nuclear@1 164
nuclear@7 165 // flange
nuclear@7 166 gen_plane(&tmp, HINGE_HEIGHT * 0.6, HINGE_HEIGHT * 0.8);
nuclear@7 167 tmp.apply_xform(xform);
nuclear@7 168
nuclear@7 169 Matrix4x4 tex_xform;
nuclear@7 170 tex_xform.set_rotation(Vector3(0, 0, M_PI / 2.0));
nuclear@7 171 tmp.texcoord_apply_xform(tex_xform);
nuclear@7 172 hinges->append(tmp);
nuclear@7 173
nuclear@7 174 // studs
nuclear@7 175 for(int j=0; j<4; j++) {
nuclear@7 176 Vector3 pos;
nuclear@7 177
nuclear@7 178 pos.x = (float)((j & 1) * 2 - 1) * HINGE_HEIGHT * 0.2;
nuclear@7 179 pos.y = (float)((j & 2) - 1) * HINGE_HEIGHT * 0.3;
nuclear@7 180
nuclear@7 181 Matrix4x4 stud_xform = xform;
nuclear@7 182 stud_xform.translate(pos);
nuclear@7 183
nuclear@7 184 Matrix4x4 squash;
nuclear@7 185 squash.set_scaling(Vector3(1, 1, 0.5));
nuclear@7 186
nuclear@7 187 gen_sphere(&tmp, HINGE_RAD * 0.5, 8, 4);
nuclear@7 188 tmp.apply_xform(stud_xform * squash);
nuclear@7 189 hinges->append(tmp);
nuclear@7 190 }
nuclear@7 191 }
nuclear@1 192
nuclear@2 193 Object *ohinges = new Object;
nuclear@2 194 ohinges->set_mesh(hinges);
nuclear@7 195 ohinges->set_texture(img_hinge.texture());
nuclear@2 196 obj.push_back(ohinges);
nuclear@1 197
nuclear@6 198 // debug object
nuclear@7 199 /*
nuclear@7 200 Mesh *dbgmesh = new Mesh;
nuclear@6 201 gen_box(dbgmesh, 0.5, 0.5, 0.5);
nuclear@6 202 xform.set_translation(Vector3(0, 0.4, 0));
nuclear@7 203 xform.set_scaling(Vector3(1, 1, 1));
nuclear@6 204 dbgmesh->apply_xform(xform);
nuclear@6 205 Object *dbgobj = new Object;
nuclear@6 206 dbgobj->set_mesh(dbgmesh);
nuclear@7 207 dbgobj->set_texture(img_hinge.texture());
nuclear@7 208 //dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
nuclear@7 209 obj.push_back(dbgobj);
nuclear@7 210 */
nuclear@2 211
nuclear@11 212 Mesh *piece = new Mesh;
nuclear@11 213 gen_revol(piece, 18, 15, piece_revol, 0);
nuclear@11 214
nuclear@11 215 Object *opiece = new Object;
nuclear@11 216 opiece->set_mesh(piece);
nuclear@11 217 opiece->xform().set_translation(Vector3(0, 0.2, 0));
nuclear@11 218 obj.push_back(opiece);
nuclear@11 219
nuclear@11 220
nuclear@8 221 // meshgen stats
nuclear@8 222 printf("Generated board:\n %u meshes\n", (unsigned int)obj.size());
nuclear@8 223 unsigned int polycount = 0;
nuclear@8 224 for(size_t i=0; i<obj.size(); i++) {
nuclear@8 225 const Mesh *m = obj[i]->get_mesh();
nuclear@8 226 polycount += m->get_poly_count();
nuclear@8 227 }
nuclear@8 228 printf(" %u polygons\n", polycount);
nuclear@8 229
nuclear@1 230 return true;
nuclear@0 231 }
nuclear@4 232
nuclear@5 233 static float wood(float x, float y)
nuclear@5 234 {
nuclear@5 235 float u = x;
nuclear@5 236 float v = y;
nuclear@5 237 x += 1.0;
nuclear@5 238 x *= 10.0;
nuclear@5 239 y *= 20.0;
nuclear@5 240
nuclear@5 241 float len = sqrt(x * x + y * y) + turbulence2(u * 6.0, v * 12.0, 2) * 1.2 +
nuclear@5 242 turbulence2(u * 0.5, v, 2) * 15.0;
nuclear@5 243 float val = fmod(len, 1.0);
nuclear@5 244
nuclear@5 245 //val = val * 0.5 + 0.5;
nuclear@5 246 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
nuclear@5 247 }
nuclear@5 248
nuclear@6 249 static float wood_tile(float x, float y)
nuclear@6 250 {
nuclear@6 251 float u = x;
nuclear@6 252 float v = y;
nuclear@6 253 x *= 10.0;
nuclear@6 254 y *= 10.0;
nuclear@6 255
nuclear@6 256 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
nuclear@6 257 pturbulence2(u * 4, v * 2, 4, 2, 2) * 1.5 + pturbulence2(u * 8, v * 8, 8, 8, 2) * 0.5;
nuclear@6 258
nuclear@6 259 val = fmod(val, 1.0);
nuclear@6 260 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
nuclear@6 261 }
nuclear@6 262
nuclear@4 263 static bool spike(float x, float y)
nuclear@4 264 {
nuclear@4 265 x = fmod(x * 5.0, 1.0);
nuclear@4 266 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
nuclear@4 267 }
nuclear@4 268
nuclear@4 269 static bool circle(float x, float y, float rad)
nuclear@4 270 {
nuclear@4 271 x = fmod(x * 5.0, 1.0) - 0.5;
nuclear@4 272 y = (y - 0.65) * 5.0;
nuclear@4 273 float len = sqrt(x * x + y * y);
nuclear@4 274 return len < rad;
nuclear@4 275 }
nuclear@4 276
nuclear@4 277 static bool diamond(float x, float y)
nuclear@4 278 {
nuclear@4 279 return y >= (1.0 - (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x)) * 0.3333333 + 0.88;
nuclear@4 280 }
nuclear@4 281
nuclear@4 282 static bool center_circle(float x, float y, float rad)
nuclear@4 283 {
nuclear@4 284 x = x - 0.5;
nuclear@4 285 y = 1.0 - y;
nuclear@4 286 return sqrt(x * x + y * y) < rad;
nuclear@4 287 }
nuclear@4 288
nuclear@4 289 bool Board::generate_textures()
nuclear@4 290 {
nuclear@6 291 // ---- board field texture ----
nuclear@5 292 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
nuclear@6 293 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
nuclear@6 294 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
nuclear@5 295
nuclear@8 296 img_field.create(1024, 1024);
nuclear@6 297 unsigned char *pptr = img_field.pixels;
nuclear@6 298 for(int i=0; i<img_field.height; i++) {
nuclear@6 299 float v = (float)i / (float)img_field.height;
nuclear@4 300
nuclear@6 301 for(int j=0; j<img_field.width; j++) {
nuclear@6 302 float u = (float)j / (float)img_field.width;
nuclear@4 303
nuclear@4 304 int r = 0, g = 0, b = 0;
nuclear@4 305
nuclear@5 306 float wood_val = wood(u, v);
nuclear@5 307
nuclear@5 308 // pattern mask
nuclear@4 309 float x = u;
nuclear@4 310 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
nuclear@4 311 bool inside = false;
nuclear@4 312
nuclear@4 313 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
nuclear@4 314 (spike(x, y + 0.5) && !spike(x, y + 0.68));
nuclear@4 315 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
nuclear@4 316 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
nuclear@4 317 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
nuclear@4 318 inside |= center_circle(x, y, 0.03);
nuclear@4 319
nuclear@5 320 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
nuclear@4 321 if(inside) {
nuclear@5 322 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
nuclear@4 323 }
nuclear@4 324
nuclear@5 325 r = (int)(wood_color.x * 255.0);
nuclear@5 326 g = (int)(wood_color.y * 255.0);
nuclear@5 327 b = (int)(wood_color.z * 255.0);
nuclear@5 328
nuclear@5 329 pptr[0] = r > 255 ? 255 : r;
nuclear@5 330 pptr[1] = g > 255 ? 255 : g;
nuclear@5 331 pptr[2] = b > 255 ? 255 : b;
nuclear@4 332 pptr += 3;
nuclear@4 333 }
nuclear@4 334 }
nuclear@6 335 img_field.texture();
nuclear@4 336
nuclear@6 337 // ---- generic wood texture ----
nuclear@6 338 img_wood.create(256, 256);
nuclear@6 339 pptr = img_wood.pixels;
nuclear@6 340 for(int i=0; i<img_wood.height; i++) {
nuclear@6 341 float v = (float)i / (float)img_wood.height;
nuclear@6 342 for(int j=0; j<img_wood.width; j++) {
nuclear@6 343 float u = (float)j / (float)img_wood.width;
nuclear@6 344
nuclear@6 345 float wood_val = wood_tile(u, v);
nuclear@6 346 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
nuclear@6 347
nuclear@6 348 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 }