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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@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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8
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9 Board::Board()
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10 {
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11 puck_obj = 0;
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12 clear();
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13 }
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14
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15 Board::~Board()
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16 {
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17 destroy();
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18 }
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19
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20 bool Board::init()
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21 {
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nuclear@4
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22 if(!generate_textures()) {
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23 return false;
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24 }
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nuclear@1
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25 if(!generate()) {
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26 return false;
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27 }
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28
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nuclear@0
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29 return true;
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nuclear@0
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30 }
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31
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32 void Board::destroy()
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nuclear@0
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33 {
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nuclear@2
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34 for(size_t i=0; i<obj.size(); i++) {
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35 delete obj[i];
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nuclear@1
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36 }
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nuclear@2
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37 obj.clear();
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38
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39 delete puck_obj;
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40 puck_obj = 0;
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nuclear@0
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41 }
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nuclear@0
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42
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nuclear@0
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43 void Board::clear()
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nuclear@0
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44 {
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nuclear@0
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45 memset(slots, 0, sizeof slots);
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nuclear@0
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46 }
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nuclear@0
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47
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nuclear@0
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48 void Board::draw() const
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nuclear@0
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49 {
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nuclear@2
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50 for(size_t i=0; i<obj.size(); i++) {
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nuclear@14
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51 if(wireframe) {
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nuclear@14
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52 obj[i]->draw_wire();
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nuclear@14
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53 obj[i]->draw_normals(0.075);
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nuclear@14
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54 } else {
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nuclear@14
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55 obj[i]->draw();
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nuclear@14
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56 }
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nuclear@1
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57 }
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nuclear@0
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58 }
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nuclear@0
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59
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nuclear@1
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60 #define HSIZE 1.0
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nuclear@1
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61 #define VSIZE (2.0 * HSIZE)
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nuclear@1
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62 #define BOT_THICKNESS (HSIZE * 0.01)
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63 #define WALL_THICKNESS (HSIZE * 0.05)
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64 #define WALL_HEIGHT (HSIZE * 0.1)
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nuclear@1
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65 #define GAP (HSIZE * 0.025)
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nuclear@1
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66 #define HINGE_RAD (GAP * 0.5)
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nuclear@1
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67 #define HINGE_HEIGHT (VSIZE * 0.075)
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nuclear@11
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68 #define PIECE_RAD (0.45 * HSIZE / 5.0)
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69
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nuclear@13
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70
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nuclear@13
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71 static const vec2_t piece_cp[] = {
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nuclear@13
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72 {0, 0.25},
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nuclear@13
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73 {1, 0.25}, // mid0
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nuclear@13
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74 {2, 0.5},
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nuclear@13
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75 {2.5, 0.5}, // mid1
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nuclear@13
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76 {3, 0.5},
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nuclear@13
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77 {4, 0.5}, // mid2
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nuclear@13
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78 {4, 0},
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nuclear@13
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79 {4, -0.5}, // mid3
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nuclear@13
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80 {3, -0.5},
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nuclear@13
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81 {2.5, -0.5}, // mid4
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nuclear@13
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82 {0, -0.5}
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nuclear@13
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83 };
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nuclear@14
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84 static const BezCurve piece_curve = {
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nuclear@14
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85 sizeof piece_cp / sizeof *piece_cp,
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nuclear@14
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86 (vec2_t*)piece_cp,
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nuclear@14
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87 0.25 * PIECE_RAD
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88 };
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nuclear@13
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89
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90
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nuclear@1
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91 bool Board::generate()
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nuclear@0
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92 {
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93 Mesh tmp;
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nuclear@1
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94 Matrix4x4 xform;
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95
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96 obj.clear();
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97
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nuclear@4
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98 for(int i=0; i<2; i++) {
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99 int sign = i * 2 - 1;
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100
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101 // generate bottom
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102 Mesh *bottom = new Mesh;
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103 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
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104 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
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105 bottom->apply_xform(xform);
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106
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107 Object *obottom = new Object;
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108 obottom->set_mesh(bottom);
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109 obottom->xform().set_translation(Vector3(sign * (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25), 0, 0));
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110 obottom->set_texture(img_field.texture());
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111 obj.push_back(obottom);
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112
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113
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114 // generate the 4 sides
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115 Mesh *sides = new Mesh;
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116 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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117 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
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118 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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119 sides->apply_xform(xform);
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120
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121 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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122 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
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123 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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124 tmp.apply_xform(xform);
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125 sides->append(tmp);
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126 tmp.clear();
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127
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128 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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129 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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130 (VSIZE + WALL_THICKNESS) / 2.0));
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131 tmp.apply_xform(xform);
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132 sides->append(tmp);
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nuclear@4
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133 tmp.clear();
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134
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nuclear@4
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135 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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136 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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137 -(VSIZE + WALL_THICKNESS) / 2.0));
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138 tmp.apply_xform(xform);
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139 sides->append(tmp);
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140 tmp.clear();
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141
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nuclear@6
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142 // generate texture coordinates
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nuclear@6
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143 sides->texcoord_gen_box();
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144
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nuclear@4
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145 Object *osides = new Object;
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nuclear@4
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146 osides->set_mesh(sides);
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147 osides->xform() = obottom->xform();
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nuclear@6
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148 osides->set_texture(img_wood.texture());
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nuclear@6
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149 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
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nuclear@6
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150 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
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151 obj.push_back(osides);
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152
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nuclear@4
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153 }
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nuclear@2
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154
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nuclear@2
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155
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nuclear@1
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156 // generate the hinges
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nuclear@1
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157 Mesh *hinges = new Mesh;
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nuclear@7
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158 for(int i=0; i<2; i++) {
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nuclear@7
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159 float sign = i * 2 - 1;
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nuclear@1
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160
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nuclear@7
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161 // barrel
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162 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 8, 1, 1);
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nuclear@7
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163 xform.reset_identity();
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nuclear@7
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164 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, sign * VSIZE / 4.0));
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nuclear@7
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165 xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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nuclear@7
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166 tmp.apply_xform(xform);
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nuclear@7
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167 hinges->append(tmp);
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nuclear@1
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168
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nuclear@7
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169 // flange
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nuclear@7
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170 gen_plane(&tmp, HINGE_HEIGHT * 0.6, HINGE_HEIGHT * 0.8);
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nuclear@7
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171 tmp.apply_xform(xform);
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nuclear@7
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172
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nuclear@7
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173 Matrix4x4 tex_xform;
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nuclear@7
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174 tex_xform.set_rotation(Vector3(0, 0, M_PI / 2.0));
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nuclear@7
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175 tmp.texcoord_apply_xform(tex_xform);
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nuclear@7
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176 hinges->append(tmp);
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nuclear@7
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177
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nuclear@7
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178 // studs
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nuclear@7
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179 for(int j=0; j<4; j++) {
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nuclear@7
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180 Vector3 pos;
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nuclear@7
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181
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nuclear@7
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182 pos.x = (float)((j & 1) * 2 - 1) * HINGE_HEIGHT * 0.2;
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nuclear@7
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183 pos.y = (float)((j & 2) - 1) * HINGE_HEIGHT * 0.3;
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nuclear@7
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184
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nuclear@7
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185 Matrix4x4 stud_xform = xform;
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nuclear@7
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186 stud_xform.translate(pos);
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nuclear@7
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187
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nuclear@7
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188 Matrix4x4 squash;
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nuclear@7
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189 squash.set_scaling(Vector3(1, 1, 0.5));
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nuclear@7
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190
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nuclear@7
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191 gen_sphere(&tmp, HINGE_RAD * 0.5, 8, 4);
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nuclear@7
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192 tmp.apply_xform(stud_xform * squash);
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193 hinges->append(tmp);
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nuclear@7
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194 }
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nuclear@7
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195 }
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nuclear@1
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196
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nuclear@2
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197 Object *ohinges = new Object;
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nuclear@2
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198 ohinges->set_mesh(hinges);
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nuclear@7
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199 ohinges->set_texture(img_hinge.texture());
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200 obj.push_back(ohinges);
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nuclear@1
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201
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nuclear@6
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202 // debug object
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nuclear@7
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203 /*
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nuclear@7
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204 Mesh *dbgmesh = new Mesh;
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nuclear@6
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205 gen_box(dbgmesh, 0.5, 0.5, 0.5);
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nuclear@6
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206 xform.set_translation(Vector3(0, 0.4, 0));
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207 xform.set_scaling(Vector3(1, 1, 1));
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208 dbgmesh->apply_xform(xform);
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nuclear@6
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209 Object *dbgobj = new Object;
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nuclear@6
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210 dbgobj->set_mesh(dbgmesh);
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nuclear@7
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211 dbgobj->set_texture(img_hinge.texture());
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nuclear@7
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212 //dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
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nuclear@7
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213 obj.push_back(dbgobj);
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nuclear@7
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214 */
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nuclear@2
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215
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nuclear@11
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216 Mesh *piece = new Mesh;
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nuclear@14
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217 gen_revol(piece, 18, 17, bezier_revol, bezier_revol_normal, (void*)&piece_curve);
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218
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nuclear@11
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219 Object *opiece = new Object;
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nuclear@11
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220 opiece->set_mesh(piece);
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nuclear@12
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221 opiece->mtl.diffuse = Vector3(0.6, 0.6, 0.6);
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nuclear@12
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222 opiece->mtl.specular = Vector3(0.8, 0.8, 0.8);
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nuclear@11
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223 opiece->xform().set_translation(Vector3(0, 0.2, 0));
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nuclear@15
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224 opiece->set_shader(sdr_phong_notex);
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nuclear@11
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225 obj.push_back(opiece);
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nuclear@11
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226
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nuclear@8
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227 // meshgen stats
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nuclear@8
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228 printf("Generated board:\n %u meshes\n", (unsigned int)obj.size());
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nuclear@8
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229 unsigned int polycount = 0;
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nuclear@8
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230 for(size_t i=0; i<obj.size(); i++) {
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nuclear@8
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231 const Mesh *m = obj[i]->get_mesh();
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nuclear@8
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232 polycount += m->get_poly_count();
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nuclear@8
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233 }
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nuclear@8
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234 printf(" %u polygons\n", polycount);
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nuclear@8
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235
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nuclear@1
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236 return true;
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nuclear@0
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237 }
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nuclear@4
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238
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nuclear@5
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239 static float wood(float x, float y)
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nuclear@5
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240 {
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nuclear@5
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241 float u = x;
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nuclear@5
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242 float v = y;
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nuclear@5
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243 x += 1.0;
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nuclear@5
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244 x *= 10.0;
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nuclear@5
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245 y *= 20.0;
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nuclear@5
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246
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nuclear@5
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247 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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248 turbulence2(u * 0.5, v, 2) * 15.0;
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nuclear@5
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249 float val = fmod(len, 1.0);
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nuclear@5
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250
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nuclear@5
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251 //val = val * 0.5 + 0.5;
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nuclear@5
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252 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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nuclear@5
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253 }
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nuclear@5
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254
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nuclear@6
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255 static float wood_tile(float x, float y)
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nuclear@6
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256 {
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nuclear@6
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257 float u = x;
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nuclear@6
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258 float v = y;
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nuclear@6
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259 x *= 10.0;
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nuclear@6
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260 y *= 10.0;
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nuclear@6
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261
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nuclear@6
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262 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
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nuclear@6
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263 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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264
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nuclear@6
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265 val = fmod(val, 1.0);
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nuclear@6
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266 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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nuclear@6
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267 }
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nuclear@6
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268
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nuclear@4
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269 static bool spike(float x, float y)
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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);
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nuclear@4
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272 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
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nuclear@4
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273 }
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nuclear@4
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274
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nuclear@4
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275 static bool circle(float x, float y, float rad)
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nuclear@4
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276 {
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nuclear@4
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277 x = fmod(x * 5.0, 1.0) - 0.5;
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nuclear@4
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278 y = (y - 0.65) * 5.0;
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nuclear@4
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279 float len = sqrt(x * x + y * y);
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nuclear@4
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280 return len < rad;
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nuclear@4
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281 }
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nuclear@4
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282
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nuclear@4
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283 static bool diamond(float x, float y)
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nuclear@4
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284 {
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nuclear@4
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285 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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286 }
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nuclear@4
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287
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nuclear@4
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288 static bool center_circle(float x, float y, float rad)
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nuclear@4
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289 {
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nuclear@4
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290 x = x - 0.5;
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nuclear@4
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291 y = 1.0 - y;
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nuclear@4
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292 return sqrt(x * x + y * y) < rad;
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nuclear@4
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293 }
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nuclear@4
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294
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nuclear@4
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295 bool Board::generate_textures()
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nuclear@4
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296 {
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nuclear@6
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297 // ---- board field texture ----
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nuclear@5
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298 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
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nuclear@6
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299 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
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nuclear@6
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300 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
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nuclear@5
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301
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nuclear@8
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302 img_field.create(1024, 1024);
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nuclear@6
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303 unsigned char *pptr = img_field.pixels;
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nuclear@6
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304 for(int i=0; i<img_field.height; i++) {
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nuclear@6
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305 float v = (float)i / (float)img_field.height;
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nuclear@4
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306
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nuclear@6
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307 for(int j=0; j<img_field.width; j++) {
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nuclear@6
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308 float u = (float)j / (float)img_field.width;
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nuclear@4
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309
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nuclear@4
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310 int r = 0, g = 0, b = 0;
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nuclear@4
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311
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nuclear@5
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312 float wood_val = wood(u, v);
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nuclear@5
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313
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nuclear@5
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314 // pattern mask
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nuclear@4
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315 float x = u;
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nuclear@4
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316 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
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nuclear@4
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317 bool inside = false;
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nuclear@4
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318
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nuclear@4
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319 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
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nuclear@4
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320 (spike(x, y + 0.5) && !spike(x, y + 0.68));
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nuclear@4
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321 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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322 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
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nuclear@4
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323 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
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nuclear@4
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324 inside |= center_circle(x, y, 0.03);
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nuclear@4
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325
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nuclear@5
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326 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
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nuclear@4
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327 if(inside) {
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nuclear@5
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328 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
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nuclear@4
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329 }
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nuclear@4
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330
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nuclear@5
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331 r = (int)(wood_color.x * 255.0);
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nuclear@5
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332 g = (int)(wood_color.y * 255.0);
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nuclear@5
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333 b = (int)(wood_color.z * 255.0);
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nuclear@5
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334
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nuclear@5
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335 pptr[0] = r > 255 ? 255 : r;
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nuclear@5
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336 pptr[1] = g > 255 ? 255 : g;
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nuclear@5
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337 pptr[2] = b > 255 ? 255 : b;
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nuclear@4
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338 pptr += 3;
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nuclear@4
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339 }
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nuclear@4
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340 }
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nuclear@6
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341 img_field.texture();
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nuclear@4
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342
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nuclear@6
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343 // ---- generic wood texture ----
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nuclear@6
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344 img_wood.create(256, 256);
|
nuclear@6
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345 pptr = img_wood.pixels;
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nuclear@6
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346 for(int i=0; i<img_wood.height; i++) {
|
nuclear@6
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347 float v = (float)i / (float)img_wood.height;
|
nuclear@6
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348 for(int j=0; j<img_wood.width; j++) {
|
nuclear@6
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349 float u = (float)j / (float)img_wood.width;
|
nuclear@6
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350
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nuclear@6
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351 float wood_val = wood_tile(u, v);
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nuclear@6
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352 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
|
nuclear@6
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353
|
nuclear@6
|
354 int r = (int)(wood_color.x * 255.0);
|
nuclear@6
|
355 int g = (int)(wood_color.y * 255.0);
|
nuclear@6
|
356 int b = (int)(wood_color.z * 255.0);
|
nuclear@6
|
357
|
nuclear@6
|
358 pptr[0] = r > 255 ? 255 : r;
|
nuclear@6
|
359 pptr[1] = g > 255 ? 255 : g;
|
nuclear@6
|
360 pptr[2] = b > 255 ? 255 : b;
|
nuclear@6
|
361 pptr += 3;
|
nuclear@6
|
362 }
|
nuclear@6
|
363 }
|
nuclear@6
|
364 img_wood.texture();
|
nuclear@7
|
365
|
nuclear@7
|
366 // ---- metal hinge diffuse texture ----
|
nuclear@7
|
367 Vector3 rusty_col1 = Vector3(0.43, 0.46, 0.52);
|
nuclear@7
|
368 Vector3 rusty_col2 = Vector3(0.52, 0.47, 0.43);
|
nuclear@7
|
369
|
nuclear@7
|
370 img_hinge.create(128, 128);
|
nuclear@7
|
371 pptr = img_hinge.pixels;
|
nuclear@7
|
372 for(int i=0; i<img_hinge.height; i++) {
|
nuclear@7
|
373 float v = (float)i / (float)img_hinge.height;
|
nuclear@7
|
374 for(int j=0; j<img_hinge.width; j++) {
|
nuclear@7
|
375 float u = (float)j / (float)img_hinge.width;
|
nuclear@7
|
376
|
nuclear@7
|
377 // rust pattern
|
nuclear@7
|
378 float w1 = fbm2(u * 4.0, v * 4.0, 3) * 0.5 + 0.5;
|
nuclear@9
|
379 //float w2 = fbm2(u * 8.0, v * 8.0, 1) * 0.5 + 0.5;
|
nuclear@7
|
380 Vector3 col = lerp(rusty_col1, rusty_col2 * 0.5, w1);
|
nuclear@7
|
381
|
nuclear@7
|
382 // center hinge split
|
nuclear@7
|
383 if(fabs(v - 0.5) < 0.01) {
|
nuclear@7
|
384 col *= 0.5;
|
nuclear@7
|
385 }
|
nuclear@7
|
386
|
nuclear@7
|
387 int r = (int)(col.x * 255.0);
|
nuclear@7
|
388 int g = (int)(col.y * 255.0);
|
nuclear@7
|
389 int b = (int)(col.z * 255.0);
|
nuclear@7
|
390
|
nuclear@7
|
391 pptr[0] = r > 255 ? 255 : (r < 0 ? 0 : r);
|
nuclear@7
|
392 pptr[1] = g > 255 ? 255 : (g < 0 ? 0 : g);
|
nuclear@7
|
393 pptr[2] = b > 255 ? 255 : (b < 0 ? 0 : b);
|
nuclear@7
|
394
|
nuclear@7
|
395 pptr += 3;
|
nuclear@7
|
396 }
|
nuclear@7
|
397 }
|
nuclear@7
|
398 img_hinge.texture();
|
nuclear@7
|
399
|
nuclear@4
|
400 return true;
|
nuclear@4
|
401 }
|