rev |
line source |
nuclear@11
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1 #include <float.h>
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nuclear@0
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2 #include "opengl.h"
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nuclear@0
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3 #include "board.h"
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nuclear@14
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4 #include "game.h"
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nuclear@1
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5 #include "meshgen.h"
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nuclear@6
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6 #include "pnoise.h"
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nuclear@14
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7 #include "revol.h"
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nuclear@17
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8 #include "opt.h"
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nuclear@17
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9
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nuclear@17
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10
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nuclear@17
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11 #define HSIZE 1.0
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nuclear@17
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12 #define VSIZE (2.0 * HSIZE)
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nuclear@17
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13 #define BOT_THICKNESS (HSIZE * 0.01)
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nuclear@17
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14 #define WALL_THICKNESS (HSIZE * 0.05)
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nuclear@17
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15 #define WALL_HEIGHT (HSIZE * 0.1)
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nuclear@17
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16 #define GAP (HSIZE * 0.025)
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nuclear@17
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17 #define HINGE_RAD (GAP * 0.5)
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nuclear@17
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18 #define HINGE_HEIGHT (VSIZE * 0.075)
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nuclear@17
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19 #define PIECE_RAD (0.45 * HSIZE / 5.0)
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nuclear@17
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20 #define BOARD_OFFSET (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25)
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nuclear@17
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21 #define PIECES_PER_LAYER 5
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nuclear@21
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22 #define SLOT_WIDTH (HSIZE / 5.0)
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nuclear@21
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23 #define SLOT_HEIGHT (VSIZE * 0.4)
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nuclear@17
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24
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nuclear@17
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25
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nuclear@18
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26 static const vec2_t piece_cp[] = {
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nuclear@18
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27 {0, 0.25},
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nuclear@18
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28 {1, 0.25}, // mid0
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nuclear@18
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29 {2, 0.5},
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nuclear@18
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30 {2.5, 0.5}, // mid1
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nuclear@18
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31 {3, 0.5},
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nuclear@18
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32 {4, 0.5}, // mid2
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nuclear@18
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33 {4, 0},
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nuclear@18
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34 {4, -0.5}, // mid3
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nuclear@18
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35 {3, -0.5},
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nuclear@18
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36 {2.5, -0.5}, // mid4
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nuclear@18
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37 {0, -0.5}
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nuclear@18
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38 };
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nuclear@18
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39 static const BezCurve piece_curve = {
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nuclear@18
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40 sizeof piece_cp / sizeof *piece_cp,
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nuclear@18
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41 (vec2_t*)piece_cp,
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nuclear@18
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42 0.25 * PIECE_RAD
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nuclear@18
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43 };
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nuclear@18
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44
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nuclear@18
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45 #define PIECE_HEIGHT (0.25 * PIECE_RAD)
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nuclear@18
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46
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nuclear@18
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47
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nuclear@17
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48 Piece::Piece()
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nuclear@17
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49 {
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nuclear@17
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50 owner = 0;
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nuclear@17
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51 slot = prev_slot = -1;
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nuclear@17
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52 level = 0;
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nuclear@17
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53 move_start = 0;
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nuclear@17
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54 }
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nuclear@17
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55
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nuclear@17
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56 void Piece::move_to(int slot, int level, bool anim)
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nuclear@17
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57 {
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nuclear@17
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58 int prev_slot = this->slot;
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nuclear@17
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59 int prev_level = this->level;
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nuclear@17
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60
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nuclear@17
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61 this->slot = slot;
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nuclear@17
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62 this->level = level;
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nuclear@17
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63
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nuclear@17
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64 if(anim) {
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nuclear@17
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65 this->prev_slot = prev_slot;
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nuclear@17
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66 this->prev_level = prev_level;
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nuclear@17
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67 move_start = cur_time;
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nuclear@17
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68 }
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nuclear@17
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69 }
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nuclear@17
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70
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nuclear@21
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71 Quad::Quad()
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nuclear@21
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72 {
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nuclear@21
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73 }
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nuclear@21
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74
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nuclear@21
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75 Quad::Quad(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3)
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nuclear@21
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76 : tri0(v0, v1, v2), tri1(v0, v2, v3)
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nuclear@21
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77 {
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nuclear@21
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78 }
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nuclear@21
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79
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nuclear@21
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80 bool Quad::intersect(const Ray &ray, HitPoint *hit) const
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nuclear@21
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81 {
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nuclear@21
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82 return tri0.intersect(ray, hit) || tri1.intersect(ray, hit);
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nuclear@21
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83 }
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nuclear@0
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84
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nuclear@0
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85 Board::Board()
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nuclear@0
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86 {
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nuclear@17
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87 piece_obj = 0;
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nuclear@0
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88 clear();
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nuclear@21
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89
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nuclear@21
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90 for(int i=0; i<NUM_SLOTS; i++) {
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nuclear@21
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91 Vector3 p = piece_pos(i, 0);
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nuclear@21
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92 bool top_side = i >= NUM_SLOTS / 2;
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nuclear@21
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93
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nuclear@21
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94 float z0 = top_side ? -PIECE_RAD : PIECE_RAD;
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nuclear@21
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95 float z1 = top_side ? SLOT_HEIGHT : -SLOT_HEIGHT;
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nuclear@21
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96
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nuclear@21
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97 slotbb[i] = Quad(p + Vector3(-SLOT_WIDTH / 2.0, 0, z0),
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nuclear@21
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98 p + Vector3(SLOT_WIDTH / 2.0, 0, z0),
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nuclear@21
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99 p + Vector3(SLOT_WIDTH / 2.0, 0, z1),
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nuclear@21
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100 p + Vector3(-SLOT_WIDTH / 2.0, 0, z1));
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nuclear@21
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101 }
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nuclear@0
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102 }
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nuclear@0
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103
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nuclear@0
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104 Board::~Board()
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nuclear@0
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105 {
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nuclear@0
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106 destroy();
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nuclear@0
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107 }
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nuclear@0
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108
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nuclear@0
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109 bool Board::init()
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nuclear@0
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110 {
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nuclear@4
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111 if(!generate_textures()) {
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nuclear@4
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112 return false;
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nuclear@4
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113 }
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nuclear@1
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114 if(!generate()) {
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nuclear@0
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115 return false;
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nuclear@0
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116 }
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nuclear@1
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117
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nuclear@0
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118 return true;
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nuclear@0
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119 }
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nuclear@0
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120
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nuclear@0
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121 void Board::destroy()
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nuclear@0
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122 {
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nuclear@2
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123 for(size_t i=0; i<obj.size(); i++) {
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nuclear@2
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124 delete obj[i];
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nuclear@1
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125 }
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nuclear@2
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126 obj.clear();
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nuclear@1
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127
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nuclear@17
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128 delete piece_obj;
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nuclear@17
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129 piece_obj = 0;
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nuclear@0
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130 }
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nuclear@0
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131
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nuclear@0
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132 void Board::clear()
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nuclear@0
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133 {
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nuclear@17
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134 memset(hist, 0, sizeof hist);
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nuclear@17
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135
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nuclear@17
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136 for(int i=0; i<MAX_PIECES; i++) {
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nuclear@17
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137 pieces[i].owner = i < PLAYER_PIECES ? MINE : OTHER;
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nuclear@17
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138 move_piece(i, -1, false);
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nuclear@17
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139 }
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nuclear@17
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140 }
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nuclear@17
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141
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nuclear@17
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142 void Board::setup()
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nuclear@17
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143 {
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nuclear@17
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144 static const int initial[] = { 0, 0, 0, 0, 5, 0, 3, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 2 };
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nuclear@17
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145
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nuclear@17
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146 clear();
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nuclear@17
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147
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nuclear@17
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148 int id = 0;
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nuclear@17
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149 for(int i=0; i<NUM_SLOTS; i++) {
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nuclear@17
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150 for(int j=0; j<initial[i]; j++) {
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nuclear@17
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151 move_piece(id, i, false);
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nuclear@17
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152 move_piece(PLAYER_PIECES + id, NUM_SLOTS - i - 1, false);
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nuclear@17
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153 ++id;
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nuclear@17
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154 }
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nuclear@17
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155 }
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nuclear@17
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156 }
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nuclear@17
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157
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nuclear@17
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158 int Board::slot_pieces(int slot) const
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nuclear@17
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159 {
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nuclear@17
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160 return hist[slot + 1];
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nuclear@17
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161 }
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nuclear@17
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162
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nuclear@17
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163 bool Board::move_piece(int id, int slot, bool anim)
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nuclear@17
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164 {
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nuclear@17
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165 // TODO do validity checking first
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nuclear@17
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166 int prev_slot = pieces[id].slot;
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nuclear@17
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167
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nuclear@17
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168 pieces[id].move_to(slot, slot_pieces(slot), anim);
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nuclear@17
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169 --hist[prev_slot + 1];
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nuclear@17
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170 ++hist[slot + 1];
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nuclear@17
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171 return true;
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nuclear@17
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172 }
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nuclear@17
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173
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nuclear@17
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174 Vector3 Board::piece_pos(int slot, int level) const
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nuclear@17
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175 {
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nuclear@17
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176 int top_side = slot / 10;
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nuclear@17
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177 int sidx = (top_side ? (19 - slot) : slot) % 5;
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nuclear@17
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178 int left_side = (top_side ? (19 - slot) : slot) / 5;
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nuclear@17
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179
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nuclear@17
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180 Vector3 pos;
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nuclear@17
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181
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nuclear@17
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182 if(left_side) {
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nuclear@17
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183 pos.x = -(sidx * HSIZE / 5.0 + BOARD_OFFSET - HSIZE / 2.0) - PIECE_RAD;
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nuclear@17
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184 } else {
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nuclear@17
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185 pos.x = (4 - sidx) * HSIZE / 5.0 + BOARD_OFFSET - HSIZE / 2.0 + PIECE_RAD;
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nuclear@17
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186 }
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nuclear@17
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187
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nuclear@17
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188 int layer = level / PIECES_PER_LAYER;
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nuclear@17
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189 int layer_level = level % PIECES_PER_LAYER;
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nuclear@17
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190
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nuclear@18
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191 pos.y = (layer + 0.5) * PIECE_HEIGHT;
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nuclear@17
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192
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nuclear@17
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193 pos.z = (-VSIZE * 0.5 + PIECE_RAD + PIECE_RAD * 2.0 * layer_level);
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nuclear@21
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194 if(!top_side) {
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nuclear@17
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195 pos.z = -pos.z;
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nuclear@17
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196 }
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nuclear@17
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197
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nuclear@17
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198 return pos;
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nuclear@0
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199 }
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nuclear@0
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200
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nuclear@21
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201 int Board::slot_hit(const Ray &ray) const
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nuclear@21
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202 {
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nuclear@21
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203 for(int i=0; i<NUM_SLOTS; i++) {
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nuclear@21
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204 if(slotbb[i].intersect(ray)) {
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nuclear@21
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205 return i;
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nuclear@21
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206 }
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nuclear@21
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207 }
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nuclear@21
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208 return -1;
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nuclear@21
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209 }
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nuclear@21
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210
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nuclear@0
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211 void Board::draw() const
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nuclear@0
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212 {
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nuclear@19
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213 bool use_shadows = opt.shadows && sdr_shadow;
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nuclear@19
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214 unsigned int board_sdr = use_shadows ? sdr_shadow : sdr_phong;
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nuclear@19
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215 unsigned int piece_sdr = use_shadows ? sdr_shadow_notex : sdr_phong_notex;
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nuclear@19
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216
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nuclear@2
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217 for(size_t i=0; i<obj.size(); i++) {
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nuclear@14
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218 if(wireframe) {
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nuclear@14
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219 obj[i]->draw_wire();
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nuclear@14
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220 obj[i]->draw_normals(0.075);
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nuclear@14
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221 } else {
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nuclear@19
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222 obj[i]->set_shader(board_sdr);
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nuclear@14
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223 obj[i]->draw();
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nuclear@14
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224 }
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nuclear@1
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225 }
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nuclear@17
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226
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nuclear@17
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227 for(int i=0; i<MAX_PIECES; i++) {
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nuclear@17
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228 Vector3 pos = piece_pos(pieces[i].slot, pieces[i].level);
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nuclear@17
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229 piece_obj->xform().set_translation(pos);
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nuclear@17
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230 piece_obj->mtl.diffuse = opt.piece_color[pieces[i].owner];
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nuclear@19
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231 piece_obj->set_shader(piece_sdr);
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nuclear@17
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232 piece_obj->draw();
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nuclear@17
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233 }
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nuclear@21
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234
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nuclear@21
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235 // draw the slot bounds
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nuclear@21
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236 /*
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nuclear@21
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237 static const float pal[][3] = {
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nuclear@21
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238 {1, 0, 0},
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nuclear@21
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239 {0, 1, 0},
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nuclear@21
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240 {0, 0, 1},
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nuclear@21
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241 {1, 1, 0},
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nuclear@21
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242 {0, 1, 1},
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nuclear@21
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243 {1, 0, 1}
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nuclear@21
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244 };
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nuclear@21
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245 int idx = dbg_int % NUM_SLOTS;
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nuclear@21
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246 if(idx >= 0) {
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nuclear@21
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247 glUseProgram(0);
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nuclear@21
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248
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nuclear@21
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249 glPushAttrib(GL_ENABLE_BIT);
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nuclear@21
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250 glDisable(GL_LIGHTING);
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nuclear@21
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251 glDisable(GL_CULL_FACE);
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nuclear@21
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252 glDisable(GL_DEPTH_TEST);
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nuclear@21
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253
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nuclear@21
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254 glBegin(GL_TRIANGLES);
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nuclear@21
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255 glColor3fv(pal[idx % (sizeof pal / sizeof *pal)]);
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nuclear@21
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256 glVertex3f(slotbb[idx].tri0.v[0].x, slotbb[idx].tri0.v[0].y, slotbb[idx].tri0.v[0].z);
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nuclear@21
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257 glVertex3f(slotbb[idx].tri0.v[1].x, slotbb[idx].tri0.v[1].y, slotbb[idx].tri0.v[1].z);
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nuclear@21
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258 glVertex3f(slotbb[idx].tri0.v[2].x, slotbb[idx].tri0.v[2].y, slotbb[idx].tri0.v[2].z);
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nuclear@21
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259 glVertex3f(slotbb[idx].tri1.v[0].x, slotbb[idx].tri1.v[0].y, slotbb[idx].tri1.v[0].z);
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nuclear@21
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260 glVertex3f(slotbb[idx].tri1.v[1].x, slotbb[idx].tri1.v[1].y, slotbb[idx].tri1.v[1].z);
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nuclear@21
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261 glVertex3f(slotbb[idx].tri1.v[2].x, slotbb[idx].tri1.v[2].y, slotbb[idx].tri1.v[2].z);
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nuclear@21
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262 glEnd();
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nuclear@21
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263
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nuclear@21
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264 glPopAttrib();
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nuclear@21
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265 }
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nuclear@21
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266 */
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nuclear@21
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267 // TODO slot highlighting
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nuclear@0
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268 }
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nuclear@0
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269
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nuclear@13
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270
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nuclear@1
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271 bool Board::generate()
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nuclear@0
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272 {
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nuclear@18
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273 static const float board_spec = 0.4;
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nuclear@18
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274
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nuclear@4
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275 Mesh tmp;
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nuclear@1
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276 Matrix4x4 xform;
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nuclear@1
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277
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nuclear@2
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278 obj.clear();
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nuclear@2
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279
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nuclear@4
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280 for(int i=0; i<2; i++) {
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nuclear@4
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281 int sign = i * 2 - 1;
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nuclear@1
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282
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nuclear@4
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283 // generate bottom
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nuclear@4
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284 Mesh *bottom = new Mesh;
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nuclear@4
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285 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
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nuclear@4
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286 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
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nuclear@4
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287 bottom->apply_xform(xform);
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nuclear@2
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288
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nuclear@4
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289 Object *obottom = new Object;
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nuclear@4
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290 obottom->set_mesh(bottom);
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nuclear@17
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291 obottom->xform().set_translation(Vector3(sign * BOARD_OFFSET, 0, 0));
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nuclear@4
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292 obottom->set_texture(img_field.texture());
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nuclear@18
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293 obottom->mtl.specular = Vector3(board_spec, board_spec, board_spec);
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nuclear@4
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294 obj.push_back(obottom);
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nuclear@2
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295
|
nuclear@1
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296
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nuclear@4
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297 // generate the 4 sides
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nuclear@4
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298 Mesh *sides = new Mesh;
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nuclear@4
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299 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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nuclear@4
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300 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
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nuclear@4
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301 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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nuclear@4
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302 sides->apply_xform(xform);
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nuclear@1
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303
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nuclear@4
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304 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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nuclear@4
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305 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
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nuclear@4
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306 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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nuclear@4
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307 tmp.apply_xform(xform);
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nuclear@4
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308 sides->append(tmp);
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nuclear@4
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309 tmp.clear();
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nuclear@1
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310
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nuclear@4
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311 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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312 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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nuclear@4
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313 (VSIZE + WALL_THICKNESS) / 2.0));
|
nuclear@4
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314 tmp.apply_xform(xform);
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nuclear@4
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315 sides->append(tmp);
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nuclear@4
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316 tmp.clear();
|
nuclear@1
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317
|
nuclear@4
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318 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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319 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
|
nuclear@4
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320 -(VSIZE + WALL_THICKNESS) / 2.0));
|
nuclear@4
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321 tmp.apply_xform(xform);
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nuclear@4
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322 sides->append(tmp);
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nuclear@4
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323 tmp.clear();
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nuclear@4
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324
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nuclear@6
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325 // generate texture coordinates
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nuclear@6
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326 sides->texcoord_gen_box();
|
nuclear@6
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327
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nuclear@4
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328 Object *osides = new Object;
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nuclear@4
|
329 osides->set_mesh(sides);
|
nuclear@4
|
330 osides->xform() = obottom->xform();
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nuclear@6
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331 osides->set_texture(img_wood.texture());
|
nuclear@6
|
332 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
|
nuclear@6
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333 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
|
nuclear@18
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334 osides->mtl.specular = Vector3(board_spec, board_spec, board_spec);
|
nuclear@4
|
335 obj.push_back(osides);
|
nuclear@4
|
336
|
nuclear@4
|
337 }
|
nuclear@2
|
338
|
nuclear@2
|
339
|
nuclear@1
|
340 // generate the hinges
|
nuclear@1
|
341 Mesh *hinges = new Mesh;
|
nuclear@7
|
342 for(int i=0; i<2; i++) {
|
nuclear@7
|
343 float sign = i * 2 - 1;
|
nuclear@1
|
344
|
nuclear@7
|
345 // barrel
|
nuclear@11
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346 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 8, 1, 1);
|
nuclear@7
|
347 xform.reset_identity();
|
nuclear@7
|
348 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, sign * VSIZE / 4.0));
|
nuclear@7
|
349 xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
|
nuclear@7
|
350 tmp.apply_xform(xform);
|
nuclear@7
|
351 hinges->append(tmp);
|
nuclear@1
|
352
|
nuclear@7
|
353 // flange
|
nuclear@7
|
354 gen_plane(&tmp, HINGE_HEIGHT * 0.6, HINGE_HEIGHT * 0.8);
|
nuclear@7
|
355 tmp.apply_xform(xform);
|
nuclear@7
|
356
|
nuclear@7
|
357 Matrix4x4 tex_xform;
|
nuclear@7
|
358 tex_xform.set_rotation(Vector3(0, 0, M_PI / 2.0));
|
nuclear@7
|
359 tmp.texcoord_apply_xform(tex_xform);
|
nuclear@7
|
360 hinges->append(tmp);
|
nuclear@7
|
361
|
nuclear@7
|
362 // studs
|
nuclear@7
|
363 for(int j=0; j<4; j++) {
|
nuclear@7
|
364 Vector3 pos;
|
nuclear@7
|
365
|
nuclear@7
|
366 pos.x = (float)((j & 1) * 2 - 1) * HINGE_HEIGHT * 0.2;
|
nuclear@7
|
367 pos.y = (float)((j & 2) - 1) * HINGE_HEIGHT * 0.3;
|
nuclear@7
|
368
|
nuclear@7
|
369 Matrix4x4 stud_xform = xform;
|
nuclear@7
|
370 stud_xform.translate(pos);
|
nuclear@7
|
371
|
nuclear@7
|
372 Matrix4x4 squash;
|
nuclear@7
|
373 squash.set_scaling(Vector3(1, 1, 0.5));
|
nuclear@7
|
374
|
nuclear@7
|
375 gen_sphere(&tmp, HINGE_RAD * 0.5, 8, 4);
|
nuclear@7
|
376 tmp.apply_xform(stud_xform * squash);
|
nuclear@7
|
377 hinges->append(tmp);
|
nuclear@7
|
378 }
|
nuclear@7
|
379 }
|
nuclear@1
|
380
|
nuclear@2
|
381 Object *ohinges = new Object;
|
nuclear@2
|
382 ohinges->set_mesh(hinges);
|
nuclear@7
|
383 ohinges->set_texture(img_hinge.texture());
|
nuclear@2
|
384 obj.push_back(ohinges);
|
nuclear@1
|
385
|
nuclear@6
|
386 // debug object
|
nuclear@7
|
387 /*
|
nuclear@7
|
388 Mesh *dbgmesh = new Mesh;
|
nuclear@6
|
389 gen_box(dbgmesh, 0.5, 0.5, 0.5);
|
nuclear@6
|
390 xform.set_translation(Vector3(0, 0.4, 0));
|
nuclear@7
|
391 xform.set_scaling(Vector3(1, 1, 1));
|
nuclear@6
|
392 dbgmesh->apply_xform(xform);
|
nuclear@6
|
393 Object *dbgobj = new Object;
|
nuclear@6
|
394 dbgobj->set_mesh(dbgmesh);
|
nuclear@7
|
395 dbgobj->set_texture(img_hinge.texture());
|
nuclear@7
|
396 //dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
|
nuclear@7
|
397 obj.push_back(dbgobj);
|
nuclear@7
|
398 */
|
nuclear@2
|
399
|
nuclear@11
|
400 Mesh *piece = new Mesh;
|
nuclear@14
|
401 gen_revol(piece, 18, 17, bezier_revol, bezier_revol_normal, (void*)&piece_curve);
|
nuclear@11
|
402
|
nuclear@11
|
403 Object *opiece = new Object;
|
nuclear@11
|
404 opiece->set_mesh(piece);
|
nuclear@12
|
405 opiece->mtl.diffuse = Vector3(0.6, 0.6, 0.6);
|
nuclear@12
|
406 opiece->mtl.specular = Vector3(0.8, 0.8, 0.8);
|
nuclear@11
|
407 opiece->xform().set_translation(Vector3(0, 0.2, 0));
|
nuclear@17
|
408 //obj.push_back(opiece);
|
nuclear@17
|
409
|
nuclear@17
|
410 piece_obj = opiece;
|
nuclear@11
|
411
|
nuclear@8
|
412 // meshgen stats
|
nuclear@8
|
413 printf("Generated board:\n %u meshes\n", (unsigned int)obj.size());
|
nuclear@8
|
414 unsigned int polycount = 0;
|
nuclear@8
|
415 for(size_t i=0; i<obj.size(); i++) {
|
nuclear@8
|
416 const Mesh *m = obj[i]->get_mesh();
|
nuclear@8
|
417 polycount += m->get_poly_count();
|
nuclear@8
|
418 }
|
nuclear@8
|
419 printf(" %u polygons\n", polycount);
|
nuclear@8
|
420
|
nuclear@1
|
421 return true;
|
nuclear@0
|
422 }
|
nuclear@4
|
423
|
nuclear@5
|
424 static float wood(float x, float y)
|
nuclear@5
|
425 {
|
nuclear@5
|
426 float u = x;
|
nuclear@5
|
427 float v = y;
|
nuclear@5
|
428 x += 1.0;
|
nuclear@5
|
429 x *= 10.0;
|
nuclear@5
|
430 y *= 20.0;
|
nuclear@5
|
431
|
nuclear@5
|
432 float len = sqrt(x * x + y * y) + turbulence2(u * 6.0, v * 12.0, 2) * 1.2 +
|
nuclear@5
|
433 turbulence2(u * 0.5, v, 2) * 15.0;
|
nuclear@5
|
434 float val = fmod(len, 1.0);
|
nuclear@5
|
435
|
nuclear@5
|
436 //val = val * 0.5 + 0.5;
|
nuclear@5
|
437 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
|
nuclear@5
|
438 }
|
nuclear@5
|
439
|
nuclear@6
|
440 static float wood_tile(float x, float y)
|
nuclear@6
|
441 {
|
nuclear@6
|
442 float u = x;
|
nuclear@6
|
443 float v = y;
|
nuclear@6
|
444 x *= 10.0;
|
nuclear@6
|
445 y *= 10.0;
|
nuclear@6
|
446
|
nuclear@6
|
447 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
|
nuclear@6
|
448 pturbulence2(u * 4, v * 2, 4, 2, 2) * 1.5 + pturbulence2(u * 8, v * 8, 8, 8, 2) * 0.5;
|
nuclear@6
|
449
|
nuclear@6
|
450 val = fmod(val, 1.0);
|
nuclear@6
|
451 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
|
nuclear@6
|
452 }
|
nuclear@6
|
453
|
nuclear@4
|
454 static bool spike(float x, float y)
|
nuclear@4
|
455 {
|
nuclear@4
|
456 x = fmod(x * 5.0, 1.0);
|
nuclear@4
|
457 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
|
nuclear@4
|
458 }
|
nuclear@4
|
459
|
nuclear@4
|
460 static bool circle(float x, float y, float rad)
|
nuclear@4
|
461 {
|
nuclear@4
|
462 x = fmod(x * 5.0, 1.0) - 0.5;
|
nuclear@4
|
463 y = (y - 0.65) * 5.0;
|
nuclear@4
|
464 float len = sqrt(x * x + y * y);
|
nuclear@4
|
465 return len < rad;
|
nuclear@4
|
466 }
|
nuclear@4
|
467
|
nuclear@4
|
468 static bool diamond(float x, float y)
|
nuclear@4
|
469 {
|
nuclear@4
|
470 return y >= (1.0 - (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x)) * 0.3333333 + 0.88;
|
nuclear@4
|
471 }
|
nuclear@4
|
472
|
nuclear@4
|
473 static bool center_circle(float x, float y, float rad)
|
nuclear@4
|
474 {
|
nuclear@4
|
475 x = x - 0.5;
|
nuclear@4
|
476 y = 1.0 - y;
|
nuclear@4
|
477 return sqrt(x * x + y * y) < rad;
|
nuclear@4
|
478 }
|
nuclear@4
|
479
|
nuclear@4
|
480 bool Board::generate_textures()
|
nuclear@4
|
481 {
|
nuclear@6
|
482 // ---- board field texture ----
|
nuclear@5
|
483 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
|
nuclear@6
|
484 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
|
nuclear@6
|
485 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
|
nuclear@5
|
486
|
nuclear@8
|
487 img_field.create(1024, 1024);
|
nuclear@6
|
488 unsigned char *pptr = img_field.pixels;
|
nuclear@6
|
489 for(int i=0; i<img_field.height; i++) {
|
nuclear@6
|
490 float v = (float)i / (float)img_field.height;
|
nuclear@4
|
491
|
nuclear@6
|
492 for(int j=0; j<img_field.width; j++) {
|
nuclear@6
|
493 float u = (float)j / (float)img_field.width;
|
nuclear@4
|
494
|
nuclear@4
|
495 int r = 0, g = 0, b = 0;
|
nuclear@4
|
496
|
nuclear@5
|
497 float wood_val = wood(u, v);
|
nuclear@5
|
498
|
nuclear@5
|
499 // pattern mask
|
nuclear@4
|
500 float x = u;
|
nuclear@4
|
501 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
|
nuclear@4
|
502 bool inside = false;
|
nuclear@4
|
503
|
nuclear@4
|
504 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
|
nuclear@4
|
505 (spike(x, y + 0.5) && !spike(x, y + 0.68));
|
nuclear@4
|
506 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
|
nuclear@4
|
507 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
|
nuclear@4
|
508 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
|
nuclear@4
|
509 inside |= center_circle(x, y, 0.03);
|
nuclear@4
|
510
|
nuclear@5
|
511 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
|
nuclear@4
|
512 if(inside) {
|
nuclear@5
|
513 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
|
nuclear@4
|
514 }
|
nuclear@4
|
515
|
nuclear@5
|
516 r = (int)(wood_color.x * 255.0);
|
nuclear@5
|
517 g = (int)(wood_color.y * 255.0);
|
nuclear@5
|
518 b = (int)(wood_color.z * 255.0);
|
nuclear@5
|
519
|
nuclear@5
|
520 pptr[0] = r > 255 ? 255 : r;
|
nuclear@5
|
521 pptr[1] = g > 255 ? 255 : g;
|
nuclear@5
|
522 pptr[2] = b > 255 ? 255 : b;
|
nuclear@4
|
523 pptr += 3;
|
nuclear@4
|
524 }
|
nuclear@4
|
525 }
|
nuclear@6
|
526 img_field.texture();
|
nuclear@4
|
527
|
nuclear@6
|
528 // ---- generic wood texture ----
|
nuclear@6
|
529 img_wood.create(256, 256);
|
nuclear@6
|
530 pptr = img_wood.pixels;
|
nuclear@6
|
531 for(int i=0; i<img_wood.height; i++) {
|
nuclear@6
|
532 float v = (float)i / (float)img_wood.height;
|
nuclear@6
|
533 for(int j=0; j<img_wood.width; j++) {
|
nuclear@6
|
534 float u = (float)j / (float)img_wood.width;
|
nuclear@6
|
535
|
nuclear@6
|
536 float wood_val = wood_tile(u, v);
|
nuclear@6
|
537 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
|
nuclear@6
|
538
|
nuclear@6
|
539 int r = (int)(wood_color.x * 255.0);
|
nuclear@6
|
540 int g = (int)(wood_color.y * 255.0);
|
nuclear@6
|
541 int b = (int)(wood_color.z * 255.0);
|
nuclear@6
|
542
|
nuclear@6
|
543 pptr[0] = r > 255 ? 255 : r;
|
nuclear@6
|
544 pptr[1] = g > 255 ? 255 : g;
|
nuclear@6
|
545 pptr[2] = b > 255 ? 255 : b;
|
nuclear@6
|
546 pptr += 3;
|
nuclear@6
|
547 }
|
nuclear@6
|
548 }
|
nuclear@6
|
549 img_wood.texture();
|
nuclear@7
|
550
|
nuclear@7
|
551 // ---- metal hinge diffuse texture ----
|
nuclear@7
|
552 Vector3 rusty_col1 = Vector3(0.43, 0.46, 0.52);
|
nuclear@7
|
553 Vector3 rusty_col2 = Vector3(0.52, 0.47, 0.43);
|
nuclear@7
|
554
|
nuclear@7
|
555 img_hinge.create(128, 128);
|
nuclear@7
|
556 pptr = img_hinge.pixels;
|
nuclear@7
|
557 for(int i=0; i<img_hinge.height; i++) {
|
nuclear@7
|
558 float v = (float)i / (float)img_hinge.height;
|
nuclear@7
|
559 for(int j=0; j<img_hinge.width; j++) {
|
nuclear@7
|
560 float u = (float)j / (float)img_hinge.width;
|
nuclear@7
|
561
|
nuclear@7
|
562 // rust pattern
|
nuclear@7
|
563 float w1 = fbm2(u * 4.0, v * 4.0, 3) * 0.5 + 0.5;
|
nuclear@9
|
564 //float w2 = fbm2(u * 8.0, v * 8.0, 1) * 0.5 + 0.5;
|
nuclear@7
|
565 Vector3 col = lerp(rusty_col1, rusty_col2 * 0.5, w1);
|
nuclear@7
|
566
|
nuclear@7
|
567 // center hinge split
|
nuclear@7
|
568 if(fabs(v - 0.5) < 0.01) {
|
nuclear@7
|
569 col *= 0.5;
|
nuclear@7
|
570 }
|
nuclear@7
|
571
|
nuclear@7
|
572 int r = (int)(col.x * 255.0);
|
nuclear@7
|
573 int g = (int)(col.y * 255.0);
|
nuclear@7
|
574 int b = (int)(col.z * 255.0);
|
nuclear@7
|
575
|
nuclear@7
|
576 pptr[0] = r > 255 ? 255 : (r < 0 ? 0 : r);
|
nuclear@7
|
577 pptr[1] = g > 255 ? 255 : (g < 0 ? 0 : g);
|
nuclear@7
|
578 pptr[2] = b > 255 ? 255 : (b < 0 ? 0 : b);
|
nuclear@7
|
579
|
nuclear@7
|
580 pptr += 3;
|
nuclear@7
|
581 }
|
nuclear@7
|
582 }
|
nuclear@7
|
583 img_hinge.texture();
|
nuclear@7
|
584
|
nuclear@4
|
585 return true;
|
nuclear@4
|
586 }
|