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1 #include <vector>
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2 #include "opengl.h"
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3 #include "scenery.h"
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4 #include "game.h"
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5 #include "mesh.h"
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6 #include "meshgen.h"
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7 #include "object.h"
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8 #include "revol.h"
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9 #include "image.h"
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10 #include "sdr.h"
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11 #include "opt.h"
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12
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13 static bool gen_textures();
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14
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15 static std::vector<Object*> obj;
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16 static Image img_marble;
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17
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18 static const vec2_t table_cp[] = {
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19 {0, 0},
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20 {3, 0}, // mid 0
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21 {5.8, 0},
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22 {5.99, 0}, // mid 1
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23 {6, -0.1},
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24 {6.1, -0.1}, // mid 2
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25 {6.13, -0.3},
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26 {3, -0.3}, // mid 3
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27 {0, -0.3}
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28 };
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29 static const BezCurve table_curve = {
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30 sizeof table_cp / sizeof *table_cp,
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31 (vec2_t*)table_cp,
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32 1.0 / 6.2
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33 };
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34
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35
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36
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37 bool init_scenery()
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38 {
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39 if(!gen_textures()) {
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40 return false;
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41 }
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42
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43 Matrix4x4 xform;
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44
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45 Mesh *table = new Mesh;
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46 gen_revol(table, 48, 16, bezier_revol, bezier_revol_normal, (void*)&table_curve);
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47 table->texcoord_gen_plane(Vector3(0, 1, 0), Vector3(1, 0, 0));
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48 xform.set_scaling(Vector3(0.5, 0.5, 0.5));
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49 xform.translate(Vector3(1, 1, 0));
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50 table->texcoord_apply_xform(xform);
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51
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52 static const float table_scale = 1.8;
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53 xform.set_scaling(Vector3(table_scale, table_scale, table_scale));
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54 table->apply_xform(xform);
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55
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56 Object *otable = new Object;
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57 otable->set_mesh(table);
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58 otable->mtl.diffuse = Vector3(1, 1, 1);
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59 otable->mtl.specular = Vector3(0.7, 0.7, 0.7);
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60 otable->xform().set_translation(Vector3(0, -0.025, 0));
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61 otable->set_texture(img_marble.texture());
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62 obj.push_back(otable);
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63
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64
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65 // meshgen stats
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66 printf("Generated scenery:\n %u meshes\n", (unsigned int)obj.size());
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67 unsigned int polycount = 0;
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68 for(size_t i=0; i<obj.size(); i++) {
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69 const Mesh *m = obj[i]->get_mesh();
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70 polycount += m->get_poly_count();
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71 }
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72 printf(" %u polygons\n", polycount);
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73
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74 return true;
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75 }
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76
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77 void destroy_scenery()
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78 {
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79 for(size_t i=0; i<obj.size(); i++) {
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80 delete obj[i];
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81 }
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82 obj.clear();
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83
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84 img_marble.destroy();
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85 }
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86
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87 void draw_scenery()
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88 {
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89 unsigned int sdr = opt.shadows && sdr_shadow ? sdr_shadow : sdr_phong;
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90
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91 for(size_t i=0; i<obj.size(); i++) {
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92 if(wireframe) {
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93 obj[i]->draw_wire();
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94 obj[i]->draw_normals(0.075);
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95 } else {
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96 obj[i]->set_shader(sdr);
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97 obj[i]->draw();
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98 }
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99 }
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100 }
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101
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102 static float marble(float x, float y)
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103 {
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104 float theta = x * M_PI * 2.0 * cos(y * 1.5);
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105 theta += turbulence2(x * 10.0, y * 10.0, 4) * 2;
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106 float val = 0.5 + sin(theta * 5.0) + sin(theta * 8.0) / 2.0 + sin(theta * 19.0) / 4.0;
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107 return val * 0.5 + 0.5;
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108 }
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109
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110 static bool gen_textures()
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111 {
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112 static const Vector3 marble_col1 = Vector3(0.78, 0.85, 0.85);
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113 static const Vector3 marble_col2 = Vector3(0.56, 0.68, 0.7);
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114
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115 img_marble.create(512, 512);
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116 unsigned char *pptr = img_marble.pixels;
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117 for(int i=0; i<img_marble.height; i++) {
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118 float v = (float)i / (float)img_marble.height;
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119 for(int j=0; j<img_marble.width; j++) {
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120 float u = (float)j / (float)img_marble.width;
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121
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122 float marble_val = marble(u, v);
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123 Vector3 color = lerp(marble_col2, marble_col1, marble_val) * 0.6;
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124
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125 int r = (int)(color.x * 255.0);
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126 int g = (int)(color.y * 255.0);
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127 int b = (int)(color.z * 255.0);
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128
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129 pptr[0] = r > 255 ? 255 : (r < 0 ? 0 : r);
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130 pptr[1] = g > 255 ? 255 : (g < 0 ? 0 : g);
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131 pptr[2] = b > 255 ? 255 : (b < 0 ? 0 : b);
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132 pptr += 3;
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133 }
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134 }
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135 img_marble.texture();
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136
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137 return true;
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138 }
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