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nuclear@0
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1 #include "opengl.h"
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2 #include "board.h"
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3 #include "meshgen.h"
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4
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5
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6 Board::Board()
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7 {
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8 puck_obj = 0;
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9 clear();
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10 }
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11
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12 Board::~Board()
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13 {
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14 destroy();
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15 }
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16
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17 bool Board::init()
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18 {
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19 if(!generate_textures()) {
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20 return false;
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21 }
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22 if(!generate()) {
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23 return false;
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24 }
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25
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26 return true;
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27 }
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28
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29 void Board::destroy()
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30 {
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31 for(size_t i=0; i<obj.size(); i++) {
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32 delete obj[i];
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33 }
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34 obj.clear();
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35
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36 delete puck_obj;
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37 puck_obj = 0;
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38 }
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39
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40 void Board::clear()
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41 {
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42 memset(slots, 0, sizeof slots);
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43 }
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44
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45 void Board::draw() const
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46 {
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47 for(size_t i=0; i<obj.size(); i++) {
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48 obj[i]->draw();
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49 }
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50 }
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51
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52 #define HSIZE 1.0
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53 #define VSIZE (2.0 * HSIZE)
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54 #define BOT_THICKNESS (HSIZE * 0.01)
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55 #define WALL_THICKNESS (HSIZE * 0.05)
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56 #define WALL_HEIGHT (HSIZE * 0.1)
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57 #define GAP (HSIZE * 0.025)
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58 #define HINGE_RAD (GAP * 0.5)
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59 #define HINGE_HEIGHT (VSIZE * 0.075)
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60
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61 bool Board::generate()
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62 {
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63 Mesh tmp;
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64 Matrix4x4 xform;
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65
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66 obj.clear();
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67
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68 for(int i=0; i<2; i++) {
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69 int sign = i * 2 - 1;
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70
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71 // generate bottom
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72 Mesh *bottom = new Mesh;
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73 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
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74 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
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75 bottom->apply_xform(xform);
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76
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77 Object *obottom = new Object;
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78 obottom->set_mesh(bottom);
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79 obottom->xform().set_translation(Vector3(sign * (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25), 0, 0));
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80 obottom->set_texture(img_field.texture());
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81 obj.push_back(obottom);
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82
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83
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84 // generate the 4 sides
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85 Mesh *sides = new Mesh;
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86 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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87 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
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88 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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89 sides->apply_xform(xform);
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90
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91 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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92 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
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93 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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94 tmp.apply_xform(xform);
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95 sides->append(tmp);
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96 tmp.clear();
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97
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98 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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99 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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100 (VSIZE + WALL_THICKNESS) / 2.0));
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101 tmp.apply_xform(xform);
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102 sides->append(tmp);
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103 tmp.clear();
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104
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105 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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106 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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107 -(VSIZE + WALL_THICKNESS) / 2.0));
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108 tmp.apply_xform(xform);
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109 sides->append(tmp);
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110 tmp.clear();
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111
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112 Object *osides = new Object;
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113 osides->set_mesh(sides);
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114 osides->xform() = obottom->xform();
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115 obj.push_back(osides);
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116
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117 }
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118
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119
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120 // generate the hinges
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121 Mesh *hinges = new Mesh;
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122 gen_cylinder(hinges, HINGE_RAD, HINGE_HEIGHT, 10, 1, 1);
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123 xform.reset_identity();
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124 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, VSIZE / 4.0));
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125 xform.rotate(Vector3(M_PI / 2.0, 0, 0));
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126 hinges->apply_xform(xform);
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127
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128 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 10, 1, 1);
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129 xform.reset_identity();
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130 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, -VSIZE / 4.0));
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131 xform.rotate(Vector3(M_PI / 2.0, 0, 0));
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132 tmp.apply_xform(xform);
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133
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134 hinges->append(tmp);
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135
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136 Object *ohinges = new Object;
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137 ohinges->set_mesh(hinges);
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138 obj.push_back(ohinges);
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139
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140
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141 return true;
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142 }
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143
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144 static float wood(float x, float y)
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145 {
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146 float u = x;
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147 float v = y;
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148 x += 1.0;
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149 x *= 10.0;
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150 y *= 20.0;
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151
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152 float len = sqrt(x * x + y * y) + turbulence2(u * 6.0, v * 12.0, 2) * 1.2 +
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153 turbulence2(u * 0.5, v, 2) * 15.0;
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154 float val = fmod(len, 1.0);
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155
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156 //val = val * 0.5 + 0.5;
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157 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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158 }
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159
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160 static bool spike(float x, float y)
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161 {
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162 x = fmod(x * 5.0, 1.0);
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163 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
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164 }
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165
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166 static bool circle(float x, float y, float rad)
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167 {
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168 x = fmod(x * 5.0, 1.0) - 0.5;
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169 y = (y - 0.65) * 5.0;
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170 float len = sqrt(x * x + y * y);
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171 return len < rad;
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172 }
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173
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174 static bool diamond(float x, float y)
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175 {
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176 return y >= (1.0 - (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x)) * 0.3333333 + 0.88;
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177 }
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178
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179 static bool center_circle(float x, float y, float rad)
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180 {
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181 x = x - 0.5;
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182 y = 1.0 - y;
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183 return sqrt(x * x + y * y) < rad;
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184 }
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185
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186 bool Board::generate_textures()
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187 {
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188 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
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189 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);//Vector3(0.38, 0.25, 0.08);
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190
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191 const int xsz = 512;
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192 const int ysz = 1024;
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193
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194 img_field.create(xsz, ysz);
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195
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196 unsigned char *pptr = img_field.pixels;
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197 for(int i=0; i<ysz; i++) {
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198 float v = (float)i / (float)ysz;
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199
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200 for(int j=0; j<xsz; j++) {
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201 float u = (float)j / (float)xsz;
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202
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203 int r = 0, g = 0, b = 0;
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204
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205 float wood_val = wood(u, v);
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206
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207 // pattern mask
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208 float x = u;
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209 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
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210 bool inside = false;
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211
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212 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
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213 (spike(x, y + 0.5) && !spike(x, y + 0.68));
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214 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
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215 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
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216 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
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217 inside |= center_circle(x, y, 0.03);
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218
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219 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
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220 if(inside) {
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221 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
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222 }
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223
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224 r = (int)(wood_color.x * 255.0);
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225 g = (int)(wood_color.y * 255.0);
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226 b = (int)(wood_color.z * 255.0);
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227
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228 pptr[0] = r > 255 ? 255 : r;
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229 pptr[1] = g > 255 ? 255 : g;
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230 pptr[2] = b > 255 ? 255 : b;
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231 pptr += 3;
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232 }
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233 }
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234
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235 img_field.texture();
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236 return true;
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237 }
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