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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@1
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4 #include "meshgen.h"
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nuclear@6
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5 #include "pnoise.h"
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6
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nuclear@0
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7 Board::Board()
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nuclear@0
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8 {
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nuclear@2
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9 puck_obj = 0;
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10 clear();
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11 }
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12
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nuclear@0
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13 Board::~Board()
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nuclear@0
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14 {
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15 destroy();
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16 }
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17
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nuclear@0
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18 bool Board::init()
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nuclear@0
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19 {
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nuclear@4
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20 if(!generate_textures()) {
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21 return false;
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22 }
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nuclear@1
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23 if(!generate()) {
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24 return false;
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25 }
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nuclear@1
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26
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nuclear@0
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27 return true;
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nuclear@0
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28 }
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nuclear@0
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29
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nuclear@0
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30 void Board::destroy()
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nuclear@0
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31 {
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nuclear@2
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32 for(size_t i=0; i<obj.size(); i++) {
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33 delete obj[i];
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nuclear@1
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34 }
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nuclear@2
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35 obj.clear();
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36
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nuclear@2
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37 delete puck_obj;
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nuclear@2
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38 puck_obj = 0;
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nuclear@0
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39 }
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nuclear@0
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40
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nuclear@0
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41 void Board::clear()
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nuclear@0
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42 {
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nuclear@0
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43 memset(slots, 0, sizeof slots);
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nuclear@0
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44 }
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nuclear@0
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45
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nuclear@0
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46 void Board::draw() const
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nuclear@0
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47 {
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nuclear@2
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48 for(size_t i=0; i<obj.size(); i++) {
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nuclear@2
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49 obj[i]->draw();
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nuclear@1
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50 }
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nuclear@0
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51 }
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nuclear@0
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52
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nuclear@1
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53 #define HSIZE 1.0
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nuclear@1
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54 #define VSIZE (2.0 * HSIZE)
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nuclear@1
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55 #define BOT_THICKNESS (HSIZE * 0.01)
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nuclear@1
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56 #define WALL_THICKNESS (HSIZE * 0.05)
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nuclear@1
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57 #define WALL_HEIGHT (HSIZE * 0.1)
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nuclear@1
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58 #define GAP (HSIZE * 0.025)
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nuclear@1
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59 #define HINGE_RAD (GAP * 0.5)
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nuclear@1
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60 #define HINGE_HEIGHT (VSIZE * 0.075)
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nuclear@11
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61 #define PIECE_RAD (0.45 * HSIZE / 5.0)
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62
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nuclear@13
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63 struct BezCurve {
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nuclear@13
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64 int numcp;
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nuclear@13
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65 vec2_t *cp;
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nuclear@13
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66 float scale;
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nuclear@11
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67 };
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nuclear@13
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68
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nuclear@13
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69 static const vec2_t piece_cp[] = {
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nuclear@13
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70 {0, 0.25},
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nuclear@13
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71 {1, 0.25}, // mid0
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nuclear@13
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72 {2, 0.5},
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nuclear@13
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73 {2.5, 0.5}, // mid1
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nuclear@13
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74 {3, 0.5},
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nuclear@13
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75 {4, 0.5}, // mid2
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nuclear@13
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76 {4, 0},
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nuclear@13
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77 {4, -0.5}, // mid3
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nuclear@13
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78 {3, -0.5},
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nuclear@13
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79 {2.5, -0.5}, // mid4
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nuclear@13
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80 {0, -0.5}
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nuclear@13
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81 };
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nuclear@13
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82 static const BezCurve piece_curve = {sizeof piece_cp / sizeof *piece_cp, (vec2_t*)piece_cp, 0.25 * PIECE_RAD};
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nuclear@13
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83
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84
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85 static Vector2 piece_revol(float u, float v, void *cls)
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86 {
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nuclear@13
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87 BezCurve *curve = (BezCurve*)cls;
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nuclear@13
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88 int nseg = (curve->numcp - 1) / 2;
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nuclear@13
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89
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nuclear@11
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90 if(v >= 1.0) v = 1.0 - 1e-6;
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nuclear@13
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91 int cidx = std::min((int)(v * nseg), nseg - 1);
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nuclear@13
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92 float t = fmod(v * (float)nseg, 1.0);
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nuclear@11
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93
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nuclear@13
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94 const vec2_t *cp = curve->cp + cidx * 2;
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nuclear@13
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95
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nuclear@13
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96 float resx = bezier(cp[0].x, cp[1].x, cp[1].x, cp[2].x, t);
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nuclear@13
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97 float resy = bezier(cp[0].y, cp[1].y, cp[1].y, cp[2].y, t);
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nuclear@13
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98 return Vector2(resx * curve->scale, resy * curve->scale);
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nuclear@11
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99 }
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nuclear@1
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100
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nuclear@12
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101 static Vector2 piece_revol_normal(float u, float v, void *cls)
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nuclear@12
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102 {
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nuclear@13
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103 BezCurve *curve = (BezCurve*)cls;
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nuclear@13
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104 int nseg = (curve->numcp - 1) / 2;
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nuclear@13
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105
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nuclear@12
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106 if(v >= 1.0) v = 1.0 - 1e-6;
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nuclear@13
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107 int cidx = std::min((int)(v * nseg), nseg - 1);
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nuclear@13
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108 float t = fmod(v * (float)nseg, 1.0);
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nuclear@13
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109
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nuclear@13
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110 const vec2_t *cp = curve->cp + cidx * 2;
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nuclear@13
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111 Vector2 cp0 = cp[0];
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nuclear@13
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112 Vector2 cp1 = cp[1];
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nuclear@13
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113 Vector2 cp2 = cp[2];
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nuclear@12
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114
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nuclear@12
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115 Vector2 pprev, pnext;
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nuclear@12
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116 for(int i=0; i<2; i++) {
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nuclear@13
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117 pprev[i] = bezier(cp0[i], cp1[i], cp1[i], cp2[i], t - 0.05);
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nuclear@13
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118 pnext[i] = bezier(cp0[i], cp1[i], cp1[i], cp2[i], t + 0.05);
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nuclear@12
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119 }
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nuclear@12
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120
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nuclear@12
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121 float tx = pnext.x - pprev.x;
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nuclear@12
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122 float ty = pnext.y - pprev.y;
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nuclear@12
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123
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nuclear@12
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124 return Vector2(-ty, tx);
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nuclear@12
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125 }
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nuclear@12
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126
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nuclear@1
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127 bool Board::generate()
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nuclear@0
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128 {
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nuclear@4
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129 Mesh tmp;
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nuclear@1
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130 Matrix4x4 xform;
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nuclear@1
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131
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nuclear@2
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132 obj.clear();
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nuclear@2
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133
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nuclear@4
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134 for(int i=0; i<2; i++) {
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135 int sign = i * 2 - 1;
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136
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nuclear@4
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137 // generate bottom
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nuclear@4
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138 Mesh *bottom = new Mesh;
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nuclear@4
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139 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
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nuclear@4
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140 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
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nuclear@4
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141 bottom->apply_xform(xform);
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nuclear@2
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142
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nuclear@4
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143 Object *obottom = new Object;
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nuclear@4
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144 obottom->set_mesh(bottom);
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nuclear@4
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145 obottom->xform().set_translation(Vector3(sign * (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25), 0, 0));
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146 obottom->set_texture(img_field.texture());
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147 obj.push_back(obottom);
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nuclear@2
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148
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nuclear@1
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149
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nuclear@4
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150 // generate the 4 sides
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nuclear@4
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151 Mesh *sides = new Mesh;
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nuclear@4
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152 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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nuclear@4
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153 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
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154 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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nuclear@4
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155 sides->apply_xform(xform);
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156
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nuclear@4
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157 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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nuclear@4
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158 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
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nuclear@4
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159 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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nuclear@4
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160 tmp.apply_xform(xform);
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nuclear@4
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161 sides->append(tmp);
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nuclear@4
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162 tmp.clear();
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nuclear@1
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163
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nuclear@4
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164 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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165 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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nuclear@4
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166 (VSIZE + WALL_THICKNESS) / 2.0));
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167 tmp.apply_xform(xform);
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nuclear@4
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168 sides->append(tmp);
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nuclear@4
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169 tmp.clear();
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nuclear@1
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170
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nuclear@4
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171 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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nuclear@4
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172 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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nuclear@4
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173 -(VSIZE + WALL_THICKNESS) / 2.0));
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nuclear@4
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174 tmp.apply_xform(xform);
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nuclear@4
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175 sides->append(tmp);
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nuclear@4
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176 tmp.clear();
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nuclear@4
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177
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nuclear@6
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178 // generate texture coordinates
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nuclear@6
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179 sides->texcoord_gen_box();
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nuclear@6
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180
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nuclear@4
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181 Object *osides = new Object;
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nuclear@4
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182 osides->set_mesh(sides);
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nuclear@4
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183 osides->xform() = obottom->xform();
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nuclear@6
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184 osides->set_texture(img_wood.texture());
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nuclear@6
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185 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
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nuclear@6
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186 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
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nuclear@4
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187 obj.push_back(osides);
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nuclear@4
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188
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nuclear@4
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189 }
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nuclear@2
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190
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nuclear@2
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191
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nuclear@1
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192 // generate the hinges
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nuclear@1
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193 Mesh *hinges = new Mesh;
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nuclear@7
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194 for(int i=0; i<2; i++) {
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nuclear@7
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195 float sign = i * 2 - 1;
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nuclear@1
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196
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nuclear@7
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197 // barrel
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198 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 8, 1, 1);
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nuclear@7
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199 xform.reset_identity();
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nuclear@7
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200 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, sign * VSIZE / 4.0));
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nuclear@7
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201 xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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nuclear@7
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202 tmp.apply_xform(xform);
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nuclear@7
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203 hinges->append(tmp);
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nuclear@1
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204
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nuclear@7
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205 // flange
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nuclear@7
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206 gen_plane(&tmp, HINGE_HEIGHT * 0.6, HINGE_HEIGHT * 0.8);
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nuclear@7
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207 tmp.apply_xform(xform);
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nuclear@7
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208
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nuclear@7
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209 Matrix4x4 tex_xform;
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nuclear@7
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210 tex_xform.set_rotation(Vector3(0, 0, M_PI / 2.0));
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nuclear@7
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211 tmp.texcoord_apply_xform(tex_xform);
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nuclear@7
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212 hinges->append(tmp);
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nuclear@7
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213
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nuclear@7
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214 // studs
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nuclear@7
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215 for(int j=0; j<4; j++) {
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nuclear@7
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216 Vector3 pos;
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nuclear@7
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217
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nuclear@7
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218 pos.x = (float)((j & 1) * 2 - 1) * HINGE_HEIGHT * 0.2;
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nuclear@7
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219 pos.y = (float)((j & 2) - 1) * HINGE_HEIGHT * 0.3;
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nuclear@7
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220
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nuclear@7
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221 Matrix4x4 stud_xform = xform;
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nuclear@7
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222 stud_xform.translate(pos);
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nuclear@7
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223
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nuclear@7
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224 Matrix4x4 squash;
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nuclear@7
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225 squash.set_scaling(Vector3(1, 1, 0.5));
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nuclear@7
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226
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nuclear@7
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227 gen_sphere(&tmp, HINGE_RAD * 0.5, 8, 4);
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nuclear@7
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228 tmp.apply_xform(stud_xform * squash);
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nuclear@7
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229 hinges->append(tmp);
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nuclear@7
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230 }
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nuclear@7
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231 }
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nuclear@1
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232
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nuclear@2
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233 Object *ohinges = new Object;
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nuclear@2
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234 ohinges->set_mesh(hinges);
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nuclear@7
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235 ohinges->set_texture(img_hinge.texture());
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nuclear@2
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236 obj.push_back(ohinges);
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nuclear@1
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237
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nuclear@6
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238 // debug object
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nuclear@7
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239 /*
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nuclear@7
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240 Mesh *dbgmesh = new Mesh;
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nuclear@6
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241 gen_box(dbgmesh, 0.5, 0.5, 0.5);
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nuclear@6
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242 xform.set_translation(Vector3(0, 0.4, 0));
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nuclear@7
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243 xform.set_scaling(Vector3(1, 1, 1));
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nuclear@6
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244 dbgmesh->apply_xform(xform);
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nuclear@6
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245 Object *dbgobj = new Object;
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nuclear@6
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246 dbgobj->set_mesh(dbgmesh);
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nuclear@7
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247 dbgobj->set_texture(img_hinge.texture());
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nuclear@7
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248 //dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
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nuclear@7
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249 obj.push_back(dbgobj);
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nuclear@7
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250 */
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nuclear@2
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251
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nuclear@11
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252 Mesh *piece = new Mesh;
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nuclear@13
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253 gen_revol(piece, 18, 17, piece_revol, piece_revol_normal, (void*)&piece_curve);
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nuclear@11
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254
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nuclear@11
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255 Object *opiece = new Object;
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nuclear@11
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256 opiece->set_mesh(piece);
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nuclear@12
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257 opiece->mtl.diffuse = Vector3(0.6, 0.6, 0.6);
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nuclear@12
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258 opiece->mtl.specular = Vector3(0.8, 0.8, 0.8);
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nuclear@11
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259 opiece->xform().set_translation(Vector3(0, 0.2, 0));
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nuclear@11
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260 obj.push_back(opiece);
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nuclear@11
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261
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nuclear@11
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262
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nuclear@8
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263 // meshgen stats
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nuclear@8
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264 printf("Generated board:\n %u meshes\n", (unsigned int)obj.size());
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nuclear@8
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265 unsigned int polycount = 0;
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nuclear@8
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266 for(size_t i=0; i<obj.size(); i++) {
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nuclear@8
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267 const Mesh *m = obj[i]->get_mesh();
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nuclear@8
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268 polycount += m->get_poly_count();
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nuclear@8
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269 }
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nuclear@8
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270 printf(" %u polygons\n", polycount);
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nuclear@8
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271
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nuclear@1
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272 return true;
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nuclear@0
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273 }
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nuclear@4
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274
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nuclear@5
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275 static float wood(float x, float y)
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nuclear@5
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276 {
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nuclear@5
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277 float u = x;
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nuclear@5
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278 float v = y;
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nuclear@5
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279 x += 1.0;
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nuclear@5
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280 x *= 10.0;
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nuclear@5
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281 y *= 20.0;
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nuclear@5
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282
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nuclear@5
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283 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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284 turbulence2(u * 0.5, v, 2) * 15.0;
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nuclear@5
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285 float val = fmod(len, 1.0);
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nuclear@5
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286
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nuclear@5
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287 //val = val * 0.5 + 0.5;
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nuclear@5
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288 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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nuclear@5
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289 }
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nuclear@5
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290
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nuclear@6
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291 static float wood_tile(float x, float y)
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nuclear@6
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292 {
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nuclear@6
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293 float u = x;
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nuclear@6
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294 float v = y;
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nuclear@6
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295 x *= 10.0;
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nuclear@6
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296 y *= 10.0;
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nuclear@6
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297
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nuclear@6
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298 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
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nuclear@6
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299 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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300
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nuclear@6
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301 val = fmod(val, 1.0);
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nuclear@6
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302 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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nuclear@6
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303 }
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nuclear@6
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304
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nuclear@4
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305 static bool spike(float x, float y)
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nuclear@4
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306 {
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nuclear@4
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307 x = fmod(x * 5.0, 1.0);
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nuclear@4
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308 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
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nuclear@4
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309 }
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nuclear@4
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310
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nuclear@4
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311 static bool circle(float x, float y, float rad)
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nuclear@4
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312 {
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nuclear@4
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313 x = fmod(x * 5.0, 1.0) - 0.5;
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nuclear@4
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314 y = (y - 0.65) * 5.0;
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nuclear@4
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315 float len = sqrt(x * x + y * y);
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nuclear@4
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316 return len < rad;
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nuclear@4
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317 }
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nuclear@4
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318
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nuclear@4
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319 static bool diamond(float x, float y)
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nuclear@4
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320 {
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nuclear@4
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321 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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322 }
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nuclear@4
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323
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nuclear@4
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324 static bool center_circle(float x, float y, float rad)
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nuclear@4
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325 {
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nuclear@4
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326 x = x - 0.5;
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nuclear@4
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327 y = 1.0 - y;
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nuclear@4
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328 return sqrt(x * x + y * y) < rad;
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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@4
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331 bool Board::generate_textures()
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nuclear@4
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332 {
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nuclear@6
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333 // ---- board field texture ----
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nuclear@5
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334 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
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nuclear@6
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335 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
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nuclear@6
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336 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
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nuclear@5
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337
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nuclear@8
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338 img_field.create(1024, 1024);
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nuclear@6
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339 unsigned char *pptr = img_field.pixels;
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nuclear@6
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340 for(int i=0; i<img_field.height; i++) {
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nuclear@6
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341 float v = (float)i / (float)img_field.height;
|
nuclear@4
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342
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nuclear@6
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343 for(int j=0; j<img_field.width; j++) {
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nuclear@6
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344 float u = (float)j / (float)img_field.width;
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nuclear@4
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345
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nuclear@4
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346 int r = 0, g = 0, b = 0;
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nuclear@4
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347
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nuclear@5
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348 float wood_val = wood(u, v);
|
nuclear@5
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349
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nuclear@5
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350 // pattern mask
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nuclear@4
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351 float x = u;
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nuclear@4
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352 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
|
nuclear@4
|
353 bool inside = false;
|
nuclear@4
|
354
|
nuclear@4
|
355 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
|
nuclear@4
|
356 (spike(x, y + 0.5) && !spike(x, y + 0.68));
|
nuclear@4
|
357 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
|
nuclear@4
|
358 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
|
nuclear@4
|
359 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
|
nuclear@4
|
360 inside |= center_circle(x, y, 0.03);
|
nuclear@4
|
361
|
nuclear@5
|
362 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
|
nuclear@4
|
363 if(inside) {
|
nuclear@5
|
364 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
|
nuclear@4
|
365 }
|
nuclear@4
|
366
|
nuclear@5
|
367 r = (int)(wood_color.x * 255.0);
|
nuclear@5
|
368 g = (int)(wood_color.y * 255.0);
|
nuclear@5
|
369 b = (int)(wood_color.z * 255.0);
|
nuclear@5
|
370
|
nuclear@5
|
371 pptr[0] = r > 255 ? 255 : r;
|
nuclear@5
|
372 pptr[1] = g > 255 ? 255 : g;
|
nuclear@5
|
373 pptr[2] = b > 255 ? 255 : b;
|
nuclear@4
|
374 pptr += 3;
|
nuclear@4
|
375 }
|
nuclear@4
|
376 }
|
nuclear@6
|
377 img_field.texture();
|
nuclear@4
|
378
|
nuclear@6
|
379 // ---- generic wood texture ----
|
nuclear@6
|
380 img_wood.create(256, 256);
|
nuclear@6
|
381 pptr = img_wood.pixels;
|
nuclear@6
|
382 for(int i=0; i<img_wood.height; i++) {
|
nuclear@6
|
383 float v = (float)i / (float)img_wood.height;
|
nuclear@6
|
384 for(int j=0; j<img_wood.width; j++) {
|
nuclear@6
|
385 float u = (float)j / (float)img_wood.width;
|
nuclear@6
|
386
|
nuclear@6
|
387 float wood_val = wood_tile(u, v);
|
nuclear@6
|
388 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
|
nuclear@6
|
389
|
nuclear@6
|
390 int r = (int)(wood_color.x * 255.0);
|
nuclear@6
|
391 int g = (int)(wood_color.y * 255.0);
|
nuclear@6
|
392 int b = (int)(wood_color.z * 255.0);
|
nuclear@6
|
393
|
nuclear@6
|
394 pptr[0] = r > 255 ? 255 : r;
|
nuclear@6
|
395 pptr[1] = g > 255 ? 255 : g;
|
nuclear@6
|
396 pptr[2] = b > 255 ? 255 : b;
|
nuclear@6
|
397 pptr += 3;
|
nuclear@6
|
398 }
|
nuclear@6
|
399 }
|
nuclear@6
|
400 img_wood.texture();
|
nuclear@7
|
401
|
nuclear@7
|
402 // ---- metal hinge diffuse texture ----
|
nuclear@7
|
403 Vector3 rusty_col1 = Vector3(0.43, 0.46, 0.52);
|
nuclear@7
|
404 Vector3 rusty_col2 = Vector3(0.52, 0.47, 0.43);
|
nuclear@7
|
405
|
nuclear@7
|
406 img_hinge.create(128, 128);
|
nuclear@7
|
407 pptr = img_hinge.pixels;
|
nuclear@7
|
408 for(int i=0; i<img_hinge.height; i++) {
|
nuclear@7
|
409 float v = (float)i / (float)img_hinge.height;
|
nuclear@7
|
410 for(int j=0; j<img_hinge.width; j++) {
|
nuclear@7
|
411 float u = (float)j / (float)img_hinge.width;
|
nuclear@7
|
412
|
nuclear@7
|
413 // rust pattern
|
nuclear@7
|
414 float w1 = fbm2(u * 4.0, v * 4.0, 3) * 0.5 + 0.5;
|
nuclear@9
|
415 //float w2 = fbm2(u * 8.0, v * 8.0, 1) * 0.5 + 0.5;
|
nuclear@7
|
416 Vector3 col = lerp(rusty_col1, rusty_col2 * 0.5, w1);
|
nuclear@7
|
417
|
nuclear@7
|
418 // center hinge split
|
nuclear@7
|
419 if(fabs(v - 0.5) < 0.01) {
|
nuclear@7
|
420 col *= 0.5;
|
nuclear@7
|
421 }
|
nuclear@7
|
422
|
nuclear@7
|
423 int r = (int)(col.x * 255.0);
|
nuclear@7
|
424 int g = (int)(col.y * 255.0);
|
nuclear@7
|
425 int b = (int)(col.z * 255.0);
|
nuclear@7
|
426
|
nuclear@7
|
427 pptr[0] = r > 255 ? 255 : (r < 0 ? 0 : r);
|
nuclear@7
|
428 pptr[1] = g > 255 ? 255 : (g < 0 ? 0 : g);
|
nuclear@7
|
429 pptr[2] = b > 255 ? 255 : (b < 0 ? 0 : b);
|
nuclear@7
|
430
|
nuclear@7
|
431 pptr += 3;
|
nuclear@7
|
432 }
|
nuclear@7
|
433 }
|
nuclear@7
|
434 img_hinge.texture();
|
nuclear@7
|
435
|
nuclear@4
|
436 return true;
|
nuclear@4
|
437 }
|