#include "demo.h"
#include "screen.h"
-#include "tinyfps.h"
static int init(void);
static void destroy(void);
static void start(long trans_time);
-static void stop(long trans_time);
static void draw(void);
static struct screen scr = {
init,
destroy,
start,
- stop,
+ 0,
draw
};
-static struct point {
+struct point {
int x, y;
};
#define BIG_LIGHT_WIDTH 256
#define BIG_LIGHT_HEIGHT BIG_LIGHT_WIDTH
+#define NUM_PARTICLES 64
+#define PARTICLE_LIGHT_WIDTH 32
+#define PARTICLE_LIGHT_HEIGHT 32
+
+
static unsigned long startingTime;
static unsigned char *heightmap;
static unsigned short *bigLight[NUM_BIG_LIGHTS];
static struct point bigLightPoint[NUM_BIG_LIGHTS];
+static unsigned short *particleLight;
+static struct point particlePoint[NUM_PARTICLES];
+
struct screen *bump_screen(void)
{
return &scr;
const int numBlurs = 3;
const int lightRadius = BIG_LIGHT_WIDTH / 2;
+ const int particleRadius = PARTICLE_LIGHT_WIDTH / 2;
const int bigLightSize = BIG_LIGHT_WIDTH * BIG_LIGHT_HEIGHT;
+ const int particleLightSize = PARTICLE_LIGHT_WIDTH * PARTICLE_LIGHT_HEIGHT;
const int fb_size = fb_width * fb_height;
// Just some parameters to temporary test the colors of 3 lights
const float rgbMul[9] = { 1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f};
- initFpsFonts();
heightmap = malloc(sizeof(*heightmap) * fb_size);
lightmap = malloc(sizeof(*lightmap) * fb_size);
for (i = 0; i < NUM_BIG_LIGHTS; i++)
bigLight[i] = malloc(sizeof(*bigLight[i]) * bigLightSize);
+ particleLight = malloc(sizeof(*particleLight) * particleLightSize);
+
memset(lightmap, 0, sizeof(*lightmap) * fb_size);
memset(bumpOffset, 0, sizeof(*bumpOffset) * fb_size);
+ memset(particlePoint, 0, sizeof(*particlePoint) * NUM_PARTICLES);
// Create random junk
for (i = 0; i < fb_size; i++)
{
for (x = 0; x < fb_width; x++)
{
- const float offsetPower = 2.0f;
+ const float offsetPower = 0.75f;
int dx, dy, xp, yp;
- dx = (int)((heightmap[i] - heightmap[i + 1]) * offsetPower);
- dy = (int)((heightmap[i] - heightmap[i + fb_width]) * offsetPower);
+ dx = i < fb_size - 1 ? (int)((heightmap[i] - heightmap[i + 1]) * offsetPower) : 0;
+ dy = i < fb_size - fb_width ? (int)((heightmap[i] - heightmap[i + fb_width]) * offsetPower) : 0;
xp = x + dx;
if (xp < 0) xp = 0;
}
}
+ i = 0;
+ for (y = 0; y < PARTICLE_LIGHT_HEIGHT; y++)
+ {
+ int yc = y - (PARTICLE_LIGHT_HEIGHT / 2);
+ for (x = 0; x < PARTICLE_LIGHT_WIDTH; x++)
+ {
+ int xc = x - (PARTICLE_LIGHT_WIDTH / 2);
+
+ float invDist = ((float)particleRadius - (float)sqrt(xc * xc + yc * yc)) / (float)particleRadius;
+ if (invDist < 0.0f) invDist = 0.0f;
+
+ c = (int)(pow(invDist, 0.75f) * 63);
+ particleLight[i++] = ((c >> 1) << 11) | (c << 5) | (c >> 1);
+ }
+ }
+
return 0;
}
startingTime = time_msec;
}
-static void stop(long trans_time)
-{
-}
-
static void eraseArea(struct point *p, int width, int height)
{
int x, y, dx;
renderLight(&bigLightPoint[i], BIG_LIGHT_WIDTH, BIG_LIGHT_HEIGHT, bigLight[i]);
}
+static void renderParticles()
+{
+ int i;
+ for (i = 0; i < NUM_PARTICLES; i++)
+ renderLight(&particlePoint[i], PARTICLE_LIGHT_WIDTH, PARTICLE_LIGHT_HEIGHT, particleLight);
+}
+
static void animateLights()
{
struct point center;
float dt = (float)(time_msec - startingTime) / 1000.0f;
+ float tt = 1.0f - sin(dt);
+ float disperse = tt * 64.0f;
center.x = (fb_width >> 1) - (BIG_LIGHT_WIDTH / 2);
center.y = (fb_height >> 1) - (BIG_LIGHT_HEIGHT / 2);
- bigLightPoint[0].x = center.x + sin(1.2f * dt) * 144.0f;
- bigLightPoint[0].y = center.y + sin(0.8f * dt) * 148.0f;
+ bigLightPoint[0].x = center.x + sin(1.2f * dt) * (144.0f + disperse);
+ bigLightPoint[0].y = center.y + sin(0.8f * dt) * (148.0f + disperse);
- bigLightPoint[1].x = center.x + sin(1.5f * dt) * 156.0f;
- bigLightPoint[1].y = center.y + sin(1.1f * dt) * 92.0f;
+ bigLightPoint[1].x = center.x + sin(1.5f * dt) * (156.0f + disperse);
+ bigLightPoint[1].y = center.y + sin(1.1f * dt) * (92.0f + disperse);
- bigLightPoint[2].x = center.x + sin(2.0f * dt) * 112.0f;
- bigLightPoint[2].y = center.y + sin(1.3f * dt) * 136.0f;
+ bigLightPoint[2].x = center.x + sin(2.0f * dt) * (112.0f + disperse);
+ bigLightPoint[2].y = center.y + sin(1.3f * dt) * (136.0f + disperse);
}
static void renderBump(unsigned short *vram)
}
}
+static void animateParticles()
+{
+ int i;
+ struct point center;
+ float dt = (float)(time_msec - startingTime) / 2000.0f;
+ float tt = sin(dt);
+
+ center.x = (fb_width >> 1) - (PARTICLE_LIGHT_WIDTH / 2);
+ center.y = (fb_height >> 1) - (PARTICLE_LIGHT_HEIGHT / 2);
+
+ for (i = 0; i < NUM_PARTICLES; i++)
+ {
+ particlePoint[i].x = center.x + (sin(1.2f * (i*i*i + dt)) * 74.0f + sin(0.6f * (i + dt)) * 144.0f) * tt;
+ particlePoint[i].y = center.y + (sin(1.8f * (i + dt)) * 68.0f + sin(0.5f * (i*i + dt)) * 132.0f) * tt;
+ }
+}
+
static void draw(void)
{
- eraseLights();
+ memset(lightmap, 0, fb_width * fb_height * sizeof(*lightmap));
+
+ //eraseLights();
animateLights();
renderLights();
- renderBump((unsigned short*)vmem_back);
- drawFps((unsigned short*)vmem_back);
+ animateParticles();
+ renderParticles();
+
+ renderBump((unsigned short*)vmem_back);
swap_buffers(0);
}