#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 LIGHT_WIDTH 128
-#define LIGHT_HEIGHT LIGHT_WIDTH
+#define NUM_BIG_LIGHTS 3
+#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 short *lightmap;
static int *bumpOffset;
-static unsigned short *lightR;
-static unsigned short *lightG;
-static unsigned short *lightB;
-static struct point pointR, pointG, pointB;
-
-//#define FUNKY_COLORS
+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)
{
int i, j, x, y, c, r, g, b;
const int numBlurs = 3;
- const int lightRadius = LIGHT_WIDTH / 2;
+ const int lightRadius = BIG_LIGHT_WIDTH / 2;
+ const int particleRadius = PARTICLE_LIGHT_WIDTH / 2;
- const int lightSize = LIGHT_WIDTH * LIGHT_HEIGHT;
+ 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
- #ifdef FUNKY_COLORS
- // I see some artifacts if I mix channels, not sure if ORing is fine
- const float r0 = 1.0f, g0 = 0.6f, b0 = 0.0f;
- const float r1 = 0.5f, g1 = 1.0f, b1 = 0.2f;
- const float r2 = 0.6f, g2 = 0.4f, b2 = 1.0f;
- #else
- // if every light uses it's own channel bits, it's better
- const float r0 = 1.0f, g0 = 0.0f, b0 = 0.0f;
- const float r1 = 0.0f, g1 = 1.0f, b1 = 0.0f;
- const float r2 = 0.0f, g2 = 0.0f, b2 = 1.0f;
- #endif
-
- initFpsFonts();
+ // if every light uses it's own channel bits, it's better
+ const float rgbMul[9] = { 1.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f};
heightmap = malloc(sizeof(*heightmap) * fb_size);
lightmap = malloc(sizeof(*lightmap) * fb_size);
bumpOffset = malloc(sizeof(*bumpOffset) * fb_size);
- lightR = malloc(sizeof(*lightR) * lightSize);
- lightG = malloc(sizeof(*lightG) * lightSize);
- lightB = malloc(sizeof(*lightB) * lightSize);
+ 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;
// Generate three lights
i = 0;
- for (y = 0; y < LIGHT_HEIGHT; y++)
+ for (y = 0; y < BIG_LIGHT_HEIGHT; y++)
{
- int yc = y - (LIGHT_HEIGHT / 2);
- for (x = 0; x < LIGHT_WIDTH; x++)
+ int yc = y - (BIG_LIGHT_HEIGHT / 2);
+ for (x = 0; x < BIG_LIGHT_WIDTH; x++)
{
- int xc = x - (LIGHT_WIDTH / 2);
+ int xc = x - (BIG_LIGHT_WIDTH / 2);
float d = (float)sqrt(xc * xc + yc * yc);
float invDist = ((float)lightRadius - (float)sqrt(xc * xc + yc * yc)) / (float)lightRadius;
if (invDist < 0.0f) invDist = 0.0f;
g = c;
b = c >> 1;
- lightR[i] = ((int)(r * r0) << 11) | ((int)(g * g0) << 5) | (int)(b * b0);
- lightG[i] = ((int)(r * r1) << 11) | ((int)(g * g1) << 5) | (int)(b * b1);
- lightB[i] = ((int)(r * r2) << 11) | ((int)(g * g2) << 5) | (int)(b * b2);
+ for (j = 0; j < NUM_BIG_LIGHTS; j++)
+ {
+ bigLight[j][i] = ((int)(r * rgbMul[j * 3]) << 11) | ((int)(g * rgbMul[j * 3 + 1]) << 5) | (int)(b * rgbMul[j * 3 + 2]);
+ }
i++;
}
}
+ 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;
+ unsigned short *dst;
+
+ int x0 = p->x;
+ int y0 = p->y;
+ int x1 = p->x + width;
+ int y1 = p->y + height;
+
+ if (x0 < 0) x0 = 0;
+ if (y0 < 0) y0 = 0;
+ if (x1 > fb_width) x1 = fb_width;
+ if (y1 > fb_height) y1 = fb_height;
+
+ dx = x1 - x0;
+
+ dst = lightmap + y0 * fb_width + x0;
+
+ for (y = y0; y < y1; y++)
+ {
+ for (x = x0; x < x1; x++)
+ {
+ *dst++ = 0;
+ }
+ dst += fb_width - dx;
+ }
}
-static void renderLight(struct point *p, unsigned short *light)
+static void renderLight(struct point *p, int width, int height, unsigned short *light)
{
- // Check for boundaries is missing atm, will add soon
- int x, y;
- unsigned short *dst = (unsigned short*)lightmap + p->y * fb_width + p->x;
- for (y = 0; y < LIGHT_HEIGHT; y++)
+ int x, y, dx;
+ unsigned short *src, *dst;
+
+ int x0 = p->x;
+ int y0 = p->y;
+ int x1 = p->x + width;
+ int y1 = p->y + height;
+
+ int xl = 0;
+ int yl = 0;
+
+ if (x0 < 0)
+ {
+ xl = -x0;
+ x0 = 0;
+ }
+
+ if (y0 < 0)
{
- for (x = 0; x < LIGHT_WIDTH; x++)
+ yl = -y0;
+ y0 = 0;
+ }
+
+ if (x1 > fb_width) x1 = fb_width;
+ if (y1 > fb_height) y1 = fb_height;
+
+ dx = x1 - x0;
+
+ dst = lightmap + y0 * fb_width + x0;
+ src = light + yl * width + xl;
+
+ for (y = y0; y < y1; y++)
+ {
+ for (x = x0; x < x1; x++)
{
- *dst++ |= *light++;
+ *dst++ |= *src++;
}
- dst += fb_width - LIGHT_WIDTH;
+ dst += fb_width - dx;
+ src += width - dx;
}
}
+static void eraseLights()
+{
+ int i;
+ for (i = 0; i < NUM_BIG_LIGHTS; i++)
+ eraseArea(&bigLightPoint[i], BIG_LIGHT_WIDTH, BIG_LIGHT_HEIGHT);
+}
static void renderLights()
{
- memset(lightmap, 0, fb_width * fb_height * sizeof(*lightmap));
- // I will later delete only the regions of lights to speed up
+ int i;
+ for (i = 0; i < NUM_BIG_LIGHTS; i++)
+ renderLight(&bigLightPoint[i], BIG_LIGHT_WIDTH, BIG_LIGHT_HEIGHT, bigLight[i]);
+}
- renderLight(&pointR, lightR);
- renderLight(&pointG, lightG);
- renderLight(&pointB, lightB);
+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) - (LIGHT_WIDTH / 2);
- center.y = (fb_height >> 1) - (LIGHT_HEIGHT / 2);
+ center.x = (fb_width >> 1) - (BIG_LIGHT_WIDTH / 2);
+ center.y = (fb_height >> 1) - (BIG_LIGHT_HEIGHT / 2);
- pointR.x = center.x + sin(1.2f * dt) * 64.0f;
- pointR.y = center.y + sin(0.8f * dt) * 48.0f;
+ bigLightPoint[0].x = center.x + sin(1.2f * dt) * (144.0f + disperse);
+ bigLightPoint[0].y = center.y + sin(0.8f * dt) * (148.0f + disperse);
- pointG.x = center.x + sin(1.5f * dt) * 56.0f;
- pointG.y = center.y + sin(1.1f * dt) * 42.0f;
+ bigLightPoint[1].x = center.x + sin(1.5f * dt) * (156.0f + disperse);
+ bigLightPoint[1].y = center.y + sin(1.1f * dt) * (92.0f + disperse);
- pointB.x = center.x + sin(2.0f * dt) * 80.0f;
- pointB.y = center.y + sin(1.3f * dt) * 46.0f;
+ 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)
{
+ 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);
}