#define THUNDER_RECT_SIZE 2
#define THUNDER_RANDOMNESS 16
-#define THUNDER_SECONDS 0.1f
+#define THUNDER_SECONDS 0.075f
#define VERTEX_COUNT 12
#define PERSPECTIVE_NEUTRAL_DEPTH 0.5f
#define CAMERA_DISTANCE 1.1f
-#define PI 3.14159f
-
/* TODO: Load palette from file */
static unsigned short palette[256];
tl = *src1;
tr = (*src1 + *(src1 + 1)) >> 1;
bl = (*src1 + *src2) >> 1;
- br = tr + ((*src2 + *(src2 + 1)) >> 1) >> 1;
+ br = (tr + ((*src2 + *(src2 + 1)) >> 1)) >> 1;
/* Pack 2 pixels in each 32 bit word */
*dst1 = (palette[tr] << 16) | palette[tl];
by.y = 1.0f;
by.z = 0.0f;
- bz.x = cos(yRot + PI/2.0f);
+ bz.x = cos(yRot + M_PI/2.0f);
bz.y = 0.0f;
- bz.z = sin(yRot + PI/2.0f);
+ bz.z = sin(yRot + M_PI/2.0f);
for (i = 0; i < VERTEX_COUNT; i++) {
MyVertex v1, v2;
v1 = vertexBuffer[i];
- /* O re panaia mou */
+ v1.y *= sin(time_msec / 1000.0f + v1.x + v1.z);
+
+ /* O re panaia mou */
v2.x = v1.x * bx.x + v1.y * by.x + v1.z * bz.x;
v2.y = v1.x * bx.y + v1.y * by.y + v1.z * bz.y;
v2.z = v1.x * bx.z + v1.y * by.z + v1.z * bz.z;
-
+
v2.z += CAMERA_DISTANCE;
vertexBufferAnimated[i] = v2;