-// Bump effect (not moving yet of course, I have many ideas on this to commit before it's ready)
+/* Bump effect (not moving yet of course, I have many ideas on this to commit before it's ready) */
#include <stdio.h>
#include <stdlib.h>
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
- // if every light uses it's own channel bits, it's better
+ /* Just some parameters to temporary test the colors of 3 lights
+ * 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};
memset(bumpOffset, 0, sizeof(*bumpOffset) * fb_size);
memset(particlePoint, 0, sizeof(*particlePoint) * NUM_PARTICLES);
- // Create random junk
+ /* Create random junk */
for (i = 0; i < fb_size; i++)
heightmap[i] = rand() & 255;
- // Blur to smooth
+ /* Blur to smooth */
for (j = 0; j < numBlurs; j++)
for (i = 0; i < fb_size; i++)
heightmap[i] = (heightmap[abs((i - 1) % fb_size)] + heightmap[abs((i + 1) % fb_size)] + heightmap[abs((i - fb_width) % fb_size)] + heightmap[abs((i + fb_width) % fb_size)]) >> 2;
- // Inclination precalculation
+ /* Inclination precalculation */
i = 0;
for (y = 0; y < fb_height; y++)
{
}
}
- // Generate three lights
+ /* Generate three lights */
i = 0;
for (y = 0; y < BIG_LIGHT_HEIGHT; y++)
{
{
memset(lightmap, 0, fb_width * fb_height * sizeof(*lightmap));
- //eraseLights();
+ /*eraseLights();*/
animateLights();
renderLights();