#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
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 = 0.5f;
int dx, dy, xp, yp;
dx = i < fb_size - 1 ? (int)((heightmap[i] - heightmap[i + 1]) * offsetPower) : 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)(invDist * 63);
+ particleLight[i++] = ((c >> 1) << 11) | (c << 5) | (c >> 1);
+ }
+ }
+
return 0;
}
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;
}
}
+static void animateParticles()
+{
+ int i;
+ struct point center;
+ float dt = (float)(time_msec - startingTime) / 1000.0f;
+
+ 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;
+ particlePoint[i].y = center.y + sin(1.8f * (i + dt)) * 68.0f + sin(0.5f * (i*i + dt)) * 132.0f;
+ }
+}
+
static void draw(void)
{
- eraseLights();
+ memset(lightmap, 0, fb_width * fb_height * sizeof(*lightmap));
+
+ //eraseLights();
animateLights();
renderLights();
+
+ animateParticles();
+ renderParticles();
+
renderBump((unsigned short*)vmem_back);
swap_buffers(0);