11 #include "cgmath/cgmath.h"
13 #define TM_RIPPLE_START 1.0f
14 #define TM_RIPPLE_TRANS_LEN 3.0f
17 #define HFOV (VFOV * 1.333333f)
19 static int init(void);
20 static void destroy(void);
21 static void start(long trans_time);
22 static void draw(void);
23 static void draw_mountains(void);
25 static struct screen scr = {
34 static float cam_theta = 0, cam_phi = 0;
35 static float cam_dist = 0;
37 static struct g3d_mesh gmesh;
38 #define GMESH_GRIDSZ 25
39 #define GMESH_SIZE 128
40 static struct image gtex;
42 static struct image mounttex;
44 static long part_start;
47 struct screen *cybersun_screen(void)
56 if(gen_plane_mesh(&gmesh, GMESH_SIZE, GMESH_SIZE, GMESH_GRIDSZ, GMESH_GRIDSZ) == -1) {
59 for(i=0; i<gmesh.vcount; i++) {
60 gmesh.varr[i].u *= GMESH_GRIDSZ;
61 gmesh.varr[i].v *= GMESH_GRIDSZ;
63 if(load_image(>ex, "data/pgrid.png") == -1) {
66 if(load_image(&mounttex, "data/cybmount.png") == -1) {
69 assert(mounttex.width == 512);
70 assert(mounttex.height == 64);
75 static void destroy(void)
79 destroy_image(&mounttex);
82 static void start(long trans_time)
84 g3d_matrix_mode(G3D_PROJECTION);
86 g3d_perspective(VFOV, 1.3333333, 0.5, 500.0);
88 g3d_enable(G3D_CULL_FACE);
90 g3d_clear_color(85, 70, 136);
92 part_start = time_msec;
95 static void update(void)
98 float t = (time_msec - part_start) / 1000.0f;
99 struct g3d_vertex *vptr;
101 float ampl = cgm_smoothstep(TM_RIPPLE_START, TM_RIPPLE_START + TM_RIPPLE_TRANS_LEN, t);
103 mouse_orbit_update(&cam_theta, &cam_phi, &cam_dist);
107 for(i=0; i<GMESH_GRIDSZ + 1; i++) {
108 for(j=0; j<GMESH_GRIDSZ + 1; j++) {
109 float u = (float)j / GMESH_GRIDSZ - 0.5f;
110 float v = (float)i / GMESH_GRIDSZ - 0.5f;
113 float r = sqrt(x * x + y * y);
115 vptr->z = sin(x * 0.5 + t) + cos(x * 0.8f) * 0.5f;
116 vptr->z += cos(y * 0.5 + t);
117 vptr->z += sin(r + t) * 0.5f;
118 vptr->z *= r * 0.1f > 1.0f ? 1.0f : r * 0.1f;
125 static void draw(void)
131 g3d_matrix_mode(G3D_MODELVIEW);
133 g3d_translate(0, -2, -cam_dist);
134 g3d_rotate(cam_phi, 1, 0, 0);
135 g3d_rotate(cam_theta, 0, 1, 0);
137 g3d_mult_matrix(sball_matrix);
140 g3d_clear(G3D_COLOR_BUFFER_BIT | G3D_DEPTH_BUFFER_BIT);
143 g3d_set_texture(gtex.width, gtex.height, gtex.pixels);
144 g3d_enable(G3D_TEXTURE_2D);
145 g3d_enable(G3D_DEPTH_TEST);
148 g3d_rotate(-90, 1, 0, 0);
152 g3d_disable(G3D_DEPTH_TEST);
153 g3d_disable(G3D_TEXTURE_2D);
155 swap_buffers(fb_pixels);
158 /* XXX all the sptr calculations assume mounttex.width == 512 */
159 static void draw_mountains(void)
162 int32_t x, xstart, xend, dx;
163 uint16_t *dptr, *sptr;
165 xstart = cround64(cam_theta * (256.0 * 512.0 / 90.0)); /* 24.8 fixed point, 512 width */
166 xend = cround64((cam_theta + HFOV) * (256.0 * 512.0 / 90.0));
167 dx = (xend - xstart) / FB_WIDTH;
170 y = cround64(-cam_phi * (FB_HEIGHT / 45.0)) + (FB_HEIGHT / 2 - 64);
172 dptr = fb_pixels + y * FB_WIDTH;
174 for(i=0; i<FB_WIDTH; i++) {
175 sptr = mounttex.pixels + ((x >> 8) & 0x1ff);
177 for(j=0; j<64; j++) {
178 if(j + y >= FB_HEIGHT) break;
180 int32_t col = sptr[j << 9];
182 dptr[j * FB_WIDTH] = col;
193 memset(fb_pixels, 0, FB_WIDTH * FB_HEIGHT * 2);
196 dptr = fb_pixels + y * FB_WIDTH;
197 memset(dptr, 0, (FB_HEIGHT - y) * FB_WIDTH * 2);