+++ /dev/null
-// 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>
-#include <string.h>
-#include <math.h>
-
-#include "demo.h"
-#include "screen.h"
-
-static int init(void);
-static void destroy(void);
-static void start(long trans_time);
-static void draw(void);
-
-static struct screen scr = {
- "bump",
- init,
- destroy,
- start,
- 0,
- draw
-};
-
-struct point {
- int x, y;
-};
-
-#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 char *heightmap;
-static unsigned short *lightmap;
-static int *bumpOffset;
-
-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;
-}
-
-static int init(void)
-{
- int i, j, x, y, c, r, g, b;
-
- 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
- // 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);
-
- 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++)
- heightmap[i] = rand() & 255;
-
- // 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
- i = 0;
- for (y = 0; y < fb_height; y++)
- {
- for (x = 0; x < fb_width; x++)
- {
- const float offsetPower = 0.75f;
- int dx, dy, xp, yp;
-
- 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;
- if (xp > fb_width - 1) xp = fb_width - 1;
-
- yp = y + dy;
- if (yp < 0) yp = 0;
- if (yp > fb_height - 1) yp = fb_height - 1;
-
- bumpOffset[i++] = yp * fb_width + xp;
- }
- }
-
- // Generate three lights
- i = 0;
- for (y = 0; y < BIG_LIGHT_HEIGHT; y++)
- {
- int yc = y - (BIG_LIGHT_HEIGHT / 2);
- for (x = 0; x < BIG_LIGHT_WIDTH; x++)
- {
- 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;
-
- c = (int)(invDist * 63);
- r = c >> 1;
- g = c;
- b = c >> 1;
-
- 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;
-}
-
-static void destroy(void)
-{
-}
-
-static void start(long trans_time)
-{
- startingTime = time_msec;
-}
-
-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, int width, int height, unsigned short *light)
-{
- 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)
- {
- 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++ |= *src++;
- }
- 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()
-{
- int i;
- for (i = 0; i < NUM_BIG_LIGHTS; i++)
- 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;
- float dt = (float)(time_msec - startingTime) / 1000.0f;
- float tt = 1.0f - sin(dt);
- float disperse = tt * 64.0f;
-
- center.x = (fb_width >> 1) - (BIG_LIGHT_WIDTH / 2);
- center.y = (fb_height >> 1) - (BIG_LIGHT_HEIGHT / 2);
-
- bigLightPoint[0].x = center.x + sin(1.2f * dt) * (144.0f + disperse);
- bigLightPoint[0].y = center.y + sin(0.8f * dt) * (148.0f + disperse);
-
- bigLightPoint[1].x = center.x + sin(1.5f * dt) * (156.0f + disperse);
- bigLightPoint[1].y = center.y + sin(1.1f * dt) * (92.0f + disperse);
-
- 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)
-{
- int i;
- for (i = 0; i < fb_width * fb_height; i++)
- {
- unsigned short c = lightmap[bumpOffset[i]];
- *vram++ = c;
- }
-}
-
-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();
-
- animateParticles();
- renderParticles();
-
- renderBump((unsigned short*)fb_pixels);
-
- swap_buffers(0);
-}