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minor performance improvements, optional mouse, mouse cursor now drawn
[dosdemo]
/
src
/
scr
/
bump.c
diff --git
a/src/scr/bump.c
b/src/scr/bump.c
index
a595ba6
..
2761c7d
100644
(file)
--- a/
src/scr/bump.c
+++ b/
src/scr/bump.c
@@
-62,7
+62,7
@@
static int init(void)
const int bigLightSize = BIG_LIGHT_WIDTH * BIG_LIGHT_HEIGHT;
const int particleLightSize = PARTICLE_LIGHT_WIDTH * PARTICLE_LIGHT_HEIGHT;
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;
+ 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
@@
-91,29
+91,29
@@
static int init(void)
/* Blur to smooth */
for (j = 0; j < numBlurs; j++)
for (i = 0; i < fb_size; i++)
/* 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;
+ 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;
/* Inclination precalculation */
i = 0;
- for (y = 0; y < fb_height; y++)
+ for (y = 0; y < FB_HEIGHT; y++)
{
{
- for (x = 0; x < fb_width; x++)
+ 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;
{
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;
+ dy = i < fb_size - FB_WIDTH ? (int)((heightmap[i] - heightmap[i + FB_WIDTH]) * offsetPower) : 0;
xp = x + dx;
if (xp < 0) xp = 0;
xp = x + dx;
if (xp < 0) xp = 0;
- if (xp > fb_width - 1) xp = fb_width - 1;
+ if (xp > FB_WIDTH - 1) xp = FB_WIDTH - 1;
yp = y + dy;
if (yp < 0) yp = 0;
yp = y + dy;
if (yp < 0) yp = 0;
- if (yp > fb_height - 1) yp = fb_height - 1;
+ if (yp > FB_HEIGHT - 1) yp = FB_HEIGHT - 1;
- bumpOffset[i++] = yp * fb_width + xp;
+ bumpOffset[i++] = yp * FB_WIDTH + xp;
}
}
}
}
@@
-182,12
+182,12
@@
static void eraseArea(struct point *p, int width, int height)
if (x0 < 0) x0 = 0;
if (y0 < 0) y0 = 0;
if (x0 < 0) x0 = 0;
if (y0 < 0) y0 = 0;
- if (x1 > fb_width) x1 = fb_width;
- if (y1 > fb_height) y1 = fb_height;
+ if (x1 > FB_WIDTH) x1 = FB_WIDTH;
+ if (y1 > FB_HEIGHT) y1 = FB_HEIGHT;
dx = x1 - x0;
dx = x1 - x0;
- dst = lightmap + y0 * fb_width + x0;
+ dst = lightmap + y0 * FB_WIDTH + x0;
for (y = y0; y < y1; y++)
{
for (y = y0; y < y1; y++)
{
@@
-195,7
+195,7
@@
static void eraseArea(struct point *p, int width, int height)
{
*dst++ = 0;
}
{
*dst++ = 0;
}
- dst += fb_width - dx;
+ dst += FB_WIDTH - dx;
}
}
}
}
@@
-225,12
+225,12
@@
static void renderLight(struct point *p, int width, int height, unsigned short *
y0 = 0;
}
y0 = 0;
}
- if (x1 > fb_width) x1 = fb_width;
- if (y1 > fb_height) y1 = fb_height;
+ if (x1 > FB_WIDTH) x1 = FB_WIDTH;
+ if (y1 > FB_HEIGHT) y1 = FB_HEIGHT;
dx = x1 - x0;
dx = x1 - x0;
- dst = lightmap + y0 * fb_width + x0;
+ dst = lightmap + y0 * FB_WIDTH + x0;
src = light + yl * width + xl;
for (y = y0; y < y1; y++)
src = light + yl * width + xl;
for (y = y0; y < y1; y++)
@@
-239,7
+239,7
@@
static void renderLight(struct point *p, int width, int height, unsigned short *
{
*dst++ |= *src++;
}
{
*dst++ |= *src++;
}
- dst += fb_width - dx;
+ dst += FB_WIDTH - dx;
src += width - dx;
}
}
src += width - dx;
}
}
@@
-272,8
+272,8
@@
static void animateLights()
float tt = 1.0f - sin(dt);
float disperse = tt * 64.0f;
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);
+ 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[0].x = center.x + sin(1.2f * dt) * (144.0f + disperse);
bigLightPoint[0].y = center.y + sin(0.8f * dt) * (148.0f + disperse);
@@
-288,7
+288,7
@@
static void animateLights()
static void renderBump(unsigned short *vram)
{
int i;
static void renderBump(unsigned short *vram)
{
int i;
- for (i = 0; i < fb_width * fb_height; i++)
+ for (i = 0; i < FB_WIDTH * FB_HEIGHT; i++)
{
unsigned short c = lightmap[bumpOffset[i]];
*vram++ = c;
{
unsigned short c = lightmap[bumpOffset[i]];
*vram++ = c;
@@
-302,8
+302,8
@@
static void animateParticles()
float dt = (float)(time_msec - startingTime) / 2000.0f;
float tt = sin(dt);
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);
+ 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++)
{
for (i = 0; i < NUM_PARTICLES; i++)
{
@@
-314,7
+314,7
@@
static void animateParticles()
static void draw(void)
{
static void draw(void)
{
- memset(lightmap, 0, fb_width * fb_height * sizeof(*lightmap));
+ memset(lightmap, 0, FB_WIDTH * FB_HEIGHT * sizeof(*lightmap));
/*eraseLights();*/
animateLights();
/*eraseLights();*/
animateLights();