#define BLUR_BUFFER_SIZE (BLUR_BUFFER_WIDTH * BLUR_BUFFER_HEIGHT)
static unsigned char *blurBuffer, *blurBuffer2;
-#define THUNDER_RECT_SIZE 4
-#define THUNDER_RANDOMNESS 80
-#define THUNDER_SECONDS 0.1f
+#define BLUR_DARKEN 4
+
+#define THUNDER_RECT_SIZE 2
+#define THUNDER_RANDOMNESS 16
+#define THUNDER_SECONDS 0.075f
+
+#define VERTEX_COUNT 12
+#define PERSPECTIVE_NEUTRAL_DEPTH 0.5f
+#define NEAR_PLANE 0.01f
+#define ROTATION_SPEED 1.5f
+
+#define MESH_RANDOM_SEED 173
+
+#define MIN_FOGGED 40
+
+#define CAMERA_DISTANCE 1.1f
/* TODO: Load palette from file */
static unsigned short palette[256];
+typedef unsigned int PointSprite;
+#define MAX_POINT_SPRITES 1024
+static PointSprite pointSprites[MAX_POINT_SPRITES];
+int pointSpriteCount = 0;
+#define PACK_POINT_SPRITE(x, y, col) ((col << 16) | (x << 8) | y)
+#define UNPACK_COLOR(ps) (ps >> 16)
+#define UNPACK_X(ps) ((ps >> 8) & 0xFF)
+#define UNPACK_Y(ps) (ps & 0xFF)
+
+typedef struct {
+ float x,y,z;
+} MyVertex ;
+
+MyVertex vertexBuffer[VERTEX_COUNT];
+MyVertex vertexBufferAnimated[VERTEX_COUNT];
+MyVertex vertexBufferProjected[VERTEX_COUNT];
+
void clearBlurBuffer();
-void drawPatternOnBlurBuffer(int seed);
void applyBlur();
void blitEffect();
-void thunder(int x0, int y0, int x1, int y1, int seed, int randomness, int depth);
+void thunder(int x0, int y0, int x1, int y1, unsigned char c0, unsigned char c1, int seed, int randomness, int depth);
+
+void initMesh();
+void projectMesh();
+void animateMesh();
+void renderMeshToPointSprites(int seed);
+void renderPointSprites();
+unsigned char fog(float z);
+void sortPointSprites();
static int init(void);
static void destroy(void);
/* For now, map to blue */
for (i = 0; i < 256; i++) {
- palette[i] = i >> 3;
+ palette[i] = (i * i) >> 11;
}
+ initMesh();
+
return 0;
}
remainingThunderDuration = THUNDER_SECONDS;
}
+ animateMesh();
+ projectMesh();
+ renderMeshToPointSprites(thunderPattern);
+ sortPointSprites();
+ renderPointSprites();
- drawPatternOnBlurBuffer(thunderPattern);
applyBlur();
blitEffect();
+
+
swap_buffers(0);
}
memset(blurBuffer2, 0, BLUR_BUFFER_SIZE);
}
-void drawPatternOnBlurBuffer(int seed) {
- thunder(20, 20, 140, 100, seed, THUNDER_RANDOMNESS, 6);
-}
void applyBlur() {
int i, j;
for (j = 0; j < 120; j++) {
for (i = 0; i < 160; i++) {
*dst = (*(src - 1) + *(src + 1) + *(src - BLUR_BUFFER_WIDTH) + *(src + BLUR_BUFFER_WIDTH)) >> 2;
- if (*dst > 4) *dst -= 4;
+
+ if (*dst > BLUR_DARKEN) *dst -= BLUR_DARKEN;
else *dst = 0;
+
dst++;
src++;
}
}
void blitEffect() {
- unsigned int *dst1 = (unsigned int*) vmem_back;
+ unsigned int *dst1 = (unsigned int*) fb_pixels;
unsigned int *dst2 = dst1 + 160; /* We're writing two pixels at once */
unsigned char *src1 = blurBuffer + BLUR_BUFFER_WIDTH + 1;
unsigned char *src2 = src1 + BLUR_BUFFER_WIDTH;
tl = *src1;
tr = (*src1 + *(src1 + 1)) >> 1;
bl = (*src1 + *src2) >> 1;
- br = tr + ((*src2 + *(src2 + 1)) >> 1) >> 1;
+ br = (tr + ((*src2 + *(src2 + 1)) >> 1)) >> 1;
/* Pack 2 pixels in each 32 bit word */
*dst1 = (palette[tr] << 16) | palette[tl];
}
-void thunder(int x0, int y0, int x1, int y1, int seed, int randomness, int depth) {
- int mx = ((x0 + x1) >> 1) + rand() % randomness - randomness / 2;
- int my = ((y0 + y1) >> 1) + rand() % randomness - randomness / 2;
- int i, j;
- unsigned char *dst = blurBuffer + BLUR_BUFFER_WIDTH + 1 + mx + my * BLUR_BUFFER_WIDTH;
+void thunder(int x0, int y0, int x1, int y1, unsigned char c0, unsigned char c1, int seed, int randomness, int depth) {
+ int mx, my, i, j;
+ unsigned char *dst;
+ unsigned char mc;
+
+ if (randomness <= 0) randomness = 1;
+ mx = ((x0 + x1) >> 1) + rand() % randomness - randomness / 2;
+ my = ((y0 + y1) >> 1) + rand() % randomness - randomness / 2;
+ mc = (c0 + c1) >> 1;
if (depth <= 0) return;
+ /* Insert a new sprite */
+ if (pointSpriteCount >= MAX_POINT_SPRITES) {
+ printf("PROBLEM");
+ return;
+ }
+ pointSprites[pointSpriteCount++] = PACK_POINT_SPRITE(mx, my, mc);
+
+ srand(seed);
+
+ thunder(x0, y0, mx, my, c0, mc, rand(), randomness >> 1, depth-1);
+ thunder(mx, my, x1, y1, mc, c1, rand(), randomness >> 1, depth - 1);
+}
+
+MyVertex randomVertex() {
+ MyVertex ret;
+ float l;
+
+ ret.x = rand() % 200 - 100; if (ret.x == 0) ret.x = 1;
+ ret.y = rand() % 200 - 100; if (ret.y == 0) ret.y = 1;
+ ret.z = rand() % 200 - 100; if (ret.z == 0) ret.z = 1;
+
+ // Normalize
+ l = sqrt(ret.x * ret.x + ret.y * ret.y + ret.z * ret.z);
+ ret.x /= l;
+ ret.y /= l;
+ ret.z /= l;
+
+ return ret;
+}
+
+void initMesh() {
+ int i;
+
+ srand(MESH_RANDOM_SEED);
+
+ for (i = 0; i < VERTEX_COUNT; i++) {
+ vertexBuffer[i] = randomVertex();
+ }
+}
+
+void animateMesh() {
+ int i = 0;
+ MyVertex bx, by, bz;
+ float yRot;
+
+ yRot = ROTATION_SPEED * time_msec / 1000.0f;
+
+ /* Create rotated basis */
+ bx.x = cos(yRot);
+ bx.y = 0.0f;
+ bx.z = sin(yRot);
+
+ by.x = 0.0f;
+ by.y = 1.0f;
+ by.z = 0.0f;
+
+ bz.x = cos(yRot + M_PI/2.0f);
+ bz.y = 0.0f;
+ bz.z = sin(yRot + M_PI/2.0f);
+
+ for (i = 0; i < VERTEX_COUNT; i++) {
+ MyVertex v1, v2;
+ v1 = vertexBuffer[i];
+
+
+ v1.y *= sin(time_msec / 1000.0f + v1.x + v1.z);
+
+ /* O re panaia mou */
+ v2.x = v1.x * bx.x + v1.y * by.x + v1.z * bz.x;
+ v2.y = v1.x * bx.y + v1.y * by.y + v1.z * bz.y;
+ v2.z = v1.x * bx.z + v1.y * by.z + v1.z * bz.z;
+
+ v2.z += CAMERA_DISTANCE;
+
+ vertexBufferAnimated[i] = v2;
+ }
+}
+
+void projectMesh() {
+ int i = 0;
+
+ for (i = 0; i < VERTEX_COUNT; i++) {
+
+ if (vertexBufferAnimated[i].z <= NEAR_PLANE) {
+ vertexBufferProjected[i].x = vertexBufferProjected[i].y = 1000.0f;
+ vertexBufferProjected[i].z = -1.0f;
+ continue;
+ }
+
+ vertexBufferProjected[i].x = vertexBufferAnimated[i].x * PERSPECTIVE_NEUTRAL_DEPTH / vertexBufferAnimated[i].z;
+ vertexBufferProjected[i].y = vertexBufferAnimated[i].y * PERSPECTIVE_NEUTRAL_DEPTH / vertexBufferAnimated[i].z;
+ }
+}
+
+void renderMeshToPointSprites(int seed) {
+ int vertex, j;
+ int sx, sy;
+ unsigned char color;
+ unsigned char *dst;
+ unsigned char fogAtOrigin;
+
+ fogAtOrigin = fog(CAMERA_DISTANCE);
+
+ pointSpriteCount = 0;
srand(seed);
- for (j = 0; j < THUNDER_RECT_SIZE; j++) {
- memset(dst, 255, THUNDER_RECT_SIZE);
- dst += BLUR_BUFFER_WIDTH;
+ for (vertex = 0; vertex < VERTEX_COUNT; vertex++) {
+ sx = (int)(vertexBufferProjected[vertex].x * 80) + 80;
+ sy = (int)(vertexBufferProjected[vertex].y * 60) + 60;
+
+ thunder(80, 60, sx, sy, fogAtOrigin, fog(vertexBufferAnimated[vertex].z), rand(), THUNDER_RANDOMNESS, 5);
}
+}
+
+void renderPointSprites() {
+ int i,j;
+ PointSprite sprite;
+ unsigned char *dst;
+ int sx, sy;
+ unsigned char color;
+
+ for (i = 0; i < pointSpriteCount; i++) {
+ sprite = pointSprites[i];
- thunder(x0, y0, mx, my, rand(), randomness >> 1, depth-1);
- thunder(mx, my, x1, y1, rand(), randomness >> 1, depth - 1);
+ sx = UNPACK_X(sprite);
+ sy = UNPACK_Y(sprite);
+
+ if (sx < THUNDER_RECT_SIZE || sx >= 160 - THUNDER_RECT_SIZE || sy < THUNDER_RECT_SIZE || sy >= 120 - THUNDER_RECT_SIZE) continue;
+
+ dst = blurBuffer + BLUR_BUFFER_WIDTH + 1 + sx + sy * BLUR_BUFFER_WIDTH;
+
+ color = UNPACK_COLOR(sprite);
+
+ for (j = 0; j < THUNDER_RECT_SIZE; j++) {
+ memset(dst, color, THUNDER_RECT_SIZE);
+ dst += BLUR_BUFFER_WIDTH;
+ }
+ }
}
+unsigned char fog(float z) {
+ unsigned int ret = (unsigned int) (((-(z - CAMERA_DISTANCE)) * 0.5f + 0.5f) * (255.0f - MIN_FOGGED)) + MIN_FOGGED;
+ if (ret > 255) ret = 255;
+ return (unsigned char)ret;
+}
+void sort(PointSprite *begin, PointSprite *end) {\r
+ PointSprite pivotValue;\r
+ size_t sz;\r
+ PointSprite *left, *right;\r
+ int leftCond, rightCond;\r
+ PointSprite tmp;\r
+\r
+ sz = end - begin;\r
+\r
+ if (sz < 2) return; /* already sorted */\r
+ if (sz == 2) {\r
+ /* trivial case */\r
+ if (begin[1] < begin[0]) {\r
+ tmp = begin[0];\r
+ begin[0] = begin[1];\r
+ begin[1] = tmp;\r
+ return;\r
+ }\r
+ }\r
+\r
+ /* minimum 3 elements from now on */\r
+\r
+ /* choose a pivot near the middle, since we frequently sort already sorted arrays */\r
+ pivotValue = begin[sz / 2];\r
+\r
+ left = begin;\r
+ right = end - 1;\r
+\r
+ while (right > left) {\r
+ /* check if left and right elements meet the conditions */\r
+ leftCond = pivotValue >= *left;\r
+ rightCond = pivotValue < *right;\r
+\r
+ if (!leftCond && !rightCond) {\r
+ tmp = *left;\r
+ *left = *right;\r
+ *right = tmp;\r
+ left++;\r
+ right--;\r
+ }\r
+ else if (leftCond && rightCond) {\r
+ left++;\r
+ right--;\r
+ }\r
+ else if (leftCond) {\r
+ left++;\r
+ }\r
+ else {\r
+ right--;\r
+ }\r
+ }\r
+\r
+ /* recursion */\r
+ sort(begin, left);\r
+ sort(left, end);\r
+}\r
+
+void sortPointSprites() {
+ sort(pointSprites, pointSprites + pointSpriteCount);
+}