X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2Fbump.c;h=228e1414d92f8cdc815f042d6baa3bd5e81c5c24;hp=84a953bf20f63cbb3716fa3f3b5c195fc073535b;hb=ea62e857029bdebd88b35beea372c144382400b9;hpb=ed4dac9a7af24c8c4bb43484914c52502b68d8b7 diff --git a/src/bump.c b/src/bump.c index 84a953b..228e141 100644 --- a/src/bump.c +++ b/src/bump.c @@ -28,8 +28,9 @@ static struct point { int x, y; }; -#define LIGHT_WIDTH 128 -#define LIGHT_HEIGHT LIGHT_WIDTH +#define NUM_BIG_LIGHTS 3 +#define BIG_LIGHT_WIDTH 256 +#define BIG_LIGHT_HEIGHT BIG_LIGHT_WIDTH static unsigned long startingTime; @@ -37,13 +38,8 @@ static unsigned char *heightmap; static unsigned short *lightmap; static int *bumpOffset; -static unsigned short *lightR; -static unsigned short *lightG; -static unsigned short *lightB; -static struct point pointR, pointG, pointB; - -//#define FUNKY_COLORS - +static unsigned short *bigLight[NUM_BIG_LIGHTS]; +static struct point bigLightPoint[NUM_BIG_LIGHTS]; struct screen *bump_screen(void) { @@ -55,33 +51,24 @@ static int init(void) int i, j, x, y, c, r, g, b; const int numBlurs = 3; - const int lightRadius = LIGHT_WIDTH / 2; + const int lightRadius = BIG_LIGHT_WIDTH / 2; - const int lightSize = LIGHT_WIDTH * LIGHT_HEIGHT; + const int bigLightSize = BIG_LIGHT_WIDTH * BIG_LIGHT_HEIGHT; const int fb_size = fb_width * fb_height; // Just some parameters to temporary test the colors of 3 lights - #ifdef FUNKY_COLORS - // I see some artifacts if I mix channels, not sure if ORing is fine - const float r0 = 1.0f, g0 = 0.6f, b0 = 0.0f; - const float r1 = 0.5f, g1 = 1.0f, b1 = 0.2f; - const float r2 = 0.6f, g2 = 0.4f, b2 = 1.0f; - #else - // if every light uses it's own channel bits, it's better - const float r0 = 1.0f, g0 = 0.0f, b0 = 0.0f; - const float r1 = 0.0f, g1 = 1.0f, b1 = 0.0f; - const float r2 = 0.0f, g2 = 0.0f, b2 = 1.0f; - #endif - + // 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}; initFpsFonts(); heightmap = malloc(sizeof(*heightmap) * fb_size); lightmap = malloc(sizeof(*lightmap) * fb_size); bumpOffset = malloc(sizeof(*bumpOffset) * fb_size); - lightR = malloc(sizeof(*lightR) * lightSize); - lightG = malloc(sizeof(*lightG) * lightSize); - lightB = malloc(sizeof(*lightB) * lightSize); + for (i = 0; i < NUM_BIG_LIGHTS; i++) + bigLight[i] = malloc(sizeof(*bigLight[i]) * bigLightSize); memset(lightmap, 0, sizeof(*lightmap) * fb_size); memset(bumpOffset, 0, sizeof(*bumpOffset) * fb_size); @@ -121,12 +108,12 @@ static int init(void) // Generate three lights i = 0; - for (y = 0; y < LIGHT_HEIGHT; y++) + for (y = 0; y < BIG_LIGHT_HEIGHT; y++) { - int yc = y - (LIGHT_HEIGHT / 2); - for (x = 0; x < LIGHT_WIDTH; x++) + int yc = y - (BIG_LIGHT_HEIGHT / 2); + for (x = 0; x < BIG_LIGHT_WIDTH; x++) { - int xc = x - (LIGHT_WIDTH / 2); + 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; @@ -136,9 +123,10 @@ static int init(void) g = c; b = c >> 1; - lightR[i] = ((int)(r * r0) << 11) | ((int)(g * g0) << 5) | (int)(b * b0); - lightG[i] = ((int)(r * r1) << 11) | ((int)(g * g1) << 5) | (int)(b * b1); - lightB[i] = ((int)(r * r2) << 11) | ((int)(g * g2) << 5) | (int)(b * b2); + 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++; } } @@ -161,7 +149,7 @@ static void stop(long trans_time) static void eraseArea(struct point *p, int width, int height) { - int x, y; + int x, y, dx; unsigned short *dst; int x0 = p->x; @@ -169,17 +157,14 @@ static void eraseArea(struct point *p, int width, int height) int x1 = p->x + width; int y1 = p->y + height; - int dx, dy; - 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; - //dy = y1 - y0; - dst = (unsigned short*)lightmap + y0 * fb_width + x0; + dst = lightmap + y0 * fb_width + x0; for (y = y0; y < y1; y++) { @@ -194,31 +179,60 @@ static void eraseArea(struct point *p, int width, int height) static void renderLight(struct point *p, int width, int height, unsigned short *light) { - // Check for boundaries is missing atm, will add soon - int x, y; - unsigned short *dst = (unsigned short*)lightmap + p->y * fb_width + p->x; - for (y = 0; y < height; y++) + 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) { - for (x = 0; x < width; x++) + 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++ |= *light++; + *dst++ |= *src++; } - dst += fb_width - width; + dst += fb_width - dx; + src += width - dx; } } static void eraseLights() { - eraseArea(&pointR, LIGHT_WIDTH, LIGHT_HEIGHT); - eraseArea(&pointG, LIGHT_WIDTH, LIGHT_HEIGHT); - eraseArea(&pointB, LIGHT_WIDTH, LIGHT_HEIGHT); + int i; + for (i = 0; i < NUM_BIG_LIGHTS; i++) + eraseArea(&bigLightPoint[i], BIG_LIGHT_WIDTH, BIG_LIGHT_HEIGHT); } static void renderLights() { - renderLight(&pointR, LIGHT_WIDTH, LIGHT_HEIGHT, lightR); - renderLight(&pointG, LIGHT_WIDTH, LIGHT_HEIGHT, lightG); - renderLight(&pointB, LIGHT_WIDTH, LIGHT_HEIGHT, lightB); + int i; + for (i = 0; i < NUM_BIG_LIGHTS; i++) + renderLight(&bigLightPoint[i], BIG_LIGHT_WIDTH, BIG_LIGHT_HEIGHT, bigLight[i]); } static void animateLights() @@ -226,21 +240,17 @@ static void animateLights() struct point center; float dt = (float)(time_msec - startingTime) / 1000.0f; - center.x = (fb_width >> 1) - (LIGHT_WIDTH / 2); - center.y = (fb_height >> 1) - (LIGHT_HEIGHT / 2); - - // This test condition will crash because I also need to add boundaries to renderLight (tomorrow) - //pointR.x = center.x + sin(1.2f * dt) * 144.0f; - //pointR.y = center.y + sin(0.8f * dt) * 148.0f; + center.x = (fb_width >> 1) - (BIG_LIGHT_WIDTH / 2); + center.y = (fb_height >> 1) - (BIG_LIGHT_HEIGHT / 2); - pointR.x = center.x + sin(1.2f * dt) * 96.0f; - pointR.y = center.y + sin(0.8f * dt) * 48.0f; + bigLightPoint[0].x = center.x + sin(1.2f * dt) * 144.0f; + bigLightPoint[0].y = center.y + sin(0.8f * dt) * 148.0f; - pointG.x = center.x + sin(1.5f * dt) * 56.0f; - pointG.y = center.y + sin(1.1f * dt) * 42.0f; + bigLightPoint[1].x = center.x + sin(1.5f * dt) * 156.0f; + bigLightPoint[1].y = center.y + sin(1.1f * dt) * 92.0f; - pointB.x = center.x + sin(2.0f * dt) * 80.0f; - pointB.y = center.y + sin(1.3f * dt) * 46.0f; + bigLightPoint[2].x = center.x + sin(2.0f * dt) * 112.0f; + bigLightPoint[2].y = center.y + sin(1.3f * dt) * 136.0f; } static void renderBump(unsigned short *vram)