X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2Fthunder.c;h=cacb7b55f364327496c6a0c02d6045960aad0117;hp=08c094e2052c1be77710e6030615e0d213170522;hb=7deef4d5a20da09044bf7311c6ee274090cde5e6;hpb=5e15b0effd5e72dd8a6d8e141546f940e9f73b12 diff --git a/src/thunder.c b/src/thunder.c index 08c094e..cacb7b5 100644 --- a/src/thunder.c +++ b/src/thunder.c @@ -16,18 +16,55 @@ #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); @@ -62,9 +99,11 @@ static int init(void) /* For now, map to blue */ for (i = 0; i < 256; i++) { - palette[i] = i >> 3; + palette[i] = (i * i) >> 11; } + initMesh(); + return 0; } @@ -97,12 +136,18 @@ static void draw(void) remainingThunderDuration = THUNDER_SECONDS; } + animateMesh(); + projectMesh(); + renderMeshToPointSprites(thunderPattern); + sortPointSprites(); + renderPointSprites(); - drawPatternOnBlurBuffer(thunderPattern); applyBlur(); blitEffect(); + + swap_buffers(0); } @@ -112,9 +157,6 @@ void clearBlurBuffer() { memset(blurBuffer2, 0, BLUR_BUFFER_SIZE); } -void drawPatternOnBlurBuffer(int seed) { - thunder(20, 20, 140, 100, seed, THUNDER_RANDOMNESS, 6); -} void applyBlur() { int i, j; @@ -125,8 +167,10 @@ void applyBlur() { 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++; } @@ -142,7 +186,7 @@ void applyBlur() { } 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; @@ -154,7 +198,7 @@ void blitEffect() { 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]; @@ -176,24 +220,222 @@ void blitEffect() { } -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) { + PointSprite pivotValue; + size_t sz; + PointSprite *left, *right; + int leftCond, rightCond; + PointSprite tmp; + + sz = end - begin; + + if (sz < 2) return; /* already sorted */ + if (sz == 2) { + /* trivial case */ + if (begin[1] < begin[0]) { + tmp = begin[0]; + begin[0] = begin[1]; + begin[1] = tmp; + return; + } + } + + /* minimum 3 elements from now on */ + + /* choose a pivot near the middle, since we frequently sort already sorted arrays */ + pivotValue = begin[sz / 2]; + + left = begin; + right = end - 1; + + while (right > left) { + /* check if left and right elements meet the conditions */ + leftCond = pivotValue >= *left; + rightCond = pivotValue < *right; + + if (!leftCond && !rightCond) { + tmp = *left; + *left = *right; + *right = tmp; + left++; + right--; + } + else if (leftCond && rightCond) { + left++; + right--; + } + else if (leftCond) { + left++; + } + else { + right--; + } + } + + /* recursion */ + sort(begin, left); + sort(left, end); +} + +void sortPointSprites() { + sort(pointSprites, pointSprites + pointSpriteCount); +}