[Add] Hellz YEAH! Here's some initial plasma fractals, all working and stuff.

This commit is contained in:
Allanis 2013-03-28 17:20:29 +00:00
parent 5cbb97b279
commit 0890ce4a2e
7 changed files with 127 additions and 1 deletions

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@ -19,6 +19,7 @@ glColour cRed = { .r = 0.80, .g = 0.20, .b = 0.20, .a = 1. };
glColour cYellow = { .r = 0.80, .g = 0.80, .b = 0.00, .a = 1. }; glColour cYellow = { .r = 0.80, .g = 0.80, .b = 0.00, .a = 1. };
glColour cDarkBlue = { .r = 0.10, .g = 0.20, .b = 0.80, .a = 1. }; glColour cDarkBlue = { .r = 0.10, .g = 0.20, .b = 0.80, .a = 1. };
glColour cBlue = { .r = 0.20, .g = 0.20, .b = 0.80, .a = 1. }; glColour cBlue = { .r = 0.20, .g = 0.20, .b = 0.80, .a = 1. };
glColour cPurple = { .r = 0.90, .g = 0.10, .b = 0.90, .a = 1. };
// Game specific. // Game specific.
glColour cConsole = { .r = 0.1, .g = 0.9, .b = 0.1, .a = 1. }; glColour cConsole = { .r = 0.1, .g = 0.9, .b = 0.1, .a = 1. };

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@ -28,6 +28,7 @@ extern glColour cRed;
extern glColour cYellow; extern glColour cYellow;
extern glColour cDarkBlue; extern glColour cDarkBlue;
extern glColour cBlue; extern glColour cBlue;
extern glColour cPurple;
// Game specific. // Game specific.
extern glColour cConsole; extern glColour cConsole;

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@ -8,6 +8,7 @@
#include "pilot.h" #include "pilot.h"
#include "space.h" #include "space.h"
#include "player.h" #include "player.h"
#include "plasmaf.h"
#include "menu.h" #include "menu.h"
#define MAIN_WIDTH 130 #define MAIN_WIDTH 130
@ -45,10 +46,15 @@ static void menu_death_main(char* str);
void menu_main(void) { void menu_main(void) {
unsigned int bwid, wid; unsigned int bwid, wid;
glTexture* tex;
tex = pf_genFractal(gl_screen.w, gl_screen.h, 10.);
// Create background image window. // Create background image window.
bwid = window_create("BG", -1, -1, gl_screen.w, gl_screen.h); bwid = window_create("BG", -1, -1, gl_screen.w, gl_screen.h);
window_addRect(bwid, 0, 0, gl_screen.w, gl_screen.h, "rctBG", &cBlack, 0); window_addRect(bwid, 0, 0, gl_screen.w, gl_screen.h, "rctBG", &cBlack, 0);
window_addImage(bwid, 0, 0, "imgBG", tex, 0);
window_imgColour(bwid, "imgBG", &cPurple);
// Create menu window. // Create menu window.
wid = window_create("Main Menu", -1, -1, MAIN_WIDTH, MAIN_HEIGHT); wid = window_create("Main Menu", -1, -1, MAIN_WIDTH, MAIN_HEIGHT);
@ -69,6 +75,8 @@ void menu_main(void) {
static void menu_main_close(void) { static void menu_main_close(void) {
window_destroy(window_get("Main Menu")); window_destroy(window_get("Main Menu"));
gl_freeTexture(window_getImage(window_get("BG"), "imgBG"));
window_destroy(window_get("BG")); window_destroy(window_get("BG"));
menu_Close(MENU_MAIN); menu_Close(MENU_MAIN);

99
src/plasmaf.c Normal file
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@ -0,0 +1,99 @@
#include "SDL.h"
#include "log.h"
#include "rng.h"
#include "opengl.h"
#include "plasmaf.h"
static double* pf_genFractalMap(const int w, const int h, double rug);
static void pf_divFractal(double* map, const double x, const double y,
const double w, const double h, const
double rw, const double rh, double c1,
double c2, double c3, double c4, double rug);
// Acutally generate the fractal and loads it up in an opengl texture.
glTexture* pf_genFractal(const int w, const int h, double rug) {
int i;
double* map;
SDL_Surface* sur;
uint32_t* pix;
glTexture* tex;
map = pf_genFractalMap(w, h, rug);
sur = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RGBMASK);
pix = sur->pixels;
// Convert from mapping to actual colours.
SDL_LockSurface(sur);
for(i = 0; i < h*w; i++) {
pix[i] = RMASK + BMASK + GMASK + (AMASK & (uint32_t)(AMASK*5000*map[i]));
//DEBUG("amask [%d]: %f [%u]", i, 1000*map[i],
//(AMASK & (uint32_t)(AMASK*1000*map[i])));
}
SDL_UnlockSurface(sur);
free(map);
tex = gl_loadImage(sur);
return tex;
}
static double* pf_genFractalMap(const int w, const int h, double rug) {
double* map; // We'll use it to map out the fractal before saving.
double cx, cy;
map = malloc(w*h * sizeof(double));
// Set up initial values.
cx = (double)w/2;
cy = (double)h/2;
// Start by doing the four squares.
pf_divFractal(map, 0, 0, cx, cy, w, h, 0., 0., 1., 0., rug);
pf_divFractal(map, cx, 0, cx, cy, w, h, 0., 0., 0., 1., rug);
pf_divFractal(map, cx, cy, cx, cy, w, h, 1., 0., 0., 0., rug);
pf_divFractal(map, 0, cy, cx, cy, w, h, 0., 1., 0., 0., rug);
return map;
}
static void pf_divFractal(double* map, const double x, const double y,
const double w, const double h, const double rw,
const double rh, double c1, double c2, double c3,
double c4, double rug) {
double nw, nh; // New dimensions.
double m, e1, e2, e3, e4; // Middle and edges.
// Still need to subdivide.
if((w>1.) || (h>1.)) {
// Calculate new dimensions.
nw = w/2.;
nh = h/2.;
// Edges.
m = (c1 + c2 + c3 + c4)/4.;
e1 = (c1 + c2)/2.;
e2 = (c2 + c3)/2.;
e3 = (c3 + c4)/2.;
e4 = (c4 + c1)/2.;
// Now change the middle colour.
//DEBUG("%f + %f", m, rug*(RNGF()-0.5) * ((nw+nh)/(rw+rh)*1000));
m += rug*(RNGF()-0.5)*((nw+nh)/(rw+rh)*3.);
if(m < 0.) m = 0.;
else if(m>1.) m = 1.;
// Recursivation.
pf_divFractal(map, x, y, nw, nh, rw, rh, c1, e1, m, e4, rug);
pf_divFractal(map, x+nw, y, nw, nh, rw, rh, e1, c2, e2, m, rug);
pf_divFractal(map, x+nw, y+nh, nw, nh, rw, rh, m, e2, c3, e3, rug);
pf_divFractal(map, x, y+nh, nw, nh, rw, rh, e4, m, e3, c4, rug);
} else
// Actually write the pixel.
//map[y*rw+x] = (c1 + c2 + c3 + c4)/4.;
map[(int)round(y)*(int)rw+(int)round(x)] = (c1 + c2 + c3 + c4)/4.;
}

5
src/plasmaf.h Normal file
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@ -0,0 +1,5 @@
#pragma once
#include "opengl.h"
glTexture* pf_genFractal(const int w, const int h, const double rug);

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@ -50,6 +50,7 @@ typedef struct Widget_ {
struct { struct {
// Widget image. // Widget image.
glTexture* image; glTexture* image;
glColour* colour;
int border; int border;
} img; } img;
struct { struct {
@ -218,6 +219,8 @@ void window_addImage(const unsigned int wid, const int x, const int y,
// Set the properties. // Set the properties.
wgt->dat.img.image = image; wgt->dat.img.image = image;
wgt->dat.img.border = border; wgt->dat.img.border = border;
wgt->dat.img.colour = NULL; // Normal colour.
wgt->w = (image == NULL) ? 0 : wgt->dat.img.image->sw; wgt->w = (image == NULL) ? 0 : wgt->dat.img.image->sw;
wgt->h = (image == NULL) ? 0 : wgt->dat.img.image->sh; wgt->h = (image == NULL) ? 0 : wgt->dat.img.image->sh;
if(x < 0) wgt->x = wdw->w - wgt->w + x; if(x < 0) wgt->x = wdw->w - wgt->w + x;
@ -375,6 +378,12 @@ void window_modifyImage(const unsigned int wid, char* name, glTexture* image) {
wgt->dat.img.image = image; wgt->dat.img.image = image;
} }
void window_imgColour(const unsigned int wid, char* name, glColour* colour) {
Widget* wgt = window_getwgt(wid, name);
wgt->dat.img.colour = colour;
}
glTexture* window_getImage(const unsigned int wid, char* name) { glTexture* window_getImage(const unsigned int wid, char* name) {
Widget* wgt = window_getwgt(wid, name); Widget* wgt = window_getwgt(wid, name);
return (wgt) ? wgt->dat.img.image : NULL; return (wgt) ? wgt->dat.img.image : NULL;
@ -849,7 +858,8 @@ static void toolkit_renderImage(Widget* img, double bx, double by) {
// Image. // Image.
gl_blitStatic(img->dat.img.image, gl_blitStatic(img->dat.img.image,
x + (double)gl_screen.w/2., x + (double)gl_screen.w/2.,
y + (double)gl_screen.h/2., NULL); y + (double)gl_screen.h/2.,
img->dat.img.colour);
if(img->dat.img.border) { if(img->dat.img.border) {
// Inner outline (outwards). // Inner outline (outwards).

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@ -51,7 +51,9 @@ char* dialogue_input(char* title, int min, int max, const char* fmt, ...);
// Modification. // Modification.
void window_setFptr(const unsigned int wid, void(*fptr)(char*)); void window_setFptr(const unsigned int wid, void(*fptr)(char*));
void window_modifyText(const unsigned int wid, char* name, char* newstring); void window_modifyText(const unsigned int wid, char* name, char* newstring);
// Image.
void window_modifyImage(const unsigned int wid, char* name, glTexture* image); void window_modifyImage(const unsigned int wid, char* name, glTexture* image);
void window_imgColour(const unsigned int wid, char* name, glColour* colour);
// Get the window by name. // Get the window by name.
int window_exists(const char* wdwname); int window_exists(const char* wdwname);