void glColor4fv(GLfloat *v) { GLParam p[8]; p[0].op=OP_Color; p[1].f=v[0]; p[2].f=v[1]; p[3].f=v[2]; p[4].f=v[3]; /* direct convertion to integer to go faster if no shading */ p[5].ui = (unsigned int) (sll2int( slladd( sllmul(v[0], int2sll(ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)), int2sll(ZB_POINT_RED_MIN) ) ) ); p[6].ui = (unsigned int) (sll2int( slladd( sllmul(v[1], int2sll(ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)), int2sll(ZB_POINT_GREEN_MIN) ) ) ); p[7].ui = (unsigned int) (sll2int( slladd( sllmul(v[2], int2sll(ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)), int2sll(ZB_POINT_BLUE_MIN) ) ) ); gl_add_op(p); }
// http://math.stackexchange.com/questions/1098487/atan2-faster-approximation // atan2(y,x) // a := min (|x|, |y|) / max (|x|, |y|) // s := a * a // r := ((-0.0464964749 * s + 0.15931422) * s - 0.327622764) * s * a + a // if |y| > |x| then r := 1.57079637 - r // if x < 0 then r := 3.14159274 - r // if y < 0 then r := -r sll sllatan2(sll y, sll x) { sll abs_x = sllabs(x); sll abs_y = sllabs(y); sll maxyx = MAX(abs_x, abs_y); sll minyx = MIN(abs_x, abs_y); sll a = slldiv(minyx, maxyx); sll s = sllmul(a, a); sll r_1 = sllmul(dbl2sll((-0.0464964749)), s); sll r_2 = slladd(r_1, dbl2sll(0.15931422)); sll r_3 = sllsub(sllmul(r_2, s), dbl2sll(0.327622764)); sll r = slladd(sllmul(sllmul(r_3, s), a), a); if(sllabs(y) > sllabs(x)) { r = sllsub(CONST_PI_2, r); } if(x < CONST_0) { r = sllsub(CONST_PI, r); } if(y < CONST_0) { r = sllneg(r); } return r; }
/* inverse of a 3x3 matrix */ void gl_M3_Inv(M3 *a,M3 *m) { GLfloat det; det = sllsub( slladd( slladd( sllsub( sllsub(sllmul(sllmul(m->m[0][0], m->m[1][1]), m->m[2][2]), sllmul(sllmul(m->m[0][0], m->m[1][2]), m->m[2][1])), sllmul(sllmul(m->m[1][0], m->m[0][1]), m->m[2][2])), sllmul(sllmul(m->m[1][0], m->m[0][2]), m->m[2][1])), sllmul(sllmul(m->m[2][0], m->m[0][1]), m->m[1][2])), sllmul(sllmul(m->m[2][0], m->m[0][2]), m->m[1][1])); a->m[0][0] = slldiv(sllsub(sllmul(m->m[1][1],m->m[2][2]), sllmul(m->m[1][2],m->m[2][1])), det); a->m[0][1] = sllneg(slldiv(sllsub(sllmul(m->m[0][1],m->m[2][2]), sllmul(m->m[0][2],m->m[2][1])), det)); a->m[0][2] = sllneg(slldiv(slladd(sllmul(sllneg(m->m[0][1]),m->m[1][2]), sllmul(m->m[0][2], m->m[1][1])), det)); a->m[1][0] = sllneg(slldiv(sllsub(sllmul(m->m[1][0],m->m[2][2]), sllmul(m->m[1][2],m->m[2][0])), det)); a->m[1][1] = slldiv(sllsub(sllmul(m->m[0][0],m->m[2][2]), sllmul(m->m[0][2],m->m[2][0])), det); a->m[1][2] = sllneg(slldiv(sllsub(sllmul(m->m[0][0],m->m[1][2]), sllmul(m->m[0][2],m->m[1][0])), det)); a->m[2][0] = slldiv(sllsub(sllmul(m->m[1][0],m->m[2][1]), sllmul(m->m[1][1],m->m[2][0])), det); a->m[2][1] = sllneg(slldiv(sllsub(sllmul(m->m[0][0],m->m[2][1]), sllmul(m->m[0][1],m->m[2][0])), det)); a->m[2][2] = slldiv(sllsub(sllmul(m->m[0][0],m->m[1][1]), sllmul(m->m[0][1],m->m[1][0])), det); }
void glColor4f(GLfloat r,GLfloat g,GLfloat b,GLfloat a) { GLParam p[8]; p[0].op=OP_Color; p[1].f=r; p[2].f=g; p[3].f=b; p[4].f=a; /* direct convertion to integer to go faster if no shading */ p[5].ui = (unsigned int) (sll2int( slladd( sllmul(r,int2sll(ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)), int2sll(ZB_POINT_RED_MIN) ) ) ); p[6].ui = (unsigned int) (sll2int( slladd( sllmul(g, int2sll(ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)), int2sll(ZB_POINT_GREEN_MIN) ) ) ); p[7].ui = (unsigned int) (sll2int( slladd( sllmul(b, int2sll(ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)), int2sll(ZB_POINT_BLUE_MIN) ) ) ); gl_add_op(p); }
void glopFrustum(GLContext *c,GLParam *p) { GLfloat *r; M4 m; GLfloat left=p[1].f; GLfloat right=p[2].f; GLfloat bottom=p[3].f; GLfloat top=p[4].f; GLfloat near=p[5].f; GLfloat farp=p[6].f; GLfloat x,y,A,B,C,D,tmp2=int2sll(2); x = slldiv(sllmul(tmp2,near), sllsub(right,left)); y = slldiv(sllmul(tmp2,near), sllsub(top,bottom)); A = slldiv(slladd(right,left), sllsub(right,left)); B = slldiv(slladd(top,bottom), sllsub(top,bottom)); C = slldiv(sllneg(slladd(farp,near)), sllsub(farp,near)); D = slldiv(sllneg(sllmul(sllmul(tmp2,farp),near)), sllsub(farp,near)); r=&m.m[0][0]; r[0]= x; r[1]=int2sll(0); r[2]=A; r[3]=int2sll(0); r[4]= int2sll(0); r[5]=y; r[6]=B; r[7]=int2sll(0); r[8]= int2sll(0); r[9]=int2sll(0); r[10]=C; r[11]=D; r[12]=int2sll(0); r[13]=int2sll(0); r[14]=int2sll(-1); r[15]=int2sll(0); gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m); gl_matrix_update(c); }
int gl_V3_Norm(V3 *a) { GLfloat n; n=sllsqrt(slladd(slladd(sllmul(a->X,a->X), sllmul(a->Y,a->Y)), sllmul(a->Z,a->Z))); if (sllvalue(n)==sllvalue(int2sll(0))) return 1; a->X=slldiv(a->X, n); a->Y=slldiv(a->Y, n); a->Z=slldiv(a->Z, n); return 0; }
// Calculates the distance between two GPS lat/lon coordinates // returns units: KM // From: http://www.movable-type.co.uk/scripts/latlong.html sll DistanceBetweenSLL(sll lat1, sll lon1, sll lat2, sll lon2) { sll R = int2sll(6371); // kilometres sll lat1_rad = slldeg2rad(lat1); sll lon1_rad = slldeg2rad(lon1); sll lat2_rad = slldeg2rad(lat2); sll lon2_rad = slldeg2rad(lon2); sll dist_lat = sllsub(lat2_rad, lat1_rad); sll dist_lon = sllsub(lon2_rad, lon1_rad); dist_lat = slldiv2(dist_lat); dist_lon = slldiv2(dist_lon); dist_lat = sllsin(dist_lat); dist_lon = sllsin(dist_lon); sll a = sllmul(dist_lat, dist_lat); sll b = sllmul(dist_lon, dist_lon); sll c = sllmul(sllcos(lat1_rad), sllcos(lat2_rad)); sll d = slladd(a, sllmul(b,c)); sll d_sqrt = sllsqrt(d); sll d_sqrt_1 = sllsqrt(sllsub(CONST_1,d)); sll result = sllmul2(sllatan2(d_sqrt, d_sqrt_1)); return sllmul(R,result); }
void gl_M4_Mul(M4 *c,M4 *a,M4 *b) { int i,j,k; GLfloat s; for(i=0;i<4;i++) for(j=0;j<4;j++) { s=int2sll(0); for(k=0;k<4;k++) s=slladd(s,sllmul(a->m[i][k],b->m[k][j])); c->m[i][j]=s; } }
void Firework_Move(FireworkStruct* firework) { for (int loop = 0; loop < FIREWORK_PARTICLES; loop++) { // Once the firework is ready to launch start moving the particles if (firework->framesUntilLaunch <= 0) { firework->x[loop] = slladd(firework->x[loop], firework->xSpeed[loop]); firework->y[loop] = slladd(firework->y[loop], firework->ySpeed[loop]); firework->ySpeed[loop] = slladd(firework->ySpeed[loop], Firework_GRAVITY); } } firework->framesUntilLaunch--; // Once a fireworks speed turns positive (i.e. at top of arc) - blow it up! if (firework->ySpeed[0] > CONST_0) { for (int loop = 0; loop < FIREWORK_PARTICLES; loop++) { // Set a random x and y speed beteen -4 and + 4 firework->xSpeed[loop] = slladd(int2sll(-4), rand_sll(CONST_8)); firework->ySpeed[loop] = slladd(int2sll(-4), rand_sll(CONST_8)); } firework->hasExploded = true; } }
void Firework_Explode(FireworkStruct* firework) { for (int loop = 0; loop < FIREWORK_PARTICLES; loop++) { // Dampen the horizontal speed by 1% per frame firework->xSpeed[loop] = sllmul(firework->xSpeed[loop], Firework_xDampen); // Move the particle firework->x[loop] = slladd(firework->x[loop], firework->xSpeed[loop]); firework->y[loop] = slladd(firework->y[loop], firework->ySpeed[loop]); // Apply gravity to the particle's speed firework->ySpeed[loop] = slladd(firework->ySpeed[loop], Firework_GRAVITY); } // Fade out the particles (alpha is stored per firework, not per particle) if (firework->alpha > CONST_0) { firework->alpha = sllsub(firework->alpha, Firework_aDampen); if (firework->alpha < CONST_0) { firework->alpha = CONST_0; } } else { // Once the alpha hits zero reset the firework Firework_Start(firework); } }
/* c=c*a */ void gl_M4_MulLeft(M4 *c,M4 *b) { int i,j,k; GLfloat s; M4 a; /*memcpy(&a, c, 16*sizeof(GLfloat)); */ a=*c; for(i=0;i<4;i++) for(j=0;j<4;j++) { s=int2sll(0); for(k=0;k<4;k++) s=slladd(s,sllmul(a.m[i][k],b->m[k][j])); c->m[i][j]=s; } }
void Firework_Start(FireworkStruct* firework) { // Pick an initial x location and random x/y speeds sll xLoc = int2sll(10 + (rand() % (screen_width - 20))); sll yLoc = int2sll(screen_height); // start at the bottom of the screen sll xSpeedVal = slladd(int2sll(-2), rand_sll(CONST_4)); sll ySpeedVal = sllsub(Firework_baselineYSpeed, rand_sll(Firework_maxYSpeed)); // Set initial x/y location and speeds for (int loop = 0; loop < FIREWORK_PARTICLES; loop++) { firework->x[loop] = xLoc; firework->y[loop] = yLoc; firework->xSpeed[loop] = xSpeedVal; firework->ySpeed[loop] = ySpeedVal; } // Max out at 170 for more vibrant colors firework->red = ((rand() % 4) * 85); firework->green = ((rand() % 4) * 85); firework->blue = ((rand() % 4) * 85); // Instead of white, black or gray, do GColorFolly if (firework->red == firework->green && firework->green && firework->blue) { firework->red = 255; firework->blue = 85; } else if (firework->red == 0 && firework->green == 0 && firework->blue == 85) { // Oxford blue too dark, do Cyan firework->green = 255; firework->blue = 255; } firework->alpha = CONST_1; firework->framesUntilLaunch = (rand() % 100); firework->hasExploded = false; }
void phase2_process(void) { sll inc=dbl2sll(0.0022); phase2_ship_x=128; phase2_ship_y=147; phase2_shoot.x=0; phase2_shoot.y=0; phase2_shoot.state=100; phase2_bad.x=0; phase2_bad.y=300; phase2_bad.state=105; phase2_global_x=0; phase2_global_y=0; music_play_fade(MUSIC_LEVEL); init_frame_time(); theend=0; while (!theend) { getKey(); if (hit1_pressed) if (phase2_shoot.state>=25) { sll angle=sllsub(mode7_angle,sllmul(inc,int2sll((128-phase2_ship_x)<<1))); sll multi=int2sll((256-phase2_ship_y)/24); phase2_shoot.dx=sllmul(sllrotl(sllcos(angle),3),SLL_CONST_PI); phase2_shoot.dy=sllmul(sllrotl(sllsin(angle),3),SLL_CONST_PI); phase2_shoot.x=slladd(mode7_x,sllmul(phase2_shoot.dx,multi)); phase2_shoot.y=slladd(mode7_y,sllmul(phase2_shoot.dy,multi)); angle=sllsub(mode7_angle,sllmul(inc,int2sll((128-phase2_ship_x)<<2))); phase2_shoot.dx=sllmul(sllrotl(sllcos(angle),3),SLL_CONST_PI); phase2_shoot.dy=sllmul(sllrotl(sllsin(angle),3),SLL_CONST_PI); phase2_shoot.alt=(phase2_ship_y-128)>>2; phase2_shoot.state=24; play_sound(SND_SHIP_LASER); } if (left_pressed) phase2_ship_x-=8; else if (right_pressed) phase2_ship_x+=8; else if (phase2_ship_x<128) phase2_ship_x+=4; else if (phase2_ship_x>128) phase2_ship_x-=4; if (phase2_ship_x>=192) phase2_ship_x-=8; else if (phase2_ship_x<=64) phase2_ship_x+=8; if (up_pressed) { if (mode7_z<512) { mode7_z += 32; phase2_ship_y-=8; } } else if (down_pressed) { if (mode7_z>256) { mode7_z -= 32; phase2_ship_y+=8; } } else if (mode7_z>400) { mode7_z-=16; phase2_ship_y+=4; } else if (mode7_z<368) { mode7_z+=16; phase2_ship_y-=4; } mode7_process(sllsub(mode7_angle,sllmul(inc,int2sll((128-phase2_ship_x)>>1)))); phase2_global_x= sll2int(mode7_x); phase2_global_y= sll2int(mode7_y); phase2_draw(); delay_frame_time(); }
void glopTranslate(GLContext *c,GLParam *p) { GLfloat *m; GLfloat x=p[1].f,y=p[2].f,z=p[3].f; m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0]; m[3] = slladd(slladd(slladd(sllmul(m[0], x), sllmul(m[1], y)), sllmul(m[2], z)), m[3]); m[7] = slladd(slladd(slladd(sllmul(m[4], x), sllmul(m[5], y)), sllmul(m[6], z)), m[7]); m[11] = slladd(slladd(slladd(sllmul(m[8], x), sllmul(m[9], y)), sllmul(m[10], z)), m[11]); m[15] = slladd(slladd(slladd(sllmul(m[12], x), sllmul(m[13], y)), sllmul(m[14], z)), m[15]); gl_matrix_update(c); }
void gl_MulM3V3(V3 *a,M4 *b,V3 *c) { a->X=slladd(slladd(sllmul(b->m[0][0],c->X), sllmul(b->m[0][1],c->Y)), sllmul(b->m[0][2],c->Z)); a->Y=slladd(slladd(sllmul(b->m[1][0],c->X), sllmul(b->m[1][1],c->Y)), sllmul(b->m[1][2],c->Z)); a->Z=slladd(slladd(sllmul(b->m[2][0],c->X), sllmul(b->m[2][1],c->Y)), sllmul(b->m[2][2],c->Z)); }
void gl_M4_MulV4(V4 *a,M4 *b,V4 *c) { a->X=slladd(slladd(slladd(sllmul(b->m[0][0],c->X), sllmul(b->m[0][1],c->Y)), sllmul(b->m[0][2],c->Z)), sllmul(b->m[0][3],c->W)); a->Y=slladd(slladd(slladd(sllmul(b->m[1][0],c->X), sllmul(b->m[1][1],c->Y)), sllmul(b->m[1][2],c->Z)), sllmul(b->m[1][3],c->W)); a->Z=slladd(slladd(slladd(sllmul(b->m[2][0],c->X), sllmul(b->m[2][1],c->Y)), sllmul(b->m[2][2],c->Z)), sllmul(b->m[2][3],c->W)); a->W=slladd(slladd(slladd(sllmul(b->m[3][0],c->X), sllmul(b->m[3][1],c->Y)), sllmul(b->m[3][2],c->Z)), sllmul(b->m[3][3],c->W)); }
void glopRotate(GLContext *c,GLParam *p) { #define SLL_M_PI dbl2sll(M_PI) M4 m; GLfloat u[3]; GLfloat angle; int dir_code; angle = slldiv(sllmul(p[1].f, SLL_M_PI), int2sll(180)); u[0]=p[2].f; u[1]=p[3].f; u[2]=p[4].f; /* simple case detection */ dir_code = ((sllvalue(u[0]) != sllvalue(int2sll(0)))<<2) | ((sllvalue(u[1]) != sllvalue(int2sll(0)))<<1) | (sllvalue(u[2]) != sllvalue(int2sll(0))); switch(dir_code) { case 0: gl_M4_Id(&m); break; case 4: if (sllvalue(u[0]) < sllvalue(int2sll(0))) angle=sllneg(angle); gl_M4_Rotate(&m,angle,0); break; case 2: if (sllvalue(u[1]) < sllvalue(int2sll(0))) angle=sllneg(angle); gl_M4_Rotate(&m,angle,1); break; case 1: if (sllvalue(u[2]) < sllvalue(int2sll(0))) angle=sllneg(angle); gl_M4_Rotate(&m,angle,2); break; default: { GLfloat cost, sint; /* normalize vector */ GLfloat len = slladd( slladd( sllmul(u[0],u[0]), sllmul(u[1],u[1]) ), sllmul(u[2],u[2])); if (sllvalue(len) == sllvalue(int2sll(0))) return; len = slldiv(int2sll(1), sllsqrt(len)); u[0] = sllmul(u[0], len); u[1] = sllmul(u[1], len); u[2] = sllmul(u[2], len); /* store cos and sin values */ cost=sllcos(angle); sint=sllsin(angle); /* fill in the values */ m.m[3][0]=m.m[3][1]=m.m[3][2]= m.m[0][3]=m.m[1][3]=m.m[2][3]=int2sll(0); m.m[3][3]=int2sll(1); /* do the math */ m.m[0][0]=slladd(sllmul(u[0],u[0]), sllmul(cost, sllsub(int2sll(1), sllmul(u[0],u[0])))); m.m[1][0]=sllsub(sllmul(sllmul(u[0],u[1]), sllsub(int2sll(1), cost)), sllmul(u[2],sint)); m.m[2][0]=slladd(sllmul(sllmul(u[2],u[0]), sllsub(int2sll(1), cost)), sllmul(u[1],sint)); m.m[0][1]=slladd(sllmul(sllmul(u[0],u[1]), sllsub(int2sll(1), cost)), sllmul(u[2],sint)); m.m[1][1]=slladd(sllmul(u[1],u[1]), sllmul(cost, sllsub(int2sll(1), sllmul(u[1],u[1])))); m.m[2][1]=sllsub(sllmul(sllmul(u[1],u[2]), sllsub(int2sll(1), cost)), sllmul(u[0],sint)); m.m[0][2]=sllsub(sllmul(sllmul(u[2],u[0]), sllsub(int2sll(1), cost)), sllmul(u[1],sint)); m.m[1][2]=slladd(sllmul(sllmul(u[1],u[2]), sllsub(int2sll(1), cost)), sllmul(u[0],sint)); m.m[2][2]=slladd(sllmul(u[2],u[2]), sllmul(cost, sllsub(int2sll(1), sllmul(u[2],u[2])))); } } gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m); gl_matrix_update(c); }