void gl_M4_Id(M4 *a) { int i,j; for(i=0;i<4;i++) for(j=0;j<4;j++) if (i==j) a->m[i][j]=int2sll(1); else a->m[i][j]=int2sll(0); }
int Matrix_Inv(GLfloat *r,GLfloat *m,int n) { int i,j,k,l; GLfloat max,tmp,t; /* identitée dans r */ for(i=0;i<n*n;i++) r[i]=int2sll(0); for(i=0;i<n;i++) r[i*n+i]=int2sll(1); for(j=0;j<n;j++) { /* recherche du nombre de plus grand module sur la colonne j */ max=m[j*n+j]; k=j; for(i=j+1;i<n;i++) if (sllvalue(sll_abs(m[i*n+j]))>sllvalue(sll_abs(max))) { k=i; max=m[i*n+j]; } /* non intersible matrix */ if (sllvalue(max)==sllvalue(int2sll(0))) return 1; /* permutation des lignes j et k */ if (k!=j) { for(i=0;i<n;i++) { tmp=m[j*n+i]; m[j*n+i]=m[k*n+i]; m[k*n+i]=tmp; tmp=r[j*n+i]; r[j*n+i]=r[k*n+i]; r[k*n+i]=tmp; } } /* multiplication de la ligne j par 1/max */ max=slldiv(int2sll(1), max); for(i=0;i<n;i++) { tmp=m[j*n+i]; m[j*n+i]=sllmul(tmp, max); tmp=r[j*n+i]; r[j*n+i]=sllmul(tmp, max); } for(l=0;l<n;l++) if (l!=j) { t=m[l*n+j]; for(i=0;i<n;i++) { tmp=m[l*n+i]; m[l*n+i]=sllsub(tmp, sllmul(m[j*n+i],t)); tmp=r[l*n+i]; r[l*n+i]=sllsub(tmp, sllmul(r[j*n+i],t)); } } } return 0; }
int gl_M4_IsId(M4 *a) { int i,j; for(i=0;i<4;i++) for(j=0;j<4;j++) { if (i==j) { if (sllvalue(a->m[i][j]) != sllvalue(int2sll(1))) return 0; } else if (sllvalue(a->m[i][j]) != sllvalue(int2sll(0))) return 0; } return 1; }
void glLightModeli(int pname,int param) { GLParam p[6]; int i; p[0].op=OP_LightModel; p[1].i=pname; p[2].f=int2sll(param); for(i=0;i<4;i++) p[3+i].f=int2sll(0); gl_add_op(p); }
/* inversion of an orthogonal matrix of type Y=M.X+P */ void gl_M4_InvOrtho(M4 *a,M4 b) { int i,j; GLfloat s; for(i=0;i<3;i++) for(j=0;j<3;j++) a->m[i][j]=b.m[j][i]; a->m[3][0]=int2sll(0); a->m[3][1]=int2sll(0); a->m[3][2]=int2sll(0); a->m[3][3]=int2sll(1); for(i=0;i<3;i++) { s=int2sll(0); for(j=0;j<3;j++) s=sllsub(s, sllmul(b.m[j][i],b.m[j][3])); a->m[i][3]=s; } }
void Firework_Initialize(int width, int height) { Firework_GRAVITY = slldiv(CONST_8, int2sll(100)); Firework_baselineYSpeed = slldiv(int2sll(-25), CONST_10); Firework_maxYSpeed = CONST_3; // This gets negated later Firework_xDampen = slldiv(int2sll(99), int2sll(100)); Firework_aDampen = slldiv(CONST_1, int2sll(100)); screen_width = width; screen_height = height; for (int i = 0; i < FIREWORKS; i++) { Firework_Start(&prv_fireworks[i]); } }
void glTexParameteri(int target,int pname,int param) { GLParam p[8]; p[0].op=OP_TexParameter; p[1].i=target; p[2].i=pname; p[3].i=param; p[4].f=int2sll(0); p[5].f=int2sll(0); p[6].f=int2sll(0); p[7].f=int2sll(0); gl_add_op(p); }
// 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); }
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; }
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 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 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); }
void glLightf(int light,int type,GLfloat v) { GLParam p[7]; int i; p[0].op=OP_Light; p[1].i=light; p[2].i=type; p[3].f=v; for(i=0;i<3;i++) p[4+i].f=int2sll(0); gl_add_op(p); }
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 glMaterialf(int mode,int type,GLfloat v) { GLParam p[7]; int i; p[0].op=OP_Material; p[1].i=mode; p[2].i=type; p[3].f=v; for(i=0;i<3;i++) p[4+i].f=int2sll(0); gl_add_op(p); }
void Firework_Update(GBitmap *bitmap) { static int darken_count = 0; if (darken_count++ >= 4) { darken_count = 0; graphics_darken(bitmap); } // Draw fireworks for (int i = 0; i < FIREWORKS; i++) { FireworkStruct* firework = &prv_fireworks[i]; GColor color; if (firework->hasExploded) { color = GColorFromRGB( sll2int(sllmul(int2sll(firework->red), firework->alpha)), sll2int(sllmul(int2sll(firework->green), firework->alpha)), sll2int(sllmul(int2sll(firework->blue), firework->alpha))); for (int p = 0; p < FIREWORK_PARTICLES; p++) { int xpos = sll2int(firework->x[p]); int ypos = sll2int(firework->y[p]); graphics_draw_pixel_color(bitmap, (GPoint){xpos, ypos}, color); graphics_draw_pixel_color(bitmap, (GPoint){xpos + 1, ypos}, color); graphics_draw_pixel_color(bitmap, (GPoint){xpos + 1, ypos + 1}, color); graphics_draw_pixel_color(bitmap, (GPoint){xpos, ypos + 1}, color); } Firework_Explode(&prv_fireworks[i]); } else { color = GColorFromRGB(255, 255, 0); int xpos = sll2int(firework->x[0]); int ypos = sll2int(firework->y[0]); graphics_draw_pixel_color(bitmap, (GPoint){xpos, ypos}, color); graphics_draw_pixel_color(bitmap, (GPoint){xpos + 1, ypos}, color); graphics_draw_pixel_color(bitmap, (GPoint){xpos + 1, ypos + 1}, color); graphics_draw_pixel_color(bitmap, (GPoint){xpos, ypos + 1}, color); Firework_Move(&prv_fireworks[i]); } } }
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; }
/* 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 glMaterialfv(int mode,int type,GLfloat *v) { GLParam p[7]; int i,n; assert(mode == GL_FRONT || mode == GL_BACK || mode==GL_FRONT_AND_BACK); p[0].op=OP_Material; p[1].i=mode; p[2].i=type; n=4; if (type == GL_SHININESS) n=1; for(i=0;i<4;i++) p[3+i].f=v[i]; for(i=n;i<4;i++) p[3+i].f=int2sll(0); gl_add_op(p); }
void glVertex3f(GLfloat x,GLfloat y,GLfloat z) { glVertex4f(x,y,z,int2sll(1)); }
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(); }
sll slldeg2rad(sll deg) { return (slldiv(sllmul(deg,CONST_PI), int2sll(180))); }
void glColor3f(GLfloat x,GLfloat y,GLfloat z) { glColor4f(x,y,z,int2sll(1)); }
void glColor3fv(GLfloat *v) { glColor4f(v[0],v[1],v[2],int2sll(1)); }
void glTexCoord2f(GLfloat s,GLfloat t) { glTexCoord4f(s,t,int2sll(0),int2sll(1)); }
void glTexCoord2fv(GLfloat *v) { glTexCoord4f(v[0],v[1],int2sll(0),int2sll(1)); }
void glVertex2f(GLfloat x,GLfloat y) { glVertex4f(x,y,int2sll(0),int2sll(1)); }
sll rand_sll(sll max_val) { sll max_scale = int2sll(1000); int max_val_int = sll2int(sllmul(max_val, max_scale)); return slldiv(int2sll(rand() % (max_val_int + 1)), max_scale); }
void glVertex3fv(GLfloat *v) { glVertex4f(v[0],v[1],v[2],int2sll(1)); }
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); }