Merge change 21750 into eclair
* changes: Tweak the galaxy
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Before Width: | Height: | Size: 657 B After Width: | Height: | Size: 413 B |
@@ -30,7 +30,7 @@
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#define PARTICLES_TEXTURES_COUNT 2
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#define ELLIPSE_RATIO 0.86f
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#define ELLIPSE_RATIO 0.892f
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#define ELLIPSE_TWIST 0.02333333333f
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void drawSpace(int width, int height) {
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@@ -47,15 +47,18 @@ void drawSpace(int width, int height) {
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}
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void drawLights(int width, int height) {
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float x = (width - 512.0f) / 2.0f;
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float y = (height - 512.0f) / 2.0f;
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float x = (width - 512.0f) * 0.5f;
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float y = (height - 512.0f) * 0.5f;
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// increase the size of the texture by 5% on each side
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x -= 512.0f * 0.05f;
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bindProgramFragment(NAMED_PFBackground);
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bindTexture(NAMED_PFBackground, 0, NAMED_TLight1);
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drawQuad(x + 512.0f, y , 0.0f,
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x , y , 0.0f,
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x , y + 512.0f, 0.0f,
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x + 512.0f, y + 512.0f, 0.0f);
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drawQuad(x + 512.0f * 1.1f, y , 0.0f,
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x , y , 0.0f,
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x , y + 512.0f, 0.0f,
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x + 512.0f * 1.1f, y + 512.0f, 0.0f);
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}
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void drawParticle(float *particle, int index, float *particleBuffer, int bufferIndex,
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@@ -67,11 +70,11 @@ void drawParticle(float *particle, int index, float *particleBuffer, int bufferI
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float r = particle[index + PARTICLE_STRUCT_RADIUS];
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float a = angle + speed;
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float x = distance * sinf(a);
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float y = distance * cosf(a) * ELLIPSE_RATIO;
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float x = distance * sinf_fast(a);
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float y = distance * cosf_fast(a) * ELLIPSE_RATIO;
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float z = distance * ELLIPSE_TWIST;
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float s = cosf(z);
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float t = sinf(z);
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float s = cosf_fast(z);
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float t = sinf_fast(z);
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float sX = t * x + s * y + w;
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float sY = s * x - t * y + h;
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@@ -87,7 +90,7 @@ void drawParticle(float *particle, int index, float *particleBuffer, int bufferI
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// upper middle vertex of the particle's triangle
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bufferIndex += PARTICLE_BUFFER_COMPONENTS_COUNT;
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particleBuffer[bufferIndex + 1] = sX; // X
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particleBuffer[bufferIndex + 1] = sX; // X
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particleBuffer[bufferIndex + 2] = sY - r; // Y
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particle[index + PARTICLE_STRUCT_ANGLE] = a;
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@@ -49,7 +49,6 @@ class GalaxyRS {
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private static final int RSID_STATE = 0;
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private static final int TEXTURES_COUNT = 3;
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private static final int PARTICLES_TEXTURES_COUNT = 2;
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private static final int RSID_TEXTURE_SPACE = 0;
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private static final int RSID_TEXTURE_LIGHT1 = 1;
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private static final int RSID_TEXTURE_FLARES = 2;
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@@ -216,13 +215,15 @@ class GalaxyRS {
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@SuppressWarnings({"PointlessArithmeticExpression"})
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private void createParticle(float[] particles, int index, int bufferIndex) {
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float d = abs(randomGauss()) * GALAXY_RADIUS / 2.0f;
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float d = abs(randomGauss()) * GALAXY_RADIUS / 2.0f + random(-4.0f, 4.0f);
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float z = randomGauss() * 0.5f * 0.8f * ((GALAXY_RADIUS - d) / (float) GALAXY_RADIUS);
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z += 1.0f;
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particles[index + PARTICLE_STRUCT_ANGLE] = random(0.0f, (float) (Math.PI * 2.0));
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particles[index + PARTICLE_STRUCT_DISTANCE] = d;
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particles[index + PARTICLE_STRUCT_SPEED] = random(0.0015f, 0.0025f) *
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(0.5f + (0.5f * (float) GALAXY_RADIUS / d));
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particles[index + PARTICLE_STRUCT_RADIUS] = random(1.0f, 2.1f);
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(0.5f + (0.5f * (float) GALAXY_RADIUS / d)) * 0.7f;
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particles[index + PARTICLE_STRUCT_RADIUS] = z * random(1.2f, 2.1f);
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int red, green, blue;
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if (d < GALAXY_RADIUS / 3.0f) {
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@@ -234,27 +235,24 @@ class GalaxyRS {
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green = 180;
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blue = (int) constrain(140 + (d / (float) GALAXY_RADIUS) * 115, 140, 255);
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}
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final int color = 0xFF000000 | red | green << 8 | blue << 16;
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final int sprite = random(PARTICLES_TEXTURES_COUNT);
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final float u1 = sprite / (float) PARTICLES_TEXTURES_COUNT;
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final float u2 = (sprite + 1) / (float) PARTICLES_TEXTURES_COUNT;
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final int color = red | green << 8 | blue << 16 | 0xff000000;
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final float[] floatData = mFloatData5;
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final Allocation buffer = mParticlesBuffer;
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floatData[0] = Float.intBitsToFloat(color);
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floatData[3] = u1;
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floatData[3] = 0.0f;
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floatData[4] = 1.0f;
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buffer.subData1D(bufferIndex, 1, floatData);
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bufferIndex++;
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floatData[3] = u2;
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floatData[3] = 1.0f;
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floatData[4] = 1.0f;
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buffer.subData1D(bufferIndex, 1, floatData);
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bufferIndex++;
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floatData[3] = u1 + (u2 - u1) / 2.0f;
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floatData[3] = 0.5f;
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floatData[4] = 0.0f;
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buffer.subData1D(bufferIndex, 1, floatData);
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}
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@@ -170,6 +170,44 @@ static void SC_storeMatrix(uint32_t bank, uint32_t offset, const rsc_Matrix *m)
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#define DEG_TO_RAD PI / 180.0f
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#define RAD_TO_DEG 180.0f / PI
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static float SC_sinf_fast(float x)
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{
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const float A = 1.0f / (2.0f * M_PI);
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const float B = -16.0f;
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const float C = 8.0f;
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// scale angle for easy argument reduction
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x *= A;
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if (fabsf(x) >= 0.5f) {
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// argument reduction
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x = x - ceilf(x + 0.5f) + 1.0f;
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}
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const float y = B * x * fabsf(x) + C * x;
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return 0.2215f * (y * fabsf(y) - y) + y;
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}
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static float SC_cosf_fast(float x)
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{
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x += float(M_PI / 2);
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const float A = 1.0f / (2.0f * M_PI);
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const float B = -16.0f;
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const float C = 8.0f;
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// scale angle for easy argument reduction
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x *= A;
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if (fabsf(x) >= 0.5f) {
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// argument reduction
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x = x - ceilf(x + 0.5f) + 1.0f;
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}
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const float y = B * x * fabsf(x) + C * x;
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return 0.2215f * (y * fabsf(y) - y) + y;
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}
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static float SC_randf(float max)
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{
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float r = (float)rand();
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@@ -846,6 +884,10 @@ ScriptCState::SymbolTable_t ScriptCState::gSyms[] = {
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"int", "(int)" },
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{ "absf", (void *)&fabs,
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"float", "(float)" },
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{ "sinf_fast", (void *)&SC_sinf_fast,
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"float", "(float)" },
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{ "cosf_fast", (void *)&SC_cosf_fast,
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"float", "(float)" },
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{ "sinf", (void *)&sinf,
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"float", "(float)" },
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{ "cosf", (void *)&cosf,
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