143 lines
5.1 KiB
C
143 lines
5.1 KiB
C
/*
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* Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
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* Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
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* Derived from the 2011 IOCCC submission by peter.eastman@gmail.com
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "gfx.h"
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#include <math.h>
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/**
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* NOTE:
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*
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* This demo uses floating point operations. Don't expect it to work with any
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* speed unless your processor has an FPU.
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*
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* If you see garbage inside the ball as it is running rather than the red and yellow
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* checkerboard pattern then the fast invsqrt() function in GMISC does not work on
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* your processor.
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*
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* You can modify the implementation of invsqrt() by firstly defining
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* #define GMISC_INVSQRT_MIXED_ENDIAN TRUE
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* in your gfxconf.h file.
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*
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* If it still doesn't work then instead define
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* #define GMISC_INVSQRT_REAL_SLOW TRUE
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* in your gfxconf.h file. This should always work although it will probably be slow.
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*/
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#define BALLCOLOR1 Red
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#define BALLCOLOR2 Yellow
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#define WALLCOLOR HTML2COLOR(0x303030)
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#define BACKCOLOR HTML2COLOR(0xC0C0C0)
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#define FLOORCOLOR HTML2COLOR(0x606060)
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#define SHADOWALPHA (255-255*0.2)
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int main(void) {
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coord_t width, height, x, y, radius, ballx, bally, dx, floor;
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coord_t minx, miny, maxx, maxy;
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coord_t ballcx, ballcy;
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color_t colour;
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float ii, spin, dy, spinspeed, h, f, g;
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gfxInit();
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#if GDISP_NEED_CONTROL
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gdispSetOrientation(GDISP_ROTATE_90);
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#endif
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width = gdispGetWidth();
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height = gdispGetHeight();
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radius=height/5+height%2+1; // The ball radius
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ii = 1.0/radius; // radius as easy math
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floor=height/5-1; // floor position
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spin=0.0; // current spin angle on the ball
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spinspeed=0.1; // current spin speed of the ball
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ballx=width/2; // ball x position (relative to the ball center)
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bally=height/4; // ball y position (relative to the ball center)
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dx=.01*width; // motion in the x axis
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dy=0.0; // motion in the y axis
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ballcx = 12*radius/5; // ball x diameter including the shadow
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ballcy = 21*radius/10; // ball y diameter including the shadow
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minx = miny = 0; maxx = width; maxy = height; // The clipping window for this frame.
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while(1) {
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// Draw one frame
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gdispStreamStart(minx, miny, maxx-minx, maxy-miny);
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for (y=miny; h = (bally-y)*ii, y<maxy; y++) {
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for (x=minx; x < maxx; x++) {
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g=(ballx-x)*ii;
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f=-.3*g+.954*h;
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if (g*g < 1-h*h) {
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/* The inside of the ball */
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if ((((int)(9-spin+(.954*g+.3*h)*invsqrt(1-f*f))+(int)(2+f*2))&1))
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colour = BALLCOLOR1;
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else
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colour = BALLCOLOR2;
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} else {
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// The background (walls and floor)
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if (y > height-floor) {
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if (x < height-y || height-y > width-x)
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colour = WALLCOLOR;
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else
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colour = FLOORCOLOR;
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} else if (x<floor || x>width-floor)
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colour = WALLCOLOR;
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else
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colour = BACKCOLOR;
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// The ball shadow is darker
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if (g*(g+.4)+h*(h+.1) < 1)
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colour = gdispBlendColor(colour, Black, SHADOWALPHA);
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}
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gdispStreamColor(colour); /* pixel to the LCD */
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}
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}
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gdispStreamStop();
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// Force a display update if the controller supports it
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gdispFlush();
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// Calculate the new frame size (note this is a drawing optimisation only)
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minx = ballx - radius; miny = bally - radius;
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maxx = minx + ballcx; maxy = miny + ballcy;
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if (dx > 0) maxx += dx; else minx += dx;
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if (dy > 0) maxy += dy; else miny += dy;
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if (minx < 0) minx = 0;
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if (maxx > width) maxx = width;
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if (miny < 0) miny = 0;
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if (maxy > height) maxy = height;
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// Motion
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spin += spinspeed;
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ballx += dx; bally += dy;
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dx = ballx < radius || ballx > width-radius ? spinspeed=-spinspeed,-dx : dx;
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dy = bally > height-1.75*floor ? -.04*height : dy+.002*height;
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}
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}
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