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@sole
Created September 10, 2010 22:45
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// Copyright (C) 2009 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#pragma version(1)
#pragma stateVertex(PVBkOrtho)
#pragma stateRaster(parent)
#pragma stateFragment(PFBackground)
#pragma stateStore(PFSBackground)
#define ELLIPSE_RATIO 0.892f
#define PI 3.1415f
#define TWO_PI 6.283f
#define ELLIPSE_TWIST 0.023333333f
float angle;
/**
* Script initialization. Called automatically.
*/
void init() {
angle = 50.0f;
}
/**
* Helper function to generate the stars.
*/
float randomGauss() {
float x1;
float x2;
float w = 2.f;
while (w >= 1.0f) {
x1 = 2.0f * randf2(0.0f, 1.0f) - 1.0f;
x2 = 2.0f * randf2(0.0f, 1.0f) - 1.0f;
w = x1 * x1 + x2 * x2;
}
w = sqrtf(-2.0 * logf(w) / w);
return x1 * w;
}
float gSpeed[12000];
/**
* Generates the properties for a given star.
*/
void createParticle(struct Particles_s *part, int idx, float scale) {
float d = fabsf(randomGauss()) * State->galaxyRadius * 0.5f + randf(64.0f);
float id = d / State->galaxyRadius;
float z = randomGauss() * 0.4f * (1.0f - id);
float p = -d * ELLIPSE_TWIST;
int r,g,b,a;
if (d < State->galaxyRadius * 0.33f) {
r = (int) (220 + id * 35);
g = 220;
b = 220;
} else {
r = 180;
g = 180;
b = (int) clampf(140.f + id * 115.f, 140.f, 255.f);
}
// Stash point size * 10 in Alpha
a = (int) (randf2(1.2f, 2.1f) * 60);
part->color = r | g<<8 | b<<16 | a<<24;
if (d > State->galaxyRadius * 0.15f) {
z *= 0.6f * (1.0f - id);
} else {
z *= 0.72f;
}
// Map to the projection coordinates (viewport.x = -1.0 -> 1.0)
d = mapf(-4.0f, State->galaxyRadius + 4.0f, 0.0f, scale, d);
part->position.x = randf(TWO_PI);
part->position.y = d;
gSpeed[idx] = randf2(0.0015f, 0.0025f) * (0.5f + (scale / d)) * 0.8f;
part->position.z = z / 5.0f;
}
/**
* Initialize all the stars. Called from Java.
*/
void initParticles() {
if (State->isPreview == 1) {
angle = 0.0f;
}
struct Particles_s *part = Particles;
int particlesCount = State->particlesCount;
float scale = State->galaxyRadius / (State->width * 0.5f);
int i;
for (i = 0; i < particlesCount; i ++) {
createParticle(part, i, scale);
part++;
}
}
void drawSpace(float xOffset, int width, int height) {
bindTexture(NAMED_PFBackground, 0, NAMED_TSpace);
drawQuadTexCoords(
0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
width, 0.0f, 0.0f, 2.0f, 1.0f,
width, height, 0.0f, 2.0f, 0.0f,
0.0f, height, 0.0f, 0.0f, 0.0f);
}
void drawLights(float xOffset, int width, int height) {
bindProgramVertex(NAMED_PVBkProj);
bindProgramFragment(NAMED_PFBackground);
bindTexture(NAMED_PFBackground, 0, NAMED_TLight1);
float scale = 512.0f / width;
float x = -scale + xOffset - scale * 0.05f;
float y = -scale;
scale *= 2.0f;
drawQuad(x, y, 0.0f,
x + scale * 1.1f, y, 0.0f,
x + scale * 1.1f, y + scale, 0.0f,
x, y + scale, 0.0f);
}
void drawParticles(float xOffset, float offset, int width, int height) {
bindProgramVertex(NAMED_PVStars);
bindProgramFragment(NAMED_PFStars);
bindProgramFragmentStore(NAMED_PFSLights);
bindTexture(NAMED_PFStars, 0, NAMED_TFlares);
float a = offset * angle;
float absoluteAngle = fabsf(a);
float matrix[16];
matrixLoadTranslate(matrix, 0.0f, 0.0f, 10.0f - 6.0f * absoluteAngle / 50.0f);
if (State->scale == 0) {
matrixScale(matrix, 6.6f, 6.0f, 1.0f);
} else {
matrixScale(matrix, 12.6f, 12.0f, 1.0f);
}
matrixRotate(matrix, absoluteAngle, 1.0f, 0.0f, 0.0f);
matrixRotate(matrix, a, 0.0f, 0.4f, 0.1f);
vpLoadModelMatrix(matrix);
// quadratic attenuation
//pointAttenuation(0.1f + 0.3f * fabsf(offset), 0.0f, 0.06f + 0.1f * fabsf(offset));
int radius = State->galaxyRadius;
int particlesCount = State->particlesCount;
struct Particles_s *vtx = Particles;
int i = 0;
for ( ; i < particlesCount; i++) {
vtx->position.x = vtx->position.x + gSpeed[i];
vtx++;
}
uploadToBufferObject(NAMED_ParticlesBuffer);
drawSimpleMeshRange(NAMED_ParticlesMesh, 0, particlesCount);
}
int main(int index) {
int width = State->width;
int height = State->height;
float x = 0.0f;
float offset = lerpf(-1.0f, 1.0f, State->xOffset);
drawSpace(x, width, height);
drawParticles(x, offset, width, height);
drawLights(x, width, height);
return 45;
}
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