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fire.c
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// Demoscene-style fire effect
// Based on a tutorial by Lode Vandevenne:
// https://lodev.org/cgtutor/fire.html
#include <uvm/syscalls.h>
#include <uvm/utils.h>
#include <uvm/graphics.h>
#include <stdlib.h>
#include <stdint.h>
#include <math.h>
#define FRAME_WIDTH 512
#define FRAME_HEIGHT 512
// RGBA pixels
u32 frame_buffer[FRAME_HEIGHT][FRAME_WIDTH];
// Palette of RGB colors
u32 palette[256];
// Greyscale fire values
int fire[FRAME_HEIGHT][FRAME_WIDTH];
//
// Converts a HUE to r, g or b.
// returns float in the set [0, 1].
//
float hue2rgb(float p, float q, float t)
{
if (t < 0)
t = t + 1;
if (t > 1)
t = t - 1;
if (t < 1.0f / 6)
return p + (q - p) * 6 * t;
if (t < 1.0f / 2)
return q;
if (t < 2.0f / 3)
return p + (q - p) * (2.0f / 3 - t) * 6;
return p;
}
// Converts an HSL color value to RGB. Conversion formula
// adapted from http://en.wikipedia.org/wiki/HSL_color_space.
// Assumes h, s, and l are contained in [0, 1] and
// returns RGB in [0, 255].
//
u32 hsl_to_rgb(float h, float s, float l)
{
if (s == 0)
{
// Achromatic
int c = (int)(255 * l);
return rgb32(c, c, c);
}
else
{
float q = l < 0.5f ? l * (1 + s) : l + s - l * s;
float p = 2 * l - q;
return rgb32(
(int)(hue2rgb(p, q, h + 1.0f/3) * 255),
(int)(hue2rgb(p, q, h) * 255),
(int)(hue2rgb(p, q, h - 1.0f/3) * 255)
);
}
}
void anim_callback()
{
u64 frame_start_time = time_current_ms();
// Clear the frame buffer, set all pixels to black
memset32(frame_buffer, 0, sizeof(frame_buffer) / 4);
// Randomize the bottom row
for (int x = 0; x < FRAME_WIDTH; ++x)
{
int r = abs(rand()) % 256;
assert(r >= 0 && r < 256);
fire[FRAME_HEIGHT-1][x] = r;
}
// Apply the update rule, from top to bottom
for (int y = 0; y < FRAME_HEIGHT - 1; ++y)
{
for (int x = 1; x < FRAME_WIDTH - 1; ++x)
{
int pix0 = fire[y+1][x];
int pix1 = fire[y+1][(x-1 + FRAME_WIDTH) % FRAME_WIDTH];
int pix2 = fire[y+1][(x+1) % FRAME_WIDTH];
int pix3 = fire[(y+2) % FRAME_HEIGHT][x];
int sum = (pix0 + pix1 + pix2 + pix3) * 63 / 256;
assert(sum < 256);
fire[y][x] = sum;
}
}
// Draw the fire
for (int y = 0; y < FRAME_HEIGHT; ++y)
{
for (int x = 0; x < FRAME_WIDTH; ++x)
{
frame_buffer[y][x] = palette[fire[y][x]];
}
}
window_draw_frame(0, frame_buffer);
// Schedule a fixed rate update for the next frame (40fps)
fixed_rate_update(frame_start_time, 1000 / 40, anim_callback);
}
void keydown(u64 window_id, u16 keycode)
{
if (keycode == KEY_ESCAPE)
{
exit(0);
}
}
void main()
{
// Generate the palette
for (int i = 0; i < 256; ++i)
{
// Vary the hue through the palette
// Hue should be between orange and red
float x = (float)i / 255;
float l = x + 0.3f;
l = l * l;
if (l > 1.0f) l = 1.0f;
palette[i] = hsl_to_rgb(x * 0.33f, 1.0f, l);
}
window_create(FRAME_WIDTH, FRAME_HEIGHT, "Demoscene Fire Effect", 0);
window_on_keydown(0, keydown);
time_delay_cb(0, anim_callback);
enable_event_loop();
}