oscar64/samples/fractals/mbmulti3d.c

184 lines
3.5 KiB
C

#include <string.h>
#include <c64/vic.h>
#include <c64/memmap.h>
#include <conio.h>
#include <math.h>
// Address of hires buffer and color buffers
#define Screen ((char *)0xe000)
#define Color1 ((char *)0xc800)
#define Color2 ((char *)0xd800)
// Bit patters for two different color pairs and eight shades
byte colors[2][17] =
{
{0x00,
0x44, 0x44, 0x55, 0x55, 0xdd, 0xdd, 0xff, 0xff,
0x88, 0x88, 0xaa, 0xaa, 0xee, 0xee, 0xff, 0xff,
},
{0x00,
0x00, 0x11, 0x11, 0x55, 0x55, 0x77, 0x77, 0xff,
0x00, 0x22, 0x22, 0xaa, 0xaa, 0xbb, 0xbb, 0xff,
}
};
// Fill a vertical line x from py to ty with color c
void VLine(int x, int py, int ty, char c)
{
// Clip boundaries
if (py < 0)
py = 0;
if (ty > 100)
ty = 100;
// Check if there are pixel to draw
if (py < ty)
{
// Calculate top address and mask
char mask = 0xc0 >> (2 * (x & 3));
char * dp = Screen + 320 * (py >> 2) + 2 * (py & 3) + 2 * (x & ~3);
// Get the two color patterns
char c0 = colors[0][c] & mask, c1 = colors[1][c] & mask;
// Invert mask to cover the unchanged portion
mask = ~mask;
// Loop over all pixels
char h = ty - py;
while (h)
{
// Apply color to memory
dp[0] = (dp[0] & mask) | c0;
dp[1] = (dp[1] & mask) | c1;
// Two pixel lines down
dp += 2;
if (!((int)dp & 7))
dp += 312;
h--;
}
}
}
// Iterate up to 32 iterations and return a smoothed height
float iter(float xz, float yz)
{
float x = 0.0, y = 0.0, r;
int i;
for(i=0; i<32; i++)
{
r = x * x + y * y;
if (r > 64.0) break;
float xt = x * x - y * y + xz;
y = 2 * x * y + yz;
x = xt;
}
if (i == 32)
return 32;
else
return i - log(log(r)/log(64.0))/log(2.0);
}
// Calculate light with given new and old heights
int light(float hl, float hu, float h)
{
float dx = h - hl, dz = h - hu, dy = 0.1;
float dd = sqrt(dx * dx + dy * dy + dz * dz);
int ni = (int)floor((-2 * dx + dy + dz) / dd * 0.408 * 8);
if (ni < 0) ni = 0; else if (ni > 7) ni = 7;
return ni;
}
int main(void)
{
// Install the IRQ trampoline
mmap_trampoline();
// Turn of the kernal ROM
mmap_set(MMAP_NO_ROM);
// Switch VIC into multicolor bitmap mode
vic_setmode(VICM_HIRES_MC, Color1, Screen);
// Clear the screen and set the colors
vic.color_back = 0x00;
vic.color_border = 0x00;
memset(Screen, 0, 8000);
memset(Color1, 0x26, 1000);
memset(Color2, 0x0f, 1000);
// Height of previous row, needed for lighting
float hl[200];
// Rotation of complex plane
float w = -0.7;
float co = cos(w), si = sin(w);
// Loop from left to right
for(int x=-1; x<160; x+= 1)
{
// Loop from far to nead
int py = 20;
float hu = 0;
for(int y=1; y<200; y+= 1)
{
// Inverse 3D projection
float fz = 2.0 / (float)y;
float fx = (float)(x - 80) * fz / 100.0;
float mz = fz * 100.0 - 3.0, mx = fx * 100.0;
// Rotation of the plane
float rx = mx * co - mz * si, rz = mx * si + mz * co;
float dp = iter(rx, rz);
float v = 2 * dp;
if (v < 1.0) v = 1.0;
float fy = 5.0 * pow(2.0, - v * 0.4);
// Calculate light
int ni = light(hl[y], hu, fy);
// Update left column
hl[y] = fy;
hu = fy;
// Forward 3D projection
int ty = 20 + y / 2 + (int)(floor(fy / fz));
// color of pixel
int c;
if (dp != 32)
c = 1 + ni + 8 * ((int)floor(dp) & 1);
else
c = 0;
// Draw line if not dummy left row
if (x >= 0)
VLine(x, py, ty, c);
py = ty;
}
}
// Re-enable the kernal
mmap_set(MMAP_NO_BASIC);
// Wait for key press
getch();
// Restore VIC state
vic_setmode(VICM_TEXT, (char *)0x0400, (char *)0x1000);
return 0;
}