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// Author - MrC
// Based on R4Rain.r4 by Gordon Williams
int x,y, t;
float c,tm,tn,td, s;
float[] c_x(64),c_y(64),c_z(64),c_vz(64),c_rx(64),c_ry(64),c_sx(64),c_sy(64),c_sz(64);
float d;
Texture texture;
Texture sky;
void MakeNew(int n)
{
c_x[n]=c_y[n]=0;
while (Mag(c_x[n],c_y[n])<1)
{
c_x[n] = (Rand()*6.0)-3.0;
c_y[n] = (Rand()*6.0)-3.0;
}
c_z[n] = 10;
c_vz[n] = (1.0+Rand())*4;
c_rx[n] = (1.0+Rand())*80;
c_ry[n] = (1.0+Rand())*80;
c_sx[n] = (0.5+Rand())*0.5;
c_sy[n] = (0.5+Rand())*0.5;
c_sz[n] = (1.0+Rand())*0.05;
}
void Init()
{
texture.LoadTexture("splash_original.dds");
sky.LoadTexture("skybox.dds");
for (x=0;x<64;x=x+1)
{
MakeNew(x);
c_z[x] = Rand()*10;
}
tm = tn = 0;
}
void mything(float x,float y,float z)
{
gfxBegin(PRIM_QUADLIST);
for (t=0; t<1; t++)
{
s = z*((t/2.0f)-1.0);
gfxTexCoord(0,0);
gfxVertex(-x,y,s);
gfxTexCoord(1,0);
gfxVertex(x,y,s);
gfxTexCoord(1,1);
gfxVertex(x,-y,s);
gfxTexCoord(0,1);
gfxVertex(-x,-y,s);
}
gfxEnd();
}
void Render()
{
td = ((TREBLE+1.5f)*TIMEPASS);
tm = tm + td;
tn = tn + ((BASS+1.0)*TIMEPASS*2);
gfxTranslate(Cos(tn * 1.23f) * 0.5f, Sin(tn) * 0.5f, 0.0f);
gfxRotate(Cos(tn*0.6734f)*20.0f, 1.0f, 0.0f, 0.0f);
gfxRotate(Sin(tn*0.2143f)*20.0f, 0.0f, 1.0f, 0.0f);
gfxSetTexture(sky);
gfxCube(-100,-100,-100,100,100,100);
gfxSetTexture(texture);
gfxSetBlendMode(BLEND_ADD);
for (x=0;x<64;x++)
{
c_z[x] = c_z[x] - (td*c_vz[x]);
if (c_z[x]<0) MakeNew(x);
c = (10.0-c_z[x])*0.11;
gfxColour(c,c,c,1);
gfxPushMatrix();
gfxTranslate(c_x[x],c_y[x],c_z[x]);
gfxRotate(c_rx[x]*tm,1.0f,0.0f,0.0f);
gfxRotate(c_ry[x]*tm,0.0f,1.0f,0.0f);
mything(c_sx[x],c_sy[x],c_sz[x]);
gfxPopMatrix();
}
}
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