#ifndef __TR_H__ #define __TR_H__ #define GAME_MODE #ifdef GAME_MODE #define HEAT_CONSTANT .1 #define STAR_INTENSITY .35 #define HOLE_BORDER .1 #else #define STAR_INTENSITY 1.5 #endif #ifdef _DEBUG #define SPHERE_MAXRECURSIVITY 2 #define PLANE_MAXRECURSIVITY 1 #else #define SPHERE_MAXRECURSIVITY 2 #define PLANE_MAXRECURSIVITY 2 #endif #ifdef _DEBUG #undef ANTIALIAS #else //#define ANTIALIAS (6) //6 ok, more is sharper #endif #ifdef ANTIALIAS //#define SPHERE_MOTIONBLUR #endif #define MAXSCORE 15000 #define RAY_NOINT BIG_FLOAT //arbitraty value, maybe MAXFLOAT //constants #define AMBIENT_INTENSITY .2 #define LIGHT_Y 16. #define LIGHT_Z (-10.) #define DIST_SHIFT (9) //for fog calculations #define SPHERE_RADIUS 4.5 #define SPHERE_Z (-32.) #define SPHERE_X (-20.) #define CAMERA_Z 30. //start pos #define SCORE_MARGINS 10 #define FLOOR_SHIFT 3 #define FLOOR_X (-110.) #define FLOOR_Y 0. #define FLOOR_Z 0. #ifdef GAME_MODE #define CIRCLE_SIZE .3 #define RHOMBUS_SIZE .4 #define SQUARE_SIZE .3 #define GRAVITY_CONSTANT .1//.1 #define JUMP_CONSTANT 2. #define ZOOMOUT_CONSTANT 4 //.075 #define XVEL_CONSTANT 0.03 #define XVEL_DEFAULT 0.5 #define HOLE_GUARD_MARGIN .05 #else #define SQUARE_SIZE .4 #define GRAVITY_CONSTANT .05 #define JUMP_CONSTANT 1.6 #define ZOOMOUT_CONSTANT 5//.045 #define XVEL_CONSTANT 0.015 #define XVEL_DEFAULT 0.23 #define HOLE_GUARD_MARGIN .05 #endif #define GRAVITY_CONSTANT_LIGHT .03 #define EPS 1.e-3 #define PIPELINEC_SUGAR //#warning PIPELINEC_SUGAR shouldn't be a need struct material_t { color diffuse_color; color reflect_color; }; #ifndef SHADER //#define COLOR_DECOMP 1 //1 for grayscale, 3 for colors, (leave not defined for no decomposition) #endif #ifdef COLOR_DECOMP #define color_basic_t color_type inline color_type colorbasic_select(color_type x, color_type a, color_type b) { return b+(a-b)*x; } #define color_select colorbasic_select //FIXME: too hacky #undef HEAT_CONSTANT //it uses color_select at frame frequency, but it's now defined as single channel struct render_material_t { color_basic_t diffuse_color; color_basic_t reflect_color; }; #else #define color_basic_t color #define render_material_t material_t #endif struct sphere_t { object_coord_t center; material_t material; color_type heat; coord_type yvel; }; struct plane_t { object_coord_t center; material_t material; color color1, color2; }; struct scene_t { sphere_t sphere; plane_t plane; object_coord_t camera; color fog; uint16_t frame; uint16_t scorebar; #ifdef COLOR_DECOMP uint2_t current_color_channel; #endif }; struct scene_colors_t { render_material_t sphere, plane; color_basic_t plane_color1, plane_color2; color_basic_t fog; //FIXME: maybe background }; struct full_state_t { scene_t scene; color gold_color, gold_reflect_color, lava_color; coord_type plane_y; coord_type sphere_x; coord_type sphere_z; coord_type sphere_y; color_type heat; coord_type camera_y; coord_type camera_z; coord_type plane_x; coord_type sphere_xvel; coord_type sphere_yvel; color diffuse_color, reflect_color; uint16_t scorebar; uint16_t score; bool won; bool lose; }; static const color K_gold_color = {(1.2*.15)*243./256., (1.2*.15)*201./256., (1.2*.15)*104./256.}; static const color K_gold_reflect_color = {1.5*(1.-.15)*243./256., 1.5*(1.-.15)*201./256., 1.5*(1.-.15)*104./256.}; static const color K_lava_color = {255./256.*2.0, 70./256.*1.5, 32./256.*1.5}; static const color K_plane_color1 = {.8, .8, .8}; static const color K_plane_color2 = {.1, .0, .0}; static const color K_floor_difusse = {1., 1., 1.}; static const color K_floor_reflect = {.25, .25, .25}; #ifdef GAME_MODE static const color K_fog_color = {.01,.01,.1}; #else static const color K_fog_color = {.02,.02,.12}; #endif static const object_coord_t K_plane_center_start = {FLOOR_X, FLOOR_Y, FLOOR_Z}; //FIXME: test if works when != 0 static const object_coord_t K_sphere_center_start = {-20., 40., SPHERE_Z}; static const object_coord_t K_camera_pos_start = {0.,30.,CAMERA_Z}; static const vec3 VECTOR_NURMAL_UPWARDS = {0.,1.,0.}; #endif //__TR_H__