Loading libs/rs/java/Fall/res/raw/fall.c +11 −10 Original line number Diff line number Diff line Loading @@ -210,26 +210,27 @@ void generateRipples() { int x = 0; int yOffset = y * width; for ( ; x < width; x += 1) { int o = ((yOffset + x) << 3); int o1 = o + 8 + 5; int ow = o + w8 + 5; int ow1 = ow + 8; struct vert_s *v = (struct vec3_s *)(vertices + x); //int o = ((yOffset + x) << 3); //int o1 = o + 8 + 5; //int ow = o + w8 + 5; //int ow1 = ow + 8; struct vec3_s n1, n2, n3; vec3Sub(&n1, (struct vec3_s *)(vertices + o1 + 5), (struct vec3_s *)(vertices + o + 5)); vec3Sub(&n2, (struct vec3_s *)(vertices + ow + 5), (struct vec3_s *)(vertices + o + 5)); vec3Sub(&n1, (struct vec3_s *)&(v+1)->x, (struct vec3_s *)&v->x); vec3Sub(&n2, (struct vec3_s *)&(v+width)->x, (struct vec3_s *)&v->x); vec3Cross(&n3, &n1, &n2); vec3Norm(&n3); // Average of previous normal and N1 x N2 vec3Sub(&n1, (struct vec3_s *)(vertices + ow1 + 5), (struct vec3_s *)(vertices + o + 5)); vec3Sub(&n1, (struct vec3_s *)&(v+width+1)->x, (struct vec3_s *)&v->x); vec3Cross(&n2, &n1, &n2); vec3Add(&n3, &n3, &n2); vec3Norm(&n3); vertices[o + 0] = n3.x; vertices[o + 1] = n3.y; vertices[o + 2] = -n3.z; v->nx = n3.x; v->ny = n3.y; v->nz = -n3.z; // reset Z //vertices[(yOffset + x) << 3 + 7] = 0.0f; Loading Loading
libs/rs/java/Fall/res/raw/fall.c +11 −10 Original line number Diff line number Diff line Loading @@ -210,26 +210,27 @@ void generateRipples() { int x = 0; int yOffset = y * width; for ( ; x < width; x += 1) { int o = ((yOffset + x) << 3); int o1 = o + 8 + 5; int ow = o + w8 + 5; int ow1 = ow + 8; struct vert_s *v = (struct vec3_s *)(vertices + x); //int o = ((yOffset + x) << 3); //int o1 = o + 8 + 5; //int ow = o + w8 + 5; //int ow1 = ow + 8; struct vec3_s n1, n2, n3; vec3Sub(&n1, (struct vec3_s *)(vertices + o1 + 5), (struct vec3_s *)(vertices + o + 5)); vec3Sub(&n2, (struct vec3_s *)(vertices + ow + 5), (struct vec3_s *)(vertices + o + 5)); vec3Sub(&n1, (struct vec3_s *)&(v+1)->x, (struct vec3_s *)&v->x); vec3Sub(&n2, (struct vec3_s *)&(v+width)->x, (struct vec3_s *)&v->x); vec3Cross(&n3, &n1, &n2); vec3Norm(&n3); // Average of previous normal and N1 x N2 vec3Sub(&n1, (struct vec3_s *)(vertices + ow1 + 5), (struct vec3_s *)(vertices + o + 5)); vec3Sub(&n1, (struct vec3_s *)&(v+width+1)->x, (struct vec3_s *)&v->x); vec3Cross(&n2, &n1, &n2); vec3Add(&n3, &n3, &n2); vec3Norm(&n3); vertices[o + 0] = n3.x; vertices[o + 1] = n3.y; vertices[o + 2] = -n3.z; v->nx = n3.x; v->ny = n3.y; v->nz = -n3.z; // reset Z //vertices[(yOffset + x) << 3 + 7] = 0.0f; Loading