/* bgfx.h - Don Yang (uguu.org) 12/21/00 */ #ifndef BGFX_H__ #define BGFX_H__ #define MAX_PARTICLE_COUNT 8192 #define MAX_PARTICLE_PARAM 4 #define FRACTAL_MIN_RULES 2 #define FRACTAL_MAX_RULES 4 #define FRACTAL_INIT_ITER 20 #define FRACTAL_DOT_COUNT 32 #define FRACTAL_ITER_COUNT (MAX_PARTICLE_COUNT / FRACTAL_DOT_COUNT) #define DUST_VECTOR_TIME 32 #define DUST_PARTICLE_COUNT (MAX_PARTICLE_COUNT / 8) #define SWARM_VECTOR_TIME 16 #define SWARM_PARTICLE_COUNT (MAX_PARTICLE_COUNT / 8) #define SWARM_WASP_VELOCITY 10 #define SWARM_BEE_VELOCITY 12 typedef struct { int x1, y1, x2, y2, x3, y3; int dx1, dy1, dx2, dy2, dx3, dy3; } ParticleParam; void AnimateDust(void); void AnimateFractal(void); void AnimateSwarm(void); void InitDust(void); void InitFractal(void); void InitSwarm(void); void RenderParticle16(DWORD screen); void RenderParticle16a(DWORD screen, int x, int y, int w, int h); void RenderParticle16p(DWORD screen, int c, int r); void RenderParticle24(DWORD screen); void RenderParticle24a(DWORD screen, int x, int y, int w, int h); void RenderParticle24p(DWORD screen, int c, int r); void RenderParticle32(DWORD screen); void RenderParticle32a(DWORD screen, int x, int y, int w, int h); void RenderParticle32p(DWORD screen, int c, int r); void WRenderParticle15(DWORD screen); void WRenderParticle15a(DWORD screen, int x, int y, int w, int h); void WRenderParticle15p(DWORD screen, int c, int r); void WRenderParticle16(DWORD screen); void WRenderParticle16a(DWORD screen, int x, int y, int w, int h); void WRenderParticle16p(DWORD screen, int c, int r); void WRenderParticle24(DWORD screen); void WRenderParticle24a(DWORD screen, int x, int y, int w, int h); void WRenderParticle24p(DWORD screen, int c, int r); void WRenderParticle32(DWORD screen); void WRenderParticle32a(DWORD screen, int x, int y, int w, int h); void WRenderParticle32p(DWORD screen, int c, int r); #endif