// Awakenings.vtx
// Author - MrC
// Based on Awakenings_remix.r4 by John Baker and Gordon Williams

int x,y;
float c,tm,tn,td;
float[] c_x(256),c_y(256),c_z(256),c_vz(256),c_rx(256),c_ry(256),c_sx(256),c_sy(256),c_sz(256);
float d;

Texture	envTexture;

void MakeNew(int n)
{
   c_x[n]=c_y[n]=0;
   while (Mag(c_x[n],c_y[n])<1)
   {
      c_x[n] = (Rand()*8.0)-4.0;
      c_y[n] = (Rand()*8.0)-4.0;
   }

   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] = (0.5+Rand())*0.05;
}


void Init()
{
	envTexture.LoadTexture("splash_pm3.png");
	
	for (x=0;x<256;x=x+1)
	{
      MakeNew(x);
      c_z[x] = Rand()*10;
	}
	tm = tn = 0;
}

void mything(float x,float y,float z)
{ 
   gfxBegin(PRIM_QUADLIST); 
      gfxTexCoord(0,0); 
      gfxVertex(-x,y,0); 
      gfxTexCoord(1,0); 
      gfxVertex(x,y,0); 
      gfxTexCoord(1,1); 
      gfxVertex(x,-y,0); 
      gfxTexCoord(0,1); 
      gfxVertex(-x,-y,0); 

      gfxTexCoord(0,0); 
      gfxVertex(-x,0,z); 
      gfxTexCoord(1,0); 
      gfxVertex(x,0,z); 
      gfxTexCoord(1,1); 
      gfxVertex(x,0,-z); 
      gfxTexCoord(0,1); 
      gfxVertex(-x,0,-z); 

      gfxTexCoord(0,0); 
      gfxVertex(0,-y,z); 
      gfxTexCoord(1,0); 
      gfxVertex(0,y,z); 
      gfxTexCoord(1,1); 
      gfxVertex(0,y,-z); 
      gfxTexCoord(0,1); 
      gfxVertex(0,-y,-z); 
   gfxEnd(); 
} 

void Render()
{
	td = ((TREBLE+1.5f) * TIMEPASS);
	tm = tm + td;
	tn = tn + ((BASS+1.0) * TIMEPASS * 2);

	gfxTranslate(Cos(tn * 1.23f) * 0.25f, Sin(tn) * 0.25f, 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);

	gfxSetBlendMode(BLEND_MOD);
	gfxSetTexture(envTexture);
	gfxTranslate(0, 0, 3+BASS);
	gfxBegin(PRIM_QUADLIST);
	gfxTexCoord(0, 0);
	gfxVertex(-1.5, 1,0);
	gfxTexCoord(1, 0);
	gfxVertex(1.5, 1,0);
	gfxTexCoord(1, 1);
	gfxVertex(1.5, -1,0);
	gfxTexCoord(0, 1);
	gfxVertex(-1.5, -1,0);
	gfxEnd();
	gfxTranslate(0, 0, -3-BASS);

	gfxSetTexture(envTexture);
	gfxSetBlendMode(BLEND_ADD);

	for (x=255;x>0;x=x-1)
	{ 
		c_z[x] = c_z[x] - (td*c_vz[x]); 
		if (c_z[x]<0) MakeNew(x); 

		c = (5.0-(c_z[x]*0.5))*0.1; 
		if (c>1.75) c=(2-c)*4; 
		if (c>1) c=1;    

		d = (20.0-(c_z[x]*2.0))*0.1; 
		if (d>1.75) d=(2-c)*4; 
		if (d>1) c=1;    

		gfxColour(c,d*(TREBLE+1)*0.5,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(); 
	} 

}