/* boxed --- 3D bouncing balls that explode */
#if 0
static const char sccsid[] = "@(#)boxed.c 0.9 01/09/26 xlockmore";
#endif
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* Revision History:
*
* 2001: Written by Sander van Grieken <mailsander@gmx.net>
* as an OpenGL screensaver for the xscreensaver package.
* Lots of hardcoded values still in place. Also, there are some
* copy/paste leftovers from the gears hack. opts don't work.
*
* 2005: opts work. added options -balls, -ballsize, -explosion
*
* 2006: opts work. added option -decay
*
* 2008: opts work. added option -momentum
*
*/
#include "boxed.h"
/*
**----------------------------------------------------------------------------
** Defines
**----------------------------------------------------------------------------
*/
#ifdef STANDALONE
# define DEFAULTS "*delay: 15000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n"
# define release_boxed 0
# define boxed_handle_event xlockmore_no_events
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#endif /* !STANDALONE */
#ifdef USE_GL
# define DEF_SPEED "0.5"
# define DEF_BALLS "20"
# define DEF_BALLSIZE "3.0"
# define DEF_EXPLOSION "15.0"
# define DEF_DECAY "0.07"
# define DEF_MOMENTUM "0.6"
#undef countof
#define countof(x) (int)(sizeof((x))/sizeof((*x)))
#undef rnd
#define rnd() (frand(1.0))
static GLfloat speed; /* jwz -- overall speed factor applied to all motion */
static int cfg_balls;
static GLfloat cfg_ballsize;
static GLfloat cfg_explosion;
static GLfloat cfg_decay;
static GLfloat cfg_momentum;
static XrmOptionDescRec opts[] = {
{"-speed", ".boxed.speed", XrmoptionSepArg, 0},
{"-balls", ".boxed.balls", XrmoptionSepArg, 0},
{"-ballsize", ".boxed.ballsize", XrmoptionSepArg, 0},
{"-explosion", ".boxed.explosion", XrmoptionSepArg, 0},
{"-decay", ".boxed.decay", XrmoptionSepArg, 0},
{"-momentum", ".boxed.momentum", XrmoptionSepArg, 0},
};
static argtype vars[] = {
{&speed, "speed", "Speed", DEF_SPEED, t_Float},
{&cfg_balls, "balls", "Balls", DEF_BALLS, t_Int},
{&cfg_ballsize, "ballsize", "Ball Size", DEF_BALLSIZE, t_Float},
{&cfg_explosion, "explosion", "Explosion", DEF_EXPLOSION, t_Float},
{&cfg_decay, "decay", "Explosion Decay", DEF_DECAY, t_Float},
{&cfg_momentum, "momentum", "Explosion Momentum", DEF_MOMENTUM, t_Float},
};
ENTRYPOINT ModeSpecOpt boxed_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct boxed_description = {
"boxed", "init_boxed", "draw_boxed", NULL,
"draw_boxed", "init_boxed", "free_boxed", &boxed_opts,
1000, 1, 2, 1, 4, 1.0, "",
"Shows GL's boxed balls", 0, NULL};
#endif
#define BOOL int
#define TRUE 1
#define FALSE 0
/* camera */
#define CAM_HEIGHT 80.0f
#define CAMDISTANCE_MIN 35.0
#define CAMDISTANCE_MAX 150.0
#define CAMDISTANCE_SPEED 1.5
#define LOOKAT_R 30.0
/* rendering the sphere */
#define MESH_SIZE 10
#define SPHERE_VERTICES (2+MESH_SIZE*MESH_SIZE*2)
#define SPHERE_INDICES ((MESH_SIZE*4 + MESH_SIZE*4*(MESH_SIZE-1))*3)
/*
**-----------------------------------------------------------------------------
** Typedefs
**-----------------------------------------------------------------------------
*/
typedef struct {
GLfloat x;
GLfloat y;
GLfloat z;
} vectorf;
typedef struct {
vectorf loc;
vectorf dir;
vectorf color;
float radius;
BOOL bounced;
int offside;
BOOL justcreated;
} ball;
typedef struct {
int num_balls;
float ballsize;
float explosion;
ball *balls;
} ballman;
typedef struct {
vectorf loc;
vectorf dir;
BOOL far;
int gone;
} tri;
typedef struct {
int num_tri;
int lifetime;
float scalefac;
float explosion;
float decay;
float momentum;
vectorf color;
tri *tris;
GLint *indices;
vectorf *normals;
vectorf *vertices;
} triman;
typedef struct {
int numballs;
float ballsize;
float explosion;
float decay;
float momentum;
BOOL textures;
BOOL transparent;
float camspeed;
} boxed_config;
typedef struct {
float cam_x_speed, cam_z_speed, cam_y_speed;
boxed_config config;
float tic;
float camtic;
vectorf spherev[SPHERE_VERTICES];
GLint spherei[SPHERE_INDICES];
ballman bman;
triman *tman;
GLXContext *glx_context;
GLuint listobjects;
GLuint gllists[3];
int list_polys[3];
Window window;
BOOL stop;
char *tex1;
} boxedstruct;
#define GLL_PATTERN 0
#define GLL_BALL 1
#define GLL_BOX 2
/*
**----------------------------------------------------------------------------
** Local Variables
**----------------------------------------------------------------------------
*/
static boxedstruct *boxed = NULL;
/*
**----------------------------------------------------------------------------
** Functions
**----------------------------------------------------------------------------
*/
/*
* Add 2 vectors
*/
static inline void addvectors(vectorf *dest, vectorf *s1, vectorf *s2)
{
dest->x = s1->x + s2->x;
dest->y = s1->y + s2->y;
dest->z = s1->z + s2->z;
}
/*
* Sub 2 vectors
*/
static inline void subvectors(vectorf *dest, vectorf* s1, vectorf *s2)
{
dest->x = s1->x - s2->x;
dest->y = s1->y - s2->y;
dest->z = s1->z - s2->z;
}
/*
* Multiply vector with scalar (scale vector)
*/
static inline void scalevector(vectorf *dest, vectorf *source, GLfloat sc)
{
dest->x = source->x * sc;
dest->y = source->y * sc;
dest->z = source->z * sc;
}
/*
* Copy vector
*/
static inline void copyvector(vectorf *dest, vectorf* source)
{
dest->x = source->x;
dest->y = source->y;
dest->z = source->z;
}
static inline GLfloat
dotproduct(vectorf * v1, vectorf * v2)
{
return v1->x * v2->x + v1->y * v2->y + v1->z * v2->z;
}
static inline GLfloat
squaremagnitude(vectorf * v)
{
return v->x * v->x + v->y * v->y + v->z * v->z;
}
static inline GLfloat
squaremagnitudehorz(vectorf * v)
{
return v->x * v->x + v->z * v->z;
}
/*
* Generate the Sphere data
*
* Input:
*/
static void generatesphere(boxedstruct *gp)
{
float dj = M_PI/(MESH_SIZE+1.0f);
float di = M_PI/MESH_SIZE;
int v; /* vertex offset */
int ind; /* indices offset */
int i,j,si;
GLfloat r_y_plane, h_y_plane;
vectorf *spherev;
GLint *spherei;
/*
* generate the sphere data
* vertices 0 and 1 are the north and south poles
*/
spherei = gp->spherei;
spherev = gp->spherev;
spherev[0].x = 0.0f; spherev[0].y =1.0f; spherev[0].z = 0.0f;
spherev[1].x = 0.0f; spherev[1].y =-1.0f; spherev[1].z = 0.0f;
for (j=0; j<MESH_SIZE; j++) {
r_y_plane = (float)sin((j+1) * dj);
h_y_plane = (float)cos((j+1) * dj);
for (i=0; i<MESH_SIZE*2; i++) {
si = 2+i+j*MESH_SIZE*2;
spherev[si].y = h_y_plane;
spherev[si].x = (float) sin(i * di) * r_y_plane;
spherev[si].z = (float) cos(i * di) * r_y_plane;
}
}
/* generate indices */
for (i=0; i<MESH_SIZE*2; i++) {
spherei[3*i] = 0;
spherei[3*i+1] = i+2;
spherei[3*i+2] = i+3;
if (i==MESH_SIZE*2-1)
spherei[3*i+2] = 2;
}
/* the middle strips */
for (j=0; j<MESH_SIZE-1; j++) {
v = 2+j*MESH_SIZE*2;
ind = 3*MESH_SIZE*2 + j*6*MESH_SIZE*2;
for (i=0; i<MESH_SIZE*2; i++) {
spherei[6*i+ind] = v+i;
spherei[6*i+2+ind] = v+i+1;
spherei[6*i+1+ind] = v+i+MESH_SIZE*2;
spherei[6*i+ind+3] = v+i+MESH_SIZE*2;
spherei[6*i+2+ind+3] = v+i+1;
spherei[6*i+1+ind+3] = v+i+MESH_SIZE*2+1;
if (i==MESH_SIZE*2-1) {
spherei[6*i+2+ind] = v+i+1-2*MESH_SIZE;
spherei[6*i+2+ind+3] = v+i+1-2*MESH_SIZE;
spherei[6*i+1+ind+3] = v+i+MESH_SIZE*2+1-2*MESH_SIZE;
}
}
}
v = SPHERE_VERTICES-MESH_SIZE*2;
ind = SPHERE_INDICES-3*MESH_SIZE*2;
for (i=0; i<MESH_SIZE*2; i++) {
spherei[3*i+ind] = 1;
spherei[3*i+1+ind] = v+i+1;
spherei[3*i+2+ind] = v+i;
if (i==MESH_SIZE*2-1)
spherei[3*i+1+ind] = v;
}
}
/*
* create fresh ball
*/
static void createball(ball *newball)
{
float r=0.0f,g=0.0f,b=0.0f;
newball->loc.x = 5-10*rnd();
newball->loc.y = 35+20*rnd();
newball->loc.z = 5-10*rnd();
newball->dir.x = (0.5f-rnd()) * speed;
newball->dir.y = 0.0;
newball->dir.z = (0.5-rnd()) * speed;
newball->offside = 0;
newball->bounced = FALSE;
newball->radius = cfg_ballsize;
while (r+g+b < 1.8f ) {
newball->color.x = r=rnd();
newball->color.y = g=rnd();
newball->color.z = b=rnd();
}
newball->justcreated = TRUE;
}
/* Update position of each ball */
static void updateballs(ballman *bman)
{
register int b,j;
vectorf dvect,richting,relspeed,influence;
GLfloat squaredist;
for (b=0;b<bman->num_balls;b++) {
GLfloat gravity = 0.30f * speed;
/* apply gravity */
bman->balls[b].dir.y -= gravity;
/* apply movement */
addvectors(&bman->balls[b].loc,&bman->balls[b].loc,&bman->balls[b].dir);
/* boundary check */
if (bman->balls[b].loc.y < bman->balls[b].radius) { /* ball onder bodem? (bodem @ y=0) */
if ((bman->balls[b].loc.x < -95.0) ||
(bman->balls[b].loc.x > 95.0) ||
(bman->balls[b].loc.z < -95.0) ||
(bman->balls[b].loc.z > 95.0)) {
if (bman->balls[b].loc.y < -2000.0)
createball(&bman->balls[b]);
} else {
bman->balls[b].loc.y = bman->balls[b].radius + (bman->balls[b].radius - bman->balls[b].loc.y);
bman->balls[b].dir.y = -bman->balls[b].dir.y;
if (bman->balls[b].offside) {
bman->balls[b].bounced = TRUE; /* temporary disable painting ball */
scalevector(&bman->balls[b].dir,&bman->balls[b].dir,0.80f);
if (squaremagnitude(&bman->balls[b].dir) < 0.08f) {
createball(&bman->balls[b]);
}
if (squaremagnitudehorz(&bman->balls[b].dir) < 0.005f) {
createball(&bman->balls[b]);
}
}
}
}
if (!bman->balls[b].offside) {
if (bman->balls[b].loc.x - bman->balls[b].radius < -20.0f) { /* x ondergrens */
if (bman->balls[b].loc.y > 41+bman->balls[b].radius) bman->balls[b].offside=1;
else {
bman->balls[b].dir.x = -bman->balls[b].dir.x;
bman->balls[b].loc.x = -20.0f + bman->balls[b].radius;
}
}
if (bman->balls[b].loc.x + bman->balls[b].radius > 20.0f) { /* x bovengrens */
if (bman->balls[b].loc.y > 41+bman->balls[b].radius) bman->balls[b].offside=1;
else {
bman->balls[b].dir.x = -bman->balls[b].dir.x;
bman->balls[b].loc.x = 20.0f - bman->balls[b].radius;
}
}
if (bman->balls[b].loc.z - bman->balls[b].radius < -20.0f) { /* z ondergrens */
if (bman->balls[b].loc.y > 41+bman->balls[b].radius) bman->balls[b].offside=1;
else {
bman->balls[b].dir.z = -bman->balls[b].dir.z;
bman->balls[b].loc.z = -20.0f + bman->balls[b].radius;
}
}
if (bman->balls[b].loc.z + bman->balls[b].radius > 20.0f) { /* z bovengrens */
if (bman->balls[b].loc.y > 41+bman->balls[b].radius) bman->balls[b].offside=1;
else {
bman->balls[b].dir.z = -bman->balls[b].dir.z;
bman->balls[b].loc.z = 20.0f - bman->balls[b].radius;
}
}
} /* end if !offside */
/* check voor stuiteren */
for (j=b+1;j<bman->num_balls;j++) {
squaredist = (bman->balls[b].radius * bman->balls[b].radius) + (bman->balls[j].radius * bman->balls[j].radius);
subvectors(&dvect,&bman->balls[b].loc,&bman->balls[j].loc);
if ( squaremagnitude(&dvect) < squaredist ) { /* balls b and j touch */
subvectors(&richting,&bman->balls[j].loc,&bman->balls[b].loc);
subvectors(&relspeed,&bman->balls[b].dir,&bman->balls[j].dir);
/* calc mutual influence direction and magnitude */
scalevector(&influence,&richting,(dotproduct(&richting,&relspeed)/squaremagnitude(&richting)));
subvectors(&bman->balls[b].dir,&bman->balls[b].dir,&influence);
addvectors(&bman->balls[j].dir,&bman->balls[j].dir,&influence);
addvectors(&bman->balls[b].loc,&bman->balls[b].loc,&bman->balls[b].dir);
addvectors(&bman->balls[j].loc,&bman->balls[j].loc,&bman->balls[j].dir);
subvectors(&dvect,&bman->balls[b].loc,&bman->balls[j].loc);
while (squaremagnitude(&dvect) < squaredist) {
addvectors(&bman->balls[b].loc,&bman->balls[b].loc,&bman->balls[b].dir);
addvectors(&bman->balls[j].loc,&bman->balls[j].loc,&bman->balls[j].dir);
subvectors(&dvect,&bman->balls[b].loc,&bman->balls[j].loc);
}
}
} /* end for j */
} /* end for b */
}
/*
* explode ball into triangles
*/
static void createtrisfromball(triman* tman, vectorf *spherev, GLint *spherei, int ind_num, ball *b)
{
int pos;
float explosion;
float momentum;
float scale;
register int i;
vectorf avgdir,dvect,mvect;
tman->scalefac = b->radius;
copyvector(&tman->color,&b->color);
explosion = 1.0f + tman->explosion * 2.0 * rnd();
momentum = tman->momentum;
tman->num_tri = ind_num/3;
/* reserveer geheugen voor de poly's in een bal */
tman->tris = (tri *)malloc(tman->num_tri * sizeof(tri));
tman->vertices = (vectorf *)malloc(ind_num * sizeof(vectorf));
tman->normals = (vectorf *)malloc(ind_num/3 * sizeof(vectorf));
for (i=0; i<(tman->num_tri); i++) {
tman->tris[i].far = FALSE;
tman->tris[i].gone = 0;
pos = i * 3;
/* kopieer elke poly apart naar een tri structure */
copyvector(&tman->vertices[pos+0],&spherev[spherei[pos+0]]);
copyvector(&tman->vertices[pos+1],&spherev[spherei[pos+1]]);
copyvector(&tman->vertices[pos+2],&spherev[spherei[pos+2]]);
/* Calculate average direction of shrapnel */
addvectors(&avgdir,&tman->vertices[pos+0],&tman->vertices[pos+1]);
addvectors(&avgdir,&avgdir,&tman->vertices[pos+2]);
scalevector(&avgdir,&avgdir,0.33333);
/* should normalize first, NYI */
copyvector(&tman->normals[i],&avgdir);
/* copy de lokatie */
addvectors(&tman->tris[i].loc,&b->loc,&avgdir);
/* en translate alle triangles terug naar hun eigen oorsprong */
tman->vertices[pos+0].x -= avgdir.x;
tman->vertices[pos+0].y -= avgdir.y;
tman->vertices[pos+0].z -= avgdir.z;
tman->vertices[pos+1].x -= avgdir.x;
tman->vertices[pos+1].y -= avgdir.y;
tman->vertices[pos+1].z -= avgdir.z;
tman->vertices[pos+2].x -= avgdir.x;
tman->vertices[pos+2].y -= avgdir.y;
tman->vertices[pos+2].z -= avgdir.z;
/* alwaar opschaling plaatsvindt */
scale = b->radius * 2;
scalevector(&tman->vertices[pos+0],&tman->vertices[pos+0],scale);
scalevector(&tman->vertices[pos+1],&tman->vertices[pos+1],scale);
scalevector(&tman->vertices[pos+2],&tman->vertices[pos+2],scale);
tman->vertices[pos+0].x += avgdir.x;
tman->vertices[pos+0].y += avgdir.y;
tman->vertices[pos+0].z += avgdir.z;
tman->vertices[pos+1].x += avgdir.x;
tman->vertices[pos+1].y += avgdir.y;
tman->vertices[pos+1].z += avgdir.z;
tman->vertices[pos+2].x += avgdir.x;
tman->vertices[pos+2].y += avgdir.y;
tman->vertices[pos+2].z += avgdir.z;
/* bereken nieuwe richting */
scalevector(&tman->tris[i].dir,&avgdir,explosion);
dvect.x = (0.1f - 0.2f*rnd());
dvect.y = (0.15f - 0.3f*rnd());
dvect.z = (0.1f - 0.2f*rnd());
addvectors(&tman->tris[i].dir,&tman->tris[i].dir,&dvect);
/* add ball's momentum to each piece of the exploded ball */
mvect.x = b->dir.x * momentum;
mvect.y = 0;
mvect.z = b->dir.z * momentum;
addvectors(&tman->tris[i].dir,&tman->tris[i].dir,&mvect);
}
}
/*
* update position of each tri
*/
static void updatetris(triman *t)
{
int b;
GLfloat xd,zd;
for (b=0;b<t->num_tri;b++) {
/* the exploded triangles disappear over time */
if (rnd() < t->decay) {
if (t->tris[b].gone == 0)
t->tris[b].gone = 1;
}
/* apply gravity */
t->tris[b].dir.y -= (0.1f * speed);
/* apply movement */
addvectors(&t->tris[b].loc,&t->tris[b].loc,&t->tris[b].dir);
/* boundary check */
if (t->tris[b].far) continue;
if (t->tris[b].loc.y < 0) { /* onder bodem ? */
if ((t->tris[b].loc.x > -95.0f) &
(t->tris[b].loc.x < 95.0f) &
(t->tris[b].loc.z > -95.0f) &
(t->tris[b].loc.z < 95.0f)) { /* in veld */
t->tris[b].dir.y = -(t->tris[b].dir.y);
t->tris[b].loc.y = -t->tris[b].loc.y;
scalevector(&t->tris[b].dir,&t->tris[b].dir,0.80f); /* dampening */
}
else {
t->tris[b].far = TRUE;
continue;
}
}
if ((t->tris[b].loc.x > -21.0f) &
(t->tris[b].loc.x < 21.0f) &
(t->tris[b].loc.z > -21.0f) &
(t->tris[b].loc.z < 21.0f)) { /* in box? */
xd = zd = 999.0f; /* big */
if ((t->tris[b].loc.x > -21.0f) &
(t->tris[b].loc.x < 0)) {
xd = t->tris[b].loc.x + 21.0f;
}
if ((t->tris[b].loc.x < 21.0f) &
(t->tris[b].loc.x > 0)) {
xd = 21.0f - t->tris[b].loc.x;
}
if ((t->tris[b].loc.z > -21.0f) &
(t->tris[b].loc.z < 0)) {
zd = t->tris[b].loc.z + 21.0f;
}
if ((t->tris[b].loc.z < 21.0f) &
(t->tris[b].loc.z > 0)) {
zd = 21.0f - t->tris[b].loc.z;
}
if (xd < zd) {
/* bounce x */
if (t->tris[b].dir.x < 0)
t->tris[b].loc.x += (21.0f - t->tris[b].loc.x);
else
t->tris[b].loc.x += (-21.0f - t->tris[b].loc.x);
t->tris[b].dir.x = -t->tris[b].dir.x;
} else {
/* bounce z */
if (t->tris[b].dir.z < 0)
t->tris[b].loc.z += (21.0f - t->tris[b].loc.z);
else
t->tris[b].loc.z += (-21.0f - t->tris[b].loc.z);
t->tris[b].dir.z = -t->tris[b].dir.z;
}
}
} /* end for b */
}
/*
* free memory allocated by a tri manager
*/
static void freetris(triman *t)
{
if (!t) return;
if (t->tris) free(t->tris);
if (t->vertices) free(t->vertices);
if (t->normals) free(t->normals);
t->tris = NULL;
t->vertices = NULL;
t->normals = NULL;
t->num_tri = 0;
t->lifetime = 0;
}
/*
*load defaults in config structure
*/
static void setdefaultconfig(boxed_config *config)
{
cfg_balls = MAX(3,MIN(40,cfg_balls));
cfg_ballsize = MAX(1.0f,MIN(5.0f,cfg_ballsize));
cfg_explosion = MAX(0.0f,MIN(50.0f,cfg_explosion));
cfg_decay = MAX(0.02f,MIN(0.90f,cfg_decay));
cfg_momentum = MAX(0.0f,MIN(1.0f,cfg_momentum));
config->numballs = cfg_balls;
config->textures = TRUE;
config->transparent = FALSE;
config->explosion = cfg_explosion;
config->decay = cfg_decay;
config->momentum = cfg_momentum;
config->ballsize = cfg_ballsize;
config->camspeed = 35.0f;
}
/*
* draw bottom
*/
static int drawfilledbox(boxedstruct *boxed, int wire)
{
/* draws texture filled box,
top is drawn using the entire texture,
the sides are drawn using the edge of the texture
*/
int polys = 0;
/* front */
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glTexCoord2f(0,1);
glVertex3f(-1.0,1.0,1.0);
glTexCoord2f(1,1);
glVertex3f(1.0,1.0,1.0);
glTexCoord2f(1,1);
glVertex3f(1.0,-1.0,1.0);
glTexCoord2f(0,1);
glVertex3f(-1.0,-1.0,1.0);
polys++;
/* rear */
glTexCoord2f(0,1);
glVertex3f(1.0,1.0,-1.0);
glTexCoord2f(1,1);
glVertex3f(-1.0,1.0,-1.0);
glTexCoord2f(1,1);
glVertex3f(-1.0,-1.0,-1.0);
glTexCoord2f(0,1);
glVertex3f(1.0,-1.0,-1.0);
polys++;
/* left */
glTexCoord2f(1,1);
glVertex3f(-1.0,1.0,1.0);
glTexCoord2f(1,1);
glVertex3f(-1.0,-1.0,1.0);
glTexCoord2f(0,1);
glVertex3f(-1.0,-1.0,-1.0);
glTexCoord2f(0,1);
glVertex3f(-1.0,1.0,-1.0);
polys++;
/* right */
glTexCoord2f(0,1);
glVertex3f(1.0,1.0,1.0);
glTexCoord2f(1,1);
glVertex3f(1.0,1.0,-1.0);
glTexCoord2f(1,1);
glVertex3f(1.0,-1.0,-1.0);
glTexCoord2f(0,1);
glVertex3f(1.0,-1.0,1.0);
polys++;
/* top */
glTexCoord2f(0.0,0.0);
glVertex3f(-1.0,1.0,1.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-1.0,1.0,-1.0);
glTexCoord2f(1.0,1.0);
glVertex3f(1.0,1.0,-1.0);
glTexCoord2f(1.0,0.0);
glVertex3f(1.0,1.0,1.0);
polys++;
/* bottom */
glTexCoord2f(0,0);
glVertex3f(-1.0,-1.0,1.0);
glTexCoord2f(0,1);
glVertex3f(-1.0,-1.0,-1.0);
glTexCoord2f(1,1);
glVertex3f(1.0,-1.0,-1.0);
glTexCoord2f(1,0);
glVertex3f(1.0,-1.0,1.0);
polys++;
glEnd();
return polys;
}
/*
* Draw a box made of lines
*/
static int drawbox(boxedstruct *boxed)
{
int polys = 0;
/* top */
glBegin(GL_LINE_STRIP);
glVertex3f(-1.0,1.0,1.0);
glVertex3f(-1.0,1.0,-1.0); polys++;
glVertex3f(1.0,1.0,-1.0); polys++;
glVertex3f(1.0,1.0,1.0); polys++;
glVertex3f(-1.0,1.0,1.0); polys++;
glEnd();
/* bottom */
glBegin(GL_LINE_STRIP);
glVertex3f(-1.0,-1.0,1.0);
glVertex3f(1.0,-1.0,1.0); polys++;
glVertex3f(1.0,-1.0,-1.0); polys++;
glVertex3f(-1.0,-1.0,-1.0); polys++;
glVertex3f(-1.0,-1.0,1.0); polys++;
glEnd();
/* connect top & bottom */
glBegin(GL_LINES);
glVertex3f(-1.0,1.0,1.0);
glVertex3f(-1.0,-1.0,1.0); polys++;
glVertex3f(1.0,1.0,1.0);
glVertex3f(1.0,-1.0,1.0); polys++;
glVertex3f(1.0,1.0,-1.0);
glVertex3f(1.0,-1.0,-1.0); polys++;
glVertex3f(-1.0,1.0,-1.0);
glVertex3f(-1.0,-1.0,-1.0); polys++;
glEnd();
return polys;
}
/*
* Draw ball
*/
static int drawball(boxedstruct *gp, ball *b, int wire)
{
int polys = 0;
int i,pos,cnt;
GLint *spherei = gp->spherei;
vectorf *spherev = gp->spherev;
GLfloat col[3];
glPushMatrix();
glTranslatef(b->loc.x,b->loc.y,b->loc.z);
glScalef(b->radius,b->radius,b->radius);
glColor3f(b->color.x,b->color.y,b->color.z);
col[0] = b->color.x;
col[1] = b->color.y;
col[2] = b->color.z;
glMaterialfv(GL_FRONT, GL_DIFFUSE, col);
col[0] *= 0.5;
col[1] *= 0.5;
col[2] *= 0.5;
glMaterialfv(GL_FRONT, GL_EMISSION,col);
if (!gp->gllists[GLL_BALL]) {
glNewList(gp->listobjects + GLL_BALL,GL_COMPILE);
glBegin(wire ? GL_LINES : GL_TRIANGLES);
cnt = SPHERE_INDICES/3;
for (i=0; i<cnt; i++) {
pos = i * 3;
glNormal3f(spherev[spherei[pos+0]].x,spherev[spherei[pos+0]].y,spherev[spherei[pos+0]].z);
glVertex3f(spherev[spherei[pos+0]].x,spherev[spherei[pos+0]].y,spherev[spherei[pos+0]].z);
glNormal3f(spherev[spherei[pos+1]].x,spherev[spherei[pos+1]].y,spherev[spherei[pos+1]].z);
gp->list_polys[GLL_BALL]++;
glVertex3f(spherev[spherei[pos+1]].x,spherev[spherei[pos+1]].y,spherev[spherei[pos+1]].z);
if (wire)
glVertex3f(spherev[spherei[pos+1]].x,spherev[spherei[pos+1]].y,spherev[spherei[pos+1]].z);
glNormal3f(spherev[spherei[pos+2]].x,spherev[spherei[pos+2]].y,spherev[spherei[pos+2]].z);
glVertex3f(spherev[spherei[pos+2]].x,spherev[spherei[pos+2]].y,spherev[spherei[pos+2]].z);
gp->list_polys[GLL_BALL]++;
}
glEnd();
glEndList();
gp->gllists[GLL_BALL] = 1;
} else {
glCallList(gp->listobjects + GLL_BALL);
polys += gp->list_polys[GLL_BALL];
}
glPopMatrix();
return polys;
}
/*
* Draw a single triangle
*/
static void drawtri(triman *t, int wire, int i)
{
const vectorf *spherev = t->vertices + i*3;
const vectorf *loc = &t->tris[i].loc;
glNormal3f(t->normals[i].x,t->normals[i].y,t->normals[i].z);
glVertex3f(spherev[0].x+loc->x,spherev[0].y+loc->y,spherev[0].z+loc->z);
glVertex3f(spherev[1].x+loc->x,spherev[1].y+loc->y,spherev[1].z+loc->z);
if (wire)
glVertex3f(spherev[1].x+loc->x,spherev[1].y+loc->y,spherev[1].z+loc->z);
glVertex3f(spherev[2].x+loc->x,spherev[2].y+loc->y,spherev[2].z+loc->z);
if (wire) {
glVertex3f(spherev[2].x+loc->x,spherev[2].y+loc->y,spherev[2].z+loc->z);
glVertex3f(spherev[0].x+loc->x,spherev[0].y+loc->y,spherev[0].z+loc->z);
}
}
/*
* Draw all triangles in triman
*/
static int drawtriman(triman *t, int wire)
{
int polys = 0;
int i;
GLfloat col[3];
glPushMatrix();
glColor3f(t->color.x,t->color.y,t->color.z);
col[0] = t->color.x;
col[1] = t->color.y;
col[2] = t->color.z;
glMaterialfv(GL_FRONT, GL_DIFFUSE, col);
col[0] *= 0.3;
col[1] *= 0.3;
col[2] *= 0.3;
glMaterialfv(GL_FRONT, GL_EMISSION,col);
glBegin(wire ? GL_LINES : GL_TRIANGLES);
for (i=0; i<t->num_tri; i++) {
if (t->tris[i].gone > 3) { continue; }
if (t->tris[i].gone > 0) {
glColor3f(t->color.x,t->color.y,t->color.z);
col[0] = 1.0f;
col[1] = 1.0f;
col[2] = 1.0f;
glMaterialfv(GL_FRONT, GL_DIFFUSE, col);
col[0] *= 0.8;
col[1] *= 0.8;
col[2] *= 0.8;
glMaterialfv(GL_FRONT, GL_EMISSION,col);
drawtri(t, wire, i);
polys++;
glColor3f(t->color.x,t->color.y,t->color.z);
col[0] = t->color.x;
col[1] = t->color.y;
col[2] = t->color.z;
glMaterialfv(GL_FRONT, GL_DIFFUSE, col);
col[0] *= 0.3;
col[1] *= 0.3;
col[2] *= 0.3;
glMaterialfv(GL_FRONT, GL_EMISSION,col);
t->tris[i].gone++;
continue;
}
drawtri(t, wire, i);
polys++;
}
glEnd();
glPopMatrix();
return polys;
}
/*
* draw floor pattern
*/
static int drawpattern(boxedstruct *gp)
{
int polys = 0;
if (!gp->gllists[GLL_PATTERN]) {
glNewList(gp->listobjects + GLL_PATTERN, GL_COMPILE);
glBegin(GL_LINE_STRIP);
glVertex3f(-25.0f, 0.0f, 35.0f);
glVertex3f(-15.0f, 0.0f, 35.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-5.0f, 0.0f, 25.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(5.0f, 0.0f, 25.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(15.0f, 0.0f, 35.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(25.0f, 0.0f, 35.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(35.0f, 0.0f, 25.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(35.0f, 0.0f, 15.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(25.0f, 0.0f, 5.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(25.0f, 0.0f, -5.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(35.0f, 0.0f, -15.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(35.0f, 0.0f, -25.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(25.0f, 0.0f, -35.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(15.0f, 0.0f,-35.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(5.0f, 0.0f, -25.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-5.0f, 0.0f, -25.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-15.0f, 0.0f,-35.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-25.0f, 0.0f,-35.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-35.0f, 0.0f, -25.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-35.0f, 0.0f, -15.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-25.0f, 0.0f, -5.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-25.0f, 0.0f, 5.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-35.0f, 0.0f, 15.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-35.0f, 0.0f, 25.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-25.0f, 0.0f, 35.0f); gp->list_polys[GLL_PATTERN]++;
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-5.0f, 0.0f, 15.0f);
glVertex3f(5.0f, 0.0f, 15.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(15.0f, 0.0f, 5.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(15.0f, 0.0f, -5.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(5.0f, 0.0f, -15.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-5.0f, 0.0f, -15.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-15.0f, 0.0f, -5.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-15.0f, 0.0f, 5.0f); gp->list_polys[GLL_PATTERN]++;
glVertex3f(-5.0f, 0.0f, 15.0f); gp->list_polys[GLL_PATTERN]++;
glEnd();
glEndList();
gp->gllists[GLL_PATTERN] = 1;
} else {
glCallList(gp->listobjects + GLL_PATTERN);
polys += gp->list_polys[GLL_PATTERN];
}
return polys;
}
/*
* main rendering loop
*/
static void draw(ModeInfo * mi)
{
boxedstruct *gp = &boxed[MI_SCREEN(mi)];
int wire = MI_IS_WIREFRAME (mi);
vectorf v1,v2;
GLfloat r;
int dx, dz;
int i;
GLfloat dgray[4] = {0.3f, 0.3f, 0.3f, 1.0f};
GLfloat black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
GLfloat lblue[4] = {0.4f,0.6f,1.0f };
GLfloat l0_ambient[] = {0.0, 0.0, 0.0, 1.0};
GLfloat l0_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat l0_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat l0_position[] = {0.0, 0.0, 0.0, 1.0}; /* w != 0 -> positional light */
GLfloat l1_ambient[] = {0.0, 0.0, 0.0, 1.0};
GLfloat l1_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat l1_diffuse[] = {0.5, 0.5, 0.5, 1.0};
GLfloat l1_position[] = {0.0, 1.0, 0.0, 0.0}; /* w = 0 -> directional light */
mi->polygon_count = 0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
{
GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
int o = (int) current_device_rotation();
if (o != 0 && o != 180 && o != -180)
glScalef (1/h, 1/h, 1/h);
glRotatef(o, 0, 0, 1);
}
# endif
gp->tic += 0.01f;
gp->camtic += 0.01f + 0.01f * sin(gp->tic * speed);
/* rotate camera around (0,0,0), looking at (0,0,0), up is (0,1,0) */
r = CAMDISTANCE_MIN + (CAMDISTANCE_MAX - CAMDISTANCE_MIN) + (CAMDISTANCE_MAX - CAMDISTANCE_MIN)*cos((gp->camtic/CAMDISTANCE_SPEED) * speed);
v1.x = r * sin((gp->camtic/gp->cam_x_speed) * speed);
v1.z = r * cos((gp->camtic/gp->cam_x_speed) * speed);
v1.y = CAM_HEIGHT * sin((gp->camtic/gp->cam_y_speed) * speed) + 1.02 * CAM_HEIGHT;
v2.x = LOOKAT_R * sin((gp->camtic/(gp->cam_x_speed * 5.0f)) * speed);
v2.z = LOOKAT_R * cos((gp->camtic/(gp->cam_x_speed * 5.0f)) * speed);
v2.y = (CAM_HEIGHT * sin((gp->camtic/gp->cam_y_speed) * speed) + 1.02 * CAM_HEIGHT)/10.0;
gluLookAt(v1.x,v1.y,v1.z,v2.x,v2.y,v2.x,0.0,1.0,0.0);
if (!wire) {
glLightfv(GL_LIGHT0, GL_AMBIENT, l0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, l0_specular);
glLightfv(GL_LIGHT0, GL_POSITION, l0_position);
glLightfv(GL_LIGHT1, GL_AMBIENT, l1_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, l1_specular);
glLightfv(GL_LIGHT1, GL_POSITION, l1_position);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glFrontFace(GL_CW);
glMaterialfv(GL_FRONT, GL_SPECULAR, black);
glMaterialfv(GL_FRONT, GL_EMISSION, lblue);
glMaterialfv(GL_FRONT,GL_AMBIENT,black);
glMaterialf(GL_FRONT, GL_SHININESS, 5.0);
}
/* draw ground grid */
/* glDisable(GL_DEPTH_TEST); */
glDisable(GL_LIGHTING);
glColor3f(0.1,0.1,0.6);
for (dx= -2; dx<3; dx++) {
for (dz= -2; dz<3; dz++) {
glPushMatrix();
glTranslatef(dx*30.0f, 0.0f, dz*30.0f);
drawpattern(gp);
glPopMatrix();
}
}
/* Set drawing mode for the boxes */
glEnable(GL_DEPTH_TEST);
if (!wire) glEnable(GL_TEXTURE_2D);
glPushMatrix();
glColor3f(1.0,1.0,1.0);
glScalef(20.0,0.25,20.0);
glTranslatef(0.0,2.0,0.0);
mi->polygon_count += drawfilledbox(gp, wire);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glColor3f(0.2,0.5,0.2);
glScalef(20.0,20.0,0.25);
glTranslatef(0.0,1.0,81.0);
mi->polygon_count += drawbox(gp);
glPopMatrix();
glPushMatrix();
glColor3f(0.2,0.5,0.2);
glScalef(20.0,20.0,0.25);
glTranslatef(0.0,1.0,-81.0);
mi->polygon_count += drawbox(gp);
glPopMatrix();
glPushMatrix();
glColor3f(0.2,0.5,0.2);
glScalef(.25,20.0,20.0);
glTranslatef(-81.0,1.0,0.0);
mi->polygon_count += drawbox(gp);
glPopMatrix();
glPushMatrix();
glColor3f(0.2,0.5,0.2);
glScalef(.25,20.0,20.0);
glTranslatef(81.0,1.0,0.0);
mi->polygon_count += drawbox(gp);
glPopMatrix();
if (!wire) {
glEnable(GL_LIGHTING);
glMaterialfv(GL_FRONT, GL_DIFFUSE, dgray);
glMaterialfv(GL_FRONT, GL_EMISSION, black); /* turn it off before painting the balls */
}
/* move the balls and shrapnel */
updateballs(&gp->bman);
glFrontFace(GL_CCW);
for (i=0;i<gp->bman.num_balls;i++) {
if (gp->bman.balls[i].justcreated) {
gp->bman.balls[i].justcreated = FALSE;
freetris(&gp->tman[i]);
}
if (gp->bman.balls[i].bounced) {
if (gp->tman[i].vertices == NULL) {
createtrisfromball(&gp->tman[i],gp->spherev,gp->spherei,SPHERE_INDICES,&gp->bman.balls[i]);
} else {
updatetris(&gp->tman[i]);
}
glDisable(GL_CULL_FACE);
mi->polygon_count += drawtriman(&gp->tman[i], wire);
if (!wire) glEnable(GL_CULL_FACE);
} else {
mi->polygon_count += drawball(gp, &gp->bman.balls[i], wire);
}
}
glFlush();
}
/*
* new window size or exposure
*/
ENTRYPOINT void reshape_boxed(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
int y = 0;
if (width > height * 5) { /* tiny window: show middle */
height = width * 9/16;
y = -height/2;
h = height / (GLfloat) width;
}
glViewport(0, y, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0,1/h,2.0,1000.0);
glMatrixMode (GL_MODELVIEW);
glLineWidth(1);
glPointSize(1);
}
static void
pinit(ModeInfo * mi)
{
boxedstruct *gp = &boxed[MI_SCREEN(mi)];
int wire = MI_IS_WIREFRAME (mi);
ballman *bman;
int i,texpixels;
char *texpixeldata;
char *texpixeltarget;
glShadeModel(GL_SMOOTH);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* Load configuration */
setdefaultconfig(&gp->config);
/* give the decay parameter a better curve */
if (gp->config.decay <= 0.8182) { gp->config.decay = gp->config.decay / 3; }
else { gp->config.decay = (gp->config.decay - 0.75) * 4; }
bman = &gp->bman;
bman->balls = (ball *)malloc(gp->config.numballs * sizeof(ball));
bman->num_balls = gp->config.numballs;
bman->ballsize = gp->config.ballsize;
bman->explosion = gp->config.explosion;
gp->tman = (triman *)malloc(bman->num_balls * sizeof(triman));
memset(gp->tman,0,bman->num_balls * sizeof(triman));
for(i=0;i<bman->num_balls;i++) {
gp->tman[i].explosion = (float) (((int)gp->config.explosion) / 15.0f );
gp->tman[i].decay = gp->config.decay;
gp->tman[i].momentum = gp->config.momentum;
gp->tman[i].vertices = NULL;
gp->tman[i].normals = NULL;
gp->tman[i].tris = NULL;
createball(&bman->balls[i]);
bman->balls[i].loc.y *= rnd();
}
generatesphere(gp);
if (!wire) {
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
}
/* define cam path */
gp->cam_x_speed = 1.0f/((float)gp->config.camspeed/50.0 + rnd()*((float)gp->config.camspeed/50.0));
gp->cam_z_speed = 1.0f/((float)gp->config.camspeed/50.0 + rnd()*((float)gp->config.camspeed/50.0));
gp->cam_y_speed = 1.0f/((float)gp->config.camspeed/250.0 + rnd()*((float)gp->config.camspeed/250.0));
if (rnd() < 0.5f) gp->cam_x_speed = -gp->cam_x_speed;
if (rnd() < 0.5f) gp->cam_z_speed = -gp->cam_z_speed;
/* define initial cam position */
gp->tic = gp->camtic = rnd() * 100.0f;
/* define tex1 (bottom plate) */
gp->tex1 = (char *)malloc(3*width*height*sizeof(GLuint));
texpixels = 256*256; /*width*height;*/
texpixeldata = header_data;
texpixeltarget = gp->tex1;
for (i=0; i < texpixels; i++) {
HEADER_PIXEL(texpixeldata,texpixeltarget);
texpixeltarget += 3;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
clear_gl_error();
#if 0
i = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 256, 256,
GL_RGB, GL_UNSIGNED_BYTE, gp->tex1);
if (i)
{
const char *s = (char *) gluErrorString (i);
fprintf (stderr, "%s: error mipmapping texture: %s\n",
progname, (s ? s : "(unknown)"));
exit (1);
}
check_gl_error("mipmapping");
#else
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0,
GL_RGB, GL_UNSIGNED_BYTE,
gp->tex1);
check_gl_error("texture");
#endif
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
ENTRYPOINT void
init_boxed(ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
/* Colormap cmap; */
/* Boolean rgba, doublebuffer, cmap_installed; */
boxedstruct *gp;
MI_INIT(mi, boxed);
gp = &boxed[screen];
gp->window = MI_WINDOW(mi);
if ((gp->glx_context = init_GL(mi)) != NULL) {
reshape_boxed(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
if (!glIsList(gp->listobjects)) {
gp->listobjects = glGenLists(3);
gp->gllists[0] = 0;
gp->gllists[1] = 0;
gp->gllists[2] = 0;
}
pinit(mi);
} else {
MI_CLEARWINDOW(mi);
}
}
ENTRYPOINT void
draw_boxed(ModeInfo * mi)
{
boxedstruct *gp = &boxed[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
if (!gp->glx_context)
return;
glDrawBuffer(GL_BACK);
glXMakeCurrent(display, window, *(gp->glx_context));
draw(mi);
if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(display, window);
}
ENTRYPOINT void
free_boxed(ModeInfo * mi)
{
boxedstruct *gp = &boxed[MI_SCREEN(mi)];
int i;
if (gp->glx_context) {
/* Display lists MUST be freed while their glXContext is current. */
glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
if (glIsList(gp->listobjects))
glDeleteLists(gp->listobjects, 3);
for (i=0;i<gp->bman.num_balls;i++) {
if (gp->bman.balls[i].bounced) freetris(&gp->tman[i]);
}
free (gp->bman.balls);
free (gp->tman);
free (gp->tex1);
}
}
XSCREENSAVER_MODULE ("Boxed", boxed)
/*********************************************************/
#endif