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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/glforestfire.c
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diff --git a/hacks/glx/glforestfire.c b/hacks/glx/glforestfire.c
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+/* -*- Mode: C; tab-width: 4 -*- */
+/* fire --- 3D fire or rain landscape */
+
+#if 0
+static const char sccsid[] = "@(#)fire.c 5.02 2001/09/26 xlockmore";
+#endif
+
+/* Copyright (c) E. Lassauge, 2001. */
+
+/*
+ * 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.
+ *
+ * The original code for this mode was written by David Bucciarelli
+ * (tech.hmw@plus.it) and could be found in the demo package
+ * of Mesa (Mesa-3.2/3Dfx/demos/). This mode is the result of the merge of
+ * two of the David's demos (fire and rain).
+ *
+ * Eric Lassauge (October-10-2000) <lassauge@users.sourceforge.net>
+ * http://lassauge.free.fr/linux.html
+ *
+ * REVISION HISTORY:
+ *
+ * E.Lassauge - 26-Sep-2001:
+ * - add wander option and code
+ * - cleanups for xscreensaver
+ *
+ * E.Lassauge - 09-Mar-2001:
+ * - get rid of my framerate options to use showfps
+ *
+ * E.Lassauge - 12-Jan-2001:
+ * - add rain particules, selected if count=0 (no fire means rain !)
+ *
+ * E.Lassauge - 28-Nov-2000:
+ * - modified release part to add freeing of GL objects
+ *
+ * E.Lassauge - 14-Nov-2000:
+ * - use new common xpm_to_ximage function
+ *
+ * E.Lassauge - 25-Oct-2000:
+ * - add the trees (with a new resource '-trees')
+ * - corrected handling of color (textured vs untextured)
+ * - corrected handling of endiannes for the xpm files
+ * - inverted ground pixmap file
+ * - use malloc-ed tree array
+ *
+ * TSchmidt - 23-Oct-2000:
+ * - added size option like used in sproingies mode
+ *
+ * E.Lassauge - 13-Oct-2000:
+ * - when trackmouse and window is iconified (login screen): stop tracking
+ * - add pure GLX handling of framerate display (erased GLUT stuff)
+ * - made count a per screen variable and update it only if framemode
+ * - changes for no_texture an wireframe modes
+ * - change no_texture color for the ground
+ * - add freeing of texture image
+ * - misc comments and little tweakings
+ *
+ * TODO:
+ * - perhaps use a user supplied xpm for ground image (or a whatever image
+ * file using ImageMagick ?)
+ * - random number of trees ? change trees at change_fire ?
+ * - fix wireframe mode: it's too CPU intensive.
+ * - look how we can get the Wheel events (Button4&5).
+ */
+
+
+#ifdef STANDALONE /* xscreensaver mode */
+#define DEFAULTS "*delay: 10000 \n" \
+ "*count: 800 \n" \
+ "*size: 0 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+#define MODE_fire
+#include "xlockmore.h" /* from the xscreensaver distribution */
+#include "gltrackball.h"
+#else /* !STANDALONE */
+#include "xlock.h" /* from the xlockmore distribution */
+#include "visgl.h"
+#endif /* !STANDALONE */
+
+#ifdef MODE_fire
+
+#define MINSIZE 32
+
+#if defined( USE_XPM ) || defined( USE_XPMINC ) || defined(STANDALONE)
+/* USE_XPM & USE_XPMINC in xlock mode ; HAVE_XPM in xscreensaver mode */
+#include "ximage-loader.h"
+#define I_HAVE_XPM
+
+#include "images/gen/ground_png.h"
+#include "images/gen/tree_png.h"
+#endif /* HAVE_XPM */
+
+/* vector utility macros */
+#define vinit(a,i,j,k) {\
+ (a)[0]=i;\
+ (a)[1]=j;\
+ (a)[2]=k;\
+}
+
+#define vinit4(a,i,j,k,w) {\
+ (a)[0]=i;\
+ (a)[1]=j;\
+ (a)[2]=k;\
+ (a)[3]=w;\
+}
+
+#define vadds(a,dt,b) {\
+ (a)[0]+=(dt)*(b)[0];\
+ (a)[1]+=(dt)*(b)[1];\
+ (a)[2]+=(dt)*(b)[2];\
+}
+
+#define vequ(a,b) {\
+ (a)[0]=(b)[0];\
+ (a)[1]=(b)[1];\
+ (a)[2]=(b)[2];\
+}
+
+#define vinter(a,dt,b,c) {\
+ (a)[0]=(dt)*(b)[0]+(1.0-dt)*(c)[0];\
+ (a)[1]=(dt)*(b)[1]+(1.0-dt)*(c)[1];\
+ (a)[2]=(dt)*(b)[2]+(1.0-dt)*(c)[2];\
+}
+
+#define clamp(a) ((a) < 0.0 ? 0.0 : ((a) < 1.0 ? (a) : 1.0))
+
+#define vclamp(v) {\
+ (v)[0]=clamp((v)[0]);\
+ (v)[1]=clamp((v)[1]);\
+ (v)[2]=clamp((v)[2]);\
+}
+
+/* Manage option vars */
+#define DEF_TEXTURE "True"
+#define DEF_FOG "False"
+#define DEF_SHADOWS "True"
+#define DEF_FRAMERATE "False"
+#define DEF_WANDER "True"
+#define DEF_TREES "5"
+#define MAX_TREES 20
+static Bool do_texture;
+static Bool do_fog;
+static Bool do_shadows;
+static Bool do_wander;
+static int num_trees;
+static XFontStruct *mode_font = None;
+
+static XrmOptionDescRec opts[] = {
+ {"-texture", ".fire.texture", XrmoptionNoArg, "on"},
+ {"+texture", ".fire.texture", XrmoptionNoArg, "off"},
+ {"-fog", ".fire.fog", XrmoptionNoArg, "on"},
+ {"+fog", ".fire.fog", XrmoptionNoArg, "off"},
+ {"-shadows", ".fire.shadows", XrmoptionNoArg, "on"},
+ {"+shadows", ".fire.shadows", XrmoptionNoArg, "off"},
+ {"-wander", ".fire.wander", XrmoptionNoArg, "on"},
+ {"+wander", ".fire.wander", XrmoptionNoArg, "off"},
+ {"-trees", ".fire.trees", XrmoptionSepArg, 0},
+ {"-rain", ".fire.count", XrmoptionNoArg, "0"},
+
+};
+
+static argtype vars[] = {
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&do_fog, "fog", "Fog", DEF_FOG, t_Bool},
+ {&do_shadows, "shadows", "Shadows", DEF_SHADOWS, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&num_trees, "trees", "Trees", DEF_TREES, t_Int},
+};
+
+static OptionStruct desc[] = {
+ {"-/+texture", "turn on/off texturing"},
+ {"-/+fog", "turn on/off fog"},
+ {"-/+shadows", "turn on/off shadows"},
+ {"-/+wander", "turn on/off wandering"},
+ {"-trees num", "number of trees (0 disables)"},
+};
+
+ENTRYPOINT ModeSpecOpt fire_opts =
+ { sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc };
+
+#ifdef USE_MODULES
+ModStruct fire_description =
+ { "fire", "init_fire", "draw_fire", "release_fire",
+ "draw_fire", "change_fire", (char *) NULL, &fire_opts,
+ 10000, 800, 1, 400, 64, 1.0, "",
+ "Shows a 3D fire-like image", 0, NULL
+};
+#endif /* USE_MODULES */
+
+/* misc defines */
+#define TREEINR 2.5 /* tree min distance */
+#define TREEOUTR 8.0 /* tree max distance */
+#define FRAME 50 /* frame count interval */
+#define DIMP 20.0 /* dimension of ground */
+#define DIMTP 16.0 /* dimension of ground texture */
+
+#define RIDCOL 0.4 /* factor for color blending */
+
+#define AGRAV -9.8 /* gravity */
+
+#define NUMPART 7500 /* rain particles */
+
+/* fire particle struct */
+typedef struct {
+ int age;
+ float p[3][3];
+ float v[3];
+ float c[3][4];
+} part;
+
+/* rain particle struct */
+typedef struct {
+ float age;
+ float acc[3];
+ float vel[3];
+ float pos[3];
+ float partLength;
+ float oldpos[3];
+} rain;
+
+/* colors */
+static const GLfloat black[3] = { 0.0, 0.0, 0.0 }; /* shadow color */
+static const GLfloat partcol1[3] = { 1.0, 0.2, 0.0 }; /* initial color: red-ish */
+static const GLfloat partcol2[3] = { 1.0, 1.0, 0.0 }; /* blending color: yellow-ish */
+static const GLfloat fogcolor[4] = { 0.9, 0.9, 1.0, 1.0 };
+
+/* ground */
+static const float q[4][3] = {
+ {-DIMP, 0.0, -DIMP},
+ {DIMP, 0.0, -DIMP},
+ {DIMP, 0.0, DIMP},
+ {-DIMP, 0.0, DIMP}
+};
+
+/* ground texture */
+static const float qt[4][2] = {
+ {-DIMTP, -DIMTP},
+ {DIMTP, -DIMTP},
+ {DIMTP, DIMTP},
+ {-DIMTP, DIMTP}
+};
+
+/* default values for observer */
+static const float DEF_OBS[3] = { 2.0f, 1.0f, 0.0f };
+#define DEV_V 0.0
+#define DEF_ALPHA -90.0
+#define DEF_BETA 90.0
+
+/* tree struct */
+typedef struct {
+ float x,y,z;
+} treestruct;
+
+/* the mode struct, contains all per screen variables */
+typedef struct {
+ GLint WIDTH, HEIGHT; /* display dimensions */
+ GLXContext *glx_context;
+
+ int np; /* number of fire particles : set it through 'count' resource */
+ float eject_r; /* emission radius */
+ float dt, maxage, eject_vy, eject_vl;
+ float ridtri; /* fire particle size */
+ Bool shadows; /* misc booleans: set them through specific resources */
+ Bool fog;
+
+ part *p; /* fire particles array */
+ rain *r; /* rain particles array */
+
+ XImage *gtexture; /* ground texture image bits */
+ XImage *ttexture; /* tree texture image bits */
+ GLuint groundid; /* ground texture id: GL world */
+ GLuint treeid; /* tree texture id: GL world */
+ GLuint fontbase; /* fontbase id: GL world */
+
+ int num_trees; /* number of trees: set it through 'trees' resource */
+ treestruct *treepos; /* trees positions: float treepos[num_trees][3] */
+
+ float min[3]; /* raining area */
+ float max[3];
+
+ float obs[3]; /* observer coordinates */
+ float dir[3]; /* view direction */
+ float v; /* observer velocity */
+ float alpha; /* observer angles */
+ float beta;
+
+ trackball_state *trackball;
+ Bool button_down_p;
+ int frame;
+
+} firestruct;
+
+/* array of firestruct indexed by screen number */
+static firestruct *fire = (firestruct *) NULL;
+
+/*
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ * Misc funcs.
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ */
+
+/* utility function for the rain particles */
+static float gettimerain(void)
+{
+#if 0
+ /* Oh yeah, *that's* portable! WTF. */
+ /*
+ * I really thought clock() was standard ... EL
+ * I found this on the net:
+ * The clock() function conforms to ISO/IEC 9899:1990 (``ISO C89'')
+ * */
+
+ static clock_t told= (clock_t)0;
+ clock_t tnew,ris;
+
+ tnew=clock();
+
+ ris=tnew-told;
+
+ told=tnew;
+
+ return (0.0125 + ris/(float)CLOCKS_PER_SEC);
+#else
+ return 0.0150;
+#endif
+}
+
+/* my RAND */
+static float vrnd(void)
+{
+ return ((float) LRAND() / (float) MAXRAND);
+}
+
+/* initialise new fire particle */
+static void setnewpart(firestruct * fs, part * p)
+{
+ float a, vi[3];
+ const float *c;
+
+ p->age = 0;
+
+ a = vrnd() * M_PI * 2.0;
+
+ vinit(vi, sin(a) * fs->eject_r * vrnd(), 0.15, cos(a) * fs->eject_r * vrnd());
+ vinit(p->p[0], vi[0] + vrnd() * fs->ridtri, vi[1] + vrnd() * fs->ridtri, vi[2] + vrnd() * fs->ridtri);
+ vinit(p->p[1], vi[0] + vrnd() * fs->ridtri, vi[1] + vrnd() * fs->ridtri, vi[2] + vrnd() * fs->ridtri);
+ vinit(p->p[2], vi[0] + vrnd() * fs->ridtri, vi[1] + vrnd() * fs->ridtri, vi[2] + vrnd() * fs->ridtri);
+
+ vinit(p->v, vi[0] * fs->eject_vl / (fs->eject_r / 2),
+ vrnd() * fs->eject_vy + fs->eject_vy / 2,
+ vi[2] * fs->eject_vl / (fs->eject_r / 2));
+
+ c = partcol1;
+
+ vinit4(p->c[0], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
+ c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
+ c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
+ vinit4(p->c[1], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
+ c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
+ c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
+ vinit4(p->c[2], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
+ c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
+ c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
+}
+
+/* initialise new rain particle */
+static void setnewrain(firestruct * fs, rain * r)
+{
+ r->age=0.0f;
+
+ vinit(r->acc,0.0f,-0.98f,0.0f);
+ vinit(r->vel,0.0f,0.0f,0.0f);
+
+ r->partLength=0.2f;
+
+ vinit(r->oldpos,fs->min[0]+(fs->max[0]-fs->min[0])*vrnd(),
+ fs->max[1]+0.2f*fs->max[1]*vrnd(),
+ fs->min[2]+(fs->max[2]-fs->min[2])*vrnd());
+ vequ(r->pos,r->oldpos);
+ vadds(r->oldpos,-(r->partLength),r->vel);
+
+ r->pos[1]=(fs->max[1]-fs->min[1])*vrnd()+fs->min[1];
+ r->oldpos[1]=r->pos[1]-r->partLength*r->vel[1];
+}
+
+/* set fire particle values */
+static void setpart(firestruct * fs, part * p)
+{
+ float fact;
+
+ if (p->p[0][1] < 0.1) {
+ setnewpart(fs, p);
+ return;
+ }
+
+ p->v[1] += AGRAV * fs->dt;
+
+ vadds(p->p[0], fs->dt, p->v);
+ vadds(p->p[1], fs->dt, p->v);
+ vadds(p->p[2], fs->dt, p->v);
+
+ p->age++;
+
+ if ((p->age) > fs->maxage) {
+ vequ(p->c[0], partcol2);
+ vequ(p->c[1], partcol2);
+ vequ(p->c[2], partcol2);
+ } else {
+ fact = 1.0 / fs->maxage;
+ vadds(p->c[0], fact, partcol2);
+ vclamp(p->c[0]);
+ p->c[0][3] = fact * (fs->maxage - p->age);
+
+ vadds(p->c[1], fact, partcol2);
+ vclamp(p->c[1]);
+ p->c[1][3] = fact * (fs->maxage - p->age);
+
+ vadds(p->c[2], fact, partcol2);
+ vclamp(p->c[2]);
+ p->c[2][3] = fact * (fs->maxage - p->age);
+ }
+}
+
+/* set rain particle values */
+static void setpartrain(firestruct * fs, rain * r, float dt)
+{
+ r->age += dt;
+
+ vadds(r->vel,dt,r->acc);
+ vadds(r->pos,dt,r->vel);
+
+ if(r->pos[0]<fs->min[0])
+ r->pos[0]=fs->max[0]-(fs->min[0]-r->pos[0]);
+ if(r->pos[2]<fs->min[2])
+ r->pos[2]=fs->max[2]-(fs->min[2]-r->pos[2]);
+
+ if(r->pos[0]>fs->max[0])
+ r->pos[0]=fs->min[0]+(r->pos[0]-fs->max[0]);
+ if(r->pos[2]>fs->max[2])
+ r->pos[2]=fs->min[2]+(r->pos[2]-fs->max[2]);
+
+ vequ(r->oldpos,r->pos);
+ vadds(r->oldpos,-(r->partLength),r->vel);
+ if(r->pos[1]<fs->min[1])
+ setnewrain(fs, r);
+}
+
+/* draw a tree */
+static int drawtree(float x, float y, float z)
+{
+ int polys = 0;
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0,0.0);
+ glVertex3f(x-1.5,y+0.0,z);
+
+ glTexCoord2f(1.0,0.0);
+ glVertex3f(x+1.5,y+0.0,z);
+
+ glTexCoord2f(1.0,1.0);
+ glVertex3f(x+1.5,y+3.0,z);
+
+ glTexCoord2f(0.0,1.0);
+ glVertex3f(x-1.5,y+3.0,z);
+ polys++;
+
+
+ glTexCoord2f(0.0,0.0);
+ glVertex3f(x,y+0.0,z-1.5);
+
+ glTexCoord2f(1.0,0.0);
+ glVertex3f(x,y+0.0,z+1.5);
+
+ glTexCoord2f(1.0,1.0);
+ glVertex3f(x,y+3.0,z+1.5);
+
+ glTexCoord2f(0.0,1.0);
+ glVertex3f(x,y+3.0,z-1.5);
+ polys++;
+
+ glEnd();
+
+ return polys;
+}
+
+/* calculate observer position : modified only if trackmouse is used */
+static void calcposobs(firestruct * fs)
+{
+ fs->dir[0] = sin(fs->alpha * M_PI / 180.0);
+ fs->dir[2] =
+ cos(fs->alpha * M_PI / 180.0) * sin(fs->beta * M_PI / 180.0);
+ fs->dir[1] = cos(fs->beta * M_PI / 180.0);
+
+ fs->obs[0] += fs->v * fs->dir[0];
+ fs->obs[1] += fs->v * fs->dir[1];
+ fs->obs[2] += fs->v * fs->dir[2];
+
+ if (!fs->np)
+ {
+ vinit(fs->min,fs->obs[0]-7.0f,-0.2f,fs->obs[2]-7.0f);
+ vinit(fs->max,fs->obs[0]+7.0f,8.0f,fs->obs[2]+7.0f);
+ }
+}
+
+
+/* initialise textures */
+static void inittextures(ModeInfo * mi)
+{
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+
+#if defined( I_HAVE_XPM )
+ if (do_texture) {
+
+ glGenTextures(1, &fs->groundid);
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D, fs->groundid);
+#endif /* HAVE_GLBINDTEXTURE */
+
+ if ((fs->gtexture = image_data_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
+ ground_png,
+ sizeof(ground_png)))
+ == None) {
+ (void) fprintf(stderr, "Error reading the ground texture.\n");
+ glDeleteTextures(1, &fs->groundid);
+ do_texture = False;
+ fs->groundid = 0;
+ fs->treeid = 0;
+ return;
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ fs->gtexture->width, fs->gtexture->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, fs->gtexture->data);
+ check_gl_error("texture");
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+
+ if (fs->num_trees)
+ {
+ glGenTextures(1, &fs->treeid);
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D,fs->treeid);
+#endif /* HAVE_GLBINDTEXTURE */
+ if ((fs->ttexture = image_data_to_ximage(MI_DISPLAY(mi),
+ MI_VISUAL(mi),
+ tree_png,
+ sizeof(tree_png)))
+ == None) {
+ (void)fprintf(stderr,"Error reading tree texture.\n");
+ glDeleteTextures(1, &fs->treeid);
+ fs->treeid = 0;
+ fs->num_trees = 0;
+ return;
+ }
+
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ fs->ttexture->width, fs->ttexture->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, fs->ttexture->data);
+ check_gl_error("texture");
+
+ 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_MIN_FILTER,GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+
+ glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
+ }
+ }
+ else
+ {
+ fs->groundid = 0; /* default textures */
+ fs->treeid = 0;
+ }
+#else /* !I_HAVE_XPM */
+ do_texture = False;
+ fs->groundid = 0; /* default textures */
+ fs->treeid = 0;
+#endif /* !I_HAVE_XPM */
+}
+
+/* init tree array and positions */
+static Bool inittree(ModeInfo * mi)
+{
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+ int i;
+ float dist;
+
+ /* allocate treepos array */
+ if ((fs->treepos = (treestruct *) malloc(fs->num_trees *
+ sizeof(treestruct))) == NULL) {
+ return False;
+ }
+ /* initialise positions */
+ for(i=0;i<fs->num_trees;i++) {
+ do {
+ fs->treepos[i].x =vrnd()*TREEOUTR*2.0-TREEOUTR;
+ fs->treepos[i].y =0.0;
+ fs->treepos[i].z =vrnd()*TREEOUTR*2.0-TREEOUTR;
+ dist = sqrt(fs->treepos[i].x * fs->treepos[i].x +
+ fs->treepos[i].z * fs->treepos[i].z);
+ } while((dist<TREEINR) || (dist>TREEOUTR));
+ }
+ return True;
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ * GL funcs.
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ */
+
+ENTRYPOINT void reshape_fire(ModeInfo * mi, int width, int height)
+{
+
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+ int size = MI_SIZE(mi);
+
+ /* Viewport is specified size if size >= MINSIZE && size < screensize */
+ if (size <= 1) {
+ fs->WIDTH = MI_WIDTH(mi);
+ fs->HEIGHT = MI_HEIGHT(mi);
+ } else if (size < MINSIZE) {
+ fs->WIDTH = MINSIZE;
+ fs->HEIGHT = MINSIZE;
+ } else {
+ fs->WIDTH = (size > MI_WIDTH(mi)) ? MI_WIDTH(mi) : size;
+ fs->HEIGHT = (size > MI_HEIGHT(mi)) ? MI_HEIGHT(mi) : size;
+ }
+ glViewport((MI_WIDTH(mi) - fs->WIDTH) / 2, (MI_HEIGHT(mi) - fs->HEIGHT) / 2, fs->WIDTH, fs->HEIGHT);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(70.0, fs->WIDTH / (float) fs->HEIGHT, 0.1, 30.0);
+
+ glMatrixMode(GL_MODELVIEW);
+
+}
+
+static void DrawFire(ModeInfo * mi)
+{
+ int j;
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+
+ mi->polygon_count = 0;
+
+ if (do_wander && !fs->button_down_p)
+ {
+ GLfloat x, y, z;
+
+# define SINOID(SCALE,SIZE) \
+ ((((1 + sin((fs->frame * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2)
+
+ x = SINOID(0.031, 0.85);
+ y = SINOID(0.017, 0.25);
+ z = SINOID(0.023, 0.85);
+ fs->frame++;
+ fs->obs[0] = x + DEF_OBS[0];
+ fs->obs[1] = y + DEF_OBS[1];
+ fs->obs[2] = z + DEF_OBS[2];
+ fs->dir[1] = y;
+ fs->dir[2] = z;
+ }
+
+ glEnable(GL_DEPTH_TEST);
+
+ if (fs->fog)
+ glEnable(GL_FOG);
+ else
+ glDisable(GL_FOG);
+
+ glDepthMask(GL_TRUE);
+ glClearColor(0.5, 0.5, 0.8, 1.0); /* sky in the distance */
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+
+ calcposobs(fs);
+
+ gltrackball_rotate (fs->trackball);
+
+ gluLookAt(fs->obs[0], fs->obs[1], fs->obs[2],
+ fs->obs[0] + fs->dir[0],
+ fs->obs[1] + fs->dir[1],
+ fs->obs[2] + fs->dir[2],
+ 0.0, 1.0, 0.0);
+
+ glEnable(GL_TEXTURE_2D);
+
+ /* draw ground using the computed texture */
+ if (do_texture) {
+ glColor4f(1.0,1.0,1.0,1.0); /* white to get texture in it's true color */
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D, fs->groundid);
+#endif /* HAVE_GLBINDTEXTURE */
+ }
+ else
+ glColor4f(0.54, 0.27, 0.07, 1.0); /* untextured ground color */
+ glBegin(GL_QUADS);
+ glTexCoord2fv(qt[0]);
+ glVertex3fv(q[0]);
+ glTexCoord2fv(qt[1]);
+ glVertex3fv(q[1]);
+ glTexCoord2fv(qt[2]);
+ glVertex3fv(q[2]);
+ glTexCoord2fv(qt[3]);
+ glVertex3fv(q[3]);
+ mi->polygon_count++;
+ glEnd();
+
+ glAlphaFunc(GL_GEQUAL, 0.9);
+ if (fs->num_trees)
+ {
+ /* here do_texture IS True - and color used is white */
+ glEnable(GL_ALPHA_TEST);
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D,fs->treeid);
+#endif /* HAVE_GLBINDTEXTURE */
+ for(j=0;j<fs->num_trees;j++)
+ mi->polygon_count += drawtree(fs->treepos[j].x ,fs->treepos[j].y ,fs->treepos[j].z );
+ glDisable(GL_ALPHA_TEST);
+ }
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(GL_FALSE);
+
+ if (fs->shadows) {
+ /* draw shadows with black color */
+ glBegin(wire ? GL_LINE_STRIP : GL_TRIANGLES);
+ for (j = 0; j < fs->np; j++) {
+ glColor4f(black[0], black[1], black[2], fs->p[j].c[0][3]);
+ glVertex3f(fs->p[j].p[0][0], 0.1, fs->p[j].p[0][2]);
+
+ glColor4f(black[0], black[1], black[2], fs->p[j].c[1][3]);
+ glVertex3f(fs->p[j].p[1][0], 0.1, fs->p[j].p[1][2]);
+
+ glColor4f(black[0], black[1], black[2], fs->p[j].c[2][3]);
+ glVertex3f(fs->p[j].p[2][0], 0.1, fs->p[j].p[2][2]);
+ mi->polygon_count++;
+ }
+ glEnd();
+ }
+
+ glBegin(wire ? GL_LINE_STRIP : GL_TRIANGLES);
+ for (j = 0; j < fs->np; j++) {
+ /* draw particles: colors are computed in setpart */
+ glColor4fv(fs->p[j].c[0]);
+ glVertex3fv(fs->p[j].p[0]);
+
+ glColor4fv(fs->p[j].c[1]);
+ glVertex3fv(fs->p[j].p[1]);
+
+ glColor4fv(fs->p[j].c[2]);
+ glVertex3fv(fs->p[j].p[2]);
+ mi->polygon_count++;
+
+ setpart(fs, &fs->p[j]);
+ }
+ glEnd();
+
+ /* draw rain particles if no fire particles */
+ if (!fs->np)
+ {
+ float timeused = gettimerain();
+ glDisable(GL_TEXTURE_2D);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ for (j = 0; j < NUMPART; j++) {
+ glColor4f(0.7f,0.95f,1.0f,0.0f);
+ glVertex3fv(fs->r[j].oldpos);
+ glColor4f(0.3f,0.7f,1.0f,1.0f);
+ glVertex3fv(fs->r[j].pos);
+ setpartrain(fs, &fs->r[j],timeused);
+ mi->polygon_count++;
+ }
+ glEnd();
+ glShadeModel(GL_FLAT);
+ }
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_ALPHA_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_FOG);
+
+ /* manage framerate display */
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glPopMatrix();
+}
+
+
+static Bool Init(ModeInfo * mi)
+{
+ int i;
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+
+ /* default settings */
+ fs->eject_r = 0.1 + NRAND(10) * 0.03;
+ fs->dt = 0.015;
+ fs->eject_vy = 4;
+ fs->eject_vl = 1;
+ fs->ridtri = 0.1 + NRAND(10) * 0.005;
+ fs->maxage = 1.0 / fs->dt;
+ vinit(fs->obs, DEF_OBS[0], DEF_OBS[1], DEF_OBS[2]);
+ fs->v = 0.0;
+ fs->alpha = DEF_ALPHA;
+ fs->beta = DEF_BETA;
+
+ /* initialise texture stuff */
+ if (do_texture)
+ inittextures(mi);
+ else
+ {
+ fs->ttexture = (XImage*) NULL;
+ fs->gtexture = (XImage*) NULL;
+ }
+
+ if (MI_IS_DEBUG(mi)) {
+ (void) fprintf(stderr,
+ "%s:\n\tnum_part=%d\n\ttrees=%d\n\tfog=%s\n\tshadows=%s\n\teject_r=%.3f\n\tridtri=%.3f\n",
+ MI_NAME(mi),
+ fs->np,
+ fs->num_trees,
+ fs->fog ? "on" : "off",
+ fs->shadows ? "on" : "off",
+ fs->eject_r, fs->ridtri);
+ }
+
+ /* initialise particles and trees */
+ for (i = 0; i < fs->np; i++) {
+ setnewpart(fs, &(fs->p[i]));
+ }
+
+ if (fs->num_trees)
+ if (!inittree(mi)) {
+ return False;
+ }
+
+ /* if no fire particles then initialise rain particles */
+ if (!fs->np)
+ {
+ vinit(fs->min,-7.0f,-0.2f,-7.0f);
+ vinit(fs->max,7.0f,8.0f,7.0f);
+ for (i = 0; i < NUMPART; i++) {
+ setnewrain(fs, &(fs->r[i]));
+ }
+ }
+
+ return True;
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ * Xlock hooks.
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ */
+
+
+ENTRYPOINT void
+free_fire(ModeInfo * mi)
+{
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+
+ if (mode_font != None && fs->fontbase != None) {
+ glDeleteLists(fs->fontbase, mode_font->max_char_or_byte2 -
+ mode_font->min_char_or_byte2 + 1);
+ fs->fontbase = None;
+ }
+
+ if (fs->p != NULL) {
+ (void) free((void *) fs->p);
+ fs->p = (part *) NULL;
+ }
+ if (fs->r != NULL) {
+ (void) free((void *) fs->r);
+ fs->r = (rain *) NULL;
+ }
+ if (fs->treepos != NULL) {
+ (void) free((void *) fs->treepos);
+ fs->treepos = (treestruct *) NULL;
+ }
+ if (fs->ttexture != None) {
+ glDeleteTextures(1, &fs->treeid);
+ XDestroyImage(fs->ttexture);
+ fs->ttexture = None;
+ }
+ if (fs->gtexture != None) {
+ glDeleteTextures(1, &fs->groundid);
+ XDestroyImage(fs->gtexture);
+ fs->gtexture = None;
+ }
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ * Initialize fire. Called each time the window changes.
+ *-----------------------------------------------------------------------------
+ */
+
+ENTRYPOINT void
+init_fire(ModeInfo * mi)
+{
+ firestruct *fs;
+
+ MI_INIT (mi, fire);
+ fs = &fire[MI_SCREEN(mi)];
+ fs->np = MI_COUNT(mi);
+ fs->fog = do_fog;
+ fs->shadows = do_shadows;
+ /* initialise fire particles if any */
+ if ((fs->np)&&(fs->p == NULL)) {
+ if ((fs->p = (part *) calloc(fs->np, sizeof(part))) == NULL) {
+ free_fire(mi);
+ return;
+ }
+ }
+ else if (fs->r == NULL) {
+ /* initialise rain particles if no fire particles */
+ if ((fs->r = (rain *) calloc(NUMPART, sizeof(part))) == NULL) {
+ free_fire(mi);
+ return;
+ }
+ }
+
+ /* check tree number */
+ if (do_texture)
+ fs->num_trees = (num_trees<MAX_TREES)?num_trees:MAX_TREES;
+ else
+ fs->num_trees = 0;
+
+ fs->trackball = gltrackball_init (False);
+
+ /* xlock GL stuff */
+ if ((fs->glx_context = init_GL(mi)) != NULL) {
+
+#ifndef STANDALONE
+ Reshape(mi); /* xlock mode */
+#else
+ reshape_fire(mi,MI_WIDTH(mi),MI_HEIGHT(mi)); /* xscreensaver mode */
+#endif
+ glDrawBuffer(GL_BACK);
+ if (!Init(mi)) {
+ free_fire(mi);
+ return;
+ }
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ * Called by the mainline code periodically to update the display.
+ *-----------------------------------------------------------------------------
+ */
+ENTRYPOINT void draw_fire(ModeInfo * mi)
+{
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ MI_IS_DRAWN(mi) = True;
+
+ if (!fs->glx_context)
+ return;
+
+ glXMakeCurrent(display, window, *(fs->glx_context));
+
+ glShadeModel(GL_FLAT);
+ glEnable(GL_DEPTH_TEST);
+
+ /* makes particles blend with background */
+ if (!MI_IS_WIREFRAME(mi)||(!fs->np))
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ /* fog stuff */
+ glEnable(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_EXP);
+ glFogfv(GL_FOG_COLOR, fogcolor);
+ glFogf(GL_FOG_DENSITY, 0.03);
+ glHint(GL_FOG_HINT, GL_NICEST);
+
+ glPushMatrix();
+ glRotatef(current_device_rotation(), 0, 0, 1);
+ DrawFire(mi);
+ glPopMatrix();
+#ifndef STANDALONE
+ Reshape(mi); /* xlock mode */
+#else
+ reshape_fire(mi,MI_WIDTH(mi),MI_HEIGHT(mi)); /* xscreensaver mode */
+#endif
+
+ glFinish();
+ glXSwapBuffers(display, window);
+}
+
+
+/*
+ *-----------------------------------------------------------------------------
+ * The display is being taken away from us. Free up malloc'ed
+ * memory and X resources that we've alloc'ed. Only called
+ * once, we must zap everything for every screen.
+ *-----------------------------------------------------------------------------
+ */
+
+ENTRYPOINT void release_fire(ModeInfo * mi)
+{
+ if (mode_font != None)
+ {
+ /* only free-ed when there are no more screens used */
+ XFreeFont(MI_DISPLAY(mi), mode_font);
+ mode_font = None;
+ }
+ FreeAllGL(mi);
+}
+
+ENTRYPOINT Bool
+fire_handle_event (ModeInfo *mi, XEvent *event)
+{
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, fs->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &fs->button_down_p))
+ return True;
+
+ return False;
+}
+
+
+#ifndef STANDALONE
+ENTRYPOINT void change_fire(ModeInfo * mi)
+{
+ firestruct *fs = &fire[MI_SCREEN(mi)];
+
+ if (!fs->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(fs->glx_context));
+
+ /* if available, randomly change some values */
+ if (do_fog)
+ fs->fog = LRAND() & 1;
+ if (do_shadows)
+ fs->shadows = LRAND() & 1;
+ /* reset observer position */
+ frame = 0;
+ vinit(fs->obs, DEF_OBS[0], DEF_OBS[1], DEF_OBS[2]);
+ fs->v = 0.0;
+ /* particle randomisation */
+ fs->eject_r = 0.1 + NRAND(10) * 0.03;
+ fs->ridtri = 0.1 + NRAND(10) * 0.005;
+
+ if (MI_IS_DEBUG(mi)) {
+ (void) fprintf(stderr,
+ "%s:\n\tnum_part=%d\n\ttrees=%d\n\tfog=%s\n\tshadows=%s\n\teject_r=%.3f\n\tridtri=%.3f\n",
+ MI_NAME(mi),
+ fs->np,
+ fs->num_trees,
+ fs->fog ? "on" : "off",
+ fs->shadows ? "on" : "off",
+ fs->eject_r, fs->ridtri);
+ }
+}
+#endif /* !STANDALONE */
+
+XSCREENSAVER_MODULE_2 ("GLForestFire", glforestfire, fire)
+
+#endif /* MODE_fire */