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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/topblock.c
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diff --git a/hacks/glx/topblock.c b/hacks/glx/topblock.c
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+/* topblock, Copyright (c) 2006-2012 rednuht <topblock.xscreensaver@jumpstation.co.uk>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ *
+ *
+ *
+
+topBlock - a simple openGL 3D hack of falling blocks
+based on jwz's dangerball hack
+
+The proporations of the blocks and their features is not even close to the commercial building block products offered by a variety companies.
+
+information on this hack might be found at
+http://www.jumpstation.co.uk/xscreensaver/topblock/
+
+History
+25/02/2006 v1.0 release
+29/04/2006 v1.11 updated to better fit with xscreensaver v5
+ colors defaults to 7 (no black)
+19/06/2006 v1.2 fixed dropSpeed = 7 bug, added gltrackball support and some code neatening, thanks to Valdis Kletnieks and JWZ for their input.
+*/
+
+#include <math.h>
+
+# define release_topBlock 0
+
+#define DEFAULTS "*delay: 10000 \n" \
+ "*count: 30 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "topblock.h"
+#include "sphere.h"
+#include "tube.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+#ifndef HAVE_JWXYZ
+# include <GL/glu.h>
+#endif
+
+typedef struct
+{
+ GLXContext *glx_context;
+ trackball_state *trackball;
+ GLfloat rotateSpeed;
+ GLfloat dropSpeed;
+ int maxFalling;
+ int resolution;
+ Bool button_down_p;
+ int numFallingBlocks;
+ GLfloat highest,highestFalling;
+ GLfloat eyeLine,eyeX,eyeY,eyeZ;
+ int carpetWidth, carpetLength;
+ int followMode;
+ GLfloat followRadius,followAngle;
+ int plusheight;
+ GLuint carpet;
+ GLuint block;
+ int carpet_polys, block_polys;
+ NODE *blockNodeRoot;
+ NODE *blockNodeFollow;
+ GLfloat rotation;
+} topBlockSTATE;
+
+/* parameter vars */
+static Bool override;
+static Bool rotate;
+static Bool follow;
+static Bool drawCarpet;
+static Bool drawBlob;
+static Bool drawNipples;
+static GLfloat rotateSpeed;
+static GLfloat camX;
+static GLfloat camY;
+static GLfloat camZ;
+static GLfloat dropSpeed;
+static int maxFalling;
+static int maxColors;
+static int size;
+static int spawn;
+static int resolution;
+
+static XrmOptionDescRec opts[] = {
+ { "-size", ".size", XrmoptionSepArg, 0 },
+ { "-spawn", ".spawn", XrmoptionSepArg, 0 },
+ { "-camX", ".camX", XrmoptionSepArg, 0 },
+ { "-camY", ".camY", XrmoptionSepArg, 0 },
+ { "-camZ", ".camZ", XrmoptionSepArg, 0 },
+ { "+rotate", ".rotate", XrmoptionNoArg, "False" },
+ { "-rotate", ".rotate", XrmoptionNoArg, "True" },
+ { "+carpet", ".carpet", XrmoptionNoArg, "False" },
+ { "+nipples", ".nipples", XrmoptionNoArg, "False" },
+ { "-blob", ".blob", XrmoptionNoArg, "True" },
+ { "-rotateSpeed", ".rotateSpeed", XrmoptionSepArg, 0 },
+ { "-follow", ".follow", XrmoptionNoArg, "True" },
+ { "-maxFalling", ".maxFalling", XrmoptionSepArg, 0 },
+ { "-resolution", ".resolution", XrmoptionSepArg, 0 },
+ { "-maxColors", ".maxColors", XrmoptionSepArg, 0 },
+ { "-dropSpeed", ".dropSpeed", XrmoptionSepArg, 0 },
+ { "-override", ".override", XrmoptionNoArg, "True" },
+};
+
+#define DEF_OVERRIDE "False"
+#define DEF_ROTATE "True"
+#define DEF_FOLLOW "False"
+#define DEF_CARPET "True"
+#define DEF_BLOB "False"
+#define DEF_NIPPLES "True"
+#define DEF_ROTATE_SPEED "10"
+#define DEF_MAX_FALLING "500"
+#define DEF_MAX_COLORS "7"
+#define DEF_SIZE "2"
+#define DEF_SPAWN "50"
+#define DEF_RESOLUTION "4"
+#define DEF_CAM_X "1"
+#define DEF_CAM_Y "20"
+#define DEF_CAM_Z "25"
+#define DEF_DROP_SPEED "4"
+
+static argtype vars[] = {
+ {&override, "override", "Override", DEF_OVERRIDE, t_Bool},
+ {&rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
+ {&drawCarpet, "carpet", "Carpet", DEF_CARPET, t_Bool},
+ {&drawNipples, "nipples", "Nipples", DEF_NIPPLES, t_Bool},
+ {&drawBlob, "blob", "Blob", DEF_BLOB, t_Bool},
+ {&rotateSpeed, "rotateSpeed", "RotateSpeed", DEF_ROTATE_SPEED, t_Float},
+ {&follow, "follow", "Follow", DEF_FOLLOW, t_Bool},
+ {&camX, "camX", "camX", DEF_CAM_X, t_Float},
+ {&camY, "camY", "camY", DEF_CAM_Y, t_Float},
+ {&camZ, "camZ", "camZ", DEF_CAM_Z, t_Float},
+ {&size, "size", "size", DEF_SIZE, t_Int},
+ {&spawn, "spawn", "spawn", DEF_SPAWN, t_Int},
+ {&maxFalling, "maxFalling", "maxFalling", DEF_MAX_FALLING, t_Int},
+ {&resolution, "resolution", "resolution", DEF_RESOLUTION, t_Int},
+ {&maxColors, "maxColors", "maxColors", DEF_MAX_COLORS, t_Int},
+ {&dropSpeed, "dropSpeed", "DropSpeed", DEF_DROP_SPEED, t_Float},
+};
+
+static topBlockSTATE *tbs = NULL;
+
+static ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+/* Window management, etc */
+ENTRYPOINT void
+reshape_topBlock (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*1.5;
+ y = -height*0.2;
+ h = height / (GLfloat) width;
+ }
+ glViewport (0, y, (GLint) width, (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (60.0, 1/h, 1.0, 1000.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+/* clean up on exit, not required ... */
+ENTRYPOINT void
+free_topBlock(ModeInfo *mi)
+{
+ topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
+ NODE *llCurrent, *llOld;
+ llCurrent = tb->blockNodeRoot;
+ while (llCurrent != NULL) {
+ llOld = llCurrent;
+ llCurrent = llCurrent->next;
+ free(llOld);
+ }
+}
+
+/* setup */
+ENTRYPOINT void
+init_topBlock (ModeInfo *mi)
+{
+ topBlockSTATE *tb;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT (mi, tbs);
+
+ tb = &tbs[MI_SCREEN(mi)];
+
+ tb->glx_context = init_GL(mi);
+
+ reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+/* if (wire) { drawNipples=False; }*/
+ tb->numFallingBlocks=0;
+
+ if (size>10) { size = 10; }
+ if (size<1) { size = 2; }
+ tb->carpetWidth = 8 * size;
+ tb->carpetLength = tb->carpetWidth;
+
+ tb->maxFalling = maxFalling;
+ tb->maxFalling*=size;
+
+ if (spawn<4) { spawn=4; }
+ if (spawn>1000) { spawn=1000; }
+
+ tb->rotateSpeed = rotateSpeed;
+ if (tb->rotateSpeed<1) {tb->rotateSpeed=1; }
+ if (tb->rotateSpeed>1000) {tb->rotateSpeed=1000;}
+ tb->rotateSpeed /= 100;
+
+ tb->resolution = resolution;
+ if (tb->resolution<4) {tb->resolution=4;}
+ if (tb->resolution>20) {tb->resolution=20;}
+ tb->resolution*=2;
+
+ if (maxColors<1) {maxColors=1;}
+ if (maxColors>8) {maxColors=8;}
+
+ tb->dropSpeed = dropSpeed;
+ if (tb->dropSpeed<1) {tb->dropSpeed=1;}
+ if (tb->dropSpeed>9) {tb->dropSpeed=9;} /* 10+ produces blocks that can pass through each other */
+
+ tb->dropSpeed = 80/tb->dropSpeed;
+ tb->dropSpeed = (blockHeight/tb->dropSpeed);
+
+ reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glClearDepth(1.0f);
+ if (!wire) {
+ GLfloat pos[4] = {10.0, 10.0, 1.0, 0.0};
+ GLfloat amb[4] = {0.1, 0.1, 0.1, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE); /* all objects exhibit a reverse side */
+ glCullFace(GL_BACK);
+
+ if (drawBlob) {
+ buildBlobBlock(mi);
+ } else {
+ buildBlock(mi); /* build the display list holding the simple block */
+ }
+ buildCarpet(mi); /* build the base */
+ tb->highest=0;
+ tb->highestFalling=0;
+ tb->eyeLine=tb->highest;
+ tb->eyeX=0;
+ tb->eyeY=0;
+ tb->eyeZ=0;
+ tb->followMode=0;
+ if (follow) {
+ tb->plusheight=100;
+ camZ=camZ-60;
+ } else {
+ tb->rotation=random() % 360;
+ tb->eyeY=10;
+ tb->plusheight=30;
+ }
+ tb->followRadius=0;
+ /* override camera settings */
+ if (override) {
+ tb->plusheight=100;
+ drawCarpet=False;
+ camX=0;
+ camY=1;
+ camZ=0;
+ tb->eyeX=-1;
+ tb->eyeY=20;
+ tb->eyeZ=0;
+ }
+ tb->trackball = gltrackball_init (False);
+}
+
+/* provides the per frame entertainment */
+ENTRYPOINT void
+draw_topBlock (ModeInfo *mi)
+{
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ NODE *llCurrent;
+ NODE *llNode;
+ topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
+ GLfloat spcN1x,spcN1y,spcN2x,spcN2y;
+ GLfloat spcC1x,spcC1y,spcC2x,spcC2y;
+ int wire = MI_IS_WIREFRAME(mi);
+ GLfloat color[4];
+
+ if (!tb->glx_context)
+ return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(tb->glx_context));
+ mi->polygon_count = 0;
+
+ generateNewBlock(mi);
+
+ if (rotate && (!tb->button_down_p)) { tb->rotation += tb->rotateSpeed; }
+ if (tb->rotation>=360) { tb->rotation=tb->rotation-360; }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* clear current */
+ glLoadIdentity(); /* resets directions, do it every time ! */
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+ if (!follow) {
+ if (tb->highest>tb->eyeLine) { tb->eyeLine+=((tb->highest-tb->eyeLine)/100); } /* creates a smooth camera transition */
+ gluLookAt(camX, camY+tb->eyeLine, camZ, tb->eyeX, tb->eyeY+tb->eyeLine, tb->eyeZ, 0.0, 1.0, 0.0); /* setup viewer, xyz cam, xyz looking at and where is up normaly 0,1,0 */
+ glRotatef(90, 1.0, 0.0, 0.0); /* x axis */
+ } else {
+ glRotatef(90, 0.0, 0.0, 1.0); /* z axis */
+ followBlock(mi);
+ }
+
+ /* Rotate the scene around a point that's a little higher up. */
+ glTranslatef (0, 0, -5);
+ gltrackball_rotate (tb->trackball);
+ glTranslatef (0, 0, 5);
+
+ /* rotate the world */
+ glRotatef(tb->rotation, 0.0, 0.0, 1.0);
+
+# 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);
+ }
+# endif
+
+ llCurrent = tb->blockNodeRoot;
+ if (drawCarpet) {
+ /* center carpet */
+ glTranslatef(0.0-(tb->carpetWidth/2),0.0-(tb->carpetLength/2),0.0);
+ glCallList(tb->carpet);
+ mi->polygon_count += tb->carpet_polys;
+ glTranslatef(0.0+(tb->carpetWidth/2),0.0+(tb->carpetLength/2),0.0);
+ glTranslatef(0.0,0.0,-0.55);
+ }
+ tb->highestFalling=0;
+ while (llCurrent != NULL) { /* for each block */
+ glPushMatrix(); /* save state */
+ /* set color */
+ switch (llCurrent->color) {
+ case 0:
+ color[0] = 1.0f;
+ color[1] = 0.0f;
+ color[2] = 0.0f;
+ color[3] = 1.0f;
+ break;
+ case 1:
+ color[0] = 0.0f;
+ color[1] = 1.0f;
+ color[2] = 0.0f;
+ color[3] = 1.0f;
+ break;
+ case 2:
+ color[0] = 0.0f;
+ color[1] = 0.0f;
+ color[2] = 1.0f;
+ color[3] = 1.0f;
+ break;
+ case 3:
+ color[0] = 0.95f;
+ color[1] = 0.95f;
+ color[2] = 0.95f;
+ color[3] = 1.0f;
+ break;
+ case 4:
+ color[0] = 1.0f;
+ color[1] = 0.5f;
+ color[2] = 0.0f;
+ color[3] = 1.0f;
+ break;
+ case 5:
+ color[0] = 1.0f;
+ color[1] = 1.0f;
+ color[2] = 0.0f;
+ color[3] = 1.0f;
+ break;
+ case 6:
+ color[0] = 0.5f;
+ color[1] = 0.5f;
+ color[2] = 0.5f;
+ color[3] = 1.0f;
+ break;
+ case 7:
+ color[0] = 0.05f;
+ color[1] = 0.05f;
+ color[2] = 0.05f;
+ color[3] = 1.0f;
+ break;
+ }
+ if (wire) { glColor3fv(color); }
+ else { glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color); }
+
+ if (llCurrent->falling==1) {
+ spcC2x = 0;
+ spcC2y = 0;
+ spcN2x = 0;
+ spcN2y = 0;
+ if (llCurrent->height>tb->highestFalling) {tb->highestFalling=llCurrent->height;}
+ /* all blocks fall at the same rate to avoid mid air collisions */
+ llCurrent->height-=tb->dropSpeed;
+ if (llCurrent->height<=0) {
+ llCurrent->falling=0;
+ if (tb->highest==0) {
+ tb->highest+=blockHeight;
+ }
+ }
+ if ( (llCurrent->height<=tb->highest+1) && (llCurrent->falling==1) ) {
+ /* check for collision */
+ llNode = tb->blockNodeRoot;
+ spcC1x = llCurrent->x;
+ spcC1y = llCurrent->y;
+ switch(llCurrent->rotation) {
+ case getOrientation(0):
+ spcC2x = spcC1x;
+ spcC2y = spcC1y-2;
+ break;
+ case getOrientation(1):
+ spcC2x = spcC1x+2;
+ spcC2y = spcC1y;
+ break;
+ case getOrientation(2):
+ spcC2x = spcC1x;
+ spcC2y = spcC1y+2;
+ break;
+ case getOrientation(3):
+ spcC2x = spcC1x-2;
+ spcC2y = spcC1y;
+ break;
+ }
+ while (llNode != NULL) {
+ if ( (llNode->falling==0) && (llCurrent->falling==1) ) {
+ spcN1x = llNode->x;
+ spcN1y = llNode->y;
+ switch(llNode->rotation) {
+ case getOrientation(0):
+ spcN2x = spcN1x;
+ spcN2y = spcN1y-2;
+ break;
+ case getOrientation(1):
+ spcN2x = spcN1x+2;
+ spcN2y = spcN1y;
+ break;
+ case getOrientation(2):
+ spcN2x = spcN1x;
+ spcN2y = spcN1y+2;
+ break;
+ case getOrientation(3):
+ spcN2x = spcN1x-2;
+ spcN2y = spcN1y;
+ break;
+ }
+ if (
+ ( (spcC1x==spcN1x) && (spcC1y==spcN1y) ) ||
+ ( (spcC1x==spcN2x) && (spcC1y==spcN2y) ) ||
+ ( (spcC2x==spcN2x) && (spcC2y==spcN2y) ) ||
+ ( (spcC2x==spcN1x) && (spcC2y==spcN1y) )
+ ){
+ if ( fabs(llCurrent->height-(llNode->height+blockHeight)) <= TOLERANCE) {
+
+ llCurrent->falling=0;
+ llCurrent->height=llNode->height+blockHeight; /* if this is missing then small errors build up until the model fails */
+ if ( fabs(llCurrent->height-tb->highest) <= TOLERANCE+blockHeight ) {
+ tb->highest+=blockHeight;
+ }
+ }
+ }
+ }
+ llNode=llNode->next;
+ }
+ }
+ }
+ /* set location in space */
+ glTranslatef(llCurrent->x,llCurrent->y,-llCurrent->height);
+ /* rotate */
+ glRotatef(llCurrent->rotation, 0.0f, 0.0f, 1.0f);
+ if ((tb->followMode==0) && (llCurrent->next==NULL)) {
+ tb->blockNodeFollow = llCurrent;
+ tb->followMode=1;
+ }
+ llCurrent = llCurrent->next;
+ /* draw */
+ glCallList(tb->block);
+ mi->polygon_count += tb->block_polys;
+ glPopMatrix(); /* restore state */
+ }
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ if (tb->highest>(5*tb->maxFalling)) { drawCarpet=False; }
+ glXSwapBuffers(dpy, window);
+}
+
+
+
+/* camera is in follow mode, work out where we should be looking */
+static void followBlock(ModeInfo *mi)
+{
+ GLfloat xLen,yLen,cx,cy,rangle,xTarget,yTarget;
+ topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
+ cx=0;cy=0;
+ if ((tb->blockNodeFollow!=NULL) && (tb->followMode==1)){
+
+ if (tb->highest>tb->eyeLine) { tb->eyeLine+= ((tb->highest-tb->eyeLine)/100); }
+ /*tb->blockNodeFollow->color=1; only noticable if you set the colors to 1 */
+
+ if (tb->blockNodeFollow->height > tb->eyeZ) { tb->eyeZ+= ((tb->blockNodeFollow->height - tb->eyeZ)/100); }
+ if (tb->blockNodeFollow->height < tb->eyeZ) { tb->eyeZ-= ((tb->eyeZ - tb->blockNodeFollow->height)/100); }
+
+
+ /* when the scene is rotated we need to know where the block is in the 2 dimensional coordinates of the carpet area
+ (see http://www.jumpstation.co.uk/rotation/)
+ */
+
+ if (tb->followRadius==0) {
+ xLen = tb->blockNodeFollow->x-cx;
+ yLen = tb->blockNodeFollow->y-cy;
+ tb->followRadius=sqrt( (xLen*xLen) + (yLen*yLen) );
+ tb->followAngle = (180/M_PI) * asin(xLen/tb->followRadius);
+ tb->followAngle = quadrantCorrection(tb->followAngle,(int)cx,(int)cy,(int)tb->blockNodeFollow->x,(int)tb->blockNodeFollow->y);
+ }
+ rangle = (tb->followAngle+tb->rotation) * M_PI /180;
+ xTarget = cos(rangle) * tb->followRadius + cx;
+ yTarget = sin(rangle) * tb->followRadius + cy;
+ if (tb->followAngle>360) { tb->followAngle=tb->followAngle-360; }
+
+ if (xTarget < tb->eyeX) { tb->eyeX-= ((tb->eyeX - xTarget)/100); }
+ if (xTarget > tb->eyeX) { tb->eyeX+= ((xTarget - tb->eyeX)/100); }
+
+ if (yTarget < tb->eyeY) { tb->eyeY-= ((tb->eyeY - yTarget)/100); }
+ if (yTarget > tb->eyeY) { tb->eyeY+= ((yTarget - tb->eyeY)/100); }
+ if (!tb->blockNodeFollow->falling) {
+ tb->followMode=0;
+ /*tb->blockNodeFollow->color=2; only noticable if you set the colors to 1 */
+ tb->followRadius=0;
+ }
+ }
+ gluLookAt(camX, camY, camZ-tb->eyeLine, tb->eyeX, tb->eyeY, -tb->eyeZ,-1.0,0.0,0.0);
+}
+
+/* each quater of the circle has to be adjusted for */
+static double quadrantCorrection(double angle,int cx,int cy,int x,int y)
+{
+ if ((x>=cx) && (y>=cy)) {
+ angle += (90-(angle-90) * 2);
+ } else if ((x>=cx) && (y<=cy)) {
+ angle += 90;
+ } else if ((x<=cx) && (y<=cy)) {
+ angle += 90;
+ } else if ((x<=cx) && (y>=cy)) {
+ angle += (90-(angle-90) * 2);
+ }
+ return(angle-180);
+}
+
+/* if random chance then create a new falling block */
+static void generateNewBlock(ModeInfo *mi)
+{
+ NODE *llCurrent, *llTail;
+ GLfloat startOffx, startOffy;
+ int endOffx, endOffy;
+ topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
+ if ( ((random() % spawn) == 1) && (tb->highestFalling<getHeight((tb->plusheight-blockHeight)+tb->highest)) ) {
+ startOffx=0;
+ endOffx=0;
+ startOffy=0;
+ endOffy=0;
+ tb->numFallingBlocks++;
+ llTail = tb->blockNodeRoot;
+ if (llTail == NULL) {
+ llCurrent = ((NODE*) malloc(sizeof(NODE)));
+ if (!llCurrent) abort();
+ llTail = llCurrent;
+ tb->blockNodeRoot = llCurrent;
+ } else {
+ if (tb->numFallingBlocks>=tb->maxFalling) {
+ /* recycle */
+ llCurrent=llTail->next;
+ tb->blockNodeRoot=llCurrent->next;
+ } else {
+ llCurrent = ((NODE*) malloc(sizeof(NODE)));
+ if (!llCurrent) abort();
+ }
+ while (llTail->next != NULL) { llTail = llTail->next; } /* find last item in list */
+ }
+ llCurrent->falling=1;
+ llCurrent->rotation=getOrientation(random() % 4);
+ if (llCurrent->rotation==getOrientation(0)) {
+ startOffx=1.0;
+ endOffx=0;
+ startOffy=3.0;
+ endOffy=-1;
+ } else if (llCurrent->rotation==getOrientation(1)) {
+ startOffx=1.0;
+ endOffx=-1;
+ startOffy=1.0;
+ endOffy=0;
+ } else if (llCurrent->rotation==getOrientation(2)) {
+ startOffx=1.0;
+ endOffx=0;
+ startOffy=3.0;
+ endOffy=-1;
+ } else if (llCurrent->rotation==getOrientation(3)) {
+ startOffx=5.0;
+ endOffx=-1;
+ startOffy=1.0;
+ endOffy=0;
+ }
+
+ llCurrent->x=(startOffx-(tb->carpetLength/2)) + getLocation(random() % ((tb->carpetLength/2)+endOffx) );
+ llCurrent->y=(startOffy-(tb->carpetLength/2)) + getLocation(random() % ((tb->carpetLength/2)+endOffy) );
+ llCurrent->color=(random() % maxColors);
+ llCurrent->height=getHeight(tb->plusheight+tb->highest);
+ if (tb->numFallingBlocks>=tb->maxFalling) {
+ tb->numFallingBlocks--;
+ tb->numFallingBlocks--;
+ }
+ llTail->next = llCurrent;
+ llTail = llCurrent;
+ llTail->next = NULL;
+
+ }
+}
+
+/* called at init this creates the 'carpet' display list item */
+static void buildCarpet(ModeInfo *mi)
+{
+ int i,c,x,y;
+ GLfloat color[4];
+ int wire = MI_IS_WIREFRAME(mi);
+ topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
+ color[0] = 0.0f;
+ color[1] = 1.0f;
+ color[2] = 0.0f;
+ color[3] = 1.0f;
+ tb->carpet=glGenLists(1); /* only one */
+ glNewList(tb->carpet,GL_COMPILE);
+ tb->carpet_polys=0;
+ glPushMatrix(); /* save state */
+ x=tb->carpetWidth;
+ y=tb->carpetLength;
+ if (wire) { glColor3fv(color); }
+ else { glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color); }
+ /* draw carpet plane */
+ glBegin( wire ? GL_LINE_LOOP : GL_QUADS );
+ /* draw top */
+ glNormal3f( 0, 0, -1 );
+ glVertex3f(0.0,0.0,0.0);
+ glVertex3f(x,0.0,0.0);
+ glVertex3f(x,y,0.0);
+ glVertex3f(0.0,y,0.0);
+ tb->carpet_polys++;
+ if (!wire) {
+ /* add edge pieces */
+ /* side 1 */
+ glNormal3f( 0, -1, 0 );
+ glVertex3f(0.0,0.0,0.0);
+ glVertex3f(x,0.0,0.0);
+ glVertex3f(x,0,singleThick);
+ glVertex3f(0.0,0,singleThick);
+ tb->carpet_polys++;
+ /* side 2 */
+ glNormal3f( -1, 0, 0 );
+ glVertex3f(0.0,0.0,0.0);
+ glVertex3f(0,y,0.0);
+ glVertex3f(0,y,singleThick);
+ glVertex3f(0.0,0,singleThick);
+ tb->carpet_polys++;
+ /* side 3 */
+ glNormal3f( 1, 0, 0 );
+ glVertex3f(x,0.0,0.0);
+ glVertex3f(x,y,0.0);
+ glVertex3f(x,y,singleThick);
+ glVertex3f(x,0,singleThick);
+ tb->carpet_polys++;
+ /* side 4 */
+ glNormal3f( 0, 1, 0 );
+ glVertex3f(0,y,0.0);
+ glVertex3f(x,y,0.0);
+ glVertex3f(x,y,singleThick);
+ glVertex3f(0,y,singleThick);
+ tb->carpet_polys++;
+ }
+ glEnd();
+ /* nipples */
+ if (drawNipples) {
+ glTranslatef(0.5f,0.5f,-.25); /* move to the cylinder center */
+ for (c=0;c<x;c++) {
+ glPushMatrix(); /* save state */
+ for (i=0;i<y;i++) {
+ tb->carpet_polys += tube(0, 0, -0.1,
+ 0, 0, 0.26,
+ cylSize, 0,
+ tb->resolution, True, True,
+ wire);
+ glRotatef(180, 0.0f, 1.0f, 0.0f); /* they are upside down */
+ glRotatef(180, 0.0f, 1.0f, 0.0f); /* recover */
+ glTranslatef(0.0f,1.0f,0.0f); /* move to the next cylinder center (backward) */
+ }
+ glPopMatrix(); /* save state */
+ glTranslatef(1.0f,0.0f,0.0f); /* reset */
+ }
+ }
+ glPopMatrix(); /* restore state */
+ glEndList();
+}
+
+/* using the verticies arrays builds the plane, now with normals */
+static void polygonPlane(int wire, int a, int b, int c , int d, int i)
+{
+ GLfloat topBlockNormals[5][3] = { {0,0,-1}, {0,1,0}, {1,0,0}, {0,0,1}, {0,-1,0} };
+ GLfloat topBlockVertices[8][3] = { {-0.49,-2.97,-0.99}, {0.99,-2.97,-0.99}, {0.99,0.99,-0.99} , {-0.49,0.99,-0.99}, {-0.49,-2.97,0.99} , {0.99,-2.97,0.99}, {0.99,0.99,0.99} , {-0.49,0.99,0.99} };
+ glBegin( wire ? GL_LINE_LOOP : GL_POLYGON);
+ glNormal3fv(topBlockNormals[i] );
+ glVertex3fv(topBlockVertices[a]);
+ glVertex3fv(topBlockVertices[b]);
+ glVertex3fv(topBlockVertices[c]);
+ glVertex3fv(topBlockVertices[d]);
+ glEnd();
+}
+
+/* called at init this creates the 'block' display list item */
+/* the spheres came about originaly as quick way to test the directional lighting/normals */
+static void buildBlock(ModeInfo *mi)
+{
+ int i,c;
+ int wire = MI_IS_WIREFRAME(mi);
+ topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
+ tb->block=glGenLists(1); /* only one */
+ glNewList(tb->block,GL_COMPILE);
+ tb->block_polys=0;
+ glPushMatrix(); /* save state */
+ glRotatef(90, 0.0f, 1.0f, 0.0f);
+ /* base */
+ polygonPlane(wire, 0,3,2,1,0); tb->block_polys++;
+ polygonPlane(wire, 2,3,7,6,1); tb->block_polys++;
+ polygonPlane(wire, 1,2,6,5,2); tb->block_polys++;
+ polygonPlane(wire, 4,5,6,7,3); tb->block_polys++;
+ polygonPlane(wire, 0,1,5,4,4); tb->block_polys++;
+ if (drawNipples) {
+ /* nipples */
+ /* draw 8 cylinders each with a disk cap */
+ glRotatef(90, 0.0f, 1.0f, 0.0f); /* 'aim' the pointer ready for the cylinder */
+ glTranslatef(0.5f,0.5f,0.99f); /* move to the cylinder center */
+ for (c=0;c<2;c++) {
+ for (i=0;i<4;i++) {
+ tb->block_polys += tube(0, 0, 0,
+ 0, 0, 0.25,
+ cylSize, 0,
+ tb->resolution, True, True,
+ wire);
+ glTranslatef(0.0f,0.0f,0.25f); /* move to the cylinder cap */
+ glTranslatef(0.0f,0.0f,-0.25f); /* move back from the cylinder cap */
+ if (c==0) {
+ glTranslatef(0.0f,-1.0f,0.0f); /* move to the next cylinder center (forward) */
+ } else {
+ glTranslatef(0.0f,1.0f,0.0f); /* move to the next cylinder center (backward) */
+ }
+ }
+ glTranslatef(-1.0f,1.0f,0.0f); /* move to the cylinder center */
+ }
+ /* udders */
+ /* 3 cylinders on the underside */
+ glTranslatef(1.5f,-2.5f,-1.5f); /* move to the center, under the top of the brick */
+ if (! wire)
+ for (c=0;c<3;c++) {
+ tb->block_polys += tube(0, 0, 0.1,
+ 0, 0, 1.4,
+ uddSize, 0,
+ tb->resolution, True, True, wire);
+ glTranslatef(0.0f,-1.0f,0.0f); /* move to the center */
+ }
+ }
+ glPopMatrix(); /* restore state */
+ glEndList();
+}
+
+/*
+ rip off of the builBlock() function creating the GL compilied pointer "block" but only creates two spheres.
+ spheres are created with unit_sphere from spheres.h to allow wire frame
+*/
+static void buildBlobBlock(ModeInfo *mi)
+{
+ int wire = MI_IS_WIREFRAME(mi);
+ topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
+ tb->block=glGenLists(1); /* only one */
+ glNewList(tb->block,GL_COMPILE);
+ glPushMatrix();
+ glScalef(1.4,1.4,1.4);
+ unit_sphere (tb->resolution/2,tb->resolution, wire);
+ glPopMatrix();
+ glTranslatef(0.0f,-2.0f,0.0f);
+ glScalef(1.4,1.4,1.4);
+ unit_sphere (tb->resolution/2,tb->resolution, wire);
+ glEndList();
+}
+
+
+/* handle input events or not if daemon running the show */
+ENTRYPOINT Bool
+topBlock_handle_event (ModeInfo *mi, XEvent *event)
+{
+ topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, tb->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &tb->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress) {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == 'a') {
+ tb->eyeX++;
+ return True;
+ } else if (c == 'z') {
+ tb->eyeX--;
+ return True;
+ } else if (c == 's') {
+ tb->eyeY--;
+ return True;
+ } else if (c == 'x') {
+ tb->eyeY++;
+ return True;
+ } else if (c == 'd') {
+ tb->eyeZ++;
+ return True;
+ } else if (c == 'c') {
+ tb->eyeZ--;
+ return True;
+ } else if (c == 'f') {
+ camX++;
+ return True;
+ } else if (c == 'v') {
+ camX--;
+ return True;
+ } else if (c == 'g') {
+ camY++;
+ return True;
+ } else if (c == 'b') {
+ camY--;
+ return True;
+ } else if (c == 'h') {
+ camZ++;
+ return True;
+ } else if (c == 'n') {
+ camZ--;
+ return True;
+ } else if (c == 'r') {
+ tb->rotation++;
+ return True;
+ }
+ }
+
+ return False;
+}
+
+/* this is tha main change for v5 compatability and acompanying ENTRYPOINTS */
+XSCREENSAVER_MODULE_2 ("TopBlock", topblock, topBlock)
+
+#endif /* USE_GL */