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-rw-r--r--hacks/glx/boxed.c1360
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diff --git a/hacks/glx/boxed.c b/hacks/glx/boxed.c
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-/* 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 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();
-
- {
- GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
- ? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
- : 1);
- glRotatef(current_device_rotation(), 0, 0, 1);
- glScalef (s, s, s);
- }
-
- 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(*gp->tex1));
- 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) return;
- 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]);
- glDeleteLists (gp->gllists[0], 1);
- glDeleteLists (gp->gllists[1], 1);
- glDeleteLists (gp->gllists[2], 1);
- free (gp->bman.balls);
- free (gp->tman);
- free (gp->tex1);
-}
-
-
-XSCREENSAVER_MODULE ("Boxed", boxed)
-
-/*********************************************************/
-
-#endif