*/
#ifdef STANDALONE
-# define DEFAULTS "*delay: 20000 \n" \
+# define DEFAULTS "*delay: 15000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n"
#ifdef USE_GL
# define DEF_SPEED "0.5"
-# define DEF_BALLS "25"
-# define DEF_BALLSIZE "2.0"
+# define DEF_BALLS "20"
+# define DEF_BALLSIZE "3.0"
# define DEF_EXPLOSION "15.0"
# define DEF_DECAY "0.07"
# define DEF_MOMENTUM "0.6"
#define FALSE 0
/* camera */
-#define CAM_HEIGHT 100.0f
-#define CAMDISTANCE_MIN 20.0
+#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
vectorf loc;
vectorf dir;
BOOL far;
- BOOL gone;
+ int gone;
} tri;
typedef struct {
(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 < -1000.0)
+ 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);
for (i=0; i<(tman->num_tri); i++) {
tman->tris[i].far = FALSE;
- tman->tris[i].gone = 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]]);
for (b=0;b<t->num_tri;b++) {
/* the exploded triangles disappear over time */
- if (rnd() < t->decay) { t->tris[b].gone = TRUE; }
+ 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 */
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(0.0f,MIN(1.0f,cfg_decay));
+ cfg_decay = MAX(0.02f,MIN(0.90f,cfg_decay));
cfg_momentum = MAX(0.0f,MIN(1.0f,cfg_momentum));
config->numballs = cfg_balls;
top is drawn using the entire texture,
the sides are drawn using the edge of the texture
*/
- int polys = 0;
+ int polys = 0;
/* front */
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glMaterialfv(GL_FRONT, GL_EMISSION,col);
for (i=0; i<t->num_tri; i++) {
- if (t->tris[i].gone == TRUE) { continue; }
+ 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);
+
+ pos = i*3;
+ glPushMatrix();
+ glTranslatef(t->tris[i].loc.x,t->tris[i].loc.y,t->tris[i].loc.z);
+ glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glNormal3f(t->normals[i].x,t->normals[i].y,t->normals[i].z);
+ glVertex3f(spherev[pos+0].x,spherev[pos+0].y,spherev[pos+0].z);
+ glVertex3f(spherev[pos+1].x,spherev[pos+1].y,spherev[pos+1].z);
+ glVertex3f(spherev[pos+2].x,spherev[pos+2].y,spherev[pos+2].z);
+ polys++;
+ glEnd();
+ glPopMatrix();
+
+ 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;
+ }
+
pos = i*3;
glPushMatrix();
glTranslatef(t->tris[i].loc.x,t->tris[i].loc.y,t->tris[i].loc.z);
{
boxedstruct *gp = &boxed[MI_SCREEN(mi)];
int wire = MI_IS_WIREFRAME (mi);
- vectorf v1;
- GLfloat dcam;
+ vectorf v1,v2;
+ GLfloat r;
int dx, dz;
int i;
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) */
- dcam = CAMDISTANCE_MIN + (CAMDISTANCE_MAX - CAMDISTANCE_MIN) + (CAMDISTANCE_MAX - CAMDISTANCE_MIN)*cos((gp->camtic/CAMDISTANCE_SPEED) * speed);
- v1.x = dcam * sin((gp->camtic/gp->cam_x_speed) * speed);
- v1.z = dcam * cos((gp->camtic/gp->cam_z_speed) * speed);
+ 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;
- gluLookAt(v1.x,v1.y,v1.z,0.0,0.0,0.0,0.0,1.0,0.0);
+
+ 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);