-/* topblock, Copyright (c) 2006 rednuht <topblock.xscreensaver@jumpstation.co.uk>\r
- *\r
- * Permission to use, copy, modify, distribute, and sell this software and its\r
- * documentation for any purpose is hereby granted without fee, provided that\r
- * the above copyright notice appear in all copies and that both that\r
- * copyright notice and this permission notice appear in supporting\r
- * documentation. No representations are made about the suitability of this\r
- * software for any purpose. It is provided "as is" without express or \r
- * implied warranty.\r
- *\r
- * \r
- *\r
-\r
-topBlock - a simple openGL 3D hack of falling blocks\r
-based on jwz's dangerball hack\r
-\r
-The proporations of the blocks and their features is not even close to the commercial building block products offered by a variety companies.\r
-\r
-information on this hack might be found at \r
-http://www.jumpstation.co.uk/xscreensaver/topblock/\r
-\r
-History\r
-25/02/2006 v1.0 release\r
-29/04/2006 v1.11 updated to better fit with xscreensaver v5\r
- colors defaults to 7 (no black)\r
-*/\r
-\r
-#include <math.h>\r
-\r
-# define refresh_topBlock 0\r
-\r
-#define DEFAULTS "*delay: 10000 \n" \\r
- "*count: 30 \n" \\r
- "*showFPS: False \n" \\r
- "*wireframe: False \n" \\r
-\r
-#undef countof\r
-#define countof(x) (sizeof((x))/sizeof((*x)))\r
-\r
-#include "xlockmore.h"\r
-#include "topblock.h"\r
-#include "sphere.h"\r
-#include <ctype.h>\r
-\r
-#ifdef USE_GL /* whole file */\r
-\r
-#ifdef HAVE_COCOA\r
-# include <OpenGL/glu.h>\r
-#else\r
-# include <GL/glu.h>\r
-#endif\r
-\r
-typedef struct\r
-{\r
- GLXContext *glx_context;\r
- int numFallingBlocks;\r
- GLfloat highest,highestFalling;\r
- GLfloat eyeLine,eyeX,eyeY,eyeZ;\r
- int carpetWidth, carpetLength;\r
- int followMode;\r
- GLfloat followRadius,followAngle;\r
- int plusheight;\r
- GLuint carpet;\r
- GLuint block;\r
- NODE *blockNodeRoot;\r
- NODE *blockNodeFollow;\r
- GLfloat rotation;\r
-} topBlockSTATE;\r
-\r
-/* parameter vars */\r
-Bool override;\r
-Bool rotate;\r
-Bool follow;\r
-Bool drawCarpet;\r
-Bool drawBlob;\r
-Bool drawNipples;\r
-GLfloat rotateSpeed;\r
-GLfloat camX;\r
-GLfloat camY;\r
-GLfloat camZ;\r
-GLfloat dropSpeed;\r
-int maxFalling;\r
-int maxColors;\r
-int size;\r
-int spawn;\r
-int resolution;\r
-\r
-static XrmOptionDescRec opts[] = {\r
- { "-size", ".size", XrmoptionSepArg, 0 },\r
- { "-spawn", ".spawn", XrmoptionSepArg, 0 },\r
- { "-camX", ".camX", XrmoptionSepArg, 0 },\r
- { "-camY", ".camY", XrmoptionSepArg, 0 },\r
- { "-camZ", ".camZ", XrmoptionSepArg, 0 },\r
- { "+rotate", ".rotate", XrmoptionNoArg, "False" },\r
- { "-rotate", ".rotate", XrmoptionNoArg, "True" },\r
- { "+carpet", ".carpet", XrmoptionNoArg, "False" },\r
- { "+nipples", ".nipples", XrmoptionNoArg, "False" },\r
- { "-blob", ".blob", XrmoptionNoArg, "True" },\r
- { "-rotateSpeed", ".rotateSpeed", XrmoptionSepArg, 0 },\r
- { "-follow", ".follow", XrmoptionNoArg, "True" },\r
- { "-maxFalling", ".maxFalling", XrmoptionSepArg, 0 },\r
- { "-resolution", ".resolution", XrmoptionSepArg, 0 },\r
- { "-maxColors", ".maxColors", XrmoptionSepArg, 0 },\r
- { "-dropSpeed", ".dropSpeed", XrmoptionSepArg, 0 },\r
- { "-override", ".override", XrmoptionNoArg, "True" },\r
-};\r
-\r
-#define DEF_override "False"\r
-#define DEF_rotate "True"\r
-#define DEF_follow "False"\r
-#define DEF_drawCarpet "True"\r
-#define DEF_drawBlob "False"\r
-#define DEF_drawNipples "True"\r
-#define DEF_rotateSpeed "10"\r
-#define DEF_maxFalling "500"\r
-#define DEF_maxColors "7"\r
-#define DEF_size "2"\r
-#define DEF_spawn "50"\r
-#define DEF_resolution "4"\r
-#define DEF_camX "1"\r
-#define DEF_camY "20"\r
-#define DEF_camZ "25"\r
-#define DEF_dropSpeed "4"\r
-\r
-static argtype vars[] = {\r
- {&override, "override", "Override", DEF_override, t_Bool},\r
- {&rotate, "rotate", "Rotate", DEF_rotate, t_Bool},\r
- {&drawCarpet, "carpet", "Carpet", DEF_drawCarpet, t_Bool},\r
- {&drawNipples, "nipples", "Nipples", DEF_drawNipples, t_Bool},\r
- {&drawBlob, "blob", "Blob", DEF_drawBlob, t_Bool},\r
- {&rotateSpeed, "rotateSpeed", "RotateSpeed", DEF_rotateSpeed, t_Float},\r
- {&follow, "follow", "Follow", DEF_follow, t_Bool},\r
- {&camX, "camX", "camX", DEF_camX, t_Float},\r
- {&camY, "camY", "camY", DEF_camY, t_Float},\r
- {&camZ, "camZ", "camZ", DEF_camZ, t_Float},\r
- {&size, "size", "size", DEF_size, t_Int},\r
- {&spawn, "spawn", "spawn", DEF_spawn, t_Int},\r
- {&maxFalling, "maxFalling", "maxFalling", DEF_maxFalling, t_Int},\r
- {&resolution, "resolution", "resolution", DEF_resolution, t_Int},\r
- {&maxColors, "maxColors", "maxColors", DEF_maxColors, t_Int},\r
- {&dropSpeed, "dropSpeed", "DropSpeed", DEF_dropSpeed, t_Float},\r
-};\r
-\r
-static topBlockSTATE *tbs = NULL;\r
-\r
-ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};\r
-\r
-/* Window management, etc */\r
-ENTRYPOINT void\r
-reshape_topBlock (ModeInfo *mi, int width, int height) {\r
- GLfloat h = (GLfloat) height / (GLfloat) width;\r
- glViewport (0, 0, (GLint) width, (GLint) height);\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- gluPerspective (60.0, 1/h, 1.0, 1000.0);\r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
- glClear(GL_COLOR_BUFFER_BIT);\r
-}\r
-\r
-/* clean up on exit, not required ... */\r
-ENTRYPOINT void\r
- release_topBlock(ModeInfo *mi) {\r
- topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
- NODE *llCurrent, *llOld;\r
- llCurrent = tb->blockNodeRoot;\r
- while (llCurrent != NULL) {\r
- llOld = llCurrent;\r
- llCurrent = llCurrent->next;\r
- free(llOld);\r
- }\r
-}\r
-\r
-/* setup */\r
-ENTRYPOINT void \r
-init_topBlock (ModeInfo *mi)\r
-{\r
- topBlockSTATE *tb;\r
- int wire = MI_IS_WIREFRAME(mi);\r
-\r
- if (!tbs) {\r
- tbs = (topBlockSTATE *)\r
- calloc (MI_NUM_SCREENS(mi), sizeof (topBlockSTATE));\r
- if (!tbs) {\r
- fprintf(stderr, "%s: out of memory\n", progname);\r
- exit(1);\r
- }\r
- }\r
-\r
- tb = &tbs[MI_SCREEN(mi)];\r
-\r
- tb->glx_context = init_GL(mi);\r
-\r
- reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));\r
-\r
- if (wire) { drawNipples=False; }\r
- tb->numFallingBlocks=0;\r
-\r
- if (size>10) { size = 10; }\r
- if (size<1) { size = 2; }\r
- tb->carpetWidth = 8 * size;\r
- tb->carpetLength = tb->carpetWidth;\r
- \r
- maxFalling=maxFalling*size;\r
-\r
- if (spawn<4) { spawn=4; }\r
- if (spawn>1000) { spawn=1000; }\r
-\r
- if (rotateSpeed<1) {rotateSpeed=1; }\r
- if (rotateSpeed>1000) {rotateSpeed=1000;}\r
- rotateSpeed = rotateSpeed / 100;\r
-\r
- if (resolution<4) {resolution=4;}\r
- if (resolution>20) {resolution=20;}\r
- resolution=resolution*2;\r
-\r
- if (maxColors<1) {maxColors=1;}\r
- if (maxColors>8) {maxColors=8;}\r
-\r
- if (dropSpeed<1) {dropSpeed=1;}\r
- if (dropSpeed>9) {dropSpeed=9;} /* 10+ produces blocks that can pass through each other */\r
- \r
- dropSpeed = 80/dropSpeed;\r
- dropSpeed = (blockHeight/dropSpeed); \r
-\r
- tb->glx_context = init_GL(mi);\r
-\r
- reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));\r
- if (0==1) {\r
- glClearColor(1.0f, 1.0f, 1.0f, 0.5f);\r
- } else {\r
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f);\r
- }\r
- glClearDepth(1.0f);\r
- if (!wire) {\r
- GLfloat pos[4] = {10.0, 10.0, 1.0, 0.0};\r
- GLfloat amb[4] = {0.1, 0.1, 0.1, 1.0};\r
- GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};\r
- GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};\r
-\r
- glEnable(GL_LIGHTING);\r
- glEnable(GL_LIGHT0);\r
- glLightfv(GL_LIGHT0, GL_POSITION, pos);\r
- glLightfv(GL_LIGHT0, GL_AMBIENT, amb); \r
- glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);\r
- glLightfv(GL_LIGHT0, GL_SPECULAR, spc); \r
- }\r
- glDepthFunc(GL_LEQUAL);\r
- glEnable(GL_DEPTH_TEST);\r
- glDisable(GL_CULL_FACE); /* all objects exhibit a reverse side */\r
- glCullFace(GL_BACK); \r
-\r
- if (drawBlob) {\r
- buildBlobBlock(mi); \r
- } else {\r
- buildBlock(mi); /* build the display list holding the simple block */\r
- }\r
- buildCarpet(mi); /* build the base */\r
- tb->highest=0;\r
- tb->highestFalling=0;\r
- tb->eyeLine=tb->highest;\r
- tb->eyeX=0;\r
- tb->eyeY=0;\r
- tb->eyeZ=0;\r
- tb->followMode=0;\r
- if (follow) {\r
- tb->plusheight=100;\r
- camZ=camZ-60;\r
- } else {\r
- tb->rotation=random() % 360;\r
- tb->eyeY=10;\r
- tb->plusheight=30;\r
- }\r
- tb->followRadius=0;\r
- /* override camera settings */\r
- if (override) {\r
- tb->plusheight=100;\r
- drawCarpet=False;\r
- camX=0;\r
- camY=1;\r
- camZ=0;\r
- tb->eyeX=-1;\r
- tb->eyeY=20;\r
- tb->eyeZ=0;\r
- }\r
-}\r
-\r
-/* provides the per frame entertainment */\r
-ENTRYPOINT void\r
-draw_topBlock (ModeInfo *mi) {\r
- Display *dpy = MI_DISPLAY(mi);\r
- Window window = MI_WINDOW(mi);\r
- NODE *llCurrent;\r
- NODE *llNode;\r
- topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
- GLfloat spcN1x,spcN1y,spcN2x,spcN2y;\r
- GLfloat spcC1x,spcC1y,spcC2x,spcC2y;\r
- int wire = MI_IS_WIREFRAME(mi);\r
- GLfloat color[4]; \r
-\r
- if (!tb->glx_context)\r
- return;\r
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(tb->glx_context));\r
-\r
- generateNewBlock(mi);\r
-\r
- if (rotate) { tb->rotation += rotateSpeed; } \r
- if (tb->rotation>=360) { tb->rotation=tb->rotation-360; } \r
-\r
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* clear current */\r
- glLoadIdentity(); /* resets directions, do it every time ! */\r
-\r
- if (!follow) {\r
- if (tb->highest>tb->eyeLine) { tb->eyeLine=tb->eyeLine + ((tb->highest-tb->eyeLine)/100); } /* creates a smooth camera transition */\r
- 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 */\r
- glRotatef(90, 1.0, 0.0, 0.0); /* x axis */\r
- } else {\r
- glRotatef(90, 0.0, 0.0, 1.0); /* z axis */\r
- followBlock(mi);\r
- }\r
- /* rotate the world */\r
- glRotatef(tb->rotation, 0.0, 0.0, 1.0); \r
-\r
- llCurrent = tb->blockNodeRoot;\r
- if (drawCarpet) {\r
- /* center carpet */\r
- glTranslatef(0.0-(tb->carpetWidth/2),0.0-(tb->carpetLength/2),0.0);\r
- glCallList(tb->carpet);\r
- glTranslatef(0.0+(tb->carpetWidth/2),0.0+(tb->carpetLength/2),0.0);\r
- glTranslatef(0.0,0.0,-0.55);\r
- }\r
- tb->highestFalling=0;\r
- while (llCurrent != NULL) { /* for each block */\r
- glPushMatrix(); /* save state */\r
- /* set color */\r
- switch (llCurrent->color) { \r
- case 0:\r
- color[0] = 1.0f; \r
- color[1] = 0.0f; \r
- color[2] = 0.0f; \r
- color[3] = 1.0f; \r
- break;\r
- case 1:\r
- color[0] = 0.0f; \r
- color[1] = 1.0f; \r
- color[2] = 0.0f; \r
- color[3] = 1.0f; \r
- break;\r
- case 2:\r
- color[0] = 0.0f; \r
- color[1] = 0.0f; \r
- color[2] = 1.0f; \r
- color[3] = 1.0f; \r
- break;\r
- case 3:\r
- color[0] = 0.95f; \r
- color[1] = 0.95f; \r
- color[2] = 0.95f; \r
- color[3] = 1.0f; \r
- break;\r
- case 4:\r
- color[0] = 1.0f; \r
- color[1] = 0.5f; \r
- color[2] = 0.0f; \r
- color[3] = 1.0f; \r
- break;\r
- case 5:\r
- color[0] = 1.0f; \r
- color[1] = 1.0f; \r
- color[2] = 0.0f; \r
- color[3] = 1.0f; \r
- break;\r
- case 6: \r
- color[0] = 0.5f; \r
- color[1] = 0.5f; \r
- color[2] = 0.5f; \r
- color[3] = 1.0f; \r
- break;\r
- case 7:\r
- color[0] = 0.05f; \r
- color[1] = 0.05f; \r
- color[2] = 0.05f; \r
- color[3] = 1.0f; \r
- break;\r
- } \r
- if (wire) { glColor3fv(color); }\r
- else { glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color); }\r
-\r
- if (llCurrent->falling==1) {\r
- spcC2x = 0;\r
- spcC2y = 0;\r
- spcN2x = 0;\r
- spcN2y = 0;\r
- if (llCurrent->height>tb->highestFalling) {tb->highestFalling=llCurrent->height;}\r
- /* all blocks fall at the same rate to avoid mid air collisions */\r
- llCurrent->height=llCurrent->height-dropSpeed;\r
- if (llCurrent->height<=0) {\r
- llCurrent->falling=0;\r
- if (tb->highest==0) { \r
- tb->highest=tb->highest+blockHeight; \r
- }\r
- } \r
- if ( (llCurrent->height<=tb->highest+1) && (llCurrent->falling==1) ) {\r
- /* check for collision */\r
- llNode = tb->blockNodeRoot;\r
- spcC1x = llCurrent->x;\r
- spcC1y = llCurrent->y;\r
- switch(llCurrent->rotation) {\r
- case getOrientation(0):\r
- spcC2x = spcC1x;\r
- spcC2y = spcC1y-2;\r
- break;\r
- case getOrientation(1):\r
- spcC2x = spcC1x+2;\r
- spcC2y = spcC1y;\r
- break;\r
- case getOrientation(2):\r
- spcC2x = spcC1x;\r
- spcC2y = spcC1y+2;\r
- break;\r
- case getOrientation(3):\r
- spcC2x = spcC1x-2;\r
- spcC2y = spcC1y;\r
- break;\r
- }\r
- while (llNode != NULL) {\r
- if ( (llNode->falling==0) && (llCurrent->falling==1) ) {\r
- spcN1x = llNode->x;\r
- spcN1y = llNode->y;\r
- switch(llNode->rotation) {\r
- case getOrientation(0):\r
- spcN2x = spcN1x;\r
- spcN2y = spcN1y-2;\r
- break;\r
- case getOrientation(1):\r
- spcN2x = spcN1x+2;\r
- spcN2y = spcN1y;\r
- break;\r
- case getOrientation(2):\r
- spcN2x = spcN1x;\r
- spcN2y = spcN1y+2;\r
- break;\r
- case getOrientation(3):\r
- spcN2x = spcN1x-2;\r
- spcN2y = spcN1y;\r
- break;\r
- }\r
- if ( \r
- ( (spcC1x==spcN1x) && (spcC1y==spcN1y) ) ||\r
- ( (spcC1x==spcN2x) && (spcC1y==spcN2y) ) ||\r
- ( (spcC2x==spcN2x) && (spcC2y==spcN2y) ) ||\r
- ( (spcC2x==spcN1x) && (spcC2y==spcN1y) )\r
- ){\r
- if ( (llCurrent->height<=llNode->height+blockHeight+TOLLERANCE) && (llCurrent->height>=llNode->height+blockHeight-TOLLERANCE) ) {\r
- llCurrent->falling=0;\r
- llCurrent->height=llNode->height+blockHeight; /* if this is missing then small errors build up until the model fails */\r
- if ( (llCurrent->height<=tb->highest+TOLLERANCE) && (llCurrent->height>=tb->highest-TOLLERANCE) ) { \r
- tb->highest=tb->highest+blockHeight; \r
- }\r
- }\r
- }\r
- }\r
- llNode=llNode->next;\r
- } \r
- }\r
- } \r
- /* set location in space */\r
- glTranslatef(llCurrent->x,llCurrent->y,-llCurrent->height);\r
- /* rotate */\r
- glRotatef(llCurrent->rotation, 0.0f, 0.0f, 1.0f);\r
- if ((tb->followMode==0) && (llCurrent->next==NULL)) {\r
- tb->blockNodeFollow = llCurrent;\r
- tb->followMode=1;\r
- } \r
- llCurrent = llCurrent->next;\r
- /* draw */\r
- glCallList(tb->block); \r
- glPopMatrix(); /* restore state */\r
- } \r
- if (mi->fps_p) do_fps (mi);\r
- glFinish();\r
-\r
- if (tb->highest>(5*maxFalling)) { drawCarpet=False; }\r
- glXSwapBuffers(dpy, window);\r
-}\r
-\r
-\r
-\r
-/* camera is in follow mode, work out where we should be looking */\r
-static void followBlock(ModeInfo *mi) {\r
- GLfloat xLen,yLen,cx,cy,rangle,xTarget,yTarget;\r
- topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
- cx=0;cy=0;\r
- if ((tb->blockNodeFollow!=NULL) && (tb->followMode==1)){\r
-\r
- if (tb->highest>tb->eyeLine) { tb->eyeLine=tb->eyeLine + ((tb->highest-tb->eyeLine)/100); } \r
- /*tb->blockNodeFollow->color=1; only noticable if you set the colors to 1 */\r
- \r
- if (tb->blockNodeFollow->height > tb->eyeZ) { tb->eyeZ=tb->eyeZ + ((tb->blockNodeFollow->height - tb->eyeZ)/100); } \r
- if (tb->blockNodeFollow->height < tb->eyeZ) { tb->eyeZ=tb->eyeZ - ((tb->eyeZ - tb->blockNodeFollow->height)/100); } \r
- \r
-\r
- /* when the scene is rotated we need to know where the block is in the 2 dimensional coordinates of the carpet area\r
- (see http://www.jumpstation.co.uk/rotation/)\r
- */\r
-\r
- if (tb->followRadius==0) { \r
- xLen = tb->blockNodeFollow->x-cx;\r
- yLen = tb->blockNodeFollow->y-cy;\r
- tb->followRadius=sqrt( (xLen*xLen) + (yLen*yLen) ); \r
- tb->followAngle = (180/M_PI) * asin(xLen/tb->followRadius); \r
- tb->followAngle = quadrantCorrection(tb->followAngle,(int)cx,(int)cy,(int)tb->blockNodeFollow->x,(int)tb->blockNodeFollow->y);\r
- }\r
- rangle = (tb->followAngle+tb->rotation) * M_PI /180;\r
- xTarget = cos(rangle) * tb->followRadius + cx;\r
- yTarget = sin(rangle) * tb->followRadius + cy;\r
- if (tb->followAngle>360) { tb->followAngle=tb->followAngle-360; }\r
-\r
- if (xTarget < tb->eyeX) { tb->eyeX=tb->eyeX - ((tb->eyeX - xTarget)/100); }\r
- if (xTarget > tb->eyeX) { tb->eyeX=tb->eyeX + ((xTarget - tb->eyeX)/100); }\r
-\r
- if (yTarget < tb->eyeY) { tb->eyeY=tb->eyeY - ((tb->eyeY - yTarget)/100); }\r
- if (yTarget > tb->eyeY) { tb->eyeY=tb->eyeY + ((yTarget - tb->eyeY)/100); }\r
- /*\r
- tb->eyeX = xTarget;\r
- tb->eyeY = yTarget;\r
-***************************************************************************\r
-*/\r
- if (!tb->blockNodeFollow->falling) { \r
- tb->followMode=0; \r
- /*tb->blockNodeFollow->color=2; only noticable if you set the colors to 1 */\r
- tb->followRadius=0;\r
- } \r
- }\r
- gluLookAt(camX, camY, camZ-tb->eyeLine, tb->eyeX, tb->eyeY, -tb->eyeZ,-1.0,0.0,0.0);\r
-}\r
-\r
-/* each quater of the circle has to be adjusted for */\r
-static double quadrantCorrection(double angle,int cx,int cy,int x,int y) {\r
- if ((x>=cx) && (y>=cy)) {\r
- angle = angle + (90-(angle-90) * 2); \r
- } else if ((x>=cx) && (y<=cy)) {\r
- angle = angle + 90; \r
- } else if ((x<=cx) && (y<=cy)) {\r
- angle = angle + 90; \r
- } else if ((x<=cx) && (y>=cy)) {\r
- angle = angle + (90-(angle-90) * 2); \r
- }\r
- return(angle-180);\r
-}\r
-\r
-/* if random chance then create a new falling block */\r
-static void generateNewBlock(ModeInfo *mi) {\r
- NODE *llCurrent, *llTail;\r
- GLfloat startOffx, startOffy;\r
- int endOffx, endOffy;\r
- topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
- if ( ((random() % spawn) == 1) && (tb->highestFalling<getHeight((tb->plusheight-blockHeight)+tb->highest)) ) { \r
- startOffx=0;\r
- endOffx=0;\r
- startOffy=0;\r
- endOffy=0;\r
- tb->numFallingBlocks++;\r
- llTail = tb->blockNodeRoot; \r
- if (llTail == NULL) {\r
- if ((llCurrent = ((NODE*) malloc(sizeof(NODE)))) == NULL) { fprintf(stderr, "%s: out of memory.\n", progname); }\r
- llTail = llCurrent;\r
- tb->blockNodeRoot = llCurrent; \r
- } else {\r
- if (tb->numFallingBlocks>=maxFalling) {\r
- /* recycle */\r
- llCurrent=llTail->next;\r
- tb->blockNodeRoot=llCurrent->next;\r
- } else {\r
- if ((llCurrent = ((NODE*) malloc(sizeof(NODE)))) == NULL) { fprintf(stderr, "%s: out of memory..\n", progname); }\r
- }\r
- while (llTail->next != NULL) { llTail = llTail->next; } /* find last item in list */\r
- }\r
- llCurrent->falling=1;\r
- llCurrent->rotation=getOrientation(random() % 4); \r
- if (llCurrent->rotation==getOrientation(0)) {\r
- startOffx=1.0;\r
- endOffx=0;\r
- startOffy=3.0;\r
- endOffy=-1;\r
- } else if (llCurrent->rotation==getOrientation(1)) {\r
- startOffx=1.0;\r
- endOffx=-1;\r
- startOffy=1.0;\r
- endOffy=0; \r
- } else if (llCurrent->rotation==getOrientation(2)) {\r
- startOffx=1.0;\r
- endOffx=0;\r
- startOffy=3.0;\r
- endOffy=-1; \r
- } else if (llCurrent->rotation==getOrientation(3)) { \r
- startOffx=5.0;\r
- endOffx=-1;\r
- startOffy=1.0;\r
- endOffy=0; \r
- }\r
-\r
- llCurrent->x=(startOffx-(tb->carpetLength/2)) + getLocation(random() % ((tb->carpetLength/2)+endOffx) );\r
- llCurrent->y=(startOffy-(tb->carpetLength/2)) + getLocation(random() % ((tb->carpetLength/2)+endOffy) );\r
- llCurrent->color=(random() % maxColors);\r
- llCurrent->height=getHeight(tb->plusheight+tb->highest); \r
- if (tb->numFallingBlocks>=maxFalling) {\r
- tb->numFallingBlocks--;\r
- tb->numFallingBlocks--;\r
- } \r
- llTail->next = llCurrent;\r
- llTail = llCurrent;\r
- llTail->next = NULL;\r
-\r
- }\r
-}\r
-\r
-/* called at init this creates the 'carpet' display list item */\r
-static void buildCarpet(ModeInfo *mi) {\r
- int i,c,x,y;\r
- GLfloat color[4];\r
- int wire = MI_IS_WIREFRAME(mi);\r
- topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
- GLUquadricObj *quadratic;\r
- color[0] = 0.0f; \r
- color[1] = 1.0f; \r
- color[2] = 0.0f; \r
- color[3] = 1.0f; \r
- tb->carpet=glGenLists(1); /* only one */\r
- glNewList(tb->carpet,GL_COMPILE);\r
- glPushMatrix(); /* save state */\r
- x=tb->carpetWidth;\r
- y=tb->carpetLength;\r
- if (wire) { glColor3fv(color); }\r
- else { glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color); }\r
- /* draw carpet plane */\r
- glBegin( wire ? GL_LINE_LOOP : GL_QUADS );\r
- /* draw top */\r
- glNormal3f( 0, 0, -1 );\r
- glVertex3f(0.0,0.0,0.0);\r
- glVertex3f(x,0.0,0.0);\r
- glVertex3f(x,y,0.0);\r
- glVertex3f(0.0,y,0.0);\r
- if (wire) { glEnd(); } \r
- else {\r
- /* add edge pieces */\r
- /* side 1 */\r
- glNormal3f( 0, -1, 0 );\r
- glVertex3f(0.0,0.0,0.0);\r
- glVertex3f(x,0.0,0.0);\r
- glVertex3f(x,0,singleThick);\r
- glVertex3f(0.0,0,singleThick);\r
- /* side 2 */\r
- glNormal3f( -1, 0, 0 );\r
- glVertex3f(0.0,0.0,0.0);\r
- glVertex3f(0,y,0.0);\r
- glVertex3f(0,y,singleThick);\r
- glVertex3f(0.0,0,singleThick);\r
- /* side 3 */\r
- glNormal3f( 1, 0, 0 );\r
- glVertex3f(x,0.0,0.0);\r
- glVertex3f(x,y,0.0);\r
- glVertex3f(x,y,singleThick);\r
- glVertex3f(x,0,singleThick);\r
- /* side 4 */\r
- glNormal3f( 0, 1, 0 );\r
- glVertex3f(0,y,0.0);\r
- glVertex3f(x,y,0.0);\r
- glVertex3f(x,y,singleThick);\r
- glVertex3f(0,y,singleThick);\r
- }\r
- glEnd();\r
- /* nipples */\r
- if (drawNipples) {\r
- quadratic=gluNewQuadric(); /* Create A Pointer To The Quadric Object */\r
- gluQuadricNormals(quadratic, GLU_SMOOTH); /* Create Smooth Normals */\r
- gluQuadricTexture(quadratic, GL_TRUE); /* Create Texture Coords */\r
- glTranslatef(0.5f,0.5f,-.25); /* move to the cylinder center */\r
- for (c=0;c<x;c++) {\r
- glPushMatrix(); /* save state */\r
- for (i=0;i<y;i++) {\r
- gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */\r
- glRotatef(180, 0.0f, 1.0f, 0.0f); /* they are upside down */\r
- gluDisk(quadratic, 0.0f, cylSize, resolution, resolution ); /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular */\r
- glRotatef(180, 0.0f, 1.0f, 0.0f); /* recover */\r
- glTranslatef(0.0f,1.0f,0.0f); /* move to the next cylinder center (backward) */\r
- }\r
- glPopMatrix(); /* save state */\r
- glTranslatef(1.0f,0.0f,0.0f); /* reset */\r
- }\r
- }\r
- glPopMatrix(); /* restore state */\r
- glEndList(); \r
-}\r
-\r
-/* using the verticies arrays builds the plane, now with normals */\r
-static void polygonPlane(int wire, int a, int b, int c , int d, int i)\r
-{\r
- GLfloat topBlockNormals[5][3] = { {0,0,-1}, {0,1,0}, {1,0,0}, {0,0,1}, {0,-1,0} };\r
- 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} };\r
- glBegin( wire ? GL_LINE_LOOP : GL_POLYGON);\r
- glNormal3fv(topBlockNormals[i] );\r
- glVertex3fv(topBlockVertices[a]);\r
- glVertex3fv(topBlockVertices[b]);\r
- glVertex3fv(topBlockVertices[c]);\r
- glVertex3fv(topBlockVertices[d]);\r
- glEnd();\r
-}\r
-\r
-/* called at init this creates the 'block' display list item */\r
-/* the spheres came about originaly as quick way to test the directional lighting/normals */\r
-static void buildBlock(ModeInfo *mi) {\r
- int i,c;\r
- int wire = MI_IS_WIREFRAME(mi);\r
- topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
- GLUquadricObj *quadratic;\r
- tb->block=glGenLists(1); /* only one */\r
- glNewList(tb->block,GL_COMPILE);\r
- glPushMatrix(); /* save state */\r
- glRotatef(90, 0.0f, 1.0f, 0.0f);\r
- /* base */\r
- polygonPlane(wire, 0,3,2,1,0);\r
- polygonPlane(wire, 2,3,7,6,1);\r
- polygonPlane(wire, 1,2,6,5,2); \r
- polygonPlane(wire, 4,5,6,7,3); \r
- polygonPlane(wire, 0,1,5,4,4);\r
- if (drawNipples) {\r
- /* nipples */\r
- /* draw 8 cylinders each with a disk cap */\r
- quadratic=gluNewQuadric(); /* Create A Pointer To The Quadric Object */\r
- gluQuadricNormals(quadratic, GLU_SMOOTH); /* Create Smooth Normals */\r
- glRotatef(90, 0.0f, 1.0f, 0.0f); /* 'aim' the pointer ready for the cylinder */\r
- glTranslatef(0.5f,0.5f,0.99f); /* move to the cylinder center */\r
- for (c=0;c<2;c++) {\r
- for (i=0;i<4;i++) {\r
- gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */\r
- glTranslatef(0.0f,0.0f,0.25f); /* move to the cylinder cap */\r
- gluDisk(quadratic, 0.0f, cylSize, resolution, resolution ); /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular */\r
- glTranslatef(0.0f,0.0f,-0.25f); /* move back from the cylinder cap */\r
- if (c==0) { \r
- glTranslatef(0.0f,-1.0f,0.0f); /* move to the next cylinder center (forward) */\r
- } else {\r
- glTranslatef(0.0f,1.0f,0.0f); /* move to the next cylinder center (backward) */\r
- }\r
- }\r
- glTranslatef(-1.0f,1.0f,0.0f); /* move to the cylinder center */\r
- }\r
- /* udders */\r
- /* 3 cylinders on the underside */\r
- glTranslatef(1.5f,-2.5f,-1.5f); /* move to the center, under the top of the brick */\r
- for (c=0;c<3;c++) {\r
- gluCylinder(quadratic, uddSize, uddSize, 1.5f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */\r
- glTranslatef(0.0f,-1.0f,0.0f); /* move to the center */ \r
- }\r
- }\r
- glPopMatrix(); /* restore state */\r
- glEndList(); \r
-}\r
-\r
-/* \r
- rip off of the builBlock() function creating the GL compilied pointer "block" but only creates two spheres.\r
- spheres are created with unit_sphere from spheres.h to allow wire frame \r
-*/\r
-static void buildBlobBlock(ModeInfo *mi) {\r
- int wire = MI_IS_WIREFRAME(mi);\r
- topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
- tb->block=glGenLists(1); /* only one */\r
- glNewList(tb->block,GL_COMPILE);\r
- glPushMatrix();\r
- glScalef(1.4,1.4,1.4);\r
- unit_sphere (resolution/2,resolution, wire);\r
- glPopMatrix();\r
- glTranslatef(0.0f,-2.0f,0.0f);\r
- glScalef(1.4,1.4,1.4);\r
- unit_sphere (resolution/2,resolution, wire);\r
- glEndList(); \r
-}\r
-\r
-\r
-/* handle input events or not if daemon running the show */\r
-ENTRYPOINT Bool \r
-topBlock_handle_event (ModeInfo *mi, XEvent *event) {\r
- topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
- if (event->xany.type == KeyPress) {\r
- KeySym keysym;\r
- char c = 0;\r
- XLookupString (&event->xkey, &c, 1, &keysym, 0);\r
- if (c == 'a') {\r
- tb->eyeX=tb->eyeX+1;\r
- return True;\r
- } else if (c == 'z') {\r
- tb->eyeX=tb->eyeX-1;\r
- return True;\r
- } else if (c == 's') {\r
- tb->eyeY=tb->eyeY+1;\r
- return True;\r
- } else if (c == 'x') {\r
- tb->eyeY=tb->eyeY-1;\r
- return True;\r
- } else if (c == 'd') {\r
- tb->eyeZ=tb->eyeZ+1;\r
- return True;\r
- } else if (c == 'c') {\r
- tb->eyeZ=tb->eyeZ-1;\r
- return True;\r
- } else if (c == 'f') {\r
- camX=camX+1;\r
- return True;\r
- } else if (c == 'v') {\r
- camX=camX-1;\r
- return True;\r
- } else if (c == 'g') {\r
- camY=camY+1;\r
- return True;\r
- } else if (c == 'b') {\r
- camY=camY-1;\r
- return True;\r
- } else if (c == 'h') {\r
- camZ=camZ+1;\r
- return True;\r
- } else if (c == 'n') {\r
- camZ=camZ-1;\r
- return True;\r
- } else if (c == 'r') {\r
- tb->rotation += 1;\r
- return True;\r
- }\r
- }\r
- return False;\r
-}\r
-\r
-/* this is tha main change for v5 compatability and acompanying ENTRYPOINTS */\r
-XSCREENSAVER_MODULE_2 ("topBlock", topblock, topBlock)\r
-\r
-#endif /* USE_GL */\r
+/* topblock, Copyright (c) 2006 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 refresh_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 "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+#ifdef HAVE_COCOA
+# include <OpenGL/glu.h>
+#else
+# include <GL/glu.h>
+#endif
+
+typedef struct
+{
+ GLXContext *glx_context;
+ trackball_state *trackball;
+ 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;
+ NODE *blockNodeRoot;
+ NODE *blockNodeFollow;
+ GLfloat rotation;
+} topBlockSTATE;
+
+/* parameter vars */
+Bool override;
+Bool rotate;
+Bool follow;
+Bool drawCarpet;
+Bool drawBlob;
+Bool drawNipples;
+GLfloat rotateSpeed;
+GLfloat camX;
+GLfloat camY;
+GLfloat camZ;
+GLfloat dropSpeed;
+int maxFalling;
+int maxColors;
+int size;
+int spawn;
+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_drawCarpet "True"
+#define DEF_drawBlob "False"
+#define DEF_drawNipples "True"
+#define DEF_rotateSpeed "10"
+#define DEF_maxFalling "500"
+#define DEF_maxColors "7"
+#define DEF_size "2"
+#define DEF_spawn "50"
+#define DEF_resolution "4"
+#define DEF_camX "1"
+#define DEF_camY "20"
+#define DEF_camZ "25"
+#define DEF_dropSpeed "4"
+
+static argtype vars[] = {
+ {&override, "override", "Override", DEF_override, t_Bool},
+ {&rotate, "rotate", "Rotate", DEF_rotate, t_Bool},
+ {&drawCarpet, "carpet", "Carpet", DEF_drawCarpet, t_Bool},
+ {&drawNipples, "nipples", "Nipples", DEF_drawNipples, t_Bool},
+ {&drawBlob, "blob", "Blob", DEF_drawBlob, t_Bool},
+ {&rotateSpeed, "rotateSpeed", "RotateSpeed", DEF_rotateSpeed, t_Float},
+ {&follow, "follow", "Follow", DEF_follow, t_Bool},
+ {&camX, "camX", "camX", DEF_camX, t_Float},
+ {&camY, "camY", "camY", DEF_camY, t_Float},
+ {&camZ, "camZ", "camZ", DEF_camZ, t_Float},
+ {&size, "size", "size", DEF_size, t_Int},
+ {&spawn, "spawn", "spawn", DEF_spawn, t_Int},
+ {&maxFalling, "maxFalling", "maxFalling", DEF_maxFalling, t_Int},
+ {&resolution, "resolution", "resolution", DEF_resolution, t_Int},
+ {&maxColors, "maxColors", "maxColors", DEF_maxColors, t_Int},
+ {&dropSpeed, "dropSpeed", "DropSpeed", DEF_dropSpeed, t_Float},
+};
+
+static topBlockSTATE *tbs = NULL;
+
+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;
+ glViewport (0, 0, (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
+ release_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);
+
+ if (!tbs) {
+ tbs = (topBlockSTATE *)
+ calloc (MI_NUM_SCREENS(mi), sizeof (topBlockSTATE));
+ if (!tbs) {
+ fprintf(stderr, "%s: out of memory\n", progname);
+ exit(1);
+ }
+ }
+
+ 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;
+
+ maxFalling*=size;
+
+ if (spawn<4) { spawn=4; }
+ if (spawn>1000) { spawn=1000; }
+
+ if (rotateSpeed<1) {rotateSpeed=1; }
+ if (rotateSpeed>1000) {rotateSpeed=1000;}
+ rotateSpeed /= 100;
+
+ if (resolution<4) {resolution=4;}
+ if (resolution>20) {resolution=20;}
+ resolution*=2;
+
+ if (maxColors<1) {maxColors=1;}
+ if (maxColors>8) {maxColors=8;}
+
+ if (dropSpeed<1) {dropSpeed=1;}
+ if (dropSpeed>9) {dropSpeed=9;} /* 10+ produces blocks that can pass through each other */
+
+ dropSpeed = 80/dropSpeed;
+ dropSpeed = (blockHeight/dropSpeed);
+
+ tb->glx_context = init_GL(mi);
+
+ reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ if (0==1) {
+ glClearColor(1.0f, 1.0f, 1.0f, 0.5f);
+ } else {
+ glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
+ }
+ 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 ();
+}
+
+/* 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));
+
+ generateNewBlock(mi);
+
+ if (rotate && (!tb->button_down_p)) { tb->rotation += 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 ! */
+ 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);
+ }
+ glRotatef(-90, 1.0, 0.0, 0.0);
+ gltrackball_rotate (tb->trackball);
+ glRotatef(90, 1.0, 0.0, 0.0);
+
+ /* rotate the world */
+ glRotatef(tb->rotation, 0.0, 0.0, 1.0);
+
+ llCurrent = tb->blockNodeRoot;
+ if (drawCarpet) {
+ /* center carpet */
+ glTranslatef(0.0-(tb->carpetWidth/2),0.0-(tb->carpetLength/2),0.0);
+ glCallList(tb->carpet);
+ 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-=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);
+ glPopMatrix(); /* restore state */
+ }
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ if (tb->highest>(5*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) {
+ if ((llCurrent = ((NODE*) malloc(sizeof(NODE)))) == NULL) { fprintf(stderr, "%s: out of memory.\n", progname); }
+ llTail = llCurrent;
+ tb->blockNodeRoot = llCurrent;
+ } else {
+ if (tb->numFallingBlocks>=maxFalling) {
+ /* recycle */
+ llCurrent=llTail->next;
+ tb->blockNodeRoot=llCurrent->next;
+ } else {
+ if ((llCurrent = ((NODE*) malloc(sizeof(NODE)))) == NULL) { fprintf(stderr, "%s: out of memory..\n", progname); }
+ }
+ 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>=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)];
+ GLUquadricObj *quadratic;
+ 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);
+ 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);
+ if (wire) { glEnd(); }
+ else {
+ /* 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);
+ /* 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);
+ /* 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);
+ /* side 4 */
+ glNormal3f( 0, 1, 0 );
+ glVertex3f(0,y,0.0);
+ glVertex3f(x,y,0.0);
+ glVertex3f(x,y,singleThick);
+ glVertex3f(0,y,singleThick);
+ }
+ glEnd();
+ /* nipples */
+ if (drawNipples) {
+ quadratic=gluNewQuadric(); /* Create A Pointer To The Quadric Object */
+ gluQuadricNormals(quadratic, GLU_SMOOTH); /* Create Smooth Normals */
+ gluQuadricTexture(quadratic, GL_TRUE); /* Create Texture Coords */
+ 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++) {
+ gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
+ glRotatef(180, 0.0f, 1.0f, 0.0f); /* they are upside down */
+ gluDisk(quadratic, 0.0f, cylSize, resolution, resolution ); /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular */
+ 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)];
+ GLUquadricObj *quadratic;
+ tb->block=glGenLists(1); /* only one */
+ glNewList(tb->block,GL_COMPILE);
+ glPushMatrix(); /* save state */
+ glRotatef(90, 0.0f, 1.0f, 0.0f);
+ /* base */
+ polygonPlane(wire, 0,3,2,1,0);
+ polygonPlane(wire, 2,3,7,6,1);
+ polygonPlane(wire, 1,2,6,5,2);
+ polygonPlane(wire, 4,5,6,7,3);
+ polygonPlane(wire, 0,1,5,4,4);
+ if (drawNipples) {
+ /* nipples */
+ /* draw 8 cylinders each with a disk cap */
+ quadratic=gluNewQuadric(); /* Create A Pointer To The Quadric Object */
+ gluQuadricNormals(quadratic, GLU_SMOOTH); /* Create Smooth Normals */
+ 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++) {
+ gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
+ glTranslatef(0.0f,0.0f,0.25f); /* move to the cylinder cap */
+ gluDisk(quadratic, 0.0f, cylSize, resolution, resolution ); /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular */
+ 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 */
+ for (c=0;c<3;c++) {
+ gluCylinder(quadratic, uddSize, uddSize, 1.5f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
+ 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 (resolution/2,resolution, wire);
+ glPopMatrix();
+ glTranslatef(0.0f,-2.0f,0.0f);
+ glScalef(1.4,1.4,1.4);
+ unit_sphere (resolution/2,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 (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;
+ }
+ }
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ tb->button_down_p = True;
+ gltrackball_start (tb->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1)
+ {
+ tb->button_down_p = False;
+ return True;
+ }
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5))
+ {
+ gltrackball_mousewheel (tb->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ tb->button_down_p)
+ {
+ gltrackball_track (tb->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+ return False;
+}
+
+/* this is tha main change for v5 compatability and acompanying ENTRYPOINTS */
+XSCREENSAVER_MODULE_2 ("topBlock", topblock, topBlock)
+
+#endif /* USE_GL */