2 static const char sccsid[] = "@(#)b_draw.c 4.11 98/06/16 xlockmore";
6 * BUBBLE3D (C) 1998 Richard W.M. Jones.
7 * b_draw.c: This code creates new bubbles, manages them and controls
8 * them as they are drawn on the screen.
13 typedef struct draw_context {
14 /* The list of bubbles currently on the screen. */
18 /* When was the last time we created a new bubble? */
27 GLfloat mat_specular[] =
29 GLfloat mat_emission[] =
31 GLfloat mat_shininess[] =
35 GLfloat light_position[][4] =
40 GLfloat light_diffuse[][4] =
45 GLfloat light_specular[][4] =
51 /* Initialize the context. */
52 c = (struct draw_context *) malloc(sizeof (struct draw_context));
58 c->bubble_count = glb_config.create_bubbles_every;
60 /* Do some GL initialization. */
61 glClearColor(glb_config.bg_colour[0],
62 glb_config.bg_colour[1],
63 glb_config.bg_colour[2],
64 glb_config.bg_colour[3]);
66 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, glb_config.bubble_colour);
70 * E. Lassauge - 98/06/29
71 * Yeahh, cool ! Now that I know how to have random colors I
72 * patch this pretty beautiful mode too !!
74 GLfloat fred, fgreen, fblue;
77 fred = ((float) (NRAND(100)) / 100.0);
78 fgreen = ((float) (NRAND(100)) / 100.0);
79 /* I keep more blue */
80 fblue = ((float) (NRAND(50)) / 100.0) + 0.50;
85 /* For the moment don't play with ALPHA channel */
86 params[3] = glb_config.bubble_colour[3];
87 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, params);
90 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
91 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission);
92 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
95 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
98 glEnable(GL_LIGHTING);
105 glEnable(GL_DEPTH_TEST);
107 glEnable(GL_AUTO_NORMAL);
108 glEnable(GL_NORMALIZE);
111 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
113 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
114 glLightfv(GL_LIGHT0, GL_POSITION, light_position[0]);
115 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse[0]);
116 glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular[0]);
117 glLightfv(GL_LIGHT1, GL_POSITION, light_position[1]);
118 glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse[1]);
119 glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular[1]);
120 glLightfv(GL_LIGHT2, GL_POSITION, light_position[2]);
121 glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse[2]);
122 glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular[2]);
128 delete_bubble(draw_context * c, int j)
132 glb_bubble_delete(c->bubble_list[j]);
134 for (i = j; i < c->nr_bubbles - 1; ++i)
135 c->bubble_list[i] = c->bubble_list[i + 1];
141 glb_draw_end(void *cc)
143 draw_context *c = (draw_context *) cc;
146 for (i = 0; i < c->nr_bubbles; ++i) {
150 (void) free((void *) c->bubble_list);
151 (void) free((void *) c);
155 create_new_bubbles(draw_context * c)
158 double r = glb_drand();
159 GLfloat size, speed, scale_incr, x, y, z;
161 void **old_bubble_list;
163 /* How many bubbles to make? */
164 if (r < glb_config.p_bubble_group[0])
166 else if (r < glb_config.p_bubble_group[1])
168 else if (r < glb_config.p_bubble_group[2])
173 /* Initial position of top-most bubble in group. */
174 x = glb_drand() * 4 - 2;
175 y = glb_config.screen_bottom;
176 z = glb_drand() * 2 - 2;
179 size = glb_config.min_size
180 + glb_drand() * (glb_config.max_size - glb_config.min_size);
183 speed = glb_config.min_speed
184 + glb_drand() * (glb_config.max_speed - glb_config.min_speed);
186 /* Work out the scaling increment. Bubbles should increase by scale_factor
187 * as they go from bottom to top of screen.
189 scale_incr = (size * glb_config.scale_factor - size)
190 / ((glb_config.screen_top - glb_config.screen_bottom) / speed);
192 /* Create the bubble(s). */
193 for (i = 0; i < n; ++i) {
194 if ((b[i] = glb_bubble_new(x, y, z, size, speed, scale_incr)) == 0) {
195 /* Out of memory - recover. */
198 glb_bubble_delete(b[i]);
201 /* Create the next bubble below the last bubble. */
205 /* Add the bubbles to the list. */
207 old_bubble_list = c->bubble_list;
208 if (c->bubble_list == 0) {
209 c->bubble_list = (void **) malloc(c->nr_bubbles * sizeof (void *));
211 c->bubble_list = (void **) realloc(c->bubble_list,
212 c->nr_bubbles * sizeof (void *));
215 if (c->bubble_list == 0) {
216 /* Out of memory - recover. */
217 for (i = 0; i < n; ++i)
218 glb_bubble_delete(b[i]);
219 c->bubble_list = old_bubble_list;
223 for (i = 0; i < n; ++i)
224 c->bubble_list[c->nr_bubbles - i - 1] = b[i];
230 glb_draw_step(void *cc)
232 draw_context *c = (draw_context *) cc;
235 /* Consider creating a new bubble or bubbles. */
236 if (c->nr_bubbles < glb_config.max_bubbles &&
237 c->bubble_count++ > glb_config.create_bubbles_every) {
238 if (create_new_bubbles(c))
241 /* Clear the display. */
242 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
244 /* XXX Draw the background here ... */
246 /* Draw all the bubbles on the display. */
247 for (i = 0; i < c->nr_bubbles; ++i) {
248 void *b = c->bubble_list[i];
253 /* Has the bubble reached the top of the screen? */
254 if (glb_bubble_get_y(b) >= glb_config.screen_top) {