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);
67 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
68 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission);
69 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
71 if (glb_config.transparent_p)
72 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
74 glEnable(GL_LIGHTING);
79 if (glb_config.transparent_p)
82 glEnable(GL_DEPTH_TEST);
84 glEnable(GL_AUTO_NORMAL);
85 glEnable(GL_NORMALIZE);
87 if (glb_config.transparent_p)
88 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
90 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
91 glLightfv(GL_LIGHT0, GL_POSITION, light_position[0]);
92 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse[0]);
93 glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular[0]);
94 glLightfv(GL_LIGHT1, GL_POSITION, light_position[1]);
95 glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse[1]);
96 glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular[1]);
97 glLightfv(GL_LIGHT2, GL_POSITION, light_position[2]);
98 glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse[2]);
99 glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular[2]);
105 delete_bubble(draw_context * c, int j)
109 glb_bubble_delete(c->bubble_list[j]);
111 for (i = j; i < c->nr_bubbles - 1; ++i)
112 c->bubble_list[i] = c->bubble_list[i + 1];
118 glb_draw_end(void *cc)
120 draw_context *c = (draw_context *) cc;
123 for (i = 0; i < c->nr_bubbles; ++i) {
127 (void) free((void *) c->bubble_list);
128 (void) free((void *) c);
132 create_new_bubbles(draw_context * c)
135 double r = glb_drand();
136 GLfloat size, speed, scale_incr, x, y, z;
138 void **old_bubble_list;
140 /* How many bubbles to make? */
141 if (r < glb_config.p_bubble_group[0])
143 else if (r < glb_config.p_bubble_group[1])
145 else if (r < glb_config.p_bubble_group[2])
150 /* Initial position of top-most bubble in group. */
151 x = glb_drand() * 4 - 2;
152 y = glb_config.screen_bottom;
153 z = glb_drand() * 2 - 2;
156 size = glb_config.min_size
157 + glb_drand() * (glb_config.max_size - glb_config.min_size);
160 speed = glb_config.min_speed
161 + glb_drand() * (glb_config.max_speed - glb_config.min_speed);
163 /* Work out the scaling increment. Bubbles should increase by scale_factor
164 * as they go from bottom to top of screen.
166 scale_incr = (size * glb_config.scale_factor - size)
167 / ((glb_config.screen_top - glb_config.screen_bottom) / speed);
169 /* Create the bubble(s). */
170 for (i = 0; i < n; ++i) {
171 if ((b[i] = glb_bubble_new(x, y, z, size, speed, scale_incr)) == 0) {
172 /* Out of memory - recover. */
175 glb_bubble_delete(b[i]);
178 /* Create the next bubble below the last bubble. */
182 /* Add the bubbles to the list. */
184 old_bubble_list = c->bubble_list;
185 if (c->bubble_list == 0) {
186 c->bubble_list = (void **) malloc(c->nr_bubbles * sizeof (void *));
188 c->bubble_list = (void **) realloc(c->bubble_list,
189 c->nr_bubbles * sizeof (void *));
192 if (c->bubble_list == 0) {
193 /* Out of memory - recover. */
194 for (i = 0; i < n; ++i)
195 glb_bubble_delete(b[i]);
196 c->bubble_list = old_bubble_list;
200 for (i = 0; i < n; ++i)
201 c->bubble_list[c->nr_bubbles - i - 1] = b[i];
207 glb_draw_step(void *cc)
209 draw_context *c = (draw_context *) cc;
212 /* Consider creating a new bubble or bubbles. */
213 if (c->nr_bubbles < glb_config.max_bubbles &&
214 c->bubble_count++ > glb_config.create_bubbles_every) {
215 if (create_new_bubbles(c))
218 /* Clear the display. */
219 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
221 /* XXX Draw the background here ... */
223 /* Draw all the bubbles on the display. */
224 for (i = 0; i < c->nr_bubbles; ++i) {
225 void *b = c->bubble_list[i];
230 /* Has the bubble reached the top of the screen? */
231 if (glb_bubble_get_y(b) >= glb_config.screen_top) {