ftp://ftp.sunet.se/pub/vendor/sco/skunkware/osr5/x11/savers/xscreensaver/xscreensaver...
[xscreensaver] / hacks / glx / b_draw.c
diff --git a/hacks/glx/b_draw.c b/hacks/glx/b_draw.c
deleted file mode 100644 (file)
index 18c89d9..0000000
+++ /dev/null
@@ -1,260 +0,0 @@
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)b_draw.c  4.11 98/06/16 xlockmore";
-
-#endif
-
-/*-
- * BUBBLE3D (C) 1998 Richard W.M. Jones.
- * b_draw.c: This code creates new bubbles, manages them and controls
- * them as they are drawn on the screen.
- */
-
-#include "bubble3d.h"
-
-typedef struct draw_context {
-       /* The list of bubbles currently on the screen. */
-       void      **bubble_list;
-       int         nr_bubbles;
-
-       /* When was the last time we created a new bubble? */
-       int         bubble_count;
-} draw_context;
-
-void       *
-glb_draw_init(void)
-{
-       draw_context *c;
-
-       GLfloat     mat_specular[] =
-       {1, 1, 1, 1};
-       GLfloat     mat_emission[] =
-       {0, 0, 0, 1};
-       GLfloat     mat_shininess[] =
-       {100};
-       GLfloat     ambient[] =
-       {0.5, 0.5, 0.5, 1.0};
-       GLfloat     light_position[][4] =
-       {
-               {0, -1, 0, 0},
-               {1, 1, 0, 0},
-               {-1, 0, 1, 0}};
-       GLfloat     light_diffuse[][4] =
-       {
-               {1, 1, 1, 1},
-               {1, 1, 1, 1},
-               {1, 1, 1, 1}};
-       GLfloat     light_specular[][4] =
-       {
-               {1, 1, 1, 1},
-               {1, 1, 1, 1},
-               {1, 1, 1, 1}};
-
-       /* Initialize the context. */
-       c = (struct draw_context *) malloc(sizeof (struct draw_context));
-
-       if (c == 0)
-               return 0;
-       c->bubble_list = 0;
-       c->nr_bubbles = 0;
-       c->bubble_count = glb_config.create_bubbles_every;
-
-       /* Do some GL initialization. */
-       glClearColor(glb_config.bg_colour[0],
-                    glb_config.bg_colour[1],
-                    glb_config.bg_colour[2],
-                    glb_config.bg_colour[3]);
-#if 0
-       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, glb_config.bubble_colour);
-#else
-       {
-               /* 
-                * E. Lassauge - 98/06/29
-                * Yeahh, cool ! Now that I know how to have random colors I 
-                * patch this pretty beautiful mode too !!
-                */
-               GLfloat     fred, fgreen, fblue;
-               GLfloat     params[4];
-
-               fred = ((float) (NRAND(100)) / 100.0);
-               fgreen = ((float) (NRAND(100)) / 100.0);
-               /* I keep more blue */
-               fblue = ((float) (NRAND(50)) / 100.0) + 0.50;
-
-               params[0] = fred;
-               params[1] = fgreen;
-               params[2] = fblue;
-               /* For the moment don't play with ALPHA channel */
-               params[3] = glb_config.bubble_colour[3];
-               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, params);
-       }
-#endif
-       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
-       glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission);
-       glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
-
-#if GLB_USE_BLENDING
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#endif
-
-       glEnable(GL_LIGHTING);
-       glEnable(GL_LIGHT0);
-       glEnable(GL_LIGHT1);
-       glEnable(GL_LIGHT2);
-#if GLB_USE_BLENDING
-       glEnable(GL_BLEND);
-#else
-       glEnable(GL_DEPTH_TEST);
-#endif
-       glEnable(GL_AUTO_NORMAL);
-       glEnable(GL_NORMALIZE);
-
-#if GLB_USE_BLENDING
-       glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
-#endif
-       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
-       glLightfv(GL_LIGHT0, GL_POSITION, light_position[0]);
-       glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse[0]);
-       glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular[0]);
-       glLightfv(GL_LIGHT1, GL_POSITION, light_position[1]);
-       glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse[1]);
-       glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular[1]);
-       glLightfv(GL_LIGHT2, GL_POSITION, light_position[2]);
-       glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse[2]);
-       glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular[2]);
-
-       return c;
-}
-
-static void
-delete_bubble(draw_context * c, int j)
-{
-       int         i;
-
-       glb_bubble_delete(c->bubble_list[j]);
-
-       for (i = j; i < c->nr_bubbles - 1; ++i)
-               c->bubble_list[i] = c->bubble_list[i + 1];
-
-       c->nr_bubbles--;
-}
-
-void
-glb_draw_end(void *cc)
-{
-       draw_context *c = (draw_context *) cc;
-       int         i;
-
-       for (i = 0; i < c->nr_bubbles; ++i) {
-               delete_bubble(c, i);
-               i--;
-       }
-       (void) free((void *) c->bubble_list);
-       (void) free((void *) c);
-}
-
-static int
-create_new_bubbles(draw_context * c)
-{
-       int         n, i;
-       double      r = glb_drand();
-       GLfloat     size, speed, scale_incr, x, y, z;
-       void       *b[4];
-       void      **old_bubble_list;
-
-       /* How many bubbles to make? */
-       if (r < glb_config.p_bubble_group[0])
-               n = 1;
-       else if (r < glb_config.p_bubble_group[1])
-               n = 2;
-       else if (r < glb_config.p_bubble_group[2])
-               n = 3;
-       else
-               n = 4;
-
-       /* Initial position of top-most bubble in group. */
-       x = glb_drand() * 4 - 2;
-       y = glb_config.screen_bottom;
-       z = glb_drand() * 2 - 2;
-
-       /* What size? */
-       size = glb_config.min_size
-               + glb_drand() * (glb_config.max_size - glb_config.min_size);
-
-       /* What speed? */
-       speed = glb_config.min_speed
-               + glb_drand() * (glb_config.max_speed - glb_config.min_speed);
-
-       /* Work out the scaling increment. Bubbles should increase by scale_factor
-        * as they go from bottom to top of screen.
-        */
-       scale_incr = (size * glb_config.scale_factor - size)
-               / ((glb_config.screen_top - glb_config.screen_bottom) / speed);
-
-       /* Create the bubble(s). */
-       for (i = 0; i < n; ++i) {
-               if ((b[i] = glb_bubble_new(x, y, z, size, speed, scale_incr)) == 0) {
-                       /* Out of memory - recover. */
-                       i--;
-                       while (i >= 0)
-                               glb_bubble_delete(b[i]);
-                       return 0;
-               }
-               /* Create the next bubble below the last bubble. */
-               y -= size * 3;
-       }
-
-       /* Add the bubbles to the list. */
-       c->nr_bubbles += n;
-       old_bubble_list = c->bubble_list;
-       if (c->bubble_list == 0) {
-               c->bubble_list = (void **) malloc(c->nr_bubbles * sizeof (void *));
-       } else {
-               c->bubble_list = (void **) realloc(c->bubble_list,
-                                           c->nr_bubbles * sizeof (void *));
-       }
-
-       if (c->bubble_list == 0) {
-               /* Out of memory - recover. */
-               for (i = 0; i < n; ++i)
-                       glb_bubble_delete(b[i]);
-               c->bubble_list = old_bubble_list;
-               c->nr_bubbles -= n;
-               return 0;
-       }
-       for (i = 0; i < n; ++i)
-               c->bubble_list[c->nr_bubbles - i - 1] = b[i];
-
-       return 1;
-}
-
-void
-glb_draw_step(void *cc)
-{
-       draw_context *c = (draw_context *) cc;
-       int         i;
-
-       /* Consider creating a new bubble or bubbles. */
-       if (c->nr_bubbles < glb_config.max_bubbles &&
-           c->bubble_count++ > glb_config.create_bubbles_every) {
-               if (create_new_bubbles(c))
-                       c->bubble_count = 0;
-       }
-       /* Clear the display. */
-       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
-       /* XXX Draw the background here ... */
-
-       /* Draw all the bubbles on the display. */
-       for (i = 0; i < c->nr_bubbles; ++i) {
-               void       *b = c->bubble_list[i];
-
-               glb_bubble_step(b);
-               glb_bubble_draw(b);
-
-               /* Has the bubble reached the top of the screen? */
-               if (glb_bubble_get_y(b) >= glb_config.screen_top) {
-                       delete_bubble(c, i);
-                       i--;
-               }
-       }
-}