*/
#ifdef STANDALONE
-# define DEFAULTS "*delay: 20000 \n" \
+# define DEFAULTS "*delay: 15000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n"
# define refresh_boxed 0
+# define release_boxed 0
# define boxed_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
#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"
#ifdef USE_MODULES
ModStruct boxed_description = {
- "boxed", "init_boxed", "draw_boxed", "release_boxed",
+ "boxed", "init_boxed", "draw_boxed", NULL,
"draw_boxed", "init_boxed", NULL, &boxed_opts,
1000, 1, 2, 1, 4, 1.0, "",
"Shows GL's boxed balls", 0, NULL};
#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);
if (!gp->gllists[GLL_BALL]) {
glNewList(gp->listobjects + GLL_BALL,GL_COMPILE);
+ glBegin(wire ? GL_LINES : GL_TRIANGLES);
cnt = SPHERE_INDICES/3;
for (i=0; i<cnt; i++) {
pos = i * 3;
- glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLES);
glNormal3f(spherev[spherei[pos+0]].x,spherev[spherei[pos+0]].y,spherev[spherei[pos+0]].z);
glVertex3f(spherev[spherei[pos+0]].x,spherev[spherei[pos+0]].y,spherev[spherei[pos+0]].z);
glNormal3f(spherev[spherei[pos+1]].x,spherev[spherei[pos+1]].y,spherev[spherei[pos+1]].z);
gp->list_polys[GLL_BALL]++;
glVertex3f(spherev[spherei[pos+1]].x,spherev[spherei[pos+1]].y,spherev[spherei[pos+1]].z);
+ if (wire)
+ glVertex3f(spherev[spherei[pos+1]].x,spherev[spherei[pos+1]].y,spherev[spherei[pos+1]].z);
glNormal3f(spherev[spherei[pos+2]].x,spherev[spherei[pos+2]].y,spherev[spherei[pos+2]].z);
glVertex3f(spherev[spherei[pos+2]].x,spherev[spherei[pos+2]].y,spherev[spherei[pos+2]].z);
gp->list_polys[GLL_BALL]++;
- glEnd();
}
+ glEnd();
glEndList();
gp->gllists[GLL_BALL] = 1;
} else {
return polys;
}
+
+/*
+ * Draw a single triangle
+ */
+static void drawtri(triman *t, int wire, int i)
+{
+ const vectorf *spherev = t->vertices + i*3;
+ const vectorf *loc = &t->tris[i].loc;
+
+ glNormal3f(t->normals[i].x,t->normals[i].y,t->normals[i].z);
+ glVertex3f(spherev[0].x+loc->x,spherev[0].y+loc->y,spherev[0].z+loc->z);
+ glVertex3f(spherev[1].x+loc->x,spherev[1].y+loc->y,spherev[1].z+loc->z);
+ if (wire)
+ glVertex3f(spherev[1].x+loc->x,spherev[1].y+loc->y,spherev[1].z+loc->z);
+ glVertex3f(spherev[2].x+loc->x,spherev[2].y+loc->y,spherev[2].z+loc->z);
+ if (wire) {
+ glVertex3f(spherev[2].x+loc->x,spherev[2].y+loc->y,spherev[2].z+loc->z);
+ glVertex3f(spherev[0].x+loc->x,spherev[0].y+loc->y,spherev[0].z+loc->z);
+ }
+}
+
/*
* Draw all triangles in triman
static int drawtriman(triman *t, int wire)
{
int polys = 0;
- int i,pos;
- vectorf *spherev = t->vertices;
+ int i;
GLfloat col[3];
glPushMatrix();
col[1] *= 0.3;
col[2] *= 0.3;
glMaterialfv(GL_FRONT, GL_EMISSION,col);
+ glBegin(wire ? GL_LINES : GL_TRIANGLES);
for (i=0; i<t->num_tri; i++) {
- if (t->tris[i].gone == TRUE) { continue; }
- 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);
+ 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);
+
+ drawtri(t, wire, i);
+ polys++;
+
+ 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;
+ }
+
+ drawtri(t, wire, i);
polys++;
- glEnd();
- glPopMatrix();
- }
- glPopMatrix();
+ }
+ glEnd();
+ glPopMatrix();
return polys;
}
{
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;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
- glRotatef(current_device_rotation(), 0, 0, 1);
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ glRotatef(o, 0, 0, 1);
+ }
+# endif
gp->tic += 0.01f;
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);
+static void free_boxed(ModeInfo * mi);
+
ENTRYPOINT void
init_boxed(ModeInfo * mi)
{
/* Boolean rgba, doublebuffer, cmap_installed; */
boxedstruct *gp;
- if (boxed == NULL) {
- if ((boxed = (boxedstruct *) calloc(MI_NUM_SCREENS(mi),sizeof (boxedstruct))) == NULL) return;
- }
+ MI_INIT(mi, boxed, free_boxed);
gp = &boxed[screen];
gp->window = MI_WINDOW(mi);
}
ENTRYPOINT void
-release_boxed(ModeInfo * mi)
+free_boxed(ModeInfo * mi)
{
+ boxedstruct *gp = &boxed[MI_SCREEN(mi)];
int i;
+
+ if (gp->glx_context) {
+ /* Display lists MUST be freed while their glXContext is current. */
+ glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
- if (boxed != NULL) {
- int screen;
-
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- boxedstruct *gp = &boxed[screen];
-
- if (gp->glx_context) {
- /* Display lists MUST be freed while their glXContext is current. */
- glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
-
- if (glIsList(gp->listobjects))
- glDeleteLists(gp->listobjects, 3);
-
- for (i=0;i<gp->bman.num_balls;i++) {
- if (gp->bman.balls[i].bounced) freetris(&gp->tman[i]);
- }
- free (gp->bman.balls);
- free (gp->tman);
- free (gp->tex1);
-
-
- }
+ if (glIsList(gp->listobjects))
+ glDeleteLists(gp->listobjects, 3);
+
+ for (i=0;i<gp->bman.num_balls;i++) {
+ if (gp->bman.balls[i].bounced) freetris(&gp->tman[i]);
}
- (void) free((void *) boxed);
- boxed = NULL;
+ free (gp->bman.balls);
+ free (gp->tman);
+ free (gp->tex1);
+
+
}
- FreeAllGL(mi);
}