-/* thebox --- 3D bouncing balls that explode */
+/* boxed --- 3D bouncing balls that explode */
#if 0
static const char sccsid[] = "@(#)boxed.c 0.9 01/09/26 xlockmore";
* as an OpenGL screensaver for the xscreensaver package.
* Lots of hardcoded values still in place. Also, there are some
* copy/paste leftovers from the gears hack. opts don't work.
+ *
+ * 2005: opts work. added options -balls, -ballsize, -explosion
+ *
*/
-#include <X11/Intrinsic.h>
#include "boxed.h"
/*
*/
#ifdef STANDALONE
-# define PROGCLASS "boxed"
-# define HACK_INIT init_boxed
-# define HACK_DRAW draw_boxed
-# define HACK_RESHAPE reshape_boxed
-# define boxed_opts xlockmore_opts
-
-# define DEF_SPEED "0.5"
# define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n"
+# define refresh_boxed 0
+# define boxed_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#endif /* !STANDALONE */
#ifdef USE_GL
-#include <GL/glu.h>
+
+# define DEF_SPEED "0.5"
+# define DEF_BALLS "25"
+# define DEF_BALLSIZE "2.0"
+# define DEF_EXPLOSION "15.0"
+# define DEF_DECAY "0.1"
#undef countof
#define countof(x) (int)(sizeof((x))/sizeof((*x)))
#undef rnd
#define rnd() (frand(1.0))
-GLfloat speed; /* jwz -- overall speed factor applied to all motion */
+static GLfloat speed; /* jwz -- overall speed factor applied to all motion */
+static int cfg_balls;
+static GLfloat cfg_ballsize;
+static GLfloat cfg_explosion;
+static GLfloat cfg_decay;
static XrmOptionDescRec opts[] = {
{"-speed", ".boxed.speed", XrmoptionSepArg, 0},
+ {"-balls", ".boxed.balls", XrmoptionSepArg, 0},
+ {"-ballsize", ".boxed.ballsize", XrmoptionSepArg, 0},
+ {"-explosion", ".boxed.explosion", XrmoptionSepArg, 0},
+ {"-decay", ".boxed.decay", XrmoptionSepArg, 0},
};
static argtype vars[] = {
{&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&cfg_balls, "balls", "Balls", DEF_BALLS, t_Int},
+ {&cfg_ballsize, "ballsize", "Ball Size", DEF_BALLSIZE, t_Float},
+ {&cfg_explosion, "explosion", "Explosion", DEF_EXPLOSION, t_Float},
+ {&cfg_decay, "decay", "Explosion Decay", DEF_DECAY, t_Float},
};
-ModeSpecOpt boxed_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt boxed_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
#define TRUE 1
#define FALSE 0
-/* rendering defines */
-
-
-/* box size */
-#define BOX_SIZE 20.0f
-
/* camera */
#define CAM_HEIGHT 100.0f
#define CAMDISTANCE_MIN 20.0
#define SPHERE_VERTICES (2+MESH_SIZE*MESH_SIZE*2)
#define SPHERE_INDICES ((MESH_SIZE*4 + MESH_SIZE*4*(MESH_SIZE-1))*3)
-#define EXPLOSION 10.0f
-#define MAXBALLS 50;
-#define NUMBALLS 12;
-#define BALLSIZE 3.0f;
-
/*
**-----------------------------------------------------------------------------
** Typedefs
vectorf loc;
vectorf dir;
BOOL far;
+ BOOL gone;
} tri;
typedef struct {
int lifetime;
float scalefac;
float explosion;
+ float decay;
vectorf color;
tri *tris;
GLint *indices;
int numballs;
float ballsize;
float explosion;
+ float decay;
BOOL textures;
BOOL transparent;
float camspeed;
float cam_x_speed, cam_z_speed, cam_y_speed;
boxed_config config;
float tic;
+ float camtic;
vectorf spherev[SPHERE_VERTICES];
GLint spherei[SPHERE_INDICES];
ballman bman;
* Input:
*/
-static void generatesphere(void)
+static void generatesphere(boxedstruct *gp)
{
float dj = M_PI/(MESH_SIZE+1.0f);
float di = M_PI/MESH_SIZE;
* vertices 0 and 1 are the north and south poles
*/
- spherei = boxed->spherei;
- spherev = boxed->spherev;
+ spherei = gp->spherei;
+ spherev = gp->spherev;
spherev[0].x = 0.0f; spherev[0].y =1.0f; spherev[0].z = 0.0f;
spherev[1].x = 0.0f; spherev[1].y =-1.0f; spherev[1].z = 0.0f;
* create fresh ball
*/
-void createball(ball *newball)
+static void createball(ball *newball)
{
float r=0.0f,g=0.0f,b=0.0f;
newball->loc.x = 5-10*rnd();
newball->dir.z = (0.5-rnd()) * speed;
newball->offside = 0;
newball->bounced = FALSE;
- newball->radius = BALLSIZE;
- while (r+g+b < 1.7f ) {
+ newball->radius = cfg_ballsize;
+ while (r+g+b < 1.8f ) {
newball->color.x = r=rnd();
newball->color.y = g=rnd();
newball->color.z = b=rnd();
/* Update position of each ball */
-void updateballs(ballman *bman)
+static void updateballs(ballman *bman)
{
register int b,j;
vectorf dvect,richting,relspeed,influence;
for (b=0;b<bman->num_balls;b++) {
- GLfloat gravity = 0.15f * speed;
+ GLfloat gravity = 0.30f * speed;
/* apply gravity */
bman->balls[b].dir.y -= gravity;
addvectors(&bman->balls[b].loc,&bman->balls[b].loc,&bman->balls[b].dir);
/* boundary check */
if (bman->balls[b].loc.y < bman->balls[b].radius) { /* ball onder bodem? (bodem @ y=0) */
- if ((bman->balls[b].loc.x < -100.0) ||
- (bman->balls[b].loc.x > 100.0) ||
- (bman->balls[b].loc.z < -100.0) ||
- (bman->balls[b].loc.z > 100.0)) {
+ if ((bman->balls[b].loc.x < -95.0) ||
+ (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)
createball(&bman->balls[b]);
} else {
* explode ball into triangles
*/
-void createtrisfromball(triman* tman, vectorf *spherev, GLint *spherei, int ind_num, ball *b)
+static void createtrisfromball(triman* tman, vectorf *spherev, GLint *spherei, int ind_num, ball *b)
{
int pos;
float explosion;
for (i=0; i<(tman->num_tri); i++) {
tman->tris[i].far = FALSE;
+ tman->tris[i].gone = FALSE;
pos = i * 3;
/* kopieer elke poly apart naar een tri structure */
copyvector(&tman->vertices[pos+0],&spherev[spherei[pos+0]]);
scalevector(&tman->vertices[pos+1],&tman->vertices[pos+1],scale);
scalevector(&tman->vertices[pos+2],&tman->vertices[pos+2],scale);
+ tman->vertices[pos+0].x += avgdir.x;
+ tman->vertices[pos+0].y += avgdir.y;
+ tman->vertices[pos+0].z += avgdir.z;
+ tman->vertices[pos+1].x += avgdir.x;
+ tman->vertices[pos+1].y += avgdir.y;
+ tman->vertices[pos+1].z += avgdir.z;
+ tman->vertices[pos+2].x += avgdir.x;
+ tman->vertices[pos+2].y += avgdir.y;
+ tman->vertices[pos+2].z += avgdir.z;
+
/* bereken nieuwe richting */
scalevector(&tman->tris[i].dir,&avgdir,explosion);
dvect.x = (0.1f - 0.2f*rnd());
* update position of each tri
*/
-void updatetris(triman *t)
+static void updatetris(triman *t)
{
int b;
GLfloat xd,zd;
for (b=0;b<t->num_tri;b++) {
+ /* the exploded triangles disappear over time */
+ if (rnd() < t->decay) { t->tris[b].gone = TRUE; }
/* apply gravity */
t->tris[b].dir.y -= (0.1f * speed);
/* apply movement */
/* boundary check */
if (t->tris[b].far) continue;
if (t->tris[b].loc.y < 0) { /* onder bodem ? */
- if ((t->tris[b].loc.x > -100.0f) &
- (t->tris[b].loc.x < 100.0f) &
- (t->tris[b].loc.z > -100.0f) &
- (t->tris[b].loc.z < 100.0f)) { /* in veld */
+ if ((t->tris[b].loc.x > -95.0f) &
+ (t->tris[b].loc.x < 95.0f) &
+ (t->tris[b].loc.z > -95.0f) &
+ (t->tris[b].loc.z < 95.0f)) { /* in veld */
t->tris[b].dir.y = -(t->tris[b].dir.y);
t->tris[b].loc.y = -t->tris[b].loc.y;
scalevector(&t->tris[b].dir,&t->tris[b].dir,0.80f); /* dampening */
/*
* free memory allocated by a tri manager
*/
-void freetris(triman *t)
+static void freetris(triman *t)
{
if (!t) return;
if (t->tris) free(t->tris);
/*
*load defaults in config structure
*/
-void setdefaultconfig(boxed_config *config)
+static void setdefaultconfig(boxed_config *config)
{
- config->numballs = NUMBALLS;
+ 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));
+
+ config->numballs = cfg_balls;
config->textures = TRUE;
config->transparent = FALSE;
- config->explosion = 25.0f;
- config->ballsize = BALLSIZE;
+ config->explosion = cfg_explosion;
+ config->decay = cfg_decay;
+ config->ballsize = cfg_ballsize;
config->camspeed = 35.0f;
}
glMaterialfv(GL_FRONT, GL_EMISSION,col);
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);
/*
* draw floor pattern
*/
-static void drawpattern(boxedstruct *boxed)
+static void drawpattern(boxedstruct *gp)
{
- if (!boxed->gllists[GLL_PATTERN]) {
- glNewList(boxed->listobjects + GLL_PATTERN, GL_COMPILE);
+ if (!gp->gllists[GLL_PATTERN]) {
+ glNewList(gp->listobjects + GLL_PATTERN, GL_COMPILE);
glBegin(GL_LINE_STRIP);
glVertex3f(-25.0f, 0.0f, 35.0f);
glEnd();
glEndList();
- boxed->gllists[GLL_PATTERN] = 1;
+ gp->gllists[GLL_PATTERN] = 1;
} else {
- glCallList(boxed->listobjects + GLL_PATTERN);
+ glCallList(gp->listobjects + GLL_PATTERN);
}
}
glLoadIdentity();
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->tic/CAMDISTANCE_SPEED) * speed);
- v1.x = dcam * sin((gp->tic/gp->cam_x_speed) * speed);
- v1.z = dcam * cos((gp->tic/gp->cam_z_speed) * speed);
- v1.y = CAM_HEIGHT * sin((gp->tic/gp->cam_y_speed) * speed) + 1.02 * CAM_HEIGHT;
+ 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);
+ 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);
if (!wire) {
/*
* new window size or exposure
*/
-void reshape_boxed(ModeInfo *mi, int width, int height)
+ENTRYPOINT void reshape_boxed(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
for(i=0;i<bman->num_balls;i++) {
gp->tman[i].explosion = (float) (((int)gp->config.explosion) / 15.0f );
+ gp->tman[i].decay = gp->config.decay;
gp->tman[i].vertices = NULL;
gp->tman[i].normals = NULL;
gp->tman[i].tris = NULL;
bman->balls[i].loc.y *= rnd();
}
- generatesphere();
+ generatesphere(gp);
if (!wire) {
glEnable(GL_CULL_FACE);
gp->cam_y_speed = 1.0f/((float)gp->config.camspeed/250.0 + rnd()*((float)gp->config.camspeed/250.0));
if (rnd() < 0.5f) gp->cam_x_speed = -gp->cam_x_speed;
if (rnd() < 0.5f) gp->cam_z_speed = -gp->cam_z_speed;
+
+ /* define initial cam position */
+ gp->tic = gp->camtic = rnd() * 100.0f;
-
+ /* define tex1 (bottom plate) */
gp->tex1 = (char *)malloc(3*width*height*sizeof(GLuint));
texpixels = 256*256; /*width*height;*/
texpixeldata = header_data;
-void
+ENTRYPOINT void
init_boxed(ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
}
-void
+ENTRYPOINT void
draw_boxed(ModeInfo * mi)
{
boxedstruct *gp = &boxed[MI_SCREEN(mi)];
glXSwapBuffers(display, window);
}
-void
+ENTRYPOINT void
release_boxed(ModeInfo * mi)
{
int i;
}
+XSCREENSAVER_MODULE ("Boxed", boxed)
+
/*********************************************************/
#endif