http://slackware.bholcomb.com/slackware/slackware-11.0/source/xap/xscreensaver/xscree...
[xscreensaver] / hacks / glx / topblock.c
diff --git a/hacks/glx/topblock.c b/hacks/glx/topblock.c
new file mode 100644 (file)
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+/* topblock, Copyright (c) 2006 rednuht <topblock.xscreensaver@jumpstation.co.uk>\r
+ *\r
+ * Permission to use, copy, modify, distribute, and sell this software and its\r
+ * documentation for any purpose is hereby granted without fee, provided that\r
+ * the above copyright notice appear in all copies and that both that\r
+ * copyright notice and this permission notice appear in supporting\r
+ * documentation.  No representations are made about the suitability of this\r
+ * software for any purpose.  It is provided "as is" without express or \r
+ * implied warranty.\r
+ *\r
+ * \r
+ *\r
+\r
+topBlock - a simple openGL 3D hack of falling blocks\r
+based on jwz's dangerball hack\r
+\r
+The proporations of the blocks and their features is not even close to the commercial building block products offered by a variety companies.\r
+\r
+information on this hack might be found at \r
+http://www.jumpstation.co.uk/xscreensaver/topblock/\r
+\r
+History\r
+25/02/2006 v1.0 release\r
+29/04/2006 v1.11 updated to better fit with xscreensaver v5\r
+                 colors defaults to 7 (no black)\r
+*/\r
+\r
+#include <math.h>\r
+\r
+# define refresh_topBlock 0\r
+\r
+#define DEFAULTS       "*delay:        10000       \n" \\r
+                       "*count:        30           \n" \\r
+                       "*showFPS:      False       \n" \\r
+                       "*wireframe:    False       \n" \\r
+\r
+#undef countof\r
+#define countof(x) (sizeof((x))/sizeof((*x)))\r
+\r
+#include "xlockmore.h"\r
+#include "topblock.h"\r
+#include "sphere.h"\r
+#include <ctype.h>\r
+\r
+#ifdef USE_GL /* whole file */\r
+\r
+#ifdef HAVE_COCOA\r
+# include <OpenGL/glu.h>\r
+#else\r
+# include <GL/glu.h>\r
+#endif\r
+\r
+typedef struct\r
+{\r
+  GLXContext *glx_context;\r
+  int numFallingBlocks;\r
+  GLfloat highest,highestFalling;\r
+  GLfloat eyeLine,eyeX,eyeY,eyeZ;\r
+  int carpetWidth, carpetLength;\r
+  int followMode;\r
+  GLfloat followRadius,followAngle;\r
+  int plusheight;\r
+  GLuint       carpet;\r
+  GLuint       block;\r
+  NODE *blockNodeRoot;\r
+  NODE *blockNodeFollow;\r
+  GLfloat rotation;\r
+} topBlockSTATE;\r
+\r
+/* parameter vars */\r
+Bool override;\r
+Bool rotate;\r
+Bool follow;\r
+Bool drawCarpet;\r
+Bool drawBlob;\r
+Bool drawNipples;\r
+GLfloat rotateSpeed;\r
+GLfloat camX;\r
+GLfloat camY;\r
+GLfloat camZ;\r
+GLfloat dropSpeed;\r
+int maxFalling;\r
+int maxColors;\r
+int size;\r
+int spawn;\r
+int resolution;\r
+\r
+static XrmOptionDescRec opts[] = {\r
+  { "-size",        ".size",        XrmoptionSepArg, 0 },\r
+  { "-spawn",       ".spawn",       XrmoptionSepArg, 0 },\r
+  { "-camX",        ".camX",        XrmoptionSepArg, 0 },\r
+  { "-camY",        ".camY",        XrmoptionSepArg, 0 },\r
+  { "-camZ",        ".camZ",        XrmoptionSepArg, 0 },\r
+  { "+rotate",      ".rotate",      XrmoptionNoArg, "False" },\r
+  { "-rotate",      ".rotate",      XrmoptionNoArg, "True" },\r
+  { "+carpet",      ".carpet",      XrmoptionNoArg, "False" },\r
+  { "+nipples",     ".nipples",     XrmoptionNoArg, "False" },\r
+  { "-blob",        ".blob",        XrmoptionNoArg, "True" },\r
+  { "-rotateSpeed", ".rotateSpeed", XrmoptionSepArg, 0 },\r
+  { "-follow",      ".follow",      XrmoptionNoArg, "True" },\r
+  { "-maxFalling",  ".maxFalling",  XrmoptionSepArg, 0 },\r
+  { "-resolution",  ".resolution",  XrmoptionSepArg, 0 },\r
+  { "-maxColors",   ".maxColors",   XrmoptionSepArg, 0 },\r
+  { "-dropSpeed",   ".dropSpeed",   XrmoptionSepArg, 0 },\r
+  { "-override",    ".override",    XrmoptionNoArg, "True" },\r
+};\r
+\r
+#define DEF_override      "False"\r
+#define DEF_rotate        "True"\r
+#define DEF_follow        "False"\r
+#define DEF_drawCarpet    "True"\r
+#define DEF_drawBlob      "False"\r
+#define DEF_drawNipples   "True"\r
+#define DEF_rotateSpeed   "10"\r
+#define DEF_maxFalling    "500"\r
+#define DEF_maxColors     "7"\r
+#define DEF_size          "2"\r
+#define DEF_spawn         "50"\r
+#define DEF_resolution    "4"\r
+#define DEF_camX          "1"\r
+#define DEF_camY          "20"\r
+#define DEF_camZ          "25"\r
+#define DEF_dropSpeed     "4"\r
+\r
+static argtype vars[] = {\r
+  {&override,     "override",     "Override",     DEF_override,     t_Bool},\r
+  {&rotate,       "rotate",       "Rotate",       DEF_rotate,       t_Bool},\r
+  {&drawCarpet,   "carpet",       "Carpet",       DEF_drawCarpet,   t_Bool},\r
+  {&drawNipples,  "nipples",      "Nipples",      DEF_drawNipples,  t_Bool},\r
+  {&drawBlob,     "blob",         "Blob",         DEF_drawBlob,     t_Bool},\r
+  {&rotateSpeed,  "rotateSpeed",  "RotateSpeed",  DEF_rotateSpeed,  t_Float},\r
+  {&follow,       "follow",       "Follow",       DEF_follow,       t_Bool},\r
+  {&camX,         "camX",         "camX",         DEF_camX,         t_Float},\r
+  {&camY,         "camY",         "camY",         DEF_camY,         t_Float},\r
+  {&camZ,         "camZ",         "camZ",         DEF_camZ,         t_Float},\r
+  {&size,         "size",         "size",         DEF_size,         t_Int},\r
+  {&spawn,        "spawn",        "spawn",        DEF_spawn,        t_Int},\r
+  {&maxFalling,   "maxFalling",   "maxFalling",   DEF_maxFalling,   t_Int},\r
+  {&resolution,   "resolution",   "resolution",   DEF_resolution,   t_Int},\r
+  {&maxColors,    "maxColors",    "maxColors",    DEF_maxColors,    t_Int},\r
+  {&dropSpeed,    "dropSpeed",    "DropSpeed",    DEF_dropSpeed,    t_Float},\r
+};\r
+\r
+static topBlockSTATE *tbs = NULL;\r
+\r
+ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};\r
+\r
+/* Window management, etc */\r
+ENTRYPOINT void\r
+reshape_topBlock (ModeInfo *mi, int width, int height) {\r
+  GLfloat h = (GLfloat) height / (GLfloat) width;\r
+  glViewport (0, 0, (GLint) width, (GLint) height);\r
+  glMatrixMode(GL_PROJECTION);\r
+  glLoadIdentity();\r
+  gluPerspective (60.0, 1/h, 1.0, 1000.0);\r
+  glMatrixMode(GL_MODELVIEW);\r
+  glLoadIdentity();\r
+  glClear(GL_COLOR_BUFFER_BIT);\r
+}\r
+\r
+/* clean up on exit, not required ... */\r
+ENTRYPOINT void\r
+  release_topBlock(ModeInfo *mi) {\r
+  topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
+       NODE *llCurrent, *llOld;\r
+       llCurrent = tb->blockNodeRoot;\r
+       while (llCurrent != NULL) {\r
+               llOld = llCurrent;\r
+               llCurrent = llCurrent->next;\r
+               free(llOld);\r
+       }\r
+}\r
+\r
+/* setup */\r
+ENTRYPOINT void \r
+init_topBlock (ModeInfo *mi)\r
+{\r
+  topBlockSTATE *tb;\r
+  int wire = MI_IS_WIREFRAME(mi);\r
+\r
+  if (!tbs) {\r
+    tbs = (topBlockSTATE *)\r
+      calloc (MI_NUM_SCREENS(mi), sizeof (topBlockSTATE));\r
+    if (!tbs) {\r
+      fprintf(stderr, "%s: out of memory\n", progname);\r
+      exit(1);\r
+    }\r
+  }\r
+\r
+  tb = &tbs[MI_SCREEN(mi)];\r
+\r
+  tb->glx_context = init_GL(mi);\r
+\r
+  reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));\r
+\r
+       if (wire) { drawNipples=False; }\r
+  tb->numFallingBlocks=0;\r
+\r
+       if (size>10) { size = 10; }\r
+       if (size<1) { size = 2; }\r
+       tb->carpetWidth = 8 * size;\r
+       tb->carpetLength = tb->carpetWidth;\r
+  \r
+  maxFalling=maxFalling*size;\r
+\r
+       if (spawn<4) { spawn=4; }\r
+       if (spawn>1000) { spawn=1000; }\r
+\r
+       if (rotateSpeed<1) {rotateSpeed=1; }\r
+       if (rotateSpeed>1000) {rotateSpeed=1000;}\r
+  rotateSpeed = rotateSpeed / 100;\r
+\r
+       if (resolution<4) {resolution=4;}\r
+       if (resolution>20) {resolution=20;}\r
+  resolution=resolution*2;\r
+\r
+       if (maxColors<1) {maxColors=1;}\r
+       if (maxColors>8) {maxColors=8;}\r
+\r
+       if (dropSpeed<1) {dropSpeed=1;}\r
+       if (dropSpeed>9) {dropSpeed=9;} /* 10+ produces blocks that can pass through each other */\r
+  \r
+       dropSpeed = 80/dropSpeed;\r
+       dropSpeed = (blockHeight/dropSpeed); \r
+\r
+  tb->glx_context = init_GL(mi);\r
+\r
+  reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));\r
+  if (0==1) {\r
+      glClearColor(1.0f, 1.0f, 1.0f, 0.5f);\r
+  } else {\r
+      glClearColor(0.0f, 0.0f, 0.0f, 0.5f);\r
+  }\r
+  glClearDepth(1.0f);\r
+  if (!wire) {\r
+    GLfloat pos[4] = {10.0, 10.0, 1.0, 0.0};\r
+    GLfloat amb[4] = {0.1, 0.1, 0.1, 1.0};\r
+    GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};\r
+    GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};\r
+\r
+    glEnable(GL_LIGHTING);\r
+    glEnable(GL_LIGHT0);\r
+    glLightfv(GL_LIGHT0, GL_POSITION, pos);\r
+    glLightfv(GL_LIGHT0, GL_AMBIENT,  amb); \r
+    glLightfv(GL_LIGHT0, GL_DIFFUSE,  dif);\r
+    glLightfv(GL_LIGHT0, GL_SPECULAR, spc); \r
+  }\r
+       glDepthFunc(GL_LEQUAL);\r
+  glEnable(GL_DEPTH_TEST);\r
+  glDisable(GL_CULL_FACE); /* all objects exhibit a reverse side */\r
+  glCullFace(GL_BACK); \r
+\r
+       if (drawBlob) {\r
+    buildBlobBlock(mi); \r
+       } else {\r
+         buildBlock(mi);               /* build the display list holding the simple block */\r
+       }\r
+  buildCarpet(mi);             /* build the base */\r
+       tb->highest=0;\r
+       tb->highestFalling=0;\r
+       tb->eyeLine=tb->highest;\r
+       tb->eyeX=0;\r
+       tb->eyeY=0;\r
+       tb->eyeZ=0;\r
+       tb->followMode=0;\r
+  if (follow) {\r
+    tb->plusheight=100;\r
+    camZ=camZ-60;\r
+  } else {\r
+    tb->rotation=random() % 360;\r
+    tb->eyeY=10;\r
+    tb->plusheight=30;\r
+  }\r
+       tb->followRadius=0;\r
+  /* override camera settings */\r
+  if (override) {\r
+    tb->plusheight=100;\r
+    drawCarpet=False;\r
+    camX=0;\r
+    camY=1;\r
+    camZ=0;\r
+    tb->eyeX=-1;\r
+    tb->eyeY=20;\r
+    tb->eyeZ=0;\r
+  }\r
+}\r
+\r
+/* provides the per frame entertainment */\r
+ENTRYPOINT void\r
+draw_topBlock (ModeInfo *mi) {\r
+       Display *dpy = MI_DISPLAY(mi);\r
+       Window window = MI_WINDOW(mi);\r
+       NODE *llCurrent;\r
+       NODE *llNode;\r
+       topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
+       GLfloat spcN1x,spcN1y,spcN2x,spcN2y;\r
+       GLfloat spcC1x,spcC1y,spcC2x,spcC2y;\r
+       int wire = MI_IS_WIREFRAME(mi);\r
+         GLfloat color[4];     \r
+\r
+  if (!tb->glx_context)\r
+    return;\r
+  glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(tb->glx_context));\r
+\r
+       generateNewBlock(mi);\r
+\r
+       if (rotate) { tb->rotation += rotateSpeed; } \r
+       if (tb->rotation>=360) { tb->rotation=tb->rotation-360; } \r
+\r
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);             /* clear current */\r
+       glLoadIdentity();       /* resets directions, do it every time ! */\r
+\r
+       if (!follow) {\r
+               if (tb->highest>tb->eyeLine) { tb->eyeLine=tb->eyeLine + ((tb->highest-tb->eyeLine)/100);       } /* creates a smooth camera transition */\r
+               gluLookAt(camX, camY+tb->eyeLine, camZ, tb->eyeX, tb->eyeY+tb->eyeLine, tb->eyeZ, 0.0, 1.0, 0.0);               /* setup viewer, xyz cam, xyz looking at and where is up normaly 0,1,0 */\r
+               glRotatef(90, 1.0, 0.0, 0.0);                   /* x axis */\r
+       } else {\r
+               glRotatef(90, 0.0, 0.0, 1.0);     /* z axis */\r
+               followBlock(mi);\r
+       }\r
+       /* rotate the world */\r
+       glRotatef(tb->rotation, 0.0, 0.0, 1.0);         \r
+\r
+       llCurrent = tb->blockNodeRoot;\r
+       if (drawCarpet) {\r
+               /* center carpet */\r
+               glTranslatef(0.0-(tb->carpetWidth/2),0.0-(tb->carpetLength/2),0.0);\r
+               glCallList(tb->carpet);\r
+               glTranslatef(0.0+(tb->carpetWidth/2),0.0+(tb->carpetLength/2),0.0);\r
+               glTranslatef(0.0,0.0,-0.55);\r
+       }\r
+       tb->highestFalling=0;\r
+       while (llCurrent != NULL) {     /* for each block */\r
+               glPushMatrix(); /* save state */\r
+               /* set color */\r
+               switch (llCurrent->color) { \r
+                       case 0:\r
+                               color[0] = 1.0f;        \r
+                               color[1] = 0.0f;        \r
+                               color[2] = 0.0f;        \r
+                               color[3] = 1.0f;        \r
+                               break;\r
+                       case 1:\r
+                               color[0] = 0.0f;        \r
+                               color[1] = 1.0f;        \r
+                               color[2] = 0.0f;        \r
+                               color[3] = 1.0f;        \r
+                               break;\r
+                       case 2:\r
+                               color[0] = 0.0f;        \r
+                               color[1] = 0.0f;        \r
+                               color[2] = 1.0f;        \r
+                               color[3] = 1.0f;        \r
+                               break;\r
+                       case 3:\r
+                               color[0] = 0.95f;       \r
+                               color[1] = 0.95f;       \r
+                               color[2] = 0.95f;       \r
+                               color[3] = 1.0f;        \r
+                               break;\r
+                       case 4:\r
+                               color[0] = 1.0f;        \r
+                               color[1] = 0.5f;        \r
+                               color[2] = 0.0f;        \r
+                               color[3] = 1.0f;        \r
+                               break;\r
+                       case 5:\r
+                               color[0] = 1.0f;        \r
+                               color[1] = 1.0f;        \r
+                               color[2] = 0.0f;        \r
+                               color[3] = 1.0f;        \r
+                               break;\r
+                       case 6: \r
+                               color[0] = 0.5f;        \r
+                               color[1] = 0.5f;        \r
+                               color[2] = 0.5f;        \r
+                               color[3] = 1.0f;        \r
+                               break;\r
+                       case 7:\r
+                               color[0] = 0.05f;       \r
+                               color[1] = 0.05f;       \r
+                               color[2] = 0.05f;       \r
+                               color[3] = 1.0f;        \r
+                               break;\r
+               } \r
+               if (wire) { glColor3fv(color); }\r
+               else { glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color); }\r
+\r
+               if (llCurrent->falling==1) {\r
+       spcC2x = 0;\r
+           spcC2y = 0;\r
+           spcN2x = 0;\r
+           spcN2y = 0;\r
+                       if (llCurrent->height>tb->highestFalling) {tb->highestFalling=llCurrent->height;}\r
+                       /* all blocks fall at the same rate to avoid mid air collisions */\r
+                       llCurrent->height=llCurrent->height-dropSpeed;\r
+                       if (llCurrent->height<=0) {\r
+                               llCurrent->falling=0;\r
+                               if (tb->highest==0) { \r
+                                       tb->highest=tb->highest+blockHeight; \r
+                               }\r
+                       } \r
+                       if ( (llCurrent->height<=tb->highest+1) && (llCurrent->falling==1) ) {\r
+                               /* check for collision */\r
+                               llNode = tb->blockNodeRoot;\r
+                               spcC1x = llCurrent->x;\r
+                               spcC1y = llCurrent->y;\r
+                               switch(llCurrent->rotation) {\r
+                                       case getOrientation(0):\r
+                                               spcC2x = spcC1x;\r
+                                               spcC2y = spcC1y-2;\r
+                                               break;\r
+                                       case getOrientation(1):\r
+                                               spcC2x = spcC1x+2;\r
+                                               spcC2y = spcC1y;\r
+                                               break;\r
+                                       case getOrientation(2):\r
+                                               spcC2x = spcC1x;\r
+                                               spcC2y = spcC1y+2;\r
+                                               break;\r
+                                       case getOrientation(3):\r
+                                               spcC2x = spcC1x-2;\r
+                                               spcC2y = spcC1y;\r
+                                               break;\r
+                               }\r
+                               while (llNode != NULL) {\r
+                                       if ( (llNode->falling==0) && (llCurrent->falling==1) ) {\r
+                                               spcN1x = llNode->x;\r
+                                               spcN1y = llNode->y;\r
+                                               switch(llNode->rotation) {\r
+                                                       case getOrientation(0):\r
+                                                               spcN2x = spcN1x;\r
+                                                               spcN2y = spcN1y-2;\r
+                                                               break;\r
+                                                       case getOrientation(1):\r
+                                                               spcN2x = spcN1x+2;\r
+                                                               spcN2y = spcN1y;\r
+                                                               break;\r
+                                                       case getOrientation(2):\r
+                                                               spcN2x = spcN1x;\r
+                                                               spcN2y = spcN1y+2;\r
+                                                               break;\r
+                                                       case getOrientation(3):\r
+                                                               spcN2x = spcN1x-2;\r
+                                                               spcN2y = spcN1y;\r
+                                                               break;\r
+                                               }\r
+                                               if ( \r
+                                                       ( (spcC1x==spcN1x) && (spcC1y==spcN1y) ) ||\r
+                                                       ( (spcC1x==spcN2x) && (spcC1y==spcN2y) ) ||\r
+                                                       ( (spcC2x==spcN2x) && (spcC2y==spcN2y) ) ||\r
+                                                       ( (spcC2x==spcN1x) && (spcC2y==spcN1y) )\r
+                                               ){\r
+                                     if ( (llCurrent->height<=llNode->height+blockHeight+TOLLERANCE) && (llCurrent->height>=llNode->height+blockHeight-TOLLERANCE) )  {\r
+                                                   llCurrent->falling=0;\r
+                                                         llCurrent->height=llNode->height+blockHeight; /* if this is missing then small errors build up until the model fails */\r
+                                                         if ( (llCurrent->height<=tb->highest+TOLLERANCE) && (llCurrent->height>=tb->highest-TOLLERANCE) ) { \r
+                                                          tb->highest=tb->highest+blockHeight; \r
+                                                         }\r
+                                                 }\r
+                                         }\r
+                                 }\r
+                                 llNode=llNode->next;\r
+                         }                             \r
+                 }\r
+         } \r
+       /* set location in space */\r
+         glTranslatef(llCurrent->x,llCurrent->y,-llCurrent->height);\r
+         /* rotate */\r
+       glRotatef(llCurrent->rotation, 0.0f, 0.0f, 1.0f);\r
+       if ((tb->followMode==0) && (llCurrent->next==NULL)) {\r
+               tb->blockNodeFollow = llCurrent;\r
+               tb->followMode=1;\r
+       } \r
+       llCurrent = llCurrent->next;\r
+       /* draw   */\r
+       glCallList(tb->block); \r
+       glPopMatrix();  /* restore state */\r
+  } \r
+  if (mi->fps_p) do_fps (mi);\r
+  glFinish();\r
+\r
+       if (tb->highest>(5*maxFalling)) { drawCarpet=False; }\r
+  glXSwapBuffers(dpy, window);\r
+}\r
+\r
+\r
+\r
+/* camera is in follow mode, work out where we should be looking */\r
+static void followBlock(ModeInfo *mi) {\r
+       GLfloat xLen,yLen,cx,cy,rangle,xTarget,yTarget;\r
+  topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
+  cx=0;cy=0;\r
+       if ((tb->blockNodeFollow!=NULL) && (tb->followMode==1)){\r
+\r
+               if (tb->highest>tb->eyeLine) { tb->eyeLine=tb->eyeLine + ((tb->highest-tb->eyeLine)/100);       } \r
+                 /*tb->blockNodeFollow->color=1;  only noticable if you set the colors to 1 */\r
+               \r
+                       if (tb->blockNodeFollow->height > tb->eyeZ) { tb->eyeZ=tb->eyeZ +  ((tb->blockNodeFollow->height - tb->eyeZ)/100); } \r
+                       if (tb->blockNodeFollow->height < tb->eyeZ) { tb->eyeZ=tb->eyeZ - ((tb->eyeZ - tb->blockNodeFollow->height)/100); } \r
+               \r
+\r
+               /* when the scene is rotated we need to know where the block is in the 2 dimensional coordinates of the carpet area\r
+                  (see http://www.jumpstation.co.uk/rotation/)\r
+               */\r
+\r
+               if (tb->followRadius==0) {              \r
+                       xLen = tb->blockNodeFollow->x-cx;\r
+                       yLen = tb->blockNodeFollow->y-cy;\r
+                       tb->followRadius=sqrt( (xLen*xLen) + (yLen*yLen) );     \r
+                       tb->followAngle = (180/M_PI) * asin(xLen/tb->followRadius); \r
+                       tb->followAngle = quadrantCorrection(tb->followAngle,(int)cx,(int)cy,(int)tb->blockNodeFollow->x,(int)tb->blockNodeFollow->y);\r
+               }\r
+               rangle = (tb->followAngle+tb->rotation) * M_PI /180;\r
+               xTarget = cos(rangle) * tb->followRadius + cx;\r
+               yTarget = sin(rangle) * tb->followRadius + cy;\r
+               if (tb->followAngle>360) { tb->followAngle=tb->followAngle-360; }\r
+\r
+               if (xTarget < tb->eyeX) { tb->eyeX=tb->eyeX - ((tb->eyeX - xTarget)/100); }\r
+               if (xTarget > tb->eyeX) { tb->eyeX=tb->eyeX + ((xTarget - tb->eyeX)/100); }\r
+\r
+               if (yTarget < tb->eyeY) { tb->eyeY=tb->eyeY - ((tb->eyeY - yTarget)/100); }\r
+               if (yTarget > tb->eyeY) { tb->eyeY=tb->eyeY + ((yTarget - tb->eyeY)/100); }\r
+ /*\r
+               tb->eyeX = xTarget;\r
+               tb->eyeY = yTarget;\r
+***************************************************************************\r
+*/\r
+               if (!tb->blockNodeFollow->falling) {  \r
+                       tb->followMode=0; \r
+                       /*tb->blockNodeFollow->color=2;  only noticable if you set the colors to 1 */\r
+                       tb->followRadius=0;\r
+               } \r
+       }\r
+       gluLookAt(camX, camY, camZ-tb->eyeLine, tb->eyeX, tb->eyeY, -tb->eyeZ,-1.0,0.0,0.0);\r
+}\r
+\r
+/* each quater of the circle has to be adjusted for */\r
+static double quadrantCorrection(double angle,int cx,int cy,int x,int y) {\r
+       if ((x>=cx) && (y>=cy)) {\r
+               angle = angle + (90-(angle-90) * 2); \r
+       } else if ((x>=cx) && (y<=cy)) {\r
+               angle = angle + 90; \r
+       } else if ((x<=cx) && (y<=cy)) {\r
+               angle = angle + 90; \r
+       } else if ((x<=cx) && (y>=cy)) {\r
+               angle = angle + (90-(angle-90) * 2); \r
+       }\r
+       return(angle-180);\r
+}\r
+\r
+/* if random chance then create a new falling block */\r
+static void generateNewBlock(ModeInfo *mi) {\r
+       NODE *llCurrent, *llTail;\r
+       GLfloat startOffx, startOffy;\r
+       int endOffx, endOffy;\r
+  topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
+       if ( ((random() % spawn) == 1) && (tb->highestFalling<getHeight((tb->plusheight-blockHeight)+tb->highest)) ) {  \r
+               startOffx=0;\r
+               endOffx=0;\r
+               startOffy=0;\r
+               endOffy=0;\r
+               tb->numFallingBlocks++;\r
+               llTail = tb->blockNodeRoot; \r
+               if (llTail == NULL) {\r
+                       if ((llCurrent = ((NODE*) malloc(sizeof(NODE)))) == NULL) {     fprintf(stderr, "%s: out of memory.\n", progname); }\r
+                       llTail = llCurrent;\r
+                       tb->blockNodeRoot = llCurrent; \r
+               } else {\r
+                       if (tb->numFallingBlocks>=maxFalling) {\r
+                               /* recycle */\r
+                               llCurrent=llTail->next;\r
+                               tb->blockNodeRoot=llCurrent->next;\r
+                       } else {\r
+                               if ((llCurrent = ((NODE*) malloc(sizeof(NODE)))) == NULL) {     fprintf(stderr, "%s: out of memory..\n", progname); }\r
+                       }\r
+                       while (llTail->next != NULL) { llTail = llTail->next; } /* find last item in list */\r
+               }\r
+               llCurrent->falling=1;\r
+               llCurrent->rotation=getOrientation(random() % 4); \r
+               if (llCurrent->rotation==getOrientation(0)) {\r
+                       startOffx=1.0;\r
+                       endOffx=0;\r
+                       startOffy=3.0;\r
+                       endOffy=-1;\r
+               } else if (llCurrent->rotation==getOrientation(1)) {\r
+                       startOffx=1.0;\r
+                       endOffx=-1;\r
+                       startOffy=1.0;\r
+                       endOffy=0;              \r
+               } else if (llCurrent->rotation==getOrientation(2)) {\r
+                       startOffx=1.0;\r
+                       endOffx=0;\r
+                       startOffy=3.0;\r
+                       endOffy=-1;             \r
+               } else if (llCurrent->rotation==getOrientation(3)) { \r
+                       startOffx=5.0;\r
+                       endOffx=-1;\r
+                       startOffy=1.0;\r
+                       endOffy=0;              \r
+               }\r
+\r
+               llCurrent->x=(startOffx-(tb->carpetLength/2)) + getLocation(random() % ((tb->carpetLength/2)+endOffx) );\r
+               llCurrent->y=(startOffy-(tb->carpetLength/2)) + getLocation(random() % ((tb->carpetLength/2)+endOffy) );\r
+               llCurrent->color=(random() % maxColors);\r
+               llCurrent->height=getHeight(tb->plusheight+tb->highest); \r
+               if (tb->numFallingBlocks>=maxFalling) {\r
+                       tb->numFallingBlocks--;\r
+                       tb->numFallingBlocks--;\r
+               } \r
+               llTail->next = llCurrent;\r
+               llTail = llCurrent;\r
+               llTail->next = NULL;\r
+\r
+       }\r
+}\r
+\r
+/* called at init this creates the 'carpet' display list item */\r
+static void buildCarpet(ModeInfo *mi) {\r
+       int i,c,x,y;\r
+       GLfloat color[4];\r
+       int wire = MI_IS_WIREFRAME(mi);\r
+       topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
+       GLUquadricObj *quadratic;\r
+               color[0] = 0.0f;        \r
+               color[1] = 1.0f;        \r
+               color[2] = 0.0f;        \r
+               color[3] = 1.0f;        \r
+       tb->carpet=glGenLists(1);       /* only one */\r
+       glNewList(tb->carpet,GL_COMPILE);\r
+       glPushMatrix(); /* save state */\r
+       x=tb->carpetWidth;\r
+       y=tb->carpetLength;\r
+       if (wire) { glColor3fv(color); }\r
+       else { glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color); }\r
+       /* draw carpet plane */\r
+       glBegin( wire ? GL_LINE_LOOP : GL_QUADS );\r
+               /* draw top */\r
+               glNormal3f( 0, 0, -1 );\r
+               glVertex3f(0.0,0.0,0.0);\r
+               glVertex3f(x,0.0,0.0);\r
+               glVertex3f(x,y,0.0);\r
+               glVertex3f(0.0,y,0.0);\r
+           if (wire) { glEnd(); } \r
+               else {\r
+               /* add edge pieces */\r
+               /* side 1 */\r
+               glNormal3f( 0, -1, 0 );\r
+               glVertex3f(0.0,0.0,0.0);\r
+               glVertex3f(x,0.0,0.0);\r
+               glVertex3f(x,0,singleThick);\r
+               glVertex3f(0.0,0,singleThick);\r
+               /* side 2 */\r
+               glNormal3f( -1, 0, 0 );\r
+               glVertex3f(0.0,0.0,0.0);\r
+               glVertex3f(0,y,0.0);\r
+               glVertex3f(0,y,singleThick);\r
+               glVertex3f(0.0,0,singleThick);\r
+               /* side 3 */\r
+               glNormal3f( 1, 0, 0 );\r
+               glVertex3f(x,0.0,0.0);\r
+               glVertex3f(x,y,0.0);\r
+               glVertex3f(x,y,singleThick);\r
+               glVertex3f(x,0,singleThick);\r
+               /* side 4 */\r
+               glNormal3f( 0, 1, 0 );\r
+               glVertex3f(0,y,0.0);\r
+               glVertex3f(x,y,0.0);\r
+               glVertex3f(x,y,singleThick);\r
+               glVertex3f(0,y,singleThick);\r
+               }\r
+       glEnd();\r
+       /* nipples */\r
+       if (drawNipples) {\r
+               quadratic=gluNewQuadric();                      /* Create A Pointer To The Quadric Object */\r
+               gluQuadricNormals(quadratic, GLU_SMOOTH);       /* Create Smooth Normals  */\r
+               gluQuadricTexture(quadratic, GL_TRUE);          /* Create Texture Coords  */\r
+               glTranslatef(0.5f,0.5f,-.25);                   /* move to the cylinder center */\r
+               for (c=0;c<x;c++) {\r
+                       glPushMatrix(); /* save state */\r
+                       for (i=0;i<y;i++) {\r
+                               gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution);        /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */\r
+                               glRotatef(180, 0.0f, 1.0f, 0.0f); /* they are upside down */\r
+                               gluDisk(quadratic, 0.0f, cylSize, resolution, resolution );      /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular  */\r
+                               glRotatef(180, 0.0f, 1.0f, 0.0f); /* recover */\r
+                               glTranslatef(0.0f,1.0f,0.0f);                   /* move to the next cylinder center (backward) */\r
+                       }\r
+                       glPopMatrix();  /* save state */\r
+                       glTranslatef(1.0f,0.0f,0.0f);                   /* reset   */\r
+               }\r
+       }\r
+       glPopMatrix();  /* restore state */\r
+       glEndList();    \r
+}\r
+\r
+/* using the verticies arrays builds the plane, now with normals */\r
+static void polygonPlane(int wire, int a, int b, int c , int d, int i)\r
+{\r
+       GLfloat topBlockNormals[5][3] = { {0,0,-1},     {0,1,0}, {1,0,0}, {0,0,1}, {0,-1,0} };\r
+       GLfloat topBlockVertices[8][3] = { {-0.49,-2.97,-0.99}, {0.99,-2.97,-0.99}, {0.99,0.99,-0.99}  , {-0.49,0.99,-0.99}, {-0.49,-2.97,0.99} , {0.99,-2.97,0.99}, {0.99,0.99,0.99}   , {-0.49,0.99,0.99} };\r
+       glBegin( wire ? GL_LINE_LOOP : GL_POLYGON);\r
+               glNormal3fv(topBlockNormals[i] );\r
+               glVertex3fv(topBlockVertices[a]);\r
+               glVertex3fv(topBlockVertices[b]);\r
+               glVertex3fv(topBlockVertices[c]);\r
+               glVertex3fv(topBlockVertices[d]);\r
+       glEnd();\r
+}\r
+\r
+/* called at init this creates the 'block' display list item */\r
+/* the spheres came about originaly as quick way to test the directional lighting/normals */\r
+static void buildBlock(ModeInfo *mi) {\r
+       int i,c;\r
+  int wire = MI_IS_WIREFRAME(mi);\r
+  topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
+       GLUquadricObj *quadratic;\r
+       tb->block=glGenLists(1);        /* only one */\r
+       glNewList(tb->block,GL_COMPILE);\r
+       glPushMatrix(); /* save state */\r
+       glRotatef(90, 0.0f, 1.0f, 0.0f);\r
+       /* base */\r
+       polygonPlane(wire, 0,3,2,1,0);\r
+       polygonPlane(wire, 2,3,7,6,1);\r
+       polygonPlane(wire, 1,2,6,5,2); \r
+       polygonPlane(wire, 4,5,6,7,3); \r
+       polygonPlane(wire, 0,1,5,4,4);\r
+       if (drawNipples) {\r
+               /* nipples */\r
+               /* draw 8 cylinders each with a disk cap */\r
+               quadratic=gluNewQuadric();                      /* Create A Pointer To The Quadric Object  */\r
+               gluQuadricNormals(quadratic, GLU_SMOOTH);       /* Create Smooth Normals  */\r
+               glRotatef(90, 0.0f, 1.0f, 0.0f);                /* 'aim' the pointer ready for the cylinder */\r
+               glTranslatef(0.5f,0.5f,0.99f);                  /* move to the cylinder center */\r
+               for (c=0;c<2;c++) {\r
+                       for (i=0;i<4;i++) {\r
+                               gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution);        /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */\r
+                               glTranslatef(0.0f,0.0f,0.25f);                  /* move to the cylinder cap  */\r
+                               gluDisk(quadratic, 0.0f, cylSize, resolution, resolution );      /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular  */\r
+                               glTranslatef(0.0f,0.0f,-0.25f);                 /* move back from the cylinder cap  */\r
+                               if (c==0) {     \r
+                                       glTranslatef(0.0f,-1.0f,0.0f);                  /* move to the next cylinder center (forward) */\r
+                               } else {\r
+                                       glTranslatef(0.0f,1.0f,0.0f);                   /* move to the next cylinder center (backward) */\r
+                               }\r
+                       }\r
+                       glTranslatef(-1.0f,1.0f,0.0f);                  /* move to the cylinder center */\r
+               }\r
+               /* udders */\r
+               /* 3 cylinders on the underside */\r
+               glTranslatef(1.5f,-2.5f,-1.5f);         /* move to the center, under the top of the brick        */\r
+               for (c=0;c<3;c++) {\r
+                       gluCylinder(quadratic, uddSize, uddSize, 1.5f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */\r
+                       glTranslatef(0.0f,-1.0f,0.0f);          /* move to the center */        \r
+               }\r
+       }\r
+       glPopMatrix();  /* restore state */\r
+       glEndList();    \r
+}\r
+\r
+/* \r
+       rip off of the builBlock() function creating the GL compilied pointer "block" but only creates two spheres.\r
+       spheres are created with unit_sphere from spheres.h to allow wire frame \r
+*/\r
+static void buildBlobBlock(ModeInfo *mi) {\r
+  int wire = MI_IS_WIREFRAME(mi);\r
+  topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
+       tb->block=glGenLists(1);        /* only one */\r
+       glNewList(tb->block,GL_COMPILE);\r
+       glPushMatrix();\r
+  glScalef(1.4,1.4,1.4);\r
+  unit_sphere (resolution/2,resolution, wire);\r
+  glPopMatrix();\r
+  glTranslatef(0.0f,-2.0f,0.0f);\r
+  glScalef(1.4,1.4,1.4);\r
+  unit_sphere (resolution/2,resolution, wire);\r
+       glEndList();    \r
+}\r
+\r
+\r
+/* handle input events or not if daemon running the show */\r
+ENTRYPOINT Bool \r
+topBlock_handle_event (ModeInfo *mi, XEvent *event) {\r
+  topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];\r
+       if (event->xany.type == KeyPress)    {\r
+    KeySym keysym;\r
+    char c = 0;\r
+    XLookupString (&event->xkey, &c, 1, &keysym, 0);\r
+    if (c == 'a') {\r
+                       tb->eyeX=tb->eyeX+1;\r
+                       return True;\r
+               } else if (c == 'z') {\r
+                       tb->eyeX=tb->eyeX-1;\r
+                       return True;\r
+               } else if (c == 's') {\r
+                       tb->eyeY=tb->eyeY+1;\r
+                       return True;\r
+               } else if (c == 'x') {\r
+                       tb->eyeY=tb->eyeY-1;\r
+                       return True;\r
+               } else if (c == 'd') {\r
+                       tb->eyeZ=tb->eyeZ+1;\r
+                       return True;\r
+               } else if (c == 'c') {\r
+                       tb->eyeZ=tb->eyeZ-1;\r
+                       return True;\r
+               } else if (c == 'f') {\r
+                       camX=camX+1;\r
+                       return True;\r
+               } else if (c == 'v') {\r
+                       camX=camX-1;\r
+                       return True;\r
+               } else if (c == 'g') {\r
+                       camY=camY+1;\r
+                       return True;\r
+               } else if (c == 'b') {\r
+                       camY=camY-1;\r
+                       return True;\r
+               } else if (c == 'h') {\r
+                       camZ=camZ+1;\r
+                       return True;\r
+               } else if (c == 'n') {\r
+                       camZ=camZ-1;\r
+                       return True;\r
+               } else if (c == 'r') {\r
+                       tb->rotation += 1;\r
+                       return True;\r
+               }\r
+       }\r
+       return False;\r
+}\r
+\r
+/* this is tha main change for v5 compatability and acompanying ENTRYPOINTS */\r
+XSCREENSAVER_MODULE_2 ("topBlock", topblock, topBlock)\r
+\r
+#endif /* USE_GL */\r