Beispiel #1
0
ENTRYPOINT void change_fire(ModeInfo * mi)
{
    firestruct *fs = &fire[MI_SCREEN(mi)];

    if (!fs->glx_context)
	return;

    glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(fs->glx_context));

    /* if available, randomly change some values */
    if (do_fog)
	fs->fog = LRAND() & 1;
    if (do_shadows)
	fs->shadows = LRAND() & 1;
    /* reset observer position */
    frame = 0;
    vinit(fs->obs, DEF_OBS[0], DEF_OBS[1], DEF_OBS[2]);
    fs->v = 0.0;
    /* particle randomisation */
    fs->eject_r = 0.1 + NRAND(10) * 0.03;
    fs->ridtri = 0.1 + NRAND(10) * 0.005;

    if (MI_IS_DEBUG(mi)) {
	(void) fprintf(stderr,
		       "%s:\n\tnum_part=%d\n\ttrees=%d\n\tfog=%s\n\tshadows=%s\n\teject_r=%.3f\n\tridtri=%.3f\n",
		       MI_NAME(mi),
		       fs->np,
		       fs->num_trees,
		       fs->fog ? "on" : "off",
		       fs->shadows ? "on" : "off",
		       fs->eject_r, fs->ridtri);
    }
}
Beispiel #2
0
static Bool Init(ModeInfo * mi)
{
    int i;
    firestruct *fs = &fire[MI_SCREEN(mi)];

    /* default settings */
    fs->eject_r = 0.1 + NRAND(10) * 0.03;
    fs->dt = 0.015;
    fs->eject_vy = 4;
    fs->eject_vl = 1;
    fs->ridtri = 0.1 + NRAND(10) * 0.005;
    fs->maxage = 1.0 / fs->dt;
    vinit(fs->obs, DEF_OBS[0], DEF_OBS[1], DEF_OBS[2]);
    fs->v = 0.0;
    fs->alpha = DEF_ALPHA;
    fs->beta = DEF_BETA;

    /* initialise texture stuff */
    if (do_texture)
    	inittextures(mi);
    else
    {
	fs->ttexture = (XImage*) NULL;
	fs->gtexture = (XImage*) NULL;
    }

    if (MI_IS_DEBUG(mi)) {
	(void) fprintf(stderr,
		       "%s:\n\tnum_part=%d\n\ttrees=%d\n\tfog=%s\n\tshadows=%s\n\teject_r=%.3f\n\tridtri=%.3f\n",
		       MI_NAME(mi),
		       fs->np,
		       fs->num_trees,
		       fs->fog ? "on" : "off",
		       fs->shadows ? "on" : "off",
		       fs->eject_r, fs->ridtri);
    }

    /* initialise particles and trees */
    for (i = 0; i < fs->np; i++) {
	setnewpart(fs, &(fs->p[i]));
    }

    if (fs->num_trees)
	if (!inittree(mi)) {
		return False;
	}

    /* if no fire particles then initialise rain particles */
    if (!fs->np)
    {
	vinit(fs->min,-7.0f,-0.2f,-7.0f);
  	vinit(fs->max,7.0f,8.0f,7.0f);
    	for (i = 0; i < NUMPART; i++) {
	    setnewrain(fs, &(fs->r[i]));
    	}
    }
    
    return True;
}
Beispiel #3
0
static void
set_window_title(ModeInfo * mi)
{
	XTextProperty prop;
	char       *buf;
	unsigned int status;

	buf = (char *) malloc(strlen(MI_NAME(mi)) + strlen(MI_DESC(mi)) + 3);
	(void) sprintf(buf, "%s: %s", MI_NAME(mi), MI_DESC(mi));
	status = XStringListToTextProperty(&buf, 1, &prop);
	if (status != 0) {
		XSetWMName(MI_DISPLAY(mi), MI_WINDOW(mi), &prop);
		XFree((caddr_t) prop.value);
	}
	free(buf);
	if (MI_IS_ICONIC(mi) && description) {
		modeDescription(mi);
	}
}
Beispiel #4
0
ENTRYPOINT void
init_atlantis(ModeInfo * mi)
{
	int         screen = MI_SCREEN(mi);
	atlantisstruct *ap;
	Display    *display = MI_DISPLAY(mi);
	Window      window = MI_WINDOW(mi);

	if (atlantis == NULL) {
		if ((atlantis = (atlantisstruct *) calloc(MI_NUM_SCREENS(mi),
					   sizeof (atlantisstruct))) == NULL)
			return;
	}
	ap = &atlantis[screen];
	ap->num_sharks = MI_COUNT(mi);
	if (ap->sharks == NULL) {
		if ((ap->sharks = (fishRec *) calloc(ap->num_sharks,
						sizeof (fishRec))) == NULL) {
			/* free everything up to now */
			(void) free((void *) atlantis);
			atlantis = NULL;
			return;
		}
	}
	ap->sharkspeed = MI_CYCLES(mi);		/* has influence on the "width"
						   of the movement */
	ap->sharksize = MI_SIZE(mi);	/* has influence on the "distance"
					   of the sharks */
	ap->whalespeed = whalespeed;
	ap->wire = MI_IS_WIREFRAME(mi);

	if (MI_IS_DEBUG(mi)) {
		(void) fprintf(stderr,
			       "%s:\n\tnum_sharks=%d\n\tsharkspeed=%.1f\n\tsharksize=%d\n\twhalespeed=%.1f\n\twireframe=%s\n",
			       MI_NAME(mi),
			       ap->num_sharks,
			       ap->sharkspeed,
			       ap->sharksize,
			       ap->whalespeed,
			       ap->wire ? "yes" : "no"
			);
	}
	if ((ap->glx_context = init_GL(mi)) != NULL) {

		reshape_atlantis(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
		glDrawBuffer(GL_BACK);
		Init(mi);
		AllDisplay(ap);
		glXSwapBuffers(display, window);

	} else {
		MI_CLEARWINDOW(mi);
	}
}
Beispiel #5
0
ENTRYPOINT void change_sballs(ModeInfo * mi)
{
    sballsstruct *sb;

    if (sballs == NULL)
	    return;
    sb = &sballs[MI_SCREEN(mi)];

    if (!sb->glx_context)
	return;

    /* initialise object number */
    if ((object == 0) || (object > MAX_OBJ))
      object = NRAND(MAX_OBJ-1)+1;
    object--;

    /* correct sphere number */
    spheres = MI_COUNT(mi);
    if (MI_COUNT(mi) > polygons[object].numverts)
	spheres = polygons[object].numverts;
    if (MI_COUNT(mi) < 1)
	spheres = polygons[object].numverts;

    if (MI_IS_DEBUG(mi)) {
	(void) fprintf(stderr,
		       "%s:\n\tobject=%s\n\tspheres=%d\n\tspeed=%d\n\ttexture=%s\n",
		       MI_NAME(mi),
		       polygons[object].shortname,
		       spheres,
		       (int) MI_CYCLES(mi),
		       do_texture ? "on" : "off"
			);
    }
    glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sb->glx_context));

}
Beispiel #6
0
static void Init(ModeInfo * mi)
{
    sballsstruct *sb = &sballs[MI_SCREEN(mi)];
    int i;

    /* Default settings */
    if (MI_IS_WIREFRAME(mi))
	do_texture = False;
    if (do_texture)
    	inittextures(mi);
    else
    {
	sb->btexture = (XImage*) NULL;
	sb->ftexture = (XImage*) NULL;
    }

    vinit(sb->eye   ,0.0f, 0.0f, 6.0f);
    vinit(sb->rotm  ,0.0f, 0.0f, 0.0f);
    sb->speed = MI_CYCLES(mi);

    /* initialise object number */
    if ((object == 0) || (object > MAX_OBJ))
      object = NRAND(MAX_OBJ-1)+1;
    object--;

    /* initialise sphere number */
    spheres = MI_COUNT(mi);
    if (MI_COUNT(mi) > polygons[object].numverts)
	spheres = polygons[object].numverts;
    if (MI_COUNT(mi) < 1)
	spheres = polygons[object].numverts;
    /* initialise sphere radius */
    for(i=0; i < spheres;i++)
    {
#if RANDOM_RADIUS
	sb->radius[i] = ((float) LRAND() / (float) MAXRAND);
	if (sb->radius[i] < 0.3)
	    sb->radius[i] = 0.3;
	if (sb->radius[i] > 0.7)
	    sb->radius[i] = 0.7;
#else
	sb->radius[i] = polygons[object].radius;
#endif
    }

    if (MI_IS_DEBUG(mi)) {
	(void) fprintf(stderr,
		       "%s:\n\tobject=%s\n\tspheres=%d\n\tspeed=%d\n\ttexture=%s\n",
		       MI_NAME(mi),
		       polygons[object].shortname,
		       spheres,
		       (int) MI_CYCLES(mi),
		       do_texture ? "on" : "off"
			);
    }

        glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
        glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
        glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
        glEnable(GL_LIGHT1);
}
Beispiel #7
0
static Bool Init(ModeInfo * mi)
{
    int i;
    firestruct *fs = &fire[MI_SCREEN(mi)];

    /* default settings */
    fs->eject_r = 0.1 + NRAND(10) * 0.03;
    fs->dt = 0.015;
    fs->eject_vy = 4;
    fs->eject_vl = 1;
    fs->ridtri = 0.1 + NRAND(10) * 0.005;
    fs->maxage = 1.0 / fs->dt;
    vinit(fs->obs, DEF_OBS[0], DEF_OBS[1], DEF_OBS[2]);
    fs->v = 0.0;
    fs->alpha = DEF_ALPHA;
    fs->beta = DEF_BETA;

    /* initialise texture stuff */
    if (do_texture)
    	inittextures(mi);
    else
    {
	fs->ttexture = (XImage*) NULL;
	fs->gtexture = (XImage*) NULL;
    }

    if (MI_IS_DEBUG(mi)) {
	(void) fprintf(stderr,
		       "%s:\n\tnum_part=%d\n\ttrees=%d\n\tfog=%s\n\tshadows=%s\n\teject_r=%.3f\n\tridtri=%.3f\n",
		       MI_NAME(mi),
		       fs->np,
		       fs->num_trees,
		       fs->fog ? "on" : "off",
		       fs->shadows ? "on" : "off",
		       fs->eject_r, fs->ridtri);
    }

    glShadeModel(GL_FLAT);
    glEnable(GL_DEPTH_TEST);

    /* makes particles blend with background */
    if (!MI_IS_WIREFRAME(mi)||(!fs->np))
    {
    	glEnable(GL_BLEND);
    	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    }

    /* fog stuff */
    glEnable(GL_FOG);
    glFogi(GL_FOG_MODE, GL_EXP);
    glFogfv(GL_FOG_COLOR, fogcolor);
    glFogf(GL_FOG_DENSITY, 0.03);
    glHint(GL_FOG_HINT, GL_NICEST);

    /* initialise particles and trees */
    for (i = 0; i < fs->np; i++) {
	setnewpart(fs, &(fs->p[i]));
    }

    if (fs->num_trees)
	if (!inittree(mi)) {
		return False;
	}

    /* if no fire particles then initialise rain particles */
    if (!fs->np)
    {
	vinit(fs->min,-7.0f,-0.2f,-7.0f);
  	vinit(fs->max,7.0f,8.0f,7.0f);
    	for (i = 0; i < NUMPART; i++) {
	    setnewrain(fs, &(fs->r[i]));
    	}
    }

    return True;
}