xenocara/app/xlockmore/modes/glx/bubble3d.c

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2006-11-26 04:07:42 -07:00
/* -*- Mode: C; tab-width: 4 -*- */
/* bubble3d.c - 3D bubbles */
#if !defined( lint ) && !defined( SABER )
static const char sccsid[] = "@(#)bubble3d.c 4.11 98/06/16 xlockmore";
#endif
/*-
* BUBBLE3D (C) 1998 Richard W.M. Jones.
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* Revision History:
* 16-Jun-98: Written.
*
* bubble.c: This code is responsible for creating and managing
* bubbles over their lifetime.
* The bubbles may be drawn inside out.
*/
#include "bubble3d.h"
typedef struct bubble {
GLfloat *contributions; /* List of contributions from each
* nudge to each vertex. This list has
* length nr_vertices * nr_nudge_axes.
*/
GLfloat x, y, z; /* (x,y,z) location of the bubble. */
GLfloat scale; /* Scaling factor applied to bubble. */
GLfloat y_incr, scale_incr; /* Change in y and scale each frame. */
GLfloat rotx, roty, rotz; /* Current rotation. */
GLfloat rotx_incr, roty_incr, rotz_incr; /* Amount by which we increase
* rotation each step.
*/
GLfloat *nudge_angle; /* Current angle (radians) of each
* nudge. This list has length nr_nudge_axes.
*/
GLfloat *nudge_angle_incr; /* Amount by which we increase each nudge
* angle in each frame.
*/
} bubble;
/* Should be taken care of already... but just in case */
#if !defined( __GNUC__ ) && !defined(__cplusplus) && !defined(c_plusplus)
#undef inline
#define inline /* */
#endif
static inline void
normalize(GLfloat v[3])
{
GLfloat d = (GLfloat) sqrt((double) (v[0] * v[0] + v[1] * v[1] +
v[2] * v[2]));
if (d != 0) {
v[0] /= d;
v[1] /= d;
v[2] /= d;
} else {
v[0] = v[1] = v[2] = 0;
}
}
static inline GLfloat
dotprod(GLfloat * v1, GLfloat * v2)
{
return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
}
static inline GLfloat
max(GLfloat a, GLfloat b)
{
return a > b ? a : b;
}
/* Create a new bubble. */
void *
glb_bubble_new(GLfloat x, GLfloat y, GLfloat z, GLfloat scale,
GLfloat y_incr, GLfloat scale_incr)
{
int i, j;
/* GLfloat axes [glb_config.nr_nudge_axes][3]; */
GLfloat axes[5][3]; /* HARD CODED for SunCC */
int nr_vertices;
glb_vertex *vertices = glb_sphere_get_vertices(&nr_vertices);
bubble *b = (bubble *) malloc(sizeof *b);
if (b == 0)
return 0;
b->contributions = (GLfloat *) malloc(sizeof (GLfloat) * nr_vertices *
glb_config.nr_nudge_axes);
if (b->contributions == 0) {
free(b);
return 0;
}
b->nudge_angle = (GLfloat *) malloc(sizeof (GLfloat) * glb_config.nr_nudge_axes);
if (b->nudge_angle == 0) {
free(b->contributions);
free(b);
return 0;
}
b->nudge_angle_incr = (GLfloat *) malloc(sizeof (GLfloat) * glb_config.nr_nudge_axes);
if (b->nudge_angle_incr == 0) {
free(b->nudge_angle);
free(b->contributions);
free(b);
return 0;
}
/* Initialize primitive elements. */
b->x = x;
b->y = y;
b->z = z;
b->scale = scale;
b->y_incr = y_incr;
b->scale_incr = scale_incr;
b->rotx = b->roty = b->rotz = 0;
b->rotx_incr = glb_drand() * glb_config.rotation_factor * 2
- glb_config.rotation_factor;
b->roty_incr = glb_drand() * glb_config.rotation_factor * 2
- glb_config.rotation_factor;
b->rotz_incr = glb_drand() * glb_config.rotation_factor * 2
- glb_config.rotation_factor;
/* Initialize the nudge angle arrays. */
for (i = 0; i < glb_config.nr_nudge_axes; ++i) {
b->nudge_angle[i] = 0;
b->nudge_angle_incr[i] = glb_drand() * glb_config.nudge_angle_factor;
}
/* Choose some random nudge axes. */
for (i = 0; i < glb_config.nr_nudge_axes; ++i) {
axes[i][0] = glb_drand() * 2 - 1;
axes[i][1] = glb_drand() * 2 - 1;
axes[i][2] = glb_drand() * 2 - 1;
normalize(axes[i]);
}
/* Calculate the contribution that each nudge axis has on each vertex. */
for (i = 0; i < nr_vertices; ++i)
for (j = 0; j < glb_config.nr_nudge_axes; ++j)
b->contributions[i * glb_config.nr_nudge_axes + j]
= max(0.0, dotprod(vertices[i], axes[j]));
return (void *) b;
}
/* Delete a bubble and free up all memory. */
void
glb_bubble_delete(void *bb)
{
bubble *b = (bubble *) bb;
if (b != NULL) {
if (b->nudge_angle_incr) {
free(b->nudge_angle_incr);
}
if (b->nudge_angle) {
free(b->nudge_angle);
}
if (b->contributions) {
free(b->contributions);
}
free(b);
b = (bubble *) NULL;
}
}
/* Rotate and wobble a bubble by a single step. */
void
glb_bubble_step(void *bb)
{
int i;
bubble *b = (bubble *) bb;
/* Update the rotation. */
b->rotx += b->rotx_incr;
b->roty += b->roty_incr;
b->rotz += b->rotz_incr;
/* Update the nudge angles. */
for (i = 0; i < glb_config.nr_nudge_axes; ++i)
b->nudge_angle[i] += b->nudge_angle_incr[i];
/* Move it upwards & outwards. */
b->y += b->y_incr;
b->scale += b->scale_incr;
}
/* Draw a bubble. */
void
glb_bubble_draw(void *bb)
{
int i, j;
bubble *b = (bubble *) bb;
int nr_vertices;
glb_vertex *vertices = glb_sphere_get_vertices(&nr_vertices);
int nr_triangles;
glb_triangle *triangles = glb_sphere_get_triangles(&nr_triangles);
glb_vertex *new_vertices;
new_vertices = (glb_vertex *) malloc(sizeof (glb_vertex) * nr_vertices);
/* Calculate the vertices of this bubble, factoring in each nudge axis. */
for (i = 0; i < nr_vertices; ++i) {
GLfloat s = 0;
for (j = 0; j < glb_config.nr_nudge_axes; ++j)
s += ((GLfloat) cos((double) (b->nudge_angle[j])) *
glb_config.nudge_factor - glb_config.nudge_factor / 2) *
b->contributions[i * glb_config.nr_nudge_axes + j];
new_vertices[i][0] = vertices[i][0] * (s + 1);
new_vertices[i][1] = vertices[i][1] * (s + 1);
new_vertices[i][2] = vertices[i][2] * (s + 1);
}
glPushMatrix();
/* Apply translation, rotation and scalings. */
glTranslatef(b->x, b->y, b->z);
glRotatef(b->rotx, 1, 0, 0);
glRotatef(b->roty, 0, 1, 0);
glRotatef(b->rotz, 0, 0, 1);
glScalef(b->scale, b->scale, b->scale);
/* Draw the bubble. */
glBegin(GL_TRIANGLES);
for (i = 0; i < nr_triangles; ++i) {
glNormal3fv(new_vertices[triangles[i][0]]);
glVertex3fv(new_vertices[triangles[i][0]]);
glNormal3fv(new_vertices[triangles[i][1]]);
glVertex3fv(new_vertices[triangles[i][1]]);
glNormal3fv(new_vertices[triangles[i][2]]);
glVertex3fv(new_vertices[triangles[i][2]]);
}
glEnd();
glPopMatrix();
free(new_vertices);
}
/* Return y value. */
GLfloat
glb_bubble_get_y(void *bb)
{
bubble *b = (bubble *) bb;
return b->y;
}