947 lines
23 KiB
C
947 lines
23 KiB
C
/* -*- Mode: C; tab-width: 4 -*- */
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/* scooter -- a journey through space tunnel and stars */
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#if !defined( lint ) && !defined( SABER )
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static const char sccsid[] = "@(#)scooter.c 5.01 2001/03/02 xlockmore";
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#endif
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/*
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* scooter.c
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*
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* Copyright (c) 2001 Sven Thoennissen <posse@gmx.net>
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*
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* This program is based on the original "scooter", a blanker module from the
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* Nightshift screensaver which is part of EGS (Enhanced Graphics System) on
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* the Amiga computer. EGS has been developed by VIONA Development.
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*
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*
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* (now the obligatory stuff)
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*
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* Permission to use, copy, modify, and distribute this software and its
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* documentation for any purpose and without fee is hereby granted,
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* provided that the above copyright notice appear in all copies and that
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* both that copyright notice and this permission notice appear in
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* supporting documentation.
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*
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* This file is provided AS IS with no warranties of any kind. The author
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* shall have no liability with respect to the infringement of copyrights,
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* trade secrets or any patents by this file or any part thereof. In no
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* event will the author be liable for any lost revenue or profits or
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* other special, indirect and consequential damages.
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*
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*/
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#ifdef STANDALONE
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#define MODE_scooter
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#define PROGCLASS "Scooter"
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#define HACK_INIT init_scooter
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#define HACK_DRAW draw_scooter
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#define scooter_opts xlockmore_opts
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#define DEFAULTS "*delay: 20000 \n" \
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"*count: 24 \n" \
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"*cycles: 5 \n" \
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"*size: 100 \n" \
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"*ncolors: 200 \n" \
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"*fullrandom: True \n" \
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"*verbose: False \n"
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#include "xlockmore.h" /* in xscreensaver distribution */
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#else /* STANDALONE */
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#include "xlock.h" /* in xlockmore distribution */
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#endif /* STANDALONE */
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#ifdef MODE_scooter
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ModeSpecOpt scooter_opts =
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{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL};
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#ifdef USE_MODULES
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ModStruct scooter_description =
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{"scooter", "init_scooter", "draw_scooter", "release_scooter",
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"refresh_scooter", "change_scooter", (char *) NULL, &scooter_opts,
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20000, 24, 5, 100, 64, 1.0, "",
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"Shows a journey through space tunnel and stars", 0, NULL};
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/*
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* count = number of doors
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* cycles = speed (see MIN/MAX_SPEED below)
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* size = number of stars
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*
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*/
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#endif
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typedef struct {
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int x, y, z;
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} Vec3D;
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typedef struct {
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int x, y, z;
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} Angle3D;
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typedef struct {
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int r, g, b;
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} ColorRGB;
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typedef struct {
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XPoint lefttop, rightbottom;
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} Rect;
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typedef struct {
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Vec3D coords[4]; /* lefttop, righttop, rightbottom, leftbottom */
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int zelement;
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unsigned long color;
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char freecolor;
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char pad;
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} Door;
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typedef struct {
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int xpos, ypos;
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int width, height;
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int zelement;
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short draw;
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} Star;
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/* define this to see a pixel for each zelement */
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/*
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#define _DRAW_ZELEMENTS
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*/
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typedef struct {
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Vec3D pos;
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Angle3D angle;
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} ZElement;
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typedef struct {
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Star *stars;
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Door *doors;
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ZElement *zelements;
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int doorcount, ztotal, speed;
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int zelements_per_door, zelement_distance, spectator_zelement;
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int projnorm_z, rotationDuration, rotationStep, starcount;
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Angle3D currentRotation, rotationDelta;
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/* doors color cycling stuff */
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ColorRGB begincolor, endcolor;
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int colorcount, colorsteps;
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/* scale all stars and doors to window dimensions */
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float aspect_scale;
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Bool halt_scooter;
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} scooterstruct;
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static scooterstruct *scooters = (scooterstruct *) NULL;
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#define MIN_DOORS 4
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#define MIN_SPEED 1
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#define MAX_SPEED 10
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#define SPACE_XY_FACTOR 10
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#define DOOR_WIDTH (600*SPACE_XY_FACTOR)
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#define DOOR_HEIGHT (400*SPACE_XY_FACTOR)
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/* stars distance from doors center */
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#define STAR_MIN_X (1000*SPACE_XY_FACTOR)
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#define STAR_MIN_Y (750*SPACE_XY_FACTOR)
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#define STAR_MAX_X (10000*SPACE_XY_FACTOR)
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#define STAR_MAX_Y (7500*SPACE_XY_FACTOR)
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/* star size (random) */
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#define STAR_SIZE_MIN (2*SPACE_XY_FACTOR)
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#define STAR_SIZE_MAX (64*SPACE_XY_FACTOR)
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/* greater values make scooter run harder curves, smaller values produce calm curves */
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#define DOOR_CURVEDNESS 14
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/* 3d->2d projection (greater values create more fish-eye effect) */
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#define PROJECTION_DEGREE 2.4
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/* this is my resolution at which scooter is in its original size, producing a 4:3 aspect ratio.
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* all variables in this module are adjusted for this screen size; if scooter is run
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* in windows with different size, it knows how to rescale itself.
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*/
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#define ASPECT_SCREENWIDTH 1152
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#define ASPECT_SCREENHEIGHT 864
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/* we define our own sin/cos macros to be faaast ;-) (good old Amiga times) */
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#define SINUSTABLE_SIZE 0x8000
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#define SINUSTABLE_MASK 0x7fff
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#define SIN(a) sintable[a & SINUSTABLE_MASK]
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#define COS(a) sintable[(a+(SINUSTABLE_SIZE/4)) & SINUSTABLE_MASK]
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/* signum function */
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#define SGN(a) (a < 0 ? -1 : 1)
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static float *sintable = (float *) NULL;
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static void
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randomcolor(ColorRGB *col)
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{
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unsigned long n;
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/* col->r = NRAND(65536);
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col->g = NRAND(65536);
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col->b = NRAND(65536);
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*/
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/* col->r = LRAND() & 0xffff;
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col->g = LRAND() & 0xffff;
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col->b = LRAND() & 0xffff;
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*/
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/* this seems best */
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n = NRAND(0x1000000);
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col->r = (n>>16)<<8;
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col->g = ((n>>8) & 0xff)<<8;
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col->b = (n & 0xff)<<8;
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}
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static void
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initdoorcolors(scooterstruct *sp)
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{
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/* prepare initial values for nextdoorcolor() */
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randomcolor(&sp->endcolor);
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sp->colorcount = 0;
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sp->colorsteps = 0;
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}
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static void nextdoorcolor(ModeInfo *mi, Door *door)
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{
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scooterstruct *sp = &scooters[MI_SCREEN(mi)];
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Display *display = MI_DISPLAY(mi);
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XColor xcol;
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/* uncomment this to color the doors from xlock's palette (created with saturation value) */
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#if 0
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if (MI_NPIXELS(mi) > 2) {
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if (++colorcount >= MI_NPIXELS(mi))
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colorcount = 0;
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door->color = MI_PIXEL(mi,colorcount);
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} else
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door->color = MI_WHITE_PIXEL(mi);
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return;
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#endif
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if (door->freecolor) {
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XFreeColors(display, MI_COLORMAP(mi), &(door->color), 1, 0);
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door->freecolor = 0;
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}
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if (MI_NPIXELS(mi) <= 2) {
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door->color = MI_WHITE_PIXEL(mi);
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return;
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}
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if (sp->colorcount >= sp->colorsteps) {
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/* init next color ramp */
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sp->colorcount = 0;
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sp->colorsteps = 8 + NRAND(32);
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sp->begincolor = sp->endcolor;
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randomcolor(&sp->endcolor);
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}
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/* compute next color values */
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xcol.red = sp->begincolor.r + ((sp-> endcolor.r - sp->begincolor.r) *
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sp->colorcount / sp->colorsteps);
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xcol.green = sp->begincolor.g + ((sp-> endcolor.g - sp->begincolor.g) *
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sp->colorcount / sp->colorsteps);
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xcol.blue = sp->begincolor.b + ((sp-> endcolor.b - sp->begincolor.b) *
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sp->colorcount / sp->colorsteps);
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xcol.pixel = 0;
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xcol.flags = DoRed | DoGreen | DoBlue;
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sp->colorcount++;
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if (!XAllocColor(display, MI_COLORMAP(mi), &xcol)) {
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/* fail safe */
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door->color = MI_WHITE_PIXEL(mi);
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door->freecolor = 0;
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} else {
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door->color = xcol.pixel;
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door->freecolor = 1;
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}
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}
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static void
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free_scooter(scooterstruct *sp)
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{
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if (sp->doors != NULL) {
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free(sp->doors);
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sp->doors = (Door *) NULL;
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}
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if (sp->stars != NULL) {
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free(sp->stars);
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sp->stars = (Star *) NULL;
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}
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if (sp->zelements != NULL) {
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free(sp->zelements);
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sp->zelements = (ZElement *) NULL;
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}
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}
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void release_scooter(ModeInfo *mi)
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{
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if (scooters != NULL) {
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int screen;
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for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
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free_scooter(&scooters[screen]);
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free(scooters);
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scooters = (scooterstruct *) NULL;
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}
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if (sintable != NULL) {
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free(sintable);
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sintable = (float *) NULL;
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}
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}
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void init_scooter(ModeInfo *mi)
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{
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int i;
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scooterstruct *sp;
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if (scooters == NULL) {
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if ((scooters = (scooterstruct *) calloc(MI_NUM_SCREENS(mi),
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sizeof (scooterstruct))) == NULL)
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return;
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}
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sp = &scooters[MI_SCREEN(mi)];
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sp->doorcount = MAX(MI_COUNT(mi),MIN_DOORS);
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sp->speed = MI_CYCLES(mi);
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sp->starcount = MI_SIZE(mi);
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if (sp->starcount < 1)
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sp->starcount = 1;
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if (sp->speed < MIN_SPEED)
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sp->speed = MIN_SPEED;
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if (sp->speed > MAX_SPEED)
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sp->speed = MAX_SPEED;
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sp->zelements_per_door = 60;
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sp->zelement_distance = 300;
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sp->ztotal = sp->doorcount * sp->zelements_per_door;
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/* sp->z_maxdepth = sp->ztotal * sp->zelement_distance; */
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if (sp->starcount > sp->ztotal)
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sp->starcount = sp->ztotal;
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sp->halt_scooter = False;
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initdoorcolors(sp);
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free_scooter(sp);
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if ((sintable = (float *) malloc(sizeof(float) *
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SINUSTABLE_SIZE)) == NULL) {
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release_scooter(mi);
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return;
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}
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for (i = 0; i < SINUSTABLE_SIZE; i++) {
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sintable[i] = SINF(M_PI*2/SINUSTABLE_SIZE*i);
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}
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if ((sp->doors = (Door *) malloc(sizeof(Door) *
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sp->doorcount)) == NULL) {
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return;
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}
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if ((sp->zelements = (ZElement *) malloc(sizeof(ZElement) *
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sp->ztotal)) == NULL) {
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free_scooter(sp);
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return;
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}
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for (i = 0; i < sp->doorcount; i++) {
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sp->doors[i].zelement =
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(sp->zelements_per_door * (i + 1)) - 1;
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sp->doors[i].freecolor = 0;
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nextdoorcolor(mi, &sp->doors[i]);
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}
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for (i = 0; i < sp->ztotal; i++) {
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sp->zelements[i].angle.x = 0;
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sp->zelements[i].angle.y = 0;
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sp->zelements[i].angle.z = 0;
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}
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if ((sp->stars = (Star *) malloc(sizeof(Star) *
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sp->starcount)) == NULL) {
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free_scooter(sp);
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return;
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}
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for (i = 0; i < sp->starcount; i++) {
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sp->stars[i].zelement = sp->ztotal * i / sp->starcount;
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sp->stars[i].draw = 0;
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}
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sp->projnorm_z = 50 * 240;
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sp->spectator_zelement = sp->zelements_per_door;
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sp->currentRotation.x = 0;
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sp->currentRotation.y = 0;
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sp->currentRotation.z = 0;
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sp->rotationDelta.x = 0;
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sp->rotationDelta.y = 0;
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sp->rotationDelta.z = 0;
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sp->rotationDuration = 1;
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sp->rotationStep = 0;
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}
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static void cleardoors(ModeInfo *mi)
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{
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MI_CLEARWINDOW(mi);
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}
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/* Should be taken care of already... but just in case */
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#if !defined( __GNUC__ ) && !defined(__cplusplus) && !defined(c_plusplus)
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#undef inline
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#define inline /* */
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#endif
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static inline float
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projection (scooterstruct *sp, int zval)
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{
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return (sp->projnorm_z / (PROJECTION_DEGREE * zval));
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/* this is another formula. it is not limited to z>0 but it pulls too strong towards the screen center */
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/* return (sp->projnorm_z * pow(1.22,-(zval/200*PROJ_CURVEDNESS)))*/
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}
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/*
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y
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^
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| z
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| .
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| /
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| /
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| /
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|/
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-+------------> x
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/|
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rotation angles:
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a = alpha (x-rotation), b = beta (y-rotation), c = gamma (z-rotation)
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x-axis rotation:
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( z )' = ( cos(a) -sin(a) ) ( z )
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( y ) ( sin(a) cos(a) ) ( y )
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y-axis rotation:
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( z )' = ( cos(b) -sin(b) ) ( z )
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( x ) ( sin(b) cos(b) ) ( x )
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z-axis rotation:
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( x )' = ( cos(c) -sin(c) ) ( x )
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( y ) ( sin(c) cos(c) ) ( y )
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*/
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static void
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rotate_3d(Vec3D *src, Vec3D *dest, Angle3D *angle)
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{
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Vec3D tmp;
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float cosa = COS(angle->x),
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cosb = COS(angle->y),
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cosc = COS(angle->z),
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sina = SIN(angle->x),
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sinb = SIN(angle->y),
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sinc = SIN(angle->z);
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/* rotate around X, Y and Z axis (see formulae above) */
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/* X axis */
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tmp.z = src->z;
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tmp.y = src->y;
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dest->z = (int) (tmp.z * cosa - tmp.y * sina);
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dest->y = (int) (tmp.z * sina + tmp.y * cosa);
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/* Y axis */
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tmp.z = dest->z;
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tmp.x = src->x;
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dest->z = (int) (tmp.z * cosb - tmp.x * sinb);
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dest->x = (int) (tmp.z * sinb + tmp.x * cosb);
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/* Z axis */
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tmp.x = dest->x;
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tmp.y = dest->y;
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dest->x = (int) (tmp.x * cosc - tmp.y * sinc);
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dest->y = (int) (tmp.x * sinc + tmp.y * cosc);
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}
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static void calc_new_element(ModeInfo *mi)
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{
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scooterstruct *sp = &scooters[MI_SCREEN(mi)];
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float rot = SIN((SINUSTABLE_SIZE/2)*
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sp->rotationStep/sp->rotationDuration);
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/* change current rotation 3D angle */
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if (sp->rotationStep++ >= sp->rotationDuration) {
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int fps = 1000000/MI_DELAY(mi); /* frames per second as timebase */
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/* one rotation interval takes 10-30 seconds at speed 1.
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*/
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sp->rotationDuration = 10*fps + NRAND(20*fps);
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/* -DOOR_CURVEDNESS <= delta <= +DOOR_CURVEDNESS */
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sp->rotationDelta.x =
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NRAND(DOOR_CURVEDNESS*2+1) - DOOR_CURVEDNESS;
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sp->rotationDelta.y =
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NRAND(DOOR_CURVEDNESS*2+1) - DOOR_CURVEDNESS;
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sp->rotationDelta.z =
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NRAND(DOOR_CURVEDNESS*2+1) - DOOR_CURVEDNESS;
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sp->rotationStep = 0;
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}
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sp->currentRotation.x += (int) (rot * sp->rotationDelta.x);
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sp->currentRotation.y += (int) (rot * sp->rotationDelta.y);
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sp->currentRotation.z += (int) (rot * sp->rotationDelta.z);
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sp->currentRotation.x &= SINUSTABLE_MASK;
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sp->currentRotation.y &= SINUSTABLE_MASK;
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sp->currentRotation.z &= SINUSTABLE_MASK;
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}
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static void shift_elements(ModeInfo *mi)
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{
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scooterstruct *sp = &scooters[MI_SCREEN(mi)];
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int i, iprev;
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Vec3D tmpvec;
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Angle3D tmpangle;
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/* shift angles from zelements */
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for (i = sp->speed; i < sp->ztotal; i++) {
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sp->zelements[i - sp->speed].angle = sp->zelements[i].angle;
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}
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for (i = sp->ztotal - sp->speed; i < sp->ztotal; i++) {
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calc_new_element(mi);
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sp->zelements[i].angle = sp->currentRotation;
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}
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/* calculate new 3D-coords from ALL zelements */
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|
|
|
sp->zelements[sp->spectator_zelement].pos.x = 0;
|
|
sp->zelements[sp->spectator_zelement].pos.y = 0;
|
|
sp->zelements[sp->spectator_zelement].pos.z =
|
|
sp->zelement_distance * sp->spectator_zelement;
|
|
|
|
for (i = sp->spectator_zelement - 1; i >= 0; --i) {
|
|
iprev = i + 1;
|
|
|
|
tmpvec.x = 0;
|
|
tmpvec.y = 0;
|
|
tmpvec.z = - sp->zelement_distance;
|
|
tmpangle.x = sp->zelements[i].angle.x -
|
|
sp->zelements[sp->spectator_zelement].angle.x;
|
|
tmpangle.y = sp->zelements[i].angle.y -
|
|
sp->zelements[sp->spectator_zelement].angle.y;
|
|
tmpangle.z = sp->zelements[i].angle.z -
|
|
sp->zelements[sp->spectator_zelement].angle.z;
|
|
rotate_3d(&tmpvec, &(sp->zelements[i].pos), &tmpangle);
|
|
sp->zelements[i].pos.x += sp->zelements[iprev].pos.x;
|
|
sp->zelements[i].pos.y += sp->zelements[iprev].pos.y;
|
|
sp->zelements[i].pos.z += sp->zelements[iprev].pos.z;
|
|
}
|
|
|
|
for (i = sp->spectator_zelement + 1; i < sp->ztotal; i++) {
|
|
iprev = i - 1;
|
|
|
|
tmpvec.x = 0;
|
|
tmpvec.y = 0;
|
|
tmpvec.z = sp->zelement_distance;
|
|
tmpangle.x = sp->zelements[i].angle.x -
|
|
sp->zelements[sp->spectator_zelement].angle.x;
|
|
tmpangle.y = sp->zelements[i].angle.y -
|
|
sp->zelements[sp->spectator_zelement].angle.y;
|
|
tmpangle.z = sp->zelements[i].angle.z -
|
|
sp->zelements[sp->spectator_zelement].angle.z;
|
|
rotate_3d(&tmpvec, &(sp->zelements[i].pos), &tmpangle);
|
|
sp->zelements[i].pos.x += sp->zelements[iprev].pos.x;
|
|
sp->zelements[i].pos.y += sp->zelements[iprev].pos.y;
|
|
sp->zelements[i].pos.z += sp->zelements[iprev].pos.z;
|
|
}
|
|
|
|
|
|
/* shift doors and wrap around */
|
|
|
|
for (i = 0; i < sp->doorcount; i++) {
|
|
if ((sp->doors[i].zelement -= sp->speed) < 0) {
|
|
sp->doors[i].zelement += sp->ztotal;
|
|
nextdoorcolor(mi,&sp->doors[i]);
|
|
}
|
|
}
|
|
|
|
/* shift stars */
|
|
|
|
for (i = 0; i < sp->starcount; i++) {
|
|
if ((sp->stars[i].zelement -= sp->speed) < 0) {
|
|
int rnd;
|
|
|
|
sp->stars[i].zelement += sp->ztotal;
|
|
sp->stars[i].draw = 1;
|
|
|
|
/* make sure new stars are outside doors */
|
|
|
|
rnd = NRAND(2*(STAR_MAX_X - STAR_MIN_X)) -
|
|
(STAR_MAX_X - STAR_MIN_X);
|
|
sp->stars[i].xpos = rnd + (STAR_MIN_X * SGN(rnd));
|
|
|
|
rnd = NRAND(2*(STAR_MAX_Y - STAR_MIN_Y)) -
|
|
(STAR_MAX_Y - STAR_MIN_Y);
|
|
sp->stars[i].ypos = rnd + (STAR_MIN_Y * SGN(rnd));
|
|
|
|
rnd = NRAND(STAR_SIZE_MAX - STAR_SIZE_MIN) +
|
|
STAR_SIZE_MIN;
|
|
sp->stars[i].width = rnd;
|
|
sp->stars[i].height = rnd * 3 / 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void door_3d(scooterstruct *sp, Door *door)
|
|
{
|
|
ZElement *ze = &sp->zelements[door->zelement];
|
|
Vec3D src;
|
|
Angle3D tmpangle;
|
|
|
|
tmpangle.x = ze->angle.x -
|
|
sp->zelements[sp->spectator_zelement].angle.x;
|
|
tmpangle.y = ze->angle.y -
|
|
sp->zelements[sp->spectator_zelement].angle.y;
|
|
tmpangle.z = ze->angle.z -
|
|
sp->zelements[sp->spectator_zelement].angle.z;
|
|
|
|
/* calculate 3d coords of all 4 edges */
|
|
|
|
src.x = -DOOR_WIDTH/2;
|
|
src.y = DOOR_HEIGHT/2;
|
|
src.z = 0;
|
|
rotate_3d(&src, &(door->coords[0]), &tmpangle);
|
|
door->coords[0].x += ze->pos.x;
|
|
door->coords[0].y += ze->pos.y;
|
|
door->coords[0].z += ze->pos.z;
|
|
|
|
src.x = DOOR_WIDTH/2;
|
|
rotate_3d(&src, &(door->coords[1]), &tmpangle);
|
|
door->coords[1].x += ze->pos.x;
|
|
door->coords[1].y += ze->pos.y;
|
|
door->coords[1].z += ze->pos.z;
|
|
|
|
src.y = -DOOR_HEIGHT/2;
|
|
rotate_3d(&src, &(door->coords[2]), &tmpangle);
|
|
door->coords[2].x += ze->pos.x;
|
|
door->coords[2].y += ze->pos.y;
|
|
door->coords[2].z += ze->pos.z;
|
|
|
|
src.x = -DOOR_WIDTH/2;
|
|
rotate_3d(&src, &(door->coords[3]), &tmpangle);
|
|
door->coords[3].x += ze->pos.x;
|
|
door->coords[3].y += ze->pos.y;
|
|
door->coords[3].z += ze->pos.z;
|
|
}
|
|
|
|
/*
|
|
* clip the line p1-p2 at the given rectangle
|
|
*
|
|
*/
|
|
static int clipline(XPoint *p1, XPoint *p2, Rect *rect)
|
|
{
|
|
XPoint new1, new2, tmp;
|
|
float m;
|
|
|
|
new1 = *p1;
|
|
new2 = *p2;
|
|
|
|
/* entire line may not need clipping */
|
|
|
|
if (((new1.x >= rect->lefttop.x) && (new1.x <= rect->rightbottom.x))
|
|
|| ((new1.y >= rect->lefttop.y) && (new1.y <= rect->rightbottom.y))
|
|
|| ((new2.x >= rect->lefttop.x) && (new2.x <= rect->rightbottom.x))
|
|
|| ((new2.y >= rect->lefttop.y) && (new2.y <= rect->rightbottom.y)))
|
|
return 1;
|
|
|
|
|
|
/* first: clip y dimension */
|
|
|
|
/* p1 is above p2 */
|
|
if (new1.y > new2.y) {
|
|
tmp = new1;
|
|
new1 = new2;
|
|
new2 = tmp;
|
|
}
|
|
|
|
/* line could be totally out of view */
|
|
if ((new2.y < rect->lefttop.y) || (new1.y > rect->rightbottom.y))
|
|
return 0;
|
|
|
|
m = (new2.x == new1.x) ? 0 :
|
|
((float)(new2.y - new1.y) / (new2.x - new1.x));
|
|
|
|
if (new1.y < rect->lefttop.y) {
|
|
if (m)
|
|
new1.x += (int) ((rect->lefttop.y - new1.y)/m);
|
|
new1.y = rect->lefttop.y;
|
|
}
|
|
if (new2.y > rect->rightbottom.y) {
|
|
if (m)
|
|
new2.x -= (int) ((new2.y - rect->rightbottom.y)/m);
|
|
new2.y = rect->rightbottom.y;
|
|
}
|
|
|
|
|
|
/* clip x dimension */
|
|
|
|
/* p1 is left to p2 */
|
|
if (new1.x > new2.x) {
|
|
tmp = new1;
|
|
new1 = new2;
|
|
new2 = tmp;
|
|
}
|
|
|
|
if ((new2.x < rect->lefttop.x) || (new1.x > rect->rightbottom.x))
|
|
return 0;
|
|
|
|
m = (new2.x == new1.x) ? 0 :
|
|
((float)(new2.y - new1.y) / (new2.x - new1.x));
|
|
|
|
if (new1.x < rect->lefttop.x) {
|
|
new1.y += (int) ((rect->lefttop.y - new1.y)*m);
|
|
new1.x = rect->lefttop.x;
|
|
}
|
|
if (new2.y > rect->rightbottom.y) {
|
|
new2.y -= (int) ((new2.y - rect->rightbottom.y)*m);
|
|
new2.x = rect->rightbottom.x;
|
|
}
|
|
|
|
|
|
/* push values */
|
|
|
|
*p1 = new1;
|
|
*p2 = new2;
|
|
|
|
return 1;
|
|
}
|
|
|
|
static void drawdoors(ModeInfo *mi)
|
|
{
|
|
scooterstruct *sp = &scooters[MI_SCREEN(mi)];
|
|
Display *display = MI_DISPLAY(mi);
|
|
Window window = MI_WINDOW(mi);
|
|
GC gc = MI_GC(mi);
|
|
int width = MI_WIDTH(mi), height = MI_HEIGHT(mi),
|
|
midx = width/2, midy = height/2;
|
|
int i, j;
|
|
Rect rect = { {0,0}, {0,0} };
|
|
|
|
rect.rightbottom.x = width - 1;
|
|
rect.rightbottom.y = height - 1;
|
|
XSetLineAttributes(display, gc, 2, LineSolid, CapNotLast, JoinRound);
|
|
|
|
#ifdef _DRAW_ZELEMENTS
|
|
XSetForeground(display, gc, MI_WHITE_PIXEL(mi));
|
|
for (i= sp->spectator_zelement; i<ztotal; i++) {
|
|
register float proj;
|
|
XPoint p;
|
|
|
|
proj = projection(sp, zelements[i].pos.z) * sp->aspect_scale;
|
|
p.x = midx + (sp->zelements[i].pos.x * proj / SPACE_XY_FACTOR);
|
|
p.y = midy - (sp->zelements[i].pos.y * proj / SPACE_XY_FACTOR);
|
|
XDrawPoint(display, window, gc, p.x, p.y);
|
|
}
|
|
#endif
|
|
|
|
for (i = 0; i < sp->doorcount; i++) {
|
|
|
|
register float proj;
|
|
XPoint lines[4], clip1, clip2;
|
|
|
|
door_3d(sp, &sp->doors[i]);
|
|
|
|
for (j=0; j<4; j++) {
|
|
if (sp->doors[i].coords[j].z <= 0) break;
|
|
|
|
proj = projection(sp, sp->doors[i].coords[j].z) * sp->aspect_scale;
|
|
lines[j].x = midx + (int) (sp->doors[i].coords[j].x *
|
|
proj / SPACE_XY_FACTOR);
|
|
lines[j].y = midy - (int) (sp->doors[i].coords[j].y *
|
|
proj / SPACE_XY_FACTOR);
|
|
}
|
|
if (j<4) continue;
|
|
|
|
XSetForeground(display, gc, sp->doors[i].color);
|
|
|
|
for (j=0; j<4; j++) {
|
|
clip1 = lines[j];
|
|
clip2 = lines[(j+1)%4];
|
|
if (clipline(&clip1, &clip2, &rect))
|
|
XDrawLine(display, window, gc, clip1.x, clip1.y, clip2.x, clip2.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void drawstars(ModeInfo *mi)
|
|
{
|
|
scooterstruct *sp = &scooters[MI_SCREEN(mi)];
|
|
Display *display = MI_DISPLAY(mi);
|
|
Window window = MI_WINDOW(mi);
|
|
GC gc = MI_GC(mi);
|
|
int width = MI_WIDTH(mi), height = MI_HEIGHT(mi),
|
|
midx = width/2, midy = height/2;
|
|
int i;
|
|
|
|
for (i = 0; i < sp->starcount; i++) {
|
|
|
|
float proj;
|
|
ZElement *ze = &sp->zelements[sp->stars[i].zelement];
|
|
Vec3D tmpvec, coords;
|
|
Angle3D tmpangle;
|
|
XPoint lefttop, rightbottom;
|
|
|
|
if (!sp->stars[i].draw) continue;
|
|
|
|
|
|
/* rotate star around its z-element, then add its position */
|
|
|
|
tmpangle.x = ze->angle.x -
|
|
sp->zelements[sp->spectator_zelement].angle.x;
|
|
tmpangle.y = ze->angle.y -
|
|
sp->zelements[sp->spectator_zelement].angle.y;
|
|
tmpangle.z = ze->angle.z -
|
|
sp->zelements[sp->spectator_zelement].angle.z;
|
|
|
|
tmpvec.x = sp->stars[i].xpos;
|
|
tmpvec.y = sp->stars[i].ypos;
|
|
tmpvec.z = 0;
|
|
rotate_3d(&tmpvec, &coords, &tmpangle);
|
|
coords.x += ze->pos.x;
|
|
coords.y += ze->pos.y;
|
|
coords.z += ze->pos.z;
|
|
|
|
if (coords.z <= 0) continue;
|
|
|
|
|
|
/* projection and clipping (trivial for a rectangle) */
|
|
|
|
proj = projection(sp, coords.z) * sp->aspect_scale;
|
|
|
|
lefttop.x = midx + (int) ((coords.x - sp->stars[i].width/2) *
|
|
proj / SPACE_XY_FACTOR);
|
|
lefttop.y = midy - (int) ((coords.y + sp->stars[i].height/2) *
|
|
proj / SPACE_XY_FACTOR);
|
|
if (lefttop.x < 0)
|
|
lefttop.x = 0;
|
|
else if (lefttop.x >= width)
|
|
continue;
|
|
if (lefttop.y < 0)
|
|
lefttop.y = 0;
|
|
else if (lefttop.y >= height)
|
|
continue;
|
|
|
|
rightbottom.x = midx + (int) ((coords.x + sp->stars[i].width/2) *
|
|
proj / SPACE_XY_FACTOR);
|
|
rightbottom.y = midy - (int) ((coords.y - sp->stars[i].height/2) *
|
|
proj / SPACE_XY_FACTOR);
|
|
if (rightbottom.x < 0)
|
|
continue;
|
|
else if (rightbottom.x >= width)
|
|
rightbottom.x = width - 1;
|
|
if (rightbottom.y < 0)
|
|
continue;
|
|
else if (rightbottom.y >= height)
|
|
rightbottom.y = height - 1;
|
|
|
|
|
|
/* in white color, small stars look darker than big stars */
|
|
|
|
XSetForeground(display, gc, MI_WHITE_PIXEL(mi));
|
|
|
|
if ((lefttop.x == rightbottom.x) &&
|
|
(lefttop.y == rightbottom.y)) {
|
|
/* star is exactly 1 pixel */
|
|
XDrawPoint(display, window, gc, lefttop.x, lefttop.y);
|
|
} else if ((rightbottom.x - lefttop.x) +
|
|
(rightbottom.y - lefttop.y) == 1) {
|
|
/* star is 2 pixels wide or high */
|
|
XDrawPoint(display, window, gc,
|
|
lefttop.x, lefttop.y);
|
|
XDrawPoint(display, window, gc,
|
|
rightbottom.x, rightbottom.y);
|
|
} else if ((rightbottom.x - lefttop.x == 1) &&
|
|
(rightbottom.y - lefttop.y == 1)) {
|
|
|
|
/* star is exactly 2x2 pixels.
|
|
* a 2x2 rectangle should be drawn faster by plotting all 4 pixels
|
|
* than by filling a rectangle (is this really so under X ?)
|
|
*/
|
|
|
|
XDrawPoint(display, window, gc,
|
|
lefttop.x, lefttop.y);
|
|
XDrawPoint(display, window, gc,
|
|
rightbottom.x, lefttop.y);
|
|
XDrawPoint(display, window, gc,
|
|
lefttop.x, rightbottom.y);
|
|
XDrawPoint(display, window, gc,
|
|
rightbottom.x, rightbottom.y);
|
|
} else {
|
|
XFillRectangle(display, window, gc,
|
|
lefttop.x, lefttop.y,
|
|
rightbottom.x - lefttop.x,
|
|
rightbottom.y - lefttop.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
void draw_scooter(ModeInfo *mi)
|
|
{
|
|
scooterstruct *sp;
|
|
|
|
if (scooters == NULL)
|
|
return;
|
|
sp = &scooters[MI_SCREEN(mi)];
|
|
if (sp->doors == NULL)
|
|
return;
|
|
|
|
cleardoors(mi);
|
|
|
|
shift_elements(mi);
|
|
|
|
/* With these scale factors, all doors are sized correctly for any window dimension.
|
|
* If aspect ratio is not 4:3, the smaller part of the window is used, e.g.:
|
|
* window = 1000x600
|
|
* => door scale factor is like in a 800x600 window (not 1000x750)
|
|
*/
|
|
|
|
if ((float)MI_WIDTH(mi)/MI_HEIGHT(mi) >=
|
|
(float)ASPECT_SCREENWIDTH/ASPECT_SCREENHEIGHT) {
|
|
/* window is wider than or equal 4:3 */
|
|
sp->aspect_scale = (float)MI_HEIGHT(mi) / ASPECT_SCREENHEIGHT;
|
|
} else {
|
|
/* window is higher than 4:3 */
|
|
sp->aspect_scale = (float)MI_WIDTH(mi) / ASPECT_SCREENWIDTH;
|
|
}
|
|
|
|
drawstars(mi);
|
|
|
|
drawdoors(mi);
|
|
}
|
|
|
|
void refresh_scooter(ModeInfo *mi)
|
|
{
|
|
MI_CLEARWINDOW(mi);
|
|
}
|
|
|
|
void change_scooter(ModeInfo *mi)
|
|
{
|
|
scooterstruct *sp;
|
|
|
|
if (scooters == NULL)
|
|
return;
|
|
sp = &scooters[MI_SCREEN(mi)];
|
|
|
|
sp->halt_scooter = !sp->halt_scooter;
|
|
}
|
|
|
|
#endif /* MODE_scooter */
|