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

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2006-11-26 04:07:42 -07:00
/* sballs --- balls spinning like crazy in GL */
#if !defined( lint ) && !defined( SABER )
static const char sccsid[] = "@(#)sballs.c 5.02 2001/03/10 xlockmore";
#endif
/* Copyright (c) E. Lassauge, 2001. */
/*
* 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.
*
* The original code for this mode was written by
* Mustata Bogdan (LoneRunner) <lonerunner@planetquake.com>
* and can be found at http://www.cfxweb.net/lonerunner/
*
* Eric Lassauge (November-07-2000) <lassauge AT users.sourceforge.net>
* http://lassauge.free.fr/linux.html
*
* REVISION HISTORY:
*
* E.Lassauge - 03-Oct-2001:
* - minor bugfixes - get ready for xscreensaver
* E.Lassauge - 09-Mar-2001:
* - get rid of my framerate options to use showfps
* E.Lassauge - 28-Nov-2000:
* - add handling of polyhedrons (like in ico)
* - modified release part to add freeing of GL objects
* E.Lassauge - 14-Nov-2000:
* - use new common xpm_to_ximage function
*
*/
#ifdef STANDALONE /* xscreensaver mode */
#define MODE_sballs
#define PROGCLASS "Sballs"
#define HACK_INIT init_sballs
#define HACK_DRAW draw_sballs
#define HACK_RESHAPE reshape_sballs
#define sballs_opts xlockmore_opts
#define DEFAULTS "*delay: 40000 \n" \
"*size: 0 \n" \
"*cycles: 10 \n" \
"*object: 0 \n" \
"*trackmouse: False \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
"*texture: True \n"
#include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
#include "xlock.h" /* from the xlockmore distribution */
#include "visgl.h"
#endif /* !STANDALONE */
#ifdef MODE_sballs
#define MINSIZE 32 /* minimal viewport size */
#define FRAME 50 /* frame count interval */
#define MAX_OBJ 8 /* number of 3D objects */
#include <GL/gl.h>
#include <GL/glx.h>
#include <GL/glu.h>
#ifdef HAVE_XPM
#include "xpm-ximage.h"
#ifdef STANDALONE
#include "../images/face.xpm"
#include "../images/back.xpm"
#else /* !STANDALONE */
#include "pixmaps/face.xpm"
#include "pixmaps/back.xpm"
#endif /* !STANDALONE */
#endif /* HAVE_XPM */
/* Manage option vars */
#define DEF_TEXTURE "True"
#define DEF_TRACKMOUSE "False"
#define DEF_OBJECT "2"
#define DEF_OBJECT_INDX 2
static Bool do_texture;
static Bool do_trackmouse;
static int object;
static int spheres;
static XrmOptionDescRec opts[] = {
{(char *) "-texture", (char *) ".sballs.texture", XrmoptionNoArg, (caddr_t) "on"},
{(char *) "+texture", (char *) ".sballs.texture", XrmoptionNoArg, (caddr_t) "off"},
{(char *) "-trackmouse", (char *) ".sballs.trackmouse", XrmoptionNoArg, (caddr_t) "on"},
{(char *) "+trackmouse", (char *) ".sballs.trackmouse", XrmoptionNoArg, (caddr_t) "off"},
{(char *) "-object", (char *) ".sballs.object", XrmoptionSepArg, (caddr_t) NULL},
};
static argtype vars[] = {
{(void *) & do_texture, (char *) "texture", (char *) "Texture", (char *) DEF_TEXTURE, t_Bool},
{(void *) & do_trackmouse, (char *) "trackmouse", (char *) "TrackMouse", (char *) DEF_TRACKMOUSE, t_Bool},
{(void *) & object, (char *) "object", (char *) "Object", (char *) DEF_OBJECT, t_Int},
};
static OptionStruct desc[] = {
/*{(char *) "-count spheres", (char *) "set number of spheres"},*/
/*{(char *) "-cycles speed", (char *) "set ball speed value"},*/
{(char *) "-/+texture", (char *) "turn on/off texturing"},
{(char *) "-/+trackmouse", (char *) "turn on/off the tracking of the mouse"},
{(char *) "-object num", (char *) "number of the 3D object (0 means random)"},
};
ModeSpecOpt sballs_opts =
{ sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc };
#ifdef USE_MODULES
ModStruct sballs_description =
{ "sballs", "init_sballs", "draw_sballs", "release_sballs",
"draw_sballs", "change_sballs", (char *) NULL, &sballs_opts,
/*
delay,count,cycles,size,ncolors,sat
*/
40000, 0, 10, 0, 64, 1.0, "",
"balls spinning like crazy in GL", 0, NULL
};
#endif /* USE_MODULES */
/* misc types and defines */
#define vinit(a,i,j,k) {\
(a)[0]=i;\
(a)[1]=j;\
(a)[2]=k;\
}
typedef float vec_t;
typedef vec_t vec3_t[3];
#define MAX_BALLS 20
/* the mode struct, contains all per screen variables */
typedef struct {
GLint WIDTH, HEIGHT; /* display dimensions */
GLXContext *glx_context;
XImage *btexture; /* back texture image bits */
XImage *ftexture; /* face texture image bits */
GLuint backid; /* back texture id: GL world */
GLuint faceid; /* face texture id: GL world */
vec3_t eye;
vec3_t rot;
vec3_t rotm;
int speed;
float radius[MAX_BALLS];
} sballsstruct;
/* array of sballsstruct indexed by screen number */
static sballsstruct *sballs = (sballsstruct *) NULL;
/* lights */
static float LightAmbient[]= { 1.0f, 1.0f, 1.0f, 1.0f };
static float LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
static float LightPosition[]= { 0.0f, 0.0f, 4.0f, 1.0f };
/* structure of the polyhedras */
typedef struct {
const char *longname; /* long name of object */
const char *shortname; /* short name of object */
int numverts; /* number of vertices */
float radius; /* radius */
vec3_t v[MAX_BALLS];/* the vertices */
} Polyinfo;
static Polyinfo polygons[] =
{
/* 0: objtetra - structure values for tetrahedron */
{
"tetrahedron", "tetra", /* long and short names */
4, /* number of vertices */
0.8,
{ /* vertices (x,y,z) */
/* all points must be within radius 2 of the origin */
#define T 1.0
{T, T, T},
{T, -T, -T},
{-T, T, -T},
{-T, -T, T},
#undef T
}
},
/* 1: objcube - structure values for cube */
{
"hexahedron", "cube", /* long and short names */
8, /* number of vertices, edges, and faces */
0.6,
{ /* vertices (x,y,z) */
/* all points must be within radius 2 of the origin */
#define T 1.0
{T, T, T},
{T, T, -T},
{T, -T, -T},
{T, -T, T},
{-T, T, T},
{-T, T, -T},
{-T, -T, -T},
{-T, -T, T},
#undef T
}
},
/* 2: objocta - structure values for octahedron */
{
"octahedron", "octa", /* long and short names */
6, /* number of vertices */
0.6,
{ /* vertices (x,y,z) */
/* all points must be within radius 2 of the origin */
#define T 1.5
{T, 0, 0},
{-T, 0, 0},
{0, T, 0},
{0, -T, 0},
{0, 0, T},
{0, 0, -T},
#undef T
}
},
/* 3: objdodec - structure values for dodecahedron */
{
"dodecahedron", "dodeca", /* long and short names */
20, /* number of vertices */
0.35,
{ /* vertices (x,y,z) */
/* all points must be within radius 2 of the origin */
{0.000000, 0.500000, 1.000000},
{0.000000, -0.500000, 1.000000},
{0.000000, -0.500000, -1.000000},
{0.000000, 0.500000, -1.000000},
{1.000000, 0.000000, 0.500000},
{-1.000000, 0.000000, 0.500000},
{-1.000000, 0.000000, -0.500000},
{1.000000, 0.000000, -0.500000},
{0.500000, 1.000000, 0.000000},
{-0.500000, 1.000000, 0.000000},
{-0.500000, -1.000000, 0.000000},
{0.500000, -1.000000, 0.000000},
{0.750000, 0.750000, 0.750000},
{-0.750000, 0.750000, 0.750000},
{-0.750000, -0.750000, 0.750000},
{0.750000, -0.750000, 0.750000},
{0.750000, -0.750000, -0.750000},
{0.750000, 0.750000, -0.750000},
{-0.750000, 0.750000, -0.750000},
{-0.750000, -0.750000, -0.750000},
}
},
/* 4: objicosa - structure values for icosahedron */
{
"icosahedron", "icosa", /* long and short names */
12, /* number of vertices */
0.4,
{ /* vertices (x,y,z) */
/* all points must be within radius 2 of the origin */
{0.00000000, 0.00000000, -0.95105650},
{0.00000000, 0.85065080, -0.42532537},
{0.80901698, 0.26286556, -0.42532537},
{0.50000000, -0.68819095, -0.42532537},
{-0.50000000, -0.68819095, -0.42532537},
{-0.80901698, 0.26286556, -0.42532537},
{0.50000000, 0.68819095, 0.42532537},
{0.80901698, -0.26286556, 0.42532537},
{0.00000000, -0.85065080, 0.42532537},
{-0.80901698, -0.26286556, 0.42532537},
{-0.50000000, 0.68819095, 0.42532537},
{0.00000000, 0.00000000, 0.95105650}
}
},
/* 5: objplane - structure values for plane */
{
"plane", "plane", /* long and short names */
4, /* number of vertices */
0.7,
{ /* vertices (x,y,z) */
/* all points must be within radius 2 of the origin */
#define T 1.1
{T, 0, 0},
{-T, 0, 0},
{0, T, 0},
{0, -T, 0},
#undef T
}
},
/* 6: objpyr - structure values for pyramid */
{
"pyramid", "pyramid", /* long and short names */
5, /* number of vertices */
0.5,
{ /* vertices (x,y,z) */
/* all points must be within radius 1 of the origin */
#define T 1.0
{T, 0, 0},
{-T, 0, 0},
{0, T, 0},
{0, -T, 0},
{0, 0, T},
#undef T
}
},
/* 7: objstar - structure values for octahedron star (stellated octahedron?) */
{
"star", "star", /* long and short names */
8, /* number of vertices */
0.7,
{ /* vertices (x,y,z) */
/* all points must be within radius 1 of the origin */
#define T 0.9
{T, T, T},
{T, -T, -T},
{-T, T, -T},
{-T, -T, T},
{-T, -T, -T},
{-T, T, T},
{T, -T, T},
{T, T, -T},
#undef T
}
},
};
/*
*-----------------------------------------------------------------------------
*-----------------------------------------------------------------------------
* Misc funcs.
*-----------------------------------------------------------------------------
*-----------------------------------------------------------------------------
*/
static void clamp(vec3_t v)
{
int i;
for (i = 0; i < 3; i ++)
if (v[i] > 360 || v[i] < -360)
v[i] = 0;
}
/* track the mouse in a joystick manner : not perfect but it works */
static void trackmouse(ModeInfo * mi)
{
sballsstruct *sb = &sballs[MI_SCREEN(mi)];
/* we keep static values (not per screen) for the mouse stuff: in general you have only one mouse :-> */
static int max[2] = { 0, 0 };
static int min[2] = { 0x7fffffff, 0x7fffffff }, center[2];
Window r, c;
int rx, ry, cx, cy;
unsigned int m;
(void) XQueryPointer(MI_DISPLAY(mi), MI_WINDOW(mi),
&r, &c, &rx, &ry, &cx, &cy, &m);
if (max[0] < cx)
max[0] = cx;
if (min[0] > cx)
min[0] = cx;
center[0] = (max[0] + min[0]) / 2;
if (max[1] < cy)
max[1] = cy;
if (min[1] > cy)
min[1] = cy;
center[1] = (max[1] + min[1]) / 2;
if (fabs(center[0] - (float) cx) > 0.1 * (max[0] - min[0]))
sb->rot[0] -= ((center[0] - (float) cx) / (max[0] - min[0]) * 180.0f) / 200.0f;
if (fabs(center[1] - (float) cy) > 0.1 * (max[1] - min[1]))
sb->rot[1] -= ((center[1] - (float) cy) / (max[1] - min[1]) * 180.0f) / 200.0f;;
clamp(sb->rot);
/* oops: can't get those buttons */
if (m & Button4Mask)
sb->speed++;
if (m & Button5Mask)
sb->speed--;
}
/* initialise textures */
static void inittextures(ModeInfo * mi)
{
sballsstruct *sb = &sballs[MI_SCREEN(mi)];
#ifdef HAVE_XPM
if (do_texture) {
glGenTextures(1, &sb->backid);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, sb->backid);
#endif /* HAVE_GLBINDTEXTURE */
sb->btexture = xpm_to_ximage(MI_DISPLAY(mi),
MI_VISUAL(mi),
MI_COLORMAP(mi),
back_data);
if (!(sb->btexture)) {
(void) fprintf(stderr, "Error reading the background texture.\n");
glDeleteTextures(1, &sb->backid);
do_texture = False;
sb->faceid = 0; /* default textures */
sb->backid = 0;
return;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
sb->btexture->width, sb->btexture->height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, sb->btexture->data);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glGenTextures(1, &sb->faceid);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, sb->faceid);
#endif /* HAVE_GLBINDTEXTURE */
sb->ftexture = xpm_to_ximage(MI_DISPLAY(mi),
MI_VISUAL(mi),
MI_COLORMAP(mi),
face_data);
if (!(sb->ftexture)) {
(void) fprintf(stderr, "Error reading the face texture.\n");
glDeleteTextures(1, &sb->faceid);
sb->faceid = 0;
return;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
sb->ftexture->width, sb->ftexture->height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, sb->ftexture->data);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{
sb->faceid = 0; /* default textures */
sb->backid = 0;
}
#else /* !HAVE_XPM */
do_texture = False;
sb->faceid = 0; /* default textures */
sb->backid = 0;
#endif /* !HAVE_XPM */
}
static void drawSphere(ModeInfo * mi,int sphere_num)
{
sballsstruct *sb = &sballs[MI_SCREEN(mi)];
float x = polygons[object].v[sphere_num][0];
float y = polygons[object].v[sphere_num][1];
float z = polygons[object].v[sphere_num][2];
int numMajor = 10;
int numMinor = 10;
float radius = sb->radius[sphere_num];
double majorStep = (M_PI / numMajor);
double minorStep = (2.0 * M_PI / numMinor);
int i, j;
glPushMatrix();
glTranslatef(x, y, z);
glColor4f(1, 1, 1, 1);
for (i = 0; i < numMajor; ++i)
{
double a = i * majorStep;
double b = a + majorStep;
double r0 = radius * sin(a);
double r1 = radius * sin(b);
GLfloat z0 = radius * cos(a);
GLfloat z1 = radius * cos(b);
glBegin(MI_IS_WIREFRAME(mi) ? GL_LINE_STRIP: GL_TRIANGLE_STRIP);
for (j = 0; j <= numMinor; ++j)
{
double c = j * minorStep;
GLfloat x = cos(c);
GLfloat y = sin(c);
glNormal3f((x * r0) / radius, (y * r0) / radius, z0 / radius);
glTexCoord2f(j / (GLfloat) numMinor, i / (GLfloat) numMajor);
glVertex3f(x * r0, y * r0, z0);
glNormal3f((x * r1) / radius, (y * r1) / radius, z1 / radius);
glTexCoord2f(j / (GLfloat) numMinor, (i + 1) / (GLfloat) numMajor);
glVertex3f(x * r1, y * r1, z1);
}
glEnd();
}
glPopMatrix();
}
/*
*-----------------------------------------------------------------------------
*-----------------------------------------------------------------------------
* GL funcs.
*-----------------------------------------------------------------------------
*-----------------------------------------------------------------------------
*/
#ifndef STANDALONE
static void Reshape(ModeInfo * mi)
#else
void reshape_sballs(ModeInfo * mi, int width, int height)
#endif
{
sballsstruct *sb = &sballs[MI_SCREEN(mi)];
int size = MI_SIZE(mi);
/* Viewport is specified size if size >= MINSIZE && size < screensize */
if (size <= 1) {
sb->WIDTH = MI_WIDTH(mi);
sb->HEIGHT = MI_HEIGHT(mi);
} else if (size < MINSIZE) {
sb->WIDTH = MINSIZE;
sb->HEIGHT = MINSIZE;
} else {
sb->WIDTH = (size > MI_WIDTH(mi)) ? MI_WIDTH(mi) : size;
sb->HEIGHT = (size > MI_HEIGHT(mi)) ? MI_HEIGHT(mi) : size;
}
glViewport((MI_WIDTH(mi) - sb->WIDTH) / 2, (MI_HEIGHT(mi) - sb->HEIGHT) / 2, sb->WIDTH, sb->HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, (float)sb->WIDTH / (float) sb->HEIGHT, 1.0, 300.0);
glMatrixMode(GL_MODELVIEW);
}
static void Draw(ModeInfo * mi)
{
sballsstruct *sb = &sballs[MI_SCREEN(mi)];
int sphere;
if (do_trackmouse && !MI_IS_ICONIC(mi))
trackmouse(mi);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glEnable(GL_DEPTH_TEST);
/* move eyes */
glTranslatef (-sb->eye[0], -sb->eye[1], -sb->eye[2]);
/* draw background */
if (do_texture)
{
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glColor3f(1, 1, 1);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, sb->backid);
#endif /* HAVE_GLBINDTEXTURE */
}
else
{
glColor3f(0, 0, 0);
}
glBegin(GL_QUAD_STRIP);
glNormal3f(0, 0, 1); glTexCoord2f(0,0); glVertex3f(8, 4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(0,1); glVertex3f(8, -4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(1,0); glVertex3f(-8, 4.1, -4);
glNormal3f(0, 0, 1); glTexCoord2f(1,1); glVertex3f(-8, -4.1, -4);
glEnd();
/* rotate the mouse */
glRotatef(sb->rot[0], 1.0f, 0.0f, 0.0f);
glRotatef(sb->rot[1], 0.0f, 1.0f, 0.0f);
glRotatef(sb->rot[2], 0.0f, 0.0f, 1.0f);
/* rotate the balls */
glRotatef(sb->rotm[0], 1.0f, 0.0f, 0.0f);
glRotatef(sb->rotm[1], 0.0f, 1.0f, 0.0f);
glRotatef(sb->rotm[2], 0.0f, 0.0f, 1.0f);
sb->rotm[0] += sb->speed;
sb->rotm[1] += -(sb->speed);
sb->rotm[2] += 0;
/* draw the balls */
if (do_texture)
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, sb->faceid);
#endif /* HAVE_GLBINDTEXTURE */
else
glEnable(GL_LIGHTING);
for (sphere=0;sphere<spheres;sphere++)
{
drawSphere(mi,sphere);
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
/* manage framerate display */
if (MI_IS_FPS(mi)) do_fps (mi);
glPopMatrix();
}
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->rot ,0.0f, 0.0f, 0.0f);
vinit(sb->rotm ,0.0f, 0.0f, 0.0f);
sb->speed = MI_CYCLES(mi);
/* initialise object number */
if (object == 0)
object = NRAND(MAX_OBJ);
if ((object == 0) || (object > MAX_OBJ))
object = DEF_OBJECT_INDX;
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,
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);
glClearColor(0, 0, 0, 0);
}
/*
*-----------------------------------------------------------------------------
*-----------------------------------------------------------------------------
* Xlock hooks.
*-----------------------------------------------------------------------------
*-----------------------------------------------------------------------------
*/
/*
*-----------------------------------------------------------------------------
* Initialize sballs. Called each time the window changes.
*-----------------------------------------------------------------------------
*/
void init_sballs(ModeInfo * mi)
{
sballsstruct *sb;
if (sballs == NULL) {
if ((sballs = (sballsstruct *) calloc(MI_NUM_SCREENS(mi),
sizeof(sballsstruct))) == NULL)
return;
}
sb = &sballs[MI_SCREEN(mi)];
if ((sb->glx_context = init_GL(mi)) != NULL) {
#ifndef STANDALONE
Reshape(mi); /* xlock mode */
#else
reshape_sballs(mi,MI_WIDTH(mi),MI_HEIGHT(mi)); /* xscreensaver mode */
#endif
glDrawBuffer(GL_BACK);
Init(mi);
} else {
MI_CLEARWINDOW(mi);
}
}
/*
*-----------------------------------------------------------------------------
* Called by the mainline code periodically to update the display.
*-----------------------------------------------------------------------------
*/
void draw_sballs(ModeInfo * mi)
{
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
sballsstruct *sb;
if (sballs == NULL)
return;
sb = &sballs[MI_SCREEN(mi)];
MI_IS_DRAWN(mi) = True;
if (!sb->glx_context)
return;
glXMakeCurrent(display, window, *(sb->glx_context));
Draw(mi);
#ifndef STANDALONE
Reshape(mi); /* xlock mode */
#else
reshape_sballs(mi,MI_WIDTH(mi),MI_HEIGHT(mi)); /* xscreensaver mode */
#endif
glFinish();
glXSwapBuffers(display, window);
}
/*
*-----------------------------------------------------------------------------
* The display is being taken away from us. Free up malloc'ed
* memory and X resources that we've alloc'ed. Only called
* once, we must zap everything for every screen.
*-----------------------------------------------------------------------------
*/
void release_sballs(ModeInfo * mi)
{
int screen;
if (sballs != NULL) {
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
sballsstruct *sb = &sballs[screen];
if (sb->btexture)
{
glDeleteTextures(1,&sb->backid);
XDestroyImage(sb->btexture);
}
if (sb->ftexture)
{
glDeleteTextures(1,&sb->faceid);
XDestroyImage(sb->ftexture);
}
}
free(sballs);
sballs = (sballsstruct *) NULL;
}
FreeAllGL(mi);
}
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 = NRAND(MAX_OBJ);
if ((object == 0) || (object > MAX_OBJ))
object = DEF_OBJECT_INDX;
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,
MI_CYCLES(mi),
do_texture ? "on" : "off"
);
}
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sb->glx_context));
}
#endif /* MODE_sballs */