-/* dangerball, Copyright (c) 2001 Jamie Zawinski <jwz@jwz.org>
+/* dangerball, Copyright (c) 2001, 2002 Jamie Zawinski <jwz@jwz.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
#define HACK_INIT init_ball
#define HACK_DRAW draw_ball
#define HACK_RESHAPE reshape_ball
+#define HACK_HANDLE_EVENT ball_handle_event
+#define EVENT_MASK PointerMotionMask
#define sws_opts xlockmore_opts
#define DEF_SPIN "True"
"*wander: " DEF_WANDER "\n" \
+#define SPIKE_FACES 12 /* how densely to render spikes */
+#define SMOOTH_SPIKES True
#define SPHERE_SLICES 32 /* how densely to render spheres */
#define SPHERE_STACKS 16
-#define SPIKE_FACES 12 /* how densely to render spikes */
-
-
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#include "xlockmore.h"
#include "colors.h"
+#include "sphere.h"
+#include "tube.h"
+#include "rotator.h"
+#include "gltrackball.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
-#ifdef HAVE_UNAME
-# include <sys/utsname.h>
-#endif /* HAVE_UNAME */
-
-
#include <GL/glu.h>
-#include "glutstroke.h"
-#include "glut_roman.h"
-#define GLUT_FONT (&glutStrokeRoman)
-
typedef struct {
GLXContext *glx_context;
-
- GLfloat rotx, roty, rotz; /* current object rotation */
- GLfloat dx, dy, dz; /* current rotational velocity */
- GLfloat ddx, ddy, ddz; /* current rotational acceleration */
- GLfloat d_max; /* max velocity */
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
GLuint ball_list;
GLuint spike_list;
static ball_configuration *bps = NULL;
-static char *do_spin;
+static Bool do_spin;
static GLfloat speed;
static Bool do_wander;
ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
-
-static void
-unit_spike (Bool wire)
-{
- int i;
- int faces = SPIKE_FACES;
- GLfloat step = M_PI * 2 / faces;
- GLfloat th;
-
- glFrontFace(GL_CW);
- glBegin(wire ? GL_LINE_STRIP : GL_TRIANGLE_FAN);
-
- glNormal3f(0, 1, 0);
- glVertex3f(0, 1, 0);
- for (i = 0, th = 0; i <= faces; i++)
- {
- GLfloat x = cos (th);
- GLfloat y = sin (th);
- glNormal3f(x, 0, y);
- glVertex3f(x, 0, y);
- if (wire) glVertex3f(0, 1, 0);
- th += step;
- }
- glEnd();
-}
-
-
-/* lifted from glplanet */
-/* Function for determining points on the surface of the sphere */
-static void
-parametric_sphere (float theta, float rho, GLfloat *vector)
-{
- vector[0] = -sin(theta) * sin(rho);
- vector[1] = cos(theta) * sin(rho);
- vector[2] = cos(rho);
-}
-
-/* lifted from glplanet */
-static void
-unit_sphere (Bool wire)
-{
- int stacks = SPHERE_STACKS;
- int slices = SPHERE_SLICES;
-
- int i, j;
- float drho, dtheta;
- float rho, theta;
- GLfloat vector[3];
- GLfloat ds, dt, t, s;
-
- if (!wire)
- glShadeModel(GL_SMOOTH);
-
- /* Generate a sphere with quadrilaterals.
- * Quad vertices are determined using a parametric sphere function.
- * For fun, you could generate practically any parameteric surface and
- * map an image onto it.
- */
- drho = M_PI / stacks;
- dtheta = 2.0 * M_PI / slices;
- ds = 1.0 / slices;
- dt = 1.0 / stacks;
-
- glFrontFace(GL_CCW);
- glBegin( wire ? GL_LINE_LOOP : GL_QUADS );
-
- t = 0.0;
- for (i=0; i < stacks; i++) {
- rho = i * drho;
- s = 0.0;
- for (j=0; j < slices; j++) {
- theta = j * dtheta;
-
- glTexCoord2f (s,t);
- parametric_sphere (theta, rho, vector);
- glNormal3fv (vector);
- parametric_sphere (theta, rho, vector);
- glVertex3f (vector[0], vector[1], vector[2]);
-
- glTexCoord2f (s,t+dt);
- parametric_sphere (theta, rho+drho, vector);
- glNormal3fv (vector);
- parametric_sphere (theta, rho+drho, vector);
- glVertex3f (vector[0], vector[1], vector[2]);
-
- glTexCoord2f (s+ds,t+dt);
- parametric_sphere (theta + dtheta, rho+drho, vector);
- glNormal3fv (vector);
- parametric_sphere (theta + dtheta, rho+drho, vector);
- glVertex3f (vector[0], vector[1], vector[2]);
-
- glTexCoord2f (s+ds, t);
- parametric_sphere (theta + dtheta, rho, vector);
- glNormal3fv (vector);
- parametric_sphere (theta + dtheta, rho, vector);
- glVertex3f (vector[0], vector[1], vector[2]);
-
- s = s + ds;
- }
- t = t + dt;
- }
- glEnd();
-}
-
-
-
/* Window management, etc
*/
void
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
+ gluPerspective (30.0, 1/h, 1.0, 100.0);
- gluPerspective( 30.0, 1/h, 1.0, 100.0 );
- gluLookAt( 0.0, 0.0, 15.0,
- 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glTranslatef(0.0, 0.0, -15.0);
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
-static void
-gl_init (ModeInfo *mi)
-{
-/* ball_configuration *bp = &bps[MI_SCREEN(mi)]; */
- int wire = MI_IS_WIREFRAME(mi);
-
- static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0};
-
- if (!wire)
- {
- glLightfv(GL_LIGHT0, GL_POSITION, pos);
- glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
- }
-}
-
-
-/* lifted from lament.c */
-#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
-#define RANDSIGN() ((random() & 1) ? 1 : -1)
-
-static void
-rotate(GLfloat *pos, GLfloat *v, GLfloat *dv, GLfloat max_v)
-{
- double ppos = *pos;
-
- /* tick position */
- if (ppos < 0)
- ppos = -(ppos + *v);
- else
- ppos += *v;
-
- if (ppos > 1.0)
- ppos -= 1.0;
- else if (ppos < 0)
- ppos += 1.0;
-
- if (ppos < 0) abort();
- if (ppos > 1.0) abort();
- *pos = (*pos > 0 ? ppos : -ppos);
-
- /* accelerate */
- *v += *dv;
-
- /* clamp velocity */
- if (*v > max_v || *v < -max_v)
- {
- *dv = -*dv;
- }
- /* If it stops, start it going in the other direction. */
- else if (*v < 0)
- {
- if (random() % 4)
- {
- *v = 0;
-
- /* keep going in the same direction */
- if (random() % 2)
- *dv = 0;
- else if (*dv < 0)
- *dv = -*dv;
- }
- else
- {
- /* reverse gears */
- *v = -*v;
- *dv = -*dv;
- *pos = -*pos;
- }
- }
-
- /* Alter direction of rotational acceleration randomly. */
- if (! (random() % 120))
- *dv = -*dv;
-
- /* Change acceleration very occasionally. */
- if (! (random() % 200))
- {
- if (*dv == 0)
- *dv = 0.00001;
- else if (random() & 1)
- *dv *= 1.2;
- else
- *dv *= 0.8;
- }
-}
-
-
static void
randomize_spikes (ModeInfo *mi)
{
glScalef (diam, pos, diam);
glCallList (bp->spike_list);
glPopMatrix();
+
+ mi->polygon_count += (SPIKE_FACES + 1);
}
}
}
+Bool
+ball_handle_event (ModeInfo *mi, XEvent *event)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button & Button1)
+ {
+ bp->button_down_p = True;
+ gltrackball_start (bp->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button & Button1)
+ {
+ bp->button_down_p = False;
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ bp->button_down_p)
+ {
+ gltrackball_track (bp->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+
+ return False;
+}
+
+
void
init_ball (ModeInfo *mi)
{
bp = &bps[MI_SCREEN(mi)];
- if ((bp->glx_context = init_GL(mi)) != NULL) {
- gl_init(mi);
- reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- }
+ bp->glx_context = init_GL(mi);
- bp->rotx = frand(1.0) * RANDSIGN();
- bp->roty = frand(1.0) * RANDSIGN();
- bp->rotz = frand(1.0) * RANDSIGN();
+ reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- /* bell curve from 0-6 degrees, avg 3 */
- bp->dx = (frand(2) + frand(2) + frand(2)) / (360/2);
- bp->dy = (frand(2) + frand(2) + frand(2)) / (360/2);
- bp->dz = (frand(2) + frand(2) + frand(2)) / (360/2);
+ if (!wire)
+ {
+ GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
+ GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
- bp->d_max = bp->dx * 2;
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
- bp->ddx = 0.00006 + frand(0.00003);
- bp->ddy = 0.00006 + frand(0.00003);
- bp->ddz = 0.00006 + frand(0.00003);
+ {
+ double spin_speed = 10.0;
+ double wander_speed = 0.15;
+ double spin_accel = 2.0;
+
+ bp->rot = make_rotator (do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ spin_accel,
+ do_wander ? wander_speed : 0,
+ True);
+ bp->trackball = gltrackball_init ();
+ }
bp->ncolors = 128;
bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
bp->spike_list = glGenLists (1);
glNewList (bp->ball_list, GL_COMPILE);
- unit_sphere (wire);
+ unit_sphere (SPHERE_STACKS, SPHERE_SLICES, wire);
glEndList ();
glNewList (bp->spike_list, GL_COMPILE);
- unit_spike (wire);
+ cone (0, 0, 0,
+ 0, 1, 0,
+ 1, 0, SPIKE_FACES, SMOOTH_SPIKES, wire);
glEndList ();
randomize_spikes (mi);
Window window = MI_WINDOW(mi);
int c2;
- static GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat bcolor[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat scolor[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
+ static GLfloat sspec[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat bshiny = 128.0;
+ static GLfloat sshiny = 0.0;
if (!bp->glx_context)
return;
glScalef(1.1, 1.1, 1.1);
{
- GLfloat x, y, z;
-
- if (do_wander)
- {
- static int frame = 0;
-
-# define SINOID(SCALE,SIZE) \
- ((((1 + sin((frame * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2)
-
- x = SINOID(0.051, 8.0);
- y = SINOID(0.037, 8.0);
- z = SINOID(0.131, 13.0);
- frame++;
- glTranslatef(x, y, z);
- }
-
- if (do_spin)
- {
- x = bp->rotx;
- y = bp->roty;
- z = bp->rotz;
- if (x < 0) x = 1 - (x + 1);
- if (y < 0) y = 1 - (y + 1);
- if (z < 0) z = 1 - (z + 1);
-
- glRotatef(x * 360, 1.0, 0.0, 0.0);
- glRotatef(y * 360, 0.0, 1.0, 0.0);
- glRotatef(z * 360, 0.0, 0.0, 1.0);
-
- rotate(&bp->rotx, &bp->dx, &bp->ddx, bp->d_max);
- rotate(&bp->roty, &bp->dy, &bp->ddy, bp->d_max);
- rotate(&bp->rotz, &bp->dz, &bp->ddz, bp->d_max);
- }
+ double x, y, z;
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 8,
+ (y - 0.5) * 8,
+ (z - 0.5) * 15);
+
+ gltrackball_rotate (bp->trackball);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
}
- color1[0] = bp->colors[bp->ccolor].red / 65536.0;
- color1[1] = bp->colors[bp->ccolor].green / 65536.0;
- color1[2] = bp->colors[bp->ccolor].blue / 65536.0;
+ bcolor[0] = bp->colors[bp->ccolor].red / 65536.0;
+ bcolor[1] = bp->colors[bp->ccolor].green / 65536.0;
+ bcolor[2] = bp->colors[bp->ccolor].blue / 65536.0;
c2 = (bp->ccolor + bp->color_shift) % bp->ncolors;
- color2[0] = bp->colors[c2].red / 65536.0;
- color2[1] = bp->colors[c2].green / 65536.0;
- color2[2] = bp->colors[c2].blue / 65536.0;
+ scolor[0] = bp->colors[c2].red / 65536.0;
+ scolor[1] = bp->colors[c2].green / 65536.0;
+ scolor[2] = bp->colors[c2].blue / 65536.0;
bp->ccolor++;
if (bp->ccolor >= bp->ncolors) bp->ccolor = 0;
+ mi->polygon_count = 0;
+
glScalef (2.0, 2.0, 2.0);
move_spikes (mi);
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, bspec);
+ glMateriali (GL_FRONT, GL_SHININESS, bshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bcolor);
glCallList (bp->ball_list);
+ mi->polygon_count += (SPHERE_SLICES * SPHERE_STACKS);
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, sspec);
+ glMaterialf (GL_FRONT, GL_SHININESS, sshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, scolor);
draw_spikes (mi);
glPopMatrix ();