/* -*- Mode: C; tab-width: 4 -*- */
/* stairs --- Infinite Stairs, and Escher-like scene. */
-#if !defined( lint ) && !defined( SABER )
+#if 0
static const char sccsid[] = "@(#)stairs.c 4.07 97/11/24 xlockmore";
-
#endif
-#undef DEBUG_LISTS
-
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* Since I'm not a native English speaker, my apologies for any grammatical
* mistake.
*
- * My e-mail addresses are
- * vianna@cat.cbpf.br
- * and
+ * My e-mail address is
* m-vianna@usa.net
*
* Marcelo F. Vianna (Jun-01-1997)
* mapping shuld work on PseudoColor, DirectColor, TrueColor using Mesa. Mono
* is not officially supported for both OpenGL and Mesa, but seems to not crash
* Mesa.
-z *
+ *
* In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
*/
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Stairs"
-# define HACK_INIT init_stairs
-# define HACK_DRAW draw_stairs
-# define stairs_opts xlockmore_opts
-# define DEFAULTS "*cycles: 1 \n" \
- "*delay: 200000 \n" \
- "*wireframe: False \n"
+# define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n"
+
+# define release_stairs 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_GL
-#include <GL/glu.h>
+#if 0
#include "e_textures.h"
+#else
+#include "ximage-loader.h"
+#include "images/gen/wood_png.h"
+#endif
-ModeSpecOpt stairs_opts =
+#include "sphere.h"
+#include "gltrackball.h"
+
+ENTRYPOINT ModeSpecOpt stairs_opts =
{0, NULL, 0, NULL, NULL};
#ifdef USE_MODULES
ModStruct stairs_description =
-{"stairs", "init_stairs", "draw_stairs", "release_stairs",
- "draw_stairs", "change_stairs", NULL, &stairs_opts,
- 1000, 1, 1, 1, 1.0, "",
+{"stairs", "init_stairs", "draw_stairs", NULL,
+ "draw_stairs", "change_stairs", "free_stairs", &stairs_opts,
+ 1000, 1, 1, 1, 4, 1.0, "",
"Shows Infinite Stairs, an Escher-like scene", 0, NULL};
#endif
typedef struct {
GLint WindH, WindW;
GLfloat step;
- Bool direction;
- int AreObjectsDefined[1];
- int sphere_position;
+ int rotating;
+ int AreObjectsDefined[1];
+ int sphere_position;
+ int sphere_tick;
GLXContext *glx_context;
+ trackball_state *trackball;
+ Bool button_down_p;
+ GLuint objects;
} stairsstruct;
-static float front_shininess[] =
-{60.0};
-static float front_specular[] =
-{0.7, 0.7, 0.7, 1.0};
-static float ambient[] =
-{0.0, 0.0, 0.0, 1.0};
-static float diffuse[] =
-{1.0, 1.0, 1.0, 1.0};
-static float position0[] =
-{1.0, 1.0, 1.0, 0.0};
-static float position1[] =
-{-1.0, -1.0, 1.0, 0.0};
-static float lmodel_ambient[] =
-{0.5, 0.5, 0.5, 1.0};
-static float lmodel_twoside[] =
-{GL_TRUE};
-
-#if 0
-static float MaterialRed[] =
-{0.7, 0.0, 0.0, 1.0};
-static float MaterialGreen[] =
-{0.1, 0.5, 0.2, 1.0};
-static float MaterialBlue[] =
-{0.0, 0.0, 0.7, 1.0};
-static float MaterialCyan[] =
-{0.2, 0.5, 0.7, 1.0};
-static float MaterialMagenta[] =
-{0.6, 0.2, 0.5, 1.0};
-static float MaterialGray[] =
-{0.2, 0.2, 0.2, 1.0};
-static float MaterialGray5[] =
-{0.5, 0.5, 0.5, 1.0};
-static float MaterialGray6[] =
-{0.6, 0.6, 0.6, 1.0};
-static float MaterialGray8[] =
-{0.8, 0.8, 0.8, 1.0};
-#endif
-static float MaterialYellow[] =
-{0.7, 0.7, 0.0, 1.0};
-static float MaterialWhite[] =
-{0.7, 0.7, 0.7, 1.0};
-
-static float positions[] =
-{
- -2.5, 4.0, 0.0, /* First one is FUDGED :) */
- -3.0, 3.25, 1.0,
- -3.0, 4.4, 1.5,
- -3.0, 3.05, 2.0,
- -3.0, 4.2, 2.5,
-
- -3.0, 2.85, 3.0,
- -2.5, 4.0, 3.0,
- -2.0, 2.75, 3.0,
- -1.5, 3.9, 3.0,
- -1.0, 2.65, 3.0,
- -0.5, 3.8, 3.0,
- 0.0, 2.55, 3.0,
- 0.5, 3.7, 3.0,
- 1.0, 2.45, 3.0,
- 1.5, 3.6, 3.0,
- 2.0, 2.35, 3.0,
-
- 2.0, 3.5, 2.5,
- 2.0, 2.25, 2.0,
- 2.0, 3.4, 1.5,
- 2.0, 2.15, 1.0,
- 2.0, 3.3, 0.5,
- 2.0, 2.05, 0.0,
- 2.0, 3.2, -0.5,
- 2.0, 1.95, -1.0,
- 2.0, 3.1, -1.5,
- 2.0, 1.85, -2.0,
-
- 1.5, 2.9, -2.0,
- 1.0, 1.65, -2.0,
- 0.5, 2.7, -2.0,
- 0.0, 1.55, -2.0,
- -0.5, 2.5, -2.0,
- -1.0, 1.45, -2.0,
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
+
+static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
+
+static const float ball_positions[] = {
+ -3.0, 3.0, 1.0,
+ -3.0, 2.8, 2.0,
+ -3.0, 2.6, 3.0,
+
+ -2.0, 2.4, 3.0,
+ -1.0, 2.2, 3.0,
+ 0.0, 2.0, 3.0,
+ 1.0, 1.8, 3.0,
+ 2.0, 1.6, 3.0,
+
+ 2.0, 1.5, 2.0,
+ 2.0, 1.4, 1.0,
+ 2.0, 1.3, 0.0,
+ 2.0, 1.2, -1.0,
+ 2.0, 1.1, -2.0,
+
+ 1.0, 0.9, -2.0,
+ 0.0, 0.7, -2.0,
+ -1.0, 0.5, -2.0,
};
-#define NPOSITIONS ((sizeof positions) / (sizeof positions[0]))
-static stairsstruct *stairs = NULL;
-static GLuint objects;
+#define NPOSITIONS ((sizeof ball_positions) / (sizeof ball_positions[0]) / 3)
+#define SPHERE_TICKS 32
-#define ObjSphere 0
-
-#define PlankWidth 3.0
-#define PlankHeight 0.35
-#define PlankThickness 0.15
+static stairsstruct *stairs = NULL;
-static void
-mySphere(float radius)
+static int
+draw_block(GLfloat width, GLfloat height, GLfloat thickness)
{
- GLUquadricObj *quadObj;
-
- quadObj = gluNewQuadric();
- gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
- gluSphere(quadObj, radius, 16, 16);
- gluDeleteQuadric(quadObj);
+ int polys = 0;
+ glFrontFace(GL_CCW);
+ glBegin(GL_QUADS);
+ glNormal3f(0, 0, 1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, -height, thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, -height, thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, height, thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, height, thickness);
+ polys++;
+ glNormal3f(0, 0, -1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, height, -thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, height, -thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, -height, -thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, -height, -thickness);
+ polys++;
+ glNormal3f(0, 1, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, height, thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, height, thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, height, -thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, height, -thickness);
+ polys++;
+ glNormal3f(0, -1, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, -height, -thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, -height, -thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, -height, thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, -height, thickness);
+ polys++;
+ glNormal3f(1, 0, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(width, -height, thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, -height, -thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, height, -thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(width, height, thickness);
+ polys++;
+ glNormal3f(-1, 0, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, height, thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(-width, height, -thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(-width, -height, -thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, -height, thickness);
+ polys++;
+ glEnd();
+ return polys;
}
static void
-draw_block(stairsstruct * sp, GLfloat width, GLfloat height, GLfloat thickness)
+draw_stairs_internal(ModeInfo * mi)
{
- glBegin(GL_QUADS);
- glNormal3f(0, 0, 1);
- glTexCoord2f(0, 0);
- glVertex3f(-width, -height, thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, -height, thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, height, thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, height, thickness);
- glNormal3f(0, 0, -1);
- glTexCoord2f(0, 0);
- glVertex3f(-width, height, -thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, height, -thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, -height, -thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, -height, -thickness);
- glNormal3f(0, 1, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-width, height, thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, height, thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, height, -thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, height, -thickness);
- glNormal3f(0, -1, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-width, -height, -thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, -height, -thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, -height, thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, -height, thickness);
- glNormal3f(1, 0, 0);
- glTexCoord2f(0, 0);
- glVertex3f(width, -height, thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, -height, -thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, height, -thickness);
- glTexCoord2f(0, 1);
- glVertex3f(width, height, thickness);
- glNormal3f(-1, 0, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-width, height, thickness);
- glTexCoord2f(1, 0);
- glVertex3f(-width, height, -thickness);
- glTexCoord2f(1, 1);
- glVertex3f(-width, -height, -thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, -height, thickness);
- glEnd();
-}
+ GLfloat X;
-static void
-draw_degree(stairsstruct * sp, GLfloat w, GLfloat h , GLfloat t)
-{
- draw_block(sp, w, h, t);
-}
+ mi->polygon_count = 0;
-static void
-draw_stairs_internal(ModeInfo *mi)
-{
- stairsstruct *sp = &stairs[MI_SCREEN(mi)];
- GLfloat X;
-
- glPushMatrix();
- glPushMatrix();
- glTranslatef(-3.0, 0.1, 2.0);
- for (X=0; X< 2; X++) {
- draw_degree(sp, 0.5, 2.7+0.1*X, 0.5);
- glTranslatef( 0.0, 0.1,-1.0);
- }
+ glPushMatrix();
+ glPushMatrix();
+ glTranslatef(-3.0, 0.1, 2.0);
+ for (X = 0; X < 2; X++) {
+ mi->polygon_count += draw_block(0.5, 2.7 + 0.1 * X, 0.5);
+ glTranslatef(0.0, 0.1, -1.0);
+ }
glPopMatrix();
- glTranslatef(-3.0, 0.0, 3.0);
- glPushMatrix();
+ glTranslatef(-3.0, 0.0, 3.0);
+ glPushMatrix();
- for (X=0; X< 6; X++) {
- draw_degree(sp, 0.5, 2.6-0.1*X, 0.5);
- glTranslatef( 1.0,-0.1, 0.0);
- }
- glTranslatef(-1.0,-0.9,-1.0);
- for (X=0; X< 5; X++) {
- draw_degree(sp, 0.5, 3.0-0.1*X, 0.5);
- glTranslatef( 0.0, 0.0,-1.0);
- }
- glTranslatef(-1.0,-1.1, 1.0);
- for (X=0; X< 3; X++) {
- draw_degree(sp, 0.5, 3.5-0.1*X, 0.5);
- glTranslatef(-1.0,-0.1, 0.0);
- }
+ for (X = 0; X < 6; X++) {
+ mi->polygon_count += draw_block(0.5, 2.6 - 0.1 * X, 0.5);
+ glTranslatef(1.0, -0.1, 0.0);
+ }
+ glTranslatef(-1.0, -0.9, -1.0);
+ for (X = 0; X < 5; X++) {
+ mi->polygon_count += draw_block(0.5, 3.0 - 0.1 * X, 0.5);
+ glTranslatef(0.0, 0.0, -1.0);
+ }
+ glTranslatef(-1.0, -1.1, 1.0);
+ for (X = 0; X < 3; X++) {
+ mi->polygon_count += draw_block(0.5, 3.5 - 0.1 * X, 0.5);
+ glTranslatef(-1.0, -0.1, 0.0);
+ }
glPopMatrix();
glPopMatrix();
+}
+
+/*#define DEBUG*/
+/*#define DEBUG_PATH*/
+
+static int
+draw_sphere(int pos, int tick)
+{
+ int pos2 = (pos+1) % NPOSITIONS;
+ GLfloat x1 = ball_positions[pos*3];
+ GLfloat y1 = ball_positions[pos*3+1];
+ GLfloat z1 = ball_positions[pos*3+2];
+ GLfloat x2 = ball_positions[pos2*3];
+ GLfloat y2 = ball_positions[pos2*3+1];
+ GLfloat z2 = ball_positions[pos2*3+2];
+ GLfloat frac = tick / (GLfloat) SPHERE_TICKS;
+ GLfloat x = x1 + (x2 - x1) * frac;
+ GLfloat y = y1 + (y2 - y1) * frac + (2 * sin (M_PI * frac));
+ GLfloat z = z1 + (z2 - z1) * frac;
+ int polys = 0;
+
+ glPushMatrix();
- glPushMatrix();
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
-
- glTranslatef((GLfloat) positions[sp->sphere_position],
- (GLfloat) positions[sp->sphere_position + 1],
- (GLfloat) positions[sp->sphere_position + 2]);
- if (sp->sphere_position == 0) /* FUDGE soo its not so obvious */
- mySphere(0.48);
- else
- mySphere(0.5);
- glPopMatrix();
- sp->sphere_position += 3;
- if (sp->sphere_position >= NPOSITIONS)
- sp->sphere_position = 0;
+# ifdef DEBUG_PATH
+ glVertex3f(x, y, z);
+ if (tick == 0) {
+ glVertex3f(x, y-7.5, z);
+ glVertex3f(x, y, z); glVertex3f(x, y, z-0.6);
+ glVertex3f(x, y, z); glVertex3f(x, y, z+0.6);
+ glVertex3f(x, y, z); glVertex3f(x+0.6, y, z);
+ glVertex3f(x, y, z); glVertex3f(x-0.6, y, z);
+ glVertex3f(x, y, z);
+ }
+
+# else /* !DEBUG_PATH */
+ y += 0.5;
+ glTranslatef(x, y, z);
+
+ glScalef (0.5, 0.5, 0.5);
+
+ /* make ball a little smaller on the gap to obscure distance */
+ if (pos == NPOSITIONS-1)
+ glScalef (0.95, 0.95, 0.95);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
+ glDisable (GL_TEXTURE_2D);
+ glShadeModel(GL_SMOOTH);
+ glFrontFace(GL_CCW);
+ polys += unit_sphere (32, 32, False);
+ glShadeModel(GL_FLAT);
+ glEnable (GL_TEXTURE_2D);
+#endif /* !DEBUG_PATH */
+
+ glPopMatrix();
+ return polys;
}
-static void
-reshape(ModeInfo * mi, int width, int height)
+
+
+ENTRYPOINT void
+reshape_stairs (ModeInfo * mi, int width, int height)
{
stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+ int y = 0;
- glViewport(0, 0, sp->WindW = (GLint) width, sp->WindH = (GLint) height);
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ }
+
+ glViewport(0, y, sp->WindW = (GLint) width, sp->WindH = (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
}
}
-static void
-pinit(ModeInfo * mi)
+ENTRYPOINT Bool
+stairs_handle_event (ModeInfo *mi, XEvent *event)
{
-/* stairsstruct *sp = &stairs[MI_SCREEN(mi)];*/
+ stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, sp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &sp->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == ' ' || c == '\t')
+ {
+ gltrackball_reset (sp->trackball, 0, 0);
+ return True;
+ }
+ }
+
+ return False;
+}
- glClearDepth(1.0);
- glClearColor(0.0, 0.0, 0.0, 1.0);
+static void
+pinit(ModeInfo *mi)
+{
+ /* int status; */
+ glClearDepth(1.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_NORMALIZE);
- glFrontFace(GL_CCW);
glCullFace(GL_BACK);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, WoodTextureWidth, WoodTextureHeight,
- GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+
+#if 0
+ clear_gl_error();
+ status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
+ WoodTextureWidth, WoodTextureHeight,
+ GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+ if (status)
+ {
+ const char *s = (char *) gluErrorString (status);
+ fprintf (stderr, "%s: error mipmapping %dx%d texture: %s\n",
+ progname, WoodTextureWidth, WoodTextureHeight,
+ (s ? s : "(unknown)"));
+ exit (1);
+ }
+ check_gl_error("mipmapping");
+#else
+ {
+ XImage *img = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
+ wood_png, sizeof(wood_png));
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ img->width, img->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, img->data);
+ check_gl_error("texture");
+ XDestroyImage (img);
+ }
+#endif
+
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
}
-void
-init_stairs(ModeInfo * mi)
+ENTRYPOINT void
+init_stairs (ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
stairsstruct *sp;
- if (stairs == NULL) {
- if ((stairs = (stairsstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (stairsstruct))) == NULL)
- return;
- }
+ MI_INIT (mi, stairs);
sp = &stairs[screen];
+
sp->step = 0.0;
- sp->direction = LRAND() & 1;
- sp->sphere_position = NRAND(NPOSITIONS / 3) * 3;
+ sp->rotating = 0;
+ sp->sphere_position = NRAND(NPOSITIONS);
+ sp->sphere_tick = 0;
if ((sp->glx_context = init_GL(mi)) != NULL) {
- reshape(mi, MI_WIN_WIDTH(mi), MI_WIN_HEIGHT(mi));
+ reshape_stairs(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
- if (!glIsList(objects))
- objects = glGenLists(1);
+ if (!glIsList(sp->objects))
+ sp->objects = glGenLists(1);
pinit(mi);
} else {
- MI_CLEARWINDOW(mi);
+ MI_CLEARWINDOW(mi);
}
+
+ sp->trackball = gltrackball_init (False);
}
-void
-draw_stairs(ModeInfo * mi)
+ENTRYPOINT void
+draw_stairs (ModeInfo * mi)
{
stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+ GLfloat rot = current_device_rotation();
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
glPushMatrix();
+ glRotatef(rot, 0, 0, 1);
+
glTranslatef(0.0, 0.0, -10.0);
- if (!MI_WIN_IS_ICONIC(mi)) {
+ if (!MI_IS_ICONIC(mi)) {
glScalef(Scale4Window * sp->WindH / sp->WindW, Scale4Window, Scale4Window);
} else {
glScalef(Scale4Iconic * sp->WindH / sp->WindW, Scale4Iconic, Scale4Iconic);
}
- glRotatef(44.5, 1, 0, 0);
- glRotatef(50 + ((sp->direction) ? 1 : -1 ) *
- ((sp->step * 100 > 120) ? sp->step * 100 - 120 : 0), 0, 1, 0);
- if (sp->step * 100 >= 360 + 120) { /* stop showing secrets */
- sp->step = 0;
- sp->direction = LRAND() & 1;
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ if (rot != 0 && rot != 180 && rot != -180)
+ glScalef (1/h, 1/h, 1/h);
}
- draw_stairs_internal(mi);
+# endif
+
+ gltrackball_rotate (sp->trackball);
+
+ glTranslatef(0, 0.5, 0);
+ glRotatef(44.5, 1, 0, 0);
+ glRotatef(50, 0, 1, 0);
+
+ if (!sp->rotating) {
+ if ((LRAND() % 500) == 0)
+ sp->rotating = (LRAND() & 1) ? 1 : -1;
+ }
+
+ if (sp->rotating) {
+ glRotatef(sp->rotating * sp->step, 0, 1, 0);
+ if (sp->step >= 360) {
+ sp->rotating = 0;
+ sp->step = 0;
+ }
+
+# ifndef DEBUG
+ if (!sp->button_down_p)
+ sp->step += 2;
+# endif /* DEBUG */
+ }
+
+ draw_stairs_internal(mi);
+
+
+# ifdef DEBUG
+ {
+ int i, j;
+# ifdef DEBUG_PATH
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glBegin (GL_LINE_LOOP);
+# endif /* DEBUG_PATH */
+ for (i = 0; i < NPOSITIONS; i ++)
+ for (j = 0; j < SPHERE_TICKS; j++)
+ mi->polygon_count += draw_sphere(i, j);
+# ifdef DEBUG_PATH
+ glEnd();
+ glEnable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
+# endif /* DEBUG_PATH */
+ }
+#else /* !DEBUG */
+ mi->polygon_count += draw_sphere(sp->sphere_position, sp->sphere_tick);
+#endif /* !DEBUG */
+
+ if (sp->button_down_p)
+ ;
+ else if (++sp->sphere_tick >= SPHERE_TICKS)
+ {
+ sp->sphere_tick = 0;
+ if (++sp->sphere_position >= NPOSITIONS)
+ sp->sphere_position = 0;
+ }
glPopMatrix();
+ if (mi->fps_p) do_fps (mi);
glFlush();
glXSwapBuffers(display, window);
-
- sp->step += 0.025;
}
-void
-change_stairs(ModeInfo * mi)
+#ifndef STANDALONE
+ENTRYPOINT void
+change_stairs (ModeInfo * mi)
{
stairsstruct *sp = &stairs[MI_SCREEN(mi)];
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sp->glx_context));
- pinit(mi);
+ pinit();
}
+#endif /* !STANDALONE */
-void
-release_stairs(ModeInfo * mi)
+ENTRYPOINT void
+free_stairs (ModeInfo * mi)
{
- if (stairs != NULL) {
- (void) free((void *) stairs);
- stairs = NULL;
- }
- if (glIsList(objects)) {
- glDeleteLists(objects, 1);
+ stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+ if (glIsList(sp->objects)) {
+ glDeleteLists(sp->objects, 1);
}
- FreeAllGL(mi);
}
+XSCREENSAVER_MODULE ("Stairs", stairs)
+
#endif