-/* topblock, Copyright (c) 2006-2009
- * rednuht <topblock.xscreensaver@jumpstation.co.uk>
+/* topblock, Copyright (c) 2006-2012 rednuht <topblock.xscreensaver@jumpstation.co.uk>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
#include <math.h>
-# define refresh_topBlock 0
+# define release_topBlock 0
#define DEFAULTS "*delay: 10000 \n" \
"*count: 30 \n" \
#include "xlockmore.h"
#include "topblock.h"
#include "sphere.h"
+#include "tube.h"
#include "gltrackball.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
-#ifdef HAVE_COCOA
-# include <OpenGL/glu.h>
-#else
+#ifndef HAVE_JWXYZ
# include <GL/glu.h>
#endif
{
GLXContext *glx_context;
trackball_state *trackball;
+ GLfloat rotateSpeed;
+ GLfloat dropSpeed;
+ int maxFalling;
+ int resolution;
Bool button_down_p;
int numFallingBlocks;
GLfloat highest,highestFalling;
} topBlockSTATE;
/* parameter vars */
-Bool override;
-Bool rotate;
-Bool follow;
-Bool drawCarpet;
-Bool drawBlob;
-Bool drawNipples;
-GLfloat rotateSpeed;
-GLfloat camX;
-GLfloat camY;
-GLfloat camZ;
-GLfloat dropSpeed;
-int maxFalling;
-int maxColors;
-int size;
-int spawn;
-int resolution;
+static Bool override;
+static Bool rotate;
+static Bool follow;
+static Bool drawCarpet;
+static Bool drawBlob;
+static Bool drawNipples;
+static GLfloat rotateSpeed;
+static GLfloat camX;
+static GLfloat camY;
+static GLfloat camZ;
+static GLfloat dropSpeed;
+static int maxFalling;
+static int maxColors;
+static int size;
+static int spawn;
+static int resolution;
static XrmOptionDescRec opts[] = {
{ "-size", ".size", XrmoptionSepArg, 0 },
static topBlockSTATE *tbs = NULL;
-ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};
+static ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};
/* Window management, etc */
ENTRYPOINT void
reshape_topBlock (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
- glViewport (0, 0, (GLint) width, (GLint) height);
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width*1.5;
+ y = -height*0.2;
+ h = height / (GLfloat) width;
+ }
+ glViewport (0, y, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (60.0, 1/h, 1.0, 1000.0);
/* clean up on exit, not required ... */
ENTRYPOINT void
-release_topBlock(ModeInfo *mi)
+free_topBlock(ModeInfo *mi)
{
topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
NODE *llCurrent, *llOld;
topBlockSTATE *tb;
int wire = MI_IS_WIREFRAME(mi);
- if (!tbs) {
- tbs = (topBlockSTATE *)
- calloc (MI_NUM_SCREENS(mi), sizeof (topBlockSTATE));
- if (!tbs) abort();
- }
+ MI_INIT (mi, tbs);
tb = &tbs[MI_SCREEN(mi)];
reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- if (wire) { drawNipples=False; }
+/* if (wire) { drawNipples=False; }*/
tb->numFallingBlocks=0;
if (size>10) { size = 10; }
tb->carpetWidth = 8 * size;
tb->carpetLength = tb->carpetWidth;
- maxFalling*=size;
+ tb->maxFalling = maxFalling;
+ tb->maxFalling*=size;
if (spawn<4) { spawn=4; }
if (spawn>1000) { spawn=1000; }
- if (rotateSpeed<1) {rotateSpeed=1; }
- if (rotateSpeed>1000) {rotateSpeed=1000;}
- rotateSpeed /= 100;
+ tb->rotateSpeed = rotateSpeed;
+ if (tb->rotateSpeed<1) {tb->rotateSpeed=1; }
+ if (tb->rotateSpeed>1000) {tb->rotateSpeed=1000;}
+ tb->rotateSpeed /= 100;
- if (resolution<4) {resolution=4;}
- if (resolution>20) {resolution=20;}
- resolution*=2;
+ tb->resolution = resolution;
+ if (tb->resolution<4) {tb->resolution=4;}
+ if (tb->resolution>20) {tb->resolution=20;}
+ tb->resolution*=2;
if (maxColors<1) {maxColors=1;}
if (maxColors>8) {maxColors=8;}
- if (dropSpeed<1) {dropSpeed=1;}
- if (dropSpeed>9) {dropSpeed=9;} /* 10+ produces blocks that can pass through each other */
+ tb->dropSpeed = dropSpeed;
+ if (tb->dropSpeed<1) {tb->dropSpeed=1;}
+ if (tb->dropSpeed>9) {tb->dropSpeed=9;} /* 10+ produces blocks that can pass through each other */
- dropSpeed = 80/dropSpeed;
- dropSpeed = (blockHeight/dropSpeed);
+ tb->dropSpeed = 80/tb->dropSpeed;
+ tb->dropSpeed = (blockHeight/tb->dropSpeed);
reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glClearDepth(1.0f);
tb->eyeY=20;
tb->eyeZ=0;
}
- tb->trackball = gltrackball_init ();
+ tb->trackball = gltrackball_init (False);
}
/* provides the per frame entertainment */
generateNewBlock(mi);
- if (rotate && (!tb->button_down_p)) { tb->rotation += rotateSpeed; }
+ if (rotate && (!tb->button_down_p)) { tb->rotation += tb->rotateSpeed; }
if (tb->rotation>=360) { tb->rotation=tb->rotation-360; }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* clear current */
glLoadIdentity(); /* resets directions, do it every time ! */
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
if (!follow) {
if (tb->highest>tb->eyeLine) { tb->eyeLine+=((tb->highest-tb->eyeLine)/100); } /* creates a smooth camera transition */
gluLookAt(camX, camY+tb->eyeLine, camZ, tb->eyeX, tb->eyeY+tb->eyeLine, tb->eyeZ, 0.0, 1.0, 0.0); /* setup viewer, xyz cam, xyz looking at and where is up normaly 0,1,0 */
glRotatef(90, 0.0, 0.0, 1.0); /* z axis */
followBlock(mi);
}
- glRotatef(-90, 1.0, 0.0, 0.0);
- gltrackball_rotate (tb->trackball);
- glRotatef(90, 1.0, 0.0, 0.0);
+
+ /* Rotate the scene around a point that's a little higher up. */
+ glTranslatef (0, 0, -5);
+ gltrackball_rotate (tb->trackball);
+ glTranslatef (0, 0, 5);
/* rotate the world */
glRotatef(tb->rotation, 0.0, 0.0, 1.0);
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
llCurrent = tb->blockNodeRoot;
if (drawCarpet) {
/* center carpet */
spcN2y = 0;
if (llCurrent->height>tb->highestFalling) {tb->highestFalling=llCurrent->height;}
/* all blocks fall at the same rate to avoid mid air collisions */
- llCurrent->height-=dropSpeed;
+ llCurrent->height-=tb->dropSpeed;
if (llCurrent->height<=0) {
llCurrent->falling=0;
if (tb->highest==0) {
if (mi->fps_p) do_fps (mi);
glFinish();
- if (tb->highest>(5*maxFalling)) { drawCarpet=False; }
+ if (tb->highest>(5*tb->maxFalling)) { drawCarpet=False; }
glXSwapBuffers(dpy, window);
}
llTail = llCurrent;
tb->blockNodeRoot = llCurrent;
} else {
- if (tb->numFallingBlocks>=maxFalling) {
+ if (tb->numFallingBlocks>=tb->maxFalling) {
/* recycle */
llCurrent=llTail->next;
tb->blockNodeRoot=llCurrent->next;
llCurrent->y=(startOffy-(tb->carpetLength/2)) + getLocation(random() % ((tb->carpetLength/2)+endOffy) );
llCurrent->color=(random() % maxColors);
llCurrent->height=getHeight(tb->plusheight+tb->highest);
- if (tb->numFallingBlocks>=maxFalling) {
+ if (tb->numFallingBlocks>=tb->maxFalling) {
tb->numFallingBlocks--;
tb->numFallingBlocks--;
}
GLfloat color[4];
int wire = MI_IS_WIREFRAME(mi);
topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
- GLUquadricObj *quadratic;
color[0] = 0.0f;
color[1] = 1.0f;
color[2] = 0.0f;
glVertex3f(x,y,0.0);
glVertex3f(0.0,y,0.0);
tb->carpet_polys++;
- if (wire) { glEnd(); }
- else {
+ if (!wire) {
/* add edge pieces */
/* side 1 */
glNormal3f( 0, -1, 0 );
glEnd();
/* nipples */
if (drawNipples) {
- quadratic=gluNewQuadric(); /* Create A Pointer To The Quadric Object */
- gluQuadricNormals(quadratic, GLU_SMOOTH); /* Create Smooth Normals */
- gluQuadricTexture(quadratic, GL_TRUE); /* Create Texture Coords */
glTranslatef(0.5f,0.5f,-.25); /* move to the cylinder center */
for (c=0;c<x;c++) {
glPushMatrix(); /* save state */
for (i=0;i<y;i++) {
- gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
- tb->carpet_polys += resolution*resolution;
- glRotatef(180, 0.0f, 1.0f, 0.0f); /* they are upside down */
- gluDisk(quadratic, 0.0f, cylSize, resolution, resolution ); /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular */
- tb->carpet_polys += resolution*resolution;
- glRotatef(180, 0.0f, 1.0f, 0.0f); /* recover */
- glTranslatef(0.0f,1.0f,0.0f); /* move to the next cylinder center (backward) */
+ tb->carpet_polys += tube(0, 0, -0.1,
+ 0, 0, 0.26,
+ cylSize, 0,
+ tb->resolution, True, True,
+ wire);
+ glRotatef(180, 0.0f, 1.0f, 0.0f); /* they are upside down */
+ glRotatef(180, 0.0f, 1.0f, 0.0f); /* recover */
+ glTranslatef(0.0f,1.0f,0.0f); /* move to the next cylinder center (backward) */
}
glPopMatrix(); /* save state */
glTranslatef(1.0f,0.0f,0.0f); /* reset */
int i,c;
int wire = MI_IS_WIREFRAME(mi);
topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
- GLUquadricObj *quadratic;
tb->block=glGenLists(1); /* only one */
glNewList(tb->block,GL_COMPILE);
tb->block_polys=0;
if (drawNipples) {
/* nipples */
/* draw 8 cylinders each with a disk cap */
- quadratic=gluNewQuadric(); /* Create A Pointer To The Quadric Object */
- gluQuadricNormals(quadratic, GLU_SMOOTH); /* Create Smooth Normals */
glRotatef(90, 0.0f, 1.0f, 0.0f); /* 'aim' the pointer ready for the cylinder */
glTranslatef(0.5f,0.5f,0.99f); /* move to the cylinder center */
for (c=0;c<2;c++) {
for (i=0;i<4;i++) {
- gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
- tb->block_polys += resolution*resolution;
+ tb->block_polys += tube(0, 0, 0,
+ 0, 0, 0.25,
+ cylSize, 0,
+ tb->resolution, True, True,
+ wire);
glTranslatef(0.0f,0.0f,0.25f); /* move to the cylinder cap */
- gluDisk(quadratic, 0.0f, cylSize, resolution, resolution ); /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular */
- tb->block_polys += resolution*resolution;
glTranslatef(0.0f,0.0f,-0.25f); /* move back from the cylinder cap */
if (c==0) {
glTranslatef(0.0f,-1.0f,0.0f); /* move to the next cylinder center (forward) */
/* udders */
/* 3 cylinders on the underside */
glTranslatef(1.5f,-2.5f,-1.5f); /* move to the center, under the top of the brick */
+ if (! wire)
for (c=0;c<3;c++) {
- gluCylinder(quadratic, uddSize, uddSize, 1.5f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
- tb->block_polys += resolution*resolution;
- glTranslatef(0.0f,-1.0f,0.0f); /* move to the center */
+ tb->block_polys += tube(0, 0, 0.1,
+ 0, 0, 1.4,
+ uddSize, 0,
+ tb->resolution, True, True, wire);
+ glTranslatef(0.0f,-1.0f,0.0f); /* move to the center */
}
}
glPopMatrix(); /* restore state */
glNewList(tb->block,GL_COMPILE);
glPushMatrix();
glScalef(1.4,1.4,1.4);
- unit_sphere (resolution/2,resolution, wire);
+ unit_sphere (tb->resolution/2,tb->resolution, wire);
glPopMatrix();
glTranslatef(0.0f,-2.0f,0.0f);
glScalef(1.4,1.4,1.4);
- unit_sphere (resolution/2,resolution, wire);
+ unit_sphere (tb->resolution/2,tb->resolution, wire);
glEndList();
}
topBlock_handle_event (ModeInfo *mi, XEvent *event)
{
topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
- if (event->xany.type == KeyPress) {
+
+ if (gltrackball_event_handler (event, tb->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &tb->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress) {
KeySym keysym;
char c = 0;
XLookupString (&event->xkey, &c, 1, &keysym, 0);
return True;
}
}
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- tb->button_down_p = True;
- gltrackball_start (tb->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)
- {
- tb->button_down_p = False;
- return True;
- }
- else if (event->xany.type == ButtonPress &&
- (event->xbutton.button == Button4 ||
- event->xbutton.button == Button5 ||
- event->xbutton.button == Button6 ||
- event->xbutton.button == Button7))
- {
- gltrackball_mousewheel (tb->trackball, event->xbutton.button, 10,
- !!event->xbutton.state);
- return True;
- }
- else if (event->xany.type == MotionNotify &&
- tb->button_down_p)
- {
- gltrackball_track (tb->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
- return False;
+
+ return False;
}
/* this is tha main change for v5 compatability and acompanying ENTRYPOINTS */