*/
struct glb_config glb_config =
{
+ 0, /* transparent_p */
#if GLB_SLOW_GL
2, /* subdivision_depth */
#else
# define DEFAULTS "*delay: 10000 \n" \
"*showFPS: False \n"
+#define DEF_TRANSPARENT "False"
+#define DEF_COLOR "random"
+
#include "xlockmore.h"
#else
#include "xlock.h"
#ifdef USE_GL
-ModeSpecOpt bubble3d_opts =
-{0, NULL, 0, NULL, NULL};
+static Bool transparent_p;
+static char *bubble_color_str;
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+static XrmOptionDescRec opts[] = {
+ { "-transparent", ".transparent", XrmoptionNoArg, "True" },
+ { "+transparent", ".transparent", XrmoptionNoArg, "False" },
+ { "-color", ".bubble3d.bubblecolor", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&transparent_p, "transparent", "Transparent", DEF_TRANSPARENT, t_Bool},
+ {&bubble_color_str, "bubblecolor", "BubbleColor", DEF_COLOR, t_String},
+};
+
+ModeSpecOpt bubble3d_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct bubbles3d_description =
static struct context *contexts = 0;
+static void
+parse_color (ModeInfo *mi, const char *name, const char *s, GLfloat *a)
+{
+ XColor c;
+
+ if (! XParseColor (MI_DISPLAY(mi), MI_COLORMAP(mi), s, &c))
+ {
+ fprintf (stderr, "%s: can't parse %s color %s", progname, name, s);
+ exit (1);
+ }
+ a[0] = c.red / 65536.0;
+ a[1] = c.green / 65536.0;
+ a[2] = c.blue / 65536.0;
+}
+
+static void
+init_colors(ModeInfo *mi)
+{
+ if (strncasecmp(bubble_color_str, "auto", strlen("auto")) == 0) {
+ glb_config.bubble_colour[0] = ((float) (NRAND(100)) / 100.0);
+ glb_config.bubble_colour[1] = ((float) (NRAND(100)) / 100.0);
+ /* I keep more blue */
+ glb_config.bubble_colour[2] = ((float) (NRAND(50)) / 100.0) + 0.50;
+ } else if (strncasecmp(bubble_color_str, "random", strlen("random")) == 0) {
+ glb_config.bubble_colour[0] = -1.0;
+ } else {
+ parse_color(mi, "bubble", bubble_color_str, glb_config.bubble_colour);
+ }
+}
+
static void
init(struct context *c)
{
+ glb_config.transparent_p = transparent_p;
glb_sphere_init();
c->draw_context = glb_draw_init();
}
}
c = &contexts[screen];
c->glx_context = init_GL(mi);
+ init_colors(mi);
if (c->glx_context != 0) {
init(c);
reshape_bubble3d(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glXMakeCurrent(display, window, *(c->glx_context));
+ glb_config.polygon_count = 0;
do_display(c);
+ mi->polygon_count = glb_config.polygon_count;
if (mi->fps_p) do_fps (mi);
glFinish();