-/* cubenetic, Copyright (c) 2002-2004 Jamie Zawinski <jwz@jwz.org>
+/* cubenetic, Copyright (c) 2002-2014 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
* implied warranty.
*/
-#include <X11/Intrinsic.h>
-
-extern XtAppContext app;
-
-#define PROGCLASS "Cubenetic"
-#define HACK_INIT init_cube
-#define HACK_DRAW draw_cube
-#define HACK_RESHAPE reshape_cube
-#define HACK_HANDLE_EVENT cube_handle_event
-#define EVENT_MASK PointerMotionMask
-#define ccs_opts xlockmore_opts
-
-#define DEF_SPIN "XYZ"
-#define DEF_WANDER "True"
-#define DEF_TEXTURE "True"
-
-#define DEF_WAVE_COUNT "3"
-#define DEF_WAVE_SPEED "80"
-#define DEF_WAVE_RADIUS "512"
-
#define DEFAULTS "*delay: 20000 \n" \
"*count: 5 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
- "*spin: " DEF_SPIN "\n" \
- "*wander: " DEF_WANDER "\n" \
- "*texture: " DEF_TEXTURE"\n" \
- "*waves: " DEF_WAVE_COUNT "\n" \
- "*waveSpeed: " DEF_WAVE_SPEED "\n" \
- "*waveRadius: " DEF_WAVE_RADIUS "\n" \
+ "*suppressRotationAnimation: True\n" \
+# define refresh_cube 0
+# define release_cube 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#ifdef USE_GL /* whole file */
-#include <GL/glu.h>
+
+#define DEF_SPIN "XYZ"
+#define DEF_WANDER "True"
+#define DEF_TEXTURE "True"
+
+#define DEF_WAVES "3"
+#define DEF_WAVE_SPEED "80"
+#define DEF_WAVE_RADIUS "512"
typedef struct {
int color;
GLuint cube_list;
GLuint texture_id;
+ int cube_polys;
int ncubes;
cube *cubes;
waves *waves;
{&do_spin, "spin", "Spin", DEF_SPIN, t_String},
{&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
- {&wave_count, "waves", "Waves", DEF_WAVE_COUNT, t_Int},
+ {&wave_count, "waves", "Waves", DEF_WAVES, t_Int},
{&wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int},
{&wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int},
};
-ModeSpecOpt ccs_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
-static void
+static int
unit_cube (Bool wire)
{
+ int polys = 0;
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */
glNormal3f (0, 0, 1);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5);
+ polys++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* back */
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5);
+ polys++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* left */
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5);
+ polys++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* right */
glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5);
+ polys++;
glEnd();
- if (wire) return;
+ if (wire) return polys;
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* top */
glNormal3f (0, 1, 0);
glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5);
+ polys++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* bottom */
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5);
+ polys++;
glEnd();
+ return polys;
}
/* Window management, etc
*/
-void
+ENTRYPOINT void
reshape_cube (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
glClear(GL_COLOR_BUFFER_BIT);
}
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
check_gl_error("texture initialization");
}
-Bool
+static void
+reset_colors (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ double H[3], S[3], V[3];
+ int shift = 60;
+ H[0] = frand(360.0);
+ H[1] = ((H[0] + shift) < 360) ? (H[0]+shift) : (H[0] + shift - 360);
+ H[2] = ((H[1] + shift) < 360) ? (H[1]+shift) : (H[1] + shift - 360);
+ S[0] = S[1] = S[2] = 1.0;
+ V[0] = V[1] = V[2] = 1.0;
+ make_color_loop(0, 0, 0,
+ H[0], S[0], V[0],
+ H[1], S[1], V[1],
+ H[2], S[2], V[2],
+ cc->texture_colors, &cc->ncolors,
+ False, False);
+
+ make_smooth_colormap (0, 0, 0,
+ cc->cube_colors, &cc->ncolors,
+ False, 0, False);
+}
+
+
+ENTRYPOINT Bool
cube_handle_event (ModeInfo *mi, XEvent *event)
{
cube_configuration *cc = &ccs[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- cc->button_down_p = True;
- gltrackball_start (cc->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)
+ if (gltrackball_event_handler (event, cc->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &cc->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
- cc->button_down_p = False;
- return True;
- }
- else if (event->xany.type == ButtonPress &&
- (event->xbutton.button == Button4 ||
- event->xbutton.button == Button5))
- {
- gltrackball_mousewheel (cc->trackball, event->xbutton.button, 10,
- !!event->xbutton.state);
- return True;
- }
- else if (event->xany.type == MotionNotify &&
- cc->button_down_p)
- {
- gltrackball_track (cc->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
+ reset_colors (mi);
return True;
}
}
-void
+ENTRYPOINT void
init_cube (ModeInfo *mi)
{
int i;
if (!wire)
{
- static GLfloat pos[4] = {1.0, 0.5, 1.0, 0.0};
- static GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
- static GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ static const GLfloat pos[4] = {1.0, 0.5, 1.0, 0.0};
+ static const GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
+ static const GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
if (*s == 'x' || *s == 'X') spinx = True;
else if (*s == 'y' || *s == 'Y') spiny = True;
else if (*s == 'z' || *s == 'Z') spinz = True;
+ else if (*s == '0') ;
else
{
fprintf (stderr,
1.0,
do_wander ? wander_speed : 0,
(spinx && spiny && spinz));
- cc->trackball = gltrackball_init ();
+ cc->trackball = gltrackball_init (True);
}
cc->ncolors = 256;
cc->texture_colors = (XColor *) calloc(cc->ncolors, sizeof(XColor));
cc->cube_colors = (XColor *) calloc(cc->ncolors, sizeof(XColor));
- {
- double H[3], S[3], V[3];
- int shift = 60;
- H[0] = frand(360.0);
- H[1] = ((H[0] + shift) < 360) ? (H[0]+shift) : (H[0] + shift - 360);
- H[2] = ((H[1] + shift) < 360) ? (H[1]+shift) : (H[1] + shift - 360);
- S[0] = S[1] = S[2] = 1.0;
- V[0] = V[1] = V[2] = 1.0;
- make_color_loop(0, 0,
- H[0], S[0], V[0],
- H[1], S[1], V[1],
- H[2], S[2], V[2],
- cc->texture_colors, &cc->ncolors,
- False, False);
-
- make_smooth_colormap (0, 0, 0,
- cc->cube_colors, &cc->ncolors,
- False, 0, False);
- }
+ reset_colors (mi);
cc->ncubes = MI_COUNT (mi);
cc->cubes = (cube *) calloc (sizeof(cube), cc->ncubes);
cc->cube_list = glGenLists (1);
glNewList (cc->cube_list, GL_COMPILE);
- unit_cube (wire);
+ cc->cube_polys = unit_cube (wire);
glEndList ();
}
}
-void
+ENTRYPOINT void
draw_cube (ModeInfo *mi)
{
cube_configuration *cc = &ccs[MI_SCREEN(mi)];
if (!cc->glx_context)
return;
+ mi->polygon_count = 0;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cc->glx_context));
+
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glScalef (cube->w, cube->h, cube->d);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
glCallList (cc->cube_list);
+ mi->polygon_count += cc->cube_polys;
glPopMatrix ();
}
glXSwapBuffers(dpy, window);
}
+XSCREENSAVER_MODULE_2 ("Cubenetic", cubenetic, cube)
+
#endif /* USE_GL */