-/* dangerball, Copyright (c) 2001, 2002 Jamie Zawinski <jwz@jwz.org>
+/* dangerball, Copyright (c) 2001-2008 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 "DangerBall"
-#define HACK_INIT init_ball
-#define HACK_DRAW draw_ball
-#define HACK_RESHAPE reshape_ball
-#define sws_opts xlockmore_opts
-
-#define DEF_SPIN "True"
-#define DEF_WANDER "True"
-#define DEF_SPEED "0.05"
-
#define DEFAULTS "*delay: 30000 \n" \
"*count: 30 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
- "*speed: " DEF_SPEED " \n" \
- "*spin: " DEF_SPIN "\n" \
- "*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 refresh_ball 0
+# define release_ball 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#include "colors.h"
#include "sphere.h"
#include "tube.h"
+#include "rotator.h"
+#include "gltrackball.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
-#include <GL/glu.h>
+
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "0.05"
+
+#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
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;
};
static argtype vars[] = {
- {(caddr_t *) &do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
- {(caddr_t *) &do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
- {(caddr_t *) &speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
};
-ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt ball_opts = {countof(opts), opts, countof(vars), vars, NULL};
/* Window management, etc
*/
-void
+ENTRYPOINT void
reshape_ball (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
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);
}
-/* 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);
}
}
}
-void
+ENTRYPOINT 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 == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5 ||
+ event->xbutton.button == Button6 ||
+ event->xbutton.button == Button7))
+ {
+ gltrackball_mousewheel (bp->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ 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;
+}
+
+
+ENTRYPOINT void
init_ball (ModeInfo *mi)
{
ball_configuration *bp;
glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
}
- bp->rotx = frand(1.0) * RANDSIGN();
- bp->roty = frand(1.0) * RANDSIGN();
- bp->rotz = frand(1.0) * RANDSIGN();
-
- /* 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);
-
- bp->d_max = bp->dx * 2;
-
- 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 = 0.12;
+ 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));
glNewList (bp->spike_list, GL_COMPILE);
cone (0, 0, 0,
0, 1, 0,
- 1, 0, SPIKE_FACES, SMOOTH_SPIKES, wire);
+ 1, 0, SPIKE_FACES, SMOOTH_SPIKES, False, wire);
glEndList ();
randomize_spikes (mi);
}
-void
+ENTRYPOINT void
draw_ball (ModeInfo *mi)
{
ball_configuration *bp = &bps[MI_SCREEN(mi)];
Window window = MI_WINDOW(mi);
int c2;
- /* #### I'm not getting specular reflections on the ball,
- and I can't figure out why.
- */
+ static const GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
+ static const GLfloat sspec[4] = {0.0, 0.0, 0.0, 1.0};
+ static const GLfloat bshiny = 128.0;
+ static const GLfloat sshiny = 0.0;
- 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;
+ GLfloat bcolor[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat scolor[4] = {0.0, 0.0, 0.0, 1.0};
if (!bp->glx_context)
return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
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);
}
bcolor[0] = bp->colors[bp->ccolor].red / 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);
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_SPECULAR, sspec);
glMaterialf (GL_FRONT, GL_SHININESS, sshiny);
glXSwapBuffers(dpy, window);
}
+XSCREENSAVER_MODULE_2 ("DangerBall", dangerball, ball)
+
#endif /* USE_GL */