/* glblur --- radial blur using GL textures
- * Copyright (c) 2002-2008 Jamie Zawinski <jwz@jwz.org>
+ * 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
#define DEFAULTS "*delay: 10000 \n" \
"*showFPS: False \n" \
- "*fpsSolid: True \n"
+ "*fpsSolid: True \n" \
+ "*suppressRotationAnimation: True\n" \
# define refresh_glblur 0
# define release_glblur 0
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);
}
glGenTextures (1, &bp->texture);
glBindTexture (GL_TEXTURE_2D, bp->texture);
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 128, 128, 0,
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ bp->tex_w, bp->tex_h, 0,
GL_RGBA,
/* GL_UNSIGNED_BYTE, */
GL_UNSIGNED_INT_8_8_8_8_REV,
bp->tex_data);
+ check_gl_error ("texture generation");
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glBindTexture (GL_TEXTURE_2D, bp->texture);
glCopyTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0,
bp->tex_w, bp->tex_h, 0);
- check_gl_error ("texture");
+ check_gl_error ("texture2D");
glViewport (0, 0, MI_WIDTH(mi), MI_HEIGHT(mi));
}
GLfloat alpha_inc; /* transparency fade factor */
GLfloat alpha = 0.2; /* initial transparency */
- glDisable (GL_TEXTURE_GEN_S);
- glDisable (GL_TEXTURE_GEN_T);
-
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glBlendFunc (GL_SRC_ALPHA,GL_ONE);
{
glblur_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;
- }
+ if (gltrackball_event_handler (event, bp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &bp->button_down_p))
+ return True;
return False;
}
bp->glx_context = init_GL(mi);
reshape_glblur (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ clear_gl_error(); /* WTF? sometimes "invalid op" from glViewport! */
if (!wire)
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- glMateriali(GL_FRONT, GL_SHININESS, shiny);
+ glMaterialf(GL_FRONT, GL_SHININESS, shiny);
}
{
1.0,
do_wander ? wander_speed : 0,
False);
- bp->trackball = gltrackball_init ();
+ bp->trackball = gltrackball_init (True);
}
if (blursize < 0) blursize = 0;
bp->scene_dlist2 = glGenLists (1);
init_texture (mi);
+
generate_object (mi);
}
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
-
glCallList (bp->obj_dlist0);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
glCallList (bp->obj_dlist2);
+ glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
glEndList ();
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
glCallList (bp->obj_dlist3);
+ glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
glEndList ();