glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sc->context));
if (sc->school != (School *)0) {
- setBBox(sc->school, -aspect*160, aspect*160, -130, 130, -450, -50.0);
+ glschool_setBBox(sc->school, -aspect*160, aspect*160, -130, 130, -450, -50.0);
glDeleteLists(sc->bboxList, 1);
- createBBoxList(&SCHOOL_BBOX(sc->school), &sc->bboxList, wire);
+ glschool_createBBoxList(&SCHOOL_BBOX(sc->school),
+ &sc->bboxList, wire);
}
- reshape(width, height);
+ glschool_reshape(width, height);
}
ENTRYPOINT void
sc->nColors = 360;
sc->context = init_GL(mi);
sc->colors = (XColor *)calloc(sc->nColors, sizeof(XColor));
- make_color_ramp(0, 0,
+ make_color_ramp(0, 0, 0,
0.0, 1.0, 1.0,
359.0, 1.0, 1.0,
sc->colors, &sc->nColors,
False, 0, False);
- sc->school = initSchool(NFish, AccLimit, MaxVel, MinVel, DistExp, Momentum,
+ sc->school = glschool_initSchool(NFish, AccLimit, MaxVel, MinVel, DistExp, Momentum,
MinRadius, AvoidFact, MatchFact, CenterFact, TargetFact,
DistComp);
if (sc->school == (School *)0) {
reshape_glschool(mi, width, height);
- initGLEnv(DoFog);
- initFishes(sc->school);
- createDrawLists(&SCHOOL_BBOX(sc->school), &sc->bboxList, &sc->goalList, &sc->fishList,
- &sc->fish_polys, &sc->box_polys, wire);
- computeAccelerations(sc->school);
+ glschool_initGLEnv(DoFog);
+ glschool_initFishes(sc->school);
+ glschool_createDrawLists(&SCHOOL_BBOX(sc->school),
+ &sc->bboxList, &sc->goalList, &sc->fishList,
+ &sc->fish_polys, &sc->box_polys, wire);
+ glschool_computeAccelerations(sc->school);
}
ENTRYPOINT void
mi->polygon_count = 0;
if ((sc->goalCounter % GoalChgFreq) == 0)
- newGoal(sc->school);
+ glschool_newGoal(sc->school);
sc->goalCounter++;
sc->rotCounter++;
sc->rotCounter = (sc->rotCounter%360);
- applyMovements(sc->school);
- drawSchool(sc->colors, sc->school, sc->bboxList, sc->goalList, sc->fishList, sc->rotCounter, sc->drawGoal, sc->drawBBox,
- sc->fish_polys, sc->box_polys,
- &mi->polygon_count);
- computeAccelerations(sc->school);
+ glschool_applyMovements(sc->school);
+ glschool_drawSchool(sc->colors, sc->school, sc->bboxList,
+ sc->goalList, sc->fishList, sc->rotCounter,
+ sc->drawGoal, sc->drawBBox,
+ sc->fish_polys, sc->box_polys,
+ &mi->polygon_count);
+ glschool_computeAccelerations(sc->school);
if (mi->fps_p)
do_fps(mi);