#define PROGCLASS "Lament"
#define HACK_INIT init_lament
#define HACK_DRAW draw_lament
+#define HACK_RESHAPE reshape_lament
#define lament_opts xlockmore_opts
#define DEFAULTS "*delay: 10000 \n" \
+ "*showFPS: False \n" \
"*wireframe: False \n" \
"*texture: True \n"
#include "xlockmore.h"
} lament_type;
-static GLfloat exterior_color[] = { 0.70, 0.60, 0.00, 1.00 };
-static GLfloat interior_color[] = { 0.25, 0.25, 0.20, 1.00 };
+static GLfloat exterior_color[] = { 0.33, 0.22, 0.03, 1.00, /* ambient */
+ 0.78, 0.57, 0.11, 1.00, /* specular */
+ 0.99, 0.91, 0.81, 1.00, /* diffuse */
+ 27.80 /* shininess */
+ };
+static GLfloat interior_color[] = { 0.20, 0.20, 0.15, 1.00, /* ambient */
+ 0.40, 0.40, 0.32, 1.00, /* specular */
+ 0.99, 0.99, 0.81, 1.00, /* diffuse */
+ 50.80 /* shininess */
+ };
typedef struct {
lament_faces);
}
-
\f
/* Computing normal vectors (thanks to Nat Friedman <ndf@mit.edu>)
*/
/* Shorthand utilities for making faces, with proper normals.
*/
+static void
+set_colors (GLfloat *color)
+{
+ glMaterialfv(GL_FRONT, GL_AMBIENT, color+0);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, color+4);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, color+8);
+ glMaterialfv(GL_FRONT, GL_SHININESS, color+12);
+}
+
static void
face3(GLint texture, GLfloat *color, Bool wire,
GLfloat s1, GLfloat t1, GLfloat x1, GLfloat y1, GLfloat z1,
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, texture);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ set_colors(color);
+
do_normal(x1, y1, z1, x2, y2, z2, x3, y3, z3);
glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLES);
glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, texture);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ set_colors(color);
do_normal(x1, y1, z1, x2, y2, z2, x3, y3, z3);
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, texture);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ set_colors(color);
do_normal(x1, y1, z1, x2, y2, z2, x3, y3, z3);
glBegin(wire ? GL_LINE_LOOP : GL_POLYGON);
glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, lc->texids[top ? FACE_U : FACE_D]);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
i = 1;
do_normal(points[i+0][0], points[i+0][1], 0,
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, 0);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, interior_color);
+ set_colors(interior_color);
i = countof(points) - 9;
do_normal(points[i+0][0], points[i+0][1], 0,
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, lc->texids[FACE_E]);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
do_normal(0, body_face_points[(i*5)+0][0], body_face_points[(i*5)+0][1],
0, body_face_points[(i*5)+1][0], body_face_points[(i*5)+1][1],
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, lc->texids[FACE_E]);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
do_normal(
0, lifter_face_points[(i*5)+0][0], lifter_face_points[(i*5)+0][1],
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, lc->texids[FACE_E]);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
do_normal(
0, slider_face_points[(i*5)+0][0], slider_face_points[(i*5)+0][1],
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, 0);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, interior_color);
+ set_colors(interior_color);
do_normal(
0, slider_face_points[(i*5)+2][0], slider_face_points[(i*5)+2][1],
/* Window management, etc
*/
-static void
-reshape(int width, int height)
+void
+reshape_lament(ModeInfo *mi, int width, int height)
{
int target_size = 180;
int win_size = (width > height ? height : width);
if (!wire)
{
- static GLfloat pos0[] = { -4.0, 2.0, 5.0, 1.0 };
- static GLfloat pos1[] = { 12.0, 5.0, 1.0, 1.0 };
- static GLfloat local[] = { 0.0 };
- static GLfloat ambient[] = { 0.3, 0.3, 0.3, 1.0 };
- static GLfloat spec[] = { 1.0, 1.0, 1.0, 1.0 };
- static GLfloat shine[] = { 100.0 };
+ static GLfloat pos0[] = { -4.0, 2.0, 5.0, 1.0 };
+ static GLfloat pos1[] = { 6.0, -1.0, 3.0, 1.0 };
+
+ static GLfloat amb0[] = { 0.7, 0.7, 0.7, 1.0 };
+/* static GLfloat amb1[] = { 0.7, 0.0, 0.0, 1.0 }; */
+ static GLfloat dif0[] = { 1.0, 1.0, 1.0, 1.0 };
+ static GLfloat dif1[] = { 0.3, 0.1, 0.1, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, pos0);
glLightfv(GL_LIGHT1, GL_POSITION, pos1);
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
-
- glLightfv(GL_LIGHT0, GL_SPECULAR, spec);
- glLightfv(GL_LIGHT1, GL_SPECULAR, spec);
-
- glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
- glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
- glMaterialfv(GL_FRONT, GL_SHININESS, shine);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb0);
+/* glLightfv(GL_LIGHT1, GL_AMBIENT, amb1); */
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif0);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, dif1);
+ set_colors(exterior_color);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- glDisable(GL_LIGHT1);
+/* glEnable(GL_LIGHT1); */
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
{
int height = lc->texture->width; /* assume square */
glBindTexture(GL_TEXTURE_2D, lc->texids[i]);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
+
+ clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
lc->texture->width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
(lc->texture->data +
(lc->texture->bytes_per_line * height * i)));
+ check_gl_error("texture");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
"\n"
"%s: dying with signal %d (%s).\n"
"\n"
- "\tThis is almost certainly a bug in the MesaGL library,\n"
+ "\tThis is almost certainly a bug in the Mesa GL library,\n"
"\tespecially if the stack trace in the core file mentions\n"
"\t`lambda_textured_triangle' or `render_quad'.\n"
"\n"
- "\tI encourage you to report this to the Mesa maintainers\n"
- "\tat <http://www.mesa3d.org/>. I reported this bug more\n"
- "\tthan a year ago, and it is trivially reproducible.\n"
- "\tI do not know a workaround.\n"
+ "\tFirst make sure that you have the latest version of Mesa.\n"
+ "\tIf that doesn't fix it, then I encourage you to report this\n"
+ "\tbug to the Mesa maintainers at <http://www.mesa3d.org/>.\n"
"\n",
progname,
sig,
lc->ddy = 0.00006 + frand(0.00003);
lc->ddz = 0.00006 + frand(0.00003);
- lc->ddx = 0.00001;
- lc->ddy = 0.00001;
- lc->ddz = 0.00001;
-
lc->type = LAMENT_BOX;
lc->anim_pause = 300 + (random() % 100);
if ((lc->glx_context = init_GL(mi)) != NULL)
{
- reshape(MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_lament(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
gl_init(mi);
}
void
draw_lament(ModeInfo *mi)
{
- static int tick = 0;
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
glXMakeCurrent(dpy, window, *(lc->glx_context));
draw(mi);
+ if (mi->fps_p) do_fps (mi);
+
glFinish();
glXSwapBuffers(dpy, window);
lc->anim_pause--;
else
animate(mi);
-
- if (++tick > 500)
- {
- tick = 0;
- reshape(MI_WIDTH(mi), MI_HEIGHT(mi));
- }
}
#endif /* USE_GL */