/* -*- Mode: C; tab-width: 4 -*- */
/* stairs --- Infinite Stairs, and Escher-like scene. */
-#if !defined( lint ) && !defined( SABER )
+#if 0
static const char sccsid[] = "@(#)stairs.c 4.07 97/11/24 xlockmore";
-
#endif
#undef DEBUG_LISTS
* In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
*/
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Stairs"
-# define HACK_INIT init_stairs
-# define HACK_DRAW draw_stairs
-# define stairs_opts xlockmore_opts
-# define DEFAULTS "*cycles: 1 \n" \
- "*delay: 200000 \n" \
- "*wireframe: False \n"
+# define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n"
+# define refresh_stairs 0
+# define stairs_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_GL
-#include <GL/glu.h>
#include "e_textures.h"
-ModeSpecOpt stairs_opts =
+ENTRYPOINT ModeSpecOpt stairs_opts =
{0, NULL, 0, NULL, NULL};
#ifdef USE_MODULES
Bool direction;
int AreObjectsDefined[1];
int sphere_position;
+ int sphere_tick;
GLXContext *glx_context;
+ GLuint objects;
} stairsstruct;
-static float front_shininess[] =
-{60.0};
-static float front_specular[] =
-{0.7, 0.7, 0.7, 1.0};
-static float ambient[] =
-{0.0, 0.0, 0.0, 1.0};
-static float diffuse[] =
-{1.0, 1.0, 1.0, 1.0};
-static float position0[] =
-{1.0, 1.0, 1.0, 0.0};
-static float position1[] =
-{-1.0, -1.0, 1.0, 0.0};
-static float lmodel_ambient[] =
-{0.5, 0.5, 0.5, 1.0};
-static float lmodel_twoside[] =
-{GL_TRUE};
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
#if 0
-static float MaterialRed[] =
-{0.7, 0.0, 0.0, 1.0};
-static float MaterialGreen[] =
-{0.1, 0.5, 0.2, 1.0};
-static float MaterialBlue[] =
-{0.0, 0.0, 0.7, 1.0};
-static float MaterialCyan[] =
-{0.2, 0.5, 0.7, 1.0};
-static float MaterialMagenta[] =
-{0.6, 0.2, 0.5, 1.0};
-static float MaterialGray[] =
-{0.2, 0.2, 0.2, 1.0};
-static float MaterialGray5[] =
-{0.5, 0.5, 0.5, 1.0};
-static float MaterialGray6[] =
-{0.6, 0.6, 0.6, 1.0};
-static float MaterialGray8[] =
-{0.8, 0.8, 0.8, 1.0};
+static const float MaterialRed[] = {0.7, 0.0, 0.0, 1.0};
+static const float MaterialGreen[] = {0.1, 0.5, 0.2, 1.0};
+static const float MaterialBlue[] = {0.0, 0.0, 0.7, 1.0};
+static const float MaterialCyan[] = {0.2, 0.5, 0.7, 1.0};
+static const float MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0};
+static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0};
+static const float MaterialGray5[] = {0.5, 0.5, 0.5, 1.0};
+static const float MaterialGray6[] = {0.6, 0.6, 0.6, 1.0};
+static const float MaterialGray8[] = {0.8, 0.8, 0.8, 1.0};
#endif
-static float MaterialYellow[] =
-{0.7, 0.7, 0.0, 1.0};
-static float MaterialWhite[] =
-{0.7, 0.7, 0.7, 1.0};
+static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
-static float positions[] =
+static const float positions[] =
{
-2.5, 4.0, 0.0, /* First one is FUDGED :) */
-3.0, 3.25, 1.0,
#define NPOSITIONS ((sizeof positions) / (sizeof positions[0]))
+#define SPHERE_TICKS 8
+
static stairsstruct *stairs = NULL;
-static GLuint objects;
#define ObjSphere 0
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
- glTranslatef((GLfloat) positions[sp->sphere_position],
- (GLfloat) positions[sp->sphere_position + 1],
- (GLfloat) positions[sp->sphere_position + 2]);
+ {
+ int pos = sp->sphere_position;
+ int ppos = sp->sphere_position - 3;
+ int npos = sp->sphere_position + 3;
+ GLfloat spx, spy, spz;
+ GLfloat dx, dy, dz;
+ int div;
+
+ if (ppos < 0) ppos += NPOSITIONS;
+ if (npos >= NPOSITIONS) npos -= NPOSITIONS;
+
+ if (sp->sphere_tick < 0)
+ {
+ dx = positions[ppos] - positions[pos];
+ dy = positions[ppos+1] - positions[pos+1];
+ dz = positions[ppos+2] - positions[pos+2];
+ div = SPHERE_TICKS + sp->sphere_tick;
+ }
+ else
+ {
+ dx = positions[npos] - positions[pos];
+ dy = positions[npos+1] - positions[pos+1];
+ dz = positions[npos+2] - positions[ppos+2];
+ div = SPHERE_TICKS - sp->sphere_tick;
+ }
+
+ spx = positions[pos];
+ spy = positions[pos+1];
+ spz = positions[pos+2];
+ if (div != 0)
+ {
+ spx += dx / div;
+ spy += dy / div;
+ spz += dz / div;
+ }
+
+
+ spy -= 0.5; /* move the bottom of the ball closer to the stairs */
+
+
+#ifdef DEBUG
+ fprintf(stderr, "%3d %3d %2.2f %2.2f %2.2f %2.2f %2.2f %2.2f\n",
+ sp->sphere_position, sp->sphere_tick,
+ dx, dy, dz,
+ spx, spy, spz);
+
+ glBegin(GL_LINE_LOOP); /* path 1 */
+ glVertex3f(positions[pos], positions[pos+1], positions[pos+2]);
+ glVertex3f(positions[npos], positions[npos+1], positions[npos+2]);
+ glEnd();
+
+ glBegin(GL_LINE_LOOP); /* path 2 */
+ glVertex3f(positions[pos], positions[pos+1], positions[pos+2]);
+ glVertex3f(positions[ppos], positions[ppos+1], positions[ppos+2]);
+ glEnd();
+
+ glBegin(GL_LINE_LOOP); /* base origin */
+ glVertex3f(positions[pos], positions[pos+1]-10, positions[pos+2]);
+ glVertex3f(positions[pos], positions[pos+1]+10, positions[pos+2]);
+ glEnd();
+
+ glBegin(GL_LINE_LOOP); /* base origin */
+ glVertex3f(positions[pos]-10, positions[pos+1], positions[pos+2]);
+ glVertex3f(positions[pos]+10, positions[pos+1], positions[pos+2]);
+ glEnd();
+
+ glBegin(GL_LINE_LOOP); /* base origin */
+ glVertex3f(positions[pos], positions[pos+1], positions[pos+2]-10);
+ glVertex3f(positions[pos], positions[pos+1], positions[pos+2]+10);
+ glEnd();
+#endif /* DEBUG */
+
+ glTranslatef(spx, spy, spz);
+
+#ifdef DEBUG /* ball origin */
+ glBegin(GL_LINE_LOOP); glVertex3f(0,-2,0); glVertex3f(0,2,0); glEnd();
+ glBegin(GL_LINE_LOOP); glVertex3f(-2,0,0); glVertex3f(2,0,0); glEnd();
+ glBegin(GL_LINE_LOOP); glVertex3f(0,0,-2); glVertex3f(0,0,2); glEnd();
+#endif /* DEBUG */
+ }
+
if (sp->sphere_position == 0) /* FUDGE soo its not so obvious */
mySphere(0.48);
else
mySphere(0.5);
glPopMatrix();
- sp->sphere_position += 3;
+
+ if (++sp->sphere_tick >= SPHERE_TICKS-1)
+ {
+ sp->sphere_tick = -(SPHERE_TICKS-2);
+ sp->sphere_position += 3;
+ sp->sphere_position += 3;
+ }
+
if (sp->sphere_position >= NPOSITIONS)
sp->sphere_position = 0;
}
-static void
-reshape(ModeInfo * mi, int width, int height)
+ENTRYPOINT void
+reshape_stairs (ModeInfo * mi, int width, int height)
{
stairsstruct *sp = &stairs[MI_SCREEN(mi)];
static void
pinit(void)
{
+ int status;
glClearDepth(1.0);
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_CULL_FACE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, WoodTextureWidth, WoodTextureHeight,
- GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+
+ clear_gl_error();
+ status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
+ WoodTextureWidth, WoodTextureHeight,
+ GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+ if (status)
+ {
+ const char *s = (char *) gluErrorString (status);
+ fprintf (stderr, "%s: error mipmapping %dx%d texture: %s\n",
+ progname, WoodTextureWidth, WoodTextureHeight,
+ (s ? s : "(unknown)"));
+ exit (1);
+ }
+ check_gl_error("mipmapping");
+
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
}
-void
-init_stairs(ModeInfo * mi)
+ENTRYPOINT void
+init_stairs (ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
stairsstruct *sp;
}
sp = &stairs[screen];
sp->step = 0.0;
+
+ /* make multiple screens rotate at slightly different rates. */
+ sp->step -= frand(5.0);
+
sp->direction = LRAND() & 1;
sp->sphere_position = NRAND(NPOSITIONS / 3) * 3;
+ sp->sphere_tick = 0;
if ((sp->glx_context = init_GL(mi)) != NULL) {
- reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_stairs(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
- if (!glIsList(objects))
- objects = glGenLists(1);
+ if (!glIsList(sp->objects))
+ sp->objects = glGenLists(1);
pinit();
} else {
MI_CLEARWINDOW(mi);
}
}
-void
-draw_stairs(ModeInfo * mi)
+ENTRYPOINT void
+draw_stairs (ModeInfo * mi)
{
stairsstruct *sp = &stairs[MI_SCREEN(mi)];
glPopMatrix();
+ if (mi->fps_p) do_fps (mi);
glFlush();
glXSwapBuffers(display, window);
sp->step += 0.025;
}
-void
-change_stairs(ModeInfo * mi)
+#ifndef STANDALONE
+ENTRYPOINT void
+change_stairs (ModeInfo * mi)
{
stairsstruct *sp = &stairs[MI_SCREEN(mi)];
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sp->glx_context));
pinit();
}
+#endif /* !STANDALONE */
-void
-release_stairs(ModeInfo * mi)
+ENTRYPOINT void
+release_stairs (ModeInfo * mi)
{
if (stairs != NULL) {
- (void) free((void *) stairs);
- stairs = NULL;
- }
- if (glIsList(objects)) {
- glDeleteLists(objects, 1);
+ int i;
+ for (i = 0; i < MI_NUM_SCREENS(mi); i++) {
+ stairsstruct *sp = &stairs[i];
+ if (glIsList(sp->objects)) {
+ glDeleteLists(sp->objects, 1);
+ }
+ }
+ free(stairs);
+ stairs = NULL;
}
FreeAllGL(mi);
}
+XSCREENSAVER_MODULE ("Stairs", stairs)
+
#endif