/* -*- 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
# define PROGCLASS "Stairs"
# define HACK_INIT init_stairs
# define HACK_DRAW draw_stairs
+# define HACK_RESHAPE reshape_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"
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
Bool direction;
int AreObjectsDefined[1];
int sphere_position;
+ int sphere_tick;
GLXContext *glx_context;
} stairsstruct;
#define NPOSITIONS ((sizeof positions) / (sizeof positions[0]))
+#define SPHERE_TICKS 8
+
static stairsstruct *stairs = NULL;
static GLuint objects;
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)
+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);
sp->step = 0.0;
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);
glPopMatrix();
+ if (mi->fps_p) do_fps (mi);
glFlush();
glXSwapBuffers(display, window);