-/* topblock, Copyright (c) 2006-2009
- * rednuht <topblock.xscreensaver@jumpstation.co.uk>
+/* topblock, Copyright (c) 2006-2012 rednuht <topblock.xscreensaver@jumpstation.co.uk>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
#include "xlockmore.h"
#include "topblock.h"
#include "sphere.h"
+#include "tube.h"
#include "gltrackball.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
-#ifdef HAVE_COCOA
-# include <OpenGL/glu.h>
-#else
+#ifndef HAVE_COCOA
# include <GL/glu.h>
#endif
} topBlockSTATE;
/* parameter vars */
-Bool override;
-Bool rotate;
-Bool follow;
-Bool drawCarpet;
-Bool drawBlob;
-Bool drawNipples;
-GLfloat rotateSpeed;
-GLfloat camX;
-GLfloat camY;
-GLfloat camZ;
-GLfloat dropSpeed;
-int maxFalling;
-int maxColors;
-int size;
-int spawn;
-int resolution;
+static Bool override;
+static Bool rotate;
+static Bool follow;
+static Bool drawCarpet;
+static Bool drawBlob;
+static Bool drawNipples;
+static GLfloat rotateSpeed;
+static GLfloat camX;
+static GLfloat camY;
+static GLfloat camZ;
+static GLfloat dropSpeed;
+static int maxFalling;
+static int maxColors;
+static int size;
+static int spawn;
+static int resolution;
static XrmOptionDescRec opts[] = {
{ "-size", ".size", XrmoptionSepArg, 0 },
static topBlockSTATE *tbs = NULL;
-ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};
+static ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};
/* Window management, etc */
ENTRYPOINT void
reshape_topBlock (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- if (wire) { drawNipples=False; }
+/* if (wire) { drawNipples=False; }*/
tb->numFallingBlocks=0;
if (size>10) { size = 10; }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* clear current */
glLoadIdentity(); /* resets directions, do it every time ! */
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
if (!follow) {
if (tb->highest>tb->eyeLine) { tb->eyeLine+=((tb->highest-tb->eyeLine)/100); } /* creates a smooth camera transition */
gluLookAt(camX, camY+tb->eyeLine, camZ, tb->eyeX, tb->eyeY+tb->eyeLine, tb->eyeZ, 0.0, 1.0, 0.0); /* setup viewer, xyz cam, xyz looking at and where is up normaly 0,1,0 */
glRotatef(90, 0.0, 0.0, 1.0); /* z axis */
followBlock(mi);
}
- glRotatef(-90, 1.0, 0.0, 0.0);
- gltrackball_rotate (tb->trackball);
- glRotatef(90, 1.0, 0.0, 0.0);
+
+ /* Rotate the scene around a point that's a little higher up. */
+ glTranslatef (0, 0, -5);
+ gltrackball_rotate (tb->trackball);
+ glTranslatef (0, 0, 5);
/* rotate the world */
glRotatef(tb->rotation, 0.0, 0.0, 1.0);
GLfloat color[4];
int wire = MI_IS_WIREFRAME(mi);
topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
- GLUquadricObj *quadratic;
color[0] = 0.0f;
color[1] = 1.0f;
color[2] = 0.0f;
glVertex3f(x,y,0.0);
glVertex3f(0.0,y,0.0);
tb->carpet_polys++;
- if (wire) { glEnd(); }
- else {
+ if (!wire) {
/* add edge pieces */
/* side 1 */
glNormal3f( 0, -1, 0 );
glEnd();
/* nipples */
if (drawNipples) {
- quadratic=gluNewQuadric(); /* Create A Pointer To The Quadric Object */
- gluQuadricNormals(quadratic, GLU_SMOOTH); /* Create Smooth Normals */
- gluQuadricTexture(quadratic, GL_TRUE); /* Create Texture Coords */
glTranslatef(0.5f,0.5f,-.25); /* move to the cylinder center */
for (c=0;c<x;c++) {
glPushMatrix(); /* save state */
for (i=0;i<y;i++) {
- gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
- tb->carpet_polys += resolution*resolution;
- glRotatef(180, 0.0f, 1.0f, 0.0f); /* they are upside down */
- gluDisk(quadratic, 0.0f, cylSize, resolution, resolution ); /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular */
- tb->carpet_polys += resolution*resolution;
- glRotatef(180, 0.0f, 1.0f, 0.0f); /* recover */
- glTranslatef(0.0f,1.0f,0.0f); /* move to the next cylinder center (backward) */
+ tb->carpet_polys += tube(0, 0, -0.1,
+ 0, 0, 0.26,
+ cylSize, 0,
+ resolution, True, True,
+ wire);
+ glRotatef(180, 0.0f, 1.0f, 0.0f); /* they are upside down */
+ glRotatef(180, 0.0f, 1.0f, 0.0f); /* recover */
+ glTranslatef(0.0f,1.0f,0.0f); /* move to the next cylinder center (backward) */
}
glPopMatrix(); /* save state */
glTranslatef(1.0f,0.0f,0.0f); /* reset */
int i,c;
int wire = MI_IS_WIREFRAME(mi);
topBlockSTATE *tb = &tbs[MI_SCREEN(mi)];
- GLUquadricObj *quadratic;
tb->block=glGenLists(1); /* only one */
glNewList(tb->block,GL_COMPILE);
tb->block_polys=0;
if (drawNipples) {
/* nipples */
/* draw 8 cylinders each with a disk cap */
- quadratic=gluNewQuadric(); /* Create A Pointer To The Quadric Object */
- gluQuadricNormals(quadratic, GLU_SMOOTH); /* Create Smooth Normals */
glRotatef(90, 0.0f, 1.0f, 0.0f); /* 'aim' the pointer ready for the cylinder */
glTranslatef(0.5f,0.5f,0.99f); /* move to the cylinder center */
for (c=0;c<2;c++) {
for (i=0;i<4;i++) {
- gluCylinder(quadratic, cylSize, cylSize, 0.25f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
- tb->block_polys += resolution*resolution;
+ tb->block_polys += tube(0, 0, 0,
+ 0, 0, 0.25,
+ cylSize, 0,
+ resolution, True, True,
+ wire);
glTranslatef(0.0f,0.0f,0.25f); /* move to the cylinder cap */
- gluDisk(quadratic, 0.0f, cylSize, resolution, resolution ); /* inner size (cd hole), outer size (radius), subdivisions radial, subdivisions circular */
- tb->block_polys += resolution*resolution;
glTranslatef(0.0f,0.0f,-0.25f); /* move back from the cylinder cap */
if (c==0) {
glTranslatef(0.0f,-1.0f,0.0f); /* move to the next cylinder center (forward) */
/* udders */
/* 3 cylinders on the underside */
glTranslatef(1.5f,-2.5f,-1.5f); /* move to the center, under the top of the brick */
+ if (! wire)
for (c=0;c<3;c++) {
- gluCylinder(quadratic, uddSize, uddSize, 1.5f, resolution, resolution); /* quad, radius(bottom, radius(top), height, subdivisions (around Z), subdevisions (along Z) */
- tb->block_polys += resolution*resolution;
- glTranslatef(0.0f,-1.0f,0.0f); /* move to the center */
+ tb->block_polys += tube(0, 0, 0.1,
+ 0, 0, 1.4,
+ uddSize, 0,
+ resolution, True, True, wire);
+ glTranslatef(0.0f,-1.0f,0.0f); /* move to the center */
}
}
glPopMatrix(); /* restore state */