-/* winduprobot, Copyright (c) 2014, 2015 Jamie Zawinski <jwz@jwz.org>
+/* winduprobot, Copyright (c) 2014-2017 Jamie Zawinski <jwz@jwz.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* came for us to throw the Cocktail Robotics Grand Challenge at DNA Lounge, I
* photographed this robot (holding a tiny martini glass) to make a flyer for
* the event. You can see that photo here:
- * http://www.dnalounge.com/flyers/2014/09/14.html
+ * https://www.dnalounge.com/flyers/2014/09/14.html
*
* Then I decided to try and make award statues for the contest by modeling
* this robot and 3D-printing it (a robot on a post, with the DNA Lounge
*
* We did eventually end up with robotic award statues, but we constructed
* them out of mass-produced wind-up robots, rather than 3D printing them:
- * http://www.dnalounge.com/gallery/2014/09-14/045.html
- * http://www.youtube.com/watch?v=EZF4ZAAy49g
+ * https://www.dnalounge.com/gallery/2014/09-14/045.html
+ * https://www.youtube.com/watch?v=EZF4ZAAy49g
*/
#define LABEL_FONT "-*-helvetica-bold-r-normal-*-*-240-*-*-*-*-*-*"
#undef DEBUG
#define WORDBUBBLES
-# define refresh_robot 0
+# define release_robot 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
reshape_robot (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
- glViewport (0, 0, (GLint) width, (GLint) height);
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport (0, y, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- gluLookAt( 0, 20, 30,
+ gluLookAt( 0, 0, 30,
0, 0, 0,
0, 1, 0);
robot_configuration *bp;
int wire = MI_IS_WIREFRAME(mi);
int i;
- if (!bps) {
- bps = (robot_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (robot_configuration));
- if (!bps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT (mi, bps);
bp = &bps[MI_SCREEN(mi)];
char *key = 0;
GLfloat spec1[4] = {1.00, 1.00, 1.00, 1.0};
GLfloat spec2[4] = {0.40, 0.40, 0.70, 1.0};
- GLfloat *spec = spec1;
+ GLfloat *spec = 0;
GLfloat shiny = 20;
glNewList (bp->dlists[i], GL_COMPILE);
# endif /* WORDBUBBLES */
- /* Let's tilt the floor a little. */
# ifdef DEBUG
if (!debug_p)
# endif
- {
- gltrackball_start (bp->user_trackball, 0, 500, 1000, 1000);
- gltrackball_track (bp->user_trackball,
- 0, 500 + (random() % 200) - 100,
- 1000, 1000);
- }
+ /* Let's tilt the floor a little. */
+ gltrackball_reset (bp->user_trackball,
+ -0.6 + frand(1.2),
+ -0.6 + frand(0.2));
}
draw_ground (ModeInfo *mi, GLfloat color[4])
{
int wire = MI_IS_WIREFRAME(mi);
- GLfloat i;
- GLfloat cell_size = 0.9;
- int cells = 1000 * size;
+ GLfloat i, j, k;
+
+ /* When using fog, iOS apparently doesn't like lines or quads that are
+ really long, and extend very far outside of the scene. Maybe? If the
+ length of the line (cells * cell_size) is greater than 25 or so, lines
+ that are oriented steeply away from the viewer tend to disappear
+ (whether implemented as GL_LINES or as GL_QUADS).
+
+ So we do a bunch of smaller grids instead of one big one.
+ */
+ int cells = 30;
+ GLfloat cell_size = 0.8;
int points = 0;
+ int grids = 12;
# ifdef DEBUG
if (debug_p) return 0;
{
GLfloat fog_color[4] = { 0, 0, 0, 1 };
- glLineWidth (2);
+ glLineWidth (4);
glEnable (GL_LINE_SMOOTH);
glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, fog_color);
- glFogf (GL_FOG_DENSITY, 0.017);
- glFogf (GL_FOG_START, -cells/2 * cell_size);
-# ifndef USE_IPHONE /* #### Not working on iOS for some reason */
+ glFogf (GL_FOG_DENSITY, 0.015);
+ glFogf (GL_FOG_START, -cells/2 * cell_size * grids);
glEnable (GL_FOG);
-# endif
}
glColor4fv (color);
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
- glBegin (GL_LINES);
- for (i = -cells/2; i < cells/2; i++)
+ glTranslatef (-cells * grids * cell_size / 2,
+ -cells * grids * cell_size / 2, 0);
+
+ for (j = 0; j < grids; j++)
{
- GLfloat a = i * cell_size;
- GLfloat b = cells/2 * cell_size;
- glVertex3f (a, -b, 0); glVertex3f (a, b, 0); points++;
- glVertex3f (-b, a, 0); glVertex3f (b, a, 0); points++;
+ glPushMatrix();
+ for (k = 0; k < grids; k++)
+ {
+ glBegin (GL_LINES);
+ for (i = -cells/2; i < cells/2; i++)
+ {
+ GLfloat a = i * cell_size;
+ GLfloat b = cells/2 * cell_size;
+ glVertex3f (a, -b, 0); glVertex3f (a, b, 0); points++;
+ glVertex3f (-b, a, 0); glVertex3f (b, a, 0); points++;
+ }
+ glEnd();
+ glTranslatef (cells * cell_size, 0, 0);
+ }
+ glPopMatrix();
+ glTranslatef (0, cells * cell_size, 0);
}
- glEnd();
if (!wire)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
- glRotatef(current_device_rotation(), 0, 0, 1);
+
+# ifdef HAVE_MOBILE
+ glRotatef (current_device_rotation(), 0, 0, 1); /* right side up */
+# endif
+
gltrackball_rotate (bp->user_trackball);
+ glTranslatef (0, -20, 0); /* Move the horizon down the screen */
+
robot_size = size * 7;
glScalef (robot_size, robot_size, robot_size);
look_at_center (mi);
}
free (sorted);
-
glPopMatrix ();
if (mi->fps_p) do_fps (mi);
}
ENTRYPOINT void
-release_robot (ModeInfo *mi)
+free_robot (ModeInfo *mi)
{
# ifdef WORDBUBBLES
robot_configuration *bp = &bps[MI_SCREEN(mi)];
- textclient_close (bp->tc);
+ if (bp->tc)
+ textclient_close (bp->tc);
# endif
}