1 /* jigglypuff - a most, most, unfortunate screensaver.
3 * Copyright (c) 2003 Keith Macleod (kmacleod@primus.ca)
5 * Permission to use, copy, modify, distribute, and sell this software and its
6 * documentation for any purpose is hereby granted without fee, provided that
7 * the above copyright notice appear in all copies and that both that
8 * copyright notice and this permission notice appear in supporting
9 * documentation. No representations are made about the suitability of this
10 * software for any purpose. It is provided "as is" without express or
13 * Draws all varieties of obscene, spastic, puffy balls
14 * orbiting lazily about the screen. More of an accident
17 * Apologies to anyone who thought they were getting a Pokemon
20 * Of course, if you modify it to do something interesting and/or
21 * funny, I'd appreciate receiving a copy.
23 * 04/06/2003 - Oops, figured out what was wrong with the sphere
24 * mapping. I had assumed it was done in model space,
25 * but of course I was totally wrong... Eye space you
28 * 03/31/2003 - Added chrome to the color options. The mapping
29 * is anything but 'correct', but it's a pretty good
30 * effect anyways, as long as the surface is jiggling
31 * enough that you can't tell. Sure, it seems kind of odd
32 * that it's reflecting a sky that's obviously not there,
33 * but who has time to worry about silly details like
34 * that? Not me, ah rekkin'. km
38 #include <X11/Intrinsic.h>
41 # define PROGCLASS "Jigglypuff"
42 # define HACK_INIT init_jigglypuff
43 # define HACK_DRAW draw_jigglypuff
44 # define HACK_RESHAPE reshape_jigglypuff
45 # define HACK_HANDLE_EVENT jigglypuff_handle_event
46 # define EVENT_MASK PointerMotionMask
47 # define jigglypuff_opts xlockmore_opts
49 #define DEF_COLOR "cycle"
50 #define DEF_SHININESS "100"
51 #define DEF_COMPLEXITY "2"
52 #define DEF_SPEED "500"
53 #define DEF_DISTANCE "100"
54 #define DEF_HOLD "800"
55 #define DEF_SPHERISM "75"
56 #define DEF_DAMPING "500"
58 # define DEFAULTS "*delay: 20000\n" \
60 "*wireframe: False\n" \
62 # include "xlockmore.h"
71 #include "xpm-ximage.h"
72 #include "gltrackball.h"
73 #include "../images/jigglymap.xpm"
79 #define max(a,b) (((a)>(b))?(a):(b))
80 #define min(a,b) (((a)<(b))?(a):(b))
83 /* Why isn't RAND_MAX correct in the first place? */
84 #define REAL_RAND_MAX (2.0*(float)RAND_MAX)
91 static int complexity;
94 static int do_tetrahedron;
99 static int random_parms;
101 typedef struct solid solid;
104 float stable_distance;
106 float spherify_strength;
107 float damping_velocity;
108 float damping_factor;
114 GLfloat jiggly_color[4];
115 GLfloat color_dir[3];
119 trackball_state *trackball;
126 GLXContext *glx_context;
129 static jigglystruct *jss = NULL;
131 static XrmOptionDescRec opts[] = {
132 {"-random", ".Jigglypuff.random", XrmoptionNoArg, "true"},
133 {"+random", ".Jigglypuff.random", XrmoptionNoArg, "false"},
134 {"-tetra", ".Jigglypuff.tetra", XrmoptionNoArg, "true"},
135 {"+tetra", ".Jigglypuff.tetra", XrmoptionNoArg, "false"},
136 {"-spooky", ".Jigglypuff.spooky", XrmoptionSepArg, "0"},
137 {"-color", ".Jigglypuff.color", XrmoptionSepArg, DEF_COLOR},
138 {"-shininess", ".Jigglypuff.shininess", XrmoptionSepArg, DEF_SHININESS},
139 {"-complexity", ".Jigglypuff.complexity", XrmoptionSepArg, DEF_COMPLEXITY},
140 {"-speed", ".Jigglypuff.speed", XrmoptionSepArg, DEF_SPEED},
141 {"-spherism", ".Jigglypuff.spherism", XrmoptionSepArg, DEF_SPHERISM},
142 {"-hold", ".Jigglypuff.hold", XrmoptionSepArg, DEF_HOLD},
143 {"-distance", "Jigglypuff.distance", XrmoptionSepArg, DEF_DISTANCE},
144 {"-damping", "Jigglypuff.damping", XrmoptionSepArg, DEF_DAMPING}
147 static argtype vars[] = {
148 {&random_parms, "random", "Random", "False", t_Bool},
149 {&do_tetrahedron, "tetra", "Tetra", "False", t_Bool},
150 {&spooky, "spooky", "Spooky", "0", t_Int},
151 {&color, "color", "Color", DEF_COLOR, t_String},
152 {&shininess, "shininess", "Shininess", DEF_SHININESS, t_Int},
153 {&complexity, "complexity", "Complexity", DEF_COMPLEXITY, t_Int},
154 {&speed, "speed", "Speed", DEF_SPEED, t_Int},
155 {&spherism, "spherism", "Spherism", DEF_SPHERISM, t_Int},
156 {&hold, "hold", "Hold", DEF_HOLD, t_Int},
157 {&distance, "distance", "Distance", DEF_DISTANCE, t_Int},
158 {&damping, "damping", "Damping", DEF_DAMPING, t_Int}
162 #define countof(x) ((int)(sizeof(x)/sizeof(*(x))))
164 ModeSpecOpt jigglypuff_opts = {countof(opts), opts, countof(vars), vars, NULL};
166 #define COLOR_STYLE_NORMAL 0
167 #define COLOR_STYLE_CYCLE 1
168 #define COLOR_STYLE_CLOWNBARF 2
169 #define COLOR_STYLE_FLOWERBOX 3
170 #define COLOR_STYLE_CHROME 4
172 #define CLOWNBARF_NCOLORS 5
174 static GLfloat clownbarf_colors[CLOWNBARF_NCOLORS][4] = {
175 {0.7, 0.7, 0.0, 1.0},
176 {0.8, 0.1, 0.1, 1.0},
177 {0.1, 0.1, 0.8, 1.0},
178 {0.9, 0.9, 0.9, 1.0},
182 static GLfloat flowerbox_colors[4][4] = {
183 {0.7, 0.7, 0.0, 1.0},
184 {0.9, 0.0, 0.0, 1.0},
185 {0.0, 0.9, 0.0, 1.0},
186 {0.0, 0.0, 0.9, 1.0},
189 # if 0 /* I am not even going to *try* and make this bullshit compile
190 without warning under gcc -std=c89 -pedantic. -jwz. */
192 # ifdef __GNUC__ /* GCC style */
193 #define _DEBUG(msg, args...) do { \
194 fprintf(stderr, "%s : %d : " msg ,__FILE__,__LINE__ ,##args); \
196 # else /* C99 standard style */
197 #define _DEBUG(msg, ...) do { \
198 fprintf(stderr, "%s : %d : " msg ,__FILE__,__LINE__,__VA_ARGS__); \
202 # ifdef __GNUC__ /* GCC style */
203 #define _DEBUG(msg, args...)
204 # else /* C99 standard style */
205 #define _DEBUG(msg, ...)
210 /* This is all the half-edge b-rep code (as well as basic geometry) */
211 typedef struct face face;
212 typedef struct edge edge;
213 typedef struct hedge hedge;
214 typedef struct vertex vertex;
215 typedef GLfloat coord;
216 typedef coord vector[3];
256 static inline void vector_init(vector v, coord x, coord y, coord z)
263 static inline void vector_copy(vector d, vector s)
270 static inline void vector_add(vector v1, vector v2, vector v)
272 vector_init(v, v1[0]+v2[0], v1[1]+v2[1], v1[2]+v2[2]);
275 static inline void vector_add_to(vector v1, vector v2)
282 static inline void vector_sub(vector v1, vector v2, vector v)
284 vector_init(v, v1[0]-v2[0], v1[1]-v2[1], v1[2]-v2[2]);
287 static inline void vector_scale(vector v, coord s)
294 static inline coord dot(vector v1, vector v2)
296 return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
299 static inline void cross(vector v1, vector v2, vector v)
302 v1[1]*v2[2] - v2[1]*v1[2],
303 v1[2]*v2[0] - v2[2]*v1[0],
304 v1[0]*v2[1] - v2[0]*v1[1]);
307 static inline coord magnitude2(vector v)
309 return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
312 static inline coord magnitude(vector v)
314 return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
317 static inline void normalize(vector v)
319 coord mag = 1.0/sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
326 static inline void normalize_to(vector v, coord m)
328 coord mag = 1.0/sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])/m;
335 static inline void midpoint(vector v1, vector v2, vector v)
338 v1[0] + 0.5 * (v2[0] - v1[0]),
339 v1[1] + 0.5 * (v2[1] - v1[1]),
340 v1[2] + 0.5 * (v2[2] - v1[2]));
343 static inline hedge *partner(hedge *h) {
346 if(h == h->e->left) {
349 else if(h == h->e->right) {
353 /* _DEBUG("Inconsistent edge detected. Presumably, this is a bug. Exiting.\n", NULL); */
358 vertex *vertex_new(solid *s, vector v)
360 vertex *vtx = (vertex*)malloc(sizeof(vertex));
365 vtx->next = s->vertices;
367 vector_copy(vtx->v, v);
368 vector_init(vtx->f, 0, 0, 0);
369 vector_init(vtx->vel, 0, 0, 0);
373 /* insert a new halfedge after hafter. this is low-level,
374 * i.e. it is a helper for the split_* functions, which
375 * maintain the consistency of the solid.
377 hedge *hedge_new(hedge *hafter, vertex *vtx)
379 hedge *h = (hedge*)malloc(sizeof(hedge));
382 /* _DEBUG("Out of memory in hedge_new()\n",NULL); */
389 h->next = hafter->next;
395 edge *edge_new(solid *s)
397 edge *e = (edge*)malloc(sizeof(edge));
399 /* _DEBUG("Out of memory in edge_new()\n",NULL);*/
405 e->left = e->right = NULL;
409 face *face_new(solid *s, hedge *h)
411 face *f = (face*)malloc(sizeof(face));
413 /* _DEBUG("Out of memory in face_new()",NULL);*/
423 /* split vertex vtx, creating a new edge after v on f
424 * that goes to a new vertex at v, adjoining whatever
425 * face is on the other side of the halfedge attached to
428 * there are at least 2 faces.
429 * partner(h)->next->vtx == vtx
431 * the new halfedge will be inserted AFTER the indicated
432 * halfedge. This means that f->start is guaranteed not to
434 * the vertex returned will have h==<the new halfedge>.
437 vertex *vertex_split(hedge *h, vector v)
439 hedge *h2, *hn1, *hn2;
448 vtxn = vertex_new(f1->s, v);
449 hn1 = hedge_new(h, vtxn);
451 hn2 = hedge_new(h2, vtxn);
454 if(h2->e->left == h2)
459 en = edge_new(f1->s);
467 face *face_split(face *f, hedge *h1, hedge *h2)
469 hedge *hn1, *hn2, *tmp;
473 if(h1->f != f || h2->f != f) {
474 /* _DEBUG("Whoah, cap'n, yer usin' a bad halfedge!\n",NULL);*/
478 /* _DEBUG("Trying to split a face at a single vertex\n",NULL);*/
481 /* close the loops */
487 /* insert halfedges & create edge */
488 hn1 = hedge_new(h2->prev, h1->vtx);
489 hn2 = hedge_new(h1->prev, h2->vtx);
496 /* make the new face, first find out which hedge is contained
497 * in the original face, then start the new face at the other */
499 while(tmp != h1 && tmp != h2)
501 tmp = (tmp == h1) ? h2 : h1 ;
502 fn = face_new(f->s, tmp);
506 } while(tmp != fn->start);
507 fn->color = f->color;
511 solid *solid_new(vector where)
513 solid *s = (solid*)malloc(sizeof(solid));
523 h1 = (hedge*)malloc(sizeof(hedge));
524 h2 = (hedge*)malloc(sizeof(hedge));
525 h1->next = h1->prev = h1;
526 h2->next = h2->prev = h2;
528 vtx = vertex_new(s, where);
539 f1 = face_new(s, h1);
540 f2 = face_new(s, h2);
547 /* This is all the code directly related to constructing the jigglypuff */
548 void face_tessel2(face *f)
550 hedge *h1=f->start->prev, *h2=f->start->next;
554 while(h2 != h1 && h2->next != h1) {
555 f = face_split(f, h1, h2);
557 h2 = f->start->next->next;
561 /* This will only work with solids composed entirely of
562 * triangular faces. It first add a vertex to the middle
563 * of each edge, then walks the faces, connecting the
565 * I'm abusing the fact that new faces and edges are always
566 * added at the head of the list. If that ever changes,
569 void solid_tesselate(solid *s)
576 midpoint(e->left->vtx->v, e->right->vtx->v, v);
577 vertex_split(e->left, v);
586 void solid_spherify(solid * s, coord size)
588 vertex *vtx = s->vertices;
591 normalize_to(vtx->v, size);
596 solid *tetrahedron(jigglystruct *js)
605 vector_init(v, 1, 1, 1);
607 vector_init(v, -1, -1, 1);
609 vtx = vertex_split(h, v);
610 vector_init(v, -1, 1, -1);
611 vtx = vertex_split(vtx->h, v);
613 f = face_split(s->faces, h, h->prev);
614 vector_init(v, 1, -1, -1);
615 vertex_split(f->start, v);
616 f = s->faces->next->next;
618 face_split(f, h, h->next->next);
620 if(js->color_style == COLOR_STYLE_FLOWERBOX) {
623 f->color = flowerbox_colors[i];
631 solid *tesselated_tetrahedron(coord size, int iter, jigglystruct *js) {
632 solid *s = tetrahedron(js);
635 for(i=0; i<iter; i++) {
641 static void clownbarf_colorize(solid *s) {
644 f->color = clownbarf_colors[random() % CLOWNBARF_NCOLORS];
649 /* Here be the rendering code */
651 static inline void vertex_calcnormal(vertex *vtx, jigglystruct *js)
653 hedge *start = vtx->h, *h=start;
655 vector_init(vtx->n, 0, 0, 0);
658 vector_sub(h->prev->vtx->v, vtx->v, u);
659 vector_sub(h->next->vtx->v, vtx->v, v);
661 vector_add_to(vtx->n, norm);
662 h = partner(h)->next;
667 vector_scale(vtx->n, js->spooky);
670 static inline void vertex_render(vertex *vtx, jigglystruct *js)
676 /* This can be optimized somewhat due to the fact that all
677 * the faces are triangles. I haven't actually tested to
678 * see what the cost is of calling glBegin/glEnd for each
681 static inline void face_render(face *f, jigglystruct *js)
683 hedge *h1, *h2, *hend;
689 if(js->color_style == COLOR_STYLE_FLOWERBOX ||
690 js->color_style == COLOR_STYLE_CLOWNBARF)
691 glColor4fv(f->color);
692 glBegin(GL_TRIANGLES);
693 while(h1 != hend && h2 !=hend) {
694 vertex_render(h1->vtx, js);
695 vertex_render(h2->vtx, js);
696 vertex_render(hend->vtx, js);
703 void jigglypuff_render(jigglystruct *js)
705 face *f = js->shape->faces;
706 vertex *vtx = js->shape->vertices;
709 vertex_calcnormal(vtx, js);
718 /* This is the jiggling code */
720 /* stable distance when subdivs == 4 */
721 #define STABLE_DISTANCE 0.088388347648
723 void update_shape(jigglystruct *js)
725 vertex *vtx = js->shape->vertices;
726 edge *e = js->shape->edges;
729 vector_init(zero, 0, 0, 0);
731 /* sum all the vertex-vertex forces */
735 vector_sub(e->left->vtx->v, e->right->vtx->v, f);
736 mag = js->stable_distance - magnitude(f);
737 vector_scale(f, mag);
738 vector_add_to(e->left->vtx->f, f);
739 vector_sub(zero, f, f);
740 vector_add_to(e->right->vtx->f, f);
744 /* scale back the v-v force and add the spherical force
745 * then add the result to the vertex velocity, damping
746 * if necessary. Finally, move the vertex */
750 vector_scale(vtx->f, js->hold_strength);
751 vector_copy(to_sphere, vtx->v);
752 mag = 1 - magnitude(to_sphere);
753 vector_scale(to_sphere, mag * js->spherify_strength);
754 vector_add_to(vtx->f, to_sphere);
755 vector_add_to(vtx->vel, vtx->f);
756 vector_init(vtx->f, 0, 0, 0);
757 mag = magnitude2(vtx->vel);
758 if(mag > js->damping_velocity)
759 vector_scale(vtx->vel, js->damping_factor);
760 vector_add_to(vtx->v, vtx->vel);
765 /* These are the various initialization routines */
767 void init_texture(ModeInfo *mi)
769 XImage *img = xpm_to_ximage(mi->dpy, mi->xgwa.visual,
770 mi->xgwa.colormap, jigglymap_xpm);
772 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
773 img->width, img->height, 0, GL_RGBA,
774 GL_UNSIGNED_BYTE, img->data);
779 void setup_opengl(ModeInfo *mi, jigglystruct *js)
781 const GLfloat lpos0[4] = {-12, 8, 12, 0};
782 const GLfloat lpos1[4] = {7, -5, 0, 0};
783 const GLfloat lcol0[4] = {0.7f, 0.7f, 0.65f, 1};
784 const GLfloat lcol1[4] = {0.3f, 0.2f, 0.1f, 1};
785 const GLfloat scolor[4]= {0.9f, 0.9f, 0.9f, 0.5f};
787 glDrawBuffer(GL_BACK);
788 glClearColor(0, 0, 0, 0);
789 glShadeModel(GL_SMOOTH);
790 glEnable(GL_DEPTH_TEST);
792 if(js->do_wireframe) {
793 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
798 glEnable(GL_CULL_FACE);
801 if(js->color_style != COLOR_STYLE_CHROME) {
802 glEnable(GL_LIGHTING);
806 glLightfv(GL_LIGHT0, GL_POSITION, lpos0);
807 glLightfv(GL_LIGHT1, GL_POSITION, lpos1);
808 glLightfv(GL_LIGHT0, GL_DIFFUSE, lcol0);
809 glLightfv(GL_LIGHT1, GL_DIFFUSE, lcol1);
811 glEnable(GL_COLOR_MATERIAL);
812 glColor4fv(js->jiggly_color);
814 glMaterialfv(GL_FRONT, GL_SPECULAR, scolor);
815 glMateriali(GL_FRONT, GL_SHININESS, js->shininess);
819 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
820 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
821 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
822 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
823 glEnable(GL_TEXTURE_GEN_S);
824 glEnable(GL_TEXTURE_GEN_T);
825 glEnable(GL_TEXTURE_2D);
826 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
827 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
828 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
832 int parse_color(jigglystruct *js)
834 unsigned int r, g, b;
835 if(!strcmp(color, "clownbarf")) {
836 js->color_style = COLOR_STYLE_CLOWNBARF;
839 else if(!strcmp(color, "flowerbox")) {
840 js->color_style = COLOR_STYLE_FLOWERBOX;
843 else if(!strcmp(color, "chrome")) {
844 js->color_style = COLOR_STYLE_CHROME;
847 else if(!strcmp(color, "cycle")) {
848 js->color_style = COLOR_STYLE_CYCLE;
849 js->jiggly_color[0] = ((float)random()) / REAL_RAND_MAX * 0.7 + 0.3;
850 js->jiggly_color[1] = ((float)random()) / REAL_RAND_MAX * 0.7 + 0.3;
851 js->jiggly_color[2] = ((float)random()) / REAL_RAND_MAX * 0.7 + 0.3;
852 js->jiggly_color[3] = 1.0f;
853 js->color_dir[0] = ((float)random()) / REAL_RAND_MAX / 100.0;
854 js->color_dir[1] = ((float)random()) / REAL_RAND_MAX / 100.0;
855 js->color_dir[2] = ((float)random()) / REAL_RAND_MAX / 100.0;
860 if(strlen(color) != 7)
862 if(sscanf(color,"#%02x%02x%02x", &r, &g, &b) != 3) {
865 js->jiggly_color[0] = ((float)r)/255;
866 js->jiggly_color[1] = ((float)g)/255;
867 js->jiggly_color[2] = ((float)b)/255;
868 js->jiggly_color[3] = 1.0f;
873 void randomize_parameters(jigglystruct *js) {
874 do_tetrahedron = random() & 1;
875 js->do_wireframe = !(random() & 3);
876 js->color_style = random() % 5;
877 if(js->color_style == COLOR_STYLE_NORMAL
878 || js->color_style == COLOR_STYLE_CYCLE) {
879 js->jiggly_color[0] = ((float)random()) / REAL_RAND_MAX * 0.5 + 0.5;
880 js->jiggly_color[1] = ((float)random()) / REAL_RAND_MAX * 0.5 + 0.5;
881 js->jiggly_color[2] = ((float)random()) / REAL_RAND_MAX * 0.5 + 0.5;
882 js->jiggly_color[3] = 1.0f;
883 if(js->color_style == COLOR_STYLE_CYCLE) {
884 js->color_dir[0] = ((float)random()) / REAL_RAND_MAX / 100.0;
885 js->color_dir[1] = ((float)random()) / REAL_RAND_MAX / 100.0;
886 js->color_dir[2] = ((float)random()) / REAL_RAND_MAX / 100.0;
889 if((js->color_style != COLOR_STYLE_CHROME) && (random() & 1))
890 js->spooky = (random() % 6) + 4;
893 js->shininess = random() % 200;
894 speed = (random() % 700) + 50;
895 /* It' kind of dull if this is too high when it starts as a sphere */
896 spherism = do_tetrahedron ? (random() % 500) + 20 : (random() % 100) + 10;
897 hold = (random() % 800) + 100;
898 distance = (random() % 500) + 100;
899 damping = (random() % 800) + 50;
902 void calculate_parameters(jigglystruct *js, int subdivs) {
903 /* try to compensate for the inherent instability at
905 float dist_factor = (subdivs == 6) ? 2 : (subdivs == 5) ? 1 : 0.5;
907 js->stable_distance = ((float)distance / 500.0)
908 * (STABLE_DISTANCE / dist_factor);
909 js->hold_strength = (float)hold / 10000.0;
910 js->spherify_strength = (float)spherism / 10000.0;
911 js->damping_velocity = (float)damping / 100000.0;
913 0.001/max(js->hold_strength, js->spherify_strength);
915 js->speed = (float)speed / 1000.0;
918 /* The screenhack related functions begin here */
920 Bool jigglypuff_handle_event(ModeInfo *mi, XEvent *event)
922 jigglystruct *js = &jss[MI_SCREEN(mi)];
924 if(event->xany.type == ButtonPress &&
925 event->xbutton.button == Button1) {
927 gltrackball_start(js->trackball, event->xbutton.x, event->xbutton.y,
928 MI_WIDTH(mi), MI_HEIGHT(mi));
931 else if(event->xany.type == ButtonRelease &&
932 event->xbutton.button == Button1) {
936 else if (event->xany.type == ButtonPress &&
937 (event->xbutton.button == Button4 ||
938 event->xbutton.button == Button5))
940 gltrackball_mousewheel (js->trackball, event->xbutton.button, 10,
941 !!event->xbutton.state);
944 else if(event->xany.type == MotionNotify && js->button_down) {
945 gltrackball_track(js->trackball, event->xmotion.x, event->xmotion.y,
946 MI_WIDTH(mi), MI_HEIGHT(mi));
952 void reshape_jigglypuff(ModeInfo *mi, int width, int height)
954 GLfloat aspect = (GLfloat)width / (GLfloat)height;
956 glViewport(0, 0, width, height);
957 glMatrixMode(GL_PROJECTION);
959 glFrustum(-0.5*aspect, 0.5*aspect, -0.5, 0.5, 1, 20);
960 /* glTranslatef(0, 0, -10);*/
963 void draw_jigglypuff(ModeInfo *mi)
965 jigglystruct *js = &jss[MI_SCREEN(mi)];
967 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(js->glx_context));
969 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
971 glMatrixMode(GL_MODELVIEW);
973 glTranslatef(0,0,-10);
975 glRotatef(js->angle, sin(js->axis), cos(js->axis), -sin(js->axis));
976 glTranslatef(0, 0, 5);
977 if(!(js->button_down)) {
978 if((js->angle += js->speed) >= 360.0f ) {
981 if((js->axis+=0.01f) >= 2*M_PI ) {
985 gltrackball_rotate(js->trackball);
987 if(js->color_style == COLOR_STYLE_CYCLE) {
989 vector_add(js->jiggly_color, js->color_dir, js->jiggly_color);
992 if(js->jiggly_color[i] > 1.0 || js->jiggly_color[i] < 0.3) {
993 js->color_dir[i] = (-js->color_dir[i]);
994 js->jiggly_color[i] += js->color_dir[i];
997 glColor4fv(js->jiggly_color);
1000 jigglypuff_render(js);
1005 glXSwapBuffers(MI_DISPLAY(mi), MI_WINDOW(mi));
1008 void init_jigglypuff(ModeInfo *mi)
1014 jss = (jigglystruct*)
1015 calloc(MI_NUM_SCREENS(mi), sizeof(jigglystruct));
1017 fprintf(stderr, "%s: No..memory...must...abort..\n", progname);
1022 js = &jss[MI_SCREEN(mi)];
1024 js->do_wireframe = MI_IS_WIREFRAME(mi);
1026 js->shininess = shininess;
1028 subdivs = (complexity==1) ? 4 : (complexity==2) ? 5
1029 : (complexity==3) ? 6 : 5;
1031 js->spooky = spooky << (subdivs-3);
1033 if(!parse_color(js)) {
1034 fprintf(stderr, "%s: Bad color specification: '%s'.\n", progname, color);
1039 randomize_parameters(js);
1041 js->shape = tesselated_tetrahedron(1, subdivs, js);
1044 solid_spherify(js->shape, 1);
1046 if(js->color_style == COLOR_STYLE_CLOWNBARF)
1047 clownbarf_colorize(js->shape);
1049 calculate_parameters(js, subdivs);
1051 if((js->glx_context = init_GL(mi)) != NULL) {
1052 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(js->glx_context));
1053 setup_opengl(mi, js);
1054 reshape_jigglypuff(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
1059 js->trackball = gltrackball_init();
1060 /* _DEBUG("distance : %f\nhold : %f\nspherify : %f\ndamping : %f\ndfact : %f\n",
1061 js->stable_distance, js->hold_strength, js->spherify_strength,
1062 js->damping_velocity, js->damping_factor);
1063 _DEBUG("wire : %d\nspooky : %d\nstyle : %d\nshininess : %d\n",
1064 js->do_wireframe, js->spooky, js->color_style, js->shininess);*/
1067 /* This is the end of the file */