--- /dev/null
+/*
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind. The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * trade secrets or any patents by this file or any part thereof. In no
+ * event will the author be liable for any lost revenue or profits or
+ * other special, indirect and consequential damages.
+ *
+ * Copyright 2003 Blair Tennessy
+ */
+
+#include <X11/Intrinsic.h>
+
+#ifdef STANDALONE
+#define PROGCLASS "AntSpotlight"
+#define HACK_INIT init_antspotlight
+#define HACK_DRAW draw_antspotlight
+#define HACK_RESHAPE reshape_antspotlight
+#define HACK_HANDLE_EVENT antspotlight_handle_event
+#define EVENT_MASK PointerMotionMask
+#define antspotlight_opts xlockmore_opts
+#define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n"
+
+#include "xlockmore.h"
+#else
+#include "xlock.h"
+#endif
+
+#include <GL/glu.h>
+#include "rotator.h"
+#include "gltrackball.h"
+
+ModeSpecOpt antspotlight_opts = {
+ 0, NULL, 0, NULL, NULL
+};
+
+#ifdef USE_MODULES
+ModStruct antspotlight_description = {
+ "antspotlight", "init_antspotlight", "draw_antspotlight",
+ "release_antspotlight", "draw_antspotlight", "change_antspotlight",
+ (char *) NULL, &antspotlight_opts, 1000, 1, 1, 1, 4, 1.0, "",
+ "draws an ant scoping the screen", 0, NULL
+};
+#endif
+
+#define Scale4Window 0.3
+#define Scale4Iconic 0.4
+
+#define sqr(A) ((A)*(A))
+
+#ifndef Pi
+#define Pi M_PI
+#endif
+
+int winw, winh;
+int tw, th; /* texture width, height */
+int tx, ty;
+GLfloat max_tx, max_ty;
+#define QW 12
+#define QH 12
+GLfloat qw = QW, qh = QH; /* for the quad we'll draw */
+GLfloat qx = -6 , qy = 6;
+int mono = 0, wire = 0, ticks = 0;
+
+typedef struct {
+ GLint WindH, WindW;
+ GLXContext *glx_context;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+} antspotlightstruct;
+
+#include "ants.h"
+#include "grab-ximage.h"
+
+static antspotlightstruct *antspotlight = (antspotlightstruct *) NULL;
+
+#define NUM_SCENES 2
+
+/* draw method for ant */
+Bool draw_ant(float *Material, int mono, int shadow,
+ float ant_step, Bool (*sphere)(float), Bool (*cone)(float)) {
+
+ float cos1 = cos(ant_step);
+ float cos2 = cos(ant_step + 2 * Pi / 3);
+ float cos3 = cos(ant_step + 4 * Pi / 3);
+ float sin1 = sin(ant_step);
+ float sin2 = sin(ant_step + 2 * Pi / 3);
+ float sin3 = sin(ant_step + 4 * Pi / 3);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mono ? MaterialGray5 : Material);
+ glEnable(GL_CULL_FACE);
+ glPushMatrix();
+ glScalef(1, 1.3, 1);
+ if(!((*sphere)(0.18)))
+ return False;
+ glScalef(1, 1 / 1.3, 1);
+ glTranslatef(0.00, 0.30, 0.00);
+ if(!((*sphere)(0.2)))
+ return False;
+
+ glTranslatef(-0.05, 0.17, 0.05);
+ glRotatef(-90, 1, 0, 0);
+ glRotatef(-25, 0, 1, 0);
+ if(!((*cone)(0.05)))
+ return False;
+ glTranslatef(0.00, 0.10, 0.00);
+ if(!((*cone)(0.05)))
+ return False;
+ glRotatef(25, 0, 1, 0);
+ glRotatef(90, 1, 0, 0);
+
+ glScalef(1, 1.3, 1);
+ glTranslatef(0.15, -0.65, 0.05);
+ if(!((*sphere)(0.25)))
+ return False;
+ glScalef(1, 1 / 1.3, 1);
+ glPopMatrix();
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_LIGHTING);
+
+ /* ANTENNAS */
+ glBegin(GL_LINES);
+ glColor3fv(mono ? MaterialGray5 : Material);
+ glVertex3f(0.00, 0.30, 0.00);
+ glColor3fv(MaterialGray);
+ glVertex3f(0.40, 0.70, 0.40);
+ glColor3fv(mono ? MaterialGray5 : Material);
+ glVertex3f(0.00, 0.30, 0.00);
+ glColor3fv(MaterialGray);
+ glVertex3f(0.40, 0.70, -0.40);
+ glEnd();
+
+ if(!shadow) {
+ glBegin(GL_POINTS);
+ glColor3fv(mono ? MaterialGray6 : MaterialRed);
+ glVertex3f(0.40, 0.70, 0.40);
+ glVertex3f(0.40, 0.70, -0.40);
+ glEnd();
+ }
+
+ /* LEFT-FRONT ARM */
+ glBegin(GL_LINE_STRIP);
+ glColor3fv(mono ? MaterialGray5 : Material);
+ glVertex3f(0.00, 0.05, 0.18);
+ glVertex3f(0.35 + 0.05 * cos1, 0.15, 0.25);
+ glColor3fv(MaterialGray);
+ glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
+ glEnd();
+
+ /* LEFT-CENTER ARM */
+ glBegin(GL_LINE_STRIP);
+ glColor3fv(mono ? MaterialGray5 : Material);
+ glVertex3f(0.00, 0.00, 0.18);
+ glVertex3f(0.35 + 0.05 * cos2, 0.00, 0.25);
+ glColor3fv(MaterialGray);
+ glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
+ glEnd();
+
+ /* LEFT-BACK ARM */
+ glBegin(GL_LINE_STRIP);
+ glColor3fv(mono ? MaterialGray5 : Material);
+ glVertex3f(0.00, -0.05, 0.18);
+ glVertex3f(0.35 + 0.05 * cos3, -0.15, 0.25);
+ glColor3fv(MaterialGray);
+ glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
+ glEnd();
+
+ /* RIGHT-FRONT ARM */
+ glBegin(GL_LINE_STRIP);
+ glColor3fv(mono ? MaterialGray5 : Material);
+ glVertex3f(0.00, 0.05, -0.18);
+ glVertex3f(0.35 - 0.05 * sin1, 0.15, -0.25);
+ glColor3fv(MaterialGray);
+ glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
+ glEnd();
+
+ /* RIGHT-CENTER ARM */
+ glBegin(GL_LINE_STRIP);
+ glColor3fv(mono ? MaterialGray5 : Material);
+ glVertex3f(0.00, 0.00, -0.18);
+ glVertex3f(0.35 - 0.05 * sin2, 0.00, -0.25);
+ glColor3fv(MaterialGray);
+ glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
+ glEnd();
+
+ /* RIGHT-BACK ARM */
+ glBegin(GL_LINE_STRIP);
+ glColor3fv(mono ? MaterialGray5 : Material);
+ glVertex3f(0.00, -0.05, -0.18);
+ glVertex3f(0.35 - 0.05 * sin3, -0.15, -0.25);
+ glColor3fv(MaterialGray);
+ glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
+ glEnd();
+
+ if(!shadow) {
+ glBegin(GL_POINTS);
+ if(mono)
+ glColor3fv(MaterialGray8);
+ else
+ glColor3fv(MaterialMagenta);
+ glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
+ glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
+ glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
+ glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
+ glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
+ glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
+ glEnd();
+ }
+
+ glEnable(GL_LIGHTING);
+
+ return True;
+}
+
+/* filled sphere */
+static Bool mySphere(float radius) {
+ GLUquadricObj *quadObj;
+
+ if((quadObj = gluNewQuadric()) == 0)
+ return False;
+
+ gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
+ gluSphere(quadObj, radius, 16, 16);
+ gluDeleteQuadric(quadObj);
+
+ return True;
+}
+
+/* silhouette sphere */
+static Bool mySphere2(float radius) {
+ GLUquadricObj *quadObj;
+
+ if((quadObj = gluNewQuadric()) == 0)
+ return False;
+ gluQuadricDrawStyle(quadObj, (GLenum) GLU_SILHOUETTE);
+ gluSphere(quadObj, radius, 16, 8);
+ gluDeleteQuadric(quadObj);
+
+ return True;
+}
+
+/* no cone */
+static Bool myCone2(float radius) { return True; }
+
+Ant *ant;
+
+double boardsize = 8.0;
+#define BOARDLIST 1
+
+GLfloat spot_direction[3];
+
+void draw_board(void) {
+ int i, j;
+ double cutoff = Pi/3.0;
+ double center[3];
+ double centertex[2];
+
+ glEnable(GL_TEXTURE_2D);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
+
+ /* draw mesh */
+
+ /* center is roughly spotlight position */
+ center[0] = ant->position[0];/* + cos(ant->direction); */
+ center[1] = 0.0;
+ center[2] = ant->position[2];/* - 0.7*sin(ant->direction);*/
+
+ centertex[0] = (boardsize/2.0+center[0]) * max_tx / boardsize;
+ centertex[1] = max_ty - ((boardsize/2.0+center[2]) * max_ty / boardsize);
+
+/* glPolygonMode(GL_FRONT, GL_LINE); */
+/* glDisable(GL_TEXTURE_2D); */
+
+ /*
+ the vertices determined here should correspond to the illuminated
+ board. ideally the code adapts vertex distribution to the
+ intensity and shape of the light.
+
+ i should be finding the intersection of the cone of light and
+ the board-plane.
+ */
+ for(i = -8; i < 8; ++i) {
+
+ double theta1, theta2;
+
+ glBegin(GL_TRIANGLE_STRIP);
+ glNormal3f(0.0, 1.0, 0.0);
+ glTexCoord2f(centertex[0], centertex[1]);
+ glVertex3f(center[0], 0.01, center[2]);
+
+ /* watch those constants */
+ theta1 = ant->direction + i*(cutoff/8);
+ theta2 = ant->direction + (i+1)*(cutoff/8);
+
+ for(j = 1; j <= 40; ++j) {
+ double point[3], tex[2];
+ /* double fj = pow(1.05, j) - 1.0;*/
+ double fj = j / 6.0;
+ point[0] = center[0] + fj*cos(theta1);
+ point[1] = 0.0;
+ point[2] = center[2] - fj*sin(theta1);
+
+ tex[0] = (boardsize/2.0+point[0]) * max_tx / boardsize;
+ tex[1] = max_ty - ((boardsize/2.0+point[2]) * max_ty / boardsize);
+
+ glTexCoord2f(tex[0], tex[1]);
+ glVertex3f(point[0], point[1], point[2]);
+
+ point[0] = center[0] + fj*cos(theta2);
+ point[1] = 0.0;
+ point[2] = center[2] - fj*sin(theta2);
+
+ tex[0] = (boardsize/2.0+point[0]) * max_tx / boardsize;
+ tex[1] = max_ty - ((boardsize/2.0+point[2]) * max_ty / boardsize);
+
+ glTexCoord2f(tex[0], tex[1]);
+ glVertex3f(point[0], point[1], point[2]);
+ }
+
+ glEnd();
+ }
+
+ glDisable(GL_TEXTURE_2D);
+}
+
+/* return euclidean distance between two points */
+double distance(double x[3], double y[3]) {
+ double dx = x[0] - y[0];
+ double dz = x[2] - y[2];
+ return sqrt(dx*dx + dz*dz);
+}
+
+/* determine a new goal */
+void find_goal(void) {
+ do {
+ ant->goal[0] = random()%((int)(boardsize+0.5)-2) - boardsize/2.0 + 1.0;
+ ant->goal[1] = 0.0;
+ ant->goal[2] = random()%((int)(boardsize+0.5)-2) - boardsize/2.0 + 1.0;
+ }
+ while(distance(ant->position, ant->goal) < 1.0);
+}
+
+/* construct our ant */
+void build_ant(void) {
+ ant = (Ant *) malloc(sizeof (Ant));
+ ant->position[0] = 0.0;
+ ant->position[1] = 0.0;
+ ant->position[2] = 0.0;
+ ant->direction = 0.0;
+ ant->velocity = 0.02;
+ ant->material = MaterialGray5;
+ find_goal();
+}
+
+#define EPSILON 0.01
+
+double sign(double d) {
+ return d < 0.0 ? -1.0 : 1.0;
+}
+
+double min(double a, double b) {
+ return a < b ? a : b;
+}
+
+double max(double a, double b) {
+ return a > b ? a : b;
+}
+
+/* find a new goal and reset steps */
+void reset_ant(void) {
+ find_goal();
+}
+
+/* draw ant composed of skeleton and glass */
+void show_ant(void) {
+
+ glPushMatrix();
+
+ /* move into position */
+ glTranslatef(ant->position[0], 0.33, ant->position[2]);
+ glRotatef(180.0 + ant->direction*180.0/Pi, 0.0, 1.0, 0.0);
+ glRotatef(90.0, 0.0, 0.0, 1.0);
+
+ /* draw skeleton */
+ draw_ant(ant->material, mono, 0, ant->step, mySphere2, myCone2);
+
+ /* draw glass */
+ if(!wire && !mono) {
+ glEnable(GL_BLEND);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGrayB);
+ glColor4fv(MaterialGrayB);
+ draw_ant(MaterialGrayB, mono, 0, ant->step, mySphere, myCone2);
+ glDisable(GL_BLEND);
+ }
+
+ glPopMatrix();
+}
+
+void draw_antspotlight_strip(ModeInfo *mi) {
+
+ /* compute spotlight position and direction */
+ GLfloat light1_position[4];
+
+ light1_position[0] = ant->position[0] + 0.7*cos(ant->direction);
+ light1_position[1] = 0.5;
+ light1_position[2] = ant->position[2] - 0.7*sin(ant->direction);
+ light1_position[3] = 1.0;
+
+ spot_direction[0] = cos(ant->direction);
+ spot_direction[1] = -0.5;
+ spot_direction[2] = -sin(ant->direction);
+
+ glLightfv(GL_LIGHT2, GL_POSITION, light1_position);
+ glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, spot_direction);
+
+ glEnable(GL_LIGHT2);
+ glDisable(GL_LIGHT0);
+ glDisable(GL_LIGHT1);
+
+ /* draw board */
+ if(wire)
+ ;
+ else
+ draw_board();
+/* glCallList(BOARDLIST); */
+
+ glDisable(GL_LIGHT2);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+
+ /* now modify ant */
+ show_ant();
+
+ /* near goal, bend path towards next step */
+ if(distance(ant->position, ant->goal) < 0.2) {
+ reset_ant();
+ }
+
+ /* move toward goal, correct ant direction if required */
+ else {
+
+ /* difference */
+ double dx = ant->goal[0] - ant->position[0];
+ double dz = -(ant->goal[2] - ant->position[2]);
+ double theta, ideal, dt;
+
+ if(fabs(dx) > EPSILON) {
+ theta = atan(dz/dx);
+ if(dx < 0.0)
+ theta += Pi;
+ }
+ else
+ theta = dz > 0.0 ? (1.0/2.0)*Pi : (3.0/2.0)*Pi;
+
+ if(theta < 0.0)
+ theta += 2*Pi;
+
+ ideal = theta - ant->direction;
+ if(ideal > Pi)
+ ideal -= 2*Pi;
+
+ /* compute correction */
+ dt = sign(ideal) * min(fabs(ideal), Pi/100.0);
+ ant->direction += dt;
+ while(ant->direction < 0.0)
+ ant->direction += 2*Pi;
+ while(ant->direction > 2*Pi)
+ ant->direction -= 2*Pi;
+ }
+
+ ant->position[0] += ant->velocity * cos(ant->direction);
+ ant->position[2] += ant->velocity * sin(-ant->direction);
+ ant->step += 10*ant->velocity;
+}
+
+void reshape_antspotlight(ModeInfo * mi, int width, int height) {
+ double h = (GLfloat) height / (GLfloat) width;
+ int size = 2;
+ antspotlightstruct *mp = &antspotlight[MI_SCREEN(mi)];
+
+ glViewport(0, 0, mp->WindW = (GLint) width, mp->WindH = (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ gluPerspective(45, 1/h, 1.0, 25.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLineWidth(size);
+ glPointSize(size);
+}
+
+/* lighting variables */
+GLfloat front_shininess[] = {60.0};
+GLfloat front_specular[] = {0.8, 0.8, 0.8, 1.0};
+GLfloat ambient[] = {0.4, 0.4, 0.4, 1.0};
+GLfloat ambient2[] = {0.0, 0.0, 0.0, 0.0};
+GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
+GLfloat position0[] = {1.0, 5.0, 1.0, 0.0};
+GLfloat position1[] = {-1.0, -5.0, 1.0, 0.0};
+GLfloat lmodel_ambient[] = {0.8, 0.8, 0.8, 1.0};
+GLfloat lmodel_twoside[] = {GL_TRUE};
+GLfloat spotlight_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
+GLfloat spotlight_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
+
+static void pinit(void) {
+ glClearDepth(1.0);
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+
+ /* setup twoside lighting */
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+/* glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); */
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+
+ /* setup spotlight */
+ glLightfv(GL_LIGHT2, GL_AMBIENT, spotlight_ambient);
+ glLightfv(GL_LIGHT2, GL_DIFFUSE, spotlight_diffuse);
+ glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 0.1);
+ glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.05);
+ glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.0);
+ glLightf(GL_LIGHT2, GL_SPOT_CUTOFF, 60.0);
+ glLightf(GL_LIGHT2, GL_SPOT_EXPONENT, 3.0);
+
+ glEnable(GL_NORMALIZE);
+ glFrontFace(GL_CCW);
+ glCullFace(GL_BACK);
+
+ /* setup material properties */
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glShadeModel(GL_SMOOTH);
+/* glShadeModel(GL_FLAT); */
+ glEnable(GL_DEPTH_TEST);
+}
+
+/* cleanup routine */
+void release_antspotlight(ModeInfo * mi) {
+
+ if(antspotlight) {
+ free((void *) antspotlight);
+ antspotlight = (antspotlightstruct *) NULL;
+ }
+
+ FreeAllGL(mi);
+}
+
+int mag = 1;
+#define MAX_MAGNIFICATION 10
+#define max(a, b) a < b ? b : a
+#define min(a, b) a < b ? a : b
+
+/* event handling */
+Bool antspotlight_handle_event(ModeInfo *mi, XEvent *event) {
+ antspotlightstruct *mp = &antspotlight[MI_SCREEN(mi)];
+
+ switch(event->xany.type) {
+ case ButtonPress:
+
+ switch(event->xbutton.button) {
+
+ case Button1:
+ mp->button_down_p = True;
+ gltrackball_start(mp->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ break;
+
+ case Button4:
+ mag = max(mag-1, 1);
+ break;
+
+ case Button5:
+ mag = min(mag+1, MAX_MAGNIFICATION);
+ break;
+ }
+
+ break;
+
+ case ButtonRelease:
+
+ switch(event->xbutton.button) {
+ case Button1:
+ mp->button_down_p = False;
+ break;
+ }
+
+ break;
+
+ case MotionNotify:
+ if(mp->button_down_p)
+ gltrackball_track(mp->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ break;
+
+ default:
+ return False;
+ }
+
+ return True;
+}
+
+/* get screenshot */
+void get_snapshot(ModeInfo *modeinfo) {
+ XImage *ximage;
+ int status;
+
+ if(MI_IS_WIREFRAME(modeinfo))
+ return;
+
+ ximage = screen_to_ximage(modeinfo->xgwa.screen, modeinfo->window);
+
+ qw = QW; qh = QH;
+ tw = modeinfo->xgwa.width;
+ th = modeinfo->xgwa.height;
+
+#if 0 /* jwz: this makes the image start off the bottom right of the screen */
+ qx += (qw*tw/winw);
+ qy -= (qh*th/winh);
+#endif
+
+ qw *= (GLfloat)tw/winw;
+ qh *= (GLfloat)th/winh;
+
+ max_tx = (GLfloat) tw / (GLfloat) ximage->width;
+ max_ty = (GLfloat) th / (GLfloat) ximage->height;
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
+
+ clear_gl_error();
+ status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
+ ximage->width, ximage->height,
+ GL_RGBA, GL_UNSIGNED_BYTE, ximage->data);
+
+ if (!status && glGetError())
+ /* Some implementations of gluBuild2DMipmaps(), but set a GL error anyway.
+ We could just call check_gl_error(), but that would exit. */
+ status = -1;
+
+ if(status) {
+ const unsigned char *s = gluErrorString(status);
+ fprintf(stderr, "%s: error mipmapping %dx%d texture: %s\n",
+ progname, ximage->width, ximage->height,
+ (s ? s : (unsigned char *) "(unknown)"));
+ fprintf(stderr, "%s: turning on -wireframe.\n", progname);
+ MI_IS_WIREFRAME(modeinfo) = 1;
+ clear_gl_error();
+ }
+ check_gl_error("mipmapping"); /* should get a return code instead of a
+ GL error, but just in case... */
+
+ free(ximage->data);
+ ximage->data = 0;
+ XDestroyImage (ximage);
+}
+
+void init_antspotlight(ModeInfo *mi) {
+ double rot_speed = 0.3;
+
+ antspotlightstruct *mp;
+
+ if(!antspotlight) {
+ if((antspotlight = (antspotlightstruct *)
+ calloc(MI_NUM_SCREENS(mi), sizeof (antspotlightstruct))) == NULL)
+ return;
+ }
+ mp = &antspotlight[MI_SCREEN(mi)];
+ mp->rot = make_rotator (rot_speed, rot_speed, rot_speed, 1, 0, True);
+ mp->trackball = gltrackball_init ();
+
+ if((mp->glx_context = init_GL(mi)) != NULL) {
+ reshape_antspotlight(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ pinit();
+ }
+ else
+ MI_CLEARWINDOW(mi);
+
+ get_snapshot(mi);
+ build_ant();
+ mono = MI_IS_MONO(mi);
+ wire = MI_IS_WIREFRAME(mi);
+
+/* glNewList(BOARDLIST, GL_COMPILE); */
+/* draw_board(); */
+/* glEndList(); */
+}
+
+void draw_antspotlight(ModeInfo * mi) {
+ antspotlightstruct *mp;
+
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if(!antspotlight)
+ return;
+ mp = &antspotlight[MI_SCREEN(mi)];
+
+ MI_IS_DRAWN(mi) = True;
+
+ if(!mp->glx_context)
+ return;
+
+ glXMakeCurrent(display, window, *(mp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+
+ /* position camera */
+
+ /* follow focused ant */
+ glTranslatef(0.0, 0.0, -10.0 - mag);
+ glRotatef(35.0, 1.0, 0.0, 0.0);
+ gltrackball_rotate(mp->trackball);
+ glTranslatef(-ant->position[0], ant->position[1], -ant->position[2]);
+
+ /* stable position */
+/* glTranslatef(0.0, 0.0, -10.0 - mag); */
+/* gltrackball_rotate(mp->trackball); */
+/* glRotatef(40.0, 1.0, 0.0, 0.0); */
+/* glRotatef(20.0, 0.0, 1.0, 0.0); */
+
+ draw_antspotlight_strip(mi);
+
+ ++ticks;
+
+ glPopMatrix();
+
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glFlush();
+
+ glXSwapBuffers(display, window);
+}
+
+void change_antspotlight(ModeInfo * mi) {
+ antspotlightstruct *mp = &antspotlight[MI_SCREEN(mi)];
+
+ if (!mp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(mp->glx_context));
+ pinit();
+}