-/* bouncingcow, Copyright (c) 2003-2014 Jamie Zawinski <jwz@jwz.org>
+/* bouncingcow, Copyright (c) 2003-2018 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
"*showFPS: False \n" \
"*wireframe: False \n" \
-# define refresh_cow 0
+# define free_cow 0
# define release_cow 0
#define DEF_SPEED "1.0"
#define DEF_TEXTURE "(none)"
#include "xlockmore.h"
#include "rotator.h"
#include "gltrackball.h"
-#include "xpm-ximage.h"
+#include "ximage-loader.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
reshape_cow (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, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
{
Display *dpy = mi->dpy;
Visual *visual = mi->xgwa.visual;
- Colormap cmap = mi->xgwa.colormap;
char buf[1024];
XImage *image;
return False;
}
- image = xpm_file_to_ximage (dpy, visual, cmap, filename);
+ image = file_to_ximage (dpy, visual, filename);
+ if (!image) return False;
clear_gl_error();
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
image->width, image->height, 0,
- GL_RGBA,
- /* GL_UNSIGNED_BYTE, */
- GL_UNSIGNED_INT_8_8_8_8_REV,
- image->data);
+ GL_RGBA, GL_UNSIGNED_BYTE, image->data);
sprintf (buf, "texture: %.100s (%dx%d)",
filename, image->width, image->height);
check_gl_error(buf);
int i;
Bool tex_p = False;
- if (!bps) {
- bps = (cow_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (cow_configuration));
- if (!bps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT (mi, bps);
bp = &bps[MI_SCREEN(mi)];
glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_2D);
- /* approximately line it up with ../images/earth.xpm */
+ /* approximately line it up with ../images/earth.png */
glMatrixMode (GL_TEXTURE);
glLoadIdentity();
glTranslatef (0.45, 0.58, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
- glRotatef(current_device_rotation(), 0, 0, 1);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ glRotatef(o, 0, 0, 1);
+ }
+# endif
glScalef (0.5, 0.5, 0.5);