-/* cubenetic, Copyright (c) 2002-2006 Jamie Zawinski <jwz@jwz.org>
+/* cubenetic, Copyright (c) 2002-2008 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
#define DEF_WANDER "True"
#define DEF_TEXTURE "True"
-#define DEF_WAVE_COUNT "3"
+#define DEF_WAVES "3"
#define DEF_WAVE_SPEED "80"
#define DEF_WAVE_RADIUS "512"
GLuint cube_list;
GLuint texture_id;
+ int cube_polys;
int ncubes;
cube *cubes;
waves *waves;
{&do_spin, "spin", "Spin", DEF_SPIN, t_String},
{&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
- {&wave_count, "waves", "Waves", DEF_WAVE_COUNT, t_Int},
+ {&wave_count, "waves", "Waves", DEF_WAVES, t_Int},
{&wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int},
{&wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int},
};
ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
-static void
+static int
unit_cube (Bool wire)
{
+ int polys = 0;
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */
glNormal3f (0, 0, 1);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5);
+ polys++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* back */
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5);
+ polys++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* left */
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5);
+ polys++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* right */
glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5);
+ polys++;
glEnd();
- if (wire) return;
+ if (wire) return polys;
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* top */
glNormal3f (0, 1, 0);
glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5);
+ polys++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* bottom */
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5);
+ polys++;
glEnd();
+ return polys;
}
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- 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);
check_gl_error("texture initialization");
}
else if (event->xany.type == ButtonPress &&
(event->xbutton.button == Button4 ||
- event->xbutton.button == Button5))
+ event->xbutton.button == Button5 ||
+ event->xbutton.button == Button6 ||
+ event->xbutton.button == Button7))
{
gltrackball_mousewheel (cc->trackball, event->xbutton.button, 10,
!!event->xbutton.state);
H[2] = ((H[1] + shift) < 360) ? (H[1]+shift) : (H[1] + shift - 360);
S[0] = S[1] = S[2] = 1.0;
V[0] = V[1] = V[2] = 1.0;
- make_color_loop(0, 0,
+ make_color_loop(0, 0, 0,
H[0], S[0], V[0],
H[1], S[1], V[1],
H[2], S[2], V[2],
cc->cube_list = glGenLists (1);
glNewList (cc->cube_list, GL_COMPILE);
- unit_cube (wire);
+ cc->cube_polys = unit_cube (wire);
glEndList ();
}
if (!cc->glx_context)
return;
+ mi->polygon_count = 0;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cc->glx_context));
glShadeModel(GL_FLAT);
(y - 0.5) * 6,
(z - 0.5) * 15);
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate (cc->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
get_rotation (cc->rot, &x, &y, &z, !cc->button_down_p);
glRotatef (x * 360, 1.0, 0.0, 0.0);
glScalef (cube->w, cube->h, cube->d);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
glCallList (cc->cube_list);
+ mi->polygon_count += cc->cube_polys;
glPopMatrix ();
}