#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;
}
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);
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 ();
}