-/* dangerball, Copyright (c) 2001 Jamie Zawinski <jwz@jwz.org>
+/* dangerball, Copyright (c) 2001, 2002 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
"*wander: " DEF_WANDER "\n" \
+#define SPIKE_FACES 12 /* how densely to render spikes */
+#define SMOOTH_SPIKES True
#define SPHERE_SLICES 32 /* how densely to render spheres */
#define SPHERE_STACKS 16
-#define SPIKE_FACES 12 /* how densely to render spikes */
-
-
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#include "xlockmore.h"
#include "colors.h"
+#include "sphere.h"
+#include "tube.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
-#ifdef HAVE_UNAME
-# include <sys/utsname.h>
-#endif /* HAVE_UNAME */
-
-
#include <GL/glu.h>
-#include "glutstroke.h"
-#include "glut_roman.h"
-#define GLUT_FONT (&glutStrokeRoman)
-
typedef struct {
GLXContext *glx_context;
ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
-
-static void
-unit_spike (Bool wire)
-{
- int i;
- int faces = SPIKE_FACES;
- GLfloat step = M_PI * 2 / faces;
- GLfloat th;
-
- glFrontFace(GL_CW);
- glBegin(wire ? GL_LINE_STRIP : GL_TRIANGLE_FAN);
-
- glNormal3f(0, 1, 0);
- glVertex3f(0, 1, 0);
- for (i = 0, th = 0; i <= faces; i++)
- {
- GLfloat x = cos (th);
- GLfloat y = sin (th);
- glNormal3f(x, 0, y);
- glVertex3f(x, 0, y);
- if (wire) glVertex3f(0, 1, 0);
- th += step;
- }
- glEnd();
-}
-
-
-/* lifted from glplanet */
-/* Function for determining points on the surface of the sphere */
-static void
-parametric_sphere (float theta, float rho, GLfloat *vector)
-{
- vector[0] = -sin(theta) * sin(rho);
- vector[1] = cos(theta) * sin(rho);
- vector[2] = cos(rho);
-}
-
-/* lifted from glplanet */
-static void
-unit_sphere (Bool wire)
-{
- int stacks = SPHERE_STACKS;
- int slices = SPHERE_SLICES;
-
- int i, j;
- float drho, dtheta;
- float rho, theta;
- GLfloat vector[3];
- GLfloat ds, dt, t, s;
-
- if (!wire)
- glShadeModel(GL_SMOOTH);
-
- /* Generate a sphere with quadrilaterals.
- * Quad vertices are determined using a parametric sphere function.
- * For fun, you could generate practically any parameteric surface and
- * map an image onto it.
- */
- drho = M_PI / stacks;
- dtheta = 2.0 * M_PI / slices;
- ds = 1.0 / slices;
- dt = 1.0 / stacks;
-
- glFrontFace(GL_CCW);
- glBegin( wire ? GL_LINE_LOOP : GL_QUADS );
-
- t = 0.0;
- for (i=0; i < stacks; i++) {
- rho = i * drho;
- s = 0.0;
- for (j=0; j < slices; j++) {
- theta = j * dtheta;
-
- glTexCoord2f (s,t);
- parametric_sphere (theta, rho, vector);
- glNormal3fv (vector);
- parametric_sphere (theta, rho, vector);
- glVertex3f (vector[0], vector[1], vector[2]);
-
- glTexCoord2f (s,t+dt);
- parametric_sphere (theta, rho+drho, vector);
- glNormal3fv (vector);
- parametric_sphere (theta, rho+drho, vector);
- glVertex3f (vector[0], vector[1], vector[2]);
-
- glTexCoord2f (s+ds,t+dt);
- parametric_sphere (theta + dtheta, rho+drho, vector);
- glNormal3fv (vector);
- parametric_sphere (theta + dtheta, rho+drho, vector);
- glVertex3f (vector[0], vector[1], vector[2]);
-
- glTexCoord2f (s+ds, t);
- parametric_sphere (theta + dtheta, rho, vector);
- glNormal3fv (vector);
- parametric_sphere (theta + dtheta, rho, vector);
- glVertex3f (vector[0], vector[1], vector[2]);
-
- s = s + ds;
- }
- t = t + dt;
- }
- glEnd();
-}
-
-
-
/* Window management, etc
*/
void
}
-static void
-gl_init (ModeInfo *mi)
-{
-/* ball_configuration *bp = &bps[MI_SCREEN(mi)]; */
- int wire = MI_IS_WIREFRAME(mi);
-
- static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0};
-
- if (!wire)
- {
- glLightfv(GL_LIGHT0, GL_POSITION, pos);
- glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
- }
-}
-
-
/* lifted from lament.c */
#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
#define RANDSIGN() ((random() & 1) ? 1 : -1)
bp = &bps[MI_SCREEN(mi)];
- if ((bp->glx_context = init_GL(mi)) != NULL) {
- gl_init(mi);
- reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- }
+ bp->glx_context = init_GL(mi);
+
+ reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ if (!wire)
+ {
+ GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
+ GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
bp->rotx = frand(1.0) * RANDSIGN();
bp->roty = frand(1.0) * RANDSIGN();
bp->spike_list = glGenLists (1);
glNewList (bp->ball_list, GL_COMPILE);
- unit_sphere (wire);
+ unit_sphere (SPHERE_STACKS, SPHERE_SLICES, wire);
glEndList ();
glNewList (bp->spike_list, GL_COMPILE);
- unit_spike (wire);
+ cone (0, 0, 0,
+ 0, 1, 0,
+ 1, 0, SPIKE_FACES, SMOOTH_SPIKES, wire);
glEndList ();
randomize_spikes (mi);
Window window = MI_WINDOW(mi);
int c2;
- static GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
+ /* #### I'm not getting specular reflections on the ball,
+ and I can't figure out why.
+ */
+
+ static GLfloat bcolor[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat scolor[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
+ static GLfloat sspec[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat bshiny = 128.0;
+ static GLfloat sshiny = 0.0;
if (!bp->glx_context)
return;
}
}
- color1[0] = bp->colors[bp->ccolor].red / 65536.0;
- color1[1] = bp->colors[bp->ccolor].green / 65536.0;
- color1[2] = bp->colors[bp->ccolor].blue / 65536.0;
+ bcolor[0] = bp->colors[bp->ccolor].red / 65536.0;
+ bcolor[1] = bp->colors[bp->ccolor].green / 65536.0;
+ bcolor[2] = bp->colors[bp->ccolor].blue / 65536.0;
c2 = (bp->ccolor + bp->color_shift) % bp->ncolors;
- color2[0] = bp->colors[c2].red / 65536.0;
- color2[1] = bp->colors[c2].green / 65536.0;
- color2[2] = bp->colors[c2].blue / 65536.0;
+ scolor[0] = bp->colors[c2].red / 65536.0;
+ scolor[1] = bp->colors[c2].green / 65536.0;
+ scolor[2] = bp->colors[c2].blue / 65536.0;
bp->ccolor++;
if (bp->ccolor >= bp->ncolors) bp->ccolor = 0;
move_spikes (mi);
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, bspec);
+ glMateriali (GL_FRONT, GL_SHININESS, bshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bcolor);
glCallList (bp->ball_list);
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, sspec);
+ glMaterialf (GL_FRONT, GL_SHININESS, sshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, scolor);
draw_spikes (mi);
glPopMatrix ();