-/* 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
#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;
}
-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();
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 ();