# define HACK_HANDLE_EVENT screensaver_handle_event
# define EVENT_MASK PointerMotionMask
# define screensaver_opts xlockmore_opts
-#define DEFAULTS "*delay: 10000 \n" \
+#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*light: True \n" \
"*wire: False \n" \
#include "xpm-ximage.h"
#include "rotator.h"
+#include "gltrackball.h"
#define checkImageWidth 64
#define checkImageHeight 64
#define DEF_LIGHT "True"
#define DEF_WIRE "False"
#define DEF_TEXTURE "False"
-#define DEF_TEXTURE_QUALITY "False"
+#define DEF_TEX_QUAL "False"
#define DEF_MIPMAP "False"
#define DEF_NAME "RANDOM"
#define DEF_IMAGE "BUILTIN"
static int do_light;
static int do_wire;
static int do_texture;
-static int do_texture_quality;
+static int do_tex_qual;
static int do_mipmap;
static char *which_name;
static char *which_image;
static XrmOptionDescRec opts[] = {
- {"-light", ".extrusion.light", XrmoptionNoArg, "true" },
- {"+light", ".extrusion.light", XrmoptionNoArg, "false" },
- {"-wire", ".extrusion.wire", XrmoptionNoArg, "true" },
- {"+wire", ".extrusion.wire", XrmoptionNoArg, "false" },
- {"-texture", ".extrusion.texture", XrmoptionNoArg, "true" },
- {"+texture", ".extrusion.texture", XrmoptionNoArg, "false" },
- {"-texture", ".extrusion.texture", XrmoptionNoArg, "true" },
- {"+texture_quality", ".extrusion.texture", XrmoptionNoArg, "false" },
- {"-texture_quality", ".extrusion.texture", XrmoptionNoArg, "true" },
- {"+mipmap", ".extrusion.mipmap", XrmoptionNoArg, "false" },
- {"-mipmap", ".extrusion.mipmap", XrmoptionNoArg, "true" },
- {"-name", ".extrusion.name", XrmoptionSepArg, 0 },
- {"-image", ".extrusion.image", XrmoptionSepArg, 0 },
+ {"-light", ".extrusion.light", XrmoptionNoArg, "true" },
+ {"+light", ".extrusion.light", XrmoptionNoArg, "false" },
+ {"-wire", ".extrusion.wire", XrmoptionNoArg, "true" },
+ {"+wire", ".extrusion.wire", XrmoptionNoArg, "false" },
+ {"-texture", ".extrusion.texture", XrmoptionNoArg, "true" },
+ {"+texture", ".extrusion.texture", XrmoptionNoArg, "false" },
+ {"-texture", ".extrusion.texture", XrmoptionNoArg, "true" },
+ {"+texture_quality", ".extrusion.texture", XrmoptionNoArg, "false" },
+ {"-texture_quality", ".extrusion.texture", XrmoptionNoArg, "true" },
+ {"+mipmap", ".extrusion.mipmap", XrmoptionNoArg, "false" },
+ {"-mipmap", ".extrusion.mipmap", XrmoptionNoArg, "true" },
+ {"-name", ".extrusion.name", XrmoptionSepArg, 0 },
+ {"-image", ".extrusion.image", XrmoptionSepArg, 0 },
};
static argtype vars[] = {
- {&do_light, "light", "Light", DEF_LIGHT, t_Bool},
- {&do_wire, "wire", "Wire", DEF_WIRE, t_Bool},
- {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
- {&do_texture_quality, "texture_quality", "Texture_Quality", DEF_TEXTURE_QUALITY, t_Bool},
- {&do_mipmap, "mipmap", "Mipmap", DEF_MIPMAP, t_Bool},
- {&which_name, "name", "Name", DEF_NAME, t_String},
- {&which_image, "image", "Image", DEF_IMAGE, t_String},
+ {&do_light, "light", "Light", DEF_LIGHT, t_Bool},
+ {&do_wire, "wire", "Wire", DEF_WIRE, t_Bool},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&do_tex_qual, "texture_quality", "Texture_Quality", DEF_TEX_QUAL, t_Bool},
+ {&do_mipmap, "mipmap", "Mipmap", DEF_MIPMAP, t_Bool},
+ {&which_name, "name", "Name", DEF_NAME, t_String},
+ {&which_image, "image", "Image", DEF_IMAGE, t_String},
};
int screen_width, screen_height;
GLXContext *glx_context;
rotator *rot;
+ trackball_state *trackball;
Bool button_down_p;
+ Bool button2_down_p;
+ int mouse_start_x, mouse_start_y;
int mouse_x, mouse_y;
+ int mouse_dx, mouse_dy;
Window window;
XColor fg, bg;
} screensaverstruct;
-static screensaverstruct *Screensaver = NULL;
-
+static screensaverstruct *Screensaver = NULL;
-/* convenient access to the screen width */
-static int global_width=640, global_height=480;
/* set up a light */
static GLfloat lightOnePosition[] = {40.0, 40, 100.0, 0.0};
-static GLfloat lightOneColor[] = {0.99, 0.99, 0.99, 1.0};
+static GLfloat lightOneColor[] = {0.99, 0.99, 0.00, 1.0};
static GLfloat lightTwoPosition[] = {-40.0, 40, 100.0, 0.0};
-static GLfloat lightTwoColor[] = {0.99, 0.99, 0.99, 1.0};
+static GLfloat lightTwoColor[] = {0.00, 0.99, 0.99, 1.0};
float rot_x=0, rot_y=0, rot_z=0;
float lastx=0, lasty=0;
-static float max_lastx=300, max_lasty=400;
+static float max_lastx=400, max_lasty=400;
static float min_lastx=-400, min_lasty=-400;
static int screensaver_number;
/* perhaps we can edge a bit more speed at the expense of quality */
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
- if (do_texture_quality) {
+ if (do_tex_qual) {
/* with texture_quality, the min and mag filters look *much* nice but are *much* slower */
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
init_rotation (ModeInfo *mi)
{
screensaverstruct *gp = &Screensaver[MI_SCREEN(mi)];
- double spin_speed = 1.0;
- gp->rot = make_rotator (spin_speed, spin_speed, spin_speed, 1.0, 0.0, True);
+ double spin_speed = 0.5;
+ gp->rot = make_rotator (spin_speed, spin_speed, spin_speed,
+ 0.2,
+ 0.005,
+ True);
+ gp->trackball = gltrackball_init ();
lastx = (random() % (int) (max_lastx - min_lastx)) + min_lastx;
lasty = (random() % (int) (max_lasty - min_lasty)) + min_lasty;
/* draw the screensaver once */
-void draw_screensaver(ModeInfo * mi)
+void
+draw_screensaver(ModeInfo * mi)
{
screensaverstruct *gp = &Screensaver[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
+ static GLfloat color[4] = {0.6, 0.6, 0.4, 1.0};
+ /* static GLfloat spec[4] = {0.6, 0.6, 0.6, 1.0}; */
+ /* static GLfloat shiny = 40.0; */
+
+ double x, y, z;
+
if (!gp->glx_context)
return;
- glXMakeCurrent(display, window, *(gp->glx_context));
+ glPushMatrix();
+
+ gltrackball_rotate (gp->trackball);
+
+ get_rotation (gp->rot, &x, &y, &z,
+ !(gp->button_down_p || gp->button2_down_p));
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
- funcs_ptr[screensaver_number].DrawStuff();
-
/* track the mouse only if a button is down. */
- if (gp->button_down_p)
+ if (gp->button2_down_p)
{
- lastx = gp->mouse_x;
- lasty = gp->mouse_y;
- }
- else
- {
- float scale = (max_lastx - min_lastx);
- double x, y, z;
- get_rotation (gp->rot, &x, &y, &z, True);
- rot_x = x * 360;
- rot_y = y * 360;
- rot_z = z * 360;
- lastx = x * scale + min_lastx;
- lasty = y * scale + min_lasty;
+ gp->mouse_dx += gp->mouse_x - gp->mouse_start_x;
+ gp->mouse_dy += gp->mouse_y - gp->mouse_start_y;
+ gp->mouse_start_x = gp->mouse_x;
+ gp->mouse_start_y = gp->mouse_y;
}
+ {
+ float scale = (max_lastx - min_lastx);
+ get_position (gp->rot, &x, &y, &z,
+ !(gp->button_down_p || gp->button2_down_p));
+ lastx = x * scale + min_lastx + gp->mouse_dx;
+ lasty = y * scale + min_lasty + gp->mouse_dy;
+ }
+
+ glScalef(0.5, 0.5, 0.5);
+
+ /* glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec); */
+ /* glMateriali (GL_FRONT_AND_BACK, GL_SHININESS, shiny); */
+
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
+ glFrontFace(GL_CCW);
+
+ funcs_ptr[screensaver_number].DrawStuff();
+
+ glPopMatrix();
+
if (mi->fps_p) do_fps (mi);
glXSwapBuffers(display, window);
}
/* set up lighting conditions */
-static void SetupLight(void)
+static void
+SetupLight(void)
{
glLightfv (GL_LIGHT0, GL_POSITION, lightOnePosition);
glLightfv (GL_LIGHT0, GL_DIFFUSE, lightOneColor);
glEnable (GL_COLOR_MATERIAL);
}
-/* reset the projection matrix */
-static void resetProjection(void) {
+/* Standard reshape function */
+void
+reshape_screensaver (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+
+ glViewport (0, 0, (GLint) width, (GLint) height);
+
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- glFrustum (-9, 9, -9, 9, 50, 150.0);
+ gluPerspective (30.0, 1/h, 1.0, 100.0);
+
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
-}
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
-/* Standard reshape function */
-void
-reshape_screensaver(ModeInfo *mi, int width, int height)
-{
- global_width=width;
- global_height=height;
- glViewport( 0, 0, global_width, global_height );
- resetProjection();
+ glClear(GL_COLOR_BUFFER_BIT);
}
/* decide which screensaver example to run */
-static void chooseScreensaverExample(ModeInfo *mi)
+static void
+chooseScreensaverExample (ModeInfo *mi)
{
int i;
/* call the extrusion init routine */
funcs_ptr[screensaver_number].InitStuff();
}
+
/* main OpenGL initialization routine */
static void
initializeGL(ModeInfo *mi, GLsizei width, GLsizei height)
glEnable(GL_DEPTH_TEST);
glClearColor(0,0,0,0);
-/* glCullFace(GL_BACK); */
-/* glEnable(GL_CULL_FACE); */
+ glDisable (GL_CULL_FACE);
glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, True);
glShadeModel(GL_SMOOTH);
screensaverstruct *gp = &Screensaver[MI_SCREEN(mi)];
if (event->xany.type == ButtonPress &&
- event->xbutton.button & Button1)
+ event->xbutton.button == Button1)
{
gp->button_down_p = True;
- gp->mouse_x = event->xbutton.x;
- gp->mouse_y = event->xbutton.y;
+ gltrackball_start (gp->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
return True;
}
else if (event->xany.type == ButtonRelease &&
- event->xbutton.button & Button1)
+ event->xbutton.button == Button1)
{
gp->button_down_p = False;
return True;
}
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5))
+ {
+ gltrackball_mousewheel (gp->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ return True;
+ }
+ else if (event->xany.type == ButtonPress &&
+ event->xbutton.button != Button1)
+ {
+ gp->button2_down_p = True;
+ gp->mouse_start_x = gp->mouse_x = event->xbutton.x;
+ gp->mouse_start_y = gp->mouse_y = event->xbutton.y;
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button != Button1)
+ {
+ gp->button2_down_p = False;
+ return True;
+ }
else if (event->xany.type == MotionNotify)
{
- gp->mouse_x = event->xmotion.x;
- gp->mouse_y = event->xmotion.y;
+ if (gp->button_down_p)
+ gltrackball_track (gp->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ if (gp->button2_down_p)
+ {
+ gp->mouse_x = event->xmotion.x;
+ gp->mouse_y = event->xmotion.y;
+ }
return True;
}
}
-
/* xscreensaver initialization routine */
-void init_screensaver(ModeInfo * mi)
+void
+init_screensaver (ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
screensaverstruct *gp;
+ if (do_wire) do_light = 0;
+
if (Screensaver == NULL) {
- if ((Screensaver = (screensaverstruct *) calloc(MI_NUM_SCREENS(mi), sizeof (screensaverstruct))) == NULL)
+ if ((Screensaver = (screensaverstruct *)
+ calloc(MI_NUM_SCREENS(mi), sizeof (screensaverstruct))) == NULL)
return;
}
gp = &Screensaver[screen];
}
-/* all sorts of nice cleanup code should go here! */
-void release_screensaver(ModeInfo * mi)
-{
- int screen;
- if (Screensaver != NULL) {
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- /* screensaverstruct *gp = &Screensaver[screen];*/
- }
- (void) free((void *) Screensaver);
- Screensaver = NULL;
- }
- FreeAllGL(mi);
-}
-#endif
-
+#endif /* USE_GL */