"*showFPS: False \n" \
# define refresh_romanboy 0
+# define release_romanboy 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_MODULES
ModStruct romanboy_description =
{"romanboy", "init_romanboy", "draw_romanboy",
- "release_romanboy", "draw_romanboy", "change_romanboy",
+ NULL, "draw_romanboy", "change_romanboy",
NULL, &romanboy_opts, 25000, 1, 1, 1, 1.0, 4, "",
"Rotate a 3d immersion of the real projective plane in 3d or walk on it",
0, NULL};
static char *mode;
-static int display_mode;
static char *appear;
-static int appearance;
static char *color_mode;
-static int colors;
static char *view_mode;
-static int view;
static Bool marks;
static Bool deform;
static char *proj;
-static int projection;
static float speed_x;
static float speed_y;
static float speed_z;
typedef struct {
GLint WindH, WindW;
GLXContext *glx_context;
+ /* Options */
+ int display_mode;
+ int appearance;
+ int colors;
+ int view;
+ int projection;
+ Bool marks;
/* 3D rotation angles */
float alpha, beta, delta;
/* Movement parameters */
/* Compute a fully saturated and bright color based on an angle. */
-static void color(double angle, float col[4])
+static void color(romanboystruct *pp, double angle, float col[4])
{
int s;
double t;
- if (colors == COLORS_TWOSIDED)
+ if (pp->colors == COLORS_TWOSIDED)
return;
if (angle >= 0.0)
col[2] = 1.0-t;
break;
}
- if (display_mode == DISP_TRANSPARENT)
+ if (pp->display_mode == DISP_TRANSPARENT)
col[3] = 0.7;
else
col[3] = 1.0;
for (j=0; j<=numu; j++)
{
k = i*(numu+1)+j;
- if (appearance != APPEARANCE_DIRECTION_BANDS)
+ if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
u = -ur*j/numu+umin;
else
u = ur*j/numu+umin;
v = vr*i/numv+vmin;
- if (colors == COLORS_DIRECTION)
- color(2.0*M_PI-fmod(2.0*u,2.0*M_PI),&pp->col[4*k]);
- else /* colors == COLORS_DISTANCE */
- color(v*(5.0/6.0),&pp->col[4*k]);
+ if (pp->colors == COLORS_DIRECTION)
+ color(pp,2.0*M_PI-fmod(2.0*u,2.0*M_PI),&pp->col[4*k]);
+ else /* pp->colors == COLORS_DISTANCE */
+ color(pp,v*(5.0/6.0),&pp->col[4*k]);
pp->tex[2*k+0] = -16*g*u/(2.0*M_PI);
- if (appearance == APPEARANCE_DISTANCE_BANDS)
+ if (pp->appearance == APPEARANCE_DISTANCE_BANDS)
pp->tex[2*k+1] = 32*v/(2.0*M_PI)-0.5;
else
pp->tex[2*k+1] = 32*v/(2.0*M_PI);
r = 1.0+d*d*(1.0/2.0+d*d*(1.0/6.0+d*d*(1.0/3.0)));
radius = 1.0/r;
oz = 0.5*r;
- if (view == VIEW_WALK)
+ if (pp->view == VIEW_WALK)
{
u = pp->umove;
v = pp->vmove;
mult_rotmat(r2,r1,mat);
}
- if (colors == COLORS_TWOSIDED)
+ if (pp->colors == COLORS_TWOSIDED)
{
glColor3fv(mat_diff_red);
- if (display_mode == DISP_TRANSPARENT)
+ if (pp->display_mode == DISP_TRANSPARENT)
{
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_red);
glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_green);
vr = vmax-vmin;
/* Set up the projective plane coordinates and normals. */
- if (appearance != APPEARANCE_DIRECTION_BANDS)
+ if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
{
for (i=0; i<=numv; i++)
{
- if (appearance == APPEARANCE_DISTANCE_BANDS &&
+ if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
((i & (NUMB-1)) >= NUMB/4+1) && ((i & (NUMB-1)) < 3*NUMB/4))
continue;
for (j=0; j<=numu; j++)
}
}
}
- else /* appearance == APPEARANCE_DIRECTION_BANDS */
+ else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
{
for (j=0; j<=numu; j++)
{
}
}
- if (appearance != APPEARANCE_DIRECTION_BANDS)
+ if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
{
for (i=0; i<numv; i++)
{
- if (appearance == APPEARANCE_DISTANCE_BANDS &&
+ if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
((i & (NUMB-1)) >= NUMB/4) && ((i & (NUMB-1)) < 3*NUMB/4))
continue;
- if (display_mode == DISP_WIREFRAME)
+ if (pp->display_mode == DISP_WIREFRAME)
glBegin(GL_QUAD_STRIP);
else
glBegin(GL_TRIANGLE_STRIP);
m = j;
o = l*(numu+1)+m;
glTexCoord2fv(&pp->tex[2*o]);
- if (colors != COLORS_TWOSIDED)
+ if (pp->colors != COLORS_TWOSIDED)
{
glColor3fv(&pp->col[4*o]);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
glEnd();
}
}
- else /* appearance == APPEARANCE_DIRECTION_BANDS */
+ else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
{
for (j=0; j<numu; j++)
{
if ((j & (NUMB-1)) >= NUMB/2)
continue;
- if (display_mode == DISP_WIREFRAME)
+ if (pp->display_mode == DISP_WIREFRAME)
glBegin(GL_QUAD_STRIP);
else
glBegin(GL_TRIANGLE_STRIP);
m = (j+k);
o = l*(numu+1)+m;
glTexCoord2fv(&pp->tex[2*o]);
- if (colors != COLORS_TWOSIDED)
+ if (pp->colors != COLORS_TWOSIDED)
{
glColor3fv(&pp->col[4*o]);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
if (walk_speed == 0.0)
walk_speed = 20.0;
- if (view == VIEW_TURN)
+ if (pp->view == VIEW_TURN)
{
pp->alpha = frand(360.0);
pp->beta = frand(360.0);
gen_texture(mi);
setup_roman_boy_color_texture(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,pp->g*NUMU,NUMV);
- if (marks)
+ if (pp->marks)
glEnable(GL_TEXTURE_2D);
else
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- if (projection == DISP_PERSPECTIVE || view == VIEW_WALK)
+ if (pp->projection == DISP_PERSPECTIVE || pp->view == VIEW_WALK)
{
- if (view == VIEW_WALK)
+ if (pp->view == VIEW_WALK)
gluPerspective(60.0,1.0,0.01,10.0);
else
gluPerspective(60.0,1.0,0.1,10.0);
glLoadIdentity();
# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
- if (display_mode == DISP_WIREFRAME)
- display_mode = DISP_SURFACE;
+ if (pp->display_mode == DISP_WIREFRAME)
+ pp->display_mode = DISP_SURFACE;
# endif
- if (display_mode == DISP_SURFACE)
+ if (pp->display_mode == DISP_SURFACE)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
- else if (display_mode == DISP_TRANSPARENT)
+ else if (pp->display_mode == DISP_TRANSPARENT)
{
glDisable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
}
- else /* display_mode == DISP_WIREFRAME */
+ else /* pp->display_mode == DISP_WIREFRAME */
{
glDisable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
pp->defdir = -pp->defdir;
}
}
- if (view == VIEW_TURN)
+ if (pp->view == VIEW_TURN)
{
pp->alpha += speed_x * pp->speed_scale;
if (pp->alpha >= 360.0)
if (pp->delta >= 360.0)
pp->delta -= 360.0;
}
- if (view == VIEW_WALK)
+ if (pp->view == VIEW_WALK)
{
pp->dvmove = (pp->dir*sin(walk_direction*M_PI/180.0)*
walk_speed*M_PI/4096.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- if (projection == DISP_PERSPECTIVE || view == VIEW_WALK)
+ if (pp->projection == DISP_PERSPECTIVE || pp->view == VIEW_WALK)
{
- if (view == VIEW_WALK)
+ if (pp->view == VIEW_WALK)
gluPerspective(60.0,pp->aspect,0.01,10.0);
else
gluPerspective(60.0,pp->aspect,0.1,10.0);
*-----------------------------------------------------------------------------
*/
+static void free_romanboy(ModeInfo *mi);
+
/*
*-----------------------------------------------------------------------------
* Initialize romanboy. Called each time the window changes.
{
romanboystruct *pp;
- if (romanboy == NULL)
- {
- romanboy =
- (romanboystruct *)calloc(MI_NUM_SCREENS(mi),sizeof(romanboystruct));
- if (romanboy == NULL)
- return;
- }
+ MI_INIT (mi, romanboy, free_romanboy);
pp = &romanboy[MI_SCREEN(mi)];
if (surface_order < 2)
/* Set the display mode. */
if (!strcasecmp(mode,"random"))
{
- display_mode = random() % NUM_DISPLAY_MODES;
+ pp->display_mode = random() % NUM_DISPLAY_MODES;
}
else if (!strcasecmp(mode,"wireframe"))
{
- display_mode = DISP_WIREFRAME;
+ pp->display_mode = DISP_WIREFRAME;
}
else if (!strcasecmp(mode,"surface"))
{
- display_mode = DISP_SURFACE;
+ pp->display_mode = DISP_SURFACE;
}
else if (!strcasecmp(mode,"transparent"))
{
- display_mode = DISP_TRANSPARENT;
+ pp->display_mode = DISP_TRANSPARENT;
}
else
{
- display_mode = random() % NUM_DISPLAY_MODES;
+ pp->display_mode = random() % NUM_DISPLAY_MODES;
}
+ pp->marks = marks;
+
/* Orientation marks don't make sense in wireframe mode. */
- if (display_mode == DISP_WIREFRAME)
- marks = False;
+ if (pp->display_mode == DISP_WIREFRAME)
+ pp->marks = False;
/* Set the appearance. */
if (!strcasecmp(appear,"random"))
{
- appearance = random() % NUM_APPEARANCES;
+ pp->appearance = random() % NUM_APPEARANCES;
}
else if (!strcasecmp(appear,"solid"))
{
- appearance = APPEARANCE_SOLID;
+ pp->appearance = APPEARANCE_SOLID;
}
else if (!strcasecmp(appear,"distance-bands"))
{
- appearance = APPEARANCE_DISTANCE_BANDS;
+ pp->appearance = APPEARANCE_DISTANCE_BANDS;
}
else if (!strcasecmp(appear,"direction-bands"))
{
- appearance = APPEARANCE_DIRECTION_BANDS;
+ pp->appearance = APPEARANCE_DIRECTION_BANDS;
}
else
{
- appearance = random() % NUM_APPEARANCES;
+ pp->appearance = random() % NUM_APPEARANCES;
}
/* Set the color mode. */
if (!strcasecmp(color_mode,"random"))
{
- colors = random() % NUM_COLORS;
+ pp->colors = random() % NUM_COLORS;
}
else if (!strcasecmp(color_mode,"two-sided"))
{
- colors = COLORS_TWOSIDED;
+ pp->colors = COLORS_TWOSIDED;
}
else if (!strcasecmp(color_mode,"distance"))
{
- colors = COLORS_DISTANCE;
+ pp->colors = COLORS_DISTANCE;
}
else if (!strcasecmp(color_mode,"direction"))
{
- colors = COLORS_DIRECTION;
+ pp->colors = COLORS_DIRECTION;
}
else
{
- colors = random() % NUM_COLORS;
+ pp->colors = random() % NUM_COLORS;
}
/* Set the view mode. */
if (!strcasecmp(view_mode,"random"))
{
- view = random() % NUM_VIEW_MODES;
+ pp->view = random() % NUM_VIEW_MODES;
}
else if (!strcasecmp(view_mode,"walk"))
{
- view = VIEW_WALK;
+ pp->view = VIEW_WALK;
}
else if (!strcasecmp(view_mode,"turn"))
{
- view = VIEW_TURN;
+ pp->view = VIEW_TURN;
}
else
{
- view = random() % NUM_VIEW_MODES;
+ pp->view = random() % NUM_VIEW_MODES;
}
/* Set the 3d projection mode. */
if (!strcasecmp(proj,"random"))
{
/* Orthographic projection only makes sense in turn mode. */
- if (view == VIEW_TURN)
- projection = random() % NUM_DISP_MODES;
+ if (pp->view == VIEW_TURN)
+ pp->projection = random() % NUM_DISP_MODES;
else
- projection = DISP_PERSPECTIVE;
+ pp->projection = DISP_PERSPECTIVE;
}
else if (!strcasecmp(proj,"perspective"))
{
- projection = DISP_PERSPECTIVE;
+ pp->projection = DISP_PERSPECTIVE;
}
else if (!strcasecmp(proj,"orthographic"))
{
- projection = DISP_ORTHOGRAPHIC;
+ pp->projection = DISP_ORTHOGRAPHIC;
}
else
{
/* Orthographic projection only makes sense in turn mode. */
- if (view == VIEW_TURN)
- projection = random() % NUM_DISP_MODES;
+ if (pp->view == VIEW_TURN)
+ pp->projection = random() % NUM_DISP_MODES;
else
- projection = DISP_PERSPECTIVE;
+ pp->projection = DISP_PERSPECTIVE;
}
/* make multiple screens rotate at slightly different rates. */
/*
*-----------------------------------------------------------------------------
* The display is being taken away from us. Free up malloc'ed
- * memory and X resources that we've alloc'ed. Only called
- * once, we must zap everything for every screen.
+ * memory and X resources that we've alloc'ed.
*-----------------------------------------------------------------------------
*/
-ENTRYPOINT void release_romanboy(ModeInfo *mi)
+static void free_romanboy(ModeInfo *mi)
{
- if (romanboy != NULL)
- {
- int screen;
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
- {
- romanboystruct *pp = &romanboy[screen];
-
- if (pp->glx_context)
- pp->glx_context = (GLXContext *)NULL;
- if (pp->pp)
- (void) free((void *)pp->pp);
- if (pp->pn)
- (void) free((void *)pp->pn);
- if (pp->col)
- (void) free((void *)pp->col);
- if (pp->tex)
- (void) free((void *)pp->tex);
- }
- (void) free((void *)romanboy);
- romanboy = (romanboystruct *)NULL;
- }
- FreeAllGL(mi);
+ if (pp->pp)
+ (void) free((void *)pp->pp);
+ if (pp->pn)
+ (void) free((void *)pp->pn);
+ if (pp->col)
+ (void) free((void *)pp->col);
+ if (pp->tex)
+ (void) free((void *)pp->tex);
}
#ifndef STANDALONE