-/* winduprobot, Copyright (c) 2014 Jamie Zawinski <jwz@jwz.org>
+/* winduprobot, Copyright (c) 2014, 2015 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
* came for us to throw the Cocktail Robotics Grand Challenge at DNA Lounge, I
* photographed this robot (holding a tiny martini glass) to make a flyer for
* the event. You can see that photo here:
- * http://www.dnalounge.com/flyers/2014/09/14.html
+ * https://www.dnalounge.com/flyers/2014/09/14.html
*
* Then I decided to try and make award statues for the contest by modeling
* this robot and 3D-printing it (a robot on a post, with the DNA Lounge
* - Clean up the model a little bit more;
* - Export to DXF with "Millimeters", "Triangles", using
* http://www.guitar-list.com/download-software/convert-sketchup-skp-files-dxf-or-stl
+ *
+ * We did eventually end up with robotic award statues, but we constructed
+ * them out of mass-produced wind-up robots, rather than 3D printing them:
+ * https://www.dnalounge.com/gallery/2014/09-14/045.html
+ * https://www.youtube.com/watch?v=EZF4ZAAy49g
*/
-#define LABEL_FONT "-*-helvetica-bold-r-normal-*-240-*"
+#define LABEL_FONT "-*-helvetica-bold-r-normal-*-*-240-*-*-*-*-*-*"
#define DEFAULTS "*delay: 20000 \n" \
"*count: 25 \n" \
"*program: xscreensaver-text\n" \
"*usePty: False\n"
-#define DEBUG
+#undef DEBUG
#define WORDBUBBLES
# define refresh_robot 0
#ifdef WORDBUBBLES
# include "textclient.h"
-# include "glxfonts.h"
+# include "texfont.h"
#endif
#include <ctype.h>
char *key = 0;
GLfloat spec1[4] = {1.00, 1.00, 1.00, 1.0};
GLfloat spec2[4] = {0.40, 0.40, 0.70, 1.0};
- GLfloat *spec = spec1;
+ GLfloat *spec = 0;
GLfloat shiny = 20;
glNewList (bp->dlists[i], GL_COMPILE);
/* Draw a robot standing in the right place, 1 unit tall.
*/
static int
-draw_walker (ModeInfo *mi, walker *f)
+draw_walker (ModeInfo *mi, walker *f, const char *tag)
{
+ robot_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
int count = 0;
glPushMatrix();
/* Draw these last, and outer shell first, to make transparency work.
The order in which things hit the depth buffer matters.
*/
- if (f->body_transparency >= 0.001)
- {
- count += draw_arm (mi, f, True, f->hand_rot[0], f->hand_pos[0]);
- count += draw_arm (mi, f, False, f->hand_rot[1], f->hand_pos[1]);
- count += draw_body (mi, f, False);
- count += draw_body (mi, f, True);
- count += draw_dome (mi, f);
- }
+ if (f->body_transparency >= 0.001)
+ {
+ count += draw_arm (mi, f, True, f->hand_rot[0], f->hand_pos[0]);
+ count += draw_arm (mi, f, False, f->hand_rot[1], f->hand_pos[1]);
+ count += draw_body (mi, f, False);
+ count += draw_body (mi, f, True);
+ count += draw_dome (mi, f);
+ }
+
+ if (tag) /* For debugging depth sorting: label each robot */
+ {
+ GLfloat m[4][4];
+ if (! wire) glDisable (GL_DEPTH_TEST);
+ glColor3f (1, 1, 1);
+ glPushMatrix();
+
+ /* Billboard rotation */
+ glGetFloatv (GL_MODELVIEW_MATRIX, &m[0][0]);
+ m[0][0] = 1; m[1][0] = 0; m[2][0] = 0;
+ m[0][1] = 0; m[1][1] = 1; m[2][1] = 0;
+ m[0][2] = 0; m[1][2] = 0; m[2][2] = 1;
+ glLoadIdentity();
+ glMultMatrixf (&m[0][0]);
+ glScalef (0.04, 0.04, 0.04);
+
+ print_texture_string (bp->font_data, tag);
+ glPopMatrix();
+ if (! wire) glEnable (GL_DEPTH_TEST);
+ }
glPopMatrix();
return count;
glRotatef (current_device_rotation(), 0, 0, 1); /* right side up */
{
- int cw, ch, w, h;
+ XCharStruct e;
+ int cw, ch, w, h, ascent, descent;
GLfloat s;
GLfloat max = 24; /* max point size to avoid pixellated text */
if (mi->xgwa.height <= 640 || mi->xgwa.width <= 640)
max *= 3;
- cw = texture_string_width (bp->font_data, "X", &ch); /* line height */
+ texture_string_metrics (bp->font_data, "X", &e, &ascent, &descent);
+ cw = e.width;
+ ch = ascent + descent;
s = 1.0 / ch;
if (ch > max) s *= max/ch;
s *= scale;
- w = texture_string_width (bp->font_data, label, &h);
+ texture_string_metrics (bp->font_data, label, &e, 0, 0);
+ w = e.width;
+ h = e.ascent + e.descent;
glScalef (s, s, 1);
glTranslatef (-w/2, h*2/3 + (cw * 7), 0);
glPushMatrix();
- glTranslatef (0, -h - ch/4, -0.1);
+ glTranslatef (0, -h + (ch * 1.2), -0.1);
draw_bubble_box (mi, w, h,
ch * 2, /* corner radius */
ch * 2.5, /* arrow height */
glPopMatrix();
glColor4fv (bp->text_color);
- print_gl_string (mi->dpy, bp->font_data,
- 0, 0, 0, 0,
- label, False);
+ glTranslatef (0, ch/2, 0);
+ print_texture_string (bp->font_data, label);
}
glPopMatrix();
+typedef struct {
+ int i;
+ GLdouble d;
+} depth_sorter;
+
+static int
+cmp_depth_sorter (const void *aa, const void *bb)
+{
+ const depth_sorter *a = (depth_sorter *) aa;
+ const depth_sorter *b = (depth_sorter *) bb;
+ return (a->d == b->d ? 0 : a->d < b->d ? -1 : 1);
+}
+
+
ENTRYPOINT void
draw_robot (ModeInfo *mi)
{
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
GLfloat robot_size;
+ depth_sorter *sorted;
int i;
if (!bp->glx_context)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
- glRotatef(current_device_rotation(), 0, 0, 1);
+
+# ifdef HAVE_MOBILE
+ {
+ int rot = current_device_rotation();
+
+ if (rot == 180 || rot == -180) /* so much WTF */
+ glRotatef (-68, 1, 0, 0);
+ else if (rot == 90 || rot == -270)
+ glRotatef (68, 0, 1, 0);
+ else if (rot == -90 || rot == 270)
+ glRotatef (-68, 0, 1, 0);
+
+ glRotatef (rot, 0, 0, 1); /* right side up */
+ }
+# endif
+
gltrackball_rotate (bp->user_trackball);
robot_size = size * 7;
# endif /* DEBUG */
+ /* For transparency to work right, we have to draw the robots from
+ back to front, from the perspective of the observer. So project
+ the origin of the robot to screen coordinates, and sort that by Z.
+ */
+ sorted = (depth_sorter *) calloc (bp->nwalkers, sizeof (*sorted));
+ {
+ GLdouble m[16], p[16];
+ GLint v[4];
+ glGetDoublev (GL_MODELVIEW_MATRIX, m);
+ glGetDoublev (GL_PROJECTION_MATRIX, p);
+ glGetIntegerv (GL_VIEWPORT, v);
+
+ for (i = 0; i < bp->nwalkers; i++)
+ {
+ GLdouble x, y, z;
+ walker *f = &bp->walkers[i];
+ gluProject (f->y, f->z, f->x, m, p, v, &x, &y, &z);
+ sorted[i].i = i;
+ sorted[i].d = -z;
+ }
+ qsort (sorted, i, sizeof(*sorted), cmp_depth_sorter);
+ }
+
+
mi->polygon_count = 0;
for (i = 0; i < bp->nwalkers; i++)
{
- walker *f = &bp->walkers[i];
- int i, ticks = 22 * speed * f->speed;
+ int ii = sorted[i].i;
+ walker *f = &bp->walkers[ii];
+ int ticks = 22 * speed * f->speed;
int max = 180;
+ char tag[1024];
+ *tag = 0;
if (ticks < 1) ticks = 1;
if (ticks > max) ticks = max;
- mi->polygon_count += draw_walker (mi, f);
-
# ifdef DEBUG
if (debug_p)
+ sprintf (tag, "%.4f, %.4f, %.4f",
+ bp->debug_x, bp->debug_y, bp->debug_z);
+ else
{
- char s[1024];
- sprintf (s, "%.4f, %.4f, %.4f",
- bp->debug_x, bp->debug_y, bp->debug_z);
- glColor3f (1, 1, 1);
- draw_label (mi, f, -0.3, 1, s);
+# if 1
+ /* sprintf (tag + strlen(tag), " %d\n", ii); */
+ sprintf (tag + strlen(tag), " %d\n", bp->nwalkers - i - 1);
+ /* sprintf (tag + strlen(tag), "%.03f\n", sorted[i].d); */
+# endif
}
+
# endif /* DEBUG */
- for (i = 0; i < ticks; i++)
+ mi->polygon_count += draw_walker (mi, f, tag);
+
+ for (ii = 0; ii < ticks; ii++)
tick_walker (mi, f);
}
+ free (sorted);
glPopMatrix ();