-/* winduprobot, Copyright (c) 2014, 2015 Jamie Zawinski <jwz@jwz.org>
+/* winduprobot, Copyright (c) 2014-2017 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
#define WORDBUBBLES
# define refresh_robot 0
+# define release_robot 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
{
GLfloat h = (GLfloat) height / (GLfloat) width;
- glViewport (0, 0, (GLint) width, (GLint) height);
+ glViewport (0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- gluLookAt( 0, 20, 30,
+ gluLookAt( 0, 0, 30,
0, 0, 0,
0, 1, 0);
static int unit_gear (ModeInfo *, GLfloat color[4]);
static int draw_ground (ModeInfo *, GLfloat color[4]);
static void init_walker (ModeInfo *, walker *);
+static void free_robot (ModeInfo *mi);
static void
parse_color (ModeInfo *mi, char *key, GLfloat color[4])
robot_configuration *bp;
int wire = MI_IS_WIREFRAME(mi);
int i;
- if (!bps) {
- bps = (robot_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (robot_configuration));
- if (!bps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT (mi, bps, free_robot);
bp = &bps[MI_SCREEN(mi)];
# endif /* WORDBUBBLES */
- /* Let's tilt the floor a little. */
# ifdef DEBUG
if (!debug_p)
# endif
- {
- gltrackball_start (bp->user_trackball, 0, 500, 1000, 1000);
- gltrackball_track (bp->user_trackball,
- 0, 500 + (random() % 200) - 100,
- 1000, 1000);
- }
+ /* Let's tilt the floor a little. */
+ gltrackball_reset (bp->user_trackball,
+ -0.6 + frand(1.2),
+ -0.6 + frand(0.2));
}
draw_ground (ModeInfo *mi, GLfloat color[4])
{
int wire = MI_IS_WIREFRAME(mi);
- GLfloat i;
- GLfloat cell_size = 0.9;
- int cells = 1000 * size;
+ GLfloat i, j, k;
+
+ /* When using fog, iOS apparently doesn't like lines or quads that are
+ really long, and extend very far outside of the scene. Maybe? If the
+ length of the line (cells * cell_size) is greater than 25 or so, lines
+ that are oriented steeply away from the viewer tend to disappear
+ (whether implemented as GL_LINES or as GL_QUADS).
+
+ So we do a bunch of smaller grids instead of one big one.
+ */
+ int cells = 30;
+ GLfloat cell_size = 0.8;
int points = 0;
+ int grids = 12;
# ifdef DEBUG
if (debug_p) return 0;
{
GLfloat fog_color[4] = { 0, 0, 0, 1 };
- glLineWidth (2);
+ glLineWidth (4);
glEnable (GL_LINE_SMOOTH);
glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, fog_color);
- glFogf (GL_FOG_DENSITY, 0.017);
- glFogf (GL_FOG_START, -cells/2 * cell_size);
-# ifndef USE_IPHONE /* #### Not working on iOS for some reason */
+ glFogf (GL_FOG_DENSITY, 0.015);
+ glFogf (GL_FOG_START, -cells/2 * cell_size * grids);
glEnable (GL_FOG);
-# endif
}
glColor4fv (color);
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
- glBegin (GL_LINES);
- for (i = -cells/2; i < cells/2; i++)
+ glTranslatef (-cells * grids * cell_size / 2,
+ -cells * grids * cell_size / 2, 0);
+
+ for (j = 0; j < grids; j++)
{
- GLfloat a = i * cell_size;
- GLfloat b = cells/2 * cell_size;
- glVertex3f (a, -b, 0); glVertex3f (a, b, 0); points++;
- glVertex3f (-b, a, 0); glVertex3f (b, a, 0); points++;
+ glPushMatrix();
+ for (k = 0; k < grids; k++)
+ {
+ glBegin (GL_LINES);
+ for (i = -cells/2; i < cells/2; i++)
+ {
+ GLfloat a = i * cell_size;
+ GLfloat b = cells/2 * cell_size;
+ glVertex3f (a, -b, 0); glVertex3f (a, b, 0); points++;
+ glVertex3f (-b, a, 0); glVertex3f (b, a, 0); points++;
+ }
+ glEnd();
+ glTranslatef (cells * cell_size, 0, 0);
+ }
+ glPopMatrix();
+ glTranslatef (0, cells * cell_size, 0);
}
- glEnd();
if (!wire)
{
glPushMatrix ();
# 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 */
- }
+ glRotatef (current_device_rotation(), 0, 0, 1); /* right side up */
# endif
gltrackball_rotate (bp->user_trackball);
+ glTranslatef (0, -20, 0); /* Move the horizon down the screen */
+
robot_size = size * 7;
glScalef (robot_size, robot_size, robot_size);
look_at_center (mi);
}
free (sorted);
-
glPopMatrix ();
if (mi->fps_p) do_fps (mi);
glXSwapBuffers(dpy, window);
}
-ENTRYPOINT void
-release_robot (ModeInfo *mi)
+static void
+free_robot (ModeInfo *mi)
{
# ifdef WORDBUBBLES
robot_configuration *bp = &bps[MI_SCREEN(mi)];
- textclient_close (bp->tc);
+ if (bp->tc)
+ textclient_close (bp->tc);
# endif
}