X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fcube21.c;h=5e09af2805b937dfbfaa2cca0890e26cb1ce2543;hp=67adc4b3a8fbe79a509c570e1c3c092b5a6372ca;hb=49f5b54f312fe4ac2e9bc47581a72451bd0e8439;hpb=ccb7f4903325f92555a9722bba74b58346654ba0 diff --git a/hacks/glx/cube21.c b/hacks/glx/cube21.c index 67adc4b3..5e09af28 100644 --- a/hacks/glx/cube21.c +++ b/hacks/glx/cube21.c @@ -41,28 +41,22 @@ * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know). */ -#define PROGCLASS "Cube21" -#define HACK_INIT init_cube21 -#define HACK_DRAW draw_cube21 -#define HACK_RESHAPE reshape_cube21 -#define cube21_opts xlockmore_opts - -#define DEF_XYSPEED "1.0" -#define DEF_TSPEED "3.0" -#define DEF_WSPEED "1.0" -#define DEF_TWAIT "40.0" -#define DEF_SIZE "0.7" -#define DEF_COLMODE "(none)" - #define DEFAULTS "*delay: 20000 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" +# define refresh_cube21 0 +# define cube21_handle_event 0 #include "xlockmore.h" #ifdef USE_GL -#include +#define DEF_XYSPEED "1.0" +#define DEF_TSPEED "3.0" +#define DEF_WSPEED "1.0" +#define DEF_TWAIT "40.0" +#define DEF_SIZE "0.7" +#define DEF_COLMODE "six" #ifdef Pi #undef Pi @@ -90,7 +84,7 @@ /*************************************************************************/ -static Bool wander, spin, wire, tex, rndstart, cmat; +static Bool spin, wander, rndstart, tex; static float spinspeed, tspeed, wspeed, twait, size; static char *colmode_s; static int colmode; @@ -125,7 +119,7 @@ static XrmOptionDescRec opts[] = { { "-colormode", ".colormode", XrmoptionSepArg, DEF_COLMODE } }; -ModeSpecOpt cube21_opts = {countof(opts), opts, countof(vars), vars, NULL}; +ENTRYPOINT ModeSpecOpt cube21_opts = {countof(opts), opts, countof(vars), vars, NULL}; #ifdef USE_MODULES ModStruct cube21_description = @@ -173,27 +167,32 @@ typedef struct { int pieces[2][13]; /* locations of "narrow" and "wide" pieces */ int cind[5][12]; /* color indices */ GLfloat colors[6][3]; /* color map */ + + Bool wire, cmat; + unsigned char texture[TEX_HEIGHT][TEX_WIDTH]; + + GLfloat texp, texq, posc[6]; + GLfloat color_inner[4]; + } cube21_conf; static cube21_conf *cube21 = NULL; -static unsigned char texture[TEX_HEIGHT][TEX_WIDTH]; - -static GLfloat shininess = 20.0; -static GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0}; -static GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0}; -static GLfloat position0[] = {1.0, 1.0, 1.0, 0.0}; -static GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0}; -static GLfloat lmodel_ambient[] = {0.1, 0.1, 0.1, 1.0}; -static GLfloat material_ambient[] = {0.7, 0.7, 0.7, 1.0}; -static GLfloat material_diffuse[] = {0.7, 0.7, 0.7, 1.0}; -static GLfloat material_specular[] = {0.2, 0.2, 0.2, 1.0}; -static GLfloat color_inner[] = {1.0, 1.0, 1.0}; -static GLfloat texp = 0.0, texq, posc[6]; -static GLfloat zpos = -18.0; + +static const GLfloat shininess = 20.0; +static const GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0}; +static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0}; +static const GLfloat position0[] = {1.0, 1.0, 1.0, 0.0}; +static const GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0}; +static const GLfloat lmodel_ambient[] = {0.1, 0.1, 0.1, 1.0}; +static const GLfloat material_ambient[] = {0.7, 0.7, 0.7, 1.0}; +static const GLfloat material_diffuse[] = {0.7, 0.7, 0.7, 1.0}; +static const GLfloat material_specular[] = {0.2, 0.2, 0.2, 1.0}; +static const GLfloat zpos = -18.0; /*************************************************************************/ -static void find_matches(pieces_t pieces, int matches[12], int s) { +static void find_matches(pieces_t pieces, int matches[12], int s) +{ int i, j = 1; for(i = 1; i<6; i++) { if(pieces[s][i] && pieces[s][i+6]) { @@ -208,7 +207,8 @@ static void find_matches(pieces_t pieces, int matches[12], int s) { matches[0] = j; } -static void rot_face(pieces_t pieces, cind_t colors, int s, int o) { +static void rot_face(pieces_t pieces, cind_t colors, int s, int o) +{ int i; int tmp[12], tmpc[2][12]; int c0 = 2*s, c1 = c0+1; @@ -226,7 +226,8 @@ static void rot_face(pieces_t pieces, cind_t colors, int s, int o) { } } -static void rot_halves(pieces_t pieces, cind_t colors, int hf[2], int s) { +static void rot_halves(pieces_t pieces, cind_t colors, int hf[2], int s) +{ int ss = 6*s, i, j, k, t; for(i = 0; i<6; i++) { j = ss+i; k = ss+6-i; @@ -244,7 +245,8 @@ static void rot_halves(pieces_t pieces, cind_t colors, int hf[2], int s) { hf[s] ^= 1; } -static void randomize(cube21_conf *cp) { +static void randomize(cube21_conf *cp) +{ int i, j, s; int matches[12]; for(i = 0; istate) { @@ -314,174 +317,182 @@ static void finish(cube21_conf *cp) { cp->t = 0; } -static void draw_narrow_piece(GLfloat s, int c1, int c2, col_t colors) { - GLfloat s1 = posc[0]*s; +static void draw_narrow_piece(cube21_conf *cp, GLfloat s, int c1, int c2, col_t colors) +{ + GLfloat s1 = cp->posc[0]*s; glBegin(GL_TRIANGLES); glNormal3f(0.0, 0.0, s); - if(cmat) glColor3fv(colors[c1]); + if(cp->cmat) glColor3fv(colors[c1]); glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s); - glTexCoord2f(texq, 0.0); glVertex3f(posc[1], 0.0, s); - glTexCoord2f(texp, 0.0); glVertex3f(posc[2], posc[3], s); + glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[1], 0.0, s); + glTexCoord2f(cp->texp, 0.0); glVertex3f(cp->posc[2], cp->posc[3], s); glNormal3f(0.0, 0.0, -s); - if(cmat) glColor3fv(color_inner); + if(cp->cmat) glColor3fv(cp->color_inner); glTexCoord2f(TEX_GRAY); glVertex3f(0.0, 0.0, s1); - glVertex3f(posc[1], 0.0, s1); - glVertex3f(posc[2], posc[3], s1); + glVertex3f(cp->posc[1], 0.0, s1); + glVertex3f(cp->posc[2], cp->posc[3], s1); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0, -1.0, 0.0); - if(cmat) glColor3fv(color_inner); + if(cp->cmat) glColor3fv(cp->color_inner); glTexCoord2f(TEX_GRAY); glVertex3f(0.0, 0.0, s); - glVertex3f(posc[1], 0.0, s); - glVertex3f(posc[1], 0.0, s1); + glVertex3f(cp->posc[1], 0.0, s); + glVertex3f(cp->posc[1], 0.0, s1); glVertex3f(0.0, 0.0, s1); glNormal3f(COS15, SIN15, 0.0); - if(cmat) glColor3fv(colors[c2]); - glTexCoord2f(texq, texq); glVertex3f(posc[1], 0.0, s); - glTexCoord2f(texq, texp); glVertex3f(posc[2], posc[3], s); - glTexCoord2f(1.0, texp); glVertex3f(posc[2], posc[3], s1); - glTexCoord2f(1.0, texq); glVertex3f(posc[1], 0.0, s1); + if(cp->cmat) glColor3fv(colors[c2]); + glTexCoord2f(cp->texq, cp->texq); glVertex3f(cp->posc[1], 0.0, s); + glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[2], cp->posc[3], s); + glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[2], cp->posc[3], s1); + glTexCoord2f(1.0, cp->texq); glVertex3f(cp->posc[1], 0.0, s1); glNormal3f(-SIN30, COS30, 0.0); - if(cmat) glColor3fv(color_inner); + if(cp->cmat) glColor3fv(cp->color_inner); glTexCoord2f(TEX_GRAY); glVertex3f(0.0, 0.0, s); - glVertex3f(posc[2], posc[3], s); - glVertex3f(posc[2], posc[3], s1); + glVertex3f(cp->posc[2], cp->posc[3], s); + glVertex3f(cp->posc[2], cp->posc[3], s1); glVertex3f(0.0, 0.0, s1); glEnd(); glRotatef(30.0, 0.0, 0.0, 1.0); } -static void draw_wide_piece(GLfloat s, int c1, int c2, int c3, col_t colors) { - GLfloat s1 = posc[0]*s; +static void draw_wide_piece(cube21_conf *cp, GLfloat s, int c1, int c2, int c3, col_t colors) +{ + GLfloat s1 = cp->posc[0]*s; glBegin(GL_TRIANGLES); glNormal3f(0.0, 0.0, s); - if(cmat) glColor3fv(colors[c1]); + if(cp->cmat) glColor3fv(colors[c1]); glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s); - glTexCoord2f(texp, 0.0); glVertex3f(posc[1], 0.0, s); - glTexCoord2f(0.0, 0.0); glVertex3f(posc[4], posc[5], s); - glTexCoord2f(0.0, 0.0); glVertex3f(posc[4], posc[5], s); - glTexCoord2f(0.0, texp); glVertex3f(posc[3], posc[2], s); + glTexCoord2f(cp->texp, 0.0); glVertex3f(cp->posc[1], 0.0, s); + glTexCoord2f(0.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s); + glTexCoord2f(0.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s); + glTexCoord2f(0.0, cp->texp); glVertex3f(cp->posc[3], cp->posc[2], s); glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s); glNormal3f(0.0, 0.0, -s); - if(cmat) glColor3fv(color_inner); + if(cp->cmat) glColor3fv(cp->color_inner); glTexCoord2f(TEX_GRAY); glVertex3f(0.0, 0.0, s1); - glVertex3f(posc[1], 0.0, s1); - glVertex3f(posc[4], posc[5], s1); - glVertex3f(posc[4], posc[5], s1); - glVertex3f(posc[3], posc[2], s1); + glVertex3f(cp->posc[1], 0.0, s1); + glVertex3f(cp->posc[4], cp->posc[5], s1); + glVertex3f(cp->posc[4], cp->posc[5], s1); + glVertex3f(cp->posc[3], cp->posc[2], s1); glVertex3f(0.0, 0.0, s1); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0, -1.0, 0); - if(cmat) glColor3fv(color_inner); + if(cp->cmat) glColor3fv(cp->color_inner); glTexCoord2f(TEX_GRAY); glVertex3f(0.0, 0.0, s); - glVertex3f(posc[1], 0.0, s); - glVertex3f(posc[1], 0.0, s1); + glVertex3f(cp->posc[1], 0.0, s); + glVertex3f(cp->posc[1], 0.0, s1); glVertex3f(0.0, 0.0, s1); glNormal3f(COS15, -SIN15, 0.0); - if(cmat) glColor3fv(colors[c2]); - glTexCoord2f(texq, texp); glVertex3f(posc[1], 0.0, s); - glTexCoord2f(texq, 0.0); glVertex3f(posc[4], posc[5], s); - glTexCoord2f(1.0, 0.0); glVertex3f(posc[4], posc[5], s1); - glTexCoord2f(1.0, texp); glVertex3f(posc[1], 0.0, s1); + if(cp->cmat) glColor3fv(colors[c2]); + glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[1], 0.0, s); + glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s); + glTexCoord2f(1.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s1); + glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[1], 0.0, s1); glNormal3f(SIN15, COS15, 0.0); - if(cmat) glColor3fv(colors[c3]); - glTexCoord2f(texq, texp); glVertex3f(posc[4], posc[5], s); - glTexCoord2f(texq, 0.0); glVertex3f(posc[3], posc[2], s); - glTexCoord2f(1.0, 0.0); glVertex3f(posc[3], posc[2], s1); - glTexCoord2f(1.0, texp); glVertex3f(posc[4], posc[5], s1); + if(cp->cmat) glColor3fv(colors[c3]); + glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], s); + glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[3], cp->posc[2], s); + glTexCoord2f(1.0, 0.0); glVertex3f(cp->posc[3], cp->posc[2], s1); + glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], s1); glNormal3f(-COS30, SIN30, 0.0); - if(cmat) glColor3fv(color_inner); + if(cp->cmat) glColor3fv(cp->color_inner); glTexCoord2f(TEX_GRAY); glVertex3f(0.0, 0.0, s); - glVertex3f(posc[3], posc[2], s); - glVertex3f(posc[3], posc[2], s1); + glVertex3f(cp->posc[3], cp->posc[2], s); + glVertex3f(cp->posc[3], cp->posc[2], s1); glVertex3f(0.0, 0.0, s1); glEnd(); glRotatef(60.0, 0.0, 0.0, 1.0); } -static void draw_middle_piece(int s, cind_t cind, col_t colors) { +static void draw_middle_piece(cube21_conf *cp, int s, cind_t cind, col_t colors) +{ s *= 6; glBegin(GL_QUADS); - if(cmat) glColor3fv(color_inner); + if(cp->cmat) glColor3fv(cp->color_inner); glNormal3f(0.0, 0.0, 1.0); glTexCoord2f(TEX_GRAY); - glVertex3f(posc[1], 0.0, posc[0]); - glVertex3f(posc[4], posc[5], posc[0]); - glVertex3f(-posc[5], posc[4], posc[0]); - glVertex3f(-posc[1], 0.0, posc[0]); + glVertex3f(cp->posc[1], 0.0, cp->posc[0]); + glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]); + glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]); + glVertex3f(-cp->posc[1], 0.0, cp->posc[0]); glNormal3f(0.0, 0.0, -1.0); glTexCoord2f(TEX_GRAY); - glVertex3f(posc[1], 0.0, -posc[0]); - glVertex3f(posc[4], posc[5], -posc[0]); - glVertex3f(-posc[5], posc[4], -posc[0]); - glVertex3f(-posc[1], 0.0, -posc[0]); + glVertex3f(cp->posc[1], 0.0, -cp->posc[0]); + glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]); + glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]); + glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]); glNormal3f(0.0, -1.0, 0.0); glTexCoord2f(TEX_GRAY); - glVertex3f(-posc[1], 0.0, posc[0]); - glVertex3f(posc[1], 0.0, posc[0]); - glVertex3f(posc[1], 0.0, -posc[0]); - glVertex3f(-posc[1], 0.0, -posc[0]); + glVertex3f(-cp->posc[1], 0.0, cp->posc[0]); + glVertex3f(cp->posc[1], 0.0, cp->posc[0]); + glVertex3f(cp->posc[1], 0.0, -cp->posc[0]); + glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]); glNormal3f(COS15, -SIN15, 0.0); - if(cmat) glColor3fv(colors[cind[4][s]]); - glTexCoord2f(texq, texp); glVertex3f(posc[1], 0.0, posc[0]); - glTexCoord2f(1.0, texp); glVertex3f(posc[4], posc[5], posc[0]); - glTexCoord2f(1.0, texq); glVertex3f(posc[4], posc[5], -posc[0]); - glTexCoord2f(texq, texq); glVertex3f(posc[1], 0.0, -posc[0]); + if(cp->cmat) glColor3fv(colors[cind[4][s]]); + glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[1], 0.0, cp->posc[0]); + glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]); + glTexCoord2f(1.0, cp->texq); glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]); + glTexCoord2f(cp->texq, cp->texq); glVertex3f(cp->posc[1], 0.0, -cp->posc[0]); glNormal3f(SIN15, COS15, 0.0); - if(cmat) glColor3fv(colors[cind[4][s+1]]); - glTexCoord2f(0.0, 0.5); glVertex3f(posc[4], posc[5], posc[0]); - glTexCoord2f(texq, 0.5); glVertex3f(-posc[5], posc[4], posc[0]); - glTexCoord2f(texq, 0.75); glVertex3f(-posc[5], posc[4], -posc[0]); - glTexCoord2f(0.0, 0.75); glVertex3f(posc[4], posc[5], -posc[0]); + if(cp->cmat) glColor3fv(colors[cind[4][s+1]]); + glTexCoord2f(0.0, 0.5); glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]); + glTexCoord2f(cp->texq, 0.5); glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]); + glTexCoord2f(cp->texq, 0.75); glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]); + glTexCoord2f(0.0, 0.75); glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]); glNormal3f(-COS15, SIN15, 0.0); - if(cmat) glColor3fv(colors[cind[4][s+4]]); - glTexCoord2f(0.0, 0.75); glVertex3f(-posc[5], posc[4], posc[0]); - glTexCoord2f(1.0, 0.75); glVertex3f(-posc[1], 0.0, posc[0]); - glTexCoord2f(1.0, 1.0); glVertex3f(-posc[1], 0.0, -posc[0]); - glTexCoord2f(0.0, 1.0); glVertex3f(-posc[5], posc[4], -posc[0]); + if(cp->cmat) glColor3fv(colors[cind[4][s+4]]); + glTexCoord2f(0.0, 0.75); glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]); + glTexCoord2f(1.0, 0.75); glVertex3f(-cp->posc[1], 0.0, cp->posc[0]); + glTexCoord2f(1.0, 1.0); glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]); + glTexCoord2f(0.0, 1.0); glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]); glEnd(); } -static void draw_middle(cube21_conf *cp) { +static void draw_middle(cube21_conf *cp) +{ if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0); - draw_middle_piece(0, cp->cind, cp->colors); + draw_middle_piece(cp, 0, cp->cind, cp->colors); if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0); glRotatef(180.0, 0.0, 0.0, 1.0); if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0); - draw_middle_piece(1, cp->cind, cp->colors); + draw_middle_piece(cp, 1, cp->cind, cp->colors); if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0); } -static void draw_half_face(cube21_conf *cp, int s, int o) { +static void draw_half_face(cube21_conf *cp, int s, int o) +{ int i, s1 = 1-s*2, s2 = s*2; for(i = o; ipieces[s][i+1]) - draw_narrow_piece(s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->colors); + draw_narrow_piece(cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->colors); else { - draw_wide_piece(s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->cind[s2+1][i+1], cp->colors); + draw_wide_piece(cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->cind[s2+1][i+1], cp->colors); i++; } } } -static void draw_top_face(cube21_conf *cp) { +static void draw_top_face(cube21_conf *cp) +{ draw_half_face(cp, 0, 0); draw_half_face(cp, 0, 6); } -static void draw_bottom_face(cube21_conf *cp) { +static void draw_bottom_face(cube21_conf *cp) +{ draw_half_face(cp, 1, 0); draw_half_face(cp, 1, 6); } -static Bool draw_main(cube21_conf *cp) { +static Bool draw_main(cube21_conf *cp) +{ GLfloat theta = cp->ramount<0?cp->t:-cp->t; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); @@ -492,7 +503,7 @@ static Bool draw_main(cube21_conf *cp) { glScalef(size, size, size); glRotatef(cp->xrot, 1.0, 0.0, 0.0); glRotatef(cp->yrot, 0.0, 1.0, 0.0); - if(wire) glColor3f(0.7, 0.7, 0.7); + if(cp->wire) glColor3f(0.7, 0.7, 0.7); switch(cp->state) { case CUBE21_PAUSE1: case CUBE21_PAUSE2: @@ -522,7 +533,7 @@ static Bool draw_main(cube21_conf *cp) { draw_half_face(cp, 1, 0); glRotatef(-180.0, 0.0, 0.0, 1.0); if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0); - draw_middle_piece(0, cp->cind, cp->colors); + draw_middle_piece(cp, 0, cp->cind, cp->colors); if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0); if(cp->state==CUBE21_HALF1) glRotatef(-theta, 0.0, 1.0, 0.0); @@ -534,7 +545,7 @@ static Bool draw_main(cube21_conf *cp) { draw_half_face(cp, 1, 6); glRotatef(-180.0, 0.0, 0.0, 1.0); if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0); - draw_middle_piece(1, cp->cind, cp->colors); + draw_middle_piece(cp, 1, cp->cind, cp->colors); break; } if(spin) { @@ -547,7 +558,8 @@ static Bool draw_main(cube21_conf *cp) { return True; } -void parse_colmode(void) { +static void parse_colmode(void) +{ if(!colmode_s) { colmode = CUBE21_COLOR_WHITE; return; @@ -560,21 +572,23 @@ void parse_colmode(void) { else colmode = CUBE21_COLOR_WHITE; } -static void init_posc(void) { - texp = (1.0-tan(Pi/12.0))/2.0; - texq = 1.0-texp; +static void init_posc(cube21_conf *cp) +{ + cp->texp = (1.0-tan(Pi/12.0))/2.0; + cp->texq = 1.0-cp->texp; /* Some significant non-trivial coordinates * of the object. We need them exactly at GLfloat precision * for the edges to line up perfectly. */ - posc[0] = tan(Pi/12); /* 0.268 */ - posc[1] = 1.0/cos(Pi/12); /* 1.035 */ - posc[2] = cos(Pi/6)/cos(Pi/12); /* 0.897 */ - posc[3] = sin(Pi/6)/cos(Pi/12); /* 0.518 */ - posc[4] = sqrt(2)*cos(Pi/6); /* 1.225 */ - posc[5] = sqrt(2)*sin(Pi/6); /* 0.707 = 1/sqrt(2) */ + cp->posc[0] = tan(Pi/12); /* 0.268 */ + cp->posc[1] = 1.0/cos(Pi/12); /* 1.035 */ + cp->posc[2] = cos(Pi/6)/cos(Pi/12); /* 0.897 */ + cp->posc[3] = sin(Pi/6)/cos(Pi/12); /* 0.518 */ + cp->posc[4] = sqrt(2)*cos(Pi/6); /* 1.225 */ + cp->posc[5] = sqrt(2)*sin(Pi/6); /* 0.707 = 1/sqrt(2) */ } -static void draw_horz_line(int x1, int x2, int y) { +static void draw_horz_line(cube21_conf *cp, int x1, int x2, int y) +{ int x, y0 = y, w; if(y=TEX_HEIGHT) break; w = y*y*255/BORDER2; for(x=x1; x<=x2; x++) - if(texture[y0+y][x]>w) texture[y0+y][x] = w; + if(cp->texture[y0+y][x]>w) cp->texture[y0+y][x] = w; } } -static void draw_vert_line(int x, int y1, int y2) { +static void draw_vert_line(cube21_conf *cp, int x, int y1, int y2) +{ int x0 = x, y, w; if(x=TEX_WIDTH) break; w = x*x*255/BORDER2; for(y=y1; y<=y2; y++) - if(texture[y][x0+x]>w) texture[y][x0+x] = w; + if(cp->texture[y][x0+x]>w) cp->texture[y][x0+x] = w; } } -static void draw_slanted_horz(int x1, int y1, int x2, int y2) { +static void draw_slanted_horz(cube21_conf *cp, int x1, int y1, int x2, int y2) +{ int x, y, dx = x2-x1, dy = y2-y1, y0, w; for(x=x1; x<=x2; x++) { y0 = y1+(y2-y1)*(x-x1)/(x2-x1); @@ -606,12 +622,13 @@ static void draw_slanted_horz(int x1, int y1, int x2, int y2) { w = dx*(y0+y-y1)-dy*(x-x1); w = w*w/(dx*dx+dy*dy); w = w*255/BORDER2; - if(texture[y0+y][x]>w) texture[y0+y][x] = w; + if(cp->texture[y0+y][x]>w) cp->texture[y0+y][x] = w; } } } -static void draw_slanted_vert(int x1, int y1, int x2, int y2) { +static void draw_slanted_vert(cube21_conf *cp, int x1, int y1, int x2, int y2) +{ int x, y, dx = x2-x1, dy = y2-y1, x0, w; for(y=y1; y<=y2; y++) { x0 = x1+(x2-x1)*(y-y1)/(y2-y1); @@ -619,55 +636,62 @@ static void draw_slanted_vert(int x1, int y1, int x2, int y2) { w = dy*(x0+x-x1)-dx*(y-y1); w = w*w/(dy*dy+dx*dx); w = w*255/BORDER2; - if(texture[y][x0+x]>w) texture[y][x0+x] = w; + if(cp->texture[y][x0+x]>w) cp->texture[y][x0+x] = w; } } } -static void make_texture(void) { +static void make_texture(cube21_conf *cp) +{ int x, y, x0, y0; float grayp[2] = {TEX_GRAY}; for(y=0; ytexture[y][x] = 255; + draw_horz_line(cp, 0, TEX_WIDTH-1, 0); + draw_horz_line(cp, cp->texq*TEX_WIDTH, TEX_WIDTH-1, cp->texp*TEX_HEIGHT); + draw_horz_line(cp, cp->texq*TEX_WIDTH, TEX_WIDTH-1, cp->texq*TEX_HEIGHT); + draw_horz_line(cp, 0, cp->texq*TEX_WIDTH, TEX_HEIGHT/2); + draw_horz_line(cp, 0, TEX_WIDTH-1, TEX_HEIGHT*3/4); + draw_horz_line(cp, 0, TEX_WIDTH-1, TEX_HEIGHT-1); + draw_vert_line(cp, 0, 0, TEX_HEIGHT-1); + draw_vert_line(cp, cp->texq*TEX_WIDTH, 0, TEX_HEIGHT*3/4); + draw_vert_line(cp, TEX_WIDTH-1, 0, TEX_HEIGHT-1); + draw_slanted_horz(cp, 0, cp->texp*TEX_HEIGHT, TEX_WIDTH/2, TEX_HEIGHT/2); + draw_slanted_vert(cp, cp->texp*TEX_WIDTH, 0, TEX_WIDTH/2, TEX_HEIGHT/2); + draw_slanted_vert(cp, cp->texq*TEX_WIDTH, 0, TEX_WIDTH/2, TEX_HEIGHT/2); x0 = grayp[0]*TEX_WIDTH; y0 = grayp[1]*TEX_HEIGHT; for(y=-1; y<=1; y++) for(x=-1; x<=1; x++) - texture[y0+y][x0+x] = 100; + cp->texture[y0+y][x0+x] = 100; } /* It doesn't look good */ /*#define MIPMAP*/ -static void init_gl(ModeInfo *mi) { +static void init_gl(ModeInfo *mi) +{ + cube21_conf *cp = &cube21[MI_SCREEN(mi)]; #ifdef MIPMAP int status; #endif parse_colmode(); - wire = MI_IS_WIREFRAME(mi); - cmat = !wire && (colmode != CUBE21_COLOR_WHITE); + cp->wire = MI_IS_WIREFRAME(mi); + cp->cmat = !cp->wire && (colmode != CUBE21_COLOR_WHITE); if(MI_IS_MONO(mi)) { tex = False; - cmat = False; + cp->cmat = False; } - if(wire) { + if(cp->wire) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); return; } - if(!tex) color_inner[0] = color_inner[1] = color_inner[2] = 0.4; + if(!tex) + cp->color_inner[0] = cp->color_inner[1] = cp->color_inner[2] = 0.4; + else + cp->color_inner[0] = cp->color_inner[1] = cp->color_inner[2] = 1.0; + glClearDepth(1.0); glClearColor(0.0, 0.0, 0.0, 1.0); glDrawBuffer(GL_BACK); @@ -706,7 +730,7 @@ static void init_gl(ModeInfo *mi) { check_gl_error("mipmapping"); #else glTexImage2D(GL_TEXTURE_2D, 0, 1, TEX_WIDTH, TEX_HEIGHT, - 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, texture); + 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, cp->texture); #endif glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); @@ -719,7 +743,8 @@ static void init_gl(ModeInfo *mi) { #endif } -static void init_cp(cube21_conf *cp) { +static void init_cp(cube21_conf *cp) +{ int i, j; GLfloat ce_colors[6][3] = { {1.0, 1.0, 1.0}, @@ -787,7 +812,8 @@ static void init_cp(cube21_conf *cp) { /*************************************************************************/ -void reshape_cube21(ModeInfo *mi, int width, int height) { +ENTRYPOINT void reshape_cube21(ModeInfo *mi, int width, int height) +{ cube21_conf *cp = &cube21[MI_SCREEN(mi)]; if(!height) height = 1; cp->ratio = (GLfloat)width/(GLfloat)height; @@ -799,7 +825,8 @@ void reshape_cube21(ModeInfo *mi, int width, int height) { glClear(GL_COLOR_BUFFER_BIT); } -void release_cube21(ModeInfo *mi) { +ENTRYPOINT void release_cube21(ModeInfo *mi) +{ if (cube21 != NULL) { int screen; for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) { @@ -814,17 +841,20 @@ void release_cube21(ModeInfo *mi) { FreeAllGL(mi); } -void init_cube21(ModeInfo *mi) { +ENTRYPOINT void init_cube21(ModeInfo *mi) +{ cube21_conf *cp; if(!cube21) { cube21 = (cube21_conf *)calloc(MI_NUM_SCREENS(mi), sizeof(cube21_conf)); if(!cube21) return; } - if(!texp) { - init_posc(); - make_texture(); - } cp = &cube21[MI_SCREEN(mi)]; + + if(!cp->texp) { + init_posc(cp); + make_texture(cp); + } + if ((cp->glx_context = init_GL(mi)) != NULL) { init_gl(mi); init_cp(cp); @@ -834,7 +864,8 @@ void init_cube21(ModeInfo *mi) { } } -void draw_cube21(ModeInfo * mi) { +ENTRYPOINT void draw_cube21(ModeInfo * mi) +{ Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); cube21_conf *cp; @@ -852,11 +883,17 @@ void draw_cube21(ModeInfo * mi) { glXSwapBuffers(display, window); } -void change_cube21(ModeInfo * mi) { +#ifndef STANDALONE +ENTRYPOINT void change_cube21(ModeInfo * mi) +{ cube21_conf *cp = &cube21[MI_SCREEN(mi)]; if (!cp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cp->glx_context)); init_gl(mi); } +#endif /* !STANDALONE */ + + +XSCREENSAVER_MODULE ("Cube21", cube21) #endif