X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fwinduprobot.c;h=c90d07359687098ffe5db5f038213a6667c8b18e;hp=86f7ce69f5d6e45764e2871c7623b8f96d4d5807;hb=4361b69d3178d7fc98d0388f9a223af6c2651aba;hpb=d5186197bc394e10a4402f7f6d23fbb14103bc50 diff --git a/hacks/glx/winduprobot.c b/hacks/glx/winduprobot.c index 86f7ce69..c90d0735 100644 --- a/hacks/glx/winduprobot.c +++ b/hacks/glx/winduprobot.c @@ -1,4 +1,4 @@ -/* winduprobot, Copyright (c) 2014 Jamie Zawinski +/* winduprobot, Copyright (c) 2014-2017 Jamie Zawinski * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that @@ -14,7 +14,7 @@ * 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 @@ -32,6 +32,11 @@ * - 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-*-*-*-*-*-*" @@ -64,6 +69,7 @@ #define WORDBUBBLES # define refresh_robot 0 +# define release_robot 0 #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) @@ -232,7 +238,7 @@ reshape_robot (ModeInfo *mi, int width, int height) { GLfloat h = (GLfloat) height / (GLfloat) width; - glViewport (0, 0, (GLint) width, (GLint) height); + glViewport (0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -240,7 +246,7 @@ reshape_robot (ModeInfo *mi, int width, int height) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - gluLookAt( 0, 20, 30, + gluLookAt( 0, 0, 30, 0, 0, 0, 0, 1, 0); @@ -338,6 +344,7 @@ load_textures (ModeInfo *mi) 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]) @@ -364,14 +371,7 @@ init_robot (ModeInfo *mi) 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)]; @@ -423,7 +423,7 @@ init_robot (ModeInfo *mi) 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); @@ -588,16 +588,13 @@ init_robot (ModeInfo *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)); } @@ -1678,10 +1675,20 @@ static int 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; @@ -1695,7 +1702,7 @@ draw_ground (ModeInfo *mi, GLfloat color[4]) { 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); @@ -1703,25 +1710,36 @@ draw_ground (ModeInfo *mi, GLfloat color[4]) 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) { @@ -2115,7 +2133,8 @@ draw_label (ModeInfo *mi, walker *f, GLfloat y_off, GLfloat scale, 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 */ @@ -2123,13 +2142,17 @@ draw_label (ModeInfo *mi, walker *f, GLfloat y_off, GLfloat scale, 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); @@ -2144,6 +2167,7 @@ draw_label (ModeInfo *mi, walker *f, GLfloat y_off, GLfloat scale, glPopMatrix(); glColor4fv (bp->text_color); + glTranslatef (0, ch/2, 0); print_texture_string (bp->font_data, label); } @@ -2282,9 +2306,15 @@ draw_robot (ModeInfo *mi) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); - glRotatef(current_device_rotation(), 0, 0, 1); + +# ifdef HAVE_MOBILE + 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); @@ -2431,7 +2461,6 @@ draw_robot (ModeInfo *mi) } free (sorted); - glPopMatrix (); if (mi->fps_p) do_fps (mi); @@ -2440,12 +2469,13 @@ draw_robot (ModeInfo *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 }