Beispiel #1
0
ENTRYPOINT void 
init_ball (ModeInfo *mi)
{
  ball_configuration *bp;
  int wire = MI_IS_WIREFRAME(mi);

  MI_INIT (mi, bps);
  bp = &bps[MI_SCREEN(mi)];

  bp->glx_context = init_GL(mi);

  reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));

  if (!wire)
    {
      GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
      GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
      GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
      GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};

      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
      glEnable(GL_DEPTH_TEST);
      glEnable(GL_CULL_FACE);

      glLightfv(GL_LIGHT0, GL_POSITION, pos);
      glLightfv(GL_LIGHT0, GL_AMBIENT,  amb);
      glLightfv(GL_LIGHT0, GL_DIFFUSE,  dif);
      glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
    }

  {
    double spin_speed   = 10.0;
    double wander_speed = 0.12;
    double spin_accel   = 2.0;

    bp->rot = make_rotator (do_spin ? spin_speed : 0,
                            do_spin ? spin_speed : 0,
                            do_spin ? spin_speed : 0,
                            spin_accel,
                            do_wander ? wander_speed : 0,
                            True);
    bp->trackball = gltrackball_init (True);
  }

  bp->ncolors = 128;
  bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
  make_smooth_colormap (0, 0, 0,
                        bp->colors, &bp->ncolors,
                        False, 0, False);

  bp->spikes = (int *) calloc(MI_COUNT(mi), sizeof(*bp->spikes) * 2);

  bp->ball_list = glGenLists (1);
  bp->spike_list = glGenLists (1);

  glNewList (bp->ball_list, GL_COMPILE);
  unit_sphere (SPHERE_STACKS, SPHERE_SLICES, wire);
  glEndList ();

  glNewList (bp->spike_list, GL_COMPILE);
  cone (0, 0, 0,
        0, 1, 0,
        1, 0, SPIKE_FACES, SMOOTH_SPIKES, False, wire);
  glEndList ();

  randomize_spikes (mi);
}
Beispiel #2
0
ENTRYPOINT void 
init_ball (ModeInfo *mi)
{
  ball_configuration *bp;
  int wire = MI_IS_WIREFRAME(mi);

  MI_INIT (mi, bps);

  bp = &bps[MI_SCREEN(mi)];

  bp->glx_context = init_GL(mi);

  if (! wire)
    build_texture (mi);

  reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));

  bp->th = 180 - frand(360);

  if (MI_COUNT(mi) < 10)
    MI_COUNT(mi) = 10;
  if (MI_COUNT(mi) > 200)
    MI_COUNT(mi) = 200;

  {
    double spin_speed   = 0.1;
    double wander_speed = 0.003;
    double spin_accel   = 1;

    bp->rot = make_rotator (do_spin ? spin_speed : 0,
                            do_spin ? spin_speed : 0,
                            do_spin ? spin_speed : 0,
                            spin_accel,
                            do_wander ? wander_speed : 0,
                            False);
    bp->trackball = gltrackball_init (True);
  }

  build_ball (mi);

  if (!wire)
    {
      GLfloat color[4] = {0.5, 0.5, 0.5, 1};
      GLfloat cspec[4] = {1, 1, 1, 1};
      static const GLfloat shiny = 10;

      static GLfloat pos0[4] = { 0.5, -1, -0.5, 0};
      static GLfloat pos1[4] = {-0.75, -1, 0, 0};
      static GLfloat amb[4] = {0, 0, 0, 1};
      static GLfloat dif[4] = {1, 1, 1, 1};
      static GLfloat spc[4] = {1, 1, 1, 1};

      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
      glEnable(GL_LIGHT1);
      glEnable(GL_DEPTH_TEST);
      glEnable(GL_CULL_FACE);

      color[0] += frand(0.2);
      color[1] += frand(0.2);
      color[2] += frand(0.2);

      cspec[0] -= frand(0.2);
      cspec[1] -= frand(0.2);
      cspec[2] -= frand(0.2);

      glLightfv(GL_LIGHT0, GL_POSITION, pos0);
      glLightfv(GL_LIGHT0, GL_AMBIENT,  amb);
      glLightfv(GL_LIGHT0, GL_DIFFUSE,  dif);
      glLightfv(GL_LIGHT0, GL_SPECULAR, spc);

      glLightfv(GL_LIGHT1, GL_POSITION, pos1);
      glLightfv(GL_LIGHT1, GL_AMBIENT,  amb);
      glLightfv(GL_LIGHT1, GL_DIFFUSE,  dif);
      glLightfv(GL_LIGHT1, GL_SPECULAR, spc);

      glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
      glMaterialfv (GL_FRONT, GL_SPECULAR,  cspec);
      glMateriali  (GL_FRONT, GL_SHININESS, shiny);
    }
}
Beispiel #3
0
ENTRYPOINT void
init_ball (ModeInfo *mi)
{
  int wire = MI_IS_WIREFRAME(mi);
  blinkboxstruct *bp;
  
  if(blinkbox == NULL) {
    if((blinkbox = (blinkboxstruct *) calloc(MI_NUM_SCREENS(mi),
                                             sizeof (blinkboxstruct))) == NULL)
      return;
  }
  bp = &blinkbox[MI_SCREEN(mi)];

  if ((bp->glx_context = init_GL(mi)) != NULL) {
    reshape_ball(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
    glDrawBuffer(GL_BACK);
  }
  else
    MI_CLEARWINDOW(mi);

  bp->ball.d = 1;
  bp->bscale.wh = bscale_wh;
  bp->bscale.d = 0.25;

  bp->mo.x = 1;
  bp->mo.y = 1;
  bp->mo.z = 1;

  bp->moh.x = -1.0;
  bp->moh.y = -1.5;
  bp->moh.z = -1.5;

  bp->bpos.x = 1;
  bp->bpos.y = 1;
  bp->bpos.z = 1;

  bp->des_amt = 1;

  bp->lside.counter = MAX_COUNT;
  bp->rside.counter = MAX_COUNT;
  bp->tside.counter = MAX_COUNT;
  bp->bside.counter = MAX_COUNT;
  bp->fside.counter = MAX_COUNT;
  bp->aside.counter = MAX_COUNT;

  bp->lside.color[0] = 1;
  bp->rside.color[1] = 1;
  bp->tside.color[2] = 1;

  bp->bside.color[0] = 1;
  bp->bside.color[1] = 0.5;

  bp->fside.color[0] = 1;
  bp->fside.color[1] = 1;

  bp->aside.color[0] = 0.5;
  bp->aside.color[2] = 1;

  bp->lside.rot[0] = 90;
  bp->rside.rot[0] = 90;
  bp->tside.rot[0] = 90;
  bp->bside.rot[0] = 90;
  bp->fside.rot[0] = 90;
  bp->aside.rot[0] = 90;

  bp->lside.rot[2] = 1;
  bp->rside.rot[2] = 1;
  bp->tside.rot[1] = 1;
  bp->bside.rot[1] = 1;
  bp->fside.rot[3] = 1;
  bp->aside.rot[3] = 1;

  bp->lside.des_count = 1;
  bp->rside.des_count = 1;
  bp->tside.des_count = 1;
  bp->bside.des_count = 1;
  bp->fside.des_count = 1;
  bp->aside.des_count = 1;

  bp->lside.alpha_count = 1;
  bp->rside.alpha_count = 1;
  bp->tside.alpha_count = 1;
  bp->bside.alpha_count = 1;
  bp->fside.alpha_count = 1;
  bp->aside.alpha_count = 1;


#define SPHERE_SLICES 12  /* how densely to render spheres */
#define SPHERE_STACKS 16

  bp->sp = malloc(sizeof(*bp->sp));
  if(bp->sp == NULL){
    fprintf(stderr,"Could not allocate memory\n");
    exit(1);
  }
  if( (bp->bscale.wh < 1) ||
      (bp->bscale.wh > 8) ) {
    fprintf(stderr,"Boxsize out of range. Using default\n");
    bp->bscale.wh = 2;
  }
  if (do_dissolve){
    bp->des_amt = bp->bscale.wh / MAX_COUNT;
  }

  reshape_ball(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
  bp->ballList = glGenLists(1);
  glNewList(bp->ballList, GL_COMPILE);
  unit_sphere (SPHERE_STACKS, SPHERE_SLICES, wire);
  glEndList ();

  bp->boxList = glGenLists(1);
  glNewList(bp->boxList, GL_COMPILE);
  unit_cube(wire);
  glEndList();

  if (wire) return;

  glEnable(GL_COLOR_MATERIAL);
  glShadeModel(GL_SMOOTH);
  glClearDepth(1.0f);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glEnable(GL_LIGHTING);
  glClearDepth(1);
  glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
  glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
  glEnable(GL_LIGHT1);
  if (do_fade || do_blur) {
    glEnable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
  }
}