ENTRYPOINT void draw_cube (ModeInfo *mi) { cube_configuration *bp = &bps[MI_SCREEN(mi)]; Display *dpy = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); int i; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glRotatef(current_device_rotation(), 0, 0, 1); gltrackball_rotate (bp->trackball); glScalef (2, 2, 2); mi->polygon_count = 0; # if 0 { floater F; F.x = F.y = F.z = 0; F.dx = F.dy = F.dz = 0; F.ddx = F.ddy = F.ddz = 0; F.rot = make_rotator (0, 0, 0, 1, 0, False); glRotatef (45, 0, 1, 0); draw_floater (mi, &F); } # else for (i = 0; i < bp->nfloaters; i++) { floater *f = &bp->floaters[i]; draw_floater (mi, f); tick_floater (mi, f); } # endif glPopMatrix (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); }
ENTRYPOINT void draw_toasters (ModeInfo *mi) { toaster_configuration *bp = &bps[MI_SCREEN(mi)]; Display *dpy = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); int i; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glRotatef(current_device_rotation(), 0, 0, 1); glRotatef(bp->view_x, 1, 0, 0); glRotatef(bp->view_y, 0, 1, 0); /* Rotate the scene around a point that's a little deeper in. */ glTranslatef (0, 0, -50); gltrackball_rotate (bp->user_trackball); glTranslatef (0, 0, 50); #if 0 { floater F; F.toaster_p = 0; F.toast_type = 1; F.handle_pos = 0; F.knob_pos = -90; F.loaded = 3; F.x = F.y = F.z = 0; F.dx = F.dy = F.dz = 0; glScalef(2,2,2); if (!MI_IS_WIREFRAME(mi)) glDisable(GL_LIGHTING); if (!MI_IS_WIREFRAME(mi) && do_texture) glDisable(GL_TEXTURE_2D); glBegin(GL_LINES); glVertex3f(-10, 0, 0); glVertex3f(10, 0, 0); glVertex3f(0, -10, 0); glVertex3f(0, 10, 0); glVertex3f(0, 0, -10); glVertex3f(0, 0, 10); glEnd(); if (!MI_IS_WIREFRAME(mi)) glEnable(GL_LIGHTING); if (!MI_IS_WIREFRAME(mi) && do_texture) glEnable(GL_TEXTURE_2D); draw_floater (mi, &F); glPopMatrix (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); return; } #endif glScalef (0.5, 0.5, 0.5); draw_origin (mi); glTranslatef (0, 0, -GRID_DEPTH/2.5); draw_grid (mi); mi->polygon_count = 0; for (i = 0; i < bp->nfloaters; i++) { floater *f = &bp->floaters[i]; draw_floater (mi, f); tick_floater (mi, f); } auto_track (mi); glPopMatrix (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); }
ENTRYPOINT void draw_cow (ModeInfo *mi) { cow_configuration *bp = &bps[MI_SCREEN(mi)]; Display *dpy = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); int i; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); # ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */ { GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi); int o = (int) current_device_rotation(); if (o != 0 && o != 180 && o != -180) glScalef (1/h, 1/h, 1/h); glRotatef(o, 0, 0, 1); } # endif glScalef (0.5, 0.5, 0.5); mi->polygon_count = 0; # if 0 { floater F; F.x = F.y = F.z = 0; F.dx = F.dy = F.dz = 0; F.ddx = F.ddy = F.ddz = 0; F.rot = make_rotator (0, 0, 0, 1, 0, False); glScalef(2,2,2); draw_floater (mi, &F); } # else for (i = 0; i < bp->nfloaters; i++) { /* "Don't kid yourself, Jimmy. If a cow ever got the chance, he'd eat you and everyone you care about!" -- Troy McClure in "Meat and You: Partners in Freedom" */ floater *f = &bp->floaters[i]; draw_floater (mi, f); tick_floater (mi, f); } # endif glPopMatrix (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); }