Esempio n. 1
0
ENTRYPOINT void draw_antinspect(ModeInfo * mi) 
{
  antinspectstruct *mp;
  
  Display    *display = MI_DISPLAY(mi);
  Window      window = MI_WINDOW(mi);
  
  if(!antinspect)
    return;
  mp = &antinspect[MI_SCREEN(mi)];
  
  MI_IS_DRAWN(mi) = True;
  
  if(!mp->glx_context)
	return;
  
  glXMakeCurrent(display, window, *(mp->glx_context));
  
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix();

  mi->polygon_count = 0;

  /* position camera --- this works well, we can peer inside 
     the antbubble */
  glTranslatef(0.0, 0.0, -10.0);

# 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

  gltrackball_rotate(mp->trackball);
  glRotatef((15.0/2.0 + 15.0*sin(mp->ant_step/100.0)), 1.0, 0.0, 0.0);
  glRotatef(30.0, 1.0, 0.0, 0.0);
  glRotatef(180.0, 0.0, 1.0, 0.0);
  
  if (!draw_antinspect_strip(mi)) {
	MI_ABORT(mi);
	return;
  }
  
  glPopMatrix();
  
  if (MI_IS_FPS(mi)) do_fps (mi);
  glFlush();
  
  glXSwapBuffers(display, window);
  
  mp->step += 0.025;
}
Esempio n. 2
0
ENTRYPOINT void draw_antinspect(ModeInfo * mi) 
{
  antinspectstruct *mp;
  
  Display    *display = MI_DISPLAY(mi);
  Window      window = MI_WINDOW(mi);
  
  if(!antinspect)
    return;
  mp = &antinspect[MI_SCREEN(mi)];
  
  MI_IS_DRAWN(mi) = True;
  
  if(!mp->glx_context)
	return;
  
  glXMakeCurrent(display, window, *(mp->glx_context));
  
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix();
  glRotatef(current_device_rotation(), 0, 0, 1);

  mi->polygon_count = 0;

  /* position camera --- this works well, we can peer inside 
     the antbubble */
  glTranslatef(0.0, 0.0, -10.0);
  gltrackball_rotate(mp->trackball);
  glRotatef((15.0/2.0 + 15.0*sin(mp->ant_step/100.0)), 1.0, 0.0, 0.0);
  glRotatef(30.0, 1.0, 0.0, 0.0);
  glRotatef(180.0, 0.0, 1.0, 0.0);
  
  if (!draw_antinspect_strip(mi)) {
	release_antinspect(mi);
	return;
  }
  
  glPopMatrix();
  
  if (MI_IS_FPS(mi)) do_fps (mi);
  glFlush();
  
  glXSwapBuffers(display, window);
  
  mp->step += 0.025;
}