/*
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* Copyright 2003 Blair Tennessy
*/
#ifdef STANDALONE
#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*useSHM: True \n"
# define free_antspotlight 0
# define release_antspotlight 0
#include "xlockmore.h"
#else
#include "xlock.h"
#endif
#ifdef HAVE_JWXYZ
# include "jwxyz.h"
#else
# include <X11/Xlib.h>
# include <GL/gl.h>
# include <GL/glu.h>
#endif
#ifdef HAVE_JWZGLES
# include "jwzgles.h"
#endif /* HAVE_JWZGLES */
#include "sphere.h"
#include "tube.h"
#include "rotator.h"
#include "gltrackball.h"
ENTRYPOINT ModeSpecOpt antspotlight_opts = {
0, NULL, 0, NULL, NULL
};
#ifdef USE_MODULES
ModStruct antspotlight_description = {
"antspotlight", "init_antspotlight", "draw_antspotlight",
(char *) NULL, "draw_antspotlight", "change_antspotlight",
(char *) NULL, &antspotlight_opts, 1000, 1, 1, 1, 4, 1.0, "",
"draws an ant scoping the screen", 0, NULL
};
#endif
#define Scale4Window 0.3
#define Scale4Iconic 0.4
#define sqr(A) ((A)*(A))
#ifndef Pi
#define Pi M_PI
#endif
#include "ants.h"
#include "grab-ximage.h"
typedef struct {
GLXContext *glx_context;
rotator *rot;
trackball_state *trackball;
Bool button_down_p;
GLfloat max_tx, max_ty;
int mono, wire, ticks;
GLuint screentexture;
Ant *ant;
double boardsize;
GLfloat spot_direction[3];
int mag;
Bool mipmap_p;
Bool waiting_for_image_p;
} antspotlightstruct;
static antspotlightstruct *antspotlight = (antspotlightstruct *) NULL;
#define NUM_SCENES 2
/* draw method for ant */
static Bool draw_ant(ModeInfo *mi, antspotlightstruct *mp,
const GLfloat *Material, int mono, int shadow,
float ant_step, Bool (*sphere)(float), Bool (*cone)(float))
{
float cos1 = cos(ant_step);
float cos2 = cos(ant_step + 2 * Pi / 3);
float cos3 = cos(ant_step + 4 * Pi / 3);
float sin1 = sin(ant_step);
float sin2 = sin(ant_step + 2 * Pi / 3);
float sin3 = sin(ant_step + 4 * Pi / 3);
/* Apparently this is a performance killer on many systems...
glEnable(GL_POLYGON_SMOOTH);
*/
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->mono ? MaterialGray5 : Material);
glEnable(GL_CULL_FACE);
glPushMatrix();
glScalef(1, 1.3, 1);
if(!((*sphere)(0.18)))
return False;
glScalef(1, 1 / 1.3, 1);
glTranslatef(0.00, 0.30, 0.00);
if(!((*sphere)(0.2)))
return False;
glTranslatef(-0.05, 0.17, 0.05);
glRotatef(-90, 1, 0, 0);
glRotatef(-25, 0, 1, 0);
if(!((*cone)(0.05)))
return False;
glTranslatef(0.00, 0.10, 0.00);
if(!((*cone)(0.05)))
return False;
glRotatef(25, 0, 1, 0);
glRotatef(90, 1, 0, 0);
glScalef(1, 1.3, 1);
glTranslatef(0.15, -0.65, 0.05);
if(!((*sphere)(0.25)))
return False;
glScalef(1, 1 / 1.3, 1);
glPopMatrix();
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
/* ANTENNAS */
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_LINES);
glColor3fv(mp->mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.30, 0.00);
glColor3fv(MaterialGray);
glVertex3f(0.40, 0.70, 0.40);
mi->polygon_count++;
glColor3fv(mp->mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.30, 0.00);
glColor3fv(MaterialGray);
glVertex3f(0.40, 0.70, -0.40);
mi->polygon_count++;
glEnd();
if(!shadow) {
glBegin(GL_POINTS);
glColor3fv(mp->mono ? MaterialGray6 : MaterialGray5);
glVertex3f(0.40, 0.70, 0.40);
mi->polygon_count++;
glVertex3f(0.40, 0.70, -0.40);
mi->polygon_count++;
glEnd();
}
/* LEFT-FRONT ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mp->mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.05, 0.18);
glVertex3f(0.35 + 0.05 * cos1, 0.15, 0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
mi->polygon_count++;
glEnd();
/* LEFT-CENTER ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mp->mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.00, 0.18);
glVertex3f(0.35 + 0.05 * cos2, 0.00, 0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
mi->polygon_count++;
glEnd();
/* LEFT-BACK ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mp->mono ? MaterialGray5 : Material);
glVertex3f(0.00, -0.05, 0.18);
glVertex3f(0.35 + 0.05 * cos3, -0.15, 0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
mi->polygon_count++;
glEnd();
/* RIGHT-FRONT ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mp->mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.05, -0.18);
glVertex3f(0.35 - 0.05 * sin1, 0.15, -0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
mi->polygon_count++;
glEnd();
/* RIGHT-CENTER ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mp->mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.00, -0.18);
glVertex3f(0.35 - 0.05 * sin2, 0.00, -0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
mi->polygon_count++;
glEnd();
/* RIGHT-BACK ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mp->mono ? MaterialGray5 : Material);
glVertex3f(0.00, -0.05, -0.18);
glVertex3f(0.35 - 0.05 * sin3, -0.15, -0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
mi->polygon_count++;
glEnd();
if(!shadow) {
glBegin(GL_POINTS);
glColor3fv(MaterialGray5);
glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
mi->polygon_count += 6;
glEnd();
}
glEnable(GL_LIGHTING);
return True;
}
/* filled sphere */
static Bool mySphere(float radius)
{
#if 0
GLUquadricObj *quadObj;
if((quadObj = gluNewQuadric()) == 0)
return False;
gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
gluSphere(quadObj, radius, 16, 16);
gluDeleteQuadric(quadObj);
#else
glPushMatrix();
glScalef (radius, radius, radius);
glRotatef (90, 1, 0, 0);
unit_sphere (16, 16, False);
glPopMatrix();
#endif
return True;
}
/* silhouette sphere */
static Bool mySphere2(float radius)
{
#if 0
GLUquadricObj *quadObj;
if((quadObj = gluNewQuadric()) == 0)
return False;
gluQuadricDrawStyle(quadObj, (GLenum) GLU_LINE);
gluSphere(quadObj, radius, 16, 8);
gluDeleteQuadric(quadObj);
#else
/* #### no GLU_LINE */
glPushMatrix();
glScalef (radius, radius, radius);
glRotatef (90, 1, 0, 0);
unit_sphere (16, 16, True);
glPopMatrix();
#endif
return True;
}
/* no cone */
static Bool myCone2(float radius) { return True; }
static void draw_board(ModeInfo *mi, antspotlightstruct *mp)
{
int i, j;
double cutoff = Pi/3.0;
double center[3];
double centertex[2];
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mp->screentexture);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
/* draw mesh */
/* center is roughly spotlight position */
center[0] = mp->ant->position[0];/* + cos(ant->direction); */
center[1] = 0.0;
center[2] = mp->ant->position[2];/* - 0.7*sin(ant->direction);*/
centertex[0] = (mp->boardsize/2.0+center[0]) * mp->max_tx / mp->boardsize;
centertex[1] = mp->max_ty - ((mp->boardsize/2.0+center[2]) * mp->max_ty / mp->boardsize);
/* glPolygonMode(GL_FRONT, GL_LINE); */
/* glDisable(GL_TEXTURE_2D); */
/*
the vertices determined here should correspond to the illuminated
board. ideally the code adapts vertex distribution to the
intensity and shape of the light.
i should be finding the intersection of the cone of light and
the board-plane.
*/
for(i = -12; i < 12; ++i) {
double theta1, theta2;
glBegin(GL_TRIANGLE_STRIP);
glNormal3f(0.0, 1.0, 0.0);
glTexCoord2f(centertex[0], centertex[1]);
glVertex3f(center[0], 0.01, center[2]);
/* watch those constants */
theta1 = mp->ant->direction + i*(cutoff/8);
theta2 = mp->ant->direction + (i+1)*(cutoff/8);
for(j = 1; j <= 64; ++j) {
double point[3], tex[2];
/* double fj = pow(1.05, j) - 1.0;*/
double fj = j / 6.0;
point[0] = center[0] + fj*cos(theta1);
point[1] = 0.0;
point[2] = center[2] - fj*sin(theta1);
tex[0] = (mp->boardsize/2.0+point[0]) * mp->max_tx / mp->boardsize;
tex[1] = (mp->boardsize/2.0+point[2]) * mp->max_ty / mp->boardsize;
glTexCoord2f(tex[0], tex[1]);
glVertex3f(point[0], point[1], point[2]);
point[0] = center[0] + fj*cos(theta2);
point[1] = 0.0;
point[2] = center[2] - fj*sin(theta2);
tex[0] = (mp->boardsize/2.0+point[0]) * mp->max_tx / mp->boardsize;
tex[1] = (mp->boardsize/2.0+point[2]) * mp->max_ty / mp->boardsize;
glTexCoord2f(tex[0], tex[1]);
glVertex3f(point[0], point[1], point[2]);
mi->polygon_count++;
}
glEnd();
}
glDisable(GL_TEXTURE_2D);
}
/* return euclidean distance between two points */
static double distance(double x[3], double y[3])
{
double dx = x[0] - y[0];
double dz = x[2] - y[2];
return sqrt(dx*dx + dz*dz);
}
/* determine a new goal */
static void find_goal(antspotlightstruct *mp)
{
do {
mp->ant->goal[0] = random()%((int)(mp->boardsize+0.5)-2) - mp->boardsize/2.0 + 1.0;
mp->ant->goal[1] = 0.0;
mp->ant->goal[2] = random()%((int)(mp->boardsize+0.5)-2) - mp->boardsize/2.0 + 1.0;
}
while(distance(mp->ant->position, mp->ant->goal) < 2.0);
}
/* construct our ant */
static void build_ant(antspotlightstruct *mp)
{
mp->ant = (Ant *) malloc(sizeof (Ant));
mp->ant->position[0] = 0.0;
mp->ant->position[1] = 0.0;
mp->ant->position[2] = 0.0;
mp->ant->direction = 0.0;
mp->ant->velocity = 0.02;
mp->ant->material = MaterialGray5;
mp->ant->step = 0;
find_goal(mp);
}
#define EPSILON 0.01
static double sign(double d)
{
return d < 0.0 ? -1.0 : 1.0;
}
static double min(double a, double b)
{
return a < b ? a : b;
}
/*
static double max(double a, double b)
{
return a > b ? a : b;
}
*/
/* find a new goal and reset steps */
static void reset_ant(antspotlightstruct *mp)
{
find_goal(mp);
}
/* draw ant composed of skeleton and glass */
static void show_ant(ModeInfo *mi, antspotlightstruct *mp)
{
glPushMatrix();
/* move into position */
glTranslatef(mp->ant->position[0], 0.33, mp->ant->position[2]);
glRotatef(180.0 + mp->ant->direction*180.0/Pi, 0.0, 1.0, 0.0);
glRotatef(90.0, 0.0, 0.0, 1.0);
/* draw skeleton */
draw_ant(mi, mp, mp->ant->material, mp->mono, 0, mp->ant->step, mySphere2, myCone2);
/* draw glass */
if(!mp->wire && !mp->mono) {
glEnable(GL_BLEND);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGrayB);
glColor4fv(MaterialGrayB);
draw_ant(mi, mp, MaterialGrayB, mp->mono, 0, mp->ant->step, mySphere, myCone2);
glDisable(GL_BLEND);
}
glPopMatrix();
}
static void draw_antspotlight_strip(ModeInfo *mi)
{
antspotlightstruct *mp = &antspotlight[MI_SCREEN(mi)];
/* compute spotlight position and direction */
GLfloat light1_position[4];
light1_position[0] = mp->ant->position[0] + 0.7*cos(mp->ant->direction);
light1_position[1] = 0.5;
light1_position[2] = mp->ant->position[2] - 0.7*sin(mp->ant->direction);
light1_position[3] = 1.0;
mp->spot_direction[0] = cos(mp->ant->direction);
mp->spot_direction[1] = -0.5;
mp->spot_direction[2] = -sin(mp->ant->direction);
glLightfv(GL_LIGHT2, GL_POSITION, light1_position);
glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, mp->spot_direction);
glEnable(GL_LIGHT2);
glDisable(GL_LIGHT0);
glDisable(GL_LIGHT1);
/* draw board */
if(mp->wire)
;
else
draw_board(mi, mp);
glDisable(GL_LIGHT2);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
/* now modify ant */
show_ant(mi, mp);
/* near goal, bend path towards next step */
if(distance(mp->ant->position, mp->ant->goal) < 0.2) {
reset_ant(mp);
}
if(random()%100 == 0) {
reset_ant(mp);
}
/* move toward goal, correct ant direction if required */
else {
/* difference */
double dx = mp->ant->goal[0] - mp->ant->position[0];
double dz = -(mp->ant->goal[2] - mp->ant->position[2]);
double theta, ideal, dt;
if(fabs(dx) > EPSILON) {
theta = atan(dz/dx);
if(dx < 0.0)
theta += Pi;
}
else
theta = dz > 0.0 ? (1.0/2.0)*Pi : (3.0/2.0)*Pi;
if(theta < 0.0)
theta += 2*Pi;
ideal = theta - mp->ant->direction;
if(ideal > Pi)
ideal -= 2*Pi;
/* compute correction */
dt = sign(ideal) * min(fabs(ideal), Pi/100.0);
mp->ant->direction += dt;
while(mp->ant->direction < 0.0)
mp->ant->direction += 2*Pi;
while(mp->ant->direction > 2*Pi)
mp->ant->direction -= 2*Pi;
}
mp->ant->position[0] += mp->ant->velocity * cos(mp->ant->direction);
mp->ant->position[2] += mp->ant->velocity * sin(-mp->ant->direction);
mp->ant->step += 10*mp->ant->velocity;
while(mp->ant->step > 2*Pi)
mp->ant->step -= 2*Pi;
}
ENTRYPOINT void reshape_antspotlight(ModeInfo * mi, int width, int height)
{
double h = (GLfloat) height / (GLfloat) width;
int y = 0;
int size = 2;
if (width > height * 5) { /* tiny window: show middle */
height = width * 9/16;
y = -height/2;
h = height / (GLfloat) width;
}
glViewport(0, y, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1/h, 1.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLineWidth(size);
glPointSize(size);
}
/* lighting variables */
static const GLfloat front_shininess[] = {60.0};
static const GLfloat front_specular[] = {0.8, 0.8, 0.8, 1.0};
static const GLfloat ambient[] = {0.4, 0.4, 0.4, 1.0};
/*static const GLfloat ambient2[] = {0.0, 0.0, 0.0, 0.0};*/
static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
static const GLfloat position0[] = {1.0, 5.0, 1.0, 0.0};
static const GLfloat position1[] = {-1.0, -5.0, 1.0, 0.0};
/*static const GLfloat lmodel_ambient[] = {0.8, 0.8, 0.8, 1.0};*/
static const GLfloat lmodel_twoside[] = {GL_TRUE};
static const GLfloat spotlight_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
static const GLfloat spotlight_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
static void pinit(void)
{
glClearDepth(1.0);
/* setup twoside lighting */
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, spotlight_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
/* setup spotlight */
glLightfv(GL_LIGHT2, GL_AMBIENT, spotlight_ambient);
glLightfv(GL_LIGHT2, GL_DIFFUSE, spotlight_diffuse);
glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.05);
glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.0);
glLightf(GL_LIGHT2, GL_SPOT_CUTOFF, 60.0);
glLightf(GL_LIGHT2, GL_SPOT_EXPONENT, 3.0);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
/* setup material properties */
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
/* glShadeModel(GL_FLAT); */
glEnable(GL_DEPTH_TEST);
}
#define MAX_MAGNIFICATION 10
#define max(a, b) a < b ? b : a
#define min(a, b) a < b ? a : b
/* event handling */
ENTRYPOINT Bool antspotlight_handle_event(ModeInfo *mi, XEvent *event)
{
antspotlightstruct *mp = &antspotlight[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, mp->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&mp->button_down_p))
return True;
if (event->xany.type == ButtonPress)
{
switch(event->xbutton.button) {
case Button1:
mp->button_down_p = True;
gltrackball_start(mp->trackball,
event->xbutton.x, event->xbutton.y,
MI_WIDTH (mi), MI_HEIGHT (mi));
return True;
case Button4:
mp->mag = max(mp->mag-1, 1);
return True;
case Button5:
mp->mag = min(mp->mag+1, MAX_MAGNIFICATION);
return True;
}
}
return False;
}
static void
image_loaded_cb (const char *filename, XRectangle *geometry,
int image_width, int image_height,
int texture_width, int texture_height,
void *closure)
{
antspotlightstruct *mp = (antspotlightstruct *) closure;
mp->max_tx = (GLfloat) image_width / texture_width;
mp->max_ty = (GLfloat) image_height / texture_height;
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(mp->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
mp->waiting_for_image_p = False;
}
/* get screenshot */
static void get_snapshot(ModeInfo *modeinfo)
{
antspotlightstruct *mp = &antspotlight[MI_SCREEN(modeinfo)];
if (MI_IS_WIREFRAME(modeinfo))
return;
mp->waiting_for_image_p = True;
mp->mipmap_p = True;
load_texture_async (modeinfo->xgwa.screen, modeinfo->window,
*mp->glx_context, 0, 0, mp->mipmap_p,
mp->screentexture, image_loaded_cb, mp);
}
ENTRYPOINT void init_antspotlight(ModeInfo *mi)
{
double rot_speed = 0.3;
antspotlightstruct *mp;
MI_INIT(mi, antspotlight);
mp = &antspotlight[MI_SCREEN(mi)];
mp->rot = make_rotator (rot_speed, rot_speed, rot_speed, 1, 0, True);
mp->trackball = gltrackball_init (False);
if((mp->glx_context = init_GL(mi)) != NULL) {
reshape_antspotlight(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
pinit();
}
else
MI_CLEARWINDOW(mi);
glGenTextures(1, &mp->screentexture);
glBindTexture(GL_TEXTURE_2D, mp->screentexture);
get_snapshot(mi);
build_ant(mp);
mp->mono = MI_IS_MONO(mi);
mp->wire = MI_IS_WIREFRAME(mi);
mp->boardsize = 8.0;
mp->mag = 1;
}
ENTRYPOINT void draw_antspotlight(ModeInfo * mi)
{
antspotlightstruct *mp;
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
if(!antspotlight)
return;
mp = &antspotlight[MI_SCREEN(mi)];
MI_IS_DRAWN(mi) = True;
if(!mp->glx_context)
return;
mi->polygon_count = 0;
/* Just keep running before the texture has come in. */
/* if (mp->waiting_for_image_p) return; */
glXMakeCurrent(display, window, *(mp->glx_context));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(current_device_rotation(), 0, 0, 1);
/* position camera */
/* follow focused ant */
glTranslatef(0.0, 0.0, -6.0 - mp->mag);
glRotatef(35.0, 1.0, 0.0, 0.0);
gltrackball_rotate(mp->trackball);
glTranslatef(-mp->ant->position[0], mp->ant->position[1], -mp->ant->position[2]);
/* stable position */
/* glTranslatef(0.0, 0.0, -10.0 - mag); */
/* gltrackball_rotate(mp->trackball); */
/* glRotatef(40.0, 1.0, 0.0, 0.0); */
/* glRotatef(20.0, 0.0, 1.0, 0.0); */
draw_antspotlight_strip(mi);
++mp->ticks;
glPopMatrix();
if (MI_IS_FPS(mi)) do_fps (mi);
glFlush();
glXSwapBuffers(display, window);
}
#ifndef STANDALONE
ENTRYPOINT void change_antspotlight(ModeInfo * mi)
{
antspotlightstruct *mp = &antspotlight[MI_SCREEN(mi)];
if (!mp->glx_context)
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(mp->glx_context));
pinit();
}
#endif /* !STANDALONE */
XSCREENSAVER_MODULE ("AntSpotlight", antspotlight)