#if 0
static const char sccsid[] = "@(#)b_lockglue.c 4.11 98/06/16 xlockmore";
#endif
/*-
* BUBBLE3D (C) 1998 Richard W.M. Jones.
* b_lockglue.c: Glue to make this all work with xlockmore.
*/
#include "bubble3d.h"
/* XXX This lot should eventually be made configurable using the
* options stuff below.
*/
struct glb_config glb_config =
{
0, /* transparent_p */
#if GLB_SLOW_GL
2, /* subdivision_depth */
#else
3, /* subdivision_depth */
#endif
5, /* nr_nudge_axes */
0.01, /* nudge_angle_factor */
0.20, /* nudge_factor */
0.1, /* rotation_factor */
8, /* create_bubbles_every */
8, /* max_bubbles */
{0.7, 0.8, 0.9, 1.0}, /* p_bubble_group */
0.5, /* max_size */
0.1, /* min_size */
0.03, /* max_speed */
0.005, /* min_speed */
1.5, /* scale_factor */
-4, /* screen_bottom */
4, /* screen_top */
{0.0, 0.0, 0.7, 0.3} /* bubble_colour */
};
#ifdef STANDALONE
# define DEFAULTS "*delay: 10000 \n" \
"*showFPS: False \n"
# define release_bubble3d 0
# define bubble3d_handle_event xlockmore_no_events
#include "xlockmore.h"
#else
#include "xlock.h"
#include "vis.h"
#endif
#ifdef USE_GL
#define DEF_TRANSPARENT "True"
#define DEF_BUBBLECOLOR "random"
static Bool transparent_p;
static char *bubble_color_str;
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
static XrmOptionDescRec opts[] = {
{ "-transparent", ".transparent", XrmoptionNoArg, "True" },
{ "+transparent", ".transparent", XrmoptionNoArg, "False" },
{ "-color", ".bubblecolor", XrmoptionSepArg, 0 },
};
static argtype vars[] = {
{&transparent_p, "transparent", "Transparent", DEF_TRANSPARENT, t_Bool},
{&bubble_color_str, "bubblecolor", "BubbleColor", DEF_BUBBLECOLOR, t_String},
};
ENTRYPOINT ModeSpecOpt bubble3d_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct bubbles3d_description =
{"bubbles3d",
"init_bubble3d",
"draw_bubble3d",
NULL,
"change_bubble3d",
"init_bubble3d",
"free_bubble3d",
&bubble3d_opts,
1000, 1, 2, 1, 64, 1.0, "",
"Richard Jones's GL bubbles",
0,
NULL
};
#endif /* USE_MODULES */
struct context {
GLXContext *glx_context;
void *draw_context;
};
static struct context *contexts = 0;
static void
parse_color (ModeInfo *mi, const char *name, const char *s, GLfloat *a)
{
XColor c;
if (! XParseColor (MI_DISPLAY(mi), MI_COLORMAP(mi), s, &c))
{
fprintf (stderr, "%s: can't parse %s color %s", progname, name, s);
exit (1);
}
a[0] = c.red / 65536.0;
a[1] = c.green / 65536.0;
a[2] = c.blue / 65536.0;
}
static void
init_colors(ModeInfo *mi)
{
if (strncasecmp(bubble_color_str, "auto", strlen("auto")) == 0) {
glb_config.bubble_colour[0] = ((float) (NRAND(100)) / 100.0);
glb_config.bubble_colour[1] = ((float) (NRAND(100)) / 100.0);
/* I keep more blue */
glb_config.bubble_colour[2] = ((float) (NRAND(50)) / 100.0) + 0.50;
} else if (strncasecmp(bubble_color_str, "random", strlen("random")) == 0) {
glb_config.bubble_colour[0] = -1.0;
} else {
parse_color(mi, "bubble", bubble_color_str, glb_config.bubble_colour);
}
}
static void
init(struct context *c)
{
glb_config.transparent_p = transparent_p;
glb_sphere_init();
c->draw_context = glb_draw_init();
}
ENTRYPOINT void
reshape_bubble3d(ModeInfo *mi, int width, int height)
{
double h = (GLfloat) height / (GLfloat) width;
if (width > height * 5) { /* tiny window: show middle */
height = width * 9/16;
h = height / (GLfloat) width;
}
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1/h, 3, 8);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -5);
}
static void
do_display(struct context *c)
{
glb_draw_step(c->draw_context);
}
ENTRYPOINT void
init_bubble3d(ModeInfo * mi)
{
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int screen = MI_SCREEN(mi);
struct context *c;
MI_INIT (mi, contexts);
c = &contexts[screen];
c->glx_context = init_GL(mi);
init_colors(mi);
if (c->glx_context != 0) {
init(c);
reshape_bubble3d(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
do_display(c);
glFinish();
glXSwapBuffers(display, window);
} else
MI_CLEARWINDOW(mi);
}
ENTRYPOINT void
draw_bubble3d(ModeInfo * mi)
{
struct context *c = &contexts[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
MI_IS_DRAWN(mi) = True;
if (!c->glx_context)
return;
glXMakeCurrent(display, window, *(c->glx_context));
glb_config.polygon_count = 0;
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
do_display(c);
glPopMatrix();
mi->polygon_count = glb_config.polygon_count;
if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(display, window);
}
#ifndef STANDALONE
ENTRYPOINT void
change_bubble3d(ModeInfo * mi)
{
/* nothing */
}
#endif /* !STANDALONE */
ENTRYPOINT void
free_bubble3d(ModeInfo * mi)
{
struct context *c = &contexts[MI_SCREEN(mi)];
if (c->draw_context)
glb_draw_end(c->draw_context);
}
XSCREENSAVER_MODULE ("Bubble3D", bubble3d)
#endif /* USE_GL */