/*
* 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 2004 Blair Tennessy
*/
#ifdef STANDALONE
#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n"
# define release_providence 0
#include "xlockmore.h"
#else
#include "xlock.h"
#endif
#include "gltrackball.h"
#define DEF_SOLIDPROVIDENCE "False"
#define DEF_EYE "True"
static int eye;
static XrmOptionDescRec opts[] = {
{"-eye", ".providence.eye", XrmoptionNoArg, "on"},
{"+eye", ".providence.eye", XrmoptionNoArg, "off"}
};
static argtype vars[] = {
{&eye, "eye", "Eye", DEF_EYE, t_Bool}
};
static OptionStruct desc[] = {
{"-/+eye", "turn on/off eye of providence"}
};
ENTRYPOINT ModeSpecOpt providence_opts = {
sizeof opts / sizeof opts[0], opts,
sizeof vars / sizeof vars[0], vars, desc
};
#ifdef USE_MODULES
ModStruct providence_description = {
"providence", "init_providence", "draw_providence",
(char *) NULL, "draw_providence", "change_providence",
(char *) NULL, &providence_opts, 1000, 1, 1, 1, 4, 1.0, "",
"draws pyramid with glory", 0, NULL
};
#endif
#define Scale4Window 0.3
#define Scale4Iconic 0.4
#define sqr(A) ((A)*(A))
#ifndef Pi
#define Pi M_PI
#endif
/* brick texture */
#define checkImageWidth 64
#define checkImageHeight 64
#define EYE_PARTICLE_COUNT 2000
#define LOOKUPSIZE (3600/5) /* 3600 was way too much RAM on iOS */
#define EYELENGTH 300
#define EPSILON 0.0001
#define PARTICLE_COUNT 2000
#define FPS 50
typedef struct {
GLint WindH, WindW;
GLXContext *glx_context;
trackball_state *trackball;
Bool button_down_p;
GLfloat position0[4];
GLubyte checkImage[checkImageWidth][checkImageHeight][3];
GLuint bricktexture;
int mono, wire;
double camera_velocity;
double camera_z;
int pyramidlist;
double currenttime;
double theta;
double theta_scale;
/* This structure is so large that debugging malloc requires
$MALLOC_PERMIT_INSANE_REQUESTS to be set under iOS... */
double particles[PARTICLE_COUNT][5];
int eyeparticles[EYE_PARTICLE_COUNT][2];
double lookup[LOOKUPSIZE][EYELENGTH][2];
double lookup2[LOOKUPSIZE][EYELENGTH][2];
} providencestruct;
/* lighting variables */
/*static const GLfloat front_shininess[] = {60.0};*/
/*static const GLfloat front_specular[] = {0.2, 0.2, 0.2, 1.0};*/
/*static const GLfloat ambient[] = {0.8, 0.8, 0.8, 1.0};*/
static const GLfloat ambient2[] = {0.25, 0.25, 0.25, 1.0};
static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
static const GLfloat lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
static const GLfloat lmodel_twoside[] = {GL_TRUE};
/* gray-gray */
static const GLfloat MaterialGlory[] = {0.04, 0.30, 0.22, 0.7};
static const GLfloat MaterialGloryB[] = {0.07, 0.50, 0.36, 0.6};
static const GLfloat MaterialGloryF[] = {0.07, 0.50, 0.36, 1.0};
/* static const GLfloat MaterialGloryF[] = {0.06, 0.38, 0.27, 1.0}; */
/*static const GLfloat MaterialGloryE[] = {0.06, 0.38, 0.27, 0.3};*/
static const GLfloat MaterialGloryM[] = {0.5, 0.5, 0.5, 0.5};
static const GLfloat MaterialGloryMB[] = {0.36, 0.36, 0.36, 0.4};
/*static const GLfloat MaterialGreenback[4] = {0.04, 0.30, 0.22, 1.0};*/
/*static const GLfloat MaterialBlack[4] = {0.0, 0.0, 0.0, 1.0};*/
static const GLfloat MaterialGray5[] = {0.5, 0.5, 0.5, 1.0};
/*static const GLfloat MaterialGray6[] = {0.6, 0.6, 0.6, 1.0};*/
static providencestruct *providence = (providencestruct *) NULL;
#define NUM_SCENES 2
/* build brick texture */
static void make_brick(providencestruct *mp)
{
int i, j, c;
for (i = 0; i < checkImageWidth; i++) {
for (j = 0; j < checkImageHeight; j++) {
c = i % 16 == 15 ? 255 : (j + 48*(i / 16))%64 == 0 ? 255 :
102 + random() % 102;
mp->checkImage[i][j][0] = (GLubyte) c;
mp->checkImage[i][j][1] = (GLubyte) c;
mp->checkImage[i][j][2] = (GLubyte) c;
}
}
glGenTextures(1, &mp->bricktexture);
glBindTexture(GL_TEXTURE_2D, mp->bricktexture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,
checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
&mp->checkImage[0][0]);
}
/* build eye lookup table */
static void build_eye(providencestruct *mp)
{
int i, j;
double x;
double inc = 0.1 / EYELENGTH;
double inc2 = 2.4*Pi / EYELENGTH;
/* describe all values tangentially out from pupil */
for(i = 0; i < LOOKUPSIZE; ++i) {
double r = i * 2*Pi / LOOKUPSIZE;/*x + inc;*/
double sr = sin(r);
double cr = cos(r);
x = 0.07;
for(j = 0; j < EYELENGTH; ++j) {
mp->lookup[i][j][0] = x*sr;
mp->lookup[i][j][1] = x*cr;
x += inc;
}
}
/* lookup2: dollar sign */
for(i = 0; i < LOOKUPSIZE; ++i) {
double y = -1.2*Pi;
for(j = 0; j < EYELENGTH; ++j) {
if(i % 2) {
mp->lookup2[i][j][0] = sin(y)/6.0 + i/36000.0 - 0.05;
mp->lookup2[i][j][1] = i%4 ? y/12.0 - 0.05 : 1.2*Pi-y/12.0 + 0.05;
}
else {
mp->lookup2[i][j][0] = i/36000.0 - 0.05;
mp->lookup2[i][j][1] = y/9.0 - 0.05;
}
y += inc2;
}
}
}
static double min(double a, double b)
{
return a < b ? a : b;
}
static double max(double a, double b)
{
return a > b ? a : b;
}
static void init_particle(providencestruct *mp, double particle[5])
{
/* position along glory */
double p = (random() % 485410) / 100000.0;
/* on a plane */
particle[2] = 0.0;
if(p < 1.5) {
particle[0] = p - 0.75;
particle[1] = -0.75001;
}
else if(p < 1.5 + sqrt(45)/4.0) {
double d = p - 1.5;
particle[0] = 0.75 - d*cos(atan(2.0));
particle[1] = d*sin(atan(2.0)) - 0.75;
}
else {
double d = 4.8541 - p;
particle[0] = -0.75 + d*cos(atan(2.0));
particle[1] = d*sin(atan(2.0)) - 0.75;
}
particle[3] = mp->currenttime;
particle[4] = 1.25 + (random()%10)/10.0;
}
/* init glory particles */
static void init_particles(providencestruct *mp)
{
int i;
for(i = 0; i < PARTICLE_COUNT; ++i) {
init_particle(mp, mp->particles[i]);
/* set initial time */
mp->particles[i][3] = mp->currenttime - (random()%1250)/1000.0;
}
/* init eye particles */
for(i = 0; i < EYE_PARTICLE_COUNT; ++i) {
mp->eyeparticles[i][0] = random()%LOOKUPSIZE;
mp->eyeparticles[i][1] = random()%EYELENGTH;
}
}
/* ugg, should be a priority queue if next event times known */
static void update_particles(providencestruct *mp)
{
int i;
for(i = 0; i < PARTICLE_COUNT; ++i) {
/* check for time elapse */
if(mp->currenttime > mp->particles[i][3] + mp->particles[i][4])
init_particle(mp, mp->particles[i]);
}
/* now update eye particles */
for(i = 0; i < EYE_PARTICLE_COUNT; ++i) {
/* int x = eyeparticles[i][1] + random()%16; */
int x = mp->eyeparticles[i][1] + random()%(cos(mp->theta) < 0.0 ? 8 : 16);
/* reset if dead */
if(x >= EYELENGTH || random()%(cos(mp->theta) < 0.0 ? 40 : 10) == 0) {
/* if(x > EYELENGTH || (x > EYELENGTH/(2/3.0) && random()%7 == 0)) { */
mp->eyeparticles[i][0] = random()%LOOKUPSIZE;
mp->eyeparticles[i][1] = random()%40;
}
else {
mp->eyeparticles[i][1] = x;
}
}
}
/* draw the pyramid */
static void draw_seal(providencestruct *mp)
{
int i;
double base = sqrt(2.0);
double top = 1.0 / sqrt(2.0);
double tmod = 7.0/6.0;
glPushMatrix();
/* set options for mono, wireframe */
if(mp->wire) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
}
else {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mp->bricktexture);
glEnable(GL_LIGHTING);
glColor4fv(mp->mono ? MaterialGray5 : MaterialGloryF);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGray5 : MaterialGloryF);
}
glRotatef(45.0, 0.0, 1.0, 0.0);
glTranslatef(0.0, -3.25, 0.0);
for(i = 0; i < 4; ++i) {
glRotatef(i*90.0, 0.0, 1.0, 0.0);
glBegin(GL_QUADS);
glNormal3f(1 / sqrt(6.0), 2 / sqrt(6.0), 1 / sqrt(6.0));
glTexCoord2f(-base, 0.0);
glVertex3f(-base, 0.0, base);
glTexCoord2f(base, 0.0);
glVertex3f(base, 0.0, base);
glTexCoord2f(top, 13.0/4.0);
glVertex3f(top, 2.0, top);
glTexCoord2f(-top, 13.0/4.0);
glVertex3f(-top, 2.0, top);
glEnd();
}
glBegin(GL_QUADS);
/* top */
glNormal3f(0.0, 1.0, 0.0);
glTexCoord2f(0.02, 0.0);
glVertex3f(-top, 2.0, top);
glTexCoord2f(2.0*top, 0.0);
glVertex3f(top, 2.0, top);
glTexCoord2f(2.0*top, tmod*2.1*top);
glVertex3f(top, 2.0, -top);
glTexCoord2f(0.02, tmod*2.1*top);
glVertex3f(-top, 2.0, -top);
/* base */
glNormal3f(0.0, -1.0, 0.0);
glTexCoord2f(-base, 0.0);
glVertex3f(-base, 0.0, -base);
glTexCoord2f(top, 0.0);
glVertex3f(base, 0.0, -base);
glTexCoord2f(top, top*13.0/4.0);
glVertex3f(base, 0.0, base);
glTexCoord2f(-top, top*13.0/4.0);
glVertex3f(-base, 0.0, base);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
/* draw glory */
static void draw_glory(providencestruct *mp)
{
int i;
if(mp->wire) {
glBegin(GL_TRIANGLES);
glVertex3f(-0.75, -0.75, 0.0);
glVertex3f(0.75, -0.75, 0.0);
glVertex3f(0.0, 0.75, 0.0);
glVertex3f(0.0, 0.75, 0.0);
glVertex3f(0.75, -0.75, 0.0);
glVertex3f(-0.75, -0.75, 0.0);
glEnd();
return;
}
/* draw particles */
glDisable(GL_LIGHTING);
glPushMatrix();
glEnable(GL_BLEND);
/* glory colour lines */
glColor4fv(mp->mono ? MaterialGloryM : MaterialGlory);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGloryM : MaterialGlory);
glBegin(GL_LINES);
for(i = 0; i < PARTICLE_COUNT/2; ++i) {
double t = mp->currenttime - mp->particles[i][3];
double th = atan(mp->particles[i][1] / mp->particles[i][0]);
if(mp->particles[i][0] < 0.0)
th += Pi;
glVertex3f(mp->particles[i][0], mp->particles[i][1], mp->particles[i][2]);
glVertex3f(mp->particles[i][0] + 0.2*cos(th)*t,
mp->particles[i][1] + 0.2*sin(th)*t,
mp->particles[i][2]);
}
glEnd();
/* gloryb colour lines */
glColor4fv(mp->mono ? MaterialGloryMB : MaterialGloryB);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGloryMB : MaterialGloryB);
glBegin(GL_LINES);
for(; i < PARTICLE_COUNT; ++i) {
double t = mp->currenttime - mp->particles[i][3];
double th = atan(mp->particles[i][1] / mp->particles[i][0]);
if(mp->particles[i][0] < 0.0)
th += Pi;
glVertex3f(mp->particles[i][0], mp->particles[i][1], mp->particles[i][2]);
glVertex3f(mp->particles[i][0] + 0.2*cos(th)*t,
mp->particles[i][1] + 0.2*sin(th)*t,
mp->particles[i][2]);
}
glEnd();
glPopMatrix();
glEnable(GL_LIGHTING);
}
/* draw eye of providence */
static void draw_eye(providencestruct *mp)
{
int i;
/* draw wireeye */
if(mp->wire) {
glBegin(GL_TRIANGLES);
glVertex3f(-0.25, -0.25, 0.0);
glVertex3f(0.25, -0.25, 0.0);
glVertex3f(0.0, 0.25, 0.0);
glEnd();
return;
}
/* draw particles */
glDisable(GL_LIGHTING);
glPushMatrix();
glEnable(GL_BLEND);
/* eye */
glColor4fv(mp->mono ? MaterialGloryM : MaterialGlory);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGloryM : MaterialGlory);
/* draw eye particles on z = 0 plane */
glBegin(GL_POINTS);
for(i = 0; i < EYE_PARTICLE_COUNT/2; ++i) {
glVertex3f(mp->lookup[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][0],
mp->lookup[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][1],
0.0);
}
glEnd();
/* eye */
glColor4fv(mp->mono ? MaterialGloryMB : MaterialGloryB);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGloryMB : MaterialGloryB);
/* draw eye particles on z = 0 plane */
glBegin(GL_POINTS);
for(; i < EYE_PARTICLE_COUNT; ++i) {
glVertex3f(mp->lookup[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][0],
mp->lookup[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][1],
0.0);
}
glEnd();
/* draw scaled particles */
glPushMatrix();
glScalef(3.3, 2.2, 3.3);
/* eye */
glColor4fv(mp->mono ? MaterialGloryMB : MaterialGloryB);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGloryMB : MaterialGloryB);
/* draw eye particles on z = 0 plane */
glBegin(GL_POINTS);
for(i = 0; i < EYE_PARTICLE_COUNT/2; ++i) {
glVertex3f(mp->lookup[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][0],
mp->lookup[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][1],
0.0);
}
glEnd();
glColor4fv(mp->mono ? MaterialGloryM : MaterialGlory);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGloryM : MaterialGlory);
/* draw eye particles on z = 0 plane */
glBegin(GL_POINTS);
for(; i < EYE_PARTICLE_COUNT; ++i) {
glVertex3f(mp->lookup[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][0],
mp->lookup[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][1],
0.0);
}
glEnd();
glPopMatrix();
glPopMatrix();
glEnable(GL_LIGHTING);
}
/* draw eye of providence */
static void draw_eye2(providencestruct *mp)
{
int i;
/* draw wireeye */
if(mp->wire) {
glBegin(GL_TRIANGLES);
glVertex3f(0.0, 0.25, 0.0);
glVertex3f(0.25, -0.25, 0.0);
glVertex3f(-0.25, -0.25, 0.0);
glEnd();
return;
}
/* draw particles */
glDisable(GL_LIGHTING);
glPushMatrix();
glEnable(GL_BLEND);
/* eye */
glColor4fv(mp->mono ? MaterialGloryM : MaterialGlory);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGloryM : MaterialGlory);
/* draw eye particles on z = 0 plane */
glBegin(GL_POINTS);
for(i = 0; i < EYE_PARTICLE_COUNT/2; ++i) {
glVertex3f(mp->lookup2[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][0],
mp->lookup2[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][1],
0.0);
}
glEnd();
/* eye */
glColor4fv(mp->mono ? MaterialGloryMB : MaterialGloryB);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
mp->mono ? MaterialGloryMB : MaterialGloryB);
/* draw eye particles on z = 0 plane */
glBegin(GL_POINTS);
for(; i < EYE_PARTICLE_COUNT; ++i) {
glVertex3f(mp->lookup2[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][0],
mp->lookup2[mp->eyeparticles[i][0]][mp->eyeparticles[i][1]][1],
0.0);
}
glEnd();
glPopMatrix();
glEnable(GL_LIGHTING);
}
/* draw the scene */
static void draw_providence_strip(ModeInfo *mi)
{
providencestruct *mp = &providence[MI_SCREEN(mi)];
glTranslatef(0.0, 1.414, 0.0);
mp->position0[0] = 1.6*sin(mp->theta);
mp->position0[1] = 1.2;
mp->position0[2] = 1.6*cos(mp->theta);
mp->position0[3] = 0.0;
glLightfv(GL_LIGHT0, GL_POSITION, mp->position0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient2);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/* draw pyramid, glory */
glDisable(GL_BLEND);
glCallList(mp->pyramidlist);
draw_glory(mp);
if(eye) {
if(cos(mp->theta) < 0.0)
draw_eye2(mp);
else
draw_eye(mp);
}
return;
}
ENTRYPOINT void reshape_providence(ModeInfo * mi, int width, int height)
{
providencestruct *mp = &providence[MI_SCREEN(mi)];
double h = (GLfloat) height / (GLfloat) width;
int y = 0;
if (width > height * 5) { /* tiny window: show middle */
height = width * 3;
y = -height/2;
h = height / (GLfloat) width;
}
glViewport(0, y, mp->WindW = (GLint) width, mp->WindH = (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1/h, 0.001, 25.0);
glMatrixMode(GL_MODELVIEW);
glLineWidth(2.0);
glPointSize(2.0);
}
static void pinit(providencestruct *mp)
{
glClearDepth(1.0);
mp->currenttime = 0.0;
init_particles(mp);
make_brick(mp);
build_eye(mp);
/* build pyramid list */
mp->pyramidlist = glGenLists(1);
glNewList(mp->pyramidlist, GL_COMPILE);
draw_seal(mp);
glEndList();
}
/* event handling */
ENTRYPOINT Bool providence_handle_event(ModeInfo *mi, XEvent *event)
{
providencestruct *mp = &providence[MI_SCREEN(mi)];
switch(event->xany.type) {
case ButtonPress:
switch(event->xbutton.button) {
case Button4:
mp->camera_velocity += 1.0;
return True;
case Button5:
mp->camera_velocity -= 1.0;
return True;
default:
break;
}
break;
default:
break;
}
if (gltrackball_event_handler (event, mp->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&mp->button_down_p))
return True;
return False;
}
ENTRYPOINT void init_providence(ModeInfo *mi)
{
providencestruct *mp;
MI_INIT(mi, providence);
mp = &providence[MI_SCREEN(mi)];
mp->trackball = gltrackball_init (False);
mp->position0[0] = 1;
mp->position0[1] = 5;
mp->position0[2] = 1;
mp->position0[3] = 1;
mp->camera_velocity = -8.0;
mp->mono = MI_IS_MONO(mi);
mp->wire = MI_IS_WIREFRAME(mi);
# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
mp->wire = 0;
# endif
/* make multiple screens rotate at slightly different rates. */
mp->theta_scale = 0.7 + frand(0.6);
if((mp->glx_context = init_GL(mi)) != NULL) {
reshape_providence(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
/* glDrawBuffer(GL_BACK); */
pinit(mp);
}
else
MI_CLEARWINDOW(mi);
}
ENTRYPOINT void draw_providence(ModeInfo * mi)
{
providencestruct *mp;
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
if(!providence)
return;
mp = &providence[MI_SCREEN(mi)];
MI_IS_DRAWN(mi) = True;
if(!mp->glx_context)
return;
glXMakeCurrent(display, window, *mp->glx_context);
/* setup twoside lighting */
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient2);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, mp->position0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CCW);
/* glDisable(GL_CULL_FACE); */
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(current_device_rotation(), 0, 0, 1);
/* modify camera */
if(fabs(mp->camera_velocity) > EPSILON) {
mp->camera_z = max(min(mp->camera_z + 0.1*mp->camera_velocity, -4.0), -12.0);
mp->camera_velocity = 0.95*mp->camera_velocity;
}
/* rotate providence */
glTranslatef(0.0, 0.0, mp->camera_z + sin(mp->theta/4.0));
glRotatef(10.0+20.0*sin(mp->theta/2.0), 1.0, 0.0, 0.0);
gltrackball_rotate(mp->trackball);
glRotatef(mp->theta * 180.0 / Pi, 0.0, -1.0, 0.0);
# 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);
}
# endif
/* draw providence */
draw_providence_strip(mi);
glPopMatrix();
if(MI_IS_FPS(mi)) do_fps (mi);
glFlush();
glXSwapBuffers(display, window);
/* update */
mp->currenttime += 1.0 / FPS;
mp->theta = mp->currenttime / 2.0 * mp->theta_scale;
update_particles(mp);
}
#ifndef STANDALONE
ENTRYPOINT void change_providence(ModeInfo * mi)
{
providencestruct *mp = &providence[MI_SCREEN(mi)];
if (!mp->glx_context)
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
pinit();
}
#endif /* !STANDALONE */
ENTRYPOINT void free_providence(ModeInfo * mi)
{
providencestruct *mp = &providence[MI_SCREEN(mi)];
if (!mp->glx_context) return;
glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
gltrackball_free (mp->trackball);
if (glIsList(mp->pyramidlist)) glDeleteLists(mp->pyramidlist, 1);
if (mp->bricktexture) glDeleteTextures (1, &mp->bricktexture);
}
XSCREENSAVER_MODULE ("Providence", providence)