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-rw-r--r--hacks/glx/providence.c799
1 files changed, 799 insertions, 0 deletions
diff --git a/hacks/glx/providence.c b/hacks/glx/providence.c
new file mode 100644
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--- /dev/null
+++ b/hacks/glx/providence.c
@@ -0,0 +1,799 @@
+/*
+ * 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 free_providence 0
+# 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;
+
+ 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 */
+
+XSCREENSAVER_MODULE ("Providence", providence)