/* StonerView: An eccentric visual toy. Copyright 1998-2001 by Andrew Plotkin (erkyrath@eblong.com) http://www.eblong.com/zarf/stonerview.html Permission to use, copy, modify, distribute, and sell this software and its documentation for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. No representations are made about the suitability of this software for any purpose. It is provided "as is" without express or implied warranty. */ /* Ported away from GLUT (so that it can do `-root' and work with xscreensaver) by Jamie Zawinski , 22-Jan-2001. */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_COCOA # include "jwxyz.h" #elif defined(HAVE_ANDROID) # include #else /* real Xlib */ # include # include #endif /* !HAVE_COCOA */ #ifdef HAVE_JWZGLES # include "jwzgles.h" #endif /* HAVE_JWZGLES */ #include #include "stonerview.h" static GLfloat view_rotx = -45.0, view_roty = 0.0, view_rotz = 15.0; static GLfloat view_scale = 4.0; stonerview_state * stonerview_init_view(int wireframe_p, int transparent_p) { stonerview_state *st = (stonerview_state *) calloc (1, sizeof(*st)); st->wireframe = wireframe_p; st->transparent = transparent_p; st->num_els = NUM_ELS; st->elist = (stonerview_elem_t *) calloc (st->num_els, sizeof(*st->elist)); st->osctail = &st->oscroot; /* for trackball, two-sided lighting and no face culling */ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); if (st->transparent) glBlendFunc(GL_SRC_ALPHA,GL_ONE); return st; } /* callback: draw everything */ void stonerview_win_draw(stonerview_state *st) { int ix; static const GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 }; static const GLfloat gray[] = { 0.6, 0.6, 0.6, 1.0 }; glDrawBuffer(GL_BACK); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glScalef(view_scale, view_scale, view_scale); glRotatef(view_rotx, 1.0, 0.0, 0.0); glRotatef(view_roty, 0.0, 1.0, 0.0); glRotatef(view_rotz, 0.0, 0.0, 1.0); glShadeModel(GL_FLAT); for (ix=0; ix < st->num_els; ix++) { stonerview_elem_t *el = &st->elist[ix]; glNormal3f(0.0, 0.0, 1.0); /* outline the square */ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, (st->wireframe ? white : gray)); glBegin(GL_LINE_LOOP); glVertex3f(el->pos[0]-el->vervec[0], el->pos[1]-el->vervec[1], el->pos[2]); glVertex3f(el->pos[0]+el->vervec[1], el->pos[1]-el->vervec[0], el->pos[2]); glVertex3f(el->pos[0]+el->vervec[0], el->pos[1]+el->vervec[1], el->pos[2]); glVertex3f(el->pos[0]-el->vervec[1], el->pos[1]+el->vervec[0], el->pos[2]); glEnd(); if (st->wireframe) continue; /* fill the square */ { GLfloat col[4]; col[0] = el->col[0]; col[1] = el->col[1]; col[2] = el->col[2]; col[3] = el->col[3]; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); } glBegin(GL_QUADS); glVertex3f(el->pos[0]-el->vervec[0], el->pos[1]-el->vervec[1], el->pos[2]); glVertex3f(el->pos[0]+el->vervec[1], el->pos[1]-el->vervec[0], el->pos[2]); glVertex3f(el->pos[0]+el->vervec[0], el->pos[1]+el->vervec[1], el->pos[2]); glVertex3f(el->pos[0]-el->vervec[1], el->pos[1]+el->vervec[0], el->pos[2]); glEnd(); } glPopMatrix(); } void stonerview_win_release(stonerview_state *st) { free (st->elist); /*free (st->oscroot); -- #### how do we free this? */ free (st); }