#if !defined( lint ) && !defined( SABER )
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 =
{
#if GLB_SLOW_GL
2, /* subdivision_depth */
#else
3, /* subdivision_depth */
#endif
5, /* nr_nudge_axes */
0.3, /* nudge_angle_factor */
0.15, /* 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 */
0.1, /* max_speed */
0.03, /* min_speed */
1.5, /* scale_factor */
-4, /* screen_bottom */
4, /* screen_top */
#if 0
{0.1, 0.0, 0.4, 0.0}, /* bg_colour */
#else
{0.0, 0.0, 0.0, 0.0}, /* bg_colour */
#endif
#if 0
{0.7, 0.7, 0.0, 0.3} /* bubble_colour */
#else
{0.0, 0.0, 0.7, 0.3} /* bubble_colour */
#endif
};
#ifdef STANDALONE
#define PROGCLASS "Bubble3D"
#define HACK_INIT init_bubble3d
#define HACK_DRAW draw_bubble3d
#define bubble3d_opts xlockmore_opts
#include "xlockmore.h"
#else
#include "xlock.h"
#include "vis.h"
#endif
#ifdef MODE_bubble3d
ModeSpecOpt bubble3d_opts =
{0, NULL, 0, NULL, NULL};
#ifdef USE_MODULES
ModStruct bubbles3d_description =
{"bubbles3d", "init_bubble3d", "draw_bubble3d", "release_bubble3d",
"draw_bubble3d", "change_bubble3d", NULL, &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
init(struct context *c)
{
glb_sphere_init();
c->draw_context = glb_draw_init();
}
static void
reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, (GLdouble) w / (GLdouble) h, 3, 8);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -5);
}
static void
do_display(struct context *c)
{
glb_draw_step(c->draw_context);
}
void
init_bubble3d(ModeInfo * mi)
{
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int screen = MI_SCREEN(mi);
struct context *c;
if (contexts == 0) {
contexts = (struct context *) malloc(sizeof (struct context) * MI_NUM_SCREENS(mi));
if (contexts == 0)
return;
}
c = &contexts[screen];
c->glx_context = init_GL(mi);
if (c->glx_context != 0) {
init(c);
reshape(MI_WIDTH(mi), MI_HEIGHT(mi));
do_display(c);
glFinish();
glXSwapBuffers(display, window);
} else
MI_CLEARWINDOW(mi);
}
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;
glDrawBuffer(GL_BACK);
glXMakeCurrent(display, window, *(c->glx_context));
do_display(c);
glFinish();
glXSwapBuffers(display, window);
}
void
change_bubble3d(ModeInfo * mi)
{
/* nothing */
}
void
release_bubble3d(ModeInfo * mi)
{
struct context *c = &contexts[MI_SCREEN(mi)];
if (contexts != 0) {
glb_draw_end(c->draw_context);
(void) free((void *) contexts);
contexts = 0;
}
FreeAllGL(mi);
}
#endif /* MODE_bubble3d */