dwscr/ss/LightBounce.cc
josh 6e86df5482 offset to center wall
git-svn-id: svn://anubis/dwscr/trunk@93 5bef9df8-b654-44bb-925b-0ff18baa8f8c
2008-11-13 04:24:07 +00:00

87 lines
2.4 KiB
C++

/* Author: Josh Holtrop
* DornerWorks screensaver
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include "LightBounce.h"
#include <iostream>
#include <vector>
using namespace std;
#define SIZE 5
#define STRIDE_MULTIPLIER 1.0;
#define ZOOM 10.0
/* construct screensaver mode and do some basic OpenGL setup */
LightBounce::LightBounce(SSMain * _SSMain) : SSMode(_SSMain)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,
(double)m_SSMain->getWidth()
/ (double)m_SSMain->getHeight()
/ (double)m_SSMain->getNumMonitors(),
0.01,
1000.01);
glMatrixMode(GL_MODELVIEW);
LogoBox tmp;
float box_stride = tmp.getWidth() * STRIDE_MULTIPLIER;
float half_size = SIZE * box_stride / 2.0;
float y = -half_size + box_stride / 2.0;
int rot = false;
for (int i = 0; i < SIZE; i++)
{
float x = -half_size + box_stride / 2.0;
for (int j = 0; j < SIZE; j++)
{
LightBounce_Box * box = new LightBounce_Box;
box->logoBox = new LogoBox();
box->x = x;
box->y = y;
box->z = -half_size;
box->xr = 0;
box->yr = 0;
box->zr = rot ? 90.0 : 0;
m_boxes.push_back(box);
x += box_stride;
rot = !rot;
}
y += box_stride;
}
}
/* called every time this screensaver mode should redraw the screen */
void LightBounce::update()
{
SSMode::update();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int numMonitors = m_SSMain->getNumMonitors();
int width = m_SSMain->getWidth();
int height = m_SSMain->getHeight();
for (int i = 0; i < numMonitors; i++)
{
glViewport(i*width/numMonitors, 0, width/numMonitors, height);
glLoadIdentity();
gluLookAt(0, 0, SIZE * ZOOM, 0, 0, 0, 0, 1, 0);
glRotatef(m_elapsed/33.0f, 0, 1, 0);
int sz = m_boxes.size();
for (int i = 0; i < sz; i++)
{
glPushMatrix();
glTranslatef(m_boxes[i]->x,
m_boxes[i]->y,
m_boxes[i]->z);
glRotatef(m_boxes[i]->xr, 1, 0, 0);
glRotatef(m_boxes[i]->yr, 0, 1, 0);
glRotatef(m_boxes[i]->zr, 0, 0, 1);
m_boxes[i]->logoBox->draw();
glPopMatrix();
}
}
SDL_GL_SwapBuffers();
}