/* xscreensaver, Copyright (c) 1998-2018 Jamie Zawinski <jwz@jwz.org>
*
* 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.
*/
/* Animates Lemarchand's Box, the Lament Configuration. By jwz, 25-Jul-98.
TODO:
* The gold leaf should appear to be raised up from the surface, but
I think this isn't possible with OpenGL. No bump maps.
* There should be strange lighting effects playing across the surface:
electric sparks, or little glittery blobs of light. Maybe like
http://www.opengl.org/archives/resources/features/KilgardTechniques/
LensFlare/
* Chains.
* Needs music. ("Hellraiser Themes" by Coil: TORSO CD161; also
duplicated on the "Unnatural History 2" compilation, WORLN M04699.)
*/
#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
"*suppressRotationAnimation: True\n" \
# define release_lament 0
#include "xlockmore.h"
#ifdef USE_GL /* whole file */
#include "gllist.h"
/* #define DEBUG_MODE LAMENT_LEVIATHAN_COLLAPSE */
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#undef MAX
#define MAX(x, y) ((x) > (y) ? (x) : (y))
#undef MIN
#define MIN(x, y) ((x) < (y) ? (x) : (y))
extern const struct gllist
*lament_model_box,
*lament_model_iso_base_a,
*lament_model_iso_base_b,
*lament_model_iso_den,
*lament_model_iso_dse,
*lament_model_iso_dwn,
*lament_model_iso_swd,
*lament_model_iso_une,
*lament_model_iso_unw,
*lament_model_iso_use,
*lament_model_iso_usw,
*lament_model_leviathan,
*lament_model_lid_a,
*lament_model_lid_b,
*lament_model_lid_base,
*lament_model_lid_c,
*lament_model_lid_d,
*lament_model_pillar_a,
*lament_model_pillar_b,
*lament_model_pillar_base,
*lament_model_star_d,
*lament_model_star_u,
*lament_model_taser_a,
*lament_model_taser_b,
*lament_model_taser_base,
*lament_model_tetra_base,
*lament_model_tetra_dse,
*lament_model_tetra_dwn,
*lament_model_tetra_une,
*lament_model_tetra_usw;
static const struct gllist * const *all_objs[] = {
&lament_model_box,
&lament_model_iso_base_a,
&lament_model_iso_base_b,
&lament_model_iso_den,
&lament_model_iso_dse,
&lament_model_iso_dwn,
&lament_model_iso_swd,
&lament_model_iso_une,
&lament_model_iso_unw,
&lament_model_iso_use,
&lament_model_iso_usw,
&lament_model_leviathan,
&lament_model_lid_a,
&lament_model_lid_b,
&lament_model_lid_base,
&lament_model_lid_c,
&lament_model_lid_d,
&lament_model_pillar_a,
&lament_model_pillar_b,
&lament_model_pillar_base,
&lament_model_star_d,
&lament_model_star_u,
&lament_model_taser_a,
&lament_model_taser_b,
&lament_model_taser_base,
&lament_model_tetra_base,
&lament_model_tetra_dse,
&lament_model_tetra_dwn,
&lament_model_tetra_une,
&lament_model_tetra_usw
};
typedef enum { /* must be in the same order as in `all_objs'. */
OBJ_BOX = 0,
OBJ_ISO_BASE_A,
OBJ_ISO_BASE_B,
OBJ_ISO_DEN,
OBJ_ISO_DSE,
OBJ_ISO_DWN,
OBJ_ISO_SWD,
OBJ_ISO_UNE,
OBJ_ISO_UNW,
OBJ_ISO_USE,
OBJ_ISO_USW,
OBJ_LEVIATHAN,
OBJ_LID_A,
OBJ_LID_B,
OBJ_LID_BASE,
OBJ_LID_C,
OBJ_LID_D,
OBJ_PILLAR_A,
OBJ_PILLAR_B,
OBJ_PILLAR_BASE,
OBJ_STAR_D,
OBJ_STAR_U,
OBJ_TASER_A,
OBJ_TASER_B,
OBJ_TASER_BASE,
OBJ_TETRA_BASE,
OBJ_TETRA_DSE,
OBJ_TETRA_DWN,
OBJ_TETRA_UNE,
OBJ_TETRA_USW
} lament_obj_index;
#define DEF_TEXTURE "True"
static int do_texture;
static XrmOptionDescRec opts[] = {
{"-texture", ".lament.texture", XrmoptionNoArg, "true" },
{"+texture", ".lament.texture", XrmoptionNoArg, "false" },
};
static argtype vars[] = {
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
};
ENTRYPOINT ModeSpecOpt lament_opts = {countof(opts), opts, countof(vars), vars, NULL};
#include "ximage-loader.h"
#include "rotator.h"
#include "gltrackball.h"
#include "normals.h"
#include "images/gen/lament512_png.h"
#define RANDSIGN() ((random() & 1) ? 1 : -1)
typedef enum {
LAMENT_BOX,
LAMENT_STAR_OUT,
LAMENT_STAR_ROT,
LAMENT_STAR_ROT_IN,
LAMENT_STAR_ROT_OUT,
LAMENT_STAR_UNROT,
LAMENT_STAR_IN,
LAMENT_TETRA_UNE,
LAMENT_TETRA_USW,
LAMENT_TETRA_DWN,
LAMENT_TETRA_DSE,
LAMENT_LID_OPEN,
LAMENT_LID_CLOSE,
LAMENT_LID_ZOOM,
LAMENT_TASER_OUT,
LAMENT_TASER_SLIDE,
LAMENT_TASER_SLIDE_IN,
LAMENT_TASER_IN,
LAMENT_PILLAR_OUT,
LAMENT_PILLAR_SPIN,
LAMENT_PILLAR_IN,
LAMENT_SPHERE_OUT,
LAMENT_SPHERE_IN,
LAMENT_LEVIATHAN_SPIN,
LAMENT_LEVIATHAN_FADE,
LAMENT_LEVIATHAN_TWIST,
LAMENT_LEVIATHAN_COLLAPSE,
LAMENT_LEVIATHAN_EXPAND,
LAMENT_LEVIATHAN_UNTWIST,
LAMENT_LEVIATHAN_UNFADE,
LAMENT_LEVIATHAN_UNSPIN,
} lament_type;
static const GLfloat exterior_color[] =
{ 0.33, 0.22, 0.03, 1.00, /* ambient */
0.78, 0.57, 0.11, 1.00, /* specular */
0.99, 0.91, 0.81, 1.00, /* diffuse */
27.80 /* shininess */
};
static const GLfloat interior_color[] =
{ 0.20, 0.20, 0.15, 1.00, /* ambient */
0.40, 0.40, 0.32, 1.00, /* specular */
0.99, 0.99, 0.81, 1.00, /* diffuse */
50.80 /* shininess */
};
static const GLfloat leviathan_color[] =
{ 0.30, 0.30, 0.30, 1.00, /* ambient */
0.85, 0.85, 0.95, 1.00, /* specular */
0.99, 0.99, 0.99, 1.00, /* diffuse */
50.80 /* shininess */
};
static const GLfloat black_color[] =
{ 0.05, 0.05, 0.05, 1.00, /* ambient */
0.05, 0.05, 0.05, 1.00, /* specular */
0.05, 0.05, 0.05, 1.00, /* diffuse */
80.00 /* shininess */
};
typedef struct {
GLXContext *glx_context;
rotator *rot;
double rotx, roty, rotz;
trackball_state *trackball;
Bool button_down_p;
Bool ffwdp;
GLuint dlists[countof(all_objs)];
GLuint polys[countof(all_objs)];
XImage *texture; /* image bits */
GLuint texids[8]; /* texture map IDs */
lament_type type; /* which mode of the object is current */
int anim_pause; /* countdown before animating again */
GLfloat anim_r, anim_y, anim_z; /* relative position during anims */
Bool facing_p;
int state, nstates;
lament_type *states;
} lament_configuration;
static lament_configuration *lcs = NULL;
static Bool
facing_screen_p (ModeInfo *mi)
{
Bool facing_p;
GLdouble m[16], p[16], x, y, z;
GLint v[4];
glGetDoublev (GL_MODELVIEW_MATRIX, m);
glGetDoublev (GL_PROJECTION_MATRIX, p);
glGetIntegerv (GL_VIEWPORT, v);
/* See if a coordinate 5 units in front of the door is near the
center of the screen. */
gluProject (0, -5, 0, m, p, v, &x, &y, &z);
x = (x / MI_WIDTH(mi)) - 0.5;
y = (y / MI_HEIGHT(mi)) - 0.5;
facing_p = (z < 0.9 &&
x > -0.15 && x < 0.15 &&
y > -0.15 && y < 0.15);
# ifdef DEBUG_MODE
glBindTexture(GL_TEXTURE_2D, 0);
glDisable (GL_LIGHTING);
glColor3f (1, (facing_p ? 1 : 0), 0);
glBegin (GL_LINES);
glVertex3f (0, 0, 0);
glVertex3f (0, -5, 0);
glEnd();
if (!MI_IS_WIREFRAME(mi)) glEnable (GL_LIGHTING);
# endif /* DEBUG_MODE */
return facing_p;
}
static void
scale_for_window (ModeInfo *mi)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
GLfloat target_size = 1.4 * (lc->texture ? lc->texture->width : 512);
GLfloat size = MI_WIDTH(mi) < MI_HEIGHT(mi) ? MI_WIDTH(mi) : MI_HEIGHT(mi);
GLfloat scale;
/* Make it take up roughly the full width of the window. */
scale = 20;
/* But if the window is wider than tall, make it only take up the
height of the window instead.
*/
if (MI_WIDTH(mi) > MI_HEIGHT(mi))
scale /= MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi);
/* If the window is super wide, make it bigger. */
if (scale < 8) scale = 8;
/* Constrain it to roughly life-sized on the screen, not huge.
*/
# ifdef HAVE_MOBILE
if (size > 768) /* iPad retina / iPhone 6 */
target_size *= 1.5;
else
# endif
{
GLfloat max = 500; /* 3" on my screen... */
if (MI_WIDTH(mi) > 2560) { /* Retina displays */
target_size *= 2.5;
max *= 2.5;
}
if (target_size > max)
target_size = max;
}
/* But if that would make the image larger than target_size, scale it
back down again. The image-map bits we have are 512x512, so if the
image is magnified a lot, it looks pretty blocky. It's better to
have a 512x512 animation on a 1920x1080 screen that looks good
than a 1024x1024 animation that looks really pixelated.
*/
if (size > target_size)
scale *= target_size / size;
glScalef (scale, scale, scale);
}
static void
set_colors (const GLfloat *color)
{
glMaterialfv(GL_FRONT, GL_AMBIENT, color + 0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, color + 4);
glMaterialfv(GL_FRONT, GL_SPECULAR, color + 8);
glMaterialfv(GL_FRONT, GL_SHININESS, color + 12);
}
static void
set_colors_alpha (const GLfloat *color, GLfloat a)
{
GLfloat c[countof(leviathan_color)];
memcpy (c, color, sizeof(c));
c[3] = c[7] = c[11] = a;
set_colors (c);
}
static void
which_face (ModeInfo *mi, const GLfloat *f, int *face, int *outerp)
{
GLfloat size = 3; /* 3" square */
const GLfloat *n = f; /* normal */
const GLfloat *v = f + 3; /* vertex */
GLfloat slack = 0.01;
/* First look at the normal to determine which direction this triangle
is facing (or is most-closely facing).
It's an outer surface if it is within epsilon of the cube wall that
it is facing. Otherwise, it's an inner surface.
*/
if (n[1] < -0.5) *face = 1, *outerp = v[1] < slack; /* S */
else if (n[2] > 0.5) *face = 2, *outerp = v[2] > size-slack; /* U */
else if (n[1] > 0.5) *face = 3, *outerp = v[1] > size-slack; /* N */
else if (n[2] < -0.5) *face = 4, *outerp = v[2] < slack; /* D */
else if (n[0] < -0.5) *face = 5, *outerp = v[0] < slack; /* W */
else /* (n[0] > 0.5)*/ *face = 6, *outerp = v[0] > size-slack; /* E */
/* Faces that don't have normals parallel to the axes aren't external. */
if (*outerp &&
(n[0] > -0.95 && n[0] < 0.95 &&
n[1] > -0.95 && n[1] < 0.95 &&
n[2] > -0.95 && n[2] < 0.95))
*outerp = 0;
}
static void
texturize_vert (ModeInfo *mi, int which, const GLfloat *v)
{
GLfloat size = 3; /* 3" square */
GLfloat s = 0, q = 0;
/* Texture coordinates are surface coordinates,
on the plane of this cube wall. */
switch (which) {
case 0: break;
case 1: s = v[0], q = v[2]; break;
case 2: s = v[0], q = v[1]; break;
case 3: s = v[0], q = v[2]; q = size - q; break;
case 4: s = v[0], q = v[1]; q = size - q; break;
case 5: s = v[1], q = v[2]; break;
case 6: s = v[1], q = v[2]; break;
default: abort(); break;
}
glTexCoord2f (s / size, q / size);
}
static void
leviathan (ModeInfo *mi, GLfloat ratio, GLfloat alpha, Bool top_p)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
Bool wire = MI_IS_WIREFRAME(mi);
GLfloat r = 0.34;
GLfloat z = 2 * ratio;
XYZ p[3];
int i;
GLfloat th = acos (2 / sqrt (6)); /* Line up with cube's diagonal */
glPushMatrix();
glRotatef (-45, 0, 1, 0);
glRotatef (-th * 180 / M_PI, 0, 0, 1);
if (!top_p)
glRotatef (180, 0, 0, 1);
for (i = 0; i < countof(p); i++)
{
GLfloat th = i * M_PI * 2 / countof(p);
p[i].x = cos(th) * r;
p[i].y = sin(th) * r;
}
glFrontFace (GL_CCW);
for (i = 0; i < countof(p); i++)
{
int j = (i + 1) % countof(p);
/* if (top_p)*/
do_normal (z, 0, 0,
0, p[i].x, p[i].y,
0, p[j].x, p[j].y);
/*
else
do_normal (z, 0, 0,
0, p[j].y, p[j].z,
0, p[i].y, p[i].z);
*/
if (do_texture) /* Leviathan is the final texture */
glBindTexture (GL_TEXTURE_2D, lc->texids[countof(lc->texids) - 1]);
set_colors (leviathan_color);
glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
glTexCoord2f (0.5, 1);
glVertex3f (z, 0, 0);
glTexCoord2f (0, 0);
glVertex3f (0, p[i].x, p[i].y);
glTexCoord2f (1, 0);
glVertex3f (0, p[j].x, p[j].y);
glEnd();
mi->polygon_count++;
/* Shield for fading */
if (alpha < 0.9 && !wire)
{
GLfloat a = 0.35;
GLfloat b = 0.69;
set_colors_alpha (black_color, 1-alpha);
glBindTexture (GL_TEXTURE_2D, 0);
if (!wire)
{
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f (z*a, p[j].x * b, p[j].y * b);
glVertex3f (z*a, p[i].x * b, p[i].y * b);
glVertex3f (0, p[i].x * 1.01, p[i].y * 1.01);
glVertex3f (0, p[j].x * 1.01, p[j].y * 1.01);
glEnd();
mi->polygon_count++;
glDisable (GL_BLEND);
}
}
glPopMatrix();
}
static void
folding_walls (ModeInfo *mi, GLfloat ratio, Bool top_p)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
Bool wire = MI_IS_WIREFRAME(mi);
const GLfloat pa[4][2] = {{ -0.5, -0.215833 },
{ 0, 0.5 },
{ 0.5, 0 },
{ -0.215833, -0.5 }};
const int tex[6] = { 0, 5, 1, 4, 2, 3 };
const GLfloat top = -pa[0][1];
GLfloat end_angle = 30.85;
GLfloat rr = sin (ratio / 2 * M_PI);
GLfloat offa = 0.15 * rr;
GLfloat offb = 0.06 * rr;
GLfloat p[4][3];
GLfloat t[4][2];
int i;
glPushMatrix();
if (top_p)
{
glRotatef (60, 1, -1, 1);
glRotatef (180, 0, 1, 0);
glRotatef (90, 1, 0, 0);
}
else
{
glRotatef (180, 1, 0, 0);
}
/* Scale down the points near the axis */
p[0][0] = pa[0][0];
p[0][1] = 0.5;
p[0][2] = pa[0][1];
p[1][0] = pa[1][0] - offb;
p[1][1] = 0.5;
p[1][2] = pa[1][1] - offa;
p[2][0] = pa[2][0] - offa;
p[2][1] = 0.5;
p[2][2] = pa[2][1] - offb;
p[3][0] = pa[3][0];
p[3][1] = 0.5;
p[3][2] = pa[3][1];
if (!wire)
{
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
for (i = 0; i < 3; i++)
{
glPushMatrix();
if (i == 1)
{
glRotatef (-90, 1, 0, 0);
glRotatef (180, 1, 1, 0);
}
else if (i == 2)
{
glRotatef (-90, 1, 0, 0);
glRotatef (180, 0, 1, 0);
glRotatef (90, 0, 1, 0);
}
glRotatef (-90, 0, 1, 0);
glTranslatef (-(top/2 + 0.25), 0.5, -(top/2 + 0.25));
glRotatef (-45, 0, 1, 0);
glRotatef (ratio * -end_angle, 0, 0, 1);
glRotatef (45, 0, 1, 0);
glTranslatef (top/2 + 0.25, -0.5, top/2 + 0.25);
/* Get the texture coordinates right.
This is hairy and incomprehensible. */
t[0][0] = pa[0][1] + 0.5; t[0][1] = pa[0][0] + 0.5;
t[1][0] = pa[1][1] + 0.5; t[1][1] = pa[1][0] + 0.5;
t[2][0] = pa[2][1] + 0.5; t[2][1] = pa[2][0] + 0.5;
t[3][0] = pa[3][1] + 0.5; t[3][1] = pa[3][0] + 0.5;
if (i == 0 && !top_p)
{
# define SWAP(A,B) A = 1-A, B = 1-B
SWAP(t[0][0], t[0][1]);
SWAP(t[1][0], t[1][1]);
SWAP(t[2][0], t[2][1]);
SWAP(t[3][0], t[3][1]);
# undef SWAP
}
else if (i == 0 && top_p)
{
GLfloat ot[4][3];
memcpy (ot, t, sizeof(t));
# define SWAP(A,B) A = 1-A, B = 1-B
SWAP(t[0][0], ot[2][1]);
SWAP(t[1][0], ot[3][1]);
SWAP(t[2][0], ot[0][1]);
SWAP(t[3][0], ot[1][1]);
# undef SWAP
}
else if (i == 1)
{
GLfloat f;
# define SWAP(A,B) f = A, A = B, B = -f
SWAP(t[0][0], t[0][1]);
SWAP(t[1][0], t[1][1]);
SWAP(t[2][0], t[2][1]);
SWAP(t[3][0], t[3][1]);
# undef SWAP
}
set_colors_alpha (exterior_color, 1-ratio);
glBindTexture (GL_TEXTURE_2D, lc->texids[tex[i + (top_p ? 3 : 0)]]);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
do_normal (p[0][0], p[0][1], p[0][2],
p[1][0], p[1][1], p[1][2],
p[2][0], p[2][1], p[2][2]);
glTexCoord2fv(t[0]); glVertex3fv(p[0]);
glTexCoord2fv(t[1]); glVertex3fv(p[1]);
glTexCoord2fv(t[2]); glVertex3fv(p[2]);
glTexCoord2fv(t[3]); glVertex3fv(p[3]);
glEnd();
mi->polygon_count++;
/* The triangles between the quads */
# if 0
/* #### There is a fucking gap between the two black triangles
that I can't figure out! So instead of drawing the triangles,
we build a black shield around the middle bit in leviathan()
and count on back-face culling to have roughly the same effect.
*/
if (!wire)
{
GLfloat pp[4][3];
memcpy (pp, p, sizeof(pp));
memcpy (pp[2], pp[1], sizeof(pp[1]));
pp[2][0] -= 0.5 * (1-ratio);
pp[2][1] -= 0.5 * (1-ratio);
glBindTexture (GL_TEXTURE_2D, 0);
set_colors_alpha (black_color, 1-ratio);
glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLES);
do_normal (pp[0][0], pp[0][1], pp[0][2],
pp[2][0], pp[2][1], pp[2][2],
pp[1][0], pp[1][1], pp[1][2]);
glVertex3fv(pp[0]);
glVertex3fv(pp[2]);
glVertex3fv(pp[1]);
glEnd();
mi->polygon_count++;
}
# endif
glPopMatrix();
}
if (! wire) glDisable (GL_BLEND);
glPopMatrix();
}
static int
lament_sphere (ModeInfo *mi, GLfloat ratio)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
Bool wire = MI_IS_WIREFRAME(mi);
GLfloat size = 3; /* 3" square */
int polys = 0;
int facets = 16; /* NxN grid on each face */
int face;
static const GLfloat norms[6][3] = {{ 0, -1, 0 }, { 0, 0, 1 }, { 0, 1, 0 },
{ 0, 0, -1 }, { -1, 0, 0 }, { 1, 0, 0 }};
GLfloat s = 1.0 / facets;
/* The ratio used for the normals: linger on the square normals. */
GLfloat ratio2 = 1 - sin ((1 - ratio) / 2 * M_PI);
GLfloat r1 = 1 - ratio2 / 2;
GLfloat r2 = ratio2 / 2;
glPushMatrix();
glTranslatef (-0.5, -0.5, -0.5);
glScalef (1/size, 1/size, 1/size);
set_colors (exterior_color);
for (face = 0; face < 6; face++)
{
GLfloat x0, y0;
for (y0 = 0; y0 < 1; y0 += s)
for (x0 = 0; x0 < 1; x0 += s)
{
int i;
GLfloat x1 = x0 + s;
GLfloat y1 = y0 + s;
GLfloat pa[4][3]; /* verts of the cube */
GLfloat pb[4][3]; /* verts of the transition to the sphere */
Bool frontp;
GLfloat norm[4][3]; /* normals of the transitional verts */
if (norms[face][0])
frontp = norms[face][0] < 0,
pa[0][1] = x0, pa[0][2] = y0, pa[0][0] = (frontp ? 0 : 1),
pa[1][1] = x1, pa[1][2] = y0, pa[1][0] = pa[0][0],
pa[2][1] = x1, pa[2][2] = y1, pa[2][0] = pa[0][0],
pa[3][1] = x0, pa[3][2] = y1, pa[3][0] = pa[0][0];
else if (norms[face][1])
frontp = norms[face][1] > 0,
pa[0][0] = x0, pa[0][2] = y0, pa[0][1] = (frontp ? 1 : 0),
pa[1][0] = x1, pa[1][2] = y0, pa[1][1] = pa[0][1],
pa[2][0] = x1, pa[2][2] = y1, pa[2][1] = pa[0][1],
pa[3][0] = x0, pa[3][2] = y1, pa[3][1] = pa[0][1];
else /* (norms[face][2]) */
frontp = norms[face][2] < 0,
pa[0][0] = x0, pa[0][1] = y0, pa[0][2] = (frontp ? 0 : 1),
pa[1][0] = x1, pa[1][1] = y0, pa[1][2] = pa[0][2],
pa[2][0] = x1, pa[2][1] = y1, pa[2][2] = pa[0][2],
pa[3][0] = x0, pa[3][1] = y1, pa[3][2] = pa[0][2];
for (i = 0; i < countof(pa); i++)
pa[i][0] *= size, pa[i][1] *= size, pa[i][2] *= size;
/* Convert square to sphere by treating as a normalized vector */
for (i = 0; i < countof(pa); i++)
{
GLfloat x = (pa[i][0] / size) - 0.5;
GLfloat y = (pa[i][1] / size) - 0.5;
GLfloat z = (pa[i][2] / size) - 0.5;
GLfloat d = sqrt (x*x + y*y + z*z) / 2;
x = x/d + size/2;
y = y/d + size/2;
z = z/d + size/2;
pb[i][0] = pa[i][0] + ((x - pa[i][0]) * ratio);
pb[i][1] = pa[i][1] + ((y - pa[i][1]) * ratio);
pb[i][2] = pa[i][2] + ((z - pa[i][2]) * ratio);
}
/* The normals of an intermediate point are the weighted average
of the cube's orthogonal normals, and the sphere's radial
normals: early in the sequence, the edges are sharp, but they
soften as it expands. */
{
XYZ na, pa0, pa1, pa2;
pa0.x = pa[0][0]; pa0.y = pa[0][1]; pa0.z = pa[0][2];
pa1.x = pa[1][0]; pa1.y = pa[1][1]; pa1.z = pa[1][2];
pa2.x = pa[2][0]; pa2.y = pa[2][1]; pa2.z = pa[2][2];
na = calc_normal (pa0, pa1, pa2);
for (i = 0; i < countof(pb); i++)
{
GLfloat d;
XYZ nb;
nb.x = pb[i][0];
nb.y = pb[i][1];
nb.z = pb[i][2];
d = sqrt (nb.x*nb.x + nb.y*nb.y + nb.z*nb.z); /* normalize */
nb.x /= d;
nb.y /= d;
nb.z /= d;
norm[i][0] = (na.x * r1) + (nb.x * r2); /* weighted */
norm[i][1] = (na.y * r1) + (nb.y * r2);
norm[i][2] = (na.z * r1) + (nb.z * r2);
}
}
if (! wire)
glBindTexture (GL_TEXTURE_2D, lc->texids[face]);
glFrontFace (frontp ? GL_CW : GL_CCW);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
texturize_vert (mi, face+1, pa[0]);
glNormal3fv (norm[0]);
glVertex3fv (pb[0]);
texturize_vert (mi, face+1, pa[1]);
glNormal3fv (norm[1]);
glVertex3fv (pb[1]);
texturize_vert (mi, face+1, pa[2]);
glNormal3fv (norm[2]);
glVertex3fv (pb[2]);
texturize_vert (mi, face+1, pa[3]);
glNormal3fv (norm[3]);
glVertex3fv (pb[3]);
glEnd();
polys++;
}
}
glPopMatrix();
return polys;
}
static void
draw (ModeInfo *mi)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
Bool wire = MI_IS_WIREFRAME(mi);
mi->polygon_count = 0;
if (!wire)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
gltrackball_rotate (lc->trackball);
/* Make into the screen be +Y, right be +X, and up be +Z. */
glRotatef (-90.0, 1.0, 0.0, 0.0);
scale_for_window (mi);
/* Apply rotation to the object. */
if (lc->type != LAMENT_LID_ZOOM)
get_rotation (lc->rot, &lc->rotx, &lc->roty, &lc->rotz,
!lc->button_down_p);
# ifdef DEBUG_MODE
lc->rotx = 0.18;
lc->roty = 0.22;
lc->rotx = lc->roty = 0;
lc->rotz = 0;
# endif
glRotatef (lc->rotx * 360, 1, 0, 0);
glRotatef (lc->roty * 360, 0, 1, 0);
glRotatef (lc->rotz * 360, 0, 0, 1);
glScalef (0.5, 0.5, 0.5);
switch (lc->type)
{
case LAMENT_BOX:
glCallList (lc->dlists[OBJ_BOX]);
mi->polygon_count += lc->polys[OBJ_BOX];
break;
case LAMENT_STAR_OUT:
case LAMENT_STAR_ROT:
case LAMENT_STAR_ROT_IN:
case LAMENT_STAR_ROT_OUT:
case LAMENT_STAR_UNROT:
case LAMENT_STAR_IN:
glTranslatef (0.0, 0.0, lc->anim_z/2);
glRotatef (lc->anim_r/2, 0.0, 0.0, 1.0);
glCallList (lc->dlists[OBJ_STAR_U]);
mi->polygon_count += lc->polys[OBJ_STAR_U];
glTranslatef (0.0, 0.0, -lc->anim_z);
glRotatef (-lc->anim_r, 0.0, 0.0, 1.0);
glCallList (lc->dlists[OBJ_STAR_D]);
mi->polygon_count += lc->polys[OBJ_STAR_D];
break;
case LAMENT_TETRA_UNE:
case LAMENT_TETRA_USW:
case LAMENT_TETRA_DWN:
case LAMENT_TETRA_DSE:
{
int magic;
GLfloat x, y, z;
switch (lc->type) {
case LAMENT_TETRA_UNE: magic = OBJ_TETRA_UNE; x= 1; y= 1; z= 1; break;
case LAMENT_TETRA_USW: magic = OBJ_TETRA_USW; x= 1; y= 1; z=-1; break;
case LAMENT_TETRA_DWN: magic = OBJ_TETRA_DWN; x= 1; y=-1; z= 1; break;
case LAMENT_TETRA_DSE: magic = OBJ_TETRA_DSE; x=-1; y= 1; z= 1; break;
default: abort(); break;
}
glCallList(lc->dlists[OBJ_TETRA_BASE]);
mi->polygon_count += lc->polys[OBJ_TETRA_BASE];
if (magic != OBJ_TETRA_UNE) glCallList (lc->dlists[OBJ_TETRA_UNE]);
if (magic != OBJ_TETRA_USW) glCallList (lc->dlists[OBJ_TETRA_USW]);
if (magic != OBJ_TETRA_DWN) glCallList (lc->dlists[OBJ_TETRA_DWN]);
if (magic != OBJ_TETRA_DSE) glCallList (lc->dlists[OBJ_TETRA_DSE]);
glRotatef (lc->anim_r, x, y, z);
glCallList (lc->dlists[magic]);
mi->polygon_count += lc->polys[magic] * 3;
}
break;
case LAMENT_LID_OPEN:
case LAMENT_LID_CLOSE:
case LAMENT_LID_ZOOM:
{
GLfloat d = 0.21582;
int i;
const int lists[4] = { OBJ_LID_A, OBJ_LID_B, OBJ_LID_C, OBJ_LID_D };
lc->facing_p = facing_screen_p (mi);
if (lc->anim_z < 0.5)
glTranslatef (0, -30 * lc->anim_z, 0); /* zoom */
else
glTranslatef (8 * (0.5 - (lc->anim_z - 0.5)), 0, 0);
glCallList (lc->dlists[OBJ_LID_BASE]);
mi->polygon_count += lc->polys[OBJ_LID_BASE];
for (i = 0; i < countof(lists); i++)
{
glPushMatrix();
glRotatef (90 * i, 0, 1, 0);
glTranslatef (-d, -0.5, d);
glRotatef (-45, 0, 1, 0);
glRotatef (-lc->anim_r, 1, 0, 0);
glRotatef (45, 0, 1, 0);
glTranslatef (d, 0.5, -d);
glRotatef (-90 * i, 0, 1, 0);
glCallList (lc->dlists[lists[i]]);
mi->polygon_count += lc->polys[lists[i]];
glPopMatrix();
}
# ifdef DEBUG_MODE
if (lc->facing_p)
{
glColor3f(1, 0, 0);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f (-0.49, 0.49, -0.49);
glVertex3f ( 0.49, 0.49, -0.49);
glVertex3f ( 0.49, 0.49, 0.49);
glVertex3f (-0.49, 0.49, 0.49);
glEnd();
mi->polygon_count++;
}
# endif /* DEBUG_MODE */
}
break;
case LAMENT_TASER_OUT:
case LAMENT_TASER_SLIDE:
case LAMENT_TASER_SLIDE_IN:
case LAMENT_TASER_IN:
glTranslatef (0, -lc->anim_z/2, 0);
glCallList (lc->dlists[OBJ_TASER_BASE]);
mi->polygon_count += lc->polys[OBJ_TASER_BASE];
glTranslatef (0, lc->anim_z, 0);
glCallList (lc->dlists[OBJ_TASER_A]);
mi->polygon_count += lc->polys[OBJ_TASER_A];
glTranslatef (lc->anim_y, 0, 0);
glCallList (lc->dlists[OBJ_TASER_B]);
mi->polygon_count += lc->polys[OBJ_TASER_B];
break;
case LAMENT_PILLAR_OUT:
case LAMENT_PILLAR_SPIN:
case LAMENT_PILLAR_IN:
glCallList (lc->dlists[OBJ_PILLAR_BASE]);
mi->polygon_count += lc->polys[OBJ_PILLAR_BASE];
glPushMatrix();
if (lc->anim_z == 1 || lc->anim_z == 3)
{
glRotatef (lc->anim_r, 0, 0, 1);
glTranslatef (0, 0, lc->anim_y);
}
glCallList (lc->dlists[OBJ_PILLAR_A]);
mi->polygon_count += lc->polys[OBJ_PILLAR_A];
glPopMatrix();
glPushMatrix();
if (lc->anim_z == 2 || lc->anim_z == 3)
{
glRotatef (lc->anim_r, 0, 0, 1);
glTranslatef (0, 0, -lc->anim_y);
}
glCallList (lc->dlists[OBJ_PILLAR_B]);
mi->polygon_count += lc->polys[OBJ_PILLAR_B];
glPopMatrix();
break;
case LAMENT_SPHERE_OUT:
case LAMENT_SPHERE_IN:
mi->polygon_count += lament_sphere (mi, lc->anim_y);
break;
case LAMENT_LEVIATHAN_SPIN:
case LAMENT_LEVIATHAN_UNSPIN:
case LAMENT_LEVIATHAN_FADE:
case LAMENT_LEVIATHAN_UNFADE:
case LAMENT_LEVIATHAN_TWIST:
case LAMENT_LEVIATHAN_UNTWIST:
{
/* These normals are hard to compute, so I pulled them from the
model. */
const GLfloat axes[6][4] =
{{ OBJ_ISO_UNE, 0.633994, 0.442836, 0.633994 },
{ OBJ_ISO_USW, 0.442836, 0.633994, -0.633994 },
{ OBJ_ISO_DSE, -0.633994, 0.633994, 0.442836 },
{ OBJ_ISO_SWD, -0.633994, -0.442836, -0.633994 },
{ OBJ_ISO_DEN, -0.442836, -0.633994, 0.633994 },
{ OBJ_ISO_UNW, 0.633994, -0.633994, -0.442836 }};
int i;
GLfloat s = (1 - lc->anim_z);
GLfloat s2 = MAX (0, 360 - lc->anim_r) / 360.0;
Bool blendp = 0;
switch (lc->type) {
case LAMENT_LEVIATHAN_SPIN: break;
case LAMENT_LEVIATHAN_UNSPIN: s2 = 1 - s2; break;
default: s2 = 0; blendp = 1; break;
}
if (wire) blendp = 0;
s = (s * 0.6) + 0.4;
leviathan (mi, 1 - s2, 1, True);
glCallList (lc->dlists[OBJ_ISO_BASE_A]);
mi->polygon_count += lc->polys[OBJ_ISO_BASE_A];
glPushMatrix();
glScalef (s2, s2, s2);
glCallList (lc->dlists[OBJ_ISO_USE]);
mi->polygon_count += lc->polys[OBJ_ISO_USE];
glPopMatrix();
glPushMatrix();
glRotatef (lc->anim_y, 1, -1, 1);
glCallList (lc->dlists[OBJ_ISO_BASE_B]);
mi->polygon_count += lc->polys[OBJ_ISO_BASE_B];
leviathan (mi, 1 - s2, 1, False);
glPopMatrix();
if (blendp)
{
# ifndef HAVE_JWZGLES /* no glBlendColor */
glEnable (GL_BLEND);
glBlendFunc (GL_CONSTANT_ALPHA, GL_SRC_ALPHA);
glBlendColor (1, 1, 1, MAX(0, 1-(lc->anim_z * 3)));
# endif
}
for (i = 0; i < countof(axes); i++)
{
glPushMatrix();
glRotatef (lc->anim_r, axes[i][1], axes[i][2], axes[i][3]);
glScalef (s, s, s);
glCallList (lc->dlists[(int) axes[i][0]]);
mi->polygon_count += lc->polys[(int) axes[i][0]];
glPopMatrix();
if (i == 2)
glRotatef (lc->anim_y, 1, -1, 1);
}
if (blendp) glDisable (GL_BLEND);
glPushMatrix();
glScalef (s2, s2, s2);
glCallList (lc->dlists[OBJ_ISO_DWN]);
mi->polygon_count += lc->polys[OBJ_ISO_DWN];
glPopMatrix();
}
break;
case LAMENT_LEVIATHAN_COLLAPSE:
case LAMENT_LEVIATHAN_EXPAND:
{
glPushMatrix();
leviathan (mi, 1, lc->anim_y, True);
glRotatef (180, 1, -1, 1);
leviathan (mi, 1, lc->anim_y, False);
glPopMatrix();
folding_walls (mi, lc->anim_y, True);
folding_walls (mi, lc->anim_y, False);
}
break;
default:
abort();
break;
}
glPopMatrix();
}
/* Rather than just picking states randomly, pick an ordering randomly, do it,
and then re-randomize. That way one can be assured of seeing all states in
a short time period, though not always in the same order (it's frustrating
to see it pick the same state 5x in a row.) Though, that can still happen,
since states are in the list multiple times as a way of giving them
probabilities.
*/
static void
shuffle_states (lament_configuration *lc)
{
int i;
for (i = 0; i < lc->nstates; i++)
{
int a = random() % lc->nstates;
lament_type swap = lc->states[a];
lc->states[a] = lc->states[i];
lc->states[i] = swap;
}
}
static void
animate (ModeInfo *mi)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
int pause = 10;
int pause2 = 120;
GLfloat speed = (lc->ffwdp ? 20 : 1);
switch (lc->type)
{
case LAMENT_BOX:
{
lc->state++;
if (lc->state >= lc->nstates)
{
shuffle_states (lc);
lc->state = 0;
}
lc->type = lc->states[lc->state];
if (lc->type == LAMENT_BOX)
lc->anim_pause = pause2;
lc->anim_r = 0.0;
lc->anim_y = 0.0;
lc->anim_z = 0.0;
}
break;
/* -------------------------------------------------------------- */
case LAMENT_STAR_OUT:
lc->anim_z += 0.01 * speed;
if (lc->anim_z >= 1.0)
{
lc->anim_z = 1.0;
lc->type = LAMENT_STAR_ROT;
lc->anim_pause = pause;
}
break;
case LAMENT_STAR_ROT:
lc->anim_r += 1.0 * speed;
if (lc->anim_r >= 45.0)
{
lc->anim_r = 45.0;
lc->type = LAMENT_STAR_ROT_IN;
lc->anim_pause = pause;
}
break;
case LAMENT_STAR_ROT_IN:
lc->anim_z -= 0.01 * speed;
if (lc->anim_z <= 0.0)
{
lc->anim_z = 0.0;
lc->type = LAMENT_STAR_ROT_OUT;
lc->anim_pause = pause2 * (1 + frand(2) + frand(2));
}
break;
case LAMENT_STAR_ROT_OUT:
lc->anim_z += 0.01 * speed;
if (lc->anim_z >= 1.0)
{
lc->anim_z = 1.0;
lc->type = LAMENT_STAR_UNROT;
lc->anim_pause = pause;
}
break;
case LAMENT_STAR_UNROT:
lc->anim_r -= 1.0 * speed;
if (lc->anim_r <= 0.0)
{
lc->anim_r = 0.0;
lc->type = LAMENT_STAR_IN;
lc->anim_pause = pause;
}
break;
case LAMENT_STAR_IN:
lc->anim_z -= 0.01 * speed;
if (lc->anim_z <= 0.0)
{
lc->anim_z = 0.0;
lc->type = LAMENT_BOX;
lc->anim_pause = pause2;
}
break;
/* -------------------------------------------------------------- */
case LAMENT_TETRA_UNE:
case LAMENT_TETRA_USW:
case LAMENT_TETRA_DWN:
case LAMENT_TETRA_DSE:
lc->anim_r += 1.0 * speed;
if (lc->anim_r >= 360.0)
{
lc->anim_r = 0.0;
lc->type = LAMENT_BOX;
lc->anim_pause = pause2;
}
else if (lc->anim_r > 119.0 && lc->anim_r <= 120.0)
{
lc->anim_r = 120.0;
lc->anim_pause = pause;
}
else if (lc->anim_r > 239.0 && lc->anim_r <= 240.0)
{
lc->anim_r = 240.0;
lc->anim_pause = pause;
}
break;
/* -------------------------------------------------------------- */
case LAMENT_LID_OPEN:
lc->anim_r += 1.0 * speed;
if (lc->anim_r >= 112.0)
{
lc->anim_r = 112.0;
lc->anim_z = 0.0;
lc->anim_pause = pause2;
lc->type = (lc->facing_p ? LAMENT_LID_ZOOM : LAMENT_LID_CLOSE);
}
break;
case LAMENT_LID_CLOSE:
lc->anim_r -= 1.0 * speed;
if (lc->anim_r <= 0.0)
{
lc->anim_r = 0.0;
lc->type = LAMENT_BOX;
lc->anim_pause = pause2;
}
break;
case LAMENT_LID_ZOOM:
lc->anim_z += 0.01 * speed;
if (lc->anim_z > 1.0)
{
lc->anim_r = 0.0;
lc->anim_z = 0.0;
lc->type = LAMENT_BOX;
}
break;
/* -------------------------------------------------------------- */
case LAMENT_TASER_OUT:
lc->anim_z += 0.005 * speed;
if (lc->anim_z >= 0.5)
{
lc->anim_z = 0.5;
lc->type = LAMENT_TASER_SLIDE;
lc->anim_pause = pause * (1 + frand(5) + frand(5));
}
break;
case LAMENT_TASER_SLIDE:
lc->anim_y += 0.005 * speed;
if (lc->anim_y >= 0.255)
{
lc->anim_y = 0.255;
lc->type = LAMENT_TASER_SLIDE_IN;
lc->anim_pause = pause2 * (1 + frand(5) + frand(5));
}
break;
case LAMENT_TASER_SLIDE_IN:
lc->anim_y -= 0.0025 * speed;
if (lc->anim_y <= 0.0)
{
lc->anim_y = 0.0;
lc->type = LAMENT_TASER_IN;
lc->anim_pause = pause;
}
break;
case LAMENT_TASER_IN:
lc->anim_z -= 0.0025 * speed;
if (lc->anim_z <= 0.0)
{
lc->anim_z = 0.0;
lc->type = LAMENT_BOX;
lc->anim_pause = pause2;
}
break;
/* -------------------------------------------------------------- */
case LAMENT_PILLAR_OUT:
if (lc->anim_y == 0) /* mostly in */
lc->anim_y += 0.005 * ((random() % 5) ? -1 : 1) * speed;
else if (lc->anim_y > 0)
lc->anim_y += 0.005 * speed;
else
lc->anim_y -= 0.001 * speed;
if (lc->anim_z == 0)
{
int i = (random() % 7); /* A, B or both */
if (i == 0) lc->anim_z = 3;
else if (i < 5) lc->anim_z = 2;
else lc->anim_z = 1;
/* We can do quarter turns, because it's radially symmetrical. */
lc->anim_r = 90.0 * (1 + frand(6)) * RANDSIGN();
}
if (lc->anim_y > 0.4)
{
lc->anim_y = 0.4;
lc->type = LAMENT_PILLAR_SPIN;
lc->anim_pause = pause;
}
else if (lc->anim_y < -0.03)
{
lc->anim_y = -0.03;
lc->type = LAMENT_PILLAR_SPIN;
lc->anim_pause = pause;
}
break;
case LAMENT_PILLAR_SPIN:
{
Bool negp = (lc->anim_r < 0);
lc->anim_r += (negp ? 1 : -1) * speed;
if (negp ? lc->anim_r > 0 : lc->anim_r < 0)
{
lc->anim_r = 0;
lc->type = LAMENT_PILLAR_IN;
}
}
break;
case LAMENT_PILLAR_IN:
{
Bool negp = (lc->anim_y < 0);
lc->anim_y += (negp ? 1 : -1) * 0.005 * speed;
if (negp ? lc->anim_y > 0 : lc->anim_y < 0)
{
lc->anim_y = 0;
lc->anim_z = 0;
lc->type = LAMENT_BOX;
lc->anim_pause = pause;
}
}
break;
/* -------------------------------------------------------------- */
case LAMENT_SPHERE_OUT:
{
lc->anim_y += 0.01 * speed;
if (lc->anim_y >= 1)
{
lc->anim_y = 1;
lc->type = LAMENT_SPHERE_IN;
lc->anim_pause = pause2 * (1 + frand(1) + frand(1));
}
}
break;
case LAMENT_SPHERE_IN:
{
lc->anim_y -= 0.01 * speed;
if (lc->anim_y <= 0)
{
lc->anim_y = 0;
lc->type = LAMENT_BOX;
lc->anim_pause = pause;
}
}
break;
/* -------------------------------------------------------------- */
case LAMENT_LEVIATHAN_SPIN:
lc->anim_r += 3.5 * speed;
if (lc->anim_r >= 360 * 3)
{
lc->anim_r = 0;
lc->type = LAMENT_LEVIATHAN_FADE;
lc->anim_pause = 0;
}
break;
case LAMENT_LEVIATHAN_FADE:
lc->anim_z += 0.01 * speed;
if (lc->anim_z >= 1)
{
lc->anim_z = 1;
lc->type = LAMENT_LEVIATHAN_TWIST;
lc->anim_pause = 0;
}
break;
case LAMENT_LEVIATHAN_TWIST:
lc->anim_y += 2 * speed;
lc->anim_z = 1;
if (lc->anim_y >= 180)
{
lc->anim_y = 0;
lc->type = LAMENT_LEVIATHAN_COLLAPSE;
lc->anim_pause = 0;
}
break;
case LAMENT_LEVIATHAN_COLLAPSE:
lc->anim_y += 0.01 * speed;
if (lc->anim_y >= 1)
{
lc->anim_y = 1.0;
lc->type = LAMENT_LEVIATHAN_EXPAND;
lc->anim_pause = pause2 * 4;
}
break;
case LAMENT_LEVIATHAN_EXPAND:
lc->anim_y -= 0.005 * speed;
if (lc->anim_y <= 0)
{
lc->anim_y = 180;
lc->type = LAMENT_LEVIATHAN_UNTWIST;
}
break;
case LAMENT_LEVIATHAN_UNTWIST:
lc->anim_y -= 2 * speed;
lc->anim_z = 1;
if (lc->anim_y <= 0)
{
lc->anim_y = 0;
lc->type = LAMENT_LEVIATHAN_UNFADE;
lc->anim_pause = 0;
}
break;
case LAMENT_LEVIATHAN_UNFADE:
lc->anim_z -= 0.1 * speed;
if (lc->anim_z <= 0)
{
lc->anim_z = 0;
lc->type = LAMENT_LEVIATHAN_UNSPIN;
lc->anim_pause = 0;
}
break;
case LAMENT_LEVIATHAN_UNSPIN:
lc->anim_r += 3.5 * speed;
if (lc->anim_r >= 360 * 2)
{
lc->anim_r = 0;
lc->type = LAMENT_BOX;
lc->anim_pause = pause2;
}
break;
default:
abort();
break;
}
# ifdef DEBUG_MODE
lc->anim_pause = 0;
if (lc->type == LAMENT_BOX)
lc->type = DEBUG_MODE;
if (lc->ffwdp)
{
lc->ffwdp = 0;
while (lc->type != DEBUG_MODE)
animate (mi);
}
# else /* !DEBUG_MODE */
if (lc->ffwdp && lc->type == LAMENT_BOX)
{
lc->ffwdp = 0;
while (lc->type == LAMENT_BOX)
animate (mi);
lc->anim_pause = 0;
}
# endif /* !DEBUG_MODE */
}
static void
gl_init (ModeInfo *mi)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
Bool wire = MI_IS_WIREFRAME(mi);
int i;
if (wire)
do_texture = False;
if (!wire)
{
static const GLfloat pos0[] = { -4.0, 2.0, 5.0, 1.0 };
static const GLfloat pos1[] = { 6.0, -1.0, 3.0, 1.0 };
static const GLfloat amb0[] = { 0.7, 0.7, 0.7, 1.0 };
/* static const GLfloat amb1[] = { 0.7, 0.0, 0.0, 1.0 }; */
static const GLfloat dif0[] = { 1.0, 1.0, 1.0, 1.0 };
static const GLfloat dif1[] = { 0.3, 0.1, 0.1, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, pos0);
glLightfv(GL_LIGHT1, GL_POSITION, pos1);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb0);
/* glLightfv(GL_LIGHT1, GL_AMBIENT, amb1); */
glLightfv(GL_LIGHT0, GL_DIFFUSE, dif0);
glLightfv(GL_LIGHT1, GL_DIFFUSE, dif1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/* glEnable(GL_LIGHT1); */
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_NORMALIZE);
glEnable(GL_CULL_FACE);
}
if (do_texture)
{
int i;
for (i = 0; i < countof(lc->texids); i++)
glGenTextures(1, &lc->texids[i]);
lc->texture = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
lament512_png, sizeof(lament512_png));
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
/* messes up -fps */
/* glPixelStorei(GL_UNPACK_ROW_LENGTH, lc->texture->width); */
for (i = 0; i < countof(lc->texids); i++)
{
int height = lc->texture->width; /* assume square */
glBindTexture(GL_TEXTURE_2D, lc->texids[i]);
clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
lc->texture->width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
(lc->texture->data +
(lc->texture->bytes_per_line * height * i)));
check_gl_error("texture");
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
check_gl_error("texture");
/* This makes scaled pixmaps tolerable to look at. */
# if !defined(GL_TEXTURE_LOD_BIAS) && defined(GL_TEXTURE_LOD_BIAS_EXT)
# define GL_TEXTURE_LOD_BIAS GL_TEXTURE_LOD_BIAS_EXT
# endif
# ifdef GL_TEXTURE_LOD_BIAS
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, 0.25);
# endif
clear_gl_error(); /* invalid enum on iPad 3 */
}
}
for (i = 0; i < countof(all_objs); i++)
{
GLfloat s = 1/3.0; /* box is 3" square */
const struct gllist *L = *all_objs[i];
const GLfloat *f = (const GLfloat *) L->data;
int j;
lc->dlists[i] = glGenLists(1);
lc->polys[i] = L->points / 3;
glNewList(lc->dlists[i], GL_COMPILE);
if (L->primitive != GL_TRIANGLES) abort();
if (L->format != GL_N3F_V3F) abort();
glPushMatrix();
glTranslatef (-0.5, -0.5, -0.5);
glScalef (s, s, s);
for (j = 0; j < L->points; j += 3)
{
int face, outerp;
Bool blackp = (i == OBJ_ISO_BASE_A || i == OBJ_ISO_BASE_B);
which_face (mi, f, &face, &outerp); /* from norm of first vert */
set_colors (outerp ? exterior_color :
blackp ? black_color : interior_color);
glBindTexture (GL_TEXTURE_2D,
(outerp ? lc->texids[face-1] :
blackp ? 0 : lc->texids[6]));
glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
if (face) texturize_vert (mi, face, f+3);
glNormal3fv (f); f += 3; glVertex3fv (f); f += 3;
if (face) texturize_vert (mi, face, f+3);
glNormal3fv (f); f += 3; glVertex3fv (f); f += 3;
if (face) texturize_vert (mi, face, f+3);
glNormal3fv (f); f += 3; glVertex3fv (f); f += 3;
glEnd();
}
glPopMatrix();
glEndList();
}
}
ENTRYPOINT Bool
lament_handle_event (ModeInfo *mi, XEvent *event)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, lc->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&lc->button_down_p))
return True;
else if (event->xany.type == KeyPress)
{
KeySym keysym;
char c = 0;
XLookupString (&event->xkey, &c, 1, &keysym, 0);
if (c == ' ' || c == '\t')
{
lc->ffwdp = True;
return True;
}
}
return False;
}
ENTRYPOINT void
reshape_lament (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glViewport(0, 0, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -40.0);
glClear(GL_COLOR_BUFFER_BIT);
}
ENTRYPOINT void
init_lament (ModeInfo *mi)
{
lament_configuration *lc;
int i;
MI_INIT (mi, lcs);
lc = &lcs[MI_SCREEN(mi)];
{
double rot_speed = 0.5;
lc->rot = make_rotator (rot_speed, rot_speed, rot_speed, 1, 0, True);
lc->trackball = gltrackball_init (True);
}
lc->type = LAMENT_BOX;
lc->anim_pause = 300 + (random() % 100);
if ((lc->glx_context = init_GL(mi)) != NULL)
{
reshape_lament(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
gl_init(mi);
}
lc->states = (lament_type *) calloc (200, sizeof (*lc->states));
lc->nstates = 0;
# define PUSH(N,WHICH) \
for (i = 0; i < N; i++) lc->states[lc->nstates++] = WHICH
PUSH (4, LAMENT_TETRA_UNE); /* most common */
PUSH (4, LAMENT_TETRA_USW);
PUSH (4, LAMENT_TETRA_DWN);
PUSH (4, LAMENT_TETRA_DSE);
PUSH (8, LAMENT_STAR_OUT); /* pretty common */
PUSH (8, LAMENT_TASER_OUT);
PUSH (8, LAMENT_PILLAR_OUT);
PUSH (4, LAMENT_LID_OPEN); /* rare */
PUSH (2, LAMENT_SPHERE_OUT); /* rare */
PUSH (1, LAMENT_LEVIATHAN_SPIN); /* very rare */
PUSH (35, LAMENT_BOX); /* rest state */
# undef PUSH
shuffle_states (lc);
# ifdef DEBUG_MODE
lc->type = DEBUG_MODE;
lc->anim_pause = 0;
# endif
}
ENTRYPOINT void
draw_lament (ModeInfo *mi)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
if (!lc->glx_context)
return;
glDrawBuffer(GL_BACK);
glXMakeCurrent(dpy, window, *lc->glx_context);
draw(mi);
if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(dpy, window);
if (!lc->ffwdp && lc->anim_pause)
lc->anim_pause--;
else
animate(mi);
}
ENTRYPOINT void
free_lament (ModeInfo *mi)
{
lament_configuration *lc = &lcs[MI_SCREEN(mi)];
int i;
if (!lc->glx_context) return;
glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *lc->glx_context);
if (lc->states) free (lc->states);
if (lc->trackball) gltrackball_free (lc->trackball);
if (lc->rot) free_rotator (lc->rot);
if (lc->texture) XDestroyImage (lc->texture);
for (i = 0; i < countof(all_objs); i++)
if (glIsList(lc->dlists[i])) glDeleteLists(lc->dlists[i], 1);
for (i = 0; i < countof(lc->texids); i++)
if (lc->texids[i]) glDeleteTextures (1, &lc->texids[i]);
}
XSCREENSAVER_MODULE ("Lament", lament)
#endif /* USE_GL */