summaryrefslogtreecommitdiffstats
path: root/hacks/glx/cage.c
diff options
context:
space:
mode:
authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/cage.c
downloadxscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz
xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.xz
xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.zip
Original 5.40
Diffstat (limited to 'hacks/glx/cage.c')
-rw-r--r--hacks/glx/cage.c480
1 files changed, 480 insertions, 0 deletions
diff --git a/hacks/glx/cage.c b/hacks/glx/cage.c
new file mode 100644
index 0000000..66f48aa
--- /dev/null
+++ b/hacks/glx/cage.c
@@ -0,0 +1,480 @@
+/* -*- Mode: C; tab-width: 4 -*- */
+/* cage --- the Impossible Cage, an Escher like scene. */
+
+#if 0
+static const char sccsid[] = "@(#)cage.c 5.01 2001/03/01 xlockmore";
+#endif
+
+/*-
+ * 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.
+ *
+ * The RotateAroundU() routine was adapted from the book
+ * "Computer Graphics Principles and Practice
+ * Foley - vanDam - Feiner - Hughes
+ * Second Edition" Pag. 227, exercise 5.15.
+ *
+ * This mode shows some interesting scenes that are impossible OR very
+ * wierd to build in the real universe. Much of the scenes are inspirated
+ * on Mauritz Cornelis Escher's works which derivated the mode's name.
+ * M.C. Escher (1898-1972) was a dutch artist and many people prefer to
+ * say he was a mathematician.
+ *
+ * Thanks goes to Brian Paul for making it possible and inexpensive to use
+ * OpenGL at home.
+ *
+ * Since I'm not a native English speaker, my apologies for any grammatical
+ * mistakes.
+ *
+ * My e-mail address is
+ * mfvianna@centroin.com.br
+ *
+ * Marcelo F. Vianna (Jun-01-1997)
+ *
+ * Revision History:
+ * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
+ * 01-Mar-2001: Added FPS stuff E.Lassauge <lassauge@mail.dotcom.fr>
+ * 01-Nov-2000: Allocation checks
+ * 01-Jan-1998: Mode separated from escher and renamed
+ * 08-Jun-1997: New scene implemented: "Impossible Cage" based in a M.C.
+ * Escher's painting with the same name (quite similar). The
+ * first GL mode to use texture mapping.
+ * The "Impossible Cage" scene doesn't use DEPTH BUFFER, the
+ * wood planks are drawn consistently using GL_CULL_FACE, and
+ * the painter's algorithm is used to sort the planks.
+ * Marcelo F. Vianna.
+ * 07-Jun-1997: Speed ups in Moebius Strip using GL_CULL_FACE.
+ * Marcelo F. Vianna.
+ * 03-Jun-1997: Initial Release (Only one scene: "Moebius Strip")
+ * The Moebius Strip scene was inspirated in a M.C. Escher's
+ * painting named Moebius Strip II in wich ants walk across a
+ * Moebius Strip path, sometimes meeting each other and sometimes
+ * being in "opposite faces" (note that the moebius strip has
+ * only one face and one edge).
+ * Marcelo F. Vianna.
+ */
+
+/*-
+ * Texture mapping is only available on RGBA contexts, Mono and color index
+ * visuals DO NOT support texture mapping in OpenGL.
+ *
+ * BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture
+ * mapping shuld work on PseudoColor, DirectColor, TrueColor using Mesa. Mono
+ * is not officially supported for both OpenGL and Mesa, but seems to not crash
+ * Mesa.
+ *
+ * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
+ */
+
+#ifdef STANDALONE
+# define MODE_cage
+# define DEFAULTS "*delay: 25000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_cage 0
+# define release_cage 0
+# define cage_handle_event xlockmore_no_events
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef MODE_cage
+
+#if 0
+#include "e_textures.h"
+#else
+#include "ximage-loader.h"
+#include "images/gen/wood_png.h"
+#endif
+
+ENTRYPOINT ModeSpecOpt cage_opts =
+{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL};
+
+#ifdef USE_MODULES
+ModStruct cage_description =
+{"cage", "init_cage", "draw_cage", NULL,
+ "draw_cage", "change_cage", (char *) NULL, &cage_opts,
+ 25000, 1, 1, 1, 1.0, 4, "",
+ "Shows the Impossible Cage, an Escher-like GL scene", 0, NULL};
+
+#endif
+
+#define Scale4Window 0.3
+#define Scale4Iconic 0.4
+
+#define sqr(A) ((A)*(A))
+
+#ifndef Pi
+#define Pi M_PI
+#endif
+
+#define ObjWoodPlank 0
+#define MaxObj 1
+
+/*************************************************************************/
+
+typedef struct {
+ GLint WindH, WindW;
+ GLfloat step;
+ GLXContext *glx_context;
+} cagestruct;
+
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
+
+static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
+
+static cagestruct *cage = (cagestruct *) NULL;
+
+#define PlankWidth 3.0
+#define PlankHeight 0.35
+#define PlankThickness 0.15
+
+static Bool
+draw_woodplank(ModeInfo *mi, cagestruct * cp, int wire)
+{
+ glBegin(wire ? GL_LINES : GL_QUADS);
+ glNormal3f(0, 0, 1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(0, 0, -1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(0, 1, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(0, -1, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(1, 0, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+ mi->polygon_count++;
+ glNormal3f(-1, 0, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+ mi->polygon_count++;
+ glEnd();
+
+ return True;
+}
+
+static Bool
+draw_impossiblecage(ModeInfo *mi, cagestruct * cp, int wire)
+{
+ glPushMatrix();
+ glRotatef(90, 0, 1, 0);
+ glTranslatef(0.0, PlankHeight - PlankWidth, -PlankThickness - PlankWidth);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(90, 0, 0, 1);
+ glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - PlankThickness);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(90, 0, 1, 0);
+ glTranslatef(0.0, PlankWidth - PlankHeight, -PlankThickness - PlankWidth);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(0.0, PlankWidth - PlankHeight, 3 * PlankThickness - PlankWidth);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(90, 0, 0, 1);
+ glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - PlankThickness);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - 3 * PlankThickness);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(0.0, PlankHeight - PlankWidth, 3 * PlankThickness - PlankWidth);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(90, 0, 0, 1);
+ glTranslatef(0.0, PlankHeight - PlankWidth, PlankThickness - PlankWidth);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - 3 * PlankThickness);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(90, 0, 1, 0);
+ glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth + PlankThickness);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(90, 0, 0, 1);
+ glTranslatef(0.0, PlankWidth - PlankHeight, PlankThickness - PlankWidth);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(90, 0, 1, 0);
+ glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth + PlankThickness);
+ if (!draw_woodplank(mi, cp, wire))
+ return False;
+ glPopMatrix();
+ return True;
+}
+
+static void
+reshape_cage(ModeInfo * mi, int width, int height)
+{
+ cagestruct *cp = &cage[MI_SCREEN(mi)];
+ int i;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ }
+
+ glViewport(0, y, cp->WindW = (GLint) width, cp->WindH = (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
+ glMatrixMode(GL_MODELVIEW);
+ i = width / 512 + 1;
+ glLineWidth(i);
+ glPointSize(i);
+}
+
+static void
+pinit(ModeInfo *mi)
+{
+ /* int status; */
+
+ if (MI_IS_WIREFRAME(mi))
+ return;
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_NORMALIZE);
+ glFrontFace(GL_CCW);
+ glCullFace(GL_BACK);
+
+ /* cage */
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
+ glShadeModel(GL_FLAT);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_CULL_FACE);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+#if 0
+ clear_gl_error();
+ if (MI_IS_MONO(mi))
+ status = 0;
+ else
+ status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
+ WoodTextureWidth, WoodTextureHeight,
+ GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+ if (status)
+ {
+ const char *s = (char *) gluErrorString (status);
+ fprintf (stderr, "%s: error mipmapping texture: %s\n",
+ progname, (s ? s : "(unknown)"));
+ exit (1);
+ }
+ check_gl_error("mipmapping");
+#else
+ {
+ XImage *img = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
+ wood_png, sizeof(wood_png));
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ img->width, img->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, img->data);
+ check_gl_error("texture");
+ XDestroyImage (img);
+ }
+#endif
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+}
+
+ENTRYPOINT void
+init_cage (ModeInfo * mi)
+{
+ cagestruct *cp;
+
+ MI_INIT (mi, cage);
+ cp = &cage[MI_SCREEN(mi)];
+
+ cp->step = NRAND(90);
+ if ((cp->glx_context = init_GL(mi)) != NULL) {
+
+ reshape_cage(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ pinit(mi);
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+ENTRYPOINT void
+draw_cage (ModeInfo * mi)
+{
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ cagestruct *cp;
+
+ if (cage == NULL)
+ return;
+ cp = &cage[MI_SCREEN(mi)];
+
+ MI_IS_DRAWN(mi) = True;
+ if (!cp->glx_context)
+ return;
+
+ mi->polygon_count = 0;
+ glXMakeCurrent(display, window, *(cp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, -10.0);
+
+ if (!MI_IS_ICONIC(mi)) {
+ glScalef(Scale4Window * cp->WindH / cp->WindW, Scale4Window, Scale4Window);
+ } else {
+ glScalef(Scale4Iconic * cp->WindH / cp->WindW, Scale4Iconic, Scale4Iconic);
+ }
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ if (o != 0 && o != 180 && o != -180) {
+ glScalef (1/h, h, 1/h); /* #### not quite right */
+ h = 1.7;
+ glScalef (h, h, h);
+ }
+ }
+# endif
+
+ /* cage */
+ glRotatef(cp->step * 100, 0, 0, 1);
+ glRotatef(25 + cos(cp->step * 5) * 6, 1, 0, 0);
+ glRotatef(204.5 - sin(cp->step * 5) * 8, 0, 1, 0);
+ if (!draw_impossiblecage(mi, cp, MI_IS_WIREFRAME(mi))) {
+ MI_ABORT(mi);
+ return;
+ }
+
+ glPopMatrix();
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glFlush();
+
+ glXSwapBuffers(display, window);
+
+ cp->step += 0.025;
+}
+
+#ifndef STANDALONE
+ENTRYPOINT void
+change_cage (ModeInfo * mi)
+{
+ cagestruct *cp = &cage[MI_SCREEN(mi)];
+
+ if (!cp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cp->glx_context));
+ pinit(mi);
+}
+#endif /* !STANDALONE */
+
+XSCREENSAVER_MODULE ("Cage", cage)
+
+#endif