summaryrefslogtreecommitdiffstats
path: root/hacks/glx/dnalogo.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/dnalogo.c
downloadxscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz
xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.xz
xscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.zip
Original 5.40
Diffstat (limited to 'hacks/glx/dnalogo.c')
-rw-r--r--hacks/glx/dnalogo.c3639
1 files changed, 3639 insertions, 0 deletions
diff --git a/hacks/glx/dnalogo.c b/hacks/glx/dnalogo.c
new file mode 100644
index 0000000..2b24f83
--- /dev/null
+++ b/hacks/glx/dnalogo.c
@@ -0,0 +1,3639 @@
+/* DNA Logo, Copyright (c) 2001-2018 Jamie Zawinski <jwz@jwz.org>
+ *
+ * DNA Lounge
+ *
+ * Restaurant -- Bar -- Nightclub -- Cafe -- Est. 1985.
+ *
+ * 375 Eleventh Street
+ * San Francisco, CA
+ * 94103
+ *
+ * https://www.dnalounge.com/
+ * http://www.dnapizza.com/
+ *
+ * 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.
+ */
+
+#define DEFAULTS __extension__ \
+ "*delay: 25000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*doGasket: True \n" \
+ "*doHelix: True \n" \
+ "*doLadder: True \n" \
+ "*doFrame: True \n" \
+ "*wallFacets: 360 \n" \
+ "*barFacets: 90 \n" \
+ "*clockwise: False \n" \
+ "*turns: 0.72 \n" \
+ "*turnSpacing: 2.3 \n" \
+ "*barSpacing: 0.268 \n" \
+ "*wallHeight: 0.42 \n" \
+ "*wallThickness: 0.12 \n" \
+ "*barThickness: 0.058 \n" \
+ "*wallTaper: 0.95 \n" \
+ "*gasketSize: 2.0 \n" \
+ "*gasketDepth: 0.15 \n" \
+ "*gasketThickness: 0.4 \n" \
+ "*frameSize: 1.28 \n" \
+ "*frameDepth: 0.01 \n" \
+ "*frameThickness: 0.03 \n" \
+ "*triangleSize: 0.045 \n" \
+ "*cwFacets: 3 \n" \
+ "*cwDiscFacets: 64 \n" \
+ "*cwSpread: 0.5 \n" \
+ "*cwLineWidth: 0.18 \n" \
+ "*cwThickness: 0.15 \n" \
+ "*cwCapSize: 0.4 \n" \
+ "*text: CODEWORD\n" \
+ "*speed: 1.0 \n" \
+ "*mode: both" "\n" \
+ ".background: #000000\n" \
+ ".foreground: #00AA00\n" \
+ ".cwForeground: #FCA816\n" \
+ ".cwBackground: #943225\n" \
+ "*cwFont: " CWFONT "\n" \
+ "*geometry: =640x640\n" \
+
+# if defined(HAVE_COCOA) || defined(HAVE_ANDROID)
+# define CWFONT "Yearling 28, OCR A Std 24"
+# else
+# define CWFONT "-*-helvetica-medium-r-normal-*-*-240-*-*-*-*-*-*"
+# endif
+
+# define free_logo 0
+# define release_logo 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#undef DXF_OUTPUT_HACK
+
+#ifdef DXF_OUTPUT_HACK /* When this is defined, instead of rendering
+ to the screen, we write a DXF CAD file to stdout.
+ This is a kludge of shocking magnitude...
+ Maybe there's some other way to intercept all
+ glVertex3f calls than with a #define? */
+# define unit_tube dxf_unit_tube
+# define unit_cone dxf_unit_cone
+# define tube_1 dxf_tube_1
+# define tube dxf_tube
+# define cone dxf_cone
+#endif /* DXF_OUTPUT_HACK */
+
+#include "xlockmore.h"
+#include "normals.h"
+#include "tube.h"
+#include "sphere.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include "utf8wc.h"
+#include "texfont.h"
+
+#ifdef USE_GL /* whole file */
+
+#ifdef HAVE_JWZGLES
+# include "dnapizza.h"
+#else
+# define HAVE_TESS
+#endif
+
+typedef enum {
+ HELIX_IN, HELIX, HELIX_OUT,
+ PIZZA_IN, PIZZA, PIZZA_OUT,
+ HELIX_AND_PIZZA,
+# ifdef CW
+ CODEWORD_IN, CODEWORD, CODEWORD_OUT, CODEWORD_BLANK
+# endif
+} glyph_mode;
+
+typedef struct {
+ Bool spinning_p;
+ GLfloat position; /* 0.0 - 1.0 */
+ GLfloat position_eased; /* 0.0 - 1.0, eased in and out */
+ GLfloat easement; /* portion of path that is eased. <= 0.5 */
+ GLfloat speed; /* how far along the path (may be negative) */
+ GLfloat probability; /* relative likelyhood to start spinning */
+} spinner;
+
+typedef struct {
+ GLXContext *glx_context;
+
+ GLuint helix_list, helix_list_wire, helix_list_facetted;
+ GLuint pizza_list, pizza_list_wire, pizza_list_facetted;
+ GLuint gasket_list, gasket_list_wire;
+ GLuint frame_list, frame_list_wire;
+ int polys[7];
+
+ int wall_facets;
+ int bar_facets;
+ Bool clockwise;
+ GLfloat color[4];
+
+ GLfloat turns;
+ GLfloat turn_spacing;
+ GLfloat bar_spacing;
+ GLfloat wall_height;
+ GLfloat wall_thickness;
+ GLfloat bar_thickness;
+ GLfloat wall_taper;
+
+ GLfloat gasket_size;
+ GLfloat gasket_depth;
+ GLfloat gasket_thickness;
+
+ GLfloat frame_size;
+ GLfloat frame_depth;
+ GLfloat frame_thickness;
+ GLfloat triangle_size;
+
+# ifdef CW
+ int codeword_facets, codeword_disc_facets;
+ GLfloat codeword_spread, codeword_line_width, codeword_thickness;
+ GLfloat codeword_cap_size;
+ const char *codeword_text;
+ char *codeword_text_out;
+ int *codeword_text_points;
+ XYZ *codeword_path;
+ int codeword_path_npoints;
+ int codeword_nguides;
+ XYZ *codeword_guides;
+ GLfloat codeword_color[4], codeword_bg[4];
+ texture_font_data *font;
+# endif
+
+# ifdef DEBUG
+ GLfloat persp_off, pos_off;
+ texture_font_data *label_font;
+# endif
+
+ GLfloat speed;
+ glyph_mode mode;
+ glyph_mode anim_state;
+ GLfloat anim_ratio;
+
+ spinner gasket_spinnerx, gasket_spinnery, gasket_spinnerz;
+ spinner scene_spinnerx, scene_spinnery; /* for DNA */
+# ifdef CW
+ rotator *scene_rot; /* for Codeword */
+# endif
+ spinner helix_spinnerz;
+ spinner pizza_spinnery, pizza_spinnerz;
+ spinner frame_spinner;
+
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ int wire_overlay; /* frame countdown */
+
+} logo_configuration;
+
+static logo_configuration *dcs = NULL;
+
+static XrmOptionDescRec opts[] = {
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-mode", ".mode", XrmoptionSepArg, 0 },
+ { "-pizza", ".mode", XrmoptionNoArg, "pizza" },
+ { "-helix", ".mode", XrmoptionNoArg, "helix" },
+ { "-both", ".mode", XrmoptionNoArg, "both" },
+# ifdef CW
+ { "-codeword", ".mode", XrmoptionNoArg, "codeword" },
+ { "-cw", ".mode", XrmoptionNoArg, "codeword" },
+ { "-text", ".text", XrmoptionSepArg, 0 },
+# endif
+};
+
+ENTRYPOINT ModeSpecOpt logo_opts = {countof(opts), opts, 0, NULL, NULL};
+
+#define PROBABILITY_SCALE 600
+
+
+#ifdef DXF_OUTPUT_HACK
+
+# define glBegin dxf_glBegin
+# define glVertex3f dxf_glVertex3f
+# define glVertex3dv dxf_glVertex3dv
+# define glEnd dxf_glEnd
+# define glVertexPointer dxf_glVertexPointer
+# define glDrawArrays dxf_glDrawArrays
+
+static int dxf_type, dxf_point, dxf_point_total, dxf_layer, dxf_color;
+static GLfloat dxf_quads[4*4];
+
+static void
+dxf_glBegin (int type)
+{
+ dxf_type = type;
+ dxf_point = 0;
+ dxf_point_total = 0;
+}
+
+static void
+dxf_glVertex3f (GLfloat ox, GLfloat oy, GLfloat oz)
+{
+ int i = 0;
+ GLfloat m[4*4];
+ GLfloat x, y, z;
+
+ /* Transform the point into modelview space. */
+ glGetFloatv (GL_MODELVIEW_MATRIX, m);
+ x = ox * m[0] + oy * m[4] + oz * m[8] + m[12];
+ y = ox * m[1] + oy * m[5] + oz * m[9] + m[13];
+ z = ox * m[2] + oy * m[6] + oz * m[10] + m[14];
+
+ dxf_quads[dxf_point*3+0] = x;
+ dxf_quads[dxf_point*3+1] = y;
+ dxf_quads[dxf_point*3+2] = z;
+ dxf_point++;
+ dxf_point_total++;
+
+ switch (dxf_type) {
+ case GL_QUADS:
+ if (dxf_point < 4) return;
+
+ fprintf (stdout, "0\n3DFACE\n8\n%d\n62\n%d\n", dxf_layer, dxf_color);
+ fprintf (stdout, "10\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "20\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "30\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "11\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "21\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "31\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "12\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "22\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "32\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "13\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "23\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "33\n%.6f\n", dxf_quads[i++]);
+ dxf_point = 0;
+ break;
+
+ case GL_QUAD_STRIP:
+ if (dxf_point < 4) return;
+
+ fprintf (stdout, "0\n3DFACE\n8\n%d\n62\n%d\n", dxf_layer, dxf_color);
+ fprintf (stdout, "10\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "20\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "30\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "11\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "21\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "31\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "12\n%.6f\n", dxf_quads[i+3]); /* funky quad strip */
+ fprintf (stdout, "22\n%.6f\n", dxf_quads[i+4]); /* vert order: 1243. */
+ fprintf (stdout, "32\n%.6f\n", dxf_quads[i+5]);
+
+ fprintf (stdout, "13\n%.6f\n", dxf_quads[i]);
+ fprintf (stdout, "23\n%.6f\n", dxf_quads[i+1]);
+ fprintf (stdout, "33\n%.6f\n", dxf_quads[i+2]);
+ i += 6;
+
+ dxf_quads[0] = dxf_quads[6]; /* copy point 3 to pos 1 */
+ dxf_quads[1] = dxf_quads[7];
+ dxf_quads[2] = dxf_quads[8];
+ dxf_quads[3] = dxf_quads[9]; /* copy point 4 to pos 2 */
+ dxf_quads[4] = dxf_quads[10];
+ dxf_quads[5] = dxf_quads[11];
+ dxf_point = 2; /* leave those two points in queue */
+ break;
+
+ case GL_TRIANGLES:
+ case GL_TRIANGLE_FAN:
+ if (dxf_point < 3) return;
+
+ fprintf (stdout, "0\n3DFACE\n8\n%d\n62\n%d\n", dxf_layer, dxf_color);
+ fprintf (stdout, "10\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "20\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "30\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "11\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "21\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "31\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "12\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "22\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "32\n%.6f\n", dxf_quads[i++]);
+
+ i -= 3;
+ fprintf (stdout, "13\n%.6f\n", dxf_quads[i++]); /* dup pt 4 as pt 3. */
+ fprintf (stdout, "23\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "33\n%.6f\n", dxf_quads[i++]);
+
+ dxf_point = 0;
+ if (dxf_type == GL_TRIANGLE_FAN)
+ {
+ dxf_quads[3] = dxf_quads[6]; /* copy point 3 to point 2 */
+ dxf_quads[4] = dxf_quads[7];
+ dxf_quads[5] = dxf_quads[8];
+ dxf_point = 2; /* leave two points in queue */
+ }
+ break;
+
+ case GL_TRIANGLE_STRIP:
+ if (dxf_point < 3) return;
+
+ fprintf (stdout, "0\n3DFACE\n8\n%d\n62\n%d\n", dxf_layer, dxf_color);
+
+ fprintf (stdout, "10\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "20\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "30\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "11\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "21\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "31\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "12\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "22\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "32\n%.6f\n", dxf_quads[i++]);
+
+ i -= 3;
+ fprintf (stdout, "13\n%.6f\n", dxf_quads[i++]); /* dup pt 4 as pt 3. */
+ fprintf (stdout, "23\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "33\n%.6f\n", dxf_quads[i++]);
+
+ dxf_quads[0] = dxf_quads[3]; /* copy point 2 to pos 1 */
+ dxf_quads[1] = dxf_quads[4];
+ dxf_quads[2] = dxf_quads[5];
+ dxf_quads[3] = dxf_quads[6]; /* copy point 3 to pos 2 */
+ dxf_quads[4] = dxf_quads[7];
+ dxf_quads[5] = dxf_quads[8];
+ dxf_point = 2; /* leave those two points in queue */
+ break;
+
+ case GL_LINES:
+ case GL_LINE_STRIP:
+ case GL_LINE_LOOP:
+
+ if (dxf_point_total == 1)
+ {
+ dxf_quads[6] = ox;
+ dxf_quads[7] = oy;
+ dxf_quads[8] = oz;
+ }
+
+ if (dxf_point < 2) return;
+
+ fprintf (stdout, "0\nLINE\n8\n%d\n62\n%d\n", dxf_layer, dxf_color);
+
+ fprintf (stdout, "10\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "20\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "30\n%.6f\n", dxf_quads[i++]);
+
+ fprintf (stdout, "11\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "21\n%.6f\n", dxf_quads[i++]);
+ fprintf (stdout, "31\n%.6f\n", dxf_quads[i++]);
+
+ dxf_point = 0;
+ if (dxf_type != GL_LINES)
+ {
+ dxf_quads[0] = dxf_quads[3];
+ dxf_quads[1] = dxf_quads[4];
+ dxf_quads[2] = dxf_quads[5];
+ dxf_point = 1;
+ }
+ break;
+
+ default:
+ abort();
+ break;
+ }
+}
+
+
+static void
+dxf_glVertex3dv (const GLdouble *v)
+{
+ glVertex3f (v[0], v[1], v[2]);
+}
+
+
+static void
+dxf_glEnd(void)
+{
+ if (dxf_type == GL_LINE_LOOP) /* close loop */
+ glVertex3f (dxf_quads[6], dxf_quads[7], dxf_quads[8]);
+ dxf_type = -1;
+ dxf_point = 0;
+ dxf_point_total = 0;
+}
+
+
+static void
+dxf_start (void)
+{
+ fprintf (stdout, "0\nSECTION\n2\nHEADER\n0\nENDSEC\n");
+ fprintf (stdout, "0\nSECTION\n2\nENTITIES\n");
+}
+
+static void
+dxf_end (void)
+{
+ fprintf (stdout, "0\nENDSEC\n0\nEOF\n");
+ exit (0);
+}
+
+
+static const GLvoid *dxf_vp;
+static GLsizei dxf_vp_size;
+static GLsizei dxf_vp_stride;
+
+static void
+dxf_glVertexPointer (GLint size, GLenum type, GLsizei stride,
+ const GLvoid *pointer)
+{
+ if (type != GL_FLOAT) abort();
+ if (stride <= 0) abort();
+ dxf_vp = pointer;
+ dxf_vp_size = size;
+ dxf_vp_stride = stride;
+}
+
+static void
+dxf_glDrawArrays (GLenum mode, GLint first, GLsizei count)
+{
+ int i;
+ unsigned char *a = (unsigned char *) dxf_vp;
+ dxf_glBegin (mode);
+ for (i = first; i < first+count; i++)
+ {
+ GLfloat *fa = (GLfloat *) a;
+ dxf_glVertex3f (fa[0], fa[1], fa[2]);
+ a += dxf_vp_stride;
+ }
+ dxf_glEnd();
+}
+
+
+# define XYZ tube_XYZ /* avoid conflict with normals.h */
+# include "tube.c" /* Yes, I really am including a C file. */
+# undef XYZ
+# define XYZ sphere_XYZ
+# define unit_sphere unit_sphere_dxf
+# define unit_dome unit_dome_dxf
+# include "sphere.c"
+# undef XYZ
+
+#endif /* DXF_OUTPUT_HACK */
+
+
+
+/* Calculate the angle (in radians) between two vectors.
+ */
+static GLfloat
+vector_angle (double ax, double ay, double az,
+ double bx, double by, double bz)
+{
+ double La = sqrt (ax*ax + ay*ay + az*az);
+ double Lb = sqrt (bx*bx + by*by + bz*bz);
+ double cc, angle;
+
+ if (La == 0 || Lb == 0) return 0;
+ if (ax == bx && ay == by && az == bz) return 0;
+
+ /* dot product of two vectors is defined as:
+ La * Lb * cos(angle between vectors)
+ and is also defined as:
+ ax*bx + ay*by + az*bz
+ so:
+ La * Lb * cos(angle) = ax*bx + ay*by + az*bz
+ cos(angle) = (ax*bx + ay*by + az*bz) / (La * Lb)
+ angle = acos ((ax*bx + ay*by + az*bz) / (La * Lb));
+ */
+ cc = (ax*bx + ay*by + az*bz) / (La * Lb);
+ if (cc > 1) cc = 1; /* avoid fp rounding error (1.000001 => sqrt error) */
+ angle = acos (cc);
+
+ return (angle);
+}
+
+
+# ifdef CW
+
+static void
+normalize (XYZ *p)
+{
+ GLfloat d = sqrt (p->x*p->x + p->y*p->y + p->z*p->z);
+ if (d != 0)
+ {
+ p->x /= d;
+ p->y /= d;
+ p->z /= d;
+ }
+ else
+ {
+ p->x = p->y = p->z = 0;
+ }
+}
+
+
+static double
+dot (const XYZ u, const XYZ v)
+{
+ return (u.x * v.x) + (u.y * v.y) + (u.z * v.z);
+}
+
+#endif /* CW */
+
+
+/* Make the helix
+ */
+
+static int
+make_helix (logo_configuration *dc, int facetted, int wire)
+{
+ int polys = 0;
+ int wall_facets = dc->wall_facets / (facetted ? 10 : 1);
+ GLfloat th;
+ GLfloat max_th = M_PI * 2 * dc->turns;
+ GLfloat th_inc = M_PI * 2 / wall_facets;
+
+ GLfloat x1=0, y1=0, x2=0, y2=0;
+ GLfloat x1b=0, y1b=0, x2b=0, y2b=0;
+ GLfloat z1=0, z2=0;
+ GLfloat h1=0, h2=0;
+ GLfloat h1off=0, h2off=0;
+ GLfloat z_inc = dc->turn_spacing / wall_facets;
+
+ th = 0;
+ x1 = 1;
+ y1 = 0;
+ x1b = 1;
+ y1b = 0;
+
+ z1 = -(dc->turn_spacing * dc->turns / 2);
+
+ h1 = (dc->wall_taper > 0 ? 0 : dc->wall_height / 2);
+ h1off = (dc->wall_taper > 0 ? -dc->wall_height / 2 : 0);
+
+ if (!dc->clockwise)
+ z1 = -z1, z_inc = -z_inc, h1off = -h1off;
+
+ /* Leading end-cap
+ */
+ if (!wire && h1 > 0)
+ {
+ GLfloat nx, ny;
+ glFrontFace(GL_CCW);
+ glBegin(GL_QUADS);
+ nx = cos (th + M_PI/2);
+ ny = sin (th + M_PI/2);
+ glNormal3f(nx, ny, 0);
+ glVertex3f( x1, y1, z1 - h1 + h1off);
+ glVertex3f( x1, y1, z1 + h1 + h1off);
+ glVertex3f(x1b, y1b, z1 + h1 + h1off);
+ glVertex3f(x1b, y1b, z1 - h1 + h1off);
+ polys++;
+ glEnd();
+ }
+
+ while (th + th_inc <= max_th)
+ {
+ GLfloat thick = dc->wall_thickness;
+
+ th += th_inc;
+
+ x2 = cos (th);
+ y2 = sin (th);
+ z2 = z1 + z_inc;
+
+ h2 = h1;
+ h2off = h1off;
+
+ if (dc->wall_taper > 0)
+ {
+ h2off = 0;
+ if (th < dc->wall_taper)
+ {
+ h2 = dc->wall_height/2 * cos (M_PI / 2
+ * (1 - (th / dc->wall_taper)));
+ if (dc->clockwise)
+ h2off = h2 - dc->wall_height/2;
+ else
+ h2off = dc->wall_height/2 - h2;
+
+ if (th + th_inc <= 0)
+ thick = 0;
+ else
+ thick *= cos (M_PI / 2 * (1 - (th / dc->wall_taper)));
+ }
+ else if (th >= max_th - dc->wall_taper)
+ {
+ if (th + th_inc > max_th) /* edge case: always come to a point */
+ h2 = 0;
+ else
+ h2 = dc->wall_height/2 * cos (M_PI / 2
+ * (1 - ((max_th - th)
+ / dc->wall_taper)));
+ if (dc->clockwise)
+ h2off = dc->wall_height/2 - h2;
+ else
+ h2off = h2 - dc->wall_height/2;
+
+ if (th + th_inc > max_th)
+ thick = 0;
+ else
+ thick *= cos(M_PI / 2 * (1 - ((max_th - th)/dc->wall_taper)));
+ }
+ }
+
+ x2b = x2 * (1 - thick);
+ y2b = y2 * (1 - thick);
+
+ /* outer face
+ */
+ glFrontFace(GL_CW);
+ glBegin(wire ? GL_LINES : GL_QUADS);
+ glNormal3f(x1, y1, 0);
+ glVertex3f(x1, y1, z1 - h1 + h1off);
+ glVertex3f(x1, y1, z1 + h1 + h1off);
+ glNormal3f(x2, y2, 0);
+ glVertex3f(x2, y2, z2 + h2 + h2off);
+ glVertex3f(x2, y2, z2 - h2 + h2off);
+ polys++;
+ glEnd();
+
+ /* inner face
+ */
+ glFrontFace(GL_CCW);
+ glBegin(wire ? GL_LINES : GL_QUADS);
+ glNormal3f(-x1b, -y1b, 0);
+ glVertex3f( x1b, y1b, z1 - h1 + h1off);
+ glVertex3f( x1b, y1b, z1 + h1 + h1off);
+ glNormal3f(-x2b, -y2b, 0);
+ glVertex3f( x2b, y2b, z2 + h2 + h2off);
+ glVertex3f( x2b, y2b, z2 - h2 + h2off);
+ polys++;
+ glEnd();
+
+ /* top face
+ */
+ glFrontFace(GL_CCW);
+ /* glNormal3f(0, 0, 1);*/
+ do_normal (x2, y2, z2 + h2 + h2off,
+ x2b, y2b, z2 + h2 + h2off,
+ x1b, y1b, z1 + h1 + h1off);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f( x2, y2, z2 + h2 + h2off);
+ glVertex3f( x2b, y2b, z2 + h2 + h2off);
+ glVertex3f( x1b, y1b, z1 + h1 + h1off);
+ glVertex3f( x1, y1, z1 + h1 + h1off);
+ polys++;
+ glEnd();
+
+ /* bottom face
+ */
+ glFrontFace(GL_CCW);
+ do_normal ( x1, y1, z1 - h1 + h1off,
+ x1b, y1b, z1 - h1 + h1off,
+ x2b, y2b, z2 - h2 + h2off);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glNormal3f(0, 0, -1);
+ glVertex3f( x1, y1, z1 - h1 + h1off);
+ glVertex3f( x1b, y1b, z1 - h1 + h1off);
+ glVertex3f( x2b, y2b, z2 - h2 + h2off);
+ glVertex3f( x2, y2, z2 - h2 + h2off);
+ polys++;
+ glEnd();
+
+ x1 = x2;
+ y1 = y2;
+ x1b = x2b;
+ y1b = y2b;
+ z1 += z_inc;
+ h1 = h2;
+ h1off = h2off;
+ }
+
+ /* Trailing end-cap
+ */
+ if (!wire && h2 > 0)
+ {
+ GLfloat nx, ny;
+ glFrontFace(GL_CW);
+ glBegin(GL_QUADS);
+ nx = cos (th + M_PI/2);
+ ny = sin (th + M_PI/2);
+ glNormal3f(nx, ny, 0);
+ glVertex3f(x2, y2, z1 - h2 + h2off);
+ glVertex3f(x2, y2, z1 + h2 + h2off);
+ glVertex3f(x2b, y2b, z1 + h2 + h2off);
+ glVertex3f(x2b, y2b, z1 - h2 + h2off);
+ polys++;
+ glEnd();
+ }
+ return polys;
+}
+
+
+static int
+make_ladder (logo_configuration *dc, int facetted, int wire)
+{
+ int polys = 0;
+ GLfloat th;
+ GLfloat max_th = dc->turns * M_PI * 2;
+ GLfloat max_z = dc->turns * dc->turn_spacing;
+ GLfloat z_inc = dc->bar_spacing;
+ GLfloat th_inc = M_PI * 2 * (dc->bar_spacing / dc->turn_spacing);
+ GLfloat x, y, z;
+
+ /* skip forward to center the bars in the helix... */
+ int i;
+ GLfloat usable_th = max_th - dc->wall_taper;
+ GLfloat usable_z = max_z / (max_th / usable_th);
+ int nbars = usable_z / dc->bar_spacing;
+ GLfloat used_z, pad_z, pad_ratio;
+
+ if (! (nbars & 1)) nbars--; /* always an odd number of bars */
+
+ used_z = (nbars - 1) * dc->bar_spacing;
+ pad_z = max_z - used_z;
+ pad_ratio = pad_z / max_z;
+
+ th = (max_th * pad_ratio/2);
+ z = -(max_z / 2) + (max_z * pad_ratio/2);
+
+ /* ##### WHYYYYYY */
+ /* The image is not reflected across line y = -x and I don't know why. */
+ th += M_PI * -0.035;
+ z -= 0.08;
+
+ if (!dc->clockwise)
+ z = -z, z_inc = -z_inc;
+
+ glFrontFace(GL_CCW);
+ for (i = 0; i < nbars; i++)
+ {
+ int facets = dc->bar_facets / (facetted ? 14 : 1);
+ if (facets <= 3) facets = 3;
+ x = cos (th) * (1 - dc->wall_thickness);
+ y = sin (th) * (1 - dc->wall_thickness);
+ polys += tube ( x, y, z,
+ -x, -y, z,
+ dc->bar_thickness, 0, facets,
+ True, True, wire);
+ z += z_inc;
+ th += th_inc;
+ }
+ return polys;
+}
+
+
+
+/* Make the gasket
+ */
+
+
+static int
+make_gasket (logo_configuration *dc, int wire)
+{
+ int polys = 0;
+ int i;
+ int points_size;
+ int npoints = 0;
+ int nctrls = 0;
+ int res = 360/8;
+ GLfloat d2r = M_PI / 180;
+
+ GLfloat thick2 = (dc->gasket_thickness / dc->gasket_size) / 2;
+
+ GLfloat *pointsx0, *pointsy0, *pointsx1, *pointsy1, *normals;
+
+ GLfloat r0 = 0.750; /* 395 */
+ GLfloat r1a = 0.825; /* bottom of wall below upper left hole */
+ GLfloat r1b = 0.867; /* center of upper left hole */
+ GLfloat r1c = 0.909; /* top of wall above hole */
+ GLfloat r1 = 0.916; /* 471 */
+ GLfloat r2 = 0.963; /* 490 */
+ GLfloat r3 = 0.960; /* 499 */
+ GLfloat r4 = 1.000; /* 507 */
+ GLfloat r5 = 1.080; /* 553 */
+
+ GLfloat ctrl_r[100], ctrl_th[100];
+
+ glPushMatrix();
+
+# ifdef DXF_OUTPUT_HACK
+ if (! wire) res *= 8;
+# endif
+
+# define POINT(r,th) \
+ ctrl_r [nctrls] = r, \
+ ctrl_th[nctrls] = (th * d2r), \
+ nctrls++
+
+ POINT (0.829, 0); /* top indentation, right half */
+ POINT (0.831, 0.85);
+ POINT (0.835, 1.81);
+ POINT (0.841, 2.65);
+ POINT (0.851, 3.30);
+ POINT (0.862, 3.81);
+ POINT (0.872, 3.95);
+
+ POINT (r4, 4.0); /* moving clockwise... */
+ POINT (r4, 47.0);
+ POINT (r1, 47.0);
+ POINT (r1, 53.0);
+ POINT (r2, 55.5);
+ POINT (r2, 72.3);
+ POINT (r1, 74.0);
+ POINT (r1, 100.0);
+ POINT (r3, 102.5);
+ POINT (r3, 132.0);
+ POINT (r1, 133.0);
+
+ POINT (r1, 180.7);
+ POINT (r2, 183.6);
+ POINT (r2, 210.0);
+ POINT (r1, 212.0);
+ POINT (r1, 223.2);
+ POINT (r5, 223.2);
+ POINT (r5, 225.0);
+ POINT (r4, 225.0);
+
+ POINT (r4, 316.8); /* upper left indentation */
+ POINT (0.990, 316.87);
+ POINT (0.880, 317.21);
+ POINT (0.872, 317.45);
+ POINT (0.869, 317.80);
+ POINT (0.867, 318.10);
+
+ POINT (0.867, 318.85);
+ POINT (0.869, 319.15);
+ POINT (0.872, 319.50);
+ POINT (0.880, 319.74);
+ POINT (0.990, 320.08);
+
+ POINT (r4, 338.0);
+ if (! wire)
+ {
+ POINT (r1a, 338.0); /* cut-out disc */
+ POINT (r1a, 344.0);
+ }
+ POINT (r4, 344.0);
+ POINT (r4, 356.0);
+
+ POINT (0.872, 356.05); /* top indentation, left half */
+ POINT (0.862, 356.19);
+ POINT (0.851, 356.70);
+ POINT (0.841, 357.35);
+ POINT (0.835, 358.19);
+ POINT (0.831, 359.15);
+ POINT (0.829, 360);
+# undef POINT
+
+ points_size = res + (nctrls * 2);
+ pointsx0 = (GLfloat *) malloc (points_size * sizeof(GLfloat));
+ pointsy0 = (GLfloat *) malloc (points_size * sizeof(GLfloat));
+ pointsx1 = (GLfloat *) malloc (points_size * sizeof(GLfloat));
+ pointsy1 = (GLfloat *) malloc (points_size * sizeof(GLfloat));
+ normals = (GLfloat *) malloc (points_size * sizeof(GLfloat) * 2);
+
+ npoints = 0;
+ for (i = 1; i < nctrls; i++)
+ {
+ GLfloat from_r = ctrl_r [i-1];
+ GLfloat from_th = ctrl_th[i-1];
+ GLfloat to_r = ctrl_r [i];
+ GLfloat to_th = ctrl_th[i];
+
+ GLfloat step = 2*M_PI / res;
+ int nsteps = 1 + ((to_th - from_th) / step);
+ int j;
+
+ for (j = 0; j < nsteps + (i == nctrls-1); j++)
+ {
+ GLfloat r = from_r + (j * (to_r - from_r) / nsteps);
+ GLfloat th = from_th + (j * (to_th - from_th) / nsteps);
+
+ GLfloat cth = cos(th) * dc->gasket_size;
+ GLfloat sth = sin(th) * dc->gasket_size;
+
+ pointsx0[npoints] = r0 * cth; /* inner ring */
+ pointsy0[npoints] = r0 * sth;
+ pointsx1[npoints] = r * cth; /* outer ring */
+ pointsy1[npoints] = r * sth;
+ npoints++;
+
+ if (npoints >= points_size) abort();
+ }
+ }
+
+ /* normals for the outer ring */
+ for (i = 1; i < npoints; i++)
+ {
+ XYZ a, b, c, n;
+ a.x = pointsx1[i-1];
+ a.y = pointsy1[i-1];
+ a.z = 0;
+ b.x = pointsx1[i];
+ b.y = pointsy1[i];
+ b.z = 0;
+ c = b;
+ c.z = 1;
+ n = calc_normal (a, b, c);
+ normals[(i-1)*2 ] = n.x;
+ normals[(i-1)*2+1] = n.y;
+ }
+
+ glRotatef(-90, 0, 1, 0);
+ glRotatef(180, 0, 0, 1);
+
+ if (wire)
+ {
+ GLfloat z;
+ for (z = -thick2; z <= thick2; z += thick2*2)
+ {
+# if 1
+ /* inside edge */
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx0[i], pointsy0[i], z);
+ polys += npoints;
+ glEnd();
+
+ /* outside edge */
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx1[i], pointsy1[i], z);
+ polys += npoints;
+ glEnd();
+# else
+ for (i = 1; i < npoints; i++)
+ {
+ glBegin (GL_LINE_STRIP);
+ glVertex3f (pointsx0[i-1], pointsy0[i-1], z);
+ glVertex3f (pointsx0[i ], pointsy0[i ], z);
+ glVertex3f (pointsx1[i ], pointsy1[i ], z);
+ glVertex3f (pointsx1[i-1], pointsy1[i-1], z);
+ glEnd();
+ }
+ polys += npoints;
+# endif
+ }
+#if 1
+ glBegin (GL_LINES);
+ for (i = 0; i < npoints; i++)
+ {
+ /* inside rim */
+ glVertex3f (pointsx0[i], pointsy0[i], -thick2);
+ glVertex3f (pointsx0[i], pointsy0[i], thick2);
+ /* outside rim */
+ glVertex3f (pointsx1[i], pointsy1[i], -thick2);
+ glVertex3f (pointsx1[i], pointsy1[i], thick2);
+ }
+ polys += npoints;
+ glEnd();
+#endif
+ }
+ else
+ {
+ /* top */
+ glFrontFace(GL_CW);
+ glNormal3f(0, 0, -1);
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i < npoints; i++)
+ {
+ glVertex3f (pointsx0[i], pointsy0[i], -thick2);
+ glVertex3f (pointsx1[i], pointsy1[i], -thick2);
+ }
+ polys += npoints;
+ glEnd();
+
+ /* bottom */
+ glFrontFace(GL_CCW);
+ glNormal3f(0, 0, 1);
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i < npoints; i++)
+ {
+ glVertex3f (pointsx0[i], pointsy0[i], thick2);
+ glVertex3f (pointsx1[i], pointsy1[i], thick2);
+ }
+ polys += npoints;
+ glEnd();
+
+ /* inside edge */
+ glFrontFace(GL_CW);
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i < npoints; i++)
+ {
+ glNormal3f (-pointsx0[i], -pointsy0[i], 0);
+ glVertex3f ( pointsx0[i], pointsy0[i], thick2);
+ glVertex3f ( pointsx0[i], pointsy0[i], -thick2);
+ }
+ polys += npoints;
+ glEnd();
+
+ /* outside edge */
+ glFrontFace(GL_CCW);
+ glBegin (GL_QUADS);
+ {
+ for (i = 0; i < npoints-1; i++)
+ {
+ int ia = (i == 0 ? npoints-2 : i-1);
+ int iz = (i == npoints-2 ? 0 : i+1);
+ GLfloat x = pointsx1[i];
+ GLfloat y = pointsy1[i];
+ GLfloat xz = pointsx1[iz];
+ GLfloat yz = pointsy1[iz];
+
+ GLfloat nxa = normals[ia*2]; /* normal of [i-1 - i] face */
+ GLfloat nya = normals[ia*2+1];
+ GLfloat nx = normals[i*2]; /* normal of [i - i+1] face */
+ GLfloat ny = normals[i*2+1];
+ GLfloat nxz = normals[iz*2]; /* normal of [i+1 - i+2] face */
+ GLfloat nyz = normals[iz*2+1];
+
+ GLfloat anglea = vector_angle (nx, ny, 0, nxa, nya, 0);
+ GLfloat anglez = vector_angle (nx, ny, 0, nxz, nyz, 0);
+ GLfloat pointy = 0.6;
+
+ if (anglea > pointy)
+ {
+ glNormal3f (nx, ny, 0);
+ glVertex3f (x, y, thick2);
+ glVertex3f (x, y, -thick2);
+ }
+ else
+ {
+ glNormal3f ((nxa + nx) / 2, (nya + ny) / 2, 0);
+ glVertex3f (x, y, thick2);
+ glVertex3f (x, y, -thick2);
+ }
+
+ if (anglez > pointy)
+ {
+ glNormal3f (nx, ny, 0);
+ glVertex3f (xz, yz, -thick2);
+ glVertex3f (xz, yz, thick2);
+ }
+ else
+ {
+ glNormal3f ((nx + nxz) / 2, (ny + nyz) / 2, 0);
+ glVertex3f (xz, yz, -thick2);
+ glVertex3f (xz, yz, thick2);
+ }
+ }
+ polys += npoints;
+ }
+ glEnd();
+ }
+
+ /* Fill in the upper left hole...
+ */
+ {
+ GLfloat th;
+ npoints = 0;
+
+ th = 338.0 * d2r;
+ pointsx0[npoints] = r1c * cos(th) * dc->gasket_size;
+ pointsy0[npoints] = r1c * sin(th) * dc->gasket_size;
+ npoints++;
+ pointsx0[npoints] = r4 * cos(th) * dc->gasket_size;
+ pointsy0[npoints] = r4 * sin(th) * dc->gasket_size;
+ npoints++;
+
+ th = 344.0 * d2r;
+ pointsx0[npoints] = r1c * cos(th) * dc->gasket_size;
+ pointsy0[npoints] = r1c * sin(th) * dc->gasket_size;
+ npoints++;
+ pointsx0[npoints] = r4 * cos(th) * dc->gasket_size;
+ pointsy0[npoints] = r4 * sin(th) * dc->gasket_size;
+
+ if (! wire)
+ {
+ /* front wall */
+ glNormal3f (0, 0, -1);
+ glFrontFace(GL_CW);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (pointsx0[0], pointsy0[0], -thick2);
+ glVertex3f (pointsx0[1], pointsy0[1], -thick2);
+ glVertex3f (pointsx0[3], pointsy0[3], -thick2);
+ glVertex3f (pointsx0[2], pointsy0[2], -thick2);
+ glEnd();
+ polys++;
+
+ /* back wall */
+ glNormal3f (0, 0, 1);
+ glFrontFace(GL_CCW);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (pointsx0[0], pointsy0[0], thick2);
+ glVertex3f (pointsx0[1], pointsy0[1], thick2);
+ glVertex3f (pointsx0[3], pointsy0[3], thick2);
+ glVertex3f (pointsx0[2], pointsy0[2], thick2);
+ glEnd();
+ polys++;
+ }
+
+ /* top wall */
+ glFrontFace(GL_CW);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glNormal3f (pointsx0[1], pointsy0[1], 0);
+ glVertex3f (pointsx0[1], pointsy0[1], thick2);
+ glNormal3f (pointsx0[3], pointsy0[3], 0);
+ glVertex3f (pointsx0[3], pointsy0[3], thick2);
+ glVertex3f (pointsx0[3], pointsy0[3], -thick2);
+ glNormal3f (pointsx0[1], pointsy0[1], 0);
+ glVertex3f (pointsx0[1], pointsy0[1], -thick2);
+ glEnd();
+ polys++;
+
+
+ /* Now make a donut.
+ */
+ {
+ int nsteps = (wire ? 12 : 64);
+ GLfloat r0 = 0.04;
+ GLfloat r1 = 0.070;
+ GLfloat th, cth, sth;
+
+ glPushMatrix ();
+
+ th = ((339.0 + 343.0) / 2) * d2r;
+
+ glTranslatef (r1b * cos(th) * dc->gasket_size,
+ r1b * sin(th) * dc->gasket_size,
+ 0);
+
+ npoints = 0;
+ for (i = 0; i < nsteps; i++)
+ {
+ th = 2 * M_PI * i / nsteps;
+ cth = cos (th) * dc->gasket_size;
+ sth = sin (th) * dc->gasket_size;
+ pointsx0[npoints] = r0 * cth;
+ pointsy0[npoints] = r0 * sth;
+ pointsx1[npoints] = r1 * cth;
+ pointsy1[npoints] = r1 * sth;
+ npoints++;
+ polys++;
+ }
+
+ pointsx0[npoints] = pointsx0[0];
+ pointsy0[npoints] = pointsy0[0];
+ pointsx1[npoints] = pointsx1[0];
+ pointsy1[npoints] = pointsy1[0];
+ npoints++;
+
+ if (wire)
+ {
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx0[i], pointsy0[i], -thick2);
+ polys += npoints;
+ glEnd();
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx0[i], pointsy0[i], thick2);
+ polys += npoints;
+ glEnd();
+# if 0
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx1[i], pointsy1[i], -thick2);
+ polys += npoints;
+ glEnd();
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx1[i], pointsy1[i], thick2);
+ polys += npoints;
+ glEnd();
+# endif
+ }
+ else
+ {
+ /* top */
+ glFrontFace(GL_CW);
+ glNormal3f(0, 0, -1);
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i < npoints; i++)
+ {
+ glVertex3f (pointsx0[i], pointsy0[i], -thick2);
+ glVertex3f (pointsx1[i], pointsy1[i], -thick2);
+ }
+ polys += npoints;
+ glEnd();
+
+ /* bottom */
+ glFrontFace(GL_CCW);
+ glNormal3f(0, 0, 1);
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i < npoints; i++)
+ {
+ glVertex3f (pointsx0[i], pointsy0[i], thick2);
+ glVertex3f (pointsx1[i], pointsy1[i], thick2);
+ }
+ polys += npoints;
+ glEnd();
+ }
+
+ /* inside edge */
+ glFrontFace(GL_CW);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < npoints; i++)
+ {
+ glNormal3f (-pointsx0[i], -pointsy0[i], 0);
+ glVertex3f ( pointsx0[i], pointsy0[i], thick2);
+ glVertex3f ( pointsx0[i], pointsy0[i], -thick2);
+ }
+ polys += npoints;
+ glEnd();
+
+ glPopMatrix();
+ }
+ }
+
+
+ /* Attach the bottom-right dingus...
+ */
+ {
+ GLfloat w = 0.05;
+ GLfloat h = 0.19;
+ GLfloat th;
+
+ glRotatef (49.5, 0, 0, 1);
+ glScalef (dc->gasket_size, dc->gasket_size, 1);
+ glTranslatef (0, (r0+r1)/2, 0);
+
+ /* buried box */
+ if (! wire)
+ {
+ glFrontFace(GL_CCW);
+ glBegin (wire ? GL_LINE_STRIP : GL_QUADS);
+ glNormal3f (0, 0, -1);
+ glVertex3f (-w/2, -h/2, -thick2); glVertex3f (-w/2, h/2, -thick2);
+ glVertex3f ( w/2, h/2, -thick2); glVertex3f ( w/2, -h/2, -thick2);
+ glNormal3f (1, 0, 0);
+ glVertex3f ( w/2, -h/2, -thick2); glVertex3f ( w/2, h/2, -thick2);
+ glVertex3f ( w/2, h/2, thick2); glVertex3f ( w/2, -h/2, thick2);
+ glNormal3f (0, 0, 1);
+ glVertex3f ( w/2, -h/2, thick2); glVertex3f ( w/2, h/2, thick2);
+ glVertex3f (-w/2, h/2, thick2); glVertex3f (-w/2, -h/2, thick2);
+ glNormal3f (-1, 0, 0);
+ glVertex3f (-w/2, -h/2, thick2); glVertex3f (-w/2, h/2, thick2);
+ glVertex3f (-w/2, h/2, -thick2); glVertex3f (-w/2, -h/2, -thick2);
+ polys++;
+ glEnd();
+ }
+
+ npoints = 0;
+ for (th = (wire ? 0 : -0.1);
+ th <= M_PI + 0.1;
+ th += (M_PI / (wire ? 5 : 32)))
+ {
+ pointsx0[npoints] = w/2 * cos(th);
+ pointsy0[npoints] = w/2 * sin(th);
+ npoints++;
+ polys++;
+ }
+
+ /* front inside curve */
+ glNormal3f (0, 0, -1);
+ glFrontFace(GL_CW);
+ glBegin (wire ? GL_LINE_STRIP : GL_TRIANGLE_FAN);
+ if (! wire) glVertex3f (0, h/2, -thick2);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx0[i], h/2 + pointsy0[i], -thick2);
+ polys += npoints;
+ glEnd();
+
+ /* front outside curve */
+ glFrontFace(GL_CCW);
+ glBegin (wire ? GL_LINE_STRIP : GL_TRIANGLE_FAN);
+ if (! wire) glVertex3f (0, -h/2, -thick2);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx0[i], -h/2 - pointsy0[i], -thick2);
+ polys += npoints;
+ glEnd();
+
+ /* back inside curve */
+ glNormal3f (0, 0, 1);
+ glFrontFace(GL_CCW);
+ glBegin (wire ? GL_LINE_STRIP : GL_TRIANGLE_FAN);
+ if (! wire) glVertex3f (0, h/2, thick2);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx0[i], h/2 + pointsy0[i], thick2);
+ polys += npoints;
+ glEnd();
+
+ /* back outside curve */
+ glFrontFace(GL_CW);
+ glBegin (wire ? GL_LINE_STRIP : GL_TRIANGLE_FAN);
+ if (! wire) glVertex3f (0, -h/2, thick2);
+ for (i = 0; i < npoints; i++)
+ glVertex3f (pointsx0[i], -h/2 - pointsy0[i], thick2);
+ polys += npoints;
+ glEnd();
+
+ /* inside curve */
+ glFrontFace(GL_CCW);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < npoints; i++)
+ {
+ glNormal3f (pointsx0[i], pointsy0[i], 0);
+ glVertex3f (pointsx0[i], h/2 + pointsy0[i], thick2);
+ glVertex3f (pointsx0[i], h/2 + pointsy0[i], -thick2);
+ }
+ polys += npoints;
+ glEnd();
+
+ /* outside curve */
+ glFrontFace(GL_CW);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < npoints; i++)
+ {
+ glNormal3f (pointsx0[i], -pointsy0[i], 0);
+ glVertex3f (pointsx0[i], -h/2 - pointsy0[i], thick2);
+ glVertex3f (pointsx0[i], -h/2 - pointsy0[i], -thick2);
+ }
+ polys += npoints;
+ glEnd();
+ }
+
+ free (pointsx0);
+ free (pointsy0);
+ free (pointsx1);
+ free (pointsy1);
+ free (normals);
+
+ glPopMatrix();
+ return polys;
+}
+
+static int
+make_frame (logo_configuration *dc, int wire)
+{
+ int polys = 0;
+ int i, j;
+ GLfloat x[20], y[20];
+ GLfloat corner_cut = 0.5;
+
+ glPushMatrix();
+ glRotatef (90, 0, 1, 0);
+ glScalef (4 * dc->frame_size,
+ 4 * dc->frame_size,
+ 4 * dc->frame_size);
+
+ x[0] = -dc->frame_thickness;
+ x[1] = -dc->frame_thickness * corner_cut;
+ x[2] = 0;
+ x[3] = 0.5 - dc->triangle_size;
+ x[4] = 0.5;
+ x[5] = 0.5 + dc->triangle_size;
+ x[6] = 1;
+ x[7] = 1 + dc->frame_thickness * corner_cut;
+ x[8] = 1 + dc->frame_thickness;
+
+ y[0] = -dc->frame_thickness;
+ y[1] = -dc->frame_thickness * corner_cut;
+ y[2] = 0;
+ y[3] = dc->triangle_size;
+
+ /* front and back
+ */
+ glTranslatef (-0.5, -0.5, dc->frame_depth / 4);
+ if (! wire)
+ for (j = 0; j <= 1; j++)
+ {
+ if (j) glTranslatef (0, 0, -dc->frame_depth / 2);
+ glFrontFace (j ? GL_CCW : GL_CW);
+ for (i = 0; i < 4; i++)
+ {
+ glNormal3f (0, 0, (j ? -1 : 1));
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ glVertex3f (x[0], y[1], 0); glVertex3f (x[0], y[2], 0);
+ glVertex3f (x[1], y[0], 0); glVertex3f (x[1], y[2], 0);
+ glVertex3f (x[3], y[0], 0); glVertex3f (x[3], y[2], 0);
+ glVertex3f (x[4], y[0], 0); glVertex3f (x[4], y[3], 0);
+ glVertex3f (x[5], y[0], 0); glVertex3f (x[5], y[2], 0);
+ glVertex3f (x[7], y[0], 0); glVertex3f (x[7], y[2], 0);
+ glVertex3f (x[8], y[1], 0); glVertex3f (x[8], y[2], 0);
+ polys += 6;
+ glEnd ();
+ glTranslatef (0.5, 0.5, 0);
+ glRotatef (90, 0, 0, 1);
+ glTranslatef (-0.5, -0.5, 0);
+ }
+ }
+
+ /* ledges
+ */
+ glFrontFace (GL_CCW);
+ for (i = 0; i < 4; i++)
+ {
+ glNormal3f (0, 1, 0);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ glVertex3f (x[2], y[2], 0); glVertex3f (x[2], y[2], dc->frame_depth/2);
+ glVertex3f (x[3], y[2], 0); glVertex3f (x[3], y[2], dc->frame_depth/2);
+ glVertex3f (x[4], y[3], 0); glVertex3f (x[4], y[3], dc->frame_depth/2);
+ glVertex3f (x[5], y[2], 0); glVertex3f (x[5], y[2], dc->frame_depth/2);
+ glVertex3f (x[6], y[2], 0); glVertex3f (x[6], y[2], dc->frame_depth/2);
+ polys += 4;
+ glEnd ();
+
+ glNormal3f (0, -1, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (x[7], y[0], 0);
+ glVertex3f (x[7], y[0], dc->frame_depth/2);
+ glVertex3f (x[1], y[0], dc->frame_depth/2);
+ glVertex3f (x[1], y[0], 0);
+ polys++;
+ glEnd ();
+
+ glNormal3f (1, -1, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (x[8], y[1], 0);
+ glVertex3f (x[8], y[1], dc->frame_depth/2);
+ glVertex3f (x[7], y[0], dc->frame_depth/2);
+ glVertex3f (x[7], y[0], 0);
+ polys++;
+ glEnd ();
+
+ if (wire)
+ {
+ glNormal3f (0, 1, 0);
+ for (j = 0; j <= 1; j++)
+ {
+ glBegin (GL_LINE_STRIP);
+ glVertex3f (x[2], y[2], j*dc->frame_depth/2);
+ glVertex3f (x[3], y[2], j*dc->frame_depth/2);
+ glVertex3f (x[4], y[3], j*dc->frame_depth/2);
+ glVertex3f (x[5], y[2], j*dc->frame_depth/2);
+ glVertex3f (x[6], y[2], j*dc->frame_depth/2);
+ polys += 4;
+ glEnd ();
+ }
+ }
+
+ glTranslatef (0.5, 0.5, 0);
+ glRotatef (90, 0, 0, 1);
+ glTranslatef (-0.5, -0.5, 0);
+ }
+
+ glPopMatrix();
+ return polys;
+}
+
+
+/* Make some pizza.
+ */
+
+#ifdef HAVE_TESS
+
+typedef struct {
+ GLdouble *points;
+ int i;
+} tess_out;
+
+
+static void
+tess_error_cb (GLenum errorCode)
+{
+ fprintf (stderr, "%s: tesselation error: %s\n",
+ progname, gluErrorString(errorCode));
+ exit (0);
+}
+
+static void
+tess_combine_cb (GLdouble coords[3], GLdouble *d[4], GLfloat w[4],
+ GLdouble **data_out)
+{
+ GLdouble *new = (GLdouble *) malloc (3 * sizeof(*new));
+ new[0] = coords[0];
+ new[1] = coords[1];
+ new[2] = coords[2];
+ *data_out = new;
+}
+
+
+#if 0
+static void
+tess_vertex_cb (void *vertex_data, void *closure)
+{
+ tess_out *to = (tess_out *) closure;
+ GLdouble *v = (GLdouble *) vertex_data;
+ to->points[to->i++] = v[0];
+ to->points[to->i++] = v[1];
+ to->points[to->i++] = v[2];
+}
+#endif
+
+static void
+tess_begin_cb (GLenum which)
+{
+ glBegin(which);
+}
+
+static void
+tess_end_cb (void)
+{
+ glEnd();
+}
+
+#endif /* HAVE_TESS */
+
+
+static int
+make_pizza (logo_configuration *dc, int facetted, int wire)
+{
+ int polys = 0;
+ int topfaces = (facetted ? 48 : 120);
+ int discfaces = (facetted ? 12 : 120);
+ int npoints = topfaces * 2 + 100;
+ GLdouble *points = (GLdouble *) calloc (npoints * 3, sizeof(GLdouble));
+ int nholes = 3;
+ GLdouble *holes = (GLdouble *) calloc (topfaces*nholes*3, sizeof(GLdouble));
+
+ GLfloat step = M_PI * 2 / 6 / topfaces;
+ GLfloat thick2 = (dc->gasket_thickness / dc->gasket_size) / 4;
+ GLfloat th, x, y, s;
+ int i, j, k;
+ int endpoints;
+
+# ifdef HAVE_TESS
+ tess_out TO, *to = &TO;
+ GLUtesselator *tess = gluNewTess();
+
+ to->points = (GLdouble *) calloc (topfaces * 20, sizeof(GLdouble));
+ to->i = 0;
+
+# ifndef _GLUfuncptr
+# define _GLUfuncptr void(*)(void)
+# endif
+
+ gluTessCallback(tess,GLU_TESS_BEGIN, (_GLUfuncptr)tess_begin_cb);
+ gluTessCallback(tess,GLU_TESS_VERTEX, (_GLUfuncptr)glVertex3dv);
+ gluTessCallback(tess,GLU_TESS_END, (_GLUfuncptr)tess_end_cb);
+ gluTessCallback(tess,GLU_TESS_COMBINE, (_GLUfuncptr)tess_combine_cb);
+ gluTessCallback(tess,GLU_TESS_ERROR, (_GLUfuncptr)tess_error_cb);
+
+ gluTessProperty (tess, GLU_TESS_BOUNDARY_ONLY, wire);
+ gluTessProperty (tess,GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
+
+# endif /* HAVE_TESS */
+
+ glPushMatrix();
+
+ s = 1.9;
+ glRotatef (180, 0, 0, 1);
+ glScalef (s, s, s);
+ glRotatef (90, 0, 1, 0);
+ glTranslatef (-0.53, 0, 0);
+ glRotatef (-30, 0, 0, 1);
+
+ /* Compute the wedge */
+ th = 0;
+ j = 0;
+
+ /* Edge 1 */
+ {
+ GLfloat edge[] = {
+ 0.000, 0.000,
+ 0.000, 0.210,
+ 0.042, 0.230,
+ 0.042, 0.616,
+ 0.000, 0.641,
+ };
+ for (i = 0; i < countof(edge)/2; i++)
+ {
+ points[j++] = edge[i*2+1];
+ points[j++] = edge[i*2];
+ points[j++] = 0;
+ }
+ }
+
+ s = 0.798; /* radius of end of slice, before crust gap */
+ for (i = 0; i < topfaces; i++)
+ {
+ points[j++] = cos(th) * s;
+ points[j++] = sin(th) * s;
+ points[j++] = 0;
+ th += step;
+ }
+
+ /* Edge 2 */
+ {
+ GLfloat edge[] = {
+ 0.613, 0.353,
+ 0.572, 0.376,
+ 0.455, 0.309,
+ 0.452, 0.260,
+ 0.332, 0.192,
+ 0.293, 0.216,
+ 0.178, 0.149,
+ 0.178, 0.102,
+ };
+ for (i = 0; i < countof(edge)/2; i++)
+ {
+ points[j++] = edge[i*2+1];
+ points[j++] = edge[i*2];
+ points[j++] = 0;
+ }
+ endpoints = j/3;
+ }
+
+
+ /* Draw the rim of the slice */
+ glBegin (wire ? GL_LINES : GL_QUADS);
+ x = points[0];
+ y = points[1];
+ for (i = (wire ? 0 : 1); i < endpoints; i++)
+ {
+ GLdouble *p = points + (i*3);
+
+ do_normal (p[0], p[1], -thick2,
+ p[0], p[1], thick2,
+ x, y, thick2);
+ if (!wire)
+ {
+ glVertex3f (x, y, -thick2);
+ glVertex3f (x, y, thick2);
+ }
+ glVertex3f (p[0], p[1], thick2);
+ glVertex3f (p[0], p[1], -thick2);
+ x = p[0];
+ y = p[1];
+ polys++;
+ }
+
+ do_normal (points[0], points[1], -thick2,
+ points[0], points[1], thick2,
+ x, y, thick2);
+ glVertex3f (x, y, -thick2);
+ glVertex3f (x, y, thick2);
+ glVertex3f (points[0], points[1], thick2);
+ glVertex3f (points[0], points[1], -thick2);
+ polys++;
+ glEnd();
+
+# ifndef HAVE_TESS
+ if (wire)
+ {
+ /* Outline of slice */
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < endpoints; i++)
+ glVertex3f (points[i*3], points[i*3+1], -thick2);
+ glEnd();
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < endpoints; i++)
+ glVertex3f (points[i*3], points[i*3+1], thick2);
+ glEnd();
+ }
+# endif /* HAVE_TESS */
+
+ /* Compute the holes */
+ step = M_PI * 2 / discfaces;
+ for (k = 0; k < nholes; k++)
+ {
+ GLdouble *p = holes + (discfaces * 3 * k);
+ th = 0;
+ j = 0;
+ switch (k) {
+ case 0: x = 0.34; y = 0.17; s = 0.05; break;
+ case 1: x = 0.54; y = 0.17; s = 0.06; break;
+ case 2: x = 0.55; y = 0.36; s = 0.06; break;
+ default: abort(); break;
+ }
+ for (i = 0; i < discfaces; i++)
+ {
+ p[j++] = x + cos(M_PI*2 - th) * s;
+ p[j++] = y + sin(M_PI*2 - th) * s;
+ p[j++] = 0;
+ th += step;
+ }
+ }
+
+
+ /* Draw the inside rim of the holes */
+ for (k = 0; k < nholes; k++)
+ {
+ GLdouble *p = holes + (discfaces * 3 * k);
+
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < discfaces; i++)
+ {
+ GLdouble *p2 = p + (i*3);
+ if (i > 0)
+ do_normal (p2[0], p2[1], -thick2,
+ p2[0], p2[1], thick2,
+ p2[-3], p2[-2], thick2);
+ glVertex3f (p2[0], p2[1], -thick2);
+ glVertex3f (p2[0], p2[1], thick2);
+ polys++;
+ }
+ glVertex3f (p[0], p[1], -thick2);
+ glVertex3f (p[0], p[1], thick2);
+ polys++;
+ glEnd();
+# ifndef HAVE_TESS
+ if (wire)
+ {
+ /* Outline of holes */
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < discfaces; i++)
+ glVertex3f (p[i*3], p[i*3+1], -thick2);
+ glEnd();
+ glBegin (GL_LINE_LOOP);
+ for (i = 0; i < discfaces; i++)
+ glVertex3f (p[i*3], p[i*3+1], thick2);
+ glEnd();
+ }
+# endif /* !HAVE_TESS */
+ }
+
+# ifdef HAVE_TESS
+ glTranslatef (0, 0, -thick2);
+ for (y = 0; y <= 1; y++)
+ {
+ if (y) glTranslatef (0, 0, thick2*2);
+
+ /* A non-convex polygon */
+ gluTessBeginPolygon (tess, to);
+
+ glNormal3f (0, 0, (y > 0 ? 1 : -1));
+ gluTessNormal (tess, 0, 0, (y > 0 ? 1 : -1));
+ glFrontFace (GL_CCW);
+
+ /* Tess the wedge */
+ gluTessBeginContour (tess);
+ for (i = 0; i < endpoints; i++)
+ {
+ GLdouble *p = points + (i*3);
+ gluTessVertex (tess, p, p);
+ polys++;
+ }
+ gluTessVertex (tess, points, points);
+ gluTessEndContour (tess);
+
+ /* Tess the holes */
+ for (k = 0; k < nholes; k++)
+ {
+ GLdouble *p = holes + (discfaces * 3 * k);
+ gluTessBeginContour (tess);
+ for (i = 0; i < discfaces; i++)
+ {
+ GLdouble *p2 = p + (i*3);
+ gluTessVertex (tess, p2, p2);
+ polys++;
+ }
+ gluTessEndContour (tess);
+ }
+
+ gluTessEndPolygon (tess);
+ }
+
+ glTranslatef (0, 0, -thick2);
+
+# else /* !HAVE_TESS */
+ if (! wire)
+ {
+ glTranslatef(0, 0, thick2);
+ glNormal3f (0, 0, 1);
+ glFrontFace (GL_CW);
+
+ /* Sadly, jwzgl's glVertexPointer seems not to be recordable inside
+ display lists. */
+# if 0
+ glDisableClientState (GL_COLOR_ARRAY);
+ glDisableClientState (GL_NORMAL_ARRAY);
+ glDisableClientState (GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState (GL_VERTEX_ARRAY);
+ glVertexPointer (3, GL_FLOAT, 0, dnapizza_triangles);
+ glDrawArrays (GL_TRIANGLES, 0, countof (dnapizza_triangles) / 3);
+# else
+ glBegin (GL_TRIANGLES);
+ for (i = 0; i < countof (dnapizza_triangles); i += 3)
+ glVertex3fv (dnapizza_triangles + i);
+ glEnd();
+# endif
+
+ glTranslatef(0, 0, -thick2*2);
+ glNormal3f (0, 0, -1);
+ glFrontFace (GL_CCW);
+
+# if 0
+ glDrawArrays (GL_TRIANGLES, 0, countof (dnapizza_triangles) / 3);
+# else
+ int i;
+ glBegin (GL_TRIANGLES);
+ for (i = 0; i < countof (dnapizza_triangles); i += 3)
+ glVertex3fv (dnapizza_triangles + i);
+ glEnd();
+# endif
+
+ glTranslatef(0, 0, thick2);
+ }
+# endif /* !HAVE_TESS */
+
+
+ /* Compute the crust */
+
+ s = 0.861; /* radius of inside of crust */
+ step = M_PI * 2 / 6 / topfaces;
+ th = 0;
+ j = 0;
+ for (i = 0; i < topfaces; i++)
+ {
+ points[j++] = cos(th) * s;
+ points[j++] = sin(th) * s;
+ points[j++] = 0;
+ th += step;
+ }
+
+ s = 1;
+ for (i = 0; i < topfaces; i++)
+ {
+ points[j++] = cos(th) * s;
+ points[j++] = sin(th) * s;
+ points[j++] = 0;
+ th -= step;
+ }
+
+ /* Draw the rim of the crust */
+ glFrontFace (GL_CCW);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < topfaces * 2; i++)
+ {
+ GLdouble *p = points + (i*3);
+ if (i == 0 || i == (topfaces*2)-1)
+ glNormal3f (0, -1, 0);
+ else if (i == topfaces-1 || i == topfaces)
+ glNormal3f (0, 1, 0);
+ else
+ do_normal (p[-3], p[-2], thick2,
+ p[0], p[1], thick2,
+ p[0], p[1], -thick2);
+ glVertex3f (p[0], p[1], -thick2);
+ glVertex3f (p[0], p[1], thick2);
+ polys++;
+ }
+ glVertex3f (points[0], points[1], -thick2);
+ glVertex3f (points[0], points[1], thick2);
+ polys++;
+ glEnd();
+
+ if (wire)
+ {
+ glBegin (GL_LINE_STRIP);
+ for (i = 0; i < topfaces * 2; i++)
+ {
+ GLdouble *p = points + (i*3);
+ glVertex3f (p[0], p[1], -thick2);
+ polys++;
+ }
+ glVertex3f (points[0], points[1], -thick2);
+ glEnd();
+
+ glBegin (GL_LINE_STRIP);
+ for (i = 0; i < topfaces * 2; i++)
+ {
+ GLdouble *p = points + (i*3);
+ glVertex3f (p[0], p[1], thick2);
+ polys++;
+ }
+ glVertex3f (points[0], points[1], thick2);
+ glEnd();
+ }
+
+ /* Draw the top of the crust */
+ if (! wire)
+ {
+ glFrontFace (GL_CW);
+ glBegin (wire ? GL_LINE_STRIP : GL_QUAD_STRIP);
+ glNormal3f (0, 0, -1);
+ if (!wire)
+ for (i = 0; i < topfaces; i++)
+ {
+ int ii = topfaces + (topfaces - i - 1);
+ GLdouble *p1 = points + (i*3);
+ GLdouble *p2 = points + (ii*3);
+ glVertex3f (p1[0], p1[1], -thick2);
+ glVertex3f (p2[0], p2[1], -thick2);
+ polys++;
+ }
+ polys++;
+ glEnd();
+
+ /* Draw the bottom of the crust */
+ glFrontFace (GL_CCW);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ glNormal3f (0, 0, 1);
+ for (i = 0; i < topfaces; i++)
+ {
+ int ii = topfaces + (topfaces - i - 1);
+ GLdouble *p1 = points + (i*3);
+ GLdouble *p2 = points + (ii*3);
+ glVertex3f (p1[0], p1[1], thick2);
+ glVertex3f (p2[0], p2[1], thick2);
+ polys++;
+ }
+ polys++;
+ glEnd();
+ }
+
+# ifdef HAVE_TESS
+ gluDeleteTess (tess);
+ free (to->points);
+# endif /* HAVE_TESS */
+
+ free (points);
+ free (holes);
+
+ glPopMatrix();
+
+ return polys;
+}
+
+
+# ifdef CW
+
+/* Upcase string, convert Unicrud to ASCII, remove any non-letters.
+ */
+static char *
+codeword_simplify_text (const char *s0)
+{
+ char *s1 = utf8_to_latin1 ((s0 ? s0 : ""), True);
+ int L = strlen(s1);
+ char *s2 = (char *) malloc (L + 10);
+ char *s3 = s2;
+ int i;
+ for (i = 0; i < L; i++)
+ {
+ char c = s1[i];
+ if (c >= 'a' && c <= 'z')
+ c -= 'a'-'A';
+ if (c >= 'A' && c <= 'Z')
+ *s3++ = c;
+ }
+ *s3 = 0;
+ if (! *s2)
+ strcpy (s2, "CODEWORD");
+ return s2;
+}
+
+
+static void
+make_codeword_path (ModeInfo *mi)
+{
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+ int letters = strlen (dc->codeword_text);
+
+ GLfloat rtick = dc->codeword_spread;
+ GLfloat iradius = rtick * dc->codeword_cap_size;
+
+ int dial = 0;
+ int letter;
+ GLfloat last_r = 0;
+
+ GLfloat inner_circum = M_PI * 2 * (iradius + rtick * 2);
+ GLfloat outer_circum = M_PI * 2 * (iradius + rtick * (letters + 1));
+ GLfloat facet_length = inner_circum / (26 * dc->codeword_facets);
+ int outer_facets = ceil (outer_circum / facet_length);
+
+ int *histo = (int *) calloc (letters * 26, sizeof(*histo));
+ XYZ *points = (XYZ *) calloc (letters * outer_facets, sizeof (*points));
+ int npoints = 0;
+
+ for (letter = -1; letter < letters; letter++)
+ {
+ if (letter == -1) /* Inner starting point */
+ {
+ points[npoints].x = iradius;
+ points[npoints].y = 0;
+ last_r = iradius;
+ npoints++;
+ }
+ else /* Add arc for this letter */
+ {
+ int direction = (letter & 1 ? -1 : 1);
+ int v = (dc->codeword_text[letter] - 'A' + 1);
+ int dial1 = dial + v * direction;
+
+ GLfloat th;
+ GLfloat th0 = M_PI * 2 / 26 * dial;
+ GLfloat th1 = M_PI * 2 / 26 * dial1;
+ GLfloat r = iradius + rtick * (letter + 2);
+ GLfloat circum = M_PI * 2 * r;
+ GLfloat arc_length = circum * v / 26;
+ int arc_facets = ceil (fabs (arc_length / facet_length));
+ GLfloat facet_th = (th1 - th0) / arc_facets;
+
+ if (arc_facets > outer_facets) abort();
+
+ /* Let's put some intermediate facets on the crossbars too,
+ so that the animation doesn't speed up on those. */
+ {
+ GLfloat rr;
+ for (rr = last_r + facet_length;
+ rr <= r - facet_length;
+ rr += facet_length)
+ {
+ points[npoints].x = rr * cos (th0);
+ points[npoints].y = rr * sin (th0);
+ npoints++;
+ }
+ last_r = r;
+ }
+
+
+ for (th = th0;
+ (th0 < th1
+ ? th <= th1 + facet_th
+ : th >= th1 + facet_th);
+ th += facet_th)
+ {
+ GLfloat th2 = th;
+ if (th0 < th1 && th > th1)
+ th2 = th1;
+ if (th0 > th1 && th < th1)
+ th2 = th1;
+ points[npoints].x = r * cos (th2);
+ points[npoints].y = r * sin (th2);
+
+ /* Ugh, add point only if it differs from prev.
+ Not sure how this happens. */
+ if (npoints == 0 ||
+ points[npoints-1].x != points[npoints].x ||
+ points[npoints-1].y != points[npoints].y)
+ npoints++;
+ }
+
+ /* Mark up the histo array to find the outer border. */
+ {
+ int i;
+ for (i = dial;
+ (direction > 0
+ ? i <= dial1
+ : i >= dial1);
+ i += direction)
+ {
+ int x = (i + 26) % 26;
+ int y;
+ for (y = 0; y <= letter; y++)
+ histo[y * 26 + x]++;
+ }
+ }
+
+ dc->codeword_text_points[letter] = npoints;
+
+ dial = dial1;
+ }
+ }
+
+ if (npoints >= letters * outer_facets) abort();
+
+# if 0
+ { /* Print histo */
+ int x, y;
+ for (y = 0; y < letters; y++)
+ {
+ fprintf (stderr, "%2d: ", y);
+ for (x = 0; x < 26; x++)
+ fprintf (stderr, "%x", histo[y * 26 + x]);
+ fprintf (stderr, "\n");
+ }
+ fprintf (stderr, "\n");
+ }
+# endif
+
+
+ /* Find a gap in the outer edge, to draw guide dots. */
+ {
+ int x, y;
+ int last_row = letters;
+ int start_dial = -1, end_dial = -1;
+
+ for (y = letters-1; y >= 0; y--)
+ {
+ for (x = 0; x < 26; x++)
+ {
+ if (histo[y * 26 + x] == 0)
+ {
+ if (last_row != y)
+ start_dial = end_dial = -1;
+ last_row = y;
+ if (start_dial == -1)
+ start_dial = x;
+ end_dial = x;
+ }
+ }
+ }
+
+ if (last_row < letters-1 && start_dial >= 0)
+ {
+ GLfloat r = iradius + rtick * (last_row + 2);
+ int i;
+
+ dc->codeword_nguides = 0;
+ dc->codeword_guides = (XYZ *)
+ calloc (end_dial - start_dial + 1, sizeof (*dc->codeword_guides));
+ for (i = start_dial; i <= end_dial; i++)
+ {
+ GLfloat th = i * M_PI * 2 / 26;
+ GLfloat x = r * cos (th);
+ GLfloat y = r * sin (th);
+ dc->codeword_guides[dc->codeword_nguides].x = x;
+ dc->codeword_guides[dc->codeword_nguides].y = y;
+ dc->codeword_nguides++;
+ }
+ }
+ free (histo);
+ histo = 0;
+ }
+
+ dc->codeword_path_npoints = npoints;
+ dc->codeword_path = points;
+}
+
+
+static int
+draw_codeword_cap (ModeInfo *mi)
+{
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+
+ int segments = dc->codeword_disc_facets;
+ GLfloat size = dc->codeword_spread * dc->codeword_cap_size;
+ GLfloat width = dc->codeword_line_width / 2;
+ GLfloat thick = dc->codeword_thickness / 2;
+ GLfloat r1 = size + width/2;
+ GLfloat r2 = size - width/2;
+ GLfloat facet, th, z;
+
+ if (wire) segments = 12;
+ facet = M_PI * 2 / segments;
+
+ glPushMatrix();
+
+ /* Top and bottom */
+
+ for (z = -thick; z <= thick; z += thick*2)
+ {
+ glNormal3f (0, 0, (z < 0 ? -1 : 1));
+ glFrontFace (z < 0 ? GL_CCW : GL_CW);
+
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (th = 0; th <= M_PI*2; th += facet)
+ {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+ glVertex3f (r1 * x, r1 * y, z);
+ glVertex3f (r2 * x, r2 * y, z);
+ }
+ glEnd();
+
+ if (wire)
+ {
+ glBegin (GL_LINE_LOOP);
+ for (th = 0; th <= M_PI*2; th += facet)
+ {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+ glVertex3f (r1 * x, r1 * y, z);
+ }
+ glEnd();
+ glBegin (GL_LINE_LOOP);
+ for (th = 0; th <= M_PI*2; th += facet)
+ {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+ glVertex3f (r2 * x, r2 * y, z);
+ }
+ glEnd();
+ }
+ }
+
+ /* Inside and outside */
+
+ for (z = -1; z <= 1; z += 2)
+ {
+ glFrontFace (z < 0 ? GL_CCW : GL_CW);
+
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (th = 0; th <= M_PI*2; th += facet)
+ {
+ GLfloat th1 = th + facet;
+ GLfloat x0 = cos (th);
+ GLfloat y0 = sin (th);
+ GLfloat x1 = cos (th1);
+ GLfloat y1 = sin (th1);
+ GLfloat r = z < 0 ? r1 : r2;
+
+ if (z < 0)
+ do_normal (r * x0, r * y0, thick,
+ r * x0, r * y0, -thick,
+ r * x1, r * y1, -thick);
+ else
+ do_normal (r * x1, r * y1, thick,
+ r * x1, r * y1, -thick,
+ r * x0, r * y0, -thick);
+
+ glVertex3f (r * x0, r * y0, thick);
+ glVertex3f (r * x0, r * y0, -thick);
+ }
+ glEnd();
+ }
+
+ glPopMatrix();
+
+ return polys;
+}
+
+
+static int
+draw_codeword_guides (ModeInfo *mi, GLfloat anim_ratio)
+{
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+
+ int segments = dc->codeword_disc_facets;
+ GLfloat s = dc->codeword_line_width / 2;
+ GLfloat each = 1.0 / dc->codeword_nguides;
+ int i;
+
+ if (wire) segments = 6;
+
+ for (i = 0; i < dc->codeword_nguides; i++)
+ {
+ GLfloat ratio;
+ if (anim_ratio < i*each) ratio = 0;
+ else if (anim_ratio >= (i+1)*each) ratio = 1;
+ else ratio = (anim_ratio - i*each) / each;
+
+ if (ratio <= 0) continue;
+ if (ratio == 0) ratio = 0.001;
+
+ glPushMatrix();
+ glTranslatef (dc->codeword_guides[i].x,
+ dc->codeword_guides[i].y,
+ dc->codeword_guides[i].z);
+
+ glScalef (ratio, ratio, ratio);
+
+ /* If the line width and thickness are pretty close to each other,
+ use spheres. Otherwise use tubes.
+ */
+ if (dc->codeword_thickness < dc->codeword_line_width * 1.3 &&
+ dc->codeword_thickness > dc->codeword_line_width / 1.3)
+ {
+ glScalef (s, s, s);
+ glFrontFace (GL_CCW);
+ polys += unit_sphere (segments, segments, wire);
+ }
+ else
+ {
+ polys += tube (0, 0, -dc->codeword_thickness / 2,
+ 0, 0, dc->codeword_thickness / 2,
+ s, 0, segments, True, True, wire);
+ }
+
+ glPopMatrix();
+ }
+
+ return polys;
+}
+
+
+/* Compute the characters at which the cursor is currently pointing,
+ and render it on the logo.
+ */
+static void
+codeword_text_output (ModeInfo *mi, GLfloat anim_ratio)
+{
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+ int i;
+ int L = strlen (dc->codeword_text);
+ int point = dc->codeword_path_npoints * anim_ratio;
+ Bool hit = False;
+
+ if (dc->anim_state == CODEWORD_BLANK)
+ point = 0;
+
+ for (i = 0; i < L; i++)
+ {
+ if (point >= dc->codeword_text_points[i])
+ dc->codeword_text_out[i] = dc->codeword_text[i];
+ else if (hit)
+ dc->codeword_text_out[i] = 0;
+ else
+ {
+ int steps = dc->codeword_text[i] - 'A' + 1;
+ int last = (i > 0 ? dc->codeword_text_points[i-1] : 0);
+ double ratio = ((point - last) /
+ (double) (dc->codeword_text_points[i] - last));
+ char chr = 'A' + (ratio * steps);
+ if (ratio < 0.1) chr = 0;
+ dc->codeword_text_out[i] = chr;
+ hit = True;
+ }
+ }
+ dc->codeword_text_out[i] = 0;
+
+ if (*dc->codeword_text_out &&
+ !strcmp (dc->codeword_text, "CODEWORD"))
+ {
+ int i;
+ int L2 = strlen (dc->codeword_text_out);
+ GLfloat ss = 0.01;
+ int ascent, descent;
+
+ glPushMatrix();
+ glColor4fv (dc->codeword_color);
+ glRotatef (90, 0, 1, 0);
+ glRotatef (-90, 0, 0, 1);
+
+ for (i = 0; i < L2; i++)
+ {
+ XCharStruct e;
+ char buf[2];
+ glPushMatrix();
+ glRotatef ((i + 0.5) * 360 / 26.0, 0, 0, 1);
+
+# if 0
+ {
+ GLfloat th;
+ glDisable(GL_LIGHTING);
+ glBegin(GL_LINES);
+ glVertex3f(0,0,0);
+ glVertex3f(0,-4,0);
+ glEnd();
+ glBegin(GL_LINE_STRIP);
+ for (th = M_PI * 1.45; th < M_PI * 1.55; th += 0.1)
+ {
+ GLfloat r = 3.85;
+ glVertex3f (r * cos(th), r * sin(th), 0);
+ }
+ glEnd();
+ if (!MI_IS_WIREFRAME(mi)) glEnable(GL_LIGHTING);
+ }
+# endif
+
+ glTranslatef (0, -dc->codeword_spread * (L - 1), 0);
+ glScalef (ss, ss, ss);
+ buf[0] = dc->codeword_text_out[i] + ('a' - 'A');
+ buf[1] = 0;
+ texture_string_metrics (dc->font, buf, &e, &ascent, &descent);
+
+# ifdef HAVE_MOBILE
+ /* #### Magic magic magic WTF... */
+ glScalef (0.5, 0.5, 0.5);
+# endif
+
+ glTranslatef (-e.width * 1.0,
+ -(ascent + descent + e.descent * 2.4), /* #### WTF */
+ 0);
+
+ glScalef (2, 2, 2);
+
+# if 0
+ glDisable(GL_LIGHTING);
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(0, 0, 0);
+ glVertex3f(e.width, 0, 0);
+ glVertex3f(e.width, e.ascent + e.descent, 0);
+ glVertex3f(0, e.ascent + e.descent, 0);
+ glEnd();
+ if (!MI_IS_WIREFRAME(mi)) glEnable(GL_LIGHTING);
+# endif
+
+ glDisable(GL_CULL_FACE); /* tell texfont.c to draw both sides */
+ print_texture_string (dc->font, buf);
+ glEnable(GL_CULL_FACE);
+
+ glPopMatrix();
+ }
+ glPopMatrix();
+ }
+}
+
+
+/* Convert the precomputed path to a thick line of polygons.
+ We could actually precompute all of these polygons too,
+ but it's fast enough.
+ */
+static int
+draw_codeword_path (ModeInfo *mi)
+{
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+
+ GLfloat anim_ratio = (dc->anim_state == CODEWORD_IN ? dc->anim_ratio :
+ dc->anim_state == CODEWORD_OUT ? 1 - dc->anim_ratio :
+ dc->anim_state == CODEWORD_BLANK ? 0 :
+ 1);
+ int last_anim_point = 0;
+
+ GLfloat width = dc->codeword_line_width / 2;
+ GLfloat thick = dc->codeword_thickness / 2;
+ int i, k;
+ GLfloat j;
+
+ int quad_size = (dc->codeword_path_npoints + 1) * 2;
+ XYZ *quads = (XYZ *) calloc (quad_size, sizeof(*quads));
+ XYZ *norms = (XYZ *) calloc (quad_size, sizeof(*norms));
+ int nquads = 0;
+
+ for (i = 0; i < dc->codeword_path_npoints; i++)
+ {
+ XYZ p1 = dc->codeword_path[i];
+ XYZ p2 = (i < dc->codeword_path_npoints-1
+ ? dc->codeword_path[i+1]
+ : dc->codeword_path[i-1]);
+ XYZ p1a, p1b;
+
+ XYZ n; /* normal of the first line segment */
+ n.x = -(p2.y - p1.y);
+ n.y = (p2.x - p1.x);
+ n.z = 0;
+ normalize (&n);
+
+ if (i == 0)
+ {
+ p1a.x = p1.x - width / 2 * n.x;
+ p1a.y = p1.y - width / 2 * n.y;
+ p1a.z = 0;
+
+ p1b.x = p1.x + width / 2 * n.x;
+ p1b.y = p1.y + width / 2 * n.y;
+ p1b.z = 0;
+ }
+ else if (i == dc->codeword_path_npoints - 1)
+ {
+ p1b.x = p1.x - width / 2 * n.x;
+ p1b.y = p1.y - width / 2 * n.y;
+ p1b.z = 0;
+
+ p1a.x = p1.x + width / 2 * n.x;
+ p1a.y = p1.y + width / 2 * n.y;
+ p1a.z = 0;
+ }
+ else
+ {
+ XYZ p0 = dc->codeword_path[i-1];
+
+ XYZ t, t0, t1; /* tangent of corner between two line segments */
+ XYZ m; /* miter line: normal of tangent */
+ GLfloat d; /* length of miter */
+
+ t0.x = p2.x - p1.x;
+ t0.y = p2.y - p1.y;
+ t0.z = p2.z - p1.z;
+ normalize (&t0);
+
+ t1.x = p1.x - p0.x;
+ t1.y = p1.y - p0.y;
+ t1.z = p1.z - p0.z;
+ normalize (&t1);
+
+ t.x = t0.x + t1.x;
+ t.y = t0.y + t1.y;
+ t.z = t0.z + t1.z;
+ normalize (&t);
+
+ m.x = -t.y;
+ m.y = t.x;
+ m.z = 0;
+
+ /* find length of miter by projecting it on one of the normals */
+ d = width / 2 / dot (m, n);
+
+ p1a.x = p1.x - d * m.x;
+ p1a.y = p1.y - d * m.y;
+ p1a.z = 0;
+
+ p1b.x = p1.x + d * m.x;
+ p1b.y = p1.y + d * m.y;
+ p1b.z = 0;
+ }
+
+ quads[nquads++] = p1a;
+ quads[nquads++] = p1b;
+
+ if (nquads >= quad_size) abort();
+
+ if (i / (double) dc->codeword_path_npoints > anim_ratio)
+ break;
+
+ last_anim_point = i;
+ }
+
+
+ /* Compute normals for each point along the interior edge */
+ for (k = 0; k <= 1; k++)
+ {
+ for (i = k; i < nquads-2; i += 2)
+ {
+ XYZ p1a = quads[i];
+ XYZ p2a = quads[i+2];
+ XYZ p1b = p1a;
+ XYZ p2b = p2a;
+ p1a.z = thick; /* a: top */
+ p1b.z = -thick; /* b: bottom */
+ p2a.z = thick;
+ p2b.z = -thick;
+
+ norms[i] = (k == 0
+ ? calc_normal (p1a, p1b, p2b)
+ : calc_normal (p2a, p2b, p1a));
+ }
+ }
+
+ glPushMatrix();
+ glColor4fv (dc->codeword_color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dc->codeword_color);
+
+# ifdef HAVE_MOBILE /* Make the whole thing fit on the phone screen */
+ {
+ GLfloat size = MI_WIDTH(mi) < MI_HEIGHT(mi) ? MI_WIDTH(mi) : MI_HEIGHT(mi);
+ glScalef (0.9, 0.9, 0.9);
+ if (size <= 768) /* iPad retina / iPhone 6 */
+ glScalef (0.7, 0.7, 0.7);
+ }
+# endif
+
+ codeword_text_output (mi, anim_ratio);
+
+ glRotatef (90, 1, 0, 0);
+ glRotatef (90, 0, 1, 0);
+ glRotatef (-90, 0, 0, 1);
+ glScalef (0.8, 0.8, 0.8);
+
+ glNormal3f (0, 0, -1);
+
+ if (anim_ratio <= 0)
+ {
+ polys += draw_codeword_cap (mi);
+ goto DONE;
+ }
+
+# if 0
+ glColor3f (1, 0, 0);
+ glBegin(GL_LINE_STRIP);
+ for (i = 0; i < dc->codeword_path_npoints; i++)
+ {
+ glVertex3f (dc->codeword_path[i].x,
+ dc->codeword_path[i].y,
+ dc->codeword_path[i].z);
+ polys++;
+ }
+ glEnd();
+ glColor4fv (dc->codeword_color);
+# endif
+
+ if (wire)
+ {
+ int k;
+ GLfloat j;
+ for (i = 0; i <= 1; i++)
+ for (j = -thick; j <= thick; j += thick*2)
+ {
+ glBegin (GL_LINE_STRIP);
+ for (k = i; k < nquads; k += 2)
+ {
+ glVertex3f (quads[k].x, quads[k].y, j);
+ polys++;
+ }
+ glEnd();
+ }
+ }
+
+ /* Top and bottom */
+
+ for (j = -thick; j <= thick; j += thick*2)
+ {
+ if (j < 0)
+ {
+ glNormal3f (0, 0, -1);
+ glFrontFace (GL_CW);
+ }
+ else
+ {
+ glNormal3f (0, 0, 1);
+ glFrontFace (GL_CCW);
+ }
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < nquads; i += 2)
+ {
+ glVertex3f (quads[i+1].x, quads[i+1].y, j);
+ glVertex3f (quads[i].x, quads[i].y, j);
+ polys++;
+ }
+ glEnd();
+ }
+
+ /* Edges */
+
+ for (k = 0; k <= 1; k++)
+ {
+ if (k > 0)
+ {
+ glNormal3f (0, 0, -1);
+ glFrontFace (GL_CW);
+ }
+ else
+ {
+ glNormal3f (0, 0, 1);
+ glFrontFace (GL_CCW);
+ }
+
+ glBegin (wire ? GL_LINES : GL_QUADS);
+ for (i = k; i < nquads; i += 2)
+ {
+ XYZ p1a = quads[i];
+ XYZ p2a = (i < nquads-2) ? quads[i+2] : p1a;
+ XYZ p1b = p1a;
+ XYZ p2b = p2a;
+
+ XYZ n1 = norms[i];
+ XYZ n2 = (i < nquads-2) ? norms[i+2] : n1;
+
+ /* If the two normals are very similar, smooth the face.
+ If they are different, it's a sharp turn, and use the
+ same normal for both edges (not quite right, but close).
+ */
+ GLfloat angle = vector_angle (n1.x, n1.y, n1.z,
+ n2.x, n2.y, n2.z);
+ GLfloat pointy = 0.8;
+
+ p1a.z = thick;
+ p1b.z = -thick;
+ p2a.z = thick;
+ p2b.z = -thick;
+
+ glNormal3f (n1.x, n1.y, n1.z);
+ glVertex3f (p1a.x, p1a.y, p1a.z);
+ glVertex3f (p1b.x, p1b.y, p1b.z);
+
+ if (angle < pointy)
+ glNormal3f (n2.x, n2.y, n2.z);
+ glVertex3f (p2b.x, p2b.y, p2b.z);
+ glVertex3f (p2a.x, p2a.y, p2a.z);
+ polys++;
+ }
+ glEnd();
+ }
+
+
+ /* Only draw the guides when the path is almost complete;
+ fade them in and out based on completeness. */
+ {
+ GLfloat size = 0.95;
+ GLfloat r = (anim_ratio > size
+ ? (anim_ratio - size) / (1 - size)
+ : 0);
+ polys += draw_codeword_guides (mi, r);
+ }
+
+
+ /* Draw the start and end caps */
+ {
+ int i;
+ GLfloat x, y, z, x2, y2, z2, X, Y, Z;
+ GLfloat r = dc->codeword_spread * dc->codeword_cap_size;
+
+ i = 0;
+ x = dc->codeword_path[i].x;
+ y = dc->codeword_path[i].y;
+ z = dc->codeword_path[i].z;
+
+ x -= r;
+
+ glPushMatrix();
+ glTranslatef (x, y, z);
+ polys += draw_codeword_cap (mi);
+ glPopMatrix();
+
+ /* end cap */
+
+ i = last_anim_point + 1;
+ if (i > dc->codeword_path_npoints - 1)
+ i = dc->codeword_path_npoints - 1;
+
+ x = dc->codeword_path[i].x;
+ y = dc->codeword_path[i].y;
+ z = dc->codeword_path[i].z;
+
+ i--;
+ x2 = dc->codeword_path[i].x;
+ y2 = dc->codeword_path[i].y;
+ z2 = dc->codeword_path[i].z;
+
+ X = (x2 - x);
+ Y = (y2 - y);
+ Z = (z2 - z);
+
+ glPushMatrix();
+ glTranslatef (x, y, z);
+ glRotatef (-atan2 (X, Y) * (180 / M_PI), 0, 0, 1);
+ glRotatef ( atan2 (Z, sqrt(X*X + Y*Y)) * (180 / M_PI), 1, 0, 0);
+ glTranslatef (0, -r, 0);
+ polys += draw_codeword_cap (mi);
+ glPopMatrix();
+ }
+
+ DONE:
+
+ glPopMatrix();
+
+ free (quads);
+ free (norms);
+
+ return polys;
+}
+
+#endif /* CW */
+
+
+ENTRYPOINT void
+reshape_logo (ModeInfo *mi, int width, int height)
+{
+# ifdef DEBUG
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+# endif
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ GLfloat persp = 64; /* 30 */
+ GLfloat pos = 13; /* 30 */
+
+# ifdef DEBUG
+ persp += dc->persp_off;
+ pos += dc->pos_off;
+# endif
+
+ glViewport (0, 0, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (persp, 1/h, 1, 100);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0, 0, pos,
+ 0, 0, 0,
+ 0, 1, 0);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h); /* #### Why does this change the lighting? */
+ }
+# endif
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+static void
+gl_init (ModeInfo *mi)
+{
+/* logo_configuration *dc = &dcs[MI_SCREEN(mi)]; */
+ int wire = MI_IS_WIREFRAME(mi);
+
+ GLfloat position[] = {0, 0, 0, 0};
+ GLfloat direction[] = {3, -1, -3};
+
+ position[0] = -direction[0];
+ position[1] = -direction[1];
+ position[2] = -direction[2];
+
+ if (!wire)
+ {
+ glLightfv(GL_LIGHT0, GL_POSITION, position);
+ glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction);
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ }
+}
+
+
+ENTRYPOINT void
+init_logo (ModeInfo *mi)
+{
+ logo_configuration *dc;
+ int do_gasket = get_boolean_resource(mi->dpy, "doGasket", "Boolean");
+ int do_helix = get_boolean_resource(mi->dpy, "doHelix", "Boolean");
+ int do_ladder = (do_helix &&
+ get_boolean_resource(mi->dpy, "doLadder", "Boolean"));
+ int do_frame = get_boolean_resource(mi->dpy, "doFrame", "Boolean");
+ GLfloat helix_rot = 147.0;
+
+ if (!do_gasket && !do_helix)
+ {
+ fprintf (stderr, "%s: no helix or gasket?\n", progname);
+ exit (1);
+ }
+
+ MI_INIT (mi, dcs);
+
+ dc = &dcs[MI_SCREEN(mi)];
+
+ if ((dc->glx_context = init_GL(mi)) != NULL) {
+ gl_init(mi);
+ reshape_logo (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ }
+
+ dc->wall_facets = get_integer_resource(mi->dpy, "wallFacets", "Integer");
+ dc->bar_facets = get_integer_resource(mi->dpy, "barFacets", "Integer");
+ dc->clockwise = get_boolean_resource(mi->dpy, "clockwise", "Boolean");
+ dc->turns = get_float_resource(mi->dpy, "turns", "Float");
+ dc->turn_spacing = get_float_resource(mi->dpy, "turnSpacing", "Float");
+ dc->bar_spacing = get_float_resource(mi->dpy, "barSpacing", "Float");
+ dc->wall_height = get_float_resource(mi->dpy, "wallHeight", "Float");
+ dc->wall_thickness = get_float_resource(mi->dpy, "wallThickness", "Float");
+ dc->bar_thickness = get_float_resource(mi->dpy, "barThickness", "Float");
+ dc->wall_taper = get_float_resource(mi->dpy, "wallTaper", "Float");
+
+ dc->gasket_size = get_float_resource(mi->dpy,"gasketSize", "Float");
+ dc->gasket_depth = get_float_resource(mi->dpy,"gasketDepth", "Float");
+ dc->gasket_thickness = get_float_resource(mi->dpy,"gasketThickness","Float");
+
+ dc->frame_size = get_float_resource(mi->dpy, "frameSize", "Float");
+ dc->frame_depth = get_float_resource(mi->dpy, "frameDepth", "Float");
+ dc->frame_thickness = get_float_resource(mi->dpy, "frameThickness", "Float");
+ dc->triangle_size = get_float_resource(mi->dpy, "triangleSize", "Float");
+
+ dc->speed = get_float_resource(mi->dpy, "speed", "Float");
+# ifdef CW
+ dc->codeword_text = get_string_resource(mi->dpy, "text", "String");
+ dc->codeword_text = codeword_simplify_text (dc->codeword_text);
+ dc->codeword_text_out =
+ calloc (strlen(dc->codeword_text) + 1, sizeof(*dc->codeword_text_out));
+ dc->codeword_text_points =
+ (int *) calloc (strlen(dc->codeword_text) + 1,
+ sizeof(*dc->codeword_text_points));
+
+ dc->codeword_facets = get_integer_resource(mi->dpy, "cwFacets", "Integer");
+ dc->codeword_disc_facets = get_integer_resource(mi->dpy,
+ "cwDiscFacets", "Integer");
+ dc->codeword_spread = get_float_resource(mi->dpy, "cwSpread", "Float");
+ dc->codeword_line_width = get_float_resource(mi->dpy, "cwLineWidth", "Float");
+ dc->codeword_thickness = get_float_resource(mi->dpy, "cwThickness", "Float");
+ dc->codeword_cap_size = get_float_resource(mi->dpy, "cwCapSize", "Float");
+# endif
+
+ {
+ char *s = get_string_resource (MI_DISPLAY (mi), "mode", "String");
+ if (!s || !*s || !strcasecmp (s, "helix"))
+ dc->mode = HELIX;
+ else if (!strcasecmp (s, "pizza"))
+ dc->mode = PIZZA;
+ else if (!strcasecmp (s, "both"))
+ dc->mode = HELIX_AND_PIZZA;
+# ifdef CW
+ else if (!strcasecmp (s, "codeword"))
+ dc->mode = CODEWORD_IN;
+# endif
+ else
+ {
+ fprintf (stderr,
+ "%s: mode must be helix, pizza or both, not \"%s\"\n",
+ progname, s);
+ exit (1);
+ }
+ if (s) free (s);
+
+ dc->anim_state = (dc->mode == HELIX_AND_PIZZA
+ ? ((random() & 1) ? HELIX : PIZZA)
+ : dc->mode);
+ dc->anim_ratio = 0;
+ }
+
+# ifdef CW
+ if (dc->mode == CODEWORD_IN)
+ dc->font = load_texture_font (MI_DISPLAY(mi), "cwFont");
+# endif
+
+# ifdef DEBUG
+ dc->label_font = load_texture_font (MI_DISPLAY(mi), "fpsFont");
+# endif
+
+ {
+ XColor xcolor;
+
+ char *color_name =
+ get_string_resource (mi->dpy, "foreground", "Foreground");
+ char *s2;
+ for (s2 = color_name + strlen(color_name) - 1; s2 > color_name; s2--)
+ if (*s2 == ' ' || *s2 == '\t')
+ *s2 = 0;
+ else
+ break;
+
+ if (! XParseColor (MI_DISPLAY(mi), mi->xgwa.colormap, color_name, &xcolor))
+ {
+ fprintf (stderr, "%s: can't parse color %s\n", progname, color_name);
+ exit (1);
+ }
+
+ dc->color[0] = xcolor.red / 65535.0;
+ dc->color[1] = xcolor.green / 65535.0;
+ dc->color[2] = xcolor.blue / 65535.0;
+ dc->color[3] = 1.0;
+
+ color_name = get_string_resource (mi->dpy, "cwForeground", "Foreground");
+ for (s2 = color_name + strlen(color_name) - 1; s2 > color_name; s2--)
+ if (*s2 == ' ' || *s2 == '\t')
+ *s2 = 0;
+ else
+ break;
+
+ if (! XParseColor (MI_DISPLAY(mi), mi->xgwa.colormap, color_name, &xcolor))
+ {
+ fprintf (stderr, "%s: can't parse color %s\n", progname, color_name);
+ exit (1);
+ }
+
+# ifdef CW
+ dc->codeword_color[0] = xcolor.red / 65535.0;
+ dc->codeword_color[1] = xcolor.green / 65535.0;
+ dc->codeword_color[2] = xcolor.blue / 65535.0;
+ dc->codeword_color[3] = 1.0;
+
+ color_name = get_string_resource (mi->dpy, "cwBackground", "Background");
+ for (s2 = color_name + strlen(color_name) - 1; s2 > color_name; s2--)
+ if (*s2 == ' ' || *s2 == '\t')
+ *s2 = 0;
+ else
+ break;
+
+ if (! XParseColor (MI_DISPLAY(mi), mi->xgwa.colormap, color_name, &xcolor))
+ {
+ fprintf (stderr, "%s: can't parse color %s\n", progname, color_name);
+ exit (1);
+ }
+
+ dc->codeword_bg[0] = xcolor.red / 65535.0;
+ dc->codeword_bg[1] = xcolor.green / 65535.0;
+ dc->codeword_bg[2] = xcolor.blue / 65535.0;
+ dc->codeword_bg[3] = 1.0;
+# endif /* CW */
+ }
+
+ dc->trackball = gltrackball_init (False);
+
+ dc->gasket_spinnerx.probability = 0.1;
+ dc->gasket_spinnery.probability = 0.1;
+ dc->gasket_spinnerz.probability = 1.0;
+ dc->gasket_spinnerx.easement = 0.08;
+ dc->gasket_spinnery.easement = 0.08;
+ dc->gasket_spinnerz.easement = 0.08;
+
+ dc->helix_spinnerz.probability = 0.6;
+ dc->helix_spinnerz.easement = 0.2;
+
+ dc->pizza_spinnerz.probability = 0.6;
+ dc->pizza_spinnery.probability = 0.6;
+ dc->pizza_spinnerz.easement = 0.2;
+ dc->pizza_spinnery.easement = 0.2;
+
+ dc->frame_spinner.probability = 5.0;
+ dc->frame_spinner.easement = 0.2;
+
+ dc->scene_spinnerx.probability = 0.1;
+ dc->scene_spinnery.probability = 0.0;
+ dc->scene_spinnerx.easement = 0.1;
+ dc->scene_spinnery.easement = 0.1;
+
+# ifdef CW
+ if (dc->mode == CODEWORD_IN)
+ {
+ double tilt_speed = 0.003;
+ dc->scene_rot = make_rotator (0, 0, 0, 0, tilt_speed, True);
+ }
+# endif
+
+ /* start the frame off-screen */
+ dc->frame_spinner.spinning_p = True;
+ dc->frame_spinner.position = 0.3;
+ dc->frame_spinner.speed = 0.001;
+
+ if (dc->speed > 0) /* start off with the gasket in motion */
+ {
+ dc->gasket_spinnerz.spinning_p = True;
+ dc->gasket_spinnerz.speed = (0.002
+ * ((random() & 1) ? 1 : -1)
+ * dc->speed);
+ }
+
+# ifdef DXF_OUTPUT_HACK
+ {
+# if 0
+ dc->frame_depth = dc->gasket_depth;
+ dxf_layer = 1;
+ dxf_color = 3;
+ dxf_start();
+ glPushMatrix();
+ glRotatef(90, 1, 0, 0);
+ glRotatef(90, 0, 0, 1);
+ make_pizza (dc, 0, 0);
+
+ glPushMatrix();
+ glRotatef(helix_rot, 0, 0, 1);
+ make_ladder (dc, 0, 0);
+ make_helix (dc, 0, 0);
+ glRotatef (180, 0, 0, 1);
+ make_helix (dc, 0, 0);
+ glPopMatrix();
+
+ dxf_layer++;
+ make_gasket (dc, 0);
+ dxf_layer++;
+ make_frame (dc, 0);
+ glPopMatrix();
+ dxf_end();
+# else
+ dxf_start();
+ glPushMatrix();
+ glRotatef(90, 1, 0, 0);
+ glRotatef(90, 0, 0, 1);
+ dc->anim_state = CODEWORD;
+ make_codeword_path (mi);
+ draw_codeword_path (mi);
+ glPopMatrix();
+ dxf_end();
+# endif
+ }
+# endif
+
+ glPushMatrix();
+ dc->helix_list = glGenLists (1);
+ glNewList (dc->helix_list, GL_COMPILE);
+ glRotatef(helix_rot, 0, 0, 1);
+ if (do_ladder) dc->polys[0] += make_ladder (dc, 0, 0);
+ if (do_helix) dc->polys[0] += make_helix (dc, 0, 0);
+ glRotatef(180, 0, 0, 1);
+ if (do_helix) dc->polys[0] += make_helix (dc, 0, 0);
+ glEndList ();
+ glPopMatrix();
+
+ glPushMatrix();
+ dc->helix_list_wire = glGenLists (1);
+ glNewList (dc->helix_list_wire, GL_COMPILE);
+/* glRotatef(helix_rot, 0, 0, 1); wtf? */
+ if (do_ladder) dc->polys[1] += make_ladder (dc, 1, 1);
+ if (do_helix) dc->polys[1] += make_helix (dc, 1, 1);
+ glRotatef(180, 0, 0, 1);
+ if (do_helix) dc->polys[1] += make_helix (dc, 1, 1);
+ glEndList ();
+ glPopMatrix();
+
+ glPushMatrix();
+ dc->helix_list_facetted = glGenLists (1);
+ glNewList (dc->helix_list_facetted, GL_COMPILE);
+ glRotatef(helix_rot, 0, 0, 1);
+ if (do_ladder) dc->polys[2] += make_ladder (dc, 1, 0);
+ if (do_helix) dc->polys[2] += make_helix (dc, 1, 0);
+ glRotatef(180, 0, 0, 1);
+ if (do_helix) dc->polys[2] += make_helix (dc, 1, 0);
+ glEndList ();
+ glPopMatrix();
+
+ dc->pizza_list = glGenLists (1);
+ glNewList (dc->pizza_list, GL_COMPILE);
+ if (do_frame) dc->polys[5] += make_pizza (dc, 0, 0);
+ glEndList ();
+
+ dc->pizza_list_wire = glGenLists (1);
+ glNewList (dc->pizza_list_wire, GL_COMPILE);
+ if (do_frame) dc->polys[6] += make_pizza (dc, 1, 1);
+ glEndList ();
+
+ dc->pizza_list_facetted = glGenLists (1);
+ glNewList (dc->pizza_list_facetted, GL_COMPILE);
+ if (do_frame) dc->polys[6] += make_pizza (dc, 1, 0);
+ glEndList ();
+
+ dc->gasket_list = glGenLists (1);
+ glNewList (dc->gasket_list, GL_COMPILE);
+ if (do_gasket) dc->polys[3] += make_gasket (dc, 0);
+ glEndList ();
+
+ dc->gasket_list_wire = glGenLists (1);
+ glNewList (dc->gasket_list_wire, GL_COMPILE);
+ if (do_gasket) dc->polys[4] += make_gasket (dc, 1);
+ glEndList ();
+
+ dc->frame_list = glGenLists (1);
+ glNewList (dc->frame_list, GL_COMPILE);
+ if (do_frame) dc->polys[5] += make_frame (dc, 0);
+ glEndList ();
+
+ dc->frame_list_wire = glGenLists (1);
+ glNewList (dc->frame_list_wire, GL_COMPILE);
+ if (do_frame) dc->polys[6] += make_frame (dc, 1);
+ glEndList ();
+
+# ifdef CW
+ make_codeword_path (mi);
+# endif
+
+ /* When drawing both solid and wireframe objects,
+ make sure the wireframe actually shows up! */
+ glEnable (GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset (1.0, 1.0);
+}
+
+
+ENTRYPOINT Bool
+logo_handle_event (ModeInfo *mi, XEvent *event)
+{
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, dc->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &dc->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+
+# ifdef DEBUG
+ {
+ GLfloat step = 0.1;
+ if (c == 'a') dc->persp_off += step;
+ else if (c == 'z') dc->persp_off -= step;
+ else if (c == 's') dc->pos_off += step;
+ else if (c == 'x') dc->pos_off -= step;
+ else return False;
+
+ /* dc->pos_off = -dc->persp_off; */
+ reshape_logo (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ return True;
+ }
+# endif
+
+ if (c == ' ' || c == '\t')
+ {
+ switch (dc->anim_state) {
+ case HELIX:
+ dc->anim_state = HELIX_OUT;
+ dc->anim_ratio = 0.0;
+ return True;
+ case PIZZA:
+ dc->anim_state = PIZZA_OUT;
+ dc->anim_ratio = 0.0;
+ return True;
+# ifdef CW
+ case CODEWORD:
+ dc->anim_state = CODEWORD_OUT;
+ dc->anim_ratio = 0.0;
+ return True;
+# endif
+ default:
+ break;
+ }
+ }
+ }
+
+ return False;
+}
+
+
+static GLfloat
+spinner_ease (GLfloat x)
+{
+ /* Smooth curve up, ending at slope = 1. */
+ return cos ((x/2 + 1) * M_PI) + 1;
+}
+
+
+static void
+tick_spinner (ModeInfo *mi, spinner *s)
+{
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+
+ if (dc->speed == 0) return;
+ if (dc->button_down_p) return;
+
+ if (s->spinning_p)
+ {
+ s->position += s->speed;
+ if (s->position >= 1.0 || s->position <= 0.0)
+ {
+ s->position = 0;
+ s->position_eased = 0;
+ s->spinning_p = False;
+ }
+ else if (s->easement > 0 && s->position <= s->easement)
+ s->position_eased = (s->easement *
+ spinner_ease (s->position / s->easement));
+ else if (s->easement > 0 && s->position >= 1-s->easement)
+ s->position_eased = (1 - s->easement *
+ spinner_ease ((1 - s->position) / s->easement));
+ else
+ s->position_eased = s->position;
+ }
+ else if (s->probability &&
+ (random() % (int) (PROBABILITY_SCALE / s->probability)) == 0)
+ {
+ GLfloat ss = 0.004;
+ s->spinning_p = True;
+ s->position = 0;
+ do {
+ s->speed = dc->speed * (frand(ss/3) + frand(ss/3) + frand(ss/3));
+ } while (s->speed <= 0);
+ if (random() & 1)
+ {
+ s->speed = -s->speed;
+ s->position = 1.0;
+ }
+ }
+}
+
+
+static void
+link_spinners (ModeInfo *mi, spinner *s0, spinner *s1)
+{
+ if (s0->spinning_p && !s1->spinning_p)
+ {
+ GLfloat op = s1->probability;
+ s1->probability = PROBABILITY_SCALE;
+ tick_spinner (mi, s1);
+ s1->probability = op;
+ }
+}
+
+
+ENTRYPOINT void
+draw_logo (ModeInfo *mi)
+{
+ logo_configuration *dc = &dcs[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int wire = MI_IS_WIREFRAME(mi);
+ GLfloat gcolor[4];
+ GLfloat specular[] = {0.8, 0.8, 0.8, 1.0};
+ GLfloat shininess = 50.0;
+ Bool pizza_p;
+# ifdef CW
+ Bool codeword_p;
+# endif
+
+ if (!dc->glx_context)
+ return;
+
+ mi->polygon_count = 0;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(dc->glx_context));
+
+ if (!wire &&
+ dc->wire_overlay == 0 &&
+ (random() % (int) (PROBABILITY_SCALE / 0.2)) == 0)
+ dc->wire_overlay = ((random() % 200) +
+ (random() % 200) +
+ (random() % 200));
+
+# ifndef DEBUG
+ tick_spinner (mi, &dc->gasket_spinnerx);
+ tick_spinner (mi, &dc->gasket_spinnery);
+ tick_spinner (mi, &dc->gasket_spinnerz);
+ tick_spinner (mi, &dc->helix_spinnerz);
+ tick_spinner (mi, &dc->pizza_spinnery);
+ tick_spinner (mi, &dc->pizza_spinnerz);
+ tick_spinner (mi, &dc->scene_spinnerx);
+ tick_spinner (mi, &dc->scene_spinnery);
+ tick_spinner (mi, &dc->frame_spinner);
+ link_spinners (mi, &dc->scene_spinnerx, &dc->scene_spinnery);
+# endif /* DEBUG */
+
+ switch (dc->anim_state)
+ {
+ case HELIX:
+ if (dc->mode == HELIX_AND_PIZZA &&
+ (random() % (int) (PROBABILITY_SCALE / 0.2)) == 0)
+ dc->anim_state = HELIX_OUT;
+ break;
+
+ case HELIX_OUT:
+ dc->anim_ratio += 0.1 * dc->speed;
+ if (dc->anim_ratio >= 1.0)
+ {
+ dc->anim_ratio = 0.0;
+ dc->anim_state = PIZZA_IN;
+ }
+ break;
+
+ case PIZZA_IN:
+ dc->anim_ratio += 0.1 * dc->speed;
+ if (dc->anim_ratio >= 1.0)
+ {
+ dc->anim_ratio = 0.0;
+ dc->anim_state = PIZZA;
+ }
+ break;
+
+ case PIZZA:
+ if (dc->mode == HELIX_AND_PIZZA &&
+ (random() % (int) (PROBABILITY_SCALE / 0.2)) == 0)
+ dc->anim_state = PIZZA_OUT;
+ break;
+
+ case PIZZA_OUT:
+ dc->anim_ratio += 0.1 * dc->speed;
+ if (dc->anim_ratio >= 1.0)
+ {
+ dc->anim_ratio = 0.0;
+ dc->anim_state = HELIX_IN;
+ }
+ break;
+
+ case HELIX_IN:
+ dc->anim_ratio += 0.1 * dc->speed;
+ if (dc->anim_ratio >= 1.0)
+ {
+ dc->anim_ratio = 0.0;
+ dc->anim_state = HELIX;
+ }
+ break;
+
+
+# ifdef CW
+ case CODEWORD_IN:
+ dc->scene_spinnerx.probability = 0.2;
+ dc->scene_spinnery.probability = 0.05;
+ if (! dc->button_down_p)
+ dc->anim_ratio += 0.004 * dc->speed;
+ if (dc->anim_ratio >= 1.0)
+ {
+ dc->anim_state = CODEWORD;
+ dc->anim_ratio = frand (0.5);
+ }
+ break;
+
+ case CODEWORD:
+ dc->scene_spinnerx.probability = 0.5;
+ dc->scene_spinnery.probability = 0.2;
+ if (! dc->button_down_p)
+ dc->anim_ratio += (0.0005 + frand(0.002)) * dc->speed;
+ if (dc->anim_ratio >= 1.0)
+ {
+ dc->anim_ratio = 0.0;
+ dc->anim_state = CODEWORD_OUT;
+ }
+ break;
+
+ case CODEWORD_OUT:
+ dc->scene_spinnerx.probability = 0;
+ dc->scene_spinnery.probability = 0;
+ if (! dc->button_down_p)
+ dc->anim_ratio += 0.02 * dc->speed;
+ if (dc->anim_ratio >= 1.0)
+ {
+ dc->anim_ratio = 0.0;
+ dc->anim_state = CODEWORD_BLANK;
+ }
+ break;
+
+ case CODEWORD_BLANK:
+ dc->scene_spinnerx.probability = 0;
+ dc->scene_spinnery.probability = 0;
+ if (! dc->button_down_p)
+ dc->anim_ratio += 0.01 * dc->speed;
+ if (dc->anim_ratio >= 1.0)
+ {
+ dc->anim_ratio = 0.0;
+ dc->anim_state = CODEWORD_IN;
+ }
+ break;
+# endif /* CW */
+
+ default:
+ abort();
+ break;
+ }
+
+# ifdef DEBUG
+ dc->anim_state = HELIX;
+ dc->wire_overlay = 0;
+# endif
+
+ pizza_p = (dc->anim_state == PIZZA ||
+ dc->anim_state == PIZZA_IN ||
+ dc->anim_state == PIZZA_OUT);
+
+# ifdef CW
+ codeword_p = (dc->anim_state == CODEWORD ||
+ dc->anim_state == CODEWORD_IN ||
+ dc->anim_state == CODEWORD_OUT ||
+ dc->anim_state == CODEWORD_BLANK);
+# endif
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+ glRotatef(current_device_rotation(), 0, 0, 1);
+ {
+ GLfloat scale = 1.8;
+ glScalef(scale, scale, scale);
+
+ glColor3f(dc->color[0], dc->color[1], dc->color[2]);
+
+
+ /* Draw frame before trackball rotation */
+# ifdef CW
+ if (! codeword_p)
+# endif
+ {
+ GLfloat p = (dc->frame_spinner.position_eased >= 0
+ ? dc->frame_spinner.position_eased
+ : -dc->frame_spinner.position_eased);
+ GLfloat size = (p > 0.5 ? 1-p : p);
+ scale = 1 + (size * 10);
+ glPushMatrix();
+ /* gltrackball_rotate (dc->trackball); */
+ glRotatef(90, 1, 0, 0);
+ glRotatef(90, 0, 0, 1);
+
+ glScalef (1, scale, scale);
+ if (wire)
+ {
+ glDisable (GL_LIGHTING);
+ glCallList (dc->frame_list_wire);
+ mi->polygon_count += dc->polys[6];
+ }
+ else if (dc->wire_overlay != 0)
+ {
+ glCallList (dc->frame_list);
+ glDisable (GL_LIGHTING);
+ glColor3fv (dc->color);
+ glCallList (dc->frame_list_wire);
+ mi->polygon_count += dc->polys[6];
+ if (!wire) glEnable (GL_LIGHTING);
+ }
+ else
+ {
+ glCallList (dc->frame_list);
+ mi->polygon_count += dc->polys[5];
+ }
+ glPopMatrix();
+ }
+
+ gltrackball_rotate (dc->trackball);
+
+ glRotatef(90, 1, 0, 0);
+ glRotatef(90, 0, 0, 1);
+
+# ifdef CW
+ if (! codeword_p)
+# endif
+ {
+ glRotatef (360 * dc->scene_spinnerx.position_eased, 0, 1, 0);
+ glRotatef (360 * dc->scene_spinnery.position_eased, 0, 0, 1);
+
+ glPushMatrix();
+
+ glRotatef (360 * dc->gasket_spinnerx.position_eased, 0, 1, 0);
+ glRotatef (360 * dc->gasket_spinnery.position_eased, 0, 0, 1);
+ glRotatef (360 * dc->gasket_spinnerz.position_eased, 1, 0, 0);
+
+ memcpy (gcolor, dc->color, sizeof (dc->color));
+ if (dc->wire_overlay != 0)
+ {
+ gcolor[0] = gcolor[1] = gcolor[2] = 0;
+ specular[0] = specular[1] = specular[2] = 0;
+ shininess = 0;
+ }
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, gcolor);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular);
+ glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shininess);
+
+ if (wire)
+ {
+ glDisable (GL_LIGHTING);
+ glCallList (dc->gasket_list_wire);
+ mi->polygon_count += dc->polys[4];
+ }
+ else if (dc->wire_overlay != 0)
+ {
+ glCallList (dc->gasket_list);
+ glDisable (GL_LIGHTING);
+ glColor3fv (dc->color);
+ glCallList (dc->gasket_list_wire);
+ mi->polygon_count += dc->polys[4];
+ if (!wire) glEnable (GL_LIGHTING);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, gcolor);
+ }
+ else
+ {
+ glCallList (dc->gasket_list);
+ mi->polygon_count += dc->polys[3];
+ }
+ glPopMatrix();
+
+ if (pizza_p)
+ {
+ glRotatef (360 * dc->pizza_spinnery.position_eased, 1, 0, 0);
+ glRotatef (360 * dc->pizza_spinnerz.position_eased, 0, 0, 1);
+ }
+ else
+ {
+ glRotatef (360 * dc->helix_spinnerz.position_eased, 0, 0, 1);
+ }
+
+ scale = ((dc->anim_state == PIZZA_IN || dc->anim_state == HELIX_IN)
+ ? dc->anim_ratio
+ : ((dc->anim_state == PIZZA_OUT || dc->anim_state == HELIX_OUT)
+ ? 1.0 - dc->anim_ratio
+ : 1.0));
+ if (scale <= 0) scale = 0.001;
+ glScalef (scale, scale, scale);
+
+ if (wire)
+ {
+ glDisable (GL_LIGHTING);
+ if (pizza_p)
+ glCallList (dc->pizza_list_wire);
+ else
+ glCallList (dc->helix_list_wire);
+ mi->polygon_count += dc->polys[1];
+ }
+ else if (dc->wire_overlay != 0)
+ {
+ if (pizza_p)
+ glCallList (dc->pizza_list_facetted);
+ else
+ glCallList (dc->helix_list_facetted);
+
+ glDisable (GL_LIGHTING);
+ glColor3fv (dc->color);
+
+ if (pizza_p)
+ glCallList (dc->pizza_list_wire);
+ else
+ glCallList (dc->helix_list_wire);
+
+ mi->polygon_count += dc->polys[2];
+ if (!wire) glEnable (GL_LIGHTING);
+ }
+ else
+ {
+ if (pizza_p)
+ glCallList (dc->pizza_list);
+ else
+ glCallList (dc->helix_list);
+ mi->polygon_count += dc->polys[0];
+ }
+ }
+# ifdef CW
+ else /* codeword_p */
+ {
+# if 0
+ double max = 70; /* face front */
+ double x, y, z;
+ get_position (dc->scene_rot, &x, &y, &z, !dc->button_down_p);
+ glRotatef (max/2 - x*max, 0, 0, 1);
+ glRotatef (max/2 - y*max, 0, 1, 0);
+ /* glRotatef (max/2 - z*max, 1, 0, 0); */
+# else
+ glRotatef (360 * dc->scene_spinnerx.position_eased, 0, 1, 0);
+ glRotatef (360 * dc->scene_spinnery.position_eased, 0, 0, 1);
+# endif
+
+ glClearColor (dc->codeword_bg[0],
+ dc->codeword_bg[1],
+ dc->codeword_bg[2],
+ dc->codeword_bg[3]);
+ mi->polygon_count += draw_codeword_path (mi);
+ }
+# endif /* CW */
+ }
+ glPopMatrix();
+
+ if (dc->wire_overlay > 0)
+ dc->wire_overlay--;
+
+# ifdef DEBUG
+ {
+ char s[1024];
+ sprintf (s, "a/z, s/x; per = %0.2f pos = %0.2f",
+ dc->persp_off, dc->pos_off);
+ glColor3f (1,1,1);
+ print_texture_label (dpy, dc->label_font, MI_WIDTH(mi), MI_HEIGHT(mi),
+ 1, s);
+ }
+# endif
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE_2 ("DNALogo", dnalogo, logo)
+
+#endif /* USE_GL */