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authorSimon Rettberg2024-09-06 14:42:37 +0200
committerSimon Rettberg2024-09-06 14:42:37 +0200
commitbadef32037f52f79abc1f1440b786cd71afdf270 (patch)
tree412b792d4cab4a7a110db82fcf74fe8a1ac55ec1 /hacks/glx/hypertorus.c
parentDelete pre-6.00 files (diff)
downloadxscreensaver-master.tar.gz
xscreensaver-master.tar.xz
xscreensaver-master.zip
Diffstat (limited to 'hacks/glx/hypertorus.c')
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diff --git a/hacks/glx/hypertorus.c b/hacks/glx/hypertorus.c
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-/* hypertorus --- Shows a hypertorus that rotates in 4d */
-
-#if 0
-static const char sccsid[] = "@(#)hypertorus.c 1.2 05/09/28 xlockmore";
-#endif
-
-/* Copyright (c) 2003-2021 Carsten Steger <carsten@mirsanmir.org>. */
-
-/*
- * 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.
- *
- * REVISION HISTORY:
- * C. Steger - 03/05/18: Initial version
- * C. Steger - 05/09/28: Added the spirals appearance mode
- * and trackball support
- * C. Steger - 07/01/23: Improved 4d trackball support
- * C. Steger - 09/08/22: Removed check-config.pl warnings
- * C. Steger - 20/01/11: Added the changing colors mode
- * C. Steger - 20/05/18: Added per-fragment shading
- * C. Steger - 20/07/26: Make the shader code work under maxOS
- * C. Steger - 20/11/19: Remove all unnecessary global variables
- * C. Steger - 20/12/06: Moved all GLSL support code into glsl-utils.[hc]
- * C. Steger - 20/12/30: Make the shader code work under iOS
- */
-
-/*
- * This program shows the Clifford torus as it rotates in 4d. The
- * Clifford torus is a torus lies on the "surface" of the hypersphere
- * in 4d. The program projects the 4d torus to 3d using either a
- * perspective or an orthographic projection. Of the two
- * alternatives, the perspective projection looks much more appealing.
- * In orthographic projections the torus degenerates into a doubly
- * covered cylinder for some angles. The projected 3d torus can then
- * be projected to the screen either perspectively or
- * orthographically.
- *
- * There are three display modes for the torus: mesh (wireframe),
- * solid, or transparent. Furthermore, the appearance of the torus
- * can be as a solid object or as a set of see-through bands or
- * see-through spirals. Finally, the colors with with the torus is
- * drawn can be set to one-sided, two-sided, or to a color wheel. The
- * colors can be static or changing dynamically. In one-sided color
- * mode, the torus is drawn with the same color on the inside and the
- * outside. In two-sided color mode, the torus is drawn with red on
- * the outside and green on the inside if static colors are used. If
- * changing colors are used, dynamically varying complementary colors
- * are used for the two sides. This mode enables you to see that the
- * 3d projection of the torus turns inside-out as it rotates in 4d.
- * The color wheel mode draws the torus with a fully saturated color
- * wheel. If changing colors are used, the colors of the color wheel
- * are varying dynamically. The color wheel mode gives a very nice
- * effect when combined with the see-through bands or see-through
- * spirals mode.
- *
- * Finally, the rotation speed for each of the six planes around which
- * the torus rotates can be chosen.
- *
- * This program is inspired by Thomas Banchoff's book "Beyond the
- * Third Dimension: Geometry, Computer Graphics, and Higher
- * Dimensions", Scientific American Library, 1990.
- */
-
-#ifndef M_PI
-#define M_PI 3.14159265358979323846
-#endif
-
-#define DISP_WIREFRAME 0
-#define DISP_SURFACE 1
-#define DISP_TRANSPARENT 2
-
-#define APPEARANCE_SOLID 0
-#define APPEARANCE_BANDS 1
-#define APPEARANCE_SPIRALS 2
-
-#define COLORS_ONESIDED 0
-#define COLORS_TWOSIDED 1
-#define COLORS_COLORWHEEL 2
-
-#define DISP_3D_PERSPECTIVE 0
-#define DISP_3D_ORTHOGRAPHIC 1
-
-#define DISP_4D_PERSPECTIVE 0
-#define DISP_4D_ORTHOGRAPHIC 1
-
-#define DEF_DISPLAY_MODE "surface"
-#define DEF_APPEARANCE "bands"
-#define DEF_COLORS "colorwheel"
-#define DEF_CHANGE_COLORS "False"
-#define DEF_PROJECTION_3D "perspective"
-#define DEF_PROJECTION_4D "perspective"
-#define DEF_SPEEDWX "1.1"
-#define DEF_SPEEDWY "1.3"
-#define DEF_SPEEDWZ "1.5"
-#define DEF_SPEEDXY "1.7"
-#define DEF_SPEEDXZ "1.9"
-#define DEF_SPEEDYZ "2.1"
-
-
-/* For some strange reason, the color buffer must be initialized
- and used on macOS. Otherwise one- and two-sided lighting will
- not work. */
-#if (defined(HAVE_COCOA) || defined(__APPLE__)) && !defined(HAVE_IPHONE)
-#define VERTEXATTRIBARRAY_WORKAROUND
-#endif
-
-
-
-#ifdef STANDALONE
-# define DEFAULTS "*delay: 25000 \n" \
- "*showFPS: False \n" \
- "*prefersGLSL: True \n" \
-
-# define release_hypertorus 0
-# include "xlockmore.h" /* from the xscreensaver distribution */
-#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
-#endif /* !STANDALONE */
-
-#ifdef USE_GL
-
-#include "glsl-utils.h"
-#include "gltrackball.h"
-
-
-#ifdef USE_MODULES
-ModStruct hypertorus_description =
-{"hypertorus", "init_hypertorus", "draw_hypertorus", NULL,
- "draw_hypertorus", "change_hypertorus", NULL, &hypertorus_opts,
- 25000, 1, 1, 1, 1.0, 4, "",
- "Shows a hypertorus rotating in 4d", 0, NULL};
-
-#endif /* USE_MODULES */
-
-
-static char *mode;
-static int display_mode;
-static char *appear;
-static int appearance;
-static int num_spirals;
-static char *color_mode;
-static int colors;
-static Bool change_colors;
-static char *proj_3d;
-static int projection_3d;
-static char *proj_4d;
-static int projection_4d;
-static float speed_wx;
-static float speed_wy;
-static float speed_wz;
-static float speed_xy;
-static float speed_xz;
-static float speed_yz;
-
-static const float offset4d[4] = { 0.0, 0.0, 0.0, 2.0 };
-static const float offset3d[4] = { 0.0, 0.0, -2.0, 0.0 };
-
-
-static XrmOptionDescRec opts[] =
-{
- {"-mode", ".displayMode", XrmoptionSepArg, 0 },
- {"-wireframe", ".displayMode", XrmoptionNoArg, "wireframe" },
- {"-surface", ".displayMode", XrmoptionNoArg, "surface" },
- {"-transparent", ".displayMode", XrmoptionNoArg, "transparent" },
- {"-appearance", ".appearance", XrmoptionSepArg, 0 },
- {"-solid", ".appearance", XrmoptionNoArg, "solid" },
- {"-bands", ".appearance", XrmoptionNoArg, "bands" },
- {"-spirals-1", ".appearance", XrmoptionNoArg, "spirals-1" },
- {"-spirals-2", ".appearance", XrmoptionNoArg, "spirals-2" },
- {"-spirals-4", ".appearance", XrmoptionNoArg, "spirals-4" },
- {"-spirals-8", ".appearance", XrmoptionNoArg, "spirals-8" },
- {"-spirals-16", ".appearance", XrmoptionNoArg, "spirals-16" },
- {"-onesided", ".colors", XrmoptionNoArg, "onesided" },
- {"-twosided", ".colors", XrmoptionNoArg, "twosided" },
- {"-colorwheel", ".colors", XrmoptionNoArg, "colorwheel" },
- {"-change-colors", ".changeColors", XrmoptionNoArg, "on"},
- {"+change-colors", ".changeColors", XrmoptionNoArg, "off"},
- {"-perspective-3d", ".projection3d", XrmoptionNoArg, "perspective" },
- {"-orthographic-3d", ".projection3d", XrmoptionNoArg, "orthographic" },
- {"-perspective-4d", ".projection4d", XrmoptionNoArg, "perspective" },
- {"-orthographic-4d", ".projection4d", XrmoptionNoArg, "orthographic" },
- {"-speed-wx", ".speedwx", XrmoptionSepArg, 0 },
- {"-speed-wy", ".speedwy", XrmoptionSepArg, 0 },
- {"-speed-wz", ".speedwz", XrmoptionSepArg, 0 },
- {"-speed-xy", ".speedxy", XrmoptionSepArg, 0 },
- {"-speed-xz", ".speedxz", XrmoptionSepArg, 0 },
- {"-speed-yz", ".speedyz", XrmoptionSepArg, 0 }
-};
-
-static argtype vars[] =
-{
- { &mode, "displayMode", "DisplayMode", DEF_DISPLAY_MODE, t_String },
- { &appear, "appearance", "Appearance", DEF_APPEARANCE, t_String },
- { &color_mode, "colors", "Colors", DEF_COLORS, t_String },
- { &change_colors, "changeColors", "ChangeColors", DEF_CHANGE_COLORS, t_Bool },
- { &proj_3d, "projection3d", "Projection3d", DEF_PROJECTION_3D, t_String },
- { &proj_4d, "projection4d", "Projection4d", DEF_PROJECTION_4D, t_String },
- { &speed_wx, "speedwx", "Speedwx", DEF_SPEEDWX, t_Float},
- { &speed_wy, "speedwy", "Speedwy", DEF_SPEEDWY, t_Float},
- { &speed_wz, "speedwz", "Speedwz", DEF_SPEEDWZ, t_Float},
- { &speed_xy, "speedxy", "Speedxy", DEF_SPEEDXY, t_Float},
- { &speed_xz, "speedxz", "Speedxz", DEF_SPEEDXZ, t_Float},
- { &speed_yz, "speedyz", "Speedyz", DEF_SPEEDYZ, t_Float}
-};
-
-ENTRYPOINT ModeSpecOpt hypertorus_opts =
-{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, NULL};
-
-
-/* Color change speeds */
-#define DRHO 0.7
-#define DSIGMA 1.1
-#define DTAU 1.7
-
-/* Number of subdivisions of the surface */
-#define NUMU 64
-#define NUMV 64
-
-typedef struct {
- GLint WindH, WindW;
- GLXContext *glx_context;
- /* 4D rotation angles */
- float alpha, beta, delta, zeta, eta, theta;
- /* Color rotation angles */
- float rho, sigma, tau;
- /* Aspect ratio of the current window */
- float aspect;
- /* Trackball states */
- trackball_state *trackballs[2];
- int current_trackball;
- Bool button_pressed;
- float speed_scale;
-#ifdef HAVE_GLSL
- GLfloat uv[(NUMU+1)*(NUMV+1)][2];
- GLfloat col[(NUMU+1)*(NUMV+1)][4];
- GLuint indices[4*NUMU*NUMV];
- Bool use_shaders, buffers_initialized;
- GLuint shader_program;
- GLint vertex_uv_index, color_index;
- GLint mat_rot_index, mat_p_index, bool_persp_index;
- GLint off4d_index, off3d_index, draw_lines_index;
- GLint glbl_ambient_index, lt_ambient_index;
- GLint lt_diffuse_index, lt_specular_index;
- GLint lt_direction_index, lt_halfvect_index;
- GLint front_ambient_index, back_ambient_index;
- GLint front_diffuse_index, back_diffuse_index;
- GLint specular_index, shininess_index;
- GLuint vertex_uv_buffer;
- GLuint color_buffer, indices_buffer;
- GLint ni, ne, nt;
-#endif /* HAVE_GLSL */
-} hypertorusstruct;
-
-static hypertorusstruct *hyper = (hypertorusstruct *) NULL;
-
-
-
-#ifdef HAVE_GLSL
-
-/* The GLSL versions that correspond to different versions of OpenGL. */
-static const GLchar *shader_version_2_1 =
- "#version 120\n";
-static const GLchar *shader_version_3_0 =
- "#version 130\n";
-static const GLchar *shader_version_3_0_es =
- "#version 300 es\n"
- "precision highp float;\n"
- "precision highp int;\n";
-
-/* The vertex shader code is composed of code fragments that depend on
- the OpenGL version and code fragments that are version-independent.
- They are concatenated by glsl_CompileAndLinkShaders in the function
- init_glsl(). */
-static const GLchar *vertex_shader_attribs_2_1 =
- "attribute vec2 VertexUV;\n"
- "attribute vec4 VertexColor;\n"
- "\n"
- "varying vec3 Normal;\n"
- "varying vec4 Color;\n"
- "\n";
-static const GLchar *vertex_shader_attribs_3_0 =
- "in vec2 VertexUV;\n"
- "in vec4 VertexColor;\n"
- "\n"
- "out vec3 Normal;\n"
- "out vec4 Color;\n"
- "\n";
-static const GLchar *vertex_shader_main =
- "uniform mat4 MatRot4D;\n"
- "uniform mat4 MatProj;\n"
- "uniform bool BoolPersp;\n"
- "uniform vec4 Offset4D;\n"
- "uniform vec4 Offset3D;\n"
- "\n"
- "void main (void)\n"
- "{\n"
- " vec3 p, pu, pv;\n"
- " float su = sin(VertexUV.x)\n;"
- " float cu = cos(VertexUV.x)\n;"
- " float sv = sin(VertexUV.y)\n;"
- " float cv = cos(VertexUV.y)\n;"
- " vec4 xx = vec4(cu,su,cv,sv);"
- " vec4 xxu = vec4(-su,cu,0.0,0.0);"
- " vec4 xxv = vec4(0.0,0.0,-sv,cv);"
- " vec4 x = MatRot4D*xx+Offset4D;\n"
- " vec4 xu = MatRot4D*xxu;\n"
- " vec4 xv = MatRot4D*xxv;\n"
- " if (BoolPersp)\n"
- " {\n"
- " vec3 r = x.xyz;\n"
- " float s = x.w;\n"
- " float t = s*s;\n"
- " p = r/s+Offset3D.xyz;\n"
- " pu = (s*xu.xyz-r*xu.w)/t;\n"
- " pv = (s*xv.xyz-r*xv.w)/t;\n"
- " }\n"
- " else\n"
- " {\n"
- " p = x.xyz/1.5f+Offset3D.xyz;\n"
- " pu = xu.xyz;\n"
- " pv = xv.xyz;\n"
- " }\n"
- " vec4 Position = vec4(p,1.0);\n"
- " Normal = normalize(cross(pu,pv));\n"
- " gl_Position = MatProj*Position;\n"
- " Color = VertexColor;\n"
- "}\n";
-
-/* The fragment shader code is composed of code fragments that depend on
- the OpenGL version and code fragments that are version-independent.
- They are concatenated by glsl_CompileAndLinkShaders in the function
- init_glsl_glsl(). */
-static const GLchar *fragment_shader_attribs_2_1 =
- "varying vec3 Normal;\n"
- "varying vec4 Color;\n"
- "\n";
-static const GLchar *fragment_shader_attribs_3_0 =
- "in vec3 Normal;\n"
- "in vec4 Color;\n"
- "\n"
- "out vec4 FragColor;\n"
- "\n";
-static const GLchar *fragment_shader_main =
- "uniform bool DrawLines;\n"
- "uniform vec4 LtGlblAmbient;\n"
- "uniform vec4 LtAmbient, LtDiffuse, LtSpecular;\n"
- "uniform vec3 LtDirection, LtHalfVector;\n"
- "uniform vec4 MatFrontAmbient, MatBackAmbient;\n"
- "uniform vec4 MatFrontDiffuse, MatBackDiffuse;\n"
- "uniform vec4 MatSpecular;\n"
- "uniform float MatShininess;\n"
- "\n"
- "void main (void)\n"
- "{\n"
- " vec4 color;\n"
- " if (DrawLines)\n"
- " {\n"
- " color = Color;\n"
- " }\n"
- " else\n"
- " {\n"
- " vec3 normalDirection;\n"
- " vec4 ambientColor, diffuseColor, sceneColor;\n"
- " vec4 ambientLighting, diffuseReflection, specularReflection;\n"
- " float ndotl, ndoth, pf;\n"
- " \n"
- " if (gl_FrontFacing)\n"
- " {\n"
- " normalDirection = normalize(Normal);\n"
- " sceneColor = Color*MatFrontAmbient*LtGlblAmbient;\n"
- " ambientColor = Color*MatFrontAmbient;\n"
- " diffuseColor = Color*MatFrontDiffuse;\n"
- " }\n"
- " else\n"
- " {\n"
- " normalDirection = -normalize(Normal);\n"
- " sceneColor = Color*MatBackAmbient*LtGlblAmbient;\n"
- " ambientColor = Color*MatBackAmbient;\n"
- " diffuseColor = Color*MatBackDiffuse;\n"
- " }\n"
- " \n"
- " ndotl = max(0.0,dot(normalDirection,LtDirection));\n"
- " ndoth = max(0.0,dot(normalDirection,LtHalfVector));\n"
- " if (ndotl == 0.0)\n"
- " pf = 0.0;\n"
- " else\n"
- " pf = pow(ndoth,MatShininess);\n"
- " ambientLighting = ambientColor*LtAmbient;\n"
- " diffuseReflection = LtDiffuse*diffuseColor*ndotl;\n"
- " specularReflection = LtSpecular*MatSpecular*pf;\n"
- " color = (sceneColor+ambientLighting+diffuseReflection+\n"
- " specularReflection);\n"
- " }\n";
-static const GLchar *fragment_shader_out_2_1 =
- " gl_FragColor = clamp(color,0.0,1.0);\n"
- "}\n";
-static const GLchar *fragment_shader_out_3_0 =
- " FragColor = clamp(color,0.0,1.0);\n"
- "}\n";
-
-#endif /* HAVE_GLSL */
-
-
-
-/* Add a rotation around the wx-plane to the matrix m. */
-static void rotatewx(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][1];
- v = m[i][2];
- m[i][1] = c*u+s*v;
- m[i][2] = -s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the wy-plane to the matrix m. */
-static void rotatewy(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][0];
- v = m[i][2];
- m[i][0] = c*u-s*v;
- m[i][2] = s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the wz-plane to the matrix m. */
-static void rotatewz(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][0];
- v = m[i][1];
- m[i][0] = c*u+s*v;
- m[i][1] = -s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the xy-plane to the matrix m. */
-static void rotatexy(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][2];
- v = m[i][3];
- m[i][2] = c*u+s*v;
- m[i][3] = -s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the xz-plane to the matrix m. */
-static void rotatexz(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][1];
- v = m[i][3];
- m[i][1] = c*u-s*v;
- m[i][3] = s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the yz-plane to the matrix m. */
-static void rotateyz(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][0];
- v = m[i][3];
- m[i][0] = c*u-s*v;
- m[i][3] = s*u+c*v;
- }
-}
-
-
-/* Compute the rotation matrix m from the rotation angles. */
-static void rotateall(float al, float be, float de, float ze, float et,
- float th, float m[4][4])
-{
- int i, j;
-
- for (i=0; i<4; i++)
- for (j=0; j<4; j++)
- m[i][j] = (i==j);
- rotatewx(m,al);
- rotatewy(m,be);
- rotatewz(m,de);
- rotatexz(m,et);
- rotatexy(m,ze);
- rotateyz(m,th);
-}
-
-
-/* Add a rotation around the x-axis to the matrix m. */
-static void rotatex(float m[3][3], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<3; i++)
- {
- u = m[i][1];
- v = m[i][2];
- m[i][1] = c*u+s*v;
- m[i][2] = -s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the y-axis to the matrix m. */
-static void rotatey(float m[3][3], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<3; i++)
- {
- u = m[i][0];
- v = m[i][2];
- m[i][0] = c*u-s*v;
- m[i][2] = s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the z-axis to the matrix m. */
-static void rotatez(float m[3][3], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<3; i++)
- {
- u = m[i][0];
- v = m[i][1];
- m[i][0] = c*u+s*v;
- m[i][1] = -s*u+c*v;
- }
-}
-
-
-/* Compute the 3d rotation matrix m from the 3d rotation angles. */
-static void rotateall3d(float al, float be, float de, float m[3][3])
-{
- int i, j;
-
- for (i=0; i<3; i++)
- for (j=0; j<3; j++)
- m[i][j] = (i==j);
- rotatex(m,al);
- rotatey(m,be);
- rotatez(m,de);
-}
-
-
-/* Multiply two rotation matrices: o=m*n. */
-static void mult_rotmat(float m[4][4], float n[4][4], float o[4][4])
-{
- int i, j, k;
-
- for (i=0; i<4; i++)
- {
- for (j=0; j<4; j++)
- {
- o[i][j] = 0.0;
- for (k=0; k<4; k++)
- o[i][j] += m[i][k]*n[k][j];
- }
- }
-}
-
-
-/* Compute a 4D rotation matrix from two unit quaternions. */
-static void quats_to_rotmat(float p[4], float q[4], float m[4][4])
-{
- double al, be, de, ze, et, th;
- double r00, r01, r02, r12, r22;
-
- r00 = 1.0-2.0*(p[1]*p[1]+p[2]*p[2]);
- r01 = 2.0*(p[0]*p[1]+p[2]*p[3]);
- r02 = 2.0*(p[2]*p[0]-p[1]*p[3]);
- r12 = 2.0*(p[1]*p[2]+p[0]*p[3]);
- r22 = 1.0-2.0*(p[1]*p[1]+p[0]*p[0]);
-
- al = atan2(-r12,r22)*180.0/M_PI;
- be = atan2(r02,sqrt(r00*r00+r01*r01))*180.0/M_PI;
- de = atan2(-r01,r00)*180.0/M_PI;
-
- r00 = 1.0-2.0*(q[1]*q[1]+q[2]*q[2]);
- r01 = 2.0*(q[0]*q[1]+q[2]*q[3]);
- r02 = 2.0*(q[2]*q[0]-q[1]*q[3]);
- r12 = 2.0*(q[1]*q[2]+q[0]*q[3]);
- r22 = 1.0-2.0*(q[1]*q[1]+q[0]*q[0]);
-
- et = atan2(-r12,r22)*180.0/M_PI;
- th = atan2(r02,sqrt(r00*r00+r01*r01))*180.0/M_PI;
- ze = atan2(-r01,r00)*180.0/M_PI;
-
- rotateall(al,be,de,ze,et,-th,m);
-}
-
-
-/* Compute a fully saturated and bright color based on an angle. */
-static void color(double angle, float mat[3][3], float col[4])
-{
- int s;
- double t, ca, sa;
- float m;
-
- if (!change_colors)
- {
- if (colors == COLORS_ONESIDED || colors == COLORS_TWOSIDED)
- return;
-
- if (angle >= 0.0)
- angle = fmod(angle,2*M_PI);
- else
- angle = fmod(angle,-2*M_PI);
- s = floor(angle/(M_PI/3));
- t = angle/(M_PI/3)-s;
- if (s >= 6)
- s = 0;
- switch (s)
- {
- case 0:
- col[0] = 1.0;
- col[1] = t;
- col[2] = 0.0;
- break;
- case 1:
- col[0] = 1.0-t;
- col[1] = 1.0;
- col[2] = 0.0;
- break;
- case 2:
- col[0] = 0.0;
- col[1] = 1.0;
- col[2] = t;
- break;
- case 3:
- col[0] = 0.0;
- col[1] = 1.0-t;
- col[2] = 1.0;
- break;
- case 4:
- col[0] = t;
- col[1] = 0.0;
- col[2] = 1.0;
- break;
- case 5:
- col[0] = 1.0;
- col[1] = 0.0;
- col[2] = 1.0-t;
- break;
- }
- }
- else /* change_colors */
- {
- if (colors == COLORS_ONESIDED || colors == COLORS_TWOSIDED)
- {
- col[0] = mat[0][2];
- col[1] = mat[1][2];
- col[2] = mat[2][2];
- }
- else
- {
- ca = cos(angle);
- sa = sin(angle);
- col[0] = ca*mat[0][0]+sa*mat[0][1];
- col[1] = ca*mat[1][0]+sa*mat[1][1];
- col[2] = ca*mat[2][0]+sa*mat[2][1];
- }
- m = 0.5f/fmaxf(fmaxf(fabsf(col[0]),fabsf(col[1])),fabsf(col[2]));
- col[0] = m*col[0]+0.5f;
- col[1] = m*col[1]+0.5f;
- col[2] = m*col[2]+0.5f;
- }
- if (display_mode == DISP_TRANSPARENT)
- col[3] = 0.7;
- else
- col[3] = 1.0;
-}
-
-
-/* Draw a hypertorus projected into 3D using OpenGL's fixed
- functionality. Note that the spirals appearance will only work
- correctly if numu and numv are set to 64 or any higher power of 2.
- Similarly, the banded appearance will only work correctly if numu
- and numv are divisible by 4. */
-static int hypertorus_ff(ModeInfo *mi, double umin, double umax, double vmin,
- double vmax, int numu, int numv)
-{
- static const GLfloat light_model_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
- static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
- static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
- static const GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
- static const GLfloat mat_diff_oneside[] = { 0.9, 0.4, 0.3, 1.0 };
- static const GLfloat mat_diff_trans_red[] = { 1.0, 0.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_oneside[] = { 0.9, 0.4, 0.3, 0.7 };
- float mat_diff_dyn[4], mat_diff_dyn_compl[4];
- float p[3], pu[3], pv[3], n[3], mat[4][4], matc[3][3], col[4];
- int i, j, k, l, m, b, skew;
- double u, v, ur, vr;
- double cu, su, cv, sv;
- double xx[4], xxu[4], xxv[4], x[4], xu[4], xv[4];
- double r, s, t;
- float q1[4], q2[4], r1[4][4], r2[4][4];
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
- int polys;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (projection_3d == DISP_3D_ORTHOGRAPHIC)
- {
- if (hp->aspect >= 1.0)
- glOrtho(-hp->aspect,hp->aspect,-1.0,1.0,0.1,10.0);
- else
- glOrtho(-1.0,1.0,-1.0/hp->aspect,1.0/hp->aspect,0.1,10.0);
- }
- else
- {
- gluPerspective(60.0,hp->aspect,0.1,10.0);
- }
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- if (display_mode == DISP_SURFACE)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glShadeModel(GL_SMOOTH);
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,light_model_ambient);
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_FALSE);
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
- glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
- glLightfv(GL_LIGHT0,GL_POSITION,light_position);
- glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
- glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
- glDepthMask(GL_TRUE);
- glDisable(GL_BLEND);
- }
- else if (display_mode == DISP_TRANSPARENT)
- {
- glDisable(GL_DEPTH_TEST);
- glShadeModel(GL_SMOOTH);
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,light_model_ambient);
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_FALSE);
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
- glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
- glLightfv(GL_LIGHT0,GL_POSITION,light_position);
- glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
- glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
- glDepthMask(GL_FALSE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- }
- else /* display_mode == DISP_WIREFRAME */
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glShadeModel(GL_FLAT);
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- glDisable(GL_LIGHTING);
- glDisable(GL_LIGHT0);
- glDisable(GL_BLEND);
- }
-
- if (change_colors)
- rotateall3d(hp->rho,hp->sigma,hp->tau,matc);
-
- rotateall(hp->alpha,hp->beta,hp->delta,hp->zeta,hp->eta,hp->theta,r1);
-
- gltrackball_get_quaternion(hp->trackballs[0],q1);
- gltrackball_get_quaternion(hp->trackballs[1],q2);
- quats_to_rotmat(q1,q2,r2);
-
- mult_rotmat(r2,r1,mat);
-
- if (!change_colors)
- {
- if (colors == COLORS_ONESIDED)
- {
- glColor3fv(mat_diff_oneside);
- if (display_mode == DISP_TRANSPARENT)
- {
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- mat_diff_trans_oneside);
- }
- else
- {
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- mat_diff_oneside);
- }
- }
- else if (colors == COLORS_TWOSIDED)
- {
- glColor3fv(mat_diff_red);
- if (display_mode == DISP_TRANSPARENT)
- {
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_red);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_green);
- }
- else
- {
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_red);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_green);
- }
- }
- }
- else /* change_colors */
- {
- color(0.0,matc,mat_diff_dyn);
- if (colors == COLORS_ONESIDED)
- {
- glColor3fv(mat_diff_dyn);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn);
- }
- else if (colors == COLORS_TWOSIDED)
- {
- mat_diff_dyn_compl[0] = 1.0f-mat_diff_dyn[0];
- mat_diff_dyn_compl[1] = 1.0f-mat_diff_dyn[1];
- mat_diff_dyn_compl[2] = 1.0f-mat_diff_dyn[2];
- mat_diff_dyn_compl[3] = mat_diff_dyn[3];
- glColor3fv(mat_diff_dyn);
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn_compl);
- }
- }
-
- skew = num_spirals;
- ur = umax-umin;
- vr = vmax-vmin;
- for (i=0; i<numu; i++)
- {
- if ((appearance == APPEARANCE_BANDS ||
- appearance == APPEARANCE_SPIRALS) && ((i & 3) >= 2))
- continue;
- if (display_mode == DISP_WIREFRAME)
- glBegin(GL_QUAD_STRIP);
- else
- glBegin(GL_TRIANGLE_STRIP);
- for (j=0; j<=numv; j++)
- {
- for (k=0; k<=1; k++)
- {
- l = i+k;
- m = j;
- u = ur*l/numu+umin;
- v = vr*m/numv+vmin;
- if (appearance == APPEARANCE_SPIRALS)
- {
- u += 4.0*skew/numv*v;
- b = ((i/4)&(skew-1))*(numu/(4*skew));
- color(ur*4*b/numu+umin,matc,col);
- }
- else
- {
- color(u,matc,col);
- }
- if (colors == COLORS_COLORWHEEL)
- {
- glColor3fv(col);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,col);
- }
- cu = cos(u);
- su = sin(u);
- cv = cos(v);
- sv = sin(v);
- xx[0] = cu;
- xx[1] = su;
- xx[2] = cv;
- xx[3] = sv;
- xxu[0] = -su;
- xxu[1] = cu;
- xxu[2] = 0.0;
- xxu[3] = 0.0;
- xxv[0] = 0.0;
- xxv[1] = 0.0;
- xxv[2] = -sv;
- xxv[3] = cv;
- for (l=0; l<4; l++)
- {
- r = 0.0;
- s = 0.0;
- t = 0.0;
- for (m=0; m<4; m++)
- {
- r += mat[l][m]*xx[m];
- s += mat[l][m]*xxu[m];
- t += mat[l][m]*xxv[m];
- }
- x[l] = r;
- xu[l] = s;
- xv[l] = t;
- }
- if (projection_4d == DISP_4D_ORTHOGRAPHIC)
- {
- for (l=0; l<3; l++)
- {
- p[l] = (x[l]+offset4d[l])/1.5+offset3d[l];
- pu[l] = xu[l];
- pv[l] = xv[l];
- }
- }
- else
- {
- s = x[3]+offset4d[3];
- t = s*s;
- for (l=0; l<3; l++)
- {
- r = x[l]+offset4d[l];
- p[l] = r/s+offset3d[l];
- pu[l] = (xu[l]*s-r*xu[3])/t;
- pv[l] = (xv[l]*s-r*xv[3])/t;
- }
- }
- n[0] = pu[1]*pv[2]-pu[2]*pv[1];
- n[1] = pu[2]*pv[0]-pu[0]*pv[2];
- n[2] = pu[0]*pv[1]-pu[1]*pv[0];
- t = sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
- n[0] /= t;
- n[1] /= t;
- n[2] /= t;
- glNormal3fv(n);
- glVertex3fv(p);
- }
- }
- glEnd();
- }
-
- polys = 2*numu*numv;
- if (appearance != APPEARANCE_SOLID)
- polys /= 2;
- return polys;
-}
-
-
-#ifdef HAVE_GLSL
-
-/* Draw a hypertorus projected into 3D using OpenGL's programmable
- functionality. Note that the spirals appearance will only work
- correctly if numu and numv are set to 64 or any higher power of 2.
- Similarly, the banded appearance will only work correctly if numu
- and numv are divisible by 4. */
-static int hypertorus_pf(ModeInfo *mi, double umin, double umax, double vmin,
- double vmax, int numu, int numv)
-{
- static const GLfloat light_model_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
- static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
- static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
- static const GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
- static const GLfloat mat_diff_oneside[] = { 0.9, 0.4, 0.3, 1.0 };
- static const GLfloat mat_diff_trans_red[] = { 1.0, 0.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_oneside[] = { 0.9, 0.4, 0.3, 0.7 };
- static const GLfloat mat_diff_white[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat light_direction[3], half_vector[3], len;
- GLfloat p_mat[16];
- float mat_diff_dyn[4], mat_diff_dyn_compl[4];
- float mat[4][4], matc[3][3];
- int i, j, k, l, m, o, b, skew;
- double u, v, ur, vr;
- float q1[4], q2[4], r1[4][4], r2[4][4];
- GLsizeiptr index_offset;
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
- int polys;
-
- if (!hp->use_shaders)
- return 0;
-
- if (change_colors)
- rotateall3d(hp->rho,hp->sigma,hp->tau,matc);
-
- rotateall(hp->alpha,hp->beta,hp->delta,hp->zeta,hp->eta,hp->theta,r1);
-
- gltrackball_get_quaternion(hp->trackballs[0],q1);
- gltrackball_get_quaternion(hp->trackballs[1],q2);
- quats_to_rotmat(q1,q2,r2);
-
- mult_rotmat(r2,r1,mat);
-
- if (!hp->buffers_initialized)
- {
- /* The u and v values need to be computed once (or each time the value
- of appearance changes, once we support that). */
- skew = num_spirals;
- ur = umax-umin;
- vr = vmax-vmin;
- for (i=0; i<=numu; i++)
- {
- for (j=0; j<=numv; j++)
- {
- u = ur*i/numu+umin;
- v = vr*j/numv+vmin;
- o = i*(numv+1)+j;
- if (appearance == APPEARANCE_SPIRALS)
- u += 4.0*skew/numv*v;
- hp->uv[o][0] = u;
- hp->uv[o][1] = v;
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER,hp->vertex_uv_buffer);
- glBufferData(GL_ARRAY_BUFFER,2*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- hp->uv,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0);
-
- if (!change_colors && colors == COLORS_COLORWHEEL)
- {
- for (i=0; i<=numu; i++)
- {
- for (j=0; j<=numv; j++)
- {
- u = ur*i/numu+umin;
- v = vr*j/numv+vmin;
- o = i*(numv+1)+j;
- if (appearance == APPEARANCE_SPIRALS)
- {
- u += 4.0*skew/numv*v;
- b = ((i/4)&(skew-1))*(numu/(4*skew));
- color(ur*4*b/numu+umin,matc,&hp->col[o][0]);
- }
- else
- {
- color(u,matc,&hp->col[o][0]);
- }
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER,hp->color_buffer);
- glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- hp->col,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- }
-#ifdef VERTEXATTRIBARRAY_WORKAROUND
- if (colors != COLORS_COLORWHEEL)
- {
- for (i=0; i<=numu; i++)
- {
- for (j=0; j<=numv; j++)
- {
- o = i*(numv+1)+j;
- if (display_mode == DISP_WIREFRAME)
- {
- if (colors == COLORS_ONESIDED)
- {
- for (k=0; k<4; k++)
- hp->col[o][k] = mat_diff_oneside[k];
- }
- else if (colors == COLORS_TWOSIDED)
- {
- for (k=0; k<4; k++)
- hp->col[o][k] = mat_diff_red[k];
- }
- }
- else
- {
- for (k=0; k<4; k++)
- hp->col[o][k] = mat_diff_white[k];
- }
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER,hp->color_buffer);
- glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- hp->col,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- }
-#endif /* VERTEXATTRIBARRAY_WORKAROUND */
-
- /* The indices only need to be computed once (or each time the value
- of appearance changes, once we support that). */
- hp->ne = 0;
- hp->ni = 0;
- hp->nt = 0;
- if (display_mode != DISP_WIREFRAME)
- {
- for (i=0; i<numu; i++)
- {
- if ((appearance == APPEARANCE_BANDS ||
- appearance == APPEARANCE_SPIRALS) && ((i & 3) >= 2))
- continue;
- for (j=0; j<=numv; j++)
- {
- for (k=0; k<=1; k++)
- {
- l = i+k;
- m = j;
- o = l*(numv+1)+m;
- hp->indices[hp->ni++] = o;
- }
- }
- hp->ne++;
- }
- hp->nt = 2*(numv+1);
- }
- else /* display_mode == DISP_WIREFRAME */
- {
- for (i=0; i<numu; i++)
- {
- if ((appearance == APPEARANCE_BANDS ||
- appearance == APPEARANCE_SPIRALS) && ((i & 3) > 2))
- continue;
- if ((appearance == APPEARANCE_BANDS ||
- appearance == APPEARANCE_SPIRALS) && ((i & 3) == 2))
- {
- for (j=0; j<numv; j++)
- {
- hp->indices[hp->ni++] = i*(numv+1)+j;
- hp->indices[hp->ni++] = i*(numv+1)+j+1;
- }
- continue;
- }
- for (j=0; j<numv; j++)
- {
- hp->indices[hp->ni++] = i*(numv+1)+j;
- hp->indices[hp->ni++] = i*(numv+1)+j+1;
- hp->indices[hp->ni++] = i*(numv+1)+j;
- hp->indices[hp->ni++] = (i+1)*(numv+1)+j;
- }
- }
- hp->ne = 1;
- }
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,hp->indices_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,hp->ni*sizeof(GLuint),
- hp->indices,GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- hp->buffers_initialized = True;
- }
-
- if (change_colors && colors == COLORS_COLORWHEEL)
- {
- skew = num_spirals;
- ur = umax-umin;
- vr = vmax-vmin;
- for (i=0; i<=numu; i++)
- {
- for (j=0; j<=numv; j++)
- {
- u = ur*i/numu+umin;
- v = vr*j/numv+vmin;
- o = i*(numv+1)+j;
- if (appearance == APPEARANCE_SPIRALS)
- {
- u += 4.0*skew/numv*v;
- b = ((i/4)&(skew-1))*(numu/(4*skew));
- color(ur*4*b/numu+umin,matc,&hp->col[o][0]);
- }
- else
- {
- color(u,matc,&hp->col[o][0]);
- }
- }
- }
- }
-#ifdef VERTEXATTRIBARRAY_WORKAROUND
- else if (change_colors && colors != COLORS_COLORWHEEL)
- {
- if (display_mode == DISP_WIREFRAME)
- {
- color(0.0,matc,mat_diff_dyn);
- for (i=0; i<=numu; i++)
- {
- for (j=0; j<=numv; j++)
- {
- o = i*(numv+1)+j;
- for (k=0; k<4; k++)
- hp->col[o][k] = mat_diff_dyn[k];
- }
- }
- }
- }
-#endif /* VERTEXATTRIBARRAY_WORKAROUND */
-
- glUseProgram(hp->shader_program);
-
- glsl_Identity(p_mat);
- if (projection_3d == DISP_3D_ORTHOGRAPHIC)
- {
- if (hp->aspect >= 1.0)
- glsl_Orthographic(p_mat,-hp->aspect,hp->aspect,-1.0,1.0,
- 0.1,10.0);
- else
- glsl_Orthographic(p_mat,-1.0,1.0,-1.0/hp->aspect,1.0/hp->aspect,
- 0.1,10.0);
- }
- else
- {
- glsl_Perspective(p_mat,60.0f,hp->aspect,0.1f,10.0f);
- }
- glUniformMatrix4fv(hp->mat_rot_index,1,GL_TRUE,(GLfloat *)mat);
- glUniformMatrix4fv(hp->mat_p_index,1,GL_FALSE,p_mat);
- glUniform1i(hp->bool_persp_index,projection_4d == DISP_4D_PERSPECTIVE);
- glUniform4fv(hp->off4d_index,1,offset4d);
- glUniform4fv(hp->off3d_index,1,offset3d);
-
- len = sqrtf(light_position[0]*light_position[0]+
- light_position[1]*light_position[1]+
- light_position[2]*light_position[2]);
- light_direction[0] = light_position[0]/len;
- light_direction[1] = light_position[1]/len;
- light_direction[2] = light_position[2]/len;
- half_vector[0] = light_direction[0];
- half_vector[1] = light_direction[1];
- half_vector[2] = light_direction[2]+1.0f;
- len = sqrtf(half_vector[0]*half_vector[0]+
- half_vector[1]*half_vector[1]+
- half_vector[2]*half_vector[2]);
- half_vector[0] /= len;
- half_vector[1] /= len;
- half_vector[2] /= len;
-
- if (display_mode == DISP_SURFACE)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glDisable(GL_BLEND);
- glUniform4fv(hp->glbl_ambient_index,1,light_model_ambient);
- glUniform4fv(hp->lt_ambient_index,1,light_ambient);
- glUniform4fv(hp->lt_diffuse_index,1,light_diffuse);
- glUniform4fv(hp->lt_specular_index,1,light_specular);
- glUniform3fv(hp->lt_direction_index,1,light_direction);
- glUniform3fv(hp->lt_halfvect_index,1,half_vector);
- glUniform4fv(hp->specular_index,1,mat_specular);
- glUniform1f(hp->shininess_index,50.0f);
- glUniform1i(hp->draw_lines_index,GL_FALSE);
- }
- else if (display_mode == DISP_TRANSPARENT)
- {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glUniform4fv(hp->glbl_ambient_index,1,light_model_ambient);
- glUniform4fv(hp->lt_ambient_index,1,light_ambient);
- glUniform4fv(hp->lt_diffuse_index,1,light_diffuse);
- glUniform4fv(hp->lt_specular_index,1,light_specular);
- glUniform3fv(hp->lt_direction_index,1,light_direction);
- glUniform3fv(hp->lt_halfvect_index,1,half_vector);
- glUniform4fv(hp->specular_index,1,mat_specular);
- glUniform1f(hp->shininess_index,50.0f);
- glUniform1i(hp->draw_lines_index,GL_FALSE);
- }
- else /* display_mode == DISP_WIREFRAME */
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glDisable(GL_BLEND);
- glUniform1i(hp->draw_lines_index,GL_TRUE);
- }
-
- glUniform4fv(hp->front_ambient_index,1,mat_diff_white);
- glUniform4fv(hp->front_diffuse_index,1,mat_diff_white);
- glUniform4fv(hp->back_ambient_index,1,mat_diff_white);
- glUniform4fv(hp->back_diffuse_index,1,mat_diff_white);
- glVertexAttrib4f(hp->color_index,1.0f,1.0f,1.0f,1.0f);
- if (!change_colors)
- {
- if (colors == COLORS_ONESIDED)
- {
- if (display_mode == DISP_TRANSPARENT)
- {
- glUniform4fv(hp->front_ambient_index,1,mat_diff_trans_oneside);
- glUniform4fv(hp->front_diffuse_index,1,mat_diff_trans_oneside);
- glUniform4fv(hp->back_ambient_index,1,mat_diff_trans_oneside);
- glUniform4fv(hp->back_diffuse_index,1,mat_diff_trans_oneside);
- }
- else if (display_mode == DISP_SURFACE)
- {
- glUniform4fv(hp->front_ambient_index,1,mat_diff_oneside);
- glUniform4fv(hp->front_diffuse_index,1,mat_diff_oneside);
- glUniform4fv(hp->back_ambient_index,1,mat_diff_oneside);
- glUniform4fv(hp->back_diffuse_index,1,mat_diff_oneside);
- }
- else /* display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(hp->color_index,mat_diff_oneside);
- }
- }
- else if (colors == COLORS_TWOSIDED)
- {
- if (display_mode == DISP_TRANSPARENT)
- {
- glUniform4fv(hp->front_ambient_index,1,mat_diff_trans_red);
- glUniform4fv(hp->front_diffuse_index,1,mat_diff_trans_red);
- glUniform4fv(hp->back_ambient_index,1,mat_diff_trans_green);
- glUniform4fv(hp->back_diffuse_index,1,mat_diff_trans_green);
- }
- else if (display_mode == DISP_SURFACE)
- {
- glUniform4fv(hp->front_ambient_index,1,mat_diff_red);
- glUniform4fv(hp->front_diffuse_index,1,mat_diff_red);
- glUniform4fv(hp->back_ambient_index,1,mat_diff_green);
- glUniform4fv(hp->back_diffuse_index,1,mat_diff_green);
- }
- else /* display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(hp->color_index,mat_diff_red);
- }
- }
- }
- else /* change_colors */
- {
- color(0.0,matc,mat_diff_dyn);
- if (colors == COLORS_ONESIDED)
- {
- if (display_mode == DISP_TRANSPARENT || display_mode == DISP_SURFACE)
- {
- glUniform4fv(hp->front_ambient_index,1,mat_diff_dyn);
- glUniform4fv(hp->front_diffuse_index,1,mat_diff_dyn);
- glUniform4fv(hp->back_ambient_index,1,mat_diff_dyn);
- glUniform4fv(hp->back_diffuse_index,1,mat_diff_dyn);
- }
- else /* display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(hp->color_index,mat_diff_dyn);
- }
- }
- else if (colors == COLORS_TWOSIDED)
- {
- if (display_mode == DISP_TRANSPARENT || display_mode == DISP_SURFACE)
- {
- mat_diff_dyn_compl[0] = 1.0f-mat_diff_dyn[0];
- mat_diff_dyn_compl[1] = 1.0f-mat_diff_dyn[1];
- mat_diff_dyn_compl[2] = 1.0f-mat_diff_dyn[2];
- mat_diff_dyn_compl[3] = mat_diff_dyn[3];
- glUniform4fv(hp->front_ambient_index,1,mat_diff_dyn);
- glUniform4fv(hp->front_diffuse_index,1,mat_diff_dyn);
- glUniform4fv(hp->back_ambient_index,1,mat_diff_dyn_compl);
- glUniform4fv(hp->back_diffuse_index,1,mat_diff_dyn_compl);
- }
- else /* display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(hp->color_index,mat_diff_dyn);
- }
- }
- }
-
- glEnableVertexAttribArray(hp->vertex_uv_index);
- glBindBuffer(GL_ARRAY_BUFFER,hp->vertex_uv_buffer);
- glVertexAttribPointer(hp->vertex_uv_index,2,GL_FLOAT,GL_FALSE,0,0);
-
- if (colors == COLORS_COLORWHEEL)
- {
- glEnableVertexAttribArray(hp->color_index);
- glBindBuffer(GL_ARRAY_BUFFER,hp->color_buffer);
- if (change_colors)
- glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- hp->col,GL_STREAM_DRAW);
- glVertexAttribPointer(hp->color_index,4,GL_FLOAT,GL_FALSE,0,0);
- }
-#ifdef VERTEXATTRIBARRAY_WORKAROUND
- else
- {
- glEnableVertexAttribArray(hp->color_index);
- glBindBuffer(GL_ARRAY_BUFFER,hp->color_buffer);
- if (change_colors)
- glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- hp->col,GL_STREAM_DRAW);
- glVertexAttribPointer(hp->color_index,4,GL_FLOAT,GL_FALSE,0,0);
- }
-#endif /* VERTEXATTRIBARRAY_WORKAROUND */
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,hp->indices_buffer);
-
- if (display_mode != DISP_WIREFRAME)
- {
- for (i=0; i<hp->ne; i++)
- {
- index_offset = hp->nt*i*sizeof(GLuint);
- glDrawElements(GL_TRIANGLE_STRIP,hp->nt,GL_UNSIGNED_INT,
- (const void *)index_offset);
- }
- }
- else /* display_mode == DISP_WIREFRAME */
- {
- glLineWidth(1.0f);
- index_offset = 0;
- glDrawElements(GL_LINES,hp->ni,GL_UNSIGNED_INT,
- (const void *)index_offset);
- }
-
- glDisableVertexAttribArray(hp->vertex_uv_index);
- if (colors == COLORS_COLORWHEEL)
- glDisableVertexAttribArray(hp->color_index);
-#ifdef VERTEXATTRIBARRAY_WORKAROUND
- else
- glDisableVertexAttribArray(hp->color_index);
-#endif /* VERTEXATTRIBARRAY_WORKAROUND */
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
-
- glUseProgram(0);
-
- polys = 2*numu*numv;
- if (appearance != APPEARANCE_SOLID)
- polys /= 2;
- return polys;
-}
-
-
-static void init_glsl(ModeInfo *mi)
-{
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
- GLint gl_major, gl_minor, glsl_major, glsl_minor;
- GLboolean gl_gles3;
- const GLchar *vertex_shader_source[3];
- const GLchar *fragment_shader_source[4];
-
- /* Determine whether to use shaders to render the hypertorus. */
- hp->use_shaders = False;
- hp->buffers_initialized = False;
- hp->shader_program = 0;
- hp->ni = 0;
- hp->ne = 0;
- hp->nt = 0;
-
- if (!glsl_GetGlAndGlslVersions(&gl_major,&gl_minor,&glsl_major,&glsl_minor,
- &gl_gles3))
- return;
- if (!gl_gles3)
- {
- if (gl_major < 3 ||
- (glsl_major < 1 || (glsl_major == 1 && glsl_minor < 30)))
- {
- if ((gl_major < 2 || (gl_major == 2 && gl_minor < 1)) ||
- (glsl_major < 1 || (glsl_major == 1 && glsl_minor < 20)))
- return;
- /* We have at least OpenGL 2.1 and at least GLSL 1.20. */
- vertex_shader_source[0] = shader_version_2_1;
- vertex_shader_source[1] = vertex_shader_attribs_2_1;
- vertex_shader_source[2] = vertex_shader_main;
- fragment_shader_source[0] = shader_version_2_1;
- fragment_shader_source[1] = fragment_shader_attribs_2_1;
- fragment_shader_source[2] = fragment_shader_main;
- fragment_shader_source[3] = fragment_shader_out_2_1;
- }
- else
- {
- /* We have at least OpenGL 3.0 and at least GLSL 1.30. */
- vertex_shader_source[0] = shader_version_3_0;
- vertex_shader_source[1] = vertex_shader_attribs_3_0;
- vertex_shader_source[2] = vertex_shader_main;
- fragment_shader_source[0] = shader_version_3_0;
- fragment_shader_source[1] = fragment_shader_attribs_3_0;
- fragment_shader_source[2] = fragment_shader_main;
- fragment_shader_source[3] = fragment_shader_out_3_0;
- }
- }
- else /* gl_gles3 */
- {
- if (gl_major < 3 || glsl_major < 3)
- return;
- /* We have at least OpenGL ES 3.0 and at least GLSL ES 3.0. */
- vertex_shader_source[0] = shader_version_3_0_es;
- vertex_shader_source[1] = vertex_shader_attribs_3_0;
- vertex_shader_source[2] = vertex_shader_main;
- fragment_shader_source[0] = shader_version_3_0_es;
- fragment_shader_source[1] = fragment_shader_attribs_3_0;
- fragment_shader_source[2] = fragment_shader_main;
- fragment_shader_source[3] = fragment_shader_out_3_0;
- }
- if (!glsl_CompileAndLinkShaders(3,vertex_shader_source,
- 4,fragment_shader_source,
- &hp->shader_program))
- return;
- hp->vertex_uv_index = glGetAttribLocation(hp->shader_program,"VertexUV");
- hp->color_index = glGetAttribLocation(hp->shader_program,"VertexColor");
- if (hp->vertex_uv_index == -1 || hp->color_index == -1)
- {
- glDeleteProgram(hp->shader_program);
- return;
- }
- hp->mat_rot_index = glGetUniformLocation(hp->shader_program,
- "MatRot4D");
- hp->mat_p_index = glGetUniformLocation(hp->shader_program,
- "MatProj");
- hp->bool_persp_index = glGetUniformLocation(hp->shader_program,
- "BoolPersp");
- hp->off4d_index = glGetUniformLocation(hp->shader_program,
- "Offset4D");
- hp->off3d_index = glGetUniformLocation(hp->shader_program,
- "Offset3D");
- hp->draw_lines_index = glGetUniformLocation(hp->shader_program,
- "DrawLines");
- hp->glbl_ambient_index = glGetUniformLocation(hp->shader_program,
- "LtGlblAmbient");
- hp->lt_ambient_index = glGetUniformLocation(hp->shader_program,
- "LtAmbient");
- hp->lt_diffuse_index = glGetUniformLocation(hp->shader_program,
- "LtDiffuse");
- hp->lt_specular_index = glGetUniformLocation(hp->shader_program,
- "LtSpecular");
- hp->lt_direction_index = glGetUniformLocation(hp->shader_program,
- "LtDirection");
- hp->lt_halfvect_index = glGetUniformLocation(hp->shader_program,
- "LtHalfVector");
- hp->front_ambient_index = glGetUniformLocation(hp->shader_program,
- "MatFrontAmbient");
- hp->back_ambient_index = glGetUniformLocation(hp->shader_program,
- "MatBackAmbient");
- hp->front_diffuse_index = glGetUniformLocation(hp->shader_program,
- "MatFrontDiffuse");
- hp->back_diffuse_index = glGetUniformLocation(hp->shader_program,
- "MatBackDiffuse");
- hp->specular_index = glGetUniformLocation(hp->shader_program,
- "MatSpecular");
- hp->shininess_index = glGetUniformLocation(hp->shader_program,
- "MatShininess");
- if (hp->mat_rot_index == -1 || hp->mat_p_index == -1 ||
- hp->bool_persp_index == -1 || hp->off4d_index == -1 ||
- hp->off3d_index == -1 || hp->draw_lines_index == -1 ||
- hp->glbl_ambient_index == -1 || hp->lt_ambient_index == -1 ||
- hp->lt_diffuse_index == -1 || hp->lt_specular_index == -1 ||
- hp->lt_direction_index == -1 || hp->lt_halfvect_index == -1 ||
- hp->specular_index == -1 || hp->shininess_index == -1 ||
- hp->front_ambient_index == -1 || hp->back_ambient_index == -1 ||
- hp->front_diffuse_index == -1 || hp->back_diffuse_index == -1)
- {
- glDeleteProgram(hp->shader_program);
- return;
- }
-
- glGenBuffers(1,&hp->vertex_uv_buffer);
- glGenBuffers(1,&hp->color_buffer);
- glGenBuffers(1,&hp->indices_buffer);
-
- hp->use_shaders = True;
-}
-
-#endif /* HAVE_GLSL */
-
-
-static void init(ModeInfo *mi)
-{
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
-
- hp->alpha = 0.0;
- hp->beta = 0.0;
- hp->delta = 0.0;
- hp->zeta = 0.0;
- hp->eta = 0.0;
- hp->theta = 0.0;
-
- hp->rho = frand(360.0);
- hp->sigma = frand(360.0);
- hp->tau = frand(360.0);
-
-#ifdef HAVE_GLSL
- init_glsl(mi);
-#endif /* HAVE_GLSL */
-
-#ifdef HAVE_ANDROID
- /* glPolygonMode(...,GL_LINE) is not supported for an OpenGL ES 1.1
- context. */
- if (!hp->use_shaders && display_mode == DISP_WIREFRAME)
- display_mode = DISP_SURFACE;
-#endif /* HAVE_ANDROID */
-}
-
-
-/* Redisplay the hypertorus. */
-static void display_hypertorus(ModeInfo *mi)
-{
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
-
- if (!hp->button_pressed)
- {
- hp->alpha += speed_wx * hp->speed_scale;
- if (hp->alpha >= 360.0)
- hp->alpha -= 360.0;
- hp->beta += speed_wy * hp->speed_scale;
- if (hp->beta >= 360.0)
- hp->beta -= 360.0;
- hp->delta += speed_wz * hp->speed_scale;
- if (hp->delta >= 360.0)
- hp->delta -= 360.0;
- hp->zeta += speed_xy * hp->speed_scale;
- if (hp->zeta >= 360.0)
- hp->zeta -= 360.0;
- hp->eta += speed_xz * hp->speed_scale;
- if (hp->eta >= 360.0)
- hp->eta -= 360.0;
- hp->theta += speed_yz * hp->speed_scale;
- if (hp->theta >= 360.0)
- hp->theta -= 360.0;
-
- if (change_colors)
- {
- hp->rho += DRHO;
- if (hp->rho >= 360.0)
- hp->rho -= 360.0;
- hp->sigma += DSIGMA;
- if (hp->sigma >= 360.0)
- hp->sigma -= 360.0;
- hp->tau += DTAU;
- if (hp->tau >= 360.0)
- hp->tau -= 360.0;
- }
- }
-
-#ifdef HAVE_GLSL
- if (hp->use_shaders)
- mi->polygon_count = hypertorus_pf(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,NUMU,NUMV);
- else
-#endif /* HAVE_GLSL */
- mi->polygon_count = hypertorus_ff(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,NUMU,NUMV);
-}
-
-
-ENTRYPOINT void reshape_hypertorus(ModeInfo *mi, int width, int height)
-{
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
-
- hp->WindW = (GLint)width;
- hp->WindH = (GLint)height;
- glViewport(0,0,width,height);
- hp->aspect = (GLfloat)width/(GLfloat)height;
-}
-
-
-ENTRYPOINT Bool hypertorus_handle_event(ModeInfo *mi, XEvent *event)
-{
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
- KeySym sym = 0;
- char c = 0;
-
- if (event->xany.type == KeyPress || event->xany.type == KeyRelease)
- XLookupString (&event->xkey, &c, 1, &sym, 0);
-
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- hp->button_pressed = True;
- gltrackball_start(hp->trackballs[hp->current_trackball],
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
- else if (event->xany.type == ButtonRelease &&
- event->xbutton.button == Button1)
- {
- hp->button_pressed = False;
- return True;
- }
- else if (event->xany.type == KeyPress)
- {
- if (sym == XK_Shift_L || sym == XK_Shift_R)
- {
- hp->current_trackball = 1;
- if (hp->button_pressed)
- gltrackball_start(hp->trackballs[hp->current_trackball],
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
- }
- else if (event->xany.type == KeyRelease)
- {
- if (sym == XK_Shift_L || sym == XK_Shift_R)
- {
- hp->current_trackball = 0;
- if (hp->button_pressed)
- gltrackball_start(hp->trackballs[hp->current_trackball],
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
- }
- else if (event->xany.type == MotionNotify && hp->button_pressed)
- {
- gltrackball_track(hp->trackballs[hp->current_trackball],
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
-
- return False;
-}
-
-
-/*
- *-----------------------------------------------------------------------------
- *-----------------------------------------------------------------------------
- * Xlock hooks.
- *-----------------------------------------------------------------------------
- *-----------------------------------------------------------------------------
- */
-
-/*
- *-----------------------------------------------------------------------------
- * Initialize hypertorus. Called each time the window changes.
- *-----------------------------------------------------------------------------
- */
-
-ENTRYPOINT void init_hypertorus(ModeInfo *mi)
-{
- hypertorusstruct *hp;
-
- MI_INIT(mi, hyper);
- hp = &hyper[MI_SCREEN(mi)];
-
- hp->trackballs[0] = gltrackball_init(True);
- hp->trackballs[1] = gltrackball_init(True);
- hp->current_trackball = 0;
- hp->button_pressed = False;
-
- /* Set the display mode. */
- if (!strcasecmp(mode,"wireframe") || !strcasecmp(mode,"0"))
- {
- display_mode = DISP_WIREFRAME;
- }
- else if (!strcasecmp(mode,"surface") || !strcasecmp(mode,"1"))
- {
- display_mode = DISP_SURFACE;
- }
- else if (!strcasecmp(mode,"transparent") || !strcasecmp(mode,"2"))
- {
- display_mode = DISP_TRANSPARENT;
- }
- else
- {
- display_mode = DISP_SURFACE;
- }
-
- /* Set the appearance. */
- if (!strcasecmp(appear,"solid") || !strcasecmp(appear,"0"))
- {
- appearance = APPEARANCE_SOLID;
- }
- else if (!strcasecmp(appear,"bands") || !strcasecmp(appear,"1"))
- {
- appearance = APPEARANCE_BANDS;
- num_spirals = 0;
- }
- else if (!strcasecmp(appear,"spirals-1") || !strcasecmp(appear,"3"))
- {
- appearance = APPEARANCE_SPIRALS;
- num_spirals = 1;
- }
- else if (!strcasecmp(appear,"spirals-2") || !strcasecmp(appear,"4"))
- {
- appearance = APPEARANCE_SPIRALS;
- num_spirals = 2;
- }
- else if (!strcasecmp(appear,"spirals-4") || !strcasecmp(appear,"5"))
- {
- appearance = APPEARANCE_SPIRALS;
- num_spirals = 4;
- }
- else if (!strcasecmp(appear,"spirals-8") || !strcasecmp(appear,"6"))
- {
- appearance = APPEARANCE_SPIRALS;
- num_spirals = 8;
- }
- else if (!strcasecmp(appear,"spirals-16") || !strcasecmp(appear,"7"))
- {
- appearance = APPEARANCE_SPIRALS;
- num_spirals = 16;
- }
- else
- {
- appearance = APPEARANCE_BANDS;
- num_spirals = 0;
- }
-
- /* Set the color mode. */
- if (!strcasecmp(color_mode,"onesided"))
- {
- colors = COLORS_ONESIDED;
- }
- else if (!strcasecmp(color_mode,"twosided"))
- {
- colors = COLORS_TWOSIDED;
- }
- else if (!strcasecmp(color_mode,"colorwheel"))
- {
- colors = COLORS_COLORWHEEL;
- }
- else
- {
- colors = COLORS_COLORWHEEL;
- }
-
- /* Set the 3d projection mode. */
- if (!strcasecmp(proj_3d,"perspective") || !strcasecmp(proj_3d,"0"))
- {
- projection_3d = DISP_3D_PERSPECTIVE;
- }
- else if (!strcasecmp(proj_3d,"orthographic") || !strcasecmp(proj_3d,"1"))
- {
- projection_3d = DISP_3D_ORTHOGRAPHIC;
- }
- else
- {
- projection_3d = DISP_3D_PERSPECTIVE;
- }
-
- /* Set the 4d projection mode. */
- if (!strcasecmp(proj_4d,"perspective") || !strcasecmp(proj_4d,"0"))
- {
- projection_4d = DISP_4D_PERSPECTIVE;
- }
- else if (!strcasecmp(proj_4d,"orthographic") || !strcasecmp(proj_4d,"1"))
- {
- projection_4d = DISP_4D_ORTHOGRAPHIC;
- }
- else
- {
- projection_4d = DISP_4D_PERSPECTIVE;
- }
-
- /* make multiple screens rotate at slightly different rates. */
- hp->speed_scale = 0.9 + frand(0.3);
-
- if ((hp->glx_context = init_GL(mi)) != NULL)
- {
- reshape_hypertorus(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
- init(mi);
- }
- else
- {
- MI_CLEARWINDOW(mi);
- }
-}
-
-/*
- *-----------------------------------------------------------------------------
- * Called by the mainline code periodically to update the display.
- *-----------------------------------------------------------------------------
- */
-ENTRYPOINT void draw_hypertorus(ModeInfo *mi)
-{
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- hypertorusstruct *hp;
-
- if (hyper == NULL)
- return;
- hp = &hyper[MI_SCREEN(mi)];
-
- MI_IS_DRAWN(mi) = True;
- if (!hp->glx_context)
- return;
-
- glXMakeCurrent(display, window, *hp->glx_context);
-
- glClearColor(0.0f,0.0f,0.0f,1.0f);
- glClearDepth(1.0f);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
-
- display_hypertorus(mi);
-
- if (MI_IS_FPS(mi))
- do_fps (mi);
-
- glFlush();
-
- glXSwapBuffers(display,window);
-}
-
-
-#ifndef STANDALONE
-ENTRYPOINT void change_hypertorus(ModeInfo *mi)
-{
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
-
- if (!hp->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *hp->glx_context);
- init(mi);
-}
-#endif /* !STANDALONE */
-
-
-ENTRYPOINT void free_hypertorus(ModeInfo *mi)
-{
- hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
- if (!hp->glx_context) return;
- glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *hp->glx_context);
- gltrackball_free (hp->trackballs[0]);
- gltrackball_free (hp->trackballs[1]);
-#ifdef HAVE_GLSL
- if (hp->use_shaders)
- {
- glDeleteBuffers(1,&hp->vertex_uv_buffer);
- glDeleteBuffers(1,&hp->color_buffer);
- glDeleteBuffers(1,&hp->indices_buffer);
- if (hp->shader_program != 0)
- {
- glUseProgram(0);
- glDeleteProgram(hp->shader_program);
- }
- }
-#endif /* HAVE_GLSL */
-}
-
-
-XSCREENSAVER_MODULE ("Hypertorus", hypertorus)
-
-#endif /* USE_GL */