summaryrefslogtreecommitdiffstats
path: root/hacks/glx/projectiveplane.c
diff options
context:
space:
mode:
authorSimon Rettberg2021-04-06 14:43:39 +0200
committerSimon Rettberg2021-04-07 13:38:37 +0200
commit38886de0c3e9ea5729ef23e4c653fa2822f52e8f (patch)
tree9b799c8c968a92cc77746a95e0e8bdd90b6b13c3 /hacks/glx/projectiveplane.c
parentMaybe not remove, but ... (diff)
downloadxscreensaver-openslx.tar.gz
xscreensaver-openslx.tar.xz
xscreensaver-openslx.zip
xscreensaver 6.00v28r1openslx
Diffstat (limited to 'hacks/glx/projectiveplane.c')
-rw-r--r--hacks/glx/projectiveplane.c1381
1 files changed, 1131 insertions, 250 deletions
diff --git a/hacks/glx/projectiveplane.c b/hacks/glx/projectiveplane.c
index 5f42d60..1220772 100644
--- a/hacks/glx/projectiveplane.c
+++ b/hacks/glx/projectiveplane.c
@@ -2,10 +2,10 @@
that rotates in 4d or on which you can walk */
#if 0
-static const char sccsid[] = "@(#)projectiveplane.c 1.1 03/01/14 xlockmore";
+static const char sccsid[] = "@(#)projectiveplane.c 1.1 14/01/03 xlockmore";
#endif
-/* Copyright (c) 2013-2020 Carsten Steger <carsten@mirsanmir.org>. */
+/* Copyright (c) 2013-2021 Carsten Steger <carsten@mirsanmir.org>. */
/*
* Permission to use, copy, modify, and distribute this software and its
@@ -21,9 +21,12 @@ static const char sccsid[] = "@(#)projectiveplane.c 1.1 03/01/14 xlockmore";
* other special, indirect and consequential damages.
*
* REVISION HISTORY:
- * C. Steger - 03/01/14: Initial version
- * C. Steger - 03/10/14: Moved the curlicue texture to curlicue.h
- * C. Steger - 06/01/20: Added the changing colors mode.
+ * C. Steger - 14/01/03: Initial version
+ * C. Steger - 14/10/03: Moved the curlicue texture to curlicue.h
+ * C. Steger - 20/01/06: Added the changing colors mode
+ * C. Steger - 20/12/05: Added per-fragment shading
+ * 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 macOS and iOS
*/
/*
@@ -225,9 +228,11 @@ static const char sccsid[] = "@(#)projectiveplane.c 1.1 03/01/14 xlockmore";
#define DEF_WALK_DIRECTION "83.0"
#define DEF_WALK_SPEED "20.0"
+
#ifdef STANDALONE
-# define DEFAULTS "*delay: 10000 \n" \
+# define DEFAULTS "*delay: 25000 \n" \
"*showFPS: False \n" \
+ "*prefersGLSL: True \n" \
# define release_projectiveplane 0
# include "xlockmore.h" /* from the xscreensaver distribution */
@@ -241,6 +246,7 @@ static const char sccsid[] = "@(#)projectiveplane.c 1.1 03/01/14 xlockmore";
# include <X11/keysym.h>
#endif
+#include "glsl-utils.h"
#include "gltrackball.h"
#include <float.h>
@@ -355,6 +361,13 @@ ENTRYPOINT ModeSpecOpt projectiveplane_opts =
#define NUMB 8
+#if !defined(__GNUC__) && !defined(__extension__)
+ /* don't warn about "string length is greater than the length ISO C89
+ compilers are required to support" in these string constants... */
+# define __extension__ /**/
+#endif
+
+
typedef struct {
GLint WindH, WindW;
GLXContext *glx_context;
@@ -398,11 +411,220 @@ typedef struct {
Bool button_pressed;
/* A random factor to modify the rotation speeds */
float speed_scale;
+#ifdef HAVE_GLSL
+ GLfloat uv[(NUMU+1)*(NUMV+1)][2];
+ GLuint indices[4*(NUMU+1)*(NUMV+1)];
+ Bool use_shaders, buffers_initialized;
+ GLuint shader_program;
+ GLint vertex_uv_index, vertex_t_index, color_index;
+ GLint mat_rot_index, mat_p_index, bool_persp_index;
+ GLint off4d_index, off3d_index;
+ GLint bool_textures_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;
+ GLint texture_sampler_index;
+ GLuint vertex_uv_buffer, vertex_t_buffer;
+ GLuint color_buffer, indices_buffer;
+ GLint ni, ne, nt;
+#endif /* HAVE_GLSL */
} projectiveplanestruct;
static projectiveplanestruct *projectiveplane = (projectiveplanestruct *) 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 VertexT;\n"
+ "attribute vec4 VertexColor;\n"
+ "\n"
+ "varying vec3 Normal;\n"
+ "varying vec4 Color;\n"
+ "varying vec4 TexCoord;\n"
+ "\n";
+static const GLchar *vertex_shader_attribs_3_0 =
+ "in vec2 VertexUV;\n"
+ "in vec4 VertexT;\n"
+ "in vec4 VertexColor;\n"
+ "\n"
+ "out vec3 Normal;\n"
+ "out vec4 Color;\n"
+ "out vec4 TexCoord;\n"
+ "\n";
+static const GLchar *vertex_shader_main =
+ __extension__
+ "uniform mat4 MatRot4D;\n"
+ "uniform mat4 MatProj;\n"
+ "uniform bool BoolPersp;\n"
+ "uniform vec4 Offset4D;\n"
+ "uniform vec4 Offset3D;\n"
+ "uniform bool BoolTextures;\n"
+ "\n"
+ "void main (void)\n"
+ "{\n"
+ " const float EPSILON = 1.0e-7f;\n"
+ " float u, v, su, cu, s2u, c2u, sv2, cv2, sv4, cv4;\n"
+ " vec3 p, pu, pv;\n"
+ " u = VertexUV.x;\n"
+ " v = VertexUV.y;\n"
+ " su = sin(u)\n;"
+ " cu = cos(u)\n;"
+ " s2u = sin(2.0f*u)\n;"
+ " c2u = cos(2.0f*u)\n;"
+ " sv2 = sin(0.5f*v)\n;"
+ " cv2 = cos(0.5f*v)\n;"
+ " sv4 = sin(0.25f*v)\n;"
+ " cv4 = cos(0.25f*v)\n;"
+ " vec4 xx = vec4(0.5f*s2u*sv4*sv4,\n"
+ " 0.5f*su*sv2,\n"
+ " 0.5f*cu*sv2,\n"
+ " 0.5f*(su*su*sv4*sv4-cv4*cv4));\n"
+ " if (v < EPSILON)\n"
+ " {\n"
+ " v = EPSILON;\n"
+ " sv2 = sin(0.5f*v)\n;"
+ " cv2 = cos(0.5f*v)\n;"
+ " sv4 = sin(0.25f*v)\n;"
+ " }\n"
+ " vec4 xxu = vec4(c2u*sv4*sv4,\n"
+ " 0.5f*cu*sv2,\n"
+ " -0.5f*su*sv2,\n"
+ " 0.5f*s2u*sv4*sv4);\n"
+ " vec4 xxv = vec4(0.125f*s2u*sv2,\n"
+ " 0.25f*su*cv2,\n"
+ " 0.25f*cu*cv2,\n"
+ " 0.125f*(su*su+1.0f)*sv2);\n"
+ " 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+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"
+ " if (BoolTextures)\n"
+ " TexCoord = VertexT;\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(). */
+static const GLchar *fragment_shader_attribs_2_1 =
+ "varying vec3 Normal;\n"
+ "varying vec4 Color;\n"
+ "varying vec4 TexCoord;\n"
+ "\n";
+static const GLchar *fragment_shader_attribs_3_0 =
+ "in vec3 Normal;\n"
+ "in vec4 Color;\n"
+ "in vec4 TexCoord;\n"
+ "\n"
+ "out vec4 FragColor;\n"
+ "\n";
+static const GLchar *fragment_shader_main =
+ __extension__
+ "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"
+ "uniform bool BoolTextures;\n"
+ "uniform sampler2D TextureSampler;"
+ "\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";
+static const GLchar *fragment_shader_out_2_1 =
+ " if (BoolTextures)\n"
+ " color *= texture2D(TextureSampler,TexCoord.st);"
+ " color += specularReflection;\n"
+ " }\n"
+ " gl_FragColor = clamp(color,0.0,1.0);\n"
+ "}\n";
+static const GLchar *fragment_shader_out_3_0 =
+ " if (BoolTextures)\n"
+ " color *= texture(TextureSampler,TexCoord.st);"
+ " color += specularReflection;\n"
+ " }\n"
+ " 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)
{
@@ -771,13 +993,13 @@ static void setup_projective_plane(ModeInfo *mi, double umin, double umax,
else
u = ur*j/NUMU+umin;
v = vr*i/NUMV+vmin;
- cu = cos(u);
su = sin(u);
- c2u = cos(2.0*u);
+ cu = cos(u);
s2u = sin(2.0*u);
+ c2u = cos(2.0*u);
sv2 = sin(0.5*v);
- cv4 = cos(0.25*v);
sv4 = sin(0.25*v);
+ cv4 = cos(0.25*v);
w = 0.5*(su*su*sv4*sv4-cv4*cv4);
if (!pp->change_colors)
{
@@ -800,8 +1022,8 @@ static void setup_projective_plane(ModeInfo *mi, double umin, double umax,
/* Avoid degenerate tangential plane basis vectors. */
if (v < FLT_EPSILON)
v = FLT_EPSILON;
- cv2 = cos(0.5*v);
sv2 = sin(0.5*v);
+ cv2 = cos(0.5*v);
sv4 = sin(0.25*v);
pp->xu[k][0] = c2u*sv4*sv4;
pp->xu[k][1] = 0.5*cu*sv2;
@@ -816,11 +1038,161 @@ static void setup_projective_plane(ModeInfo *mi, double umin, double umax,
}
-/* Draw a 4d embedding of the projective plane projected into 3D. */
-static int projective_plane(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax)
+/* Compute the current walk frame, i.e., the coordinate system of the
+ point and direction at which the viewer is currently walking on the
+ projective plane. */
+static void compute_walk_frame(projectiveplanestruct *pp, float mat[4][4])
+{
+ int l, m;
+ double u, v;
+ double q, r, s, t;
+ double cu, su, cv2, sv2, cv4, sv4, c2u, s2u;
+ float p[3], pu[3], pv[3], pm[3], n[3], b[3];
+ double xx[4], xxu[4], xxv[4], y[4], yu[4], yv[4];
+
+ /* Compute the rotation that rotates the projective plane in 4D without
+ the trackball rotations. */
+ rotateall4d(pp->zeta,pp->eta,pp->theta,mat);
+
+ u = pp->umove;
+ v = pp->vmove;
+ su = sin(u);
+ cu = cos(u);
+ s2u = sin(2.0*u);
+ c2u = cos(2.0*u);
+ sv2 = sin(0.5*v);
+ sv4 = sin(0.25*v);
+ cv4 = cos(0.25*v);
+ xx[0] = 0.5*s2u*sv4*sv4;
+ xx[1] = 0.5*su*sv2;
+ xx[2] = 0.5*cu*sv2;
+ xx[3] = 0.5*(su*su*sv4*sv4-cv4*cv4);
+ /* Avoid degenerate tangential plane basis vectors. */
+ if (v < FLT_EPSILON)
+ v = FLT_EPSILON;
+ sv2 = sin(0.5*v);
+ cv2 = cos(0.5*v);
+ sv4 = sin(0.25*v);
+ xxu[0] = c2u*sv4*sv4;
+ xxu[1] = 0.5*cu*sv2;
+ xxu[2] = -0.5*su*sv2;
+ xxu[3] = 0.5*s2u*sv4*sv4;
+ xxv[0] = 0.125*s2u*sv2;
+ xxv[1] = 0.25*su*cv2;
+ xxv[2] = 0.25*cu*cv2;
+ xxv[3] = 0.125*(su*su+1.0)*sv2;
+ for (l=0; l<4; l++)
+ {
+ y[l] = (mat[l][0]*xx[0]+mat[l][1]*xx[1]+
+ mat[l][2]*xx[2]+mat[l][3]*xx[3]);
+ yu[l] = (mat[l][0]*xxu[0]+mat[l][1]*xxu[1]+
+ mat[l][2]*xxu[2]+mat[l][3]*xxu[3]);
+ yv[l] = (mat[l][0]*xxv[0]+mat[l][1]*xxv[1]+
+ mat[l][2]*xxv[2]+mat[l][3]*xxv[3]);
+ }
+ if (pp->projection_4d == DISP_4D_ORTHOGRAPHIC)
+ {
+ for (l=0; l<3; l++)
+ {
+ p[l] = y[l]+pp->offset4d[l];
+ pu[l] = yu[l];
+ pv[l] = yv[l];
+ }
+ }
+ else
+ {
+ s = y[3]+pp->offset4d[3];
+ q = 1.0/s;
+ t = q*q;
+ for (l=0; l<3; l++)
+ {
+ r = y[l]+pp->offset4d[l];
+ p[l] = r*q;
+ pu[l] = (yu[l]*s-r*yu[3])*t;
+ pv[l] = (yv[l]*s-r*yv[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 = 1.0/(pp->side*4.0*sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]));
+ n[0] *= t;
+ n[1] *= t;
+ n[2] *= t;
+ pm[0] = pu[0]*pp->dumove+pv[0]*pp->dvmove;
+ pm[1] = pu[1]*pp->dumove+pv[1]*pp->dvmove;
+ pm[2] = pu[2]*pp->dumove+pv[2]*pp->dvmove;
+ t = 1.0/(4.0*sqrt(pm[0]*pm[0]+pm[1]*pm[1]+pm[2]*pm[2]));
+ pm[0] *= t;
+ pm[1] *= t;
+ pm[2] *= t;
+ b[0] = n[1]*pm[2]-n[2]*pm[1];
+ b[1] = n[2]*pm[0]-n[0]*pm[2];
+ b[2] = n[0]*pm[1]-n[1]*pm[0];
+ t = 1.0/(4.0*sqrt(b[0]*b[0]+b[1]*b[1]+b[2]*b[2]));
+ b[0] *= t;
+ b[1] *= t;
+ b[2] *= t;
+
+ /* Compute alpha, beta, delta from the three basis vectors.
+ | -b[0] -b[1] -b[2] |
+ m = | n[0] n[1] n[2] |
+ | -pm[0] -pm[1] -pm[2] |
+ */
+ pp->alpha = atan2(-n[2],-pm[2])*180/M_PI;
+ pp->beta = atan2(-b[2],sqrt(b[0]*b[0]+b[1]*b[1]))*180/M_PI;
+ pp->delta = atan2(b[1],-b[0])*180/M_PI;
+
+ /* Compute the rotation that rotates the projective plane in 4D. */
+ rotateall(pp->alpha,pp->beta,pp->delta,pp->zeta,pp->eta,pp->theta,mat);
+
+ u = pp->umove;
+ v = pp->vmove;
+ su = sin(u);
+ cu = cos(u);
+ s2u = sin(2.0*u);
+ sv2 = sin(0.5*v);
+ sv4 = sin(0.25*v);
+ cv4 = cos(0.25*v);
+ xx[0] = 0.5*s2u*sv4*sv4;
+ xx[1] = 0.5*su*sv2;
+ xx[2] = 0.5*cu*sv2;
+ xx[3] = 0.5*(su*su*sv4*sv4-cv4*cv4);
+ for (l=0; l<4; l++)
+ {
+ r = 0.0;
+ for (m=0; m<4; m++)
+ r += mat[l][m]*xx[m];
+ y[l] = r;
+ }
+ if (pp->projection_4d == DISP_4D_ORTHOGRAPHIC)
+ {
+ for (l=0; l<3; l++)
+ p[l] = y[l]+pp->offset4d[l];
+ }
+ else
+ {
+ s = y[3]+pp->offset4d[3];
+ for (l=0; l<3; l++)
+ p[l] = (y[l]+pp->offset4d[l])/s;
+ }
+
+ pp->offset3d[0] = -p[0];
+ pp->offset3d[1] = -p[1]-DELTAY;
+ pp->offset3d[2] = -p[2];
+}
+
+
+/* Draw a 4d embedding of the projective plane projected into 3D using
+ OpenGL's fixed functionality. */
+static int projective_plane_ff(ModeInfo *mi, double umin, double umax,
+ double vmin, double vmax)
{
- int polys = 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 };
@@ -828,150 +1200,105 @@ static int projective_plane(ModeInfo *mi, double umin, double umax,
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], pm[3], n[3], b[3], mat[4][4], matc[3][3];
+ float pu[3], pv[3], mat[4][4], matc[3][3];
int i, j, k, l, m, o;
double u, v, ur, vr;
- double xx[4], xxu[4], xxv[4], y[4], yu[4], yv[4];
+ double y[4], yu[4], yv[4];
double q, r, s, t;
- double cu, su, cv2, sv2, cv4, sv4, c2u, s2u;
float q1[4], q2[4], r1[4][4], r2[4][4];
projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
+ int polys;
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (pp->projection_3d == DISP_3D_PERSPECTIVE ||
+ pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
+ {
+ if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
+ gluPerspective(60.0,pp->aspect,0.01,10.0);
+ else
+ gluPerspective(60.0,pp->aspect,0.1,10.0);
+ }
+ else
+ {
+ if (pp->aspect >= 1.0)
+ glOrtho(-0.6*pp->aspect,0.6*pp->aspect,-0.6,0.6,0.1,10.0);
+ else
+ glOrtho(-0.6,0.6,-0.6/pp->aspect,0.6/pp->aspect,0.1,10.0);
+ }
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if (pp->display_mode == DISP_SURFACE)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDepthMask(GL_TRUE);
+ glShadeModel(GL_SMOOTH);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
+ 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);
+ glDisable(GL_BLEND);
+ }
+ else if (pp->display_mode == DISP_TRANSPARENT)
+ {
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glShadeModel(GL_SMOOTH);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
+ 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);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ }
+ else /* pp->display_mode == DISP_WIREFRAME */
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDepthMask(GL_TRUE);
+ glShadeModel(GL_FLAT);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_LIGHT0);
+ glDisable(GL_BLEND);
+ }
+
+ if (pp->marks)
+ {
+ glEnable(GL_TEXTURE_2D);
+#ifndef HAVE_JWZGLES
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
+#endif
+ }
+ else
+ {
+ glDisable(GL_TEXTURE_2D);
+#ifndef HAVE_JWZGLES
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);
+#endif
+ }
if (pp->change_colors)
rotateall3d(pp->rho,pp->sigma,pp->tau,matc);
if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
{
- /* Compute the rotation that rotates the projective plane in 4D without
- the trackball rotations. */
- rotateall4d(pp->zeta,pp->eta,pp->theta,mat);
-
- u = pp->umove;
- v = pp->vmove;
- cu = cos(u);
- su = sin(u);
- c2u = cos(2.0*u);
- s2u = sin(2.0*u);
- sv2 = sin(0.5*v);
- cv4 = cos(0.25*v);
- sv4 = sin(0.25*v);
- xx[0] = 0.5*s2u*sv4*sv4;
- xx[1] = 0.5*su*sv2;
- xx[2] = 0.5*cu*sv2;
- xx[3] = 0.5*(su*su*sv4*sv4-cv4*cv4);
- /* Avoid degenerate tangential plane basis vectors. */
- if (v < FLT_EPSILON)
- v = FLT_EPSILON;
- cv2 = cos(0.5*v);
- sv2 = sin(0.5*v);
- sv4 = sin(0.25*v);
- xxu[0] = c2u*sv4*sv4;
- xxu[1] = 0.5*cu*sv2;
- xxu[2] = -0.5*su*sv2;
- xxu[3] = 0.5*s2u*sv4*sv4;
- xxv[0] = 0.125*s2u*sv2;
- xxv[1] = 0.25*su*cv2;
- xxv[2] = 0.25*cu*cv2;
- xxv[3] = 0.125*(su*su+1.0)*sv2;
- for (l=0; l<4; l++)
- {
- y[l] = (mat[l][0]*xx[0]+mat[l][1]*xx[1]+
- mat[l][2]*xx[2]+mat[l][3]*xx[3]);
- yu[l] = (mat[l][0]*xxu[0]+mat[l][1]*xxu[1]+
- mat[l][2]*xxu[2]+mat[l][3]*xxu[3]);
- yv[l] = (mat[l][0]*xxv[0]+mat[l][1]*xxv[1]+
- mat[l][2]*xxv[2]+mat[l][3]*xxv[3]);
- }
- if (pp->projection_4d == DISP_4D_ORTHOGRAPHIC)
- {
- for (l=0; l<3; l++)
- {
- p[l] = y[l]+pp->offset4d[l];
- pu[l] = yu[l];
- pv[l] = yv[l];
- }
- }
- else
- {
- s = y[3]+pp->offset4d[3];
- q = 1.0/s;
- t = q*q;
- for (l=0; l<3; l++)
- {
- r = y[l]+pp->offset4d[l];
- p[l] = r*q;
- pu[l] = (yu[l]*s-r*yu[3])*t;
- pv[l] = (yv[l]*s-r*yv[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 = 1.0/(pp->side*4.0*sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]));
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- pm[0] = pu[0]*pp->dumove+pv[0]*pp->dvmove;
- pm[1] = pu[1]*pp->dumove+pv[1]*pp->dvmove;
- pm[2] = pu[2]*pp->dumove+pv[2]*pp->dvmove;
- t = 1.0/(4.0*sqrt(pm[0]*pm[0]+pm[1]*pm[1]+pm[2]*pm[2]));
- pm[0] *= t;
- pm[1] *= t;
- pm[2] *= t;
- b[0] = n[1]*pm[2]-n[2]*pm[1];
- b[1] = n[2]*pm[0]-n[0]*pm[2];
- b[2] = n[0]*pm[1]-n[1]*pm[0];
- t = 1.0/(4.0*sqrt(b[0]*b[0]+b[1]*b[1]+b[2]*b[2]));
- b[0] *= t;
- b[1] *= t;
- b[2] *= t;
-
- /* Compute alpha, beta, delta from the three basis vectors.
- | -b[0] -b[1] -b[2] |
- m = | n[0] n[1] n[2] |
- | -pm[0] -pm[1] -pm[2] |
- */
- pp->alpha = atan2(-n[2],-pm[2])*180/M_PI;
- pp->beta = atan2(-b[2],sqrt(b[0]*b[0]+b[1]*b[1]))*180/M_PI;
- pp->delta = atan2(b[1],-b[0])*180/M_PI;
-
- /* Compute the rotation that rotates the projective plane in 4D. */
- rotateall(pp->alpha,pp->beta,pp->delta,pp->zeta,pp->eta,pp->theta,mat);
-
- u = pp->umove;
- v = pp->vmove;
- cu = cos(u);
- su = sin(u);
- s2u = sin(2.0*u);
- sv2 = sin(0.5*v);
- cv4 = cos(0.25*v);
- sv4 = sin(0.25*v);
- xx[0] = 0.5*s2u*sv4*sv4;
- xx[1] = 0.5*su*sv2;
- xx[2] = 0.5*cu*sv2;
- xx[3] = 0.5*(su*su*sv4*sv4-cv4*cv4);
- for (l=0; l<4; l++)
- {
- r = 0.0;
- for (m=0; m<4; m++)
- r += mat[l][m]*xx[m];
- y[l] = r;
- }
- if (pp->projection_4d == DISP_4D_ORTHOGRAPHIC)
- {
- for (l=0; l<3; l++)
- p[l] = y[l]+pp->offset4d[l];
- }
- else
- {
- s = y[3]+pp->offset4d[3];
- for (l=0; l<3; l++)
- p[l] = (y[l]+pp->offset4d[l])/s;
- }
-
- pp->offset3d[0] = -p[0];
- pp->offset3d[1] = -p[1]-DELTAY;
- pp->offset3d[2] = -p[2];
+ /* Compute the walk frame. */
+ compute_walk_frame(pp,mat);
}
else
{
@@ -1103,7 +1430,7 @@ static int projective_plane(ModeInfo *mi, double umin, double umax,
{
for (k=0; k<=1; k++)
{
- l = (i+k);
+ l = i+k;
m = j;
o = l*(NUMU+1)+m;
glNormal3fv(pp->pn[o]);
@@ -1131,7 +1458,6 @@ static int projective_plane(ModeInfo *mi, double umin, double umax,
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,pp->col[o]);
}
glVertex3fv(pp->pp[o]);
- polys++;
}
}
glEnd();
@@ -1152,7 +1478,7 @@ static int projective_plane(ModeInfo *mi, double umin, double umax,
for (k=0; k<=1; k++)
{
l = i;
- m = (j+k);
+ m = j+k;
o = l*(NUMU+1)+m;
glNormal3fv(pp->pn[o]);
glTexCoord2fv(pp->tex[o]);
@@ -1179,26 +1505,505 @@ static int projective_plane(ModeInfo *mi, double umin, double umax,
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,pp->col[o]);
}
glVertex3fv(pp->pp[o]);
- polys++;
}
}
glEnd();
}
}
- polys /= 2;
+ polys = 2*NUMU*NUMV;
+ if (pp->appearance != APPEARANCE_SOLID)
+ polys /= 2;
+ return polys;
+}
+
+
+#ifdef HAVE_GLSL
+
+/* Draw a 4d embedding of the projective plane projected into 3D using
+ OpenGL's programmable functionality. */
+static int projective_plane_pf(ModeInfo *mi, double umin, double umax,
+ double vmin, double vmax)
+{
+ 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;
+ double u, v, ur, vr;
+ float q1[4], q2[4], r1[4][4], r2[4][4];
+ GLsizeiptr index_offset;
+ projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
+ int polys;
+
+ if (!pp->use_shaders)
+ return 0;
+
+ if (!pp->buffers_initialized)
+ {
+ /* The u and v values need to be computed once (or each time the value
+ of appearance changes, once we support that). */
+ ur = umax-umin;
+ vr = vmax-vmin;
+ for (i=0; i<=NUMV; i++)
+ {
+ for (j=0; j<=NUMU; j++)
+ {
+ o = i*(NUMU+1)+j;
+ if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
+ u = -ur*j/NUMU+umin;
+ else
+ u = ur*j/NUMU+umin;
+ v = vr*i/NUMV+vmin;
+ pp->uv[o][0] = u;
+ pp->uv[o][1] = v;
+ }
+ }
+ glBindBuffer(GL_ARRAY_BUFFER,pp->vertex_uv_buffer);
+ glBufferData(GL_ARRAY_BUFFER,2*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ pp->uv,GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+ glBindBuffer(GL_ARRAY_BUFFER,pp->vertex_t_buffer);
+ glBufferData(GL_ARRAY_BUFFER,2*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ pp->tex,GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+ if (!pp->change_colors &&
+ pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER,pp->color_buffer);
+ glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ pp->col,GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ }
+
+ /* The indices only need to be computed once (or each time the value of
+ appearance changes, once we support that). */
+ pp->ni = 0;
+ pp->ne = 0;
+ pp->nt = 0;
+ if (pp->display_mode != DISP_WIREFRAME)
+ {
+ if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
+ {
+ for (i=0; i<NUMV; i++)
+ {
+ if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
+ ((i & (NUMB-1)) >= NUMB/4) && ((i & (NUMB-1)) < 3*NUMB/4))
+ continue;
+ for (j=0; j<=NUMU; j++)
+ {
+ for (k=0; k<=1; k++)
+ {
+ l = i+k;
+ m = j;
+ o = l*(NUMU+1)+m;
+ pp->indices[pp->ni++] = o;
+ }
+ }
+ pp->ne++;
+ }
+ pp->nt = 2*(NUMU+1);
+ }
+ else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
+ {
+ for (j=0; j<NUMU; j++)
+ {
+ if ((j & (NUMB-1)) >= NUMB/2)
+ continue;
+ for (i=0; i<=NUMV; i++)
+ {
+ for (k=0; k<=1; k++)
+ {
+ l = i;
+ m = j+k;
+ o = l*(NUMU+1)+m;
+ pp->indices[pp->ni++] = o;
+ }
+ }
+ pp->ne++;
+ }
+ pp->nt = 2*(NUMV+1);
+ }
+ }
+ else /* pp->display_mode == DISP_WIREFRAME */
+ {
+ if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
+ {
+ for (i=0; i<=NUMV; i++)
+ {
+ if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
+ ((i & (NUMB-1)) > NUMB/4) && ((i & (NUMB-1)) < 3*NUMB/4))
+ continue;
+ if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
+ ((i & (NUMB-1)) == NUMB/4))
+ {
+ for (j=0; j<NUMU; j++)
+ {
+ pp->indices[pp->ni++] = i*(NUMU+1)+j;
+ pp->indices[pp->ni++] = i*(NUMU+1)+j+1;
+ }
+ continue;
+ }
+ for (j=0; j<NUMU; j++)
+ {
+ pp->indices[pp->ni++] = i*(NUMU+1)+j;
+ pp->indices[pp->ni++] = i*(NUMU+1)+j+1;
+ if (i < NUMV)
+ {
+ pp->indices[pp->ni++] = i*(NUMU+1)+j;
+ pp->indices[pp->ni++] = (i+1)*(NUMU+1)+j;
+ }
+ }
+ }
+ }
+ else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
+ {
+ for (j=0; j<NUMU; j++)
+ {
+ if ((j & (NUMB-1)) > NUMB/2)
+ continue;
+ if ((j & (NUMB-1)) == NUMB/2)
+ {
+ for (i=0; i<NUMV; i++)
+ {
+ pp->indices[pp->ni++] = i*(NUMU+1)+j;
+ pp->indices[pp->ni++] = (i+1)*(NUMU+1)+j;
+ }
+ continue;
+ }
+ for (i=0; i<=NUMV; i++)
+ {
+ pp->indices[pp->ni++] = i*(NUMU+1)+j;
+ pp->indices[pp->ni++] = i*(NUMU+1)+j+1;
+ if (i < NUMV)
+ {
+ pp->indices[pp->ni++] = i*(NUMU+1)+j;
+ pp->indices[pp->ni++] = (i+1)*(NUMU+1)+j;
+ }
+ }
+ }
+ }
+ pp->ne = 1;
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,pp->indices_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,pp->ni*sizeof(GLuint),
+ pp->indices,GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+
+ pp->buffers_initialized = True;
+ }
+
+ if (pp->change_colors)
+ rotateall3d(pp->rho,pp->sigma,pp->tau,matc);
+
+ if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
+ {
+ /* Compute the walk frame. */
+ compute_walk_frame(pp,mat);
+ }
+ else
+ {
+ /* Compute the rotation that rotates the projective plane in 4D,
+ including the trackball rotations. */
+ rotateall(pp->alpha,pp->beta,pp->delta,pp->zeta,pp->eta,pp->theta,r1);
+
+ gltrackball_get_quaternion(pp->trackballs[0],q1);
+ gltrackball_get_quaternion(pp->trackballs[1],q2);
+ quats_to_rotmat(q1,q2,r2);
+
+ mult_rotmat(r2,r1,mat);
+ }
+
+ if (pp->change_colors &&
+ (pp->colors == COLORS_DEPTH || pp->colors == COLORS_DIRECTION ||
+ pp->colors == COLORS_DISTANCE))
+ {
+ ur = umax-umin;
+ vr = vmax-vmin;
+ for (i=0; i<=NUMV; i++)
+ {
+ for (j=0; j<=NUMU; j++)
+ {
+ o = i*(NUMU+1)+j;
+ if (pp->colors == COLORS_DEPTH)
+ {
+ color(pp,(2.0*pp->x[o][3]+1.0)*M_PI*2.0/3.0,matc,pp->col[o]);
+ }
+ else if (pp->colors == COLORS_DIRECTION)
+ {
+ u = -ur*j/NUMU+umin;
+ color(pp,2.0*M_PI+fmod(2.0*u,2.0*M_PI),matc,pp->col[o]);
+ }
+ else if (pp->colors == COLORS_DISTANCE)
+ {
+ v = vr*i/NUMV+vmin;
+ color(pp,v*(5.0/6.0),matc,pp->col[o]);
+ }
+ }
+ }
+ }
+
+ glUseProgram(pp->shader_program);
+
+ glsl_Identity(p_mat);
+ if (pp->projection_3d == DISP_3D_PERSPECTIVE ||
+ pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
+ {
+ if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
+ glsl_Perspective(p_mat,60.0f,pp->aspect,0.01f,10.0f);
+ else
+ glsl_Perspective(p_mat,60.0f,pp->aspect,0.1f,10.0f);
+ }
+ else
+ {
+ if (pp->aspect >= 1.0)
+ glsl_Orthographic(p_mat,-0.6f*pp->aspect,0.6f*pp->aspect,-0.6f,0.6f,
+ 0.1f,10.0f);
+ else
+ glsl_Orthographic(p_mat,-0.6f,0.6f,-0.6f/pp->aspect,0.6f/pp->aspect,
+ 0.1f,10.0f);
+ }
+ glUniformMatrix4fv(pp->mat_rot_index,1,GL_TRUE,(GLfloat *)mat);
+ glUniformMatrix4fv(pp->mat_p_index,1,GL_FALSE,p_mat);
+ glUniform1i(pp->bool_persp_index,pp->projection_4d == DISP_4D_PERSPECTIVE);
+ glUniform4fv(pp->off4d_index,1,pp->offset4d);
+ glUniform4fv(pp->off3d_index,1,pp->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 (pp->display_mode == DISP_SURFACE)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDepthMask(GL_TRUE);
+ glDisable(GL_BLEND);
+ glUniform4fv(pp->glbl_ambient_index,1,light_model_ambient);
+ glUniform4fv(pp->lt_ambient_index,1,light_ambient);
+ glUniform4fv(pp->lt_diffuse_index,1,light_diffuse);
+ glUniform4fv(pp->lt_specular_index,1,light_specular);
+ glUniform3fv(pp->lt_direction_index,1,light_direction);
+ glUniform3fv(pp->lt_halfvect_index,1,half_vector);
+ glUniform4fv(pp->specular_index,1,mat_specular);
+ glUniform1f(pp->shininess_index,50.0f);
+ glUniform1i(pp->draw_lines_index,GL_FALSE);
+ }
+ else if (pp->display_mode == DISP_TRANSPARENT)
+ {
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ glUniform4fv(pp->glbl_ambient_index,1,light_model_ambient);
+ glUniform4fv(pp->lt_ambient_index,1,light_ambient);
+ glUniform4fv(pp->lt_diffuse_index,1,light_diffuse);
+ glUniform4fv(pp->lt_specular_index,1,light_specular);
+ glUniform3fv(pp->lt_direction_index,1,light_direction);
+ glUniform3fv(pp->lt_halfvect_index,1,half_vector);
+ glUniform4fv(pp->specular_index,1,mat_specular);
+ glUniform1f(pp->shininess_index,50.0f);
+ glUniform1i(pp->draw_lines_index,GL_FALSE);
+ }
+ else /* pp->display_mode == DISP_WIREFRAME */
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDepthMask(GL_TRUE);
+ glDisable(GL_BLEND);
+ glUniform1i(pp->draw_lines_index,GL_TRUE);
+ }
+
+ if (pp->marks)
+ glEnable(GL_TEXTURE_2D);
+ else
+ glDisable(GL_TEXTURE_2D);
+
+ glUniform4fv(pp->front_ambient_index,1,mat_diff_white);
+ glUniform4fv(pp->front_diffuse_index,1,mat_diff_white);
+ glUniform4fv(pp->back_ambient_index,1,mat_diff_white);
+ glUniform4fv(pp->back_diffuse_index,1,mat_diff_white);
+ glVertexAttrib4f(pp->color_index,1.0f,1.0f,1.0f,1.0f);
+ if (!pp->change_colors)
+ {
+ if (pp->colors == COLORS_ONESIDED)
+ {
+ if (pp->display_mode == DISP_TRANSPARENT)
+ {
+ glUniform4fv(pp->front_ambient_index,1,mat_diff_trans_oneside);
+ glUniform4fv(pp->front_diffuse_index,1,mat_diff_trans_oneside);
+ glUniform4fv(pp->back_ambient_index,1,mat_diff_trans_oneside);
+ glUniform4fv(pp->back_diffuse_index,1,mat_diff_trans_oneside);
+ }
+ else if (pp->display_mode == DISP_SURFACE)
+ {
+ glUniform4fv(pp->front_ambient_index,1,mat_diff_oneside);
+ glUniform4fv(pp->front_diffuse_index,1,mat_diff_oneside);
+ glUniform4fv(pp->back_ambient_index,1,mat_diff_oneside);
+ glUniform4fv(pp->back_diffuse_index,1,mat_diff_oneside);
+ }
+ else /* pp->display_mode == DISP_WIREFRAME */
+ {
+ glVertexAttrib4fv(pp->color_index,mat_diff_oneside);
+ }
+ }
+ else if (pp->colors == COLORS_TWOSIDED)
+ {
+ if (pp->display_mode == DISP_TRANSPARENT)
+ {
+ glUniform4fv(pp->front_ambient_index,1,mat_diff_trans_red);
+ glUniform4fv(pp->front_diffuse_index,1,mat_diff_trans_red);
+ glUniform4fv(pp->back_ambient_index,1,mat_diff_trans_green);
+ glUniform4fv(pp->back_diffuse_index,1,mat_diff_trans_green);
+ }
+ else if (pp->display_mode == DISP_SURFACE)
+ {
+ glUniform4fv(pp->front_ambient_index,1,mat_diff_red);
+ glUniform4fv(pp->front_diffuse_index,1,mat_diff_red);
+ glUniform4fv(pp->back_ambient_index,1,mat_diff_green);
+ glUniform4fv(pp->back_diffuse_index,1,mat_diff_green);
+ }
+ else /* pp->display_mode == DISP_WIREFRAME */
+ {
+ glVertexAttrib4fv(pp->color_index,mat_diff_red);
+ }
+ }
+ }
+ else /* pp->change_colors */
+ {
+ color(pp,0.0,matc,mat_diff_dyn);
+ if (pp->colors == COLORS_ONESIDED)
+ {
+ if (pp->display_mode == DISP_TRANSPARENT ||
+ pp->display_mode == DISP_SURFACE)
+ {
+ glUniform4fv(pp->front_ambient_index,1,mat_diff_dyn);
+ glUniform4fv(pp->front_diffuse_index,1,mat_diff_dyn);
+ glUniform4fv(pp->back_ambient_index,1,mat_diff_dyn);
+ glUniform4fv(pp->back_diffuse_index,1,mat_diff_dyn);
+ }
+ else /* pp->display_mode == DISP_WIREFRAME */
+ {
+ glVertexAttrib4fv(pp->color_index,mat_diff_dyn);
+ }
+ }
+ else if (pp->colors == COLORS_TWOSIDED)
+ {
+ if (pp->display_mode == DISP_TRANSPARENT ||
+ pp->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(pp->front_ambient_index,1,mat_diff_dyn);
+ glUniform4fv(pp->front_diffuse_index,1,mat_diff_dyn);
+ glUniform4fv(pp->back_ambient_index,1,mat_diff_dyn_compl);
+ glUniform4fv(pp->back_diffuse_index,1,mat_diff_dyn_compl);
+ }
+ else /* pp->display_mode == DISP_WIREFRAME */
+ {
+ glVertexAttrib4fv(pp->color_index,mat_diff_dyn);
+ }
+ }
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,pp->tex_name);
+ glUniform1i(pp->texture_sampler_index,0);
+ glUniform1i(pp->bool_textures_index,pp->marks);
+
+ glEnableVertexAttribArray(pp->vertex_uv_index);
+ glBindBuffer(GL_ARRAY_BUFFER,pp->vertex_uv_buffer);
+ glVertexAttribPointer(pp->vertex_uv_index,2,GL_FLOAT,GL_FALSE,0,0);
+
+ glEnableVertexAttribArray(pp->vertex_t_index);
+ glBindBuffer(GL_ARRAY_BUFFER,pp->vertex_t_buffer);
+ glVertexAttribPointer(pp->vertex_t_index,2,GL_FLOAT,GL_FALSE,0,0);
+
+ if (pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
+ {
+ glEnableVertexAttribArray(pp->color_index);
+ glBindBuffer(GL_ARRAY_BUFFER,pp->color_buffer);
+ if (pp->change_colors)
+ glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ pp->col,GL_STREAM_DRAW);
+ glVertexAttribPointer(pp->color_index,4,GL_FLOAT,GL_FALSE,0,0);
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,pp->indices_buffer);
+
+ if (pp->display_mode != DISP_WIREFRAME)
+ {
+ for (i=0; i<pp->ne; i++)
+ {
+ index_offset = pp->nt*i*sizeof(GLuint);
+ glDrawElements(GL_TRIANGLE_STRIP,pp->nt,GL_UNSIGNED_INT,
+ (const GLvoid *)index_offset);
+ }
+ }
+ else /* pp->display_mode == DISP_WIREFRAME */
+ {
+ glLineWidth(1.0f);
+ index_offset = 0;
+ glDrawElements(GL_LINES,pp->ni,GL_UNSIGNED_INT,
+ (const void *)index_offset);
+ }
+
+ glDisableVertexAttribArray(pp->vertex_uv_index);
+ glDisableVertexAttribArray(pp->vertex_t_index);
+ if (pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
+ glDisableVertexAttribArray(pp->color_index);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+
+ glUseProgram(0);
+
+ polys = 2*NUMU*NUMV;
+ if (pp->appearance != APPEARANCE_SOLID)
+ polys /= 2;
return polys;
}
+#endif /* HAVE_GLSL */
+
/* Generate a texture image that shows the orientation reversal. */
static void gen_texture(ModeInfo *mi)
{
projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
+ glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glGenTextures(1,&pp->tex_name);
glBindTexture(GL_TEXTURE_2D,pp->tex_name);
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
@@ -1209,13 +2014,150 @@ static void gen_texture(ModeInfo *mi)
}
+#ifdef HAVE_GLSL
+
+static void init_glsl(ModeInfo *mi)
+{
+ projectiveplanestruct *pp = &projectiveplane[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 projective plane. */
+ pp->use_shaders = False;
+ pp->buffers_initialized = False;
+ pp->shader_program = 0;
+ pp->ni = 0;
+ pp->ne = 0;
+ pp->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,
+ &pp->shader_program))
+ return;
+ pp->vertex_uv_index = glGetAttribLocation(pp->shader_program,"VertexUV");
+ pp->vertex_t_index = glGetAttribLocation(pp->shader_program,"VertexT");
+ pp->color_index = glGetAttribLocation(pp->shader_program,"VertexColor");
+ if (pp->vertex_uv_index == -1 || pp->vertex_t_index == -1 ||
+ pp->color_index == -1)
+ {
+ glDeleteProgram(pp->shader_program);
+ return;
+ }
+ pp->mat_rot_index = glGetUniformLocation(pp->shader_program,
+ "MatRot4D");
+ pp->mat_p_index = glGetUniformLocation(pp->shader_program,
+ "MatProj");
+ pp->bool_persp_index = glGetUniformLocation(pp->shader_program,
+ "BoolPersp");
+ pp->off4d_index = glGetUniformLocation(pp->shader_program,
+ "Offset4D");
+ pp->off3d_index = glGetUniformLocation(pp->shader_program,
+ "Offset3D");
+ pp->bool_textures_index = glGetUniformLocation(pp->shader_program,
+ "BoolTextures");
+ pp->draw_lines_index = glGetUniformLocation(pp->shader_program,
+ "DrawLines");
+ pp->glbl_ambient_index = glGetUniformLocation(pp->shader_program,
+ "LtGlblAmbient");
+ pp->lt_ambient_index = glGetUniformLocation(pp->shader_program,
+ "LtAmbient");
+ pp->lt_diffuse_index = glGetUniformLocation(pp->shader_program,
+ "LtDiffuse");
+ pp->lt_specular_index = glGetUniformLocation(pp->shader_program,
+ "LtSpecular");
+ pp->lt_direction_index = glGetUniformLocation(pp->shader_program,
+ "LtDirection");
+ pp->lt_halfvect_index = glGetUniformLocation(pp->shader_program,
+ "LtHalfVector");
+ pp->front_ambient_index = glGetUniformLocation(pp->shader_program,
+ "MatFrontAmbient");
+ pp->back_ambient_index = glGetUniformLocation(pp->shader_program,
+ "MatBackAmbient");
+ pp->front_diffuse_index = glGetUniformLocation(pp->shader_program,
+ "MatFrontDiffuse");
+ pp->back_diffuse_index = glGetUniformLocation(pp->shader_program,
+ "MatBackDiffuse");
+ pp->specular_index = glGetUniformLocation(pp->shader_program,
+ "MatSpecular");
+ pp->shininess_index = glGetUniformLocation(pp->shader_program,
+ "MatShininess");
+ pp->texture_sampler_index = glGetUniformLocation(pp->shader_program,
+ "TextureSampler");
+ if (pp->mat_rot_index == -1 || pp->mat_p_index == -1 ||
+ pp->bool_persp_index == -1 || pp->off4d_index == -1 ||
+ pp->off3d_index == -1 || pp->bool_textures_index == -1 ||
+ pp->draw_lines_index == -1 || pp->glbl_ambient_index == -1 ||
+ pp->lt_ambient_index == -1 || pp->lt_diffuse_index == -1 ||
+ pp->lt_specular_index == -1 || pp->lt_direction_index == -1 ||
+ pp->lt_halfvect_index == -1 || pp->front_ambient_index == -1 ||
+ pp->back_ambient_index == -1 || pp->front_diffuse_index == -1 ||
+ pp->back_diffuse_index == -1 || pp->specular_index == -1 ||
+ pp->shininess_index == -1 || pp->texture_sampler_index == -1)
+ {
+ glDeleteProgram(pp->shader_program);
+ return;
+ }
+
+ glGenBuffers(1,&pp->vertex_uv_buffer);
+ glGenBuffers(1,&pp->vertex_t_buffer);
+ glGenBuffers(1,&pp->color_buffer);
+ glGenBuffers(1,&pp->indices_buffer);
+
+ pp->use_shaders = True;
+}
+
+#endif /* HAVE_GLSL */
+
+
static void init(ModeInfo *mi)
{
- 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 };
projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
if (walk_speed == 0.0)
@@ -1265,78 +2207,16 @@ static void init(ModeInfo *mi)
gen_texture(mi);
setup_projective_plane(mi,0.0,2.0*M_PI,0.0,2.0*M_PI);
- if (pp->marks)
- glEnable(GL_TEXTURE_2D);
- else
- glDisable(GL_TEXTURE_2D);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (pp->projection_3d == DISP_3D_PERSPECTIVE ||
- pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- {
- if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- gluPerspective(60.0,1.0,0.01,10.0);
- else
- gluPerspective(60.0,1.0,0.1,10.0);
- }
- else
- {
- glOrtho(-0.6,0.6,-0.6,0.6,0.1,10.0);
- }
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+#ifdef HAVE_GLSL
+ init_glsl(mi);
+#endif /* HAVE_GLSL */
-# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
- if (pp->display_mode == DISP_WIREFRAME)
+#ifdef HAVE_ANDROID
+ /* glPolygonMode(...,GL_LINE) is not supported for an OpenGL ES 1.1
+ context. */
+ if (!pp->use_shaders && pp->display_mode == DISP_WIREFRAME)
pp->display_mode = DISP_SURFACE;
-# endif
-
- if (pp->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);
- 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 (pp->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);
- 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 /* pp->display_mode == DISP_WIREFRAME */
- {
- glDisable(GL_DEPTH_TEST);
- glShadeModel(GL_FLAT);
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- glDisable(GL_LIGHTING);
- glDisable(GL_LIGHT0);
- glDisable(GL_BLEND);
- }
+#endif /* HAVE_ANDROID */
}
@@ -1425,27 +2305,12 @@ static void display_projectiveplane(ModeInfo *mi)
}
}
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (pp->projection_3d == DISP_3D_PERSPECTIVE ||
- pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- {
- if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- gluPerspective(60.0,pp->aspect,0.01,10.0);
- else
- gluPerspective(60.0,pp->aspect,0.1,10.0);
- }
+#ifdef HAVE_GLSL
+ if (pp->use_shaders)
+ mi->polygon_count = projective_plane_pf(mi,0.0,2.0*M_PI,0.0,2.0*M_PI);
else
- {
- if (pp->aspect >= 1.0)
- glOrtho(-0.6*pp->aspect,0.6*pp->aspect,-0.6,0.6,0.1,10.0);
- else
- glOrtho(-0.6,0.6,-0.6/pp->aspect,0.6/pp->aspect,0.1,10.0);
- }
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- mi->polygon_count = projective_plane(mi,0.0,2.0*M_PI,0.0,2.0*M_PI);
+#endif /* HAVE_GLSL */
+ mi->polygon_count = projective_plane_ff(mi,0.0,2.0*M_PI,0.0,2.0*M_PI);
}
@@ -1541,7 +2406,6 @@ ENTRYPOINT void init_projectiveplane(ModeInfo *mi)
MI_INIT(mi, projectiveplane);
pp = &projectiveplane[MI_SCREEN(mi)];
-
pp->trackballs[0] = gltrackball_init(True);
pp->trackballs[1] = gltrackball_init(True);
pp->current_trackball = 0;
@@ -1711,7 +2575,6 @@ ENTRYPOINT void init_projectiveplane(ModeInfo *mi)
if ((pp->glx_context = init_GL(mi)) != NULL)
{
reshape_projectiveplane(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
- glDrawBuffer(GL_BACK);
init(mi);
}
else
@@ -1741,6 +2604,8 @@ ENTRYPOINT void draw_projectiveplane(ModeInfo *mi)
glXMakeCurrent(display, window, *pp->glx_context);
+ glClearColor(0.0f,0.0f,0.0f,1.0f);
+ glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
@@ -1768,6 +2633,7 @@ ENTRYPOINT void change_projectiveplane(ModeInfo *mi)
}
#endif /* !STANDALONE */
+
ENTRYPOINT void free_projectiveplane(ModeInfo *mi)
{
projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
@@ -1776,8 +2642,23 @@ ENTRYPOINT void free_projectiveplane(ModeInfo *mi)
gltrackball_free (pp->trackballs[0]);
gltrackball_free (pp->trackballs[1]);
if (pp->tex_name) glDeleteTextures (1, &pp->tex_name);
+#ifdef HAVE_GLSL
+ if (pp->use_shaders)
+ {
+ glDeleteBuffers(1,&pp->vertex_uv_buffer);
+ glDeleteBuffers(1,&pp->vertex_t_buffer);
+ glDeleteBuffers(1,&pp->color_buffer);
+ glDeleteBuffers(1,&pp->indices_buffer);
+ if (pp->shader_program != 0)
+ {
+ glUseProgram(0);
+ glDeleteProgram(pp->shader_program);
+ }
+ }
+#endif /* HAVE_GLSL */
}
+
XSCREENSAVER_MODULE ("ProjectivePlane", projectiveplane)
#endif /* USE_GL */