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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/romanboy.c
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+/* romanboy --- Shows a 3d immersion of the real projective plane
+ that rotates in 3d or on which you can walk and that can deform
+ smoothly between the Roman surface and the Boy surface. */
+
+#if 0
+static const char sccsid[] = "@(#)romanboy.c 1.1 14/10/03 xlockmore";
+#endif
+
+/* Copyright (c) 2013-2014 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 - 14/10/03: Initial version
+ */
+
+/*
+ * This program shows a 3d immersion of the real projective plane
+ * that smoothly deforms between the Roman surface and the Boy
+ * surface. You can walk on the projective plane or turn in 3d. The
+ * smooth deformation (homotopy) between these two famous immersions
+ * of the real projective plane was constructed by François Apéry.
+ *
+ * The real projective plane is a non-orientable surface. To make
+ * this apparent, the two-sided color mode can be used.
+ * Alternatively, orientation markers (curling arrows) can be drawn as
+ * a texture map on the surface of the projective plane. While
+ * walking on the projective plane, you will notice that the
+ * orientation of the curling arrows changes (which it must because
+ * the projective plane is non-orientable).
+ *
+ * The real projective plane is a model for the projective geometry in
+ * 2d space. One point can be singled out as the origin. A line can
+ * be singled out as the line at infinity, i.e., a line that lies at
+ * an infinite distance to the origin. The line at infinity is
+ * topologically a circle. Points on the line at infinity are also
+ * used to model directions in projective geometry. The origin can be
+ * visualized in different manners. When using distance colors, the
+ * origin is the point that is displayed as fully saturated red, which
+ * is easier to see as the center of the reddish area on the
+ * projective plane. Alternatively, when using distance bands, the
+ * origin is the center of the only band that projects to a disk.
+ * When using direction bands, the origin is the point where all
+ * direction bands collapse to a point. Finally, when orientation
+ * markers are being displayed, the origin the the point where all
+ * orientation markers are compressed to a point. The line at
+ * infinity can also be visualized in different ways. When using
+ * distance colors, the line at infinity is the line that is displayed
+ * as fully saturated magenta. When two-sided colors are used, the
+ * line at infinity lies at the points where the red and green "sides"
+ * of the projective plane meet (of course, the real projective plane
+ * only has one side, so this is a design choice of the
+ * visualization). Alternatively, when orientation markers are being
+ * displayed, the line at infinity is the place where the orientation
+ * markers change their orientation.
+ *
+ * Note that when the projective plane is displayed with bands, the
+ * orientation markers are placed in the middle of the bands. For
+ * distance bands, the bands are chosen in such a way that the band at
+ * the origin is only half as wide as the remaining bands, which
+ * results in a disk being displayed at the origin that has the same
+ * diameter as the remaining bands. This choice, however, also
+ * implies that the band at infinity is half as wide as the other
+ * bands. Since the projective plane is attached to itself (in a
+ * complicated fashion) at the line at infinity, effectively the band
+ * at infinity is again as wide as the remaining bands. However,
+ * since the orientation markers are displayed in the middle of the
+ * bands, this means that only one half of the orientation markers
+ * will be displayed twice at the line at infinity if distance bands
+ * are used. If direction bands are used or if the projective plane
+ * is displayed as a solid surface, the orientation markers are
+ * displayed fully at the respective sides of the line at infinity.
+ *
+ * The immersed projective plane can be projected to the screen either
+ * perspectively or orthographically. When using the walking modes,
+ * perspective projection to the screen will be used.
+ *
+ * There are three display modes for the projective plane: mesh
+ * (wireframe), solid, or transparent. Furthermore, the appearance of
+ * the projective plane can be as a solid object or as a set of
+ * see-through bands. The bands can be distance bands, i.e., bands
+ * that lie at increasing distances from the origin, or direction
+ * bands, i.e., bands that lie at increasing angles with respect to
+ * the origin.
+ *
+ * When the projective plane is displayed with direction bands, you
+ * will be able to see that each direction band (modulo the "pinching"
+ * at the origin) is a Moebius strip, which also shows that the
+ * projective plane is non-orientable.
+ *
+ * Finally, the colors with with the projective plane is drawn can be
+ * set to two-sided, distance, or direction. In two-sided mode, the
+ * projective plane is drawn with red on one "side" and green on the
+ * "other side". As described above, the projective plane only has
+ * one side, so the color jumps from red to green along the line at
+ * infinity. This mode enables you to see that the projective plane
+ * is non-orientable. In distance mode, the projective plane is
+ * displayed with fully saturated colors that depend on the distance
+ * of the points on the projective plane to the origin. The origin is
+ * displayed in red, the line at infinity is displayed in magenta. If
+ * the projective plane is displayed as distance bands, each band will
+ * be displayed with a different color. In direction mode, the
+ * projective plane is displayed with fully saturated colors that
+ * depend on the angle of the points on the projective plane with
+ * respect to the origin. Angles in opposite directions to the origin
+ * (e.g., 15 and 205 degrees) are displayed in the same color since
+ * they are projectively equivalent. If the projective plane is
+ * displayed as direction bands, each band will be displayed with a
+ * different color.
+ *
+ * The rotation speed for each of the three coordinate axes around
+ * which the projective plane rotates can be chosen.
+ *
+ * Furthermore, in the walking mode the walking direction in the 2d
+ * base square of the projective plane and the walking speed can be
+ * chosen. The walking direction is measured as an angle in degrees
+ * in the 2d square that forms the coordinate system of the surface of
+ * the projective plane. A value of 0 or 180 means that the walk is
+ * along a circle at a randomly chosen distance from the origin
+ * (parallel to a distance band). A value of 90 or 270 means that the
+ * walk is directly from the origin to the line at infinity and back
+ * (analogous to a direction band). Any other value results in a
+ * curved path from the origin to the line at infinity and back.
+ *
+ * By default, the immersion of the real projective plane smoothly
+ * deforms between the Roman and Boy surfaces. It is possible to
+ * choose the speed of the deformation. Furthermore, it is possible
+ * to switch the deformation off. It is also possible to determine
+ * the initial deformation of the immersion. This is mostly useful if
+ * the deformation is switched off, in which case it will determine
+ * the appearance of the surface.
+ *
+ * As a final option, it is possible to display generalized versions
+ * of the immersion discussed above by specifying the order of the
+ * surface. The default surface order of 3 results in the immersion
+ * of the real projective described above. The surface order can be
+ * chosen between 2 and 9. Odd surface orders result in generalized
+ * immersions of the real projective plane, while even numbers result
+ * in a immersion of a topological sphere (which is orientable). The
+ * most interesting even case is a surface order of 2, which results
+ * in an immersion of the halfway model of Morin's sphere eversion (if
+ * the deformation is switched off).
+ *
+ * This program is inspired by François Apéry's book "Models of the
+ * Real Projective Plane", Vieweg, 1987.
+ */
+
+#include "curlicue.h"
+
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+#define DISP_WIREFRAME 0
+#define DISP_SURFACE 1
+#define DISP_TRANSPARENT 2
+#define NUM_DISPLAY_MODES 3
+
+#define APPEARANCE_SOLID 0
+#define APPEARANCE_DISTANCE_BANDS 1
+#define APPEARANCE_DIRECTION_BANDS 2
+#define NUM_APPEARANCES 3
+
+#define COLORS_TWOSIDED 0
+#define COLORS_DISTANCE 1
+#define COLORS_DIRECTION 2
+#define NUM_COLORS 3
+
+#define VIEW_WALK 0
+#define VIEW_TURN 1
+#define NUM_VIEW_MODES 2
+
+#define DISP_PERSPECTIVE 0
+#define DISP_ORTHOGRAPHIC 1
+#define NUM_DISP_MODES 2
+
+#define DEF_DISPLAY_MODE "random"
+#define DEF_APPEARANCE "random"
+#define DEF_COLORS "random"
+#define DEF_VIEW_MODE "random"
+#define DEF_MARKS "False"
+#define DEF_DEFORM "True"
+#define DEF_PROJECTION "random"
+#define DEF_SPEEDX "1.1"
+#define DEF_SPEEDY "1.3"
+#define DEF_SPEEDZ "1.5"
+#define DEF_WALK_DIRECTION "83.0"
+#define DEF_WALK_SPEED "20.0"
+#define DEF_DEFORM_SPEED "10.0"
+#define DEF_INIT_DEFORM "1000.0"
+#define DEF_SURFACE_ORDER "3"
+
+#ifdef STANDALONE
+# define DEFAULTS "*delay: 10000 \n" \
+ "*showFPS: False \n" \
+
+# define release_romanboy 0
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+#ifndef HAVE_JWXYZ
+# include <X11/keysym.h>
+#endif
+
+#include "gltrackball.h"
+
+#include <float.h>
+
+
+#ifdef USE_MODULES
+ModStruct romanboy_description =
+{"romanboy", "init_romanboy", "draw_romanboy",
+ NULL, "draw_romanboy", "change_romanboy",
+ "free_romanboy", &romanboy_opts, 25000, 1, 1, 1, 1.0, 4, "",
+ "Rotate a 3d immersion of the real projective plane in 3d or walk on it",
+ 0, NULL};
+
+#endif
+
+
+static char *mode;
+static char *appear;
+static char *color_mode;
+static char *view_mode;
+static Bool marks;
+static Bool deform;
+static char *proj;
+static float speed_x;
+static float speed_y;
+static float speed_z;
+static float walk_direction;
+static float walk_speed;
+static float deform_speed;
+static float init_deform;
+static int surface_order;
+
+
+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" },
+ {"-distance-bands", ".appearance", XrmoptionNoArg, "distance-bands" },
+ {"-direction-bands", ".appearance", XrmoptionNoArg, "direction-bands" },
+ {"-colors", ".colors", XrmoptionSepArg, 0 },
+ {"-twosided-colors", ".colors", XrmoptionNoArg, "two-sided" },
+ {"-distance-colors", ".colors", XrmoptionNoArg, "distance" },
+ {"-direction-colors", ".colors", XrmoptionNoArg, "direction" },
+ {"-view-mode", ".viewMode", XrmoptionSepArg, 0 },
+ {"-walk", ".viewMode", XrmoptionNoArg, "walk" },
+ {"-turn", ".viewMode", XrmoptionNoArg, "turn" },
+ {"-deform", ".deform", XrmoptionNoArg, "on"},
+ {"+deform", ".deform", XrmoptionNoArg, "off"},
+ {"-orientation-marks", ".marks", XrmoptionNoArg, "on"},
+ {"+orientation-marks", ".marks", XrmoptionNoArg, "off"},
+ {"-projection", ".projection", XrmoptionSepArg, 0 },
+ {"-perspective", ".projection", XrmoptionNoArg, "perspective" },
+ {"-orthographic", ".projection", XrmoptionNoArg, "orthographic" },
+ {"-speed-x", ".speedx", XrmoptionSepArg, 0 },
+ {"-speed-y", ".speedy", XrmoptionSepArg, 0 },
+ {"-speed-z", ".speedz", XrmoptionSepArg, 0 },
+ {"-walk-direction", ".walkDirection", XrmoptionSepArg, 0 },
+ {"-walk-speed", ".walkSpeed", XrmoptionSepArg, 0 },
+ {"-deformation-speed", ".deformSpeed", XrmoptionSepArg, 0 },
+ {"-initial-deformation", ".initDeform", XrmoptionSepArg, 0 },
+ {"-roman", ".initDeform", XrmoptionNoArg, "0.0" },
+ {"-boy", ".initDeform", XrmoptionNoArg, "1000.0" },
+ {"-surface-order", ".surfaceOrder", 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 },
+ { &view_mode, "viewMode", "ViewMode", DEF_VIEW_MODE, t_String },
+ { &deform, "deform", "Deform", DEF_DEFORM, t_Bool },
+ { &marks, "marks", "Marks", DEF_MARKS, t_Bool },
+ { &proj, "projection", "Projection", DEF_PROJECTION, t_String },
+ { &speed_x, "speedx", "Speedx", DEF_SPEEDX, t_Float},
+ { &speed_y, "speedy", "Speedy", DEF_SPEEDY, t_Float},
+ { &speed_z, "speedz", "Speedz", DEF_SPEEDZ, t_Float},
+ { &walk_direction, "walkDirection", "WalkDirection", DEF_WALK_DIRECTION, t_Float},
+ { &walk_speed, "walkSpeed", "WalkSpeed", DEF_WALK_SPEED, t_Float},
+ { &deform_speed, "deformSpeed", "DeformSpeed", DEF_DEFORM_SPEED, t_Float},
+ { &init_deform, "initDeform", "InitDeform", DEF_INIT_DEFORM, t_Float },
+ { &surface_order, "surfaceOrder", "SurfaceOrder", DEF_SURFACE_ORDER, t_Int }
+};
+
+ENTRYPOINT ModeSpecOpt romanboy_opts =
+{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, NULL};
+
+
+/* Offset by which we walk above the projective plane */
+#define DELTAY 0.01
+
+/* Number of subdivisions of the projective plane */
+#define NUMU 64
+#define NUMV 128
+
+/* Number of subdivisions per band */
+#define NUMB 8
+
+
+typedef struct {
+ GLint WindH, WindW;
+ GLXContext *glx_context;
+ /* Options */
+ int display_mode;
+ int appearance;
+ int colors;
+ int view;
+ int projection;
+ Bool marks;
+ /* 3D rotation angles */
+ float alpha, beta, delta;
+ /* Movement parameters */
+ float umove, vmove, dumove, dvmove;
+ int side, dir;
+ /* Deformation parameters */
+ float dd;
+ int defdir;
+ /* The type of the generalized Roman-Boy surface */
+ int g;
+ /* The viewing offset in 3d */
+ float offset3d[3];
+ /* The 3d coordinates of the projective plane and their derivatives */
+ float *pp;
+ float *pn;
+ /* The precomputed colors of the projective plane */
+ float *col;
+ /* The precomputed texture coordinates of the projective plane */
+ float *tex;
+ /* The "curlicue" texture */
+ GLuint tex_name;
+ /* Aspect ratio of the current window */
+ float aspect;
+ /* Trackball states */
+ trackball_state *trackball;
+ Bool button_pressed;
+ /* A random factor to modify the rotation speeds */
+ float speed_scale;
+} romanboystruct;
+
+static romanboystruct *romanboy = (romanboystruct *) NULL;
+
+
+/* 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 rotation matrix m from the rotation angles. */
+static void rotateall(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[3][3], float n[3][3], float o[3][3])
+{
+ int i, j, k;
+
+ for (i=0; i<3; i++)
+ {
+ for (j=0; j<3; j++)
+ {
+ o[i][j] = 0.0;
+ for (k=0; k<3; k++)
+ o[i][j] += m[i][k]*n[k][j];
+ }
+ }
+}
+
+
+/* Compute a 3D rotation matrix from a unit quaternion. */
+static void quat_to_rotmat(float p[4], float m[3][3])
+{
+ double al, be, de;
+ 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;
+
+ rotateall(al,be,de,m);
+}
+
+
+/* Compute a fully saturated and bright color based on an angle. */
+static void color(romanboystruct *pp, double angle, float col[4])
+{
+ int s;
+ double t;
+
+ if (pp->colors == COLORS_TWOSIDED)
+ return;
+
+ if (angle >= 0.0)
+ angle = fmod(angle,2.0*M_PI);
+ else
+ angle = fmod(angle,-2.0*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;
+ }
+ if (pp->display_mode == DISP_TRANSPARENT)
+ col[3] = 0.7;
+ else
+ col[3] = 1.0;
+}
+
+
+/* Set up the projective plane colors and texture. */
+static void setup_roman_boy_color_texture(ModeInfo *mi, double umin,
+ double umax, double vmin,
+ double vmax, int numu, int numv)
+{
+ int i, j, k, g;
+ double u, v, ur, vr;
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+
+ g = pp->g;
+ ur = umax-umin;
+ vr = vmax-vmin;
+ for (i=0; i<=numv; i++)
+ {
+ for (j=0; j<=numu; j++)
+ {
+ k = 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;
+ if (pp->colors == COLORS_DIRECTION)
+ color(pp,2.0*M_PI-fmod(2.0*u,2.0*M_PI),&pp->col[4*k]);
+ else /* pp->colors == COLORS_DISTANCE */
+ color(pp,v*(5.0/6.0),&pp->col[4*k]);
+ pp->tex[2*k+0] = -16*g*u/(2.0*M_PI);
+ if (pp->appearance == APPEARANCE_DISTANCE_BANDS)
+ pp->tex[2*k+1] = 32*v/(2.0*M_PI)-0.5;
+ else
+ pp->tex[2*k+1] = 32*v/(2.0*M_PI);
+ }
+ }
+}
+
+
+/* Draw a 3d immersion of the projective plane. */
+static int roman_boy(ModeInfo *mi, double umin, double umax,
+ double vmin, double vmax, int numu, int numv)
+{
+ int polys = 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_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 };
+ float p[3], pu[3], pv[3], pm[3], n[3], b[3], mat[3][3];
+ int i, j, k, l, m, o, g;
+ double u, v, ur, vr, oz;
+ double xx[3], xxu[3], xxv[3];
+ double r, s, t;
+ double d, dd, radius;
+ double cu, su, cgu, sgu, cgm1u, sgm1u, cv, c2v, s2v, cv2;
+ double sqrt2og, h1m1og, gm1, nomx, nomy, nomux, nomuy, nomvx, nomvy;
+ double den, den2, denu, denv;
+ float qu[4], r1[3][3], r2[3][3];
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+
+ g = pp->g;
+ dd = pp->dd;
+ d = ((6.0*dd-15.0)*dd+10.0)*dd*dd*dd;
+ r = 1.0+d*d*(1.0/2.0+d*d*(1.0/6.0+d*d*(1.0/3.0)));
+ radius = 1.0/r;
+ oz = 0.5*r;
+ if (pp->view == VIEW_WALK)
+ {
+ u = pp->umove;
+ v = pp->vmove;
+ if (g & 1)
+ v = 0.5*M_PI-0.25*v;
+ else
+ v = 0.5*M_PI-0.5*v;
+ sqrt2og = M_SQRT2/g;
+ h1m1og = 0.5*(1.0-1.0/g);
+ gm1 = g-1.0;
+ cu = cos(u);
+ su = sin(u);
+ cgu = cos(g*u);
+ sgu = sin(g*u);
+ cgm1u = cos(gm1*u);
+ sgm1u = sin(gm1*u);
+ cv = cos(v);
+ c2v = cos(2.0*v);
+ s2v = sin(2.0*v);
+ cv2 = cv*cv;
+ nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
+ nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
+ nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
+ nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
+ nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
+ nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
+ den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
+ den2 = den*den;
+ denu = 0.5*M_SQRT2*d*g*cgu*s2v;
+ denv = M_SQRT2*d*sgu*c2v;
+ xx[0] = nomx*den;
+ xx[1] = nomy*den;
+ xx[2] = cv2*den-oz;
+ /* Avoid degenerate tangential plane basis vectors. */
+ if (0.5*M_PI-fabs(v) < FLT_EPSILON)
+ {
+ if (0.5*M_PI-v < FLT_EPSILON)
+ v = 0.5*M_PI-FLT_EPSILON;
+ else
+ v = -0.5*M_PI+FLT_EPSILON;
+ cv = cos(v);
+ c2v = cos(2.0*v);
+ s2v = sin(2.0*v);
+ cv2 = cv*cv;
+ nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
+ nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
+ nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
+ nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
+ nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
+ nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
+ den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
+ den2 = den*den;
+ denu = 0.5*M_SQRT2*d*g*cgu*s2v;
+ denv = M_SQRT2*d*sgu*c2v;
+ }
+ xxu[0] = nomux*den+nomx*denu*den2;
+ xxu[1] = nomuy*den+nomy*denu*den2;
+ xxu[2] = cv2*denu*den2;
+ xxv[0] = nomvx*den+nomx*denv*den2;
+ xxv[1] = nomvy*den+nomy*denv*den2;
+ xxv[2] = -s2v*den+cv2*denv*den2;
+ for (l=0; l<3; l++)
+ {
+ p[l] = xx[l]*radius;
+ pu[l] = xxu[l]*radius;
+ pv[l] = xxv[l]*radius;
+ }
+ 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]*0.25*pp->dvmove;
+ pm[1] = pu[1]*pp->dumove-pv[1]*0.25*pp->dvmove;
+ pm[2] = pu[2]*pp->dumove-pv[2]*0.25*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, gamma 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 3D. */
+ rotateall(pp->alpha,pp->beta,pp->delta,mat);
+
+ u = pp->umove;
+ v = pp->vmove;
+ if (g & 1)
+ v = 0.5*M_PI-0.25*v;
+ else
+ v = 0.5*M_PI-0.5*v;
+ sqrt2og = M_SQRT2/g;
+ h1m1og = 0.5*(1.0-1.0/g);
+ gm1 = g-1.0;
+ cu = cos(u);
+ su = sin(u);
+ sgu = sin(g*u);
+ cgm1u = cos(gm1*u);
+ sgm1u = sin(gm1*u);
+ cv = cos(v);
+ s2v = sin(2.0*v);
+ cv2 = cv*cv;
+ nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
+ nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
+ den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
+ xx[0] = nomx*den;
+ xx[1] = nomy*den;
+ xx[2] = cv2*den-oz;
+ for (l=0; l<3; l++)
+ {
+ r = 0.0;
+ for (m=0; m<3; m++)
+ r += mat[l][m]*xx[m];
+ p[l] = r*radius;
+ }
+
+ pp->offset3d[0] = -p[0];
+ pp->offset3d[1] = -p[1]-DELTAY;
+ pp->offset3d[2] = -p[2];
+ }
+ else
+ {
+ /* Compute the rotation that rotates the projective plane in 3D,
+ including the trackball rotations. */
+ rotateall(pp->alpha,pp->beta,pp->delta,r1);
+
+ gltrackball_get_quaternion(pp->trackball,qu);
+ quat_to_rotmat(qu,r2);
+
+ mult_rotmat(r2,r1,mat);
+ }
+
+ if (pp->colors == COLORS_TWOSIDED)
+ {
+ glColor3fv(mat_diff_red);
+ if (pp->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);
+ }
+ }
+ glBindTexture(GL_TEXTURE_2D,pp->tex_name);
+
+ ur = umax-umin;
+ vr = vmax-vmin;
+
+ /* Set up the projective plane coordinates and normals. */
+ if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
+ {
+ for (i=0; i<=numv; i++)
+ {
+ if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
+ ((i & (NUMB-1)) >= NUMB/4+1) && ((i & (NUMB-1)) < 3*NUMB/4))
+ continue;
+ for (j=0; j<=numu; j++)
+ {
+ o = i*(numu+1)+j;
+ u = ur*j/numu+umin;
+ v = vr*i/numv+vmin;
+ if (g & 1)
+ v = 0.5*M_PI-0.25*v;
+ else
+ v = 0.5*M_PI-0.5*v;
+ sqrt2og = M_SQRT2/g;
+ h1m1og = 0.5*(1.0-1.0/g);
+ gm1 = g-1.0;
+ cu = cos(u);
+ su = sin(u);
+ cgu = cos(g*u);
+ sgu = sin(g*u);
+ cgm1u = cos(gm1*u);
+ sgm1u = sin(gm1*u);
+ cv = cos(v);
+ c2v = cos(2.0*v);
+ s2v = sin(2.0*v);
+ cv2 = cv*cv;
+ nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
+ nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
+ nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
+ nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
+ nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
+ nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
+ den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
+ den2 = den*den;
+ denu = 0.5*M_SQRT2*d*g*cgu*s2v;
+ denv = M_SQRT2*d*sgu*c2v;
+ xx[0] = nomx*den;
+ xx[1] = nomy*den;
+ xx[2] = cv2*den-oz;
+ /* Avoid degenerate tangential plane basis vectors. */
+ if (0.5*M_PI-fabs(v) < FLT_EPSILON)
+ {
+ if (0.5*M_PI-v < FLT_EPSILON)
+ v = 0.5*M_PI-FLT_EPSILON;
+ else
+ v = -0.5*M_PI+FLT_EPSILON;
+ cv = cos(v);
+ c2v = cos(2.0*v);
+ s2v = sin(2.0*v);
+ cv2 = cv*cv;
+ nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
+ nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
+ nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
+ nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
+ nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
+ nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
+ den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
+ den2 = den*den;
+ denu = 0.5*M_SQRT2*d*g*cgu*s2v;
+ denv = M_SQRT2*d*sgu*c2v;
+ }
+ xxu[0] = nomux*den+nomx*denu*den2;
+ xxu[1] = nomuy*den+nomy*denu*den2;
+ xxu[2] = cv2*denu*den2;
+ xxv[0] = nomvx*den+nomx*denv*den2;
+ xxv[1] = nomvy*den+nomy*denv*den2;
+ xxv[2] = -s2v*den+cv2*denv*den2;
+ for (l=0; l<3; l++)
+ {
+ r = 0.0;
+ s = 0.0;
+ t = 0.0;
+ for (m=0; m<3; m++)
+ {
+ r += mat[l][m]*xx[m];
+ s += mat[l][m]*xxu[m];
+ t += mat[l][m]*xxv[m];
+ }
+ p[l] = r*radius+pp->offset3d[l];
+ pu[l] = s*radius;
+ pv[l] = t*radius;
+ }
+ 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/sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
+ n[0] *= t;
+ n[1] *= t;
+ n[2] *= t;
+ pp->pp[3*o+0] = p[0];
+ pp->pp[3*o+1] = p[1];
+ pp->pp[3*o+2] = p[2];
+ pp->pn[3*o+0] = n[0];
+ pp->pn[3*o+1] = n[1];
+ pp->pn[3*o+2] = n[2];
+ }
+ }
+ }
+ else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
+ {
+ for (j=0; j<=numu; j++)
+ {
+ if ((j & (NUMB-1)) >= NUMB/2+1)
+ continue;
+ for (i=0; i<=numv; i++)
+ {
+ o = i*(numu+1)+j;
+ u = -ur*j/numu+umin;
+ v = vr*i/numv+vmin;
+ if (g & 1)
+ v = 0.5*M_PI-0.25*v;
+ else
+ v = 0.5*M_PI-0.5*v;
+ sqrt2og = M_SQRT2/g;
+ h1m1og = 0.5*(1.0-1.0/g);
+ gm1 = g-1.0;
+ cu = cos(u);
+ su = sin(u);
+ cgu = cos(g*u);
+ sgu = sin(g*u);
+ cgm1u = cos(gm1*u);
+ sgm1u = sin(gm1*u);
+ cv = cos(v);
+ c2v = cos(2.0*v);
+ s2v = sin(2.0*v);
+ cv2 = cv*cv;
+ nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
+ nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
+ nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
+ nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
+ nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
+ nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
+ den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
+ den2 = den*den;
+ denu = 0.5*M_SQRT2*d*g*cgu*s2v;
+ denv = M_SQRT2*d*sgu*c2v;
+ xx[0] = nomx*den;
+ xx[1] = nomy*den;
+ xx[2] = cv2*den-oz;
+ /* Avoid degenerate tangential plane basis vectors. */
+ if (0.5*M_PI-fabs(v) < FLT_EPSILON)
+ {
+ if (0.5*M_PI-v < FLT_EPSILON)
+ v = 0.5*M_PI-FLT_EPSILON;
+ else
+ v = -0.5*M_PI+FLT_EPSILON;
+ cv = cos(v);
+ c2v = cos(2.0*v);
+ s2v = sin(2.0*v);
+ cv2 = cv*cv;
+ nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
+ nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
+ nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
+ nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
+ nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
+ nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
+ den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
+ den2 = den*den;
+ denu = 0.5*M_SQRT2*d*g*cgu*s2v;
+ denv = M_SQRT2*d*sgu*c2v;
+ }
+ xxu[0] = nomux*den+nomx*denu*den2;
+ xxu[1] = nomuy*den+nomy*denu*den2;
+ xxu[2] = cv2*denu*den2;
+ xxv[0] = nomvx*den+nomx*denv*den2;
+ xxv[1] = nomvy*den+nomy*denv*den2;
+ xxv[2] = -s2v*den+cv2*denv*den2;
+ for (l=0; l<3; l++)
+ {
+ r = 0.0;
+ s = 0.0;
+ t = 0.0;
+ for (m=0; m<3; m++)
+ {
+ r += mat[l][m]*xx[m];
+ s += mat[l][m]*xxu[m];
+ t += mat[l][m]*xxv[m];
+ }
+ p[l] = r*radius+pp->offset3d[l];
+ pu[l] = s*radius;
+ pv[l] = t*radius;
+ }
+ 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/sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
+ n[0] *= t;
+ n[1] *= t;
+ n[2] *= t;
+ pp->pp[3*o+0] = p[0];
+ pp->pp[3*o+1] = p[1];
+ pp->pp[3*o+2] = p[2];
+ pp->pn[3*o+0] = n[0];
+ pp->pn[3*o+1] = n[1];
+ pp->pn[3*o+2] = n[2];
+ }
+ }
+ }
+
+ 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->display_mode == DISP_WIREFRAME)
+ glBegin(GL_QUAD_STRIP);
+ else
+ glBegin(GL_TRIANGLE_STRIP);
+ for (j=0; j<=numu; j++)
+ {
+ for (k=0; k<=1; k++)
+ {
+ l = (i+k);
+ m = j;
+ o = l*(numu+1)+m;
+ glTexCoord2fv(&pp->tex[2*o]);
+ if (pp->colors != COLORS_TWOSIDED)
+ {
+ glColor3fv(&pp->col[4*o]);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
+ &pp->col[4*o]);
+ }
+ glNormal3fv(&pp->pn[3*o]);
+ glVertex3fv(&pp->pp[3*o]);
+ polys++;
+ }
+ }
+ glEnd();
+ }
+ }
+ else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
+ {
+ for (j=0; j<numu; j++)
+ {
+ if ((j & (NUMB-1)) >= NUMB/2)
+ continue;
+ if (pp->display_mode == DISP_WIREFRAME)
+ glBegin(GL_QUAD_STRIP);
+ else
+ glBegin(GL_TRIANGLE_STRIP);
+ for (i=0; i<=numv; i++)
+ {
+ for (k=0; k<=1; k++)
+ {
+ l = i;
+ m = (j+k);
+ o = l*(numu+1)+m;
+ glTexCoord2fv(&pp->tex[2*o]);
+ if (pp->colors != COLORS_TWOSIDED)
+ {
+ glColor3fv(&pp->col[4*o]);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
+ &pp->col[4*o]);
+ }
+ glNormal3fv(&pp->pn[3*o]);
+ glVertex3fv(&pp->pp[3*o]);
+ polys++;
+ }
+ }
+ glEnd();
+ }
+ }
+
+ polys /= 2;
+ return polys;
+}
+
+
+/* Generate a texture image that shows the orientation reversal. */
+static void gen_texture(ModeInfo *mi)
+{
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+
+ 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);
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
+ glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,TEX_DIMENSION,TEX_DIMENSION,0,
+ GL_LUMINANCE,GL_UNSIGNED_BYTE,texture);
+}
+
+
+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 };
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+
+ if (deform_speed == 0.0)
+ deform_speed = 10.0;
+
+ if (init_deform < 0.0)
+ init_deform = 0.0;
+ if (init_deform > 1000.0)
+ init_deform = 1000.0;
+
+ if (walk_speed == 0.0)
+ walk_speed = 20.0;
+
+ if (pp->view == VIEW_TURN)
+ {
+ pp->alpha = frand(360.0);
+ pp->beta = frand(360.0);
+ pp->delta = frand(360.0);
+ }
+ else
+ {
+ pp->alpha = 0.0;
+ pp->beta = 0.0;
+ pp->delta = 0.0;
+ }
+ pp->umove = frand(2.0*M_PI);
+ pp->vmove = frand(2.0*M_PI);
+ pp->dumove = 0.0;
+ pp->dvmove = 0.0;
+ pp->side = 1;
+ if (sin(walk_direction*M_PI/180.0) >= 0.0)
+ pp->dir = 1;
+ else
+ pp->dir = -1;
+
+ pp->dd = init_deform*0.001;
+ pp->defdir = -1;
+
+ pp->offset3d[0] = 0.0;
+ pp->offset3d[1] = 0.0;
+ pp->offset3d[2] = -1.8;
+
+ gen_texture(mi);
+ setup_roman_boy_color_texture(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,pp->g*NUMU,NUMV);
+
+ if (pp->marks)
+ glEnable(GL_TEXTURE_2D);
+ else
+ glDisable(GL_TEXTURE_2D);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (pp->projection == DISP_PERSPECTIVE || pp->view == VIEW_WALK)
+ {
+ if (pp->view == VIEW_WALK)
+ gluPerspective(60.0,1.0,0.01,10.0);
+ else
+ gluPerspective(60.0,1.0,0.1,10.0);
+ }
+ else
+ {
+ glOrtho(-1.0,1.0,-1.0,1.0,0.1,10.0);
+ }
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ if (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);
+ }
+}
+
+
+/* Redisplay the Klein bottle. */
+static void display_romanboy(ModeInfo *mi)
+{
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+
+ if (!pp->button_pressed)
+ {
+ if (deform)
+ {
+ pp->dd += pp->defdir*deform_speed*0.001;
+ if (pp->dd < 0.0)
+ {
+ pp->dd = -pp->dd;
+ pp->defdir = -pp->defdir;
+ }
+ if (pp->dd > 1.0)
+ {
+ pp->dd = 2.0-pp->dd;
+ pp->defdir = -pp->defdir;
+ }
+ }
+ if (pp->view == VIEW_TURN)
+ {
+ pp->alpha += speed_x * pp->speed_scale;
+ if (pp->alpha >= 360.0)
+ pp->alpha -= 360.0;
+ pp->beta += speed_y * pp->speed_scale;
+ if (pp->beta >= 360.0)
+ pp->beta -= 360.0;
+ pp->delta += speed_z * pp->speed_scale;
+ if (pp->delta >= 360.0)
+ pp->delta -= 360.0;
+ }
+ if (pp->view == VIEW_WALK)
+ {
+ pp->dvmove = (pp->dir*sin(walk_direction*M_PI/180.0)*
+ walk_speed*M_PI/4096.0);
+ pp->vmove += pp->dvmove;
+ if (pp->vmove > 2.0*M_PI)
+ {
+ pp->vmove = 4.0*M_PI-pp->vmove;
+ pp->umove = pp->umove-M_PI;
+ if (pp->umove < 0.0)
+ pp->umove += 2.0*M_PI;
+ pp->side = -pp->side;
+ pp->dir = -pp->dir;
+ pp->dvmove = -pp->dvmove;
+ }
+ if (pp->vmove < 0.0)
+ {
+ pp->vmove = -pp->vmove;
+ pp->umove = pp->umove-M_PI;
+ if (pp->umove < 0.0)
+ pp->umove += 2.0*M_PI;
+ pp->dir = -pp->dir;
+ pp->dvmove = -pp->dvmove;
+ }
+ pp->dumove = cos(walk_direction*M_PI/180.0)*walk_speed*M_PI/4096.0;
+ pp->umove += pp->dumove;
+ if (pp->umove >= 2.0*M_PI)
+ pp->umove -= 2.0*M_PI;
+ if (pp->umove < 0.0)
+ pp->umove += 2.0*M_PI;
+ }
+ }
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (pp->projection == DISP_PERSPECTIVE || pp->view == VIEW_WALK)
+ {
+ if (pp->view == VIEW_WALK)
+ 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(-pp->aspect,pp->aspect,-1.0,1.0,0.1,10.0);
+ else
+ glOrtho(-1.0,1.0,-1.0/pp->aspect,1.0/pp->aspect,0.1,10.0);
+ }
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ mi->polygon_count = roman_boy(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,pp->g*NUMU,NUMV);
+}
+
+
+ENTRYPOINT void reshape_romanboy(ModeInfo *mi, int width, int height)
+{
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ }
+
+ pp->WindW = (GLint)width;
+ pp->WindH = (GLint)height;
+ glViewport(0,y,width,height);
+ pp->aspect = (GLfloat)width/(GLfloat)height;
+}
+
+
+ENTRYPOINT Bool romanboy_handle_event(ModeInfo *mi, XEvent *event)
+{
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress && event->xbutton.button == Button1)
+ {
+ pp->button_pressed = True;
+ gltrackball_start(pp->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)
+ {
+ pp->button_pressed = False;
+ return True;
+ }
+ else if (event->xany.type == MotionNotify && pp->button_pressed)
+ {
+ gltrackball_track(pp->trackball, event->xmotion.x, event->xmotion.y,
+ MI_WIDTH(mi), MI_HEIGHT(mi));
+ return True;
+ }
+
+ return False;
+}
+
+
+/*
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ * Xlock hooks.
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ */
+
+/*
+ *-----------------------------------------------------------------------------
+ * Initialize romanboy. Called each time the window changes.
+ *-----------------------------------------------------------------------------
+ */
+
+ENTRYPOINT void init_romanboy(ModeInfo *mi)
+{
+ romanboystruct *pp;
+
+ MI_INIT (mi, romanboy);
+ pp = &romanboy[MI_SCREEN(mi)];
+
+ if (surface_order < 2)
+ pp->g = 2;
+ else if (surface_order > 9)
+ pp->g = 9;
+ else
+ pp->g = surface_order;
+
+ pp->pp = calloc(3*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
+ pp->pn = calloc(3*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
+ pp->col = calloc(4*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
+ pp->tex = calloc(2*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
+
+ pp->trackball = gltrackball_init(True);
+ pp->button_pressed = False;
+
+ /* Set the display mode. */
+ if (!strcasecmp(mode,"random"))
+ {
+ pp->display_mode = random() % NUM_DISPLAY_MODES;
+ }
+ else if (!strcasecmp(mode,"wireframe"))
+ {
+ pp->display_mode = DISP_WIREFRAME;
+ }
+ else if (!strcasecmp(mode,"surface"))
+ {
+ pp->display_mode = DISP_SURFACE;
+ }
+ else if (!strcasecmp(mode,"transparent"))
+ {
+ pp->display_mode = DISP_TRANSPARENT;
+ }
+ else
+ {
+ pp->display_mode = random() % NUM_DISPLAY_MODES;
+ }
+
+ pp->marks = marks;
+
+ /* Orientation marks don't make sense in wireframe mode. */
+ if (pp->display_mode == DISP_WIREFRAME)
+ pp->marks = False;
+
+ /* Set the appearance. */
+ if (!strcasecmp(appear,"random"))
+ {
+ pp->appearance = random() % NUM_APPEARANCES;
+ }
+ else if (!strcasecmp(appear,"solid"))
+ {
+ pp->appearance = APPEARANCE_SOLID;
+ }
+ else if (!strcasecmp(appear,"distance-bands"))
+ {
+ pp->appearance = APPEARANCE_DISTANCE_BANDS;
+ }
+ else if (!strcasecmp(appear,"direction-bands"))
+ {
+ pp->appearance = APPEARANCE_DIRECTION_BANDS;
+ }
+ else
+ {
+ pp->appearance = random() % NUM_APPEARANCES;
+ }
+
+ /* Set the color mode. */
+ if (!strcasecmp(color_mode,"random"))
+ {
+ pp->colors = random() % NUM_COLORS;
+ }
+ else if (!strcasecmp(color_mode,"two-sided"))
+ {
+ pp->colors = COLORS_TWOSIDED;
+ }
+ else if (!strcasecmp(color_mode,"distance"))
+ {
+ pp->colors = COLORS_DISTANCE;
+ }
+ else if (!strcasecmp(color_mode,"direction"))
+ {
+ pp->colors = COLORS_DIRECTION;
+ }
+ else
+ {
+ pp->colors = random() % NUM_COLORS;
+ }
+
+ /* Set the view mode. */
+ if (!strcasecmp(view_mode,"random"))
+ {
+ pp->view = random() % NUM_VIEW_MODES;
+ }
+ else if (!strcasecmp(view_mode,"walk"))
+ {
+ pp->view = VIEW_WALK;
+ }
+ else if (!strcasecmp(view_mode,"turn"))
+ {
+ pp->view = VIEW_TURN;
+ }
+ else
+ {
+ pp->view = random() % NUM_VIEW_MODES;
+ }
+
+ /* Set the 3d projection mode. */
+ if (!strcasecmp(proj,"random"))
+ {
+ /* Orthographic projection only makes sense in turn mode. */
+ if (pp->view == VIEW_TURN)
+ pp->projection = random() % NUM_DISP_MODES;
+ else
+ pp->projection = DISP_PERSPECTIVE;
+ }
+ else if (!strcasecmp(proj,"perspective"))
+ {
+ pp->projection = DISP_PERSPECTIVE;
+ }
+ else if (!strcasecmp(proj,"orthographic"))
+ {
+ pp->projection = DISP_ORTHOGRAPHIC;
+ }
+ else
+ {
+ /* Orthographic projection only makes sense in turn mode. */
+ if (pp->view == VIEW_TURN)
+ pp->projection = random() % NUM_DISP_MODES;
+ else
+ pp->projection = DISP_PERSPECTIVE;
+ }
+
+ /* make multiple screens rotate at slightly different rates. */
+ pp->speed_scale = 0.9 + frand(0.3);
+
+ if ((pp->glx_context = init_GL(mi)) != NULL)
+ {
+ reshape_romanboy(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ init(mi);
+ }
+ else
+ {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ * Called by the mainline code periodically to update the display.
+ *-----------------------------------------------------------------------------
+ */
+ENTRYPOINT void draw_romanboy(ModeInfo *mi)
+{
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ romanboystruct *pp;
+
+ if (romanboy == NULL)
+ return;
+ pp = &romanboy[MI_SCREEN(mi)];
+
+ MI_IS_DRAWN(mi) = True;
+ if (!pp->glx_context)
+ return;
+
+ glXMakeCurrent(display,window,*(pp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ glLoadIdentity();
+
+ display_romanboy(mi);
+
+ if (MI_IS_FPS(mi))
+ do_fps (mi);
+
+ glFlush();
+
+ glXSwapBuffers(display,window);
+}
+
+
+/*
+ *-----------------------------------------------------------------------------
+ * The display is being taken away from us. Free up malloc'ed
+ * memory and X resources that we've alloc'ed.
+ *-----------------------------------------------------------------------------
+ */
+
+ENTRYPOINT void free_romanboy(ModeInfo *mi)
+{
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+
+ if (pp->pp)
+ (void) free((void *)pp->pp);
+ if (pp->pn)
+ (void) free((void *)pp->pn);
+ if (pp->col)
+ (void) free((void *)pp->col);
+ if (pp->tex)
+ (void) free((void *)pp->tex);
+}
+
+#ifndef STANDALONE
+ENTRYPOINT void change_romanboy(ModeInfo *mi)
+{
+ romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
+
+ if (!pp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi),MI_WINDOW(mi),*(pp->glx_context));
+ init(mi);
+}
+#endif /* !STANDALONE */
+
+XSCREENSAVER_MODULE ("RomanBoy", romanboy)
+
+#endif /* USE_GL */