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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/stairs.c
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+/* -*- Mode: C; tab-width: 4 -*- */
+/* stairs --- Infinite Stairs, and Escher-like scene. */
+
+#if 0
+static const char sccsid[] = "@(#)stairs.c 4.07 97/11/24 xlockmore";
+#endif
+
+/*-
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind. The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * trade secrets or any patents by this file or any part thereof. In no
+ * event will the author be liable for any lost revenue or profits or
+ * other special, indirect and consequential damages.
+ *
+ * This mode shows some interesting scenes that are impossible OR very
+ * weird to build in the real universe. Much of the scenes are inspirated
+ * on Mauritz Cornelis stairs's works which derivated the mode's name.
+ * M.C. Escher (1898-1972) was a dutch artist and many people prefer to
+ * say he was a mathematician.
+ *
+ * Thanks goes to Brian Paul for making it possible and inexpensive to use
+ * OpenGL at home.
+ *
+ * Since I'm not a native English speaker, my apologies for any grammatical
+ * mistake.
+ *
+ * My e-mail address is
+ * m-vianna@usa.net
+ *
+ * Marcelo F. Vianna (Jun-01-1997)
+ *
+ * Revision History:
+ * 07-Jan-98: This would be a scene for the escher mode, but now escher mode
+ * was splitted in different modes for each scene. This is the
+ * initial release and is not working yet.
+ * Marcelo F. Vianna.
+ *
+ */
+
+/*-
+ * Texture mapping is only available on RGBA contexts, Mono and color index
+ * visuals DO NOT support texture mapping in OpenGL.
+ *
+ * BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture
+ * mapping shuld work on PseudoColor, DirectColor, TrueColor using Mesa. Mono
+ * is not officially supported for both OpenGL and Mesa, but seems to not crash
+ * Mesa.
+ *
+ * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
+ */
+
+#ifdef STANDALONE
+# define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n"
+
+# define release_stairs 0
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+#if 0
+#include "e_textures.h"
+#else
+#include "ximage-loader.h"
+#include "images/gen/wood_png.h"
+#endif
+
+#include "sphere.h"
+#include "gltrackball.h"
+
+ENTRYPOINT ModeSpecOpt stairs_opts =
+{0, NULL, 0, NULL, NULL};
+
+#ifdef USE_MODULES
+ModStruct stairs_description =
+{"stairs", "init_stairs", "draw_stairs", NULL,
+ "draw_stairs", "change_stairs", "free_stairs", &stairs_opts,
+ 1000, 1, 1, 1, 4, 1.0, "",
+ "Shows Infinite Stairs, an Escher-like scene", 0, NULL};
+
+#endif
+
+#define Scale4Window 0.3
+#define Scale4Iconic 0.4
+
+#define sqr(A) ((A)*(A))
+
+#ifndef Pi
+#define Pi M_PI
+#endif
+
+/*************************************************************************/
+
+typedef struct {
+ GLint WindH, WindW;
+ GLfloat step;
+ int rotating;
+ int AreObjectsDefined[1];
+ int sphere_position;
+ int sphere_tick;
+ GLXContext *glx_context;
+ trackball_state *trackball;
+ Bool button_down_p;
+ GLuint objects;
+} stairsstruct;
+
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
+
+static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
+
+static const float ball_positions[] = {
+ -3.0, 3.0, 1.0,
+ -3.0, 2.8, 2.0,
+ -3.0, 2.6, 3.0,
+
+ -2.0, 2.4, 3.0,
+ -1.0, 2.2, 3.0,
+ 0.0, 2.0, 3.0,
+ 1.0, 1.8, 3.0,
+ 2.0, 1.6, 3.0,
+
+ 2.0, 1.5, 2.0,
+ 2.0, 1.4, 1.0,
+ 2.0, 1.3, 0.0,
+ 2.0, 1.2, -1.0,
+ 2.0, 1.1, -2.0,
+
+ 1.0, 0.9, -2.0,
+ 0.0, 0.7, -2.0,
+ -1.0, 0.5, -2.0,
+};
+
+#define NPOSITIONS ((sizeof ball_positions) / (sizeof ball_positions[0]) / 3)
+#define SPHERE_TICKS 32
+
+static stairsstruct *stairs = NULL;
+
+static int
+draw_block(GLfloat width, GLfloat height, GLfloat thickness)
+{
+ int polys = 0;
+ glFrontFace(GL_CCW);
+ glBegin(GL_QUADS);
+ glNormal3f(0, 0, 1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, -height, thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, -height, thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, height, thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, height, thickness);
+ polys++;
+ glNormal3f(0, 0, -1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, height, -thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, height, -thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, -height, -thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, -height, -thickness);
+ polys++;
+ glNormal3f(0, 1, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, height, thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, height, thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, height, -thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, height, -thickness);
+ polys++;
+ glNormal3f(0, -1, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, -height, -thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, -height, -thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, -height, thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, -height, thickness);
+ polys++;
+ glNormal3f(1, 0, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(width, -height, thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(width, -height, -thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(width, height, -thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(width, height, thickness);
+ polys++;
+ glNormal3f(-1, 0, 0);
+ glTexCoord2f(0, 0);
+ glVertex3f(-width, height, thickness);
+ glTexCoord2f(1, 0);
+ glVertex3f(-width, height, -thickness);
+ glTexCoord2f(1, 1);
+ glVertex3f(-width, -height, -thickness);
+ glTexCoord2f(0, 1);
+ glVertex3f(-width, -height, thickness);
+ polys++;
+ glEnd();
+ return polys;
+}
+
+static void
+draw_stairs_internal(ModeInfo * mi)
+{
+ GLfloat X;
+
+ mi->polygon_count = 0;
+
+ glPushMatrix();
+ glPushMatrix();
+ glTranslatef(-3.0, 0.1, 2.0);
+ for (X = 0; X < 2; X++) {
+ mi->polygon_count += draw_block(0.5, 2.7 + 0.1 * X, 0.5);
+ glTranslatef(0.0, 0.1, -1.0);
+ }
+ glPopMatrix();
+ glTranslatef(-3.0, 0.0, 3.0);
+ glPushMatrix();
+
+ for (X = 0; X < 6; X++) {
+ mi->polygon_count += draw_block(0.5, 2.6 - 0.1 * X, 0.5);
+ glTranslatef(1.0, -0.1, 0.0);
+ }
+ glTranslatef(-1.0, -0.9, -1.0);
+ for (X = 0; X < 5; X++) {
+ mi->polygon_count += draw_block(0.5, 3.0 - 0.1 * X, 0.5);
+ glTranslatef(0.0, 0.0, -1.0);
+ }
+ glTranslatef(-1.0, -1.1, 1.0);
+ for (X = 0; X < 3; X++) {
+ mi->polygon_count += draw_block(0.5, 3.5 - 0.1 * X, 0.5);
+ glTranslatef(-1.0, -0.1, 0.0);
+ }
+ glPopMatrix();
+ glPopMatrix();
+}
+
+/*#define DEBUG*/
+/*#define DEBUG_PATH*/
+
+static int
+draw_sphere(int pos, int tick)
+{
+ int pos2 = (pos+1) % NPOSITIONS;
+ GLfloat x1 = ball_positions[pos*3];
+ GLfloat y1 = ball_positions[pos*3+1];
+ GLfloat z1 = ball_positions[pos*3+2];
+ GLfloat x2 = ball_positions[pos2*3];
+ GLfloat y2 = ball_positions[pos2*3+1];
+ GLfloat z2 = ball_positions[pos2*3+2];
+ GLfloat frac = tick / (GLfloat) SPHERE_TICKS;
+ GLfloat x = x1 + (x2 - x1) * frac;
+ GLfloat y = y1 + (y2 - y1) * frac + (2 * sin (M_PI * frac));
+ GLfloat z = z1 + (z2 - z1) * frac;
+ int polys = 0;
+
+ glPushMatrix();
+
+# ifdef DEBUG_PATH
+ glVertex3f(x, y, z);
+ if (tick == 0) {
+ glVertex3f(x, y-7.5, z);
+ glVertex3f(x, y, z); glVertex3f(x, y, z-0.6);
+ glVertex3f(x, y, z); glVertex3f(x, y, z+0.6);
+ glVertex3f(x, y, z); glVertex3f(x+0.6, y, z);
+ glVertex3f(x, y, z); glVertex3f(x-0.6, y, z);
+ glVertex3f(x, y, z);
+ }
+
+# else /* !DEBUG_PATH */
+ y += 0.5;
+ glTranslatef(x, y, z);
+
+ glScalef (0.5, 0.5, 0.5);
+
+ /* make ball a little smaller on the gap to obscure distance */
+ if (pos == NPOSITIONS-1)
+ glScalef (0.95, 0.95, 0.95);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
+ glDisable (GL_TEXTURE_2D);
+ glShadeModel(GL_SMOOTH);
+ glFrontFace(GL_CCW);
+ polys += unit_sphere (32, 32, False);
+ glShadeModel(GL_FLAT);
+ glEnable (GL_TEXTURE_2D);
+#endif /* !DEBUG_PATH */
+
+ glPopMatrix();
+ return polys;
+}
+
+
+
+ENTRYPOINT void
+reshape_stairs (ModeInfo * mi, int width, int height)
+{
+ stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ }
+
+ glViewport(0, y, sp->WindW = (GLint) width, sp->WindH = (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
+ glMatrixMode(GL_MODELVIEW);
+ if (width >= 1024) {
+ glLineWidth(3);
+ glPointSize(3);
+ } else if (width >= 512) {
+ glLineWidth(2);
+ glPointSize(2);
+ } else {
+ glLineWidth(1);
+ glPointSize(1);
+ }
+}
+
+ENTRYPOINT Bool
+stairs_handle_event (ModeInfo *mi, XEvent *event)
+{
+ stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, sp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &sp->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == ' ' || c == '\t')
+ {
+ gltrackball_reset (sp->trackball, 0, 0);
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+static void
+pinit(ModeInfo *mi)
+{
+ /* int status; */
+ glClearDepth(1.0);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_NORMALIZE);
+ glCullFace(GL_BACK);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
+ glShadeModel(GL_FLAT);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_CULL_FACE);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+#if 0
+ clear_gl_error();
+ status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
+ WoodTextureWidth, WoodTextureHeight,
+ GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+ if (status)
+ {
+ const char *s = (char *) gluErrorString (status);
+ fprintf (stderr, "%s: error mipmapping %dx%d texture: %s\n",
+ progname, WoodTextureWidth, WoodTextureHeight,
+ (s ? s : "(unknown)"));
+ exit (1);
+ }
+ check_gl_error("mipmapping");
+#else
+ {
+ XImage *img = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
+ wood_png, sizeof(wood_png));
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ img->width, img->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, img->data);
+ check_gl_error("texture");
+ XDestroyImage (img);
+ }
+#endif
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+}
+
+ENTRYPOINT void
+init_stairs (ModeInfo * mi)
+{
+ int screen = MI_SCREEN(mi);
+ stairsstruct *sp;
+
+ MI_INIT (mi, stairs);
+ sp = &stairs[screen];
+
+ sp->step = 0.0;
+ sp->rotating = 0;
+ sp->sphere_position = NRAND(NPOSITIONS);
+ sp->sphere_tick = 0;
+
+ if ((sp->glx_context = init_GL(mi)) != NULL) {
+
+ reshape_stairs(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ if (!glIsList(sp->objects))
+ sp->objects = glGenLists(1);
+ pinit(mi);
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+
+ sp->trackball = gltrackball_init (False);
+}
+
+ENTRYPOINT void
+draw_stairs (ModeInfo * mi)
+{
+ stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+ GLfloat rot = current_device_rotation();
+
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!sp->glx_context)
+ return;
+
+ glXMakeCurrent(display, window, *(sp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+
+ glRotatef(rot, 0, 0, 1);
+
+ glTranslatef(0.0, 0.0, -10.0);
+
+ if (!MI_IS_ICONIC(mi)) {
+ glScalef(Scale4Window * sp->WindH / sp->WindW, Scale4Window, Scale4Window);
+ } else {
+ glScalef(Scale4Iconic * sp->WindH / sp->WindW, Scale4Iconic, Scale4Iconic);
+ }
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ if (rot != 0 && rot != 180 && rot != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ gltrackball_rotate (sp->trackball);
+
+ glTranslatef(0, 0.5, 0);
+ glRotatef(44.5, 1, 0, 0);
+ glRotatef(50, 0, 1, 0);
+
+ if (!sp->rotating) {
+ if ((LRAND() % 500) == 0)
+ sp->rotating = (LRAND() & 1) ? 1 : -1;
+ }
+
+ if (sp->rotating) {
+ glRotatef(sp->rotating * sp->step, 0, 1, 0);
+ if (sp->step >= 360) {
+ sp->rotating = 0;
+ sp->step = 0;
+ }
+
+# ifndef DEBUG
+ if (!sp->button_down_p)
+ sp->step += 2;
+# endif /* DEBUG */
+ }
+
+ draw_stairs_internal(mi);
+
+
+# ifdef DEBUG
+ {
+ int i, j;
+# ifdef DEBUG_PATH
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glBegin (GL_LINE_LOOP);
+# endif /* DEBUG_PATH */
+ for (i = 0; i < NPOSITIONS; i ++)
+ for (j = 0; j < SPHERE_TICKS; j++)
+ mi->polygon_count += draw_sphere(i, j);
+# ifdef DEBUG_PATH
+ glEnd();
+ glEnable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
+# endif /* DEBUG_PATH */
+ }
+#else /* !DEBUG */
+ mi->polygon_count += draw_sphere(sp->sphere_position, sp->sphere_tick);
+#endif /* !DEBUG */
+
+ if (sp->button_down_p)
+ ;
+ else if (++sp->sphere_tick >= SPHERE_TICKS)
+ {
+ sp->sphere_tick = 0;
+ if (++sp->sphere_position >= NPOSITIONS)
+ sp->sphere_position = 0;
+ }
+
+ glPopMatrix();
+
+ if (mi->fps_p) do_fps (mi);
+ glFlush();
+
+ glXSwapBuffers(display, window);
+}
+
+#ifndef STANDALONE
+ENTRYPOINT void
+change_stairs (ModeInfo * mi)
+{
+ stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+
+ if (!sp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sp->glx_context));
+ pinit();
+}
+#endif /* !STANDALONE */
+
+ENTRYPOINT void
+free_stairs (ModeInfo * mi)
+{
+ stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+ if (glIsList(sp->objects)) {
+ glDeleteLists(sp->objects, 1);
+ }
+}
+
+XSCREENSAVER_MODULE ("Stairs", stairs)
+
+#endif