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-/* -*- Mode: C; tab-width: 4 -*- */
-/* cage --- the Impossible Cage, an Escher like scene. */
-
-#if 0
-static const char sccsid[] = "@(#)cage.c 5.01 2001/03/01 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.
- *
- * The RotateAroundU() routine was adapted from the book
- * "Computer Graphics Principles and Practice
- * Foley - vanDam - Feiner - Hughes
- * Second Edition" Pag. 227, exercise 5.15.
- *
- * This mode shows some interesting scenes that are impossible OR very
- * wierd to build in the real universe. Much of the scenes are inspirated
- * on Mauritz Cornelis Escher'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
- * mistakes.
- *
- * My e-mail address is
- * mfvianna@centroin.com.br
- *
- * Marcelo F. Vianna (Jun-01-1997)
- *
- * Revision History:
- * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
- * 01-Mar-2001: Added FPS stuff E.Lassauge <lassauge@mail.dotcom.fr>
- * 01-Nov-2000: Allocation checks
- * 01-Jan-1998: Mode separated from escher and renamed
- * 08-Jun-1997: New scene implemented: "Impossible Cage" based in a M.C.
- * Escher's painting with the same name (quite similar). The
- * first GL mode to use texture mapping.
- * The "Impossible Cage" scene doesn't use DEPTH BUFFER, the
- * wood planks are drawn consistently using GL_CULL_FACE, and
- * the painter's algorithm is used to sort the planks.
- * Marcelo F. Vianna.
- * 07-Jun-1997: Speed ups in Moebius Strip using GL_CULL_FACE.
- * Marcelo F. Vianna.
- * 03-Jun-1997: Initial Release (Only one scene: "Moebius Strip")
- * The Moebius Strip scene was inspirated in a M.C. Escher's
- * painting named Moebius Strip II in wich ants walk across a
- * Moebius Strip path, sometimes meeting each other and sometimes
- * being in "opposite faces" (note that the moebius strip has
- * only one face and one edge).
- * 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 MODE_cage
-# define DEFAULTS "*delay: 25000 \n" \
- "*showFPS: False \n" \
- "*wireframe: False \n" \
- "*suppressRotationAnimation: True\n" \
-
-# define release_cage 0
-# define cage_handle_event xlockmore_no_events
-# include "xlockmore.h" /* from the xscreensaver distribution */
-#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
-#endif /* !STANDALONE */
-
-#ifdef MODE_cage
-
-#if 0
-#include "e_textures.h"
-#else
-#include "ximage-loader.h"
-#include "images/gen/wood_png.h"
-#endif
-
-ENTRYPOINT ModeSpecOpt cage_opts =
-{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL};
-
-#ifdef USE_MODULES
-ModStruct cage_description =
-{"cage", "init_cage", "draw_cage", NULL,
- "draw_cage", "change_cage", (char *) NULL, &cage_opts,
- 25000, 1, 1, 1, 1.0, 4, "",
- "Shows the Impossible Cage, an Escher-like GL scene", 0, NULL};
-
-#endif
-
-#define Scale4Window 0.3
-#define Scale4Iconic 0.4
-
-#define sqr(A) ((A)*(A))
-
-#ifndef Pi
-#define Pi M_PI
-#endif
-
-#define ObjWoodPlank 0
-#define MaxObj 1
-
-/*************************************************************************/
-
-typedef struct {
- GLint WindH, WindW;
- GLfloat step;
- GLXContext *glx_context;
-} cagestruct;
-
-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 MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
-
-static cagestruct *cage = (cagestruct *) NULL;
-
-#define PlankWidth 3.0
-#define PlankHeight 0.35
-#define PlankThickness 0.15
-
-static Bool
-draw_woodplank(ModeInfo *mi, cagestruct * cp, int wire)
-{
- glBegin(wire ? GL_LINES : GL_QUADS);
- glNormal3f(0, 0, 1);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, PlankHeight, PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
- mi->polygon_count++;
- glNormal3f(0, 0, -1);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
- mi->polygon_count++;
- glNormal3f(0, 1, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, PlankHeight, PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
- mi->polygon_count++;
- glNormal3f(0, -1, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
- mi->polygon_count++;
- glNormal3f(1, 0, 0);
- glTexCoord2f(0, 0);
- glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(PlankWidth, PlankHeight, PlankThickness);
- mi->polygon_count++;
- glNormal3f(-1, 0, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
- glTexCoord2f(1, 0);
- glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
- glTexCoord2f(1, 1);
- glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
- glTexCoord2f(0, 1);
- glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
- mi->polygon_count++;
- glEnd();
-
- return True;
-}
-
-static Bool
-draw_impossiblecage(ModeInfo *mi, cagestruct * cp, int wire)
-{
- glPushMatrix();
- glRotatef(90, 0, 1, 0);
- glTranslatef(0.0, PlankHeight - PlankWidth, -PlankThickness - PlankWidth);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glRotatef(90, 0, 0, 1);
- glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - PlankThickness);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glRotatef(90, 0, 1, 0);
- glTranslatef(0.0, PlankWidth - PlankHeight, -PlankThickness - PlankWidth);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glTranslatef(0.0, PlankWidth - PlankHeight, 3 * PlankThickness - PlankWidth);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glRotatef(90, 0, 0, 1);
- glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - PlankThickness);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - 3 * PlankThickness);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glTranslatef(0.0, PlankHeight - PlankWidth, 3 * PlankThickness - PlankWidth);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glRotatef(90, 0, 0, 1);
- glTranslatef(0.0, PlankHeight - PlankWidth, PlankThickness - PlankWidth);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - 3 * PlankThickness);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glRotatef(90, 0, 1, 0);
- glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth + PlankThickness);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glRotatef(90, 0, 0, 1);
- glTranslatef(0.0, PlankWidth - PlankHeight, PlankThickness - PlankWidth);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- glPushMatrix();
- glRotatef(90, 0, 1, 0);
- glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth + PlankThickness);
- if (!draw_woodplank(mi, cp, wire))
- return False;
- glPopMatrix();
- return True;
-}
-
-static void
-reshape_cage(ModeInfo * mi, int width, int height)
-{
- cagestruct *cp = &cage[MI_SCREEN(mi)];
- int i;
- int y = 0;
-
- if (width > height * 5) { /* tiny window: show middle */
- height = width * 9/16;
- y = -height/2;
- }
-
- glViewport(0, y, cp->WindW = (GLint) width, cp->WindH = (GLint) height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
- glMatrixMode(GL_MODELVIEW);
- i = width / 512 + 1;
- glLineWidth(i);
- glPointSize(i);
-}
-
-static void
-pinit(ModeInfo *mi)
-{
- /* int status; */
-
- if (MI_IS_WIREFRAME(mi))
- return;
-
- 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);
- glFrontFace(GL_CCW);
- glCullFace(GL_BACK);
-
- /* cage */
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
- glShadeModel(GL_FLAT);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_CULL_FACE);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
-#if 0
- clear_gl_error();
- if (MI_IS_MONO(mi))
- status = 0;
- else
- 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 texture: %s\n",
- progname, (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_cage (ModeInfo * mi)
-{
- cagestruct *cp;
-
- MI_INIT (mi, cage);
- cp = &cage[MI_SCREEN(mi)];
-
- cp->step = NRAND(90);
- if ((cp->glx_context = init_GL(mi)) != NULL) {
-
- reshape_cage(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- glDrawBuffer(GL_BACK);
- pinit(mi);
- } else {
- MI_CLEARWINDOW(mi);
- }
-}
-
-ENTRYPOINT void
-draw_cage (ModeInfo * mi)
-{
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- cagestruct *cp;
-
- if (cage == NULL)
- return;
- cp = &cage[MI_SCREEN(mi)];
-
- MI_IS_DRAWN(mi) = True;
- if (!cp->glx_context)
- return;
-
- mi->polygon_count = 0;
- glXMakeCurrent(display, window, *cp->glx_context);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix();
- glTranslatef(0.0, 0.0, -10.0);
-
- if (!MI_IS_ICONIC(mi)) {
- glScalef(Scale4Window * cp->WindH / cp->WindW, Scale4Window, Scale4Window);
- } else {
- glScalef(Scale4Iconic * cp->WindH / cp->WindW, Scale4Iconic, Scale4Iconic);
- }
-
-# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
- {
- int o = (int) current_device_rotation();
- GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
- if (o != 0 && o != 180 && o != -180) {
- glScalef (1/h, h, 1/h); /* #### not quite right */
- h = 1.7;
- glScalef (h, h, h);
- }
- h = 0.7;
- glScalef (h, h, h);
- }
-# else
- {
- /* Don't understand why this clause doesn't work on mobile, but it
- doesn't. */
- GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
- ? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
- : 1);
- glRotatef (current_device_rotation(), 0, 0, 1);
- glScalef (s, s, s);
- }
-# endif
-
- /* cage */
- glRotatef(cp->step * 100, 0, 0, 1);
- glRotatef(25 + cos(cp->step * 5) * 6, 1, 0, 0);
- glRotatef(204.5 - sin(cp->step * 5) * 8, 0, 1, 0);
- if (!draw_impossiblecage(mi, cp, MI_IS_WIREFRAME(mi))) {
- MI_ABORT(mi);
- return;
- }
-
- glPopMatrix();
- if (MI_IS_FPS(mi)) do_fps (mi);
- glFlush();
-
- glXSwapBuffers(display, window);
-
- cp->step += 0.025;
-}
-
-#ifndef STANDALONE
-ENTRYPOINT void
-change_cage (ModeInfo * mi)
-{
- cagestruct *cp = &cage[MI_SCREEN(mi)];
-
- if (!cp->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *cp->glx_context);
- pinit(mi);
-}
-#endif /* !STANDALONE */
-
-ENTRYPOINT void
-free_cage (ModeInfo * mi)
-{
- /* nothing to do */
-}
-
-XSCREENSAVER_MODULE ("Cage", cage)
-
-#endif