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-/* etruscanvenus --- Shows a 3d immersion of a Klein bottle that
- rotates in 3d or on which you can walk and that can deform smoothly
- between the Etruscan Venus surface, the Roman surface, the Boy
- surface surface, and the Ida surface. */
-
-#if 0
-static const char sccsid[] = "@(#)etruscanvenus.c 1.1 05/01/20 xlockmore";
-#endif
-
-/* Copyright (c) 2019-2021 Carsten Steger <carsten@mirsanmir.org>. */
-
-/*
- * Permission to use, copy, modify, and distribute this software and its
- * documentation for any purpose and without fee is hereby granted,
- * provided that the above copyright notice appear in all copies and that
- * both that copyright notice and this permission notice appear in
- * supporting documentation.
- *
- * This file is provided AS IS with no warranties of any kind. The author
- * shall have no liability with respect to the infringement of copyrights,
- * trade secrets or any patents by this file or any part thereof. In no
- * event will the author be liable for any lost revenue or profits or
- * other special, indirect and consequential damages.
- *
- * REVISION HISTORY:
- * C. Steger - 05/01/20: Initial version
- * C. Steger - 20/12/20: Added per-fragment shading
- * C. Steger - 20/12/30: Make the shader code work under macOS and iOS
- */
-
-/*
- * This program shows a 3d immersion of a Klein bottle that smoothly
- * deforms between the Etruscan Venus surface, the Roman surface, the
- * Boy surface, and the Ida surface. You can walk on the Klein bottle
- * or turn it in 3d. Topologically, all surfaces are Klein bottles,
- * even the Roman and Boy surfaces, which are doubly covered and
- * therefore appear to be an immersed real projective plane. The
- * smooth deformation between these surfaces was constructed by George
- * K. Francis.
- *
- * The Klein bottle 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 Klein bottle. While walking on the Klein
- * bottle, you will notice that the orientation of the curling arrows
- * changes (which it must because the Klein bottle is non-orientable).
- * Since all the surfaces except the Ida surface have points where the
- * surface normal is not well defined for some points, walking is only
- * performed on the Ida surface.
- *
- * As mentioned above, the Roman and Boy surfaces are doubly covered
- * and therefore appear to be an immersed real projective plane.
- * Since some of the parameter names are based on this interpretation
- * of the surface, the geometry of the real projective plane will be
- * briefly disussed. 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.
- * Direction and distance bands refer to this interpretation of the
- * surface. If direction bands are used, the bands extend from the
- * origin of the projective plane in different directions to the line
- * at infinity and back to the origin. If distance bands are used,
- * the bands lie at constant distances to the origin. The same
- * interpretation is used for distance and direction colors. Although
- * there is no conceptually equivalent geometric interpretation for
- * the two Klein bottle surfaces (the Etruscan Venus and Ida
- * surfaces), the smooth deformation between the surfaces results in a
- * natural extension of these concepts to the Klein bottle surfaces.
- *
- * The immersed surfaces can be projected to the screen either
- * perspectively or orthographically. When using the walking mode,
- * perspective projection to the screen will be used.
- *
- * There are three display modes for the Klein bottle: mesh
- * (wireframe), solid, or transparent. Furthermore, the appearance of
- * the surface can be as a solid object or as a set of see-through
- * bands. The bands can be distance bands or direction bands, as
- * explained above.
- *
- * The colors with with the Klein bottle is drawn can be set to
- * one-sided, two-sided, distance, or direction. In one-sided mode,
- * the surface is drawn with the same color on both sides of the
- * underlying triangles. In two-sided mode, the surface is drawn with
- * red on one side of the underlying triangles and green on the other
- * side. Since the surface actually only has one side, the color
- * jumps from red to green along a line on the surface. This mode
- * enables you to see that the surface is non-orientable. In distance
- * mode, the surface is displayed with fully saturated colors that
- * depend on the distance of the points on the projective plane to the
- * origin, as described above. If the surface is displayed as
- * distance bands, each band will be displayed with a different color.
- * In direction mode, the surface is displayed with fully saturated
- * colors that depend on the angle of the points on the projective
- * plane with respect to the origin (see above for an explanation).
- * If the surface is displayed as direction bands, each band will be
- * displayed with a different color. The colors used to color the
- * surface can either be static or can be changed dynamically.
- *
- * The rotation speed for each of the three coordinate axes around
- * which the Klein bottle rotates can be chosen.
- *
- * Furthermore, in the walking mode the walking direction in the 2d
- * base square of the surface 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. 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 along a direction band.
- * Any other value results in a curved path along the surface. As
- * noted above, walking is performed only on the Ida surface.
- *
- * By default, the immersion of the Klein bottle smoothly deforms
- * between the Etruscan Venus surface, the Roman surface, the Boy
- * surface, and the Ida surface. 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. A value of 0 corresponds to the
- * Etruscan Venus surface, a value of 1000 to the Roman surface, a
- * value of 2000 to the Boy surface, and a value of 3000 to the Ida
- * surface.
- *
- * This program is inspired by George K. Francis's book "A Topological
- * Picturebook", Springer, 1987, by George K. Francis's paper "The
- * Etruscan Venus" in P. Concus, R. Finn, and D. A. Hoffman:
- * "Geometric Analysis and Computer Graphics", Springer, 1991, and by
- * a video entitled "The Etruscan Venus" by Donna J. Cox, George
- * K. Francis, and Raymond L. Idaszak, presented at SIGGRAPH 1989.
- */
-
-#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_ONESIDED 0
-#define COLORS_TWOSIDED 1
-#define COLORS_DISTANCE 2
-#define COLORS_DIRECTION 3
-#define NUM_COLORS 4
-
-#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_CHANGE_COLORS "True"
-#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 "0.0"
-
-
-#ifdef STANDALONE
-# define DEFAULTS "*delay: 25000 \n" \
- "*showFPS: False \n" \
- "*prefersGLSL: True \n" \
-
-# define release_etruscanvenus 0
-# include "xlockmore.h" /* from the xscreensaver distribution */
-#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
-#endif /* !STANDALONE */
-
-#ifdef USE_GL
-
-#include "glsl-utils.h"
-#include "gltrackball.h"
-
-#include <float.h>
-
-
-#ifdef USE_MODULES
-ModStruct etruscanvenus_description =
-{"etruscanvenus", "init_etruscanvenus", "draw_etruscanvenus",
- NULL, "draw_etruscanvenus", "change_etruscanvenus",
- "free_etruscanvenus", &etruscanvenus_opts, 25000, 1, 1, 1, 1.0, 4, "",
- "Rotate a 3d immersion of a Klein bottle 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 Bool change_colors;
-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 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 },
- {"-onesided-colors", ".colors", XrmoptionNoArg, "one-sided" },
- {"-twosided-colors", ".colors", XrmoptionNoArg, "two-sided" },
- {"-distance-colors", ".colors", XrmoptionNoArg, "distance" },
- {"-direction-colors", ".colors", XrmoptionNoArg, "direction" },
- {"-change-colors", ".changeColors", XrmoptionNoArg, "on"},
- {"+change-colors", ".changeColors", XrmoptionNoArg, "off"},
- {"-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 },
- {"-etruscan-venus", ".initDeform", XrmoptionNoArg, "0.0" },
- {"-roman", ".initDeform", XrmoptionNoArg, "1000.0" },
- {"-boy", ".initDeform", XrmoptionNoArg, "2000.0" },
- {"-ida", ".initDeform", XrmoptionNoArg, "3000.0" },
-};
-
-static argtype vars[] =
-{
- { &mode, "displayMode", "DisplayMode", DEF_DISPLAY_MODE, t_String },
- { &appear, "appearance", "Appearance", DEF_APPEARANCE, t_String },
- { &color_mode, "colors", "Colors", DEF_COLORS, t_String },
- { &change_colors, "changeColors", "ChangeColors", DEF_CHANGE_COLORS, t_Bool },
- { &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 },
-};
-
-ENTRYPOINT ModeSpecOpt etruscanvenus_opts =
-{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, NULL};
-
-
-/* Offset by which we walk above the surface */
-#define DELTAY 0.01
-
-/* Color change speeds */
-#define DRHO 0.7
-#define DSIGMA 1.1
-#define DTAU 1.7
-
-/* Number of subdivisions of the surface */
-#define NUMU 192
-#define NUMV 128
-
-/* Number of subdivisions per band */
-#define NUMBDIR 8
-#define NUMBDIST 4
-
-/* Constants that are used to calculate the approximate center of the
- surface in the z direction. */
-#define Z1 (0.8141179221194051)
-#define Z2 (0.1359276851926206)
-#define Z3 (1.1581097545867050)
-#define Z4 (0.7186549129158579)
-#define Z5 (2.5393401559381240)
-
-/* Constants that are used to calculate the approximate radius of the
- surface. */
-#define R1 (1.308007044714129)
-#define R2 (4.005205981405042)
-#define R3 (-2.893994600199527)
-#define R4 (-1.266709537162707)
-
-
-typedef struct {
- GLint WindH, WindW;
- GLXContext *glx_context;
- /* Options */
- int display_mode;
- int appearance;
- int colors;
- Bool change_colors;
- int view;
- int projection;
- Bool marks;
- /* 3D rotation angles */
- float alpha, beta, delta;
- /* Color rotation angles */
- float rho, sigma, tau;
- /* Movement parameters */
- float umove, vmove, dumove, dvmove;
- int side;
- /* Deformation parameters */
- float dd;
- int defdir;
- /* The viewing offset in 3d */
- float offset3d[3];
- /* The 3d coordinates of the surface and their normals */
- float *ev;
- float *evn;
- /* The precomputed colors of the surface */
- float *col;
- /* The precomputed texture coordinates of the surface */
- 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;
-#ifdef HAVE_GLSL
- GLfloat *uv;
- GLuint *indices;
- Bool use_shaders, buffers_initialized;
- GLuint shader_program;
- GLint vertex_uv_index, vertex_t_index, color_index;
- GLint mat_mv_index, mat_p_index, db_index, dl_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 */
-} etruscanvenusstruct;
-
-static etruscanvenusstruct *etruscanvenus = (etruscanvenusstruct *) 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 vec3 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 vec3 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 =
- "uniform mat4 MatModelView;\n"
- "uniform mat4 MatProj;\n"
- "uniform float DB;\n"
- "uniform float DL;\n"
- "uniform bool BoolTextures;\n"
- "\n"
- "void main (void)\n"
- "{\n"
- " const float EPSILON = 1.19e-6f;\n"
- " const float M_SQRT2 = 1.41421356237f;\n"
- " float u = VertexUV.x;\n"
- " float v = VertexUV.y;\n"
- " float bosqrt2 = DB/M_SQRT2;\n"
- " float b2osqrt2 = 2.0f*bosqrt2;\n"
- " float b3osqrt2 = 3.0f*bosqrt2;\n"
- " float cu = cos(u);\n"
- " float su = sin(u);\n"
- " float c2u = cos(2.0f*u);\n"
- " float s2u = sin(2.0f*u);\n"
- " float c3u = cos(3.0f*u);\n"
- " float s3u = sin(3.0f*u);\n"
- " float cv = cos(v);\n"
- " float sv = sin(v);\n"
- " float c2v = cos(2.0f*v);\n"
- " float s2v = sin(2.0f*v);\n"
- " float nom = (1.0f-DL+DL*cv);\n"
- " float den = (1.0f-bosqrt2*s3u*s2v);\n"
- " float f = nom/den;\n"
- " float fx = c2u*cv+cu*sv;\n"
- " float fy = s2u*cv-su*sv;\n"
- " float fz = M_SQRT2*cv;\n"
- " vec3 x = f*vec3(fx,fy,fz);\n"
- " float nomv = -DL*sv;\n"
- " float denu = -b3osqrt2*c3u*s2v;\n"
- " float denv = -b2osqrt2*s3u*c2v;\n"
- " float den2 = 1.0f/(den*den);\n"
- " float fu = -nom*denu*den2;\n"
- " float fv = (den*nomv-nom*denv)*den2;\n"
- " float fxu = -su*sv-2.0f*s2u*cv;\n"
- " float fxv = cu*cv-c2u*sv;\n"
- " float fyu = 2.0f*c2u*cv-cu*sv;\n"
- " float fyv = -s2u*sv-su*cv;\n"
- " float fzv = -M_SQRT2*sv;\n"
- " vec3 xu = vec3(fu*fx+f*fxu,fu*fy+f*fyu,fu*fz);\n"
- " vec3 xv = vec3(fv*fx+f*fxv,fv*fy+f*fyv,fv*fz+f*fzv);\n"
- " vec3 n = cross(xu,xv);\n"
- " float t = length(n);\n"
- " if (t < EPSILON)\n"
- " {\n"
- " u += 0.01f;\n"
- " v += 0.01f;\n"
- " cu = cos(u);\n"
- " su = sin(u);\n"
- " c2u = cos(2.0f*u);\n"
- " s2u = sin(2.0f*u);\n"
- " c3u = cos(3.0f*u);\n"
- " s3u = sin(3.0f*u);\n"
- " cv = cos(v);\n"
- " sv = sin(v);\n"
- " c2v = cos(2.0f*v);\n"
- " s2v = sin(2.0f*v);\n"
- " nom = (1.0f-DL+DL*cv);\n"
- " den = (1.0f-bosqrt2*s3u*s2v);\n"
- " f = nom/den;\n"
- " fx = c2u*cv+cu*sv;\n"
- " fy = s2u*cv-su*sv;\n"
- " fz = M_SQRT2*cv;\n"
- " nomv = -DL*sv;\n"
- " denu = -b3osqrt2*c3u*s2v;\n"
- " denv = -b2osqrt2*s3u*c2v;\n"
- " den2 = 1.0f/(den*den);\n"
- " fu = -nom*denu*den2;\n"
- " fv = (den*nomv-nom*denv)*den2;\n"
- " fxu = -su*sv-2.0f*s2u*cv;\n"
- " fxv = cu*cv-c2u*sv;\n"
- " fyu = 2.0f*c2u*cv-cu*sv;\n"
- " fyv = -s2u*sv-su*cv;\n"
- " fzv = -M_SQRT2*sv;\n"
- " xu = vec3(fu*fx+f*fxu,fu*fy+f*fyu,fu*fz);\n"
- " xv = vec3(fv*fx+f*fxv,fv*fy+f*fyv,fv*fz+f*fzv);\n"
- " }\n"
- " vec4 Position = MatModelView*vec4(x,1.0f);\n"
- " vec4 pu = MatModelView*vec4(xu,0.0f);\n"
- " vec4 pv = MatModelView*vec4(xv,0.0f);\n"
- " Normal = normalize(cross(pu.xyz,pv.xyz));\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 =
- "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 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 and,
- optionally, a color rotation matrix. */
-static void color(etruscanvenusstruct *ev, double angle, float mat[3][3],
- float col[4])
-{
- int s;
- double t, ca, sa;
- float m;
-
- if (!ev->change_colors)
- {
- if (ev->colors == COLORS_ONESIDED || ev->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;
- }
- }
- else /* ev->change_colors */
- {
- if (ev->colors == COLORS_ONESIDED || ev->colors == COLORS_TWOSIDED)
- {
- col[0] = mat[0][2];
- col[1] = mat[1][2];
- col[2] = mat[2][2];
- }
- else
- {
- ca = cos(angle);
- sa = sin(angle);
- col[0] = ca*mat[0][0]+sa*mat[0][1];
- col[1] = ca*mat[1][0]+sa*mat[1][1];
- col[2] = ca*mat[2][0]+sa*mat[2][1];
- }
- m = 0.5f/fmaxf(fmaxf(fabsf(col[0]),fabsf(col[1])),fabsf(col[2]));
- col[0] = m*col[0]+0.5f;
- col[1] = m*col[1]+0.5f;
- col[2] = m*col[2]+0.5f;
- }
- if (ev->display_mode == DISP_TRANSPARENT)
- col[3] = 0.7;
- else
- col[3] = 1.0;
-}
-
-
-/* Set up the surface colors and texture. */
-static void setup_etruscan_venus_color_texture(ModeInfo *mi, double umin,
- double umax, double vmin,
- double vmax, int numu, int numv)
-{
- int i, j, k;
- double u, v, ur, vr, vc;
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
-
- ur = umax-umin;
- vr = vmax-vmin;
- for (i=0; i<=numv; i++)
- {
- for (j=0; j<=numu; j++)
- {
- k = i*(numu+1)+j;
- u = ur*j/numu+umin;
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- v = -vr*i/numv+vmin;
- else
- v = vr*i/numv+vmin;
- if (!ev->change_colors)
- {
- if (ev->colors == COLORS_DISTANCE)
- {
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- vc = -4.0*v;
- else
- vc = 4.0*v;
- if (vc >= 4.0*M_PI)
- vc -= 4.0*M_PI;
- if (vc >= 2.0*M_PI)
- vc = 4.0*M_PI-vc;
- color(ev,vc,NULL,&ev->col[4*k]);
- }
- else /* ev->colors == COLORS_DIRECTION */
- {
- color(ev,u,NULL,&ev->col[4*k]);
- }
- }
- ev->tex[2*k+0] = 48*u/(2.0*M_PI);
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- ev->tex[2*k+1] = 64*v/(2.0*M_PI)-0.5;
- else
- ev->tex[2*k+1] = 64*v/(2.0*M_PI);
- }
- }
-}
-
-
-/* Compute the current walk frame, i.e., the coordinate system of the
- point and direction at which the viewer is currently walking on the
- surface. */
-static void compute_walk_frame(etruscanvenusstruct *ev, float db,
- float dl, float radius, float oz,
- float mat[3][3])
-{
- float p[3], pu[3], pv[3], pm[3], n[3], b[3];
- int l, m;
- float u, v;
- float xx[3], xxu[3], xxv[3];
- float r, t;
- float cv, sv, c2v, s2v, cu, su, c2u, s2u, c3u, s3u;
- float bosqrt2, b2osqrt2, b3osqrt2, nom, den, nomv, denu, denv, den2;
- float f, fx, fy, fz, x, y, z;
- float fu, fv, fxu, fxv, fyu, fyv, fzv, xu, xv, yu, yv, zu, zv;
-
- u = ev->umove;
- v = ev->vmove;
- u = 0.5f*u;
- bosqrt2 = db/(float)M_SQRT2;
- b2osqrt2 = 2.0f*bosqrt2;
- b3osqrt2 = 3.0f*bosqrt2;
- cu = cosf(u);
- su = sinf(u);
- c2u = cosf(2.0f*u);
- s2u = sinf(2.0f*u);
- c3u = cosf(3.0f*u);
- s3u = sinf(3.0f*u);
- cv = cosf(v);
- sv = sinf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- nom = (1.0f-dl+dl*cv);
- den = (1.0f-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = (float)M_SQRT2*cv;
- x = f*fx;
- y = f*fy;
- z = f*fz;
- nomv = -dl*sv;
- denu = -b3osqrt2*c3u*s2v;
- denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0f/(den*den);
- fu = -nom*denu*den2;
- fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0f*s2u*cv;
- fxv = cu*cv-c2u*sv;
- fyu = 2.0f*c2u*cv-cu*sv;
- fyv = -s2u*sv-su*cv;
- fzv = -(float)M_SQRT2*sv;
- xu = fu*fx+f*fxu;
- xv = fv*fx+f*fxv;
- yu = fu*fy+f*fyu;
- yv = fv*fy+f*fyv;
- zu = fu*fz;
- zv = fv*fz+f*fzv;
- xx[0] = x;
- xx[1] = y;
- xx[2] = z-oz;
- n[0] = yu*zv-zu*yv;
- n[1] = zu*xv-xu*zv;
- n[2] = xu*yv-yu*xv;
- t = n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
- /* Avoid degenerate tangential plane basis vectors as much as possible. */
- if (t < 10.0f*FLT_EPSILON)
- {
- u += 0.01f;
- v += 0.01f;
- cu = cosf(u);
- su = sinf(u);
- c2u = cosf(2.0f*u);
- s2u = sinf(2.0f*u);
- c3u = cosf(3.0f*u);
- s3u = sinf(3.0f*u);
- cv = cosf(v);
- sv = sinf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- nom = (1.0f-dl+dl*cv);
- den = (1.0f-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = (float)M_SQRT2*cv;
- nomv = -dl*sv;
- denu = -b3osqrt2*c3u*s2v;
- denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0f/(den*den);
- fu = -nom*denu*den2;
- fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0f*s2u*cv;
- fxv = cu*cv-c2u*sv;
- fyu = 2.0f*c2u*cv-cu*sv;
- fyv = -s2u*sv-su*cv;
- fzv = -(float)M_SQRT2*sv;
- xu = fu*fx+f*fxu;
- xv = fv*fx+f*fxv;
- yu = fu*fy+f*fyu;
- yv = fv*fy+f*fyv;
- zu = fu*fz;
- zv = fv*fz+f*fzv;
- }
- xxu[0] = xu;
- xxu[1] = yu;
- xxu[2] = zu;
- xxv[0] = xv;
- xxv[1] = yv;
- xxv[2] = zv;
- 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 = 1.0f/(ev->side*4.0f*sqrtf(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]));
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- pm[0] = 0.5f*pu[0]*ev->dumove+pv[0]*ev->dvmove;
- pm[1] = 0.5f*pu[1]*ev->dumove+pv[1]*ev->dvmove;
- pm[2] = 0.5f*pu[2]*ev->dumove+pv[2]*ev->dvmove;
- t = 1.0f/(4.0f*sqrtf(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 = 1.0f/(4.0f*sqrtf(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] |
- */
- ev->alpha = atan2f(-n[2],-pm[2])*180.0f/(float)M_PI;
- ev->beta = atan2f(-b[2],sqrtf(b[0]*b[0]+b[1]*b[1]))*180.0f/(float)M_PI;
- ev->delta = atan2f(b[1],-b[0])*180.0f/(float)M_PI;
-
- /* Compute the rotation that rotates the surface in 3D. */
- rotateall(ev->alpha,ev->beta,ev->delta,mat);
-
- u = ev->umove;
- v = ev->vmove;
- u = 0.5f*u;
- bosqrt2 = db/(float)M_SQRT2;
- b2osqrt2 = 2.0f*bosqrt2;
- b3osqrt2 = 3.0f*bosqrt2;
- cu = cosf(u);
- su = sinf(u);
- c2u = cosf(2.0f*u);
- s2u = sinf(2.0f*u);
- s3u = sinf(3.0f*u);
- cv = cosf(v);
- sv = sinf(v);
- s2v = sinf(2.0f*v);
- nom = (1.0f-dl+dl*cv);
- den = (1.0f-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = (float)M_SQRT2*cv;
- x = f*fx;
- y = f*fy;
- z = f*fz;
- xx[0] = x;
- xx[1] = y;
- xx[2] = z-oz;
- for (l=0; l<3; l++)
- {
- r = 0.0f;
- for (m=0; m<3; m++)
- r += mat[l][m]*xx[m];
- p[l] = r*radius;
- }
-
- ev->offset3d[0] = -p[0];
- ev->offset3d[1] = -p[1]-DELTAY;
- ev->offset3d[2] = -p[2];
-}
-
-
-/* Draw a 3d immersion of the surface using OpenGL's fixed functionality. */
-static int etruscan_venus_ff(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax, int numu, int numv)
-{
- static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
- static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
- static const GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
- static const GLfloat mat_diff_oneside[] = { 0.9, 0.4, 0.3, 1.0 };
- static const GLfloat mat_diff_trans_red[] = { 1.0, 0.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_oneside[] = { 0.9, 0.4, 0.3, 0.7 };
- float mat_diff_dyn[4], mat_diff_dyn_compl[4];
- float p[3], pu[3], pv[3], n[3], mat[3][3], matc[3][3];
- int i, j, k, l, m, o;
- float u, v, ur, vr, oz, vc;
- float xx[3], xxu[3], xxv[3];
- float r, s, t;
- float dd, bb, ll, db, dl, radius;
- float cv, sv, c2v, s2v, cu, su, c2u, s2u, c3u, s3u;
- float bosqrt2, b2osqrt2, b3osqrt2, nom, den, nomv, denu, denv, den2;
- float f, fx, fy, fz, x, y, z;
- float fu, fv, fxu, fxv, fyu, fyv, fzv, xu, xv, yu, yv, zu, zv;
- float qu[4], r1[3][3], r2[3][3];
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
- int polys;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (ev->projection == DISP_PERSPECTIVE || ev->view == VIEW_WALK)
- {
- if (ev->view == VIEW_WALK)
- gluPerspective(60.0,ev->aspect,0.01,10.0);
- else
- gluPerspective(60.0,ev->aspect,0.1,10.0);
- }
- else
- {
- if (ev->aspect >= 1.0)
- glOrtho(-ev->aspect,ev->aspect,-1.0,1.0,0.1,10.0);
- else
- glOrtho(-1.0,1.0,-1.0/ev->aspect,1.0/ev->aspect,0.1,10.0);
- }
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- if (ev->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 (ev->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 /* ev->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 (ev->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
- }
-
- dd = ev->dd;
- if (dd < 1.0f)
- {
- bb = 0.0f;
- ll = dd;
- }
- else if (dd < 2.0f)
- {
- bb = dd-1.0f;
- ll = 1.0;
- }
- else if (dd < 3.0f)
- {
- bb = 1.0f;
- ll = 3.0f-dd;
- }
- else /* dd < 4.0f */
- {
- bb = 4.0f-dd;
- ll = 0.0f;
- }
- db = ((6.0f*bb-15.0f)*bb+10.0f)*bb*bb*bb;
- dl = ((6.0f*ll-15.0f)*ll+10.0f)*ll*ll*ll;
- /* Calculate the approximate center of the surface in the z direction. */
- oz = (Z1*(sinf(0.5f*M_PI*powf(dl,Z3))+Z2*sinf(1.5f*M_PI*powf(dl,Z3)))*
- expf(Z4*powf(db,Z5)));
- /* Calculate the approximate radius of the surface. */
- r = R1+(db-0.5f)*(dl-0.5f)+R2*expf(R3*(1.0f-db))*expf(R4*dl);
- radius = 0.8f/r;
-
- if (ev->change_colors)
- rotateall(ev->rho,ev->sigma,ev->tau,matc);
-
- if (ev->view == VIEW_WALK)
- {
- /* Compute the walk frame. */
- compute_walk_frame(ev,db,dl,radius,oz,mat);
- }
- else
- {
- /* Compute the rotation that rotates the surface in 3D, including the
- trackball rotations. */
- rotateall(ev->alpha,ev->beta,ev->delta,r1);
-
- gltrackball_get_quaternion(ev->trackball,qu);
- quat_to_rotmat(qu,r2);
-
- mult_rotmat(r2,r1,mat);
- }
-
- if (!ev->change_colors)
- {
- if (ev->colors == COLORS_ONESIDED)
- {
- glColor3fv(mat_diff_oneside);
- if (ev->display_mode == DISP_TRANSPARENT)
- {
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- mat_diff_trans_oneside);
- }
- else
- {
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- mat_diff_oneside);
- }
- }
- else if (ev->colors == COLORS_TWOSIDED)
- {
- glColor3fv(mat_diff_red);
- if (ev->display_mode == DISP_TRANSPARENT)
- {
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_red);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_green);
- }
- else
- {
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_red);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_green);
- }
- }
- }
- else /* ev->change_colors */
- {
- color(ev,0.0,matc,mat_diff_dyn);
- if (ev->colors == COLORS_ONESIDED)
- {
- glColor3fv(mat_diff_dyn);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn);
- }
- else if (ev->colors == COLORS_TWOSIDED)
- {
- mat_diff_dyn_compl[0] = 1.0f-mat_diff_dyn[0];
- mat_diff_dyn_compl[1] = 1.0f-mat_diff_dyn[1];
- mat_diff_dyn_compl[2] = 1.0f-mat_diff_dyn[2];
- mat_diff_dyn_compl[3] = mat_diff_dyn[3];
- glColor3fv(mat_diff_dyn);
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn_compl);
- }
- }
- glBindTexture(GL_TEXTURE_2D,ev->tex_name);
-
- ur = umax-umin;
- vr = vmax-vmin;
-
- /* Set up the surface coordinates and normals. */
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- {
- for (i=0; i<=numv; i++)
- {
- if ((i & (NUMBDIST-1)) >= NUMBDIST/4+1 &&
- (i & (NUMBDIST-1)) < 3*NUMBDIST/4)
- continue;
- for (j=0; j<=numu; j++)
- {
- o = i*(numu+1)+j;
- u = ur*j/numu+umin;
- v = -vr*i/numv+vmin;
- if (ev->change_colors)
- {
- /* Compute the colors dynamically. */
- if (ev->colors == COLORS_DISTANCE)
- {
- vc = -4.0f*v;
- if (vc >= 4.0f*M_PI)
- vc -= 4.0f*M_PI;
- if (vc >= 2.0f*M_PI)
- vc = 4.0f*M_PI-vc;
- color(ev,vc,matc,&ev->col[4*o]);
- }
- else if (ev->colors == COLORS_DIRECTION)
- {
- color(ev,u,matc,&ev->col[4*o]);
- }
- }
- u = 0.5f*u;
- bosqrt2 = db/(float)M_SQRT2;
- b2osqrt2 = 2.0f*bosqrt2;
- b3osqrt2 = 3.0f*bosqrt2;
- cu = cosf(u);
- su = sinf(u);
- c2u = cosf(2.0f*u);
- s2u = sinf(2.0f*u);
- c3u = cosf(3.0f*u);
- s3u = sinf(3.0f*u);
- cv = cosf(v);
- sv = sinf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- nom = (1.0f-dl+dl*cv);
- den = (1.0f-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = (float)M_SQRT2*cv;
- x = f*fx;
- y = f*fy;
- z = f*fz;
- nomv = -dl*sv;
- denu = -b3osqrt2*c3u*s2v;
- denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0f/(den*den);
- fu = -nom*denu*den2;
- fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0f*s2u*cv;
- fxv = cu*cv-c2u*sv;
- fyu = 2.0f*c2u*cv-cu*sv;
- fyv = -s2u*sv-su*cv;
- fzv = -(float)M_SQRT2*sv;
- xu = fu*fx+f*fxu;
- xv = fv*fx+f*fxv;
- yu = fu*fy+f*fyu;
- yv = fv*fy+f*fyv;
- zu = fu*fz;
- zv = fv*fz+f*fzv;
- xx[0] = x;
- xx[1] = y;
- xx[2] = z-oz;
- n[0] = yu*zv-zu*yv;
- n[1] = zu*xv-xu*zv;
- n[2] = xu*yv-yu*xv;
- t = n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
- /* Avoid degenerate tangential plane basis vectors as much as
- possible. */
- if (t < 10.0f*FLT_EPSILON)
- {
- u += 0.01f;
- v += 0.01f;
- cu = cosf(u);
- su = sinf(u);
- c2u = cosf(2.0f*u);
- s2u = sinf(2.0f*u);
- c3u = cosf(3.0f*u);
- s3u = sinf(3.0f*u);
- cv = cosf(v);
- sv = sinf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- nom = (1.0f-dl+dl*cv);
- den = (1.0f-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = (float)M_SQRT2*cv;
- nomv = -dl*sv;
- denu = -b3osqrt2*c3u*s2v;
- denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0f/(den*den);
- fu = -nom*denu*den2;
- fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0f*s2u*cv;
- fxv = cu*cv-c2u*sv;
- fyu = 2.0f*c2u*cv-cu*sv;
- fyv = -s2u*sv-su*cv;
- fzv = -(float)M_SQRT2*sv;
- xu = fu*fx+f*fxu;
- xv = fv*fx+f*fxv;
- yu = fu*fy+f*fyu;
- yv = fv*fy+f*fyv;
- zu = fu*fz;
- zv = fv*fz+f*fzv;
- }
- xxu[0] = xu;
- xxu[1] = yu;
- xxu[2] = zu;
- xxv[0] = xv;
- xxv[1] = yv;
- xxv[2] = zv;
- for (l=0; l<3; l++)
- {
- r = 0.0f;
- s = 0.0f;
- t = 0.0f;
- 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+ev->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 = 1.0f/sqrtf(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- ev->ev[3*o+0] = p[0];
- ev->ev[3*o+1] = p[1];
- ev->ev[3*o+2] = p[2];
- ev->evn[3*o+0] = n[0];
- ev->evn[3*o+1] = n[1];
- ev->evn[3*o+2] = n[2];
- }
- }
- }
- else /* ev->appearance != APPEARANCE_DISTANCE_BANDS */
- {
- for (j=0; j<=numu; j++)
- {
- if (ev->appearance == APPEARANCE_DIRECTION_BANDS &&
- ((j & (NUMBDIR-1)) >= NUMBDIR/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 (ev->change_colors)
- {
- /* Compute the colors dynamically. */
- if (ev->colors == COLORS_DISTANCE)
- {
- vc = 4.0f*v;
- if (vc >= 4.0f*M_PI)
- vc -= 4.0f*M_PI;
- if (vc >= 2.0f*M_PI)
- vc = 4.0f*M_PI-vc;
- color(ev,vc,matc,&ev->col[4*o]);
- }
- else if (ev->colors == COLORS_DIRECTION)
- {
- color(ev,u,matc,&ev->col[4*o]);
- }
- }
- u = 0.5f*u;
- bosqrt2 = db/(float)M_SQRT2;
- b2osqrt2 = 2.0f*bosqrt2;
- b3osqrt2 = 3.0f*bosqrt2;
- cu = cosf(u);
- su = sinf(u);
- c2u = cosf(2.0f*u);
- s2u = sinf(2.0f*u);
- c3u = cosf(3.0f*u);
- s3u = sinf(3.0f*u);
- cv = cosf(v);
- sv = sinf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- nom = (1.0f-dl+dl*cv);
- den = (1.0f-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = (float)M_SQRT2*cv;
- x = f*fx;
- y = f*fy;
- z = f*fz;
- nomv = -dl*sv;
- denu = -b3osqrt2*c3u*s2v;
- denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0f/(den*den);
- fu = -nom*denu*den2;
- fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0f*s2u*cv;
- fxv = cu*cv-c2u*sv;
- fyu = 2.0f*c2u*cv-cu*sv;
- fyv = -s2u*sv-su*cv;
- fzv = -(float)M_SQRT2*sv;
- xu = fu*fx+f*fxu;
- xv = fv*fx+f*fxv;
- yu = fu*fy+f*fyu;
- yv = fv*fy+f*fyv;
- zu = fu*fz;
- zv = fv*fz+f*fzv;
- xx[0] = x;
- xx[1] = y;
- xx[2] = z-oz;
- n[0] = yu*zv-zu*yv;
- n[1] = zu*xv-xu*zv;
- n[2] = xu*yv-yu*xv;
- t = n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
- /* Avoid degenerate tangential plane basis vectors as much as
- possible. */
- if (t < 10.0f*FLT_EPSILON)
- {
- u += 0.01f;
- v += 0.01f;
- cu = cosf(u);
- su = sinf(u);
- c2u = cosf(2.0f*u);
- s2u = sinf(2.0f*u);
- c3u = cosf(3.0f*u);
- s3u = sinf(3.0f*u);
- cv = cosf(v);
- sv = sinf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- nom = (1.0f-dl+dl*cv);
- den = (1.0f-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = (float)M_SQRT2*cv;
- nomv = -dl*sv;
- denu = -b3osqrt2*c3u*s2v;
- denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0f/(den*den);
- fu = -nom*denu*den2;
- fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0f*s2u*cv;
- fxv = cu*cv-c2u*sv;
- fyu = 2.0f*c2u*cv-cu*sv;
- fyv = -s2u*sv-su*cv;
- fzv = -(float)M_SQRT2*sv;
- xu = fu*fx+f*fxu;
- xv = fv*fx+f*fxv;
- yu = fu*fy+f*fyu;
- yv = fv*fy+f*fyv;
- zu = fu*fz;
- zv = fv*fz+f*fzv;
- }
- xxu[0] = xu;
- xxu[1] = yu;
- xxu[2] = zu;
- xxv[0] = xv;
- xxv[1] = yv;
- xxv[2] = zv;
- for (l=0; l<3; l++)
- {
- r = 0.0f;
- s = 0.0f;
- t = 0.0f;
- 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+ev->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 = 1.0f/sqrtf(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- ev->ev[3*o+0] = p[0];
- ev->ev[3*o+1] = p[1];
- ev->ev[3*o+2] = p[2];
- ev->evn[3*o+0] = n[0];
- ev->evn[3*o+1] = n[1];
- ev->evn[3*o+2] = n[2];
- }
- }
- }
-
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- {
- for (i=0; i<numv; i++)
- {
- if ((i & (NUMBDIST-1)) >= NUMBDIST/4 &&
- (i & (NUMBDIST-1)) < 3*NUMBDIST/4)
- continue;
- if (ev->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(&ev->tex[2*o]);
- if (ev->colors != COLORS_ONESIDED && ev->colors != COLORS_TWOSIDED)
- {
- glColor3fv(&ev->col[4*o]);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- &ev->col[4*o]);
- }
- glNormal3fv(&ev->evn[3*o]);
- glVertex3fv(&ev->ev[3*o]);
- }
- }
- glEnd();
- }
- polys = numv*(numu+1);
- }
- else /* ev->appearance != APPEARANCE_DISTANCE_BANDS */
- {
- for (j=0; j<numu; j++)
- {
- if (ev->appearance == APPEARANCE_DIRECTION_BANDS &&
- ((j & (NUMBDIR-1)) >= NUMBDIR/2))
- continue;
- if (ev->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(&ev->tex[2*o]);
- if (ev->colors != COLORS_ONESIDED && ev->colors != COLORS_TWOSIDED)
- {
- glColor3fv(&ev->col[4*o]);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- &ev->col[4*o]);
- }
- glNormal3fv(&ev->evn[3*o]);
- glVertex3fv(&ev->ev[3*o]);
- }
- }
- glEnd();
- }
- polys = 2*numu*(numv+1);
- if (ev->appearance == APPEARANCE_DIRECTION_BANDS)
- polys /= 2;
- }
-
- return polys;
-}
-
-
-#ifdef HAVE_GLSL
-
-/* Draw a 3d immersion of the surface using OpenGL's programmable
- functionality. */
-static int etruscan_venus_pf(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax, int numu, int numv)
-{
- static const GLfloat light_model_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
- static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
- static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
- static const GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
- static const GLfloat mat_diff_oneside[] = { 0.9, 0.4, 0.3, 1.0 };
- static const GLfloat mat_diff_trans_red[] = { 1.0, 0.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_oneside[] = { 0.9, 0.4, 0.3, 0.7 };
- static const GLfloat mat_diff_white[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat light_direction[3], half_vector[3], len;
- GLfloat p_mat[16], mv_mat[16], rot_mat[16];
- float mat_diff_dyn[4], mat_diff_dyn_compl[4];
- float mat[3][3], matc[3][3];
- int i, j, k, l, m, o;
- float u, v, ur, vr, oz, vc;
- float r;
- float dd, bb, ll, db, dl, radius;
- float qu[4], r1[3][3], r2[3][3];
- GLsizeiptr index_offset;
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
- int polys;
-
- if (!ev->use_shaders)
- return 0;
-
- dd = ev->dd;
- if (dd < 1.0f)
- {
- bb = 0.0f;
- ll = dd;
- }
- else if (dd < 2.0f)
- {
- bb = dd-1.0f;
- ll = 1.0;
- }
- else if (dd < 3.0f)
- {
- bb = 1.0f;
- ll = 3.0f-dd;
- }
- else /* dd < 4.0f */
- {
- bb = 4.0f-dd;
- ll = 0.0f;
- }
- db = ((6.0f*bb-15.0f)*bb+10.0f)*bb*bb*bb;
- dl = ((6.0f*ll-15.0f)*ll+10.0f)*ll*ll*ll;
- /* Calculate the approximate center of the surface in the z direction. */
- oz = (Z1*(sinf(0.5f*M_PI*powf(dl,Z3))+Z2*sinf(1.5f*M_PI*powf(dl,Z3)))*
- expf(Z4*powf(db,Z5)));
- /* Calculate the approximate radius of the surface. */
- r = R1+(db-0.5f)*(dl-0.5f)+R2*expf(R3*(1.0f-db))*expf(R4*dl);
- radius = 0.8f/r;
-
- if (!ev->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 (j=0; j<=numu; j++)
- {
- for (i=0; i<=numv; i++)
- {
- o = i*(numu+1)+j;
- u = 0.5f*ur*j/numu+umin;
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- v = -vr*i/numv+vmin;
- else
- v = vr*i/numv+vmin;
- ev->uv[2*o+0] = u;
- ev->uv[2*o+1] = v;
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER,ev->vertex_uv_buffer);
- glBufferData(GL_ARRAY_BUFFER,2*(numu+1)*(numv+1)*sizeof(GLfloat),
- ev->uv,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0);
-
- glBindBuffer(GL_ARRAY_BUFFER,ev->vertex_t_buffer);
- glBufferData(GL_ARRAY_BUFFER,2*(numu+1)*(numv+1)*sizeof(GLfloat),
- ev->tex,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0);
-
- if (!ev->change_colors &&
- ev->colors != COLORS_ONESIDED && ev->colors != COLORS_TWOSIDED)
- {
- glBindBuffer(GL_ARRAY_BUFFER,ev->color_buffer);
- glBufferData(GL_ARRAY_BUFFER,4*(numu+1)*(numv+1)*sizeof(GLfloat),
- ev->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). */
- ev->ni = 0;
- ev->ne = 0;
- ev->nt = 0;
- if (ev->display_mode != DISP_WIREFRAME)
- {
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- {
- for (i=0; i<numv; i++)
- {
- if ((i & (NUMBDIST-1)) >= NUMBDIST/4 &&
- (i & (NUMBDIST-1)) < 3*NUMBDIST/4)
- continue;
- for (j=0; j<=numu; j++)
- {
- for (k=0; k<=1; k++)
- {
- l = i+k;
- m = j;
- o = l*(numu+1)+m;
- ev->indices[ev->ni++] = o;
- }
- }
- ev->ne++;
- }
- ev->nt = 2*(numu+1);
- }
- else /* ev->appearance != APPEARANCE_DISTANCE_BANDS */
- {
- for (j=0; j<numu; j++)
- {
- if (ev->appearance == APPEARANCE_DIRECTION_BANDS &&
- ((j & (NUMBDIR-1)) >= NUMBDIR/2))
- continue;
- for (i=0; i<=numv; i++)
- {
- for (k=0; k<=1; k++)
- {
- l = i;
- m = j+k;
- o = l*(numu+1)+m;
- ev->indices[ev->ni++] = o;
- }
- }
- ev->ne++;
- }
- ev->nt = 2*(numv+1);
- }
- }
- else /* ev->display_mode == DISP_WIREFRAME */
- {
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- {
- for (i=0; i<=numv; i++)
- {
- if ((i & (NUMBDIST-1)) > NUMBDIST/4 &&
- (i & (NUMBDIST-1)) < 3*NUMBDIST/4)
- continue;
- if ((i & (NUMBDIST-1)) == NUMBDIST/4)
- {
- for (j=0; j<numu; j++)
- {
- ev->indices[ev->ni++] = i*(numu+1)+j;
- ev->indices[ev->ni++] = i*(numu+1)+j+1;
- }
- continue;
- }
- for (j=0; j<numu; j++)
- {
- ev->indices[ev->ni++] = i*(numu+1)+j;
- ev->indices[ev->ni++] = i*(numu+1)+j+1;
- if (i < numv)
- {
- ev->indices[ev->ni++] = i*(numu+1)+j;
- ev->indices[ev->ni++] = (i+1)*(numu+1)+j;
- }
- }
- }
- }
- else /* ev->appearance != APPEARANCE_DISTANCE_BANDS */
- {
- for (j=0; j<numu; j++)
- {
- if (ev->appearance == APPEARANCE_DIRECTION_BANDS &&
- ((j & (NUMBDIR-1)) > NUMBDIR/2))
- continue;
- if (ev->appearance == APPEARANCE_DIRECTION_BANDS &&
- ((j & (NUMBDIR-1)) == NUMBDIR/2))
- {
- for (i=0; i<numv; i++)
- {
- ev->indices[ev->ni++] = i*(numu+1)+j;
- ev->indices[ev->ni++] = (i+1)*(numu+1)+j;
- }
- continue;
- }
- for (i=0; i<=numv; i++)
- {
- ev->indices[ev->ni++] = i*(numu+1)+j;
- ev->indices[ev->ni++] = i*(numu+1)+j+1;
- if (i < numv)
- {
- ev->indices[ev->ni++] = i*(numu+1)+j;
- ev->indices[ev->ni++] = (i+1)*(numu+1)+j;
- }
- }
- }
- }
- ev->ne = 1;
- }
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ev->indices_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,ev->ni*sizeof(GLuint),
- ev->indices,GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
-
- ev->buffers_initialized = True;
- }
-
- if (ev->change_colors)
- rotateall(ev->rho,ev->sigma,ev->tau,matc);
-
- if (ev->view == VIEW_WALK)
- {
- /* Compute the walk frame. */
- compute_walk_frame(ev,db,dl,radius,oz,mat);
- }
- else
- {
- /* Compute the rotation that rotates the surface in 3D, including the
- trackball rotations. */
- rotateall(ev->alpha,ev->beta,ev->delta,r1);
-
- gltrackball_get_quaternion(ev->trackball,qu);
- quat_to_rotmat(qu,r2);
-
- mult_rotmat(r2,r1,mat);
- }
-
- if (ev->change_colors &&
- (ev->colors == COLORS_DISTANCE || ev->colors == COLORS_DIRECTION))
- {
- ur = umax-umin;
- vr = vmax-vmin;
- for (j=0; j<=numu; j++)
- {
- for (i=0; i<=numv; i++)
- {
- o = i*(numu+1)+j;
- u = ur*j/numu+umin;
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- v = -vr*i/numv+vmin;
- else
- v = vr*i/numv+vmin;
- if (ev->colors == COLORS_DISTANCE)
- {
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- vc = -4.0f*v;
- else
- vc = 4.0f*v;
- if (vc >= 4.0f*M_PI)
- vc -= 4.0f*M_PI;
- if (vc >= 2.0f*M_PI)
- vc = 4.0f*M_PI-vc;
- color(ev,vc,matc,&ev->col[4*o]);
- }
- else if (ev->colors == COLORS_DIRECTION)
- {
- color(ev,u,matc,&ev->col[4*o]);
- }
- }
- }
- }
-
- glUseProgram(ev->shader_program);
-
- glUniform1f(ev->db_index,db);
- glUniform1f(ev->dl_index,dl);
-
- glsl_Identity(p_mat);
- if (ev->projection == DISP_PERSPECTIVE || ev->view == VIEW_WALK)
- {
- if (ev->view == VIEW_WALK)
- glsl_Perspective(p_mat,60.0f,ev->aspect,0.01f,10.0f);
- else
- glsl_Perspective(p_mat,60.0f,ev->aspect,0.1f,10.0f);
- }
- else
- {
- if (ev->aspect >= 1.0)
- glsl_Orthographic(p_mat,-ev->aspect,ev->aspect,-1.0f,1.0f,
- 0.1f,10.0f);
- else
- glsl_Orthographic(p_mat,-1.0f,1.0f,-1.0f/ev->aspect,1.0f/ev->aspect,
- 0.1f,10.0f);
- }
- glUniformMatrix4fv(ev->mat_p_index,1,GL_FALSE,p_mat);
- glsl_Identity(rot_mat);
- for (i=0; i<3; i++)
- for (j=0; j<3; j++)
- rot_mat[GLSL__LINCOOR(i,j,4)] = mat[i][j];
- glsl_Identity(mv_mat);
- glsl_Translate(mv_mat,ev->offset3d[0],ev->offset3d[1],ev->offset3d[2]);
- glsl_Scale(mv_mat,radius,radius,radius);
- glsl_MultMatrix(mv_mat,rot_mat);
- glsl_Translate(mv_mat,0.0f,0.0f,-oz);
- glUniformMatrix4fv(ev->mat_mv_index,1,GL_FALSE,mv_mat);
-
- 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;
-
- glUniform4fv(ev->front_ambient_index,1,mat_diff_white);
- glUniform4fv(ev->front_diffuse_index,1,mat_diff_white);
- glUniform4fv(ev->back_ambient_index,1,mat_diff_white);
- glUniform4fv(ev->back_diffuse_index,1,mat_diff_white);
- glVertexAttrib4f(ev->color_index,1.0f,1.0f,1.0f,1.0f);
-
- if (ev->display_mode == DISP_SURFACE)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glDisable(GL_BLEND);
- glUniform4fv(ev->glbl_ambient_index,1,light_model_ambient);
- glUniform4fv(ev->lt_ambient_index,1,light_ambient);
- glUniform4fv(ev->lt_diffuse_index,1,light_diffuse);
- glUniform4fv(ev->lt_specular_index,1,light_specular);
- glUniform3fv(ev->lt_direction_index,1,light_direction);
- glUniform3fv(ev->lt_halfvect_index,1,half_vector);
- glUniform4fv(ev->specular_index,1,mat_specular);
- glUniform1f(ev->shininess_index,50.0f);
- glUniform1i(ev->draw_lines_index,GL_FALSE);
- }
- else if (ev->display_mode == DISP_TRANSPARENT)
- {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glUniform4fv(ev->glbl_ambient_index,1,light_model_ambient);
- glUniform4fv(ev->lt_ambient_index,1,light_ambient);
- glUniform4fv(ev->lt_diffuse_index,1,light_diffuse);
- glUniform4fv(ev->lt_specular_index,1,light_specular);
- glUniform3fv(ev->lt_direction_index,1,light_direction);
- glUniform3fv(ev->lt_halfvect_index,1,half_vector);
- glUniform4fv(ev->specular_index,1,mat_specular);
- glUniform1f(ev->shininess_index,50.0f);
- glUniform1i(ev->draw_lines_index,GL_FALSE);
- }
- else /* ev->display_mode == DISP_WIREFRAME */
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glDisable(GL_BLEND);
- glUniform1i(ev->draw_lines_index,GL_TRUE);
- }
-
- if (ev->marks)
- glEnable(GL_TEXTURE_2D);
- else
- glDisable(GL_TEXTURE_2D);
-
- if (!ev->change_colors)
- {
- if (ev->colors == COLORS_ONESIDED)
- {
- if (ev->display_mode == DISP_TRANSPARENT)
- {
- glUniform4fv(ev->front_ambient_index,1,mat_diff_trans_oneside);
- glUniform4fv(ev->front_diffuse_index,1,mat_diff_trans_oneside);
- glUniform4fv(ev->back_ambient_index,1,mat_diff_trans_oneside);
- glUniform4fv(ev->back_diffuse_index,1,mat_diff_trans_oneside);
- }
- else if (ev->display_mode == DISP_SURFACE)
- {
- glUniform4fv(ev->front_ambient_index,1,mat_diff_oneside);
- glUniform4fv(ev->front_diffuse_index,1,mat_diff_oneside);
- glUniform4fv(ev->back_ambient_index,1,mat_diff_oneside);
- glUniform4fv(ev->back_diffuse_index,1,mat_diff_oneside);
- }
- else /* ev->display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(ev->color_index,mat_diff_oneside);
- }
- }
- else if (ev->colors == COLORS_TWOSIDED)
- {
- if (ev->display_mode == DISP_TRANSPARENT)
- {
- glUniform4fv(ev->front_ambient_index,1,mat_diff_trans_red);
- glUniform4fv(ev->front_diffuse_index,1,mat_diff_trans_red);
- glUniform4fv(ev->back_ambient_index,1,mat_diff_trans_green);
- glUniform4fv(ev->back_diffuse_index,1,mat_diff_trans_green);
- }
- else if (ev->display_mode == DISP_SURFACE)
- {
- glUniform4fv(ev->front_ambient_index,1,mat_diff_red);
- glUniform4fv(ev->front_diffuse_index,1,mat_diff_red);
- glUniform4fv(ev->back_ambient_index,1,mat_diff_green);
- glUniform4fv(ev->back_diffuse_index,1,mat_diff_green);
- }
- else /* ev->display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(ev->color_index,mat_diff_red);
- }
- }
- }
- else /* ev->change_colors */
- {
- color(ev,0.0,matc,mat_diff_dyn);
- if (ev->colors == COLORS_ONESIDED)
- {
- if (ev->display_mode == DISP_TRANSPARENT ||
- ev->display_mode == DISP_SURFACE)
- {
- glUniform4fv(ev->front_ambient_index,1,mat_diff_dyn);
- glUniform4fv(ev->front_diffuse_index,1,mat_diff_dyn);
- glUniform4fv(ev->back_ambient_index,1,mat_diff_dyn);
- glUniform4fv(ev->back_diffuse_index,1,mat_diff_dyn);
- }
- else /* ev->display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(ev->color_index,mat_diff_dyn);
- }
- }
- else if (ev->colors == COLORS_TWOSIDED)
- {
- if (ev->display_mode == DISP_TRANSPARENT ||
- ev->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(ev->front_ambient_index,1,mat_diff_dyn);
- glUniform4fv(ev->front_diffuse_index,1,mat_diff_dyn);
- glUniform4fv(ev->back_ambient_index,1,mat_diff_dyn_compl);
- glUniform4fv(ev->back_diffuse_index,1,mat_diff_dyn_compl);
- }
- else /* ev->display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(ev->color_index,mat_diff_dyn);
- }
- }
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,ev->tex_name);
- glUniform1i(ev->texture_sampler_index,0);
- glUniform1i(ev->bool_textures_index,marks);
-
- glEnableVertexAttribArray(ev->vertex_uv_index);
- glBindBuffer(GL_ARRAY_BUFFER,ev->vertex_uv_buffer);
- glVertexAttribPointer(ev->vertex_uv_index,2,GL_FLOAT,GL_FALSE,0,0);
-
- glEnableVertexAttribArray(ev->vertex_t_index);
- glBindBuffer(GL_ARRAY_BUFFER,ev->vertex_t_buffer);
- glVertexAttribPointer(ev->vertex_t_index,2,GL_FLOAT,GL_FALSE,0,0);
-
- if (ev->colors != COLORS_ONESIDED && ev->colors != COLORS_TWOSIDED)
- {
- glEnableVertexAttribArray(ev->color_index);
- glBindBuffer(GL_ARRAY_BUFFER,ev->color_buffer);
- if (ev->change_colors)
- glBufferData(GL_ARRAY_BUFFER,4*(numu+1)*(numv+1)*sizeof(GLfloat),
- ev->col,GL_STREAM_DRAW);
- glVertexAttribPointer(ev->color_index,4,GL_FLOAT,GL_FALSE,0,0);
- }
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ev->indices_buffer);
-
- if (ev->display_mode != DISP_WIREFRAME)
- {
- for (i=0; i<ev->ne; i++)
- {
- index_offset = ev->nt*i*sizeof(GLuint);
- glDrawElements(GL_TRIANGLE_STRIP,ev->nt,GL_UNSIGNED_INT,
- (const GLvoid *)index_offset);
- }
- }
- else /* ev->display_mode == DISP_WIREFRAME */
- {
- glLineWidth(1.0f);
- index_offset = 0;
- glDrawElements(GL_LINES,ev->ni,GL_UNSIGNED_INT,
- (const void *)index_offset);
- }
-
- glDisableVertexAttribArray(ev->vertex_uv_index);
- if (ev->marks)
- glDisableVertexAttribArray(ev->vertex_t_index);
- if (ev->colors != COLORS_ONESIDED && ev->colors != COLORS_TWOSIDED)
- glDisableVertexAttribArray(ev->color_index);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
-
- glUseProgram(0);
-
- if (ev->appearance == APPEARANCE_DISTANCE_BANDS)
- {
- polys = numv*(numu+1);
- }
- else /* ev->appearance != APPEARANCE_DISTANCE_BANDS */
- {
- polys = 2*numu*(numv+1);
- if (ev->appearance == APPEARANCE_DIRECTION_BANDS)
- polys /= 2;
- }
-
- return polys;
-}
-
-#endif /* HAVE_GLSL */
-
-
-/* Generate a texture image that shows the orientation reversal. */
-static void gen_texture(ModeInfo *mi)
-{
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
-
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);
- glGenTextures(1,&ev->tex_name);
- glBindTexture(GL_TEXTURE_2D,ev->tex_name);
- 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_LUMINANCE,TEX_DIMENSION,TEX_DIMENSION,0,
- GL_LUMINANCE,GL_UNSIGNED_BYTE,texture);
-}
-
-
-#ifdef HAVE_GLSL
-
-static void init_glsl(ModeInfo *mi)
-{
- etruscanvenusstruct *ev = &etruscanvenus[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];
-
- ev->uv = calloc(2*(NUMU+1)*(NUMV+1),sizeof(float));
- ev->indices = calloc(4*(NUMU+1)*(NUMV+1),sizeof(float));
-
- /* Determine whether to use shaders to render the Klein bottle. */
- ev->use_shaders = False;
- ev->buffers_initialized = False;
- ev->shader_program = 0;
- ev->ni = 0;
- ev->ne = 0;
- ev->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,
- &ev->shader_program))
- return;
- ev->vertex_uv_index = glGetAttribLocation(ev->shader_program,"VertexUV");
- ev->vertex_t_index = glGetAttribLocation(ev->shader_program,"VertexT");
- ev->color_index = glGetAttribLocation(ev->shader_program,"VertexColor");
- if (ev->vertex_uv_index == -1 || ev->vertex_t_index == -1 ||
- ev->color_index == -1)
- {
- glDeleteProgram(ev->shader_program);
- return;
- }
- ev->mat_mv_index = glGetUniformLocation(ev->shader_program,
- "MatModelView");
- ev->mat_p_index = glGetUniformLocation(ev->shader_program,
- "MatProj");
- ev->db_index = glGetUniformLocation(ev->shader_program,
- "DB");
- ev->dl_index = glGetUniformLocation(ev->shader_program,
- "DL");
- ev->bool_textures_index = glGetUniformLocation(ev->shader_program,
- "BoolTextures");
- ev->draw_lines_index = glGetUniformLocation(ev->shader_program,
- "DrawLines");
- ev->glbl_ambient_index = glGetUniformLocation(ev->shader_program,
- "LtGlblAmbient");
- ev->lt_ambient_index = glGetUniformLocation(ev->shader_program,
- "LtAmbient");
- ev->lt_diffuse_index = glGetUniformLocation(ev->shader_program,
- "LtDiffuse");
- ev->lt_specular_index = glGetUniformLocation(ev->shader_program,
- "LtSpecular");
- ev->lt_direction_index = glGetUniformLocation(ev->shader_program,
- "LtDirection");
- ev->lt_halfvect_index = glGetUniformLocation(ev->shader_program,
- "LtHalfVector");
- ev->front_ambient_index = glGetUniformLocation(ev->shader_program,
- "MatFrontAmbient");
- ev->back_ambient_index = glGetUniformLocation(ev->shader_program,
- "MatBackAmbient");
- ev->front_diffuse_index = glGetUniformLocation(ev->shader_program,
- "MatFrontDiffuse");
- ev->back_diffuse_index = glGetUniformLocation(ev->shader_program,
- "MatBackDiffuse");
- ev->specular_index = glGetUniformLocation(ev->shader_program,
- "MatSpecular");
- ev->shininess_index = glGetUniformLocation(ev->shader_program,
- "MatShininess");
- ev->texture_sampler_index = glGetUniformLocation(ev->shader_program,
- "TextureSampler");
- if (ev->mat_mv_index == -1 || ev->mat_p_index == -1 ||
- ev->db_index == -1 || ev->dl_index == -1 ||
- ev->bool_textures_index == -1 || ev->draw_lines_index == -1 ||
- ev->glbl_ambient_index == -1 || ev->lt_ambient_index == -1 ||
- ev->lt_diffuse_index == -1 || ev->lt_specular_index == -1 ||
- ev->lt_direction_index == -1 || ev->lt_halfvect_index == -1 ||
- ev->front_ambient_index == -1 || ev->back_ambient_index == -1 ||
- ev->front_diffuse_index == -1 || ev->back_diffuse_index == -1 ||
- ev->specular_index == -1 || ev->shininess_index == -1 ||
- ev->texture_sampler_index == -1)
- {
- glDeleteProgram(ev->shader_program);
- return;
- }
-
- glGenBuffers(1,&ev->vertex_uv_buffer);
- glGenBuffers(1,&ev->vertex_t_buffer);
- glGenBuffers(1,&ev->color_buffer);
- glGenBuffers(1,&ev->indices_buffer);
-
- ev->use_shaders = True;
-}
-
-#endif /* HAVE_GLSL */
-
-
-static void init(ModeInfo *mi)
-{
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
-
- if (deform_speed == 0.0)
- deform_speed = 10.0;
-
- if (init_deform < 0.0)
- init_deform = 0.0;
- if (init_deform >= 4000.0)
- init_deform = 0.0;
-
- if (walk_speed == 0.0)
- walk_speed = 20.0;
-
- if (ev->view == VIEW_TURN)
- {
- ev->alpha = frand(360.0);
- ev->beta = frand(360.0);
- ev->delta = frand(360.0);
- }
- else
- {
- ev->alpha = 0.0;
- ev->beta = 0.0;
- ev->delta = 0.0;
- }
- ev->umove = frand(2.0*M_PI);
- ev->vmove = frand(2.0*M_PI);
- ev->dumove = 0.0;
- ev->dvmove = 0.0;
- ev->side = 1;
-
- ev->dd = init_deform*0.001;
- ev->defdir = 1;
-
- ev->rho = frand(360.0);
- ev->sigma = frand(360.0);
- ev->tau = frand(360.0);
-
- ev->offset3d[0] = 0.0;
- ev->offset3d[1] = 0.0;
- ev->offset3d[2] = -2.0;
-
- ev->ev = calloc(3*(NUMU+1)*(NUMV+1),sizeof(float));
- ev->evn = calloc(3*(NUMU+1)*(NUMV+1),sizeof(float));
- ev->col = calloc(4*(NUMU+1)*(NUMV+1),sizeof(float));
- ev->tex = calloc(2*(NUMU+1)*(NUMV+1),sizeof(float));
-
- gen_texture(mi);
- setup_etruscan_venus_color_texture(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,NUMU,NUMV);
-
-#ifdef HAVE_GLSL
- init_glsl(mi);
-#endif /* HAVE_GLSL */
-
-#ifdef HAVE_ANDROID
- /* glPolygonMode(...,GL_LINE) is not supported for an OpenGL ES 1.1
- context. */
- if (!ev->use_shaders && ev->display_mode == DISP_WIREFRAME)
- ev->display_mode = DISP_SURFACE;
-#endif /* HAVE_ANDROID */
-}
-
-
-/* Redisplay the Klein bottle. */
-static void display_etruscanvenus(ModeInfo *mi)
-{
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
-
- if (!ev->button_pressed)
- {
- if (deform)
- {
- ev->dd += ev->defdir*deform_speed*0.001;
- if (ev->dd < 0.0)
- ev->dd += 4.0;
- if (ev->dd >= 4.0)
- ev->dd -= 4.0;
- /* Randomly change the deformation direction at one of the four
- surface types in 10% of the cases. */
- if (fabs(round(ev->dd)-ev->dd) <= deform_speed*0.0005)
- {
- if (LRAND() % 10 == 0)
- ev->defdir = -ev->defdir;
- }
- }
- if (ev->view == VIEW_TURN)
- {
- ev->alpha += speed_x*ev->speed_scale;
- if (ev->alpha >= 360.0)
- ev->alpha -= 360.0;
- ev->beta += speed_y*ev->speed_scale;
- if (ev->beta >= 360.0)
- ev->beta -= 360.0;
- ev->delta += speed_z*ev->speed_scale;
- if (ev->delta >= 360.0)
- ev->delta -= 360.0;
- }
- if (ev->view == VIEW_WALK)
- {
- ev->dumove = cos(walk_direction*M_PI/180.0)*walk_speed*M_PI/4096.0;
- ev->dvmove = sin(walk_direction*M_PI/180.0)*walk_speed*M_PI/4096.0;
- ev->umove += ev->dumove;
- if (ev->umove >= 2.0*M_PI)
- {
- ev->umove -= 2.0*M_PI;
- ev->vmove = 2.0*M_PI-ev->vmove;
- ev->side = -ev->side;
- }
- if (ev->umove < 0.0)
- {
- ev->umove += 2.0*M_PI;
- ev->vmove = 2.0*M_PI-ev->vmove;
- ev->side = -ev->side;
- }
- ev->vmove += ev->dvmove;
- if (ev->vmove >= 2.0*M_PI)
- ev->vmove -= 2.0*M_PI;
- if (ev->vmove < 0.0)
- ev->vmove += 2.0*M_PI;
- }
- if (ev->change_colors)
- {
- ev->rho += DRHO;
- if (ev->rho >= 360.0)
- ev->rho -= 360.0;
- ev->sigma += DSIGMA;
- if (ev->sigma >= 360.0)
- ev->sigma -= 360.0;
- ev->tau += DTAU;
- if (ev->tau >= 360.0)
- ev->tau -= 360.0;
- }
- }
-
-#ifdef HAVE_GLSL
- if (ev->use_shaders)
- mi->polygon_count = etruscan_venus_pf(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,
- NUMU,NUMV);
- else
-#endif /* HAVE_GLSL */
- mi->polygon_count = etruscan_venus_ff(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,
- NUMU,NUMV);
-}
-
-
-ENTRYPOINT void reshape_etruscanvenus(ModeInfo *mi, int width, int height)
-{
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
- int y = 0;
-
- if (width > height * 5) { /* tiny window: show middle */
- height = width;
- y = -height/2;
- }
-
- ev->WindW = (GLint)width;
- ev->WindH = (GLint)height;
- glViewport(0,y,width,height);
- ev->aspect = (GLfloat)width/(GLfloat)height;
-}
-
-
-ENTRYPOINT Bool etruscanvenus_handle_event(ModeInfo *mi, XEvent *event)
-{
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
-
- if (event->xany.type == ButtonPress && event->xbutton.button == Button1)
- {
- ev->button_pressed = True;
- gltrackball_start(ev->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)
- {
- ev->button_pressed = False;
- return True;
- }
- else if (event->xany.type == MotionNotify && ev->button_pressed)
- {
- gltrackball_track(ev->trackball, event->xmotion.x, event->xmotion.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
-
- return False;
-}
-
-
-/*
- *-----------------------------------------------------------------------------
- *-----------------------------------------------------------------------------
- * Xlock hooks.
- *-----------------------------------------------------------------------------
- *-----------------------------------------------------------------------------
- */
-
-/*
- *-----------------------------------------------------------------------------
- * Initialize etruscanvenus. Called each time the window changes.
- *-----------------------------------------------------------------------------
- */
-
-ENTRYPOINT void init_etruscanvenus(ModeInfo *mi)
-{
- etruscanvenusstruct *ev;
-
- MI_INIT (mi, etruscanvenus);
- ev = &etruscanvenus[MI_SCREEN(mi)];
-
- ev->trackball = gltrackball_init(True);
- ev->button_pressed = False;
-
- /* Set the display mode. */
- if (!strcasecmp(mode,"random"))
- {
- ev->display_mode = random() % NUM_DISPLAY_MODES;
- }
- else if (!strcasecmp(mode,"wireframe"))
- {
- ev->display_mode = DISP_WIREFRAME;
- }
- else if (!strcasecmp(mode,"surface"))
- {
- ev->display_mode = DISP_SURFACE;
- }
- else if (!strcasecmp(mode,"transparent"))
- {
- ev->display_mode = DISP_TRANSPARENT;
- }
- else
- {
- ev->display_mode = random() % NUM_DISPLAY_MODES;
- }
-
- ev->marks = marks;
-
- /* Orientation marks don't make sense in wireframe mode. */
- if (ev->display_mode == DISP_WIREFRAME)
- ev->marks = False;
-
- /* Set the appearance. */
- if (!strcasecmp(appear,"random"))
- {
- ev->appearance = random() % NUM_APPEARANCES;
- }
- else if (!strcasecmp(appear,"solid"))
- {
- ev->appearance = APPEARANCE_SOLID;
- }
- else if (!strcasecmp(appear,"distance-bands"))
- {
- ev->appearance = APPEARANCE_DISTANCE_BANDS;
- }
- else if (!strcasecmp(appear,"direction-bands"))
- {
- ev->appearance = APPEARANCE_DIRECTION_BANDS;
- }
- else
- {
- ev->appearance = random() % NUM_APPEARANCES;
- }
-
- /* Set the color mode. */
- if (!strcasecmp(color_mode,"random"))
- {
- ev->colors = random() % NUM_COLORS;
- }
- else if (!strcasecmp(color_mode,"one-sided"))
- {
- ev->colors = COLORS_ONESIDED;
- }
- else if (!strcasecmp(color_mode,"two-sided"))
- {
- ev->colors = COLORS_TWOSIDED;
- }
- else if (!strcasecmp(color_mode,"distance"))
- {
- ev->colors = COLORS_DISTANCE;
- }
- else if (!strcasecmp(color_mode,"direction"))
- {
- ev->colors = COLORS_DIRECTION;
- }
- else
- {
- ev->colors = random() % NUM_COLORS;
- }
-
- ev->change_colors = change_colors;
-
- /* Set the view mode. */
- if (!strcasecmp(view_mode,"random"))
- {
- /* Select the walking mode only in 10% of the cases. */
- if (LRAND() % 10 == 0)
- ev->view = VIEW_WALK;
- else
- ev->view = VIEW_TURN;
- }
- else if (!strcasecmp(view_mode,"walk"))
- {
- ev->view = VIEW_WALK;
- }
- else if (!strcasecmp(view_mode,"turn"))
- {
- ev->view = VIEW_TURN;
- }
- else
- {
- /* Select the walking mode only in 10% of the cases. */
- if (LRAND() % 10 == 0)
- ev->view = VIEW_WALK;
- else
- ev->view = VIEW_TURN;
- }
-
- if (ev->view == VIEW_WALK)
- {
- /* Walking only works on the Ida surface. Therefore, set the initial
- deformation to the Ida surface and switch off the deformation. */
- init_deform = 3000.0;
- deform = False;
- }
-
- /* Set the 3d projection mode. */
- if (!strcasecmp(proj,"random"))
- {
- /* Orthographic projection only makes sense in turn mode. */
- if (ev->view == VIEW_TURN)
- ev->projection = random() % NUM_DISP_MODES;
- else
- ev->projection = DISP_PERSPECTIVE;
- }
- else if (!strcasecmp(proj,"perspective"))
- {
- ev->projection = DISP_PERSPECTIVE;
- }
- else if (!strcasecmp(proj,"orthographic"))
- {
- ev->projection = DISP_ORTHOGRAPHIC;
- }
- else
- {
- /* Orthographic projection only makes sense in turn mode. */
- if (ev->view == VIEW_TURN)
- ev->projection = random() % NUM_DISP_MODES;
- else
- ev->projection = DISP_PERSPECTIVE;
- }
-
- /* Make multiple screens rotate at slightly different rates. */
- ev->speed_scale = 0.9+frand(0.3);
-
- if ((ev->glx_context = init_GL(mi)) != NULL)
- {
- reshape_etruscanvenus(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
- init(mi);
- }
- else
- {
- MI_CLEARWINDOW(mi);
- }
-}
-
-/*
- *-----------------------------------------------------------------------------
- * Called by the mainline code periodically to update the display.
- *-----------------------------------------------------------------------------
- */
-ENTRYPOINT void draw_etruscanvenus(ModeInfo *mi)
-{
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- etruscanvenusstruct *ev;
-
- if (etruscanvenus == NULL)
- return;
- ev = &etruscanvenus[MI_SCREEN(mi)];
-
- MI_IS_DRAWN(mi) = True;
- if (!ev->glx_context)
- return;
-
- glXMakeCurrent(display, window, *ev->glx_context);
-
- glClearColor(0.0f,0.0f,0.0f,1.0f);
- glClearDepth(1.0f);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- glLoadIdentity();
-
- display_etruscanvenus(mi);
-
- if (MI_IS_FPS(mi))
- do_fps (mi);
-
- glFlush();
-
- glXSwapBuffers(display,window);
-}
-
-
-#ifndef STANDALONE
-ENTRYPOINT void change_etruscanvenus(ModeInfo *mi)
-{
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
-
- if (!ev->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *ev->glx_context);
- init(mi);
-}
-#endif /* !STANDALONE */
-
-
-ENTRYPOINT void free_etruscanvenus(ModeInfo *mi)
-{
- etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
-
- if (!ev->glx_context) return;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *ev->glx_context);
-
- if (ev->ev) free(ev->ev);
- if (ev->evn) free(ev->evn);
- if (ev->col) free(ev->col);
- if (ev->tex) free(ev->tex);
- gltrackball_free(ev->trackball);
- if (ev->tex_name) glDeleteTextures(1, &ev->tex_name);
-#ifdef HAVE_GLSL
- if (ev->uv) free(ev->uv);
- if (ev->indices) free(ev->indices);
- if (ev->use_shaders)
- {
- glDeleteBuffers(1,&ev->vertex_uv_buffer);
- glDeleteBuffers(1,&ev->vertex_t_buffer);
- glDeleteBuffers(1,&ev->color_buffer);
- glDeleteBuffers(1,&ev->indices_buffer);
- if (ev->shader_program != 0)
- {
- glUseProgram(0);
- glDeleteProgram(ev->shader_program);
- }
- }
-#endif /* HAVE_GLSL */
-}
-
-
-XSCREENSAVER_MODULE ("EtruscanVenus", etruscanvenus)
-
-#endif /* USE_GL */