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-rw-r--r--hacks/glx/etruscanvenus.c1813
1 files changed, 1382 insertions, 431 deletions
diff --git a/hacks/glx/etruscanvenus.c b/hacks/glx/etruscanvenus.c
index 71af80a..80a8d9b 100644
--- a/hacks/glx/etruscanvenus.c
+++ b/hacks/glx/etruscanvenus.c
@@ -7,7 +7,7 @@
static const char sccsid[] = "@(#)etruscanvenus.c 1.1 05/01/20 xlockmore";
#endif
-/* Copyright (c) 2019-2020 Carsten Steger <carsten@mirsanmir.org>. */
+/* Copyright (c) 2019-2021 Carsten Steger <carsten@mirsanmir.org>. */
/*
* Permission to use, copy, modify, and distribute this software and its
@@ -24,6 +24,8 @@ static const char sccsid[] = "@(#)etruscanvenus.c 1.1 05/01/20 xlockmore";
*
* 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
*/
/*
@@ -175,9 +177,11 @@ static const char sccsid[] = "@(#)etruscanvenus.c 1.1 05/01/20 xlockmore";
#define DEF_DEFORM_SPEED "10.0"
#define DEF_INIT_DEFORM "0.0"
+
#ifdef STANDALONE
-# define DEFAULTS "*delay: 10000 \n" \
+# define DEFAULTS "*delay: 25000 \n" \
"*showFPS: False \n" \
+ "*prefersGLSL: True \n" \
# define release_etruscanvenus 0
# include "xlockmore.h" /* from the xscreensaver distribution */
@@ -187,10 +191,7 @@ static const char sccsid[] = "@(#)etruscanvenus.c 1.1 05/01/20 xlockmore";
#ifdef USE_GL
-#ifndef HAVE_JWXYZ
-# include <X11/keysym.h>
-#endif
-
+#include "glsl-utils.h"
#include "gltrackball.h"
#include <float.h>
@@ -342,7 +343,7 @@ typedef struct {
int defdir;
/* The viewing offset in 3d */
float offset3d[3];
- /* The 3d coordinates of the surface and their derivatives */
+ /* The 3d coordinates of the surface and their normals */
float *ev;
float *evn;
/* The precomputed colors of the surface */
@@ -358,11 +359,241 @@ typedef struct {
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)
{
@@ -605,11 +836,206 @@ static void setup_etruscan_venus_color_texture(ModeInfo *mi, double umin,
}
-/* Draw a 3d immersion of the surface. */
-static int etruscan_venus(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax, int numu, int numv)
+/* 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)
{
- int polys = 0;
+ static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
+ static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
+ static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
+ static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
+ static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
static const GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
static const GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
static const GLfloat mat_diff_oneside[] = { 0.9, 0.4, 0.3, 1.0 };
@@ -617,226 +1043,139 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
static const GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.7 };
static const GLfloat mat_diff_trans_oneside[] = { 0.9, 0.4, 0.3, 0.7 };
float mat_diff_dyn[4], mat_diff_dyn_compl[4];
- float p[3], pu[3], pv[3], pm[3], n[3], b[3], mat[3][3], matc[3][3];
+ float p[3], pu[3], pv[3], n[3], mat[3][3], matc[3][3];
int i, j, k, l, m, o;
- double u, v, ur, vr, oz, vc;
- double xx[3], xxu[3], xxv[3];
- double r, s, t;
- double dd, bb, ll, db, dl, radius;
- double cv, sv, c2v, s2v, cu, su, c2u, s2u, c3u, s3u;
- double bosqrt2, b2osqrt2, b3osqrt2, nom, den, nomv, denu, denv, den2;
- double f, fx, fy, fz, x, y, z;
- double fu, fv, fxu, fxv, fyu, fyv, fzv, xu, xv, yu, yv, zu, zv;
+ 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 < 1.0)
+ if (dd < 1.0f)
{
- bb = 0.0;
+ bb = 0.0f;
ll = dd;
}
- else if (dd < 2.0)
+ else if (dd < 2.0f)
{
- bb = dd-1.0;
+ bb = dd-1.0f;
ll = 1.0;
}
- else if (dd < 3.0)
+ else if (dd < 3.0f)
{
- bb = 1.0;
- ll = 3.0-dd;
+ bb = 1.0f;
+ ll = 3.0f-dd;
}
- else /* dd < 4.0 */
+ else /* dd < 4.0f */
{
- bb = 4.0-dd;
- ll = 0.0;
+ bb = 4.0f-dd;
+ ll = 0.0f;
}
- db = ((6.0*bb-15.0)*bb+10.0)*bb*bb*bb;
- dl = ((6.0*ll-15.0)*ll+10.0)*ll*ll*ll;
+ 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*(sin(0.5*M_PI*pow(dl,Z3))+Z2*sin(1.5*M_PI*pow(dl,Z3)))*
- exp(Z4*pow(db,Z5)));
+ 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-0.5)*(dl-0.5)+R2*exp(R3*(1.0-db))*exp(R4*dl);
- radius = 0.8/r;
+ 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)
{
- u = ev->umove;
- v = ev->vmove;
- u = 0.5*u;
- bosqrt2 = db/M_SQRT2;
- b2osqrt2 = 2.0*bosqrt2;
- b3osqrt2 = 3.0*bosqrt2;
- cu = cos(u);
- su = sin(u);
- c2u = cos(2.0*u);
- s2u = sin(2.0*u);
- c3u = cos(3.0*u);
- s3u = sin(3.0*u);
- cv = cos(v);
- sv = sin(v);
- c2v = cos(2.0*v);
- s2v = sin(2.0*v);
- nom = (1.0-dl+dl*cv);
- den = (1.0-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = M_SQRT2*cv;
- x = f*fx;
- y = f*fy;
- z = f*fz;
- nomv = -dl*sv;
- denu = -b3osqrt2*c3u*s2v;
- denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0/(den*den);
- fu = -nom*denu*den2;
- fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0*s2u*cv;
- fxv = cu*cv-c2u*sv;
- fyu = 2.0*c2u*cv-cu*sv;
- fyv = -s2u*sv-su*cv;
- fzv = -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 < FLT_EPSILON)
- {
- u += 0.01;
- v += 0.01;
- cu = cos(u);
- su = sin(u);
- c2u = cos(2.0*u);
- s2u = sin(2.0*u);
- c3u = cos(3.0*u);
- s3u = sin(3.0*u);
- cv = cos(v);
- sv = sin(v);
- c2v = cos(2.0*v);
- s2v = sin(2.0*v);
- nom = (1.0-dl+dl*cv);
- den = (1.0-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = M_SQRT2*cv;
- nomv = -dl*sv;
- denu = -b3osqrt2*c3u*s2v;
- denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0/(den*den);
- fu = -nom*denu*den2;
- fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0*s2u*cv;
- fxv = cu*cv-c2u*sv;
- fyu = 2.0*c2u*cv-cu*sv;
- fyv = -s2u*sv-su*cv;
- fzv = -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 = 1.0/(ev->side*4.0*sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]));
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- pm[0] = 0.5*pu[0]*ev->dumove+pv[0]*ev->dvmove;
- pm[1] = 0.5*pu[1]*ev->dumove+pv[1]*ev->dvmove;
- pm[2] = 0.5*pu[2]*ev->dumove+pv[2]*ev->dvmove;
- t = 1.0/(4.0*sqrt(pm[0]*pm[0]+pm[1]*pm[1]+pm[2]*pm[2]));
- pm[0] *= t;
- pm[1] *= t;
- pm[2] *= t;
- b[0] = n[1]*pm[2]-n[2]*pm[1];
- b[1] = n[2]*pm[0]-n[0]*pm[2];
- b[2] = n[0]*pm[1]-n[1]*pm[0];
- t = 1.0/(4.0*sqrt(b[0]*b[0]+b[1]*b[1]+b[2]*b[2]));
- b[0] *= t;
- b[1] *= t;
- b[2] *= t;
-
- /* Compute alpha, beta, gamma from the three basis vectors.
- | -b[0] -b[1] -b[2] |
- m = | n[0] n[1] n[2] |
- | -pm[0] -pm[1] -pm[2] |
- */
- ev->alpha = atan2(-n[2],-pm[2])*180/M_PI;
- ev->beta = atan2(-b[2],sqrt(b[0]*b[0]+b[1]*b[1]))*180/M_PI;
- ev->delta = atan2(b[1],-b[0])*180/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 = 0.5*u;
- bosqrt2 = db/M_SQRT2;
- b2osqrt2 = 2.0*bosqrt2;
- b3osqrt2 = 3.0*bosqrt2;
- cu = cos(u);
- su = sin(u);
- c2u = cos(2.0*u);
- s2u = sin(2.0*u);
- s3u = sin(3.0*u);
- cv = cos(v);
- sv = sin(v);
- s2v = sin(2.0*v);
- nom = (1.0-dl+dl*cv);
- den = (1.0-bosqrt2*s3u*s2v);
- f = nom/den;
- fx = c2u*cv+cu*sv;
- fy = s2u*cv-su*sv;
- fz = 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 = 0.0;
- 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];
+ /* Compute the walk frame. */
+ compute_walk_frame(ev,db,dl,radius,oz,mat);
}
else
{
@@ -923,11 +1262,11 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
/* Compute the colors dynamically. */
if (ev->colors == COLORS_DISTANCE)
{
- 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;
+ 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)
@@ -935,40 +1274,40 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
color(ev,u,matc,&ev->col[4*o]);
}
}
- u = 0.5*u;
- bosqrt2 = db/M_SQRT2;
- b2osqrt2 = 2.0*bosqrt2;
- b3osqrt2 = 3.0*bosqrt2;
- cu = cos(u);
- su = sin(u);
- c2u = cos(2.0*u);
- s2u = sin(2.0*u);
- c3u = cos(3.0*u);
- s3u = sin(3.0*u);
- cv = cos(v);
- sv = sin(v);
- c2v = cos(2.0*v);
- s2v = sin(2.0*v);
- nom = (1.0-dl+dl*cv);
- den = (1.0-bosqrt2*s3u*s2v);
+ 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 = M_SQRT2*cv;
+ 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 = 1.0/(den*den);
+ den2 = 1.0f/(den*den);
fu = -nom*denu*den2;
fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0*s2u*cv;
+ fxu = -su*sv-2.0f*s2u*cv;
fxv = cu*cv-c2u*sv;
- fyu = 2.0*c2u*cv-cu*sv;
+ fyu = 2.0f*c2u*cv-cu*sv;
fyv = -s2u*sv-su*cv;
- fzv = -M_SQRT2*sv;
+ fzv = -(float)M_SQRT2*sv;
xu = fu*fx+f*fxu;
xv = fv*fx+f*fxv;
yu = fu*fy+f*fyu;
@@ -984,37 +1323,37 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
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 < FLT_EPSILON)
+ if (t < 10.0f*FLT_EPSILON)
{
- u += 0.01;
- v += 0.01;
- cu = cos(u);
- su = sin(u);
- c2u = cos(2.0*u);
- s2u = sin(2.0*u);
- c3u = cos(3.0*u);
- s3u = sin(3.0*u);
- cv = cos(v);
- sv = sin(v);
- c2v = cos(2.0*v);
- s2v = sin(2.0*v);
- nom = (1.0-dl+dl*cv);
- den = (1.0-bosqrt2*s3u*s2v);
+ 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 = M_SQRT2*cv;
+ fz = (float)M_SQRT2*cv;
nomv = -dl*sv;
denu = -b3osqrt2*c3u*s2v;
denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0/(den*den);
+ den2 = 1.0f/(den*den);
fu = -nom*denu*den2;
fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0*s2u*cv;
+ fxu = -su*sv-2.0f*s2u*cv;
fxv = cu*cv-c2u*sv;
- fyu = 2.0*c2u*cv-cu*sv;
+ fyu = 2.0f*c2u*cv-cu*sv;
fyv = -s2u*sv-su*cv;
- fzv = -M_SQRT2*sv;
+ fzv = -(float)M_SQRT2*sv;
xu = fu*fx+f*fxu;
xv = fv*fx+f*fxv;
yu = fu*fy+f*fyu;
@@ -1030,9 +1369,9 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
xxv[2] = zv;
for (l=0; l<3; l++)
{
- r = 0.0;
- s = 0.0;
- t = 0.0;
+ r = 0.0f;
+ s = 0.0f;
+ t = 0.0f;
for (m=0; m<3; m++)
{
r += mat[l][m]*xx[m];
@@ -1046,7 +1385,7 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
n[0] = pu[1]*pv[2]-pu[2]*pv[1];
n[1] = pu[2]*pv[0]-pu[0]*pv[2];
n[2] = pu[0]*pv[1]-pu[1]*pv[0];
- t = 1.0/sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
+ 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;
@@ -1076,11 +1415,11 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
/* Compute the colors dynamically. */
if (ev->colors == COLORS_DISTANCE)
{
- 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;
+ 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)
@@ -1088,40 +1427,40 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
color(ev,u,matc,&ev->col[4*o]);
}
}
- u = 0.5*u;
- bosqrt2 = db/M_SQRT2;
- b2osqrt2 = 2.0*bosqrt2;
- b3osqrt2 = 3.0*bosqrt2;
- cu = cos(u);
- su = sin(u);
- c2u = cos(2.0*u);
- s2u = sin(2.0*u);
- c3u = cos(3.0*u);
- s3u = sin(3.0*u);
- cv = cos(v);
- sv = sin(v);
- c2v = cos(2.0*v);
- s2v = sin(2.0*v);
- nom = (1.0-dl+dl*cv);
- den = (1.0-bosqrt2*s3u*s2v);
+ 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 = M_SQRT2*cv;
+ 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 = 1.0/(den*den);
+ den2 = 1.0f/(den*den);
fu = -nom*denu*den2;
fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0*s2u*cv;
+ fxu = -su*sv-2.0f*s2u*cv;
fxv = cu*cv-c2u*sv;
- fyu = 2.0*c2u*cv-cu*sv;
+ fyu = 2.0f*c2u*cv-cu*sv;
fyv = -s2u*sv-su*cv;
- fzv = -M_SQRT2*sv;
+ fzv = -(float)M_SQRT2*sv;
xu = fu*fx+f*fxu;
xv = fv*fx+f*fxv;
yu = fu*fy+f*fyu;
@@ -1137,37 +1476,37 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
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 < FLT_EPSILON)
+ if (t < 10.0f*FLT_EPSILON)
{
- u += 0.01;
- v += 0.01;
- cu = cos(u);
- su = sin(u);
- c2u = cos(2.0*u);
- s2u = sin(2.0*u);
- c3u = cos(3.0*u);
- s3u = sin(3.0*u);
- cv = cos(v);
- sv = sin(v);
- c2v = cos(2.0*v);
- s2v = sin(2.0*v);
- nom = (1.0-dl+dl*cv);
- den = (1.0-bosqrt2*s3u*s2v);
+ 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 = M_SQRT2*cv;
+ fz = (float)M_SQRT2*cv;
nomv = -dl*sv;
denu = -b3osqrt2*c3u*s2v;
denv = -b2osqrt2*s3u*c2v;
- den2 = 1.0/(den*den);
+ den2 = 1.0f/(den*den);
fu = -nom*denu*den2;
fv = (den*nomv-nom*denv)*den2;
- fxu = -su*sv-2.0*s2u*cv;
+ fxu = -su*sv-2.0f*s2u*cv;
fxv = cu*cv-c2u*sv;
- fyu = 2.0*c2u*cv-cu*sv;
+ fyu = 2.0f*c2u*cv-cu*sv;
fyv = -s2u*sv-su*cv;
- fzv = -M_SQRT2*sv;
+ fzv = -(float)M_SQRT2*sv;
xu = fu*fx+f*fxu;
xv = fv*fx+f*fxv;
yu = fu*fy+f*fyu;
@@ -1183,9 +1522,9 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
xxv[2] = zv;
for (l=0; l<3; l++)
{
- r = 0.0;
- s = 0.0;
- t = 0.0;
+ r = 0.0f;
+ s = 0.0f;
+ t = 0.0f;
for (m=0; m<3; m++)
{
r += mat[l][m]*xx[m];
@@ -1199,7 +1538,7 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
n[0] = pu[1]*pv[2]-pu[2]*pv[1];
n[1] = pu[2]*pv[0]-pu[0]*pv[2];
n[2] = pu[0]*pv[1]-pu[1]*pv[0];
- t = 1.0/sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
+ 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;
@@ -1228,7 +1567,7 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
{
for (k=0; k<=1; k++)
{
- l = (i+k);
+ l = i+k;
m = j;
o = l*(numu+1)+m;
glTexCoord2fv(&ev->tex[2*o]);
@@ -1240,11 +1579,11 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
}
glNormal3fv(&ev->evn[3*o]);
glVertex3fv(&ev->ev[3*o]);
- polys++;
}
}
glEnd();
}
+ polys = numv*(numu+1);
}
else /* ev->appearance != APPEARANCE_DISTANCE_BANDS */
{
@@ -1262,7 +1601,7 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
for (k=0; k<=1; k++)
{
l = i;
- m = (j+k);
+ m = j+k;
o = l*(numu+1)+m;
glTexCoord2fv(&ev->tex[2*o]);
if (ev->colors != COLORS_ONESIDED && ev->colors != COLORS_TWOSIDED)
@@ -1273,26 +1612,561 @@ static int etruscan_venus(ModeInfo *mi, double umin, double umax,
}
glNormal3fv(&ev->evn[3*o]);
glVertex3fv(&ev->ev[3*o]);
- polys++;
}
}
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;
}
- 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);
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
@@ -1303,13 +2177,151 @@ static void gen_texture(ModeInfo *mi)
}
+#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)
{
- 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 };
etruscanvenusstruct *ev = &etruscanvenus[MI_SCREEN(mi)];
if (deform_speed == 0.0)
@@ -1352,80 +2364,24 @@ static void init(ModeInfo *mi)
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);
- if (ev->marks)
- glEnable(GL_TEXTURE_2D);
- else
- glDisable(GL_TEXTURE_2D);
+#ifdef HAVE_GLSL
+ init_glsl(mi);
+#endif /* HAVE_GLSL */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (ev->projection == DISP_PERSPECTIVE || ev->view == VIEW_WALK)
- {
- if (ev->view == VIEW_WALK)
- gluPerspective(60.0,1.0,0.01,10.0);
- else
- gluPerspective(60.0,1.0,0.1,10.0);
- }
- else
- {
- glOrtho(-1.0,1.0,-1.0,1.0,0.1,10.0);
- }
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
-# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
- if (ev->display_mode == DISP_WIREFRAME)
+#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
-
- if (ev->display_mode == DISP_SURFACE)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glShadeModel(GL_SMOOTH);
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
- glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
- glLightfv(GL_LIGHT0,GL_POSITION,light_position);
- glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
- glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
- glDepthMask(GL_TRUE);
- glDisable(GL_BLEND);
- }
- else if (ev->display_mode == DISP_TRANSPARENT)
- {
- glDisable(GL_DEPTH_TEST);
- glShadeModel(GL_SMOOTH);
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
- glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
- glLightfv(GL_LIGHT0,GL_POSITION,light_position);
- glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
- glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
- glDepthMask(GL_FALSE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- }
- else /* ev->display_mode == DISP_WIREFRAME */
- {
- glDisable(GL_DEPTH_TEST);
- glShadeModel(GL_FLAT);
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- glDisable(GL_LIGHTING);
- glDisable(GL_LIGHT0);
- glDisable(GL_BLEND);
- }
+#endif /* HAVE_ANDROID */
}
@@ -1500,26 +2456,14 @@ static void display_etruscanvenus(ModeInfo *mi)
}
}
- 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);
- }
+#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
- {
- 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();
-
- mi->polygon_count = etruscan_venus(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,NUMU,NUMV);
+#endif /* HAVE_GLSL */
+ mi->polygon_count = etruscan_venus_ff(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,
+ NUMU,NUMV);
}
@@ -1589,11 +2533,6 @@ ENTRYPOINT void init_etruscanvenus(ModeInfo *mi)
MI_INIT (mi, etruscanvenus);
ev = &etruscanvenus[MI_SCREEN(mi)];
- 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));
-
ev->trackball = gltrackball_init(True);
ev->button_pressed = False;
@@ -1741,7 +2680,6 @@ ENTRYPOINT void init_etruscanvenus(ModeInfo *mi)
if ((ev->glx_context = init_GL(mi)) != NULL)
{
reshape_etruscanvenus(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
- glDrawBuffer(GL_BACK);
init(mi);
}
else
@@ -1771,6 +2709,8 @@ ENTRYPOINT void draw_etruscanvenus(ModeInfo *mi)
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();
@@ -1785,12 +2725,19 @@ ENTRYPOINT void draw_etruscanvenus(ModeInfo *mi)
}
-/*
- *-----------------------------------------------------------------------------
- * The display is being taken away from us. Free up malloc'ed
- * memory and X resources that we've alloc'ed.
- *-----------------------------------------------------------------------------
- */
+#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)
{
@@ -1805,20 +2752,24 @@ ENTRYPOINT void free_etruscanvenus(ModeInfo *mi)
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 */
}
-#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 */
XSCREENSAVER_MODULE ("EtruscanVenus", etruscanvenus)