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-rw-r--r--hacks/glx/hypertorus.c990
1 files changed, 901 insertions, 89 deletions
diff --git a/hacks/glx/hypertorus.c b/hacks/glx/hypertorus.c
index 41f4e0a..8adf5d7 100644
--- a/hacks/glx/hypertorus.c
+++ b/hacks/glx/hypertorus.c
@@ -1,10 +1,10 @@
/* hypertorus --- Shows a hypertorus that rotates in 4d */
#if 0
-static const char sccsid[] = "@(#)hypertorus.c 1.2 28/09/05 xlockmore";
+static const char sccsid[] = "@(#)hypertorus.c 1.2 05/09/28 xlockmore";
#endif
-/* Copyright (c) 2003-2020 Carsten Steger <carsten@mirsanmir.org>. */
+/* Copyright (c) 2003-2021 Carsten Steger <carsten@mirsanmir.org>. */
/*
* Permission to use, copy, modify, and distribute this software and its
@@ -25,7 +25,12 @@ static const char sccsid[] = "@(#)hypertorus.c 1.2 28/09/05 xlockmore";
* and trackball support
* C. Steger - 07/01/23: Improved 4d trackball support
* C. Steger - 09/08/22: Removed check-config.pl warnings
- * C. Steger - 11/01/20: Added the changing colors mode.
+ * C. Steger - 20/01/11: Added the changing colors mode
+ * C. Steger - 20/05/18: Added per-fragment shading
+ * C. Steger - 20/07/26: Make the shader code work under maxOS
+ * C. Steger - 20/11/19: Remove all unnecessary global variables
+ * C. Steger - 20/12/06: Moved all GLSL support code into glsl-utils.[hc]
+ * C. Steger - 20/12/30: Make the shader code work under iOS
*/
/*
@@ -100,10 +105,20 @@ static const char sccsid[] = "@(#)hypertorus.c 1.2 28/09/05 xlockmore";
#define DEF_SPEEDXZ "1.9"
#define DEF_SPEEDYZ "2.1"
+
+/* For some strange reason, the color buffer must be initialized
+ and used on macOS. Otherwise one- and two-sided lighting will
+ not work. */
+#if (defined(HAVE_COCOA) || defined(__APPLE__)) && !defined(HAVE_IPHONE)
+#define VERTEXATTRIBARRAY_WORKAROUND
+#endif
+
+
+
#ifdef STANDALONE
# define DEFAULTS "*delay: 25000 \n" \
"*showFPS: False \n" \
- "*suppressRotationAnimation: True\n" \
+ "*prefersGLSL: True \n" \
# define release_hypertorus 0
# include "xlockmore.h" /* from the xscreensaver distribution */
@@ -113,6 +128,7 @@ static const char sccsid[] = "@(#)hypertorus.c 1.2 28/09/05 xlockmore";
#ifdef USE_GL
+#include "glsl-utils.h"
#include "gltrackball.h"
@@ -123,7 +139,7 @@ ModStruct hypertorus_description =
25000, 1, 1, 1, 1.0, 4, "",
"Shows a hypertorus rotating in 4d", 0, NULL};
-#endif
+#endif /* USE_MODULES */
static char *mode;
@@ -205,6 +221,9 @@ ENTRYPOINT ModeSpecOpt hypertorus_opts =
#define DSIGMA 1.1
#define DTAU 1.7
+/* Number of subdivisions of the surface */
+#define NUMU 64
+#define NUMV 64
typedef struct {
GLint WindH, WindW;
@@ -220,11 +239,178 @@ typedef struct {
int current_trackball;
Bool button_pressed;
float speed_scale;
+#ifdef HAVE_GLSL
+ GLfloat uv[(NUMU+1)*(NUMV+1)][2];
+ GLfloat col[(NUMU+1)*(NUMV+1)][4];
+ GLuint indices[4*NUMU*NUMV];
+ Bool use_shaders, buffers_initialized;
+ GLuint shader_program;
+ GLint vertex_uv_index, color_index;
+ GLint mat_rot_index, mat_p_index, bool_persp_index;
+ GLint off4d_index, off3d_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;
+ GLuint vertex_uv_buffer;
+ GLuint color_buffer, indices_buffer;
+ GLint ni, ne, nt;
+#endif /* HAVE_GLSL */
} hypertorusstruct;
static hypertorusstruct *hyper = (hypertorusstruct *) 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 vec2 VertexUV;\n"
+ "attribute vec4 VertexColor;\n"
+ "\n"
+ "varying vec3 Normal;\n"
+ "varying vec4 Color;\n"
+ "\n";
+static const GLchar *vertex_shader_attribs_3_0 =
+ "in vec2 VertexUV;\n"
+ "in vec4 VertexColor;\n"
+ "\n"
+ "out vec3 Normal;\n"
+ "out vec4 Color;\n"
+ "\n";
+static const GLchar *vertex_shader_main =
+ "uniform mat4 MatRot4D;\n"
+ "uniform mat4 MatProj;\n"
+ "uniform bool BoolPersp;\n"
+ "uniform vec4 Offset4D;\n"
+ "uniform vec4 Offset3D;\n"
+ "\n"
+ "void main (void)\n"
+ "{\n"
+ " vec3 p, pu, pv;\n"
+ " float su = sin(VertexUV.x)\n;"
+ " float cu = cos(VertexUV.x)\n;"
+ " float sv = sin(VertexUV.y)\n;"
+ " float cv = cos(VertexUV.y)\n;"
+ " vec4 xx = vec4(cu,su,cv,sv);"
+ " vec4 xxu = vec4(-su,cu,0.0,0.0);"
+ " vec4 xxv = vec4(0.0,0.0,-sv,cv);"
+ " vec4 x = MatRot4D*xx+Offset4D;\n"
+ " vec4 xu = MatRot4D*xxu;\n"
+ " vec4 xv = MatRot4D*xxv;\n"
+ " if (BoolPersp)\n"
+ " {\n"
+ " vec3 r = x.xyz;\n"
+ " float s = x.w;\n"
+ " float t = s*s;\n"
+ " p = r/s+Offset3D.xyz;\n"
+ " pu = (s*xu.xyz-r*xu.w)/t;\n"
+ " pv = (s*xv.xyz-r*xv.w)/t;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " p = x.xyz/1.5f+Offset3D.xyz;\n"
+ " pu = xu.xyz;\n"
+ " pv = xv.xyz;\n"
+ " }\n"
+ " vec4 Position = vec4(p,1.0);\n"
+ " Normal = normalize(cross(pu,pv));\n"
+ " gl_Position = MatProj*Position;\n"
+ " Color = VertexColor;\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_glsl(). */
+static const GLchar *fragment_shader_attribs_2_1 =
+ "varying vec3 Normal;\n"
+ "varying vec4 Color;\n"
+ "\n";
+static const GLchar *fragment_shader_attribs_3_0 =
+ "in vec3 Normal;\n"
+ "in vec4 Color;\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"
+ "\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"
+ " specularReflection);\n"
+ " }\n";
+static const GLchar *fragment_shader_out_2_1 =
+ " gl_FragColor = clamp(color,0.0,1.0);\n"
+ "}\n";
+static const GLchar *fragment_shader_out_3_0 =
+ " FragColor = clamp(color,0.0,1.0);\n"
+ "}\n";
+
+#endif /* HAVE_GLSL */
+
+
+
/* Add a rotation around the wx-plane to the matrix m. */
static void rotatewx(float m[4][4], float phi)
{
@@ -557,14 +743,20 @@ static void color(double angle, float mat[3][3], float col[4])
}
-/* Draw a hypertorus projected into 3D. Note that the spirals appearance
- will only work correctly if numu and numv are set to 64 or any higher
- power of 2. Similarly, the banded appearance will only work correctly
- if numu and numv are divisible by 4. */
-static int hypertorus(ModeInfo *mi, double umin, double umax, double vmin,
- double vmax, int numu, int numv)
+/* Draw a hypertorus projected into 3D using OpenGL's fixed
+ functionality. Note that the spirals appearance will only work
+ correctly if numu and numv are set to 64 or any higher power of 2.
+ Similarly, the banded appearance will only work correctly if numu
+ and numv are divisible by 4. */
+static int hypertorus_ff(ModeInfo *mi, double umin, double umax, double vmin,
+ double vmax, int numu, int numv)
{
- int polys = 0;
+ 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 };
@@ -580,6 +772,76 @@ static int hypertorus(ModeInfo *mi, double umin, double umax, double vmin,
double r, s, t;
float q1[4], q2[4], r1[4][4], r2[4][4];
hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
+ int polys;
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (projection_3d == DISP_3D_ORTHOGRAPHIC)
+ {
+ if (hp->aspect >= 1.0)
+ glOrtho(-hp->aspect,hp->aspect,-1.0,1.0,0.1,10.0);
+ else
+ glOrtho(-1.0,1.0,-1.0/hp->aspect,1.0/hp->aspect,0.1,10.0);
+ }
+ else
+ {
+ gluPerspective(60.0,hp->aspect,0.1,10.0);
+ }
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if (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);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT,light_model_ambient);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_FALSE);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);
+ 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 (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);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT,light_model_ambient);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_FALSE);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);
+ 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 /* display_mode == DISP_WIREFRAME */
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glShadeModel(GL_FLAT);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_LIGHT0);
+ glDisable(GL_BLEND);
+ }
if (change_colors)
rotateall3d(hp->rho,hp->sigma,hp->tau,matc);
@@ -659,7 +921,7 @@ static int hypertorus(ModeInfo *mi, double umin, double umax, double vmin,
{
for (k=0; k<=1; k++)
{
- l = (i+k);
+ l = i+k;
m = j;
u = ur*l/numu+umin;
v = vr*m/numv+vmin;
@@ -739,95 +1001,642 @@ static int hypertorus(ModeInfo *mi, double umin, double umax, double vmin,
n[2] /= t;
glNormal3fv(n);
glVertex3fv(p);
- polys++;
}
}
glEnd();
}
- polys /= 2;
+
+ polys = 2*numu*numv;
+ if (appearance != APPEARANCE_SOLID)
+ polys /= 2;
return polys;
}
-static void init(ModeInfo *mi)
+#ifdef HAVE_GLSL
+
+/* Draw a hypertorus projected into 3D using OpenGL's programmable
+ functionality. Note that the spirals appearance will only work
+ correctly if numu and numv are set to 64 or any higher power of 2.
+ Similarly, the banded appearance will only work correctly if numu
+ and numv are divisible by 4. */
+static int hypertorus_pf(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 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];
+ float mat_diff_dyn[4], mat_diff_dyn_compl[4];
+ float mat[4][4], matc[3][3];
+ int i, j, k, l, m, o, b, skew;
+ double u, v, ur, vr;
+ float q1[4], q2[4], r1[4][4], r2[4][4];
+ GLsizeiptr index_offset;
hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
+ int polys;
- hp->alpha = 0.0;
- hp->beta = 0.0;
- hp->delta = 0.0;
- hp->zeta = 0.0;
- hp->eta = 0.0;
- hp->theta = 0.0;
+ if (!hp->use_shaders)
+ return 0;
- hp->rho = frand(360.0);
- hp->sigma = frand(360.0);
- hp->tau = frand(360.0);
+ if (change_colors)
+ rotateall3d(hp->rho,hp->sigma,hp->tau,matc);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (projection_3d == DISP_3D_PERSPECTIVE)
- gluPerspective(60.0,1.0,0.1,100.0);
- else
- glOrtho(-1.0,1.0,-1.0,1.0,0.1,100.0);;
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ rotateall(hp->alpha,hp->beta,hp->delta,hp->zeta,hp->eta,hp->theta,r1);
-# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
- if (display_mode == DISP_WIREFRAME)
- display_mode = DISP_SURFACE;
-# endif
+ gltrackball_get_quaternion(hp->trackballs[0],q1);
+ gltrackball_get_quaternion(hp->trackballs[1],q2);
+ quats_to_rotmat(q1,q2,r2);
+
+ mult_rotmat(r2,r1,mat);
+
+ if (!hp->buffers_initialized)
+ {
+ /* The u and v values need to be computed once (or each time the value
+ of appearance changes, once we support that). */
+ skew = num_spirals;
+ ur = umax-umin;
+ vr = vmax-vmin;
+ for (i=0; i<=numu; i++)
+ {
+ for (j=0; j<=numv; j++)
+ {
+ u = ur*i/numu+umin;
+ v = vr*j/numv+vmin;
+ o = i*(numv+1)+j;
+ if (appearance == APPEARANCE_SPIRALS)
+ u += 4.0*skew/numv*v;
+ hp->uv[o][0] = u;
+ hp->uv[o][1] = v;
+ }
+ }
+ glBindBuffer(GL_ARRAY_BUFFER,hp->vertex_uv_buffer);
+ glBufferData(GL_ARRAY_BUFFER,2*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ hp->uv,GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+ if (!change_colors && colors == COLORS_COLORWHEEL)
+ {
+ for (i=0; i<=numu; i++)
+ {
+ for (j=0; j<=numv; j++)
+ {
+ u = ur*i/numu+umin;
+ v = vr*j/numv+vmin;
+ o = i*(numv+1)+j;
+ if (appearance == APPEARANCE_SPIRALS)
+ {
+ u += 4.0*skew/numv*v;
+ b = ((i/4)&(skew-1))*(numu/(4*skew));
+ color(ur*4*b/numu+umin,matc,&hp->col[o][0]);
+ }
+ else
+ {
+ color(u,matc,&hp->col[o][0]);
+ }
+ }
+ }
+ glBindBuffer(GL_ARRAY_BUFFER,hp->color_buffer);
+ glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ hp->col,GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ }
+#ifdef VERTEXATTRIBARRAY_WORKAROUND
+ if (colors != COLORS_COLORWHEEL)
+ {
+ for (i=0; i<=numu; i++)
+ {
+ for (j=0; j<=numv; j++)
+ {
+ o = i*(numv+1)+j;
+ if (display_mode == DISP_WIREFRAME)
+ {
+ if (colors == COLORS_ONESIDED)
+ {
+ for (k=0; k<4; k++)
+ hp->col[o][k] = mat_diff_oneside[k];
+ }
+ else if (colors == COLORS_TWOSIDED)
+ {
+ for (k=0; k<4; k++)
+ hp->col[o][k] = mat_diff_red[k];
+ }
+ }
+ else
+ {
+ for (k=0; k<4; k++)
+ hp->col[o][k] = mat_diff_white[k];
+ }
+ }
+ }
+ glBindBuffer(GL_ARRAY_BUFFER,hp->color_buffer);
+ glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ hp->col,GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ }
+#endif /* VERTEXATTRIBARRAY_WORKAROUND */
+
+ /* The indices only need to be computed once (or each time the value
+ of appearance changes, once we support that). */
+ hp->ne = 0;
+ hp->ni = 0;
+ hp->nt = 0;
+ if (display_mode != DISP_WIREFRAME)
+ {
+ for (i=0; i<numu; i++)
+ {
+ if ((appearance == APPEARANCE_BANDS ||
+ appearance == APPEARANCE_SPIRALS) && ((i & 3) >= 2))
+ continue;
+ for (j=0; j<=numv; j++)
+ {
+ for (k=0; k<=1; k++)
+ {
+ l = i+k;
+ m = j;
+ o = l*(numv+1)+m;
+ hp->indices[hp->ni++] = o;
+ }
+ }
+ hp->ne++;
+ }
+ hp->nt = 2*(numv+1);
+ }
+ else /* display_mode == DISP_WIREFRAME */
+ {
+ for (i=0; i<numu; i++)
+ {
+ if ((appearance == APPEARANCE_BANDS ||
+ appearance == APPEARANCE_SPIRALS) && ((i & 3) > 2))
+ continue;
+ if ((appearance == APPEARANCE_BANDS ||
+ appearance == APPEARANCE_SPIRALS) && ((i & 3) == 2))
+ {
+ for (j=0; j<numv; j++)
+ {
+ hp->indices[hp->ni++] = i*(numv+1)+j;
+ hp->indices[hp->ni++] = i*(numv+1)+j+1;
+ }
+ continue;
+ }
+ for (j=0; j<numv; j++)
+ {
+ hp->indices[hp->ni++] = i*(numv+1)+j;
+ hp->indices[hp->ni++] = i*(numv+1)+j+1;
+ hp->indices[hp->ni++] = i*(numv+1)+j;
+ hp->indices[hp->ni++] = (i+1)*(numv+1)+j;
+ }
+ }
+ hp->ne = 1;
+ }
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,hp->indices_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,hp->ni*sizeof(GLuint),
+ hp->indices,GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ hp->buffers_initialized = True;
+ }
+
+ if (change_colors && colors == COLORS_COLORWHEEL)
+ {
+ skew = num_spirals;
+ ur = umax-umin;
+ vr = vmax-vmin;
+ for (i=0; i<=numu; i++)
+ {
+ for (j=0; j<=numv; j++)
+ {
+ u = ur*i/numu+umin;
+ v = vr*j/numv+vmin;
+ o = i*(numv+1)+j;
+ if (appearance == APPEARANCE_SPIRALS)
+ {
+ u += 4.0*skew/numv*v;
+ b = ((i/4)&(skew-1))*(numu/(4*skew));
+ color(ur*4*b/numu+umin,matc,&hp->col[o][0]);
+ }
+ else
+ {
+ color(u,matc,&hp->col[o][0]);
+ }
+ }
+ }
+ }
+#ifdef VERTEXATTRIBARRAY_WORKAROUND
+ else if (change_colors && colors != COLORS_COLORWHEEL)
+ {
+ if (display_mode == DISP_WIREFRAME)
+ {
+ color(0.0,matc,mat_diff_dyn);
+ for (i=0; i<=numu; i++)
+ {
+ for (j=0; j<=numv; j++)
+ {
+ o = i*(numv+1)+j;
+ for (k=0; k<4; k++)
+ hp->col[o][k] = mat_diff_dyn[k];
+ }
+ }
+ }
+ }
+#endif /* VERTEXATTRIBARRAY_WORKAROUND */
+
+ glUseProgram(hp->shader_program);
+
+ glsl_Identity(p_mat);
+ if (projection_3d == DISP_3D_ORTHOGRAPHIC)
+ {
+ if (hp->aspect >= 1.0)
+ glsl_Orthographic(p_mat,-hp->aspect,hp->aspect,-1.0,1.0,
+ 0.1,10.0);
+ else
+ glsl_Orthographic(p_mat,-1.0,1.0,-1.0/hp->aspect,1.0/hp->aspect,
+ 0.1,10.0);
+ }
+ else
+ {
+ glsl_Perspective(p_mat,60.0f,hp->aspect,0.1f,10.0f);
+ }
+ glUniformMatrix4fv(hp->mat_rot_index,1,GL_TRUE,(GLfloat *)mat);
+ glUniformMatrix4fv(hp->mat_p_index,1,GL_FALSE,p_mat);
+ glUniform1i(hp->bool_persp_index,projection_4d == DISP_4D_PERSPECTIVE);
+ glUniform4fv(hp->off4d_index,1,offset4d);
+ glUniform4fv(hp->off3d_index,1,offset3d);
+
+ 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;
if (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);
+ glUniform4fv(hp->glbl_ambient_index,1,light_model_ambient);
+ glUniform4fv(hp->lt_ambient_index,1,light_ambient);
+ glUniform4fv(hp->lt_diffuse_index,1,light_diffuse);
+ glUniform4fv(hp->lt_specular_index,1,light_specular);
+ glUniform3fv(hp->lt_direction_index,1,light_direction);
+ glUniform3fv(hp->lt_halfvect_index,1,half_vector);
+ glUniform4fv(hp->specular_index,1,mat_specular);
+ glUniform1f(hp->shininess_index,50.0f);
+ glUniform1i(hp->draw_lines_index,GL_FALSE);
}
else if (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);
+ glUniform4fv(hp->glbl_ambient_index,1,light_model_ambient);
+ glUniform4fv(hp->lt_ambient_index,1,light_ambient);
+ glUniform4fv(hp->lt_diffuse_index,1,light_diffuse);
+ glUniform4fv(hp->lt_specular_index,1,light_specular);
+ glUniform3fv(hp->lt_direction_index,1,light_direction);
+ glUniform3fv(hp->lt_halfvect_index,1,half_vector);
+ glUniform4fv(hp->specular_index,1,mat_specular);
+ glUniform1f(hp->shininess_index,50.0f);
+ glUniform1i(hp->draw_lines_index,GL_FALSE);
}
- else /* display_mode == DISP_WIREFRAME */
+ else /* display_mode == DISP_WIREFRAME */
{
- glDisable(GL_DEPTH_TEST);
- glShadeModel(GL_FLAT);
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- glDisable(GL_LIGHTING);
- glDisable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
+ glUniform1i(hp->draw_lines_index,GL_TRUE);
}
+
+ glUniform4fv(hp->front_ambient_index,1,mat_diff_white);
+ glUniform4fv(hp->front_diffuse_index,1,mat_diff_white);
+ glUniform4fv(hp->back_ambient_index,1,mat_diff_white);
+ glUniform4fv(hp->back_diffuse_index,1,mat_diff_white);
+ glVertexAttrib4f(hp->color_index,1.0f,1.0f,1.0f,1.0f);
+ if (!change_colors)
+ {
+ if (colors == COLORS_ONESIDED)
+ {
+ if (display_mode == DISP_TRANSPARENT)
+ {
+ glUniform4fv(hp->front_ambient_index,1,mat_diff_trans_oneside);
+ glUniform4fv(hp->front_diffuse_index,1,mat_diff_trans_oneside);
+ glUniform4fv(hp->back_ambient_index,1,mat_diff_trans_oneside);
+ glUniform4fv(hp->back_diffuse_index,1,mat_diff_trans_oneside);
+ }
+ else if (display_mode == DISP_SURFACE)
+ {
+ glUniform4fv(hp->front_ambient_index,1,mat_diff_oneside);
+ glUniform4fv(hp->front_diffuse_index,1,mat_diff_oneside);
+ glUniform4fv(hp->back_ambient_index,1,mat_diff_oneside);
+ glUniform4fv(hp->back_diffuse_index,1,mat_diff_oneside);
+ }
+ else /* display_mode == DISP_WIREFRAME */
+ {
+ glVertexAttrib4fv(hp->color_index,mat_diff_oneside);
+ }
+ }
+ else if (colors == COLORS_TWOSIDED)
+ {
+ if (display_mode == DISP_TRANSPARENT)
+ {
+ glUniform4fv(hp->front_ambient_index,1,mat_diff_trans_red);
+ glUniform4fv(hp->front_diffuse_index,1,mat_diff_trans_red);
+ glUniform4fv(hp->back_ambient_index,1,mat_diff_trans_green);
+ glUniform4fv(hp->back_diffuse_index,1,mat_diff_trans_green);
+ }
+ else if (display_mode == DISP_SURFACE)
+ {
+ glUniform4fv(hp->front_ambient_index,1,mat_diff_red);
+ glUniform4fv(hp->front_diffuse_index,1,mat_diff_red);
+ glUniform4fv(hp->back_ambient_index,1,mat_diff_green);
+ glUniform4fv(hp->back_diffuse_index,1,mat_diff_green);
+ }
+ else /* display_mode == DISP_WIREFRAME */
+ {
+ glVertexAttrib4fv(hp->color_index,mat_diff_red);
+ }
+ }
+ }
+ else /* change_colors */
+ {
+ color(0.0,matc,mat_diff_dyn);
+ if (colors == COLORS_ONESIDED)
+ {
+ if (display_mode == DISP_TRANSPARENT || display_mode == DISP_SURFACE)
+ {
+ glUniform4fv(hp->front_ambient_index,1,mat_diff_dyn);
+ glUniform4fv(hp->front_diffuse_index,1,mat_diff_dyn);
+ glUniform4fv(hp->back_ambient_index,1,mat_diff_dyn);
+ glUniform4fv(hp->back_diffuse_index,1,mat_diff_dyn);
+ }
+ else /* display_mode == DISP_WIREFRAME */
+ {
+ glVertexAttrib4fv(hp->color_index,mat_diff_dyn);
+ }
+ }
+ else if (colors == COLORS_TWOSIDED)
+ {
+ if (display_mode == DISP_TRANSPARENT || 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(hp->front_ambient_index,1,mat_diff_dyn);
+ glUniform4fv(hp->front_diffuse_index,1,mat_diff_dyn);
+ glUniform4fv(hp->back_ambient_index,1,mat_diff_dyn_compl);
+ glUniform4fv(hp->back_diffuse_index,1,mat_diff_dyn_compl);
+ }
+ else /* display_mode == DISP_WIREFRAME */
+ {
+ glVertexAttrib4fv(hp->color_index,mat_diff_dyn);
+ }
+ }
+ }
+
+ glEnableVertexAttribArray(hp->vertex_uv_index);
+ glBindBuffer(GL_ARRAY_BUFFER,hp->vertex_uv_buffer);
+ glVertexAttribPointer(hp->vertex_uv_index,2,GL_FLOAT,GL_FALSE,0,0);
+
+ if (colors == COLORS_COLORWHEEL)
+ {
+ glEnableVertexAttribArray(hp->color_index);
+ glBindBuffer(GL_ARRAY_BUFFER,hp->color_buffer);
+ if (change_colors)
+ glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ hp->col,GL_STREAM_DRAW);
+ glVertexAttribPointer(hp->color_index,4,GL_FLOAT,GL_FALSE,0,0);
+ }
+#ifdef VERTEXATTRIBARRAY_WORKAROUND
+ else
+ {
+ glEnableVertexAttribArray(hp->color_index);
+ glBindBuffer(GL_ARRAY_BUFFER,hp->color_buffer);
+ if (change_colors)
+ glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
+ hp->col,GL_STREAM_DRAW);
+ glVertexAttribPointer(hp->color_index,4,GL_FLOAT,GL_FALSE,0,0);
+ }
+#endif /* VERTEXATTRIBARRAY_WORKAROUND */
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,hp->indices_buffer);
+
+ if (display_mode != DISP_WIREFRAME)
+ {
+ for (i=0; i<hp->ne; i++)
+ {
+ index_offset = hp->nt*i*sizeof(GLuint);
+ glDrawElements(GL_TRIANGLE_STRIP,hp->nt,GL_UNSIGNED_INT,
+ (const void *)index_offset);
+ }
+ }
+ else /* display_mode == DISP_WIREFRAME */
+ {
+ glLineWidth(1.0f);
+ index_offset = 0;
+ glDrawElements(GL_LINES,hp->ni,GL_UNSIGNED_INT,
+ (const void *)index_offset);
+ }
+
+ glDisableVertexAttribArray(hp->vertex_uv_index);
+ if (colors == COLORS_COLORWHEEL)
+ glDisableVertexAttribArray(hp->color_index);
+#ifdef VERTEXATTRIBARRAY_WORKAROUND
+ else
+ glDisableVertexAttribArray(hp->color_index);
+#endif /* VERTEXATTRIBARRAY_WORKAROUND */
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+
+ glUseProgram(0);
+
+ polys = 2*numu*numv;
+ if (appearance != APPEARANCE_SOLID)
+ polys /= 2;
+ return polys;
+}
+
+
+static void init_glsl(ModeInfo *mi)
+{
+ hypertorusstruct *hp = &hyper[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];
+
+ /* Determine whether to use shaders to render the hypertorus. */
+ hp->use_shaders = False;
+ hp->buffers_initialized = False;
+ hp->shader_program = 0;
+ hp->ni = 0;
+ hp->ne = 0;
+ hp->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,
+ &hp->shader_program))
+ return;
+ hp->vertex_uv_index = glGetAttribLocation(hp->shader_program,"VertexUV");
+ hp->color_index = glGetAttribLocation(hp->shader_program,"VertexColor");
+ if (hp->vertex_uv_index == -1 || hp->color_index == -1)
+ {
+ glDeleteProgram(hp->shader_program);
+ return;
+ }
+ hp->mat_rot_index = glGetUniformLocation(hp->shader_program,
+ "MatRot4D");
+ hp->mat_p_index = glGetUniformLocation(hp->shader_program,
+ "MatProj");
+ hp->bool_persp_index = glGetUniformLocation(hp->shader_program,
+ "BoolPersp");
+ hp->off4d_index = glGetUniformLocation(hp->shader_program,
+ "Offset4D");
+ hp->off3d_index = glGetUniformLocation(hp->shader_program,
+ "Offset3D");
+ hp->draw_lines_index = glGetUniformLocation(hp->shader_program,
+ "DrawLines");
+ hp->glbl_ambient_index = glGetUniformLocation(hp->shader_program,
+ "LtGlblAmbient");
+ hp->lt_ambient_index = glGetUniformLocation(hp->shader_program,
+ "LtAmbient");
+ hp->lt_diffuse_index = glGetUniformLocation(hp->shader_program,
+ "LtDiffuse");
+ hp->lt_specular_index = glGetUniformLocation(hp->shader_program,
+ "LtSpecular");
+ hp->lt_direction_index = glGetUniformLocation(hp->shader_program,
+ "LtDirection");
+ hp->lt_halfvect_index = glGetUniformLocation(hp->shader_program,
+ "LtHalfVector");
+ hp->front_ambient_index = glGetUniformLocation(hp->shader_program,
+ "MatFrontAmbient");
+ hp->back_ambient_index = glGetUniformLocation(hp->shader_program,
+ "MatBackAmbient");
+ hp->front_diffuse_index = glGetUniformLocation(hp->shader_program,
+ "MatFrontDiffuse");
+ hp->back_diffuse_index = glGetUniformLocation(hp->shader_program,
+ "MatBackDiffuse");
+ hp->specular_index = glGetUniformLocation(hp->shader_program,
+ "MatSpecular");
+ hp->shininess_index = glGetUniformLocation(hp->shader_program,
+ "MatShininess");
+ if (hp->mat_rot_index == -1 || hp->mat_p_index == -1 ||
+ hp->bool_persp_index == -1 || hp->off4d_index == -1 ||
+ hp->off3d_index == -1 || hp->draw_lines_index == -1 ||
+ hp->glbl_ambient_index == -1 || hp->lt_ambient_index == -1 ||
+ hp->lt_diffuse_index == -1 || hp->lt_specular_index == -1 ||
+ hp->lt_direction_index == -1 || hp->lt_halfvect_index == -1 ||
+ hp->specular_index == -1 || hp->shininess_index == -1 ||
+ hp->front_ambient_index == -1 || hp->back_ambient_index == -1 ||
+ hp->front_diffuse_index == -1 || hp->back_diffuse_index == -1)
+ {
+ glDeleteProgram(hp->shader_program);
+ return;
+ }
+
+ glGenBuffers(1,&hp->vertex_uv_buffer);
+ glGenBuffers(1,&hp->color_buffer);
+ glGenBuffers(1,&hp->indices_buffer);
+
+ hp->use_shaders = True;
+}
+
+#endif /* HAVE_GLSL */
+
+
+static void init(ModeInfo *mi)
+{
+ hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
+
+ hp->alpha = 0.0;
+ hp->beta = 0.0;
+ hp->delta = 0.0;
+ hp->zeta = 0.0;
+ hp->eta = 0.0;
+ hp->theta = 0.0;
+
+ hp->rho = frand(360.0);
+ hp->sigma = frand(360.0);
+ hp->tau = frand(360.0);
+
+#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 (!hp->use_shaders && display_mode == DISP_WIREFRAME)
+ display_mode = DISP_SURFACE;
+#endif /* HAVE_ANDROID */
}
@@ -871,23 +1680,12 @@ static void display_hypertorus(ModeInfo *mi)
}
}
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (projection_3d == DISP_3D_ORTHOGRAPHIC)
- {
- if (hp->aspect >= 1.0)
- glOrtho(-hp->aspect,hp->aspect,-1.0,1.0,0.1,100.0);
- else
- glOrtho(-1.0,1.0,-1.0/hp->aspect,1.0/hp->aspect,0.1,100.0);
- }
+#ifdef HAVE_GLSL
+ if (hp->use_shaders)
+ mi->polygon_count = hypertorus_pf(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,NUMU,NUMV);
else
- {
- gluPerspective(60.0,hp->aspect,0.1,100.0);
- }
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- mi->polygon_count = hypertorus(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,64,64);
+#endif /* HAVE_GLSL */
+ mi->polygon_count = hypertorus_ff(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,NUMU,NUMV);
}
@@ -983,7 +1781,6 @@ ENTRYPOINT void init_hypertorus(ModeInfo *mi)
MI_INIT(mi, hyper);
hp = &hyper[MI_SCREEN(mi)];
-
hp->trackballs[0] = gltrackball_init(True);
hp->trackballs[1] = gltrackball_init(True);
hp->current_trackball = 0;
@@ -1100,7 +1897,6 @@ ENTRYPOINT void init_hypertorus(ModeInfo *mi)
if ((hp->glx_context = init_GL(mi)) != NULL)
{
reshape_hypertorus(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
- glDrawBuffer(GL_BACK);
init(mi);
}
else
@@ -1130,8 +1926,9 @@ ENTRYPOINT void draw_hypertorus(ModeInfo *mi)
glXMakeCurrent(display, window, *hp->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_hypertorus(mi);
@@ -1157,6 +1954,7 @@ ENTRYPOINT void change_hypertorus(ModeInfo *mi)
}
#endif /* !STANDALONE */
+
ENTRYPOINT void free_hypertorus(ModeInfo *mi)
{
hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
@@ -1164,8 +1962,22 @@ ENTRYPOINT void free_hypertorus(ModeInfo *mi)
glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *hp->glx_context);
gltrackball_free (hp->trackballs[0]);
gltrackball_free (hp->trackballs[1]);
+#ifdef HAVE_GLSL
+ if (hp->use_shaders)
+ {
+ glDeleteBuffers(1,&hp->vertex_uv_buffer);
+ glDeleteBuffers(1,&hp->color_buffer);
+ glDeleteBuffers(1,&hp->indices_buffer);
+ if (hp->shader_program != 0)
+ {
+ glUseProgram(0);
+ glDeleteProgram(hp->shader_program);
+ }
+ }
+#endif /* HAVE_GLSL */
}
+
XSCREENSAVER_MODULE ("Hypertorus", hypertorus)
#endif /* USE_GL */