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diff --git a/hacks/glx/lament.c b/hacks/glx/lament.c
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+/* xscreensaver, Copyright (c) 1998-2018 Jamie Zawinski <jwz@jwz.org>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
+
+/* Animates Lemarchand's Box, the Lament Configuration. By jwz, 25-Jul-98.
+
+ TODO:
+
+ * The gold leaf should appear to be raised up from the surface, but
+ I think this isn't possible with OpenGL. No bump maps.
+
+ * There should be strange lighting effects playing across the surface:
+ electric sparks, or little glittery blobs of light. Maybe like
+ http://www.opengl.org/archives/resources/features/KilgardTechniques/
+ LensFlare/
+
+ * Chains.
+
+ * Needs music. ("Hellraiser Themes" by Coil: TORSO CD161; also
+ duplicated on the "Unnatural History 2" compilation, WORLN M04699.)
+ */
+
+#define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_lament 0
+# define release_lament 0
+#include "xlockmore.h"
+
+#ifdef USE_GL /* whole file */
+
+#include "gllist.h"
+
+/* #define DEBUG_MODE LAMENT_LEVIATHAN_COLLAPSE */
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+#undef MAX
+#define MAX(x, y) ((x) > (y) ? (x) : (y))
+#undef MIN
+#define MIN(x, y) ((x) < (y) ? (x) : (y))
+
+extern const struct gllist
+ *lament_model_box,
+ *lament_model_iso_base_a,
+ *lament_model_iso_base_b,
+ *lament_model_iso_den,
+ *lament_model_iso_dse,
+ *lament_model_iso_dwn,
+ *lament_model_iso_swd,
+ *lament_model_iso_une,
+ *lament_model_iso_unw,
+ *lament_model_iso_use,
+ *lament_model_iso_usw,
+ *lament_model_leviathan,
+ *lament_model_lid_a,
+ *lament_model_lid_b,
+ *lament_model_lid_base,
+ *lament_model_lid_c,
+ *lament_model_lid_d,
+ *lament_model_pillar_a,
+ *lament_model_pillar_b,
+ *lament_model_pillar_base,
+ *lament_model_star_d,
+ *lament_model_star_u,
+ *lament_model_taser_a,
+ *lament_model_taser_b,
+ *lament_model_taser_base,
+ *lament_model_tetra_base,
+ *lament_model_tetra_dse,
+ *lament_model_tetra_dwn,
+ *lament_model_tetra_une,
+ *lament_model_tetra_usw;
+
+static const struct gllist * const *all_objs[] = {
+ &lament_model_box,
+ &lament_model_iso_base_a,
+ &lament_model_iso_base_b,
+ &lament_model_iso_den,
+ &lament_model_iso_dse,
+ &lament_model_iso_dwn,
+ &lament_model_iso_swd,
+ &lament_model_iso_une,
+ &lament_model_iso_unw,
+ &lament_model_iso_use,
+ &lament_model_iso_usw,
+ &lament_model_leviathan,
+ &lament_model_lid_a,
+ &lament_model_lid_b,
+ &lament_model_lid_base,
+ &lament_model_lid_c,
+ &lament_model_lid_d,
+ &lament_model_pillar_a,
+ &lament_model_pillar_b,
+ &lament_model_pillar_base,
+ &lament_model_star_d,
+ &lament_model_star_u,
+ &lament_model_taser_a,
+ &lament_model_taser_b,
+ &lament_model_taser_base,
+ &lament_model_tetra_base,
+ &lament_model_tetra_dse,
+ &lament_model_tetra_dwn,
+ &lament_model_tetra_une,
+ &lament_model_tetra_usw
+};
+
+typedef enum { /* must be in the same order as in `all_objs'. */
+ OBJ_BOX = 0,
+ OBJ_ISO_BASE_A,
+ OBJ_ISO_BASE_B,
+ OBJ_ISO_DEN,
+ OBJ_ISO_DSE,
+ OBJ_ISO_DWN,
+ OBJ_ISO_SWD,
+ OBJ_ISO_UNE,
+ OBJ_ISO_UNW,
+ OBJ_ISO_USE,
+ OBJ_ISO_USW,
+ OBJ_LEVIATHAN,
+ OBJ_LID_A,
+ OBJ_LID_B,
+ OBJ_LID_BASE,
+ OBJ_LID_C,
+ OBJ_LID_D,
+ OBJ_PILLAR_A,
+ OBJ_PILLAR_B,
+ OBJ_PILLAR_BASE,
+ OBJ_STAR_D,
+ OBJ_STAR_U,
+ OBJ_TASER_A,
+ OBJ_TASER_B,
+ OBJ_TASER_BASE,
+ OBJ_TETRA_BASE,
+ OBJ_TETRA_DSE,
+ OBJ_TETRA_DWN,
+ OBJ_TETRA_UNE,
+ OBJ_TETRA_USW
+} lament_obj_index;
+
+
+#define DEF_TEXTURE "True"
+
+static int do_texture;
+
+static XrmOptionDescRec opts[] = {
+ {"-texture", ".lament.texture", XrmoptionNoArg, "true" },
+ {"+texture", ".lament.texture", XrmoptionNoArg, "false" },
+};
+
+static argtype vars[] = {
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+};
+
+ENTRYPOINT ModeSpecOpt lament_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+#include "ximage-loader.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include "normals.h"
+
+#include "images/gen/lament512_png.h"
+
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+typedef enum {
+ LAMENT_BOX,
+
+ LAMENT_STAR_OUT,
+ LAMENT_STAR_ROT,
+ LAMENT_STAR_ROT_IN,
+ LAMENT_STAR_ROT_OUT,
+ LAMENT_STAR_UNROT,
+ LAMENT_STAR_IN,
+
+ LAMENT_TETRA_UNE,
+ LAMENT_TETRA_USW,
+ LAMENT_TETRA_DWN,
+ LAMENT_TETRA_DSE,
+
+ LAMENT_LID_OPEN,
+ LAMENT_LID_CLOSE,
+ LAMENT_LID_ZOOM,
+
+ LAMENT_TASER_OUT,
+ LAMENT_TASER_SLIDE,
+ LAMENT_TASER_SLIDE_IN,
+ LAMENT_TASER_IN,
+
+ LAMENT_PILLAR_OUT,
+ LAMENT_PILLAR_SPIN,
+ LAMENT_PILLAR_IN,
+
+ LAMENT_SPHERE_OUT,
+ LAMENT_SPHERE_IN,
+
+ LAMENT_LEVIATHAN_SPIN,
+ LAMENT_LEVIATHAN_FADE,
+ LAMENT_LEVIATHAN_TWIST,
+ LAMENT_LEVIATHAN_COLLAPSE,
+ LAMENT_LEVIATHAN_EXPAND,
+ LAMENT_LEVIATHAN_UNTWIST,
+ LAMENT_LEVIATHAN_UNFADE,
+ LAMENT_LEVIATHAN_UNSPIN,
+
+} lament_type;
+
+static const GLfloat exterior_color[] =
+ { 0.33, 0.22, 0.03, 1.00, /* ambient */
+ 0.78, 0.57, 0.11, 1.00, /* specular */
+ 0.99, 0.91, 0.81, 1.00, /* diffuse */
+ 27.80 /* shininess */
+ };
+static const GLfloat interior_color[] =
+ { 0.20, 0.20, 0.15, 1.00, /* ambient */
+ 0.40, 0.40, 0.32, 1.00, /* specular */
+ 0.99, 0.99, 0.81, 1.00, /* diffuse */
+ 50.80 /* shininess */
+ };
+static const GLfloat leviathan_color[] =
+ { 0.30, 0.30, 0.30, 1.00, /* ambient */
+ 0.85, 0.85, 0.95, 1.00, /* specular */
+ 0.99, 0.99, 0.99, 1.00, /* diffuse */
+ 50.80 /* shininess */
+ };
+static const GLfloat black_color[] =
+ { 0.05, 0.05, 0.05, 1.00, /* ambient */
+ 0.05, 0.05, 0.05, 1.00, /* specular */
+ 0.05, 0.05, 0.05, 1.00, /* diffuse */
+ 80.00 /* shininess */
+ };
+
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ double rotx, roty, rotz;
+ trackball_state *trackball;
+ Bool button_down_p;
+ Bool ffwdp;
+
+ GLuint dlists[countof(all_objs)];
+ GLuint polys[countof(all_objs)];
+
+ XImage *texture; /* image bits */
+ GLuint texids[8]; /* texture map IDs */
+ lament_type type; /* which mode of the object is current */
+
+ int anim_pause; /* countdown before animating again */
+ GLfloat anim_r, anim_y, anim_z; /* relative position during anims */
+ Bool facing_p;
+
+ int state, nstates;
+ lament_type *states;
+
+} lament_configuration;
+
+static lament_configuration *lcs = NULL;
+
+
+static Bool
+facing_screen_p (ModeInfo *mi)
+{
+ Bool facing_p;
+ GLdouble m[16], p[16], x, y, z;
+ GLint v[4];
+ glGetDoublev (GL_MODELVIEW_MATRIX, m);
+ glGetDoublev (GL_PROJECTION_MATRIX, p);
+ glGetIntegerv (GL_VIEWPORT, v);
+
+ /* See if a coordinate 5 units in front of the door is near the
+ center of the screen. */
+ gluProject (0, -5, 0, m, p, v, &x, &y, &z);
+ x = (x / MI_WIDTH(mi)) - 0.5;
+ y = (y / MI_HEIGHT(mi)) - 0.5;
+
+ facing_p = (z < 0.9 &&
+ x > -0.15 && x < 0.15 &&
+ y > -0.15 && y < 0.15);
+
+# ifdef DEBUG_MODE
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable (GL_LIGHTING);
+ glColor3f (1, (facing_p ? 1 : 0), 0);
+ glBegin (GL_LINES);
+ glVertex3f (0, 0, 0);
+ glVertex3f (0, -5, 0);
+ glEnd();
+ if (!MI_IS_WIREFRAME(mi)) glEnable (GL_LIGHTING);
+# endif /* DEBUG_MODE */
+
+ return facing_p;
+}
+
+
+static void
+scale_for_window (ModeInfo *mi)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+
+ GLfloat target_size = 1.4 * (lc->texture ? lc->texture->width : 512);
+ GLfloat size = MI_WIDTH(mi) < MI_HEIGHT(mi) ? MI_WIDTH(mi) : MI_HEIGHT(mi);
+ GLfloat scale;
+
+ /* Make it take up roughly the full width of the window. */
+ scale = 20;
+
+ /* But if the window is wider than tall, make it only take up the
+ height of the window instead.
+ */
+ if (MI_WIDTH(mi) > MI_HEIGHT(mi))
+ scale /= MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi);
+
+ /* If the window is super wide, make it bigger. */
+ if (scale < 8) scale = 8;
+
+ /* Constrain it to roughly life-sized on the screen, not huge.
+ */
+# ifdef HAVE_MOBILE
+ if (size > 768) /* iPad retina / iPhone 6 */
+ target_size *= 1.5;
+ else
+# endif
+ {
+ GLfloat max = 500; /* 3" on my screen... */
+
+ if (MI_WIDTH(mi) > 2560) { /* Retina displays */
+ target_size *= 2.5;
+ max *= 2.5;
+ }
+
+ if (target_size > max)
+ target_size = max;
+ }
+
+ /* But if that would make the image larger than target_size, scale it
+ back down again. The image-map bits we have are 512x512, so if the
+ image is magnified a lot, it looks pretty blocky. It's better to
+ have a 512x512 animation on a 1920x1080 screen that looks good
+ than a 1024x1024 animation that looks really pixelated.
+ */
+ if (size > target_size)
+ scale *= target_size / size;
+
+ glScalef (scale, scale, scale);
+}
+
+
+static void
+set_colors (const GLfloat *color)
+{
+ glMaterialfv(GL_FRONT, GL_AMBIENT, color + 0);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, color + 4);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, color + 8);
+ glMaterialfv(GL_FRONT, GL_SHININESS, color + 12);
+}
+
+static void
+set_colors_alpha (const GLfloat *color, GLfloat a)
+{
+ GLfloat c[countof(leviathan_color)];
+ memcpy (c, color, sizeof(c));
+ c[3] = c[7] = c[11] = a;
+ set_colors (c);
+}
+
+
+static void
+which_face (ModeInfo *mi, const GLfloat *f, int *face, int *outerp)
+{
+ GLfloat size = 3; /* 3" square */
+ const GLfloat *n = f; /* normal */
+ const GLfloat *v = f + 3; /* vertex */
+ GLfloat slack = 0.01;
+
+ /* First look at the normal to determine which direction this triangle
+ is facing (or is most-closely facing).
+ It's an outer surface if it is within epsilon of the cube wall that
+ it is facing. Otherwise, it's an inner surface.
+ */
+ if (n[1] < -0.5) *face = 1, *outerp = v[1] < slack; /* S */
+ else if (n[2] > 0.5) *face = 2, *outerp = v[2] > size-slack; /* U */
+ else if (n[1] > 0.5) *face = 3, *outerp = v[1] > size-slack; /* N */
+ else if (n[2] < -0.5) *face = 4, *outerp = v[2] < slack; /* D */
+ else if (n[0] < -0.5) *face = 5, *outerp = v[0] < slack; /* W */
+ else /* (n[0] > 0.5)*/ *face = 6, *outerp = v[0] > size-slack; /* E */
+
+ /* Faces that don't have normals parallel to the axes aren't external. */
+ if (*outerp &&
+ (n[0] > -0.95 && n[0] < 0.95 &&
+ n[1] > -0.95 && n[1] < 0.95 &&
+ n[2] > -0.95 && n[2] < 0.95))
+ *outerp = 0;
+}
+
+
+static void
+texturize_vert (ModeInfo *mi, int which, const GLfloat *v)
+{
+ GLfloat size = 3; /* 3" square */
+ GLfloat s = 0, q = 0;
+
+ /* Texture coordinates are surface coordinates,
+ on the plane of this cube wall. */
+ switch (which) {
+ case 0: break;
+ case 1: s = v[0], q = v[2]; break;
+ case 2: s = v[0], q = v[1]; break;
+ case 3: s = v[0], q = v[2]; q = size - q; break;
+ case 4: s = v[0], q = v[1]; q = size - q; break;
+ case 5: s = v[1], q = v[2]; break;
+ case 6: s = v[1], q = v[2]; break;
+ default: abort(); break;
+ }
+
+ glTexCoord2f (s / size, q / size);
+}
+
+
+static void
+leviathan (ModeInfo *mi, GLfloat ratio, GLfloat alpha, Bool top_p)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+ GLfloat r = 0.34;
+ GLfloat z = 2 * ratio;
+ XYZ p[3];
+ int i;
+
+ GLfloat th = acos (2 / sqrt (6)); /* Line up with cube's diagonal */
+
+ glPushMatrix();
+
+ glRotatef (-45, 0, 1, 0);
+ glRotatef (-th * 180 / M_PI, 0, 0, 1);
+
+ if (!top_p)
+ glRotatef (180, 0, 0, 1);
+
+ for (i = 0; i < countof(p); i++)
+ {
+ GLfloat th = i * M_PI * 2 / countof(p);
+ p[i].x = cos(th) * r;
+ p[i].y = sin(th) * r;
+ }
+
+ glFrontFace (GL_CCW);
+ for (i = 0; i < countof(p); i++)
+ {
+ int j = (i + 1) % countof(p);
+/* if (top_p)*/
+ do_normal (z, 0, 0,
+ 0, p[i].x, p[i].y,
+ 0, p[j].x, p[j].y);
+/*
+ else
+ do_normal (z, 0, 0,
+ 0, p[j].y, p[j].z,
+ 0, p[i].y, p[i].z);
+*/
+
+ if (do_texture) /* Leviathan is the final texture */
+ glBindTexture (GL_TEXTURE_2D, lc->texids[countof(lc->texids) - 1]);
+
+ set_colors (leviathan_color);
+
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glTexCoord2f (0.5, 1);
+ glVertex3f (z, 0, 0);
+
+ glTexCoord2f (0, 0);
+ glVertex3f (0, p[i].x, p[i].y);
+
+ glTexCoord2f (1, 0);
+ glVertex3f (0, p[j].x, p[j].y);
+ glEnd();
+ mi->polygon_count++;
+
+ /* Shield for fading */
+ if (alpha < 0.9 && !wire)
+ {
+ GLfloat a = 0.35;
+ GLfloat b = 0.69;
+
+ set_colors_alpha (black_color, 1-alpha);
+ glBindTexture (GL_TEXTURE_2D, 0);
+ if (!wire)
+ {
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+
+ glVertex3f (z*a, p[j].x * b, p[j].y * b);
+ glVertex3f (z*a, p[i].x * b, p[i].y * b);
+ glVertex3f (0, p[i].x * 1.01, p[i].y * 1.01);
+ glVertex3f (0, p[j].x * 1.01, p[j].y * 1.01);
+ glEnd();
+ mi->polygon_count++;
+ glDisable (GL_BLEND);
+ }
+ }
+
+ glPopMatrix();
+}
+
+
+static void
+folding_walls (ModeInfo *mi, GLfloat ratio, Bool top_p)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+ const GLfloat pa[4][2] = {{ -0.5, -0.215833 },
+ { 0, 0.5 },
+ { 0.5, 0 },
+ { -0.215833, -0.5 }};
+ const int tex[6] = { 0, 5, 1, 4, 2, 3 };
+ const GLfloat top = -pa[0][1];
+ GLfloat end_angle = 30.85;
+ GLfloat rr = sin (ratio / 2 * M_PI);
+ GLfloat offa = 0.15 * rr;
+ GLfloat offb = 0.06 * rr;
+ GLfloat p[4][3];
+ GLfloat t[4][2];
+ int i;
+
+ glPushMatrix();
+
+ if (top_p)
+ {
+ glRotatef (60, 1, -1, 1);
+ glRotatef (180, 0, 1, 0);
+ glRotatef (90, 1, 0, 0);
+ }
+ else
+ {
+ glRotatef (180, 1, 0, 0);
+ }
+
+ /* Scale down the points near the axis */
+
+ p[0][0] = pa[0][0];
+ p[0][1] = 0.5;
+ p[0][2] = pa[0][1];
+
+ p[1][0] = pa[1][0] - offb;
+ p[1][1] = 0.5;
+ p[1][2] = pa[1][1] - offa;
+
+ p[2][0] = pa[2][0] - offa;
+ p[2][1] = 0.5;
+ p[2][2] = pa[2][1] - offb;
+
+ p[3][0] = pa[3][0];
+ p[3][1] = 0.5;
+ p[3][2] = pa[3][1];
+
+ if (!wire)
+ {
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ for (i = 0; i < 3; i++)
+ {
+ glPushMatrix();
+
+ if (i == 1)
+ {
+ glRotatef (-90, 1, 0, 0);
+ glRotatef (180, 1, 1, 0);
+ }
+ else if (i == 2)
+ {
+ glRotatef (-90, 1, 0, 0);
+ glRotatef (180, 0, 1, 0);
+ glRotatef (90, 0, 1, 0);
+ }
+
+ glRotatef (-90, 0, 1, 0);
+
+ glTranslatef (-(top/2 + 0.25), 0.5, -(top/2 + 0.25));
+ glRotatef (-45, 0, 1, 0);
+ glRotatef (ratio * -end_angle, 0, 0, 1);
+ glRotatef (45, 0, 1, 0);
+ glTranslatef (top/2 + 0.25, -0.5, top/2 + 0.25);
+
+ /* Get the texture coordinates right.
+ This is hairy and incomprehensible. */
+
+ t[0][0] = pa[0][1] + 0.5; t[0][1] = pa[0][0] + 0.5;
+ t[1][0] = pa[1][1] + 0.5; t[1][1] = pa[1][0] + 0.5;
+ t[2][0] = pa[2][1] + 0.5; t[2][1] = pa[2][0] + 0.5;
+ t[3][0] = pa[3][1] + 0.5; t[3][1] = pa[3][0] + 0.5;
+
+ if (i == 0 && !top_p)
+ {
+# define SWAP(A,B) A = 1-A, B = 1-B
+ SWAP(t[0][0], t[0][1]);
+ SWAP(t[1][0], t[1][1]);
+ SWAP(t[2][0], t[2][1]);
+ SWAP(t[3][0], t[3][1]);
+# undef SWAP
+ }
+ else if (i == 0 && top_p)
+ {
+ GLfloat ot[4][3];
+ memcpy (ot, t, sizeof(t));
+# define SWAP(A,B) A = 1-A, B = 1-B
+ SWAP(t[0][0], ot[2][1]);
+ SWAP(t[1][0], ot[3][1]);
+ SWAP(t[2][0], ot[0][1]);
+ SWAP(t[3][0], ot[1][1]);
+# undef SWAP
+ }
+ else if (i == 1)
+ {
+ GLfloat f;
+# define SWAP(A,B) f = A, A = B, B = -f
+ SWAP(t[0][0], t[0][1]);
+ SWAP(t[1][0], t[1][1]);
+ SWAP(t[2][0], t[2][1]);
+ SWAP(t[3][0], t[3][1]);
+# undef SWAP
+ }
+
+ set_colors_alpha (exterior_color, 1-ratio);
+ glBindTexture (GL_TEXTURE_2D, lc->texids[tex[i + (top_p ? 3 : 0)]]);
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ do_normal (p[0][0], p[0][1], p[0][2],
+ p[1][0], p[1][1], p[1][2],
+ p[2][0], p[2][1], p[2][2]);
+ glTexCoord2fv(t[0]); glVertex3fv(p[0]);
+ glTexCoord2fv(t[1]); glVertex3fv(p[1]);
+ glTexCoord2fv(t[2]); glVertex3fv(p[2]);
+ glTexCoord2fv(t[3]); glVertex3fv(p[3]);
+ glEnd();
+ mi->polygon_count++;
+
+ /* The triangles between the quads */
+# if 0
+ /* #### There is a fucking gap between the two black triangles
+ that I can't figure out! So instead of drawing the triangles,
+ we build a black shield around the middle bit in leviathan()
+ and count on back-face culling to have roughly the same effect.
+ */
+ if (!wire)
+ {
+ GLfloat pp[4][3];
+ memcpy (pp, p, sizeof(pp));
+ memcpy (pp[2], pp[1], sizeof(pp[1]));
+ pp[2][0] -= 0.5 * (1-ratio);
+ pp[2][1] -= 0.5 * (1-ratio);
+
+ glBindTexture (GL_TEXTURE_2D, 0);
+ set_colors_alpha (black_color, 1-ratio);
+
+ glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ do_normal (pp[0][0], pp[0][1], pp[0][2],
+ pp[2][0], pp[2][1], pp[2][2],
+ pp[1][0], pp[1][1], pp[1][2]);
+ glVertex3fv(pp[0]);
+ glVertex3fv(pp[2]);
+ glVertex3fv(pp[1]);
+ glEnd();
+ mi->polygon_count++;
+ }
+# endif
+
+ glPopMatrix();
+ }
+
+ if (! wire) glDisable (GL_BLEND);
+
+ glPopMatrix();
+}
+
+
+static int
+lament_sphere (ModeInfo *mi, GLfloat ratio)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+ GLfloat size = 3; /* 3" square */
+ int polys = 0;
+ int facets = 16; /* NxN grid on each face */
+ int face;
+ static const GLfloat norms[6][3] = {{ 0, -1, 0 }, { 0, 0, 1 }, { 0, 1, 0 },
+ { 0, 0, -1 }, { -1, 0, 0 }, { 1, 0, 0 }};
+ GLfloat s = 1.0 / facets;
+
+ /* The ratio used for the normals: linger on the square normals. */
+ GLfloat ratio2 = 1 - sin ((1 - ratio) / 2 * M_PI);
+ GLfloat r1 = 1 - ratio2 / 2;
+ GLfloat r2 = ratio2 / 2;
+
+ glPushMatrix();
+ glTranslatef (-0.5, -0.5, -0.5);
+ glScalef (1/size, 1/size, 1/size);
+
+ set_colors (exterior_color);
+
+ for (face = 0; face < 6; face++)
+ {
+ GLfloat x0, y0;
+ for (y0 = 0; y0 < 1; y0 += s)
+ for (x0 = 0; x0 < 1; x0 += s)
+ {
+ int i;
+ GLfloat x1 = x0 + s;
+ GLfloat y1 = y0 + s;
+ GLfloat pa[4][3]; /* verts of the cube */
+ GLfloat pb[4][3]; /* verts of the transition to the sphere */
+ Bool frontp;
+ GLfloat norm[4][3]; /* normals of the transitional verts */
+
+ if (norms[face][0])
+ frontp = norms[face][0] < 0,
+ pa[0][1] = x0, pa[0][2] = y0, pa[0][0] = (frontp ? 0 : 1),
+ pa[1][1] = x1, pa[1][2] = y0, pa[1][0] = pa[0][0],
+ pa[2][1] = x1, pa[2][2] = y1, pa[2][0] = pa[0][0],
+ pa[3][1] = x0, pa[3][2] = y1, pa[3][0] = pa[0][0];
+ else if (norms[face][1])
+ frontp = norms[face][1] > 0,
+ pa[0][0] = x0, pa[0][2] = y0, pa[0][1] = (frontp ? 1 : 0),
+ pa[1][0] = x1, pa[1][2] = y0, pa[1][1] = pa[0][1],
+ pa[2][0] = x1, pa[2][2] = y1, pa[2][1] = pa[0][1],
+ pa[3][0] = x0, pa[3][2] = y1, pa[3][1] = pa[0][1];
+ else /* (norms[face][2]) */
+ frontp = norms[face][2] < 0,
+ pa[0][0] = x0, pa[0][1] = y0, pa[0][2] = (frontp ? 0 : 1),
+ pa[1][0] = x1, pa[1][1] = y0, pa[1][2] = pa[0][2],
+ pa[2][0] = x1, pa[2][1] = y1, pa[2][2] = pa[0][2],
+ pa[3][0] = x0, pa[3][1] = y1, pa[3][2] = pa[0][2];
+
+ for (i = 0; i < countof(pa); i++)
+ pa[i][0] *= size, pa[i][1] *= size, pa[i][2] *= size;
+
+ /* Convert square to sphere by treating as a normalized vector */
+ for (i = 0; i < countof(pa); i++)
+ {
+ GLfloat x = (pa[i][0] / size) - 0.5;
+ GLfloat y = (pa[i][1] / size) - 0.5;
+ GLfloat z = (pa[i][2] / size) - 0.5;
+ GLfloat d = sqrt (x*x + y*y + z*z) / 2;
+ x = x/d + size/2;
+ y = y/d + size/2;
+ z = z/d + size/2;
+
+ pb[i][0] = pa[i][0] + ((x - pa[i][0]) * ratio);
+ pb[i][1] = pa[i][1] + ((y - pa[i][1]) * ratio);
+ pb[i][2] = pa[i][2] + ((z - pa[i][2]) * ratio);
+ }
+
+ /* The normals of an intermediate point are the weighted average
+ of the cube's orthogonal normals, and the sphere's radial
+ normals: early in the sequence, the edges are sharp, but they
+ soften as it expands. */
+ {
+ XYZ na, pa0, pa1, pa2;
+ pa0.x = pa[0][0]; pa0.y = pa[0][1]; pa0.z = pa[0][2];
+ pa1.x = pa[1][0]; pa1.y = pa[1][1]; pa1.z = pa[1][2];
+ pa2.x = pa[2][0]; pa2.y = pa[2][1]; pa2.z = pa[2][2];
+ na = calc_normal (pa0, pa1, pa2);
+
+ for (i = 0; i < countof(pb); i++)
+ {
+ GLfloat d;
+ XYZ nb;
+
+ nb.x = pb[i][0];
+ nb.y = pb[i][1];
+ nb.z = pb[i][2];
+ d = sqrt (nb.x*nb.x + nb.y*nb.y + nb.z*nb.z); /* normalize */
+ nb.x /= d;
+ nb.y /= d;
+ nb.z /= d;
+
+ norm[i][0] = (na.x * r1) + (nb.x * r2); /* weighted */
+ norm[i][1] = (na.y * r1) + (nb.y * r2);
+ norm[i][2] = (na.z * r1) + (nb.z * r2);
+ }
+ }
+
+ if (! wire)
+ glBindTexture (GL_TEXTURE_2D, lc->texids[face]);
+
+ glFrontFace (frontp ? GL_CW : GL_CCW);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+
+ texturize_vert (mi, face+1, pa[0]);
+ glNormal3fv (norm[0]);
+ glVertex3fv (pb[0]);
+
+ texturize_vert (mi, face+1, pa[1]);
+ glNormal3fv (norm[1]);
+ glVertex3fv (pb[1]);
+
+ texturize_vert (mi, face+1, pa[2]);
+ glNormal3fv (norm[2]);
+ glVertex3fv (pb[2]);
+
+ texturize_vert (mi, face+1, pa[3]);
+ glNormal3fv (norm[3]);
+ glVertex3fv (pb[3]);
+
+ glEnd();
+ polys++;
+ }
+ }
+
+ glPopMatrix();
+
+ return polys;
+}
+
+
+static void
+draw (ModeInfo *mi)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+
+ mi->polygon_count = 0;
+
+ if (!wire)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ else
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glPushMatrix();
+
+ gltrackball_rotate (lc->trackball);
+
+ /* Make into the screen be +Y, right be +X, and up be +Z. */
+ glRotatef (-90.0, 1.0, 0.0, 0.0);
+
+ scale_for_window (mi);
+
+ /* Apply rotation to the object. */
+ if (lc->type != LAMENT_LID_ZOOM)
+ get_rotation (lc->rot, &lc->rotx, &lc->roty, &lc->rotz,
+ !lc->button_down_p);
+# ifdef DEBUG_MODE
+ lc->rotx = 0.18;
+ lc->roty = 0.22;
+ lc->rotx = lc->roty = 0;
+ lc->rotz = 0;
+# endif
+
+ glRotatef (lc->rotx * 360, 1, 0, 0);
+ glRotatef (lc->roty * 360, 0, 1, 0);
+ glRotatef (lc->rotz * 360, 0, 0, 1);
+
+ glScalef (0.5, 0.5, 0.5);
+
+ switch (lc->type)
+ {
+ case LAMENT_BOX:
+ glCallList (lc->dlists[OBJ_BOX]);
+ mi->polygon_count += lc->polys[OBJ_BOX];
+ break;
+
+ case LAMENT_STAR_OUT:
+ case LAMENT_STAR_ROT:
+ case LAMENT_STAR_ROT_IN:
+ case LAMENT_STAR_ROT_OUT:
+ case LAMENT_STAR_UNROT:
+ case LAMENT_STAR_IN:
+ glTranslatef (0.0, 0.0, lc->anim_z/2);
+ glRotatef (lc->anim_r/2, 0.0, 0.0, 1.0);
+ glCallList (lc->dlists[OBJ_STAR_U]);
+ mi->polygon_count += lc->polys[OBJ_STAR_U];
+
+ glTranslatef (0.0, 0.0, -lc->anim_z);
+ glRotatef (-lc->anim_r, 0.0, 0.0, 1.0);
+ glCallList (lc->dlists[OBJ_STAR_D]);
+ mi->polygon_count += lc->polys[OBJ_STAR_D];
+ break;
+
+ case LAMENT_TETRA_UNE:
+ case LAMENT_TETRA_USW:
+ case LAMENT_TETRA_DWN:
+ case LAMENT_TETRA_DSE:
+ {
+ int magic;
+ GLfloat x, y, z;
+ switch (lc->type) {
+ case LAMENT_TETRA_UNE: magic = OBJ_TETRA_UNE; x= 1; y= 1; z= 1; break;
+ case LAMENT_TETRA_USW: magic = OBJ_TETRA_USW; x= 1; y= 1; z=-1; break;
+ case LAMENT_TETRA_DWN: magic = OBJ_TETRA_DWN; x= 1; y=-1; z= 1; break;
+ case LAMENT_TETRA_DSE: magic = OBJ_TETRA_DSE; x=-1; y= 1; z= 1; break;
+ default: abort(); break;
+ }
+ glCallList(lc->dlists[OBJ_TETRA_BASE]);
+ mi->polygon_count += lc->polys[OBJ_TETRA_BASE];
+ if (magic != OBJ_TETRA_UNE) glCallList (lc->dlists[OBJ_TETRA_UNE]);
+ if (magic != OBJ_TETRA_USW) glCallList (lc->dlists[OBJ_TETRA_USW]);
+ if (magic != OBJ_TETRA_DWN) glCallList (lc->dlists[OBJ_TETRA_DWN]);
+ if (magic != OBJ_TETRA_DSE) glCallList (lc->dlists[OBJ_TETRA_DSE]);
+ glRotatef (lc->anim_r, x, y, z);
+ glCallList (lc->dlists[magic]);
+ mi->polygon_count += lc->polys[magic] * 3;
+ }
+ break;
+
+ case LAMENT_LID_OPEN:
+ case LAMENT_LID_CLOSE:
+ case LAMENT_LID_ZOOM:
+ {
+ GLfloat d = 0.21582;
+ int i;
+ const int lists[4] = { OBJ_LID_A, OBJ_LID_B, OBJ_LID_C, OBJ_LID_D };
+
+ lc->facing_p = facing_screen_p (mi);
+
+ if (lc->anim_z < 0.5)
+ glTranslatef (0, -30 * lc->anim_z, 0); /* zoom */
+ else
+ glTranslatef (8 * (0.5 - (lc->anim_z - 0.5)), 0, 0);
+
+ glCallList (lc->dlists[OBJ_LID_BASE]);
+ mi->polygon_count += lc->polys[OBJ_LID_BASE];
+ for (i = 0; i < countof(lists); i++)
+ {
+ glPushMatrix();
+ glRotatef (90 * i, 0, 1, 0);
+ glTranslatef (-d, -0.5, d);
+ glRotatef (-45, 0, 1, 0);
+ glRotatef (-lc->anim_r, 1, 0, 0);
+ glRotatef (45, 0, 1, 0);
+ glTranslatef (d, 0.5, -d);
+ glRotatef (-90 * i, 0, 1, 0);
+ glCallList (lc->dlists[lists[i]]);
+ mi->polygon_count += lc->polys[lists[i]];
+ glPopMatrix();
+ }
+
+# ifdef DEBUG_MODE
+ if (lc->facing_p)
+ {
+ glColor3f(1, 0, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (-0.49, 0.49, -0.49);
+ glVertex3f ( 0.49, 0.49, -0.49);
+ glVertex3f ( 0.49, 0.49, 0.49);
+ glVertex3f (-0.49, 0.49, 0.49);
+ glEnd();
+ mi->polygon_count++;
+ }
+# endif /* DEBUG_MODE */
+ }
+ break;
+
+ case LAMENT_TASER_OUT:
+ case LAMENT_TASER_SLIDE:
+ case LAMENT_TASER_SLIDE_IN:
+ case LAMENT_TASER_IN:
+
+ glTranslatef (0, -lc->anim_z/2, 0);
+ glCallList (lc->dlists[OBJ_TASER_BASE]);
+ mi->polygon_count += lc->polys[OBJ_TASER_BASE];
+
+ glTranslatef (0, lc->anim_z, 0);
+ glCallList (lc->dlists[OBJ_TASER_A]);
+ mi->polygon_count += lc->polys[OBJ_TASER_A];
+
+ glTranslatef (lc->anim_y, 0, 0);
+ glCallList (lc->dlists[OBJ_TASER_B]);
+ mi->polygon_count += lc->polys[OBJ_TASER_B];
+ break;
+
+ case LAMENT_PILLAR_OUT:
+ case LAMENT_PILLAR_SPIN:
+ case LAMENT_PILLAR_IN:
+
+ glCallList (lc->dlists[OBJ_PILLAR_BASE]);
+ mi->polygon_count += lc->polys[OBJ_PILLAR_BASE];
+
+ glPushMatrix();
+ if (lc->anim_z == 1 || lc->anim_z == 3)
+ {
+ glRotatef (lc->anim_r, 0, 0, 1);
+ glTranslatef (0, 0, lc->anim_y);
+ }
+ glCallList (lc->dlists[OBJ_PILLAR_A]);
+ mi->polygon_count += lc->polys[OBJ_PILLAR_A];
+ glPopMatrix();
+
+ glPushMatrix();
+ if (lc->anim_z == 2 || lc->anim_z == 3)
+ {
+ glRotatef (lc->anim_r, 0, 0, 1);
+ glTranslatef (0, 0, -lc->anim_y);
+ }
+ glCallList (lc->dlists[OBJ_PILLAR_B]);
+ mi->polygon_count += lc->polys[OBJ_PILLAR_B];
+ glPopMatrix();
+ break;
+
+ case LAMENT_SPHERE_OUT:
+ case LAMENT_SPHERE_IN:
+ mi->polygon_count += lament_sphere (mi, lc->anim_y);
+ break;
+
+ case LAMENT_LEVIATHAN_SPIN:
+ case LAMENT_LEVIATHAN_UNSPIN:
+ case LAMENT_LEVIATHAN_FADE:
+ case LAMENT_LEVIATHAN_UNFADE:
+ case LAMENT_LEVIATHAN_TWIST:
+ case LAMENT_LEVIATHAN_UNTWIST:
+ {
+ /* These normals are hard to compute, so I pulled them from the
+ model. */
+ const GLfloat axes[6][4] =
+ {{ OBJ_ISO_UNE, 0.633994, 0.442836, 0.633994 },
+ { OBJ_ISO_USW, 0.442836, 0.633994, -0.633994 },
+ { OBJ_ISO_DSE, -0.633994, 0.633994, 0.442836 },
+ { OBJ_ISO_SWD, -0.633994, -0.442836, -0.633994 },
+ { OBJ_ISO_DEN, -0.442836, -0.633994, 0.633994 },
+ { OBJ_ISO_UNW, 0.633994, -0.633994, -0.442836 }};
+ int i;
+
+ GLfloat s = (1 - lc->anim_z);
+ GLfloat s2 = MAX (0, 360 - lc->anim_r) / 360.0;
+ Bool blendp = 0;
+
+ switch (lc->type) {
+ case LAMENT_LEVIATHAN_SPIN: break;
+ case LAMENT_LEVIATHAN_UNSPIN: s2 = 1 - s2; break;
+ default: s2 = 0; blendp = 1; break;
+ }
+
+ if (wire) blendp = 0;
+
+ s = (s * 0.6) + 0.4;
+
+ leviathan (mi, 1 - s2, 1, True);
+ glCallList (lc->dlists[OBJ_ISO_BASE_A]);
+ mi->polygon_count += lc->polys[OBJ_ISO_BASE_A];
+
+ glPushMatrix();
+ glScalef (s2, s2, s2);
+ glCallList (lc->dlists[OBJ_ISO_USE]);
+ mi->polygon_count += lc->polys[OBJ_ISO_USE];
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef (lc->anim_y, 1, -1, 1);
+ glCallList (lc->dlists[OBJ_ISO_BASE_B]);
+ mi->polygon_count += lc->polys[OBJ_ISO_BASE_B];
+ leviathan (mi, 1 - s2, 1, False);
+ glPopMatrix();
+
+ if (blendp)
+ {
+# ifndef HAVE_JWZGLES /* no glBlendColor */
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_CONSTANT_ALPHA, GL_SRC_ALPHA);
+ glBlendColor (1, 1, 1, MAX(0, 1-(lc->anim_z * 3)));
+# endif
+ }
+
+ for (i = 0; i < countof(axes); i++)
+ {
+ glPushMatrix();
+ glRotatef (lc->anim_r, axes[i][1], axes[i][2], axes[i][3]);
+ glScalef (s, s, s);
+ glCallList (lc->dlists[(int) axes[i][0]]);
+ mi->polygon_count += lc->polys[(int) axes[i][0]];
+ glPopMatrix();
+ if (i == 2)
+ glRotatef (lc->anim_y, 1, -1, 1);
+ }
+
+ if (blendp) glDisable (GL_BLEND);
+
+ glPushMatrix();
+ glScalef (s2, s2, s2);
+ glCallList (lc->dlists[OBJ_ISO_DWN]);
+ mi->polygon_count += lc->polys[OBJ_ISO_DWN];
+ glPopMatrix();
+ }
+ break;
+
+ case LAMENT_LEVIATHAN_COLLAPSE:
+ case LAMENT_LEVIATHAN_EXPAND:
+ {
+ glPushMatrix();
+ leviathan (mi, 1, lc->anim_y, True);
+ glRotatef (180, 1, -1, 1);
+ leviathan (mi, 1, lc->anim_y, False);
+ glPopMatrix();
+ folding_walls (mi, lc->anim_y, True);
+ folding_walls (mi, lc->anim_y, False);
+ }
+ break;
+
+ default:
+ abort();
+ break;
+ }
+
+ glPopMatrix();
+}
+
+
+/* Rather than just picking states randomly, pick an ordering randomly, do it,
+ and then re-randomize. That way one can be assured of seeing all states in
+ a short time period, though not always in the same order (it's frustrating
+ to see it pick the same state 5x in a row.) Though, that can still happen,
+ since states are in the list multiple times as a way of giving them
+ probabilities.
+ */
+static void
+shuffle_states (lament_configuration *lc)
+{
+ int i;
+ for (i = 0; i < lc->nstates; i++)
+ {
+ int a = random() % lc->nstates;
+ lament_type swap = lc->states[a];
+ lc->states[a] = lc->states[i];
+ lc->states[i] = swap;
+ }
+}
+
+
+static void
+animate (ModeInfo *mi)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+ int pause = 10;
+ int pause2 = 120;
+ GLfloat speed = (lc->ffwdp ? 20 : 1);
+
+ switch (lc->type)
+ {
+ case LAMENT_BOX:
+ {
+ lc->state++;
+ if (lc->state >= lc->nstates)
+ {
+ shuffle_states (lc);
+ lc->state = 0;
+ }
+ lc->type = lc->states[lc->state];
+
+ if (lc->type == LAMENT_BOX)
+ lc->anim_pause = pause2;
+
+ lc->anim_r = 0.0;
+ lc->anim_y = 0.0;
+ lc->anim_z = 0.0;
+ }
+ break;
+
+ /* -------------------------------------------------------------- */
+
+ case LAMENT_STAR_OUT:
+ lc->anim_z += 0.01 * speed;
+ if (lc->anim_z >= 1.0)
+ {
+ lc->anim_z = 1.0;
+ lc->type = LAMENT_STAR_ROT;
+ lc->anim_pause = pause;
+ }
+ break;
+
+ case LAMENT_STAR_ROT:
+ lc->anim_r += 1.0 * speed;
+ if (lc->anim_r >= 45.0)
+ {
+ lc->anim_r = 45.0;
+ lc->type = LAMENT_STAR_ROT_IN;
+ lc->anim_pause = pause;
+ }
+ break;
+
+ case LAMENT_STAR_ROT_IN:
+ lc->anim_z -= 0.01 * speed;
+ if (lc->anim_z <= 0.0)
+ {
+ lc->anim_z = 0.0;
+ lc->type = LAMENT_STAR_ROT_OUT;
+ lc->anim_pause = pause2 * (1 + frand(2) + frand(2));
+ }
+ break;
+
+ case LAMENT_STAR_ROT_OUT:
+ lc->anim_z += 0.01 * speed;
+ if (lc->anim_z >= 1.0)
+ {
+ lc->anim_z = 1.0;
+ lc->type = LAMENT_STAR_UNROT;
+ lc->anim_pause = pause;
+ }
+ break;
+
+ case LAMENT_STAR_UNROT:
+ lc->anim_r -= 1.0 * speed;
+ if (lc->anim_r <= 0.0)
+ {
+ lc->anim_r = 0.0;
+ lc->type = LAMENT_STAR_IN;
+ lc->anim_pause = pause;
+ }
+ break;
+
+ case LAMENT_STAR_IN:
+ lc->anim_z -= 0.01 * speed;
+ if (lc->anim_z <= 0.0)
+ {
+ lc->anim_z = 0.0;
+ lc->type = LAMENT_BOX;
+ lc->anim_pause = pause2;
+ }
+ break;
+
+ /* -------------------------------------------------------------- */
+
+ case LAMENT_TETRA_UNE:
+ case LAMENT_TETRA_USW:
+ case LAMENT_TETRA_DWN:
+ case LAMENT_TETRA_DSE:
+
+ lc->anim_r += 1.0 * speed;
+ if (lc->anim_r >= 360.0)
+ {
+ lc->anim_r = 0.0;
+ lc->type = LAMENT_BOX;
+ lc->anim_pause = pause2;
+ }
+ else if (lc->anim_r > 119.0 && lc->anim_r <= 120.0)
+ {
+ lc->anim_r = 120.0;
+ lc->anim_pause = pause;
+ }
+ else if (lc->anim_r > 239.0 && lc->anim_r <= 240.0)
+ {
+ lc->anim_r = 240.0;
+ lc->anim_pause = pause;
+ }
+ break;
+
+ /* -------------------------------------------------------------- */
+
+ case LAMENT_LID_OPEN:
+ lc->anim_r += 1.0 * speed;
+
+ if (lc->anim_r >= 112.0)
+ {
+ lc->anim_r = 112.0;
+ lc->anim_z = 0.0;
+ lc->anim_pause = pause2;
+ lc->type = (lc->facing_p ? LAMENT_LID_ZOOM : LAMENT_LID_CLOSE);
+ }
+ break;
+
+ case LAMENT_LID_CLOSE:
+ lc->anim_r -= 1.0 * speed;
+ if (lc->anim_r <= 0.0)
+ {
+ lc->anim_r = 0.0;
+ lc->type = LAMENT_BOX;
+ lc->anim_pause = pause2;
+ }
+ break;
+
+ case LAMENT_LID_ZOOM:
+ lc->anim_z += 0.01 * speed;
+ if (lc->anim_z > 1.0)
+ {
+ lc->anim_r = 0.0;
+ lc->anim_z = 0.0;
+ lc->type = LAMENT_BOX;
+ }
+ break;
+
+ /* -------------------------------------------------------------- */
+
+ case LAMENT_TASER_OUT:
+ lc->anim_z += 0.005 * speed;
+ if (lc->anim_z >= 0.5)
+ {
+ lc->anim_z = 0.5;
+ lc->type = LAMENT_TASER_SLIDE;
+ lc->anim_pause = pause * (1 + frand(5) + frand(5));
+ }
+ break;
+
+ case LAMENT_TASER_SLIDE:
+ lc->anim_y += 0.005 * speed;
+ if (lc->anim_y >= 0.255)
+ {
+ lc->anim_y = 0.255;
+ lc->type = LAMENT_TASER_SLIDE_IN;
+ lc->anim_pause = pause2 * (1 + frand(5) + frand(5));
+ }
+ break;
+
+ case LAMENT_TASER_SLIDE_IN:
+ lc->anim_y -= 0.0025 * speed;
+ if (lc->anim_y <= 0.0)
+ {
+ lc->anim_y = 0.0;
+ lc->type = LAMENT_TASER_IN;
+ lc->anim_pause = pause;
+ }
+ break;
+
+ case LAMENT_TASER_IN:
+ lc->anim_z -= 0.0025 * speed;
+ if (lc->anim_z <= 0.0)
+ {
+ lc->anim_z = 0.0;
+ lc->type = LAMENT_BOX;
+ lc->anim_pause = pause2;
+ }
+ break;
+
+ /* -------------------------------------------------------------- */
+
+ case LAMENT_PILLAR_OUT:
+
+ if (lc->anim_y == 0) /* mostly in */
+ lc->anim_y += 0.005 * ((random() % 5) ? -1 : 1) * speed;
+ else if (lc->anim_y > 0)
+ lc->anim_y += 0.005 * speed;
+ else
+ lc->anim_y -= 0.001 * speed;
+
+ if (lc->anim_z == 0)
+ {
+ int i = (random() % 7); /* A, B or both */
+ if (i == 0) lc->anim_z = 3;
+ else if (i < 5) lc->anim_z = 2;
+ else lc->anim_z = 1;
+
+ /* We can do quarter turns, because it's radially symmetrical. */
+ lc->anim_r = 90.0 * (1 + frand(6)) * RANDSIGN();
+ }
+ if (lc->anim_y > 0.4)
+ {
+ lc->anim_y = 0.4;
+ lc->type = LAMENT_PILLAR_SPIN;
+ lc->anim_pause = pause;
+ }
+ else if (lc->anim_y < -0.03)
+ {
+ lc->anim_y = -0.03;
+ lc->type = LAMENT_PILLAR_SPIN;
+ lc->anim_pause = pause;
+ }
+ break;
+
+ case LAMENT_PILLAR_SPIN:
+ {
+ Bool negp = (lc->anim_r < 0);
+ lc->anim_r += (negp ? 1 : -1) * speed;
+ if (negp ? lc->anim_r > 0 : lc->anim_r < 0)
+ {
+ lc->anim_r = 0;
+ lc->type = LAMENT_PILLAR_IN;
+ }
+ }
+ break;
+
+ case LAMENT_PILLAR_IN:
+ {
+ Bool negp = (lc->anim_y < 0);
+ lc->anim_y += (negp ? 1 : -1) * 0.005 * speed;
+ if (negp ? lc->anim_y > 0 : lc->anim_y < 0)
+ {
+ lc->anim_y = 0;
+ lc->anim_z = 0;
+ lc->type = LAMENT_BOX;
+ lc->anim_pause = pause;
+ }
+ }
+ break;
+
+ /* -------------------------------------------------------------- */
+
+ case LAMENT_SPHERE_OUT:
+ {
+ lc->anim_y += 0.01 * speed;
+ if (lc->anim_y >= 1)
+ {
+ lc->anim_y = 1;
+ lc->type = LAMENT_SPHERE_IN;
+ lc->anim_pause = pause2 * (1 + frand(1) + frand(1));
+ }
+ }
+ break;
+
+ case LAMENT_SPHERE_IN:
+ {
+ lc->anim_y -= 0.01 * speed;
+ if (lc->anim_y <= 0)
+ {
+ lc->anim_y = 0;
+ lc->type = LAMENT_BOX;
+ lc->anim_pause = pause;
+ }
+ }
+ break;
+
+ /* -------------------------------------------------------------- */
+
+ case LAMENT_LEVIATHAN_SPIN:
+ lc->anim_r += 3.5 * speed;
+ if (lc->anim_r >= 360 * 3)
+ {
+ lc->anim_r = 0;
+ lc->type = LAMENT_LEVIATHAN_FADE;
+ lc->anim_pause = 0;
+ }
+ break;
+
+ case LAMENT_LEVIATHAN_FADE:
+ lc->anim_z += 0.01 * speed;
+ if (lc->anim_z >= 1)
+ {
+ lc->anim_z = 1;
+ lc->type = LAMENT_LEVIATHAN_TWIST;
+ lc->anim_pause = 0;
+ }
+ break;
+
+ case LAMENT_LEVIATHAN_TWIST:
+ lc->anim_y += 2 * speed;
+ lc->anim_z = 1;
+ if (lc->anim_y >= 180)
+ {
+ lc->anim_y = 0;
+ lc->type = LAMENT_LEVIATHAN_COLLAPSE;
+ lc->anim_pause = 0;
+ }
+ break;
+
+ case LAMENT_LEVIATHAN_COLLAPSE:
+ lc->anim_y += 0.01 * speed;
+ if (lc->anim_y >= 1)
+ {
+ lc->anim_y = 1.0;
+ lc->type = LAMENT_LEVIATHAN_EXPAND;
+ lc->anim_pause = pause2 * 4;
+ }
+ break;
+
+ case LAMENT_LEVIATHAN_EXPAND:
+ lc->anim_y -= 0.005 * speed;
+ if (lc->anim_y <= 0)
+ {
+ lc->anim_y = 180;
+ lc->type = LAMENT_LEVIATHAN_UNTWIST;
+ }
+ break;
+
+ case LAMENT_LEVIATHAN_UNTWIST:
+ lc->anim_y -= 2 * speed;
+ lc->anim_z = 1;
+ if (lc->anim_y <= 0)
+ {
+ lc->anim_y = 0;
+ lc->type = LAMENT_LEVIATHAN_UNFADE;
+ lc->anim_pause = 0;
+ }
+ break;
+
+ case LAMENT_LEVIATHAN_UNFADE:
+ lc->anim_z -= 0.1 * speed;
+ if (lc->anim_z <= 0)
+ {
+ lc->anim_z = 0;
+ lc->type = LAMENT_LEVIATHAN_UNSPIN;
+ lc->anim_pause = 0;
+ }
+ break;
+
+ case LAMENT_LEVIATHAN_UNSPIN:
+ lc->anim_r += 3.5 * speed;
+ if (lc->anim_r >= 360 * 2)
+ {
+ lc->anim_r = 0;
+ lc->type = LAMENT_BOX;
+ lc->anim_pause = pause2;
+ }
+ break;
+
+ default:
+ abort();
+ break;
+ }
+
+# ifdef DEBUG_MODE
+
+ lc->anim_pause = 0;
+
+ if (lc->type == LAMENT_BOX)
+ lc->type = DEBUG_MODE;
+
+ if (lc->ffwdp)
+ {
+ lc->ffwdp = 0;
+ while (lc->type != DEBUG_MODE)
+ animate (mi);
+ }
+
+# else /* !DEBUG_MODE */
+
+ if (lc->ffwdp && lc->type == LAMENT_BOX)
+ {
+ lc->ffwdp = 0;
+ while (lc->type == LAMENT_BOX)
+ animate (mi);
+ lc->anim_pause = 0;
+ }
+
+# endif /* !DEBUG_MODE */
+}
+
+
+static void
+gl_init (ModeInfo *mi)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+ int i;
+
+ if (wire)
+ do_texture = False;
+
+ if (!wire)
+ {
+ static const GLfloat pos0[] = { -4.0, 2.0, 5.0, 1.0 };
+ static const GLfloat pos1[] = { 6.0, -1.0, 3.0, 1.0 };
+
+ static const GLfloat amb0[] = { 0.7, 0.7, 0.7, 1.0 };
+/* static const GLfloat amb1[] = { 0.7, 0.0, 0.0, 1.0 }; */
+ static const GLfloat dif0[] = { 1.0, 1.0, 1.0, 1.0 };
+ static const GLfloat dif1[] = { 0.3, 0.1, 0.1, 1.0 };
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos0);
+ glLightfv(GL_LIGHT1, GL_POSITION, pos1);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb0);
+/* glLightfv(GL_LIGHT1, GL_AMBIENT, amb1); */
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif0);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, dif1);
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+/* glEnable(GL_LIGHT1); */
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+ }
+
+ if (do_texture)
+ {
+ int i;
+ for (i = 0; i < countof(lc->texids); i++)
+ glGenTextures(1, &lc->texids[i]);
+
+ lc->texture = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
+ lament512_png, sizeof(lament512_png));
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ /* messes up -fps */
+ /* glPixelStorei(GL_UNPACK_ROW_LENGTH, lc->texture->width); */
+
+ for (i = 0; i < countof(lc->texids); i++)
+ {
+ int height = lc->texture->width; /* assume square */
+ glBindTexture(GL_TEXTURE_2D, lc->texids[i]);
+
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ lc->texture->width, height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE,
+ (lc->texture->data +
+ (lc->texture->bytes_per_line * height * i)));
+ check_gl_error("texture");
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ check_gl_error("texture");
+
+ /* This makes scaled pixmaps tolerable to look at. */
+# if !defined(GL_TEXTURE_LOD_BIAS) && defined(GL_TEXTURE_LOD_BIAS_EXT)
+# define GL_TEXTURE_LOD_BIAS GL_TEXTURE_LOD_BIAS_EXT
+# endif
+# ifdef GL_TEXTURE_LOD_BIAS
+ glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, 0.25);
+# endif
+ clear_gl_error(); /* invalid enum on iPad 3 */
+ }
+ }
+
+ for (i = 0; i < countof(all_objs); i++)
+ {
+ GLfloat s = 1/3.0; /* box is 3" square */
+ const struct gllist *L = *all_objs[i];
+ const GLfloat *f = (const GLfloat *) L->data;
+ int j;
+
+ lc->dlists[i] = glGenLists(1);
+ lc->polys[i] = L->points / 3;
+ glNewList(lc->dlists[i], GL_COMPILE);
+ if (L->primitive != GL_TRIANGLES) abort();
+ if (L->format != GL_N3F_V3F) abort();
+
+ glPushMatrix();
+ glTranslatef (-0.5, -0.5, -0.5);
+ glScalef (s, s, s);
+
+ for (j = 0; j < L->points; j += 3)
+ {
+ int face, outerp;
+ Bool blackp = (i == OBJ_ISO_BASE_A || i == OBJ_ISO_BASE_B);
+ which_face (mi, f, &face, &outerp); /* from norm of first vert */
+
+ set_colors (outerp ? exterior_color :
+ blackp ? black_color : interior_color);
+ glBindTexture (GL_TEXTURE_2D,
+ (outerp ? lc->texids[face-1] :
+ blackp ? 0 : lc->texids[6]));
+
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ if (face) texturize_vert (mi, face, f+3);
+ glNormal3fv (f); f += 3; glVertex3fv (f); f += 3;
+ if (face) texturize_vert (mi, face, f+3);
+ glNormal3fv (f); f += 3; glVertex3fv (f); f += 3;
+ if (face) texturize_vert (mi, face, f+3);
+ glNormal3fv (f); f += 3; glVertex3fv (f); f += 3;
+ glEnd();
+ }
+ glPopMatrix();
+
+ glEndList();
+ }
+}
+
+
+ENTRYPOINT Bool
+lament_handle_event (ModeInfo *mi, XEvent *event)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, lc->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &lc->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == ' ' || c == '\t')
+ {
+ lc->ffwdp = True;
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+ENTRYPOINT void
+reshape_lament (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ glViewport(0, 0, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -40.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+ENTRYPOINT void
+init_lament (ModeInfo *mi)
+{
+ lament_configuration *lc;
+ int i;
+ MI_INIT (mi, lcs);
+
+ lc = &lcs[MI_SCREEN(mi)];
+
+ {
+ double rot_speed = 0.5;
+ lc->rot = make_rotator (rot_speed, rot_speed, rot_speed, 1, 0, True);
+ lc->trackball = gltrackball_init (True);
+ }
+
+ lc->type = LAMENT_BOX;
+ lc->anim_pause = 300 + (random() % 100);
+
+ if ((lc->glx_context = init_GL(mi)) != NULL)
+ {
+ reshape_lament(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ gl_init(mi);
+ }
+
+ lc->states = (lament_type *) calloc (200, sizeof (*lc->states));
+ lc->nstates = 0;
+
+# define PUSH(N,WHICH) \
+ for (i = 0; i < N; i++) lc->states[lc->nstates++] = WHICH
+
+ PUSH (4, LAMENT_TETRA_UNE); /* most common */
+ PUSH (4, LAMENT_TETRA_USW);
+ PUSH (4, LAMENT_TETRA_DWN);
+ PUSH (4, LAMENT_TETRA_DSE);
+
+ PUSH (8, LAMENT_STAR_OUT); /* pretty common */
+ PUSH (8, LAMENT_TASER_OUT);
+ PUSH (8, LAMENT_PILLAR_OUT);
+
+ PUSH (4, LAMENT_LID_OPEN); /* rare */
+ PUSH (2, LAMENT_SPHERE_OUT); /* rare */
+ PUSH (1, LAMENT_LEVIATHAN_SPIN); /* very rare */
+
+ PUSH (35, LAMENT_BOX); /* rest state */
+# undef PUSH
+
+ shuffle_states (lc);
+
+# ifdef DEBUG_MODE
+ lc->type = DEBUG_MODE;
+ lc->anim_pause = 0;
+# endif
+
+}
+
+
+ENTRYPOINT void
+draw_lament (ModeInfo *mi)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!lc->glx_context)
+ return;
+
+ glDrawBuffer(GL_BACK);
+
+ glXMakeCurrent(dpy, window, *(lc->glx_context));
+ draw(mi);
+ if (mi->fps_p) do_fps (mi);
+
+ glFinish();
+ glXSwapBuffers(dpy, window);
+
+ if (!lc->ffwdp && lc->anim_pause)
+ lc->anim_pause--;
+ else
+ animate(mi);
+}
+
+XSCREENSAVER_MODULE ("Lament", lament)
+
+#endif /* USE_GL */