diff options
Diffstat (limited to 'hacks/glx/moebius.c')
-rw-r--r-- | hacks/glx/moebius.c | 788 |
1 files changed, 788 insertions, 0 deletions
diff --git a/hacks/glx/moebius.c b/hacks/glx/moebius.c new file mode 100644 index 0000000..5ef2c0d --- /dev/null +++ b/hacks/glx/moebius.c @@ -0,0 +1,788 @@ +/* -*- Mode: C; tab-width: 4 -*- */ +/* moebius --- Moebius Strip II, an Escher-like GL scene with ants. */ + +#if 0 +static const char sccsid[] = "@(#)moebius.c 5.01 2001/03/01 xlockmore"; +#endif + +/*- + * Permission to use, copy, modify, and distribute this software and its + * documentation for any purpose and without fee is hereby granted, + * provided that the above copyright notice appear in all copies and that + * both that copyright notice and this permission notice appear in + * supporting documentation. + * + * This file is provided AS IS with no warranties of any kind. The author + * shall have no liability with respect to the infringement of copyrights, + * trade secrets or any patents by this file or any part thereof. In no + * event will the author be liable for any lost revenue or profits or + * other special, indirect and consequential damages. + * + * The RotateAroundU() routine was adapted from the book + * "Computer Graphics Principles and Practice + * Foley - vanDam - Feiner - Hughes + * Second Edition" Pag. 227, exercise 5.15. + * + * This mode shows some interesting scenes that are impossible OR very + * wierd to build in the real universe. Much of the scenes are inspirated + * on Mauritz Cornelis Escher's works which derivated the mode's name. + * M.C. Escher (1898-1972) was a dutch artist and many people prefer to + * say he was a mathematician. + * + * Thanks goes to Brian Paul for making it possible and inexpensive to use + * OpenGL at home. + * + * Since I'm not a native English speaker, my apologies for any grammatical + * mistakes. + * + * My e-mail address is + * mfvianna@centroin.com.br + * + * Marcelo F. Vianna (Jun-01-1997) + * + * Revision History: + * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver) + * 01-Mar-2001: backported from xscreensaver by lassauge@mail.dotcom.fr + * Feb-2001: Made motion and rotation be smoother Jamie Zawinski + * <jwz@jwz.org> + * 01-Nov-2000: Allocation checks + * 01-Jan-1998: Mode separated from escher and renamed + * 08-Jun-1997: New scene implemented: "Impossible Cage" based in a M.C. + * Escher's painting with the same name (quite similar). The + * first GL mode to use texture mapping. + * The "Impossible Cage" scene doesn't use DEPTH BUFFER, the + * wood planks are drawn consistently using GL_CULL_FACE, and + * the painter's algorithm is used to sort the planks. + * Marcelo F. Vianna. + * 07-Jun-1997: Speed ups in Moebius Strip using GL_CULL_FACE. + * Marcelo F. Vianna. + * 03-Jun-1997: Initial Release (Only one scene: "Moebius Strip") + * The Moebius Strip scene was inspirated in a M.C. Escher's + * painting named Moebius Strip II in wich ants walk across a + * Moebius Strip path, sometimes meeting each other and sometimes + * being in "opposite faces" (note that the moebius strip has + * only one face and one edge). + * Marcelo F. Vianna. + */ + +/*- + * Texture mapping is only available on RGBA contexts, Mono and color index + * visuals DO NOT support texture mapping in OpenGL. + * + * BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture + * mapping shuld work on PseudoColor, DirectColor, TrueColor using Mesa. Mono + * is not officially supported for both OpenGL and Mesa, but seems to not crash + * Mesa. + * + * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know). + */ + +#ifdef STANDALONE +# define MODE_moebius +# define free_moebius 0 +# define release_moebius 0 +# define DEFAULTS "*delay: 20000 \n" \ + "*showFPS: False \n" \ + "*suppressRotationAnimation: True\n" \ + +# include "xlockmore.h" /* from the xscreensaver distribution */ +#else /* !STANDALONE */ +# include "xlock.h" /* from the xlockmore distribution */ +#endif /* !STANDALONE */ + +#ifdef HAVE_JWXYZ +# include "jwxyz.h" +#else +# include <X11/Xlib.h> +# include <GL/gl.h> +# include <GL/glu.h> +#endif + +#ifdef HAVE_JWZGLES +# include "jwzgles.h" +#endif /* HAVE_JWZGLES */ + +#ifdef MODE_moebius + +#if 0 /* Hey, this never actually used the texture at all! */ +#if 0 +#include "e_textures.h" +#else +#include "ximage-loader.h" +#include "images/gen/wood_png.h" +#endif +#endif /* 0 */ + +#include "sphere.h" +#include "tube.h" + +#include "rotator.h" +#include "gltrackball.h" + +#define DEF_SOLIDMOEBIUS "False" +#define DEF_DRAWANTS "True" + +static int solidmoebius; +static int drawants; + +static XrmOptionDescRec opts[] = +{ + {"-solidmoebius", ".moebius.solidmoebius", XrmoptionNoArg, "on"}, + {"+solidmoebius", ".moebius.solidmoebius", XrmoptionNoArg, "off"}, + {"-ants", ".moebius.drawants", XrmoptionNoArg, "on"}, + {"+ants", ".moebius.drawants", XrmoptionNoArg, "off"} +}; +static argtype vars[] = +{ + {&solidmoebius, "solidmoebius", "Solidmoebius", DEF_SOLIDMOEBIUS, t_Bool}, + {&drawants, "drawants", "Drawants", DEF_DRAWANTS, t_Bool} + +}; +static OptionStruct desc[] = +{ + {"-/+solidmoebius", "select between a SOLID or a NET Moebius Strip"}, + {"-/+drawants", "turn on/off walking ants"} +}; + +ENTRYPOINT ModeSpecOpt moebius_opts = +{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc}; + +#ifdef USE_MODULES +ModStruct moebius_description = +{"moebius", "init_moebius", "draw_moebius", (char *) NULL, + "draw_moebius", "change_moebius", (char *) NULL, &moebius_opts, + 1000, 1, 1, 1, 4, 1.0, "", + "Shows Moebius Strip II, an Escher-like GL scene with ants", 0, NULL}; + +#endif + +#define Scale4Window 0.3 +#define Scale4Iconic 0.4 + +#define sqr(A) ((A)*(A)) + +#ifndef Pi +#define Pi M_PI +#endif + +#define ObjMoebiusStrip 0 +#define ObjAntBody 1 +#define MaxObj 2 + +/*************************************************************************/ + +typedef struct { + GLint WindH, WindW; + GLfloat step; + GLfloat ant_position; + float ant_step; + GLXContext *glx_context; + rotator *rot; + trackball_state *trackball; + Bool button_down_p; +} moebiusstruct; + +static const float front_shininess[] = {60.0}; +static const float front_specular[] = {0.7, 0.7, 0.7, 1.0}; +static const float ambient[] = {0.0, 0.0, 0.0, 1.0}; +static const float diffuse[] = {1.0, 1.0, 1.0, 1.0}; +static const float position0[] = {1.0, 1.0, 1.0, 0.0}; +static const float position1[] = {-1.0, -1.0, 1.0, 0.0}; +static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0}; +static const float lmodel_twoside[] = {GL_TRUE}; + +static const float MaterialRed[] = {0.7, 0.0, 0.0, 1.0}; +static const float MaterialGreen[] = {0.1, 0.5, 0.2, 1.0}; +static const float MaterialBlue[] = {0.0, 0.0, 0.7, 1.0}; +static const float MaterialCyan[] = {0.2, 0.5, 0.7, 1.0}; +static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0}; +static const float MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0}; +static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0}; +static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0}; +static const float MaterialGray5[] = {0.5, 0.5, 0.5, 1.0}; +static const float MaterialGray6[] = {0.6, 0.6, 0.6, 1.0}; +static const float MaterialGray8[] = {0.8, 0.8, 0.8, 1.0}; + +static moebiusstruct *moebius = (moebiusstruct *) NULL; + +#define NUM_SCENES 2 + +static Bool +mySphere(float radius) +{ +#if 0 + GLUquadricObj *quadObj; + + if ((quadObj = gluNewQuadric()) == 0) + return False; + gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL); + gluSphere(quadObj, radius, 16, 16); + gluDeleteQuadric(quadObj); +#else + glPushMatrix(); + glScalef (radius, radius, radius); + unit_sphere (16, 16, False); + glPopMatrix(); +#endif + return True; +} + +static Bool +myCone(float radius) +{ +#if 0 + GLUquadricObj *quadObj; + + if ((quadObj = gluNewQuadric()) == 0) + return False; + gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL); + gluCylinder(quadObj, radius, 0, radius * 3, 8, 1); + gluDeleteQuadric(quadObj); +#else + cone (0, 0, 0, + 0, 0, radius * 3, + radius, 0, + 8, True, True, False); +#endif + return True; +} + +static Bool +draw_moebius_ant(moebiusstruct * mp, const float *Material, int mono) +{ + float cos1 = cos(mp->ant_step); + float cos2 = cos(mp->ant_step + 2 * Pi / 3); + float cos3 = cos(mp->ant_step + 4 * Pi / 3); + float sin1 = sin(mp->ant_step); + float sin2 = sin(mp->ant_step + 2 * Pi / 3); + float sin3 = sin(mp->ant_step + 4 * Pi / 3); + + if (mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Material); + glEnable(GL_CULL_FACE); + glPushMatrix(); + glScalef(1, 1.3, 1); + if (!mySphere(0.18)) + return False; + glScalef(1, 1 / 1.3, 1); + glTranslatef(0.00, 0.30, 0.00); + if (!mySphere(0.2)) + return False; + + glTranslatef(-0.05, 0.17, 0.05); + glRotatef(-90, 1, 0, 0); + glRotatef(-25, 0, 1, 0); + if (!myCone(0.05)) + return False; + glTranslatef(0.00, 0.10, 0.00); + if (!myCone(0.05)) + return False; + glRotatef(25, 0, 1, 0); + glRotatef(90, 1, 0, 0); + + glScalef(1, 1.3, 1); + glTranslatef(0.15, -0.65, 0.05); + if (!mySphere(0.25)) + return False; + glScalef(1, 1 / 1.3, 1); + glPopMatrix(); + glDisable(GL_CULL_FACE); + + glDisable(GL_LIGHTING); + /* ANTENNAS */ + glBegin(GL_LINES); + if (mono) + glColor3fv(MaterialGray5); + else + glColor3fv(Material); + glVertex3f(0.00, 0.30, 0.00); + glColor3fv(MaterialGray); + glVertex3f(0.40, 0.70, 0.40); + if (mono) + glColor3fv(MaterialGray5); + else + glColor3fv(Material); + glVertex3f(0.00, 0.30, 0.00); + glColor3fv(MaterialGray); + glVertex3f(0.40, 0.70, -0.40); + glEnd(); + glBegin(GL_POINTS); + if (mono) + glColor3fv(MaterialGray6); + else + glColor3fv(MaterialRed); + glVertex3f(0.40, 0.70, 0.40); + glVertex3f(0.40, 0.70, -0.40); + glEnd(); + + /* LEFT-FRONT ARM */ + glBegin(GL_LINE_STRIP); + if (mono) + glColor3fv(MaterialGray5); + else + glColor3fv(Material); + glVertex3f(0.00, 0.05, 0.18); + glVertex3f(0.35 + 0.05 * cos1, 0.15, 0.25); + glColor3fv(MaterialGray); + glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45); + glEnd(); + + /* LEFT-CENTER ARM */ + glBegin(GL_LINE_STRIP); + if (mono) + glColor3fv(MaterialGray5); + else + glColor3fv(Material); + glVertex3f(0.00, 0.00, 0.18); + glVertex3f(0.35 + 0.05 * cos2, 0.00, 0.25); + glColor3fv(MaterialGray); + glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45); + glEnd(); + + /* LEFT-BACK ARM */ + glBegin(GL_LINE_STRIP); + if (mono) + glColor3fv(MaterialGray5); + else + glColor3fv(Material); + glVertex3f(0.00, -0.05, 0.18); + glVertex3f(0.35 + 0.05 * cos3, -0.15, 0.25); + glColor3fv(MaterialGray); + glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45); + glEnd(); + + /* RIGHT-FRONT ARM */ + glBegin(GL_LINE_STRIP); + if (mono) + glColor3fv(MaterialGray5); + else + glColor3fv(Material); + glVertex3f(0.00, 0.05, -0.18); + glVertex3f(0.35 - 0.05 * sin1, 0.15, -0.25); + glColor3fv(MaterialGray); + glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45); + glEnd(); + + /* RIGHT-CENTER ARM */ + glBegin(GL_LINE_STRIP); + if (mono) + glColor3fv(MaterialGray5); + else + glColor3fv(Material); + glVertex3f(0.00, 0.00, -0.18); + glVertex3f(0.35 - 0.05 * sin2, 0.00, -0.25); + glColor3fv(MaterialGray); + glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45); + glEnd(); + + /* RIGHT-BACK ARM */ + glBegin(GL_LINE_STRIP); + if (mono) + glColor3fv(MaterialGray5); + else + glColor3fv(Material); + glVertex3f(0.00, -0.05, -0.18); + glVertex3f(0.35 - 0.05 * sin3, -0.15, -0.25); + glColor3fv(MaterialGray); + glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45); + glEnd(); + + glBegin(GL_POINTS); + if (mono) + glColor3fv(MaterialGray8); + else + glColor3fv(MaterialMagenta); + glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45); + glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45); + glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45); + glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45); + glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45); + glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45); + glEnd(); + + glEnable(GL_LIGHTING); + + mp->ant_step += 0.3; + return True; +} + +static void +RotateAaroundU(float Ax, float Ay, float Az, + float Ux, float Uy, float Uz, + float *Cx, float *Cy, float *Cz, + float Theta) +{ + float cosO = cos(Theta); + float sinO = sin(Theta); + float one_cosO = 1 - cosO; + float Ux2 = sqr(Ux); + float Uy2 = sqr(Uy); + float Uz2 = sqr(Uz); + float UxUy = Ux * Uy; + float UxUz = Ux * Uz; + float UyUz = Uy * Uz; + + *Cx = (Ux2 + cosO * (1 - Ux2)) * Ax + (UxUy * one_cosO - Uz * sinO) * Ay + (UxUz * one_cosO + Uy * sinO) * Az; + *Cy = (UxUy * one_cosO + Uz * sinO) * Ax + (Uy2 + cosO * (1 - Uy2)) * Ay + (UyUz * one_cosO - Ux * sinO) * Az; + *Cz = (UxUz * one_cosO - Uy * sinO) * Ax + (UyUz * one_cosO + Ux * sinO) * Ay + (Uz2 + cosO * (1 - Uz2)) * Az; +} + +#define MoebiusDivisions 40 +#define MoebiusTransversals 4 +static Bool +draw_moebius_strip(ModeInfo * mi) +{ + GLfloat Phi, Theta; + GLfloat cPhi, sPhi; + moebiusstruct *mp = &moebius[MI_SCREEN(mi)]; + int i, j; + int mono = MI_IS_MONO(mi); + + float Cx, Cy, Cz; + +#ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */ + solidmoebius = True; +#endif + + if (solidmoebius) { + glBegin(GL_QUAD_STRIP); + Phi = 0; + i = 0; + while (i < (MoebiusDivisions * 2 + 1)) { + Theta = Phi / 2; + cPhi = cos(Phi); + sPhi = sin(Phi); + + i++; + if (mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite); + else if (i % 2) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); + + RotateAaroundU(cPhi, sPhi, 0, -sPhi, cPhi, 0, &Cx, &Cy, &Cz, Theta); + glNormal3f(Cx, Cy, Cz); + RotateAaroundU(0, 0, 1, -sPhi, cPhi, 0, &Cx, &Cy, &Cz, Theta); + glVertex3f(cPhi * 3 + Cx, sPhi * 3 + Cy, +Cz); + glVertex3f(cPhi * 3 - Cx, sPhi * 3 - Cy, -Cz); + + Phi += Pi / MoebiusDivisions; + } + glEnd(); + } else { + for (j = -MoebiusTransversals; j < MoebiusTransversals; j++) { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + glBegin(GL_QUAD_STRIP); + Phi = 0; + i = 0; + while (i < (MoebiusDivisions * 2 + 1)) { + Theta = Phi / 2; + cPhi = cos(Phi); + sPhi = sin(Phi); + + RotateAaroundU(cPhi, sPhi, 0, -sPhi, cPhi, 0, &Cx, &Cy, &Cz, Theta); + glNormal3f(Cx, Cy, Cz); + RotateAaroundU(0, 0, 1, -sPhi, cPhi, 0, &Cx, &Cy, &Cz, Theta); + j++; + if (j == MoebiusTransversals || mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite); + else if (i % 2) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); + glVertex3f(cPhi * 3 + Cx / MoebiusTransversals * j, sPhi * 3 + Cy / MoebiusTransversals * j, +Cz / MoebiusTransversals * j); + j--; + if (j == -MoebiusTransversals || mono) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite); + else if (i % 2) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); + glVertex3f(cPhi * 3 + Cx / MoebiusTransversals * j, sPhi * 3 + Cy / MoebiusTransversals * j, +Cz / MoebiusTransversals * j); + + Phi += Pi / MoebiusDivisions; + i++; + } + glEnd(); + } + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + + if (drawants) { + /* DRAW BLUE ANT */ + glPushMatrix(); + glRotatef(mp->ant_position + 180, 0, 0, 1); + glTranslatef(3, 0, 0); + glRotatef(mp->ant_position / 2 + 90, 0, 1, 0); + glTranslatef(0.28, 0, -0.45); + if (!draw_moebius_ant(mp, MaterialYellow, mono)) + return False; + glPopMatrix(); + + /* DRAW YELLOW ANT */ + glPushMatrix(); + glRotatef(mp->ant_position, 0, 0, 1); + glTranslatef(3, 0, 0); + glRotatef(mp->ant_position / 2, 0, 1, 0); + glTranslatef(0.28, 0, -0.45); + if (!draw_moebius_ant(mp, MaterialBlue, mono)) + return False; + glPopMatrix(); + + /* DRAW GREEN ANT */ + glPushMatrix(); + glRotatef(-mp->ant_position, 0, 0, 1); + glTranslatef(3, 0, 0); + glRotatef(-mp->ant_position / 2, 0, 1, 0); + glTranslatef(0.28, 0, 0.45); + glRotatef(180, 1, 0, 0); + if (!draw_moebius_ant(mp, MaterialGreen, mono)) + return False; + glPopMatrix(); + + /* DRAW CYAN ANT */ + glPushMatrix(); + glRotatef(-mp->ant_position + 180, 0, 0, 1); + glTranslatef(3, 0, 0); + glRotatef(-mp->ant_position / 2 + 90, 0, 1, 0); + glTranslatef(0.28, 0, 0.45); + glRotatef(180, 1, 0, 0); + if (!draw_moebius_ant(mp, MaterialCyan, mono)) + return False; + glPopMatrix(); + } + mp->ant_position += 1; + return True; +} +#undef MoebiusDivisions +#undef MoebiusTransversals + +ENTRYPOINT void +reshape_moebius (ModeInfo * mi, int width, int height) +{ + moebiusstruct *mp = &moebius[MI_SCREEN(mi)]; + int y = 0; + + if (width > height * 5) { /* tiny window: show middle */ + height = width; + y = -height/2; + } + + glViewport(0, y, mp->WindW = (GLint) width, mp->WindH = (GLint) height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); + glMatrixMode(GL_MODELVIEW); + if (width >= 1024) { + glLineWidth(3); + glPointSize(3); + } else if (width >= 512) { + glLineWidth(2); + glPointSize(2); + } else { + glLineWidth(1); + glPointSize(1); + } +} + +static void +pinit(ModeInfo *mi) +{ + /* int status; */ + glClearDepth(1.0); + glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); + glLightfv(GL_LIGHT0, GL_POSITION, position0); + glLightfv(GL_LIGHT1, GL_AMBIENT, ambient); + glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse); + glLightfv(GL_LIGHT1, GL_POSITION, position1); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); + glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); + glEnable(GL_NORMALIZE); + glFrontFace(GL_CCW); + glCullFace(GL_BACK); + + /* moebius */ + glShadeModel(GL_SMOOTH); + glEnable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + +#if 0 + glEnable(GL_TEXTURE_2D); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + +#if 0 + clear_gl_error(); + status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, + WoodTextureWidth, WoodTextureHeight, + GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData); + if (status) + { + const char *s = (char *) gluErrorString (status); + fprintf (stderr, "%s: error mipmapping %dx%d texture: %s\n", + progname, WoodTextureWidth, WoodTextureHeight, + (s ? s : "(unknown)")); + exit (1); + } + check_gl_error("mipmapping"); +#else + { + XImage *img = image_data_to_ximage (mi->dpy, mi->xgwa.visual, + wood_png, sizeof(wood_png)); + glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, + img->width, img->height, 0, + GL_RGBA, + /* GL_UNSIGNED_BYTE, */ + GL_UNSIGNED_INT_8_8_8_8_REV, + img->data); + check_gl_error("texture"); + XDestroyImage (img); + } +#endif + + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); +#endif + + glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); +} + + +ENTRYPOINT Bool +moebius_handle_event (ModeInfo *mi, XEvent *event) +{ + moebiusstruct *mp = &moebius[MI_SCREEN(mi)]; + + if (gltrackball_event_handler (event, mp->trackball, + MI_WIDTH (mi), MI_HEIGHT (mi), + &mp->button_down_p)) + return True; + + return False; +} + + +ENTRYPOINT void +init_moebius (ModeInfo * mi) +{ + moebiusstruct *mp; + + MI_INIT (mi, moebius); + mp = &moebius[MI_SCREEN(mi)]; + mp->step = NRAND(90); + mp->ant_position = NRAND(90); + + { + double rot_speed = 0.3; + mp->rot = make_rotator (rot_speed, rot_speed, rot_speed, 1, 0, True); + mp->trackball = gltrackball_init (True); + } + + if ((mp->glx_context = init_GL(mi)) != NULL) { + + reshape_moebius(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + glDrawBuffer(GL_BACK); + pinit(mi); + } else { + MI_CLEARWINDOW(mi); + } +} + +ENTRYPOINT void +draw_moebius (ModeInfo * mi) +{ + moebiusstruct *mp; + + Display *display = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); + + if (moebius == NULL) + return; + mp = &moebius[MI_SCREEN(mi)]; + + MI_IS_DRAWN(mi) = True; + + if (!mp->glx_context) + return; + + glXMakeCurrent(display, window, *(mp->glx_context)); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + + + glTranslatef(0.0, 0.0, -10.0); + + gltrackball_rotate (mp->trackball); + + if (!MI_IS_ICONIC(mi)) { + glScalef(Scale4Window * mp->WindH / mp->WindW, Scale4Window, Scale4Window); + } else { + glScalef(Scale4Iconic * mp->WindH / mp->WindW, Scale4Iconic, Scale4Iconic); + } + +# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */ + { + GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi); + int o = (int) current_device_rotation(); + if (o != 0 && o != 180 && o != -180) { + glScalef (1/h, h, 1); /* #### not quite right */ + h = 1.7; + glScalef (h, h, h); + } + } +# endif + + { + double x, y, z; + get_rotation (mp->rot, &x, &y, &z, !mp->button_down_p); + glRotatef (x * 360, 1.0, 0.0, 0.0); + glRotatef (y * 360, 0.0, 1.0, 0.0); + glRotatef (z * 360, 0.0, 0.0, 1.0); + } + + /* moebius */ + if (!draw_moebius_strip(mi)) { + MI_ABORT(mi); + return; + } + + glPopMatrix(); + + if (MI_IS_FPS(mi)) do_fps (mi); + glFlush(); + + glXSwapBuffers(display, window); + + mp->step += 0.025; +} + +#ifndef STANDALONE +ENTRYPOINT void +change_moebius (ModeInfo * mi) +{ + moebiusstruct *mp = &moebius[MI_SCREEN(mi)]; + + if (!mp->glx_context) + return; + + glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(mp->glx_context)); + pinit(); +} +#endif /* !STANDALONE */ + + +XSCREENSAVER_MODULE ("Moebius", moebius) + +#endif |