summaryrefslogtreecommitdiffstats
path: root/hacks/glx/projectiveplane.c
diff options
context:
space:
mode:
Diffstat (limited to 'hacks/glx/projectiveplane.c')
-rw-r--r--hacks/glx/projectiveplane.c2664
1 files changed, 0 insertions, 2664 deletions
diff --git a/hacks/glx/projectiveplane.c b/hacks/glx/projectiveplane.c
deleted file mode 100644
index 1220772..0000000
--- a/hacks/glx/projectiveplane.c
+++ /dev/null
@@ -1,2664 +0,0 @@
-/* projectiveplane --- Shows a 4d embedding of the real projective plane
- that rotates in 4d or on which you can walk */
-
-#if 0
-static const char sccsid[] = "@(#)projectiveplane.c 1.1 14/01/03 xlockmore";
-#endif
-
-/* Copyright (c) 2013-2021 Carsten Steger <carsten@mirsanmir.org>. */
-
-/*
- * Permission to use, copy, modify, and distribute this software and its
- * documentation for any purpose and without fee is hereby granted,
- * provided that the above copyright notice appear in all copies and that
- * both that copyright notice and this permission notice appear in
- * supporting documentation.
- *
- * This file is provided AS IS with no warranties of any kind. The author
- * shall have no liability with respect to the infringement of copyrights,
- * trade secrets or any patents by this file or any part thereof. In no
- * event will the author be liable for any lost revenue or profits or
- * other special, indirect and consequential damages.
- *
- * REVISION HISTORY:
- * C. Steger - 14/01/03: Initial version
- * C. Steger - 14/10/03: Moved the curlicue texture to curlicue.h
- * C. Steger - 20/01/06: Added the changing colors mode
- * C. Steger - 20/12/05: Added per-fragment shading
- * 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 macOS and iOS
- */
-
-/*
- * This program shows a 4d embedding of the real projective plane.
- * You can walk on the projective plane, see it turn in 4d, or walk on
- * it while it turns in 4d. The fact that the surface is an embedding
- * of the real projective plane in 4d can be seen in the depth colors
- * mode (using static colors): set all rotation speeds to 0 and the
- * projection mode to 4d orthographic projection. In its default
- * orientation, the embedding of the real projective plane will then
- * project to the Roman surface, which has three lines of
- * self-intersection. However, at the three lines of
- * self-intersection the parts of the surface that intersect have
- * different colors, i.e., different 4d depths.
- *
- * The real projective plane is a non-orientable surface. To make
- * this apparent, the two-sided color mode can be used.
- * Alternatively, orientation markers (curling arrows) can be drawn as
- * a texture map on the surface of the projective plane. While
- * walking on the projective plane, you will notice that the
- * orientation of the curling arrows changes (which it must because
- * the projective plane is non-orientable).
- *
- * The real projective plane is a model for the projective geometry in
- * 2d space. One point can be singled out as the origin. A line can
- * be singled out as the line at infinity, i.e., a line that lies at
- * an infinite distance to the origin. The line at infinity, like all
- * lines in the projective plane, is topologically a circle. Points
- * on the line at infinity are also used to model directions in
- * projective geometry. The origin can be visualized in different
- * manners. When using distance colors (and using static colors), the
- * origin is the point that is displayed as fully saturated red, which
- * is easier to see as the center of the reddish area on the
- * projective plane. Alternatively, when using distance bands, the
- * origin is the center of the only band that projects to a disk.
- * When using direction bands, the origin is the point where all
- * direction bands collapse to a point. Finally, when orientation
- * markers are being displayed, the origin the the point where all
- * orientation markers are compressed to a point. The line at
- * infinity can also be visualized in different ways. When using
- * distance colors (and using static colors), the line at infinity is
- * the line that is displayed as fully saturated magenta. When
- * two-sided (and static) colors are used, the line at infinity lies
- * at the points where the red and green "sides" of the projective
- * plane meet (of course, the real projective plane only has one side,
- * so this is a design choice of the visualization). Alternatively,
- * when orientation markers are being displayed, the line at infinity
- * is the place where the orientation markers change their
- * orientation.
- *
- * Note that when the projective plane is displayed with bands, the
- * orientation markers are placed in the middle of the bands. For
- * distance bands, the bands are chosen in such a way that the band at
- * the origin is only half as wide as the remaining bands, which
- * results in a disk being displayed at the origin that has the same
- * diameter as the remaining bands. This choice, however, also
- * implies that the band at infinity is half as wide as the other
- * bands. Since the projective plane is attached to itself (in a
- * complicated fashion) at the line at infinity, effectively the band
- * at infinity is again as wide as the remaining bands. However,
- * since the orientation markers are displayed in the middle of the
- * bands, this means that only one half of the orientation markers
- * will be displayed twice at the line at infinity if distance bands
- * are used. If direction bands are used or if the projective plane
- * is displayed as a solid surface, the orientation markers are
- * displayed fully at the respective sides of the line at infinity.
- *
- * The program projects the 4d projective plane to 3d using either a
- * perspective or an orthographic projection. Which of the two
- * alternatives looks more appealing is up to you. However, two
- * famous surfaces are obtained if orthographic 4d projection is used:
- * The Roman surface and the cross cap. If the projective plane is
- * rotated in 4d, the result of the projection for certain rotations
- * is a Roman surface and for certain rotations it is a cross cap.
- * The easiest way to see this is to set all rotation speeds to 0 and
- * the rotation speed around the yz plane to a value different from 0.
- * However, for any 4d rotation speeds, the projections will generally
- * cycle between the Roman surface and the cross cap. The difference
- * is where the origin and the line at infinity will lie with respect
- * to the self-intersections in the projections to 3d.
- *
- * The projected projective plane can then be projected to the screen
- * either perspectively or orthographically. When using the walking
- * modes, perspective projection to the screen will be used.
- *
- * There are three display modes for the projective plane: mesh
- * (wireframe), solid, or transparent. Furthermore, the appearance of
- * the projective plane can be as a solid object or as a set of
- * see-through bands. The bands can be distance bands, i.e., bands
- * that lie at increasing distances from the origin, or direction
- * bands, i.e., bands that lie at increasing angles with respect to
- * the origin.
- *
- * When the projective plane is displayed with direction bands, you
- * will be able to see that each direction band (modulo the "pinching"
- * at the origin) is a Moebius strip, which also shows that the
- * projective plane is non-orientable.
- *
- * Finally, the colors with with the projective plane is drawn can be
- * set to one-sided, two-sided, distance, direction, or depth. In
- * one-sided mode, the projective plane is drawn with the same color
- * on both "sides." In two-sided mode (using static colors), the
- * projective plane is drawn with red on one "side" and green on the
- * "other side." As described above, the projective plane only has
- * one side, so the color jumps from red to green along the line at
- * infinity. This mode enables you to see that the projective plane
- * is non-orientable. If changing colors are used in two-sided mode,
- * changing complementary colors are used on the respective "sides."
- * In distance mode, the projective plane is displayed with fully
- * saturated colors that depend on the distance of the points on the
- * projective plane to the origin. If static colors are used, the
- * origin is displayed in red, while the line at infinity is displayed
- * in magenta. If the projective plane is displayed as distance
- * bands, each band will be displayed with a different color. In
- * direction mode, the projective plane is displayed with fully
- * saturated colors that depend on the angle of the points on the
- * projective plane with respect to the origin. Angles in opposite
- * directions to the origin (e.g., 15 and 205 degrees) are displayed
- * in the same color since they are projectively equivalent. If the
- * projective plane is displayed as direction bands, each band will be
- * displayed with a different color. Finally, in depth mode the
- * projective plane is displayed with colors chosen depending on the
- * 4d "depth" (i.e., the w coordinate) of the points on the projective
- * plane at its default orientation in 4d. As discussed above, this
- * mode enables you to see that the projective plane does not
- * intersect itself in 4d.
- *
- * The rotation speed for each of the six planes around which the
- * projective plane rotates can be chosen. For the walk-and-turn
- * mode, only the rotation speeds around the true 4d planes are used
- * (the xy, xz, and yz planes).
- *
- * Furthermore, in the walking modes the walking direction in the 2d
- * base square of the projective plane and the walking speed can be
- * chosen. The walking direction is measured as an angle in degrees
- * in the 2d square that forms the coordinate system of the surface of
- * the projective plane. A value of 0 or 180 means that the walk is
- * along a circle at a randomly chosen distance from the origin
- * (parallel to a distance band). A value of 90 or 270 means that the
- * walk is directly from the origin to the line at infinity and back
- * (analogous to a direction band). Any other value results in a
- * curved path from the origin to the line at infinity and back.
- *
- * This program is somewhat inspired by Thomas Banchoff's book "Beyond
- * the Third Dimension: Geometry, Computer Graphics, and Higher
- * Dimensions", Scientific American Library, 1990.
- */
-
-#include "curlicue.h"
-
-#ifndef M_PI
-#define M_PI 3.14159265358979323846
-#endif
-
-#define DISP_WIREFRAME 0
-#define DISP_SURFACE 1
-#define DISP_TRANSPARENT 2
-#define NUM_DISPLAY_MODES 3
-
-#define APPEARANCE_SOLID 0
-#define APPEARANCE_DISTANCE_BANDS 1
-#define APPEARANCE_DIRECTION_BANDS 2
-#define NUM_APPEARANCES 3
-
-#define COLORS_ONESIDED 0
-#define COLORS_TWOSIDED 1
-#define COLORS_DISTANCE 2
-#define COLORS_DIRECTION 3
-#define COLORS_DEPTH 4
-#define NUM_COLORS 5
-
-#define VIEW_WALK 0
-#define VIEW_TURN 1
-#define VIEW_WALKTURN 2
-#define NUM_VIEW_MODES 3
-
-#define DISP_3D_PERSPECTIVE 0
-#define DISP_3D_ORTHOGRAPHIC 1
-#define NUM_DISP_3D_MODES 2
-
-#define DISP_4D_PERSPECTIVE 0
-#define DISP_4D_ORTHOGRAPHIC 1
-#define NUM_DISP_4D_MODES 2
-
-#define DEF_DISPLAY_MODE "random"
-#define DEF_APPEARANCE "random"
-#define DEF_COLORS "random"
-#define DEF_VIEW_MODE "random"
-#define DEF_MARKS "False"
-#define DEF_CHANGE_COLORS "False"
-#define DEF_PROJECTION_3D "random"
-#define DEF_PROJECTION_4D "random"
-#define DEF_SPEEDWX "1.1"
-#define DEF_SPEEDWY "1.3"
-#define DEF_SPEEDWZ "1.5"
-#define DEF_SPEEDXY "1.7"
-#define DEF_SPEEDXZ "1.9"
-#define DEF_SPEEDYZ "2.1"
-#define DEF_WALK_DIRECTION "83.0"
-#define DEF_WALK_SPEED "20.0"
-
-
-#ifdef STANDALONE
-# define DEFAULTS "*delay: 25000 \n" \
- "*showFPS: False \n" \
- "*prefersGLSL: True \n" \
-
-# define release_projectiveplane 0
-# include "xlockmore.h" /* from the xscreensaver distribution */
-#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
-#endif /* !STANDALONE */
-
-#ifdef USE_GL
-
-#ifndef HAVE_JWXYZ
-# include <X11/keysym.h>
-#endif
-
-#include "glsl-utils.h"
-#include "gltrackball.h"
-
-#include <float.h>
-
-
-#ifdef USE_MODULES
-ModStruct projectiveplane_description =
-{"projectiveplane", "init_projectiveplane", "draw_projectiveplane",
- NULL, "draw_projectiveplane", "change_projectiveplane",
- NULL, &projectiveplane_opts, 25000, 1, 1, 1, 1.0, 4, "",
- "Rotate a 4d embedding of the real projective plane in 4d or walk on it",
- 0, NULL};
-
-#endif
-
-
-static char *mode;
-static char *appear;
-static char *color_mode;
-static char *view_mode;
-static Bool marks;
-static Bool change_colors;
-static char *proj_3d;
-static char *proj_4d;
-static float speed_wx;
-static float speed_wy;
-static float speed_wz;
-static float speed_xy;
-static float speed_xz;
-static float speed_yz;
-static float walk_direction;
-static float walk_speed;
-
-
-static XrmOptionDescRec opts[] =
-{
- {"-mode", ".displayMode", XrmoptionSepArg, 0 },
- {"-wireframe", ".displayMode", XrmoptionNoArg, "wireframe" },
- {"-surface", ".displayMode", XrmoptionNoArg, "surface" },
- {"-transparent", ".displayMode", XrmoptionNoArg, "transparent" },
- {"-appearance", ".appearance", XrmoptionSepArg, 0 },
- {"-solid", ".appearance", XrmoptionNoArg, "solid" },
- {"-distance-bands", ".appearance", XrmoptionNoArg, "distance-bands" },
- {"-direction-bands", ".appearance", XrmoptionNoArg, "direction-bands" },
- {"-colors", ".colors", XrmoptionSepArg, 0 },
- {"-onesided-colors", ".colors", XrmoptionNoArg, "one-sided" },
- {"-twosided-colors", ".colors", XrmoptionNoArg, "two-sided" },
- {"-distance-colors", ".colors", XrmoptionNoArg, "distance" },
- {"-direction-colors", ".colors", XrmoptionNoArg, "direction" },
- {"-depth-colors", ".colors", XrmoptionNoArg, "depth" },
- {"-change-colors", ".changeColors", XrmoptionNoArg, "on"},
- {"+change-colors", ".changeColors", XrmoptionNoArg, "off"},
- {"-view-mode", ".viewMode", XrmoptionSepArg, 0 },
- {"-walk", ".viewMode", XrmoptionNoArg, "walk" },
- {"-turn", ".viewMode", XrmoptionNoArg, "turn" },
- {"-walk-turn", ".viewMode", XrmoptionNoArg, "walk-turn" },
- {"-orientation-marks", ".marks", XrmoptionNoArg, "on"},
- {"+orientation-marks", ".marks", XrmoptionNoArg, "off"},
- {"-projection-3d", ".projection3d", XrmoptionSepArg, 0 },
- {"-perspective-3d", ".projection3d", XrmoptionNoArg, "perspective" },
- {"-orthographic-3d", ".projection3d", XrmoptionNoArg, "orthographic" },
- {"-projection-4d", ".projection4d", XrmoptionSepArg, 0 },
- {"-perspective-4d", ".projection4d", XrmoptionNoArg, "perspective" },
- {"-orthographic-4d", ".projection4d", XrmoptionNoArg, "orthographic" },
- {"-speed-wx", ".speedwx", XrmoptionSepArg, 0 },
- {"-speed-wy", ".speedwy", XrmoptionSepArg, 0 },
- {"-speed-wz", ".speedwz", XrmoptionSepArg, 0 },
- {"-speed-xy", ".speedxy", XrmoptionSepArg, 0 },
- {"-speed-xz", ".speedxz", XrmoptionSepArg, 0 },
- {"-speed-yz", ".speedyz", XrmoptionSepArg, 0 },
- {"-walk-direction", ".walkDirection", XrmoptionSepArg, 0 },
- {"-walk-speed", ".walkSpeed", XrmoptionSepArg, 0 }
-};
-
-static argtype vars[] =
-{
- { &mode, "displayMode", "DisplayMode", DEF_DISPLAY_MODE, t_String },
- { &appear, "appearance", "Appearance", DEF_APPEARANCE, t_String },
- { &color_mode, "colors", "Colors", DEF_COLORS, t_String },
- { &change_colors, "changeColors", "ChangeColors", DEF_CHANGE_COLORS, t_Bool },
- { &view_mode, "viewMode", "ViewMode", DEF_VIEW_MODE, t_String },
- { &marks, "marks", "Marks", DEF_MARKS, t_Bool },
- { &proj_3d, "projection3d", "Projection3d", DEF_PROJECTION_3D, t_String },
- { &proj_4d, "projection4d", "Projection4d", DEF_PROJECTION_4D, t_String },
- { &speed_wx, "speedwx", "Speedwx", DEF_SPEEDWX, t_Float},
- { &speed_wy, "speedwy", "Speedwy", DEF_SPEEDWY, t_Float},
- { &speed_wz, "speedwz", "Speedwz", DEF_SPEEDWZ, t_Float},
- { &speed_xy, "speedxy", "Speedxy", DEF_SPEEDXY, t_Float},
- { &speed_xz, "speedxz", "Speedxz", DEF_SPEEDXZ, t_Float},
- { &speed_yz, "speedyz", "Speedyz", DEF_SPEEDYZ, t_Float},
- { &walk_direction, "walkDirection", "WalkDirection", DEF_WALK_DIRECTION, t_Float},
- { &walk_speed, "walkSpeed", "WalkSpeed", DEF_WALK_SPEED, t_Float}
-};
-
-ENTRYPOINT ModeSpecOpt projectiveplane_opts =
-{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, NULL};
-
-
-/* Offset by which we walk above the projective plane */
-#define DELTAY 0.01
-
-/* Color change speeds */
-#define DRHO 0.7
-#define DSIGMA 1.1
-#define DTAU 1.7
-
-/* Number of subdivisions of the projective plane */
-#define NUMU 128
-#define NUMV 128
-
-/* Number of subdivisions per band */
-#define NUMB 8
-
-
-#if !defined(__GNUC__) && !defined(__extension__)
- /* don't warn about "string length is greater than the length ISO C89
- compilers are required to support" in these string constants... */
-# define __extension__ /**/
-#endif
-
-
-typedef struct {
- GLint WindH, WindW;
- GLXContext *glx_context;
- /* Options */
- int display_mode;
- int appearance;
- int colors;
- Bool change_colors;
- int view;
- Bool marks;
- int projection_3d;
- int projection_4d;
- /* 4D rotation angles */
- float alpha, beta, delta, zeta, eta, theta;
- /* Color rotation angles */
- float rho, sigma, tau;
- /* Movement parameters */
- float umove, vmove, dumove, dvmove;
- int side, dir;
- /* The viewing offset in 4d */
- float offset4d[4];
- /* The viewing offset in 3d */
- float offset3d[4];
- /* The 4d coordinates of the projective plane and their derivatives */
- float x[(NUMU+1)*(NUMV+1)][4];
- float xu[(NUMU+1)*(NUMV+1)][4];
- float xv[(NUMU+1)*(NUMV+1)][4];
- float pp[(NUMU+1)*(NUMV+1)][3];
- float pn[(NUMU+1)*(NUMV+1)][3];
- /* The precomputed colors of the projective plane */
- float col[(NUMU+1)*(NUMV+1)][4];
- /* The precomputed texture coordinates of the projective plane */
- float tex[(NUMU+1)*(NUMV+1)][2];
- /* The "curlicue" texture */
- GLuint tex_name;
- /* Aspect ratio of the current window */
- float aspect;
- /* Trackball states */
- trackball_state *trackballs[2];
- int current_trackball;
- Bool button_pressed;
- /* A random factor to modify the rotation speeds */
- float speed_scale;
-#ifdef HAVE_GLSL
- GLfloat uv[(NUMU+1)*(NUMV+1)][2];
- GLuint indices[4*(NUMU+1)*(NUMV+1)];
- Bool use_shaders, buffers_initialized;
- GLuint shader_program;
- GLint vertex_uv_index, vertex_t_index, color_index;
- GLint mat_rot_index, mat_p_index, bool_persp_index;
- GLint off4d_index, off3d_index;
- GLint bool_textures_index, draw_lines_index;
- GLint glbl_ambient_index, lt_ambient_index;
- GLint lt_diffuse_index, lt_specular_index;
- GLint lt_direction_index, lt_halfvect_index;
- GLint front_ambient_index, back_ambient_index;
- GLint front_diffuse_index, back_diffuse_index;
- GLint specular_index, shininess_index;
- GLint texture_sampler_index;
- GLuint vertex_uv_buffer, vertex_t_buffer;
- GLuint color_buffer, indices_buffer;
- GLint ni, ne, nt;
-#endif /* HAVE_GLSL */
-} projectiveplanestruct;
-
-static projectiveplanestruct *projectiveplane = (projectiveplanestruct *) 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 VertexT;\n"
- "attribute vec4 VertexColor;\n"
- "\n"
- "varying vec3 Normal;\n"
- "varying vec4 Color;\n"
- "varying vec4 TexCoord;\n"
- "\n";
-static const GLchar *vertex_shader_attribs_3_0 =
- "in vec2 VertexUV;\n"
- "in vec4 VertexT;\n"
- "in vec4 VertexColor;\n"
- "\n"
- "out vec3 Normal;\n"
- "out vec4 Color;\n"
- "out vec4 TexCoord;\n"
- "\n";
-static const GLchar *vertex_shader_main =
- __extension__
- "uniform mat4 MatRot4D;\n"
- "uniform mat4 MatProj;\n"
- "uniform bool BoolPersp;\n"
- "uniform vec4 Offset4D;\n"
- "uniform vec4 Offset3D;\n"
- "uniform bool BoolTextures;\n"
- "\n"
- "void main (void)\n"
- "{\n"
- " const float EPSILON = 1.0e-7f;\n"
- " float u, v, su, cu, s2u, c2u, sv2, cv2, sv4, cv4;\n"
- " vec3 p, pu, pv;\n"
- " u = VertexUV.x;\n"
- " v = VertexUV.y;\n"
- " su = sin(u)\n;"
- " cu = cos(u)\n;"
- " s2u = sin(2.0f*u)\n;"
- " c2u = cos(2.0f*u)\n;"
- " sv2 = sin(0.5f*v)\n;"
- " cv2 = cos(0.5f*v)\n;"
- " sv4 = sin(0.25f*v)\n;"
- " cv4 = cos(0.25f*v)\n;"
- " vec4 xx = vec4(0.5f*s2u*sv4*sv4,\n"
- " 0.5f*su*sv2,\n"
- " 0.5f*cu*sv2,\n"
- " 0.5f*(su*su*sv4*sv4-cv4*cv4));\n"
- " if (v < EPSILON)\n"
- " {\n"
- " v = EPSILON;\n"
- " sv2 = sin(0.5f*v)\n;"
- " cv2 = cos(0.5f*v)\n;"
- " sv4 = sin(0.25f*v)\n;"
- " }\n"
- " vec4 xxu = vec4(c2u*sv4*sv4,\n"
- " 0.5f*cu*sv2,\n"
- " -0.5f*su*sv2,\n"
- " 0.5f*s2u*sv4*sv4);\n"
- " vec4 xxv = vec4(0.125f*s2u*sv2,\n"
- " 0.25f*su*cv2,\n"
- " 0.25f*cu*cv2,\n"
- " 0.125f*(su*su+1.0f)*sv2);\n"
- " 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+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"
- " if (BoolTextures)\n"
- " TexCoord = VertexT;\n"
- "}\n";
-
-/* The fragment shader code is composed of code fragments that depend on
- the OpenGL version and code fragments that are version-independent.
- They are concatenated by glsl_CompileAndLinkShaders in the function
- init_glsl(). */
-static const GLchar *fragment_shader_attribs_2_1 =
- "varying vec3 Normal;\n"
- "varying vec4 Color;\n"
- "varying vec4 TexCoord;\n"
- "\n";
-static const GLchar *fragment_shader_attribs_3_0 =
- "in vec3 Normal;\n"
- "in vec4 Color;\n"
- "in vec4 TexCoord;\n"
- "\n"
- "out vec4 FragColor;\n"
- "\n";
-static const GLchar *fragment_shader_main =
- __extension__
- "uniform bool DrawLines;\n"
- "uniform vec4 LtGlblAmbient;\n"
- "uniform vec4 LtAmbient, LtDiffuse, LtSpecular;\n"
- "uniform vec3 LtDirection, LtHalfVector;\n"
- "uniform vec4 MatFrontAmbient, MatBackAmbient;\n"
- "uniform vec4 MatFrontDiffuse, MatBackDiffuse;\n"
- "uniform vec4 MatSpecular;\n"
- "uniform float MatShininess;\n"
- "uniform bool BoolTextures;\n"
- "uniform sampler2D TextureSampler;"
- "\n"
- "void main (void)\n"
- "{\n"
- " vec4 color;\n"
- " if (DrawLines)\n"
- " {\n"
- " color = Color;\n"
- " }\n"
- " else\n"
- " {\n"
- " vec3 normalDirection;\n"
- " vec4 ambientColor, diffuseColor, sceneColor;\n"
- " vec4 ambientLighting, diffuseReflection, specularReflection;\n"
- " float ndotl, ndoth, pf;\n"
- " \n"
- " if (gl_FrontFacing)\n"
- " {\n"
- " normalDirection = normalize(Normal);\n"
- " sceneColor = Color*MatFrontAmbient*LtGlblAmbient;\n"
- " ambientColor = Color*MatFrontAmbient;\n"
- " diffuseColor = Color*MatFrontDiffuse;\n"
- " }\n"
- " else\n"
- " {\n"
- " normalDirection = -normalize(Normal);\n"
- " sceneColor = Color*MatBackAmbient*LtGlblAmbient;\n"
- " ambientColor = Color*MatBackAmbient;\n"
- " diffuseColor = Color*MatBackDiffuse;\n"
- " }\n"
- " \n"
- " ndotl = max(0.0,dot(normalDirection,LtDirection));\n"
- " ndoth = max(0.0,dot(normalDirection,LtHalfVector));\n"
- " if (ndotl == 0.0)\n"
- " pf = 0.0;\n"
- " else\n"
- " pf = pow(ndoth,MatShininess);\n"
- " ambientLighting = ambientColor*LtAmbient;\n"
- " diffuseReflection = LtDiffuse*diffuseColor*ndotl;\n"
- " specularReflection = LtSpecular*MatSpecular*pf;\n"
- " color = sceneColor+ambientLighting+diffuseReflection;\n";
-static const GLchar *fragment_shader_out_2_1 =
- " if (BoolTextures)\n"
- " color *= texture2D(TextureSampler,TexCoord.st);"
- " color += specularReflection;\n"
- " }\n"
- " gl_FragColor = clamp(color,0.0,1.0);\n"
- "}\n";
-static const GLchar *fragment_shader_out_3_0 =
- " if (BoolTextures)\n"
- " color *= texture(TextureSampler,TexCoord.st);"
- " color += specularReflection;\n"
- " }\n"
- " FragColor = clamp(color,0.0,1.0);\n"
- "}\n";
-
-#endif /* HAVE_GLSL */
-
-
-/* Add a rotation around the wx-plane to the matrix m. */
-static void rotatewx(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][1];
- v = m[i][2];
- m[i][1] = c*u+s*v;
- m[i][2] = -s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the wy-plane to the matrix m. */
-static void rotatewy(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][0];
- v = m[i][2];
- m[i][0] = c*u-s*v;
- m[i][2] = s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the wz-plane to the matrix m. */
-static void rotatewz(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][0];
- v = m[i][1];
- m[i][0] = c*u+s*v;
- m[i][1] = -s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the xy-plane to the matrix m. */
-static void rotatexy(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][2];
- v = m[i][3];
- m[i][2] = c*u+s*v;
- m[i][3] = -s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the xz-plane to the matrix m. */
-static void rotatexz(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][1];
- v = m[i][3];
- m[i][1] = c*u-s*v;
- m[i][3] = s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the yz-plane to the matrix m. */
-static void rotateyz(float m[4][4], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<4; i++)
- {
- u = m[i][0];
- v = m[i][3];
- m[i][0] = c*u-s*v;
- m[i][3] = s*u+c*v;
- }
-}
-
-
-/* Compute the rotation matrix m from the rotation angles. */
-static void rotateall(float al, float be, float de, float ze, float et,
- float th, float m[4][4])
-{
- int i, j;
-
- for (i=0; i<4; i++)
- for (j=0; j<4; j++)
- m[i][j] = (i==j);
- rotatewx(m,al);
- rotatewy(m,be);
- rotatewz(m,de);
- rotatexy(m,ze);
- rotatexz(m,et);
- rotateyz(m,th);
-}
-
-
-/* Compute the rotation matrix m from the 4d rotation angles. */
-static void rotateall4d(float ze, float et, float th, float m[4][4])
-{
- int i, j;
-
- for (i=0; i<4; i++)
- for (j=0; j<4; j++)
- m[i][j] = (i==j);
- rotatexy(m,ze);
- rotatexz(m,et);
- rotateyz(m,th);
-}
-
-
-/* Add a rotation around the x-axis to the matrix m. */
-static void rotatex(float m[3][3], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<3; i++)
- {
- u = m[i][1];
- v = m[i][2];
- m[i][1] = c*u+s*v;
- m[i][2] = -s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the y-axis to the matrix m. */
-static void rotatey(float m[3][3], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<3; i++)
- {
- u = m[i][0];
- v = m[i][2];
- m[i][0] = c*u-s*v;
- m[i][2] = s*u+c*v;
- }
-}
-
-
-/* Add a rotation around the z-axis to the matrix m. */
-static void rotatez(float m[3][3], float phi)
-{
- float c, s, u, v;
- int i;
-
- phi *= M_PI/180.0;
- c = cos(phi);
- s = sin(phi);
- for (i=0; i<3; i++)
- {
- u = m[i][0];
- v = m[i][1];
- m[i][0] = c*u+s*v;
- m[i][1] = -s*u+c*v;
- }
-}
-
-
-/* Compute the 3d rotation matrix m from the 3d rotation angles. */
-static void rotateall3d(float al, float be, float de, float m[3][3])
-{
- int i, j;
-
- for (i=0; i<3; i++)
- for (j=0; j<3; j++)
- m[i][j] = (i==j);
- rotatex(m,al);
- rotatey(m,be);
- rotatez(m,de);
-}
-
-
-/* Multiply two rotation matrices: o=m*n. */
-static void mult_rotmat(float m[4][4], float n[4][4], float o[4][4])
-{
- int i, j, k;
-
- for (i=0; i<4; i++)
- {
- for (j=0; j<4; j++)
- {
- o[i][j] = 0.0;
- for (k=0; k<4; k++)
- o[i][j] += m[i][k]*n[k][j];
- }
- }
-}
-
-
-/* Compute a 4D rotation matrix from two unit quaternions. */
-static void quats_to_rotmat(float p[4], float q[4], float m[4][4])
-{
- double al, be, de, ze, et, th;
- double r00, r01, r02, r12, r22;
-
- r00 = 1.0-2.0*(p[1]*p[1]+p[2]*p[2]);
- r01 = 2.0*(p[0]*p[1]+p[2]*p[3]);
- r02 = 2.0*(p[2]*p[0]-p[1]*p[3]);
- r12 = 2.0*(p[1]*p[2]+p[0]*p[3]);
- r22 = 1.0-2.0*(p[1]*p[1]+p[0]*p[0]);
-
- al = atan2(-r12,r22)*180.0/M_PI;
- be = atan2(r02,sqrt(r00*r00+r01*r01))*180.0/M_PI;
- de = atan2(-r01,r00)*180.0/M_PI;
-
- r00 = 1.0-2.0*(q[1]*q[1]+q[2]*q[2]);
- r01 = 2.0*(q[0]*q[1]+q[2]*q[3]);
- r02 = 2.0*(q[2]*q[0]-q[1]*q[3]);
- r12 = 2.0*(q[1]*q[2]+q[0]*q[3]);
- r22 = 1.0-2.0*(q[1]*q[1]+q[0]*q[0]);
-
- et = atan2(-r12,r22)*180.0/M_PI;
- th = atan2(r02,sqrt(r00*r00+r01*r01))*180.0/M_PI;
- ze = atan2(-r01,r00)*180.0/M_PI;
-
- rotateall(al,be,de,ze,et,-th,m);
-}
-
-
-/* Compute a fully saturated and bright color based on an angle. */
-static void color(projectiveplanestruct *pp, double angle, float mat[3][3],
- float col[4])
-{
- int s;
- double t, ca, sa;
- float m;
-
- if (!pp->change_colors)
- {
- if (pp->colors == COLORS_ONESIDED || pp->colors == COLORS_TWOSIDED)
- return;
-
- if (angle >= 0.0)
- angle = fmod(angle,2.0*M_PI);
- else
- angle = fmod(angle,-2.0*M_PI);
- s = floor(angle/(M_PI/3));
- t = angle/(M_PI/3)-s;
- if (s >= 6)
- s = 0;
- switch (s)
- {
- case 0:
- col[0] = 1.0;
- col[1] = t;
- col[2] = 0.0;
- break;
- case 1:
- col[0] = 1.0-t;
- col[1] = 1.0;
- col[2] = 0.0;
- break;
- case 2:
- col[0] = 0.0;
- col[1] = 1.0;
- col[2] = t;
- break;
- case 3:
- col[0] = 0.0;
- col[1] = 1.0-t;
- col[2] = 1.0;
- break;
- case 4:
- col[0] = t;
- col[1] = 0.0;
- col[2] = 1.0;
- break;
- case 5:
- col[0] = 1.0;
- col[1] = 0.0;
- col[2] = 1.0-t;
- break;
- }
- }
- else /* pp->change_colors */
- {
- if (pp->colors == COLORS_ONESIDED || pp->colors == COLORS_TWOSIDED)
- {
- col[0] = mat[0][2];
- col[1] = mat[1][2];
- col[2] = mat[2][2];
- }
- else
- {
- ca = cos(angle);
- sa = sin(angle);
- col[0] = ca*mat[0][0]+sa*mat[0][1];
- col[1] = ca*mat[1][0]+sa*mat[1][1];
- col[2] = ca*mat[2][0]+sa*mat[2][1];
- }
- m = 0.5f/fmaxf(fmaxf(fabsf(col[0]),fabsf(col[1])),fabsf(col[2]));
- col[0] = m*col[0]+0.5f;
- col[1] = m*col[1]+0.5f;
- col[2] = m*col[2]+0.5f;
- }
- if (pp->display_mode == DISP_TRANSPARENT)
- col[3] = 0.7;
- else
- col[3] = 1.0;
-}
-
-
-/* Set up the projective plane coordinates, colors, and texture. */
-static void setup_projective_plane(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax)
-{
- int i, j, k;
- double u, v, w, ur, vr;
- double cu, su, cv2, sv2, cv4, sv4, c2u, s2u;
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
-
- ur = umax-umin;
- vr = vmax-vmin;
- for (i=0; i<=NUMV; i++)
- {
- for (j=0; j<=NUMU; j++)
- {
- k = i*(NUMU+1)+j;
- if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
- u = -ur*j/NUMU+umin;
- else
- u = ur*j/NUMU+umin;
- v = vr*i/NUMV+vmin;
- su = sin(u);
- cu = cos(u);
- s2u = sin(2.0*u);
- c2u = cos(2.0*u);
- sv2 = sin(0.5*v);
- sv4 = sin(0.25*v);
- cv4 = cos(0.25*v);
- w = 0.5*(su*su*sv4*sv4-cv4*cv4);
- if (!pp->change_colors)
- {
- if (pp->colors == COLORS_DEPTH)
- color(pp,(2.0*w+1.0)*M_PI*2.0/3.0,NULL,pp->col[k]);
- else if (pp->colors == COLORS_DIRECTION)
- color(pp,2.0*M_PI+fmod(2.0*u,2.0*M_PI),NULL,pp->col[k]);
- else /* pp->colors == COLORS_DISTANCE */
- color(pp,v*(5.0/6.0),NULL,pp->col[k]);
- }
- pp->tex[k][0] = -32*u/(2.0*M_PI);
- if (pp->appearance != APPEARANCE_DISTANCE_BANDS)
- pp->tex[k][1] = 32*v/(2.0*M_PI);
- else
- pp->tex[k][1] = 32*v/(2.0*M_PI)-0.5;
- pp->x[k][0] = 0.5*s2u*sv4*sv4;
- pp->x[k][1] = 0.5*su*sv2;
- pp->x[k][2] = 0.5*cu*sv2;
- pp->x[k][3] = w;
- /* Avoid degenerate tangential plane basis vectors. */
- if (v < FLT_EPSILON)
- v = FLT_EPSILON;
- sv2 = sin(0.5*v);
- cv2 = cos(0.5*v);
- sv4 = sin(0.25*v);
- pp->xu[k][0] = c2u*sv4*sv4;
- pp->xu[k][1] = 0.5*cu*sv2;
- pp->xu[k][2] = -0.5*su*sv2;
- pp->xu[k][3] = 0.5*s2u*sv4*sv4;
- pp->xv[k][0] = 0.125*s2u*sv2;
- pp->xv[k][1] = 0.25*su*cv2;
- pp->xv[k][2] = 0.25*cu*cv2;
- pp->xv[k][3] = 0.125*(su*su+1.0)*sv2;
- }
- }
-}
-
-
-/* Compute the current walk frame, i.e., the coordinate system of the
- point and direction at which the viewer is currently walking on the
- projective plane. */
-static void compute_walk_frame(projectiveplanestruct *pp, float mat[4][4])
-{
- int l, m;
- double u, v;
- double q, r, s, t;
- double cu, su, cv2, sv2, cv4, sv4, c2u, s2u;
- float p[3], pu[3], pv[3], pm[3], n[3], b[3];
- double xx[4], xxu[4], xxv[4], y[4], yu[4], yv[4];
-
- /* Compute the rotation that rotates the projective plane in 4D without
- the trackball rotations. */
- rotateall4d(pp->zeta,pp->eta,pp->theta,mat);
-
- u = pp->umove;
- v = pp->vmove;
- su = sin(u);
- cu = cos(u);
- s2u = sin(2.0*u);
- c2u = cos(2.0*u);
- sv2 = sin(0.5*v);
- sv4 = sin(0.25*v);
- cv4 = cos(0.25*v);
- xx[0] = 0.5*s2u*sv4*sv4;
- xx[1] = 0.5*su*sv2;
- xx[2] = 0.5*cu*sv2;
- xx[3] = 0.5*(su*su*sv4*sv4-cv4*cv4);
- /* Avoid degenerate tangential plane basis vectors. */
- if (v < FLT_EPSILON)
- v = FLT_EPSILON;
- sv2 = sin(0.5*v);
- cv2 = cos(0.5*v);
- sv4 = sin(0.25*v);
- xxu[0] = c2u*sv4*sv4;
- xxu[1] = 0.5*cu*sv2;
- xxu[2] = -0.5*su*sv2;
- xxu[3] = 0.5*s2u*sv4*sv4;
- xxv[0] = 0.125*s2u*sv2;
- xxv[1] = 0.25*su*cv2;
- xxv[2] = 0.25*cu*cv2;
- xxv[3] = 0.125*(su*su+1.0)*sv2;
- for (l=0; l<4; l++)
- {
- y[l] = (mat[l][0]*xx[0]+mat[l][1]*xx[1]+
- mat[l][2]*xx[2]+mat[l][3]*xx[3]);
- yu[l] = (mat[l][0]*xxu[0]+mat[l][1]*xxu[1]+
- mat[l][2]*xxu[2]+mat[l][3]*xxu[3]);
- yv[l] = (mat[l][0]*xxv[0]+mat[l][1]*xxv[1]+
- mat[l][2]*xxv[2]+mat[l][3]*xxv[3]);
- }
- if (pp->projection_4d == DISP_4D_ORTHOGRAPHIC)
- {
- for (l=0; l<3; l++)
- {
- p[l] = y[l]+pp->offset4d[l];
- pu[l] = yu[l];
- pv[l] = yv[l];
- }
- }
- else
- {
- s = y[3]+pp->offset4d[3];
- q = 1.0/s;
- t = q*q;
- for (l=0; l<3; l++)
- {
- r = y[l]+pp->offset4d[l];
- p[l] = r*q;
- pu[l] = (yu[l]*s-r*yu[3])*t;
- pv[l] = (yv[l]*s-r*yv[3])*t;
- }
- }
- n[0] = pu[1]*pv[2]-pu[2]*pv[1];
- n[1] = pu[2]*pv[0]-pu[0]*pv[2];
- n[2] = pu[0]*pv[1]-pu[1]*pv[0];
- t = 1.0/(pp->side*4.0*sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]));
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- pm[0] = pu[0]*pp->dumove+pv[0]*pp->dvmove;
- pm[1] = pu[1]*pp->dumove+pv[1]*pp->dvmove;
- pm[2] = pu[2]*pp->dumove+pv[2]*pp->dvmove;
- t = 1.0/(4.0*sqrt(pm[0]*pm[0]+pm[1]*pm[1]+pm[2]*pm[2]));
- pm[0] *= t;
- pm[1] *= t;
- pm[2] *= t;
- b[0] = n[1]*pm[2]-n[2]*pm[1];
- b[1] = n[2]*pm[0]-n[0]*pm[2];
- b[2] = n[0]*pm[1]-n[1]*pm[0];
- t = 1.0/(4.0*sqrt(b[0]*b[0]+b[1]*b[1]+b[2]*b[2]));
- b[0] *= t;
- b[1] *= t;
- b[2] *= t;
-
- /* Compute alpha, beta, delta from the three basis vectors.
- | -b[0] -b[1] -b[2] |
- m = | n[0] n[1] n[2] |
- | -pm[0] -pm[1] -pm[2] |
- */
- pp->alpha = atan2(-n[2],-pm[2])*180/M_PI;
- pp->beta = atan2(-b[2],sqrt(b[0]*b[0]+b[1]*b[1]))*180/M_PI;
- pp->delta = atan2(b[1],-b[0])*180/M_PI;
-
- /* Compute the rotation that rotates the projective plane in 4D. */
- rotateall(pp->alpha,pp->beta,pp->delta,pp->zeta,pp->eta,pp->theta,mat);
-
- u = pp->umove;
- v = pp->vmove;
- su = sin(u);
- cu = cos(u);
- s2u = sin(2.0*u);
- sv2 = sin(0.5*v);
- sv4 = sin(0.25*v);
- cv4 = cos(0.25*v);
- xx[0] = 0.5*s2u*sv4*sv4;
- xx[1] = 0.5*su*sv2;
- xx[2] = 0.5*cu*sv2;
- xx[3] = 0.5*(su*su*sv4*sv4-cv4*cv4);
- for (l=0; l<4; l++)
- {
- r = 0.0;
- for (m=0; m<4; m++)
- r += mat[l][m]*xx[m];
- y[l] = r;
- }
- if (pp->projection_4d == DISP_4D_ORTHOGRAPHIC)
- {
- for (l=0; l<3; l++)
- p[l] = y[l]+pp->offset4d[l];
- }
- else
- {
- s = y[3]+pp->offset4d[3];
- for (l=0; l<3; l++)
- p[l] = (y[l]+pp->offset4d[l])/s;
- }
-
- pp->offset3d[0] = -p[0];
- pp->offset3d[1] = -p[1]-DELTAY;
- pp->offset3d[2] = -p[2];
-}
-
-
-/* Draw a 4d embedding of the projective plane projected into 3D using
- OpenGL's fixed functionality. */
-static int projective_plane_ff(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax)
-{
- static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
- static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
- static const GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
- static const GLfloat mat_diff_oneside[] = { 0.9, 0.4, 0.3, 1.0 };
- static const GLfloat mat_diff_trans_red[] = { 1.0, 0.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_oneside[] = { 0.9, 0.4, 0.3, 0.7 };
- float mat_diff_dyn[4], mat_diff_dyn_compl[4];
- float pu[3], pv[3], mat[4][4], matc[3][3];
- int i, j, k, l, m, o;
- double u, v, ur, vr;
- double y[4], yu[4], yv[4];
- double q, r, s, t;
- float q1[4], q2[4], r1[4][4], r2[4][4];
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
- int polys;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (pp->projection_3d == DISP_3D_PERSPECTIVE ||
- pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- {
- if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- gluPerspective(60.0,pp->aspect,0.01,10.0);
- else
- gluPerspective(60.0,pp->aspect,0.1,10.0);
- }
- else
- {
- if (pp->aspect >= 1.0)
- glOrtho(-0.6*pp->aspect,0.6*pp->aspect,-0.6,0.6,0.1,10.0);
- else
- glOrtho(-0.6,0.6,-0.6/pp->aspect,0.6/pp->aspect,0.1,10.0);
- }
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- if (pp->display_mode == DISP_SURFACE)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glShadeModel(GL_SMOOTH);
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
- glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
- glLightfv(GL_LIGHT0,GL_POSITION,light_position);
- glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
- glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
- glDisable(GL_BLEND);
- }
- else if (pp->display_mode == DISP_TRANSPARENT)
- {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glShadeModel(GL_SMOOTH);
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
- glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
- glLightfv(GL_LIGHT0,GL_POSITION,light_position);
- glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
- glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- }
- else /* pp->display_mode == DISP_WIREFRAME */
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glShadeModel(GL_FLAT);
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- glDisable(GL_LIGHTING);
- glDisable(GL_LIGHT0);
- glDisable(GL_BLEND);
- }
-
- if (pp->marks)
- {
- glEnable(GL_TEXTURE_2D);
-#ifndef HAVE_JWZGLES
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
-#endif
- }
- else
- {
- glDisable(GL_TEXTURE_2D);
-#ifndef HAVE_JWZGLES
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);
-#endif
- }
-
- if (pp->change_colors)
- rotateall3d(pp->rho,pp->sigma,pp->tau,matc);
-
- if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- {
- /* Compute the walk frame. */
- compute_walk_frame(pp,mat);
- }
- else
- {
- /* Compute the rotation that rotates the projective plane in 4D,
- including the trackball rotations. */
- rotateall(pp->alpha,pp->beta,pp->delta,pp->zeta,pp->eta,pp->theta,r1);
-
- gltrackball_get_quaternion(pp->trackballs[0],q1);
- gltrackball_get_quaternion(pp->trackballs[1],q2);
- quats_to_rotmat(q1,q2,r2);
-
- mult_rotmat(r2,r1,mat);
- }
-
- /* Project the points from 4D to 3D. */
- for (i=0; i<=NUMV; i++)
- {
- for (j=0; j<=NUMU; j++)
- {
- o = i*(NUMU+1)+j;
- for (l=0; l<4; l++)
- {
- y[l] = (mat[l][0]*pp->x[o][0]+mat[l][1]*pp->x[o][1]+
- mat[l][2]*pp->x[o][2]+mat[l][3]*pp->x[o][3]);
- yu[l] = (mat[l][0]*pp->xu[o][0]+mat[l][1]*pp->xu[o][1]+
- mat[l][2]*pp->xu[o][2]+mat[l][3]*pp->xu[o][3]);
- yv[l] = (mat[l][0]*pp->xv[o][0]+mat[l][1]*pp->xv[o][1]+
- mat[l][2]*pp->xv[o][2]+mat[l][3]*pp->xv[o][3]);
- }
- if (pp->projection_4d == DISP_4D_ORTHOGRAPHIC)
- {
- for (l=0; l<3; l++)
- {
- pp->pp[o][l] = (y[l]+pp->offset4d[l])+pp->offset3d[l];
- pu[l] = yu[l];
- pv[l] = yv[l];
- }
- }
- else
- {
- s = y[3]+pp->offset4d[3];
- q = 1.0/s;
- t = q*q;
- for (l=0; l<3; l++)
- {
- r = y[l]+pp->offset4d[l];
- pp->pp[o][l] = r*q+pp->offset3d[l];
- pu[l] = (yu[l]*s-r*yu[3])*t;
- pv[l] = (yv[l]*s-r*yv[3])*t;
- }
- }
- pp->pn[o][0] = pu[1]*pv[2]-pu[2]*pv[1];
- pp->pn[o][1] = pu[2]*pv[0]-pu[0]*pv[2];
- pp->pn[o][2] = pu[0]*pv[1]-pu[1]*pv[0];
- t = 1.0/sqrt(pp->pn[o][0]*pp->pn[o][0]+pp->pn[o][1]*pp->pn[o][1]+
- pp->pn[o][2]*pp->pn[o][2]);
- pp->pn[o][0] *= t;
- pp->pn[o][1] *= t;
- pp->pn[o][2] *= t;
- }
- }
-
- if (!pp->change_colors)
- {
- if (pp->colors == COLORS_ONESIDED)
- {
- glColor3fv(mat_diff_oneside);
- if (pp->display_mode == DISP_TRANSPARENT)
- {
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- mat_diff_trans_oneside);
- }
- else
- {
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- mat_diff_oneside);
- }
- }
- else if (pp->colors == COLORS_TWOSIDED)
- {
- glColor3fv(mat_diff_red);
- if (pp->display_mode == DISP_TRANSPARENT)
- {
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_red);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_green);
- }
- else
- {
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_red);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_green);
- }
- }
- }
- else /* pp->change_colors */
- {
- color(pp,0.0,matc,mat_diff_dyn);
- if (pp->colors == COLORS_ONESIDED)
- {
- glColor3fv(mat_diff_dyn);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn);
- }
- else if (pp->colors == COLORS_TWOSIDED)
- {
- mat_diff_dyn_compl[0] = 1.0f-mat_diff_dyn[0];
- mat_diff_dyn_compl[1] = 1.0f-mat_diff_dyn[1];
- mat_diff_dyn_compl[2] = 1.0f-mat_diff_dyn[2];
- mat_diff_dyn_compl[3] = mat_diff_dyn[3];
- glColor3fv(mat_diff_dyn);
- glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn);
- glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_dyn_compl);
- }
- }
- glBindTexture(GL_TEXTURE_2D,pp->tex_name);
-
- ur = umax-umin;
- vr = vmax-vmin;
- if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
- {
- for (i=0; i<NUMV; i++)
- {
- if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
- ((i & (NUMB-1)) >= NUMB/4) && ((i & (NUMB-1)) < 3*NUMB/4))
- continue;
- if (pp->display_mode == DISP_WIREFRAME)
- glBegin(GL_QUAD_STRIP);
- else
- glBegin(GL_TRIANGLE_STRIP);
- for (j=0; j<=NUMU; j++)
- {
- for (k=0; k<=1; k++)
- {
- l = i+k;
- m = j;
- o = l*(NUMU+1)+m;
- glNormal3fv(pp->pn[o]);
- glTexCoord2fv(pp->tex[o]);
- if (pp->change_colors)
- {
- if (pp->colors == COLORS_DEPTH)
- {
- color(pp,(2.0*pp->x[o][3]+1.0)*M_PI*2.0/3.0,matc,pp->col[o]);
- }
- else if (pp->colors == COLORS_DIRECTION)
- {
- u = -ur*m/NUMU+umin;
- color(pp,2.0*M_PI+fmod(2.0*u,2.0*M_PI),matc,pp->col[o]);
- }
- else if (pp->colors == COLORS_DISTANCE)
- {
- v = vr*l/NUMV+vmin;
- color(pp,v*(5.0/6.0),matc,pp->col[o]);
- }
- }
- if (pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
- {
- glColor3fv(pp->col[o]);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,pp->col[o]);
- }
- glVertex3fv(pp->pp[o]);
- }
- }
- glEnd();
- }
- }
- else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
- {
- for (j=0; j<NUMU; j++)
- {
- if ((j & (NUMB-1)) >= NUMB/2)
- continue;
- if (pp->display_mode == DISP_WIREFRAME)
- glBegin(GL_QUAD_STRIP);
- else
- glBegin(GL_TRIANGLE_STRIP);
- for (i=0; i<=NUMV; i++)
- {
- for (k=0; k<=1; k++)
- {
- l = i;
- m = j+k;
- o = l*(NUMU+1)+m;
- glNormal3fv(pp->pn[o]);
- glTexCoord2fv(pp->tex[o]);
- if (pp->change_colors)
- {
- if (pp->colors == COLORS_DEPTH)
- {
- color(pp,(2.0*pp->x[o][3]+1.0)*M_PI*2.0/3.0,matc,pp->col[o]);
- }
- else if (pp->colors == COLORS_DIRECTION)
- {
- u = ur*m/NUMU+umin;
- color(pp,2.0*M_PI+fmod(2.0*u,2.0*M_PI),matc,pp->col[o]);
- }
- else if (pp->colors == COLORS_DISTANCE)
- {
- v = vr*l/NUMV+vmin;
- color(pp,v*(5.0/6.0),matc,pp->col[o]);
- }
- }
- if (pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
- {
- glColor3fv(pp->col[o]);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,pp->col[o]);
- }
- glVertex3fv(pp->pp[o]);
- }
- }
- glEnd();
- }
- }
-
- polys = 2*NUMU*NUMV;
- if (pp->appearance != APPEARANCE_SOLID)
- polys /= 2;
- return polys;
-}
-
-
-#ifdef HAVE_GLSL
-
-/* Draw a 4d embedding of the projective plane projected into 3D using
- OpenGL's programmable functionality. */
-static int projective_plane_pf(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax)
-{
- 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;
- double u, v, ur, vr;
- float q1[4], q2[4], r1[4][4], r2[4][4];
- GLsizeiptr index_offset;
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
- int polys;
-
- if (!pp->use_shaders)
- return 0;
-
- if (!pp->buffers_initialized)
- {
- /* The u and v values need to be computed once (or each time the value
- of appearance changes, once we support that). */
- ur = umax-umin;
- vr = vmax-vmin;
- for (i=0; i<=NUMV; i++)
- {
- for (j=0; j<=NUMU; j++)
- {
- o = i*(NUMU+1)+j;
- if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
- u = -ur*j/NUMU+umin;
- else
- u = ur*j/NUMU+umin;
- v = vr*i/NUMV+vmin;
- pp->uv[o][0] = u;
- pp->uv[o][1] = v;
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER,pp->vertex_uv_buffer);
- glBufferData(GL_ARRAY_BUFFER,2*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- pp->uv,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0);
-
- glBindBuffer(GL_ARRAY_BUFFER,pp->vertex_t_buffer);
- glBufferData(GL_ARRAY_BUFFER,2*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- pp->tex,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0);
-
- if (!pp->change_colors &&
- pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
- {
- glBindBuffer(GL_ARRAY_BUFFER,pp->color_buffer);
- glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- pp->col,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- }
-
- /* The indices only need to be computed once (or each time the value of
- appearance changes, once we support that). */
- pp->ni = 0;
- pp->ne = 0;
- pp->nt = 0;
- if (pp->display_mode != DISP_WIREFRAME)
- {
- if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
- {
- for (i=0; i<NUMV; i++)
- {
- if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
- ((i & (NUMB-1)) >= NUMB/4) && ((i & (NUMB-1)) < 3*NUMB/4))
- continue;
- for (j=0; j<=NUMU; j++)
- {
- for (k=0; k<=1; k++)
- {
- l = i+k;
- m = j;
- o = l*(NUMU+1)+m;
- pp->indices[pp->ni++] = o;
- }
- }
- pp->ne++;
- }
- pp->nt = 2*(NUMU+1);
- }
- else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
- {
- for (j=0; j<NUMU; j++)
- {
- if ((j & (NUMB-1)) >= NUMB/2)
- continue;
- for (i=0; i<=NUMV; i++)
- {
- for (k=0; k<=1; k++)
- {
- l = i;
- m = j+k;
- o = l*(NUMU+1)+m;
- pp->indices[pp->ni++] = o;
- }
- }
- pp->ne++;
- }
- pp->nt = 2*(NUMV+1);
- }
- }
- else /* pp->display_mode == DISP_WIREFRAME */
- {
- if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
- {
- for (i=0; i<=NUMV; i++)
- {
- if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
- ((i & (NUMB-1)) > NUMB/4) && ((i & (NUMB-1)) < 3*NUMB/4))
- continue;
- if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
- ((i & (NUMB-1)) == NUMB/4))
- {
- for (j=0; j<NUMU; j++)
- {
- pp->indices[pp->ni++] = i*(NUMU+1)+j;
- pp->indices[pp->ni++] = i*(NUMU+1)+j+1;
- }
- continue;
- }
- for (j=0; j<NUMU; j++)
- {
- pp->indices[pp->ni++] = i*(NUMU+1)+j;
- pp->indices[pp->ni++] = i*(NUMU+1)+j+1;
- if (i < NUMV)
- {
- pp->indices[pp->ni++] = i*(NUMU+1)+j;
- pp->indices[pp->ni++] = (i+1)*(NUMU+1)+j;
- }
- }
- }
- }
- else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
- {
- for (j=0; j<NUMU; j++)
- {
- if ((j & (NUMB-1)) > NUMB/2)
- continue;
- if ((j & (NUMB-1)) == NUMB/2)
- {
- for (i=0; i<NUMV; i++)
- {
- pp->indices[pp->ni++] = i*(NUMU+1)+j;
- pp->indices[pp->ni++] = (i+1)*(NUMU+1)+j;
- }
- continue;
- }
- for (i=0; i<=NUMV; i++)
- {
- pp->indices[pp->ni++] = i*(NUMU+1)+j;
- pp->indices[pp->ni++] = i*(NUMU+1)+j+1;
- if (i < NUMV)
- {
- pp->indices[pp->ni++] = i*(NUMU+1)+j;
- pp->indices[pp->ni++] = (i+1)*(NUMU+1)+j;
- }
- }
- }
- }
- pp->ne = 1;
- }
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,pp->indices_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,pp->ni*sizeof(GLuint),
- pp->indices,GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
-
- pp->buffers_initialized = True;
- }
-
- if (pp->change_colors)
- rotateall3d(pp->rho,pp->sigma,pp->tau,matc);
-
- if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- {
- /* Compute the walk frame. */
- compute_walk_frame(pp,mat);
- }
- else
- {
- /* Compute the rotation that rotates the projective plane in 4D,
- including the trackball rotations. */
- rotateall(pp->alpha,pp->beta,pp->delta,pp->zeta,pp->eta,pp->theta,r1);
-
- gltrackball_get_quaternion(pp->trackballs[0],q1);
- gltrackball_get_quaternion(pp->trackballs[1],q2);
- quats_to_rotmat(q1,q2,r2);
-
- mult_rotmat(r2,r1,mat);
- }
-
- if (pp->change_colors &&
- (pp->colors == COLORS_DEPTH || pp->colors == COLORS_DIRECTION ||
- pp->colors == COLORS_DISTANCE))
- {
- ur = umax-umin;
- vr = vmax-vmin;
- for (i=0; i<=NUMV; i++)
- {
- for (j=0; j<=NUMU; j++)
- {
- o = i*(NUMU+1)+j;
- if (pp->colors == COLORS_DEPTH)
- {
- color(pp,(2.0*pp->x[o][3]+1.0)*M_PI*2.0/3.0,matc,pp->col[o]);
- }
- else if (pp->colors == COLORS_DIRECTION)
- {
- u = -ur*j/NUMU+umin;
- color(pp,2.0*M_PI+fmod(2.0*u,2.0*M_PI),matc,pp->col[o]);
- }
- else if (pp->colors == COLORS_DISTANCE)
- {
- v = vr*i/NUMV+vmin;
- color(pp,v*(5.0/6.0),matc,pp->col[o]);
- }
- }
- }
- }
-
- glUseProgram(pp->shader_program);
-
- glsl_Identity(p_mat);
- if (pp->projection_3d == DISP_3D_PERSPECTIVE ||
- pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- {
- if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- glsl_Perspective(p_mat,60.0f,pp->aspect,0.01f,10.0f);
- else
- glsl_Perspective(p_mat,60.0f,pp->aspect,0.1f,10.0f);
- }
- else
- {
- if (pp->aspect >= 1.0)
- glsl_Orthographic(p_mat,-0.6f*pp->aspect,0.6f*pp->aspect,-0.6f,0.6f,
- 0.1f,10.0f);
- else
- glsl_Orthographic(p_mat,-0.6f,0.6f,-0.6f/pp->aspect,0.6f/pp->aspect,
- 0.1f,10.0f);
- }
- glUniformMatrix4fv(pp->mat_rot_index,1,GL_TRUE,(GLfloat *)mat);
- glUniformMatrix4fv(pp->mat_p_index,1,GL_FALSE,p_mat);
- glUniform1i(pp->bool_persp_index,pp->projection_4d == DISP_4D_PERSPECTIVE);
- glUniform4fv(pp->off4d_index,1,pp->offset4d);
- glUniform4fv(pp->off3d_index,1,pp->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 (pp->display_mode == DISP_SURFACE)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glDisable(GL_BLEND);
- glUniform4fv(pp->glbl_ambient_index,1,light_model_ambient);
- glUniform4fv(pp->lt_ambient_index,1,light_ambient);
- glUniform4fv(pp->lt_diffuse_index,1,light_diffuse);
- glUniform4fv(pp->lt_specular_index,1,light_specular);
- glUniform3fv(pp->lt_direction_index,1,light_direction);
- glUniform3fv(pp->lt_halfvect_index,1,half_vector);
- glUniform4fv(pp->specular_index,1,mat_specular);
- glUniform1f(pp->shininess_index,50.0f);
- glUniform1i(pp->draw_lines_index,GL_FALSE);
- }
- else if (pp->display_mode == DISP_TRANSPARENT)
- {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glUniform4fv(pp->glbl_ambient_index,1,light_model_ambient);
- glUniform4fv(pp->lt_ambient_index,1,light_ambient);
- glUniform4fv(pp->lt_diffuse_index,1,light_diffuse);
- glUniform4fv(pp->lt_specular_index,1,light_specular);
- glUniform3fv(pp->lt_direction_index,1,light_direction);
- glUniform3fv(pp->lt_halfvect_index,1,half_vector);
- glUniform4fv(pp->specular_index,1,mat_specular);
- glUniform1f(pp->shininess_index,50.0f);
- glUniform1i(pp->draw_lines_index,GL_FALSE);
- }
- else /* pp->display_mode == DISP_WIREFRAME */
- {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glDisable(GL_BLEND);
- glUniform1i(pp->draw_lines_index,GL_TRUE);
- }
-
- if (pp->marks)
- glEnable(GL_TEXTURE_2D);
- else
- glDisable(GL_TEXTURE_2D);
-
- glUniform4fv(pp->front_ambient_index,1,mat_diff_white);
- glUniform4fv(pp->front_diffuse_index,1,mat_diff_white);
- glUniform4fv(pp->back_ambient_index,1,mat_diff_white);
- glUniform4fv(pp->back_diffuse_index,1,mat_diff_white);
- glVertexAttrib4f(pp->color_index,1.0f,1.0f,1.0f,1.0f);
- if (!pp->change_colors)
- {
- if (pp->colors == COLORS_ONESIDED)
- {
- if (pp->display_mode == DISP_TRANSPARENT)
- {
- glUniform4fv(pp->front_ambient_index,1,mat_diff_trans_oneside);
- glUniform4fv(pp->front_diffuse_index,1,mat_diff_trans_oneside);
- glUniform4fv(pp->back_ambient_index,1,mat_diff_trans_oneside);
- glUniform4fv(pp->back_diffuse_index,1,mat_diff_trans_oneside);
- }
- else if (pp->display_mode == DISP_SURFACE)
- {
- glUniform4fv(pp->front_ambient_index,1,mat_diff_oneside);
- glUniform4fv(pp->front_diffuse_index,1,mat_diff_oneside);
- glUniform4fv(pp->back_ambient_index,1,mat_diff_oneside);
- glUniform4fv(pp->back_diffuse_index,1,mat_diff_oneside);
- }
- else /* pp->display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(pp->color_index,mat_diff_oneside);
- }
- }
- else if (pp->colors == COLORS_TWOSIDED)
- {
- if (pp->display_mode == DISP_TRANSPARENT)
- {
- glUniform4fv(pp->front_ambient_index,1,mat_diff_trans_red);
- glUniform4fv(pp->front_diffuse_index,1,mat_diff_trans_red);
- glUniform4fv(pp->back_ambient_index,1,mat_diff_trans_green);
- glUniform4fv(pp->back_diffuse_index,1,mat_diff_trans_green);
- }
- else if (pp->display_mode == DISP_SURFACE)
- {
- glUniform4fv(pp->front_ambient_index,1,mat_diff_red);
- glUniform4fv(pp->front_diffuse_index,1,mat_diff_red);
- glUniform4fv(pp->back_ambient_index,1,mat_diff_green);
- glUniform4fv(pp->back_diffuse_index,1,mat_diff_green);
- }
- else /* pp->display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(pp->color_index,mat_diff_red);
- }
- }
- }
- else /* pp->change_colors */
- {
- color(pp,0.0,matc,mat_diff_dyn);
- if (pp->colors == COLORS_ONESIDED)
- {
- if (pp->display_mode == DISP_TRANSPARENT ||
- pp->display_mode == DISP_SURFACE)
- {
- glUniform4fv(pp->front_ambient_index,1,mat_diff_dyn);
- glUniform4fv(pp->front_diffuse_index,1,mat_diff_dyn);
- glUniform4fv(pp->back_ambient_index,1,mat_diff_dyn);
- glUniform4fv(pp->back_diffuse_index,1,mat_diff_dyn);
- }
- else /* pp->display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(pp->color_index,mat_diff_dyn);
- }
- }
- else if (pp->colors == COLORS_TWOSIDED)
- {
- if (pp->display_mode == DISP_TRANSPARENT ||
- pp->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(pp->front_ambient_index,1,mat_diff_dyn);
- glUniform4fv(pp->front_diffuse_index,1,mat_diff_dyn);
- glUniform4fv(pp->back_ambient_index,1,mat_diff_dyn_compl);
- glUniform4fv(pp->back_diffuse_index,1,mat_diff_dyn_compl);
- }
- else /* pp->display_mode == DISP_WIREFRAME */
- {
- glVertexAttrib4fv(pp->color_index,mat_diff_dyn);
- }
- }
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,pp->tex_name);
- glUniform1i(pp->texture_sampler_index,0);
- glUniform1i(pp->bool_textures_index,pp->marks);
-
- glEnableVertexAttribArray(pp->vertex_uv_index);
- glBindBuffer(GL_ARRAY_BUFFER,pp->vertex_uv_buffer);
- glVertexAttribPointer(pp->vertex_uv_index,2,GL_FLOAT,GL_FALSE,0,0);
-
- glEnableVertexAttribArray(pp->vertex_t_index);
- glBindBuffer(GL_ARRAY_BUFFER,pp->vertex_t_buffer);
- glVertexAttribPointer(pp->vertex_t_index,2,GL_FLOAT,GL_FALSE,0,0);
-
- if (pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
- {
- glEnableVertexAttribArray(pp->color_index);
- glBindBuffer(GL_ARRAY_BUFFER,pp->color_buffer);
- if (pp->change_colors)
- glBufferData(GL_ARRAY_BUFFER,4*(NUMU+1)*(NUMV+1)*sizeof(GLfloat),
- pp->col,GL_STREAM_DRAW);
- glVertexAttribPointer(pp->color_index,4,GL_FLOAT,GL_FALSE,0,0);
- }
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,pp->indices_buffer);
-
- if (pp->display_mode != DISP_WIREFRAME)
- {
- for (i=0; i<pp->ne; i++)
- {
- index_offset = pp->nt*i*sizeof(GLuint);
- glDrawElements(GL_TRIANGLE_STRIP,pp->nt,GL_UNSIGNED_INT,
- (const GLvoid *)index_offset);
- }
- }
- else /* pp->display_mode == DISP_WIREFRAME */
- {
- glLineWidth(1.0f);
- index_offset = 0;
- glDrawElements(GL_LINES,pp->ni,GL_UNSIGNED_INT,
- (const void *)index_offset);
- }
-
- glDisableVertexAttribArray(pp->vertex_uv_index);
- glDisableVertexAttribArray(pp->vertex_t_index);
- if (pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
- glDisableVertexAttribArray(pp->color_index);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
-
- glUseProgram(0);
-
- polys = 2*NUMU*NUMV;
- if (pp->appearance != APPEARANCE_SOLID)
- polys /= 2;
- return polys;
-}
-
-#endif /* HAVE_GLSL */
-
-
-/* Generate a texture image that shows the orientation reversal. */
-static void gen_texture(ModeInfo *mi)
-{
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
-
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);
- glGenTextures(1,&pp->tex_name);
- glBindTexture(GL_TEXTURE_2D,pp->tex_name);
- glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
- glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
- glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
- glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE,TEX_DIMENSION,TEX_DIMENSION,0,
- GL_LUMINANCE,GL_UNSIGNED_BYTE,texture);
-}
-
-
-#ifdef HAVE_GLSL
-
-static void init_glsl(ModeInfo *mi)
-{
- projectiveplanestruct *pp = &projectiveplane[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 projective plane. */
- pp->use_shaders = False;
- pp->buffers_initialized = False;
- pp->shader_program = 0;
- pp->ni = 0;
- pp->ne = 0;
- pp->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,
- &pp->shader_program))
- return;
- pp->vertex_uv_index = glGetAttribLocation(pp->shader_program,"VertexUV");
- pp->vertex_t_index = glGetAttribLocation(pp->shader_program,"VertexT");
- pp->color_index = glGetAttribLocation(pp->shader_program,"VertexColor");
- if (pp->vertex_uv_index == -1 || pp->vertex_t_index == -1 ||
- pp->color_index == -1)
- {
- glDeleteProgram(pp->shader_program);
- return;
- }
- pp->mat_rot_index = glGetUniformLocation(pp->shader_program,
- "MatRot4D");
- pp->mat_p_index = glGetUniformLocation(pp->shader_program,
- "MatProj");
- pp->bool_persp_index = glGetUniformLocation(pp->shader_program,
- "BoolPersp");
- pp->off4d_index = glGetUniformLocation(pp->shader_program,
- "Offset4D");
- pp->off3d_index = glGetUniformLocation(pp->shader_program,
- "Offset3D");
- pp->bool_textures_index = glGetUniformLocation(pp->shader_program,
- "BoolTextures");
- pp->draw_lines_index = glGetUniformLocation(pp->shader_program,
- "DrawLines");
- pp->glbl_ambient_index = glGetUniformLocation(pp->shader_program,
- "LtGlblAmbient");
- pp->lt_ambient_index = glGetUniformLocation(pp->shader_program,
- "LtAmbient");
- pp->lt_diffuse_index = glGetUniformLocation(pp->shader_program,
- "LtDiffuse");
- pp->lt_specular_index = glGetUniformLocation(pp->shader_program,
- "LtSpecular");
- pp->lt_direction_index = glGetUniformLocation(pp->shader_program,
- "LtDirection");
- pp->lt_halfvect_index = glGetUniformLocation(pp->shader_program,
- "LtHalfVector");
- pp->front_ambient_index = glGetUniformLocation(pp->shader_program,
- "MatFrontAmbient");
- pp->back_ambient_index = glGetUniformLocation(pp->shader_program,
- "MatBackAmbient");
- pp->front_diffuse_index = glGetUniformLocation(pp->shader_program,
- "MatFrontDiffuse");
- pp->back_diffuse_index = glGetUniformLocation(pp->shader_program,
- "MatBackDiffuse");
- pp->specular_index = glGetUniformLocation(pp->shader_program,
- "MatSpecular");
- pp->shininess_index = glGetUniformLocation(pp->shader_program,
- "MatShininess");
- pp->texture_sampler_index = glGetUniformLocation(pp->shader_program,
- "TextureSampler");
- if (pp->mat_rot_index == -1 || pp->mat_p_index == -1 ||
- pp->bool_persp_index == -1 || pp->off4d_index == -1 ||
- pp->off3d_index == -1 || pp->bool_textures_index == -1 ||
- pp->draw_lines_index == -1 || pp->glbl_ambient_index == -1 ||
- pp->lt_ambient_index == -1 || pp->lt_diffuse_index == -1 ||
- pp->lt_specular_index == -1 || pp->lt_direction_index == -1 ||
- pp->lt_halfvect_index == -1 || pp->front_ambient_index == -1 ||
- pp->back_ambient_index == -1 || pp->front_diffuse_index == -1 ||
- pp->back_diffuse_index == -1 || pp->specular_index == -1 ||
- pp->shininess_index == -1 || pp->texture_sampler_index == -1)
- {
- glDeleteProgram(pp->shader_program);
- return;
- }
-
- glGenBuffers(1,&pp->vertex_uv_buffer);
- glGenBuffers(1,&pp->vertex_t_buffer);
- glGenBuffers(1,&pp->color_buffer);
- glGenBuffers(1,&pp->indices_buffer);
-
- pp->use_shaders = True;
-}
-
-#endif /* HAVE_GLSL */
-
-
-static void init(ModeInfo *mi)
-{
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
-
- if (walk_speed == 0.0)
- walk_speed = 20.0;
-
- if (pp->view == VIEW_TURN)
- {
- pp->alpha = frand(360.0);
- pp->beta = frand(360.0);
- pp->delta = frand(360.0);
- pp->zeta = 0.0;
- pp->eta = 0.0;
- pp->theta = 0.0;
- }
- else
- {
- pp->alpha = 0.0;
- pp->beta = 0.0;
- pp->delta = 0.0;
- pp->zeta = 120.0;
- pp->eta = 180.0;
- pp->theta = 90.0;
- }
- pp->umove = frand(2.0*M_PI);
- pp->vmove = frand(2.0*M_PI);
- pp->dumove = 0.0;
- pp->dvmove = 0.0;
- pp->side = 1;
- if (sin(walk_direction*M_PI/180.0) >= 0.0)
- pp->dir = 1;
- else
- pp->dir = -1;
-
- pp->rho = frand(360.0);
- pp->sigma = frand(360.0);
- pp->tau = frand(360.0);
-
- pp->offset4d[0] = 0.0;
- pp->offset4d[1] = 0.0;
- pp->offset4d[2] = 0.0;
- pp->offset4d[3] = 1.2;
- pp->offset3d[0] = 0.0;
- pp->offset3d[1] = 0.0;
- pp->offset3d[2] = -1.2;
- pp->offset3d[3] = 0.0;
-
- gen_texture(mi);
- setup_projective_plane(mi,0.0,2.0*M_PI,0.0,2.0*M_PI);
-
-#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 (!pp->use_shaders && pp->display_mode == DISP_WIREFRAME)
- pp->display_mode = DISP_SURFACE;
-#endif /* HAVE_ANDROID */
-}
-
-
-/* Redisplay the Klein bottle. */
-static void display_projectiveplane(ModeInfo *mi)
-{
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
-
- if (!pp->button_pressed)
- {
- if (pp->view == VIEW_TURN)
- {
- pp->alpha += speed_wx * pp->speed_scale;
- if (pp->alpha >= 360.0)
- pp->alpha -= 360.0;
- pp->beta += speed_wy * pp->speed_scale;
- if (pp->beta >= 360.0)
- pp->beta -= 360.0;
- pp->delta += speed_wz * pp->speed_scale;
- if (pp->delta >= 360.0)
- pp->delta -= 360.0;
- pp->zeta += speed_xy * pp->speed_scale;
- if (pp->zeta >= 360.0)
- pp->zeta -= 360.0;
- pp->eta += speed_xz * pp->speed_scale;
- if (pp->eta >= 360.0)
- pp->eta -= 360.0;
- pp->theta += speed_yz * pp->speed_scale;
- if (pp->theta >= 360.0)
- pp->theta -= 360.0;
- }
- if (pp->view == VIEW_WALKTURN)
- {
- pp->zeta += speed_xy * pp->speed_scale;
- if (pp->zeta >= 360.0)
- pp->zeta -= 360.0;
- pp->eta += speed_xz * pp->speed_scale;
- if (pp->eta >= 360.0)
- pp->eta -= 360.0;
- pp->theta += speed_yz * pp->speed_scale;
- if (pp->theta >= 360.0)
- pp->theta -= 360.0;
- }
- if (pp->view == VIEW_WALK || pp->view == VIEW_WALKTURN)
- {
- pp->dvmove = (pp->dir*sin(walk_direction*M_PI/180.0)*
- walk_speed*M_PI/4096.0);
- pp->vmove += pp->dvmove;
- if (pp->vmove > 2.0*M_PI)
- {
- pp->vmove = 4.0*M_PI-pp->vmove;
- pp->umove = pp->umove-M_PI;
- if (pp->umove < 0.0)
- pp->umove += 2.0*M_PI;
- pp->side = -pp->side;
- pp->dir = -pp->dir;
- pp->dvmove = -pp->dvmove;
- }
- if (pp->vmove < 0.0)
- {
- pp->vmove = -pp->vmove;
- pp->umove = pp->umove-M_PI;
- if (pp->umove < 0.0)
- pp->umove += 2.0*M_PI;
- pp->dir = -pp->dir;
- pp->dvmove = -pp->dvmove;
- }
- pp->dumove = cos(walk_direction*M_PI/180.0)*walk_speed*M_PI/4096.0;
- pp->umove += pp->dumove;
- if (pp->umove >= 2.0*M_PI)
- pp->umove -= 2.0*M_PI;
- if (pp->umove < 0.0)
- pp->umove += 2.0*M_PI;
- }
- if (pp->change_colors)
- {
- pp->rho += DRHO;
- if (pp->rho >= 360.0)
- pp->rho -= 360.0;
- pp->sigma += DSIGMA;
- if (pp->sigma >= 360.0)
- pp->sigma -= 360.0;
- pp->tau += DTAU;
- if (pp->tau >= 360.0)
- pp->tau -= 360.0;
- }
- }
-
-#ifdef HAVE_GLSL
- if (pp->use_shaders)
- mi->polygon_count = projective_plane_pf(mi,0.0,2.0*M_PI,0.0,2.0*M_PI);
- else
-#endif /* HAVE_GLSL */
- mi->polygon_count = projective_plane_ff(mi,0.0,2.0*M_PI,0.0,2.0*M_PI);
-}
-
-
-ENTRYPOINT void reshape_projectiveplane(ModeInfo *mi, int width, int height)
-{
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
-
- pp->WindW = (GLint)width;
- pp->WindH = (GLint)height;
- glViewport(0,0,width,height);
- pp->aspect = (GLfloat)width/(GLfloat)height;
-}
-
-
-ENTRYPOINT Bool projectiveplane_handle_event(ModeInfo *mi, XEvent *event)
-{
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
- KeySym sym = 0;
- char c = 0;
-
- if (event->xany.type == KeyPress || event->xany.type == KeyRelease)
- XLookupString (&event->xkey, &c, 1, &sym, 0);
-
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- pp->button_pressed = True;
- gltrackball_start(pp->trackballs[pp->current_trackball],
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
- else if (event->xany.type == ButtonRelease &&
- event->xbutton.button == Button1)
- {
- pp->button_pressed = False;
- return True;
- }
- else if (event->xany.type == KeyPress)
- {
- if (sym == XK_Shift_L || sym == XK_Shift_R)
- {
- pp->current_trackball = 1;
- if (pp->button_pressed)
- gltrackball_start(pp->trackballs[pp->current_trackball],
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
- }
- else if (event->xany.type == KeyRelease)
- {
- if (sym == XK_Shift_L || sym == XK_Shift_R)
- {
- pp->current_trackball = 0;
- if (pp->button_pressed)
- gltrackball_start(pp->trackballs[pp->current_trackball],
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
- }
- else if (event->xany.type == MotionNotify && pp->button_pressed)
- {
- gltrackball_track(pp->trackballs[pp->current_trackball],
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
-
- return False;
-}
-
-
-/*
- *-----------------------------------------------------------------------------
- *-----------------------------------------------------------------------------
- * Xlock hooks.
- *-----------------------------------------------------------------------------
- *-----------------------------------------------------------------------------
- */
-
-/*
- *-----------------------------------------------------------------------------
- * Initialize projectiveplane. Called each time the window changes.
- *-----------------------------------------------------------------------------
- */
-
-ENTRYPOINT void init_projectiveplane(ModeInfo *mi)
-{
- projectiveplanestruct *pp;
-
- MI_INIT(mi, projectiveplane);
- pp = &projectiveplane[MI_SCREEN(mi)];
-
- pp->trackballs[0] = gltrackball_init(True);
- pp->trackballs[1] = gltrackball_init(True);
- pp->current_trackball = 0;
- pp->button_pressed = False;
-
- /* Set the display mode. */
- if (!strcasecmp(mode,"random"))
- {
- pp->display_mode = random() % NUM_DISPLAY_MODES;
- }
- else if (!strcasecmp(mode,"wireframe"))
- {
- pp->display_mode = DISP_WIREFRAME;
- }
- else if (!strcasecmp(mode,"surface"))
- {
- pp->display_mode = DISP_SURFACE;
- }
- else if (!strcasecmp(mode,"transparent"))
- {
- pp->display_mode = DISP_TRANSPARENT;
- }
- else
- {
- pp->display_mode = random() % NUM_DISPLAY_MODES;
- }
-
- /* Orientation marks don't make sense in wireframe mode. */
- pp->marks = marks;
- if (pp->display_mode == DISP_WIREFRAME)
- pp->marks = False;
-
- /* Set the appearance. */
- if (!strcasecmp(appear,"random"))
- {
- pp->appearance = random() % NUM_APPEARANCES;
- }
- else if (!strcasecmp(appear,"solid"))
- {
- pp->appearance = APPEARANCE_SOLID;
- }
- else if (!strcasecmp(appear,"distance-bands"))
- {
- pp->appearance = APPEARANCE_DISTANCE_BANDS;
- }
- else if (!strcasecmp(appear,"direction-bands"))
- {
- pp->appearance = APPEARANCE_DIRECTION_BANDS;
- }
- else
- {
- pp->appearance = random() % NUM_APPEARANCES;
- }
-
- /* Set the color mode. */
- if (!strcasecmp(color_mode,"random"))
- {
- pp->colors = random() % NUM_COLORS;
- }
- else if (!strcasecmp(color_mode,"one-sided"))
- {
- pp->colors = COLORS_ONESIDED;
- }
- else if (!strcasecmp(color_mode,"two-sided"))
- {
- pp->colors = COLORS_TWOSIDED;
- }
- else if (!strcasecmp(color_mode,"distance"))
- {
- pp->colors = COLORS_DISTANCE;
- }
- else if (!strcasecmp(color_mode,"direction"))
- {
- pp->colors = COLORS_DIRECTION;
- }
- else if (!strcasecmp(color_mode,"depth"))
- {
- pp->colors = COLORS_DEPTH;
- }
- else
- {
- pp->colors = random() % NUM_COLORS;
- }
-
- pp->change_colors = change_colors;
-
- /* Set the view mode. */
- if (!strcasecmp(view_mode,"random"))
- {
- pp->view = random() % NUM_VIEW_MODES;
- }
- else if (!strcasecmp(view_mode,"walk"))
- {
- pp->view = VIEW_WALK;
- }
- else if (!strcasecmp(view_mode,"turn"))
- {
- pp->view = VIEW_TURN;
- }
- else if (!strcasecmp(view_mode,"walk-turn"))
- {
- pp->view = VIEW_WALKTURN;
- }
- else
- {
- pp->view = random() % NUM_VIEW_MODES;
- }
-
- /* Set the 3d projection mode. */
- if (!strcasecmp(proj_3d,"random"))
- {
- /* Orthographic projection only makes sense in turn mode. */
- if (pp->view == VIEW_TURN)
- pp->projection_3d = random() % NUM_DISP_3D_MODES;
- else
- pp->projection_3d = DISP_3D_PERSPECTIVE;
- }
- else if (!strcasecmp(proj_3d,"perspective"))
- {
- pp->projection_3d = DISP_3D_PERSPECTIVE;
- }
- else if (!strcasecmp(proj_3d,"orthographic"))
- {
- pp->projection_3d = DISP_3D_ORTHOGRAPHIC;
- }
- else
- {
- /* Orthographic projection only makes sense in turn mode. */
- if (pp->view == VIEW_TURN)
- pp->projection_3d = random() % NUM_DISP_3D_MODES;
- else
- pp->projection_3d = DISP_3D_PERSPECTIVE;
- }
-
- /* Set the 4d projection mode. */
- if (!strcasecmp(proj_4d,"random"))
- {
- pp->projection_4d = random() % NUM_DISP_4D_MODES;
- }
- else if (!strcasecmp(proj_4d,"perspective"))
- {
- pp->projection_4d = DISP_4D_PERSPECTIVE;
- }
- else if (!strcasecmp(proj_4d,"orthographic"))
- {
- pp->projection_4d = DISP_4D_ORTHOGRAPHIC;
- }
- else
- {
- pp->projection_4d = random() % NUM_DISP_4D_MODES;
- }
-
- /* Modify the speeds to a useful range in walk-and-turn mode. */
- if (pp->view == VIEW_WALKTURN)
- {
- speed_wx *= 0.2;
- speed_wy *= 0.2;
- speed_wz *= 0.2;
- speed_xy *= 0.2;
- speed_xz *= 0.2;
- speed_yz *= 0.2;
- }
-
- /* make multiple screens rotate at slightly different rates. */
- pp->speed_scale = 0.9 + frand(0.3);
-
- if ((pp->glx_context = init_GL(mi)) != NULL)
- {
- reshape_projectiveplane(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
- init(mi);
- }
- else
- {
- MI_CLEARWINDOW(mi);
- }
-}
-
-/*
- *-----------------------------------------------------------------------------
- * Called by the mainline code periodically to update the display.
- *-----------------------------------------------------------------------------
- */
-ENTRYPOINT void draw_projectiveplane(ModeInfo *mi)
-{
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- projectiveplanestruct *pp;
-
- if (projectiveplane == NULL)
- return;
- pp = &projectiveplane[MI_SCREEN(mi)];
-
- MI_IS_DRAWN(mi) = True;
- if (!pp->glx_context)
- return;
-
- glXMakeCurrent(display, window, *pp->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_projectiveplane(mi);
-
- if (MI_IS_FPS(mi))
- do_fps (mi);
-
- glFlush();
-
- glXSwapBuffers(display,window);
-}
-
-
-#ifndef STANDALONE
-ENTRYPOINT void change_projectiveplane(ModeInfo *mi)
-{
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
-
- if (!pp->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *pp->glx_context);
- init(mi);
-}
-#endif /* !STANDALONE */
-
-
-ENTRYPOINT void free_projectiveplane(ModeInfo *mi)
-{
- projectiveplanestruct *pp = &projectiveplane[MI_SCREEN(mi)];
- if (!pp->glx_context) return;
- glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *pp->glx_context);
- gltrackball_free (pp->trackballs[0]);
- gltrackball_free (pp->trackballs[1]);
- if (pp->tex_name) glDeleteTextures (1, &pp->tex_name);
-#ifdef HAVE_GLSL
- if (pp->use_shaders)
- {
- glDeleteBuffers(1,&pp->vertex_uv_buffer);
- glDeleteBuffers(1,&pp->vertex_t_buffer);
- glDeleteBuffers(1,&pp->color_buffer);
- glDeleteBuffers(1,&pp->indices_buffer);
- if (pp->shader_program != 0)
- {
- glUseProgram(0);
- glDeleteProgram(pp->shader_program);
- }
- }
-#endif /* HAVE_GLSL */
-}
-
-
-XSCREENSAVER_MODULE ("ProjectivePlane", projectiveplane)
-
-#endif /* USE_GL */