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-/* romanboy --- Shows a 3d immersion of the real projective plane
- that rotates in 3d or on which you can walk and that can deform
- smoothly between the Roman surface and the Boy surface. */
-
-#if 0
-static const char sccsid[] = "@(#)romanboy.c 1.1 14/10/03 xlockmore";
-#endif
-
-/* Copyright (c) 2014-2021 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 - 14/10/03: Initial version
- * C. Steger - 20/01/06: Added the changing colors mode
- * C. Steger - 20/12/19: Added per-fragment shading
- * C. Steger - 20/12/30: Make the shader code work under macOS and iOS
- */
-
-/*
- * This program shows a 3d immersion of the real projective plane that
- * smoothly deforms between the Roman surface and the Boy surface.
- * You can walk on the projective plane or turn in 3d. The smooth
- * deformation (homotopy) between these two famous immersions of the
- * real projective plane was constructed by François Apéry.
- *
- * 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 immersed projective plane can 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, or direction. 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.
- *
- * The rotation speed for each of the three coordinate axes around
- * which the projective plane rotates can be chosen.
- *
- * Furthermore, in the walking mode 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.
- *
- * By default, the immersion of the real projective plane smoothly
- * deforms between the Roman and Boy surfaces. It is possible to
- * choose the speed of the deformation. Furthermore, it is possible
- * to switch the deformation off. It is also possible to determine
- * the initial deformation of the immersion. This is mostly useful if
- * the deformation is switched off, in which case it will determine
- * the appearance of the surface.
- *
- * As a final option, it is possible to display generalized versions
- * of the immersion discussed above by specifying the order of the
- * surface. The default surface order of 3 results in the immersion
- * of the real projective described above. The surface order can be
- * chosen between 2 and 9. Odd surface orders result in generalized
- * immersions of the real projective plane, while even numbers result
- * in a immersion of a topological sphere (which is orientable). The
- * most interesting even case is a surface order of 2, which results
- * in an immersion of the halfway model of Morin's sphere eversion (if
- * the deformation is switched off).
- *
- * This program is inspired by François Apéry's book "Models of the
- * Real Projective Plane", Vieweg, 1987.
- */
-
-#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 NUM_COLORS 4
-
-#define VIEW_WALK 0
-#define VIEW_TURN 1
-#define NUM_VIEW_MODES 2
-
-#define DISP_PERSPECTIVE 0
-#define DISP_ORTHOGRAPHIC 1
-#define NUM_DISP_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_DEFORM "True"
-#define DEF_PROJECTION "random"
-#define DEF_SPEEDX "1.1"
-#define DEF_SPEEDY "1.3"
-#define DEF_SPEEDZ "1.5"
-#define DEF_WALK_DIRECTION "83.0"
-#define DEF_WALK_SPEED "20.0"
-#define DEF_DEFORM_SPEED "10.0"
-#define DEF_INIT_DEFORM "1000.0"
-#define DEF_SURFACE_ORDER "3"
-
-
-#ifdef STANDALONE
-# define DEFAULTS "*delay: 25000 \n" \
- "*showFPS: False \n" \
- "*prefersGLSL: True \n" \
-
-# define release_romanboy 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 romanboy_description =
-{"romanboy", "init_romanboy", "draw_romanboy",
- NULL, "draw_romanboy", "change_romanboy",
- "free_romanboy", &romanboy_opts, 25000, 1, 1, 1, 1.0, 4, "",
- "Rotate a 3d immersion of the real projective plane in 3d 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 deform;
-static Bool change_colors;
-static char *proj;
-static float speed_x;
-static float speed_y;
-static float speed_z;
-static float walk_direction;
-static float walk_speed;
-static float deform_speed;
-static float init_deform;
-static int surface_order;
-
-
-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" },
- {"-change-colors", ".changeColors", XrmoptionNoArg, "on"},
- {"+change-colors", ".changeColors", XrmoptionNoArg, "off"},
- {"-view-mode", ".viewMode", XrmoptionSepArg, 0 },
- {"-walk", ".viewMode", XrmoptionNoArg, "walk" },
- {"-turn", ".viewMode", XrmoptionNoArg, "turn" },
- {"-deform", ".deform", XrmoptionNoArg, "on"},
- {"+deform", ".deform", XrmoptionNoArg, "off"},
- {"-orientation-marks", ".marks", XrmoptionNoArg, "on"},
- {"+orientation-marks", ".marks", XrmoptionNoArg, "off"},
- {"-projection", ".projection", XrmoptionSepArg, 0 },
- {"-perspective", ".projection", XrmoptionNoArg, "perspective" },
- {"-orthographic", ".projection", XrmoptionNoArg, "orthographic" },
- {"-speed-x", ".speedx", XrmoptionSepArg, 0 },
- {"-speed-y", ".speedy", XrmoptionSepArg, 0 },
- {"-speed-z", ".speedz", XrmoptionSepArg, 0 },
- {"-walk-direction", ".walkDirection", XrmoptionSepArg, 0 },
- {"-walk-speed", ".walkSpeed", XrmoptionSepArg, 0 },
- {"-deformation-speed", ".deformSpeed", XrmoptionSepArg, 0 },
- {"-initial-deformation", ".initDeform", XrmoptionSepArg, 0 },
- {"-roman", ".initDeform", XrmoptionNoArg, "0.0" },
- {"-boy", ".initDeform", XrmoptionNoArg, "1000.0" },
- {"-surface-order", ".surfaceOrder", 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 },
- { &deform, "deform", "Deform", DEF_DEFORM, t_Bool },
- { &marks, "marks", "Marks", DEF_MARKS, t_Bool },
- { &proj, "projection", "Projection", DEF_PROJECTION, t_String },
- { &speed_x, "speedx", "Speedx", DEF_SPEEDX, t_Float},
- { &speed_y, "speedy", "Speedy", DEF_SPEEDY, t_Float},
- { &speed_z, "speedz", "Speedz", DEF_SPEEDZ, t_Float},
- { &walk_direction, "walkDirection", "WalkDirection", DEF_WALK_DIRECTION, t_Float},
- { &walk_speed, "walkSpeed", "WalkSpeed", DEF_WALK_SPEED, t_Float},
- { &deform_speed, "deformSpeed", "DeformSpeed", DEF_DEFORM_SPEED, t_Float},
- { &init_deform, "initDeform", "InitDeform", DEF_INIT_DEFORM, t_Float },
- { &surface_order, "surfaceOrder", "SurfaceOrder", DEF_SURFACE_ORDER, t_Int }
-};
-
-ENTRYPOINT ModeSpecOpt romanboy_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 64
-#define NUMV 128
-
-/* Number of subdivisions per band */
-#define NUMB 8
-
-
-typedef struct {
- GLint WindH, WindW;
- GLXContext *glx_context;
- /* Options */
- int display_mode;
- int appearance;
- int colors;
- Bool change_colors;
- int view;
- int projection;
- Bool marks;
- /* 3D rotation angles */
- float alpha, beta, delta;
- /* Color rotation angles */
- float rho, sigma, tau;
- /* Movement parameters */
- float umove, vmove, dumove, dvmove;
- int side, dir;
- /* Deformation parameters */
- float dd;
- int defdir;
- /* The type of the generalized Roman-Boy surface */
- int g;
- /* The viewing offset in 3d */
- float offset3d[3];
- /* The 3d coordinates of the projective plane and their normals */
- float *pp;
- float *pn;
- /* The precomputed colors of the projective plane */
- float *col;
- /* The precomputed texture coordinates of the projective plane */
- float *tex;
- /* The "curlicue" texture */
- GLuint tex_name;
- /* Aspect ratio of the current window */
- float aspect;
- /* Trackball states */
- trackball_state *trackball;
- Bool button_pressed;
- /* A random factor to modify the rotation speeds */
- float speed_scale;
-#ifdef HAVE_GLSL
- GLfloat *uv;
- GLuint *indices;
- Bool use_shaders, buffers_initialized;
- GLuint shader_program;
- GLint vertex_uv_index, vertex_t_index, color_index;
- GLint mat_mv_index, mat_p_index, g_index, d_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 */
-} romanboystruct;
-
-static romanboystruct *romanboy = (romanboystruct *) 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 =
- "uniform mat4 MatModelView;\n"
- "uniform mat4 MatProj;\n"
- "uniform int G;\n"
- "uniform float D;\n"
- "uniform bool BoolTextures;\n"
- "\n"
- "void main (void)\n"
- "{\n"
- " const float EPSILON = 1.19e-6f;\n"
- " const float M_PI = 3.14159265359f;\n"
- " const float M_SQRT2 = 1.41421356237f;\n"
- " float g = float(G);\n"
- " float u = VertexUV.x;\n"
- " float v = VertexUV.y;\n"
- " float sqrt2og = M_SQRT2/g;\n"
- " float h1m1og = 0.5f*(1.0f-1.0f/g);\n"
- " float gm1 = g-1.0f;\n"
- " float cu = cos(u);\n"
- " float su = sin(u);\n"
- " float cgu = cos(g*u);\n"
- " float sgu = sin(g*u);\n"
- " float cgm1u = cos(gm1*u);\n"
- " float sgm1u = sin(gm1*u);\n"
- " float cv = cos(v);\n"
- " float c2v = cos(2.0f*v);\n"
- " float s2v = sin(2.0f*v);\n"
- " float cv2 = cv*cv;\n"
- " float nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;\n"
- " float nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;\n"
- " float nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;\n"
- " float nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;\n"
- " float nomvx = -sqrt2og*s2v*cgm1u+2.0f*h1m1og*c2v*cu;\n"
- " float nomvy = -sqrt2og*s2v*sgm1u-2.0f*h1m1og*c2v*su;\n"
- " float den = 1.0f/(1.0f-0.5f*M_SQRT2*D*s2v*sgu);\n"
- " float den2 = den*den;\n"
- " float denu = 0.5f*M_SQRT2*D*g*cgu*s2v;\n"
- " float denv = M_SQRT2*D*sgu*c2v;\n"
- " vec3 x = vec3(nomx*den,\n"
- " nomy*den,\n"
- " cv2*den);\n"
- " if (0.5f*M_PI-abs(v) < EPSILON)\n"
- " {\n"
- " if (0.5f*M_PI-v < EPSILON)\n"
- " v = 0.5f*M_PI-EPSILON;\n"
- " else\n"
- " v = -0.5f*M_PI+EPSILON;\n"
- " cv = cos(v);\n"
- " c2v = cos(2.0f*v);\n"
- " s2v = sin(2.0f*v);\n"
- " cv2 = cv*cv;\n"
- " nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;\n"
- " nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;\n"
- " nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;\n"
- " nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;\n"
- " nomvx = -sqrt2og*s2v*cgm1u+2.0f*h1m1og*c2v*cu;\n"
- " nomvy = -sqrt2og*s2v*sgm1u-2.0f*h1m1og*c2v*su;\n"
- " den = 1.0f/(1.0f-0.5f*M_SQRT2*D*s2v*sgu);\n"
- " den2 = den*den;\n"
- " denu = 0.5f*M_SQRT2*D*g*cgu*s2v;\n"
- " denv = M_SQRT2*D*sgu*c2v;\n"
- " }\n"
- " vec3 xu = vec3(nomux*den+nomx*denu*den2,\n"
- " nomuy*den+nomy*denu*den2,\n"
- " cv2*denu*den2);\n"
- " vec3 xv = vec3(nomvx*den+nomx*denv*den2,\n"
- " nomvy*den+nomy*denv*den2,\n"
- " -s2v*den+cv2*denv*den2);\n"
- " vec4 Position = MatModelView*vec4(x,1.0f);\n"
- " vec4 pu = MatModelView*vec4(xu,0.0f);\n"
- " vec4 pv = MatModelView*vec4(xv,0.0f);\n"
- " Normal = normalize(cross(pu.xyz,pv.xyz));\n"
- " gl_Position = MatProj*Position;\n"
- " Color = VertexColor;\n"
- " if (BoolTextures)\n"
- " TexCoord = VertexT;\n"
- "}\n";
-
-/* The fragment shader code is composed of code fragments that depend on
- the OpenGL version and code fragments that are version-independent.
- They are concatenated by glsl_CompileAndLinkShaders in the function
- init_glsl(). */
-static const GLchar *fragment_shader_attribs_2_1 =
- "varying vec3 Normal;\n"
- "varying vec4 Color;\n"
- "varying vec4 TexCoord;\n"
- "\n";
-static const GLchar *fragment_shader_attribs_3_0 =
- "in vec3 Normal;\n"
- "in vec4 Color;\n"
- "in vec4 TexCoord;\n"
- "\n"
- "out vec4 FragColor;\n"
- "\n";
-static const GLchar *fragment_shader_main =
- "uniform bool DrawLines;\n"
- "uniform vec4 LtGlblAmbient;\n"
- "uniform vec4 LtAmbient, LtDiffuse, LtSpecular;\n"
- "uniform vec3 LtDirection, LtHalfVector;\n"
- "uniform vec4 MatFrontAmbient, MatBackAmbient;\n"
- "uniform vec4 MatFrontDiffuse, MatBackDiffuse;\n"
- "uniform vec4 MatSpecular;\n"
- "uniform float MatShininess;\n"
- "uniform bool BoolTextures;\n"
- "uniform sampler2D TextureSampler;"
- "\n"
- "void main (void)\n"
- "{\n"
- " vec4 color;\n"
- " if (DrawLines)\n"
- " {\n"
- " color = Color;\n"
- " }\n"
- " else\n"
- " {\n"
- " vec3 normalDirection;\n"
- " vec4 ambientColor, diffuseColor, sceneColor;\n"
- " vec4 ambientLighting, diffuseReflection, specularReflection;\n"
- " float ndotl, ndoth, pf;\n"
- " \n"
- " if (gl_FrontFacing)\n"
- " {\n"
- " normalDirection = normalize(Normal);\n"
- " sceneColor = Color*MatFrontAmbient*LtGlblAmbient;\n"
- " ambientColor = Color*MatFrontAmbient;\n"
- " diffuseColor = Color*MatFrontDiffuse;\n"
- " }\n"
- " else\n"
- " {\n"
- " normalDirection = -normalize(Normal);\n"
- " sceneColor = Color*MatBackAmbient*LtGlblAmbient;\n"
- " ambientColor = Color*MatBackAmbient;\n"
- " diffuseColor = Color*MatBackDiffuse;\n"
- " }\n"
- " \n"
- " ndotl = max(0.0,dot(normalDirection,LtDirection));\n"
- " ndoth = max(0.0,dot(normalDirection,LtHalfVector));\n"
- " if (ndotl == 0.0)\n"
- " pf = 0.0;\n"
- " else\n"
- " pf = pow(ndoth,MatShininess);\n"
- " ambientLighting = ambientColor*LtAmbient;\n"
- " diffuseReflection = LtDiffuse*diffuseColor*ndotl;\n"
- " specularReflection = LtSpecular*MatSpecular*pf;\n"
- " color = sceneColor+ambientLighting+diffuseReflection;\n";
-static const GLchar *fragment_shader_out_2_1 =
- " if (BoolTextures)\n"
- " color *= texture2D(TextureSampler,TexCoord.st);"
- " color += specularReflection;\n"
- " }\n"
- " gl_FragColor = clamp(color,0.0,1.0);\n"
- "}\n";
-static const GLchar *fragment_shader_out_3_0 =
- " if (BoolTextures)\n"
- " color *= texture(TextureSampler,TexCoord.st);"
- " color += specularReflection;\n"
- " }\n"
- " FragColor = clamp(color,0.0,1.0);\n"
- "}\n";
-
-#endif /* HAVE_GLSL */
-
-
-/* Add a rotation around the x-axis to the matrix m. */
-static void rotatex(float m[3][3], float phi)
-{
- 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 rotation matrix m from the rotation angles. */
-static void rotateall(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[3][3], float n[3][3], float o[3][3])
-{
- int i, j, k;
-
- for (i=0; i<3; i++)
- {
- for (j=0; j<3; j++)
- {
- o[i][j] = 0.0;
- for (k=0; k<3; k++)
- o[i][j] += m[i][k]*n[k][j];
- }
- }
-}
-
-
-/* Compute a 3D rotation matrix from a unit quaternion. */
-static void quat_to_rotmat(float p[4], float m[3][3])
-{
- double al, be, de;
- 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;
-
- rotateall(al,be,de,m);
-}
-
-
-/* Compute a fully saturated and bright color based on an angle. */
-static void color(romanboystruct *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 colors and texture. */
-static void setup_roman_boy_color_texture(ModeInfo *mi, double umin,
- double umax, double vmin,
- double vmax, int numu, int numv)
-{
- int i, j, k, g;
- double u, v, ur, vr;
- romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
-
- g = pp->g;
- 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;
- if (!pp->change_colors)
- {
- if (pp->colors == COLORS_DIRECTION)
- color(pp,2.0*M_PI-fmod(2.0*u,2.0*M_PI),NULL,&pp->col[4*k]);
- else /* pp->colors == COLORS_DISTANCE */
- color(pp,v*(5.0/6.0),NULL,&pp->col[4*k]);
- }
- pp->tex[2*k+0] = -16*g*u/(2.0*M_PI);
- if (pp->appearance == APPEARANCE_DISTANCE_BANDS)
- pp->tex[2*k+1] = 32*v/(2.0*M_PI)-0.5;
- else
- pp->tex[2*k+1] = 32*v/(2.0*M_PI);
- }
- }
-}
-
-
-/* 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(romanboystruct *pp, int g, float d,
- float radius, float oz, float mat[3][3])
-{
- float p[3], pu[3], pv[3], pm[3], n[3], b[3];
- int l, m;
- float u, v;
- float xx[3], xxu[3], xxv[3];
- float r, t;
- float cu, su, cgu, sgu, cgm1u, sgm1u, cv, c2v, s2v, cv2;
- float sqrt2og, h1m1og, gm1, nomx, nomy, nomux, nomuy, nomvx, nomvy;
- float den, den2, denu, denv;
-
- u = pp->umove;
- v = pp->vmove;
- if (g & 1)
- v = 0.5f*(float)M_PI-0.25f*v;
- else
- v = 0.5f*(float)M_PI-0.5f*v;
- sqrt2og = (float)M_SQRT2/g;
- h1m1og = 0.5f*(1.0f-1.0f/g);
- gm1 = g-1.0f;
- cu = cosf(u);
- su = sinf(u);
- cgu = cosf(g*u);
- sgu = sinf(g*u);
- cgm1u = cosf(gm1*u);
- sgm1u = sinf(gm1*u);
- cv = cosf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- cv2 = cv*cv;
- nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
- nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
- nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
- nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
- nomvx = -sqrt2og*s2v*cgm1u+2.0f*h1m1og*c2v*cu;
- nomvy = -sqrt2og*s2v*sgm1u-2.0f*h1m1og*c2v*su;
- den = 1.0f/(1.0f-0.5f*(float)M_SQRT2*d*s2v*sgu);
- den2 = den*den;
- denu = 0.5f*(float)M_SQRT2*d*g*cgu*s2v;
- denv = (float)M_SQRT2*d*sgu*c2v;
- xx[0] = nomx*den;
- xx[1] = nomy*den;
- xx[2] = cv2*den-oz;
- /* Avoid degenerate tangential plane basis vectors. */
- if (0.5f*(float)M_PI-fabsf(v) < 10.0f*(float)FLT_EPSILON)
- {
- if (0.5f*(float)M_PI-v < 10.0f*(float)FLT_EPSILON)
- v = 0.5f*(float)M_PI-10.0f*(float)FLT_EPSILON;
- else
- v = -0.5f*(float)M_PI+10.0f*(float)FLT_EPSILON;
- cv = cosf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- cv2 = cv*cv;
- nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
- nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
- nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
- nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
- nomvx = -sqrt2og*s2v*cgm1u+2.0f*h1m1og*c2v*cu;
- nomvy = -sqrt2og*s2v*sgm1u-2.0f*h1m1og*c2v*su;
- den = 1.0f/(1.0f-0.5f*(float)M_SQRT2*d*s2v*sgu);
- den2 = den*den;
- denu = 0.5f*(float)M_SQRT2*d*g*cgu*s2v;
- denv = (float)M_SQRT2*d*sgu*c2v;
- }
- xxu[0] = nomux*den+nomx*denu*den2;
- xxu[1] = nomuy*den+nomy*denu*den2;
- xxu[2] = cv2*denu*den2;
- xxv[0] = nomvx*den+nomx*denv*den2;
- xxv[1] = nomvy*den+nomy*denv*den2;
- xxv[2] = -s2v*den+cv2*denv*den2;
- for (l=0; l<3; l++)
- {
- p[l] = xx[l]*radius;
- pu[l] = xxu[l]*radius;
- pv[l] = xxv[l]*radius;
- }
- n[0] = pu[1]*pv[2]-pu[2]*pv[1];
- n[1] = pu[2]*pv[0]-pu[0]*pv[2];
- n[2] = pu[0]*pv[1]-pu[1]*pv[0];
- t = 1.0f/(pp->side*4.0f*sqrtf(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]));
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- pm[0] = pu[0]*pp->dumove-pv[0]*0.25f*pp->dvmove;
- pm[1] = pu[1]*pp->dumove-pv[1]*0.25f*pp->dvmove;
- pm[2] = pu[2]*pp->dumove-pv[2]*0.25f*pp->dvmove;
- t = 1.0f/(4.0f*sqrtf(pm[0]*pm[0]+pm[1]*pm[1]+pm[2]*pm[2]));
- pm[0] *= t;
- pm[1] *= t;
- pm[2] *= t;
- b[0] = n[1]*pm[2]-n[2]*pm[1];
- b[1] = n[2]*pm[0]-n[0]*pm[2];
- b[2] = n[0]*pm[1]-n[1]*pm[0];
- t = 1.0f/(4.0f*sqrtf(b[0]*b[0]+b[1]*b[1]+b[2]*b[2]));
- b[0] *= t;
- b[1] *= t;
- b[2] *= t;
-
- /* Compute alpha, beta, gamma from the three basis vectors.
- | -b[0] -b[1] -b[2] |
- m = | n[0] n[1] n[2] |
- | -pm[0] -pm[1] -pm[2] |
- */
- pp->alpha = atan2f(-n[2],-pm[2])*180.0f/(float)M_PI;
- pp->beta = atan2f(-b[2],sqrtf(b[0]*b[0]+b[1]*b[1]))*180.0f/(float)M_PI;
- pp->delta = atan2f(b[1],-b[0])*180.0f/(float)M_PI;
-
- /* Compute the rotation that rotates the projective plane in 3D. */
- rotateall(pp->alpha,pp->beta,pp->delta,mat);
-
- u = pp->umove;
- v = pp->vmove;
- if (g & 1)
- v = 0.5f*(float)M_PI-0.25f*v;
- else
- v = 0.5f*(float)M_PI-0.5f*v;
- sqrt2og = (float)M_SQRT2/g;
- h1m1og = 0.5f*(1.0f-1.0f/g);
- gm1 = g-1.0f;
- cu = cosf(u);
- su = sinf(u);
- sgu = sinf(g*u);
- cgm1u = cosf(gm1*u);
- sgm1u = sinf(gm1*u);
- cv = cosf(v);
- s2v = sinf(2.0f*v);
- cv2 = cv*cv;
- nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
- nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
- den = 1.0f/(1.0f-0.5f*(float)M_SQRT2*d*s2v*sgu);
- xx[0] = nomx*den;
- xx[1] = nomy*den;
- xx[2] = cv2*den-oz;
- for (l=0; l<3; l++)
- {
- r = 0.0;
- for (m=0; m<3; m++)
- r += mat[l][m]*xx[m];
- p[l] = r*radius;
- }
-
- pp->offset3d[0] = -p[0];
- pp->offset3d[1] = -p[1]-DELTAY;
- pp->offset3d[2] = -p[2];
-}
-
-
-/* Draw a 3d immersion of the projective plane using OpenGL's fixed
- functionality. */
-static int roman_boy_ff(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax, int numu, int numv)
-{
- static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
- static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat 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 p[3], pu[3], pv[3], n[3], mat[3][3], matc[3][3];
- int i, j, k, l, m, o, g;
- float u, v, ur, vr, oz;
- float xx[3], xxu[3], xxv[3];
- float r, s, t;
- float d, dd, radius;
- float cu, su, cgu, sgu, cgm1u, sgm1u, cv, c2v, s2v, cv2;
- float sqrt2og, h1m1og, gm1, nomx, nomy, nomux, nomuy, nomvx, nomvy;
- float den, den2, denu, denv;
- float qu[4], r1[3][3], r2[3][3];
- romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
- int polys;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (pp->projection == DISP_PERSPECTIVE || pp->view == VIEW_WALK)
- {
- if (pp->view == VIEW_WALK)
- 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(-pp->aspect,pp->aspect,-1.0,1.0,0.1,10.0);
- else
- glOrtho(-1.0,1.0,-1.0/pp->aspect,1.0/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
- }
-
- g = pp->g;
- dd = pp->dd;
- d = ((6.0f*dd-15.0f)*dd+10.0f)*dd*dd*dd;
- r = 1.0f+d*d*(1.0f/2.0f+d*d*(1.0f/6.0f+d*d*(1.0f/3.0f)));
- radius = 1.0f/r;
- oz = 0.5f*r;
-
- if (pp->change_colors)
- rotateall(pp->rho,pp->sigma,pp->tau,matc);
-
- if (pp->view == VIEW_WALK)
- {
- /* Compute the walk frame. */
- compute_walk_frame(pp,g,d,radius,oz,mat);
- }
- else
- {
- /* Compute the rotation that rotates the projective plane in 3D,
- including the trackball rotations. */
- rotateall(pp->alpha,pp->beta,pp->delta,r1);
-
- gltrackball_get_quaternion(pp->trackball,qu);
- quat_to_rotmat(qu,r2);
-
- mult_rotmat(r2,r1,mat);
- }
-
- 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;
-
- /* Set up the projective plane coordinates and normals. */
- if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
- {
- for (i=0; i<=numv; i++)
- {
- if (pp->appearance == APPEARANCE_DISTANCE_BANDS &&
- ((i & (NUMB-1)) >= NUMB/4+1) && ((i & (NUMB-1)) < 3*NUMB/4))
- continue;
- for (j=0; j<=numu; j++)
- {
- o = i*(numu+1)+j;
- u = ur*j/numu+umin;
- v = vr*i/numv+vmin;
- if (pp->change_colors)
- {
- /* Compute the colors dynamically. */
- if (pp->colors == COLORS_DIRECTION)
- color(pp,2.0*M_PI-fmod(2.0*u,2.0*M_PI),matc,&pp->col[4*o]);
- else if (pp->colors == COLORS_DISTANCE)
- color(pp,v*(5.0/6.0),matc,&pp->col[4*o]);
- }
- if (g & 1)
- v = 0.5f*(float)M_PI-0.25f*v;
- else
- v = 0.5f*(float)M_PI-0.5f*v;
- sqrt2og = (float)M_SQRT2/g;
- h1m1og = 0.5f*(1.0f-1.0f/g);
- gm1 = g-1.0f;
- cu = cosf(u);
- su = sinf(u);
- cgu = cosf(g*u);
- sgu = sinf(g*u);
- cgm1u = cosf(gm1*u);
- sgm1u = sinf(gm1*u);
- cv = cosf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- cv2 = cv*cv;
- nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
- nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
- nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
- nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
- nomvx = -sqrt2og*s2v*cgm1u+2.0f*h1m1og*c2v*cu;
- nomvy = -sqrt2og*s2v*sgm1u-2.0f*h1m1og*c2v*su;
- den = 1.0f/(1.0f-0.5f*(float)M_SQRT2*d*s2v*sgu);
- den2 = den*den;
- denu = 0.5f*(float)M_SQRT2*d*g*cgu*s2v;
- denv = (float)M_SQRT2*d*sgu*c2v;
- xx[0] = nomx*den;
- xx[1] = nomy*den;
- xx[2] = cv2*den-oz;
- /* Avoid degenerate tangential plane basis vectors. */
- if (0.5f*(float)M_PI-fabsf(v) < 10.0f*(float)FLT_EPSILON)
- {
- if (0.5f*(float)M_PI-v < 10.0f*(float)FLT_EPSILON)
- v = 0.5f*(float)M_PI-10.0f*(float)FLT_EPSILON;
- else
- v = -0.5f*(float)M_PI+10.0f*(float)FLT_EPSILON;
- cv = cosf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- cv2 = cv*cv;
- nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
- nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
- nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
- nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
- nomvx = -sqrt2og*s2v*cgm1u+2.0f*h1m1og*c2v*cu;
- nomvy = -sqrt2og*s2v*sgm1u-2.0f*h1m1og*c2v*su;
- den = 1.0f/(1.0f-0.5f*(float)M_SQRT2*d*s2v*sgu);
- den2 = den*den;
- denu = 0.5f*(float)M_SQRT2*d*g*cgu*s2v;
- denv = (float)M_SQRT2*d*sgu*c2v;
- }
- xxu[0] = nomux*den+nomx*denu*den2;
- xxu[1] = nomuy*den+nomy*denu*den2;
- xxu[2] = cv2*denu*den2;
- xxv[0] = nomvx*den+nomx*denv*den2;
- xxv[1] = nomvy*den+nomy*denv*den2;
- xxv[2] = -s2v*den+cv2*denv*den2;
- for (l=0; l<3; l++)
- {
- r = 0.0f;
- s = 0.0f;
- t = 0.0f;
- for (m=0; m<3; m++)
- {
- r += mat[l][m]*xx[m];
- s += mat[l][m]*xxu[m];
- t += mat[l][m]*xxv[m];
- }
- p[l] = r*radius+pp->offset3d[l];
- pu[l] = s*radius;
- pv[l] = t*radius;
- }
- n[0] = pu[1]*pv[2]-pu[2]*pv[1];
- n[1] = pu[2]*pv[0]-pu[0]*pv[2];
- n[2] = pu[0]*pv[1]-pu[1]*pv[0];
- t = 1.0f/sqrtf(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- pp->pp[3*o+0] = p[0];
- pp->pp[3*o+1] = p[1];
- pp->pp[3*o+2] = p[2];
- pp->pn[3*o+0] = n[0];
- pp->pn[3*o+1] = n[1];
- pp->pn[3*o+2] = n[2];
- }
- }
- }
- else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
- {
- for (j=0; j<=numu; j++)
- {
- if ((j & (NUMB-1)) >= NUMB/2+1)
- continue;
- for (i=0; i<=numv; i++)
- {
- o = i*(numu+1)+j;
- u = -ur*j/numu+umin;
- v = vr*i/numv+vmin;
- if (pp->change_colors)
- {
- /* Compute the colors dynamically. */
- if (pp->colors == COLORS_DIRECTION)
- color(pp,2.0*M_PI-fmod(2.0*u,2.0*M_PI),matc,&pp->col[4*o]);
- else if (pp->colors == COLORS_DISTANCE)
- color(pp,v*(5.0/6.0),matc,&pp->col[4*o]);
- }
- if (g & 1)
- v = 0.5f*(float)M_PI-0.25f*v;
- else
- v = 0.5f*(float)M_PI-0.5f*v;
- sqrt2og = (float)M_SQRT2/g;
- h1m1og = 0.5f*(1.0f-1.0f/g);
- gm1 = g-1.0f;
- cu = cosf(u);
- su = sinf(u);
- cgu = cosf(g*u);
- sgu = sinf(g*u);
- cgm1u = cosf(gm1*u);
- sgm1u = sinf(gm1*u);
- cv = cosf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- cv2 = cv*cv;
- nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
- nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
- nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
- nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
- nomvx = -sqrt2og*s2v*cgm1u+2.0f*h1m1og*c2v*cu;
- nomvy = -sqrt2og*s2v*sgm1u-2.0f*h1m1og*c2v*su;
- den = 1.0f/(1.0f-0.5f*(float)M_SQRT2*d*s2v*sgu);
- den2 = den*den;
- denu = 0.5f*(float)M_SQRT2*d*g*cgu*s2v;
- denv = (float)M_SQRT2*d*sgu*c2v;
- xx[0] = nomx*den;
- xx[1] = nomy*den;
- xx[2] = cv2*den-oz;
- /* Avoid degenerate tangential plane basis vectors. */
- if (0.5f*(float)M_PI-fabsf(v) < 10.0f*(float)FLT_EPSILON)
- {
- if (0.5f*(float)M_PI-v < 10.0f*(float)FLT_EPSILON)
- v = 0.5f*(float)M_PI-10.0f*(float)FLT_EPSILON;
- else
- v = -0.5f*(float)M_PI+10.0f*(float)FLT_EPSILON;
- cv = cosf(v);
- c2v = cosf(2.0f*v);
- s2v = sinf(2.0f*v);
- cv2 = cv*cv;
- nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
- nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
- nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
- nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
- nomvx = -sqrt2og*s2v*cgm1u+2.0f*h1m1og*c2v*cu;
- nomvy = -sqrt2og*s2v*sgm1u-2.0f*h1m1og*c2v*su;
- den = 1.0f/(1.0f-0.5f*(float)M_SQRT2*d*s2v*sgu);
- den2 = den*den;
- denu = 0.5f*(float)M_SQRT2*d*g*cgu*s2v;
- denv = (float)M_SQRT2*d*sgu*c2v;
- }
- xxu[0] = nomux*den+nomx*denu*den2;
- xxu[1] = nomuy*den+nomy*denu*den2;
- xxu[2] = cv2*denu*den2;
- xxv[0] = nomvx*den+nomx*denv*den2;
- xxv[1] = nomvy*den+nomy*denv*den2;
- xxv[2] = -s2v*den+cv2*denv*den2;
- for (l=0; l<3; l++)
- {
- r = 0.0f;
- s = 0.0f;
- t = 0.0f;
- for (m=0; m<3; m++)
- {
- r += mat[l][m]*xx[m];
- s += mat[l][m]*xxu[m];
- t += mat[l][m]*xxv[m];
- }
- p[l] = r*radius+pp->offset3d[l];
- pu[l] = s*radius;
- pv[l] = t*radius;
- }
- n[0] = pu[1]*pv[2]-pu[2]*pv[1];
- n[1] = pu[2]*pv[0]-pu[0]*pv[2];
- n[2] = pu[0]*pv[1]-pu[1]*pv[0];
- t = 1.0f/sqrtf(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
- n[0] *= t;
- n[1] *= t;
- n[2] *= t;
- pp->pp[3*o+0] = p[0];
- pp->pp[3*o+1] = p[1];
- pp->pp[3*o+2] = p[2];
- pp->pn[3*o+0] = n[0];
- pp->pn[3*o+1] = n[1];
- pp->pn[3*o+2] = n[2];
- }
- }
- }
-
- 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;
- glTexCoord2fv(&pp->tex[2*o]);
- if (pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
- {
- glColor3fv(&pp->col[4*o]);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- &pp->col[4*o]);
- }
- glNormal3fv(&pp->pn[3*o]);
- glVertex3fv(&pp->pp[3*o]);
- }
- }
- glEnd();
- }
- polys = 2*numv*(numu+1);
- if (pp->appearance == APPEARANCE_DISTANCE_BANDS)
- polys /= 2;
- }
- 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;
- glTexCoord2fv(&pp->tex[2*o]);
- if (pp->colors != COLORS_ONESIDED && pp->colors != COLORS_TWOSIDED)
- {
- glColor3fv(&pp->col[4*o]);
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
- &pp->col[4*o]);
- }
- glNormal3fv(&pp->pn[3*o]);
- glVertex3fv(&pp->pp[3*o]);
- }
- }
- glEnd();
- }
- polys = numu*(numv+1);
- }
-
- return polys;
-}
-
-
-#ifdef HAVE_GLSL
-
-/* Draw a 3d immersion of the projective plane using OpenGL's programmable
- functionality. */
-static int roman_boy_pf(ModeInfo *mi, double umin, double umax,
- double vmin, double vmax, int numu, int numv)
-{
- static const GLfloat light_model_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
- static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
- static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
- static const GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
- static const GLfloat mat_diff_oneside[] = { 0.9, 0.4, 0.3, 1.0 };
- static const GLfloat mat_diff_trans_red[] = { 1.0, 0.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.7 };
- static const GLfloat mat_diff_trans_oneside[] = { 0.9, 0.4, 0.3, 0.7 };
- static const GLfloat mat_diff_white[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat light_direction[3], half_vector[3], len;
- GLfloat p_mat[16], mv_mat[16], rot_mat[16];
- float mat_diff_dyn[4], mat_diff_dyn_compl[4];
- float mat[3][3], matc[3][3];
- int i, j, k, l, m, o, g;
- float u, v, ur, vr, oz;
- float r;
- float d, dd, radius;
- float qu[4], r1[3][3], r2[3][3];
- GLsizeiptr index_offset;
- romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
- int polys;
-
- if (!pp->use_shaders)
- return 0;
-
- g = pp->g;
- dd = pp->dd;
- d = ((6.0f*dd-15.0f)*dd+10.0f)*dd*dd*dd;
- r = 1.0f+d*d*(1.0f/2.0f+d*d*(1.0f/6.0f+d*d*(1.0f/3.0f)));
- radius = 1.0f/r;
- oz = 0.5f*r;
-
- 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;
- if (g & 1)
- v = 0.5f*(float)M_PI-0.25f*v;
- else
- v = 0.5f*(float)M_PI-0.5f*v;
- pp->uv[2*o+0] = u;
- pp->uv[2*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)
- rotateall(pp->rho,pp->sigma,pp->tau,matc);
-
- if (pp->view == VIEW_WALK)
- {
- /* Compute the walk frame. */
- compute_walk_frame(pp,g,d,radius,oz,mat);
- }
- else
- {
- /* Compute the rotation that rotates the projective plane in 3D,
- including the trackball rotations. */
- rotateall(pp->alpha,pp->beta,pp->delta,r1);
-
- gltrackball_get_quaternion(pp->trackball,qu);
- quat_to_rotmat(qu,r2);
-
- mult_rotmat(r2,r1,mat);
- }
-
- if (pp->change_colors &&
- (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->appearance != APPEARANCE_DIRECTION_BANDS)
- u = ur*j/numu+umin;
- else
- u = -ur*j/numu+umin;
- v = vr*i/numv+vmin;
- if (pp->colors == COLORS_DIRECTION)
- color(pp,2.0*M_PI-fmod(2.0*u,2.0*M_PI),matc,&pp->col[4*o]);
- else if (pp->colors == COLORS_DISTANCE)
- color(pp,v*(5.0/6.0),matc,&pp->col[4*o]);
- }
- }
- }
-
- glUseProgram(pp->shader_program);
-
- glUniform1i(pp->g_index,g);
- glUniform1f(pp->d_index,d);
-
- glsl_Identity(p_mat);
- if (pp->projection == DISP_PERSPECTIVE || pp->view == VIEW_WALK)
- {
- if (pp->view == VIEW_WALK)
- 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,-pp->aspect,pp->aspect,-1.0f,1.0f,
- 0.1f,10.0f);
- else
- glsl_Orthographic(p_mat,-1.0f,1.0f,-1.0f/pp->aspect,1.0f/pp->aspect,
- 0.1f,10.0f);
- }
- glUniformMatrix4fv(pp->mat_p_index,1,GL_FALSE,p_mat);
- glsl_Identity(rot_mat);
- for (i=0; i<3; i++)
- for (j=0; j<3; j++)
- rot_mat[GLSL__LINCOOR(i,j,4)] = mat[i][j];
- glsl_Identity(mv_mat);
- glsl_Translate(mv_mat,pp->offset3d[0],pp->offset3d[1],pp->offset3d[2]);
- glsl_Scale(mv_mat,radius,radius,radius);
- glsl_MultMatrix(mv_mat,rot_mat);
- glsl_Translate(mv_mat,0.0f,0.0f,-oz);
- glUniformMatrix4fv(pp->mat_mv_index,1,GL_FALSE,mv_mat);
-
- len = sqrtf(light_position[0]*light_position[0]+
- light_position[1]*light_position[1]+
- light_position[2]*light_position[2]);
- light_direction[0] = light_position[0]/len;
- light_direction[1] = light_position[1]/len;
- light_direction[2] = light_position[2]/len;
- half_vector[0] = light_direction[0];
- half_vector[1] = light_direction[1];
- half_vector[2] = light_direction[2]+1.0f;
- len = sqrtf(half_vector[0]*half_vector[0]+
- half_vector[1]*half_vector[1]+
- half_vector[2]*half_vector[2]);
- half_vector[0] /= len;
- half_vector[1] /= len;
- half_vector[2] /= len;
-
- glUniform4fv(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->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);
-
- 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,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);
-
- if (pp->appearance != APPEARANCE_DIRECTION_BANDS)
- {
- polys = 2*numv*(numu+1);
- if (pp->appearance == APPEARANCE_DISTANCE_BANDS)
- polys /= 2;
- }
- else /* pp->appearance == APPEARANCE_DIRECTION_BANDS */
- {
- polys = numu*(numv+1);
- }
-
- return polys;
-}
-
-#endif /* HAVE_GLSL */
-
-
-/* Generate a texture image that shows the orientation reversal. */
-static void gen_texture(ModeInfo *mi)
-{
- romanboystruct *pp = &romanboy[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)
-{
- romanboystruct *pp = &romanboy[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];
-
- pp->uv = calloc(2*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
- pp->indices = calloc(4*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
-
- /* 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_mv_index = glGetUniformLocation(pp->shader_program,
- "MatModelView");
- pp->mat_p_index = glGetUniformLocation(pp->shader_program,
- "MatProj");
- pp->g_index = glGetUniformLocation(pp->shader_program,
- "G");
- pp->d_index = glGetUniformLocation(pp->shader_program,
- "D");
- 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_mv_index == -1 || pp->mat_p_index == -1 ||
- pp->g_index == -1 || pp->d_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)
-{
- romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
-
- if (deform_speed == 0.0)
- deform_speed = 10.0;
-
- if (init_deform < 0.0)
- init_deform = 0.0;
- if (init_deform > 1000.0)
- init_deform = 1000.0;
-
- 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);
- }
- else
- {
- pp->alpha = 0.0;
- pp->beta = 0.0;
- pp->delta = 0.0;
- }
- 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->dd = init_deform*0.001;
- pp->defdir = -1;
-
- pp->rho = frand(360.0);
- pp->sigma = frand(360.0);
- pp->tau = frand(360.0);
-
- pp->offset3d[0] = 0.0;
- pp->offset3d[1] = 0.0;
- pp->offset3d[2] = -1.8;
-
- pp->pp = calloc(3*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
- pp->pn = calloc(3*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
- pp->col = calloc(4*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
- pp->tex = calloc(2*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
-
- gen_texture(mi);
- setup_roman_boy_color_texture(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,pp->g*NUMU,NUMV);
-
-#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_GLSL */
-}
-
-
-/* Redisplay the projective plane. */
-static void display_romanboy(ModeInfo *mi)
-{
- romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
-
- if (!pp->button_pressed)
- {
- if (deform)
- {
- pp->dd += pp->defdir*deform_speed*0.001;
- if (pp->dd < 0.0)
- {
- pp->dd = -pp->dd;
- pp->defdir = -pp->defdir;
- }
- if (pp->dd > 1.0)
- {
- pp->dd = 2.0-pp->dd;
- pp->defdir = -pp->defdir;
- }
- }
- if (pp->view == VIEW_TURN)
- {
- pp->alpha += speed_x * pp->speed_scale;
- if (pp->alpha >= 360.0)
- pp->alpha -= 360.0;
- pp->beta += speed_y * pp->speed_scale;
- if (pp->beta >= 360.0)
- pp->beta -= 360.0;
- pp->delta += speed_z * pp->speed_scale;
- if (pp->delta >= 360.0)
- pp->delta -= 360.0;
- }
- if (pp->view == VIEW_WALK)
- {
- 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 = roman_boy_pf(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,
- pp->g*NUMU,NUMV);
- else
-#endif /* HAVE_GLSL */
- mi->polygon_count = roman_boy_ff(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,
- pp->g*NUMU,NUMV);
-}
-
-
-ENTRYPOINT void reshape_romanboy(ModeInfo *mi, int width, int height)
-{
- romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
-
- pp->WindW = (GLint)width;
- pp->WindH = (GLint)height;
- glViewport(0,0,width,height);
- pp->aspect = (GLfloat)width/(GLfloat)height;
-}
-
-
-ENTRYPOINT Bool romanboy_handle_event(ModeInfo *mi, XEvent *event)
-{
- romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
-
- if (event->xany.type == ButtonPress && event->xbutton.button == Button1)
- {
- pp->button_pressed = True;
- gltrackball_start(pp->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 == MotionNotify && pp->button_pressed)
- {
- gltrackball_track(pp->trackball, event->xmotion.x, event->xmotion.y,
- MI_WIDTH(mi), MI_HEIGHT(mi));
- return True;
- }
-
- return False;
-}
-
-
-/*
- *-----------------------------------------------------------------------------
- *-----------------------------------------------------------------------------
- * Xlock hooks.
- *-----------------------------------------------------------------------------
- *-----------------------------------------------------------------------------
- */
-
-/*
- *-----------------------------------------------------------------------------
- * Initialize romanboy. Called each time the window changes.
- *-----------------------------------------------------------------------------
- */
-
-ENTRYPOINT void init_romanboy(ModeInfo *mi)
-{
- romanboystruct *pp;
-
- MI_INIT (mi, romanboy);
- pp = &romanboy[MI_SCREEN(mi)];
-
- if (surface_order < 2)
- pp->g = 2;
- else if (surface_order > 9)
- pp->g = 9;
- else
- pp->g = surface_order;
-
- pp->trackball = gltrackball_init(True);
- 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;
- }
-
- pp->marks = marks;
-
- /* Orientation marks don't make sense in wireframe mode. */
- 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
- {
- 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
- {
- pp->view = random() % NUM_VIEW_MODES;
- }
-
- /* Set the 3d projection mode. */
- if (!strcasecmp(proj,"random"))
- {
- /* Orthographic projection only makes sense in turn mode. */
- if (pp->view == VIEW_TURN)
- pp->projection = random() % NUM_DISP_MODES;
- else
- pp->projection = DISP_PERSPECTIVE;
- }
- else if (!strcasecmp(proj,"perspective"))
- {
- pp->projection = DISP_PERSPECTIVE;
- }
- else if (!strcasecmp(proj,"orthographic"))
- {
- pp->projection = DISP_ORTHOGRAPHIC;
- }
- else
- {
- /* Orthographic projection only makes sense in turn mode. */
- if (pp->view == VIEW_TURN)
- pp->projection = random() % NUM_DISP_MODES;
- else
- pp->projection = DISP_PERSPECTIVE;
- }
-
- /* 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_romanboy(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_romanboy(ModeInfo *mi)
-{
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- romanboystruct *pp;
-
- if (romanboy == NULL)
- return;
- pp = &romanboy[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_romanboy(mi);
-
- if (MI_IS_FPS(mi))
- do_fps (mi);
-
- glFlush();
-
- glXSwapBuffers(display,window);
-}
-
-
-#ifndef STANDALONE
-ENTRYPOINT void change_romanboy(ModeInfo *mi)
-{
- romanboystruct *pp = &romanboy[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_romanboy(ModeInfo *mi)
-{
- romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
-
- if (!pp->glx_context) return;
- glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *pp->glx_context);
-
- if (pp->pp) free(pp->pp);
- if (pp->pn) free(pp->pn);
- if (pp->col) free(pp->col);
- if (pp->tex) free(pp->tex);
- gltrackball_free (pp->trackball);
- if (pp->tex_name) glDeleteTextures (1, &pp->tex_name);
-#ifdef HAVE_GLSL
- if (pp->uv) free(pp->uv);
- if (pp->indices) free(pp->indices);
- 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 ("RomanBoy", romanboy)
-
-#endif /* USE_GL */