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Diffstat (limited to 'hacks/glx/romanboy.c')
| -rw-r--r-- | hacks/glx/romanboy.c | 2586 |
1 files changed, 0 insertions, 2586 deletions
diff --git a/hacks/glx/romanboy.c b/hacks/glx/romanboy.c deleted file mode 100644 index 544fb96..0000000 --- a/hacks/glx/romanboy.c +++ /dev/null @@ -1,2586 +0,0 @@ -/* 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 */ |
