/* -*- Mode: C; tab-width: 4 -*- */ /* cage --- the Impossible Cage, an Escher like scene. */ #if 0 static const char sccsid[] = "@(#)cage.c 5.01 2001/03/01 xlockmore"; #endif /*- * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation. * * This file is provided AS IS with no warranties of any kind. The author * shall have no liability with respect to the infringement of copyrights, * trade secrets or any patents by this file or any part thereof. In no * event will the author be liable for any lost revenue or profits or * other special, indirect and consequential damages. * * The RotateAroundU() routine was adapted from the book * "Computer Graphics Principles and Practice * Foley - vanDam - Feiner - Hughes * Second Edition" Pag. 227, exercise 5.15. * * This mode shows some interesting scenes that are impossible OR very * wierd to build in the real universe. Much of the scenes are inspirated * on Mauritz Cornelis Escher's works which derivated the mode's name. * M.C. Escher (1898-1972) was a dutch artist and many people prefer to * say he was a mathematician. * * Thanks goes to Brian Paul for making it possible and inexpensive to use * OpenGL at home. * * Since I'm not a native English speaker, my apologies for any grammatical * mistakes. * * My e-mail address is * mfvianna@centroin.com.br * * Marcelo F. Vianna (Jun-01-1997) * * Revision History: * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver) * 01-Mar-2001: Added FPS stuff E.Lassauge * 01-Nov-2000: Allocation checks * 01-Jan-1998: Mode separated from escher and renamed * 08-Jun-1997: New scene implemented: "Impossible Cage" based in a M.C. * Escher's painting with the same name (quite similar). The * first GL mode to use texture mapping. * The "Impossible Cage" scene doesn't use DEPTH BUFFER, the * wood planks are drawn consistently using GL_CULL_FACE, and * the painter's algorithm is used to sort the planks. * Marcelo F. Vianna. * 07-Jun-1997: Speed ups in Moebius Strip using GL_CULL_FACE. * Marcelo F. Vianna. * 03-Jun-1997: Initial Release (Only one scene: "Moebius Strip") * The Moebius Strip scene was inspirated in a M.C. Escher's * painting named Moebius Strip II in wich ants walk across a * Moebius Strip path, sometimes meeting each other and sometimes * being in "opposite faces" (note that the moebius strip has * only one face and one edge). * Marcelo F. Vianna. */ /*- * Texture mapping is only available on RGBA contexts, Mono and color index * visuals DO NOT support texture mapping in OpenGL. * * BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture * mapping shuld work on PseudoColor, DirectColor, TrueColor using Mesa. Mono * is not officially supported for both OpenGL and Mesa, but seems to not crash * Mesa. * * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know). */ #ifdef STANDALONE # define MODE_cage # define DEFAULTS "*delay: 25000 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ "*suppressRotationAnimation: True\n" \ # define release_cage 0 # define cage_handle_event xlockmore_no_events # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ #endif /* !STANDALONE */ #ifdef MODE_cage #if 0 #include "e_textures.h" #else #include "ximage-loader.h" #include "images/gen/wood_png.h" #endif ENTRYPOINT ModeSpecOpt cage_opts = {0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL}; #ifdef USE_MODULES ModStruct cage_description = {"cage", "init_cage", "draw_cage", NULL, "draw_cage", "change_cage", (char *) NULL, &cage_opts, 25000, 1, 1, 1, 1.0, 4, "", "Shows the Impossible Cage, an Escher-like GL scene", 0, NULL}; #endif #define Scale4Window 0.3 #define Scale4Iconic 0.4 #define sqr(A) ((A)*(A)) #ifndef Pi #define Pi M_PI #endif #define ObjWoodPlank 0 #define MaxObj 1 /*************************************************************************/ typedef struct { GLint WindH, WindW; GLfloat step; GLXContext *glx_context; } cagestruct; static const float front_shininess[] = {60.0}; static const float front_specular[] = {0.7, 0.7, 0.7, 1.0}; static const float ambient[] = {0.0, 0.0, 0.0, 1.0}; static const float diffuse[] = {1.0, 1.0, 1.0, 1.0}; static const float position0[] = {1.0, 1.0, 1.0, 0.0}; static const float position1[] = {-1.0, -1.0, 1.0, 0.0}; static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0}; static const float lmodel_twoside[] = {GL_TRUE}; static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0}; static cagestruct *cage = (cagestruct *) NULL; #define PlankWidth 3.0 #define PlankHeight 0.35 #define PlankThickness 0.15 static Bool draw_woodplank(ModeInfo *mi, cagestruct * cp, int wire) { glBegin(wire ? GL_LINES : GL_QUADS); glNormal3f(0, 0, 1); glTexCoord2f(0, 0); glVertex3f(-PlankWidth, -PlankHeight, PlankThickness); glTexCoord2f(1, 0); glVertex3f(PlankWidth, -PlankHeight, PlankThickness); glTexCoord2f(1, 1); glVertex3f(PlankWidth, PlankHeight, PlankThickness); glTexCoord2f(0, 1); glVertex3f(-PlankWidth, PlankHeight, PlankThickness); mi->polygon_count++; glNormal3f(0, 0, -1); glTexCoord2f(0, 0); glVertex3f(-PlankWidth, PlankHeight, -PlankThickness); glTexCoord2f(1, 0); glVertex3f(PlankWidth, PlankHeight, -PlankThickness); glTexCoord2f(1, 1); glVertex3f(PlankWidth, -PlankHeight, -PlankThickness); glTexCoord2f(0, 1); glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness); mi->polygon_count++; glNormal3f(0, 1, 0); glTexCoord2f(0, 0); glVertex3f(-PlankWidth, PlankHeight, PlankThickness); glTexCoord2f(1, 0); glVertex3f(PlankWidth, PlankHeight, PlankThickness); glTexCoord2f(1, 1); glVertex3f(PlankWidth, PlankHeight, -PlankThickness); glTexCoord2f(0, 1); glVertex3f(-PlankWidth, PlankHeight, -PlankThickness); mi->polygon_count++; glNormal3f(0, -1, 0); glTexCoord2f(0, 0); glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness); glTexCoord2f(1, 0); glVertex3f(PlankWidth, -PlankHeight, -PlankThickness); glTexCoord2f(1, 1); glVertex3f(PlankWidth, -PlankHeight, PlankThickness); glTexCoord2f(0, 1); glVertex3f(-PlankWidth, -PlankHeight, PlankThickness); mi->polygon_count++; glNormal3f(1, 0, 0); glTexCoord2f(0, 0); glVertex3f(PlankWidth, -PlankHeight, PlankThickness); glTexCoord2f(1, 0); glVertex3f(PlankWidth, -PlankHeight, -PlankThickness); glTexCoord2f(1, 1); glVertex3f(PlankWidth, PlankHeight, -PlankThickness); glTexCoord2f(0, 1); glVertex3f(PlankWidth, PlankHeight, PlankThickness); mi->polygon_count++; glNormal3f(-1, 0, 0); glTexCoord2f(0, 0); glVertex3f(-PlankWidth, PlankHeight, PlankThickness); glTexCoord2f(1, 0); glVertex3f(-PlankWidth, PlankHeight, -PlankThickness); glTexCoord2f(1, 1); glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness); glTexCoord2f(0, 1); glVertex3f(-PlankWidth, -PlankHeight, PlankThickness); mi->polygon_count++; glEnd(); return True; } static Bool draw_impossiblecage(ModeInfo *mi, cagestruct * cp, int wire) { glPushMatrix(); glRotatef(90, 0, 1, 0); glTranslatef(0.0, PlankHeight - PlankWidth, -PlankThickness - PlankWidth); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glRotatef(90, 0, 0, 1); glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - PlankThickness); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glRotatef(90, 0, 1, 0); glTranslatef(0.0, PlankWidth - PlankHeight, -PlankThickness - PlankWidth); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glTranslatef(0.0, PlankWidth - PlankHeight, 3 * PlankThickness - PlankWidth); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glRotatef(90, 0, 0, 1); glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - PlankThickness); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - 3 * PlankThickness); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glTranslatef(0.0, PlankHeight - PlankWidth, 3 * PlankThickness - PlankWidth); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glRotatef(90, 0, 0, 1); glTranslatef(0.0, PlankHeight - PlankWidth, PlankThickness - PlankWidth); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - 3 * PlankThickness); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glRotatef(90, 0, 1, 0); glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth + PlankThickness); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glRotatef(90, 0, 0, 1); glTranslatef(0.0, PlankWidth - PlankHeight, PlankThickness - PlankWidth); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); glPushMatrix(); glRotatef(90, 0, 1, 0); glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth + PlankThickness); if (!draw_woodplank(mi, cp, wire)) return False; glPopMatrix(); return True; } static void reshape_cage(ModeInfo * mi, int width, int height) { cagestruct *cp = &cage[MI_SCREEN(mi)]; int i; int y = 0; if (width > height * 5) { /* tiny window: show middle */ height = width * 9/16; y = -height/2; } glViewport(0, y, cp->WindW = (GLint) width, cp->WindH = (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); glMatrixMode(GL_MODELVIEW); i = width / 512 + 1; glLineWidth(i); glPointSize(i); } static void pinit(ModeInfo *mi) { /* int status; */ if (MI_IS_WIREFRAME(mi)) return; glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, position0); glLightfv(GL_LIGHT1, GL_AMBIENT, ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT1, GL_POSITION, position1); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_NORMALIZE); glFrontFace(GL_CCW); glCullFace(GL_BACK); /* cage */ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite); glShadeModel(GL_FLAT); glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glEnable(GL_CULL_FACE); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); #if 0 clear_gl_error(); if (MI_IS_MONO(mi)) status = 0; else status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, WoodTextureWidth, WoodTextureHeight, GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData); if (status) { const char *s = (char *) gluErrorString (status); fprintf (stderr, "%s: error mipmapping texture: %s\n", progname, (s ? s : "(unknown)")); exit (1); } check_gl_error("mipmapping"); #else { XImage *img = image_data_to_ximage (mi->dpy, mi->xgwa.visual, wood_png, sizeof(wood_png)); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, img->width, img->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img->data); check_gl_error("texture"); XDestroyImage (img); } #endif glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); } ENTRYPOINT void init_cage (ModeInfo * mi) { cagestruct *cp; MI_INIT (mi, cage); cp = &cage[MI_SCREEN(mi)]; cp->step = NRAND(90); if ((cp->glx_context = init_GL(mi)) != NULL) { reshape_cage(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); glDrawBuffer(GL_BACK); pinit(mi); } else { MI_CLEARWINDOW(mi); } } ENTRYPOINT void draw_cage (ModeInfo * mi) { Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); cagestruct *cp; if (cage == NULL) return; cp = &cage[MI_SCREEN(mi)]; MI_IS_DRAWN(mi) = True; if (!cp->glx_context) return; mi->polygon_count = 0; glXMakeCurrent(display, window, *cp->glx_context); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(0.0, 0.0, -10.0); if (!MI_IS_ICONIC(mi)) { glScalef(Scale4Window * cp->WindH / cp->WindW, Scale4Window, Scale4Window); } else { glScalef(Scale4Iconic * cp->WindH / cp->WindW, Scale4Iconic, Scale4Iconic); } # ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */ { int o = (int) current_device_rotation(); GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi); if (o != 0 && o != 180 && o != -180) { glScalef (1/h, h, 1/h); /* #### not quite right */ h = 1.7; glScalef (h, h, h); } } # endif /* cage */ glRotatef(cp->step * 100, 0, 0, 1); glRotatef(25 + cos(cp->step * 5) * 6, 1, 0, 0); glRotatef(204.5 - sin(cp->step * 5) * 8, 0, 1, 0); if (!draw_impossiblecage(mi, cp, MI_IS_WIREFRAME(mi))) { MI_ABORT(mi); return; } glPopMatrix(); if (MI_IS_FPS(mi)) do_fps (mi); glFlush(); glXSwapBuffers(display, window); cp->step += 0.025; } #ifndef STANDALONE ENTRYPOINT void change_cage (ModeInfo * mi) { cagestruct *cp = &cage[MI_SCREEN(mi)]; if (!cp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *cp->glx_context); pinit(mi); } #endif /* !STANDALONE */ ENTRYPOINT void free_cage (ModeInfo * mi) { /* nothing to do */ } XSCREENSAVER_MODULE ("Cage", cage) #endif