/* 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 . */ /* * 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 #endif #include "glsl-utils.h" #include "gltrackball.h" #include #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; iappearance == 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= 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; iappearance == 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= 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; jindices[pp->ni++] = i*(numu+1)+j; pp->indices[pp->ni++] = i*(numu+1)+j+1; } continue; } for (j=0; jindices[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 NUMB/2) continue; if ((j & (NUMB-1)) == NUMB/2) { for (i=0; iindices[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; ine; 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 */