summaryrefslogtreecommitdiffstats
path: root/hacks/glx/vigilance.c
blob: 05e19edc7faa76abd37ca07ad702ec6aec8f2adb (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
/* vigilance, Copyright (c) 2017-2018 Jamie Zawinski <jwz@jwz.org>
 *
 * Permission to use, copy, modify, distribute, and sell this software and its
 * documentation for any purpose is hereby granted without fee, provided that
 * the above copyright notice appear in all copies and that both that
 * copyright notice and this permission notice appear in supporting
 * documentation.  No representations are made about the suitability of this
 * software for any purpose.  It is provided "as is" without express or 
 * implied warranty.
 *
 * Draws surveillance cameras, taking an interest in their surroundings.
 */

#define DEFAULTS	"*delay:	20000       \n" \
			"*count:        5           \n" \
			"*showFPS:      False       \n" \
			"*wireframe:    False       \n" \
			"*bodyColor:    #666666"   "\n" \
			"*capColor:     #FFFFFF"   "\n" \
			"*hingeColor:   #444444"   "\n" \
			"*mountColor:   #444444"   "\n" \
			"*lensColor:    #000000"   "\n" \
			"*groundColor:  #004400"   "\n" \

# define free_camera 0
# define release_camera 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))

#define DEF_SPEED       "1.0"
#define DEF_CAMERA_SIZE "1.0"

#include "xlockmore.h"
#include "gltrackball.h"
#include "ximage-loader.h"
#include "normals.h"

#include <ctype.h>

#ifdef USE_GL /* whole file */

#undef ABS
#define ABS(x) ((x)<0?-(x):(x))
#undef MAX
#define MAX(A,B) ((A)>(B)?(A):(B))
#undef MIN
#define MIN(A,B) ((A)<(B)?(A):(B))
#undef BELLRAND
#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)

#include "gllist.h"

extern const struct gllist
  *seccam_body, *seccam_cap, *seccam_hinge, *seccam_pipe, *seccam_lens;
static struct gllist *ground = 0;

static const struct gllist * const *all_objs[] = {
  &seccam_body, &seccam_cap, &seccam_hinge, &seccam_pipe, &seccam_lens,
  (const struct gllist * const *) &ground
};

#define CAMERA_BODY	0
#define CAMERA_CAP	1
#define CAMERA_HINGE	2
#define CAMERA_MOUNT	3
#define CAMERA_LENS	4
#define GROUND		5

#define BEAM_ZOFF 0.185	/* distance from origin to lens in model */

typedef enum { IDLE, WARM_UP, ZOT, COOL_DOWN } camera_state;


typedef struct {
  XYZ pos;
  GLfloat facing;		/* rotation around vertical axis, degrees */
  GLfloat pitch;		/* front/back tilt, degrees */
  GLfloat velocity;		/* most recent angular velocity, degrees */
  long focus_id;		/* pedestrian or camera of interest */
  XYZ focus;			/* point of interest */
  camera_state state;
  GLfloat tick;
} camera;

typedef struct pedestrian pedestrian;
struct pedestrian {
  long id;
  XYZ pos;
  GLfloat length;
  GLfloat frequency, amplitude;
  GLfloat ratio;
  GLfloat speed;
  pedestrian *next;
};

typedef struct {
  GLXContext *glx_context;
  trackball_state *user_trackball;
  Bool button_down_p;

  GLuint *dlists;
  GLfloat component_colors[countof(all_objs)][4];

  int ncameras;
  camera *cameras;
  pedestrian *pedestrians;
} camera_configuration;

static camera_configuration *bps = NULL;

static GLfloat speed_arg;
#ifdef DEBUG
static int debug_p;
#endif

static XrmOptionDescRec opts[] = {
  { "-speed",      ".speed",     XrmoptionSepArg, 0 },
#ifdef DEBUG
  {"-debug",       ".debug",     XrmoptionNoArg, "True" },
  {"+debug",       ".debug",     XrmoptionNoArg, "False" },
#endif
};

static argtype vars[] = {
  {&speed_arg,   "speed",      "Speed",     DEF_SPEED,      t_Float},
#ifdef DEBUG
  {&debug_p,     "debug",      "Debug",     "False",        t_Bool},
#endif
};

ENTRYPOINT ModeSpecOpt camera_opts = {
  countof(opts), opts, countof(vars), vars, NULL};


ENTRYPOINT void
reshape_camera (ModeInfo *mi, int width, int height)
{
  GLfloat h = (GLfloat) height / (GLfloat) width;
  int y = 0;

  if (width > height * 5) {   /* tiny window: show middle */
    height = width * 9/16;
    y = -height/2;
    h = height / (GLfloat) width;
  }

  glViewport (0, y, width, height);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective (30.0, 1/h, 1.0, 200);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  gluLookAt( 0, 0, 30,
             0, 0, 0,
             0, 1, 0);

# ifdef HAVE_MOBILE	/* Keep it the same relative size when rotated. */
  {
    int o = (int) current_device_rotation();
    if (o != 0 && o != 180 && o != -180)
      glScalef (1/h, 1/h, 1/h);
  }
# endif

  glClear(GL_COLOR_BUFFER_BIT);
}


ENTRYPOINT Bool
camera_handle_event (ModeInfo *mi, XEvent *event)
{
  camera_configuration *bp = &bps[MI_SCREEN(mi)];

  if (gltrackball_event_handler (event, bp->user_trackball,
                                 MI_WIDTH (mi), MI_HEIGHT (mi),
                                 &bp->button_down_p))
    return True;
  else if (event->xany.type == KeyPress)
    {
      KeySym keysym;
      char c = 0;
      XLookupString (&event->xkey, &c, 1, &keysym, 0);
      if (c == ' ' || c == '\t')
        {
          int i;
          if (bp->cameras[0].state == IDLE && bp->pedestrians)
            for (i = 0; i < bp->ncameras; i++)
              {
                bp->cameras[i].state = WARM_UP;
                bp->cameras[i].tick  = 1.0;
              }
          return True;
        }
    }

  return False;
}


static int draw_ground (ModeInfo *, GLfloat color[4]);

static void
parse_color (ModeInfo *mi, char *key, GLfloat color[4])
{
  XColor xcolor;
  char *string = get_string_resource (mi->dpy, key, "CameraColor");
  if (!XParseColor (mi->dpy, mi->xgwa.colormap, string, &xcolor))
    {
      fprintf (stderr, "%s: unparsable color in %s: %s\n", progname,
               key, string);
      exit (1);
    }

  color[0] = xcolor.red   / 65536.0;
  color[1] = xcolor.green / 65536.0;
  color[2] = xcolor.blue  / 65536.0;
  color[3] = 1;
}


ENTRYPOINT void 
init_camera (ModeInfo *mi)
{
  camera_configuration *bp;
  int wire = MI_IS_WIREFRAME(mi);
  int i;
  MI_INIT (mi, bps);

  bp = &bps[MI_SCREEN(mi)];

  bp->glx_context = init_GL(mi);

  reshape_camera (mi, MI_WIDTH(mi), MI_HEIGHT(mi));

  glShadeModel(GL_SMOOTH);

  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  glEnable(GL_CULL_FACE);

  if (!wire)
    {
      GLfloat pos[4] = {0.4, 0.2, 0.4, 0.0};
      GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
      GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
      GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};

      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
      glEnable(GL_DEPTH_TEST);
      glEnable(GL_CULL_FACE);

      glLightfv(GL_LIGHT0, GL_POSITION, pos);
      glLightfv(GL_LIGHT0, GL_AMBIENT,  amb);
      glLightfv(GL_LIGHT0, GL_DIFFUSE,  dif);
      glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
    }

  bp->user_trackball = gltrackball_init (False);

  bp->dlists = (GLuint *) calloc (countof(all_objs)+1, sizeof(GLuint));
  for (i = 0; i < countof(all_objs); i++)
    bp->dlists[i] = glGenLists (1);

  for (i = 0; i < countof(all_objs); i++)
    {
      const struct gllist *gll = *all_objs[i];
      char *key = 0;
      GLfloat spec1[4] = {1.00, 1.00, 1.00, 1.0};
      GLfloat spec2[4] = {0.40, 0.40, 0.70, 1.0};
      GLfloat *spec = spec1;
      GLfloat shiny = 20;

      glNewList (bp->dlists[i], GL_COMPILE);

      glMatrixMode(GL_MODELVIEW);
      glPushMatrix();
      glMatrixMode(GL_TEXTURE);
      glPushMatrix();
      glMatrixMode(GL_MODELVIEW);

      glRotatef (-90, 1, 0, 0);
      glRotatef (180, 0, 0, 1);
      glScalef (6, 6, 6);

      glBindTexture (GL_TEXTURE_2D, 0);

      switch (i) {
      case CAMERA_BODY:  key = "bodyColor";   break;
      case CAMERA_CAP:   key = "capColor";    break;
      case CAMERA_HINGE: key = "hingeColor";  break;
      case CAMERA_MOUNT: key = "mountColor";  break;
      case CAMERA_LENS:  key = "lensColor";   spec = spec2; break;
      case GROUND:       key = "groundColor"; spec = spec2; shiny = 128; break;
      default: abort(); break;
      }

      parse_color (mi, key, bp->component_colors[i]);

      glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR,  spec);
      glMaterialf  (GL_FRONT_AND_BACK, GL_SHININESS, shiny);

      switch (i) {
      case GROUND:
        if (! ground)
          ground = (struct gllist *) calloc (1, sizeof(*ground));
        ground->points = draw_ground (mi, bp->component_colors[i]);
        break;
      default:
        renderList (gll, wire);
        /* glColor3f (1, 1, 1); renderListNormals (gll, 100, True); */
        /* glColor3f (1, 1, 0); renderListNormals (gll, 100, False); */
        break;
      }

      glMatrixMode(GL_TEXTURE);
      glPopMatrix();
      glMatrixMode(GL_MODELVIEW);
      glPopMatrix();

      glEndList ();
    }

  bp->ncameras = MI_COUNT(mi);
  if (bp->ncameras <= 0) bp->ncameras = 1;
  bp->cameras = (camera *) calloc (bp->ncameras, sizeof (camera));

  {
    GLfloat range = (MI_COUNT(mi) <= 2) ? 4 : 5.5;
    GLfloat extent;
    GLfloat spacing = range / bp->ncameras;
    if (spacing < 0.7) spacing = 0.7;
    extent = spacing * (bp->ncameras - 1);
    for (i = 0; i < bp->ncameras; i++)
      {
        camera *c = &bp->cameras[i];
        c->state = IDLE;
        c->pos.x = i*spacing - extent/2;
        c->pos.z += 0.7;
        if (spacing < 1.6)
          c->pos.z = (i & 1 ? 1.1 : -0.3);
        c->focus.x = c->pos.x;
        c->focus.y = c->pos.y + 1;
        c->focus.z = c->pos.z + BEAM_ZOFF;
        c->pitch   = -50;
      }
  }


# ifdef DEBUG
  if (!debug_p)
# endif
    /* Let's tilt the floor a little. */
    gltrackball_reset (bp->user_trackball,
                       -0.70 + frand(1.58),
                       -0.30 + frand(0.40));
}


static XYZ
normalize (XYZ p)
{
  GLfloat d = sqrt(p.x*p.x + p.y*p.y * p.z*p.z);
  if (d < 0.0000001)
    p.x = p.y = p.z = 0;
  else
    {
      p.x /= d;
      p.y /= d;
      p.z /= d;
    }
    
  return p;
}


static GLfloat
vector_angle (XYZ a, XYZ b)
{
  double La = sqrt (a.x*a.x + a.y*a.y + a.z*a.z);
  double Lb = sqrt (b.x*b.x + b.y*b.y + b.z*b.z);
  double cc, angle;

  if (La == 0 || Lb == 0) return 0;
  if (a.x == b.x && a.y == b.y && a.z == b.z) return 0;

  /* dot product of two vectors is defined as:
       La * Lb * cos(angle between vectors)
     and is also defined as:
       ax*bx + ay*by + az*bz
     so:
      La * Lb * cos(angle) = ax*bx + ay*by + az*bz
      cos(angle)  = (ax*bx + ay*by + az*bz) / (La * Lb)
      angle = acos ((ax*bx + ay*by + az*bz) / (La * Lb));
  */
  cc = (a.x*b.x + a.y*b.y + a.z*b.z) / (La * Lb);
  if (cc > 1) cc = 1;  /* avoid fp rounding error (1.000001 => sqrt error) */
  angle = acos (cc);

  return (angle);
}


static int
draw_component (ModeInfo *mi, int i, GLfloat color[4])
{
  camera_configuration *bp = &bps[MI_SCREEN(mi)];
  if (! color)
    color = bp->component_colors[i];
  glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
  glCallList (bp->dlists[i]);
  return (*all_objs[i])->points / 3;
}


static int
draw_double_component (ModeInfo *mi, int i)
{
  int count = draw_component (mi, i, 0);

  glFrontFace(GL_CCW);
  glScalef (1, 1, -1);
  count += draw_component (mi, i, 0);
  glScalef (1, 1, -1);
  glFrontFace(GL_CW);
  return count;
}


static int
draw_ray (ModeInfo *mi, camera *c)
{
  int wire = MI_IS_WIREFRAME(mi);
  int count = 0;
  GLfloat length = 10000;
  GLfloat thickness = 0.08;
  int i;

  glPushMatrix();
  glTranslatef (c->pos.x, c->pos.y, c->pos.z + BEAM_ZOFF);
  glRotatef (-c->facing, 0, 0, 1);
  glRotatef ( c->pitch,  1, 0, 0);
  glRotatef (frand(90),  0, 1, 0);
  glScalef (thickness, length, thickness);
  glDisable (GL_LIGHTING);

  for (i = 0; i < 5; i++)
    {
      glColor4f (1, 0, 0, 0.1 + (i * 0.18));
      glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
      glVertex3f (0, 0, -0.5); glVertex3f (0, 0,  0.5);
      glVertex3f (0, 1,  0.5); glVertex3f (0, 1, -0.5);
      glEnd();
      count++;
      glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
      glVertex3f (-0.5, 0, 0); glVertex3f ( 0.5, 0, 0);
      glVertex3f ( 0.5, 1, 0); glVertex3f (-0.5, 1, 0);
      glEnd();
      count++;
      glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
      glVertex3f (0, 1, -0.5); glVertex3f (0, 1,  0.5);
      glVertex3f (0, 0,  0.5); glVertex3f (0, 0, -0.5);
      glEnd();
      count++;
      glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
      glVertex3f (-0.5, 1, 0); glVertex3f ( 0.5, 1, 0);
      glVertex3f ( 0.5, 0, 0); glVertex3f (-0.5, 0, 0);
      glEnd();
      count++;
      glScalef (0.7, 1, 0.7);
    }
  if (!MI_IS_WIREFRAME(mi))
    glEnable (GL_LIGHTING);
  glPopMatrix();
  return count;
}


static int
draw_camera_1 (ModeInfo *mi, camera *c)
{
  int count = 0;
  GLfloat scale = 0.01;
  GLfloat color[4] = { 1, 0, 0, 1 };
  glPushMatrix();

  glTranslatef (c->pos.x, c->pos.y, c->pos.z);
  glScalef (scale, scale, scale);

  glRotatef (90, 1, 0, 0);
  glRotatef (-90, 0, 1, 0);

  count += draw_double_component (mi, CAMERA_MOUNT);

  glRotatef (-c->facing, 0, 1, 0);
  glRotatef (-c->pitch,  0, 0, 1);

  count += draw_double_component (mi, CAMERA_HINGE);

  if (c->state == WARM_UP)
    {
      if (c->tick < 0.2)
        glTranslatef ((0.2 - c->tick) / (scale * 3), 0, 0);
    }

  if (c->state == ZOT)
    {
      glTranslatef ((0.005 - frand(0.01)) / scale,
                    (0.005 - frand(0.01)) / scale,
                    (0.005 - frand(0.01)) / scale);
    }

  count += draw_double_component (mi, CAMERA_BODY);

  if (c->state == ZOT)
    {
      glTranslatef ((0.005 - frand(0.01)) / scale,
                    (0.005 - frand(0.01)) / scale,
                    (0.005 - frand(0.01)) / scale);
    }

  count += draw_double_component (mi, CAMERA_CAP);

  switch (c->state) {
  case IDLE:      break;
  case WARM_UP:   color[0] = 1.0 - c->tick; break;
  case ZOT:       color[0] = 1.0;           break;
  case COOL_DOWN: color[0] = c->tick;       break;
  default: abort(); break;
  }

  count += draw_component (mi, CAMERA_LENS, 
                           (c->state == IDLE ? 0 : color));

# ifdef DEBUG
  if (debug_p && c->state != ZOT)
    {
      glDisable (GL_LIGHTING);
      glColor3f (1, 1, 0);
      glBegin (GL_LINES);
      glVertex3f (0, BEAM_ZOFF / scale, 0);
      glVertex3f (-100 / scale, BEAM_ZOFF / scale, 0);
      glEnd();
      if (!MI_IS_WIREFRAME(mi))
        glEnable (GL_LIGHTING);
    }
# endif

  glPopMatrix();

  return count;
}


/* The position this pedestrian would appear at during the given ratio
   through its life cycle.
 */
static XYZ
pedestrian_position (pedestrian *p, GLfloat ratio)
{
  XYZ pos = p->pos;
  if (p->speed < 0)
    ratio = 1-ratio;
  pos.x += p->length * ratio;
  pos.z += sin (M_PI * ratio * p->frequency * 2) * p->amplitude
    + p->amplitude/2;
  return pos;
}


static int
draw_pedestrian (ModeInfo *mi, pedestrian *p)
{
  int count = 0;
# ifdef DEBUG
  if (debug_p)
    {
      GLfloat r;
      GLfloat step = 0.001;
      glDisable (GL_LIGHTING);
      glColor3f (0, 0, 1);

      glBegin (GL_LINE_STRIP);
      glVertex3f (p->pos.x, p->pos.y, p->pos.z + p->amplitude);
      glVertex3f (p->pos.x, p->pos.y, 0);
      glVertex3f (p->pos.x + p->length, p->pos.y, 0);
      glVertex3f (p->pos.x + p->length, p->pos.y, p->pos.z + p->amplitude);
      glEnd();

      glBegin (GL_LINE_STRIP);
      for (r = 0; r <= 1; r += step)
        {
          XYZ pos = pedestrian_position (p, r);
          glVertex3f (pos.x, pos.y, pos.z);
          count++;
          if (p->ratio >= r && p->ratio < r + step)
            {
              glVertex3f (pos.x, pos.y, pos.z - p->amplitude);
              glVertex3f (pos.x, pos.y, pos.z + p->amplitude);
              glVertex3f (pos.x, pos.y, pos.z);
              count++;
            }
        }
      glEnd();
      if (!MI_IS_WIREFRAME(mi))
        glEnable (GL_LIGHTING);
    }
# endif
  return count;
}


/* Start someone walking through the scene.
 */
static void
add_pedestrian (ModeInfo *mi)
{
  camera_configuration *bp = &bps[MI_SCREEN(mi)];
  pedestrian *p = (pedestrian *) calloc (1, sizeof(*p));
  static int id = 100;
  p->id = id++;
  p->length = 35;
  p->ratio = 0;
  p->pos.x = -p->length/2;
  p->pos.y = 3 + frand(10);
  p->pos.z = -1.5 + frand(4) + ((random() % 10) ? 0 : frand(8));
  p->frequency = 4 + frand(4);
  p->amplitude = 0.1 + ((random() % 10) ? BELLRAND(0.45) : BELLRAND(1.5));
  p->ratio = 0;
  p->speed = ((4 + frand(4) + ((random() % 10) ? 0 : frand(10)))
              * (random() & 1 ? 1 : -1)
              * speed_arg);

  if (bp->pedestrians)
    {
      pedestrian *p2;	/* add it to the end */
      for (p2 = bp->pedestrians; p2->next; p2 = p2->next)
        ;
      p2->next = p;
    }
  else
    {
      p->next = bp->pedestrians;
      bp->pedestrians = p;
    }
}


static void
free_pedestrian (ModeInfo *mi, pedestrian *p)
{
  camera_configuration *bp = &bps[MI_SCREEN(mi)];
  Bool ok = False;
  if (!p) abort();
  if (p == bp->pedestrians)
    {
      bp->pedestrians = p->next;
      ok = True;
    }
  else
    {
      pedestrian *p0;
      for (p0 = bp->pedestrians; p0; p0 = p0->next)
        if (p0->next == p)
          {
            p0->next = p0->next ? p0->next->next : 0;
            ok = True;
            break;
          }
    }
  if (!ok) abort();
  p->next = 0;
  free (p);
}


static void
tick_pedestrian (ModeInfo *mi, pedestrian *p)
{
  p->ratio += 0.001 * (p->speed > 0 ? p->speed : -p->speed);
  if (p->ratio >= 1)
    free_pedestrian (mi, p);
}


/* Extract the position of the thing this camera would like to look at.
 */
static void
set_camera_focus (ModeInfo *mi, camera *c)
{
  camera_configuration *bp = &bps[MI_SCREEN(mi)];

  if (c->focus_id > 0)		/* Look at pedestrian with id N */
    {
      long id = c->focus_id;
      pedestrian *p;
      for (p = bp->pedestrians; p; p = p->next)
        if (p->id == id)
          break;
      if (p)
        c->focus = pedestrian_position (p, p->ratio);
      else
        c->focus_id = 0;  /* that pedestrian has escaped */
    }
  else if (c->focus_id < 0)	/* Look at camera -N-1 */
    {
      long n = -c->focus_id - 1;
      if (bp->ncameras > n)
        c->focus = bp->cameras[n].pos;
    }
}


static void
tick_camera (ModeInfo *mi, camera *c)
{
  camera_configuration *bp = &bps[MI_SCREEN(mi)];

  GLfloat X, Y, Z;
  set_camera_focus (mi, c);

  X = c->focus.x - c->pos.x;
  Y = c->focus.y - c->pos.y;
  Z = c->focus.z - c->pos.z - BEAM_ZOFF;

  if (X != 0 || Y != 0)
    {
      GLfloat ofacing = c->facing;
      GLfloat opitch  = c->pitch;

      GLfloat target_facing = atan2 (X, Y) * (180 / M_PI);
      GLfloat target_pitch  = atan2 (Z, sqrt(X*X + Y*Y)) * (180 / M_PI);

      /* Adjust the current velocity.
         If we are nearing the target, slow down (but don't stop).
         Otherwise, speed up (but don't break the speed limit).
       */
      {
        GLfloat accel = 0.5 * speed_arg;
        GLfloat decel_range = 20;
        GLfloat max_velocity = 5 * speed_arg;
        GLfloat close_enough = 0.5 * speed_arg;

        GLfloat dx = target_facing - c->facing;
        GLfloat dy = target_pitch  - c->pitch;
        GLfloat angular_distance = sqrt (dx*dx + dy*dy);

        /* Split the velocity into vx and vy components.  This isn't
           quite right since this treats them as Cartesian rather than
           polar, but it's close enough.
         */
        GLfloat r = (dx == 0) ? 1 : ABS(dy) / ABS(dx);
        GLfloat vx = 1-r;
        GLfloat vy = r;

        if (angular_distance < decel_range)  /* Nearing target, slow down */
          {
            c->velocity -= accel;
            if (c->velocity <= 0)
              c->velocity = accel;
          }
        else
          {
            c->velocity += accel;
            if (c->velocity > max_velocity)
              c->velocity = max_velocity;
          }

        /* Don't overshoot */
        if (vx > ABS(dx)) vx = ABS(dx);
        if (vy > ABS(dy)) vy = ABS(dy);


        /* Rotate toward target by current angular velocity. */
        c->facing += vx * c->velocity * (target_facing > c->facing ? 1 : -1);
        c->pitch  += vy * c->velocity * (target_pitch  > c->pitch  ? 1 : -1);

        /* If we are pointed *really close* to the target, just lock on,
           to avoid twitchy overshoot rounding errors.
         */
        if (angular_distance < close_enough)
          {
            c->facing = target_facing;
            c->pitch  = target_pitch;
          }

        /* Constrain to hinge's range of motion */
        c->facing = MAX (-90, MIN (90, c->facing));
        c->pitch  = MAX (-90, MIN (55, c->pitch));

        /* After this motion, our prevailing velocity (for next time)
           is the angular distance we actually moved.
         */
        dx = c->facing - ofacing;
        dy = c->pitch  - opitch;
        c->velocity = sqrt (dx*dx + dy*dy);
      }
    }

# ifdef DEBUG
  if (debug_p && 1)
    /* Mark the point on which this camera is focusing. */
    {
      glPushMatrix();
      glDisable (GL_LIGHTING);
      glColor3f(0.3, 0.3, 0.3);
      glBegin (GL_LINES);
      glVertex3f (c->pos.x,   c->pos.y,   c->pos.z + BEAM_ZOFF);
      glVertex3f (c->focus.x, c->focus.y, c->focus.z);
      glEnd();
      glColor3f(1,1,1);
      glBegin (GL_LINES);
      glVertex3f (c->focus.x-0.25, c->focus.y, c->focus.z);
      glVertex3f (c->focus.x+0.25, c->focus.y, c->focus.z);
      glVertex3f (c->focus.x, c->focus.y-0.25, c->focus.z);
      glVertex3f (c->focus.x, c->focus.y+0.25, c->focus.z);
      glVertex3f (c->focus.x, c->focus.y, c->focus.z-0.25);
      glVertex3f (c->focus.x, c->focus.y, c->focus.z+0.25);
      glEnd();
      if (!MI_IS_WIREFRAME(mi))
        glEnable (GL_LIGHTING);
      glPopMatrix();
    }
# endif

  /* If this camera is looking at another camera, get shy and look away
     if the target sees us looking.
   */
  if (c->focus_id < 0)
    {
      camera *c2 = &bp->cameras[-1 - c->focus_id];
      XYZ a, b;
      GLfloat aa = c->facing / (180 / M_PI);
      GLfloat bb = c->pitch  / (180 / M_PI);
      GLfloat angle;

      a.y = cos(aa)* cos(bb);
      a.x = sin(aa)* cos(bb);
      a.z = sin(bb);

      aa = c2->facing / (180 / M_PI);
      bb = c2->pitch  / (180 / M_PI);
      b.y = cos(aa)* cos(bb);
      b.x = sin(aa)* cos(bb);
      b.z = sin(bb);

      angle = vector_angle (normalize(a), normalize(b)) * (180 / M_PI);

      if (angle > 100)
        {
          c->focus_id = 0;
          /* Look "away" which means in the same direction. */
          c->focus.x = c->pos.x + (c2->focus.x - c2->pos.x);
          c->focus.y = c->pos.y + (c2->focus.y - c2->pos.y);
          c->focus.z = c->pos.z + (c2->focus.z - c2->pos.z);
          /* Look at either the sky or the ground.*/
          c->focus.z = c->focus.x * (random() & 1 ? 1 : -1) * 5;
          c->velocity = c2->velocity * 3;
        }
    }


  /* Randomly pick some other things to look at.
   */

  if (c->state == IDLE &&
      (c->focus_id <= 0
       ? !(random() % (int) MAX (1, (50 / speed_arg)))
       : !(random() % (int) MAX (1, (1000 / speed_arg)))))
    {

      /* Shiny! Start paying attention to something else. */

      if ((bp->ncameras > 1 && !(random() % 20)))	/* look at a camera */
        {
          int which = random() % 4;
          long i;
          for (i = 0; i < bp->ncameras; i++)
            if (c == &bp->cameras[i])
              break;

          /* Look at cameras 1 or 2 away in each direction, but not farther.
             Since we arrange them in 2 staggered lines, those are the only
             four that are in line of sight.
           */
          if (i >= 2 && which == 0)
            which = i-2;
          else if (i >= 1 && which == 1)
            which = i-1;
          else if (i < bp->ncameras-2 && which == 2)
            which = i+2;
          else if (i == bp->ncameras-1)
            which = i-1;
          else /* (i < bp->ncameras-2 && which == 3) */
            which = i+1;

          c->focus_id = -1 - which;
        }
      else					/* look at a pedestrian */
        {
          int n = 0;
          pedestrian *p;
          for (p = bp->pedestrians; p; p = p->next)
            n++;
          if (n > 0)
            {
              n = random() % n;
              p = bp->pedestrians;
              while (n > 0 && p)
                p = p->next;
              if (p)
                c->focus_id = p->id;
            }
        }
    }

  /* Run the animation */

  if (c->state != IDLE)
    {
      pedestrian *p = bp->pedestrians; /* first one */
      if (p) c->focus_id = p->id;

      switch (c->state) {
      case WARM_UP:   c->tick -= 0.01 * speed_arg; break;
      case ZOT:       c->tick -= 0.006 * speed_arg; 
        if (p) p->speed *= 0.995;  /* target takes 1d6 HP damage */
        break;
      case COOL_DOWN: c->tick -= 0.02 * speed_arg; break;
      default: abort(); break;
      }

      if (c->tick <= 0)
        {
          c->tick = 1.0;
          switch (c->state) {
          case WARM_UP:   c->state = ZOT; break;
          case ZOT:       c->state = COOL_DOWN;
            c->focus_id = 0;
            if (p) p->ratio = 1.0;  /* threat eliminated */
            break;
          case COOL_DOWN: c->state = IDLE; break;
          default: abort(); break;
          }
        }
    }

  if (bp->cameras[0].state == IDLE &&
      bp->pedestrians &&
      bp->pedestrians[0].ratio < 0.3 &&
      !(random() % MAX (1, (int) (50000 / speed_arg))))
    {
      /* CASE NIGHTMARE RED detected, engage SCORPION STARE by authority
         of MAGINOT BLUE STARS. */
      int i;
      for (i = 0; i < bp->ncameras; i++)
        {
          bp->cameras[i].state = WARM_UP;
          bp->cameras[i].tick  = 1.0;
        }
    }
}


static int
draw_ground (ModeInfo *mi, GLfloat color[4])
{
  int wire = MI_IS_WIREFRAME(mi);
  GLfloat i, j, k, h;

  /* When using fog, iOS apparently doesn't like lines or quads that are
     really long, and extend very far outside of the scene. Maybe?  If the
     length of the line (cells * cell_size) is greater than 25 or so, lines
     that are oriented steeply away from the viewer tend to disappear
     (whether implemented as GL_LINES or as GL_QUADS).

     So we do a bunch of smaller grids instead of one big one.
  */
  int cells = 20;
  GLfloat cell_size = 0.4;
  int points = 0;
  int gridsw = 10;
  int gridsh = 2;

  glPushMatrix();

  if (!wire)
    {
      GLfloat fog_color[4] = { 0, 0, 0, 1 };

      glLineWidth (2);
      glEnable (GL_LINE_SMOOTH);
      glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
      glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
      glEnable (GL_BLEND);

      glFogi (GL_FOG_MODE, GL_EXP2);
      glFogfv (GL_FOG_COLOR, fog_color);
      glFogf (GL_FOG_DENSITY, 0.017);
      glFogf (GL_FOG_START, -cells/2 * cell_size * gridsh);
      glEnable (GL_FOG);
    }

  glColor4fv (color);
  glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);

  glTranslatef (-cells * gridsw * cell_size / 2, 0, 0);
  for (h = 0; h < 2; h++)
    {
      glPushMatrix();
      glTranslatef (0, cells * cell_size / 2, 0);
      for (j = 0; j < gridsh; j++)
        {
          glPushMatrix();
          for (k = 0; k < gridsw; k++)
            {
              glBegin (GL_LINES);
              for (i = -cells/2; i < cells/2; i++)
                {
                  GLfloat a = i * cell_size;
                  GLfloat b = cells/2 * cell_size;
                  glVertex3f (a, -b, 0); glVertex3f (a, b, 0); points++;
                  glVertex3f (-b, a, 0); glVertex3f (b, a, 0); points++;
                }
              glEnd();
              glTranslatef (cells * cell_size, 0, 0);
            }
          glPopMatrix();
          glTranslatef (0, cells * cell_size, 0);
        }
      glPopMatrix();
      glRotatef (90, 1, 0, 0);
    }

  if (!wire)
    glDisable (GL_LINE_SMOOTH);

  glPopMatrix();

  return points;
}


ENTRYPOINT void
draw_camera (ModeInfo *mi)
{
  camera_configuration *bp = &bps[MI_SCREEN(mi)];
  Display *dpy = MI_DISPLAY(mi);
  Window window = MI_WINDOW(mi);
  GLfloat camera_size;
  int i;

  if (!bp->glx_context)
    return;

  glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix ();

# ifdef HAVE_MOBILE
  glRotatef (current_device_rotation(), 0, 0, 1);  /* right side up */
# endif

  gltrackball_rotate (bp->user_trackball);

# ifdef HAVE_MOBILE
  {
    GLfloat s = 0.6;
    glScalef (s, s, s);
  }
# endif

# ifdef DEBUG
  if (debug_p)
    {
      GLfloat s = 0.2;
      glScalef (s, s, s);
      glRotatef (30, 0, 1, 0);
      glRotatef (15, 1, 0, 0);
      glTranslatef (0, 0, -80);
    }
# endif

  mi->polygon_count = 0;

  camera_size = 5;

  if (MI_COUNT(mi) <= 2)    /* re-frame the scene a little bit */
    glTranslatef (0, -1, 7);
  if (MI_COUNT(mi) >= 20)
    glTranslatef (0, -1.5, -5);
  if (MI_COUNT(mi) >= 40)
    glTranslatef (0, 2, -15);

  glScalef (camera_size, camera_size, camera_size);

  /* +Z is toward sky; +X is toward the right along the back wall;
     +Y is toward the viewer. */
  glRotatef (-90, 1, 0, 0);
  glScalef (1, -1, 1);

  glPushMatrix();
  glScalef (1/camera_size, 1/camera_size, 1/camera_size);
  glTranslatef (0, -2.38, -8);  /* Move the ground down and back */
  glCallList (bp->dlists[GROUND]);
  mi->polygon_count += ground->points;

  glPopMatrix();

  {
    pedestrian *p, *p2;
    for (p = bp->pedestrians, p2 = p ? p->next : 0;
         p;
         p = p2, p2 = p2 ? p2->next : 0)
      {
        mi->polygon_count += draw_pedestrian (mi, p);
        tick_pedestrian (mi, p);  /* might free p */
      }

    if (!bp->pedestrians || !(random() % MAX (1, (int) (200 / speed_arg))))
      add_pedestrian (mi);
  }

  for (i = 0; i < bp->ncameras; i++)
    {
      camera *c = &bp->cameras[i];
      mi->polygon_count += draw_camera_1 (mi, c);
      tick_camera (mi, c);
    }

  for (i = 0; i < bp->ncameras; i++)
    {
      camera *c = &bp->cameras[i];
      if (c->state == ZOT)  /* Do this last, for alpha blending */
        mi->polygon_count += draw_ray (mi, c);
    }

  glPopMatrix ();

  if (mi->fps_p) do_fps (mi);
  glFinish();

  glXSwapBuffers(dpy, window);
}

XSCREENSAVER_MODULE_2 ("Vigilance", vigilance, camera)

#endif /* USE_GL */