821 lines
22 KiB
C
821 lines
22 KiB
C
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/* -*- Mode: C; tab-width: 4 -*- */
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/* moebius --- Moebius Strip II, an Escher-like GL scene with ants. */
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#if !defined( lint ) && !defined( SABER )
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static const char sccsid[] = "@(#)moebius.c 5.01 2001/03/01 xlockmore";
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#endif
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/*-
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* Permission to use, copy, modify, and distribute this software and its
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* documentation for any purpose and without fee is hereby granted,
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* provided that the above copyright notice appear in all copies and that
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* both that copyright notice and this permission notice appear in
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* supporting documentation.
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*
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* This file is provided AS IS with no warranties of any kind. The author
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* shall have no liability with respect to the infringement of copyrights,
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* trade secrets or any patents by this file or any part thereof. In no
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* event will the author be liable for any lost revenue or profits or
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* other special, indirect and consequential damages.
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*
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* The RotateAroundU() routine was adapted from the book
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* "Computer Graphics Principles and Practice
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* Foley - vanDam - Feiner - Hughes
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* Second Edition" Pag. 227, exercise 5.15.
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*
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* This mode shows some interesting scenes that are impossible OR very
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* wierd to build in the real universe. Much of the scenes are inspirated
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* on Mauritz Cornelis Escher's works which derivated the mode's name.
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* M.C. Escher (1898-1972) was a dutch artist and many people prefer to
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* say he was a mathematician.
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*
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* Thanks goes to Brian Paul for making it possible and inexpensive to use
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* OpenGL at home.
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*
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* Since I'm not a native English speaker, my apologies for any grammatical
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* mistakes.
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*
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* My e-mail address is
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* mfvianna@centroin.com.br
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*
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* Marcelo F. Vianna (Jun-01-1997)
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*
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* Revision History:
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* 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
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* 01-Mar-2001: backported from xscreensaver by lassauge AT users.sourceforge.net
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* Feb-2001: Made motion and rotation be smoother Jamie Zawinski
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* <jwz@jwz.org>
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* 01-Nov-2000: Allocation checks
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* 01-Jan-1998: Mode separated from escher and renamed
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* 08-Jun-1997: New scene implemented: "Impossible Cage" based in a M.C.
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* Escher's painting with the same name (quite similar). The
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* first GL mode to use texture mapping.
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* The "Impossible Cage" scene doesn't use DEPTH BUFFER, the
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* wood planks are drawn consistently using GL_CULL_FACE, and
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* the painter's algorithm is used to sort the planks.
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* Marcelo F. Vianna.
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* 07-Jun-1997: Speed ups in Moebius Strip using GL_CULL_FACE.
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* Marcelo F. Vianna.
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* 03-Jun-1997: Initial Release (Only one scene: "Moebius Strip")
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* The Moebius Strip scene was inspirated in a M.C. Escher's
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* painting named Moebius Strip II in wich ants walk across a
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* Moebius Strip path, sometimes meeting each other and sometimes
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* being in "opposite faces" (note that the moebius strip has
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* only one face and one edge).
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* Marcelo F. Vianna.
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*/
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/*-
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* Texture mapping is only available on RGBA contexts, Mono and color index
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* visuals DO NOT support texture mapping in OpenGL.
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*
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* BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture
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* mapping shuld work on PseudoColor, DirectColor, TrueColor using Mesa. Mono
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* is not officially supported for both OpenGL and Mesa, but seems to not crash
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* Mesa.
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*
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* In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
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*/
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#ifdef VMS
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#include <X11/Intrinsic.h>
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#endif
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#ifdef STANDALONE
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# define MODE_moebius
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# define PROGCLASS "Moebius"
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# define HACK_INIT init_moebius
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# define HACK_DRAW draw_moebius
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# define HACK_RESHAPE reshape_moebius
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# define moebius_opts xlockmore_opts
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# define DEFAULTS "*cycles: 1 \n" \
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"*delay: 30000 \n" \
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"*showFps: False \n" \
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"*wireframe: False \n"
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# include "xlockmore.h" /* from the xscreensaver distribution */
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#else /* !STANDALONE */
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# include "xlock.h" /* from the xlockmore distribution */
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# include "visgl.h"
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#endif /* !STANDALONE */
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#ifdef MODE_moebius
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#include <GL/glu.h>
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#include "e_textures.h"
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#define DEF_SOLIDMOEBIUS "False"
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#define DEF_NOANTS "False"
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static int solidmoebius;
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static int noants;
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static XrmOptionDescRec opts[] =
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{
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{(char *) "-solidmoebius", (char *) ".moebius.solidmoebius", XrmoptionNoArg, (caddr_t) "on"},
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{(char *) "+solidmoebius", (char *) ".moebius.solidmoebius", XrmoptionNoArg, (caddr_t) "off"},
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{(char *) "-noants", (char *) ".moebius.noants", XrmoptionNoArg, (caddr_t) "on"},
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{(char *) "+noants", (char *) ".moebius.noants", XrmoptionNoArg, (caddr_t) "off"}
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};
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static argtype vars[] =
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{
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{(void *) & solidmoebius, (char *) "solidmoebius", (char *) "Solidmoebius", (char *) DEF_SOLIDMOEBIUS, t_Bool},
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{(void *) & noants, (char *) "noants", (char *) "Noants", (char *) DEF_NOANTS, t_Bool}
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};
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static OptionStruct desc[] =
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{
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{(char *) "-/+solidmoebius", (char *) "select between a SOLID or a NET Moebius Strip"},
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{(char *) "-/+noants", (char *) "turn on/off walking ants"}
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};
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ModeSpecOpt moebius_opts =
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{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
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#ifdef USE_MODULES
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ModStruct moebius_description =
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{"moebius", "init_moebius", "draw_moebius", "release_moebius",
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"draw_moebius", "change_moebius", (char *) NULL, &moebius_opts,
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30000, 1, 1, 1, 4, 1.0, "",
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"Shows Moebius Strip II, an Escher-like GL scene with ants", 0, NULL};
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#endif
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#define Scale4Window 0.3
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#define Scale4Iconic 0.4
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#define sqr(A) ((A)*(A))
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#ifndef Pi
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#define Pi M_PI
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#endif
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#define ObjMoebiusStrip 0
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#define ObjAntBody 1
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#define MaxObj 2
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/*************************************************************************/
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typedef struct {
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GLint WindH, WindW;
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GLfloat step;
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GLfloat ant_position;
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GLXContext *glx_context;
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GLfloat rotx, roty, rotz; /* current object rotation */
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GLfloat dx, dy, dz; /* current rotational velocity */
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GLfloat ddx, ddy, ddz; /* current rotational acceleration */
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GLfloat d_max; /* max velocity */
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} moebiusstruct;
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static float front_shininess[] =
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{60.0};
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static float front_specular[] =
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{0.7, 0.7, 0.7, 1.0};
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static float ambient[] =
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{0.0, 0.0, 0.0, 1.0};
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static float diffuse[] =
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{1.0, 1.0, 1.0, 1.0};
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static float position0[] =
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{1.0, 1.0, 1.0, 0.0};
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static float position1[] =
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{-1.0, -1.0, 1.0, 0.0};
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static float lmodel_ambient[] =
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{0.5, 0.5, 0.5, 1.0};
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static float lmodel_twoside[] =
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{GL_TRUE};
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static float MaterialRed[] =
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{0.7, 0.0, 0.0, 1.0};
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static float MaterialGreen[] =
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{0.1, 0.5, 0.2, 1.0};
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static float MaterialBlue[] =
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{0.0, 0.0, 0.7, 1.0};
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static float MaterialCyan[] =
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{0.2, 0.5, 0.7, 1.0};
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static float MaterialYellow[] =
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{0.7, 0.7, 0.0, 1.0};
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static float MaterialMagenta[] =
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{0.6, 0.2, 0.5, 1.0};
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static float MaterialWhite[] =
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{0.7, 0.7, 0.7, 1.0};
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static float MaterialGray[] =
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{0.2, 0.2, 0.2, 1.0};
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static float MaterialGray5[] =
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{0.5, 0.5, 0.5, 1.0};
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static float MaterialGray6[] =
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{0.6, 0.6, 0.6, 1.0};
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static float MaterialGray8[] =
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{0.8, 0.8, 0.8, 1.0};
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static moebiusstruct *moebius = (moebiusstruct *) NULL;
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#define NUM_SCENES 2
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static Bool
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mySphere(float radius)
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{
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GLUquadricObj *quadObj;
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if ((quadObj = gluNewQuadric()) == 0)
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return False;
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gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
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gluSphere(quadObj, radius, 16, 16);
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gluDeleteQuadric(quadObj);
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return True;
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}
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static Bool
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myCone(float radius)
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{
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GLUquadricObj *quadObj;
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if ((quadObj = gluNewQuadric()) == 0)
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return False;
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gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
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gluCylinder(quadObj, radius, 0, radius * 3, 8, 1);
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gluDeleteQuadric(quadObj);
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return True;
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}
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static Bool
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draw_moebius_ant(float *Material, int mono)
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{
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static float ant_step = 0;
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float cos1 = cos(ant_step);
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float cos2 = cos(ant_step + 2 * Pi / 3);
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float cos3 = cos(ant_step + 4 * Pi / 3);
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float sin1 = sin(ant_step);
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float sin2 = sin(ant_step + 2 * Pi / 3);
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float sin3 = sin(ant_step + 4 * Pi / 3);
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if (mono)
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5);
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else
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Material);
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glEnable(GL_CULL_FACE);
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glPushMatrix();
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glScalef(1, 1.3, 1);
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if (!mySphere(0.18))
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return False;
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glScalef(1, 1 / 1.3, 1);
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glTranslatef(0.00, 0.30, 0.00);
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if (!mySphere(0.2))
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return False;
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glTranslatef(-0.05, 0.17, 0.05);
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glRotatef(-90, 1, 0, 0);
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glRotatef(-25, 0, 1, 0);
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if (!myCone(0.05))
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return False;
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glTranslatef(0.00, 0.10, 0.00);
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if (!myCone(0.05))
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return False;
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glRotatef(25, 0, 1, 0);
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glRotatef(90, 1, 0, 0);
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glScalef(1, 1.3, 1);
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glTranslatef(0.15, -0.65, 0.05);
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if (!mySphere(0.25))
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return False;
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glScalef(1, 1 / 1.3, 1);
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glPopMatrix();
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glDisable(GL_CULL_FACE);
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glDisable(GL_LIGHTING);
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/* ANTENNAS */
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glBegin(GL_LINES);
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if (mono)
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glColor3fv(MaterialGray5);
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else
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glColor3fv(Material);
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glVertex3f(0.00, 0.30, 0.00);
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glColor3fv(MaterialGray);
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glVertex3f(0.40, 0.70, 0.40);
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if (mono)
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glColor3fv(MaterialGray5);
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else
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glColor3fv(Material);
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glVertex3f(0.00, 0.30, 0.00);
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glColor3fv(MaterialGray);
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glVertex3f(0.40, 0.70, -0.40);
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glEnd();
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glBegin(GL_POINTS);
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if (mono)
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glColor3fv(MaterialGray6);
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else
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glColor3fv(MaterialRed);
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glVertex3f(0.40, 0.70, 0.40);
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glVertex3f(0.40, 0.70, -0.40);
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glEnd();
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/* LEFT-FRONT ARM */
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glBegin(GL_LINE_STRIP);
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if (mono)
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glColor3fv(MaterialGray5);
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else
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glColor3fv(Material);
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glVertex3f(0.00, 0.05, 0.18);
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glVertex3f(0.35 + 0.05 * cos1, 0.15, 0.25);
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glColor3fv(MaterialGray);
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glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
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glEnd();
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/* LEFT-CENTER ARM */
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glBegin(GL_LINE_STRIP);
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if (mono)
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glColor3fv(MaterialGray5);
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else
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glColor3fv(Material);
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glVertex3f(0.00, 0.00, 0.18);
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glVertex3f(0.35 + 0.05 * cos2, 0.00, 0.25);
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glColor3fv(MaterialGray);
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glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
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glEnd();
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/* LEFT-BACK ARM */
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glBegin(GL_LINE_STRIP);
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if (mono)
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glColor3fv(MaterialGray5);
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else
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glColor3fv(Material);
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glVertex3f(0.00, -0.05, 0.18);
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glVertex3f(0.35 + 0.05 * cos3, -0.15, 0.25);
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glColor3fv(MaterialGray);
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glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
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glEnd();
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/* RIGHT-FRONT ARM */
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glBegin(GL_LINE_STRIP);
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if (mono)
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glColor3fv(MaterialGray5);
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else
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glColor3fv(Material);
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glVertex3f(0.00, 0.05, -0.18);
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glVertex3f(0.35 - 0.05 * sin1, 0.15, -0.25);
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glColor3fv(MaterialGray);
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glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
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glEnd();
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/* RIGHT-CENTER ARM */
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glBegin(GL_LINE_STRIP);
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if (mono)
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glColor3fv(MaterialGray5);
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else
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glColor3fv(Material);
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glVertex3f(0.00, 0.00, -0.18);
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glVertex3f(0.35 - 0.05 * sin2, 0.00, -0.25);
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glColor3fv(MaterialGray);
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glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
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glEnd();
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/* RIGHT-BACK ARM */
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glBegin(GL_LINE_STRIP);
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if (mono)
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glColor3fv(MaterialGray5);
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else
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glColor3fv(Material);
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glVertex3f(0.00, -0.05, -0.18);
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glVertex3f(0.35 - 0.05 * sin3, -0.15, -0.25);
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glColor3fv(MaterialGray);
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glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
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glEnd();
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glBegin(GL_POINTS);
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if (mono)
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glColor3fv(MaterialGray8);
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else
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glColor3fv(MaterialMagenta);
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glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
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glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
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glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
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glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
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||
|
glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
|
||
|
glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
|
||
|
glEnd();
|
||
|
|
||
|
glEnable(GL_LIGHTING);
|
||
|
|
||
|
ant_step += 0.3;
|
||
|
return True;
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
RotateAaroundU(float Ax, float Ay, float Az,
|
||
|
float Ux, float Uy, float Uz,
|
||
|
float *Cx, float *Cy, float *Cz,
|
||
|
float Theta)
|
||
|
{
|
||
|
float cosO = cos(Theta);
|
||
|
float sinO = sin(Theta);
|
||
|
float one_cosO = 1 - cosO;
|
||
|
float Ux2 = sqr(Ux);
|
||
|
float Uy2 = sqr(Uy);
|
||
|
float Uz2 = sqr(Uz);
|
||
|
float UxUy = Ux * Uy;
|
||
|
float UxUz = Ux * Uz;
|
||
|
float UyUz = Uy * Uz;
|
||
|
|
||
|
*Cx = (Ux2 + cosO * (1 - Ux2)) * Ax + (UxUy * one_cosO - Uz * sinO) * Ay + (UxUz * one_cosO + Uy * sinO) * Az;
|
||
|
*Cy = (UxUy * one_cosO + Uz * sinO) * Ax + (Uy2 + cosO * (1 - Uy2)) * Ay + (UyUz * one_cosO - Ux * sinO) * Az;
|
||
|
*Cz = (UxUz * one_cosO - Uy * sinO) * Ax + (UyUz * one_cosO + Ux * sinO) * Ay + (Uz2 + cosO * (1 - Uz2)) * Az;
|
||
|
}
|
||
|
|
||
|
#define MoebiusDivisions 40
|
||
|
#define MoebiusTransversals 4
|
||
|
static Bool
|
||
|
draw_moebius_strip(ModeInfo * mi)
|
||
|
{
|
||
|
GLfloat Phi, Theta;
|
||
|
GLfloat cPhi, sPhi;
|
||
|
moebiusstruct *mp = &moebius[MI_SCREEN(mi)];
|
||
|
int i, j;
|
||
|
int mono = MI_IS_MONO(mi);
|
||
|
|
||
|
float Cx, Cy, Cz;
|
||
|
|
||
|
if (solidmoebius) {
|
||
|
glBegin(GL_QUAD_STRIP);
|
||
|
Phi = 0;
|
||
|
i = 0;
|
||
|
while (i < (MoebiusDivisions * 2 + 1)) {
|
||
|
Theta = Phi / 2;
|
||
|
cPhi = cos(Phi);
|
||
|
sPhi = sin(Phi);
|
||
|
|
||
|
i++;
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
|
||
|
else if (i % 2)
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
|
||
|
|
||
|
RotateAaroundU(cPhi, sPhi, 0, -sPhi, cPhi, 0, &Cx, &Cy, &Cz, Theta);
|
||
|
glNormal3f(Cx, Cy, Cz);
|
||
|
RotateAaroundU(0, 0, 1, -sPhi, cPhi, 0, &Cx, &Cy, &Cz, Theta);
|
||
|
glVertex3f(cPhi * 3 + Cx, sPhi * 3 + Cy, +Cz);
|
||
|
glVertex3f(cPhi * 3 - Cx, sPhi * 3 - Cy, -Cz);
|
||
|
|
||
|
Phi += Pi / MoebiusDivisions;
|
||
|
}
|
||
|
glEnd();
|
||
|
} else {
|
||
|
for (j = -MoebiusTransversals; j < MoebiusTransversals; j++) {
|
||
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
|
glBegin(GL_QUAD_STRIP);
|
||
|
Phi = 0;
|
||
|
i = 0;
|
||
|
while (i < (MoebiusDivisions * 2 + 1)) {
|
||
|
Theta = Phi / 2;
|
||
|
cPhi = cos(Phi);
|
||
|
sPhi = sin(Phi);
|
||
|
|
||
|
RotateAaroundU(cPhi, sPhi, 0, -sPhi, cPhi, 0, &Cx, &Cy, &Cz, Theta);
|
||
|
glNormal3f(Cx, Cy, Cz);
|
||
|
RotateAaroundU(0, 0, 1, -sPhi, cPhi, 0, &Cx, &Cy, &Cz, Theta);
|
||
|
j++;
|
||
|
if (j == MoebiusTransversals || mono)
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
|
||
|
else if (i % 2)
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
|
||
|
glVertex3f(cPhi * 3 + Cx / MoebiusTransversals * j, sPhi * 3 + Cy / MoebiusTransversals * j, +Cz / MoebiusTransversals * j);
|
||
|
j--;
|
||
|
if (j == -MoebiusTransversals || mono)
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
|
||
|
else if (i % 2)
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
|
||
|
glVertex3f(cPhi * 3 + Cx / MoebiusTransversals * j, sPhi * 3 + Cy / MoebiusTransversals * j, +Cz / MoebiusTransversals * j);
|
||
|
|
||
|
Phi += Pi / MoebiusDivisions;
|
||
|
i++;
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
|
}
|
||
|
|
||
|
if (!noants) {
|
||
|
/* DRAW BLUE ANT */
|
||
|
glPushMatrix();
|
||
|
glRotatef(mp->ant_position + 180, 0, 0, 1);
|
||
|
glTranslatef(3, 0, 0);
|
||
|
glRotatef(mp->ant_position / 2 + 90, 0, 1, 0);
|
||
|
glTranslatef(0.28, 0, -0.45);
|
||
|
if (!draw_moebius_ant(MaterialYellow, mono))
|
||
|
return False;
|
||
|
glPopMatrix();
|
||
|
|
||
|
/* DRAW YELLOW ANT */
|
||
|
glPushMatrix();
|
||
|
glRotatef(mp->ant_position, 0, 0, 1);
|
||
|
glTranslatef(3, 0, 0);
|
||
|
glRotatef(mp->ant_position / 2, 0, 1, 0);
|
||
|
glTranslatef(0.28, 0, -0.45);
|
||
|
if (!draw_moebius_ant(MaterialBlue, mono))
|
||
|
return False;
|
||
|
glPopMatrix();
|
||
|
|
||
|
/* DRAW GREEN ANT */
|
||
|
glPushMatrix();
|
||
|
glRotatef(-mp->ant_position, 0, 0, 1);
|
||
|
glTranslatef(3, 0, 0);
|
||
|
glRotatef(-mp->ant_position / 2, 0, 1, 0);
|
||
|
glTranslatef(0.28, 0, 0.45);
|
||
|
glRotatef(180, 1, 0, 0);
|
||
|
if (!draw_moebius_ant(MaterialGreen, mono))
|
||
|
return False;
|
||
|
glPopMatrix();
|
||
|
|
||
|
/* DRAW CYAN ANT */
|
||
|
glPushMatrix();
|
||
|
glRotatef(-mp->ant_position + 180, 0, 0, 1);
|
||
|
glTranslatef(3, 0, 0);
|
||
|
glRotatef(-mp->ant_position / 2 + 90, 0, 1, 0);
|
||
|
glTranslatef(0.28, 0, 0.45);
|
||
|
glRotatef(180, 1, 0, 0);
|
||
|
if (!draw_moebius_ant(MaterialCyan, mono))
|
||
|
return False;
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
mp->ant_position += 1;
|
||
|
return True;
|
||
|
}
|
||
|
#undef MoebiusDivisions
|
||
|
#undef MoebiusTransversals
|
||
|
|
||
|
static void
|
||
|
reshape_moebius(ModeInfo * mi, int width, int height)
|
||
|
{
|
||
|
moebiusstruct *mp = &moebius[MI_SCREEN(mi)];
|
||
|
|
||
|
glViewport(0, 0, mp->WindW = (GLint) width, mp->WindH = (GLint) height);
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
if (width >= 1024) {
|
||
|
glLineWidth(3);
|
||
|
glPointSize(3);
|
||
|
} else if (width >= 512) {
|
||
|
glLineWidth(2);
|
||
|
glPointSize(2);
|
||
|
} else {
|
||
|
glLineWidth(1);
|
||
|
glPointSize(1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
pinit(void)
|
||
|
{
|
||
|
glClearDepth(1.0);
|
||
|
glClearColor(0.0, 0.0, 0.0, 1.0);
|
||
|
|
||
|
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
||
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
||
|
glLightfv(GL_LIGHT0, GL_POSITION, position0);
|
||
|
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
|
||
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
|
||
|
glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
||
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
||
|
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
|
||
|
glEnable(GL_LIGHTING);
|
||
|
glEnable(GL_LIGHT0);
|
||
|
glEnable(GL_LIGHT1);
|
||
|
glEnable(GL_NORMALIZE);
|
||
|
glFrontFace(GL_CCW);
|
||
|
glCullFace(GL_BACK);
|
||
|
|
||
|
/* moebius */
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
|
||
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||
|
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, WoodTextureWidth, WoodTextureHeight,
|
||
|
GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
|
||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/* lifted from lament.c */
|
||
|
#define RANDSIGN() ((LRAND() & 1) ? 1 : -1)
|
||
|
#define FLOATRAND(a) (((double)LRAND() / (double)MAXRAND) * a)
|
||
|
|
||
|
static void
|
||
|
rotate(GLfloat *pos, GLfloat *v, GLfloat *dv, GLfloat max_v, Bool verbose)
|
||
|
{
|
||
|
double ppos = *pos;
|
||
|
|
||
|
/* tick position */
|
||
|
if (ppos < 0)
|
||
|
ppos = -(ppos + *v);
|
||
|
else
|
||
|
ppos += *v;
|
||
|
|
||
|
if (ppos > 1.0)
|
||
|
ppos -= 1.0;
|
||
|
else if (ppos < 0)
|
||
|
ppos += 1.0;
|
||
|
|
||
|
if ((ppos < 0.0) || (ppos > 1.0)) {
|
||
|
if (verbose) {
|
||
|
(void) fprintf(stderr, "Weirdness in rotate()\n");
|
||
|
(void) fprintf(stderr, "ppos = %g\n", ppos);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
*pos = (*pos > 0 ? ppos : -ppos);
|
||
|
|
||
|
/* accelerate */
|
||
|
*v += *dv;
|
||
|
|
||
|
/* clamp velocity */
|
||
|
if (*v > max_v || *v < -max_v)
|
||
|
{
|
||
|
*dv = -*dv;
|
||
|
}
|
||
|
/* If it stops, start it going in the other direction. */
|
||
|
else if (*v < 0)
|
||
|
{
|
||
|
if (random() % 4)
|
||
|
{
|
||
|
*v = 0;
|
||
|
|
||
|
/* keep going in the same direction */
|
||
|
if (random() % 2)
|
||
|
*dv = 0;
|
||
|
else if (*dv < 0)
|
||
|
*dv = -*dv;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
/* reverse gears */
|
||
|
*v = -*v;
|
||
|
*dv = -*dv;
|
||
|
*pos = -*pos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Alter direction of rotational acceleration randomly. */
|
||
|
if (! (random() % 120))
|
||
|
*dv = -*dv;
|
||
|
|
||
|
/* Change acceleration very occasionally. */
|
||
|
if (! (random() % 200))
|
||
|
{
|
||
|
if (*dv == 0)
|
||
|
*dv = 0.00001;
|
||
|
else if (random() & 1)
|
||
|
*dv *= 1.2;
|
||
|
else
|
||
|
*dv *= 0.8;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
release_moebius(ModeInfo * mi)
|
||
|
{
|
||
|
if (moebius != NULL) {
|
||
|
free(moebius);
|
||
|
moebius = (moebiusstruct *) NULL;
|
||
|
}
|
||
|
FreeAllGL(mi);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
init_moebius(ModeInfo * mi)
|
||
|
{
|
||
|
moebiusstruct *mp;
|
||
|
|
||
|
if (moebius == NULL) {
|
||
|
if ((moebius = (moebiusstruct *) calloc(MI_NUM_SCREENS(mi),
|
||
|
sizeof (moebiusstruct))) == NULL)
|
||
|
return;
|
||
|
}
|
||
|
mp = &moebius[MI_SCREEN(mi)];
|
||
|
mp->step = NRAND(90);
|
||
|
mp->ant_position = NRAND(90);
|
||
|
|
||
|
mp->rotx = FLOATRAND(1.0) * RANDSIGN();
|
||
|
mp->roty = FLOATRAND(1.0) * RANDSIGN();
|
||
|
mp->rotz = FLOATRAND(1.0) * RANDSIGN();
|
||
|
|
||
|
/* bell curve from 0-1.5 degrees, avg 0.75 */
|
||
|
mp->dx = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
|
||
|
mp->dy = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
|
||
|
mp->dz = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
|
||
|
|
||
|
mp->d_max = mp->dx * 2;
|
||
|
|
||
|
mp->ddx = 0.00006 + FLOATRAND(0.00003);
|
||
|
mp->ddy = 0.00006 + FLOATRAND(0.00003);
|
||
|
mp->ddz = 0.00006 + FLOATRAND(0.00003);
|
||
|
|
||
|
mp->ddx = 0.00001;
|
||
|
mp->ddy = 0.00001;
|
||
|
mp->ddz = 0.00001;
|
||
|
|
||
|
if ((mp->glx_context = init_GL(mi)) != NULL) {
|
||
|
|
||
|
reshape_moebius(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
|
||
|
glDrawBuffer(GL_BACK);
|
||
|
pinit();
|
||
|
} else {
|
||
|
MI_CLEARWINDOW(mi);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
draw_moebius(ModeInfo * mi)
|
||
|
{
|
||
|
moebiusstruct *mp;
|
||
|
|
||
|
Display *display = MI_DISPLAY(mi);
|
||
|
Window window = MI_WINDOW(mi);
|
||
|
|
||
|
if (moebius == NULL)
|
||
|
return;
|
||
|
mp = &moebius[MI_SCREEN(mi)];
|
||
|
|
||
|
MI_IS_DRAWN(mi) = True;
|
||
|
|
||
|
if (!mp->glx_context)
|
||
|
return;
|
||
|
|
||
|
glXMakeCurrent(display, window, *(mp->glx_context));
|
||
|
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
glPushMatrix();
|
||
|
|
||
|
glTranslatef(0.0, 0.0, -10.0);
|
||
|
|
||
|
if (!MI_IS_ICONIC(mi)) {
|
||
|
glScalef(Scale4Window * mp->WindH / mp->WindW, Scale4Window, Scale4Window);
|
||
|
} else {
|
||
|
glScalef(Scale4Iconic * mp->WindH / mp->WindW, Scale4Iconic, Scale4Iconic);
|
||
|
}
|
||
|
|
||
|
{
|
||
|
GLfloat x = mp->rotx;
|
||
|
GLfloat y = mp->roty;
|
||
|
GLfloat z = mp->rotz;
|
||
|
if (x < 0) x = 1 - (x + 1);
|
||
|
if (y < 0) y = 1 - (y + 1);
|
||
|
if (z < 0) z = 1 - (z + 1);
|
||
|
glRotatef(x * 360, 1.0, 0.0, 0.0);
|
||
|
glRotatef(y * 360, 0.0, 1.0, 0.0);
|
||
|
glRotatef(z * 360, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
|
||
|
/* moebius */
|
||
|
if (!draw_moebius_strip(mi)) {
|
||
|
release_moebius(mi);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
glPopMatrix();
|
||
|
|
||
|
rotate(&mp->rotx, &mp->dx, &mp->ddx, mp->d_max, MI_IS_VERBOSE(mi));
|
||
|
rotate(&mp->roty, &mp->dy, &mp->ddy, mp->d_max, MI_IS_VERBOSE(mi));
|
||
|
rotate(&mp->rotz, &mp->dz, &mp->ddz, mp->d_max, MI_IS_VERBOSE(mi));
|
||
|
|
||
|
if (MI_IS_FPS(mi)) do_fps (mi);
|
||
|
glFlush();
|
||
|
|
||
|
glXSwapBuffers(display, window);
|
||
|
|
||
|
mp->step += 0.025;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
change_moebius(ModeInfo * mi)
|
||
|
{
|
||
|
moebiusstruct *mp = &moebius[MI_SCREEN(mi)];
|
||
|
|
||
|
if (!mp->glx_context)
|
||
|
return;
|
||
|
|
||
|
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(mp->glx_context));
|
||
|
pinit();
|
||
|
}
|
||
|
|
||
|
#endif
|