/* -*- Mode: C; tab-width: 4 -*- */ /* atunnels --- OpenGL Advanced Tunnel Demo */ #if !defined( lint ) && !defined( SABER ) static const char sccsid[] = "@(#)tunnel_draw.c 5.13 2004/07/19 xlockmore"; #endif /* Copyright (c) E. Lassauge, 2002-2004. */ /* * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation. * * This file is provided AS IS with no warranties of any kind. The author * shall have no liability with respect to the infringement of copyrights, * trade secrets or any patents by this file or any part thereof. In no * event will the author be liable for any lost revenue or profits or * other special, indirect and consequential damages. * * The original code for this mode was written by Roman Podobedov * Email: romka@ut.ee * WEB: http://romka.demonews.com * * Eric Lassauge (March-16-2002) * http://lassauge.free.fr/linux.html * * REVISION HISTORY: * */ #ifdef HAVE_CONFIG_H #include #endif #ifdef USE_GL /* whole file */ #include #include #include #include #include #include "tunnel_draw.h" #ifdef STANDALONE /* For NRAND() */ #include "xlockmoreI.h" /* in xscreensaver distribution */ #else /* STANDALONE */ #include "xlock.h" /* in xlockmore distribution */ #endif /* STANDALONE */ typedef struct { float x, y, z; /* Point coordinates */ } cvPoint; typedef struct _tnPath { cvPoint p; struct _tnPath *next; } tnPath; static tnPath *path = NULL; /* this will not work for multiscreens */ static const cvPoint initpath[]={ {0.000000, 0.000000, 0.000000}, {2.000000, 1.000000, 0.000000}, {4.000000, 0.000000, 0.000000}, {6.000000, 1.000000, 0.000000}, {8.000000, 0.000000, 1.000000}, {10.000000, 1.000000, 1.000000}, {12.000000, 1.500000, 0.000000}, {14.000000, 0.000000, 0.000000}, {16.000000, 1.000000, 0.000000}, {18.000000, 0.000000, 0.000000}, {20.000000, 0.000000, 1.000000}, {22.000000, 1.000000, 0.000000}, {24.000000, 0.000000, 1.000000}, {26.000000, 0.000000, 1.000000}, {28.000000, 1.000000, 0.000000}, {30.000000, 0.000000, 2.000000}, {32.000000, 1.000000, 0.000000}, {34.000000, 0.000000, 2.000000}, {-1.000000, -1.000000, -1.000000} }; /* Camera variables */ static float cam_t=0; static tnPath *cam_pos; static float alpha=0; /* Tunnel Drawing Variables */ static cvPoint prev_points[10]; static int current_texture; /* Modes */ static float ModeX=0; static int ModeXFlag=0; /*=================== Vector normalization ==================================*/ static void normalize(cvPoint *V) { float d; /* Vector length */ d = (float)sqrt(V->x*V->x + V->y*V->y + V->z*V->z); /* Normalization */ V->x /= d; V->y /= d; V->z /= d; } /* Catmull-Rom Curve calculations */ static void cvCatmullRom(cvPoint *p, float t, cvPoint *outp) { float t2, t3, t1; t2 = t*t; t3 = t*t*t; t1 = (1-t)*(1-t); outp->x = (-t*t1*p[0].x + (2-5*t2+3*t3)*p[1].x + t*(1+4*t-3*t2)*p[2].x - t2*(1-t)*p[3].x)/2; outp->y = (-t*t1*p[0].y + (2-5*t2+3*t3)*p[1].y + t*(1+4*t-3*t2)*p[2].y - t2*(1-t)*p[3].y)/2; outp->z = (-t*t1*p[0].z + (2-5*t2+3*t3)*p[1].z + t*(1+4*t-3*t2)*p[2].z - t2*(1-t)*p[3].z)/2; } /*=================== Point Rotating Around Line =========================== // p - original point // pp - pivot point // pl - pivot line (vector) // a - angle to rotate in radians // outp - output point //========================================================================== */ static void RotateAroundLine(cvPoint *p, cvPoint *pp, cvPoint *pl, float a, cvPoint *outp) { cvPoint p1, p2; float l, m, n, ca, sa; p1.x = p->x - pp->x; p1.y = p->y - pp->y; p1.z = p->z - pp->z; l = pl->x; m = pl->y; n = pl->z; ca = cos(a); sa = sin(a); p2.x = p1.x*((l*l)+ca*(1-l*l)) + p1.y*(l*(1-ca)*m+n*sa) + p1.z*(l*(1-ca)*n-m*sa); p2.y = p1.x*(l*(1-ca)*m-n*sa) + p1.y*(m*m+ca*(1-m*m)) + p1.z*(m*(1-ca)*n+l*sa); p2.z = p1.x*(l*(1-ca)*n+m*sa) + p1.y*(m*(1-ca)*n-l*sa) + p1.z*(n*n+ca*(1-n*n)); outp->x = p2.x + pp->x; outp->y = p2.y + pp->y; outp->z = p2.z + pp->z; } /*=================== Load camera and tunnel path ==========================*/ static Bool LoadPath(void) { float x, y, z; tnPath *path1=NULL, *path2=NULL; cvPoint *f = (cvPoint *)initpath; if (path != NULL) return True; while (f->x != -1.0) { x = f->x; y = f->y; z = f->z; f++; if (path == NULL) { if ((path = (tnPath *)malloc(sizeof(tnPath))) == NULL) { return False; } path1 = path; } else { if ((path2 = (tnPath *)malloc(sizeof(tnPath))) == NULL) { return False; } path1->next = path2; path1 = path2; } path1->next = NULL; path1->p.x = x; path1->p.y = y; path1->p.z = z; } cam_pos = path; cam_t = 0; return True; } /*=================== Tunnel Initialization ================================*/ Bool InitTunnel(void) { current_texture = NRAND(MAX_TEXTURE); return LoadPath(); } void DrawTunnel(int do_texture, int do_light, GLuint *textures) { tnPath *p, *p1, *cmpos; cvPoint op, p4[4], T, ppp, op1, op2; float t; int i, j, k, flag; cvPoint points[10]; GLfloat light_position[4]; /* Select current tunnel texture */ if (do_texture) glBindTexture(GL_TEXTURE_2D, textures[current_texture]); cmpos = cam_pos; /* Get current curve */ if (cam_pos->next->next->next) { p1 = cam_pos; for (i=0; i<4; i++) { p4[i].x = p1->p.x; p4[i].y = p1->p.y; p4[i].z = p1->p.z; p1 = p1->next; } } else { /* End of tunnel */ ModeX = 1.0; ModeXFlag = 0; return; }; /* Get current camera position */ cvCatmullRom(p4, cam_t, &op); /* Next camera position */ cam_t += 0.02f; if (cam_t >= 1) { cam_t = cam_t - 1; cmpos = cam_pos->next; } /* Get curve for next camera position */ if (cmpos->next->next->next) { p1 = cmpos; for (i=0; i<4; i++) { p4[i].x = p1->p.x; p4[i].y = p1->p.y; p4[i].z = p1->p.z; p1 = p1->next; } } else { /* End of tunnel */ ModeX = 1.0; ModeXFlag = 0; return; } /* Get next camera position */ cvCatmullRom(p4, cam_t, &op1); /* Rotate camera */ glRotatef(alpha, 0, 0, -1); alpha += 1; /* Set camera position */ gluLookAt(op.x, op.y, op.z, op1.x, op1.y, op1.z, 0, 1, 0); /* Set light position */ if (do_light) { light_position[0] = op.x; light_position[1] = op.y; light_position[2] = op.z; light_position[3] = 1; glLightfv(GL_LIGHT0, GL_POSITION, light_position); } p = cam_pos; flag = 0; t = 0; k = 0; /* Draw tunnel from current curve and next 2 curves */ glBegin(GL_QUADS); while (k < 3) { if (p->next->next->next) { p1 = p; for (i=0; i<4; i++) { p4[i].x = p1->p.x; p4[i].y = p1->p.y; p4[i].z = p1->p.z; p1 = p1->next; } } else { /* End of tunnel */ ModeX = 1.0; ModeXFlag = 0; return; } cvCatmullRom(p4, t, &op); ppp.x = op.x; ppp.y = op.y; ppp.z = op.z + 0.25; t += 0.1; if (t >= 1.0) { t = t - 1; k++; p = p->next; } if (p->next->next->next) { p1 = p; for (i=0; i<4; i++) { p4[i].x = p1->p.x; p4[i].y = p1->p.y; p4[i].z = p1->p.z; p1 = p1->next; } } else { /* End of tunnel */ ModeX = 1.0; ModeXFlag = 0; return; } cvCatmullRom(p4, t, &op1); T.x = op1.x - op.x; T.y = op1.y - op.y; T.z = op1.z - op.z; normalize(&T); for (i=0; i<10; i++) { RotateAroundLine(&ppp, &op, &T, ((float)i*36.0*M_PI/180.0), &op2); points[i].x = op2.x; points[i].y = op2.y; points[i].z = op2.z; if (!flag) { prev_points[i].x = op2.x; prev_points[i].y = op2.y; prev_points[i].z = op2.z; } } if (!flag) { flag = 1; continue; } /* Draw 10 polygons for current point */ for (i=0; i<10; i++) { j = i+1; if (j > 9) j = 0; glNormal3f(0, 0, 1); /* Normal for lighting */ glTexCoord2f(0, 0); glVertex3f(prev_points[i].x, prev_points[i].y, prev_points[i].z); glNormal3f(0, 0, 1); glTexCoord2f(1, 0); glVertex3f(points[i].x, points[i].y, points[i].z); glNormal3f(0, 0, 1); glTexCoord2f(1, 1); glVertex3f(points[j].x, points[j].y, points[j].z); glNormal3f(0, 0, 1); glTexCoord2f(0, 1); glVertex3f(prev_points[j].x, prev_points[j].y, prev_points[j].z); } /* Save current polygon coordinates for next position */ for (i=0; i<10; i++) { prev_points[i].x = points[i].x; prev_points[i].y = points[i].y; prev_points[i].z = points[i].z; } } glEnd(); cam_pos = cmpos; } /* =================== Show splash screen =================================== */ void SplashScreen(int do_wire, int do_texture, int do_light) { if (ModeX > 0) { /* Reset tunnel and camera position */ if (!ModeXFlag) { cam_pos = path; cam_t = 0; ModeXFlag = 1; current_texture++; if (current_texture >= MAX_TEXTURE) current_texture = 0; } /* Now we want to draw splash screen */ glLoadIdentity(); /* Disable all unused features */ glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_FOG); glDisable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); glEnable(GL_BLEND); glDisable(GL_TEXTURE_2D); glColor4f(1, 1, 1, ModeX); /* Draw splash screen (simply quad) */ glBegin(GL_QUADS); glVertex3f(-10, -10, -1); glVertex3f(10, -10, -1); glVertex3f(10, 10, -1); glVertex3f(-10, 10, -1); glEnd(); ModeX -= 0.05; if (ModeX <= 0) ModeX = 0; if (!do_wire) { glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); } if (do_light) { glEnable(GL_LIGHTING); glEnable(GL_FOG); } if (do_texture) { glEnable(GL_TEXTURE_2D); } glDisable(GL_BLEND); glColor4f(1, 1, 1, 1); } } #endif