xenocara/app/xlockmore/modes/glx/gears.c
2006-11-26 11:07:42 +00:00

1239 lines
32 KiB
C

/* -*- Mode: C; tab-width: 4 -*- */
/* gears --- 3D gear wheels */
#if !defined( lint ) && !defined( SABER )
static const char sccsid[] = "@(#)gears.c 5.03 2001/11/28 xlockmore";
#endif
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* Revision History:
* 28-Nov-2001: backported from xscreensaver-3.34 by lassauge AT users.sourceforge.net
* 22-Feb-2001: backported from xscreensaver-3.33 by lassauge AT users.sourceforge.net
* 09-Feb-2001: "Planetary" gear system added by jwz@jwz.org.
* 01-Nov-2000: Allocation checks
* 10-May-1997: Compatible with xscreensaver
* 22-Mar-1997: Added support for -mono mode, and monochrome X servers.
* Ed Mackey, emackey@netaxs.com
* 13-Mar-1997: Memory leak fix by Tom Schmidt <tschmidt@micron.com>
* 1996: "written" by Danny Sung <dannys@ucla.edu>
* Based on 3-D gear wheels by Brian Paul which is in the public domain.
*/
/*-
* PURIFY 3.0a on SunOS4 reports an unitialized memory read on each of
* the glCallList() functions below when using MesaGL 2.1. This has
* been fixed in MesaGL 2.2 and later releases.
*/
#ifdef VMS
/*-
* due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
* otherwise caddr_t is not defined correctly
*/
#include <X11/Intrinsic.h>
#endif
#ifdef STANDALONE
# define MODE_gears
# define PROGCLASS "Gears"
# define HACK_INIT init_gears
# define HACK_DRAW draw_gears
# define HACK_RESHAPE reshape_gears
# define gears_opts xlockmore_opts
# define DEFAULTS "*count: 1 \n" \
"*cycles: 2 \n" \
"*delay: 50000 \n" \
"*size: 0 \n" \
"*planetary: False \n" \
"*showFps: False \n" \
"*wireframe: False \n"
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
# include "visgl.h"
#endif /* !STANDALONE */
#ifdef MODE_gears
#define MINSIZE 32 /* minimal viewport size */
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#define DEF_PLANETARY "False"
#define DEF_PLANETSIZE "0"
static Bool planetary;
static int planetsize;
static XrmOptionDescRec opts[] = {
{(char *) "-planetary", (char *) ".gears.planetary", XrmoptionNoArg, (caddr_t) "true" },
{(char *) "+planetary", (char *) ".gears.planetary", XrmoptionNoArg, (caddr_t) "false" },
{(char *) "-planetsize", (char *) ".gears.planetsize", XrmoptionSepArg, (caddr_t) NULL}
};
static argtype vars[] = {
{(void *) &planetary, (char *) "planetary", (char *) "Planetary", (char *) DEF_PLANETARY, t_Bool},
{(void *) & planetsize, (char *) "planetsize", (char *) "PlanetSize", (char *) DEF_PLANETSIZE, t_Int}
};
static OptionStruct desc[] = {
{(char *) "-/+planetary", (char *) "turn on/off \"Planetary\" gear system"},
{(char *) "-planetsize num", (char *) "size of screen for \"Planetary\" gear system"}
};
ModeSpecOpt gears_opts = {countof(opts), opts, countof(vars), vars, desc};
#ifdef USE_MODULES
ModStruct gears_description =
{"gears", "init_gears", "draw_gears", "release_gears",
"draw_gears", "init_gears", (char *) NULL, &gears_opts,
50000, 1, 2, 0, 64, 1.0, "",
"Shows GL's gears", 0, NULL};
#endif
#define SMOOTH_TUBE /* whether to have smooth or faceted tubes */
#ifdef SMOOTH_TUBE
# define TUBE_FACES 20 /* how densely to render tubes */
#else
# define TUBE_FACES 6
#endif
typedef struct {
GLfloat rotx, roty, rotz; /* current object rotation */
GLfloat dx, dy, dz; /* current rotational velocity */
GLfloat ddx, ddy, ddz; /* current rotational acceleration */
GLfloat d_max; /* max velocity */
GLuint gear1, gear2, gear3;
GLuint gear_inner, gear_outer;
GLuint armature;
GLfloat angle;
GLXContext *glx_context;
Window window;
Bool planetary;
int planetsize;
} gearsstruct;
static gearsstruct *gears = (gearsstruct *) NULL;
/*-
* Draw a gear wheel. You'll probably want to call this function when
* building a display list since we do a lot of trig here.
*
* Input: inner_radius - radius of hole at center
* outer_radius - radius at center of teeth
* width - width of gear
* teeth - number of teeth
* tooth_depth - depth of tooth
* wire - true for wireframe mode
*/
static void
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth, Bool wire, Bool invert)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat angle, da;
GLfloat u, v, len;
if (!invert)
{
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0;
glFrontFace(GL_CCW);
}
else
{
r0 = outer_radius;
r2 = inner_radius + tooth_depth / 2.0;
r1 = outer_radius - tooth_depth / 2.0;
glFrontFace(GL_CW);
}
da = 2.0 * M_PI / teeth / 4.0;
glShadeModel(GL_FLAT);
/* This subroutine got kind of messy when I added all the checks
* for wireframe mode. A much cleaner solution that I sometimes
* use is to have a variable hold the value GL_LINE_LOOP when
* in wireframe mode, or hold the value GL_POLYGON otherwise.
* Then I just call glBegin(that_variable), give my polygon
* coordinates, and glEnd(). Pretty neat eh? Too bad I couldn't
* integrate that trick here.
* --Ed.
*/
if (!wire)
glNormal3f(0.0, 0.0, 1.0);
/* draw front face */
if (!wire)
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
if (wire)
glBegin(GL_LINES);
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
if (!wire) {
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
} else {
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 4 * da), r1 * sin(angle + 4 * da), width * 0.5);
glEnd();
}
}
if (!wire)
glEnd();
/* draw front sides of teeth */
if (!wire)
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
if (wire)
glBegin(GL_LINE_LOOP);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
if (wire)
glEnd();
}
if (!wire)
glEnd();
if (!wire)
glNormal3f(0.0, 0.0, -1.0);
/* draw back face */
if (!wire)
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
if (wire)
glBegin(GL_LINES);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
if (!wire) {
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
} else {
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glVertex3f(r1 * cos(angle + 4 * da), r1 * sin(angle + 4 * da), -width * 0.5);
glEnd();
}
}
if (!wire)
glEnd();
/* draw back sides of teeth */
if (!wire)
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
if (wire)
glBegin(GL_LINE_LOOP);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
if (wire)
glEnd();
}
if (!wire)
glEnd();
/* draw outward faces of teeth */
if (!wire)
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
if(!invert) {
u = r2 * cos(angle + da) - r1 * cos(angle);
v = r2 * sin(angle + da) - r1 * sin(angle);
} else {
u = r2 * cos(angle + da + M_PI/2) - r1 * cos(angle + M_PI/2);
v = r2 * sin(angle + da + M_PI/2) - r1 * sin(angle + M_PI/2);
}
len = sqrt(u * u + v * v);
u /= len;
v /= len;
glNormal3f(v, -u, 0.0);
if (wire)
glBegin(GL_LINES);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
if(!invert)
glNormal3f(cos(angle), sin(angle), 0.0);
else
glNormal3f(cos(angle + M_PI/2), sin(angle + M_PI/2), 0.0);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
if(!invert) {
u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
} else {
u = r1 * cos(angle + 3 * da + M_PI/2) - r2 * cos(angle + 2 * da + M_PI/2);
v = r1 * sin(angle + 3 * da + M_PI/2) - r2 * sin(angle + 2 * da + M_PI/2);
}
glNormal3f(v, -u, 0.0);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
if (!invert)
glNormal3f(cos(angle), sin(angle), 0.0);
else
glNormal3f(cos(angle + M_PI/2), sin(angle + M_PI/2), 0.0);
if (wire)
glEnd();
}
if (!wire) {
glVertex3f(r1, 0.0, width * 0.5);
glVertex3f(r1, 0.0, -width * 0.5);
glEnd();
}
if (!wire)
glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
if (!wire)
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
if (wire)
glBegin(GL_LINES);
if (!invert)
glNormal3f(-cos(angle), -sin(angle), 0.0);
else
glNormal3f(cos(angle), sin(angle), 0.0);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
if (wire) {
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle + 4 * da), r0 * sin(angle + 4 * da), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r0 * cos(angle + 4 * da), r0 * sin(angle + 4 * da), width * 0.5);
glEnd();
}
}
if (!wire)
glEnd();
}
static void
unit_tube (Bool wire)
{
int i;
int faces = TUBE_FACES;
GLfloat step = M_PI * 2 / faces;
GLfloat th;
int z = 0;
/* side walls
*/
glFrontFace(GL_CCW);
# ifdef SMOOTH_TUBE
glBegin(wire ? GL_LINES : GL_QUAD_STRIP);
# else
glBegin(wire ? GL_LINES : GL_QUADS);
# endif
for (i = 0, th = 0; i <= faces; i++)
{
GLfloat x = cos (th);
GLfloat y = sin (th);
glNormal3f(x, 0, y);
glVertex3f(x, 0.0, y);
glVertex3f(x, 1.0, y);
th += step;
# ifndef SMOOTH_TUBE
x = cos (th);
y = sin (th);
glVertex3f(x, 1.0, y);
glVertex3f(x, 0.0, y);
# endif
}
glEnd();
/* End caps
*/
for (z = 0; z <= 1; z++)
{
glFrontFace(z == 0 ? GL_CCW : GL_CW);
glNormal3f(0, (z == 0 ? -1 : 1), 0);
glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
if (! wire) glVertex3f(0, z, 0);
for (i = 0, th = 0; i <= faces; i++)
{
GLfloat x = cos (th);
GLfloat y = sin (th);
glVertex3f(x, z, y);
th += step;
}
glEnd();
}
}
static void
tube (GLfloat x1, GLfloat y1, GLfloat z1,
GLfloat x2, GLfloat y2, GLfloat z2,
GLfloat diameter, GLfloat cap_size,
Bool wire)
{
GLfloat length, angle, a, b, c;
if (diameter <= 0) abort();
a = (x2 - x1);
b = (y2 - y1);
c = (z2 - z1);
length = sqrt (a*a + b*b + c*c);
angle = acos (a / length);
glPushMatrix();
glTranslatef(x1, y1, z1);
glScalef (length, length, length);
if (c == 0 && b == 0)
glRotatef (angle / (M_PI / 180), 0, 1, 0);
else
glRotatef (angle / (M_PI / 180), 0, -c, b);
glRotatef (-90, 0, 0, 1);
glScalef (diameter/length, 1, diameter/length);
/* extend the endpoints of the tube by the cap size in both directions */
if (cap_size != 0)
{
GLfloat c = cap_size/length;
glTranslatef (0, -c, 0);
glScalef (1, 1+c+c, 1);
}
unit_tube (wire);
glPopMatrix();
}
static void
ctube (GLfloat diameter, GLfloat width, Bool wire)
{
tube (0, 0, width/2,
0, 0, -width/2,
diameter, 0, wire);
}
static void
arm(GLfloat length,
GLfloat width1, GLfloat height1,
GLfloat width2, GLfloat height2,
Bool wire)
{
glShadeModel(GL_FLAT);
#if 0 /* don't need these - they're embedded in other objects */
/* draw end 1 */
glFrontFace(GL_CW);
glNormal3f(-1, 0, 0);
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f(-length/2, -width1/2, -height1/2);
glVertex3f(-length/2, width1/2, -height1/2);
glVertex3f(-length/2, width1/2, height1/2);
glVertex3f(-length/2, -width1/2, height1/2);
glEnd();
/* draw end 2 */
glFrontFace(GL_CCW);
glNormal3f(1, 0, 0);
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f(length/2, -width2/2, -height2/2);
glVertex3f(length/2, width2/2, -height2/2);
glVertex3f(length/2, width2/2, height2/2);
glVertex3f(length/2, -width2/2, height2/2);
glEnd();
#endif
/* draw top */
glFrontFace(GL_CCW);
glNormal3f(0, 0, -1);
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f(-length/2, -width1/2, -height1/2);
glVertex3f(-length/2, width1/2, -height1/2);
glVertex3f( length/2, width2/2, -height2/2);
glVertex3f( length/2, -width2/2, -height2/2);
glEnd();
/* draw bottom */
glFrontFace(GL_CW);
glNormal3f(0, 0, 1);
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f(-length/2, -width1/2, height1/2);
glVertex3f(-length/2, width1/2, height1/2);
glVertex3f( length/2, width2/2, height2/2);
glVertex3f( length/2, -width2/2, height2/2);
glEnd();
/* draw left */
glFrontFace(GL_CW);
glNormal3f(0, -1, 0);
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f(-length/2, -width1/2, -height1/2);
glVertex3f(-length/2, -width1/2, height1/2);
glVertex3f( length/2, -width2/2, height2/2);
glVertex3f( length/2, -width2/2, -height2/2);
glEnd();
/* draw right */
glFrontFace(GL_CCW);
glNormal3f(0, 1, 0);
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f(-length/2, width1/2, -height1/2);
glVertex3f(-length/2, width1/2, height1/2);
glVertex3f( length/2, width2/2, height2/2);
glVertex3f( length/2, width2/2, -height2/2);
glEnd();
glFrontFace(GL_CCW);
}
static void
draw(ModeInfo * mi)
{
gearsstruct *gp = &gears[MI_SCREEN(mi)];
int wire = MI_IS_WIREFRAME(mi);
if (!wire) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
} else {
glClear(GL_COLOR_BUFFER_BIT);
}
glPushMatrix();
{
GLfloat x = gp->rotx;
GLfloat y = gp->roty;
GLfloat z = gp->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);
}
if (!gp->planetary) {
glPushMatrix();
glTranslatef(-3.0, -2.0, 0.0);
glRotatef(gp->angle, 0.0, 0.0, 1.0);
/* PURIFY 4.0.1 reports an unitialized memory read on the next line when using
* MesaGL 2.2 and -mono. This has been fixed in MesaGL 2.3 and later. */
glCallList(gp->gear1);
glPopMatrix();
glPushMatrix();
glTranslatef(3.1, -2.0, 0.0);
glRotatef(-2.0 * gp->angle - 9.0, 0.0, 0.0, 1.0);
glCallList(gp->gear2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1, 4.2, 0.0);
glRotatef(-2.0 * gp->angle - 25.0, 0.0, 0.0, 1.0);
glCallList(gp->gear3);
glPopMatrix();
} else { /* planetary */
glScalef(0.8, 0.8, 0.8);
glPushMatrix();
glTranslatef(0.0, 4.2, 0.0);
glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
glCallList(gp->gear1);
glPopMatrix();
glPushMatrix();
glRotatef(120, 0.0, 0.0, 1.0);
glTranslatef(0.0, 4.2, 0.0);
glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
glCallList(gp->gear2);
glPopMatrix();
glPushMatrix();
glRotatef(240, 0.0, 0.0, 1.0);
glTranslatef(0.0, 4.2, 0.0);
glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
glCallList(gp->gear3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, 0.0, 0.0);
glRotatef(-gp->angle, 0.0, 0.0, 1.0);
glCallList(gp->gear_inner);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, 0.0, 0.0);
glRotatef((gp->angle / 3.0) - 7.5, 0.0, 0.0, 1.0);
glCallList(gp->gear_outer);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, 0.0, 0.0);
glCallList(gp->armature);
glPopMatrix();
}
glPopMatrix();
}
/* new window size or exposure */
static void
reshape_gears(ModeInfo *mi, int width, int height)
{
gearsstruct *gp = &gears[MI_SCREEN(mi)];
int size = MI_SIZE(mi), w, h;
GLfloat r = (GLfloat) height / (GLfloat) width;
if (gp->planetary && !size)
size = planetsize;
/* Viewport is specified size if size >= MINSIZE && size < screensize */
if (size <= 1) {
w = MI_WIDTH(mi);
h = MI_HEIGHT(mi);
} else if (size < MINSIZE) {
w = MINSIZE;
h = MINSIZE;
} else {
w = (size > MI_WIDTH(mi)) ? MI_WIDTH(mi) : size;
h = (size > MI_HEIGHT(mi)) ? MI_HEIGHT(mi) : size;
}
glViewport((MI_WIDTH(mi) - w) / 2, (MI_HEIGHT(mi) - h) / 2, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -r, r, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -40.0);
/* The depth buffer will be cleared, if needed, before the
* next frame. Right now we just want to black the screen.
*/
glClear(GL_COLOR_BUFFER_BIT);
}
static void
free_gears(Display *display, gearsstruct *gp)
{
if (gp->glx_context) {
/* Display lists MUST be freed while their glXContext is current. */
glXMakeCurrent(display, gp->window, *(gp->glx_context));
if (glIsList(gp->gear1)) {
glDeleteLists(gp->gear1, 1);
gp->gear1 = 0;
}
if (glIsList(gp->gear2)) {
glDeleteLists(gp->gear2, 1);
gp->gear2 = 0;
}
if (glIsList(gp->gear3)) {
glDeleteLists(gp->gear3, 1);
gp->gear3 = 0;
}
if (glIsList(gp->gear_inner)) {
glDeleteLists(gp->gear_inner, 1);
gp->gear_inner = 0;
}
if (glIsList(gp->gear_outer)) {
glDeleteLists(gp->gear_outer, 1);
gp->gear_outer = 0;
}
if (glIsList(gp->armature)) {
glDeleteLists(gp->armature, 1);
gp->armature = 0;
}
gp->glx_context = (GLXContext *) NULL;
}
}
static Bool
pinit(ModeInfo * mi)
{
gearsstruct *gp = &gears[MI_SCREEN(mi)];
static GLfloat pos[4] =
{5.0, 5.0, 10.0, 1.0};
static GLfloat red[4] =
{0.8, 0.1, 0.0, 1.0};
static GLfloat green[4] =
{0.0, 0.8, 0.2, 1.0};
static GLfloat blue[4] =
{0.2, 0.2, 1.0, 1.0};
static GLfloat gray[4] =
{0.5, 0.5, 0.5, 1.0};
static GLfloat white[4] =
{1.0, 1.0, 1.0, 1.0};
int wire = MI_IS_WIREFRAME(mi);
int mono = MI_IS_MONO(mi);
if (!wire) {
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
#if 0
/*-
* Messes up on multiscreen Pseudocolor:0 StaticGray(monochrome):1
* 2nd time mode is run it is Grayscale on PseudoColor.
* The code below forces monochrome on TrueColor.
*/
if (MI_IS_MONO(mi)) {
red[0] = red[1] = red[2] = 1.0;
green[0] = green[1] = green[2] = 1.0;
blue[0] = blue[1] = blue[2] = 1.0;
}
#endif
/* make the gears */
if (! gp->planetary) {
if ((gp->gear1 = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->gear1, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(red);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
}
gear(1.0, 4.0, 1.0, 20, 0.7, wire, False);
glEndList();
if ((gp->gear2 = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->gear2, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(green);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
}
gear(0.5, 2.0, 2.0, 10, 0.7, wire, False);
glEndList();
if ((gp->gear3 = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->gear3, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(blue);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
}
gear(1.3, 2.0, 0.5, 10, 0.7, wire, False);
glEndList();
if (!wire)
glEnable(GL_NORMALIZE);
} else { /* planetary */
if ((gp->gear1 = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->gear1, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(red);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
}
gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
glEndList();
if ((gp->gear2 = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->gear2, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(green);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
}
gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
glEndList();
if ((gp->gear3 = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->gear3, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(blue);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
}
gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
glEndList();
if (!wire)
glEnable(GL_NORMALIZE);
if ((gp->gear_inner = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->gear_inner, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(blue);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
}
gear(1.0, 2.0, 2.0, 12, 0.7, wire, False);
glEndList();
if (!wire)
glEnable(GL_NORMALIZE);
if ((gp->gear_outer = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->gear_outer, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(blue);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
}
gear(5.7, 7.0, 2.0, 36, 0.7, wire, True);
/* put some nubs on the outer ring, so we can tell how it's moving */
glPushMatrix();
glTranslatef(7.0, 0, 0);
glRotatef(90, 0, 1, 0);
ctube(0.5, 0.5, wire); /* nub 1 */
glPopMatrix();
glPushMatrix();
glRotatef(120, 0, 0, 1);
glTranslatef(7.0, 0, 0);
glRotatef(90, 0, 1, 0);
ctube(0.5, 0.5, wire); /* nub 2 */
glPopMatrix();
glPushMatrix();
glRotatef(240, 0, 0, 1);
glTranslatef(7.0, 0, 0);
glRotatef(90, 0, 1, 0);
ctube(0.5, 0.5, wire); /* nub 3 */
glPopMatrix();
glEndList();
if (!wire)
glEnable(GL_NORMALIZE);
if ((gp->armature = glGenLists(1)) == 0) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
glNewList(gp->armature, GL_COMPILE);
if (glGetError() != GL_NO_ERROR) {
free_gears(MI_DISPLAY(mi), gp);
return False;
}
if (wire) {
if (mono)
glColor4fv(white);
else
glColor4fv(blue);
} else {
if (mono)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
}
glTranslatef(0, 0, 1.5);
ctube(0.5, 10, wire); /* center axle */
glPushMatrix();
glTranslatef(0.0, 4.2, -1);
ctube(0.5, 3, wire); /* axle 1 */
glTranslatef(0, 0, 1.8);
ctube(0.7, 0.7, wire);
glPopMatrix();
glPushMatrix();
glRotatef(120, 0.0, 0.0, 1.0);
glTranslatef(0.0, 4.2, -1);
ctube(0.5, 3, wire); /* axle 2 */
glTranslatef(0, 0, 1.8);
ctube(0.7, 0.7, wire);
glPopMatrix();
glPushMatrix();
glRotatef(240, 0.0, 0.0, 1.0);
glTranslatef(0.0, 4.2, -1);
ctube(0.5, 3, wire); /* axle 3 */
glTranslatef(0, 0, 1.8);
ctube(0.7, 0.7, wire);
glPopMatrix();
glTranslatef(0, 0, 1.5); /* center disk */
ctube(1.5, 2, wire);
glPushMatrix();
glRotatef(270, 0, 0, 1);
glRotatef(-10, 0, 1, 0);
glTranslatef(-2.2, 0, 0);
arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 1 */
glPopMatrix();
glPushMatrix();
glRotatef(30, 0, 0, 1);
glRotatef(-10, 0, 1, 0);
glTranslatef(-2.2, 0, 0);
arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 2 */
glPopMatrix();
glPushMatrix();
glRotatef(150, 0, 0, 1);
glRotatef(-10, 0, 1, 0);
glTranslatef(-2.2, 0, 0);
arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 3 */
glPopMatrix();
glEndList();
if (!wire)
glEnable(GL_NORMALIZE);
}
return True;
}
/* 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 < 0.0)
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
init_gears(ModeInfo * mi)
{
/*Colormap cmap; */
/* Boolean rgba, doublebuffer, cmap_installed; */
gearsstruct *gp;
if (gears == NULL) {
if ((gears = (gearsstruct *) calloc(MI_NUM_SCREENS(mi),
sizeof (gearsstruct))) == NULL)
return;
}
gp = &gears[MI_SCREEN(mi)];
gp->window = MI_WINDOW(mi);
if (MI_IS_FULLRANDOM(mi)) {
gp->planetary = (Bool) (LRAND() & 1);
} else {
gp->planetary = planetary;
}
gp->rotx = FLOATRAND(1.0) * RANDSIGN();
gp->roty = FLOATRAND(1.0) * RANDSIGN();
gp->rotz = FLOATRAND(1.0) * RANDSIGN();
/* bell curve from 0-1.5 degrees, avg 0.75 */
gp->dx = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
gp->dy = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
gp->dz = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
gp->d_max = gp->dx * 2;
gp->ddx = 0.00006 + FLOATRAND(0.00003);
gp->ddy = 0.00006 + FLOATRAND(0.00003);
gp->ddz = 0.00006 + FLOATRAND(0.00003);
gp->ddx = 0.00001;
gp->ddy = 0.00001;
gp->ddz = 0.00001;
if ((gp->glx_context = init_GL(mi)) != NULL) {
reshape_gears(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
if (!pinit(mi)) {
MI_CLEARWINDOW(mi);
}
} else {
MI_CLEARWINDOW(mi);
}
}
void
draw_gears(ModeInfo * mi)
{
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int angle_incr = MI_CYCLES(mi) ? MI_CYCLES(mi) : 2;
gearsstruct *gp;
if (gears == NULL)
return;
gp = &gears[MI_SCREEN(mi)];
MI_IS_DRAWN(mi) = True;
if (gp->planetary)
angle_incr *= 3;
if (!gp->glx_context)
return;
glDrawBuffer(GL_BACK);
glXMakeCurrent(display, window, *(gp->glx_context));
draw(mi);
/* let's do something so we don't get bored */
gp->angle = (int) (gp->angle + angle_incr) % 360;
rotate(&gp->rotx, &gp->dx, &gp->ddx, gp->d_max, MI_IS_VERBOSE(mi));
rotate(&gp->roty, &gp->dy, &gp->ddy, gp->d_max, MI_IS_VERBOSE(mi));
rotate(&gp->rotz, &gp->dz, &gp->ddz, gp->d_max, MI_IS_VERBOSE(mi));
if (MI_IS_FPS(mi)) do_fps (mi);
glFinish();
glXSwapBuffers(display, window);
}
void
release_gears(ModeInfo * mi)
{
if (gears != NULL) {
int screen;
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
free_gears(MI_DISPLAY(mi), &gears[screen]);
free(gears);
gears = (gearsstruct *) NULL;
}
FreeAllGL(mi);
}
/*********************************************************/
#endif