519 lines
13 KiB
C
519 lines
13 KiB
C
/* -*- Mode: C; tab-width: 4 -*- */
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/* stairs --- Infinite Stairs, and Escher-like scene. */
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#if !defined( lint ) && !defined( SABER )
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static const char sccsid[] = "@(#)stairs.c 5.01 2001/03/01 xlockmore";
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#endif
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#undef DEBUG_LISTS
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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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* This mode shows some interesting scenes that are impossible OR very
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* weird to build in the real universe. Much of the scenes are inspirated
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* on Mauritz Cornelis stairs'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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* 01-Mar-2001: Added FPS stuff - Eric Lassauge <lassauge AT users.sourceforge.net>
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* 01-Nov-2000: Allocation checks
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* 07-Jan-1998: This would be a scene for the escher mode, but now escher mode
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* was splitted in different modes for each scene. This is the
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* initial release and is not working yet.
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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_stairs
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#define PROGCLASS "stairs"
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#define HACK_INIT init_stairs
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#define HACK_DRAW draw_stairs
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#define stairs_opts xlockmore_opts
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#define DEFAULTS "*delay: 200000 \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_stairs
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#include <GL/glu.h>
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#include "e_textures.h"
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ModeSpecOpt stairs_opts =
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{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL};
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#ifdef USE_MODULES
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ModStruct stairs_description =
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{"stairs", "init_stairs", "draw_stairs", "release_stairs",
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"draw_stairs", "change_stairs", (char *) NULL, &stairs_opts,
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1000, 1, 1, 1, 4, 1.0, "",
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"Shows Infinite Stairs, an Escher-like scene", 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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#if 0
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#define ObjSphere 0
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#define MaxObj 1
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#endif
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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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Bool direction;
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#if 0
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Bool AreObjectsDefined[MaxObj];
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#endif
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int sphere_position;
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GLXContext *glx_context;
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} stairsstruct;
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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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#if 0
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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 MaterialMagenta[] =
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{0.6, 0.2, 0.5, 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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#endif
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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 MaterialWhite[] =
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{0.7, 0.7, 0.7, 1.0};
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static float positions[] =
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{
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-2.5, 4.0, 0.0, /* First one is FUDGED :) */
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-3.0, 3.25, 1.0,
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-3.0, 4.4, 1.5,
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-3.0, 3.05, 2.0,
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-3.0, 4.2, 2.5,
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-3.0, 2.85, 3.0,
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-2.5, 4.0, 3.0,
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-2.0, 2.75, 3.0,
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-1.5, 3.9, 3.0,
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-1.0, 2.65, 3.0,
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-0.5, 3.8, 3.0,
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0.0, 2.55, 3.0,
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0.5, 3.7, 3.0,
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1.0, 2.45, 3.0,
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1.5, 3.6, 3.0,
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2.0, 2.35, 3.0,
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2.0, 3.5, 2.5,
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2.0, 2.25, 2.0,
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2.0, 3.4, 1.5,
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2.0, 2.15, 1.0,
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2.0, 3.3, 0.5,
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2.0, 2.05, 0.0,
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2.0, 3.2, -0.5,
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2.0, 1.95, -1.0,
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2.0, 3.1, -1.5,
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2.0, 1.85, -2.0,
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1.5, 2.9, -2.0,
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1.0, 1.65, -2.0,
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0.5, 2.7, -2.0,
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0.0, 1.55, -2.0,
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-0.5, 2.5, -2.0,
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-1.0, 1.45, -2.0,
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};
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#define NPOSITIONS ((sizeof positions) / (sizeof positions[0]))
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static stairsstruct *stairs = (stairsstruct *) NULL;
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#if 0
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static GLuint objects = 0;
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#endif
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#define PlankWidth 3.0
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#define PlankHeight 0.35
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#define PlankThickness 0.15
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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 void
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draw_block(GLfloat width, GLfloat height, GLfloat thickness)
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{
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glBegin(GL_QUADS);
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glNormal3f(0, 0, 1);
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glTexCoord2f(0, 0);
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glVertex3f(-width, -height, thickness);
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glTexCoord2f(1, 0);
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glVertex3f(width, -height, thickness);
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glTexCoord2f(1, 1);
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glVertex3f(width, height, thickness);
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glTexCoord2f(0, 1);
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glVertex3f(-width, height, thickness);
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glNormal3f(0, 0, -1);
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glTexCoord2f(0, 0);
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glVertex3f(-width, height, -thickness);
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glTexCoord2f(1, 0);
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glVertex3f(width, height, -thickness);
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glTexCoord2f(1, 1);
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glVertex3f(width, -height, -thickness);
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glTexCoord2f(0, 1);
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glVertex3f(-width, -height, -thickness);
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glNormal3f(0, 1, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-width, height, thickness);
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glTexCoord2f(1, 0);
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glVertex3f(width, height, thickness);
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glTexCoord2f(1, 1);
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glVertex3f(width, height, -thickness);
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glTexCoord2f(0, 1);
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glVertex3f(-width, height, -thickness);
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glNormal3f(0, -1, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-width, -height, -thickness);
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glTexCoord2f(1, 0);
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glVertex3f(width, -height, -thickness);
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glTexCoord2f(1, 1);
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glVertex3f(width, -height, thickness);
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glTexCoord2f(0, 1);
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glVertex3f(-width, -height, thickness);
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glNormal3f(1, 0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(width, -height, thickness);
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glTexCoord2f(1, 0);
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glVertex3f(width, -height, -thickness);
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glTexCoord2f(1, 1);
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glVertex3f(width, height, -thickness);
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glTexCoord2f(0, 1);
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glVertex3f(width, height, thickness);
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glNormal3f(-1, 0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-width, height, thickness);
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glTexCoord2f(1, 0);
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glVertex3f(-width, height, -thickness);
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glTexCoord2f(1, 1);
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glVertex3f(-width, -height, -thickness);
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glTexCoord2f(0, 1);
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glVertex3f(-width, -height, thickness);
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glEnd();
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}
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static Bool
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draw_stairs_internal(ModeInfo * mi)
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{
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stairsstruct *sp = &stairs[MI_SCREEN(mi)];
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GLfloat X;
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glPushMatrix();
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glPushMatrix();
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glTranslatef(-3.0, 0.1, 2.0);
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for (X = 0; X < 2; X++) {
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draw_block(0.5, 2.7 + 0.1 * X, 0.5);
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glTranslatef(0.0, 0.1, -1.0);
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}
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glPopMatrix();
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glTranslatef(-3.0, 0.0, 3.0);
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glPushMatrix();
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for (X = 0; X < 6; X++) {
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draw_block(0.5, 2.6 - 0.1 * X, 0.5);
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glTranslatef(1.0, -0.1, 0.0);
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}
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glTranslatef(-1.0, -0.9, -1.0);
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for (X = 0; X < 5; X++) {
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draw_block(0.5, 3.0 - 0.1 * X, 0.5);
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glTranslatef(0.0, 0.0, -1.0);
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}
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glTranslatef(-1.0, -1.1, 1.0);
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for (X = 0; X < 3; X++) {
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draw_block(0.5, 3.5 - 0.1 * X, 0.5);
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glTranslatef(-1.0, -0.1, 0.0);
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}
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glPopMatrix();
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glPopMatrix();
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glPushMatrix();
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
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glTranslatef((GLfloat) positions[sp->sphere_position],
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(GLfloat) positions[sp->sphere_position + 1],
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(GLfloat) positions[sp->sphere_position + 2]);
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/* FUDGE sphere_position soo its not so obvious */
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if (!mySphere((sp->sphere_position == 0) ? 0.48 : 0.5))
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return False;
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glPopMatrix();
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sp->sphere_position += 3;
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if (sp->sphere_position >= (int) NPOSITIONS)
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sp->sphere_position = 0;
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return True;
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}
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static void
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reshape(ModeInfo * mi, int width, int height)
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{
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stairsstruct *sp = &stairs[MI_SCREEN(mi)];
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int i;
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glViewport(0, 0, sp->WindW = (GLint) width, sp->WindH = (GLint) height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
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glMatrixMode(GL_MODELVIEW);
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i = width / 512 + 1;
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glLineWidth(i);
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glPointSize(i);
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}
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static void
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pinit(void)
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{
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glClearDepth(1.0);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position0);
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glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, position1);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glEnable(GL_NORMALIZE);
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glFrontFace(GL_CCW);
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glCullFace(GL_BACK);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
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glShadeModel(GL_FLAT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_CULL_FACE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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gluBuild2DMipmaps(GL_TEXTURE_2D, 3, WoodTextureWidth, WoodTextureHeight,
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GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
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}
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void
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release_stairs(ModeInfo * mi)
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{
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if (stairs != NULL) {
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#if 0
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int screen;
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for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
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stairsstruct *sp = &stairs[screen];
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if (sp->glx_context) {
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if (glIsList(objects)) {
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glDeleteLists(objects, MaxObj);
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objects = 0;
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}
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}
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}
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#endif
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free(stairs);
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stairs = (stairsstruct *) NULL;
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}
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FreeAllGL(mi);
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}
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void
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init_stairs(ModeInfo * mi)
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{
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stairsstruct *sp;
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if (stairs == NULL) {
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if ((stairs = (stairsstruct *) calloc(MI_NUM_SCREENS(mi),
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sizeof (stairsstruct))) == NULL)
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return;
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}
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sp = &stairs[MI_SCREEN(mi)];
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sp->step = 0.0;
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sp->direction = LRAND() & 1;
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sp->sphere_position = NRAND(NPOSITIONS / 3) * 3;
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if ((sp->glx_context = init_GL(mi)) != NULL) {
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reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
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glDrawBuffer(GL_BACK);
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#if 0
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if (!glIsList(objects))
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if ((objects = glGenLists(MaxObj)) == 0) {
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MI_CLEARWINDOW(mi);
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}
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#endif
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pinit();
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} else {
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MI_CLEARWINDOW(mi);
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}
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}
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void
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draw_stairs(ModeInfo * mi)
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{
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Display *display = MI_DISPLAY(mi);
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Window window = MI_WINDOW(mi);
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stairsstruct *sp;
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if (stairs == NULL)
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return;
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sp = &stairs[MI_SCREEN(mi)];
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MI_IS_DRAWN(mi) = True;
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if (!sp->glx_context)
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return;
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glXMakeCurrent(display, window, *(sp->glx_context));
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glTranslatef(0.0, 0.0, -10.0);
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if (!MI_IS_ICONIC(mi)) {
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glScalef(Scale4Window * sp->WindH / sp->WindW, Scale4Window, Scale4Window);
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} else {
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glScalef(Scale4Iconic * sp->WindH / sp->WindW, Scale4Iconic, Scale4Iconic);
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}
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glRotatef(44.5, 1, 0, 0);
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glRotatef(50 + ((sp->direction) ? 1 : -1) *
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((sp->step * 100 > 120) ? sp->step * 100 - 120 : 0), 0, 1, 0);
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if (sp->step * 100 >= 360 + 120) { /* stop showing secrets */
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sp->step = 0;
|
|
sp->direction = LRAND() & 1;
|
|
}
|
|
if (!draw_stairs_internal(mi)) {
|
|
release_stairs(mi);
|
|
return;
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
if (MI_IS_FPS(mi)) do_fps (mi);
|
|
glFlush();
|
|
|
|
glXSwapBuffers(display, window);
|
|
|
|
sp->step += 0.025;
|
|
}
|
|
|
|
void
|
|
change_stairs(ModeInfo * mi)
|
|
{
|
|
stairsstruct *sp;
|
|
|
|
if (stairs == NULL)
|
|
return;
|
|
sp = &stairs[MI_SCREEN(mi)];
|
|
|
|
if (!sp->glx_context)
|
|
return;
|
|
|
|
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sp->glx_context));
|
|
pinit();
|
|
}
|
|
|
|
#endif
|