* Needs music. ("Hellraiser Themes" by Coil: TORSO CD161; also
duplicated on the "Unnatural History 2" compilation, WORLN M04699.)
-
- * I'm not totally happy with the spinning motion; I like the
- acceleration and deceleration, but it often feels like it's going too
- fast, or not naturally enough, or something.
-
- * However, the motion is better than that used by gears, superquadrics,
- etc.; so maybe I should make them all share the same motion code.
*/
#include <X11/Intrinsic.h>
#define HACK_INIT init_lament
#define HACK_DRAW draw_lament
#define HACK_RESHAPE reshape_lament
+#define HACK_HANDLE_EVENT lament_handle_event
+#define EVENT_MASK PointerMotionMask
#define lament_opts xlockmore_opts
#define DEFAULTS "*delay: 10000 \n" \
"*showFPS: False \n" \
};
static argtype vars[] = {
- {(caddr_t *) &do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
};
ModeSpecOpt lament_opts = {countof(opts), opts, countof(vars), vars, NULL};
#include "xpm-ximage.h"
+#include "rotator.h"
+#include "gltrackball.h"
#include "../images/lament.xpm"
#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
} lament_type;
-static GLfloat exterior_color[] = { 0.70, 0.60, 0.00, 1.00 };
-static GLfloat interior_color[] = { 0.25, 0.25, 0.20, 1.00 };
+static GLfloat exterior_color[] = { 0.33, 0.22, 0.03, 1.00, /* ambient */
+ 0.78, 0.57, 0.11, 1.00, /* specular */
+ 0.99, 0.91, 0.81, 1.00, /* diffuse */
+ 27.80 /* shininess */
+ };
+static GLfloat interior_color[] = { 0.20, 0.20, 0.15, 1.00, /* ambient */
+ 0.40, 0.40, 0.32, 1.00, /* specular */
+ 0.99, 0.99, 0.81, 1.00, /* diffuse */
+ 50.80 /* shininess */
+ };
typedef struct {
GLXContext *glx_context;
+ rotator *rot;
+ double rotx, roty, rotz;
+ trackball_state *trackball;
+ Bool button_down_p;
GLuint box; /* display list IDs */
GLuint star1, star2;
GLuint lid_0, lid_1, lid_2, lid_3, lid_4;
GLuint taser_base, taser_lifter, taser_slider;
- 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 */
XImage *texture; /* image bits */
GLuint texids[6]; /* texture map IDs */
lament_type type; /* which mode of the object is current */
}
\f
-/* Computing normal vectors (thanks to Nat Friedman <ndf@mit.edu>)
- */
-
-typedef struct vector {
- GLfloat x, y, z;
-} vector;
-
-typedef struct plane {
- vector p1, p2, p3;
-} plane;
-
-static void
-vector_set(vector *v, GLfloat x, GLfloat y, GLfloat z)
-{
- v->x = x;
- v->y = y;
- v->z = z;
-}
+typedef struct {
+ double x,y,z;
+} XYZ;
static void
-vector_cross(vector v1, vector v2, vector *v3)
+normalize (XYZ *p)
{
- v3->x = (v1.y * v2.z) - (v1.z * v2.y);
- v3->y = (v1.z * v2.x) - (v1.x * v2.z);
- v3->z = (v1.x * v2.y) - (v1.y * v2.x);
+ double length;
+ length = sqrt (p->x * p->x +
+ p->y * p->y +
+ p->z * p->z);
+ if (length != 0)
+ {
+ p->x /= length;
+ p->y /= length;
+ p->z /= length;
+ }
+ else
+ {
+ p->x = 0;
+ p->y = 0;
+ p->z = 0;
+ }
}
-static void
-vector_subtract(vector v1, vector v2, vector *res)
+/* Calculate the unit normal at p given two other points p1,p2 on the
+ surface. The normal points in the direction of p1 crossproduct p2
+ */
+static XYZ
+calc_normal (XYZ p, XYZ p1, XYZ p2)
{
- res->x = v1.x - v2.x;
- res->y = v1.y - v2.y;
- res->z = v1.z - v2.z;
+ XYZ n, pa, pb;
+ pa.x = p1.x - p.x;
+ pa.y = p1.y - p.y;
+ pa.z = p1.z - p.z;
+ pb.x = p2.x - p.x;
+ pb.y = p2.y - p.y;
+ pb.z = p2.z - p.z;
+ n.x = pa.y * pb.z - pa.z * pb.y;
+ n.y = pa.z * pb.x - pa.x * pb.z;
+ n.z = pa.x * pb.y - pa.y * pb.x;
+ normalize (&n);
+ return (n);
}
-static void
-plane_normal(plane p, vector *n)
-{
- vector v1, v2;
- vector_subtract(p.p1, p.p2, &v1);
- vector_subtract(p.p1, p.p3, &v2);
- vector_cross(v2, v1, n);
-}
static void
do_normal(GLfloat x1, GLfloat y1, GLfloat z1,
GLfloat x2, GLfloat y2, GLfloat z2,
GLfloat x3, GLfloat y3, GLfloat z3)
{
- plane plane;
- vector n;
- vector_set(&plane.p1, x1, y1, z1);
- vector_set(&plane.p2, x2, y2, z2);
- vector_set(&plane.p3, x3, y3, z3);
- plane_normal(plane, &n);
- n.x = -n.x; n.y = -n.y; n.z = -n.z;
+ XYZ p1, p2, p3, p;
+ p1.x = x1; p1.y = y1; p1.z = z1;
+ p2.x = x2; p2.y = y2; p2.z = z2;
+ p3.x = x3; p3.y = y3; p3.z = z3;
+
+ p = calc_normal (p1, p2, p3);
- glNormal3f(n.x, n.y, n.z);
+ glNormal3f (p.x, p.y, p.z);
#ifdef DEBUG
/* Draw a line in the direction of this face's normal. */
{
- GLfloat ax = n.x > 0 ? n.x : -n.x;
- GLfloat ay = n.y > 0 ? n.y : -n.y;
- GLfloat az = n.z > 0 ? n.z : -n.z;
- GLfloat mx = (x1 + x2 + x3) / 3;
- GLfloat my = (y1 + y2 + y3) / 3;
- GLfloat mz = (z1 + z2 + z3) / 3;
- GLfloat xx, yy, zz;
-
- GLfloat max = ax > ay ? ax : ay;
- if (az > max) max = az;
- max *= 2;
- xx = n.x / max;
- yy = n.y / max;
- zz = n.z / max;
-
+ glPushMatrix();
+ glTranslatef ((x1 + x2 + x3) / 3,
+ (y1 + y2 + y3) / 3,
+ (z1 + z2 + z3) / 3);
+ glScalef (0.5, 0.5, 0.5);
glBegin(GL_LINE_LOOP);
- glVertex3f(mx, my, mz);
- glVertex3f(mx+xx, my+yy, mz+zz);
+ glVertex3f(0, 0, 0);
+ glVertex3f(p.x, p.y, p.z);
glEnd();
+ glPopMatrix();
}
#endif /* DEBUG */
}
-
\f
/* Shorthand utilities for making faces, with proper normals.
*/
+static void
+set_colors (GLfloat *color)
+{
+ glMaterialfv(GL_FRONT, GL_AMBIENT, color+0);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, color+4);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, color+8);
+ glMaterialfv(GL_FRONT, GL_SHININESS, color+12);
+}
+
static void
face3(GLint texture, GLfloat *color, Bool wire,
GLfloat s1, GLfloat t1, GLfloat x1, GLfloat y1, GLfloat z1,
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, texture);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ set_colors(color);
+
do_normal(x1, y1, z1, x2, y2, z2, x3, y3, z3);
glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLES);
glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, texture);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ set_colors(color);
do_normal(x1, y1, z1, x2, y2, z2, x3, y3, z3);
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, texture);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ set_colors(color);
do_normal(x1, y1, z1, x2, y2, z2, x3, y3, z3);
glBegin(wire ? GL_LINE_LOOP : GL_POLYGON);
glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, lc->texids[top ? FACE_U : FACE_D]);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
i = 1;
do_normal(points[i+0][0], points[i+0][1], 0,
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, 0);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, interior_color);
+ set_colors(interior_color);
i = countof(points) - 9;
do_normal(points[i+0][0], points[i+0][1], 0,
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, lc->texids[FACE_E]);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
do_normal(0, body_face_points[(i*5)+0][0], body_face_points[(i*5)+0][1],
0, body_face_points[(i*5)+1][0], body_face_points[(i*5)+1][1],
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, lc->texids[FACE_E]);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
do_normal(
0, lifter_face_points[(i*5)+0][0], lifter_face_points[(i*5)+0][1],
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, lc->texids[FACE_E]);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
do_normal(
0, slider_face_points[(i*5)+0][0], slider_face_points[(i*5)+0][1],
#ifdef HAVE_GLBINDTEXTURE
glBindTexture(GL_TEXTURE_2D, 0);
#endif /* HAVE_GLBINDTEXTURE */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, interior_color);
+ set_colors(interior_color);
do_normal(
0, slider_face_points[(i*5)+2][0], slider_face_points[(i*5)+2][1],
/* Rendering and animating object models
*/
+Bool
+lament_handle_event (ModeInfo *mi, XEvent *event)
+{
+ lament_configuration *lc = &lcs[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button & Button1)
+ {
+ lc->button_down_p = True;
+ gltrackball_start (lc->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button & Button1)
+ {
+ lc->button_down_p = False;
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ lc->button_down_p)
+ {
+ gltrackball_track (lc->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+
+ return False;
+}
+
+
static void
draw(ModeInfo *mi)
{
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
- {
- GLfloat x = lc->rotx;
- GLfloat y = lc->roty;
- GLfloat z = lc->rotz;
-
-#if 0
- x=0.75; y=0; z=0;
-#endif
- if (x < 0) x = 1 - (x + 1);
- if (y < 0) y = 1 - (y + 1);
- if (z < 0) z = 1 - (z + 1);
+ gltrackball_rotate (lc->trackball);
- /* Make into the screen be +Y right be +X, and up be +Z. */
- glRotatef(-90.0, 1.0, 0.0, 0.0);
+ /* Make into the screen be +Y right be +X, and up be +Z. */
+ glRotatef(-90.0, 1.0, 0.0, 0.0);
- /* Scale it up. */
- glScalef(4.0, 4.0, 4.0);
+ /* Scale it up. */
+ glScalef(4.0, 4.0, 4.0);
#ifdef DEBUG
glPushMatrix();
glPushMatrix();
{
/* Apply rotation to the object. */
- 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 (lc->type != LAMENT_LID_ZOOM)
+ get_rotation (lc->rot, &lc->rotx, &lc->roty, &lc->rotz,
+ !lc->button_down_p);
+ glRotatef (lc->rotx * 360, 1.0, 0.0, 0.0);
+ glRotatef (lc->roty * 360, 0.0, 1.0, 0.0);
+ glRotatef (lc->rotz * 360, 0.0, 0.0, 1.0);
switch (lc->type)
{
}
glPopMatrix();
- }
glPopMatrix();
}
{
lc->anim_r = 0.0;
lc->anim_z = 0.0;
- lc->rotx = frand(1.0) * RANDSIGN();
- lc->roty = frand(1.0) * RANDSIGN();
- lc->rotz = frand(1.0) * RANDSIGN();
lc->type = LAMENT_BOX;
}
break;
}
-static void
-rotate(GLfloat *pos, GLfloat *v, GLfloat *dv, GLfloat max_v)
-{
- 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) abort();
- if (ppos > 1.0) abort();
- *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;
- }
-}
-
-
\f
/* Window management, etc
*/
Note that the image-map bits we have are 128x128. Therefore, if the
image is magnified a lot, it looks pretty blocky. So it's better to
have a 128x128 animation on a 1280x1024 screen that looks good, than
- a 1024x1024 animation that looks really pixellated.
+ a 1024x1024 animation that looks really pixelated.
*/
if (win_size > target_size * 1.5)
{
if (!wire)
{
- static GLfloat pos0[] = { -4.0, 2.0, 5.0, 1.0 };
- static GLfloat pos1[] = { 12.0, 5.0, 1.0, 1.0 };
- static GLfloat local[] = { 0.0 };
- static GLfloat ambient[] = { 0.3, 0.3, 0.3, 1.0 };
- static GLfloat spec[] = { 1.0, 1.0, 1.0, 1.0 };
- static GLfloat shine[] = { 100.0 };
+ static GLfloat pos0[] = { -4.0, 2.0, 5.0, 1.0 };
+ static GLfloat pos1[] = { 6.0, -1.0, 3.0, 1.0 };
+
+ static GLfloat amb0[] = { 0.7, 0.7, 0.7, 1.0 };
+/* static GLfloat amb1[] = { 0.7, 0.0, 0.0, 1.0 }; */
+ static GLfloat dif0[] = { 1.0, 1.0, 1.0, 1.0 };
+ static GLfloat dif1[] = { 0.3, 0.1, 0.1, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, pos0);
glLightfv(GL_LIGHT1, GL_POSITION, pos1);
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
-
- glLightfv(GL_LIGHT0, GL_SPECULAR, spec);
- glLightfv(GL_LIGHT1, GL_SPECULAR, spec);
-
- glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
- glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
- glMaterialfv(GL_FRONT, GL_SHININESS, shine);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb0);
+/* glLightfv(GL_LIGHT1, GL_AMBIENT, amb1); */
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif0);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, dif1);
+ set_colors(exterior_color);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- glDisable(GL_LIGHT1);
+/* glEnable(GL_LIGHT1); */
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
{
int height = lc->texture->width; /* assume square */
glBindTexture(GL_TEXTURE_2D, lc->texids[i]);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+ set_colors(exterior_color);
clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
lc->texture->width, height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE,
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
(lc->texture->data +
(lc->texture->bytes_per_line * height * i)));
check_gl_error("texture");
"\n"
"%s: dying with signal %d (%s).\n"
"\n"
- "\tThis is almost certainly a bug in the MesaGL library,\n"
+ "\tThis is almost certainly a bug in the Mesa GL library,\n"
"\tespecially if the stack trace in the core file mentions\n"
"\t`lambda_textured_triangle' or `render_quad'.\n"
"\n"
- "\tI encourage you to report this to the Mesa maintainers\n"
- "\tat <http://www.mesa3d.org/>. I reported this bug more\n"
- "\tthan a year ago, and it is trivially reproducible.\n"
- "\tI do not know a workaround.\n"
+ "\tFirst make sure that you have the latest version of Mesa.\n"
+ "\tIf that doesn't fix it, then I encourage you to report this\n"
+ "\tbug to the Mesa maintainers at <http://www.mesa3d.org/>.\n"
"\n",
progname,
sig,
lc = &lcs[MI_SCREEN(mi)];
- lc->rotx = frand(1.0) * RANDSIGN();
- lc->roty = frand(1.0) * RANDSIGN();
- lc->rotz = frand(1.0) * RANDSIGN();
-
- /* bell curve from 0-1.5 degrees, avg 0.75 */
- lc->dx = (frand(1) + frand(1) + frand(1)) / (360*2);
- lc->dy = (frand(1) + frand(1) + frand(1)) / (360*2);
- lc->dz = (frand(1) + frand(1) + frand(1)) / (360*2);
-
- lc->d_max = lc->dx * 2;
-
- lc->ddx = 0.00006 + frand(0.00003);
- lc->ddy = 0.00006 + frand(0.00003);
- lc->ddz = 0.00006 + frand(0.00003);
+ {
+ double rot_speed = 0.5;
+ lc->rot = make_rotator (rot_speed, rot_speed, rot_speed, 1, 0, True);
+ lc->trackball = gltrackball_init ();
+ }
lc->type = LAMENT_BOX;
lc->anim_pause = 300 + (random() % 100);
glFinish();
glXSwapBuffers(dpy, window);
- if (lc->type != LAMENT_LID_ZOOM)
- {
- rotate(&lc->rotx, &lc->dx, &lc->ddx, lc->d_max);
- rotate(&lc->roty, &lc->dy, &lc->ddy, lc->d_max);
- rotate(&lc->rotz, &lc->dz, &lc->ddz, lc->d_max);
- }
-
if (lc->anim_pause)
lc->anim_pause--;
else