+++ /dev/null
-/* -*- Mode: C; tab-width: 4 -*- */
-/* stairs --- Infinite Stairs, and Escher-like scene. */
-
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)stairs.c 4.07 97/11/24 xlockmore";
-
-#endif
-
-#undef DEBUG_LISTS
-
-/*-
- * 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.
- *
- * This mode shows some interesting scenes that are impossible OR very
- * weird to build in the real universe. Much of the scenes are inspirated
- * on Mauritz Cornelis stairs's works which derivated the mode's name.
- * M.C. Escher (1898-1972) was a dutch artist and many people prefer to
- * say he was a mathematician.
- *
- * Thanks goes to Brian Paul for making it possible and inexpensive to use
- * OpenGL at home.
- *
- * Since I'm not a native English speaker, my apologies for any grammatical
- * mistake.
- *
- * My e-mail address is
- * m-vianna@usa.net
- *
- * Marcelo F. Vianna (Jun-01-1997)
- *
- * Revision History:
- * 07-Jan-98: This would be a scene for the escher mode, but now escher mode
- * was splitted in different modes for each scene. This is the
- * initial release and is not working yet.
- * Marcelo F. Vianna.
- *
- */
-
-/*-
- * Texture mapping is only available on RGBA contexts, Mono and color index
- * visuals DO NOT support texture mapping in OpenGL.
- *
- * BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture
- * mapping shuld work on PseudoColor, DirectColor, TrueColor using Mesa. Mono
- * is not officially supported for both OpenGL and Mesa, but seems to not crash
- * Mesa.
- *
- * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
- */
-
-#include <X11/Intrinsic.h>
-
-#ifdef STANDALONE
-# define PROGCLASS "Stairs"
-# define HACK_INIT init_stairs
-# define HACK_DRAW draw_stairs
-# define stairs_opts xlockmore_opts
-# define DEFAULTS "*cycles: 1 \n" \
- "*delay: 200000 \n" \
- "*wireframe: False \n"
-# include "xlockmore.h" /* from the xscreensaver distribution */
-#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
-
-#endif /* !STANDALONE */
-
-#ifdef USE_GL
-
-#include <GL/glu.h>
-#include "e_textures.h"
-
-ModeSpecOpt stairs_opts =
-{0, NULL, 0, NULL, NULL};
-
-#ifdef USE_MODULES
-ModStruct stairs_description =
-{"stairs", "init_stairs", "draw_stairs", "release_stairs",
- "draw_stairs", "change_stairs", NULL, &stairs_opts,
- 1000, 1, 1, 1, 4, 1.0, "",
- "Shows Infinite Stairs, an Escher-like scene", 0, NULL};
-
-#endif
-
-#define Scale4Window 0.3
-#define Scale4Iconic 0.4
-
-#define sqr(A) ((A)*(A))
-
-#ifndef Pi
-#define Pi M_PI
-#endif
-
-/*************************************************************************/
-
-typedef struct {
- GLint WindH, WindW;
- GLfloat step;
- Bool direction;
- int AreObjectsDefined[1];
- int sphere_position;
- GLXContext *glx_context;
-} stairsstruct;
-
-static float front_shininess[] =
-{60.0};
-static float front_specular[] =
-{0.7, 0.7, 0.7, 1.0};
-static float ambient[] =
-{0.0, 0.0, 0.0, 1.0};
-static float diffuse[] =
-{1.0, 1.0, 1.0, 1.0};
-static float position0[] =
-{1.0, 1.0, 1.0, 0.0};
-static float position1[] =
-{-1.0, -1.0, 1.0, 0.0};
-static float lmodel_ambient[] =
-{0.5, 0.5, 0.5, 1.0};
-static float lmodel_twoside[] =
-{GL_TRUE};
-
-#if 0
-static float MaterialRed[] =
-{0.7, 0.0, 0.0, 1.0};
-static float MaterialGreen[] =
-{0.1, 0.5, 0.2, 1.0};
-static float MaterialBlue[] =
-{0.0, 0.0, 0.7, 1.0};
-static float MaterialCyan[] =
-{0.2, 0.5, 0.7, 1.0};
-static float MaterialMagenta[] =
-{0.6, 0.2, 0.5, 1.0};
-static float MaterialGray[] =
-{0.2, 0.2, 0.2, 1.0};
-static float MaterialGray5[] =
-{0.5, 0.5, 0.5, 1.0};
-static float MaterialGray6[] =
-{0.6, 0.6, 0.6, 1.0};
-static float MaterialGray8[] =
-{0.8, 0.8, 0.8, 1.0};
-
-#endif
-static float MaterialYellow[] =
-{0.7, 0.7, 0.0, 1.0};
-static float MaterialWhite[] =
-{0.7, 0.7, 0.7, 1.0};
-
-static float positions[] =
-{
- -2.5, 4.0, 0.0, /* First one is FUDGED :) */
- -3.0, 3.25, 1.0,
- -3.0, 4.4, 1.5,
- -3.0, 3.05, 2.0,
- -3.0, 4.2, 2.5,
-
- -3.0, 2.85, 3.0,
- -2.5, 4.0, 3.0,
- -2.0, 2.75, 3.0,
- -1.5, 3.9, 3.0,
- -1.0, 2.65, 3.0,
- -0.5, 3.8, 3.0,
- 0.0, 2.55, 3.0,
- 0.5, 3.7, 3.0,
- 1.0, 2.45, 3.0,
- 1.5, 3.6, 3.0,
- 2.0, 2.35, 3.0,
-
- 2.0, 3.5, 2.5,
- 2.0, 2.25, 2.0,
- 2.0, 3.4, 1.5,
- 2.0, 2.15, 1.0,
- 2.0, 3.3, 0.5,
- 2.0, 2.05, 0.0,
- 2.0, 3.2, -0.5,
- 2.0, 1.95, -1.0,
- 2.0, 3.1, -1.5,
- 2.0, 1.85, -2.0,
-
- 1.5, 2.9, -2.0,
- 1.0, 1.65, -2.0,
- 0.5, 2.7, -2.0,
- 0.0, 1.55, -2.0,
- -0.5, 2.5, -2.0,
- -1.0, 1.45, -2.0,
-};
-
-#define NPOSITIONS ((sizeof positions) / (sizeof positions[0]))
-
-static stairsstruct *stairs = NULL;
-static GLuint objects;
-
-#define ObjSphere 0
-
-#define PlankWidth 3.0
-#define PlankHeight 0.35
-#define PlankThickness 0.15
-
-static void
-mySphere(float radius)
-{
- GLUquadricObj *quadObj;
-
- quadObj = gluNewQuadric();
- gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
- gluSphere(quadObj, radius, 16, 16);
- gluDeleteQuadric(quadObj);
-}
-
-static void
-draw_block(GLfloat width, GLfloat height, GLfloat thickness)
-{
- glBegin(GL_QUADS);
- glNormal3f(0, 0, 1);
- glTexCoord2f(0, 0);
- glVertex3f(-width, -height, thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, -height, thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, height, thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, height, thickness);
- glNormal3f(0, 0, -1);
- glTexCoord2f(0, 0);
- glVertex3f(-width, height, -thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, height, -thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, -height, -thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, -height, -thickness);
- glNormal3f(0, 1, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-width, height, thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, height, thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, height, -thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, height, -thickness);
- glNormal3f(0, -1, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-width, -height, -thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, -height, -thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, -height, thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, -height, thickness);
- glNormal3f(1, 0, 0);
- glTexCoord2f(0, 0);
- glVertex3f(width, -height, thickness);
- glTexCoord2f(1, 0);
- glVertex3f(width, -height, -thickness);
- glTexCoord2f(1, 1);
- glVertex3f(width, height, -thickness);
- glTexCoord2f(0, 1);
- glVertex3f(width, height, thickness);
- glNormal3f(-1, 0, 0);
- glTexCoord2f(0, 0);
- glVertex3f(-width, height, thickness);
- glTexCoord2f(1, 0);
- glVertex3f(-width, height, -thickness);
- glTexCoord2f(1, 1);
- glVertex3f(-width, -height, -thickness);
- glTexCoord2f(0, 1);
- glVertex3f(-width, -height, thickness);
- glEnd();
-}
-
-static void
-draw_stairs_internal(ModeInfo * mi)
-{
- stairsstruct *sp = &stairs[MI_SCREEN(mi)];
- GLfloat X;
-
- glPushMatrix();
- glPushMatrix();
- glTranslatef(-3.0, 0.1, 2.0);
- for (X = 0; X < 2; X++) {
- draw_block(0.5, 2.7 + 0.1 * X, 0.5);
- glTranslatef(0.0, 0.1, -1.0);
- }
- glPopMatrix();
- glTranslatef(-3.0, 0.0, 3.0);
- glPushMatrix();
-
- for (X = 0; X < 6; X++) {
- draw_block(0.5, 2.6 - 0.1 * X, 0.5);
- glTranslatef(1.0, -0.1, 0.0);
- }
- glTranslatef(-1.0, -0.9, -1.0);
- for (X = 0; X < 5; X++) {
- draw_block(0.5, 3.0 - 0.1 * X, 0.5);
- glTranslatef(0.0, 0.0, -1.0);
- }
- glTranslatef(-1.0, -1.1, 1.0);
- for (X = 0; X < 3; X++) {
- draw_block(0.5, 3.5 - 0.1 * X, 0.5);
- glTranslatef(-1.0, -0.1, 0.0);
- }
- glPopMatrix();
- glPopMatrix();
-
- glPushMatrix();
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
-
- glTranslatef((GLfloat) positions[sp->sphere_position],
- (GLfloat) positions[sp->sphere_position + 1],
- (GLfloat) positions[sp->sphere_position + 2]);
- if (sp->sphere_position == 0) /* FUDGE soo its not so obvious */
- mySphere(0.48);
- else
- mySphere(0.5);
- glPopMatrix();
- sp->sphere_position += 3;
- if (sp->sphere_position >= NPOSITIONS)
- sp->sphere_position = 0;
-}
-
-static void
-reshape(ModeInfo * mi, int width, int height)
-{
- stairsstruct *sp = &stairs[MI_SCREEN(mi)];
-
- glViewport(0, 0, sp->WindW = (GLint) width, sp->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);
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
- glShadeModel(GL_FLAT);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- glEnable(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);
-}
-
-void
-init_stairs(ModeInfo * mi)
-{
- int screen = MI_SCREEN(mi);
- stairsstruct *sp;
-
- if (stairs == NULL) {
- if ((stairs = (stairsstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (stairsstruct))) == NULL)
- return;
- }
- sp = &stairs[screen];
- sp->step = 0.0;
- sp->direction = LRAND() & 1;
- sp->sphere_position = NRAND(NPOSITIONS / 3) * 3;
-
- if ((sp->glx_context = init_GL(mi)) != NULL) {
-
- reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- glDrawBuffer(GL_BACK);
- if (!glIsList(objects))
- objects = glGenLists(1);
- pinit();
- } else {
- MI_CLEARWINDOW(mi);
- }
-}
-
-void
-draw_stairs(ModeInfo * mi)
-{
- stairsstruct *sp = &stairs[MI_SCREEN(mi)];
-
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
-
- if (!sp->glx_context)
- return;
-
- glXMakeCurrent(display, window, *(sp->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 * sp->WindH / sp->WindW, Scale4Window, Scale4Window);
- } else {
- glScalef(Scale4Iconic * sp->WindH / sp->WindW, Scale4Iconic, Scale4Iconic);
- }
-
- glRotatef(44.5, 1, 0, 0);
- glRotatef(50 + ((sp->direction) ? 1 : -1) *
- ((sp->step * 100 > 120) ? sp->step * 100 - 120 : 0), 0, 1, 0);
- if (sp->step * 100 >= 360 + 120) { /* stop showing secrets */
- sp->step = 0;
- sp->direction = LRAND() & 1;
- }
- draw_stairs_internal(mi);
-
- glPopMatrix();
-
- glFlush();
-
- glXSwapBuffers(display, window);
-
- sp->step += 0.025;
-}
-
-void
-change_stairs(ModeInfo * mi)
-{
- stairsstruct *sp = &stairs[MI_SCREEN(mi)];
-
- if (!sp->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sp->glx_context));
- pinit();
-}
-
-void
-release_stairs(ModeInfo * mi)
-{
- if (stairs != NULL) {
- (void) free((void *) stairs);
- stairs = NULL;
- }
- if (glIsList(objects)) {
- glDeleteLists(objects, 1);
- }
- FreeAllGL(mi);
-}
-
-#endif