ftp://ftp.smr.ru/pub/0/FreeBSD/releases/distfiles/xscreensaver-3.16.tar.gz
[xscreensaver] / hacks / glx / cage.c
diff --git a/hacks/glx/cage.c b/hacks/glx/cage.c
new file mode 100644 (file)
index 0000000..26a60b5
--- /dev/null
@@ -0,0 +1,452 @@
+/* -*- Mode: C; tab-width: 4 -*- */
+/* cage --- the Impossible Cage, an Escher like scene. */
+
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)cage.c       4.07 98/01/04 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.
+ *
+ * The RotateAroundU() routine was adapted from the book
+ *    "Computer Graphics Principles and Practice 
+ *     Foley - vanDam - Feiner - Hughes
+ *     Second Edition" Pag. 227, exercise 5.15.
+ * 
+ * This mode shows some interesting scenes that are impossible OR very
+ * wierd to build in the real universe. Much of the scenes are inspirated
+ * on Mauritz Cornelis Escher'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:
+ * 01-Jan-98: Mode separated from escher and renamed
+ * 08-Jun-97: New scene implemented: "Impossible Cage" based in a M.C. Escher's
+ *            painting with the same name (quite similar). The first GL mode
+ *            to use texture mapping.
+ *            The "Impossible Cage" scene doesn't use DEPTH BUFFER, the 
+ *            wood planks are drawn consistently using GL_CULL_FACE, and
+ *            the painter's algorithm is used to sort the planks.
+ *            Marcelo F. Vianna.
+ * 07-Jun-97: Speed ups in Moebius Strip using GL_CULL_FACE.
+ *            Marcelo F. Vianna.
+ * 03-Jun-97: Initial Release (Only one scene: "Moebius Strip")
+ *            The Moebius Strip scene was inspirated in a M.C. Escher's
+ *            painting named Moebius Strip II in wich ants walk across a
+ *            Moebius Strip path, sometimes meeting each other and sometimes
+ *            being in "opposite faces" (note that the moebius strip has
+ *            only one face and one edge).
+ *            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                     "Cage"
+# define HACK_INIT                     init_cage
+# define HACK_DRAW                     draw_cage
+# define cage_opts                     xlockmore_opts
+# define DEFAULTS                      "*cycles:               1       \n"                     \
+                                                       "*delay:                1000    \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 cage_opts =
+{0, NULL, 0, NULL, NULL};
+
+#ifdef USE_MODULES
+ModStruct   cage_description =
+{"cage", "init_cage", "draw_cage", "release_cage",
+ "draw_cage", "change_cage", NULL, &cage_opts,
+ 1000, 1, 1, 1, 1.0, 4, "",
+ "Shows the Impossible Cage, an Escher-like GL 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;
+       int         AreObjectsDefined[1];
+       GLXContext *glx_context;
+} cagestruct;
+
+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};
+
+static float MaterialWhite[] =
+{0.7, 0.7, 0.7, 1.0};
+
+static cagestruct *cage = NULL;
+static GLuint objects;
+
+#define ObjWoodPlank    0
+
+#define PlankWidth      3.0
+#define PlankHeight     0.35
+#define PlankThickness  0.15
+
+static void
+draw_woodplank(cagestruct * cp)
+{
+       if (!cp->AreObjectsDefined[ObjWoodPlank]) {
+               glNewList(objects + ObjWoodPlank, GL_COMPILE_AND_EXECUTE);
+               glBegin(GL_QUADS);
+               glNormal3f(0, 0, 1);
+               glTexCoord2f(0, 0);
+               glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+               glTexCoord2f(1, 0);
+               glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+               glTexCoord2f(1, 1);
+               glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+               glTexCoord2f(0, 1);
+               glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+               glNormal3f(0, 0, -1);
+               glTexCoord2f(0, 0);
+               glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+               glTexCoord2f(1, 0);
+               glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+               glTexCoord2f(1, 1);
+               glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+               glTexCoord2f(0, 1);
+               glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+               glNormal3f(0, 1, 0);
+               glTexCoord2f(0, 0);
+               glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+               glTexCoord2f(1, 0);
+               glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+               glTexCoord2f(1, 1);
+               glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+               glTexCoord2f(0, 1);
+               glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+               glNormal3f(0, -1, 0);
+               glTexCoord2f(0, 0);
+               glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+               glTexCoord2f(1, 0);
+               glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+               glTexCoord2f(1, 1);
+               glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+               glTexCoord2f(0, 1);
+               glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+               glNormal3f(1, 0, 0);
+               glTexCoord2f(0, 0);
+               glVertex3f(PlankWidth, -PlankHeight, PlankThickness);
+               glTexCoord2f(1, 0);
+               glVertex3f(PlankWidth, -PlankHeight, -PlankThickness);
+               glTexCoord2f(1, 1);
+               glVertex3f(PlankWidth, PlankHeight, -PlankThickness);
+               glTexCoord2f(0, 1);
+               glVertex3f(PlankWidth, PlankHeight, PlankThickness);
+               glNormal3f(-1, 0, 0);
+               glTexCoord2f(0, 0);
+               glVertex3f(-PlankWidth, PlankHeight, PlankThickness);
+               glTexCoord2f(1, 0);
+               glVertex3f(-PlankWidth, PlankHeight, -PlankThickness);
+               glTexCoord2f(1, 1);
+               glVertex3f(-PlankWidth, -PlankHeight, -PlankThickness);
+               glTexCoord2f(0, 1);
+               glVertex3f(-PlankWidth, -PlankHeight, PlankThickness);
+               glEnd();
+               glEndList();
+               cp->AreObjectsDefined[ObjWoodPlank] = 1;
+#ifdef DEBUG_LISTS
+               (void) printf("WoodPlank drawn SLOWLY\n");
+#endif
+       } else {
+               glCallList(objects + ObjWoodPlank);
+#ifdef DEBUG_LISTS
+               (void) printf("WoodPlank drawn quickly\n");
+#endif
+       }
+}
+
+static void
+draw_impossiblecage(cagestruct * cp)
+{
+       glPushMatrix();
+       glRotatef(90, 0, 1, 0);
+       glTranslatef(0.0, PlankHeight - PlankWidth, -PlankThickness - PlankWidth);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(90, 0, 0, 1);
+       glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - PlankThickness);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(90, 0, 1, 0);
+       glTranslatef(0.0, PlankWidth - PlankHeight, -PlankThickness - PlankWidth);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glTranslatef(0.0, PlankWidth - PlankHeight, 3 * PlankThickness - PlankWidth);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(90, 0, 0, 1);
+       glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - PlankThickness);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - 3 * PlankThickness);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glTranslatef(0.0, PlankHeight - PlankWidth, 3 * PlankThickness - PlankWidth);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(90, 0, 0, 1);
+       glTranslatef(0.0, PlankHeight - PlankWidth, PlankThickness - PlankWidth);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - 3 * PlankThickness);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(90, 0, 1, 0);
+       glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth + PlankThickness);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(90, 0, 0, 1);
+       glTranslatef(0.0, PlankWidth - PlankHeight, PlankThickness - PlankWidth);
+       draw_woodplank(cp);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(90, 0, 1, 0);
+       glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth + PlankThickness);
+       draw_woodplank(cp);
+       glPopMatrix();
+}
+
+static void
+reshape(ModeInfo * mi, int width, int height)
+{
+       cagestruct *cp = &cage[MI_SCREEN(mi)];
+
+       glViewport(0, 0, cp->WindW = (GLint) width, cp->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);
+       }
+       cp->AreObjectsDefined[ObjWoodPlank] = 0;
+}
+
+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);
+
+       /* cage */
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
+       glShadeModel(GL_FLAT);
+       glDisable(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_cage(ModeInfo * mi)
+{
+       int         screen = MI_SCREEN(mi);
+       cagestruct *cp;
+
+       if (cage == NULL) {
+               if ((cage = (cagestruct *) calloc(MI_NUM_SCREENS(mi),
+                                              sizeof (cagestruct))) == NULL)
+                       return;
+       }
+       cp = &cage[screen];
+       cp->step = NRAND(90);
+
+       if ((cp->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_cage(ModeInfo * mi)
+{
+       cagestruct *cp = &cage[MI_SCREEN(mi)];
+
+       Display    *display = MI_DISPLAY(mi);
+       Window      window = MI_WINDOW(mi);
+
+       MI_IS_DRAWN(mi) = True;
+
+       if (!cp->glx_context)
+               return;
+
+       glXMakeCurrent(display, window, *(cp->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 * cp->WindH / cp->WindW, Scale4Window, Scale4Window);
+       } else {
+               glScalef(Scale4Iconic * cp->WindH / cp->WindW, Scale4Iconic, Scale4Iconic);
+       }
+
+       /* cage */
+       glRotatef(cp->step * 100, 0, 0, 1);
+       glRotatef(25 + cos(cp->step * 5) * 6, 1, 0, 0);
+       glRotatef(204.5 - sin(cp->step * 5) * 8, 0, 1, 0);
+       draw_impossiblecage(cp);
+
+       glPopMatrix();
+
+       glFlush();
+
+       glXSwapBuffers(display, window);
+
+       cp->step += 0.025;
+}
+
+void
+change_cage(ModeInfo * mi)
+{
+       cagestruct *cp = &cage[MI_SCREEN(mi)];
+
+       if (!cp->glx_context)
+               return;
+
+       glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cp->glx_context));
+       pinit();
+}
+
+void
+release_cage(ModeInfo * mi)
+{
+       if (cage != NULL) {
+               (void) free((void *) cage);
+               cage = NULL;
+       }
+       if (glIsList(objects)) {
+               glDeleteLists(objects, 1);
+       }
+       FreeAllGL(mi);
+}
+
+#endif