http://packetstormsecurity.org/UNIX/admin/xscreensaver-4.03.tar.gz
[xscreensaver] / hacks / glx / cage.c
index 5f0e4e447833a416368ab712c57c6fa999910c05..f8965441807b8df00729e9bccc77df8644725a36 100644 (file)
@@ -2,12 +2,10 @@
 /* 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";
+static const char sccsid[] = "@(#)cage.c       5.01 2001/03/01 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,
@@ -22,46 +20,48 @@ static const char sccsid[] = "@(#)cage.c    4.07 98/01/04 xlockmore";
  * other special, indirect and consequential damages.
  *
  * The RotateAroundU() routine was adapted from the book
- *    "Computer Graphics Principles and Practice 
+ *    "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 
+ * 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.
+ * mistakes.
  *
  * My e-mail address is
- * m-vianna@usa.net
+ * mfvianna@centroin.com.br
  *
  * 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.
- *
+ * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
+ * 01-Mar-2001: Added FPS stuff E.Lassauge <lassauge@mail.dotcom.fr>
+ * 01-Nov-2000: Allocation checks
+ * 01-Jan-1998: Mode separated from escher and renamed
+ * 08-Jun-1997: 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-1997: Speed ups in Moebius Strip using GL_CULL_FACE.
+ *              Marcelo F. Vianna.
+ * 03-Jun-1997: 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.
  */
 
 /*-
@@ -76,13 +76,20 @@ static const char sccsid[] = "@(#)cage.c    4.07 98/01/04 xlockmore";
  * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
  */
 
+#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_cage
 # define PROGCLASS                     "Cage"
 # define HACK_INIT                     init_cage
 # define HACK_DRAW                     draw_cage
-# define HACK_RESHAPE                  reshape_cage
+# define HACK_RESHAPE          reshape
 # define cage_opts                     xlockmore_opts
 # define DEFAULTS                      "*delay:                25000   \n"                     \
                                                        "*showFPS:      False   \n"                     \
@@ -93,20 +100,20 @@ static const char sccsid[] = "@(#)cage.c   4.07 98/01/04 xlockmore";
 
 #endif /* !STANDALONE */
 
-#ifdef USE_GL
+#ifdef MODE_cage
 
 
 #include <GL/glu.h>
 #include "e_textures.h"
 
 ModeSpecOpt cage_opts =
-{0, NULL, 0, NULL, NULL};
+{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) 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, "",
+ "draw_cage", "change_cage", (char *) NULL, &cage_opts,
25000, 1, 1, 1, 1.0, 4, "",
  "Shows the Impossible Cage, an Escher-like GL scene", 0, NULL};
 
 #endif
@@ -120,12 +127,14 @@ ModStruct   cage_description =
 #define Pi                         M_PI
 #endif
 
+#define ObjWoodPlank    0
+#define MaxObj          1
+
 /*************************************************************************/
 
 typedef struct {
        GLint       WindH, WindW;
        GLfloat     step;
-       int         AreObjectsDefined[1];
        GLXContext *glx_context;
 } cagestruct;
 
@@ -149,177 +158,169 @@ static float lmodel_twoside[] =
 static float MaterialWhite[] =
 {0.7, 0.7, 0.7, 1.0};
 
-static cagestruct *cage = NULL;
-static GLuint objects;
-
-#define ObjWoodPlank    0
+static cagestruct *cage = (cagestruct *) NULL;
 
 #define PlankWidth      3.0
 #define PlankHeight     0.35
 #define PlankThickness  0.15
 
-static void
+static Bool 
 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
-       }
+       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();
+
+       return True;
 }
 
-static void
+static Bool
 draw_impossiblecage(cagestruct * cp)
 {
        glPushMatrix();
        glRotatef(90, 0, 1, 0);
        glTranslatef(0.0, PlankHeight - PlankWidth, -PlankThickness - PlankWidth);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glRotatef(90, 0, 0, 1);
        glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - PlankThickness);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glRotatef(90, 0, 1, 0);
        glTranslatef(0.0, PlankWidth - PlankHeight, -PlankThickness - PlankWidth);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glTranslatef(0.0, PlankWidth - PlankHeight, 3 * PlankThickness - PlankWidth);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glRotatef(90, 0, 0, 1);
        glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - PlankThickness);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth - 3 * PlankThickness);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glTranslatef(0.0, PlankHeight - PlankWidth, 3 * PlankThickness - PlankWidth);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glRotatef(90, 0, 0, 1);
        glTranslatef(0.0, PlankHeight - PlankWidth, PlankThickness - PlankWidth);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth - 3 * PlankThickness);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glRotatef(90, 0, 1, 0);
        glTranslatef(0.0, PlankHeight - PlankWidth, PlankWidth + PlankThickness);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glRotatef(90, 0, 0, 1);
        glTranslatef(0.0, PlankWidth - PlankHeight, PlankThickness - PlankWidth);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
        glPushMatrix();
        glRotatef(90, 0, 1, 0);
        glTranslatef(0.0, PlankWidth - PlankHeight, PlankWidth + PlankThickness);
-       draw_woodplank(cp);
+       if (!draw_woodplank(cp))
+               return False;
        glPopMatrix();
+       return True;
 }
 
 void
-reshape_cage(ModeInfo * mi, int width, int height)
+reshape(ModeInfo * mi, int width, int height)
 {
        cagestruct *cp = &cage[MI_SCREEN(mi)];
+       int i;
 
        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;
+       i = width / 512 + 1;
+       glLineWidth(i);
+       glPointSize(i);
 }
 
 static void
-pinit(void)
+pinit(ModeInfo *mi)
 {
-    int status;
+       int status;
        glClearDepth(1.0);
        glClearColor(0.0, 0.0, 0.0, 1.0);
 
@@ -347,18 +348,21 @@ pinit(void)
 
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
-    clear_gl_error();
-       status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
-                               WoodTextureWidth, WoodTextureHeight,
-                               GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
-    if (status)
-      {
-        const char *s = gluErrorString (status);
-        fprintf (stderr, "%s: error mipmapping texture: %s\n",
-                 progname, (s ? s : "(unknown)"));
-        exit (1);
-      }
-    check_gl_error("mipmapping");
+       clear_gl_error();
+       if (MI_IS_MONO(mi))
+      status = 0;
+    else
+      status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
+                                 WoodTextureWidth, WoodTextureHeight,
+                                 GL_RGB, GL_UNSIGNED_BYTE, WoodTextureData);
+       if (status)
+         {
+               const char *s = gluErrorString (status);
+               fprintf (stderr, "%s: error mipmapping texture: %s\n",
+                                progname, (s ? s : "(unknown)"));
+               exit (1);
+         }
+       check_gl_error("mipmapping");
 
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -370,10 +374,28 @@ pinit(void)
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
 }
 
+void
+release_cage(ModeInfo * mi)
+{
+       if (cage != NULL) {
+               int screen;
+
+               for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+                       cagestruct *cp = &cage[screen];
+
+                       if (cp->glx_context) {
+                               cp->glx_context = (GLXContext *) NULL;
+                       }
+               }
+               (void) free((void *) cage);
+               cage = (cagestruct *) NULL;
+       }
+       FreeAllGL(mi);
+}
+
 void
 init_cage(ModeInfo * mi)
 {
-       int         screen = MI_SCREEN(mi);
        cagestruct *cp;
 
        if (cage == NULL) {
@@ -381,16 +403,14 @@ init_cage(ModeInfo * mi)
                                               sizeof (cagestruct))) == NULL)
                        return;
        }
-       cp = &cage[screen];
-       cp->step = NRAND(90);
+       cp = &cage[MI_SCREEN(mi)];
 
+       cp->step = NRAND(90);
        if ((cp->glx_context = init_GL(mi)) != NULL) {
 
-               reshape_cage(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+               reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
                glDrawBuffer(GL_BACK);
-               if (!glIsList(objects))
-                       objects = glGenLists(1);
-               pinit();
+               pinit(mi);
        } else {
                MI_CLEARWINDOW(mi);
        }
@@ -399,13 +419,15 @@ init_cage(ModeInfo * mi)
 void
 draw_cage(ModeInfo * mi)
 {
-       cagestruct *cp = &cage[MI_SCREEN(mi)];
-
        Display    *display = MI_DISPLAY(mi);
        Window      window = MI_WINDOW(mi);
+       cagestruct *cp;
 
-       MI_IS_DRAWN(mi) = True;
+       if (cage == NULL)
+               return;
+       cp = &cage[MI_SCREEN(mi)];
 
+       MI_IS_DRAWN(mi) = True;
        if (!cp->glx_context)
                return;
 
@@ -427,11 +449,13 @@ draw_cage(ModeInfo * mi)
        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);
+       if (!draw_impossiblecage(cp)) {
+               release_cage(mi);
+               return;
+       }
 
        glPopMatrix();
-
-    if (mi->fps_p) do_fps (mi);
+       if (MI_IS_FPS(mi)) do_fps (mi);
        glFlush();
 
        glXSwapBuffers(display, window);
@@ -448,20 +472,7 @@ change_cage(ModeInfo * mi)
                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);
+       pinit(mi);
 }
 
 #endif