--- /dev/null
+/* hypertorus --- Shows a hypertorus that rotates in 4d */
+
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)hypertorus.c 1.1 03/05/18 xlockmore";
+
+#endif
+
+/* Copyright (c) 2003 Carsten Steger <carsten@mirsanmir.org>. */
+
+/*
+ * 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.
+ *
+ * REVISION HISTORY:
+ * C. Steger - 03/05/18: Initial version
+ */
+
+/*
+ * This program shows the Clifford torus as it rotates in 4d. The Clifford
+ * torus is a torus lies on the "surface" of the hypersphere in 4d. The
+ * program projects the 4d torus to 3d using either a perspective or an
+ * orthographic projection. Of the two alternatives, the perspecitve
+ * projection looks much more appealing. In orthographic projections the
+ * torus degenerates into a doubly covered cylinder for some angles. The
+ * projected 3d torus can then be projected to the screen either perspectively
+ * or orthographically. There are three display modes for the torus: mesh
+ * (wireframe), solid, or transparent. Furthermore, the appearance of the
+ * torus can be as a solid object or as a set of see-through bands. Finally,
+ * the colors with with the torus is drawn can be set to either two-sided or
+ * to colorwheel. In the first case, the torus is drawn with red on the
+ * outside and green on the inside. This mode enables you to see that the
+ * torus turns inside-out as it rotates in 4d. The second mode draws the
+ * torus in a fully saturated color wheel. This gives a very nice effect
+ * when combined with the see-through bands mode. The rotation speed for
+ * each of the six planes around which the torus rotates can be chosen.
+ * This program is very much inspired by Thomas Banchoff's book "Beyond the
+ * Third Dimension: Geometry, Computer Graphics, and Higher Dimensions",
+ * Scientific American Library, 1990.
+ */
+
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+#define DISP_WIREFRAME 0
+#define DISP_WIREFRAME_STR "0"
+#define DISP_SURFACE 1
+#define DISP_SURFACE_STR "1"
+#define DISP_TRANSPARENT 2
+#define DISP_TRANSPARENT_STR "2"
+
+#define APPEARANCE_SOLID 0
+#define APPEARANCE_SOLID_STR "0"
+#define APPEARANCE_BANDS 1
+#define APPEARANCE_BANDS_STR "1"
+
+#define COLORS_TWOSIDED 0
+#define COLORS_TWOSIDED_STR "0"
+#define COLORS_COLORWHEEL 1
+#define COLORS_COLORWHEEL_STR "1"
+
+#define DISP_3D_PERSPECTIVE 0
+#define DISP_3D_PERSPECTIVE_STR "0"
+#define DISP_3D_ORTHOGRAPHIC 1
+#define DISP_3D_ORTHOGRAPHIC_STR "1"
+
+#define DISP_4D_PERSPECTIVE 0
+#define DISP_4D_PERSPECTIVE_STR "0"
+#define DISP_4D_ORTHOGRAPHIC 1
+#define DISP_4D_ORTHOGRAPHIC_STR "1"
+
+#define DALPHA 1.1
+#define DALPHA_STR "1.1"
+#define DBETA 1.3
+#define DBETA_STR "1.3"
+#define DDELTA 1.5
+#define DDELTA_STR "1.5"
+#define DZETA 1.7
+#define DZETA_STR "1.7"
+#define DETA 1.9
+#define DETA_STR "1.9"
+#define DTHETA 2.1
+#define DTHETA_STR "2.1"
+
+#define DEF_DISPLAY_MODE DISP_SURFACE_STR
+#define DEF_APPEARANCE APPEARANCE_BANDS_STR
+#define DEF_COLORS COLORS_COLORWHEEL_STR
+#define DEF_3D_PROJECTION DISP_3D_PERSPECTIVE_STR
+#define DEF_4D_PROJECTION DISP_4D_PERSPECTIVE_STR
+#define DEF_DALPHA DALPHA_STR
+#define DEF_DBETA DBETA_STR
+#define DEF_DDELTA DDELTA_STR
+#define DEF_DZETA DZETA_STR
+#define DEF_DETA DETA_STR
+#define DEF_DTHETA DTHETA_STR
+
+#ifdef STANDALONE
+# define PROGCLASS "Hypertorus"
+# define HACK_INIT init_hypertorus
+# define HACK_DRAW draw_hypertorus
+# define HACK_RESHAPE reshape_hypertorus
+# define hypertorus_opts xlockmore_opts
+# define DEFAULTS "*delay: 25000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*displayMode: " DEF_DISPLAY_MODE " \n" \
+ "*appearance: " DEF_APPEARANCE " \n" \
+ "*colors: " DEF_COLORS " \n" \
+ "*projection3d: " DEF_3D_PROJECTION " \n" \
+ "*projection4d: " DEF_4D_PROJECTION " \n" \
+ "speedwx: " DEF_DALPHA " \n" \
+ "speedwy: " DEF_DBETA " \n" \
+ "speedwz: " DEF_DDELTA " \n" \
+ "speedxy: " DEF_DZETA " \n" \
+ "speedxz: " DEF_DETA " \n" \
+ "speedyz: " DEF_DTHETA " \n"
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+#include <GL/gl.h>
+#include <GL/glu.h>
+
+
+#ifdef USE_MODULES
+ModStruct hypertorus_description =
+{"hypertorus", "init_hypertorus", "draw_hypertorus", "release_hypertorus",
+ "draw_hypertorus", "change_hypertorus", NULL, &hypertorus_opts,
+ 25000, 1, 1, 1, 1.0, 4, "",
+ "Shows a hypertorus rotating in 4d", 0, NULL};
+
+#endif
+
+
+static int display_mode;
+static int appearance;
+static int colors;
+static int projection_3d;
+static int projection_4d;
+static float speed_wx;
+static float speed_wy;
+static float speed_wz;
+static float speed_xy;
+static float speed_xz;
+static float speed_yz;
+
+/* 4D rotation angles */
+static float alpha, beta, delta, zeta, eta, theta;
+static float aspect;
+
+static const float offset4d[4] = {
+ 0.0, 0.0, 0.0, 2.0
+};
+
+static const float offset3d[4] = {
+ 0.0, 0.0, -2.0, 0.0
+};
+
+
+static XrmOptionDescRec opts[] =
+{
+ {"-mesh", ".hypertorus.displayMode", XrmoptionNoArg,
+ (caddr_t)DISP_WIREFRAME_STR },
+ {"-surface", ".hypertorus.displayMode", XrmoptionNoArg,
+ (caddr_t)DISP_SURFACE_STR },
+ {"-transparent", ".hypertorus.displayMode", XrmoptionNoArg,
+ (caddr_t)DISP_TRANSPARENT_STR },
+ {"-solid", ".hypertorus.appearance", XrmoptionNoArg,
+ (caddr_t)APPEARANCE_SOLID_STR },
+ {"-bands", ".hypertorus.appearance", XrmoptionNoArg,
+ (caddr_t)APPEARANCE_BANDS_STR },
+ {"-twosided", ".hypertorus.colors", XrmoptionNoArg,
+ (caddr_t)COLORS_TWOSIDED_STR },
+ {"-colorwheel", ".hypertorus.colors", XrmoptionNoArg,
+ (caddr_t)COLORS_COLORWHEEL_STR },
+ {"-perspective-3d", ".hypertorus.projection3d", XrmoptionNoArg,
+ (caddr_t)DISP_3D_PERSPECTIVE_STR },
+ {"-orthographic-3d", ".hypertorus.projection3d", XrmoptionNoArg,
+ (caddr_t)DISP_3D_ORTHOGRAPHIC_STR },
+ {"-perspective-4d", ".hypertorus.projection4d", XrmoptionNoArg,
+ (caddr_t)DISP_4D_PERSPECTIVE_STR },
+ {"-orthographic-4d", ".hypertorus.projection4d", XrmoptionNoArg,
+ (caddr_t)DISP_4D_ORTHOGRAPHIC_STR },
+ {"-speed-wx", ".hypertorus.speedwx", XrmoptionSepArg,
+ (caddr_t)NULL },
+ {"-speed-wy", ".hypertorus.speedwy", XrmoptionSepArg,
+ (caddr_t)NULL },
+ {"-speed-wz", ".hypertorus.speedwz", XrmoptionSepArg,
+ (caddr_t)NULL },
+ {"-speed-xy", ".hypertorus.speedxy", XrmoptionSepArg,
+ (caddr_t)NULL },
+ {"-speed-xz", ".hypertorus.speedxz", XrmoptionSepArg,
+ (caddr_t)NULL },
+ {"-speed-yz", ".hypertorus.speedyz", XrmoptionSepArg,
+ (caddr_t)NULL }
+};
+
+static argtype vars[] =
+{
+ { (caddr_t *) &display_mode, "displayMode", "DisplayMode",
+ DEF_DISPLAY_MODE, t_Int },
+ { (caddr_t *) &appearance, "appearance", "Appearance",
+ DEF_APPEARANCE, t_Int },
+ { (caddr_t *) &colors, "colors", "Colors",
+ DEF_COLORS, t_Int },
+ { (caddr_t *) &projection_3d, "projection3d", "Projection3d",
+ DEF_3D_PROJECTION, t_Int },
+ { (caddr_t *) &projection_4d, "projection4d", "Projection4d",
+ DEF_4D_PROJECTION, t_Int },
+ { (caddr_t *) &speed_wx, "speedwx", "Speedwx",
+ DEF_DALPHA, t_Float},
+ { (caddr_t *) &speed_wy, "speedwy", "Speedwy",
+ DEF_DBETA, t_Float},
+ { (caddr_t *) &speed_wz, "speedwz", "Speedwz",
+ DEF_DDELTA, t_Float},
+ { (caddr_t *) &speed_xy, "speedxy", "Speedxy",
+ DEF_DZETA, t_Float},
+ { (caddr_t *) &speed_xz, "speedxz", "Speedxz",
+ DEF_DETA, t_Float},
+ { (caddr_t *) &speed_yz, "speedyz", "Speedyz",
+ DEF_DTHETA, t_Float}
+};
+
+static OptionStruct desc[] =
+{
+ { "-mesh", "display the torus as a wireframe mesh" },
+ { "-surface", "display the torus as a solid surface" },
+ { "-transparent", "display the torus as a transparent surface" },
+ { "-solid", "display the torus as a solid object" },
+ { "-bands", "display the torus as see-through bands" },
+ { "-twosided", "display the torus with two colors" },
+ { "-colorwheel", "display the torus with a smooth color wheel" },
+ { "-perspective-3d", "project the torus perspectively from 3d to 2d" },
+ { "-orthographic-3d", "project the torus orthographically from 3d to 2d" },
+ { "-perspective-4d", "project the torus perspectively from 4d to 3d" },
+ { "-orthographic-4d", "project the torus orthographically from 4d to 3d" },
+ { "-speed-wx <arg>", "rotation speed around the wx plane" },
+ { "-speed-wy <arg>", "rotation speed around the wy plane" },
+ { "-speed-wz <arg>", "rotation speed around the wz plane" },
+ { "-speed-xy <arg>", "rotation speed around the xy plane" },
+ { "-speed-xz <arg>", "rotation speed around the xz plane" },
+ { "-speed-yz <arg>", "rotation speed around the yz plane" }
+};
+
+ModeSpecOpt hypertorus_opts =
+{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
+
+
+typedef struct {
+ GLint WindH, WindW;
+ GLXContext *glx_context;
+} hypertorusstruct;
+
+static hypertorusstruct *hyper = (hypertorusstruct *) NULL;
+
+
+/* Add a rotation around the wx-plane to the matrix m. */
+static void rotatewx(float m[4][4], float phi)
+{
+ float c, s, u, v;
+ int i;
+
+ phi *= M_PI/180.0;
+ c = cos(phi);
+ s = sin(phi);
+ for (i=0; i<4; i++)
+ {
+ u = m[i][1];
+ v = m[i][2];
+ m[i][1] = c*u+s*v;
+ m[i][2] = -s*u+c*v;
+ }
+}
+
+
+/* Add a rotation around the wy-plane to the matrix m. */
+static void rotatewy(float m[4][4], float phi)
+{
+ float c, s, u, v;
+ int i;
+
+ phi *= M_PI/180.0;
+ c = cos(phi);
+ s = sin(phi);
+ for (i=0; i<4; i++)
+ {
+ u = m[i][0];
+ v = m[i][2];
+ m[i][0] = c*u-s*v;
+ m[i][2] = s*u+c*v;
+ }
+}
+
+
+/* Add a rotation around the wz-plane to the matrix m. */
+static void rotatewz(float m[4][4], float phi)
+{
+ float c, s, u, v;
+ int i;
+
+ phi *= M_PI/180.0;
+ c = cos(phi);
+ s = sin(phi);
+ for (i=0; i<4; i++)
+ {
+ u = m[i][0];
+ v = m[i][1];
+ m[i][0] = c*u+s*v;
+ m[i][1] = -s*u+c*v;
+ }
+}
+
+
+/* Add a rotation around the xy-plane to the matrix m. */
+static void rotatexy(float m[4][4], float phi)
+{
+ float c, s, u, v;
+ int i;
+
+ phi *= M_PI/180.0;
+ c = cos(phi);
+ s = sin(phi);
+ for (i=0; i<4; i++)
+ {
+ u = m[i][2];
+ v = m[i][3];
+ m[i][2] = c*u+s*v;
+ m[i][3] = -s*u+c*v;
+ }
+}
+
+
+/* Add a rotation around the xz-plane to the matrix m. */
+static void rotatexz(float m[4][4], float phi)
+{
+ float c, s, u, v;
+ int i;
+
+ phi *= M_PI/180.0;
+ c = cos(phi);
+ s = sin(phi);
+ for (i=0; i<4; i++)
+ {
+ u = m[i][1];
+ v = m[i][3];
+ m[i][1] = c*u-s*v;
+ m[i][3] = s*u+c*v;
+ }
+}
+
+
+/* Add a rotation around the yz-plane to the matrix m. */
+static void rotateyz(float m[4][4], float phi)
+{
+ float c, s, u, v;
+ int i;
+
+ phi *= M_PI/180.0;
+ c = cos(phi);
+ s = sin(phi);
+ for (i=0; i<4; i++)
+ {
+ u = m[i][0];
+ v = m[i][3];
+ m[i][0] = c*u-s*v;
+ m[i][3] = s*u+c*v;
+ }
+}
+
+
+/* Compute a fully saturated and bright color based on an angle. */
+static void color(double angle)
+{
+ int s;
+ double t;
+ float color[4];
+
+ if (colors != COLORS_COLORWHEEL)
+ return;
+
+ if (angle >= 0.0)
+ angle = fmod(angle,2*M_PI);
+ else
+ angle = fmod(angle,-2*M_PI);
+ s = floor(angle/(M_PI/3));
+ t = angle/(M_PI/3)-s;
+ if (s >= 6)
+ s = 0;
+ switch (s)
+ {
+ case 0:
+ color[0] = 1.0;
+ color[1] = t;
+ color[2] = 0.0;
+ break;
+ case 1:
+ color[0] = 1.0-t;
+ color[1] = 1.0;
+ color[2] = 0.0;
+ break;
+ case 2:
+ color[0] = 0.0;
+ color[1] = 1.0;
+ color[2] = t;
+ break;
+ case 3:
+ color[0] = 0.0;
+ color[1] = 1.0-t;
+ color[2] = 1.0;
+ break;
+ case 4:
+ color[0] = t;
+ color[1] = 0.0;
+ color[2] = 1.0;
+ break;
+ case 5:
+ color[0] = 1.0;
+ color[1] = 0.0;
+ color[2] = 1.0-t;
+ break;
+ }
+ if (display_mode == DISP_TRANSPARENT)
+ color[3] = 0.5;
+ else
+ color[3] = 1.0;
+ glColor3fv(color);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,color);
+}
+
+
+/* Draw a hyperturus projected into 3D. */
+static void hypertorus(double umin, double umax, double vmin, double vmax,
+ int numu, int numv)
+{
+ static GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
+ static GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
+ static GLfloat mat_diff_trans_red[] = { 1.0, 0.0, 0.0, 0.5 };
+ static GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.5 };
+ float p[3], pu[3], pv[3], n[3], mat[4][4];
+ int i, j, k, l, m;
+ double u, v, ur, vr;
+ double cu, su, cv, sv;
+ double xx[4], xxu[4], xxv[4], x[4], xu[4], xv[4];
+ double r, s, t;
+
+ /* Compute the rotation that rotates the hypercube in 4D. */
+ for (i=0; i<4; i++)
+ for (j=0; j<4; j++)
+ mat[i][j] = (i==j);
+ rotatewx(mat,alpha);
+ rotatewy(mat,beta);
+ rotatewz(mat,delta);
+ rotatexy(mat,zeta);
+ rotatexz(mat,eta);
+ rotateyz(mat,theta);
+
+ if (colors != COLORS_COLORWHEEL)
+ {
+ glColor3fv(mat_diff_red);
+ if (display_mode == DISP_TRANSPARENT)
+ {
+ glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_red);
+ glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_green);
+ }
+ else
+ {
+ glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_red);
+ glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_green);
+ }
+ }
+
+ ur = umax-umin;
+ vr = vmax-vmin;
+ for (i=0; i<numu; i++)
+ {
+ if (appearance == APPEARANCE_BANDS && ((i & 3) >= 2))
+ continue;
+ if (display_mode == DISP_WIREFRAME)
+ glBegin(GL_QUAD_STRIP);
+ else
+ glBegin(GL_TRIANGLE_STRIP);
+ for (j=0; j<=numv; j++)
+ {
+ for (k=0; k<=1; k++)
+ {
+ l = (i+k);
+ m = j;
+ u = ur*l/numu+umin;
+ v = vr*m/numv+vmin;
+ color(u);
+ cu = cos(u);
+ su = sin(u);
+ cv = cos(v);
+ sv = sin(v);
+ xx[0] = cu;
+ xx[1] = su;
+ xx[2] = cv;
+ xx[3] = sv;
+ xxu[0] = -su;
+ xxu[1] = cu;
+ xxu[2] = 0.0;
+ xxu[3] = 0.0;
+ xxv[0] = 0.0;
+ xxv[1] = 0.0;
+ xxv[2] = -sv;
+ xxv[3] = cv;
+ for (l=0; l<4; l++)
+ {
+ r = 0.0;
+ s = 0.0;
+ t = 0.0;
+ for (m=0; m<4; m++)
+ {
+ r += mat[l][m]*xx[m];
+ s += mat[l][m]*xxu[m];
+ t += mat[l][m]*xxv[m];
+ }
+ x[l] = r;
+ xu[l] = s;
+ xv[l] = t;
+ }
+ if (projection_4d == DISP_4D_ORTHOGRAPHIC)
+ {
+ for (l=0; l<3; l++)
+ {
+ p[l] = (x[l]+offset4d[l])/1.5+offset3d[l];
+ pu[l] = xu[l];
+ pv[l] = xv[l];
+ }
+ }
+ else
+ {
+ s = x[3]+offset4d[3];
+ t = s*s;
+ for (l=0; l<3; l++)
+ {
+ r = x[l]+offset4d[l];
+ p[l] = r/s+offset3d[l];
+ pu[l] = (xu[l]*s-r*xu[3])/t;
+ pv[l] = (xv[l]*s-r*xv[3])/t;
+ }
+ }
+ n[0] = pu[1]*pv[2]-pu[2]*pv[1];
+ n[1] = pu[2]*pv[0]-pu[0]*pv[2];
+ n[2] = pu[0]*pv[1]-pu[1]*pv[0];
+ t = sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
+ n[0] /= t;
+ n[1] /= t;
+ n[2] /= t;
+ glNormal3fv(n);
+ glVertex3fv(p);
+ }
+ }
+ glEnd();
+ }
+}
+
+
+static void init(ModeInfo *mi)
+{
+ static GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
+ static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
+ static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
+ static GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
+ static GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
+
+ alpha = 0.0;
+ beta = 0.0;
+ delta = 0.0;
+ zeta = 0.0;
+ eta = 0.0;
+ theta = 0.0;
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (projection_3d == DISP_3D_PERSPECTIVE)
+ gluPerspective(60.0,1.0,0.1,100.0);
+ else
+ glOrtho(-1.0,1.0,-1.0,1.0,0.1,100.0);;
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if (display_mode == DISP_WIREFRAME)
+ {
+ glDisable(GL_DEPTH_TEST);
+ glShadeModel(GL_FLAT);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_LIGHT0);
+ glDisable(GL_BLEND);
+ }
+ else if (display_mode == DISP_SURFACE)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glShadeModel(GL_SMOOTH);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
+ glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
+ glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
+ glLightfv(GL_LIGHT0,GL_POSITION,light_position);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
+ glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
+ glDepthMask(GL_TRUE);
+ glDisable(GL_BLEND);
+ }
+ else if (display_mode == DISP_TRANSPARENT)
+ {
+ glDisable(GL_DEPTH_TEST);
+ glShadeModel(GL_SMOOTH);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
+ glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
+ glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
+ glLightfv(GL_LIGHT0,GL_POSITION,light_position);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
+ glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
+ glDepthMask(GL_FALSE);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ }
+ else
+ {
+ glDisable(GL_DEPTH_TEST);
+ glShadeModel(GL_FLAT);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_LIGHT0);
+ glDisable(GL_BLEND);
+ }
+}
+
+
+/* Redisplay the hypertorus. */
+static void display_hypertorus(void)
+{
+ alpha += speed_wx;
+ if (alpha >= 360.0)
+ alpha -= 360.0;
+ beta += speed_wy;
+ if (beta >= 360.0)
+ beta -= 360.0;
+ delta += speed_wz;
+ if (delta >= 360.0)
+ delta -= 360.0;
+ zeta += speed_xy;
+ if (zeta >= 360.0)
+ zeta -= 360.0;
+ eta += speed_xz;
+ if (eta >= 360.0)
+ eta -= 360.0;
+ theta += speed_yz;
+ if (theta >= 360.0)
+ theta -= 360.0;
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (projection_3d == DISP_3D_ORTHOGRAPHIC)
+ {
+ if (aspect >= 1.0)
+ glOrtho(-aspect,aspect,-1.0,1.0,0.1,100.0);
+ else
+ glOrtho(-1.0,1.0,-1.0/aspect,1.0/aspect,0.1,100.0);
+ }
+ else
+ {
+ gluPerspective(60.0,aspect,0.1,100.0);
+ }
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if (display_mode == DISP_WIREFRAME)
+ hypertorus(0.0,2.0*M_PI,0.0,2.0*M_PI,40,40);
+ else
+ hypertorus(0.0,2.0*M_PI,0.0,2.0*M_PI,60,60);
+}
+
+
+void reshape_hypertorus(ModeInfo * mi, int width, int height)
+{
+ hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
+
+ hp->WindW = (GLint)width;
+ hp->WindH = (GLint)height;
+ glViewport(0,0,width,height);
+ aspect = (GLfloat)width/(GLfloat)height;
+}
+
+
+/*
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ * Xlock hooks.
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ */
+
+/*
+ *-----------------------------------------------------------------------------
+ * Initialize hypertorus. Called each time the window changes.
+ *-----------------------------------------------------------------------------
+ */
+
+void init_hypertorus(ModeInfo * mi)
+{
+ hypertorusstruct *hp;
+
+ if (hyper == NULL)
+ {
+ hyper = (hypertorusstruct *)calloc(MI_NUM_SCREENS(mi),
+ sizeof(hypertorusstruct));
+ if (hyper == NULL)
+ return;
+ }
+ hp = &hyper[MI_SCREEN(mi)];
+
+ if ((hp->glx_context = init_GL(mi)) != NULL)
+ {
+ reshape_hypertorus(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ init(mi);
+ }
+ else
+ {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ * Called by the mainline code periodically to update the display.
+ *-----------------------------------------------------------------------------
+ */
+void draw_hypertorus(ModeInfo * mi)
+{
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ hypertorusstruct *hp;
+
+ if (hyper == NULL)
+ return;
+ hp = &hyper[MI_SCREEN(mi)];
+
+ MI_IS_DRAWN(mi) = True;
+ if (!hp->glx_context)
+ return;
+
+ glXMakeCurrent(display,window,*(hp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ glLoadIdentity();
+
+ display_hypertorus();
+
+ if (MI_IS_FPS(mi))
+ do_fps (mi);
+
+ glFlush();
+
+ glXSwapBuffers(display,window);
+}
+
+
+/*
+ *-----------------------------------------------------------------------------
+ * The display is being taken away from us. Free up malloc'ed
+ * memory and X resources that we've alloc'ed. Only called
+ * once, we must zap everything for every screen.
+ *-----------------------------------------------------------------------------
+ */
+
+void release_hypertorus(ModeInfo * mi)
+{
+ if (hyper != NULL)
+ {
+ int screen;
+
+ for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
+ {
+ hypertorusstruct *hp = &hyper[screen];
+
+ if (hp->glx_context)
+ hp->glx_context = (GLXContext *)NULL;
+ }
+ (void) free((void *)hyper);
+ hyper = (hypertorusstruct *)NULL;
+ }
+ FreeAllGL(mi);
+}
+
+void change_hypertorus(ModeInfo * mi)
+{
+ hypertorusstruct *hp = &hyper[MI_SCREEN(mi)];
+
+ if (!hp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi),MI_WINDOW(mi),*(hp->glx_context));
+ init(mi);
+}
+
+#endif /* USE_GL */