* There tends to be a dark stripe in the colormaps. I don't know why.
* Perhaps utils/colors.c is at fault?
*
- * With the hairier objects, some of the faces are inside out. E.g.,
+ * Note that this equation sometimes generates faces that are inside out:
* -parameters 01210111
- * If we turn off GL_CULL_FACE, that object renders more solidly
- * (indicating wrong winding) and the altered surfaces are too dark
- * (indicating wrong normals.)
+ * To make this work, we need to render back-faces with two-sided lighting:
+ * figuring out how to correct the winding and normals on those inside out
+ * surfaces would be too hard.
*/
#include <X11/Intrinsic.h>
#define HACK_INIT init_spheremonics
#define HACK_DRAW draw_spheremonics
#define HACK_RESHAPE reshape_spheremonics
+#define HACK_HANDLE_EVENT spheremonics_handle_event
+#define EVENT_MASK PointerMotionMask
#define ccs_opts xlockmore_opts
#define DEF_DURATION "100"
#include "xlockmore.h"
#include "colors.h"
+#include "rotator.h"
+#include "gltrackball.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
typedef struct {
GLXContext *glx_context;
-
- 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 */
- Bool spin_x, spin_y, spin_z;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
GLuint dlist, dlist2;
GLfloat scale;
int tracer;
int mesher;
+ int polys1, polys2; /* polygon counts */
XFontStruct *font;
GLuint font_list;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
+ gluPerspective (30.0, 1/h, 1.0, 100.0);
- gluPerspective( 30.0, 1/h, 1.0, 100.0 );
- gluLookAt( 0.0, 0.0, 15.0,
- 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glTranslatef(0.0, 0.0, -15.0);
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
if (!wire)
{
glLightfv(GL_LIGHT0, GL_POSITION, pos);
- glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
- }
-}
-
-
-/* lifted from lament.c */
-#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
-#define RANDSIGN() ((random() & 1) ? 1 : -1)
-
-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;
+ /* With objects that have proper winding and normals set up on all
+ their faces, one can cull back-faces; however, these equations
+ generate objects that are sometimes "inside out", and determining
+ whether a facet has been inverted like that is really hard.
+ So we render both front and back faces, at a probable performance
+ penalty on non-accelerated systems.
+
+ When rendering back faces, we also need to do two-sided lighting,
+ or the fact that the normals are flipped gives us too-dark surfaces
+ on the inside-out surfaces.
+
+ This isn't generally something you'd want, because you end up
+ with half the lighting dynamic range (kind of.) So if you had
+ a sphere with correctly pointing normals, and a single light
+ source, it would be illuminated from two sides. In this case,
+ though, it saves us from a difficult and time consuming
+ inside/outside test. And we don't really care about a precise
+ lighting effect.
+ */
+ glDisable(GL_CULL_FACE);
+ glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, TRUE);
}
}
+
\f
/* generate the object */
}
-static void
+static int
unit_spheremonics (ModeInfo *mi,
int resolution, Bool wire, int *m, XColor *colors)
{
spheremonics_configuration *cc = &ccs[MI_SCREEN(mi)];
-
+ int polys = 0;
int i, j;
double du, dv;
XYZ q[4];
if (wire)
glColor3f (1, 1, 1);
-/* mi->polygon_count = 0; */
-
glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
for (i = 0; i < res; i++) {
if (!wire) do_color (i, colors);
glVertex3f(q[3].x,q[3].y,q[3].z);
-/* mi->polygon_count++; */
+ polys++;
# define CHECK_BBOX(N) \
if (q[(N)].x < cc->bbox[0].x) cc->bbox[0].x = q[(N)].x; \
glPopMatrix();
}
}
+ return polys;
}
{
glNewList(cc->dlist, GL_COMPILE);
- unit_spheremonics (mi, cc->resolution, wire, cc->m, cc->colors);
+ cc->polys1 = unit_spheremonics (mi, cc->resolution, wire,cc->m,cc->colors);
glEndList();
glNewList(cc->dlist2, GL_COMPILE);
glDisable (GL_LIGHTING);
glPushMatrix();
glScalef (1.05, 1.05, 1.05);
- unit_spheremonics (mi, cc->resolution, 2, cc->m, cc->colors);
+ cc->polys2 = unit_spheremonics (mi, cc->resolution, 2, cc->m, cc->colors);
glPopMatrix();
glPopAttrib();
glEndList();
}
{
+ Bool spinx=False, spiny=False, spinz=False;
+ double spin_speed = 1.0;
+ double wander_speed = 0.03;
+
char *s = do_spin;
while (*s)
{
- if (*s == 'x' || *s == 'X') cc->spin_x = 1;
- else if (*s == 'y' || *s == 'Y') cc->spin_y = 1;
- else if (*s == 'z' || *s == 'Z') cc->spin_z = 1;
+ if (*s == 'x' || *s == 'X') spinx = True;
+ else if (*s == 'y' || *s == 'Y') spiny = True;
+ else if (*s == 'z' || *s == 'Z') spinz = True;
else
{
fprintf (stderr,
}
s++;
}
- }
- cc->rotx = frand(1.0) * RANDSIGN();
- cc->roty = frand(1.0) * RANDSIGN();
- cc->rotz = frand(1.0) * RANDSIGN();
-
- /* bell curve from 0-6 degrees, avg 3 */
- cc->dx = (frand(0.4) + frand(0.4) + frand(0.4)) / (360/2);
- cc->dy = (frand(0.4) + frand(0.4) + frand(0.4)) / (360/2);
- cc->dz = (frand(0.4) + frand(0.4) + frand(0.4)) / (360/2);
-
- cc->d_max = cc->dx * 2;
+ cc->rot = make_rotator (spinx ? spin_speed : 0,
+ spiny ? spin_speed : 0,
+ spinz ? spin_speed : 0,
+ 1.0,
+ do_wander ? wander_speed : 0,
+ True);
+ cc->trackball = gltrackball_init ();
+ }
- cc->ddx = 0.00006 + frand(0.00003);
- cc->ddy = 0.00006 + frand(0.00003);
- cc->ddz = 0.00006 + frand(0.00003);
cc->tracer = -1;
cc->mesher = -1;
}
-static Bool
-mouse_down_p (ModeInfo *mi)
+Bool
+spheremonics_handle_event (ModeInfo *mi, XEvent *event)
{
- Window root, child;
- int rx, ry, wx, wy;
- unsigned int mask;
- if (!XQueryPointer (MI_DISPLAY(mi), MI_WINDOW(mi),
- &root, &child, &rx, &ry, &wx, &wy, &mask))
- return False;
- if (! (mask & Button1Mask))
- return False;
- return True;
+ spheremonics_configuration *cc = &ccs[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button & Button1)
+ {
+ cc->button_down_p = True;
+ gltrackball_start (cc->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)
+ {
+ cc->button_down_p = False;
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ cc->button_down_p)
+ {
+ gltrackball_track (cc->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+
+ return False;
}
spheremonics_configuration *cc = &ccs[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
- Bool mouse_p;
if (!cc->glx_context)
return;
- mouse_p = mouse_down_p (mi);
-
glShadeModel(GL_SMOOTH);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glScalef(1.1, 1.1, 1.1);
{
- GLfloat x, y, z;
-
- if (do_wander)
- {
- static int frame = 0;
-
-# define SINOID(SCALE,SIZE) \
- ((((1 + sin((frame * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2)
-
- x = SINOID(0.0071, 8.0);
- y = SINOID(0.0053, 6.0);
- z = SINOID(0.0037, 15.0);
- frame++;
- glTranslatef(x, y, z);
- }
-
- if (cc->spin_x || cc->spin_y || cc->spin_z)
- {
- x = cc->rotx;
- y = cc->roty;
- z = cc->rotz;
- if (x < 0) x = 1 - (x + 1);
- if (y < 0) y = 1 - (y + 1);
- if (z < 0) z = 1 - (z + 1);
-
- if (cc->spin_x) glRotatef(x * 360, 1.0, 0.0, 0.0);
- if (cc->spin_y) glRotatef(y * 360, 0.0, 1.0, 0.0);
- if (cc->spin_z) glRotatef(z * 360, 0.0, 0.0, 1.0);
-
- rotate(&cc->rotx, &cc->dx, &cc->ddx, cc->d_max);
- rotate(&cc->roty, &cc->dy, &cc->ddy, cc->d_max);
- rotate(&cc->rotz, &cc->dz, &cc->ddz, cc->d_max);
- }
+ double x, y, z;
+ get_position (cc->rot, &x, &y, &z, !cc->button_down_p);
+ glTranslatef((x - 0.5) * 8,
+ (y - 0.5) * 6,
+ (z - 0.5) * 8);
+
+ gltrackball_rotate (cc->trackball);
+
+ get_rotation (cc->rot, &x, &y, &z, !cc->button_down_p);
+ 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);
}
glScalef(7,7,7);
+ mi->polygon_count = 0;
+
glScalef (cc->scale, cc->scale, cc->scale);
glCallList (cc->dlist);
+ mi->polygon_count += cc->polys1;
+
if (cc->mesher >= 0 /* || mouse_p */)
{
glCallList (cc->dlist2);
+ mi->polygon_count += cc->polys2;
if (cc->mesher >= 0)
cc->mesher--;
}
do_tracer(mi);
- if (mouse_p)
+ if (cc->button_down_p)
{
char buf[200];
- sprintf (buf, "%d %d %d %d %d %d %d %d",
+ sprintf (buf,
+ ((cc->m[0]<10 && cc->m[1]<10 && cc->m[2]<10 && cc->m[3]<10 &&
+ cc->m[4]<10 && cc->m[5]<10 && cc->m[6]<10 && cc->m[7]<10)
+ ? "%d%d%d%d%d%d%d%d"
+ : "%d %d %d %d %d %d %d %d"),
cc->m[0], cc->m[1], cc->m[2], cc->m[3],
cc->m[4], cc->m[5], cc->m[6], cc->m[7]);
draw_label (mi, buf);
if (!static_parms)
{
static int tick = 0;
- if (tick++ == duration)
+ if (tick++ >= duration && !cc->button_down_p)
{
generate_spheremonics(mi);
tick = 0;