--- /dev/null
+/* timetunnel. Based on dangerball.c, hack by Sean Brennan <zettix@yahoo.com>*/
+/* dangerball, Copyright (c) 2001-2004 Jamie Zawinski <jwz@jwz.org>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
+
+#include <X11/Intrinsic.h>
+#include <math.h> /* for log2 */
+
+extern XtAppContext app;
+
+#define PROGCLASS "TimeTunnel"
+#define HACK_INIT init_tunnel
+#define HACK_DRAW draw_tunnel
+#define HACK_RESHAPE reshape_tunnel
+#define HACK_HANDLE_EVENT tunnel_handle_event
+#define EVENT_MASK PointerMotionMask
+#define sws_opts xlockmore_opts
+
+#define DEF_START "0.00"
+#define DEF_DILATE "1.00"
+#define DEF_END "27.79"
+#define DEF_LOCKLOGO "False"
+#define DEF_TUNONLY "False"
+#define DEF_REVERSE "False"
+#define DEF_FOG "True"
+#define DEF_TEXTURE "True"
+#define MAX_TEXTURE 10
+#define CYL_LEN 14.0
+#define DIAMOND_LEN 10.0
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 30 \n" \
+ "*showFPS: False \n" \
+ "*timeStart: 0.0 \n" \
+ "*timeEnd: 27.79 \n" \
+ "*wireframe: False \n" \
+
+
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+#include <sys/time.h> /* for time based animations */
+
+static float start, end, dilate;
+static Bool do_texture, tunonly, wire, reverse, do_fog;
+#ifdef GET_SUED_BY_THE_BBC
+static Bool locklogo;
+#endif
+
+static XrmOptionDescRec opts[] = {
+ {"-texture" , ".texture", XrmoptionNoArg, "true" },
+ {"-start" , ".start", XrmoptionSepArg, 0 },
+ {"-end" , ".end", XrmoptionSepArg, 0 },
+ {"-dilate" , ".dilate", XrmoptionSepArg, 0 },
+#ifdef GET_SUED_BY_THE_BBC
+ {"-locklogo" , ".locklogo", XrmoptionNoArg, "true" },
+#endif
+ {"-tunonly" , ".tunonly", XrmoptionNoArg, "true" },
+ {"-reverse" , ".reverse", XrmoptionNoArg, "true" },
+ {"-fog" , ".fog", XrmoptionNoArg, "false" },
+};
+
+static argtype vars[] = {
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&start, "start", "Start", DEF_START, t_Float},
+ {&end, "end", "End", DEF_END , t_Float},
+ {&dilate, "dilate", "Dilate", DEF_DILATE , t_Float},
+#ifdef GET_SUED_BY_THE_BBC
+ {&locklogo, "locklogo", "LockLogo", DEF_LOCKLOGO , t_Bool},
+#endif
+ {&tunonly, "tunonly", "TunnelOnly", DEF_TUNONLY , t_Bool},
+ {&reverse, "reverse", "Reverse", DEF_REVERSE , t_Bool},
+ {&do_fog, "fog", "Fog", DEF_FOG , t_Bool},
+};
+
+ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
+#include "xpm-ximage.h"
+#include "../../utils/images/logo-180.xpm"
+#include "../images/tunnelstar.xpm"
+#include "../images/timetunnel0.xpm"
+#include "../images/timetunnel1.xpm"
+#include "../images/timetunnel2.xpm"
+#ifdef GET_SUED_BY_THE_BBC
+# include "../images/tardis.xpm"
+# include "../images/whologo.xpm"
+# include "../images/whohead1.xpm"
+/* #include "../images/whohead_psy.xpm" */
+# endif /* GET_SUED_BY_THE_BBC */
+
+
+#ifdef USE_GL /* whole file */
+
+#include <GL/glu.h>
+
+/* ANIMATION CONTROLS */
+/* an effect is a collection of floating point variables that vary with time.
+A knot is a timestamp with an array of floats. State is the current values of the floats.
+State is set by linearly interpolating between knots */
+typedef struct {
+ float *knots, *state;
+ int numknots, knotwidth;
+ float direction;
+} effect_t;
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ int time_oldusec, time_oldsec;
+
+ int num_texshifts; /* animates tunnels. Not an effect. */
+ GLfloat pos, *texshift;
+
+ GLuint texture_binds[MAX_TEXTURE], cyllist, diamondlist;
+
+ float effect_time, effect_maxsecs; /* global time controls */
+ float start_time, end_time;
+
+ int num_effects;
+ effect_t *effects; /* array of all effects */
+
+} tunnel_configuration;
+
+static tunnel_configuration *tconf = NULL;
+
+/* allocate memory and populate effect with knot data */
+void init_effect(effect_t *e, int numk, int kwidth,
+ float dir, float *data ) {
+ int i, j;
+
+ e->numknots = numk;
+ e->knotwidth = kwidth;
+ e->direction = dir;
+ e->knots = calloc(numk * kwidth, sizeof(float));
+ e->state = calloc(numk, sizeof(float));
+ for ( i = 0 ; i < e->numknots ; i++)
+ for ( j = 0 ; j < e->knotwidth; j++)
+ e->knots[i * kwidth + j] = data[i * kwidth + j];
+}
+
+/* static knot data. each effect is listed and knot data is hard coded.
+ Knots are linerally interpolated to yield float values, depending on
+ knot width. knot format is [time, data, data, data...].
+ Data can be alpha, zvalue, etc. */
+void init_effects(effect_t *e, int effectnum)
+{
+ /* effect 1: wall tunnel. percent closed */
+ float e1d[6][2] =
+ {{0.0, 0.055},
+ {2.77, 0.055},
+ {3.07,1.0},
+ {8.08, 1.0},
+ {8.08, 0.0},
+ {10.0, 0.0}};
+ /* effect 2: tardis. distance and alpha */
+ float e2d[8][3] =
+ { {0.0, 0.0 , 0.0},
+ {3.44, 0.0 , 0.0},
+ {3.36, 5.4 , 0.0},
+ {4.24, 3.66, 1.0},
+ {6.51, 2.4, 0.94},
+ {8.08, 0.75 , 0.0},
+ {8.08, 0.0 , 0.0},
+ {10.0, 0.0, 0.0}};
+ /* effect 3: cylender. alpha */
+ float e3d[5][2] =
+ {{0.0, 0.0},
+ {6.41, 0.00},
+ {8.08, 1.0},
+ {14.81, 1.0},
+ {15.65, 0.0}};
+
+ /* effect 4: fog. color, density, start, end */
+ float e4d[9][5] =
+ {{0.0 , 1.0, 0.45, 3.0, 15.0},
+ {6.40, 1.0, 0.45, 3.0, 14.0},
+ {8.08, 1.0, 0.95, 1.0, 14.0},
+ {15.17, 1.0, 0.95, 1.0, 6.0},
+ {15.51, 1.0, 0.95, 3.0, 8.0},
+ {23.35, 1.0, 0.95, 3.0, 8.0},
+ {24.02, 0.0, 0.95, 2.3, 5.0},
+ {26.02, 0.0, 0.95, 2.3, 5.0},
+ {27.72, 0.0, 1.00, 0.3, 0.9}
+ };
+
+ /* effect 5: logo. dist, alpha */
+ float e5d[7][3] =
+ {{0.0, 0.0, 0.0},
+ {16.52, 0.00, 0.0},
+ {16.52, 0.80, 0.01},
+ {17.18, 1.15, 1.0},
+ {22.36, 5.3, 1.0},
+ {22.69, 5.7, 0.0},
+ {22.69, 0.0, 0.0}
+ };
+ /* effect 6: diamond tunnel. alpha */
+ float e6d[3][2] =
+ {{0.0, 0.00},
+ {15.17, 0.00},
+ {15.51,1.0}};
+
+ /* effect 7: tardis cap draw . positive draws cap*/
+ float e7d[3][2] =
+ {{0.0, -1.00},
+ {4.24, -1.00},
+ {4.24, 1.00}};
+
+ /* effect 8: star/asterisk: alpha */
+ float e8d[5][2] =
+ {{0.0, .00},
+ {10.77, .00},
+ {11.48, 1.00},
+ {15.35, 1.00},
+ {16.12, 0.00}};
+
+ /* effect 9: whohead 1 alpha */
+ float e9d[5][2] =
+ {{0.0, .00},
+ {13.35, .00},
+ {14.48, 1.00},
+ {15.17, 1.00},
+ {15.97, 0.00}};
+ /* {14.87, 1.00},
+ {15.17, 0.00}}; */
+
+ /* effect 10: whohead-brite alpha */
+ float e10d[5][2] =
+ {{0.0, .00},
+ {11.34, .00},
+ {12.34, .20},
+ {13.35, 0.60},
+ {14.48, 0.00}};
+ /* {13.95, 0.00}}; */
+
+ /* effect 11: whohead-psy alpha */
+ float e11d[5][2] =
+ {{0.0, .00},
+ {14.87, .00},
+ {15.17, 1.00},
+ {15.91, 0.00},
+ {16.12, 0.00}};
+
+ /* effect 12: whohead-silhouette pos-z, alpha */
+ float e12d[6][3] =
+ {{0.0, 1.0, .00},
+ {15.07, 1.0, 0.00},
+ {15.07, 1.0, 1.00},
+ {16.01, 1.0, 1.00},
+ {16.78, 0.5, 1.00},
+ {16.78, 0.1, 0.00} };
+
+ /* effect 1: wall tunnel */
+ if (effectnum == 1)
+ init_effect(e, 6, 2, -0.2, (float *) e1d);
+
+ /* effect 2: tardisl */
+ if (effectnum == 2)
+ init_effect(e, 8, 3, 1.0, (float *) e2d);
+
+ /* effect 3: cylender tunnel */
+ if (effectnum == 3)
+ init_effect(e, 5, 2, 0.889 , (float *) e3d);
+
+ /* effect 4: fog color */
+ if (effectnum == 4)
+ init_effect(e, 9, 5, 1.0, (float *) e4d);
+ /* effect 5: logo distance, alpha*/
+ if (effectnum == 5)
+ init_effect(e, 7, 3, 1.0, (float *) e5d);
+ /* effect 6: diamond tunnel, alpha*/
+ if (effectnum == 6)
+ init_effect(e, 3, 2, 0.24 , (float *) e6d);
+
+ /* effect 7: cap wall tunnel*/
+ if (effectnum == 7)
+ init_effect(e, 3, 2, 1.0, (float *) e7d);
+
+ /* effect 8: asterisk */
+ if (effectnum == 8)
+ init_effect(e, 5, 2, 1.0, (float *) e8d);
+
+ /* effect 9, 10, 11, 12: whoheads */
+ if (effectnum == 9 )
+ init_effect(e, 5, 2, 1.0, (float *) e9d);
+ if (effectnum == 10 )
+ init_effect(e, 5, 2, 1.0, (float *) e10d);
+ if (effectnum == 11 )
+ init_effect(e, 5, 2, 1.0, (float *) e11d);
+ if (effectnum == 12 )
+ init_effect(e, 6, 3, 1.0, (float *) e12d);
+}
+
+
+/* set fog parameters, controlled by effect */
+void update_fog(float color, float density, float start, float end) {
+ GLfloat col[4];
+
+ col[0] = col[1] = col[2] = color;
+ col[3] = 1.0;
+
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ glFogfv(GL_FOG_COLOR, col);
+ glFogf(GL_FOG_DENSITY, density);
+ glFogf(GL_FOG_START, start);
+ glFogf(GL_FOG_END, end);
+}
+
+/* set effect's floating point data values by linearally interpolating
+between two knots whose times bound the current time: eff_time */
+
+void update_knots(effect_t *e, float eff_time) {
+ int i, j;
+ float timedelta, lowknot, highknot, *curknot, *nextknot;
+
+ for ( i = 0 ; i < e->numknots ; i++)
+ if (e->knots[i * e->knotwidth] <= eff_time) {
+ if ( i < e->numknots - 1)
+ nextknot = e->knots + (i + 1) * e->knotwidth;
+ else
+ /*repeat last knot to carry knot data forward*/
+ nextknot = e->knots + (i) * e->knotwidth;
+ curknot = e->knots + i * e->knotwidth;
+ if (*nextknot - *curknot <= 0.0) timedelta = 1.0;
+ else
+ timedelta = (eff_time-*curknot)/(*nextknot-*curknot);
+ if (timedelta > 1.0) timedelta = 1.0;
+ for (j = 1 ; j < e->knotwidth ; j++) {
+ highknot = (float) *(nextknot + j);
+ lowknot = (float) *(curknot + j);
+ e->state[j - 1 ] = lowknot+(highknot-lowknot)*timedelta;
+ }
+ }
+
+}
+
+
+/* Window management, etc
+ */
+void
+reshape_tunnel (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+
+ glViewport (0, 0, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (90.0, 1/h, 0.2, 50.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 0.3,
+ 0.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+
+
+Bool
+tunnel_handle_event (ModeInfo *mi, XEvent *event)
+{
+ tunnel_configuration *tc = &tconf[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ tc->button_down_p = True;
+ gltrackball_start (tc->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)
+ {
+ tc->button_down_p = False;
+ return True;
+ }
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5))
+ {
+ gltrackball_mousewheel (tc->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ tc->button_down_p)
+ {
+ gltrackball_track (tc->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+
+ return False;
+}
+
+void setTexParams(void)
+{
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+}
+
+void update_animation(tunnel_configuration *tc) {
+
+ /* time based, of course*/
+ /* shift texture based on elapsed time since previous call*/
+ static struct timeval tv;
+ static struct timezone tz;
+ static int elapsed_usecs, elapsed_secs, i;
+ float computed_timeshift;
+
+ /* get new animation time */
+ gettimeofday(&tv, &tz);
+ elapsed_secs = tv.tv_sec - tc->time_oldsec;
+ elapsed_usecs = tv.tv_usec - tc->time_oldusec;
+ /* store current time */
+ tc->time_oldsec = tv.tv_sec ;
+ tc->time_oldusec = tv.tv_usec;
+ /* elaped time. computed timeshift is tenths of a second */
+ computed_timeshift = (float) (elapsed_secs * 1000000. + elapsed_usecs)/
+ 100000.0;
+
+ /* calibrate effect time to lie between start and end times */
+ /* loop if time exceeds end time */
+ if (reverse)
+ tc->effect_time -= computed_timeshift / 10.0 * dilate;
+ else
+ tc->effect_time += computed_timeshift / 10.0 * dilate;
+ if ( tc->effect_time >= tc->end_time)
+ tc->effect_time = tc->start_time;
+ if ( tc->effect_time < tc->start_time)
+ tc->effect_time = tc->end_time;;
+
+ /* move texture shifters in effect's direction, e.g. tardis
+ tunnel moves backward, effect 1's direction */
+ if (reverse) {
+ tc->texshift[0] -= tc->effects[1].direction * computed_timeshift/ 10.0;
+ tc->texshift[1] -= tc->effects[3].direction * computed_timeshift/ 10.0;
+ tc->texshift[2] -= tc->effects[6].direction * computed_timeshift/ 10.0;
+
+ } else {
+ tc->texshift[0] += tc->effects[1].direction * computed_timeshift/ 10.0;
+ tc->texshift[1] += tc->effects[3].direction * computed_timeshift/ 10.0;
+ tc->texshift[2] += tc->effects[6].direction * computed_timeshift/ 10.0;
+ }
+
+ /* loop texture shifters if necessary */
+ for ( i = 0 ; i < tc->num_texshifts; i++) {
+ if (tc->texshift[i] > 1.0)
+ tc->texshift[i] -= (int) tc->texshift[i];
+ if (tc->texshift[i]< -1.0)
+ tc->texshift[i] -= (int) tc->texshift[i];
+ }
+
+ /* update effect data with current time. Uses linear interpolation */
+ for ( i = 1 ; i <= tc->num_effects ; i++)
+ update_knots(&tc->effects[i], tc->effect_time);
+
+} /*update_animation*/
+
+/* draw a textured(tex) quad at a certain depth (z), and certain alpha (alpha),
+with aspect ratio (aspect), and blending mode (blend_mode) of either adding
+or subtracting. if alpha is zero or less, nothing happens */
+void draw_sign(ModeInfo *mi, tunnel_configuration *tc, float z, float alpha, float aspect,
+ GLuint tex, int blend_mode)
+{
+
+ if (alpha > 0.0) {
+ mi->polygon_count ++;
+ /* glEnable(GL_BLEND); */
+ glBlendColor(0.0, 0.0, 0.0, alpha);
+ /*glBlendColor(0.0, 0.0, 0.0, 0.0); */
+ if (blend_mode == 1) {
+ glBlendFunc(GL_CONSTANT_ALPHA,
+ GL_ONE);
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ } else if (blend_mode == 2) {
+ glBlendFunc(GL_CONSTANT_ALPHA,
+ GL_ONE);
+ glBlendEquation(GL_FUNC_ADD);
+ } else {
+ glBlendFunc(GL_CONSTANT_ALPHA,
+ GL_ONE_MINUS_CONSTANT_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+ } /* blend mode switch */
+
+#ifdef HAVE_GLBINDTEXTURE
+ if (do_texture)
+ glBindTexture(GL_TEXTURE_2D, tc->texture_binds[tex]);
+#endif
+ glBegin(GL_QUADS);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(-1.0 , -1.0 * aspect , z);
+ glTexCoord2f(1.0, 1.0);
+ glVertex3f(-1.0 , 1.0 * aspect , z);
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(1.0 , 1.0 * aspect , z);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(1.0 , -1.0 * aspect , z);
+ glEnd();
+ if (blend_mode != 0) {
+ glBlendFunc(GL_CONSTANT_ALPHA,
+ GL_ONE_MINUS_CONSTANT_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+ }
+ /* glDisable(GL_BLEND); */
+
+ }
+} /* draw sign */
+
+
+/* draw a time tunnel. used for both cylender and diamond tunnels.
+ uses texture shifter (indexed by shiftnum) to simulate motion.
+ tunnel does not move, and is acutally a display list. if alpha = 0, skip */
+void draw_cyl(ModeInfo *mi, tunnel_configuration *tc, float alpha, int texnum, int listnum, int shiftnum)
+{
+ if (alpha > 0.0) {
+ if (listnum == tc->diamondlist)
+ mi->polygon_count += 4;
+ if (listnum == tc->cyllist)
+ mi->polygon_count += 30;
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glTranslatef(tc->texshift[shiftnum], 0.0, 0.0);
+ glMatrixMode(GL_MODELVIEW);
+ /* glEnable(GL_BLEND); */
+ glBlendColor(0.0, 0.0, 0.0, alpha);
+ glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
+
+#ifdef HAVE_GLBINDTEXTURE
+ if (do_texture)
+ glBindTexture(GL_TEXTURE_2D, tc->texture_binds[texnum]);
+#endif
+ glCallList(listnum);
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ /* glDisable(GL_BLEND); */
+ }
+}
+
+
+/* make tardis type tunnel. Starts as walls and then
+grows to outline of tardis. percent is how complete
+tardis outline is. cap is to draw cap for nice fog effects */
+
+void make_wall_tunnel(ModeInfo *mi, tunnel_configuration *tc, float percent, float cap)
+{
+ /* tardis is about 2x1, so wrap tex around, starting at the base*/
+ /* tex coords are:
+
+ _tl__tr_
+ | |
+l| |r
+ | |
+ -bl__br_
+ that's br=bottom right, etc. ttr is top-top-right */
+
+ float half_floor= 0.08333333333333333,
+ full_wall = 0.33333333333333333;
+ float br1,
+ r0 , r1 ,
+ tr0, tr1,
+ tl0, tl1,
+ l0 , l1 ,
+ bl0, depth=0.3, zdepth=15.0;
+ /* zdepth is how far back tunnel goes */
+ /* depth is tex coord scale. low number = fast texture shifting */
+
+ float textop, texbot;
+ float height;
+
+ br1 = half_floor;
+ r0 = br1 ;
+ r1 = r0 + full_wall;
+ tr0 = r1;
+ tr1 = r1 + half_floor;
+ tl0 = tr1;
+ tl1 = tl0 + half_floor;
+ l0 = tr1;
+ l1 = l0 + full_wall;
+ bl0 = l1;
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glRotatef(90.0, 0.0, 0.0, 1.0);
+ glTranslatef(tc->texshift[0], 0.0, 0.0);
+ glMatrixMode(GL_MODELVIEW);
+
+#ifdef HAVE_GLBINDTEXTURE
+ if (do_texture)
+ glBindTexture(GL_TEXTURE_2D, tc->texture_binds[0]);
+#endif
+ glColor3f(1.0, 1.0, 0.0);
+ if (cap > 0.0 && percent > 0.0 && ! tunonly && do_fog) {
+ mi->polygon_count += 6;
+ glBegin(GL_TRIANGLE_FAN);
+ glVertex3f(0.0, 0.0, zdepth);
+ glVertex3f(-1.0, -2.0, zdepth);
+ glVertex3f(1.0, -2.0, zdepth);
+ glVertex3f(1.0, 2.0, zdepth);
+ glVertex3f(0.2, 2.0, zdepth);
+ glVertex3f(0.2, 2.2, zdepth);
+ glVertex3f(-0.2, 2.2, zdepth);
+ glVertex3f(-0.2, 2.0, zdepth);
+ glVertex3f(-1.0, 2.0, zdepth);
+ glVertex3f(-1.0, -2.0, zdepth);
+ glEnd();
+ }
+ if (percent > ( full_wall * 2.0)) {
+ glBegin(GL_QUADS);
+
+ height = (percent - full_wall * 2.0) /( 1.0 - full_wall * 2.0);
+ if (height > 1.0) height = 1.0;
+
+
+ if ( height > 0.8) {
+ mi->polygon_count += 2;
+ if ( height > 0.90) {
+ mi->polygon_count += 2;
+ /* TTTR */
+ texbot = tr0;
+ textop = tr0 + half_floor * height;
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(0.2, 2.2, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(2.0 - height * 2.0, 2.2, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(2.0 - height * 2.0, 2.2, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(0.2, 2.2, zdepth);
+
+ /* TTTL */
+ texbot = tl1 - half_floor * height;
+ textop = tl1;
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(-2.0 + height * 2.0, 2.2, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(-0.2, 2.2, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(-0.2, 2.2, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(-2.0 + height * 2.0, 2.2, zdepth);
+ }
+ if (height > 0.90) height = 0.90;
+
+ /* TTR */
+ texbot = tr0;
+ textop = tr0 + half_floor * height;
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(0.2, 2.0, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(0.2, 0.4 + height * 2.0, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(0.2, 0.4 + height * 2.0, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(0.2, 2.0, zdepth);
+
+ /* TTL */
+ texbot = tl1 - half_floor * height;
+ textop = tl1;
+ glTexCoord2f(0.0, texbot);
+ /*glVertex3f(-.2, 2.0 + (0.9 - height) * 2.0, 0.0); */
+ glVertex3f(-.2, 0.4 + height * 2.0, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(-.2, 2.0, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(-.2, 2.0, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(-.2, 0.4 + height * 2.0, zdepth);
+ }
+
+ height = (percent - full_wall * 2.0) /( 1.0 - full_wall * 2.0);
+ if (height > 0.8) height = 0.8;
+
+
+ mi->polygon_count += 2;
+ /* TR */
+ texbot = tr0;
+ textop = tr0 + half_floor * height;
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(1.0, 2.0, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(1.0 - height, 2.0, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(1.0 - height, 2.0, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(1.0, 2.0, zdepth);
+
+ /* TL */
+ texbot = tl1 - half_floor * height;
+ textop = tl1;
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(-1.0 + height, 2.0, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(-1.0, 2.0, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(-1.0, 2.0, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(-1.0 + height, 2.0, zdepth);
+
+ height = (percent - full_wall * 2.0) /( 1.0 - full_wall * 2.0);
+
+ if (height > 1.0) height = 1.0;
+
+
+ mi->polygon_count += 2;
+ /* BR */
+ texbot = tr0;
+ textop = tr0 + half_floor * height;
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(1.0, -2.0, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(1.0 - height, -2.0, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(1.0 - height, -2.0, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(1.0, -2.0, zdepth);
+
+ /* BL */
+ texbot = tl1 - half_floor * height;
+ textop = tl1;
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(-1.0 + height, -2.0, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(-1.0, -2.0, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(-1.0, -2.0, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(-1.0 + height, -2.0, zdepth);
+
+
+ glEnd();
+ }
+
+ if (percent > 0.0) {
+ mi->polygon_count += 2;
+ glBegin(GL_QUADS);
+ height = percent / ( full_wall * 2.0);
+ if (height > 1.0) height = 1.0;
+ textop = (l0 + l1) / 2.0 - full_wall * 0.5 * height;
+ texbot = (l0 + l1) / 2.0 + full_wall * 0.5 * height;
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(-1.0, height * 2, 0.0);
+
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(-1.0, -height * 2, 0.0);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(-1.0, -height * 2, zdepth);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(-1.0, height * 2, zdepth);
+
+ textop = (r0 + r1) / 2.0 - full_wall * 0.5 * height;
+ texbot = (r0 + r1) / 2.0 + full_wall * 0.5 * height;
+
+ glTexCoord2f(0.0, texbot);
+ glVertex3f(1.0, height * 2, 0.0);
+
+ glTexCoord2f(0.0, textop);
+ glVertex3f(1.0, -height * 2, 0.0);
+
+ glTexCoord2f(depth, textop);
+ glVertex3f(1.0, -height * 2, zdepth);
+
+ glTexCoord2f(depth, texbot);
+ glVertex3f(1.0, height * 2, zdepth);
+ glEnd();
+ }
+
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+} /* make_wall_tunnel */
+
+/* wraps an int to between min and max.
+ Kind of like the remainder when devided by (max - min).
+ Used to create torus mapping on square array */
+int wrapVal(int val, int min, int max)
+{
+ int ret;
+
+ ret = val;
+ if (val >= max)
+ ret = min + (val - max ) % (max - min);
+ if (val < min)
+ ret = max - (min - val) % (max - min);
+ return(ret);
+}
+
+/*=================== Load Texture =========================================*/
+/* ripped from atunnel.c, Copyright (c) E. Lassauge, 2003-2004. */
+/* modified like so by Sean Brennan:
+ take texture object for glbind
+ removed xlock stuff
+ Added filters:
+ blur color / alpha channel [3x3 box filter, done [blur] times
+ anegative : create b/w image from zero alpha. zero alpha gets bw_color,
+ nonzero alpha gets 1.0 - bwcolor, then alpha flipped to 1-alpha.
+
+*/
+
+float mylog2(float x) { return ( log(x) / log(2));}
+
+static void LoadTexture(ModeInfo * mi, char **fn, unsigned int texbind, int blur, float bw_color, Bool anegative, Bool onealpha)
+{
+ /* looping and temporary array index variables */
+ int ix, iy, bx, by, indx, indy, boxsize, cchan, tmpidx, dtaidx;
+
+ float boxdiv, tmpfa, blursum ;
+ unsigned char *tmpbuf, tmpa;
+ Bool rescale;
+
+
+ XImage *teximage; /* Texture data */
+
+ rescale = FALSE;
+
+ boxsize = 2;
+ boxdiv = 1.0 / ( boxsize * 2.0 + 1.0) / ( boxsize * 2.0 + 1.0);
+
+ if ((teximage = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
+ MI_COLORMAP(mi), fn)) == None) {
+ fprintf(stderr, "%s: error reading the texture.\n", progname);
+ glDeleteTextures(1, &texbind);
+ do_texture = False;
+ exit(0);
+ }
+
+ /* check if image is 2^kumquat, where kumquat is an integer between 1 and 10. Recale to
+ nearest power of 2. */
+ tmpfa = mylog2((float) teximage->width);
+ bx = 2 << (int) (tmpfa -1);
+ if (bx != teximage->width) {
+ rescale = TRUE;
+ if ((tmpfa - (int) tmpfa) > 0.5849)
+ bx = bx * 2;
+ }
+ tmpfa = mylog2((float) teximage->height);
+ by = 2 << (int) (tmpfa - 1);
+ if (by != teximage->height) {
+ rescale = TRUE;
+ if ((tmpfa - (int) tmpfa) > 0.5849)
+ by = by * 2;
+ }
+
+ if (rescale) {
+ tmpbuf = calloc(bx * by * 4, sizeof(unsigned char));
+ if (gluScaleImage(GL_RGBA, teximage->width, teximage->height, GL_UNSIGNED_BYTE, teximage->data,
+ bx, by, GL_UNSIGNED_BYTE, tmpbuf))
+ check_gl_error("scale image");
+
+ free(teximage->data);
+ teximage->data = (char *) tmpbuf;
+ teximage->width = bx;
+ teximage->height= by;
+ }
+ /* end rescale code */
+
+ if (anegative ) {
+ for (ix = 0 ; ix < teximage->height * teximage->width; ix++)
+ {
+ if (!teximage->data[ ix * 4 + 3]) {
+ teximage->data[ ix * 4 + 3] = (unsigned char) 0xff;
+ tmpa = (unsigned char) (bw_color * 0xff);
+ } else {
+ if (onealpha)
+ teximage->data[ ix * 4 + 3] = (unsigned char) 0xff;
+ else
+ teximage->data[ ix * 4 + 3] = (unsigned char) 0xff -
+ teximage->data[ ix * 4 + 3];
+ tmpa = (unsigned char) ((1.0 - bw_color) * 0xff);
+ }
+ /* make texture uniform b/w color */
+ teximage->data[ ix * 4 + 0] =
+ (unsigned char) ( tmpa);
+ teximage->data[ ix * 4 + 1] =
+ (unsigned char) ( tmpa);
+ teximage->data[ ix * 4 + 2] =
+ (unsigned char) ( tmpa);
+ /* negate alpha */
+ }
+ }
+
+ if (blur > 0) {
+ if (! anegative ) /* anegative alread b/w's the whole image */
+ for (ix = 0 ; ix < teximage->height * teximage->width; ix++)
+ if (!teximage->data[ ix * 4 + 3])
+ {
+ teximage->data[ ix * 4 + 0] =
+ (unsigned char) ( 255.0 * bw_color);
+ teximage->data[ ix * 4 + 1] =
+ (unsigned char) ( 255.0 * bw_color);
+ teximage->data[ ix * 4 + 2] =
+ (unsigned char) ( 255.0 * bw_color);
+ }
+ ;
+ tmpbuf = calloc(teximage->height * teximage->width * 4, sizeof(unsigned char) ) ;
+ while (blur--) {
+ /* zero out tmp alpha buffer */
+ for (iy = 0 ; iy <teximage->height * teximage->width * 4 ; iy++)
+ tmpbuf[iy] = 0;
+ for (cchan = 0; cchan < 4 ; cchan++) {
+ for (iy = 0 ; iy < teximage->height ; iy++) {
+ for (ix = 0 ; ix < teximage->width ; ix++) {
+ dtaidx = (teximage->width * iy + ix) * 4;
+ tmpa = teximage->data[dtaidx + cchan];
+ tmpfa = (float) tmpa * boxdiv;
+ /* box filter */
+ blursum = 0.0;
+ for (by = -boxsize ; by <= boxsize; by++) {
+ for (bx = -boxsize ; bx <= boxsize; bx++) {
+ indx = wrapVal(ix + bx, 0, teximage->width);
+ indy = wrapVal(iy + by, 0, teximage->height);
+ tmpidx = (teximage->width * indy + indx) * 4;
+ blursum = tmpfa;
+ tmpbuf[tmpidx + cchan] += (unsigned char) blursum;
+ } /* for bx */
+ } /* for by */
+ } /* for ix */
+ } /* for iy */
+ } /* for cchan */
+ /* copy back buffer */
+ for (ix = 0 ; ix < teximage->height * teximage->width * 4; ix++)
+ teximage->data[ix] = tmpbuf[ix];
+ } /*while blur */
+ free(tmpbuf); /*tidy*/
+ } /* if blur */
+
+
+
+
+ clear_gl_error();
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D, texbind);
+#endif
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, teximage->width, teximage->height,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage->data);
+ check_gl_error("texture");
+ setTexParams();
+ XDestroyImage(teximage);
+}
+
+/* creates cylender for time tunnel. sides, zmin, zmax, rad(ius) obvious.
+ stretch scales texture coords; makes tunnel go slower the larger it is.
+ not drawn, but put into display list. */
+void makecyl(int sides, float zmin, float zmax, float rad, float stretch) {
+ int i;
+ float theta;
+
+ /* cap */
+ if (do_fog) {
+ glBegin(GL_TRIANGLE_FAN);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(0.0 , 0.0 , zmax);
+ for (i = 0 ; i <= sides; i++) {
+ theta = 2.0 * M_PI * ((float) i / (float) sides);
+ glVertex3f(cos(theta) * rad, sin(theta) * rad, zmax);
+ }
+ glVertex3f(cos(0.0) * rad, sin(0.0) * rad, zmax);
+ glEnd();
+ }
+
+ glBegin(GL_QUAD_STRIP);
+ for (i = 0 ; i <= sides; i++)
+ {
+ if ( i != sides) {
+ theta = 2.0 * M_PI * ((float) i / (float) sides);
+ glTexCoord2f(0.0, 1.0 * (float) i / (float) sides);
+ glVertex3f(cos(theta) * rad, sin(theta) * rad, zmin);
+ glTexCoord2f(stretch, 1.0 * (float) i / (float) sides);
+ glVertex3f(cos(theta) * rad, sin(theta) * rad, zmax);
+ } else {
+ theta = 0.0;
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(cos(theta) * rad, sin(theta) * rad, zmin);
+ glTexCoord2f(stretch, 1.0);
+ glVertex3f(cos(theta) * rad, sin(theta) * rad, zmax);
+ }
+ }
+ glEnd();
+}
+
+void
+init_tunnel (ModeInfo *mi)
+{
+ int i;
+
+ tunnel_configuration *tc;
+
+ wire = MI_IS_WIREFRAME(mi);
+
+ if (!tconf) {
+ tconf = (tunnel_configuration *)
+ calloc (MI_NUM_SCREENS(mi), sizeof (tunnel_configuration));
+ if (!tconf) {
+ fprintf(stderr, "%s: out of memory\n", progname);
+ exit(1);
+ }
+
+ tc = &tconf[MI_SCREEN(mi)];
+ }
+
+ tc = &tconf[MI_SCREEN(mi)];
+
+ tc->glx_context = init_GL(mi);
+
+ tc->cyllist = glGenLists(1);
+ tc->diamondlist = glGenLists(1);
+ tc->num_effects = 12;
+ tc->num_texshifts = 3;
+ tc->effect_time = 0.0;
+ tc->effect_maxsecs = 30.00;
+ /* check bounds on cmd line opts */
+ if (start > tc->effect_maxsecs) start = tc->effect_maxsecs;
+ if (end > tc->effect_maxsecs) end = tc->effect_maxsecs;
+ if (start < tc->effect_time) start = tc->effect_time;
+ if (end < tc->effect_time) end = tc->effect_time;
+
+ /* set loop times, in seconds */
+ tc->start_time = start;
+ tc->end_time = end;
+
+ /* reset animation knots, effect 0 not defined. */
+ tc->effects = malloc(sizeof(effect_t) * ( tc->num_effects + 1));
+ for ( i = 1; i <= tc->num_effects ; i++)
+ init_effects(&tc->effects[i], i);
+
+ if (wire) {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ do_texture = FALSE;
+ }
+
+ if (do_texture)
+ {
+ glGenTextures(MAX_TEXTURE, tc->texture_binds);
+
+ /*LoadTexture(*mi, **fn, texbind, bluralpha, bw_color, anegative, onealpha)*/
+ LoadTexture(mi, timetunnel0_xpm, tc->texture_binds[0], 0, 0.0, FALSE, FALSE);
+ LoadTexture(mi, timetunnel1_xpm, tc->texture_binds[2], 0, 0.0, FALSE, FALSE);
+ LoadTexture(mi, timetunnel2_xpm, tc->texture_binds[5], 0, 0.0, FALSE, FALSE);
+ LoadTexture(mi, tunnelstar_xpm, tc->texture_binds[4], 0, 0.0, FALSE, FALSE);
+# ifdef GET_SUED_BY_THE_BBC
+ if (locklogo) {
+# endif /* GET_SUED_BY_THE_BBC */
+ LoadTexture(mi, (char **) logo_180_xpm, tc->texture_binds[3], 0,0.0, FALSE, FALSE);
+ tc->texture_binds[1] = tc->texture_binds[3];
+ tc->texture_binds[6] = tc->texture_binds[3];
+ tc->texture_binds[8] = tc->texture_binds[3];
+ /* negative */
+ LoadTexture(mi, (char **) logo_180_xpm, tc->texture_binds[9], 2,1.0, TRUE, TRUE);
+# ifdef GET_SUED_BY_THE_BBC
+ } else {
+ LoadTexture(mi, whologo_xpm, tc->texture_binds[3], 0,0.0, FALSE, FALSE);
+ LoadTexture(mi, tardis_xpm, tc->texture_binds[1], 0, 0.0 ,FALSE, FALSE);
+ LoadTexture(mi, whohead1_xpm, tc->texture_binds[6], 0, 1.0, FALSE, FALSE);
+ /* LoadTexture(mi, whohead_psy_xpm, tc->texture_binds[8], 1, 0.7, FALSE, FALSE); */
+ /* negative */
+ LoadTexture(mi, whohead1_xpm, tc->texture_binds[9], 2, 1.0, TRUE, TRUE);
+ }
+# endif /* GET_SUED_BY_THE_BBC */
+ glEnable(GL_TEXTURE_2D);
+ check_gl_error("tex");
+ }
+
+ reshape_tunnel (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ glDisable(GL_DEPTH_TEST); /* who needs it? ;-) */
+
+ if (do_fog)
+ glEnable(GL_FOG);
+
+ if (!wire)
+ {
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.5);
+ }
+
+ tc->trackball = gltrackball_init ();
+
+
+ tc->texshift = calloc(tc->num_texshifts, sizeof(GLfloat));
+ for ( i = 0 ; i < tc->num_texshifts; i++)
+ tc->texshift[i] = 0.0;
+
+ glNewList(tc->cyllist, GL_COMPILE);
+ makecyl(30, -0.1, CYL_LEN, 1., 10. / 40.0 * CYL_LEN);
+ /*makecyl(30, -0.5, DIAMOND_LEN, 1., 4. / 40 * DIAMOND_LEN); */
+ glEndList();
+
+ glNewList(tc->diamondlist, GL_COMPILE);
+ makecyl(4, -0.5, DIAMOND_LEN, 1., 4. / 40 * DIAMOND_LEN);
+ glEndList();
+}
+
+
+void
+draw_tunnel (ModeInfo *mi)
+{
+ tunnel_configuration *tc = &tconf[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+
+ if (!tc->glx_context)
+ return;
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_NORMALIZE);
+ /* glEnable(GL_CULL_FACE); */
+
+ glClear(GL_COLOR_BUFFER_BIT );
+
+ update_animation(tc);
+
+
+ glPushMatrix ();
+
+ glRotatef(180., 0., 1., 0.);
+ gltrackball_rotate (tc->trackball);
+ glRotatef(180., 0., 1., 0.);
+
+
+
+ mi->polygon_count = 0;
+
+ update_fog(tc->effects[4].state[0], /*color*/
+ tc->effects[4].state[1], /*density*/
+ tc->effects[4].state[2], /*start*/
+ tc->effects[4].state[3]); /*end*/
+
+ /* --- begin composite image assembly --- */
+
+ /* head mask and draw diamond tunnel */
+
+ glEnable(GL_BLEND);
+ draw_cyl(mi, tc, tc->effects[6].state[0], 5, tc->diamondlist, 2);
+ if (! tunonly)
+ draw_sign(mi, tc,tc->effects[12].state[0], tc->effects[12].state[1], 1.0 / 1.33, 9, 1);
+ glDisable(GL_BLEND);
+ /* then tardis tunnel */
+ make_wall_tunnel(mi, tc, tc->effects[1].state[0], tc->effects[7].state[0]);
+
+ /* then cylender tunnel */
+ glEnable(GL_BLEND);
+ draw_cyl(mi, tc, tc->effects[3].state[0], 2, tc->cyllist, 1);
+
+ /*void draw_sign(mi, tc,z,alpha,aspect,tex,blendmode)*/
+ /* tardis */
+ if (! tunonly)
+ draw_sign(mi, tc, tc->effects[2].state[0], tc->effects[2].state[1], 2.0, 1, 0);
+ /* logo */
+ if (! tunonly)
+ draw_sign(mi, tc, tc->effects[5].state[0], tc->effects[5].state[1], 1.0, 3, 0);
+ /*who head brite*/
+ if (! tunonly)
+ draw_sign(mi, tc,1.0, tc->effects[10].state[0], 1.0 / 1.33, 6, 2);
+ /*who head psychadelic REMOVED*/
+ /* draw_sign(mi, tc,1.0, tc->effects[11].state[0], 1.0 / 1.33, 8, 0); */
+
+ /* star */
+ /* draw_sign(mi, tc, tc->effects[8].state[0]tc->effects[8].state[0], 1.0 , 1.0, 4, 1); */
+ draw_sign(mi, tc, tc->effects[8].state[0], tc->effects[8].state[0], 1.0, 4, 1);
+
+ /* normal head */
+ if (! tunonly)
+ draw_sign(mi, tc,1.0, tc->effects[9].state[0], 1.0 / 1.33, 6, 0);
+
+ /* --- end composite image assembly --- */
+
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ check_gl_error("drawing done, calling swap buffers");
+ glXSwapBuffers(dpy, window);
+}
+
+#endif /* USE_GL */