http://ftp.ussg.iu.edu/linux/slackware/slackware-9.0/source/xap/xscreensaver/xscreens...
[xscreensaver] / hacks / glx / tunnel_draw.c
diff --git a/hacks/glx/tunnel_draw.c b/hacks/glx/tunnel_draw.c
new file mode 100644 (file)
index 0000000..7195410
--- /dev/null
@@ -0,0 +1,472 @@
+/* -*- Mode: C; tab-width: 4 -*- */
+/* atunnels --- OpenGL Advanced Tunnel Demo */
+
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)tunnel_draw.c        5.02 2002/03/16 xlockmore";
+#endif
+
+/* Copyright (c) E. Lassauge, 2002. */
+
+/*
+ * 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 original code for this mode was written by Roman Podobedov
+ * Email: romka@ut.ee
+ * WEB: http://romka.demonews.com
+ *
+ * Eric Lassauge  (March-16-2002) <lassauge@mail.dotcom.fr>
+ *                                 http://lassauge.free.fr/linux.html
+ *
+ * REVISION HISTORY:
+ *
+ */
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#ifdef USE_GL /* whole file */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+
+#include <GL/gl.h>
+#include <GL/glu.h>
+
+#include "tunnel_draw.h"
+
+typedef struct 
+{
+  float x, y, z; /* Point coordinates */
+} cvPoint;
+
+typedef struct _tnPath
+{
+       cvPoint p;
+       struct _tnPath *next;
+} tnPath;
+
+
+tnPath *path = NULL;
+
+const cvPoint initpath[]={
+{0.000000, 0.000000, 0.000000},
+{2.000000, 1.000000, 0.000000},
+{4.000000, 0.000000, 0.000000},
+{6.000000, 1.000000, 0.000000},
+{8.000000, 0.000000, 1.000000},
+{10.000000, 1.000000, 1.000000},
+{12.000000, 1.500000, 0.000000},
+{14.000000, 0.000000, 0.000000},
+{16.000000, 1.000000, 0.000000},
+{18.000000, 0.000000, 0.000000},
+{20.000000, 0.000000, 1.000000},
+{22.000000, 1.000000, 0.000000},
+{24.000000, 0.000000, 1.000000},
+{26.000000, 0.000000, 1.000000},
+{28.000000, 1.000000, 0.000000},
+{30.000000, 0.000000, 2.000000},
+{32.000000, 1.000000, 0.000000},
+{34.000000, 0.000000, 2.000000},
+{-1.000000, -1.000000, -1.000000}
+};
+
+/* Camera variables */
+static float cam_t=0;
+static tnPath *cam_pos;
+static float alpha=0;
+
+/* Tunnel Drawing Variables */
+static int tFlag=0;
+static cvPoint prev_points[10];
+static int current_texture;
+
+/* Modes */
+static float ModeX=0;
+static int ModeXFlag=0;
+
+/*=================== Vector normalization ==================================*/
+void normalize(cvPoint *V)
+{
+  float d;
+
+  /* Vector length */
+  d = (float)sqrt(V->x*V->x + V->y*V->y + V->z*V->z);
+
+  /* Normalization */
+  V->x /= d; 
+  V->y /= d; 
+  V->z /= d; 
+}
+/*=================== C = A x B  (Vector multiply) ==========================*/
+void vect_mult(cvPoint *A, cvPoint *B, cvPoint *C)
+{
+       /* Vector multiply */
+       C->x = A->y*B->z - A->z*B->y;
+       C->y = A->z*B->x - A->x*B->z;
+       C->z = A->x*B->y - A->y*B->x;
+}
+
+/* Catmull-Rom Curve calculations */
+void cvCatmullRom(cvPoint *p, float t, cvPoint *outp)
+{
+       float t2, t3, t1;
+
+       t2 = t*t;
+       t3 = t*t*t;
+       t1 = (1-t)*(1-t);
+
+       outp->x = (-t*t1*p[0].x + (2-5*t2+3*t3)*p[1].x + t*(1+4*t-3*t2)*p[2].x - t2*(1-t)*p[3].x)/2;
+       outp->y = (-t*t1*p[0].y + (2-5*t2+3*t3)*p[1].y + t*(1+4*t-3*t2)*p[2].y - t2*(1-t)*p[3].y)/2;
+       outp->z = (-t*t1*p[0].z + (2-5*t2+3*t3)*p[1].z + t*(1+4*t-3*t2)*p[2].z - t2*(1-t)*p[3].z)/2;
+}
+
+/*=================== Point Rotating Around Line ===========================
+// p   - original point
+// pp  - pivot point
+// pl  - pivot line (vector)
+// a   - angle to rotate in radians
+// outp - output point
+//==========================================================================
+*/
+void RotateAroundLine(cvPoint *p, cvPoint *pp, cvPoint *pl, float a, cvPoint *outp)
+{
+       cvPoint p1, p2;
+       float l, m, n, ca, sa;
+
+       p1.x = p->x - pp->x;
+       p1.y = p->y - pp->y;
+       p1.z = p->z - pp->z;
+
+       l = pl->x;
+       m = pl->y;
+       n = pl->z;
+
+       ca = cos(a);
+       sa = sin(a);
+
+       p2.x = p1.x*((l*l)+ca*(1-l*l)) + p1.y*(l*(1-ca)*m+n*sa) + p1.z*(l*(1-ca)*n-m*sa);
+       p2.y = p1.x*(l*(1-ca)*m-n*sa) + p1.y*(m*m+ca*(1-m*m)) + p1.z*(m*(1-ca)*n+l*sa);
+       p2.z = p1.x*(l*(1-ca)*n+m*sa) + p1.y*(m*(1-ca)*n-l*sa) + p1.z*(n*n+ca*(1-n*n));
+
+       outp->x = p2.x + pp->x;
+       outp->y = p2.y + pp->y;
+       outp->z = p2.z + pp->z;
+}
+
+
+/*=================== Load camera and tunnel path ==========================*/
+static void LoadPath(void)
+{
+       float x, y, z;
+       tnPath *path1=NULL, *path2=NULL;
+
+       cvPoint *f = (cvPoint *)initpath;
+       
+       while (f->x != -1.0)
+       {
+               x = f->x;
+               y = f->y;
+               z = f->z;
+               f++;
+
+               if (path == NULL)
+               {
+                       path = (tnPath *)malloc(sizeof(tnPath));
+                       path1 = path;
+               }
+               else
+               {
+                       path2 = (tnPath *)malloc(sizeof(tnPath));
+                       path1->next = path2;
+                       path1 = path2;
+               }
+               
+               path1->next = NULL;
+               path1->p.x = x;
+               path1->p.y = y;
+               path1->p.z = z;
+       }
+
+       cam_pos = path;
+       cam_t = 0;
+}
+
+/*=================== Tunnel Initialization ================================*/
+void InitTunnel(void)
+{
+       LoadPath();
+       current_texture = 0;
+}
+
+void DrawTunnel(int do_texture, int do_light, GLuint *textures)
+{
+       tnPath *p, *p1, *cmpos;
+       cvPoint op, p4[4], T, ppp, ppp1, op1, op2;
+       float t;
+       int i, j, k, flag;
+       cvPoint points[10];
+       GLfloat light_position[4];
+
+
+       /* Select current tunnel texture */
+       if (do_texture)
+               glBindTexture(GL_TEXTURE_2D, textures[current_texture]);
+       
+       cmpos = cam_pos;
+       /* Get current curve */
+       if (cam_pos->next->next->next)
+       {
+               p1 = cam_pos;
+               for (i=0; i<4; i++)
+               {
+                       p4[i].x = p1->p.x;
+                       p4[i].y = p1->p.y;
+                       p4[i].z = p1->p.z;
+                       p1 = p1->next;
+               }
+       }
+       else 
+       {
+               /* End of tunnel */
+               ModeX = 1.0;
+               ModeXFlag = 0;
+               return;
+       };
+               
+       /* Get current camera position */
+       cvCatmullRom(p4, cam_t, &op);
+
+       /* Next camera position */
+       cam_t += 0.02f;
+       if (cam_t >= 1)
+       {
+               cam_t = cam_t - 1;
+               cmpos = cam_pos->next;
+       }
+               
+       /* Get curve for next camera position */
+       if (cmpos->next->next->next)
+       {
+               p1 = cmpos;
+               for (i=0; i<4; i++)
+               {
+                       p4[i].x = p1->p.x;
+                       p4[i].y = p1->p.y;
+                       p4[i].z = p1->p.z;
+                       p1 = p1->next;
+               }
+       }
+       else 
+       {       
+               /*  End of tunnel */
+               ModeX = 1.0;
+               ModeXFlag = 0;
+               return;
+       }
+       
+       /*  Get next camera position */
+       cvCatmullRom(p4, cam_t, &op1);
+       
+       /*  Rotate camera */
+       glRotatef(alpha, 0, 0, -1);
+       alpha += 1;
+       /*  Set camera position */
+       gluLookAt(op.x, op.y, op.z, op1.x, op1.y, op1.z, 0, 1, 0);
+
+       /*  Set light position */
+       if (do_light)
+       {
+               light_position[0] = op.x;
+               light_position[1] = op.y;
+               light_position[2] = op.z;
+               light_position[3] = 1;
+               glLightfv(GL_LIGHT0, GL_POSITION, light_position);
+       }
+       
+       p = cam_pos;
+       flag = 0;
+       t = 0;
+       k = 0;
+       /*  Draw tunnel from current curve and next 2 curves */
+       glBegin(GL_QUADS);
+       while (k < 3)
+       {
+               if (p->next->next->next)
+               {
+                       p1 = p;
+                       for (i=0; i<4; i++)
+                       {
+                               p4[i].x = p1->p.x;
+                               p4[i].y = p1->p.y;
+                               p4[i].z = p1->p.z;
+                               p1 = p1->next;
+                       }
+               }
+               else
+               {
+                       /*  End of tunnel */
+                       ModeX = 1.0;
+                       ModeXFlag = 0;
+                       return;
+               }
+               cvCatmullRom(p4, t, &op);
+
+               ppp.x = op.x;
+               ppp.y = op.y;
+               ppp.z = op.z + 0.25;
+
+               t += 0.1;
+               if (t >= 1.0)
+               {
+                       t = t - 1;
+                       k++;
+                       p = p->next;
+               }
+       
+               if (p->next->next->next)
+               {
+                       p1 = p;
+                       for (i=0; i<4; i++)
+                       {
+                               p4[i].x = p1->p.x;
+                               p4[i].y = p1->p.y;
+                               p4[i].z = p1->p.z;
+                               p1 = p1->next;
+                       }
+               } 
+               else
+               {
+                       /*  End of tunnel */
+                       ModeX = 1.0;
+                       ModeXFlag = 0;
+                       return;
+               }
+                       
+               cvCatmullRom(p4, t, &op1);
+
+               ppp1.x = op1.x;
+               ppp1.y = op1.y;
+               ppp1.z = op1.z + 0.25;
+
+               T.x = op1.x - op.x;
+               T.y = op1.y - op.y;
+               T.z = op1.z - op.z;
+                       
+               normalize(&T);
+
+               for (i=0; i<10; i++)
+               {
+                       RotateAroundLine(&ppp, &op, &T, ((float)i*36.0*M_PI/180.0), &op2);
+                       points[i].x = op2.x;
+                       points[i].y = op2.y;
+                       points[i].z = op2.z;
+                       if (!flag)
+                       {
+                               prev_points[i].x = op2.x;
+                               prev_points[i].y = op2.y;
+                               prev_points[i].z = op2.z;
+                       }
+               }
+       
+               if (!flag)
+               {
+                       flag = 1;
+                       continue;
+               }
+               
+               /*  Draw 10 polygons for current point */
+               for (i=0; i<10; i++)
+               {
+                       j = i+1;
+                       if (j > 9) j = 0;
+                       glNormal3f(0, 0, 1); /*  Normal for lighting */
+                       glTexCoord2f(0, 0); glVertex3f(prev_points[i].x, prev_points[i].y, prev_points[i].z);
+                       glNormal3f(0, 0, 1);
+                       glTexCoord2f(1, 0); glVertex3f(points[i].x, points[i].y, points[i].z);
+                       glNormal3f(0, 0, 1);
+                       glTexCoord2f(1, 1); glVertex3f(points[j].x, points[j].y, points[j].z);
+                       glNormal3f(0, 0, 1);
+                       glTexCoord2f(0, 1); glVertex3f(prev_points[j].x, prev_points[j].y, prev_points[j].z);
+               }
+               /*  Save current polygon coordinates for next position */
+               for (i=0; i<10; i++)
+               {
+                       prev_points[i].x = points[i].x;
+                       prev_points[i].y = points[i].y;
+                       prev_points[i].z = points[i].z;
+               }
+       }
+       glEnd();
+       cam_pos = cmpos;
+}
+
+/* =================== Show splash screen =================================== */
+void SplashScreen(int do_wire, int do_texture, int do_light)
+{
+       if (ModeX > 0)
+       {
+               /*  Reset tunnel and camera position */
+               if (!ModeXFlag)
+               {
+                       cam_pos = path;                 
+                       cam_t = 0;
+                       tFlag = 0;
+                       ModeXFlag = 1;
+                       current_texture++;
+                       if (current_texture > 2) current_texture = 0;
+               }
+               /*  Now we want to draw splash screen */
+               glLoadIdentity();
+               /*  Disable all unused features */
+               glDisable(GL_DEPTH_TEST);
+               glDisable(GL_LIGHTING);
+               glDisable(GL_FOG);
+               glDisable(GL_CULL_FACE);
+
+               glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
+               glEnable(GL_BLEND);
+               glDisable(GL_TEXTURE_2D);
+               glColor4f(1, 1, 1, ModeX);
+               
+               /*  Draw splash screen (simply quad) */
+               glBegin(GL_QUADS);
+               glVertex3f(-10, -10, -1);
+               glVertex3f(10, -10, -1);
+               glVertex3f(10, 10, -1);
+               glVertex3f(-10, 10, -1);
+               glEnd();
+
+               ModeX -= 0.05;
+               if (ModeX <= 0) ModeX = 0;
+
+               if (!do_wire)
+               {
+                       glEnable(GL_CULL_FACE);
+                       glEnable(GL_DEPTH_TEST);
+               }
+               if (do_light)
+               {
+                       glEnable(GL_LIGHTING);
+                       glEnable(GL_FOG);
+               }
+               if (do_texture)
+               {
+                       glEnable(GL_TEXTURE_2D);
+               }
+               glDisable(GL_BLEND);
+               glColor4f(1, 1, 1, 1);
+       }
+}
+#endif