Example #1
0
static void
pinit(ModeInfo *mi)
{
  gasketstruct *gp = &gasket[MI_SCREEN(mi)];

  /* draw the gasket */
  gp->gasket1 = glGenLists(1);
  gp->current_depth = 1;       /* start out at level 1, not 0 */
  glNewList(gp->gasket1, GL_COMPILE);
    compile_gasket(mi);
  glEndList();
}
Example #2
0
static void
draw(ModeInfo *mi)
{
  Bool wireframe_p = MI_IS_WIREFRAME(mi);
  gasketstruct *gp = &gasket[MI_SCREEN(mi)];
  static int tick = 0;

  static GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
  static float white[]  = {1.0, 1.0, 1.0, 1.0};
  static float color[]  = {0.0, 0.0, 0.0, 1.0};

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  if (!wireframe_p)
    {
      glColor4fv (white);

      glLightfv(GL_LIGHT0, GL_POSITION,  pos);

      color[0] = gp->colors[gp->ccolor].red  * intens_factor;
      color[1] = gp->colors[gp->ccolor].green * intens_factor;
      color[2] = gp->colors[gp->ccolor].blue * intens_factor;
      gp->ccolor++;
      if (gp->ccolor >= gp->ncolors) gp->ccolor = 0;

      glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);

      glShadeModel(GL_SMOOTH);

      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
    }

  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  glEnable(GL_CULL_FACE);

  glPushMatrix();

  {
    static int frame = 0;
    GLfloat x, y, z;

#   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);

    x = gp->rotx;
    y = gp->roty;
    z = gp->rotz;
    if (x < 0) x = 1 - (x + 1);
    if (y < 0) y = 1 - (y + 1);
    if (z < 0) z = 1 - (z + 1);
    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( 8.0, 8.0, 8.0 );
  glCallList(gp->gasket1);

  glPopMatrix();


  if (tick++ >= speed)
    {

      tick = 0;
      if (gp->current_depth >= max_depth)
        gp->current_depth = -max_depth;
      gp->current_depth++;

      glDeleteLists (gp->gasket1, 1);
      glNewList (gp->gasket1, GL_COMPILE);
      compile_gasket (mi);
      glEndList();

    }
}
Example #3
0
static void
draw(ModeInfo *mi)
{
  Bool wireframe_p = MI_IS_WIREFRAME(mi);
  gasketstruct *gp = &gasket[MI_SCREEN(mi)];
  
  static const GLfloat pos[]    = {-4.0, 3.0, 10.0, 1.0};
  static const GLfloat white[]  = {1.0, 1.0, 1.0, 1.0};

  GLfloat color0[] = {0.0, 0.0, 0.0, 1.0};
  GLfloat color1[] = {0.0, 0.0, 0.0, 1.0};
  GLfloat color2[] = {0.0, 0.0, 0.0, 1.0};
  GLfloat color3[] = {0.0, 0.0, 0.0, 1.0};

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  if (!wireframe_p)
    {
      glColor4fv (white);

      glLightfv(GL_LIGHT0, GL_POSITION,  pos);

      color0[0] = gp->colors[gp->ccolor0].red   / 65536.0;
      color0[1] = gp->colors[gp->ccolor0].green / 65536.0;
      color0[2] = gp->colors[gp->ccolor0].blue  / 65536.0;

      color1[0] = gp->colors[gp->ccolor1].red   / 65536.0;
      color1[1] = gp->colors[gp->ccolor1].green / 65536.0;
      color1[2] = gp->colors[gp->ccolor1].blue  / 65536.0;

      color2[0] = gp->colors[gp->ccolor2].red   / 65536.0;
      color2[1] = gp->colors[gp->ccolor2].green / 65536.0;
      color2[2] = gp->colors[gp->ccolor2].blue  / 65536.0;

      color3[0] = gp->colors[gp->ccolor3].red   / 65536.0;
      color3[1] = gp->colors[gp->ccolor3].green / 65536.0;
      color3[2] = gp->colors[gp->ccolor3].blue  / 65536.0;

      gp->ccolor0++;
      gp->ccolor1++;
      gp->ccolor2++;
      gp->ccolor3++;
      if (gp->ccolor0 >= gp->ncolors) gp->ccolor0 = 0;
      if (gp->ccolor1 >= gp->ncolors) gp->ccolor1 = 0;
      if (gp->ccolor2 >= gp->ncolors) gp->ccolor2 = 0;
      if (gp->ccolor3 >= gp->ncolors) gp->ccolor3 = 0;

      glShadeModel(GL_SMOOTH);

      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
    }

  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  glEnable(GL_CULL_FACE);

  glPushMatrix();

  {
    double x, y, z;
    get_position (gp->rot, &x, &y, &z, !gp->button_down_p);
    glTranslatef((x - 0.5) * 10,
                 (y - 0.5) * 10,
                 (z - 0.5) * 20);

    gltrackball_rotate (gp->trackball);

    get_rotation (gp->rot, &x, &y, &z, !gp->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( 8.0, 8.0, 8.0 );

  glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
  glCallList(gp->gasket0);
  glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
  glCallList(gp->gasket1);
  glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
  glCallList(gp->gasket2);
  glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
  glCallList(gp->gasket3);

  glPopMatrix();


  if (gp->tick++ >= speed)
    {
      gp->tick = 0;
      if (gp->current_depth >= max_depth)
        gp->current_depth = -max_depth;
      gp->current_depth++;

      /* We make four different lists so that each face of the tetrahedrons
         can have a different color (all triangles facing in the same
         direction have the same color, which is different from all
         triangles facing in other directions.)
       */
      glDeleteLists (gp->gasket0, 1);
      glDeleteLists (gp->gasket1, 1);
      glDeleteLists (gp->gasket2, 1);
      glDeleteLists (gp->gasket3, 1);

      mi->polygon_count = 0;
      glNewList (gp->gasket0, GL_COMPILE); compile_gasket (mi, 0); glEndList();
      glNewList (gp->gasket1, GL_COMPILE); compile_gasket (mi, 1); glEndList();
      glNewList (gp->gasket2, GL_COMPILE); compile_gasket (mi, 2); glEndList();
      glNewList (gp->gasket3, GL_COMPILE); compile_gasket (mi, 3); glEndList();

    }
}