/* cubestorm, Copyright (c) 2003-2018 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.
*/
#define DEFAULTS "*delay: 30000 \n" \
"*count: " DEF_COUNT "\n" \
"*showFPS: False \n" \
"*fpsSolid: True \n" \
"*wireframe: False \n" \
"*suppressRotationAnimation: True\n" \
# define release_cube 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#include "xlockmore.h"
#include "colors.h"
#include "rotator.h"
#include "gltrackball.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
#define DEF_SPIN "True"
#define DEF_WANDER "True"
#define DEF_SPEED "1.0"
#define DEF_THICKNESS "0.06"
#define DEF_COUNT "4"
#define DEF_LENGTH "200"
typedef struct {
GLfloat px, py, pz;
GLfloat rx, ry, rz;
int ccolor;
} histcube;
typedef struct {
rotator *rot;
int ccolor;
} subcube;
typedef struct {
GLXContext *glx_context;
trackball_state *trackball;
Bool button_down_p;
Bool clear_p;
GLuint cube_list;
int ncolors;
XColor *colors;
subcube *subcubes;
int hist_size, hist_count;
histcube *hist;
} cube_configuration;
static cube_configuration *bps = NULL;
static Bool do_spin;
static Bool do_wander;
static GLfloat speed;
static GLfloat thickness;
static int max_length;
static XrmOptionDescRec opts[] = {
{ "-spin", ".spin", XrmoptionNoArg, "True" },
{ "+spin", ".spin", XrmoptionNoArg, "False" },
{ "-wander", ".wander", XrmoptionNoArg, "True" },
{ "+wander", ".wander", XrmoptionNoArg, "False" },
{ "-speed", ".speed", XrmoptionSepArg, 0 },
{ "-db", ".doubleBuffer", XrmoptionNoArg, "True"},
{ "+db", ".doubleBuffer", XrmoptionNoArg, "False"},
{ "-thickness", ".thickness", XrmoptionSepArg, 0 },
{ "-length", ".length", XrmoptionSepArg, 0 },
};
static argtype vars[] = {
{&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
{&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
{&speed, "speed", "Speed", DEF_SPEED, t_Float},
{&thickness, "thickness", "Thickness", DEF_THICKNESS, t_Float},
{&max_length, "length", "Length", DEF_LENGTH, t_Int},
};
ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
static void
draw_face (ModeInfo *mi)
{
int wire = MI_IS_WIREFRAME(mi);
int i;
GLfloat t = thickness / 2;
GLfloat a = -0.5;
GLfloat b = 0.5;
if (t <= 0) t = 0.001;
else if (t > 0.5) t = 0.5;
glPushMatrix();
glFrontFace(GL_CW);
for (i = 0; i < 4; i++)
{
glNormal3f (0, 0, -1);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f (a, a, a);
glVertex3f (b, a, a);
glVertex3f (b-t, a+t, a);
glVertex3f (a+t, a+t, a);
glEnd();
glNormal3f (0, 1, 0);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
glVertex3f (b-t, a+t, a);
glVertex3f (b-t, a+t, a+t);
glVertex3f (a+t, a+t, a+t);
glVertex3f (a+t, a+t, a);
glEnd();
glRotatef(90, 0, 0, 1);
}
glPopMatrix();
}
static void
draw_faces (ModeInfo *mi)
{
glPushMatrix();
draw_face (mi);
glRotatef (90, 0, 1, 0); draw_face (mi);
glRotatef (90, 0, 1, 0); draw_face (mi);
glRotatef (90, 0, 1, 0); draw_face (mi);
glRotatef (90, 1, 0, 0); draw_face (mi);
glRotatef (180, 1, 0, 0); draw_face (mi);
glPopMatrix();
}
static void
new_cube_colors (ModeInfo *mi)
{
cube_configuration *bp = &bps[MI_SCREEN(mi)];
int i;
bp->ncolors = 128;
if (bp->colors) free (bp->colors);
bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
make_smooth_colormap (0, 0, 0,
bp->colors, &bp->ncolors,
False, 0, False);
for (i = 0; i < MI_COUNT(mi); i++)
bp->subcubes[i].ccolor = random() % bp->ncolors;
}
/* Window management, etc
*/
ENTRYPOINT void
reshape_cube (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
int y = 0;
if (width > height * 5) { /* tiny window: show middle */
height = width * 9/16;
y = -height/2;
h = height / (GLfloat) width;
}
glViewport (0, y, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (30.0, 1/h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 0.0, 0.0, 45.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
{
int o = (int) current_device_rotation();
if (o != 0 && o != 180 && o != -180)
glScalef (1/h, 1/h, 1/h);
}
# endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
ENTRYPOINT Bool
cube_handle_event (ModeInfo *mi, XEvent *event)
{
cube_configuration *bp = &bps[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, bp->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&bp->button_down_p))
return True;
else if (event->xany.type == KeyPress)
{
KeySym keysym;
char c = 0;
XLookupString (&event->xkey, &c, 1, &keysym, 0);
if (c == ' ')
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
return True;
}
else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
goto DEF;
}
else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
DEF:
new_cube_colors (mi);
return True;
}
return False;
}
ENTRYPOINT void
init_cube (ModeInfo *mi)
{
cube_configuration *bp;
int wire = MI_IS_WIREFRAME(mi);
int i;
MI_INIT (mi, bps);
bp = &bps[MI_SCREEN(mi)];
bp->glx_context = init_GL(mi);
if (MI_COUNT(mi) <= 0) MI_COUNT(mi) = 1;
bp->trackball = gltrackball_init (True);
bp->subcubes = (subcube *) calloc (MI_COUNT(mi), sizeof(subcube));
bp->hist_count = 0;
bp->hist_size = 100;
bp->hist = (histcube *) malloc (bp->hist_size * sizeof(*bp->hist));
for (i = 0; i < MI_COUNT(mi); i++)
{
double wander_speed, spin_speed, spin_accel;
if (i == 0)
{
wander_speed = 0.05 * speed;
spin_speed = 10.0 * speed;
spin_accel = 4.0 * speed;
}
else
{
wander_speed = 0;
spin_speed = 4.0 * speed;
spin_accel = 2.0 * speed;
}
bp->subcubes[i].rot = make_rotator (do_spin ? spin_speed : 0,
do_spin ? spin_speed : 0,
do_spin ? spin_speed : 0,
spin_accel,
do_wander ? wander_speed : 0,
True);
}
bp->colors = 0;
new_cube_colors (mi);
reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
if (!wire)
{
GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
}
bp->cube_list = glGenLists (1);
glNewList (bp->cube_list, GL_COMPILE);
draw_faces (mi);
glEndList ();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
/* Originally, this program achieved the "accumulating cubes" effect by
simply not clearing the depth or color buffers between frames. That
doesn't work on modern systems, particularly mobile: you can no longer
rely on your buffers being unmolested once you have yielded. So now we
must save and re-render every polygon. Noof has the same problem and
solves it by taking a screenshot of the frame buffer into a texture, but
cubestorm needs to restore the depth buffer as well as the color buffer.
*/
static void
push_hist (ModeInfo *mi)
{
cube_configuration *bp = &bps[MI_SCREEN(mi)];
double px, py, pz;
double rx = 0, ry = 0, rz = 0;
int i;
if (bp->hist_count > max_length &&
bp->hist_count > MI_COUNT(mi) &&
!bp->button_down_p)
{
/* Drop history off of the end. */
memmove (bp->hist,
bp->hist + MI_COUNT(mi),
(bp->hist_count - MI_COUNT(mi)) * sizeof(*bp->hist));
bp->hist_count -= MI_COUNT(mi);
}
if (bp->hist_count + MI_COUNT(mi) >= bp->hist_size)
{
bp->hist_size = bp->hist_count + MI_COUNT(mi) + 100;
bp->hist = (histcube *)
realloc (bp->hist, bp->hist_size * sizeof(*bp->hist));
}
get_position (bp->subcubes[0].rot, &px, &py, &pz, !bp->button_down_p);
for (i = 0; i < MI_COUNT(mi); i++)
{
subcube *sc = &bp->subcubes[i];
histcube *hc = &bp->hist[bp->hist_count];
double rx2, ry2, rz2;
get_rotation (sc->rot, &rx2, &ry2, &rz2, !bp->button_down_p);
if (i == 0) /* N+1 cubes rotate relative to cube 0 */
rx = rx2, ry = ry2, rz = rz2;
else
rx2 += rx, ry2 += ry, rz2 += rz;
hc->px = px;
hc->py = py;
hc->pz = pz;
hc->rx = rx2;
hc->ry = ry2;
hc->rz = rz2;
hc->ccolor = sc->ccolor;
sc->ccolor++;
if (sc->ccolor >= bp->ncolors)
sc->ccolor = 0;
bp->hist_count++;
}
}
ENTRYPOINT void
draw_cube (ModeInfo *mi)
{
cube_configuration *bp = &bps[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int wire = MI_IS_WIREFRAME(mi);
int i;
if (!bp->glx_context)
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_CULL_FACE);
if (bp->clear_p) /* we're in "no vapor trails" mode */
{
bp->hist_count = 0;
if (! (random() % (int) (25 / speed)))
bp->clear_p = False;
}
else
{
if (! (random() % (int) (200 / speed)))
{
bp->clear_p = True;
new_cube_colors (mi);
}
}
push_hist (mi);
mi->polygon_count = 0;
for (i = 0; i < bp->hist_count; i++)
{
GLfloat bcolor[4] = {0.0, 0.0, 0.0, 1.0};
GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
GLfloat bshiny = 128.0;
histcube *hc = &bp->hist[i];
glPushMatrix();
glScalef (1.1, 1.1, 1.1);
glTranslatef((hc->px - 0.5) * 15,
(hc->py - 0.5) * 15,
(hc->pz - 0.5) * 30);
gltrackball_rotate (bp->trackball);
glScalef (4.0, 4.0, 4.0);
glRotatef (hc->rx * 360, 1.0, 0.0, 0.0);
glRotatef (hc->ry * 360, 0.0, 1.0, 0.0);
glRotatef (hc->rz * 360, 0.0, 0.0, 1.0);
bcolor[0] = bp->colors[hc->ccolor].red / 65536.0;
bcolor[1] = bp->colors[hc->ccolor].green / 65536.0;
bcolor[2] = bp->colors[hc->ccolor].blue / 65536.0;
if (wire)
glColor3f (bcolor[0], bcolor[1], bcolor[2]);
else
{
glMaterialfv (GL_FRONT, GL_SPECULAR, bspec);
glMateriali (GL_FRONT, GL_SHININESS, bshiny);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bcolor);
}
glCallList (bp->cube_list);
mi->polygon_count += (4 * 2 * 6);
glPopMatrix();
}
if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(dpy, window);
}
ENTRYPOINT void
free_cube (ModeInfo *mi)
{
cube_configuration *bp = &bps[MI_SCREEN(mi)];
int i;
if (!bp->glx_context) return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
if (bp->subcubes) {
for (i = 0; i < MI_COUNT(mi); i++)
free_rotator (bp->subcubes[i].rot);
free (bp->subcubes);
}
if (bp->hist) free (bp->hist);
if (bp->trackball) gltrackball_free (bp->trackball);
if (bp->colors) free (bp->colors);
}
XSCREENSAVER_MODULE_2 ("CubeStorm", cubestorm, cube)
#endif /* USE_GL */