/*
* flipscreen3d - takes snapshots of the screen and flips it around
*
* version 1.0 - Oct 24, 2001
*
* Copyright (C) 2001 Ben Buxton (bb@cactii.net)
*
* 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.
*/
#ifdef STANDALONE
#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
"*useSHM: True \n" \
"*suppressRotationAnimation: True\n" \
# define release_screenflip 0
# include "xlockmore.h" /* from the xscreensaver distribution */
# include "gltrackball.h"
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#endif /* !STANDALONE */
/* lifted from lament.c */
#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
#define RANDSIGN() ((random() & 1) ? 1 : -1)
#ifdef USE_GL
/* Should be in <GL/glext.h> */
# ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
# define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
# endif
# ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
# define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
# endif
#define DEF_ROTATE "True"
static int rotate;
#define QW 12
#define QH 12
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
static XrmOptionDescRec opts[] = {
{"+rotate", ".screenflip.rotate", XrmoptionNoArg, "false" },
{"-rotate", ".screenflip.rotate", XrmoptionNoArg, "true" },
};
static argtype vars[] = {
{&rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
};
ENTRYPOINT ModeSpecOpt screenflip_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct screenflip_description =
{"screenflip", "init_screenflip", "draw_screenflip", NULL,
"draw_screenflip", "init_screenflip", NULL, &screenflip_opts,
1000, 1, 2, 1, 4, 1.0, "",
"Screenflips", 0, NULL};
#endif
typedef struct {
GLXContext *glx_context;
Window window;
int winw, winh;
int tw, th; /* texture width, height */
GLfloat min_tx, min_ty;
GLfloat max_tx, max_ty;
GLfloat qx, qy, qw, qh; /* the quad we'll draw */
int regrab;
int fadetime; /* fade before regrab */
trackball_state *trackball;
Bool button_down_p;
GLfloat show_colors[4];
GLfloat stretch_val_x, stretch_val_y;
GLfloat stretch_val_dx, stretch_val_dy;
GLfloat curx, cury, curz;
GLfloat rx, ry, rz;
GLfloat rot, drot, odrot, ddrot, orot;
float theta, rho, dtheta, drho, gamma, dgamma;
GLuint texid;
Bool mipmap_p;
Bool waiting_for_image_p;
Bool first_image_p;
GLfloat anisotropic;
} Screenflip;
static Screenflip *screenflip = NULL;
#include "grab-ximage.h"
static const GLfloat viewer[] = {0.0, 0.0, 15.0};
static void getSnapshot (ModeInfo *);
ENTRYPOINT Bool
screenflip_handle_event (ModeInfo *mi, XEvent *event)
{
Screenflip *c = &screenflip[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, c->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&c->button_down_p))
return True;
else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
if (!c->waiting_for_image_p)
{
getSnapshot (mi);
return True;
}
}
return False;
}
/* draw the texture mapped quad (actually two back to back)*/
static void showscreen(Screenflip *c, int frozen, int wire)
{
GLfloat x, y, w, h;
if (c->fadetime) {
/* r -= 0.02; g -= 0.02; b -= 0.02; */
c->show_colors[3] -= 0.02;
if (c->show_colors[3] < 0) {
c->regrab = 1;
c->fadetime = 0;
}
} else if (c->show_colors[3] < 0) {
c->show_colors[0] = c->show_colors[1] =
c->show_colors[2] = c->show_colors[3] = 1;
c->stretch_val_x = c->stretch_val_y =
c->stretch_val_dx = c->stretch_val_dy = 0;
}
if (c->stretch_val_dx == 0 && !frozen && !(random() % 25))
c->stretch_val_dx = (float)(random() % 100) / 5000;
if (c->stretch_val_dy == 0 && !frozen && !(random() % 25))
c->stretch_val_dy = (float)(random() % 100) / 5000;
x = c->qx;
y = c->qy;
w = c->qx+c->qw;
h = c->qy-c->qh;
if (!frozen) {
w *= sin (c->stretch_val_x) + 1;
x *= sin (c->stretch_val_x) + 1;
if (!c->button_down_p) {
if (!c->fadetime) c->stretch_val_x += c->stretch_val_dx;
if (c->stretch_val_x > 2*M_PI && !(random() % 5))
c->stretch_val_dx = (float)(random() % 100) / 5000;
else
c->stretch_val_x -= 2*M_PI;
}
if (!c->button_down_p && !c->fadetime) c->stretch_val_y += c->stretch_val_dy;
h *= sin (c->stretch_val_y) / 2 + 1;
y *= sin (c->stretch_val_y) / 2 + 1;
if (!c->button_down_p) {
if (c->stretch_val_y > 2*M_PI && !(random() % 5))
c->stretch_val_dy = (float)(random() % 100) / 5000;
else
c->stretch_val_y -= 2*M_PI;
}
}
glColor4f(c->show_colors[0], c->show_colors[1],
c->show_colors[2], c->show_colors[3]);
if (!wire)
{
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
}
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glNormal3f(0, 0, 1);
glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, 0);
glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, 0);
glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, 0);
glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, 0);
glNormal3f(0, 0, -1);
glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, -0.05);
glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, -0.05);
glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, -0.05);
glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, -0.05);
glEnd();
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
glBegin(GL_LINE_LOOP);
glVertex3f(x, y, 0);
glVertex3f(x, h, 0);
glVertex3f(w, h, 0);
glVertex3f(w, y, 0);
glEnd();
glDisable(GL_BLEND);
}
/* This function is responsible for 'zooming back' the square after
* a new chunk has been grabbed with getSnapshot(), and positioning
* it suitably on the screen. Once positioned (where we begin to rotate),
* it just does a glTranslatef() and returns 1
*/
static int inposition(Screenflip *c)
{
GLfloat wx;
GLfloat wy;
wx = 0 - (c->qw/2);
wy = (c->qh/2);
if (c->curx == 0) c->curx = c->qx;
if (c->cury == 0) c->cury = c->qy;
if (c->regrab) {
c->curz = 0;
c->curx = c->qx;
c->cury = c->qy;
c->regrab = 0;
}
if (c->curz > -10 || c->curx > wx + 0.1 || c->curx < wx - 0.1 ||
c->cury > wy + 0.1 || c->cury < wy - 0.1) {
if (c->curz > -10)
c->curz -= 0.05;
if (c->curx > wx) {
c->qx -= 0.02;
c->curx -= 0.02;
}
if (c->curx < wx) {
c->qx += 0.02;
c->curx += 0.02;
}
if (c->cury > wy) {
c->qy -= 0.02;
c->cury -= 0.02;
}
if (c->cury < wy) {
c->qy += 0.02;
c->cury += 0.02;
}
glTranslatef(0, 0, c->curz);
return 0;
}
glTranslatef(0, 0, c->curz);
return 1;
}
#if 0
static void drawgrid(void)
{
int i;
glColor3f(0, 0.7, 0);
glBegin(GL_LINES);
for (i = 0 ; i <= 50; i+=2) {
glVertex3f( -25, -15, i-70);
glVertex3f( 25, -15, i-70);
glVertex3f( i-25, -15, -70);
glVertex3f( i-25, -15, -20);
}
glEnd();
}
#endif
static void display(Screenflip *c, int wire)
{
int frozen;
GLfloat rot = current_device_rotation();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(viewer[0], viewer[1], viewer[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glPushMatrix();
/*
glRotatef(rot, 0, 0, 1);
if ((rot > 45 && rot < 135) ||
(rot < -45 && rot > -135))
{
GLfloat s = c->winw / (GLfloat) c->winh;
glScalef (s, 1/s, 1);
}
*/
if (inposition(c)) {
frozen = 0;
glTranslatef(5 * sin(c->theta), 5 * sin(c->rho), 10 * cos(c->gamma) - 10);
/* randomly change the speed */
if (!c->button_down_p && !(random() % 300)) {
if (random() % 2)
c->drho = 1/60 - (float)(random() % 100)/3000;
if (random() % 2)
c->dtheta = 1/60 - (float)(random() % 100)/3000;
if (random() % 2)
c->dgamma = 1/60 - (float)(random() % 100)/3000;
}
glRotatef(rot, 0, 0, 1);
gltrackball_rotate (c->trackball);
glRotatef(-rot, 0, 0, 1);
if (rotate) glRotatef(c->rot, c->rx, c->ry, c->rz);
/* update variables with each frame */
if(!c->button_down_p && !c->fadetime) {
c->theta += c->dtheta;
c->rho += c->drho;
c->gamma += c->dgamma;
c->rot += c->drot;
c->drot += c->ddrot;
}
/* dont let our rotation speed get too high */
if (c->drot > 5 && c->ddrot > 0)
c->ddrot = 0 - (GLfloat)(random() % 100) / 1000;
else if (c->drot < -5 && c->ddrot < 0)
c->ddrot = (GLfloat)(random() % 100) / 1000;
} else { /* reset some paramaters */
c->ddrot = 0.05 - (GLfloat)(random() % 100) / 1000;
c->theta = c->rho = c->gamma = 0;
c->rot = 0;
frozen = 1;
}
if (!c->button_down_p && !c->fadetime && (c->rot >= 360 || c->rot <= -360) && !(random() % 7)) { /* rotate change */
c->rx = (GLfloat)(random() % 100) / 100;
c->ry = (GLfloat)(random() % 100) / 100;
c->rz = (GLfloat)(random() % 100) / 100;
}
if (c->odrot * c->drot < 0 && c->tw < c->winw && !(random() % 10)) {
c->fadetime = 1; /* randomly fade and get new snapshot */
}
c->orot = c->rot;
c->odrot = c->drot;
if (c->rot > 360 || c->rot < -360) /* dont overflow rotation! */
c->rot -= c->rot;
showscreen(c, frozen, wire);
glPopMatrix();
glFlush();
}
ENTRYPOINT void reshape_screenflip(ModeInfo *mi, int width, int height)
{
Screenflip *c = &screenflip[MI_SCREEN(mi)];
glViewport(0,0,(GLint)width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1, 2.0, 85);
glMatrixMode(GL_MODELVIEW);
c->winw = width;
c->winh = height;
}
static void
image_loaded_cb (const char *filename, XRectangle *geometry,
int image_width, int image_height,
int texture_width, int texture_height,
void *closure)
{
Screenflip *c = (Screenflip *) closure;
c->tw = texture_width;
c->th = texture_height;
c->min_tx = (GLfloat) geometry->x / c->tw;
c->min_ty = (GLfloat) geometry->y / c->th;
c->max_tx = (GLfloat) (geometry->x + geometry->width) / c->tw;
c->max_ty = (GLfloat) (geometry->y + geometry->height) / c->th;
c->qx = -QW/2 + ((GLfloat) geometry->x * QW / image_width);
c->qy = QH/2 - ((GLfloat) geometry->y * QH / image_height);
c->qw = QW * ((GLfloat) geometry->width / image_width);
c->qh = QH * ((GLfloat) geometry->height / image_height);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(c->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
if (c->anisotropic >= 1.0)
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
c->anisotropic);
c->waiting_for_image_p = False;
c->first_image_p = False;
}
static void getSnapshot (ModeInfo *modeinfo)
{
Screenflip *c = &screenflip[MI_SCREEN(modeinfo)];
if (MI_IS_WIREFRAME(modeinfo))
return;
c->waiting_for_image_p = True;
c->mipmap_p = True;
load_texture_async (modeinfo->xgwa.screen, modeinfo->window,
*c->glx_context, 0, 0, c->mipmap_p, c->texid,
image_loaded_cb, c);
}
ENTRYPOINT void init_screenflip(ModeInfo *mi)
{
int screen = MI_SCREEN(mi);
Screenflip *c;
MI_INIT(mi, screenflip);
c = &screenflip[screen];
c->window = MI_WINDOW(mi);
c->trackball = gltrackball_init (False);
if ((c->glx_context = init_GL(mi)) != NULL) {
reshape_screenflip(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
} else {
MI_CLEARWINDOW(mi);
}
c->winh = MI_WIN_HEIGHT(mi);
c->winw = MI_WIN_WIDTH(mi);
c->qw = QW;
c->qh = QH;
c->qx = -6;
c->qy = 6;
c->rx = c->ry = 1;
c->odrot = 1;
c->show_colors[0] = c->show_colors[1] =
c->show_colors[2] = c->show_colors[3] = 1;
if (! MI_IS_WIREFRAME(mi))
{
glShadeModel(GL_SMOOTH);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_LIGHTING);
}
if (strstr ((char *) glGetString(GL_EXTENSIONS),
"GL_EXT_texture_filter_anisotropic"))
glGetFloatv (GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &c->anisotropic);
else
c->anisotropic = 0.0;
glGenTextures(1, &c->texid);
c->first_image_p = True;
getSnapshot(mi);
}
ENTRYPOINT void draw_screenflip(ModeInfo *mi)
{
Screenflip *c = &screenflip[MI_SCREEN(mi)];
Window w = MI_WINDOW(mi);
Display *disp = MI_DISPLAY(mi);
if (!c->glx_context)
return;
/* Wait for the first image; for subsequent images, load them in the
background while animating. */
if (c->waiting_for_image_p && c->first_image_p)
return;
glXMakeCurrent(disp, w, *c->glx_context);
glBindTexture(GL_TEXTURE_2D, c->texid);
if (c->regrab)
getSnapshot(mi);
display(c, MI_IS_WIREFRAME(mi));
if(mi->fps_p) do_fps(mi);
glFinish();
glXSwapBuffers(disp, w);
}
ENTRYPOINT void free_screenflip(ModeInfo *mi)
{
Screenflip *c = &screenflip[MI_SCREEN(mi)];
if (!c->glx_context) return;
glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *c->glx_context);
gltrackball_free (c->trackball);
if (c->texid) glDeleteTextures (1, &c->texid);
}
XSCREENSAVER_MODULE_2 ("FlipScreen3D", flipscreen3d, screenflip)
#endif