/* glblur --- radial blur using GL textures
* Copyright (c) 2002-2014 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.
*
* This program draws a box and a few line segments, and generates a flowing
* radial blur outward from it -- this causes flowing field effects.
* It does this by rendering the scene into a small texture, then repeatedly
* rendering increasingly-enlarged and increasingly-transparent versions of
* that texture onto the frame buffer.
*
* As such, it's quite graphics intensive -- don't bother trying to run this
* if you don't have hardware-accelerated texture support.
*
* Inspired by Dario Corno's Radial Blur tutorial:
* http://nehe.gamedev.net/tutorials/lesson.asp?l=36
*/
#define DEFAULTS "*delay: 10000 \n" \
"*showFPS: False \n" \
"*fpsSolid: True \n" \
"*suppressRotationAnimation: True\n" \
# define free_glblur 0
# define release_glblur 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#undef ABS
#define ABS(n) ((n)<0?-(n):(n))
#undef SIGNOF
#define SIGNOF(n) ((n)<0?-1:1)
#include "xlockmore.h"
#include "colors.h"
#include "rotator.h"
#include "gltrackball.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
#define DEF_SPIN "XYZ"
#define DEF_WANDER "True"
#define DEF_BLUR_SIZE "15"
typedef struct metaball metaball;
typedef struct {
GLXContext *glx_context;
rotator *rot;
trackball_state *trackball;
Bool button_down_p;
GLuint obj_dlist0; /* east-west cube faces */
GLuint obj_dlist1; /* north-south cube faces */
GLuint obj_dlist2; /* up-down cube faces */
GLuint obj_dlist3; /* spikes coming out of the cube's corners */
GLuint scene_dlist1; /* the cube, rotated and translated */
GLuint scene_dlist2; /* the spikes, rotated and translated */
int scene_polys1; /* polygons in scene, not counting texture overlay */
int scene_polys2; /* polygons in scene, not counting texture overlay */
GLuint texture;
unsigned int *tex_data;
int tex_w, tex_h;
int ncolors;
XColor *colors0;
XColor *colors1;
XColor *colors2;
XColor *colors3;
int ccolor;
Bool show_cube_p;
Bool show_spikes_p;
} glblur_configuration;
static glblur_configuration *bps = NULL;
static char *do_spin;
static Bool do_wander;
static int blursize;
static XrmOptionDescRec opts[] = {
{ "-spin", ".spin", XrmoptionSepArg, 0 },
{ "+spin", ".spin", XrmoptionNoArg, "" },
{ "-blursize", ".blurSize", XrmoptionSepArg, 0 },
{ "-wander", ".wander", XrmoptionNoArg, "True" },
{ "+wander", ".wander", XrmoptionNoArg, "False" },
};
static argtype vars[] = {
{&do_spin, "spin", "Spin", DEF_SPIN, t_String},
{&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
{&blursize, "blurSize","BlurSize", DEF_BLUR_SIZE, t_Int},
};
ENTRYPOINT ModeSpecOpt glblur_opts = {countof(opts), opts, countof(vars), vars, NULL};
/* Window management, etc
*/
ENTRYPOINT void
reshape_glblur (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glViewport (0, 0, (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, 8.0,
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);
}
/* Objects in the scene
*/
static void
generate_object (ModeInfo *mi)
{
glblur_configuration *bp = &bps[MI_SCREEN(mi)];
Bool wire = MI_IS_WIREFRAME (mi);
int s = 10;
bp->scene_polys1 = 0;
bp->scene_polys2 = 0;
glNewList (bp->obj_dlist0, GL_COMPILE);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */
glNormal3f (0, 0, 1);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5);
bp->scene_polys1++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* back */
glNormal3f (0, 0, -1);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5);
bp->scene_polys1++;
glEnd();
glEndList();
glNewList (bp->obj_dlist1, GL_COMPILE);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* left */
glNormal3f (-1, 0, 0);
glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, 0.5);
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5);
bp->scene_polys1++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* right */
glNormal3f (1, 0, 0);
glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5);
bp->scene_polys1++;
glEnd();
glEndList();
glNewList (bp->obj_dlist2, GL_COMPILE);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* top */
glNormal3f (0, 1, 0);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5);
bp->scene_polys1++;
glEnd();
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* bottom */
glNormal3f (0, -1, 0);
glTexCoord2f(1, 0); glVertex3f (-0.5, -0.5, 0.5);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5);
bp->scene_polys1++;
glEnd();
glEndList();
glNewList (bp->obj_dlist3, GL_COMPILE);
glLineWidth (1);
glBegin(GL_LINES);
glVertex3f(-s, 0, 0); glVertex3f(s, 0, 0); /* face spikes */
glVertex3f(0, -s, 0); glVertex3f(0, s, 0);
glVertex3f(0, 0, -s); glVertex3f(0, 0, s);
bp->scene_polys2 += 3;
glEnd();
glLineWidth (8);
glBegin(GL_LINES);
glVertex3f(-s, -s, -s); glVertex3f( s, s, s); /* corner spikes */
glVertex3f(-s, -s, s); glVertex3f( s, s, -s);
glVertex3f(-s, s, -s); glVertex3f( s, -s, s);
glVertex3f( s, -s, -s); glVertex3f(-s, s, s);
bp->scene_polys2 += 4;
glEnd();
glEndList ();
check_gl_error ("object generation");
}
static void
init_texture (ModeInfo *mi)
{
glblur_configuration *bp = &bps[MI_SCREEN(mi)];
if (bp->tex_data) free (bp->tex_data);
bp->tex_w = 128;
bp->tex_h = 128;
bp->tex_data = (unsigned int *)
malloc (bp->tex_w * bp->tex_h * 4 * sizeof (unsigned int));
glGenTextures (1, &bp->texture);
glBindTexture (GL_TEXTURE_2D, bp->texture);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
bp->tex_w, bp->tex_h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, bp->tex_data);
check_gl_error ("texture generation");
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
static void
render_scene_to_texture (ModeInfo *mi)
{
glblur_configuration *bp = &bps[MI_SCREEN(mi)];
glViewport (0, 0, bp->tex_w, bp->tex_h);
glCallList (bp->scene_dlist1);
glCallList (bp->scene_dlist2);
glBindTexture (GL_TEXTURE_2D, bp->texture);
glCopyTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0,
bp->tex_w, bp->tex_h, 0);
check_gl_error ("texture2D");
glViewport (0, 0, MI_WIDTH(mi), MI_HEIGHT(mi));
}
static void
overlay_blur_texture (ModeInfo *mi)
{
glblur_configuration *bp = &bps[MI_SCREEN(mi)];
int w = MI_WIDTH (mi);
int h = MI_HEIGHT (mi);
int times = blursize;
int i;
GLfloat inc = 0.02 * (25.0 / times);
GLfloat spost = 0; /* starting texture coordinate offset */
GLfloat alpha_inc; /* transparency fade factor */
GLfloat alpha = 0.2; /* initial transparency */
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glBlendFunc (GL_SRC_ALPHA,GL_ONE);
glEnable (GL_BLEND);
glBindTexture (GL_TEXTURE_2D, bp->texture);
/* switch to orthographic projection, saving both previous matrixes
on their respective stacks.
*/
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho (0, w, h, 0, -1, 1);
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
alpha_inc = alpha / times;
mi->polygon_count = bp->scene_polys1 + bp->scene_polys2;
glBegin (GL_QUADS);
for (i = 0; i < times; i++)
{
glColor4f (1, 1, 1, alpha);
glTexCoord2f (0+spost, 1-spost); glVertex2f (0, 0);
glTexCoord2f (0+spost, 0+spost); glVertex2f (0, h);
glTexCoord2f (1-spost, 0+spost); glVertex2f (w, h);
glTexCoord2f (1-spost, 1-spost); glVertex2f (w, 0);
spost += inc;
alpha -= alpha_inc;
mi->polygon_count++;
}
glEnd();
/* Switch back to perspective projection, restoring the saved matrixes
*/
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
glEnable (GL_DEPTH_TEST);
glDisable (GL_BLEND);
glDisable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, 0);
}
/* Startup initialization
*/
ENTRYPOINT Bool
glblur_handle_event (ModeInfo *mi, XEvent *event)
{
glblur_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;
return False;
}
ENTRYPOINT void
init_glblur (ModeInfo *mi)
{
glblur_configuration *bp;
int wire = MI_IS_WIREFRAME(mi);
MI_INIT (mi, bps);
bp = &bps[MI_SCREEN(mi)];
bp->glx_context = init_GL(mi);
reshape_glblur (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
clear_gl_error(); /* WTF? sometimes "invalid op" from glViewport! */
if (!wire)
{
GLfloat gamb[4]= {0.2, 0.2, 0.2, 1.0};
GLfloat pos[4] = {0.0, 5.0, 10.0, 1.0};
GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
GLfloat dif[4] = {0.3, 0.3, 0.3, 1.0};
GLfloat spc[4] = {0.8, 0.8, 0.8, 1.0};
GLfloat shiny = 128;
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_NORMALIZE);
glShadeModel(GL_SMOOTH);
glLightModelfv (GL_LIGHT_MODEL_AMBIENT, gamb);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMaterialf(GL_FRONT, GL_SHININESS, shiny);
}
{
Bool spinx=False, spiny=False, spinz=False;
double spin_speed = 0.9;
double wander_speed = 0.06;
char *s = do_spin;
while (*s)
{
if (*s == 'x' || *s == 'X') spinx = True;
else if (*s == 'y' || *s == 'Y') spiny = True;
else if (*s == 'z' || *s == 'Z') spinz = True;
else if (*s == '0') ;
else
{
fprintf (stderr,
"%s: spin must contain only the characters X, Y, or Z (not \"%s\")\n",
progname, do_spin);
exit (1);
}
s++;
}
bp->rot = make_rotator (spinx ? spin_speed : 0,
spiny ? spin_speed : 0,
spinz ? spin_speed : 0,
1.0,
do_wander ? wander_speed : 0,
False);
bp->trackball = gltrackball_init (True);
}
if (blursize < 0) blursize = 0;
if (blursize > 200) blursize = 200;
bp->ncolors = 128;
bp->colors0 = (XColor *) calloc(bp->ncolors, sizeof(XColor));
bp->colors1 = (XColor *) calloc(bp->ncolors, sizeof(XColor));
bp->colors2 = (XColor *) calloc(bp->ncolors, sizeof(XColor));
bp->colors3 = (XColor *) calloc(bp->ncolors, sizeof(XColor));
make_smooth_colormap (0, 0, 0, bp->colors0, &bp->ncolors, False, 0, False);
make_smooth_colormap (0, 0, 0, bp->colors1, &bp->ncolors, False, 0, False);
make_smooth_colormap (0, 0, 0, bp->colors2, &bp->ncolors, False, 0, False);
make_smooth_colormap (0, 0, 0, bp->colors3, &bp->ncolors, False, 0, False);
bp->ccolor = 0;
bp->obj_dlist0 = glGenLists (1);
bp->obj_dlist1 = glGenLists (1);
bp->obj_dlist2 = glGenLists (1);
bp->obj_dlist3 = glGenLists (1);
bp->scene_dlist1 = glGenLists (1);
bp->scene_dlist2 = glGenLists (1);
init_texture (mi);
generate_object (mi);
}
/* Render one frame
*/
ENTRYPOINT void
draw_glblur (ModeInfo *mi)
{
glblur_configuration *bp = &bps[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
GLfloat color3[4] = {0.0, 0.0, 0.0, 1.0};
GLfloat spec[4] = {1.0, 1.0, 1.0, 1.0};
double rx, ry, rz;
double px, py, pz;
int extra_polys = 0;
if (!bp->glx_context)
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
/* Decide what we're drawing
*/
if (0 == (random() % 30))
{
bp->show_cube_p = (0 == (random() % 10));
bp->show_spikes_p = (0 == (random() % 20));
}
/* Select new colors for the various objects
*/
color0[0] = bp->colors0[bp->ccolor].red / 65536.0;
color0[1] = bp->colors0[bp->ccolor].green / 65536.0;
color0[2] = bp->colors0[bp->ccolor].blue / 65536.0;
color1[0] = bp->colors1[bp->ccolor].red / 65536.0;
color1[1] = bp->colors1[bp->ccolor].green / 65536.0;
color1[2] = bp->colors1[bp->ccolor].blue / 65536.0;
color2[0] = bp->colors2[bp->ccolor].red / 65536.0;
color2[1] = bp->colors2[bp->ccolor].green / 65536.0;
color2[2] = bp->colors2[bp->ccolor].blue / 65536.0;
color3[0] = bp->colors3[bp->ccolor].red / 65536.0;
color3[1] = bp->colors3[bp->ccolor].green / 65536.0;
color3[2] = bp->colors3[bp->ccolor].blue / 65536.0;
bp->ccolor++;
if (bp->ccolor >= bp->ncolors) bp->ccolor = 0;
get_position (bp->rot, &px, &py, &pz, !bp->button_down_p);
get_rotation (bp->rot, &rx, &ry, &rz, !bp->button_down_p);
px = (px - 0.5) * 2;
py = (py - 0.5) * 2;
pz = (pz - 0.5) * 8;
rx *= 360;
ry *= 360;
rz *= 360;
/* Generate scene_dlist1, which contains the box (not spikes),
rotated into position.
*/
glNewList (bp->scene_dlist1, GL_COMPILE);
{
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glTranslatef (px, py, pz);
gltrackball_rotate (bp->trackball);
glRotatef (rx, 1.0, 0.0, 0.0);
glRotatef (ry, 0.0, 1.0, 0.0);
glRotatef (rz, 0.0, 0.0, 1.0);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
glCallList (bp->obj_dlist0);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
glCallList (bp->obj_dlist1);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
glCallList (bp->obj_dlist2);
glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
glEndList ();
/* Generate scene_dlist2, which contains the spikes (not box),
rotated into position.
*/
glNewList (bp->scene_dlist2, GL_COMPILE);
{
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glTranslatef (px, py, pz);
gltrackball_rotate (bp->trackball);
glRotatef (rx, 1.0, 0.0, 0.0);
glRotatef (ry, 0.0, 1.0, 0.0);
glRotatef (rz, 0.0, 0.0, 1.0);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
glCallList (bp->obj_dlist3);
glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
glEndList ();
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render_scene_to_texture (mi);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (bp->show_cube_p || bp->button_down_p)
{
glCallList (bp->scene_dlist1);
extra_polys += bp->scene_polys1;
}
if (bp->show_spikes_p || bp->button_down_p)
{
glCallList (bp->scene_dlist2);
extra_polys += bp->scene_polys2;
}
overlay_blur_texture (mi);
mi->polygon_count += extra_polys;
glFlush ();
if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(dpy, window);
}
XSCREENSAVER_MODULE ("GLBlur", glblur)
#endif /* USE_GL */