/* jigglypuff - a most, most, unfortunate screensaver.
*
* Copyright (c) 2003 Keith Macleod (kmacleod@primus.ca)
*
* 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.
*
* Draws all varieties of obscene, spastic, puffy balls
* orbiting lazily about the screen. More of an accident
* than anything else.
*
* Apologies to anyone who thought they were getting a Pokemon
* out of this.
*
* Of course, if you modify it to do something interesting and/or
* funny, I'd appreciate receiving a copy.
*
* 04/06/2003 - Oops, figured out what was wrong with the sphere
* mapping. I had assumed it was done in model space,
* but of course I was totally wrong... Eye space you
* say? Yup. km
*
* 03/31/2003 - Added chrome to the color options. The mapping
* is anything but 'correct', but it's a pretty good
* effect anyways, as long as the surface is jiggling
* enough that you can't tell. Sure, it seems kind of odd
* that it's reflecting a sky that's obviously not there,
* but who has time to worry about silly details like
* that? Not me, ah rekkin'. km
*
*/
#ifdef STANDALONE
# define DEFAULTS "*delay: 20000\n" \
"*showFPS: False\n" \
"*wireframe: False\n" \
"*suppressRotationAnimation: True\n" \
# define release_jigglypuff 0
# include "xlockmore.h"
#else
# include "xlock.h"
#endif
#include "ximage-loader.h"
#include "gltrackball.h"
#include "images/gen/jigglymap_png.h"
#ifdef USE_GL
#define DEF_COLOR "cycle"
#define DEF_SHININESS "100"
#define DEF_COMPLEXITY "2"
#define DEF_SPEED "500"
#define DEF_DISTANCE "100"
#define DEF_HOLD "800"
#define DEF_SPHERISM "75"
#define DEF_DAMPING "500"
#define DEF_RANDOM "True"
#define DEF_TETRA "False"
#define DEF_SPOOKY "0"
#ifndef max
#define max(a,b) (((a)>(b))?(a):(b))
#define min(a,b) (((a)<(b))?(a):(b))
#endif
/* Why isn't RAND_MAX correct in the first place? */
#define REAL_RAND_MAX (2.0*(float)RAND_MAX)
static int spherism;
static int hold;
static int distance;
static int damping;
static int complexity;
static int speed;
static int do_tetrahedron;
static int spooky;
static char *color;
static int shininess;
static int random_parms;
/* This is all the half-edge b-rep code (as well as basic geometry) */
typedef struct solid solid;
typedef struct face face;
typedef struct edge edge;
typedef struct hedge hedge;
typedef struct vertex vertex;
typedef GLfloat coord;
typedef coord vector[3];
typedef struct {
float stable_distance;
float hold_strength;
float spherify_strength;
float damping_velocity;
float damping_factor;
int do_wireframe;
int spooky;
int color_style;
GLint shininess;
GLfloat jiggly_color[4];
GLfloat color_dir[3];
solid *shape;
trackball_state *trackball;
int button_down;
float angle;
float axis;
float speed;
face *faces;
edge *edges;
hedge *hedges;
vertex *vertices;
GLuint texid;
GLXContext *glx_context;
} jigglystruct;
static jigglystruct *jss = NULL;
static XrmOptionDescRec opts[] = {
{"-random", ".Jigglypuff.random", XrmoptionNoArg, "true"},
{"+random", ".Jigglypuff.random", XrmoptionNoArg, "false"},
{"-tetra", ".Jigglypuff.tetra", XrmoptionNoArg, "true"},
{"+tetra", ".Jigglypuff.tetra", XrmoptionNoArg, "false"},
{"-spooky", ".Jigglypuff.spooky", XrmoptionSepArg, "0"},
{"-color", ".Jigglypuff.color", XrmoptionSepArg, DEF_COLOR},
{"-shininess", ".Jigglypuff.shininess", XrmoptionSepArg, DEF_SHININESS},
{"-complexity", ".Jigglypuff.complexity", XrmoptionSepArg, DEF_COMPLEXITY},
{"-speed", ".Jigglypuff.speed", XrmoptionSepArg, DEF_SPEED},
{"-spherism", ".Jigglypuff.spherism", XrmoptionSepArg, DEF_SPHERISM},
{"-hold", ".Jigglypuff.hold", XrmoptionSepArg, DEF_HOLD},
{"-distance", "Jigglypuff.distance", XrmoptionSepArg, DEF_DISTANCE},
{"-damping", "Jigglypuff.damping", XrmoptionSepArg, DEF_DAMPING}
};
static argtype vars[] = {
{&random_parms, "random", "Random", DEF_RANDOM, t_Bool},
{&do_tetrahedron, "tetra", "Tetra", DEF_TETRA, t_Bool},
{&spooky, "spooky", "Spooky", DEF_SPOOKY, t_Int},
{&color, "color", "Color", DEF_COLOR, t_String},
{&shininess, "shininess", "Shininess", DEF_SHININESS, t_Int},
{&complexity, "complexity", "Complexity", DEF_COMPLEXITY, t_Int},
{&speed, "speed", "Speed", DEF_SPEED, t_Int},
{&spherism, "spherism", "Spherism", DEF_SPHERISM, t_Int},
{&hold, "hold", "Hold", DEF_HOLD, t_Int},
{&distance, "distance", "Distance", DEF_DISTANCE, t_Int},
{&damping, "damping", "Damping", DEF_DAMPING, t_Int}
};
ENTRYPOINT ModeSpecOpt jigglypuff_opts = {countof(opts), opts, countof(vars), vars, NULL};
#define COLOR_STYLE_NORMAL 0
#define COLOR_STYLE_CYCLE 1
#define COLOR_STYLE_CLOWNBARF 2
#define COLOR_STYLE_FLOWERBOX 3
#define COLOR_STYLE_CHROME 4
#define CLOWNBARF_NCOLORS 5
static const GLfloat clownbarf_colors[CLOWNBARF_NCOLORS][4] = {
{0.7, 0.7, 0.0, 1.0},
{0.8, 0.1, 0.1, 1.0},
{0.1, 0.1, 0.8, 1.0},
{0.9, 0.9, 0.9, 1.0},
{0.0, 0.0, 0.0, 1.0}
};
static const GLfloat flowerbox_colors[4][4] = {
{0.7, 0.7, 0.0, 1.0},
{0.9, 0.0, 0.0, 1.0},
{0.0, 0.9, 0.0, 1.0},
{0.0, 0.0, 0.9, 1.0},
};
# if 0 /* I am not even going to *try* and make this bullshit compile
without warning under gcc -std=c89 -pedantic. -jwz. */
#ifdef DEBUG
# ifdef __GNUC__ /* GCC style */
#define _DEBUG(msg, args...) do { \
fprintf(stderr, "%s : %d : " msg ,__FILE__,__LINE__ ,##args); \
} while(0)
# else /* C99 standard style */
#define _DEBUG(msg, ...) do { \
fprintf(stderr, "%s : %d : " msg ,__FILE__,__LINE__,__VA_ARGS__); \
} while(0)
# endif
#else
# ifdef __GNUC__ /* GCC style */
#define _DEBUG(msg, args...)
# else /* C99 standard style */
#define _DEBUG(msg, ...)
# endif
#endif
#endif /* 0 */
struct solid {
face *faces;
edge *edges;
vertex *vertices;
};
struct face {
solid *s;
hedge *start;
const GLfloat *color;
face *next, *next0;
};
struct edge {
solid *s;
hedge *left;
hedge *right;
edge *next, *next0;
};
struct hedge {
face *f;
edge *e;
vertex *vtx;
hedge *next, *next0;
hedge *prev;
};
struct vertex {
solid *s;
hedge *h;
vector v;
vector n;
vector f;
vector vel;
vertex *next, *next0;
};
static inline void vector_init(vector v, coord x, coord y, coord z)
{
v[0] = x;
v[1] = y;
v[2] = z;
}
static inline void vector_copy(vector d, vector s)
{
d[0] = s[0];
d[1] = s[1];
d[2] = s[2];
}
static inline void vector_add(vector v1, vector v2, vector v)
{
vector_init(v, v1[0]+v2[0], v1[1]+v2[1], v1[2]+v2[2]);
}
static inline void vector_add_to(vector v1, vector v2)
{
v1[0] += v2[0];
v1[1] += v2[1];
v1[2] += v2[2];
}
static inline void vector_sub(vector v1, vector v2, vector v)
{
vector_init(v, v1[0]-v2[0], v1[1]-v2[1], v1[2]-v2[2]);
}
static inline void vector_scale(vector v, coord s)
{
v[0] *= s;
v[1] *= s;
v[2] *= s;
}
/*
static inline coord dot(vector v1, vector v2)
{
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
}
*/
static inline void cross(vector v1, vector v2, vector v)
{
vector_init(v,
v1[1]*v2[2] - v2[1]*v1[2],
v1[2]*v2[0] - v2[2]*v1[0],
v1[0]*v2[1] - v2[0]*v1[1]);
}
static inline coord magnitude2(vector v)
{
return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
}
static inline coord magnitude(vector v)
{
return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
static inline void normalize(vector v)
{
coord mag = 1.0/sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
v[0] *= mag;
v[1] *= mag;
v[2] *= mag;
}
static inline void normalize_to(vector v, coord m)
{
coord mag = 1.0/sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])/m;
v[0] *= mag;
v[1] *= mag;
v[2] *= mag;
}
static inline void midpoint(vector v1, vector v2, vector v)
{
vector_init(v,
v1[0] + 0.5 * (v2[0] - v1[0]),
v1[1] + 0.5 * (v2[1] - v1[1]),
v1[2] + 0.5 * (v2[2] - v1[2]));
}
static inline hedge *partner(hedge *h) {
if(!h->e)
return NULL;
if(h == h->e->left) {
return h->e->right;
}
else if(h == h->e->right) {
return h->e->left;
}
else {
/* _DEBUG("Inconsistent edge detected. Presumably, this is a bug. Exiting.\n", NULL); */
exit(-1);
}
}
static vertex *vertex_new(jigglystruct *js, solid *s, vector v)
{
vertex *vtx = (vertex*)malloc(sizeof(vertex));
if(!vtx)
return NULL;
vtx->next0 = js->vertices;
js->vertices = vtx;
vtx->s = s;
vtx->next = s->vertices;
s->vertices = vtx;
vector_copy(vtx->v, v);
vector_init(vtx->f, 0, 0, 0);
vector_init(vtx->vel, 0, 0, 0);
return vtx;
}
/* insert a new halfedge after hafter. this is low-level,
* i.e. it is a helper for the split_* functions, which
* maintain the consistency of the solid.
*/
static hedge *hedge_new(jigglystruct *js, hedge *hafter, vertex *vtx)
{
hedge *h = (hedge*)malloc(sizeof(hedge));
if(!h) {
/* _DEBUG("Out of memory in hedge_new()\n",NULL); */
return NULL;
}
h->next0 = js->hedges;
js->hedges = h;
h->f = hafter->f;
h->vtx = vtx;
h->e = NULL;
h->prev = hafter;
h->next = hafter->next;
hafter->next = h;
h->next->prev = h;
return h;
}
static edge *edge_new(jigglystruct *js, solid *s)
{
edge *e = (edge*)malloc(sizeof(edge));
if(!e) {
/* _DEBUG("Out of memory in edge_new()\n",NULL);*/
exit(-1);
}
e->next0 = js->edges;
js->edges = e;
e->next = s->edges;
s->edges = e;
e-> s = s;
e->left = e->right = NULL;
return e;
}
static face *face_new(jigglystruct *js, solid *s, hedge *h)
{
face *f = (face*)malloc(sizeof(face));
if(!f) {
/* _DEBUG("Out of memory in face_new()",NULL);*/
exit(-1);
}
f->next0 = js->faces;
js->faces = f;
f->s = s;
f->start = h;
f->next = s->faces;
s->faces = f;
return f;
}
/* split vertex vtx, creating a new edge after v on f
* that goes to a new vertex at v, adjoining whatever
* face is on the other side of the halfedge attached to
* v on f.
* Assumptions:
* there are at least 2 faces.
* partner(h)->next->vtx == vtx
* Post-assumptions:
* the new halfedge will be inserted AFTER the indicated
* halfedge. This means that f->start is guaranteed not to
* change.
* the vertex returned will have h==<the new halfedge>.
*/
static vertex *vertex_split(jigglystruct *js, hedge *h, vector v)
{
hedge *h2, *hn1, *hn2;
vertex *vtxn;
edge *en;
face *f1;
f1 = h->f;
h2 = partner(h);
vtxn = vertex_new(js, f1->s, v);
hn1 = hedge_new(js, h, vtxn);
vtxn->h = hn1;
hn2 = hedge_new(js, h2, vtxn);
hn2->e = h->e;
if(h2->e->left == h2)
h2->e->left = hn2;
else
h2->e->right = hn2;
en = edge_new(js, f1->s);
en->left = hn1;
en->right = h2;
hn1->e = en;
h2->e = en;
return vtxn;
}
static face *face_split(jigglystruct *js, face *f, hedge *h1, hedge *h2)
{
hedge *hn1, *hn2, *tmp;
edge *en;
face *fn;
if(h1->f != f || h2->f != f) {
/* _DEBUG("Whoah, cap'n, yer usin' a bad halfedge!\n",NULL);*/
exit(-1);
}
if(h1 == h2) {
/* _DEBUG("Trying to split a face at a single vertex\n",NULL);*/
exit(-1);
}
/* close the loops */
h1->prev->next = h2;
h2->prev->next = h1;
tmp = h1->prev;
h1->prev = h2->prev;
h2->prev = tmp;
/* insert halfedges & create edge */
hn1 = hedge_new(js, h2->prev, h1->vtx);
hn2 = hedge_new(js, h1->prev, h2->vtx);
en = edge_new(js, f->s);
en->left = hn1;
en->right = hn2;
hn1->e = en;
hn2->e = en;
/* make the new face, first find out which hedge is contained
* in the original face, then start the new face at the other */
tmp = f->start;
while(tmp != h1 && tmp != h2)
tmp = tmp->next;
tmp = (tmp == h1) ? h2 : h1 ;
fn = face_new(js, f->s, tmp);
do {
tmp->f = fn;
tmp = tmp->next;
} while(tmp != fn->start);
fn->color = f->color;
return fn;
}
static solid *solid_new(jigglystruct *js, vector where)
{
solid *s = (solid*)malloc(sizeof(solid));
face *f1, *f2;
edge *e;
vertex *vtx;
hedge *h1,*h2;
s->faces = NULL;
s->edges = NULL;
s->vertices = NULL;
h1 = (hedge*)malloc(sizeof(hedge));
h2 = (hedge*)malloc(sizeof(hedge));
h1->next = h1->prev = h1;
h2->next = h2->prev = h2;
h1->next0 = js->hedges;
js->hedges = h1;
h2->next0 = js->hedges;
js->hedges = h2;
vtx = vertex_new(js, s, where);
vtx->h = h1;
h1->vtx = vtx;
h2->vtx = vtx;
e = edge_new(js, s);
e->left = h1;
e->right = h2;
h1->e = e;
h2->e = e;
f1 = face_new(js, s, h1);
f2 = face_new(js, s, h2);
h1->f = f1;
h2->f = f2;
return s;
}
/* This is all the code directly related to constructing the jigglypuff */
static void face_tessel2(jigglystruct *js, face *f)
{
hedge *h1=f->start->prev, *h2=f->start->next;
if(h1->next == h1)
return;
while(h2 != h1 && h2->next != h1) {
f = face_split(js, f, h1, h2);
h1 = f->start;
h2 = f->start->next->next;
}
}
/* This will only work with solids composed entirely of
* triangular faces. It first add a vertex to the middle
* of each edge, then walks the faces, connecting the
* dots.
* I'm abusing the fact that new faces and edges are always
* added at the head of the list. If that ever changes,
* this is borked.
*/
static void solid_tesselate(jigglystruct *js, solid *s)
{
edge *e = s->edges;
face *f = s->faces;
while(e) {
vector v;
midpoint(e->left->vtx->v, e->right->vtx->v, v);
vertex_split(js, e->left, v);
e = e->next;
}
while(f) {
face_tessel2(js, f);
f=f->next;
}
}
static void solid_spherify(solid * s, coord size)
{
vertex *vtx = s->vertices;
while(vtx) {
normalize_to(vtx->v, size);
vtx = vtx->next;
}
}
static solid *tetrahedron(jigglystruct *js)
{
solid *s;
vertex *vtx;
vector v;
hedge *h;
face *f;
int i;
vector_init(v, 1, 1, 1);
s = solid_new(js, v);
vector_init(v, -1, -1, 1);
h = s->faces->start;
vtx = vertex_split(js, h, v);
vector_init(v, -1, 1, -1);
vtx = vertex_split(js, vtx->h, v);
h = vtx->h;
f = face_split(js, s->faces, h, h->prev);
vector_init(v, 1, -1, -1);
vertex_split(js, f->start, v);
f = s->faces->next->next;
h = f->start;
face_split(js, f, h, h->next->next);
if(js->color_style == COLOR_STYLE_FLOWERBOX) {
f = s->faces;
for(i=0; i<4; i++) {
f->color = flowerbox_colors[i];
f = f->next;
}
}
return s;
}
static solid *tesselated_tetrahedron(coord size, int iter, jigglystruct *js) {
solid *s = tetrahedron(js);
int i;
for(i=0; i<iter; i++) {
solid_tesselate(js, s);
}
return s;
}
static void clownbarf_colorize(solid *s) {
face *f = s->faces;
while(f) {
f->color = clownbarf_colors[random() % CLOWNBARF_NCOLORS];
f = f->next;
}
}
/* Here be the rendering code */
static inline void vertex_calcnormal(vertex *vtx, jigglystruct *js)
{
hedge *start = vtx->h, *h=start;
vector_init(vtx->n, 0, 0, 0);
do {
vector u, v, norm;
vector_sub(h->prev->vtx->v, vtx->v, u);
vector_sub(h->next->vtx->v, vtx->v, v);
cross(u, v, norm);
vector_add_to(vtx->n, norm);
h = partner(h)->next;
} while(h != start);
if(!js->spooky)
normalize(vtx->n);
else
vector_scale(vtx->n, js->spooky);
}
static inline void vertex_render(vertex *vtx, jigglystruct *js)
{
glNormal3fv(vtx->n);
glVertex3fv(vtx->v);
}
/* This can be optimized somewhat due to the fact that all
* the faces are triangles. I haven't actually tested to
* see what the cost is of calling glBegin/glEnd for each
* triangle.
*/
static inline int face_render(face *f, jigglystruct *js)
{
hedge *h1, *h2, *hend;
int polys = 0;
h1 = f->start;
hend = h1->prev;
h2 = h1->next;
if(js->color_style == COLOR_STYLE_FLOWERBOX ||
js->color_style == COLOR_STYLE_CLOWNBARF)
glColor4fv(f->color);
glBegin(GL_TRIANGLES);
while(h1 != hend && h2 !=hend) {
vertex_render(h1->vtx, js);
vertex_render(h2->vtx, js);
vertex_render(hend->vtx, js);
h1 = h2;
h2 = h1->next;
polys++;
}
glEnd();
return polys;
}
static int jigglypuff_render(jigglystruct *js)
{
int polys = 0;
face *f = js->shape->faces;
vertex *vtx = js->shape->vertices;
while(vtx) {
vertex_calcnormal(vtx, js);
vtx = vtx->next;
}
while(f) {
polys += face_render(f, js);
f=f->next;
}
return polys;
}
/* This is the jiggling code */
/* stable distance when subdivs == 4 */
#define STABLE_DISTANCE 0.088388347648
static void update_shape(jigglystruct *js)
{
vertex *vtx = js->shape->vertices;
edge *e = js->shape->edges;
vector zero;
vector_init(zero, 0, 0, 0);
/* sum all the vertex-vertex forces */
while(e) {
vector f;
coord mag;
vector_sub(e->left->vtx->v, e->right->vtx->v, f);
mag = js->stable_distance - magnitude(f);
vector_scale(f, mag);
vector_add_to(e->left->vtx->f, f);
vector_sub(zero, f, f);
vector_add_to(e->right->vtx->f, f);
e = e->next;
}
/* scale back the v-v force and add the spherical force
* then add the result to the vertex velocity, damping
* if necessary. Finally, move the vertex */
while(vtx) {
coord mag;
vector to_sphere;
vector_scale(vtx->f, js->hold_strength);
vector_copy(to_sphere, vtx->v);
mag = 1 - magnitude(to_sphere);
vector_scale(to_sphere, mag * js->spherify_strength);
vector_add_to(vtx->f, to_sphere);
vector_add_to(vtx->vel, vtx->f);
vector_init(vtx->f, 0, 0, 0);
mag = magnitude2(vtx->vel);
if(mag > js->damping_velocity)
vector_scale(vtx->vel, js->damping_factor);
vector_add_to(vtx->v, vtx->vel);
vtx = vtx->next;
}
}
/* These are the various initialization routines */
static void init_texture(ModeInfo *mi)
{
jigglystruct *js = &jss[MI_SCREEN(mi)];
XImage *img = image_data_to_ximage(mi->dpy, mi->xgwa.visual,
jigglymap_png, sizeof(jigglymap_png));
glGenTextures (1, &js->texid);
glBindTexture (GL_TEXTURE_2D, js->texid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
img->width, img->height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, img->data);
XDestroyImage(img);
}
static void setup_opengl(ModeInfo *mi, jigglystruct *js)
{
const GLfloat lpos0[4] = {-12, 8, 12, 0};
const GLfloat lpos1[4] = {7, -5, 0, 0};
const GLfloat lcol0[4] = {0.7f, 0.7f, 0.65f, 1};
const GLfloat lcol1[4] = {0.3f, 0.2f, 0.1f, 1};
const GLfloat scolor[4]= {0.9f, 0.9f, 0.9f, 0.5f};
glDrawBuffer(GL_BACK);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
if(js->do_wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else {
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
}
if(js->color_style != COLOR_STYLE_CHROME) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT0, GL_POSITION, lpos0);
glLightfv(GL_LIGHT1, GL_POSITION, lpos1);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lcol0);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lcol1);
glEnable(GL_COLOR_MATERIAL);
glColor4fv(js->jiggly_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, scolor);
glMateriali(GL_FRONT, GL_SHININESS, js->shininess);
}
else { /* chrome */
init_texture(mi);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
}
static int parse_color(jigglystruct *js)
{
unsigned int r, g, b;
if(!strcmp(color, "clownbarf")) {
js->color_style = COLOR_STYLE_CLOWNBARF;
return 1;
}
else if(!strcmp(color, "flowerbox")) {
js->color_style = COLOR_STYLE_FLOWERBOX;
return 1;
}
# ifndef HAVE_JWZGLES /* SPHERE_MAP unimplemented */
else if(!strcmp(color, "chrome")) {
js->color_style = COLOR_STYLE_CHROME;
return 1;
}
# endif
else if(!strcmp(color, "cycle")) {
js->color_style = COLOR_STYLE_CYCLE;
js->jiggly_color[0] = ((float)random()) / REAL_RAND_MAX * 0.7 + 0.3;
js->jiggly_color[1] = ((float)random()) / REAL_RAND_MAX * 0.7 + 0.3;
js->jiggly_color[2] = ((float)random()) / REAL_RAND_MAX * 0.7 + 0.3;
js->jiggly_color[3] = 1.0f;
js->color_dir[0] = ((float)random()) / REAL_RAND_MAX / 100.0;
js->color_dir[1] = ((float)random()) / REAL_RAND_MAX / 100.0;
js->color_dir[2] = ((float)random()) / REAL_RAND_MAX / 100.0;
return 1;
}
else
js->color_style = 0;
if(strlen(color) != 7)
return 0;
if(sscanf(color,"#%02x%02x%02x", &r, &g, &b) != 3) {
return 0;
}
js->jiggly_color[0] = ((float)r)/255;
js->jiggly_color[1] = ((float)g)/255;
js->jiggly_color[2] = ((float)b)/255;
js->jiggly_color[3] = 1.0f;
return 1;
}
static void randomize_parameters(jigglystruct *js) {
do_tetrahedron = random() & 1;
# ifndef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
js->do_wireframe = !(random() & 3);
# endif
js->color_style = random() % 5;
# ifdef HAVE_JWZGLES /* #### SPHERE_MAP unimplemented */
while (js->color_style == COLOR_STYLE_CHROME)
js->color_style = random() % 5;;
# endif
if(js->color_style == COLOR_STYLE_NORMAL
|| js->color_style == COLOR_STYLE_CYCLE) {
js->jiggly_color[0] = ((float)random()) / REAL_RAND_MAX * 0.5 + 0.5;
js->jiggly_color[1] = ((float)random()) / REAL_RAND_MAX * 0.5 + 0.5;
js->jiggly_color[2] = ((float)random()) / REAL_RAND_MAX * 0.5 + 0.5;
js->jiggly_color[3] = 1.0f;
if(js->color_style == COLOR_STYLE_CYCLE) {
js->color_dir[0] = ((float)random()) / REAL_RAND_MAX / 100.0;
js->color_dir[1] = ((float)random()) / REAL_RAND_MAX / 100.0;
js->color_dir[2] = ((float)random()) / REAL_RAND_MAX / 100.0;
}
}
if((js->color_style != COLOR_STYLE_CHROME) && (random() & 1))
js->spooky = (random() % 6) + 4;
else
js->spooky = 0;
js->shininess = random() % 200;
speed = (random() % 700) + 50;
/* It' kind of dull if this is too high when it starts as a sphere */
spherism = do_tetrahedron ? (random() % 500) + 20 : (random() % 100) + 10;
hold = (random() % 800) + 100;
distance = (random() % 500) + 100;
damping = (random() % 800) + 50;
}
static void calculate_parameters(jigglystruct *js, int subdivs) {
/* try to compensate for the inherent instability at
* low complexity. */
float dist_factor = (subdivs == 6) ? 2 : (subdivs == 5) ? 1 : 0.5;
js->stable_distance = ((float)distance / 500.0)
* (STABLE_DISTANCE / dist_factor);
js->hold_strength = (float)hold / 10000.0;
js->spherify_strength = (float)spherism / 10000.0;
js->damping_velocity = (float)damping / 100000.0;
js->damping_factor =
0.001/max(js->hold_strength, js->spherify_strength);
js->speed = (float)speed / 1000.0;
}
/* The screenhack related functions begin here */
ENTRYPOINT Bool jigglypuff_handle_event(ModeInfo *mi, XEvent *event)
{
jigglystruct *js = &jss[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, js->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&js->button_down))
return True;
return False;
}
ENTRYPOINT void reshape_jigglypuff(ModeInfo *mi, int width, int height)
{
double 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, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.5*(1/h), 0.5*(1/h), -0.5, 0.5, 1, 20);
}
ENTRYPOINT void draw_jigglypuff(ModeInfo *mi)
{
jigglystruct *js = &jss[MI_SCREEN(mi)];
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *js->glx_context);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0,0,-10);
{
GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
: 1);
glScalef (s, s, s);
}
glRotatef(js->angle, sin(js->axis), cos(js->axis), -sin(js->axis));
glTranslatef(0, 0, 5);
if(!(js->button_down)) {
if((js->angle += js->speed) >= 360.0f ) {
js->angle -= 360.0f;
}
if((js->axis+=0.01f) >= 2*M_PI ) {
js->axis -= 2*M_PI;
}
}
gltrackball_rotate(js->trackball);
if(js->color_style == COLOR_STYLE_CYCLE) {
int i;
vector_add(js->jiggly_color, js->color_dir, js->jiggly_color);
for(i=0; i<3; i++) {
if(js->jiggly_color[i] > 1.0 || js->jiggly_color[i] < 0.3) {
js->color_dir[i] = (-js->color_dir[i]);
js->jiggly_color[i] += js->color_dir[i];
}
}
glColor4fv(js->jiggly_color);
}
mi->polygon_count = jigglypuff_render(js);
if(MI_IS_FPS(mi))
do_fps(mi);
glFinish();
update_shape(js);
glXSwapBuffers(MI_DISPLAY(mi), MI_WINDOW(mi));
}
ENTRYPOINT void init_jigglypuff(ModeInfo *mi)
{
jigglystruct *js;
int subdivs;
MI_INIT(mi, jss);
js = &jss[MI_SCREEN(mi)];
js->do_wireframe = MI_IS_WIREFRAME(mi);
# ifdef HAVE_JWZGLES
js->do_wireframe = 0; /* GL_LINE unimplemented */
# endif
js->shininess = shininess;
subdivs = (complexity==1) ? 4 : (complexity==2) ? 5
: (complexity==3) ? 6 : 5;
js->spooky = spooky << (subdivs-3);
if(!parse_color(js)) {
fprintf(stderr, "%s: Bad color specification: '%s'.\n", progname, color);
exit(-1);
}
if(random_parms)
randomize_parameters(js);
js->angle = frand(180);
js->axis = frand(M_PI);
js->shape = tesselated_tetrahedron(1, subdivs, js);
if(!do_tetrahedron)
solid_spherify(js->shape, 1);
if(js->color_style == COLOR_STYLE_CLOWNBARF)
clownbarf_colorize(js->shape);
calculate_parameters(js, subdivs);
if((js->glx_context = init_GL(mi)) != NULL) {
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *js->glx_context);
setup_opengl(mi, js);
reshape_jigglypuff(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
}
else {
MI_CLEARWINDOW(mi);
}
js->trackball = gltrackball_init(True);
/* _DEBUG("distance : %f\nhold : %f\nspherify : %f\ndamping : %f\ndfact : %f\n",
js->stable_distance, js->hold_strength, js->spherify_strength,
js->damping_velocity, js->damping_factor);
_DEBUG("wire : %d\nspooky : %d\nstyle : %d\nshininess : %d\n",
js->do_wireframe, js->spooky, js->color_style, js->shininess);*/
}
ENTRYPOINT void free_jigglypuff(ModeInfo *mi)
{
jigglystruct *js = &jss[MI_SCREEN(mi)];
if (!js->glx_context) return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *js->glx_context);
if (js->texid) glDeleteTextures(1, &js->texid);
if (js->trackball) gltrackball_free (js->trackball);
while (js->faces) {
face *n = js->faces->next0;
free (js->faces);
js->faces = n;
}
while (js->edges) {
edge *n = js->edges->next0;
free (js->edges);
js->edges = n;
}
while (js->hedges) {
hedge *n = js->hedges->next0;
free (js->hedges);
js->hedges = n;
}
while (js->vertices) {
vertex *n = js->vertices->next0;
free (js->vertices);
js->vertices = n;
}
free (js->shape);
if (js->texid) glDeleteTextures (1, &js->texid);
}
XSCREENSAVER_MODULE ("JigglyPuff", jigglypuff)
#endif /* USE_GL */
/* This is the end of the file */