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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/blinkbox.c
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Original 5.40
Diffstat (limited to 'hacks/glx/blinkbox.c')
-rw-r--r--hacks/glx/blinkbox.c608
1 files changed, 608 insertions, 0 deletions
diff --git a/hacks/glx/blinkbox.c b/hacks/glx/blinkbox.c
new file mode 100644
index 0000000..f777371
--- /dev/null
+++ b/hacks/glx/blinkbox.c
@@ -0,0 +1,608 @@
+/* blinkbox, Copyright (c) 2003 Jeremy English <jenglish@myself.com>
+ *
+ * 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.
+ */
+
+/* motion blur added March 2005 by John Boero <jlboero@cs.uwm.edu>
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_ball 0
+# define release_ball 0
+# define ball_handle_event xlockmore_no_events
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "sphere.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+#define MAX_COUNT 20
+#define ALPHA_AMT 0.05
+
+/* this should be between 1 and 8 */
+#define DEF_BOXSIZE "2"
+#define DEF_DISSOLVE "False"
+#define DEF_FADE "True"
+#define DEF_BLUR "True"
+
+
+typedef struct{
+ GLfloat x,y,z;
+} Tdpos;
+
+typedef struct{
+ int hit;
+ Tdpos pos;
+ int counter;
+ GLfloat color[3];
+ GLfloat rot[4];
+ int des_count;
+ int alpha_count;
+}Side;
+
+struct Bounding_box {
+ Tdpos top;
+ Tdpos bottom;
+};
+
+struct Ball {
+ GLfloat x;
+ GLfloat y;
+ GLfloat z;
+ int d;
+};
+
+struct bscale {
+ GLfloat wh; /*width Height*/
+ GLfloat d; /*depth*/
+};
+
+static const struct Bounding_box bbox = {{14,14,20},{-14,-14,-20}};
+
+typedef struct {
+ GLXContext *glx_context;
+
+ struct Ball ball;
+
+ struct bscale bscale;
+
+ Tdpos mo; /*motion*/
+ Tdpos moh; /*hold motion value*/
+
+ Tdpos bpos;
+
+ GLuint ballList;
+ GLuint boxList;
+ GLfloat des_amt;
+
+ /*sides*/
+ Side lside;/*Red*/
+ Side rside;/*Green*/
+ Side tside;/*Blue*/
+ Side bside;/*Orange*/
+ Side fside;/*Yellow*/
+ Side aside;/*Purple*/
+ Side *sp;
+
+} blinkboxstruct;
+
+static blinkboxstruct *blinkbox = (blinkboxstruct *) NULL;
+
+
+/* lights */
+static const float LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
+static const float LightPosition[]= { 20.0f, 100.0f, 20.0f, 1.0f };
+
+static Bool do_dissolve;
+static Bool do_fade;
+static Bool do_blur;
+static float bscale_wh;
+
+static XrmOptionDescRec opts[] = {
+ { "-boxsize", ".boxsize", XrmoptionSepArg, 0 },
+ { "-dissolve", ".dissolve", XrmoptionNoArg, "True" },
+ { "+dissolve", ".dissolve", XrmoptionNoArg, "False" },
+ { "-fade", ".fade", XrmoptionNoArg, "True" },
+ { "+fade", ".fade", XrmoptionNoArg, "False" },
+ { "-blur", ".blur", XrmoptionNoArg, "True" },
+ { "+blur", ".blur", XrmoptionNoArg, "False" }
+
+};
+
+static argtype vars[] = {
+ {&bscale_wh, "boxsize", "Boxsize", DEF_BOXSIZE, t_Float},
+ {&do_dissolve, "dissolve", "Dissolve", DEF_DISSOLVE, t_Bool},
+ {&do_fade, "fade", "Fade", DEF_FADE, t_Bool},
+ {&do_blur, "blur", "Blur", DEF_BLUR, t_Bool},
+};
+
+ENTRYPOINT ModeSpecOpt ball_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+static void
+swap(GLfloat *a, GLfloat *b)
+{
+ GLfloat t = *a;
+ *a = *b;
+ *b = t;
+}
+
+static float
+get_rand(void)
+{
+ GLfloat j = 1+(random() % 2);
+ return (j);
+}
+
+static void
+swap_mov(GLfloat *a, GLfloat *b)
+{
+ int j;
+ swap(a,b);
+ j = get_rand();
+ if (*a < 0)
+ *a = j * -1;
+ else
+ *a = j;
+}
+
+static void
+cp_b_pos(blinkboxstruct *bp, Tdpos *s_pos)
+{
+ s_pos->x = bp->ball.x;
+ s_pos->y = bp->ball.y;
+ s_pos->z = bp->ball.z;
+}
+
+static void
+hit_side(blinkboxstruct *bp)
+{
+ if ((bp->ball.x - bp->ball.d) <= bbox.bottom.x){
+ bp->lside.hit = 1;
+ bp->lside.counter = MAX_COUNT;
+ bp->lside.des_count = 1;
+ bp->lside.alpha_count = 0;
+ cp_b_pos(bp, &bp->lside.pos);
+ swap_mov(&bp->mo.x,&bp->moh.x);
+ }else
+ if ((bp->ball.x + bp->ball.d) >= bbox.top.x){
+ bp->rside.hit = 1;
+ bp->rside.counter = MAX_COUNT;
+ bp->rside.des_count = 1;
+ bp->rside.alpha_count = 0;
+ cp_b_pos(bp, &bp->rside.pos);
+ swap_mov(&bp->mo.x,&bp->moh.x);
+ }
+}
+
+static void
+hit_top_bottom(blinkboxstruct *bp)
+{
+ if ((bp->ball.y - bp->ball.d) <= bbox.bottom.y){
+ bp->bside.hit = 1;
+ bp->bside.counter = MAX_COUNT;
+ bp->bside.des_count = 1;
+ bp->bside.alpha_count = 0;
+ cp_b_pos(bp, &bp->bside.pos);
+ swap_mov(&bp->mo.y,&bp->moh.y);
+ }else
+ if ((bp->ball.y + bp->ball.d) >= bbox.top.y){
+ bp->tside.hit = 1;
+ bp->tside.counter = MAX_COUNT;
+ bp->tside.des_count = 1;
+ bp->tside.alpha_count = 0;
+ cp_b_pos(bp, &bp->tside.pos);
+ swap_mov(&bp->mo.y,&bp->moh.y);
+ }
+}
+
+static void
+hit_front_back(blinkboxstruct *bp)
+{
+ if ((bp->ball.z - bp->ball.d) <= bbox.bottom.z){
+ bp->aside.hit = 1;
+ bp->aside.counter = MAX_COUNT;
+ bp->aside.des_count = 1;
+ bp->aside.alpha_count = 0;
+ cp_b_pos(bp, &bp->aside.pos);
+ swap_mov(&bp->mo.z,&bp->moh.z);
+ }else
+ if((bp->ball.z + bp->ball.d) >= bbox.top.z){
+ bp->fside.hit = 1;
+ bp->fside.counter = MAX_COUNT;
+ bp->fside.des_count = 1;
+ bp->fside.alpha_count = 0;
+ cp_b_pos(bp, &bp->fside.pos);
+ swap_mov(&bp->mo.z,&bp->moh.z);
+ }
+}
+
+ENTRYPOINT void
+reshape_ball (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, 40.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 2.0, 10.0);
+
+# 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
+}
+
+static void
+unit_cube(int wire)
+{
+ glBegin((wire)?GL_LINE_LOOP:GL_QUADS);
+ glNormal3f( 0.0f, -1.0f, 0.0f);
+ glVertex3f(-1.0f, -1.0f, -1.0f);
+ glVertex3f( 1.0f, -1.0f, -1.0f);
+ glVertex3f( 1.0f, -1.0f, 1.0f);
+ glVertex3f(-1.0f, -1.0f, 1.0f);
+ glNormal3f( 0.0f, 0.0f, 1.0f);
+ glVertex3f(-1.0f, -1.0f, 1.0f);
+ glVertex3f( 1.0f, -1.0f, 1.0f);
+ glVertex3f( 1.0f, 1.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, 1.0f);
+ glNormal3f( 0.0f, 0.0f, -1.0f);
+ glVertex3f(-1.0f, -1.0f, -1.0f);
+ glVertex3f(-1.0f, 1.0f, -1.0f);
+ glVertex3f( 1.0f, 1.0f, -1.0f);
+ glVertex3f( 1.0f, -1.0f, -1.0f);
+ glNormal3f( 1.0f, 0.0f, 0.0f);
+ glVertex3f( 1.0f, -1.0f, -1.0f);
+ glVertex3f( 1.0f, 1.0f, -1.0f);
+ glVertex3f( 1.0f, 1.0f, 1.0f);
+ glVertex3f( 1.0f, -1.0f, 1.0f);
+ glNormal3f( -1.0f, 0.0f, 0.0f);
+ glVertex3f(-1.0f, -1.0f, -1.0f);
+ glVertex3f(-1.0f, -1.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, -1.0f);
+ glNormal3f( 1.0f, 1.0f, 0.0f);
+ glVertex3f(-1.0f, 1.0f, -1.0f);
+ glVertex3f(-1.0f, 1.0f, 1.0f);
+ glVertex3f( 1.0f, 1.0f, 1.0f);
+ glVertex3f( 1.0f, 1.0f, -1.0f);
+ glEnd();
+}
+
+ENTRYPOINT void
+init_ball (ModeInfo *mi)
+{
+ int wire = MI_IS_WIREFRAME(mi);
+ blinkboxstruct *bp;
+
+ MI_INIT (mi, blinkbox);
+ bp = &blinkbox[MI_SCREEN(mi)];
+
+ if ((bp->glx_context = init_GL(mi)) != NULL) {
+ reshape_ball(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ }
+ else
+ MI_CLEARWINDOW(mi);
+
+ bp->ball.d = 1;
+ bp->bscale.wh = bscale_wh;
+ bp->bscale.d = 0.25;
+
+ bp->mo.x = 1;
+ bp->mo.y = 1;
+ bp->mo.z = 1;
+
+ bp->moh.x = -1.0;
+ bp->moh.y = -1.5;
+ bp->moh.z = -1.5;
+
+ bp->bpos.x = 1;
+ bp->bpos.y = 1;
+ bp->bpos.z = 1;
+
+ bp->des_amt = 1;
+
+ bp->lside.counter = MAX_COUNT;
+ bp->rside.counter = MAX_COUNT;
+ bp->tside.counter = MAX_COUNT;
+ bp->bside.counter = MAX_COUNT;
+ bp->fside.counter = MAX_COUNT;
+ bp->aside.counter = MAX_COUNT;
+
+ bp->lside.color[0] = 1;
+ bp->rside.color[1] = 1;
+ bp->tside.color[2] = 1;
+
+ bp->bside.color[0] = 1;
+ bp->bside.color[1] = 0.5;
+
+ bp->fside.color[0] = 1;
+ bp->fside.color[1] = 1;
+
+ bp->aside.color[0] = 0.5;
+ bp->aside.color[2] = 1;
+
+ bp->lside.rot[0] = 90;
+ bp->rside.rot[0] = 90;
+ bp->tside.rot[0] = 90;
+ bp->bside.rot[0] = 90;
+ bp->fside.rot[0] = 90;
+ bp->aside.rot[0] = 90;
+
+ bp->lside.rot[2] = 1;
+ bp->rside.rot[2] = 1;
+ bp->tside.rot[1] = 1;
+ bp->bside.rot[1] = 1;
+ bp->fside.rot[3] = 1;
+ bp->aside.rot[3] = 1;
+
+ bp->lside.des_count = 1;
+ bp->rside.des_count = 1;
+ bp->tside.des_count = 1;
+ bp->bside.des_count = 1;
+ bp->fside.des_count = 1;
+ bp->aside.des_count = 1;
+
+ bp->lside.alpha_count = 1;
+ bp->rside.alpha_count = 1;
+ bp->tside.alpha_count = 1;
+ bp->bside.alpha_count = 1;
+ bp->fside.alpha_count = 1;
+ bp->aside.alpha_count = 1;
+
+
+#define SPHERE_SLICES 12 /* how densely to render spheres */
+#define SPHERE_STACKS 16
+
+ bp->sp = malloc(sizeof(*bp->sp));
+ if(bp->sp == NULL){
+ fprintf(stderr,"Could not allocate memory\n");
+ exit(1);
+ }
+ if( (bp->bscale.wh < 1) ||
+ (bp->bscale.wh > 8) ) {
+ fprintf(stderr,"Boxsize out of range. Using default\n");
+ bp->bscale.wh = 2;
+ }
+ if (do_dissolve){
+ bp->des_amt = bp->bscale.wh / MAX_COUNT;
+ }
+
+ reshape_ball(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ bp->ballList = glGenLists(1);
+ glNewList(bp->ballList, GL_COMPILE);
+ unit_sphere (SPHERE_STACKS, SPHERE_SLICES, wire);
+ glEndList ();
+
+ bp->boxList = glGenLists(1);
+ glNewList(bp->boxList, GL_COMPILE);
+ unit_cube(wire);
+ glEndList();
+
+ if (wire) return;
+
+ glEnable(GL_COLOR_MATERIAL);
+ glShadeModel(GL_SMOOTH);
+ glClearDepth(1.0f);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_LIGHTING);
+ glClearDepth(1);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
+ glEnable(GL_LIGHT1);
+ if (do_fade || do_blur) {
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ }
+}
+
+static void
+CheckBoxPos(blinkboxstruct *bp,
+ GLfloat bot_x, GLfloat top_x, GLfloat bot_y, GLfloat top_y)
+{
+ /*Make sure it's inside of the bounding box*/
+ bp->bpos.x = ((bp->bpos.x - bp->bscale.wh) < bot_x) ? bot_x + bp->bscale.wh : bp->bpos.x;
+ bp->bpos.x = ((bp->bpos.x + bp->bscale.wh) > top_x) ? top_x - bp->bscale.wh : bp->bpos.x;
+ bp->bpos.y = ((bp->bpos.y - bp->bscale.wh) < bot_y) ? bot_y + bp->bscale.wh : bp->bpos.y;
+ bp->bpos.y = ((bp->bpos.y + bp->bscale.wh) > top_y) ? top_y - bp->bscale.wh : bp->bpos.y;
+}
+
+ENTRYPOINT void
+draw_ball (ModeInfo *mi)
+{
+ blinkboxstruct *bp = &blinkbox[MI_SCREEN(mi)];
+
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int i = 0;
+
+ if (! bp->glx_context)
+ return;
+ mi->polygon_count = 0;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ hit_top_bottom(bp);
+ hit_front_back(bp);
+ hit_side(bp);
+
+ glRotated(0.25,0,0,1);
+ glRotated(0.25,0,1,0);
+ glRotated(0.25,1,0,0);
+
+
+ glPushMatrix();
+ glScalef(0.5,0.5,0.5);
+
+ glColor3f(1,1,1);
+ glPushMatrix();
+
+ if (!do_blur || MI_IS_WIREFRAME(mi)) {
+ glTranslatef(bp->ball.x += bp->mo.x,
+ bp->ball.y += bp->mo.y,
+ bp->ball.z += bp->mo.z);
+
+ glScalef(2,2,2);
+ glCallList(bp->ballList);
+ mi->polygon_count += SPHERE_SLICES*SPHERE_STACKS;
+
+ } else {
+
+# define blur_detail 24.0
+ float ball_alpha = 1 / blur_detail;
+
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ glTranslatef(bp->ball.x, bp->ball.y, bp->ball.z);
+
+ for (i = 0; i < blur_detail; ++i) {
+ glTranslatef(bp->mo.x / blur_detail,
+ bp->mo.y / blur_detail,
+ bp->mo.z / blur_detail);
+
+ /* comment the following line for quick but boring linear blur */
+ ball_alpha = sin((M_PI / blur_detail) * i) / blur_detail;
+
+ glColor4f(1, 1, 1, ball_alpha);
+
+ glScalef(2, 2, 2);
+ glCallList(bp->ballList);
+ mi->polygon_count += SPHERE_SLICES*SPHERE_STACKS;
+ glScalef(.5, .5, .5);
+ }
+ i = 0;
+
+ bp->ball.x += bp->mo.x;
+ bp->ball.y += bp->mo.y;
+ bp->ball.z += bp->mo.z;
+ }
+
+ glPopMatrix();
+
+ while(i < 6){
+ switch(i){
+ case 0:{
+ bp->sp = &bp->lside;
+ bp->bpos.x = bp->lside.pos.z*-1;
+ bp->bpos.y = bp->lside.pos.y;
+ bp->bpos.z = bbox.bottom.x - bp->bscale.d;
+ if (bp->sp->hit)
+ CheckBoxPos(bp, bbox.bottom.z,bbox.top.z,bbox.bottom.y,bbox.top.y);
+ break;
+ }
+ case 1:{
+ bp->sp = &bp->rside;
+ bp->bpos.x = bp->rside.pos.z*-1;
+ bp->bpos.y = bp->rside.pos.y;
+ bp->bpos.z = bbox.top.x + bp->bscale.d;
+ if (bp->sp->hit)
+ CheckBoxPos(bp, bbox.bottom.z,bbox.top.z,bbox.bottom.y,bbox.top.y);
+ break;
+ }
+ case 2:{
+ bp->sp = &bp->tside;
+ bp->bpos.x = bp->tside.pos.x;
+ bp->bpos.y = bp->tside.pos.z;
+ bp->bpos.z = bbox.bottom.y - bp->bscale.d;
+ if (bp->sp->hit)
+ CheckBoxPos(bp, bbox.bottom.x,bbox.top.x,bbox.bottom.z,bbox.top.z);
+ break;
+ }
+ case 3:{
+ bp->sp = &bp->bside;
+ bp->bpos.x = bp->bside.pos.x;
+ bp->bpos.y = bp->bside.pos.z;
+ bp->bpos.z = bbox.top.y + bp->bscale.d;
+ if (bp->sp->hit)
+ CheckBoxPos(bp, bbox.bottom.x,bbox.top.x,bbox.bottom.z,bbox.top.z);
+ break;
+ }
+ case 4:{
+ bp->sp = &bp->fside;
+ bp->bpos.x = bp->fside.pos.y;
+ bp->bpos.y = bp->fside.pos.x*-1;
+ bp->bpos.z = bbox.top.z + bp->bscale.d;
+ if (bp->sp->hit)
+ CheckBoxPos(bp, bbox.bottom.y,bbox.top.y,bbox.bottom.x,bbox.top.x);
+ break;
+ }
+ case 5:{
+ bp->sp = &bp->aside;
+ bp->bpos.x = bp->aside.pos.y;
+ bp->bpos.y = bp->aside.pos.x*-1;
+ bp->bpos.z = bbox.bottom.z + bp->bscale.d;
+ if (bp->sp->hit)
+ CheckBoxPos(bp, bbox.bottom.y,bbox.top.y,bbox.bottom.x,bbox.top.x);
+ break;
+ }
+ }
+ if(bp->sp->hit){
+ if(do_fade){
+ glColor4f(bp->sp->color[0],bp->sp->color[1],bp->sp->color[2],1-(ALPHA_AMT * bp->sp->alpha_count));
+ }else{
+ glColor3fv(bp->sp->color);
+ }
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ glPushMatrix();
+ glRotatef(bp->sp->rot[0],bp->sp->rot[1],bp->sp->rot[2],bp->sp->rot[3]);
+ glTranslatef(bp->bpos.x,bp->bpos.y,bp->bpos.z);
+ if (do_dissolve) {
+ glScalef(bp->bscale.wh-(bp->des_amt*bp->sp->des_count),bp->bscale.wh-(bp->des_amt*bp->sp->des_count),bp->bscale.d);
+ }else{
+ glScalef(bp->bscale.wh,bp->bscale.wh,bp->bscale.d);
+ }
+ glCallList(bp->boxList);
+ mi->polygon_count += 6;
+ glPopMatrix();
+ bp->sp->counter--;
+ bp->sp->des_count++;
+ bp->sp->alpha_count++;
+ if(!bp->sp->counter)
+ {
+ bp->sp->hit = 0;
+ }
+ }
+ i++;
+ }
+
+
+ glPopMatrix();
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+ glXSwapBuffers(dpy, window);
+
+}
+
+XSCREENSAVER_MODULE_2 ("BlinkBox", blinkbox, ball)
+
+#endif /* USE_GL */