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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/blocktube.c
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Original 5.40
Diffstat (limited to 'hacks/glx/blocktube.c')
-rw-r--r--hacks/glx/blocktube.c457
1 files changed, 457 insertions, 0 deletions
diff --git a/hacks/glx/blocktube.c b/hacks/glx/blocktube.c
new file mode 100644
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+++ b/hacks/glx/blocktube.c
@@ -0,0 +1,457 @@
+/* blocktube, Copyright (c) 2003 Lars Damerow <lars@oddment.org>
+ *
+ * Based on Jamie Zawinski's original dangerball code.
+ *
+ * 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 DEBUG 1
+
+#define DEFAULTS "*delay: 40000 \n" \
+ "*wireframe: False \n" \
+ "*showFPS: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_blocktube 0
+# define blocktube_handle_event xlockmore_no_events
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include <math.h>
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+#define DEF_HOLDTIME "1000"
+#define DEF_CHANGETIME "200"
+#define MAX_ENTITIES 1000
+#define DEF_TEXTURE "True"
+#define DEF_FOG "True"
+
+#if defined(USE_XPM) || defined(USE_XPMINC) || defined(STANDALONE)
+/* USE_XPM & USE_XPMINC in xlock mode ; HAVE_XPM in xscreensaver mode */
+#include "ximage-loader.h"
+#define I_HAVE_XPM
+
+#include "images/gen/blocktube_png.h"
+#endif /* HAVE_XPM */
+
+typedef struct {
+ int id, r, g, b;
+ GLfloat tVal;
+ int age;
+ int lifetime;
+ GLfloat position[3];
+ GLfloat angle;
+ GLfloat angularVelocity;
+} entity;
+
+typedef struct {
+ GLXContext *glx_context;
+ GLuint block_dlist;
+ int nextID;
+
+ entity entities[MAX_ENTITIES];
+ float targetR, targetG, targetB,
+ currentR, currentG, currentB,
+ deltaR, deltaG, deltaB;
+ int counter;
+ int changing;
+ GLfloat zoom;
+ GLfloat tilt;
+ GLuint envTexture;
+ XImage *texti;
+
+ GLfloat tunnelLength;
+ GLfloat tunnelWidth;
+ int polys;
+
+} blocktube_configuration;
+
+static blocktube_configuration *lps = NULL;
+
+static GLint holdtime;
+static GLint changetime;
+static int do_texture;
+static int do_fog;
+
+static XrmOptionDescRec opts[] = {
+ { "-holdtime", ".holdtime", XrmoptionSepArg, 0 },
+ { "-changetime", ".changetime", XrmoptionSepArg, 0 },
+ {"-texture", ".texture", XrmoptionNoArg, "True" },
+ {"+texture", ".texture", XrmoptionNoArg, "False" },
+ {"-fog", ".fog", XrmoptionNoArg, "True" },
+ {"+fog", ".fog", XrmoptionNoArg, "False" },
+};
+
+static argtype vars[] = {
+ {&holdtime, "holdtime", "Hold Time", DEF_HOLDTIME, t_Int},
+ {&changetime, "changetime", "Change Time", DEF_CHANGETIME, \
+ t_Int},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&do_fog, "fog", "Fog", DEF_FOG, t_Bool},
+};
+
+static OptionStruct desc[] = {
+ {"-holdtime", "how long to stay on the same color"},
+ {"-changetime", "how long it takes to fade to a new color"},
+};
+
+ENTRYPOINT ModeSpecOpt blocktube_opts = {countof(opts), opts, countof(vars), vars, desc};
+
+#ifdef USE_MODULES
+ModStruct blocktube_description =
+ {"blocktube", "init_blocktube", "draw_blocktube", (char *)NULL,
+ "draw_blocktube", "init_blocktube", "free_blocktube", &blocktube_opts,
+ 40000, 30, 1, 1, 64, 1.0, "",
+ "A shifting tunnel of reflective blocks", 0, NULL};
+#endif /* USE_MODULES */
+
+#if defined( I_HAVE_XPM )
+static Bool LoadGLTextures(ModeInfo *mi)
+{
+ blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
+ Bool status;
+
+ status = True;
+ glGenTextures(1, &lp->envTexture);
+ glBindTexture(GL_TEXTURE_2D, lp->envTexture);
+ lp->texti = image_data_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
+ blocktube_png, sizeof(blocktube_png));
+ if (!lp->texti) {
+ status = False;
+ } else {
+ glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lp->texti->width, lp->texti->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, lp->texti->data);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+# ifndef HAVE_JWZGLES /* #### Sphere maps unimplemented */
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+# endif
+ }
+ return status;
+}
+#endif
+
+static void newTargetColor(blocktube_configuration *lp)
+{
+ int luminance = 0;
+
+ while (luminance <= 150) {
+ lp->targetR = random() % 256;
+ lp->targetG = random() % 256;
+ lp->targetB = random() % 256;
+ lp->deltaR = (lp->targetR - lp->currentR) / changetime;
+ lp->deltaG = (lp->targetG - lp->currentG) / changetime;
+ lp->deltaB = (lp->targetB - lp->currentB) / changetime;
+ luminance = 0.3 * lp->targetR + 0.59 * lp->targetG + 0.11 * lp->targetB;
+ }
+}
+
+static void randomize_entity (blocktube_configuration *lp, entity *ent)
+{
+ ent->id = lp->nextID++;
+ ent->tVal = 1 - ((float)random() / RAND_MAX / 1.5);
+ ent->age = 0;
+ ent->lifetime = 100;
+ ent->angle = random() % 360;
+ ent->angularVelocity = 0.5-((float)(random()) / RAND_MAX);
+ ent->position[0] = (float)(random()) / RAND_MAX + lp->tunnelWidth;
+ ent->position[1] = (float)(random()) / RAND_MAX * 2;
+ ent->position[2] = -(float)(random()) / RAND_MAX * lp->tunnelLength;
+}
+
+static void entityTick(blocktube_configuration *lp, entity *ent)
+{
+ ent->angle += ent->angularVelocity;
+ ent->position[2] += 0.1;
+ if (ent->position[2] > lp->zoom) {
+ ent->position[2] = -lp->tunnelLength + ((float)(random()) / RAND_MAX) * 20;
+ }
+ ent->age += 0.1;
+}
+
+static void tick(blocktube_configuration *lp)
+{
+ lp->counter--;
+ if (!lp->counter) {
+ if (!lp->changing) {
+ newTargetColor(lp);
+ lp->counter = changetime;
+ } else {
+ lp->counter = holdtime;
+ }
+ lp->changing = (!lp->changing);
+ } else {
+ if (lp->changing) {
+ lp->currentR += lp->deltaR;
+ lp->currentG += lp->deltaG;
+ lp->currentB += lp->deltaB;
+ }
+ }
+}
+
+static int cube_vertices(float x, float y, float z, int wire);
+
+ENTRYPOINT void reshape_blocktube (ModeInfo *mi, int width, int height);
+
+ENTRYPOINT void init_blocktube (ModeInfo *mi)
+{
+ int loop;
+ GLfloat fogColor[4] = {0,0,0,1};
+ blocktube_configuration *lp;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT(mi, lps);
+
+ lp = &lps[MI_SCREEN(mi)];
+ lp->glx_context = init_GL(mi);
+
+ lp->zoom = 30;
+ lp->tilt = 4.5;
+ lp->tunnelLength = 200;
+ lp->tunnelWidth = 5;
+
+ if (wire) {
+ do_fog = False;
+ do_texture = False;
+ glLineWidth(2);
+ }
+
+ lp->block_dlist = glGenLists (1);
+ glNewList (lp->block_dlist, GL_COMPILE);
+ lp->polys = cube_vertices(0.15, 1.2, 5.25, wire);
+ glEndList ();
+
+#if defined( I_HAVE_XPM )
+ if (do_texture) {
+ if (!LoadGLTextures(mi)) {
+ fprintf(stderr, "%s: can't load textures!\n", progname);
+ exit(1);
+ }
+ glEnable(GL_TEXTURE_2D);
+ }
+#endif
+
+ /* kick on the fog machine */
+ if (do_fog) {
+ glEnable(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ glHint(GL_FOG_HINT, GL_NICEST);
+ glFogf(GL_FOG_START, 0);
+ glFogf(GL_FOG_END, lp->tunnelLength/1.8);
+ glFogfv(GL_FOG_COLOR, fogColor);
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ }
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glClearDepth(1.0f);
+
+ if (!do_texture && !wire) {
+ /* If there is no texture, the boxes don't show up without a light.
+ Though I don't understand why all the blocks come out gray.
+ */
+ GLfloat pos[4] = {0.0, 1.0, 1.0, 0.0};
+ GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
+ 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);
+ }
+
+ lp->counter = holdtime;
+ lp->currentR = random() % 256;
+ lp->currentG = random() % 256;
+ lp->currentB = random() % 256;
+ newTargetColor(lp);
+ for (loop = 0; loop < MAX_ENTITIES; loop++)
+ {
+ randomize_entity(lp, &lp->entities[loop]);
+ }
+ reshape_blocktube(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glFlush();
+}
+
+ENTRYPOINT void free_blocktube (ModeInfo *mi)
+{
+ blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
+# if defined ( I_HAVE_XPM )
+ if (lp->glx_context) {
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(lp->glx_context));
+
+ if (lp->envTexture)
+ glDeleteTextures(1, &lp->envTexture);
+ if (lp->texti)
+ XDestroyImage(lp->texti);
+ }
+# endif
+}
+
+ENTRYPOINT void reshape_blocktube (ModeInfo *mi, int width, int height)
+{
+ blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(lp->glx_context));
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport(0, y, (GLint) width, (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45.0, 1/h, 1.0, 100.0);
+ glMatrixMode(GL_MODELVIEW);
+
+# 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 int cube_vertices(float x, float y, float z, int wire)
+{
+ int polygon_count = 0;
+ float x2, y2, z2, nv = 0.7;
+ x2 = x/2;
+ y2 = y/2;
+ z2 = z/2;
+
+ glFrontFace(GL_CW);
+
+ glNormal3f(0, 0, nv);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-x2, y2, z2);
+ glTexCoord2f(1.0, 0.0); glVertex3f( x2, y2, z2);
+ glTexCoord2f(1.0, 1.0); glVertex3f( x2, -y2, z2);
+ glTexCoord2f(0.0, 1.0); glVertex3f(-x2, -y2, z2);
+ polygon_count++;
+ glEnd();
+
+ glNormal3f(0, 0, -nv);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glTexCoord2f(1.0, 0.0); glVertex3f(-x2, -y2, -z2);
+ glTexCoord2f(1.0, 1.0); glVertex3f( x2, -y2, -z2);
+ glTexCoord2f(0.0, 1.0); glVertex3f( x2, y2, -z2);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-x2, y2, -z2);
+ polygon_count++;
+ glEnd();
+
+ glNormal3f(0, nv, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glTexCoord2f(0.0, 1.0); glVertex3f(-x2, y2, -z2);
+ glTexCoord2f(0.0, 0.0); glVertex3f( x2, y2, -z2);
+ glTexCoord2f(1.0, 0.0); glVertex3f( x2, y2, z2);
+ glTexCoord2f(1.0, 1.0); glVertex3f(-x2, y2, z2);
+ polygon_count++;
+ glEnd();
+
+ glNormal3f(0, -nv, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glTexCoord2f(1.0, 1.0); glVertex3f(-x2, -y2, -z2);
+ glTexCoord2f(0.0, 1.0); glVertex3f(-x2, -y2, z2);
+ glTexCoord2f(0.0, 0.0); glVertex3f( x2, -y2, z2);
+ glTexCoord2f(1.0, 0.0); glVertex3f( x2, -y2, -z2);
+ polygon_count++;
+ glEnd();
+
+ if (wire) return polygon_count;
+
+ glNormal3f(nv, 0, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glTexCoord2f(1.0, 0.0); glVertex3f( x2, -y2, -z2);
+ glTexCoord2f(1.0, 1.0); glVertex3f( x2, -y2, z2);
+ glTexCoord2f(0.0, 1.0); glVertex3f( x2, y2, z2);
+ glTexCoord2f(0.0, 0.0); glVertex3f( x2, y2, -z2);
+ polygon_count++;
+ glEnd();
+
+ glNormal3f(-nv, 0, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-x2, -y2, -z2);
+ glTexCoord2f(1.0, 0.0); glVertex3f(-x2, y2, -z2);
+ glTexCoord2f(1.0, 1.0); glVertex3f(-x2, y2, z2);
+ glTexCoord2f(0.0, 1.0); glVertex3f(-x2, -y2, z2);
+ polygon_count++;
+ glEnd();
+
+ return polygon_count;
+}
+
+static void draw_block(ModeInfo *mi, entity *ent)
+{
+ blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
+ glCallList (lp->block_dlist);
+ mi->polygon_count += lp->polys;
+}
+
+ENTRYPOINT void
+draw_blocktube (ModeInfo *mi)
+{
+ blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ entity *cEnt = NULL;
+ int loop = 0;
+
+ if (!lp->glx_context)
+ return;
+
+ mi->polygon_count = 0;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(lp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (do_texture) {
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glBindTexture(GL_TEXTURE_2D, lp->envTexture);
+ }
+
+ for (loop = 0; loop < MAX_ENTITIES; loop++) {
+ cEnt = &lp->entities[loop];
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, lp->zoom);
+ glRotatef(lp->tilt, 1.0f, 0.0f, 0.0f);
+ glRotatef(cEnt->angle, 0.0f, 0.0f, 1.0f);
+ glTranslatef(cEnt->position[0], cEnt->position[1], cEnt->position[2]);
+ glColor4ub((int)(lp->currentR * cEnt->tVal),
+ (int)(lp->currentG * cEnt->tVal),
+ (int)(lp->currentB * cEnt->tVal), 255);
+ draw_block(mi, cEnt);
+ entityTick(lp, cEnt);
+ }
+ tick(lp);
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE ("BlockTube", blocktube)
+
+#endif /* USE_GL */