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authorSimon Rettberg2024-09-06 14:42:37 +0200
committerSimon Rettberg2024-09-06 14:42:37 +0200
commitbadef32037f52f79abc1f1440b786cd71afdf270 (patch)
tree412b792d4cab4a7a110db82fcf74fe8a1ac55ec1 /hacks/glx/cityflow.c
parentDelete pre-6.00 files (diff)
downloadxscreensaver-master.tar.gz
xscreensaver-master.tar.xz
xscreensaver-master.zip
Diffstat (limited to 'hacks/glx/cityflow.c')
-rw-r--r--hacks/glx/cityflow.c560
1 files changed, 0 insertions, 560 deletions
diff --git a/hacks/glx/cityflow.c b/hacks/glx/cityflow.c
deleted file mode 100644
index ce385fc..0000000
--- a/hacks/glx/cityflow.c
+++ /dev/null
@@ -1,560 +0,0 @@
-/* cityflow, Copyright (c) 2014-2017 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.
- */
-
-#define DEFAULTS "*delay: 20000 \n" \
- "*count: 800 \n" \
- "*showFPS: False \n" \
- "*wireframe: False \n" \
-
-# define release_cube 0
-
-#include "xlockmore.h"
-#include "colors.h"
-#include "gltrackball.h"
-#include <ctype.h>
-
-#ifdef USE_GL /* whole file */
-
-
-#define DEF_SKEW "12"
-
-#define DEF_WAVES "6"
-#define DEF_WAVE_SPEED "25"
-#define DEF_WAVE_RADIUS "256"
-static int texture_size = 512;
-
-typedef struct {
- GLfloat x, y, z;
- GLfloat w, h, d;
- GLfloat cth, sth;
-} cube;
-
-typedef struct {
- int x, y;
- double xth, yth;
-} wave_src;
-
-typedef struct {
- int nwaves;
- int radius;
- int speed;
- wave_src *srcs;
- int *heights;
-} waves;
-
-
-typedef struct {
- GLXContext *glx_context;
- trackball_state *trackball;
- Bool button_down_p;
- GLuint cube_list;
- int cube_polys;
- int ncubes;
- cube *cubes;
- waves *waves;
- GLfloat min_x, max_x, min_y, max_y;
- int texture_width, texture_height;
- int ncolors;
- XColor *colors;
-
-} cube_configuration;
-
-static cube_configuration *ccs = NULL;
-
-static int wave_count;
-static int wave_speed;
-static int wave_radius;
-static int skew;
-
-static XrmOptionDescRec opts[] = {
- {"-waves", ".waves", XrmoptionSepArg, 0 },
- {"-wave-speed", ".waveSpeed", XrmoptionSepArg, 0 },
- {"-wave-radius", ".waveRadius", XrmoptionSepArg, 0 },
- {"-skew", ".skew", XrmoptionSepArg, 0 },
-};
-
-static argtype vars[] = {
- {&wave_count, "waves", "Waves", DEF_WAVES, t_Int},
- {&wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int},
- {&wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int},
- {&skew, "skew", "Skew", DEF_SKEW,t_Int},
-};
-
-ENTRYPOINT ModeSpecOpt cube_opts = {
- countof(opts), opts, countof(vars), vars, NULL};
-
-
-ENTRYPOINT void
-reshape_cube (ModeInfo *mi, int width, int height)
-{
- GLfloat h = (GLfloat) height / (GLfloat) width;
- int y = 0;
-
- if (width > height * 2) { /* tiny window: show middle */
- height = width;
- y = -height/2;
- h = height / (GLfloat) width;
- }
-
- glViewport (0, y, (GLint) width, (GLint) height);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- /* For this one it's really important to minimize the distance between
- near and far. */
- gluPerspective (30, 1/h, 10, 50);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- gluLookAt( 0.0, 0.0, 30.0,
- 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0);
-
- glClear(GL_COLOR_BUFFER_BIT);
-}
-
-
-static void
-reset_colors (ModeInfo *mi)
-{
- cube_configuration *cc = &ccs[MI_SCREEN(mi)];
- make_smooth_colormap (0, 0, 0,
- cc->colors, &cc->ncolors,
- False, 0, False);
- if (! MI_IS_WIREFRAME(mi))
- glClearColor (cc->colors[0].red / 65536.0,
- cc->colors[0].green / 65536.0,
- cc->colors[0].blue / 65536.0,
- 1);
-}
-
-
-static void
-tweak_cubes (ModeInfo *mi)
-{
- cube_configuration *cc = &ccs[MI_SCREEN(mi)];
- int i;
- for (i = 0; i < cc->ncubes; i++)
- {
- cube *cube = &cc->cubes[i];
- cube->x += (frand(2)-1)*0.01;
- cube->y += (frand(2)-1)*0.01;
- cube->z += (frand(2)-1)*0.01;
- }
-}
-
-
-ENTRYPOINT Bool
-cube_handle_event (ModeInfo *mi, XEvent *event)
-{
- cube_configuration *cc = &ccs[MI_SCREEN(mi)];
-
- /* Neutralize any vertical motion */
- GLfloat rot = current_device_rotation();
- Bool rotp = ((rot > 45 && rot < 135) ||
- (rot < -45 && rot > -135));
-
- if (event->xany.type == ButtonPress ||
- event->xany.type == ButtonRelease)
- {
- if (rotp)
- event->xbutton.x = MI_WIDTH(mi) / 2;
- else
- event->xbutton.y = MI_HEIGHT(mi) / 2;
- }
- else if (event->xany.type == MotionNotify)
- {
- if (rotp)
- event->xmotion.x = MI_WIDTH(mi) / 2;
- else
- event->xmotion.y = MI_HEIGHT(mi) / 2;
- }
-
- if (gltrackball_event_handler (event, cc->trackball,
- MI_WIDTH (mi), MI_HEIGHT (mi),
- &cc->button_down_p))
- return True;
- else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
- {
- reset_colors (mi);
- tweak_cubes (mi);
- gltrackball_reset (cc->trackball, 0, 0);
- return True;
- }
-
- return False;
-}
-
-
-/* Waves.
- Adapted from ../hacks/interference.c by Hannu Mallat.
- */
-
-static void
-init_wave (ModeInfo *mi)
-{
- cube_configuration *cc = &ccs[MI_SCREEN(mi)];
- waves *ww;
- int i;
- cc->waves = ww = (waves *) calloc (sizeof(*cc->waves), 1);
- ww->nwaves = wave_count;
- ww->radius = wave_radius;
- ww->speed = wave_speed;
- ww->heights = (int *) calloc (sizeof(*ww->heights), ww->radius);
- ww->srcs = (wave_src *) calloc (sizeof(*ww->srcs), ww->nwaves);
-
- for (i = 0; i < ww->radius; i++)
- {
- float max = (cc->ncolors * (ww->radius - i) / (float) ww->radius);
- ww->heights[i] = ((max + max * cos(i / 50.0)) / 2.0);
- }
-
- for (i = 0; i < ww->nwaves; i++)
- {
- ww->srcs[i].xth = frand(2.0) * M_PI;
- ww->srcs[i].yth = frand(2.0) * M_PI;
- }
-
- cc->texture_width = texture_size;
- cc->texture_height = texture_size;
-}
-
-
-static int
-interference_point (cube_configuration *cc, int x, int y)
-{
- /* Compute the effect of the waves on a pixel. */
-
- waves *ww = cc->waves;
- int result = 0;
- int i;
- for (i = 0; i < ww->nwaves; i++)
- {
- int dx = x - ww->srcs[i].x;
- int dy = y - ww->srcs[i].y;
- int dist = sqrt (dx*dx + dy*dy);
- result += (dist >= ww->radius ? 0 : ww->heights[dist]);
- }
- result *= 0.4;
- if (result > 255) result = 255;
- return result;
-}
-
-
-static void
-interference (ModeInfo *mi)
-{
- cube_configuration *cc = &ccs[MI_SCREEN(mi)];
- waves *ww = cc->waves;
- int i;
-
- /* Move the wave origins around
- */
- for (i = 0; i < ww->nwaves; i++)
- {
- ww->srcs[i].xth += (ww->speed / 1000.0);
- if (ww->srcs[i].xth > 2*M_PI)
- ww->srcs[i].xth -= 2*M_PI;
- ww->srcs[i].yth += (ww->speed / 1000.0);
- if (ww->srcs[i].yth > 2*M_PI)
- ww->srcs[i].yth -= 2*M_PI;
-
- ww->srcs[i].x = (cc->texture_width/2 +
- (cos (ww->srcs[i].xth) *
- cc->texture_width / 2));
- ww->srcs[i].y = (cc->texture_height/2 +
- (cos (ww->srcs[i].yth) *
- cc->texture_height / 2));
- }
-}
-
-
-/* qsort comparator for sorting cubes by y position */
-static int
-cmp_cubes (const void *aa, const void *bb)
-{
- const cube *a = (cube *) aa;
- const cube *b = (cube *) bb;
- return ((int) (b->y * 10000) -
- (int) (a->y * 10000));
-}
-
-
-ENTRYPOINT void
-init_cube (ModeInfo *mi)
-{
- int i;
- cube_configuration *cc;
-
- MI_INIT (mi, ccs);
-
- cc = &ccs[MI_SCREEN(mi)];
-
- if ((cc->glx_context = init_GL(mi)) != NULL) {
- reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- }
-
- cc->trackball = gltrackball_init (False);
-
- cc->ncolors = 256;
- cc->colors = (XColor *) calloc(cc->ncolors, sizeof(XColor));
-
- reset_colors (mi);
- init_wave (mi);
-
- cc->ncubes = MI_COUNT (mi);
-
- if (cc->ncubes < 1) cc->ncubes = 1;
-
- cc->cubes = (cube *) calloc (sizeof(cube), cc->ncubes);
- for (i = 0; i < cc->ncubes; i++)
- {
- /* Set the size to roughly cover a 2x2 square on average. */
- GLfloat scale = 1.8 / sqrt (cc->ncubes);
- cube *cube = &cc->cubes[i];
- double th = -(skew ? frand(skew) : 0) * M_PI / 180;
-
- cube->x = (frand(1)-0.5);
- cube->y = (frand(1)-0.5);
-
- cube->z = frand(0.12);
- cube->cth = cos(th);
- cube->sth = sin(th);
-
- cube->w = scale * (frand(1) + 0.2);
- cube->d = scale * (frand(1) + 0.2);
-
- if (cube->x < cc->min_x) cc->min_x = cube->x;
- if (cube->y < cc->min_y) cc->min_y = cube->y;
- if (cube->x > cc->max_x) cc->max_x = cube->x;
- if (cube->y > cc->max_y) cc->max_y = cube->y;
- }
-
- /* Sorting by depth improves frame rate slightly. With 6000 polygons we get:
- 3.9 FPS unsorted;
- 3.1 FPS back to front;
- 4.3 FPS front to back.
- */
- qsort (cc->cubes, cc->ncubes, sizeof(*cc->cubes), cmp_cubes);
-}
-
-
-static void
-animate_cubes (ModeInfo *mi)
-{
- cube_configuration *cc = &ccs[MI_SCREEN(mi)];
- int i;
- for (i = 0; i < cc->ncubes; i++)
- {
- cube *cube = &cc->cubes[i];
- GLfloat fx = (cube->x - cc->min_x) / (cc->max_x - cc->min_x);
- GLfloat fy = (cube->y - cc->min_y) / (cc->max_y - cc->min_y);
- int x = (int) (cc->texture_width * fx) % cc->texture_width;
- int y = (int) (cc->texture_height * fy) % cc->texture_height;
- unsigned char v = interference_point (cc, x, y);
- cube->h = cube->z + (v / 256.0 / 2.5) + 0.1;
- }
-}
-
-
-ENTRYPOINT void
-draw_cube (ModeInfo *mi)
-{
- cube_configuration *cc = &ccs[MI_SCREEN(mi)];
- int wire = MI_IS_WIREFRAME(mi);
- Display *dpy = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- int i;
-
- if (!cc->glx_context)
- return;
-
- mi->polygon_count = 0;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *cc->glx_context);
-
- interference (mi);
- animate_cubes (mi);
-
- glShadeModel(GL_FLAT);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
- glEnable(GL_CULL_FACE);
- /* glEnable (GL_POLYGON_OFFSET_FILL); */
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix ();
-
- glRotatef(current_device_rotation(), 0, 0, 1);
- gltrackball_rotate (cc->trackball);
- glRotatef (-180, 1, 0, 0);
-
- {
- GLfloat s = 15;
- glScalef (s, s, s);
- }
- glRotatef (-90, 1, 0, 0);
-
- glTranslatef (-0.18, 0, -0.18);
- glRotatef (37, 1, 0, 0);
- glRotatef (20, 0, 0, 1);
-
- glScalef (2.1, 2.1, 2.1);
-
- /* Position lights after device rotation. */
- if (!wire)
- {
- static const GLfloat pos[4] = {0.0, 0.25, -1.0, 0.0};
- static const GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
- static const GLfloat dif[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);
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- }
-
- glBegin (wire ? GL_LINES : GL_QUADS);
-
- for (i = 0; i < cc->ncubes; i++)
- {
- cube *cube = &cc->cubes[i];
- GLfloat cth = cube->cth;
- GLfloat sth = cube->sth;
- GLfloat x = cth*cube->x + sth*cube->y;
- GLfloat y = -sth*cube->x + cth*cube->y;
- GLfloat w = cube->w/2;
- GLfloat h = cube->h/2;
- GLfloat d = cube->d/2;
- GLfloat bottom = 5;
-
- GLfloat xw = cth*w, xd = sth*d;
- GLfloat yw = -sth*w, yd = cth*d;
-
- GLfloat color[4];
- int c = cube->h * cc->ncolors * 0.7;
- c %= cc->ncolors;
-
- color[0] = cc->colors[c].red / 65536.0;
- color[1] = cc->colors[c].green / 65536.0;
- color[2] = cc->colors[c].blue / 65536.0;
- color[3] = 1.0;
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
-
- /* Putting this in a display list makes no performance difference. */
-
- if (! wire)
- {
- glNormal3f (0, 0, -1); /* top */
- glVertex3f (x+xw+xd, y+yw+yd, -h);
- glVertex3f (x+xw-xd, y+yw-yd, -h);
- glVertex3f (x-xw-xd, y-yw-yd, -h);
- glVertex3f (x-xw+xd, y-yw+yd, -h);
- mi->polygon_count++;
-
- glNormal3f (sth, cth, 0); /* front */
- glVertex3f (x+xw+xd, y+yw+yd, bottom);
- glVertex3f (x+xw+xd, y+yw+yd, -h);
- glVertex3f (x-xw+xd, y-yw+yd, -h);
- glVertex3f (x-xw+xd, y-yw+yd, bottom);
- mi->polygon_count++;
-
- glNormal3f (cth, -sth, 0); /* right */
- glVertex3f (x+xw-xd, y+yw-yd, -h);
- glVertex3f (x+xw+xd, y+yw+yd, -h);
- glVertex3f (x+xw+xd, y+yw+yd, bottom);
- glVertex3f (x+xw-xd, y+yw-yd, bottom);
- mi->polygon_count++;
-
-# if 0 /* Omitting these makes no performance difference. */
-
- glNormal3f (-cth, sth, 0); /* left */
- glVertex3f (x-xw+xd, y-yw+yd, -h);
- glVertex3f (x-xw-xd, y-yw-yd, -h);
- glVertex3f (x-xw-xd, y-yw-yd, bottom);
- glVertex3f (x-xw+xd, y-yw+yd, bottom);
- mi->polygon_count++;
-
- glNormal3f (-sth, -cth, 0); /* back */
- glVertex3f (x-xw-xd, y-yw-yd, bottom);
- glVertex3f (x-xw-xd, y-yw-yd, -h);
- glVertex3f (x+xw-xd, y+yw-yd, -h);
- glVertex3f (x+xw-xd, y+yw-yd, bottom);
- mi->polygon_count++;
-# endif
- }
- else
- {
- glNormal3f (0, 0, -1); /* top */
- glVertex3f (x+xw+xd, y+yw+yd, -h);
- glVertex3f (x+xw-xd, y+yw-yd, -h);
-
- glVertex3f (x+xw-xd, y+yw-yd, -h);
- glVertex3f (x-xw-xd, y-yw-yd, -h);
-
- glVertex3f (x-xw-xd, y-yw-yd, -h);
- glVertex3f (x-xw+xd, y-yw+yd, -h);
-
- glVertex3f (x-xw+xd, y-yw+yd, -h);
- glVertex3f (x+xw+xd, y+yw+yd, -h);
- mi->polygon_count++;
- }
- }
- glEnd();
-
- glPolygonOffset (0, 0);
-
-# if 0
- glDisable(GL_DEPTH_TEST); /* Outline the playfield */
- glColor3f(1,1,1);
- glBegin(GL_LINE_LOOP);
- glVertex3f (-0.5, -0.5, 0);
- glVertex3f (-0.5, 0.5, 0);
- glVertex3f ( 0.5, 0.5, 0);
- glVertex3f ( 0.5, -0.5, 0);
- glEnd();
-# endif
-
- glPopMatrix();
-
- if (mi->fps_p) do_fps (mi);
- glFinish();
-
- glXSwapBuffers(dpy, window);
-}
-
-
-ENTRYPOINT void
-free_cube (ModeInfo *mi)
-{
- cube_configuration *cc = &ccs[MI_SCREEN(mi)];
- if (!cc->glx_context) return;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *cc->glx_context);
-
- if (cc->waves) {
- free (cc->waves->srcs);
- free (cc->waves->heights);
- free (cc->waves);
- }
- if (cc->trackball) gltrackball_free (cc->trackball);
- if (cc->cubes) free (cc->cubes);
- if (cc->colors) free (cc->colors);
-}
-
-
-XSCREENSAVER_MODULE_2 ("Cityflow", cityflow, cube)
-
-#endif /* USE_GL */