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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/companion.c
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diff --git a/hacks/glx/companion.c b/hacks/glx/companion.c
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+/* companioncube, Copyright (c) 2011-2018 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.
+ */
+
+/* The symptoms most commonly produced by Enrichment Center testing are
+ superstition, perceiving inanimate objects as alive, and hallucinations.
+ The Enrichment Center reminds you that the weighted companion cube will
+ never threaten to stab you and, in fact, cannot speak. In the event that
+ the Weighted Companion Cube does speak, the Enrichment Center urges you to
+ disregard its advice.
+ */
+
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*showFPS: False \n" \
+ "*count: 3 \n" \
+ "*wireframe: False \n" \
+
+/* #define DEBUG */
+
+
+# define free_cube 0
+# define release_cube 0
+#define DEF_SPEED "1.0"
+#define DEF_SPIN "False"
+#define DEF_WANDER "False"
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+#undef RANDSIGN
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+#include "xlockmore.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include "ximage-loader.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+#include "gllist.h"
+
+extern const struct gllist *companion_quad, *companion_disc, *companion_heart;
+static const struct gllist * const *all_objs[] = {
+ &companion_quad, &companion_disc, &companion_heart
+};
+#define BASE_QUAD 0
+#define BASE_DISC 1
+#define BASE_HEART 2
+#define FULL_CUBE 3
+
+#define SPEED_SCALE 0.2
+
+typedef struct {
+ GLfloat x, y, z;
+ GLfloat ix, iy, iz;
+ GLfloat dx, dy, dz;
+ GLfloat ddx, ddy, ddz;
+ GLfloat zr;
+ rotator *rot;
+ Bool spinner_p;
+} floater;
+
+typedef struct {
+ GLXContext *glx_context;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ GLuint *dlists;
+ int cube_polys;
+
+ int nfloaters;
+ floater *floaters;
+
+} cube_configuration;
+
+static cube_configuration *bps = NULL;
+
+static GLfloat speed;
+static Bool do_spin;
+static Bool do_wander;
+
+static XrmOptionDescRec opts[] = {
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+};
+
+static argtype vars[] = {
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+};
+
+ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+#define BOTTOM 28.0
+
+static void
+reset_floater (ModeInfo *mi, floater *f)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ f->y = -BOTTOM;
+ f->x = f->ix;
+ f->z = f->iz;
+
+ /* Yes, I know I'm varying the force of gravity instead of varying the
+ launch velocity. That's intentional: empirical studies indicate
+ that it's way, way funnier that way. */
+
+ f->dy = 5.0;
+ f->dx = 0;
+ f->dz = 0;
+
+ /* -0.18 max -0.3 top -0.4 middle -0.6 bottom */
+ f->ddy = speed * SPEED_SCALE * (-0.6 + BELLRAND(0.45));
+ f->ddx = 0;
+ f->ddz = 0;
+
+ if (do_spin || do_wander)
+ f->spinner_p = 0;
+ else
+ f->spinner_p = !(random() % (3 * bp->nfloaters));
+
+ if (! (random() % (30 * bp->nfloaters)))
+ {
+ f->dx = BELLRAND(1.8) * RANDSIGN();
+ f->dz = BELLRAND(1.8) * RANDSIGN();
+ }
+
+ f->zr = frand(180);
+ if (do_spin || do_wander)
+ {
+ f->y = 0;
+ if (bp->nfloaters > 2)
+ f->y += frand(3.0) * RANDSIGN();
+ }
+}
+
+
+static void
+tick_floater (ModeInfo *mi, floater *f)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (bp->button_down_p) return;
+
+ if (do_spin || do_wander) return;
+
+ f->dx += f->ddx;
+ f->dy += f->ddy;
+ f->dz += f->ddz;
+
+ f->x += f->dx * speed * SPEED_SCALE;
+ f->y += f->dy * speed * SPEED_SCALE;
+ f->z += f->dz * speed * SPEED_SCALE;
+
+ if (f->y < -BOTTOM ||
+ f->x < -BOTTOM*8 || f->x > BOTTOM*8 ||
+ f->z < -BOTTOM*8 || f->z > BOTTOM*8)
+ reset_floater (mi, f);
+}
+
+
+
+
+
+static int
+build_corner (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat s;
+ const struct gllist *gll = *all_objs[BASE_QUAD];
+
+ glPushMatrix();
+ glTranslatef (-0.5, -0.5, -0.5);
+ s = 0.659;
+ glScalef (s, s, s);
+
+ glRotatef (180, 0, 1, 0);
+ glRotatef (180, 0, 0, 1);
+ glTranslatef (-0.12, -1.64, 0.12);
+ glCallList (bp->dlists[BASE_QUAD]);
+ glPopMatrix();
+
+ return gll->points / 3;
+}
+
+
+static int
+build_face (ModeInfo *mi)
+{
+ int polys = 0;
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ GLfloat s;
+ const struct gllist *gll;
+
+ GLfloat base_color[4] = {0.53, 0.60, 0.66, 1.00};
+ GLfloat heart_color[4] = {0.92, 0.67, 1.00, 1.00};
+ GLfloat disc_color[4] = {0.75, 0.92, 1.00, 1.00};
+ GLfloat corner_color[4] = {0.75, 0.92, 1.00, 1.00};
+
+ if (!wire)
+ {
+ GLfloat w = 0.010;
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, base_color);
+ glPushMatrix();
+ glNormal3f (0, 0, -1);
+ glTranslatef (-0.5, -0.5, -0.5);
+
+ glBegin(GL_QUADS);
+ glVertex3f (0, 0, 0);
+ glVertex3f (0, 0.5-w, 0);
+ glVertex3f (0.5-w, 0.5-w, 0);
+ glVertex3f (0.5-w, 0, 0);
+
+ glVertex3f (0.5+w, 0, 0);
+ glVertex3f (0.5+w, 0.5-w, 0);
+ glVertex3f (1, 0.5-w, 0);
+ glVertex3f (1, 0, 0);
+
+ glVertex3f (0, 0.5+w, 0);
+ glVertex3f (0, 1, 0);
+ glVertex3f (0.5-w, 1, 0);
+ glVertex3f (0.5-w, 0.5+w, 0);
+
+ glVertex3f (0.5+w, 0.5+w, 0);
+ glVertex3f (0.5+w, 1, 0);
+ glVertex3f (1, 1, 0);
+ glVertex3f (1, 0.5+w, 0);
+ glEnd();
+
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, heart_color);
+
+ glNormal3f (0, -1, 0);
+ glBegin(GL_QUADS);
+ glVertex3f (0, 0.5+w, 0);
+ glVertex3f (1, 0.5+w, 0);
+ glVertex3f (1, 0.5+w, w);
+ glVertex3f (0, 0.5+w, w);
+ glEnd();
+
+ glNormal3f (0, 1, 0);
+ glBegin(GL_QUADS);
+ glVertex3f (0, 0.5-w, w);
+ glVertex3f (1, 0.5-w, w);
+ glVertex3f (1, 0.5-w, 0);
+ glVertex3f (0, 0.5-w, 0);
+ glEnd();
+
+ glNormal3f (-1, 0, 0);
+ glBegin(GL_QUADS);
+ glVertex3f (0.5+w, 0, w);
+ glVertex3f (0.5+w, 1, w);
+ glVertex3f (0.5+w, 1, 0);
+ glVertex3f (0.5+w, 0, 0);
+ glEnd();
+
+ glNormal3f (1, 0, 0);
+ glBegin(GL_QUADS);
+ glVertex3f (0.5-w, 0, 0);
+ glVertex3f (0.5-w, 1, 0);
+ glVertex3f (0.5-w, 1, w);
+ glVertex3f (0.5-w, 0, w);
+ glEnd();
+
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, heart_color);
+
+ glNormal3f (0, 0, -1);
+ glTranslatef (0, 0, w);
+ glBegin(GL_QUADS);
+ glVertex3f (0, 0, 0);
+ glVertex3f (0, 1, 0);
+ glVertex3f (1, 1, 0);
+ glVertex3f (1, 0, 0);
+ glEnd();
+
+ glPopMatrix();
+ }
+
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, corner_color);
+
+ glPushMatrix();
+ polys += build_corner (mi); glRotatef (90, 0, 0, 1);
+ polys += build_corner (mi); glRotatef (90, 0, 0, 1);
+ polys += build_corner (mi); glRotatef (90, 0, 0, 1);
+ polys += build_corner (mi);
+
+ glRotatef (90, 0, 0, 1);
+ glTranslatef (0.585, -0.585, -0.5655);
+
+ s = 10.5;
+ glScalef (s, s, s);
+ glRotatef (180, 0, 1, 0);
+
+ if (! wire)
+ {
+ gll = *all_objs[BASE_HEART];
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, heart_color);
+ glCallList (bp->dlists[BASE_HEART]);
+ polys += gll->points / 3;
+ }
+
+ gll = *all_objs[BASE_DISC];
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, disc_color);
+ glCallList (bp->dlists[BASE_DISC]);
+ polys += gll->points / 3;
+
+ glPopMatrix();
+ return polys;
+}
+
+
+static int
+build_cube (ModeInfo *mi)
+{
+ int polys = 0;
+ glPushMatrix();
+ polys += build_face (mi); glRotatef (90, 0, 1, 0);
+ polys += build_face (mi); glRotatef (90, 0, 1, 0);
+ polys += build_face (mi); glRotatef (90, 0, 1, 0);
+ polys += build_face (mi); glRotatef (90, 1, 0, 0);
+ polys += build_face (mi); glRotatef (180,1, 0, 0);
+ polys += build_face (mi);
+ glPopMatrix();
+ return polys;
+}
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_cube (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);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 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);
+}
+
+
+ENTRYPOINT Bool
+cube_handle_event (ModeInfo *mi, XEvent *event)
+{
+ cube_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_cube (ModeInfo *mi)
+{
+ cube_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+ int i;
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ if (!wire)
+ {
+ GLfloat pos[4] = {0.7, 0.2, 0.4, 0.0};
+/* GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};*/
+ 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};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
+
+ bp->trackball = gltrackball_init (False);
+
+ bp->dlists = (GLuint *) calloc (countof(all_objs)+2, sizeof(GLuint));
+ for (i = 0; i < countof(all_objs)+1; i++)
+ bp->dlists[i] = glGenLists (1);
+
+ for (i = 0; i < countof(all_objs); i++)
+ {
+ const struct gllist *gll = *all_objs[i];
+ glNewList (bp->dlists[i], GL_COMPILE);
+ renderList (gll, wire);
+ glEndList ();
+ }
+
+ glNewList (bp->dlists[i], GL_COMPILE);
+ bp->cube_polys = build_cube (mi);
+ glEndList ();
+
+
+ bp->nfloaters = MI_COUNT (mi);
+ bp->floaters = (floater *) calloc (bp->nfloaters, sizeof (floater));
+
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ floater *f = &bp->floaters[i];
+ double spin_speed = do_spin ? 0.7 : 10;
+ double wander_speed = do_wander ? 0.02 : 0.05 * speed * SPEED_SCALE;
+ double spin_accel = 0.5;
+ f->rot = make_rotator (spin_speed, spin_speed, spin_speed,
+ spin_accel,
+ wander_speed,
+ True);
+ if (bp->nfloaters == 2)
+ {
+ f->x = (i ? 2 : -2);
+ }
+ else if (i != 0)
+ {
+ double th = (i - 1) * M_PI*2 / (bp->nfloaters-1);
+ double r = 3;
+ f->x = r * cos(th);
+ f->z = r * sin(th);
+ }
+
+ f->ix = f->x;
+ f->iy = f->y;
+ f->iz = f->z;
+ reset_floater (mi, f);
+ }
+}
+
+
+static void
+draw_floater (ModeInfo *mi, floater *f)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat n;
+ double x, y, z;
+
+ get_position (f->rot, &x, &y, &z, !bp->button_down_p);
+
+ glPushMatrix();
+ glTranslatef (f->x, f->y, f->z);
+
+ if (do_wander)
+ glTranslatef (x, y, z);
+
+ if (do_spin)
+ get_rotation (f->rot, &x, &y, &z, !bp->button_down_p);
+
+ if (do_spin || f->spinner_p)
+ {
+ glRotatef (x * 360, 1, 0, 0);
+ glRotatef (y * 360, 0, 1, 0);
+ glRotatef (z * 360, 0, 0, 1);
+ }
+ else
+ {
+ glRotatef (f->zr * 360, 0, 1, 0);
+ }
+
+ n = 1.5;
+ if (bp->nfloaters > 99) n *= 0.05;
+ else if (bp->nfloaters > 25) n *= 0.18;
+ else if (bp->nfloaters > 9) n *= 0.3;
+ else if (bp->nfloaters > 1) n *= 0.7;
+
+ n *= 2;
+
+ if ((do_spin || do_wander) && bp->nfloaters > 1)
+ n *= 0.7;
+
+ glScalef(n, n, n);
+
+ glCallList (bp->dlists[FULL_CUBE]);
+ mi->polygon_count += bp->cube_polys;
+/* build_cube (mi);*/
+
+ glPopMatrix();
+}
+
+
+
+ENTRYPOINT void
+draw_cube (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int i;
+
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+ glRotatef(current_device_rotation(), 0, 0, 1);
+ gltrackball_rotate (bp->trackball);
+
+ glScalef (2, 2, 2);
+
+ mi->polygon_count = 0;
+
+# if 0
+ {
+ floater F;
+ F.x = F.y = F.z = 0;
+ F.dx = F.dy = F.dz = 0;
+ F.ddx = F.ddy = F.ddz = 0;
+ F.rot = make_rotator (0, 0, 0, 1, 0, False);
+ glRotatef (45, 0, 1, 0);
+ draw_floater (mi, &F);
+ }
+# else
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ floater *f = &bp->floaters[i];
+ draw_floater (mi, f);
+ tick_floater (mi, f);
+ }
+# endif
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE_2 ("CompanionCube", companioncube, cube)
+
+#endif /* USE_GL */