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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/cubenetic.c
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Original 5.40
Diffstat (limited to 'hacks/glx/cubenetic.c')
-rw-r--r--hacks/glx/cubenetic.c598
1 files changed, 598 insertions, 0 deletions
diff --git a/hacks/glx/cubenetic.c b/hacks/glx/cubenetic.c
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+++ b/hacks/glx/cubenetic.c
@@ -0,0 +1,598 @@
+/* cubenetic, Copyright (c) 2002-2014 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: 5 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_cube 0
+# define release_cube 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPIN "XYZ"
+#define DEF_WANDER "True"
+#define DEF_TEXTURE "True"
+
+#define DEF_WAVES "3"
+#define DEF_WAVE_SPEED "80"
+#define DEF_WAVE_RADIUS "512"
+
+typedef struct {
+ int color;
+ GLfloat x, y, z;
+ GLfloat w, h, d;
+ int frame;
+ GLfloat dx, dy, dz;
+ GLfloat dw, dh, dd;
+} 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;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ GLuint cube_list;
+ GLuint texture_id;
+ int cube_polys;
+ int ncubes;
+ cube *cubes;
+ waves *waves;
+
+ int texture_width, texture_height;
+ unsigned char *texture;
+
+ int ncolors;
+ XColor *cube_colors;
+ XColor *texture_colors;
+
+} cube_configuration;
+
+static cube_configuration *ccs = NULL;
+
+static char *do_spin;
+static Bool do_wander;
+static Bool do_texture;
+
+static int wave_count;
+static int wave_speed;
+static int wave_radius;
+static int texture_size = 256;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionSepArg, 0 },
+ { "+spin", ".spin", XrmoptionNoArg, "" },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ {"-texture", ".texture", XrmoptionNoArg, "true" },
+ {"+texture", ".texture", XrmoptionNoArg, "false" },
+ {"-waves", ".waves", XrmoptionSepArg, 0 },
+ {"-wave-speed", ".waveSpeed", XrmoptionSepArg, 0 },
+ {"-wave-radius", ".waveRadius", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_String},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&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},
+};
+
+ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+static int
+unit_cube (Bool wire)
+{
+ int polys = 0;
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */
+ glNormal3f (0, 0, 1);
+ glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5);
+ glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
+ glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5);
+ glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5);
+ polys++;
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* back */
+ glNormal3f (0, 0, -1);
+ glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
+ glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5);
+ glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5);
+ glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5);
+ polys++;
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* left */
+ glNormal3f (-1, 0, 0);
+ glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, 0.5);
+ glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5);
+ glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
+ glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5);
+ polys++;
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* right */
+ glNormal3f (1, 0, 0);
+ glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, -0.5);
+ glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5);
+ glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
+ glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5);
+ polys++;
+ glEnd();
+
+ if (wire) return polys;
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* top */
+ glNormal3f (0, 1, 0);
+ glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
+ glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5);
+ glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5);
+ glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5);
+ polys++;
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* bottom */
+ glNormal3f (0, -1, 0);
+ glTexCoord2f(1, 0); glVertex3f (-0.5, -0.5, 0.5);
+ glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
+ glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5);
+ glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5);
+ polys++;
+ glEnd();
+ 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;
+ 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, 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);
+}
+
+
+
+/* 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;
+ }
+}
+
+static void
+interference (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ waves *ww = cc->waves;
+ int x, y, 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));
+ }
+
+ /* Compute the effect of the waves on each pixel,
+ and generate the output map.
+ */
+ for (y = 0; y < cc->texture_height; y++)
+ for (x = 0; x < cc->texture_width; x++)
+ {
+ int result = 0;
+ unsigned char *o;
+ 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 %= cc->ncolors;
+
+ o = cc->texture + (((y * cc->texture_width) + x) << 2);
+ o[0] = (cc->texture_colors[result].red >> 8);
+ o[1] = (cc->texture_colors[result].green >> 8);
+ o[2] = (cc->texture_colors[result].blue >> 8);
+ /* o[3] = 0xFF; */
+ }
+}
+
+
+/* Textures
+ */
+
+static void
+init_texture (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ int i;
+
+ glEnable(GL_TEXTURE_2D);
+
+ clear_gl_error();
+ glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures (1, &cc->texture_id);
+ glBindTexture (GL_TEXTURE_2D, cc->texture_id);
+ check_gl_error("texture binding");
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ check_gl_error("texture initialization");
+
+ cc->texture_width = texture_size;
+ cc->texture_height = texture_size;
+
+ i = texture_size * texture_size * 4;
+ cc->texture = (unsigned char *) malloc (i);
+ memset (cc->texture, 0xFF, i);
+}
+
+
+static void
+shuffle_texture (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ interference (mi);
+ clear_gl_error();
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ cc->texture_width, cc->texture_height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE,
+ cc->texture);
+ check_gl_error("texture");
+}
+
+
+static void
+reset_colors (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ double H[3], S[3], V[3];
+ int shift = 60;
+ H[0] = frand(360.0);
+ H[1] = ((H[0] + shift) < 360) ? (H[0]+shift) : (H[0] + shift - 360);
+ H[2] = ((H[1] + shift) < 360) ? (H[1]+shift) : (H[1] + shift - 360);
+ S[0] = S[1] = S[2] = 1.0;
+ V[0] = V[1] = V[2] = 1.0;
+ make_color_loop(0, 0, 0,
+ H[0], S[0], V[0],
+ H[1], S[1], V[1],
+ H[2], S[2], V[2],
+ cc->texture_colors, &cc->ncolors,
+ False, False);
+
+ make_smooth_colormap (0, 0, 0,
+ cc->cube_colors, &cc->ncolors,
+ False, 0, False);
+}
+
+
+ENTRYPOINT Bool
+cube_handle_event (ModeInfo *mi, XEvent *event)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+
+ 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);
+ return True;
+ }
+
+ return False;
+}
+
+
+ENTRYPOINT void
+init_cube (ModeInfo *mi)
+{
+ int i;
+ cube_configuration *cc;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ 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));
+ }
+
+ if (!wire)
+ {
+ static const GLfloat pos[4] = {1.0, 0.5, 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);
+ }
+
+
+ {
+ Bool spinx=False, spiny=False, spinz=False;
+ double spin_speed = 1.0;
+ double wander_speed = 0.05;
+
+ char *s = do_spin;
+ while (*s)
+ {
+ if (*s == 'x' || *s == 'X') spinx = True;
+ else if (*s == 'y' || *s == 'Y') spiny = True;
+ else if (*s == 'z' || *s == 'Z') spinz = True;
+ else if (*s == '0') ;
+ else
+ {
+ fprintf (stderr,
+ "%s: spin must contain only the characters X, Y, or Z (not \"%s\")\n",
+ progname, do_spin);
+ exit (1);
+ }
+ s++;
+ }
+
+ cc->rot = make_rotator (spinx ? spin_speed : 0,
+ spiny ? spin_speed : 0,
+ spinz ? spin_speed : 0,
+ 1.0,
+ do_wander ? wander_speed : 0,
+ (spinx && spiny && spinz));
+ cc->trackball = gltrackball_init (True);
+ }
+
+ cc->ncolors = 256;
+ cc->texture_colors = (XColor *) calloc(cc->ncolors, sizeof(XColor));
+ cc->cube_colors = (XColor *) calloc(cc->ncolors, sizeof(XColor));
+
+ reset_colors (mi);
+
+ cc->ncubes = MI_COUNT (mi);
+ cc->cubes = (cube *) calloc (sizeof(cube), cc->ncubes);
+ for (i = 0; i < cc->ncubes; i++)
+ {
+ cube *cube = &cc->cubes[i];
+ cube->color = random() % cc->ncolors;
+ cube->w = 1.0;
+ cube->h = 1.0;
+ cube->d = 1.0;
+ cube->dx = frand(0.1);
+ cube->dy = frand(0.1);
+ cube->dz = frand(0.1);
+ cube->dw = frand(0.1);
+ cube->dh = frand(0.1);
+ cube->dd = frand(0.1);
+ }
+
+ if (wire)
+ do_texture = False;
+
+ if (do_texture)
+ {
+ init_texture (mi);
+ init_wave (mi);
+ shuffle_texture (mi);
+ }
+
+ cc->cube_list = glGenLists (1);
+ glNewList (cc->cube_list, GL_COMPILE);
+ cc->cube_polys = unit_cube (wire);
+ glEndList ();
+}
+
+
+static void
+shuffle_cubes (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ int i;
+ for (i = 0; i < cc->ncubes; i++)
+ {
+# define SINOID(SCALE,FRAME,SIZE) \
+ ((((1 + sin((FRAME * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2)
+
+ cube *cube = &cc->cubes[i];
+ cube->x = SINOID(cube->dx, cube->frame, 0.5);
+ cube->y = SINOID(cube->dy, cube->frame, 0.5);
+ cube->z = SINOID(cube->dz, cube->frame, 0.5);
+ cube->w = SINOID(cube->dw, cube->frame, 0.9) + 1.0;
+ cube->h = SINOID(cube->dh, cube->frame, 0.9) + 1.0;
+ cube->d = SINOID(cube->dd, cube->frame, 0.9) + 1.0;
+ cube->frame++;
+# undef SINOID
+ }
+}
+
+
+ENTRYPOINT void
+draw_cube (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(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));
+
+ glShadeModel(GL_FLAT);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ glScalef(1.1, 1.1, 1.1);
+
+ {
+ double x, y, z;
+ get_position (cc->rot, &x, &y, &z, !cc->button_down_p);
+ glTranslatef((x - 0.5) * 8,
+ (y - 0.5) * 6,
+ (z - 0.5) * 15);
+
+ gltrackball_rotate (cc->trackball);
+
+ get_rotation (cc->rot, &x, &y, &z, !cc->button_down_p);
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
+ }
+
+ glScalef (2.5, 2.5, 2.5);
+
+ for (i = 0; i < cc->ncubes; i++)
+ {
+ cube *cube = &cc->cubes[i];
+ GLfloat color[4];
+ color[0] = cc->cube_colors[cube->color].red / 65536.0;
+ color[1] = cc->cube_colors[cube->color].green / 65536.0;
+ color[2] = cc->cube_colors[cube->color].blue / 65536.0;
+ color[3] = 1.0;
+ cube->color++;
+ if (cube->color >= cc->ncolors) cube->color = 0;
+
+ glPushMatrix ();
+ glTranslatef (cube->x, cube->y, cube->z);
+ glScalef (cube->w, cube->h, cube->d);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ glCallList (cc->cube_list);
+ mi->polygon_count += cc->cube_polys;
+ glPopMatrix ();
+ }
+
+ shuffle_cubes (mi);
+ if (do_texture)
+ shuffle_texture (mi);
+
+ glPopMatrix();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE_2 ("Cubenetic", cubenetic, cube)
+
+#endif /* USE_GL */