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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/cubestorm.c
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Original 5.40
Diffstat (limited to 'hacks/glx/cubestorm.c')
-rw-r--r--hacks/glx/cubestorm.c469
1 files changed, 469 insertions, 0 deletions
diff --git a/hacks/glx/cubestorm.c b/hacks/glx/cubestorm.c
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+/* cubestorm, Copyright (c) 2003-2018 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.
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: " DEF_COUNT "\n" \
+ "*showFPS: False \n" \
+ "*fpsSolid: True \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 "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "1.0"
+#define DEF_THICKNESS "0.06"
+#define DEF_COUNT "4"
+#define DEF_LENGTH "200"
+
+typedef struct {
+ GLfloat px, py, pz;
+ GLfloat rx, ry, rz;
+ int ccolor;
+} histcube;
+
+typedef struct {
+ rotator *rot;
+ int ccolor;
+} subcube;
+
+typedef struct {
+ GLXContext *glx_context;
+ trackball_state *trackball;
+ Bool button_down_p;
+ Bool clear_p;
+
+ GLuint cube_list;
+
+ int ncolors;
+ XColor *colors;
+
+ subcube *subcubes;
+
+ int hist_size, hist_count;
+ histcube *hist;
+
+} cube_configuration;
+
+static cube_configuration *bps = NULL;
+
+static Bool do_spin;
+static Bool do_wander;
+static GLfloat speed;
+static GLfloat thickness;
+static int max_length;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-db", ".doubleBuffer", XrmoptionNoArg, "True"},
+ { "+db", ".doubleBuffer", XrmoptionNoArg, "False"},
+ { "-thickness", ".thickness", XrmoptionSepArg, 0 },
+ { "-length", ".length", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&thickness, "thickness", "Thickness", DEF_THICKNESS, t_Float},
+ {&max_length, "length", "Length", DEF_LENGTH, t_Int},
+};
+
+ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+static void
+draw_face (ModeInfo *mi)
+{
+ int wire = MI_IS_WIREFRAME(mi);
+
+ int i;
+ GLfloat t = thickness / 2;
+ GLfloat a = -0.5;
+ GLfloat b = 0.5;
+
+ if (t <= 0) t = 0.001;
+ else if (t > 0.5) t = 0.5;
+
+ glPushMatrix();
+ glFrontFace(GL_CW);
+
+ for (i = 0; i < 4; i++)
+ {
+ glNormal3f (0, 0, -1);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (a, a, a);
+ glVertex3f (b, a, a);
+ glVertex3f (b-t, a+t, a);
+ glVertex3f (a+t, a+t, a);
+ glEnd();
+
+ glNormal3f (0, 1, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (b-t, a+t, a);
+ glVertex3f (b-t, a+t, a+t);
+ glVertex3f (a+t, a+t, a+t);
+ glVertex3f (a+t, a+t, a);
+ glEnd();
+
+ glRotatef(90, 0, 0, 1);
+ }
+ glPopMatrix();
+}
+
+static void
+draw_faces (ModeInfo *mi)
+{
+ glPushMatrix();
+ draw_face (mi);
+ glRotatef (90, 0, 1, 0); draw_face (mi);
+ glRotatef (90, 0, 1, 0); draw_face (mi);
+ glRotatef (90, 0, 1, 0); draw_face (mi);
+ glRotatef (90, 1, 0, 0); draw_face (mi);
+ glRotatef (180, 1, 0, 0); draw_face (mi);
+ glPopMatrix();
+}
+
+
+static void
+new_cube_colors (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ int i;
+ bp->ncolors = 128;
+ if (bp->colors) free (bp->colors);
+ bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
+ make_smooth_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+ for (i = 0; i < MI_COUNT(mi); i++)
+ bp->subcubes[i].ccolor = random() % bp->ncolors;
+}
+
+
+/* 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, 100.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 45.0,
+ 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 | GL_DEPTH_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;
+ else if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == ' ')
+ {
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ return True;
+ }
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ goto DEF;
+ }
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ DEF:
+ new_cube_colors (mi);
+ 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);
+
+ if (MI_COUNT(mi) <= 0) MI_COUNT(mi) = 1;
+
+ bp->trackball = gltrackball_init (True);
+ bp->subcubes = (subcube *) calloc (MI_COUNT(mi), sizeof(subcube));
+
+ bp->hist_count = 0;
+ bp->hist_size = 100;
+ bp->hist = (histcube *) malloc (bp->hist_size * sizeof(*bp->hist));
+
+ for (i = 0; i < MI_COUNT(mi); i++)
+ {
+ double wander_speed, spin_speed, spin_accel;
+
+ if (i == 0)
+ {
+ wander_speed = 0.05 * speed;
+ spin_speed = 10.0 * speed;
+ spin_accel = 4.0 * speed;
+ }
+ else
+ {
+ wander_speed = 0;
+ spin_speed = 4.0 * speed;
+ spin_accel = 2.0 * speed;
+ }
+
+ bp->subcubes[i].rot = make_rotator (do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ spin_accel,
+ do_wander ? wander_speed : 0,
+ True);
+ }
+
+ bp->colors = 0;
+ new_cube_colors (mi);
+
+ reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ if (!wire)
+ {
+ GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
+ GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {0.0, 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->cube_list = glGenLists (1);
+ glNewList (bp->cube_list, GL_COMPILE);
+ draw_faces (mi);
+ glEndList ();
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+
+/* Originally, this program achieved the "accumulating cubes" effect by
+ simply not clearing the depth or color buffers between frames. That
+ doesn't work on modern systems, particularly mobile: you can no longer
+ rely on your buffers being unmolested once you have yielded. So now we
+ must save and re-render every polygon. Noof has the same problem and
+ solves it by taking a screenshot of the frame buffer into a texture, but
+ cubestorm needs to restore the depth buffer as well as the color buffer.
+ */
+static void
+push_hist (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ double px, py, pz;
+ double rx = 0, ry = 0, rz = 0;
+ int i;
+
+ if (bp->hist_count > max_length &&
+ bp->hist_count > MI_COUNT(mi) &&
+ !bp->button_down_p)
+ {
+ /* Drop history off of the end. */
+ memmove (bp->hist,
+ bp->hist + MI_COUNT(mi),
+ (bp->hist_count - MI_COUNT(mi)) * sizeof(*bp->hist));
+ bp->hist_count -= MI_COUNT(mi);
+ }
+
+ if (bp->hist_count + MI_COUNT(mi) >= bp->hist_size)
+ {
+ bp->hist_size = bp->hist_count + MI_COUNT(mi) + 100;
+ bp->hist = (histcube *)
+ realloc (bp->hist, bp->hist_size * sizeof(*bp->hist));
+ }
+
+ get_position (bp->subcubes[0].rot, &px, &py, &pz, !bp->button_down_p);
+
+ for (i = 0; i < MI_COUNT(mi); i++)
+ {
+ subcube *sc = &bp->subcubes[i];
+ histcube *hc = &bp->hist[bp->hist_count];
+ double rx2, ry2, rz2;
+
+ get_rotation (sc->rot, &rx2, &ry2, &rz2, !bp->button_down_p);
+
+ if (i == 0) /* N+1 cubes rotate relative to cube 0 */
+ rx = rx2, ry = ry2, rz = rz2;
+ else
+ rx2 += rx, ry2 += ry, rz2 += rz;
+
+ hc->px = px;
+ hc->py = py;
+ hc->pz = pz;
+ hc->rx = rx2;
+ hc->ry = ry2;
+ hc->rz = rz2;
+ hc->ccolor = sc->ccolor;
+ sc->ccolor++;
+ if (sc->ccolor >= bp->ncolors)
+ sc->ccolor = 0;
+ bp->hist_count++;
+ }
+}
+
+
+ENTRYPOINT void
+draw_cube (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int wire = MI_IS_WIREFRAME(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);
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ if (bp->clear_p) /* we're in "no vapor trails" mode */
+ {
+ bp->hist_count = 0;
+ if (! (random() % (int) (25 / speed)))
+ bp->clear_p = False;
+ }
+ else
+ {
+ if (! (random() % (int) (200 / speed)))
+ {
+ bp->clear_p = True;
+ new_cube_colors (mi);
+ }
+ }
+
+ push_hist (mi);
+ mi->polygon_count = 0;
+ for (i = 0; i < bp->hist_count; i++)
+ {
+ GLfloat bcolor[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat bshiny = 128.0;
+
+ histcube *hc = &bp->hist[i];
+
+ glPushMatrix();
+ glScalef (1.1, 1.1, 1.1);
+
+ glTranslatef((hc->px - 0.5) * 15,
+ (hc->py - 0.5) * 15,
+ (hc->pz - 0.5) * 30);
+ gltrackball_rotate (bp->trackball);
+
+ glScalef (4.0, 4.0, 4.0);
+
+ glRotatef (hc->rx * 360, 1.0, 0.0, 0.0);
+ glRotatef (hc->ry * 360, 0.0, 1.0, 0.0);
+ glRotatef (hc->rz * 360, 0.0, 0.0, 1.0);
+
+ bcolor[0] = bp->colors[hc->ccolor].red / 65536.0;
+ bcolor[1] = bp->colors[hc->ccolor].green / 65536.0;
+ bcolor[2] = bp->colors[hc->ccolor].blue / 65536.0;
+
+ if (wire)
+ glColor3f (bcolor[0], bcolor[1], bcolor[2]);
+ else
+ {
+ glMaterialfv (GL_FRONT, GL_SPECULAR, bspec);
+ glMateriali (GL_FRONT, GL_SHININESS, bshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bcolor);
+ }
+
+ glCallList (bp->cube_list);
+ mi->polygon_count += (4 * 2 * 6);
+
+ glPopMatrix();
+ }
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE_2 ("CubeStorm", cubestorm, cube)
+
+#endif /* USE_GL */