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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/cubetwist.c
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Original 5.40
Diffstat (limited to 'hacks/glx/cubetwist.c')
-rw-r--r--hacks/glx/cubetwist.c595
1 files changed, 595 insertions, 0 deletions
diff --git a/hacks/glx/cubetwist.c b/hacks/glx/cubetwist.c
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+++ b/hacks/glx/cubetwist.c
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+/* cubetwist, Copyright (c) 2016-2017 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: 30000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_cube 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "normals.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_FLAT "True"
+#define DEF_THICKNESS "0.0"
+#define DEF_DISPLACEMENT "0.0"
+
+typedef struct cube cube;
+struct cube {
+ GLfloat size, thickness;
+ XYZ pos, rot;
+ GLfloat color[4];
+ cube *next;
+};
+
+typedef struct oscillator oscillator;
+struct oscillator {
+ double ratio, from, to, speed, *var;
+ int remaining;
+ oscillator *next;
+};
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+ cube *cubes;
+ oscillator *oscillators;
+} cube_configuration;
+
+static cube_configuration *bps = NULL;
+
+static Bool do_flat;
+static Bool do_spin;
+static GLfloat speed;
+static GLfloat thickness;
+static GLfloat displacement;
+static Bool do_wander;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-flat", ".flat", XrmoptionNoArg, "True" },
+ { "+flat", ".flat", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-thickness", ".thickness", XrmoptionSepArg, 0 },
+ { "-displacement", ".displacement", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&do_flat, "flat", "flat", DEF_FLAT, t_Bool},
+ {&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},
+ {&displacement, "displacement", "Displacement", DEF_DISPLACEMENT, t_Float},
+};
+
+ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+static int
+draw_strut (ModeInfo *mi, cube *c)
+{
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+
+ glPushMatrix();
+ glFrontFace (GL_CW);
+ glNormal3f (0, 0, -1);
+ glTranslatef (-c->size/2, -c->size/2, -c->size/2);
+
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
+ glVertex3f (0, 0, 0);
+ glVertex3f (c->size, 0, 0);
+ glVertex3f (c->size - c->thickness, c->thickness, 0);
+ glVertex3f (c->thickness, c->thickness, 0);
+ glEnd();
+ polys += 2;
+
+ glNormal3f (0, 1, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
+ glVertex3f (c->thickness, c->thickness, 0);
+ glVertex3f (c->size - c->thickness, c->thickness, 0);
+ glVertex3f (c->size - c->thickness, c->thickness, c->thickness);
+ glVertex3f (c->thickness, c->thickness, c->thickness);
+ glEnd();
+ polys += 2;
+ glPopMatrix();
+
+ return polys;
+}
+
+
+static int
+draw_cubes (ModeInfo *mi, cube *c)
+{
+ int polys = 0;
+ int i, j;
+
+ glColor4fv (c->color);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, c->color);
+
+ glPushMatrix();
+ for (j = 0; j < 6; j++)
+ {
+ for (i = 0; i < 4; i++)
+ {
+ polys += draw_strut (mi, c);
+ glRotatef (90, 0, 0, 1);
+ }
+ if (j == 3)
+ glRotatef (90, 0, 0, 1);
+ if (j < 4)
+ glRotatef (90, 0, 1, 0);
+ else
+ glRotatef (180, 1, 0, 0);
+ }
+ glPopMatrix();
+
+ if (c->next)
+ {
+ /* This leaves rotations on the prevailing matrix stack, but since
+ this is a tail-call, that's fine. Don't blow the matrix stack. */
+ glRotatef (c->rot.x, 1, 0, 0);
+ glRotatef (c->rot.y, 0, 1, 0);
+ glRotatef (c->rot.z, 0, 0, 1);
+ glTranslatef (c->pos.x, c->pos.y, c->pos.z);
+ c->next->pos = c->pos;
+ c->next->rot = c->rot;
+ polys += draw_cubes (mi, c->next);
+ }
+
+ check_gl_error("cubetwist");
+ return polys;
+}
+
+
+static void
+make_cubes (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat step = 2 * (thickness + displacement);
+ GLfloat size = 1.0;
+ cube *tail = 0;
+ GLfloat cc[4], cstep;
+ int depth = 0;
+ cube *c;
+
+ cc[0] = 0.3 + frand(0.7);
+ cc[1] = 0.3 + frand(0.7);
+ cc[2] = 0.3 + frand(0.7);
+ cc[3] = 1;
+
+ if (bp->cubes) abort();
+ while (1)
+ {
+ cube *c = (cube *) calloc (1, sizeof (*c));
+ c->size = size;
+ c->thickness = thickness;
+ if (tail)
+ tail->next = c;
+ else
+ bp->cubes = c;
+ tail = c;
+
+ depth++;
+ size -= step;
+ if (size <= step)
+ break;
+ }
+
+ cstep = 0.8 / depth;
+ for (c = bp->cubes; c; c = c->next)
+ {
+ memcpy (c->color, cc, sizeof(cc));
+ cc[0] -= cstep;
+ cc[1] -= cstep;
+ cc[2] -= cstep;
+ }
+}
+
+
+static GLfloat
+ease_fn (GLfloat r)
+{
+ return cos ((r/2 + 1) * M_PI) + 1; /* Smooth curve up, end at slope 1. */
+}
+
+
+static GLfloat
+ease_ratio (GLfloat r)
+{
+ GLfloat ease = 0.5;
+ if (r <= 0) return 0;
+ else if (r >= 1) return 1;
+ else if (r <= ease) return ease * ease_fn (r / ease);
+ else if (r > 1-ease) return 1 - ease * ease_fn ((1 - r) / ease);
+ else return r;
+}
+
+
+static void
+tick_oscillators (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ oscillator *prev = 0;
+ oscillator *a = bp->oscillators;
+ GLfloat tick = 0.1 / speed;
+
+ while (a)
+ {
+ oscillator *next = a->next;
+ a->ratio += tick * a->speed;
+ if (a->ratio > 1)
+ a->ratio = 1;
+
+ *a->var = a->from + (a->to - a->from) * ease_ratio (a->ratio);
+
+ if (a->ratio < 1) /* mid cycle */
+ prev = a;
+ else if (--a->remaining <= 0) /* ended, and expired */
+ {
+ if (prev)
+ prev->next = next;
+ else
+ bp->oscillators = next;
+ free (a);
+ }
+ else /* keep going the other way */
+ {
+ GLfloat swap = a->from;
+ a->from = a->to;
+ a->to = swap;
+ a->ratio = 0;
+ prev = a;
+ }
+
+ a = next;
+ }
+}
+
+
+static void
+add_oscillator (ModeInfo *mi, double *var, GLfloat speed, GLfloat to,
+ int repeat)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ oscillator *a;
+
+ /* If an oscillator is already running on this variable, don't
+ add another. */
+ for (a = bp->oscillators; a && a->next; a = a->next)
+ if (a->var == var)
+ return;
+
+ a = (oscillator *) calloc (1, sizeof (*a));
+ if (repeat <= 0) abort();
+ a->ratio = 0;
+ a->from = *var;
+ a->to = to;
+ a->speed = speed;
+ a->var = var;
+ a->remaining = repeat;
+ a->next = bp->oscillators;
+ bp->oscillators = a;
+# if 0
+ fprintf (stderr, "%s: %3d %6.2f -> %6.2f %s\n",
+ progname, repeat, *var, to,
+ (var == &bp->midpoint.z ? "z" :
+ var == &bp->tilt ? "tilt" :
+ var == &bp->axial_radius ? "r" :
+ var == &bp->speed ? "speed" : "?"));
+# endif
+}
+
+
+#undef RANDSIGN
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+static void
+add_random_oscillator (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ cube *c = bp->cubes;
+ double s1 = speed * 0.07;
+ double s2 = speed * 0.3;
+ double disp = (thickness + displacement);
+ int c1 = 1 + ((random() % 4) ? 0 : (random() % 3));
+ int c2 = 2;
+ int n = random() % 6;
+
+ switch (n) {
+ case 0: add_oscillator (mi, &c->rot.x, s1, 90 * RANDSIGN(), c1); break;
+ case 1: add_oscillator (mi, &c->rot.y, s1, 90 * RANDSIGN(), c1); break;
+ case 2: add_oscillator (mi, &c->rot.z, s1, 90 * RANDSIGN(), c1); break;
+ case 3: add_oscillator (mi, &c->pos.x, s2, disp * RANDSIGN(), c2); break;
+ case 4: add_oscillator (mi, &c->pos.y, s2, disp * RANDSIGN(), c2); break;
+ case 5: add_oscillator (mi, &c->pos.z, s2, disp * RANDSIGN(), c2); break;
+ default: abort(); break;
+ }
+}
+
+
+/* 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);
+}
+
+
+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 == ' ' || c == '\t')
+ {
+ while (bp->cubes)
+ {
+ cube *c = bp->cubes->next;
+ free (bp->cubes);
+ bp->cubes = c;
+ }
+
+ while (bp->oscillators)
+ {
+ oscillator *o = bp->oscillators->next;
+ free (bp->oscillators);
+ bp->oscillators = o;
+ }
+
+ if (random() & 1)
+ {
+ thickness = 0.03 + frand(0.02);
+ displacement = (random() & 1) ? 0 : (thickness / 3);
+ }
+ else
+ {
+ thickness = 0.001 + frand(0.02);
+ displacement = 0;
+ }
+
+ make_cubes (mi);
+
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+ENTRYPOINT void
+init_cube (ModeInfo *mi)
+{
+ cube_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ if (!wire && !do_flat)
+ {
+ GLfloat color[4] = {1, 1, 1, 1};
+ GLfloat cspec[4] = {1, 1, 0, 1};
+ static const GLfloat shiny = 30;
+
+ static GLfloat pos0[4] = { 0.5, -1, -0.5, 0};
+ static GLfloat pos1[4] = {-0.75, -1, 0, 0};
+ static GLfloat amb[4] = {0, 0, 0, 1};
+ static GLfloat dif[4] = {1, 1, 1, 1};
+ static GLfloat spc[4] = {1, 1, 1, 1};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos0);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+
+ glLightfv(GL_LIGHT1, GL_POSITION, pos1);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, spc);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, cspec);
+ glMateriali (GL_FRONT, GL_SHININESS, shiny);
+ }
+
+ {
+ double spin_speed = 0.05;
+ double wander_speed = 0.005;
+ double spin_accel = 1.0;
+
+ bp->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->trackball = gltrackball_init (True);
+ }
+
+ if (thickness > 0.5)
+ thickness = 0.5;
+ if (displacement > 0.5)
+ displacement = 0.5;
+
+ if (thickness <= 0.0001)
+ {
+ if (random() & 1)
+ {
+ thickness = 0.03 + frand(0.02);
+ displacement = (random() & 1) ? 0 : (thickness / 3);
+ }
+ else
+ {
+ thickness = 0.001 + frand(0.02);
+ displacement = 0;
+ }
+ }
+
+ make_cubes (mi);
+}
+
+
+ENTRYPOINT void
+draw_cube (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ glShadeModel(GL_SMOOTH);
+ 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 (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 4,
+ (y - 0.5) * 4,
+ (z - 0.5) * 2);
+
+ gltrackball_rotate (bp->trackball);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->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);
+ }
+
+ mi->polygon_count = 0;
+
+ glScalef (6, 6, 6);
+
+ mi->polygon_count = draw_cubes (mi, bp->cubes);
+ glPopMatrix ();
+
+ if (!bp->button_down_p)
+ tick_oscillators (mi);
+
+ if (! bp->oscillators &&
+ !bp->button_down_p &&
+ !(random() % 60))
+ {
+ bp->cubes->pos.x = bp->cubes->pos.y = bp->cubes->pos.z = 0;
+ bp->cubes->rot.x = bp->cubes->rot.y = bp->cubes->rot.z = 0;
+ add_random_oscillator (mi);
+ }
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+ENTRYPOINT void
+free_cube (ModeInfo *mi)
+{
+ cube_configuration *bp = &bps[MI_SCREEN(mi)];
+ while (bp->cubes)
+ {
+ cube *c = bp->cubes->next;
+ free (bp->cubes);
+ bp->cubes = c;
+ }
+
+ while (bp->oscillators)
+ {
+ oscillator *o = bp->oscillators->next;
+ free (bp->oscillators);
+ bp->oscillators = o;
+ }
+}
+
+
+XSCREENSAVER_MODULE_2 ("CubeTwist", cubetwist, cube)
+
+#endif /* USE_GL */