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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/flipscreen3d.c
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Original 5.40
Diffstat (limited to 'hacks/glx/flipscreen3d.c')
-rw-r--r--hacks/glx/flipscreen3d.c518
1 files changed, 518 insertions, 0 deletions
diff --git a/hacks/glx/flipscreen3d.c b/hacks/glx/flipscreen3d.c
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+/*
+ * flipscreen3d - takes snapshots of the screen and flips it around
+ *
+ * version 1.0 - Oct 24, 2001
+ *
+ * Copyright (C) 2001 Ben Buxton (bb@cactii.net)
+ *
+ * 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.
+ */
+
+#ifdef STANDALONE
+#define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*useSHM: True \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_screenflip 0
+# define release_screenflip 0
+# include "xlockmore.h" /* from the xscreensaver distribution */
+# include "gltrackball.h"
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+/* lifted from lament.c */
+#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+
+#ifdef USE_GL
+
+/* Should be in <GL/glext.h> */
+# ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
+# define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+# endif
+# ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+# define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+# endif
+
+#define DEF_ROTATE "True"
+static int rotate;
+
+#define QW 12
+#define QH 12
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+
+static XrmOptionDescRec opts[] = {
+ {"+rotate", ".screenflip.rotate", XrmoptionNoArg, "false" },
+ {"-rotate", ".screenflip.rotate", XrmoptionNoArg, "true" },
+};
+
+
+static argtype vars[] = {
+ {&rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
+};
+
+
+
+ENTRYPOINT ModeSpecOpt screenflip_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+#ifdef USE_MODULES
+ModStruct screenflip_description =
+{"screenflip", "init_screenflip", "draw_screenflip", NULL,
+ "draw_screenflip", "init_screenflip", NULL, &screenflip_opts,
+ 1000, 1, 2, 1, 4, 1.0, "",
+ "Screenflips", 0, NULL};
+
+#endif
+
+
+typedef struct {
+ GLXContext *glx_context;
+ Window window;
+
+ int winw, winh;
+ int tw, th; /* texture width, height */
+ GLfloat min_tx, min_ty;
+ GLfloat max_tx, max_ty;
+ GLfloat qx, qy, qw, qh; /* the quad we'll draw */
+
+ int regrab;
+ int fadetime; /* fade before regrab */
+
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ GLfloat show_colors[4];
+ GLfloat stretch_val_x, stretch_val_y;
+ GLfloat stretch_val_dx, stretch_val_dy;
+
+ GLfloat curx, cury, curz;
+
+ GLfloat rx, ry, rz;
+ GLfloat rot, drot, odrot, ddrot, orot;
+ float theta, rho, dtheta, drho, gamma, dgamma;
+
+ GLuint texid;
+ Bool mipmap_p;
+ Bool waiting_for_image_p;
+ Bool first_image_p;
+
+ GLfloat anisotropic;
+
+} Screenflip;
+
+static Screenflip *screenflip = NULL;
+
+#include "grab-ximage.h"
+
+static const GLfloat viewer[] = {0.0, 0.0, 15.0};
+
+
+static void getSnapshot (ModeInfo *);
+
+
+ENTRYPOINT Bool
+screenflip_handle_event (ModeInfo *mi, XEvent *event)
+{
+ Screenflip *c = &screenflip[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, c->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &c->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ if (!c->waiting_for_image_p)
+ {
+ getSnapshot (mi);
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+/* draw the texture mapped quad (actually two back to back)*/
+static void showscreen(Screenflip *c, int frozen, int wire)
+{
+ GLfloat x, y, w, h;
+
+ if (c->fadetime) {
+/* r -= 0.02; g -= 0.02; b -= 0.02; */
+ c->show_colors[3] -= 0.02;
+ if (c->show_colors[3] < 0) {
+ c->regrab = 1;
+ c->fadetime = 0;
+ }
+ } else if (c->show_colors[3] < 0) {
+ c->show_colors[0] = c->show_colors[1] =
+ c->show_colors[2] = c->show_colors[3] = 1;
+ c->stretch_val_x = c->stretch_val_y =
+ c->stretch_val_dx = c->stretch_val_dy = 0;
+ }
+ if (c->stretch_val_dx == 0 && !frozen && !(random() % 25))
+ c->stretch_val_dx = (float)(random() % 100) / 5000;
+ if (c->stretch_val_dy == 0 && !frozen && !(random() % 25))
+ c->stretch_val_dy = (float)(random() % 100) / 5000;
+
+ x = c->qx;
+ y = c->qy;
+ w = c->qx+c->qw;
+ h = c->qy-c->qh;
+
+ if (!frozen) {
+ w *= sin (c->stretch_val_x) + 1;
+ x *= sin (c->stretch_val_x) + 1;
+ if (!c->button_down_p) {
+ if (!c->fadetime) c->stretch_val_x += c->stretch_val_dx;
+ if (c->stretch_val_x > 2*M_PI && !(random() % 5))
+ c->stretch_val_dx = (float)(random() % 100) / 5000;
+ else
+ c->stretch_val_x -= 2*M_PI;
+ }
+
+ if (!c->button_down_p && !c->fadetime) c->stretch_val_y += c->stretch_val_dy;
+ h *= sin (c->stretch_val_y) / 2 + 1;
+ y *= sin (c->stretch_val_y) / 2 + 1;
+ if (!c->button_down_p) {
+ if (c->stretch_val_y > 2*M_PI && !(random() % 5))
+ c->stretch_val_dy = (float)(random() % 100) / 5000;
+ else
+ c->stretch_val_y -= 2*M_PI;
+ }
+ }
+
+ glColor4f(c->show_colors[0], c->show_colors[1],
+ c->show_colors[2], c->show_colors[3]);
+
+ if (!wire)
+ {
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDepthMask(GL_FALSE);
+ }
+
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+
+ glNormal3f(0, 0, 1);
+ glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, 0);
+ glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, 0);
+ glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, 0);
+ glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, 0);
+
+ glNormal3f(0, 0, -1);
+ glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, -0.05);
+ glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, -0.05);
+ glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, -0.05);
+ glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, -0.05);
+ glEnd();
+
+
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(GL_TRUE);
+
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(x, y, 0);
+ glVertex3f(x, h, 0);
+ glVertex3f(w, h, 0);
+ glVertex3f(w, y, 0);
+ glEnd();
+ glDisable(GL_BLEND);
+
+}
+
+/* This function is responsible for 'zooming back' the square after
+ * a new chunk has been grabbed with getSnapshot(), and positioning
+ * it suitably on the screen. Once positioned (where we begin to rotate),
+ * it just does a glTranslatef() and returns 1
+ */
+
+static int inposition(Screenflip *c)
+{
+ GLfloat wx;
+ GLfloat wy;
+ wx = 0 - (c->qw/2);
+ wy = (c->qh/2);
+
+ if (c->curx == 0) c->curx = c->qx;
+ if (c->cury == 0) c->cury = c->qy;
+ if (c->regrab) {
+ c->curz = 0;
+ c->curx = c->qx;
+ c->cury = c->qy;
+ c->regrab = 0;
+ }
+ if (c->curz > -10 || c->curx > wx + 0.1 || c->curx < wx - 0.1 ||
+ c->cury > wy + 0.1 || c->cury < wy - 0.1) {
+ if (c->curz > -10)
+ c->curz -= 0.05;
+ if (c->curx > wx) {
+ c->qx -= 0.02;
+ c->curx -= 0.02;
+ }
+ if (c->curx < wx) {
+ c->qx += 0.02;
+ c->curx += 0.02;
+ }
+ if (c->cury > wy) {
+ c->qy -= 0.02;
+ c->cury -= 0.02;
+ }
+ if (c->cury < wy) {
+ c->qy += 0.02;
+ c->cury += 0.02;
+ }
+ glTranslatef(0, 0, c->curz);
+ return 0;
+ }
+ glTranslatef(0, 0, c->curz);
+ return 1;
+
+}
+
+#if 0
+static void drawgrid(void)
+{
+ int i;
+
+ glColor3f(0, 0.7, 0);
+ glBegin(GL_LINES);
+ for (i = 0 ; i <= 50; i+=2) {
+ glVertex3f( -25, -15, i-70);
+ glVertex3f( 25, -15, i-70);
+ glVertex3f( i-25, -15, -70);
+ glVertex3f( i-25, -15, -20);
+ }
+ glEnd();
+}
+#endif
+
+
+static void display(Screenflip *c, int wire)
+{
+ int frozen;
+ GLfloat rot = current_device_rotation();
+
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ glLoadIdentity();
+ gluLookAt(viewer[0], viewer[1], viewer[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
+ glPushMatrix();
+
+/*
+ glRotatef(rot, 0, 0, 1);
+ if ((rot > 45 && rot < 135) ||
+ (rot < -45 && rot > -135))
+ {
+ GLfloat s = c->winw / (GLfloat) c->winh;
+ glScalef (s, 1/s, 1);
+ }
+*/
+
+ if (inposition(c)) {
+ frozen = 0;
+ glTranslatef(5 * sin(c->theta), 5 * sin(c->rho), 10 * cos(c->gamma) - 10);
+/* randomly change the speed */
+ if (!c->button_down_p && !(random() % 300)) {
+ if (random() % 2)
+ c->drho = 1/60 - (float)(random() % 100)/3000;
+ if (random() % 2)
+ c->dtheta = 1/60 - (float)(random() % 100)/3000;
+ if (random() % 2)
+ c->dgamma = 1/60 - (float)(random() % 100)/3000;
+ }
+ glRotatef(rot, 0, 0, 1);
+ gltrackball_rotate (c->trackball);
+ glRotatef(-rot, 0, 0, 1);
+ if (rotate) glRotatef(c->rot, c->rx, c->ry, c->rz);
+/* update variables with each frame */
+ if(!c->button_down_p && !c->fadetime) {
+ c->theta += c->dtheta;
+ c->rho += c->drho;
+ c->gamma += c->dgamma;
+ c->rot += c->drot;
+ c->drot += c->ddrot;
+ }
+/* dont let our rotation speed get too high */
+ if (c->drot > 5 && c->ddrot > 0)
+ c->ddrot = 0 - (GLfloat)(random() % 100) / 1000;
+ else if (c->drot < -5 && c->ddrot < 0)
+ c->ddrot = (GLfloat)(random() % 100) / 1000;
+ } else { /* reset some paramaters */
+ c->ddrot = 0.05 - (GLfloat)(random() % 100) / 1000;
+ c->theta = c->rho = c->gamma = 0;
+ c->rot = 0;
+ frozen = 1;
+ }
+ if (!c->button_down_p && !c->fadetime && (c->rot >= 360 || c->rot <= -360) && !(random() % 7)) { /* rotate change */
+ c->rx = (GLfloat)(random() % 100) / 100;
+ c->ry = (GLfloat)(random() % 100) / 100;
+ c->rz = (GLfloat)(random() % 100) / 100;
+ }
+ if (c->odrot * c->drot < 0 && c->tw < c->winw && !(random() % 10)) {
+ c->fadetime = 1; /* randomly fade and get new snapshot */
+ }
+ c->orot = c->rot;
+ c->odrot = c->drot;
+ if (c->rot > 360 || c->rot < -360) /* dont overflow rotation! */
+ c->rot -= c->rot;
+ showscreen(c, frozen, wire);
+ glPopMatrix();
+ glFlush();
+}
+
+ENTRYPOINT void reshape_screenflip(ModeInfo *mi, int width, int height)
+{
+ Screenflip *c = &screenflip[MI_SCREEN(mi)];
+ glViewport(0,0,(GLint)width, (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45, 1, 2.0, 85);
+ glMatrixMode(GL_MODELVIEW);
+ c->winw = width;
+ c->winh = height;
+}
+
+static void
+image_loaded_cb (const char *filename, XRectangle *geometry,
+ int image_width, int image_height,
+ int texture_width, int texture_height,
+ void *closure)
+{
+ Screenflip *c = (Screenflip *) closure;
+
+ c->tw = texture_width;
+ c->th = texture_height;
+ c->min_tx = (GLfloat) geometry->x / c->tw;
+ c->min_ty = (GLfloat) geometry->y / c->th;
+ c->max_tx = (GLfloat) (geometry->x + geometry->width) / c->tw;
+ c->max_ty = (GLfloat) (geometry->y + geometry->height) / c->th;
+
+ c->qx = -QW/2 + ((GLfloat) geometry->x * QW / image_width);
+ c->qy = QH/2 - ((GLfloat) geometry->y * QH / image_height);
+ c->qw = QW * ((GLfloat) geometry->width / image_width);
+ c->qh = QH * ((GLfloat) geometry->height / image_height);
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ (c->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
+
+ if (c->anisotropic >= 1.0)
+ glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ c->anisotropic);
+
+ c->waiting_for_image_p = False;
+ c->first_image_p = False;
+}
+
+
+static void getSnapshot (ModeInfo *modeinfo)
+{
+ Screenflip *c = &screenflip[MI_SCREEN(modeinfo)];
+
+ if (MI_IS_WIREFRAME(modeinfo))
+ return;
+
+ c->waiting_for_image_p = True;
+ c->mipmap_p = True;
+ load_texture_async (modeinfo->xgwa.screen, modeinfo->window,
+ *c->glx_context, 0, 0, c->mipmap_p, c->texid,
+ image_loaded_cb, c);
+}
+
+ENTRYPOINT void init_screenflip(ModeInfo *mi)
+{
+ int screen = MI_SCREEN(mi);
+ Screenflip *c;
+
+ MI_INIT(mi, screenflip);
+ c = &screenflip[screen];
+ c->window = MI_WINDOW(mi);
+
+ c->trackball = gltrackball_init (False);
+
+ if ((c->glx_context = init_GL(mi)) != NULL) {
+ reshape_screenflip(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+ c->winh = MI_WIN_HEIGHT(mi);
+ c->winw = MI_WIN_WIDTH(mi);
+ c->qw = QW;
+ c->qh = QH;
+ c->qx = -6;
+ c->qy = 6;
+
+ c->rx = c->ry = 1;
+ c->odrot = 1;
+
+ c->show_colors[0] = c->show_colors[1] =
+ c->show_colors[2] = c->show_colors[3] = 1;
+
+ if (! MI_IS_WIREFRAME(mi))
+ {
+ glShadeModel(GL_SMOOTH);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glDisable(GL_LIGHTING);
+ }
+
+ if (strstr ((char *) glGetString(GL_EXTENSIONS),
+ "GL_EXT_texture_filter_anisotropic"))
+ glGetFloatv (GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &c->anisotropic);
+ else
+ c->anisotropic = 0.0;
+
+ glGenTextures(1, &c->texid);
+
+ c->first_image_p = True;
+ getSnapshot(mi);
+}
+
+ENTRYPOINT void draw_screenflip(ModeInfo *mi)
+{
+ Screenflip *c = &screenflip[MI_SCREEN(mi)];
+ Window w = MI_WINDOW(mi);
+ Display *disp = MI_DISPLAY(mi);
+
+ if (!c->glx_context)
+ return;
+
+ /* Wait for the first image; for subsequent images, load them in the
+ background while animating. */
+ if (c->waiting_for_image_p && c->first_image_p)
+ return;
+
+ glXMakeCurrent(disp, w, *(c->glx_context));
+
+ glBindTexture(GL_TEXTURE_2D, c->texid);
+
+ if (c->regrab)
+ getSnapshot(mi);
+
+ display(c, MI_IS_WIREFRAME(mi));
+
+ if(mi->fps_p) do_fps(mi);
+ glFinish();
+ glXSwapBuffers(disp, w);
+}
+
+XSCREENSAVER_MODULE_2 ("FlipScreen3D", flipscreen3d, screenflip)
+
+#endif