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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/kaleidocycle.c
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diff --git a/hacks/glx/kaleidocycle.c b/hacks/glx/kaleidocycle.c
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+/* kaleidocycle, Copyright (c) 2013-2014 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.
+ *
+ * A loop of rotating tetrahedra. Created by jwz, July 2013.
+ * Inspired by, and some math borrowed from:
+ * http://www.kaleidocycles.de/pdf/kaleidocycles_theory.pdf
+ * http://intothecontinuum.tumblr.com/post/50873970770/an-even-number-of-at-least-8-regular-tetrahedra
+ */
+
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 16 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_kaleidocycle 0
+# define release_kaleidocycle 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "normals.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+#include <math.h>
+
+#ifdef USE_GL /* whole file */
+
+#define DEF_SPIN "Z"
+#define DEF_WANDER "False"
+#define DEF_SPEED "1.0"
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot, *rot2;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ int min_count, max_count;
+ Bool startup_p;
+
+ int ncolors;
+ XColor *colors;
+ int ccolor;
+
+ GLfloat count;
+ GLfloat th, dth;
+
+ enum { STATIC, IN, OUT } mode, prev_mode;
+
+} kaleidocycle_configuration;
+
+static kaleidocycle_configuration *bps = NULL;
+
+static char *do_spin;
+static GLfloat speed;
+static Bool do_wander;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionSepArg, 0 },
+ { "+spin", ".spin", XrmoptionNoArg, "" },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_String},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+};
+
+ENTRYPOINT ModeSpecOpt kaleidocycle_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_kaleidocycle (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, 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
+kaleidocycle_handle_event (ModeInfo *mi, XEvent *event)
+{
+ kaleidocycle_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 == '.' || c == '>' || c == '=' || c == '+' ||
+ keysym == XK_Right || keysym == XK_Up || keysym == XK_Next)
+ {
+ bp->mode = IN;
+ return True;
+ }
+ else if ((c == '-' || c == ',' || c == '<' || c == '-' || c == '_' ||
+ keysym == XK_Left || keysym == XK_Down || keysym == XK_Prior) &&
+ bp->count > bp->min_count)
+ {
+ bp->mode = OUT;
+ 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:
+ if (bp->count <= bp->min_count)
+ bp->mode = IN;
+ else
+ bp->mode = (random() & 1) ? IN : OUT;
+ return True;
+ }
+
+ return False;
+}
+
+
+
+ENTRYPOINT void
+init_kaleidocycle (ModeInfo *mi)
+{
+ kaleidocycle_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_kaleidocycle (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ glLineWidth (4);
+
+ 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);
+
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ {
+ Bool spinx = False, spiny = False, spinz = False;
+ double spin_speed = 0.25;
+ double wander_speed = 0.005;
+ double spin_accel = 0.2;
+ double twist_speed = 0.25;
+ double twist_accel = 1.0;
+
+ 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++;
+ }
+
+ bp->rot = make_rotator (spinx ? spin_speed : 0,
+ spiny ? spin_speed : 0,
+ spinz ? spin_speed : 0,
+ spin_accel,
+ do_wander ? wander_speed : 0,
+ False);
+ bp->rot2 = make_rotator (twist_speed, 0, 0, twist_accel, 0, True);
+
+ bp->trackball = gltrackball_init (True);
+ }
+
+ if (MI_COUNT(mi) < 8) MI_COUNT(mi) = 8;
+ if (MI_COUNT(mi) & 1) MI_COUNT(mi)++;
+
+ bp->min_count = 8;
+ bp->max_count = 12 + MI_COUNT(mi) * 1.3;
+ if (bp->max_count & 1) bp->max_count++;
+ bp->startup_p = True;
+
+ bp->count = 0;
+ bp->mode = IN;
+ bp->prev_mode = IN;
+
+/*
+ bp->count = MI_COUNT(mi);
+ bp->mode = STATIC;
+*/
+
+ bp->ncolors = 512;
+ if (! bp->colors)
+ bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
+ make_uniform_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+
+ for (i = 0; i < bp->ncolors; i++)
+ {
+ /* make colors twice as bright */
+ bp->colors[i].red = (bp->colors[i].red >> 2) + 0x7FFF;
+ bp->colors[i].green = (bp->colors[i].green >> 2) + 0x7FFF;
+ bp->colors[i].blue = (bp->colors[i].blue >> 2) + 0x7FFF;
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+
+
+/* t = toroidal rotation, a = radial position
+ colors = 4 colors, 4 channels each.
+ */
+static void
+draw_tetra (ModeInfo *mi, double t, double a, Bool reflect_p,
+ GLfloat *colors)
+{
+ int wire = MI_IS_WIREFRAME(mi);
+
+ XYZ v1, v2, v3, P, Q;
+ XYZ verts[4];
+ int i;
+
+ double scale;
+ double sint = sin(t);
+ double cost = cos(t);
+ double tana = tan(a);
+ double sint2 = sint * sint;
+ double tana2 = tana * tana;
+
+ v1.x = cost;
+ v1.y = 0;
+ v1.z = sint;
+
+ scale = 1 / sqrt (1 + sint2 * tana2);
+ v2.x = scale * -sint;
+ v2.y = scale * -sint * tana;
+ v2.z = scale * cost;
+
+ v3.x = scale * -sint2 * tana;
+ v3.y = scale;
+ v3.z = scale * cost * sint * tana;
+
+ P.x = v3.y / tana - v3.x;
+ P.y = 0;
+ P.z = -v3.z / 2;
+
+ Q.x = v3.y / tana;
+ Q.y = v3.y;
+ Q.z = v3.z / 2;
+
+ verts[0] = P;
+ verts[1] = P;
+ verts[2] = Q;
+ verts[3] = Q;
+
+ scale = sqrt(2) / 2;
+ verts[0].x = P.x - scale * v1.x;
+ verts[0].y = P.y - scale * v1.y;
+ verts[0].z = P.z - scale * v1.z;
+
+ verts[1].x = P.x + scale * v1.x;
+ verts[1].y = P.y + scale * v1.y;
+ verts[1].z = P.z + scale * v1.z;
+
+ verts[2].x = Q.x - scale * v2.x;
+ verts[2].y = Q.y - scale * v2.y;
+ verts[2].z = Q.z - scale * v2.z;
+
+ verts[3].x = Q.x + scale * v2.x;
+ verts[3].y = Q.y + scale * v2.y;
+ verts[3].z = Q.z + scale * v2.z;
+
+ for (i = 0; i < 4; i++)
+ {
+ Bool reflect2_p = ((i + (reflect_p != 0)) & 1);
+ XYZ a = verts[(i+1) % 4];
+ XYZ b = verts[(i+2) % 4];
+ XYZ c = verts[(i+3) % 4];
+ XYZ n = ((i & 1)
+ ? calc_normal (b, a, c)
+ : calc_normal (a, b, c));
+ if (wire)
+ glColor4fv (colors + (i * 4));
+ else
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colors + (i * 4));
+
+ glFrontFace (reflect2_p ? GL_CW : GL_CCW);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glNormal3f (n.x, n.y, n.z);
+ glVertex3f (a.x, a.y, a.z);
+ glVertex3f (b.x, b.y, b.z);
+ glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ }
+}
+
+
+/* Reflect through the plane normal to the given vector.
+ */
+static void
+reflect (double x, double y, double z)
+{
+ GLfloat m[4][4];
+
+ m[0][0] = 1 - (2 * x * x);
+ m[1][0] = -2 * x * y;
+ m[2][0] = -2 * x * z;
+ m[3][0] = 0;
+
+ m[0][1] = -2 * x * y;
+ m[1][1] = 1 - (2 * y * y);
+ m[2][1] = -2 * y * z;
+ m[3][1] = 0;
+
+ m[0][2] = -2 * x * z;
+ m[1][2] = -2 * y * z;
+ m[2][2] = 1 - (2 * z * z);
+ m[3][2] = 0;
+
+ m[0][3] = 0;
+ m[1][3] = 0;
+ m[2][3] = 0;
+ m[3][3] = 1;
+
+ glMultMatrixf (&m[0][0]);
+}
+
+
+ENTRYPOINT void
+draw_kaleidocycle (ModeInfo *mi)
+{
+ kaleidocycle_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ GLfloat colors[4*4];
+ GLfloat count;
+ double t, a;
+ int i;
+
+ GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat bshiny = 128.0;
+
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ mi->polygon_count = 0;
+
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glPushMatrix ();
+
+ {
+ double x, y, z;
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 5,
+ (y - 0.5) * 5,
+ (z - 0.5) * 10);
+
+ gltrackball_rotate (bp->trackball);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glRotatef (x * 360, 1, 0, 0);
+ glRotatef (y * 360, 0, 1, 0);
+ glRotatef (z * 360, 0, 0, 1);
+
+ get_rotation (bp->rot2, &x, &y, &z, !bp->button_down_p);
+ bp->th = x * 360 * 10 * speed;
+
+ /* Make sure the twist is always in motion. Without this, the rotator
+ sometimes stops, and for too long, and it's boring looking.
+ */
+ bp->th += speed * bp->dth++;
+ while (bp->dth > 360) bp->dth -= 360;
+ while (bp->th > 360) bp->th -= 360;
+ }
+
+ glMaterialfv (GL_FRONT, GL_SPECULAR, bspec);
+ glMateriali (GL_FRONT, GL_SHININESS, bshiny);
+
+
+ /* Evenly spread the colors of the faces, and cycle them together.
+ */
+ for (i = 0; i < 4; i++)
+ {
+ int o = bp->ncolors / 4;
+ int c = (bp->ccolor + (o*i)) % bp->ncolors;
+ colors[i*4+0] = bp->colors[c].red / 65536.0;
+ colors[i*4+1] = bp->colors[c].green / 65536.0;
+ colors[i*4+2] = bp->colors[c].blue / 65536.0;
+ colors[i*4+3] = 1;
+ }
+ bp->ccolor++;
+ if (bp->ccolor >= bp->ncolors) bp->ccolor = 0;
+
+
+ count = (int) floor (bp->count);
+ while (count < 8) count++;
+ if (((int) floor (count)) & 1) count++;
+
+ a = 2 * M_PI / (bp->count < 8 ? 8 : bp->count);
+ t = bp->th / (180 / M_PI);
+
+ glScalef (3, 3, 3);
+ glScalef (a, a, a);
+ glRotatef (90, 0, 0, 1);
+/* glRotatef (45, 0, 1, 0); */
+
+ for (i = 0; i <= (int) floor (bp->count); i++)
+ {
+ Bool flip_p = (i & 1);
+ glPushMatrix();
+ glRotatef ((i/2) * 4 * 180 / bp->count, 0, 0, 1);
+ if (flip_p) reflect (-sin(a), cos(a), 0);
+
+ if (bp->mode != STATIC && i >= (int) floor (bp->count))
+ {
+ /* Fractional bp->count means the last piece is in transition */
+ GLfloat scale = bp->count - (int) floor (bp->count);
+ GLfloat tick = 0.07 * speed;
+ GLfloat ocount = bp->count;
+ GLfloat alpha;
+
+ /* Fill in faster if we're starting up */
+ if (bp->count < MI_COUNT(mi))
+ tick *= 2;
+
+ glScalef (scale, scale, scale);
+
+ switch (bp->mode) {
+ case IN: break;
+ case OUT: tick = -tick; break;
+ case STATIC: tick = 0; break;
+ }
+
+ bp->count += tick;
+
+ if (bp->mode == IN
+ ? floor (ocount) != floor (bp->count)
+ : ceil (ocount) != ceil (bp->count))
+ {
+ if (bp->mode == IN)
+ bp->count = floor (ocount) + 1;
+ else
+ bp->count = ceil (ocount) - 1;
+
+ if (((int) floor (bp->count)) & 1 ||
+ (bp->mode == IN &&
+ (bp->count < MI_COUNT(mi) &&
+ bp->startup_p)))
+ {
+ /* keep going if it's odd, or less than 8. */
+ bp->count = round(bp->count);
+ }
+ else
+ {
+ bp->mode = STATIC;
+ bp->startup_p = False;
+ }
+ }
+
+ alpha = (scale * scale * scale * scale);
+ if (alpha < 0.4) alpha = 0.4;
+ colors[3] = colors[7] = colors[11] = colors[15] = alpha;
+ }
+
+ draw_tetra (mi, t, a, flip_p, colors);
+ mi->polygon_count += 4;
+
+ glPopMatrix();
+ }
+
+ if (bp->mode == STATIC && !(random() % 200)) {
+ if (bp->count <= bp->min_count)
+ bp->mode = IN;
+ else if (bp->count >= bp->max_count)
+ bp->mode = OUT;
+ else
+ bp->mode = bp->prev_mode;
+
+ bp->prev_mode = bp->mode;
+ }
+
+
+ mi->recursion_depth = ceil (bp->count);
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE ("Kaleidocycle", kaleidocycle)
+
+#endif /* USE_GL */