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authorSimon Rettberg2024-09-06 14:42:37 +0200
committerSimon Rettberg2024-09-06 14:42:37 +0200
commitbadef32037f52f79abc1f1440b786cd71afdf270 (patch)
tree412b792d4cab4a7a110db82fcf74fe8a1ac55ec1 /hacks/glx/mirrorblob.c
parentDelete pre-6.00 files (diff)
downloadxscreensaver-master.tar.gz
xscreensaver-master.tar.xz
xscreensaver-master.zip
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diff --git a/hacks/glx/mirrorblob.c b/hacks/glx/mirrorblob.c
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-/* mirrorblob Copyright (c) 2003 Jon Dowdall <jon.dowdall@bigpond.com> */
-/*
- * Permission to use, copy, modify, and distribute this software and its
- * documentation for any purpose and without fee is hereby granted,
- * provided that the above copyright notice appear in all copies and that
- * both that copyright notice and this permission notice appear in
- * supporting documentation.
- *
- * This file is provided AS IS with no warranties of any kind. The author
- * shall have no liability with respect to the infringement of copyrights,
- * trade secrets or any patents by this file or any part thereof. In no
- * event will the author be liable for any lost revenue or profits or
- * other special, indirect and consequential damages.
- *
- * Revision History:
- * 23-Sep-2003: jon.dowdall@bigpond.com Created module "blob"
- * 19-Oct-2003: jon.dowdall@bigpond.com Added texturing
- * 21-Oct-2003: Renamed to mirrorblob
- * 10-Feb-2004: jon.dowdall@bigpond.com Added motion blur
- * 28-Jan-2006: jon.dowdall@bigpond.com Big clean up and bug fixes
- * 13-Apr-2009: jon.dowdall@gmail.com Fixed Mac version
- *
- * The mirrorblob screensaver draws a pulsing blob on the screen. Options
- * include adding a background (via screen_to_texture), texturing the blob,
- * making the blob semi-transparent and varying the resolution of the blob
- * tessellation.
- *
- * The blob was inspired by a lavalamp is in no way a simulation. The code is
- * just an attempt to generate some eye-candy.
- *
- * Much of xmirrorblob code framework is taken from the pulsar module by David
- * Konerding and the glslideshow by Mike Oliphant and Jamie Zawinski.
- *
- */
-
-#include <math.h>
-
-#ifdef STANDALONE
-#define DEFAULTS "*delay: " DEF_DELAY "\n" \
- "*showFPS: " DEF_FPS "\n" \
- "*useSHM: True \n" \
- "*desktopGrabber: xscreensaver-getimage -no-desktop %s\n" \
- "*grabDesktopImages: True \n" \
- "*chooseRandomImages: True \n" \
- "*suppressRotationAnimation: True\n" \
-
-# define release_mirrorblob 0
-# include "xlockmore.h"
-#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
-#endif /* !STANDALONE */
-
-#ifdef USE_GL /* whole file */
-
-
-#define DEF_DELAY "10000"
-#define DEF_FPS "False"
-#define DEF_WIRE "False"
-#define DEF_BLEND "1.0"
-#define DEF_FOG "False"
-#define DEF_ANTIALIAS "False"
-#define DEF_WALLS "False"
-#define DEF_COLOUR "False"
-#define DEF_ASYNC "True"
-#define DEF_TEXTURE "True"
-#define DEF_OFFSET_TEXTURE "False"
-#define DEF_PAINT_BACKGROUND "True"
-#define DEF_RESOLUTION "30"
-#define DEF_BUMPS "10"
-#define DEF_MOTION_BLUR "0.0"
-#define DEF_INCREMENTAL "0"
-#define DEF_HOLD_TIME "30.0"
-#define DEF_FADE_TIME "5.0"
-#define DEF_ZOOM "1.0"
-
-#include "gltrackball.h"
-#include "grab-ximage.h"
-
-#define PI M_PI
-
-/* Options from command line */
-static GLfloat blend;
-static Bool wireframe;
-static Bool do_fog;
-static Bool do_antialias;
-static Bool do_walls;
-static Bool do_texture;
-static Bool do_paint_background;
-static Bool do_colour;
-static Bool offset_texture;
-static int resolution;
-static int bumps;
-static float motion_blur;
-static float fade_time;
-static float hold_time;
-static float zoom;
-
-/* Internal parameters based on supplied options */
-static Bool culling;
-static Bool load_textures;
-
-static XrmOptionDescRec opts[] = {
- {"-wire", ".blob.wire", XrmoptionNoArg, "true" },
- {"+wire", ".blob.wire", XrmoptionNoArg, "false" },
- {"-blend", ".blob.blend", XrmoptionSepArg, 0 },
- {"-fog", ".blob.fog", XrmoptionNoArg, "true" },
- {"+fog", ".blob.fog", XrmoptionNoArg, "false" },
- {"-antialias", ".blob.antialias", XrmoptionNoArg, "true" },
- {"+antialias", ".blob.antialias", XrmoptionNoArg, "false" },
- {"-walls", ".blob.walls", XrmoptionNoArg, "true" },
- {"+walls", ".blob.walls", XrmoptionNoArg, "false" },
- {"-texture", ".blob.texture", XrmoptionNoArg, "true" },
- {"+texture", ".blob.texture", XrmoptionNoArg, "false" },
- {"-colour", ".blob.colour", XrmoptionNoArg, "true" },
- {"+colour", ".blob.colour", XrmoptionNoArg, "false" },
- {"-offset-texture", ".blob.offsetTexture", XrmoptionNoArg, "true" },
- {"+offset-texture", ".blob.offsetTexture", XrmoptionNoArg, "false" },
- {"-paint-background", ".blob.paintBackground", XrmoptionNoArg, "true" },
- {"+paint-background", ".blob.paintBackground", XrmoptionNoArg, "false" },
- {"-resolution", ".blob.resolution", XrmoptionSepArg, NULL },
- {"-bumps", ".blob.bumps", XrmoptionSepArg, NULL },
- {"-motion-blur", ".blob.motionBlur", XrmoptionSepArg, 0 },
- {"-fade-time", ".blob.fadeTime", XrmoptionSepArg, 0 },
- {"-hold-time", ".blob.holdTime", XrmoptionSepArg, 0 },
- {"-zoom", ".blob.zoom", XrmoptionSepArg, 0 },
-};
-
-static argtype vars[] = {
- {&wireframe, "wire", "Wire", DEF_WIRE, t_Bool},
- {&blend, "blend", "Blend", DEF_BLEND, t_Float},
- {&do_fog, "fog", "Fog", DEF_FOG, t_Bool},
- {&do_antialias, "antialias", "Antialias", DEF_ANTIALIAS, t_Bool},
- {&do_walls, "walls", "Walls", DEF_WALLS, t_Bool},
- {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
- {&do_colour, "colour", "Colour", DEF_COLOUR, t_Bool},
- {&offset_texture, "offsetTexture","OffsetTexture", DEF_OFFSET_TEXTURE, t_Bool},
- {&do_paint_background,"paintBackground","PaintBackground", DEF_PAINT_BACKGROUND, t_Bool},
- {&resolution, "resolution", "Resolution", DEF_RESOLUTION, t_Int},
- {&bumps, "bumps", "Bump", DEF_BUMPS, t_Int},
- {&motion_blur, "motionBlur", "MotionBlur", DEF_MOTION_BLUR, t_Float},
- {&fade_time, "fadeTime", "FadeTime", DEF_FADE_TIME, t_Float},
- {&hold_time, "holdTime", "HoldTime", DEF_HOLD_TIME, t_Float},
- {&zoom, "zoom", "Zoom", DEF_ZOOM, t_Float},
-};
-
-
-static OptionStruct desc[] =
-{
- {"-/+ wire", "whether to do use wireframe instead of filled (faster)"},
- {"-/+ blend", "whether to do enable blending (slower)"},
- {"-/+ fog", "whether to do enable fog (slower)"},
- {"-/+ antialias", "whether to do enable antialiased lines (slower)"},
- {"-/+ walls", "whether to add walls to the blob space (slower)"},
- {"-/+ texture", "whether to add a texture to the blob (slower)"},
- {"-/+ colour", "whether to colour the blob"},
- {"-/+ offset_texture", "whether to offset texture co-ordinates"},
- {"-/+ paint_background", "whether to display a background texture (slower)"},
- {"-resolution", "Resolution of blob tesselation"},
- {"-bumps", "Number of bumps used to disturb blob"},
- {"-motion_blur", "Fade blob images (higher number = faster fade)"},
- {"-fade_time", "Number of frames to transition to next image"},
- {"-hold_time", "Number of frames before next image"},
-};
-
-ENTRYPOINT ModeSpecOpt mirrorblob_opts = {countof(opts), opts, countof(vars), vars, desc};
-
-#ifdef USE_MODULES
-ModStruct mirrorblob_description =
-{"mirrorblob", "init_mirrorblob", "draw_mirrorblob", NULL,
- "draw_mirrorblob", "init_mirrorblob", "free_mirrorblob", &mirrorblob_opts,
- 1000, 1, 2, 1, 4, 1.0, "",
- "OpenGL mirrorblob", 0, NULL};
-#endif
-
-/*****************************************************************************
- * Types used in blob code
- *****************************************************************************/
-
-typedef struct
-{
- GLfloat x, y;
-} Vector2D;
-
-typedef struct
-{
- GLfloat x, y, z;
-} Vector3D;
-
-typedef struct
-{
- GLfloat w;
- GLfloat x;
- GLfloat y;
- GLfloat z;
-} Quaternion;
-
-typedef struct
-{
- GLubyte red, green, blue, alpha;
-} Colour;
-
-typedef struct
-{
- Vector3D initial_position;
- Vector3D position;
- Vector3D normal;
-} Node_Data;
-
-typedef struct
-{
- int node1, node2, node3;
- Vector3D normal;
- double length1, length2, length3;
-} Face_Data;
-
-/* Structure to hold data about bumps used to distortion sphere */
-typedef struct
-{
- double cx, cy, cpower, csize;
- double ax, ay, power, size;
- double mx, my, mpower, msize;
- double vx, vy, vpower, vsize;
- Vector3D pos;
-} Bump_Data;
-
-/* Vertices of a tetrahedron */
-#define sqrt_3 0.5773502692
-/*#undef sqrt_3
-#define sqrt_3 1.0*/
-#define PPP { sqrt_3, sqrt_3, sqrt_3 } /* +X, +Y, +Z */
-#define MMP { -sqrt_3, -sqrt_3, sqrt_3 } /* -X, -Y, +Z */
-#define MPM { -sqrt_3, sqrt_3, -sqrt_3 } /* -X, +Y, -Z */
-#define PMM { sqrt_3, -sqrt_3, -sqrt_3 } /* +X, -Y, -Z */
-
-/* Structure describing a tetrahedron */
-static Vector3D tetrahedron[4][3] = {
- {PPP, MMP, MPM},
- {PMM, MPM, MMP},
- {PPP, MPM, PMM},
- {PPP, PMM, MMP}
-};
-
-/*****************************************************************************
- * Static blob data
- *****************************************************************************/
-
-static const Vector3D zero_vector = { 0.0, 0.0, 0.0 };
-
-/* Use 2 textures to allow a gradual fade between images */
-#define NUM_TEXTURES 2
-#define BUMP_ARRAY_SIZE 1024
-
-typedef enum
-{
- INITIALISING,
- HOLDING,
- LOADING,
- TRANSITIONING
-} Frame_State;
-
-/* structure for holding the mirrorblob data */
-typedef struct {
- int screen_width, screen_height;
- GLXContext *glx_context;
- Window window;
- XColor fg, bg;
-
- /* Parameters controlling the position of the blob as a whole */
- Vector3D blob_center;
- Vector3D blob_anchor;
- Vector3D blob_velocity;
- Vector3D blob_force;
-
- /* Count of the total number of nodes and faces used to tesselate the blob */
- int num_nodes;
- int num_faces;
-
- Node_Data *nodes;
- Face_Data *faces;
-
- Vector3D *dots;
- Vector3D *normals;
- Colour *colours;
- Vector2D *tex_coords;
-
- /* Pointer to the bump function results */
- double *bump_shape, *wall_shape;
-
- Bump_Data *bump_data;
-
- /* Use 2 textures to allow a gradual fade between images */
- int current_texture;
-
- /* Ratio of used texture size to total texture size */
- GLfloat tex_width[NUM_TEXTURES], tex_height[NUM_TEXTURES];
- GLuint textures[NUM_TEXTURES];
-
- Frame_State state;
- double state_start_time;
-
- int colour_cycle;
-
- Bool mipmap_p;
- Bool waiting_for_image_p;
- Bool first_image_p;
-
- trackball_state *trackball;
- int button_down;
-
-} mirrorblobstruct;
-
-static mirrorblobstruct *Mirrorblob = NULL;
-
-/******************************************************************************
- *
- * Returns the current time in seconds as a double. Shamelessly borrowed from
- * glslideshow.
- *
- */
-static double
-double_time (void)
-{
- struct timeval now;
-# ifdef GETTIMEOFDAY_TWO_ARGS
- struct timezone tzp;
- gettimeofday(&now, &tzp);
-# else
- gettimeofday(&now);
-# endif
-
- return (now.tv_sec + ((double) now.tv_usec * 0.000001));
-}
-
-/******************************************************************************
- *
- * Change to the projection matrix and set our viewing volume.
- *
- */
-static void
-reset_projection(int width, int height)
-{
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity ();
- gluPerspective (60.0, 1.0, 1.0, 1024.0 );
- glMatrixMode (GL_MODELVIEW);
- glLoadIdentity ();
-}
-
-/******************************************************************************
- *
- * Calculate the dot product of two vectors u and v
- * Dot product u.v = |u||v|cos(theta)
- * Where theta = angle between u and v
- */
-static inline double
-dot (const Vector3D u, const Vector3D v)
-{
- return (u.x * v.x) + (u.y * v.y) + (u.z * v.z);
-}
-
-/******************************************************************************
- *
- * Calculate the cross product of two vectors.
- * Gives a vector perpendicular to u and v with magnitude |u||v|sin(theta)
- * Where theta = angle between u and v
- */
-static inline Vector3D
-cross (const Vector3D u, const Vector3D v)
-{
- Vector3D result;
-
- result.x = (u.y * v.z - u.z * v.y);
- result.y = (u.z * v.x - u.x * v.z);
- result.z = (u.x * v.y - u.y * v.x);
-
- return result;
-}
-
-/******************************************************************************
- *
- * Add vector v to vector u
- */
-static inline void
-add (Vector3D *u, const Vector3D v)
-{
- u->x = u->x + v.x;
- u->y = u->y + v.y;
- u->z = u->z + v.z;
-}
-
-/******************************************************************************
- *
- * Subtract vector v from vector u
- */
-static inline Vector3D
-subtract (const Vector3D u, const Vector3D v)
-{
- Vector3D result;
-
- result.x = u.x - v.x;
- result.y = u.y - v.y;
- result.z = u.z - v.z;
-
- return result;
-}
-
-/******************************************************************************
- *
- * multiply vector v by scalar s
- */
-static inline Vector3D
-scale (const Vector3D v, const double s)
-{
- Vector3D result;
-
- result.x = v.x * s;
- result.y = v.y * s;
- result.z = v.z * s;
- return result;
-}
-
-/******************************************************************************
- *
- * normalise vector v
- */
-static inline Vector3D
-normalise (const Vector3D v)
-{
- Vector3D result;
- double magnitude;
-
- magnitude = sqrt (dot(v, v));
-
- if (magnitude > 1e-300)
- {
- result = scale (v, 1.0 / magnitude);
- }
- else
- {
- printf("zero\n");
- result = zero_vector;
- }
- return result;
-}
-
-/******************************************************************************
- *
- * Calculate the transform matrix for the given quaternion
- */
-static void
-quaternion_transform (Quaternion q, GLfloat * transform)
-{
- GLfloat x, y, z, w;
- x = q.x;
- y = q.y;
- z = q.z;
- w = q.w;
-
- transform[0] = (w * w) + (x * x) - (y * y) - (z * z);
- transform[1] = (2.0 * x * y) + (2.0 * w * z);
- transform[2] = (2.0 * x * z) - (2.0 * w * y);
- transform[3] = 0.0;
-
- transform[4] = (2.0 * x * y) - (2.0 * w * z);
- transform[5] = (w * w) - (x * x) + (y * y) - (z * z);
- transform[6] = (2.0 * y * z) + (2.0 * w * x);
- transform[7] = 0.0;
-
- transform[8] = (2.0 * x * z) + (2.0 * w * y);
- transform[9] = (2.0 * y * z) - (2.0 * w * x);
- transform[10] = (w * w) - (x * x) - (y * y) + (z * z);
- transform[11] = 0.0;
-
- transform[12] = 0.0;
- transform[13] = 0.0;
- transform[14] = 0.0;
- transform[15] = (w * w) + (x * x) + (y * y) + (z * z);
-}
-
-/******************************************************************************
- *
- * Apply a matrix transform to the given vector
- */
-static inline Vector3D
-vector_transform (Vector3D u, GLfloat * t)
-{
- Vector3D result;
-
- result.x = (u.x * t[0] + u.y * t[4] + u.z * t[8] + 1.0 * t[12]);
- result.y = (u.x * t[1] + u.y * t[5] + u.z * t[9] + 1.0 * t[13]);
- result.z = (u.x * t[2] + u.y * t[6] + u.z * t[10] + 1.0 * t[14]);
-
- return result;
-}
-
-/******************************************************************************
- *
- * Return a node that is on an arc between node1 and node2, where distance
- * is the proportion of the distance from node1 to the total arc.
- */
-static Vector3D
-partial (Vector3D node1, Vector3D node2, double distance)
-{
- Vector3D result;
- Vector3D rotation_axis;
- GLfloat transformation[16];
- double angle;
- Quaternion rotation;
-
- rotation_axis = normalise (cross (node1, node2));
- angle = acos (dot (node1, node2)) * distance;
-
- rotation.x = rotation_axis.x * sin (angle / 2.0);
- rotation.y = rotation_axis.y * sin (angle / 2.0);
- rotation.z = rotation_axis.z * sin (angle / 2.0);
- rotation.w = cos (angle / 2.0);
-
- quaternion_transform (rotation, transformation);
-
- result = vector_transform (node1, transformation);
-
- return result;
-}
-
-/****************************************************************************
- *
- * Callback indicating a texture has loaded
- */
-static void
-image_loaded_cb (const char *filename, XRectangle *geometry,
- int image_width, int image_height,
- int texture_width, int texture_height,
- void *closure)
-{
- mirrorblobstruct *mp = (mirrorblobstruct *) closure;
- GLint texid = -1;
- int texture_index = -1;
- int i;
-
- glGetIntegerv (GL_TEXTURE_BINDING_2D, &texid);
- if (texid < 0) abort();
-
- for (i = 0; i < NUM_TEXTURES; i++) {
- if (mp->textures[i] == texid) {
- texture_index = i;
- break;
- }
- }
- if (texture_index < 0) abort();
-
- mp->tex_width [texture_index] = (GLfloat) image_width / texture_width;
- mp->tex_height[texture_index] = -(GLfloat) image_height / texture_height;
-
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- (mp->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- mp->waiting_for_image_p = False;
- mp->first_image_p = True;
-}
-
-/* Load a new file into a texture
- */
-static void
-grab_texture(ModeInfo *mi, int texture_index)
-{
- mirrorblobstruct *mp = &Mirrorblob[MI_SCREEN(mi)];
-
- {
- int w = (MI_WIDTH(mi) / 2) - 1;
- int h = (MI_HEIGHT(mi) / 2) - 1;
- if (w <= 10) w = 10;
- if (h <= 10) h = 10;
-
- mp->waiting_for_image_p = True;
- mp->mipmap_p = True;
- load_texture_async (mi->xgwa.screen, mi->window,
- *mp->glx_context, w, h, mp->mipmap_p,
- mp->textures[texture_index],
- image_loaded_cb, mp);
- }
-}
-
-/******************************************************************************
- *
- * Generate internal parameters based on supplied options the parameters to
- * ensure they are consistant.
- */
-static void
-set_parameters(void)
-{
-# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
- wireframe = 0;
-# endif
-
- /* In wire frame mode do not draw a texture */
- if (wireframe)
- {
- do_texture = False;
- blend = 1.0;
- }
-
- /* Need to load textures if either the blob or the backgound has an image */
- if (do_texture || do_paint_background)
- {
- load_textures = True;
- }
- else
- {
- load_textures = False;
- }
-
- /* If theres no texture don't calculate co-ordinates. */
- if (!do_texture)
- {
- offset_texture = False;
- }
-
- culling = True;
-}
-
-/******************************************************************************
- *
- * Initialise the openGL state data.
- */
-static void
-initialize_gl(ModeInfo *mi, GLsizei width, GLsizei height)
-{
- mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
-
- /* Lighting values */
- GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
-
- GLfloat lightPos0[] = {500.0f, 100.0f, 200.0f, 1.0f };
- GLfloat whiteLight0[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- GLfloat sourceLight0[] = { 0.6f, 0.6f, 0.6f, 1.0f };
- GLfloat specularLight0[] = { 0.8f, 0.8f, 0.9f, 1.0f };
-
- GLfloat lightPos1[] = {-50.0f, -100.0f, 2500.0f, 1.0f };
- GLfloat whiteLight1[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- GLfloat sourceLight1[] = { 0.6f, 0.6f, 0.6f, 1.0f };
- GLfloat specularLight1[] = { 0.7f, 0.7f, 0.7f, 1.0f };
-
- GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
-
- GLfloat fogColor[4] = { 0.4, 0.4, 0.5, 0.1 };
-
- /* Set the internal parameters based on the configuration settings */
- set_parameters();
-
- /* Set the viewport to the width and heigh of the window */
- glViewport (0, 0, width, height );
-
- if (do_antialias)
- {
- blend = 1.0;
- glEnable(GL_LINE_SMOOTH);
- glEnable(GL_POLYGON_SMOOTH);
- }
-
- /* The blend function is used for trasitioning between two images even when
- * blend is not selected.
- */
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- if (do_fog)
- {
- glEnable(GL_FOG);
- glFogfv(GL_FOG_COLOR, fogColor);
- glFogf(GL_FOG_DENSITY, 0.50);
- glFogf(GL_FOG_START, 15.0);
- glFogf(GL_FOG_END, 30.0);
- }
-
- /* Set the shading model to smooth (Gouraud shading). */
- glShadeModel (GL_SMOOTH);
-
- glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambientLight);
- glLightfv (GL_LIGHT0, GL_AMBIENT, whiteLight0);
- glLightfv (GL_LIGHT0, GL_DIFFUSE, sourceLight0);
- glLightfv (GL_LIGHT0, GL_SPECULAR, specularLight0);
- glLightfv (GL_LIGHT0, GL_POSITION, lightPos0);
- glEnable (GL_LIGHT0);
- glLightfv (GL_LIGHT1, GL_AMBIENT, whiteLight1);
- glLightfv (GL_LIGHT1, GL_DIFFUSE, sourceLight1);
- glLightfv (GL_LIGHT1, GL_SPECULAR, specularLight1);
- glLightfv (GL_LIGHT1, GL_POSITION, lightPos1);
- glEnable (GL_LIGHT1);
- glEnable (GL_LIGHTING);
-
- /* Enable color tracking */
- glEnable (GL_COLOR_MATERIAL);
-
- /* Set Material properties to follow glColor values */
- glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
-
- /* Set all materials to have specular reflectivity */
- glMaterialfv (GL_FRONT, GL_SPECULAR, specref);
- glMateriali (GL_FRONT, GL_SHININESS, 32);
-
- /* Let GL implementation scale normal vectors. */
- glEnable (GL_NORMALIZE);
-
- /* Enable Arrays */
- if (load_textures)
- {
- glLightModeli (GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- glEnable (GL_TEXTURE_2D);
-
- gp->current_texture = 0;
- glGenTextures(NUM_TEXTURES, gp->textures);
- grab_texture(mi, gp->current_texture);
-
- glMatrixMode (GL_TEXTURE);
- glRotated (180.0, 1.0, 0.0, 0.0);
- glMatrixMode (GL_MODELVIEW);
- }
-
- /* Clear the buffer since this is not done during a draw with motion blur */
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-}
-
-/******************************************************************************
- *
- * Initialise the openGL state data.
- */
-static void
-set_blob_gl_state(GLfloat alpha)
-{
- if (do_antialias)
- {
- glEnable(GL_LINE_SMOOTH);
- glEnable(GL_POLYGON_SMOOTH);
- }
-
- if (wireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
- else
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-
- /* The blend function is used for trasitioning between two images even when
- * blend is not selected.
- */
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- /* Culling. */
- if (culling)
- {
- glCullFace (GL_BACK);
- glEnable (GL_CULL_FACE);
- glFrontFace (GL_CCW);
- }
- else
- {
- glDisable (GL_CULL_FACE);
- }
-
- if (blend < 1.0)
- {
- glEnable (GL_BLEND);
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- /* Set the default blob colour to off-white. */
- glColor4f (0.9, 0.9, 1.0, alpha);
- }
- else
- {
- glDisable(GL_BLEND);
- glColor4f (0.9, 0.9, 1.0, 1.0);
- }
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
-}
-
-/******************************************************************************
- *
- * Initialise the data required to draw the blob allocating the memory as
- * necessary.
- *
- * Return 0 on success.
- */
-static int
-initialise_blob(mirrorblobstruct *gp,
- int width,
- int height,
- int bump_array_size)
-{
- /* Loop variables */
- int i, u, v, node, side, face, base, base2 = 0;
- int nodes_on_edge = resolution;
- Vector3D node1, node2, result;
-
- if (nodes_on_edge < 2)
- return -1;
-
- gp->num_nodes = 2 * nodes_on_edge * nodes_on_edge - 4 * nodes_on_edge + 4;
- gp->num_faces = 4 * (nodes_on_edge - 1) * (nodes_on_edge - 1);
-
- gp->nodes = (Node_Data *) malloc (gp->num_nodes * sizeof (Node_Data));
- if (!gp->nodes)
- {
- fprintf (stderr, "Couldn't allocate gp->nodes buffer\n");
- return -1;
- }
-
- gp->faces = (Face_Data *) malloc (gp->num_faces * sizeof (Face_Data));
- if (!gp->faces)
- {
- fprintf (stderr, "Couldn't allocate faces data buffer\n");
- return -1;
- }
-
- gp->bump_data = (Bump_Data *) malloc (bumps * sizeof (Bump_Data));
- if (!gp->bump_data)
- {
- fprintf(stderr, "Couldn't allocate bump data buffer\n");
- return -1;
- }
-
- gp->bump_shape = (double *)malloc(bump_array_size * sizeof(double));
- if (!gp->bump_shape)
- {
- fprintf(stderr, "Couldn't allocate bump buffer\n");
- return -1;
- }
-
- gp->wall_shape = (double *)malloc(bump_array_size * sizeof(double));
- if (!gp->wall_shape)
- {
- fprintf(stderr, "Couldn't allocate wall bump buffer\n");
- return -1;
- }
-
-
- gp->dots = (Vector3D *)malloc(gp->num_nodes * sizeof(Vector3D));
- if (!gp->dots)
- {
- fprintf(stderr, "Couldn't allocate nodes buffer\n");
- return -1;
- }
-
- gp->normals = (Vector3D *)malloc(gp->num_nodes * sizeof(Vector3D));
- if (!gp->normals)
- {
- fprintf(stderr, "Couldn't allocate normals buffer\n");
- return -1;
- }
-
- gp->colours = (Colour *)malloc(gp->num_nodes * sizeof(Colour));
- if (!gp->colours)
- {
- fprintf(stderr, "Couldn't allocate colours buffer\n");
- return -1;
- }
-
- gp->tex_coords = (Vector2D *)malloc(gp->num_nodes * sizeof(Vector2D));
- if (!gp->tex_coords)
- {
- fprintf(stderr, "Couldn't allocate gp->tex_coords buffer\n");
- return -1;
- }
-
-
- /* Initialise bump data */
- for (i = 0; i < bumps; i++)
- {
- gp->bump_data[i].ax = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5);
- gp->bump_data[i].ay = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5);
- gp->bump_data[i].power = (5.0 / pow(bumps, 0.75)) * (((double)random() / (double)RAND_MAX) - 0.5);
- gp->bump_data[i].size = 0.1 + 0.5 * (((double)random() / (double)RAND_MAX));
-
- gp->bump_data[i].pos.x = 1.5 * sin(PI * gp->bump_data[i].ay)
- * cos(PI * gp->bump_data[i].ax);
- gp->bump_data[i].pos.y = 1.5 * cos(PI * gp->bump_data[i].ay);
- gp->bump_data[i].pos.z = 1.5 * sin(PI * gp->bump_data[i].ay)
- * sin(PI * gp->bump_data[i].ax);
-
- gp->bump_data[i].cx = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5);
- gp->bump_data[i].cy = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5);
- gp->bump_data[i].cpower = (5.0 / pow(bumps, 0.75)) * (((double)random() / (double)RAND_MAX) - 0.5);
- gp->bump_data[i].csize = 0.35; /*0.1 + 0.25 * (((double)random() / (double)RAND_MAX));*/
-
- gp->bump_data[i].vx = 0.0;
- gp->bump_data[i].vy = 0.0;
- gp->bump_data[i].vpower = 0.0;
- gp->bump_data[i].vsize = 0.0;
-
- gp->bump_data[i].mx = 0.003 * ((double)random() / (double)RAND_MAX);
- gp->bump_data[i].my = 0.003 * ((double)random() / (double)RAND_MAX);
- gp->bump_data[i].mpower = 0.003 * ((double)random() / (double)RAND_MAX);
- gp->bump_data[i].msize = 0.003 * ((double)random() / (double)RAND_MAX);
- }
-
- /* Initialise lookup table of bump strength */
- for (i = 0; i < bump_array_size; i++)
- {
- double xd, xd2;
- xd = i / (double)bump_array_size;
-
- xd2 = 48.0 * xd * xd;
- gp->bump_shape[i] = 0.1 / (xd2 + 0.1);
-
- xd2 = 40.0 * xd * xd * xd * xd;
- gp->wall_shape[i] = 0.4 / (xd2 + 0.1);
- }
-
- node = 0;
- face = 0;
- for (side = 0; side < 4; side++)
- {
- base = node;
- if (side == 2)
- {
- base2 = node;
- }
- /*
- * The start and end of the for loops below are modified based on the
- * side of the tetrahedron that is being calculated to avoid duplication
- * of the gp->nodes that are on the edges of the tetrahedron.
- */
- for (u = (side > 1); u < (nodes_on_edge - (side > 0)); u++)
- {
- node1 = partial (normalise (tetrahedron[side][0]),
- normalise (tetrahedron[side][1]),
- u / (double) (nodes_on_edge - 1));
- node2 = partial (normalise (tetrahedron[side][0]),
- normalise (tetrahedron[side][2]),
- u / (double) (nodes_on_edge - 1));
-
- for (v = (side > 1); v <= (u - (side > 2)); v++)
- {
- if (u > 0)
- result = partial (node1, node2, v / (double) u);
- else
- result = node1;
-
- gp->nodes[node].position = normalise (result);
- gp->nodes[node].initial_position = gp->nodes[node].position;
- gp->nodes[node].normal = zero_vector;
- node++;
- }
- }
-
- /*
- * Determine which nodes make up each face. The complexity is caused
- * by having to determine the correct nodes for the edges of the
- * tetrahedron since the common nodes on the edges are only calculated
- * once (see above).
- */
- for (u = 0; u < (nodes_on_edge - 1); u++)
- {
- for (v = 0; v <= u; v++)
- {
- {
- if (side < 2)
- {
- gp->faces[face].node1 = base + ((u * (u + 1)) / 2) + v;
- gp->faces[face].node2 =
- base + ((u + 1) * (u + 2)) / 2 + v + 1;
- gp->faces[face].node3 =
- base + ((u + 1) * (u + 2)) / 2 + v;
-
- if ((side == 1) && (u == (nodes_on_edge - 2)))
- {
- gp->faces[face].node3 =
- ((u + 1) * (u + 2)) / 2 +
- nodes_on_edge - v - 1;
- gp->faces[face].node2 =
- ((u + 1) * (u + 2)) / 2 +
- nodes_on_edge - v - 2;
- }
- }
- else if (side < 3)
- {
- gp->faces[face].node1 =
- base + (((u - 1) * u) / 2) + v - 1;
- gp->faces[face].node2 = base + ((u) * (u + 1)) / 2 + v;
- gp->faces[face].node3 =
- base + ((u) * (u + 1)) / 2 + v - 1;
-
- if (u == (nodes_on_edge - 2))
- {
- int n = nodes_on_edge - v - 1;
- gp->faces[face].node2 =
- ((nodes_on_edge *
- (nodes_on_edge + 1)) / 2) +
- ((n - 1) * (n + 0)) / 2;
- gp->faces[face].node3 =
- ((nodes_on_edge *
- (nodes_on_edge + 1)) / 2) +
- ((n + 0) * (n + 1)) / 2;
- }
- if (v == 0)
- {
- gp->faces[face].node1 = (((u + 1) * (u + 2)) / 2) - 1;
- gp->faces[face].node3 = (((u + 2) * (u + 3)) / 2) - 1;
- }
- }
- else
- {
- gp->faces[face].node1 =
- base + (((u - 2) * (u - 1)) / 2) + v - 1;
- gp->faces[face].node2 = base + ((u - 1) * u) / 2 + v;
- gp->faces[face].node3 = base + ((u - 1) * u) / 2 + v - 1;
-
- if (v == 0)
- {
- gp->faces[face].node1 =
- base2 + ((u * (u + 1)) / 2) - 1;
- gp->faces[face].node3 =
- base2 + ((u + 1) * (u + 2)) / 2 - 1;
- }
- if (u == (nodes_on_edge - 2))
- {
- gp->faces[face].node3 =
- ((nodes_on_edge *
- (nodes_on_edge + 1)) / 2) +
- ((v + 1) * (v + 2)) / 2 - 1;
- gp->faces[face].node2 =
- ((nodes_on_edge *
- (nodes_on_edge + 1)) / 2) +
- ((v + 2) * (v + 3)) / 2 - 1;
- }
- if (v == u)
- {
- gp->faces[face].node1 = (u * (u + 1)) / 2;
- gp->faces[face].node2 = ((u + 1) * (u + 2)) / 2;
- }
- }
- face++;
- }
-
- if (v < u)
- {
- if (side < 2)
- {
- gp->faces[face].node1 = base + ((u * (u + 1)) / 2) + v;
- gp->faces[face].node2 =
- base + ((u * (u + 1)) / 2) + v + 1;
- gp->faces[face].node3 =
- base + (((u + 1) * (u + 2)) / 2) + v + 1;
-
- if ((side == 1) && (u == (nodes_on_edge - 2)))
- {
- gp->faces[face].node3 =
- ((u + 1) * (u + 2)) / 2 +
- nodes_on_edge - v - 2;
- }
- }
- else if (side < 3)
- {
- gp->faces[face].node1 =
- base + ((u * (u - 1)) / 2) + v - 1;
- gp->faces[face].node2 = base + ((u * (u - 1)) / 2) + v;
- gp->faces[face].node3 = base + ((u * (u + 1)) / 2) + v;
-
- if (u == (nodes_on_edge - 2))
- {
- int n = nodes_on_edge - v - 1;
- gp->faces[face].node3 =
- ((nodes_on_edge *
- (nodes_on_edge + 1)) / 2) +
- ((n + 0) * (n - 1)) / 2;
- }
- if (v == 0)
- {
- gp->faces[face].node1 = (((u + 1) * (u + 2)) / 2) - 1;
- }
- }
- else
- {
- gp->faces[face].node1 =
- base + (((u - 2) * (u - 1)) / 2) + v - 1;
- gp->faces[face].node2 =
- base + (((u - 2) * (u - 1)) / 2) + v;
- gp->faces[face].node3 = base + (((u - 1) * u) / 2) + v;
-
- if (v == 0)
- {
- gp->faces[face].node1 = base2 + (u * (u + 1)) / 2 - 1;
- }
- if (u == (nodes_on_edge - 2))
- {
- gp->faces[face].node3 =
- ((nodes_on_edge * (nodes_on_edge + 1)) / 2) +
- ((v + 2) * (v + 3)) / 2 - 1;
- }
- if (v == (u - 1))
- {
- gp->faces[face].node2 = (u * (u + 1)) / 2;
- }
- }
- face++;
- }
- }
- }
- }
-
- return 0;
-}
-
-/******************************************************************************
- *
- * Return the magnitude of the given vector
- */
-#if 0
-static inline double
-length (Vector3D u)
-{
- return sqrt (u.x * u.x + u.y * u.y + u.z * u.z);
-}
-#endif
-
-/******************************************************************************
- *
- * Calculate the blob shape.
- */
-static void
-calc_blob(mirrorblobstruct *gp,
- int width,
- int height,
- int bump_array_size,
- float limit,
- double fade)
-{
- /* Loop variables */
- int i, index, face;
- /* position of a node */
- Vector3D node;
- Vector3D offset;
- Vector3D bump_vector;
- int dist;
-
- /* Update position and strength of bumps used to distort the blob */
- for (i = 0; i < bumps; i++)
- {
- gp->bump_data[i].vx += gp->bump_data[i].mx*(gp->bump_data[i].cx - gp->bump_data[i].ax);
- gp->bump_data[i].vy += gp->bump_data[i].my*(gp->bump_data[i].cy - gp->bump_data[i].ay);
- gp->bump_data[i].vpower += gp->bump_data[i].mpower
- * (gp->bump_data[i].cpower - gp->bump_data[i].power);
- gp->bump_data[i].vsize += gp->bump_data[i].msize
- * (gp->bump_data[i].csize - gp->bump_data[i].size);
-
- gp->bump_data[i].ax += 0.1 * gp->bump_data[i].vx;
- gp->bump_data[i].ay += 0.1 * gp->bump_data[i].vy;
- gp->bump_data[i].power += 0.1 * gp->bump_data[i].vpower;
- gp->bump_data[i].size += 0.1 * gp->bump_data[i].vsize;
-
- gp->bump_data[i].pos.x = 1.0 * sin(PI * gp->bump_data[i].ay)
- * cos(PI * gp->bump_data[i].ax);
- gp->bump_data[i].pos.y = 1.0 * cos(PI * gp->bump_data[i].ay);
- gp->bump_data[i].pos.z = 1.0 * sin(PI * gp->bump_data[i].ay)
- * sin(PI * gp->bump_data[i].ax);
- }
-
- /* Update calculate new position for each vertex based on an offset from
- * the initial position
- */
- gp->blob_force = zero_vector;
- for (index = 0; index < gp->num_nodes; ++index)
- {
- node = gp->nodes[index].initial_position;
- gp->nodes[index].normal = node;
-
- offset = zero_vector;
- for ( i = 0; i < bumps; i++)
- {
- bump_vector = subtract(gp->bump_data[i].pos, node);
-
- dist = bump_array_size * dot(bump_vector, bump_vector) * gp->bump_data[i].size;
-
- if (dist < bump_array_size)
- {
- add(&offset, scale(node, gp->bump_data[i].power * gp->bump_shape[dist]));
- add(&gp->blob_force, scale(node, gp->bump_data[i].power * gp->bump_shape[dist]));
- }
- }
-
- add(&node, offset);
- node = scale(node, zoom);
- add(&node, gp->blob_center);
-
- if (do_walls)
- {
- if (node.z < -limit) node.z = -limit;
- if (node.z > limit) node.z = limit;
-
- dist = bump_array_size * (node.z + limit) * (node.z + limit) * 0.5;
- if (dist < bump_array_size)
- {
- node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist];
- node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist];
- gp->blob_force.z += (node.z + limit);
- }
- else
- {
- dist = bump_array_size * (node.z - limit) * (node.z - limit) * 0.5;
- if (dist < bump_array_size)
- {
- node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist];
- node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist];
- gp->blob_force.z -= (node.z - limit);
- }
-
- if (node.y < -limit) node.y = -limit;
- if (node.y > limit) node.y = limit;
-
- dist = bump_array_size * (node.y + limit) * (node.y + limit) * 0.5;
- if (dist < bump_array_size)
- {
- node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist];
- node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist];
- gp->blob_force.y += (node.y + limit);
- }
- else
- {
- dist = bump_array_size * (node.y - limit) * (node.y - limit) * 0.5;
- if (dist < bump_array_size)
- {
- node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist];
- node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist];
- gp->blob_force.y -= (node.y - limit);
- }
- }
-
- if (node.x < -limit) node.x = -limit;
- if (node.x > limit) node.x = limit;
-
- dist = bump_array_size * (node.x + limit) * (node.x + limit) * 0.5;
- if (dist < bump_array_size)
- {
- node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist];
- node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist];
- gp->blob_force.x += (node.x + limit);
- }
- else
- {
- dist = bump_array_size * (node.x - limit) * (node.x - limit) * 0.5;
- if (dist < bump_array_size)
- {
- node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist];
- node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist];
- gp->blob_force.x -= (node.x - limit);
- }
- }
-
- if (node.y < -limit) node.y = -limit;
- if (node.y > limit) node.y = limit;
- }
- }
- gp->dots[index] = node;
- }
-
- /* Determine the normal for each face */
- for (face = 0; face < gp->num_faces; face++)
- {
- /* Use pointers to indexed nodes to help readability */
- int index1 = gp->faces[face].node1;
- int index2 = gp->faces[face].node2;
- int index3 = gp->faces[face].node3;
-
- gp->faces[face].normal = cross(subtract(gp->dots[index2], gp->dots[index1]),
- subtract(gp->dots[index3], gp->dots[index1]));
-
- /* Add the normal for the face onto the normal for the verticies of
- the face */
- add(&gp->nodes[index1].normal, gp->faces[face].normal);
- add(&gp->nodes[index2].normal, gp->faces[face].normal);
- add(&gp->nodes[index3].normal, gp->faces[face].normal);
- }
-
- /* Use the normal to set the colour and texture */
- if (do_colour || do_texture)
- {
- for (index = 0; index < gp->num_nodes; ++index)
- {
- gp->normals[index] = normalise(gp->nodes[index].normal);
-
- if (do_colour)
- {
- gp->colours[index].red = (int)(255.0 * fabs(gp->normals[index].x));
- gp->colours[index].green = (int)(255.0 * fabs(gp->normals[index].y));
- gp->colours[index].blue = (int)(255.0 * fabs(gp->normals[index].z));
- gp->colours[index].alpha = (int)(255.0 * fade);
- }
- if (do_texture)
- {
- if (offset_texture)
- {
- const float cube_size = 100.0;
- Vector3D eye = {0.0, 0.0, 50.0};
- Vector3D eye_r = normalise(subtract(gp->dots[index], eye));
- Vector3D reference = subtract(eye_r, scale(gp->normals[index], 2.0 * dot(eye_r, gp->normals[index])));
- double x = 0.0;
- double y = 0.0;
- double n, n_min = 10000.0, sign = 1.0;
- if (fabs(reference.z) > 1e-9)
- {
- n = (cube_size - gp->dots[index].z) / reference.z;
- if (n < 0.0)
- {
- n = (-cube_size - gp->dots[index].z) / reference.z;
- sign = 3.0;
- }
- if (n > 0.0)
- {
- x = sign * (gp->dots[index].x + n * reference.x);
- y = sign * (gp->dots[index].y + n * reference.y);
- n_min = n;
- }
- }
- if (fabs(reference.x) > 1e-9)
- {
- n = (cube_size - gp->dots[index].x) / reference.x;
- sign = 1.0;
- if (n < 0.0)
- {
- n = (-cube_size - gp->dots[index].x) / reference.x;
- sign = -1.0;
- }
- if ((n > 0.0) && (n < n_min))
- {
- x = sign * (2.0 * cube_size - (gp->dots[index].z + n * reference.z));
- y = sign * x * (gp->dots[index].y + n * reference.y) / cube_size;
- n_min = n;
- }
- }
- if (fabs(reference.y) > 1e-9)
- {
- n = (cube_size - gp->dots[index].y) / reference.y;
- sign = 1.0;
- if (n < 0.0)
- {
- n = (-cube_size - gp->dots[index].y) / reference.y;
- sign = -1.0;
- }
- if ((n > 0.0) && (n < n_min))
- {
- y = sign * (2.0 * cube_size -( gp->dots[index].z + n * reference.z));
- x = sign * y * (gp->dots[index].x + n * reference.x) / cube_size;
- }
- }
-
- gp->tex_coords[index].x = 0.5 + x / (cube_size * 6.0);
- gp->tex_coords[index].y = 0.5 - y / (cube_size * 6.0);
- }
- else
- {
- gp->tex_coords[index].x = 0.5
- * (1.0 + asin(gp->normals[index].x) / (0.5 * PI));
- gp->tex_coords[index].y = -0.5
- * (1.0 + asin(gp->normals[index].y) / (0.5 * PI));
- }
- /* Adjust the texture co-ordinates to from range 0..1 to
- * 0..width or 0..height as appropriate
- */
- gp->tex_coords[index].x *= gp->tex_width[gp->current_texture];
- gp->tex_coords[index].y *= gp->tex_height[gp->current_texture];
- }
- }
- }
-
- /* Update the center of the whole blob */
- add(&gp->blob_velocity, scale (subtract (gp->blob_anchor, gp->blob_center), 1.0 / 80.0));
- add(&gp->blob_velocity, scale (gp->blob_force, 0.01 / gp->num_nodes));
-
- add(&gp->blob_center, scale(gp->blob_velocity, 0.5));
-
- gp->blob_velocity = scale(gp->blob_velocity, 0.999);
-}
-
-static void
-draw_vertex(mirrorblobstruct *gp, int index)
-{
- if (do_colour)
- {
- glColor3ub(gp->colours[index].red,
- gp->colours[index].green,
- gp->colours[index].blue);
- }
- if (load_textures)
- {
- glTexCoord2fv(&gp->tex_coords[index].x);
- }
- glNormal3fv(&gp->normals[index].x);
- glVertex3fv(&gp->dots[index].x);
-}
-
-/******************************************************************************
- *
- * Draw the blob shape.
- *
- */
-static void
-draw_blob (mirrorblobstruct *gp)
-{
- int face;
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-/* glRotatef(current_device_rotation(), 0, 0, 1); */
-
- /* Move down the z-axis. */
- glTranslatef (0.0, 0.0, -4.0);
-
- gltrackball_rotate (gp->trackball);
-
- /* glColor4ub (255, 0, 0, 128); */
- glBegin(GL_TRIANGLES);
- for (face = 0; face < gp->num_faces; face++)
- {
- draw_vertex(gp, gp->faces[face].node1);
- draw_vertex(gp, gp->faces[face].node2);
- draw_vertex(gp, gp->faces[face].node3);
- }
- glEnd();
-
-#if 0
- glBegin(GL_LINES);
- for (face = 0; face < gp->num_faces; face++)
- {
- if (gp->normals[gp->faces[face].node1].z > 0.0)
- {
- Vector3D end = gp->dots[gp->faces[face].node1];
- glVertex3dv(&end);
- add(&end, scale(gp->normals[gp->faces[face].node1], 0.25));
- glVertex3dv(&end);
- }
- }
- glEnd();
-#endif
-
- glLoadIdentity();
-}
-
-/******************************************************************************
- *
- * Draw the background image simply map a texture onto a full screen quad.
- */
-static void
-draw_background (ModeInfo *mi)
-{
- mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
- GLfloat rot = current_device_rotation();
-
- glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
- glEnable (GL_TEXTURE_2D);
- glDisable(GL_LIGHTING);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- /* Reset the projection matrix to make it easier to get the size of the quad
- * correct
- */
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- glRotatef (-rot, 0, 0, 1);
-/*
- if ((rot > 45 && rot < 135) ||
- (rot < -45 && rot > -135))
- {
- GLfloat s = MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi);
- glScalef (s, 1/s, 1);
- }
-*/
-
- glOrtho(0.0, MI_WIDTH(mi), MI_HEIGHT(mi), 0.0, -1000.0, 1000.0);
-
- glBegin (GL_QUADS);
-
- glTexCoord2f (0.0, 0.0);
- glVertex2i (0, 0);
-
- glTexCoord2f (0.0, gp->tex_height[gp->current_texture]);
- glVertex2i (0, MI_HEIGHT(mi));
-
- glTexCoord2f (gp->tex_width[gp->current_texture], gp->tex_height[gp->current_texture]);
- glVertex2i (MI_WIDTH(mi), MI_HEIGHT(mi));
-
- glTexCoord2f (gp->tex_width[gp->current_texture], 0.0);
- glVertex2i (MI_WIDTH(mi), 0);
- glEnd();
-
- glPopMatrix ();
- glMatrixMode (GL_MODELVIEW);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
-
-/******************************************************************************
- *
- * Update the scene.
- */
-static GLvoid
-draw_scene(ModeInfo * mi)
-{
- mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
-
- double fade = 0.0;
- double current_time;
- check_gl_error ("draw_scene");
-
- mi->polygon_count = 0;
- glColor4f (1.0, 1.0, 1.0, 1.0);
-
- current_time = double_time();
- switch (gp->state)
- {
- case INITIALISING:
- glColor4f (0.0, 0.0, 0.0, 1.0);
- fade = 1.0;
- break;
-
- case TRANSITIONING:
- fade = 1.0 - (current_time - gp->state_start_time) / fade_time;
- break;
-
- case LOADING: /* FALL-THROUGH */
- case HOLDING:
- fade = 1.0;
- break;
- }
-
- /* Set the correct texture, when transitioning this ensures that the first draw
- * is the original texture (which has the new texture drawn over it with decreasing
- * transparency)
- */
- if (load_textures)
- {
- glBindTexture(GL_TEXTURE_2D, gp->textures[gp->current_texture]);
- }
-
- glDisable (GL_DEPTH_TEST);
- if (do_paint_background)
- {
- glEnable (GL_TEXTURE_2D);
- if (motion_blur > 0.0)
- {
- glClear(GL_DEPTH_BUFFER_BIT);
- glEnable (GL_BLEND);
- glColor4f (1.0, 1.0, 1.0, motion_blur);
- }
- else
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- draw_background (mi);
- mi->polygon_count++;
-
- /* When transitioning between two images paint the new image over the old
- * image with a varying alpha value to get a smooth fade.
- */
- if (gp->state == TRANSITIONING)
- {
- glEnable (GL_BLEND);
- /* Select the texture to transition to */
- glBindTexture (GL_TEXTURE_2D, gp->textures[1 - gp->current_texture]);
- glColor4f (1.0, 1.0, 1.0, 1.0 - fade);
-
- draw_background (mi);
- mi->polygon_count++;
-
- /* Select the original texture to draw the blob */
- glBindTexture (GL_TEXTURE_2D, gp->textures[gp->current_texture]);
- }
- /* Clear the depth buffer bit so the backgound is behind the blob */
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- else if (motion_blur > 0.0)
- {
- glEnable (GL_BLEND);
- glColor4f (0.0, 0.0, 0.0, motion_blur);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glTranslatef (0.0, 0.0, -4.0);
- glRectd (-10.0, -10.0, 10.0, 10.0);
- if (wireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- else
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
-
- if (!do_texture)
- {
- fade = 1.0;
- glDisable (GL_TEXTURE_2D);
- }
-
- calc_blob(gp, MI_WIDTH(mi), MI_HEIGHT(mi), BUMP_ARRAY_SIZE, 2.5, fade * blend);
-
- set_blob_gl_state(fade * blend);
-
- if (blend < 1.0)
- {
- /* Disable the colour chanels so that only the depth buffer is updated */
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- draw_blob(gp);
- mi->polygon_count += gp->num_faces;
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- }
-
- glDepthFunc(GL_LEQUAL);
- draw_blob(gp);
- mi->polygon_count += gp->num_faces;
-
- /* While transitioning between images draw a second blob with a modified
- * alpha value.
- */
- if (load_textures && (hold_time > 0))
- {
- switch (gp->state)
- {
- case INITIALISING:
- if (!gp->waiting_for_image_p)
- {
- gp->state = HOLDING;
- }
- break;
-
- case HOLDING:
- if ((current_time - gp->state_start_time) > hold_time)
- {
- grab_texture(mi, 1 - gp->current_texture);
- gp->state = LOADING;
- }
- break;
-
- case LOADING:
- /* Once the image has loaded move to the TRANSITIONING STATE */
- if (!gp->waiting_for_image_p)
- {
- gp->state = TRANSITIONING;
- /* Get the time again rather than using the current time so
- * that the time taken by the grab_texture function is not part
- * of the fade time
- */
- gp->state_start_time = double_time();
- }
- break;
-
- case TRANSITIONING:
-
- /* If the blob is textured draw over existing blob to fade between
- * images
- */
- if (do_texture)
- {
- /* Select the texture to transition to */
- glBindTexture (GL_TEXTURE_2D, gp->textures[1 - gp->current_texture]);
- glEnable (GL_BLEND);
-
- /* If colour is enabled update the alpha data in the buffer and
- * use that in the blending since the alpha of the incomming
- * verticies will not be correct
- */
- if (do_colour)
- {
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
- glClearColor(0.0, 0.0, 0.0, (1.0 - fade) * blend);
- glClear(GL_COLOR_BUFFER_BIT);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);
- }
- else
- {
- glColor4f (0.9, 0.9, 1.0, (1.0 - fade) * blend);
- }
-
- draw_blob (gp);
- mi->polygon_count += gp->num_faces;
-
- if (do_colour)
- {
- /* Restore the 'standard' blend functions. */
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- }
-
- if ((current_time - gp->state_start_time) > fade_time)
- {
- gp->state = HOLDING;
- gp->state_start_time = current_time;
- gp->current_texture = 1 - gp->current_texture;
- }
- break;
-
- }
- }
-}
-
-/******************************************************************************
- *
- * XMirrorblob screen update entry
- */
-ENTRYPOINT void
-draw_mirrorblob(ModeInfo * mi)
-{
- mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
-
- if (!gp->glx_context)
- return;
-
- /* Wait for the first image; for subsequent images, load them in the
- background while animating. */
- if (gp->waiting_for_image_p && gp->first_image_p)
- return;
-
- glXMakeCurrent(display, window, *gp->glx_context);
- draw_scene(mi);
- if (mi->fps_p) do_fps (mi);
- glFinish();
- glXSwapBuffers(display, window);
-}
-
-/******************************************************************************
- *
- * XMirrorblob screen resize entry
- */
-ENTRYPOINT void
-reshape_mirrorblob(ModeInfo *mi, int width, int height)
-{
- glViewport( 0, 0, MI_WIDTH(mi), MI_HEIGHT(mi) );
- reset_projection(width, height);
-}
-
-/****************************************************************************
- *
- * Handle Mouse events
- */
-ENTRYPOINT Bool
-mirrorblob_handle_event (ModeInfo * mi, XEvent * event)
-{
- mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN (mi)];
-
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button4)
- {
- zoom *= 1.1;
- return True;
- }
- else if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button5)
- {
-
- zoom *= 0.9;
- return True;
- }
- else if (gltrackball_event_handler (event, gp->trackball,
- MI_WIDTH (mi), MI_HEIGHT (mi),
- &gp->button_down))
- {
- return True;
- }
- else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
- {
- gp->state_start_time = 0;
- gp->state = HOLDING;
- return True;
- }
-
- return False;
-}
-
-/******************************************************************************
- *
- * XMirrorblob initialise entry
- */
-ENTRYPOINT void
-init_mirrorblob(ModeInfo * mi)
-{
- int screen = MI_SCREEN(mi);
-
- mirrorblobstruct *gp;
-
- MI_INIT(mi, Mirrorblob);
- gp = &Mirrorblob[screen];
-
- gp->window = MI_WINDOW(mi);
- if ((gp->glx_context = init_GL(mi)) != NULL)
- {
- reshape_mirrorblob(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- initialize_gl(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- }
- else
- {
- MI_CLEARWINDOW(mi);
- }
- gp->trackball = gltrackball_init(False);
-
- initialise_blob(gp, MI_WIDTH(mi), MI_HEIGHT(mi), BUMP_ARRAY_SIZE);
- gp->state = INITIALISING;
- gp->state_start_time = double_time();
-
- gp->first_image_p = True;
-}
-
-/******************************************************************************
- *
- * XMirrorblob cleanup entry
- */
-ENTRYPOINT void
-free_mirrorblob(ModeInfo * mi)
-{
- mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
- int i;
-
- if (!gp->glx_context) return;
- glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *gp->glx_context);
-
- if (gp->nodes) free(gp->nodes);
- if (gp->faces) free(gp->faces);
- if (gp->bump_data) free(gp->bump_data);
- if (gp->colours) free(gp->colours);
- if (gp->tex_coords) free(gp->tex_coords);
- if (gp->dots) free(gp->dots);
- if (gp->normals) free(gp->normals);
- if (gp->wall_shape) free(gp->wall_shape);
- if (gp->bump_shape) free(gp->bump_shape);
- if (gp->trackball) gltrackball_free (gp->trackball);
-
- for (i = 0; i < NUM_TEXTURES; i++)
- if (gp->textures[i]) glDeleteTextures(1, &gp->textures[i]);
-}
-
-XSCREENSAVER_MODULE ("MirrorBlob", mirrorblob)
-
-#endif