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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/pulsar.c
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+/* -*- Mode: C; tab-width: 4 -*- */
+/* pulsar --- pulsar module for xpulsar */
+/*-
+ * 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:
+ * 4-Apr-1999: dek@cgl.ucsf.edu Created module "pulsar"
+ * 27-Apr-1999: dek@cgl.ucsf.edu Submitted module "pulsar"
+ * 4-May-1999: jwz@jwz.org Added module "pulsar"
+ * 4-May-1999: dek@cgl.ucsf.edu Submitted module "pulsar" updates
+ *
+ * Notes:
+ * The pulsar pulsar draws a number of rotating, pulsing rectangles
+ * on your screen. Depending on the options you choose, you can set a number
+ * of interesting OpenGL parameters, including alpha blending, depth testing, fog,
+ * lighting, texturing, mipmapping, bilinear filtering, and line antialiasing.
+ * Additionally, there is a "frames per second" meter which gives an estimate of
+ * the speed of your graphics card.
+ *
+ * Example command-line switches:
+ * Only draw a single quad, and don't fill it (boring but fast)
+ * pulsar -wire -quads 1 -fps
+ *
+ * Only try this with hardware graphics acceleration (PPro 200 w/ a Voodoo 2 runs great)
+ * pulsar -quads 10 -texture -mipmap -texture_quality -light -fog -fps
+ *
+ */
+
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+#ifdef STANDALONE
+#define DEFAULTS "*delay: 10000 \n" \
+ "*showFPS: False \n" \
+
+# define release_pulsar 0
+# define pulsar_handle_event xlockmore_no_events
+# include "xlockmore.h" /* from the xpulsar distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL /* whole file */
+
+#ifdef HAVE_XMU
+# ifndef VMS
+# include <X11/Xmu/Drawing.h>
+#else /* VMS */
+# include <Xmu/Drawing.h>
+# endif /* VMS */
+#endif
+
+#include "ximage-loader.h"
+
+/* Functions for loading and storing textures */
+
+#define checkImageWidth 64
+#define checkImageHeight 64
+
+/* Functions for handling the frames per second timer */
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#define WIDTH 800
+#define HEIGHT 600
+
+#define NUM_QUADS 5
+#define DEF_QUADS "5"
+#define DEF_LIGHT "False"
+#define DEF_WIRE "False"
+#define DEF_BLEND "True"
+#define DEF_FOG "False"
+#define DEF_ANTIALIAS "False"
+#define DEF_TEXTURE "False"
+#define DEF_TEXTURE_QUALITY "False"
+#define DEF_MIPMAP "False"
+#define DEF_DO_DEPTH "False"
+#define DEF_IMAGE "BUILTIN"
+
+static int num_quads;
+static int do_light;
+static int do_wire;
+static int do_blend;
+static int do_fog;
+static int do_antialias;
+static int do_texture;
+static int do_texture_quality;
+static int do_mipmap;
+static int do_depth;
+static char *which_image;
+
+
+static XrmOptionDescRec opts[] = {
+ {"-quads", ".pulsar.quads", XrmoptionSepArg, 0 },
+ {"-light", ".pulsar.light", XrmoptionNoArg, "true" },
+ {"+light", ".pulsar.light", XrmoptionNoArg, "false" },
+ {"-wire", ".pulsar.wire", XrmoptionNoArg, "true" },
+ {"+wire", ".pulsar.wire", XrmoptionNoArg, "false" },
+ {"-blend", ".pulsar.blend", XrmoptionNoArg, "true" },
+ {"+blend", ".pulsar.blend", XrmoptionNoArg, "false" },
+ {"-fog", ".pulsar.fog", XrmoptionNoArg, "true" },
+ {"+fog", ".pulsar.fog", XrmoptionNoArg, "false" },
+ {"-antialias", ".pulsar.antialias", XrmoptionNoArg, "true" },
+ {"+antialias", ".pulsar.antialias", XrmoptionNoArg, "false" },
+ {"-texture", ".pulsar.texture", XrmoptionNoArg, "true" },
+ {"+texture", ".pulsar.texture", XrmoptionNoArg, "false" },
+ {"-texture_quality", ".pulsar.textureQuality", XrmoptionNoArg, "true" },
+ {"+texture_quality", ".pulsar.textureQuality", XrmoptionNoArg, "false" },
+ {"-mipmap", ".pulsar.mipmap", XrmoptionNoArg, "true" },
+ {"+mipmap", ".pulsar.mipmap", XrmoptionNoArg, "false" },
+ {"-do_depth", ".pulsar.doDepth", XrmoptionNoArg, "true" },
+ {"+do_depth", ".pulsar.doDepth", XrmoptionNoArg, "false" },
+ {"-image", ".pulsar.image", XrmoptionSepArg, 0 },
+};
+
+
+static argtype vars[] = {
+ {&num_quads, "quads", "Quads", DEF_QUADS, t_Int},
+ {&do_light, "light", "Light", DEF_LIGHT, t_Bool},
+ {&do_wire, "wire", "Wire", DEF_WIRE, t_Bool},
+ {&do_blend, "blend", "Blend", DEF_BLEND, t_Bool},
+ {&do_fog, "fog", "Fog", DEF_FOG, t_Bool},
+ {&do_antialias, "antialias", "Antialias", DEF_ANTIALIAS, t_Bool},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&do_texture_quality, "textureQuality", "TextureQuality", DEF_TEXTURE_QUALITY, t_Bool},
+ {&do_mipmap, "mipmap", "Mipmap", DEF_MIPMAP, t_Bool},
+ {&do_depth, "doDepth", "DoDepth", DEF_DO_DEPTH, t_Bool},
+ {&which_image, "image", "Image", DEF_IMAGE, t_String},
+};
+
+
+static OptionStruct desc[] =
+{
+ {"-quads num", "how many quads to draw"},
+ {"-/+ light", "whether to do enable lighting (slower)"},
+ {"-/+ wire", "whether to do use wireframe instead of filled (faster)"},
+ {"-/+ blend", "whether to do enable blending (slower)"},
+ {"-/+ fog", "whether to do enable fog (?)"},
+ {"-/+ antialias", "whether to do enable antialiased lines (slower)"},
+ {"-/+ texture", "whether to do enable texturing (much slower)"},
+ {"-/+ texture_quality", "whether to do enable linear/mipmap filtering (much much slower)"},
+ {"-/+ mipmap", "whether to do enable mipmaps (much slower)"},
+ {"-/+ depth", "whether to do enable depth buffer checking (slower)"},
+ {"-image <filename>", "texture image to load"},
+};
+
+ENTRYPOINT ModeSpecOpt pulsar_opts = {countof(opts), opts, countof(vars), vars, desc};
+
+#ifdef USE_MODULES
+ModStruct pulsar_description =
+{"pulsar", "init_pulsar", "draw_pulsar", NULL,
+ "draw_pulsar", "init_pulsar", "free_pulsar", &pulsar_opts,
+ 1000, 1, 2, 1, 4, 1.0, "",
+ "OpenGL pulsar", 0, NULL};
+#endif
+
+struct quad
+{
+ GLfloat tx, ty, tz;
+ GLfloat rx, ry, rz;
+
+ GLfloat dtx, dty, dtz;
+ GLfloat drx, dry, drz;
+
+};
+
+
+/* structure for holding the pulsar data */
+typedef struct {
+ int screen_width, screen_height;
+ GLXContext *glx_context;
+ Window window;
+ XColor fg, bg;
+
+ GLint quad_list;
+ float scale_x, scale_y, scale_z;
+ int frame;
+
+ struct quad *quads;
+
+} pulsarstruct;
+
+static pulsarstruct *Pulsar = NULL;
+
+static GLubyte *
+Generate_Image(int *width, int *height, int *format)
+{
+ GLubyte *result;
+ int i, j, c;
+ int counter=0;
+
+ *width = checkImageWidth;
+ *height = checkImageHeight;
+ result = (GLubyte *)malloc(4 * (*width) * (*height));
+
+ counter = 0;
+ for (i = 0; i < checkImageWidth; i++) {
+ for (j = 0; j < checkImageHeight; j++) {
+ c = (((((i&0x8)==0))^(((j&0x8))==0)))*255;
+ result[counter++] = (GLubyte) c;
+ result[counter++] = (GLubyte) c;
+ result[counter++] = (GLubyte) c;
+ result[counter++] = (GLubyte) 255;
+ }
+ }
+
+ *format = GL_RGBA;
+ return result;
+}
+
+
+/* Create a texture in OpenGL. First an image is loaded
+ and stored in a raster buffer, then it's */
+static void Create_Texture(ModeInfo *mi, const char *filename)
+{
+ int height, width;
+ GLubyte *image;
+ int format;
+
+ if ( !strncmp(filename, "BUILTIN", 7))
+ {
+ BUILTIN:
+ image = Generate_Image(&width, &height, &format);
+ }
+ else
+ {
+ XImage *ximage = file_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi),
+ filename);
+ if (! ximage)
+ goto BUILTIN;
+ image = (GLubyte *) ximage->data;
+ width = ximage->width;
+ height = ximage->height;
+ format = GL_RGBA;
+ }
+
+ /* GL_MODULATE or GL_DECAL depending on what you want */
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ /* perhaps we can edge a bit more speed at the expense of quality */
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
+
+ if (do_texture_quality) {
+ /* with texture_quality, the min and mag filters look *much* nice but are *much* slower */
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ }
+ else {
+ /* default is to do it quick and dirty */
+ /* if you have mipmaps turned on, but not texture quality, nothing will happen! */
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
+
+ /* mipmaps make the image look much nicer */
+ if (do_mipmap)
+ {
+ int status;
+ clear_gl_error();
+ status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, format,
+ GL_UNSIGNED_BYTE, image);
+ if (status)
+ {
+ const char *s = (char *) gluErrorString (status);
+ fprintf (stderr, "%s: error mipmapping %dx%d texture: %s\n",
+ progname, width, height,
+ (s ? s : "(unknown)"));
+ exit (1);
+ }
+ check_gl_error("mipmapping");
+ }
+ else
+ {
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
+ format, GL_UNSIGNED_BYTE, image);
+ check_gl_error("texture");
+ }
+}
+
+static void resetProjection(void)
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1, 1, -1, 1, 1, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void GenerateQuad(pulsarstruct *gp)
+{
+ int i;
+
+ gp->quad_list = glGenLists(1);
+ glNewList(gp->quad_list,GL_COMPILE);
+#if 1
+ glBegin(GL_QUADS);
+ glColor4f(1,0,0,.4); glNormal3f(0,0,1); glTexCoord2f(0,0); glVertex2f(-1, -1);
+ glColor4f(0,1,0,.4); glNormal3f(0,0,1); glTexCoord2f(0,1); glVertex2f(-1, 1);
+ glColor4f(0,0,1,.4); glNormal3f(0,0,1); glTexCoord2f(1,1); glVertex2f( 1, 1);
+ glColor4f(1,1,1,1); glNormal3f(0,0,1); glTexCoord2f(1,0); glVertex2f( 1, -1);
+#else
+ glBegin(GL_TRIANGLE_STRIP);
+ glColor4f(0,1,0,.4); glNormal3f(0,0,1); glTexCoord2f(0,1); glVertex2f(-1, 1);
+ glColor4f(1,0,0,.4); glNormal3f(0,0,1); glTexCoord2f(0,0); glVertex2f(-1, -1);
+ glColor4f(0,0,1,.4); glNormal3f(0,0,1); glTexCoord2f(1,1); glVertex2f( 1, 1);
+ glColor4f(1,1,1,.4); glNormal3f(0,0,1); glTexCoord2f(1,0); glVertex2f( 1, -1);
+#endif
+ glEnd();
+ glEndList();
+
+ gp->quads = (struct quad *) malloc(sizeof(struct quad) * num_quads);
+ for (i=0; i < num_quads; i++)
+ {
+ gp->quads[i].rx = 0.;
+ gp->quads[i].ry = 0.;
+ gp->quads[i].rz = 0.;
+ gp->quads[i].tx = 0.;
+ gp->quads[i].ty = 0.;
+ gp->quads[i].tz = -10;
+
+ gp->quads[i].drx = frand(5.0);
+ gp->quads[i].dry = frand(5.0);
+ gp->quads[i].drz = 0;
+ }
+}
+
+static void initializeGL(ModeInfo *mi, GLsizei width, GLsizei height)
+{
+ pulsarstruct *gp = &Pulsar[MI_SCREEN(mi)];
+ GLfloat fogColor[4] = { 0.1, 0.1, 0.1, 0.1 };
+
+ glViewport( 0, 0, width, height );
+ resetProjection();
+
+ if (do_depth)
+ glEnable(GL_DEPTH_TEST);
+
+ if (do_antialias) {
+ do_blend = 1;
+ glEnable(GL_LINE_SMOOTH);
+ }
+
+ if (do_blend) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+
+ if (do_light) {
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_COLOR_MATERIAL);
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ }
+
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ do_wire = 0;
+# endif
+
+ if (do_wire)
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ else
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ if (do_fog) {
+ glEnable(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ glFogfv(GL_FOG_COLOR, fogColor);
+ glFogf(GL_FOG_DENSITY, 0.35);
+/* glHint(GL_FOG_HINT, GL_FASTEST); */
+ glFogf(GL_FOG_START, 50.0);
+ glFogf(GL_FOG_END, 100.0);
+ }
+
+
+ if (do_texture)
+ Create_Texture(mi, which_image);
+
+ GenerateQuad(gp);
+}
+
+static void drawQuads(pulsarstruct *gp)
+{
+ int i;
+ for (i=0; i < num_quads; i++)
+ {
+ glPushMatrix();
+ glTranslatef(gp->quads[i].tx,0,0);
+ glTranslatef(0,gp->quads[i].ty,0);
+ glTranslatef(0,0,gp->quads[i].tz);
+ glRotatef(gp->quads[i].rx, 1,0,0);
+ glRotatef(gp->quads[i].ry, 0,1,0);
+ glRotatef(gp->quads[i].rz, 0,0,1);
+ glCallList(gp->quad_list);
+ glPopMatrix();
+
+ gp->quads[i].rx += gp->quads[i].drx;
+ gp->quads[i].ry += gp->quads[i].dry;
+ gp->quads[i].rz += gp->quads[i].drz;
+
+ }
+}
+
+static GLvoid drawScene(ModeInfo * mi)
+{
+ pulsarstruct *gp = &Pulsar[MI_SCREEN(mi)];
+/* check_gl_error ("drawScene"); */
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ /* we have to do this here because the FPS meter turns these 3 features off!! */
+ {
+ if (do_light) {
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ }
+
+ if (do_texture) {
+ glEnable(GL_TEXTURE_2D);
+ }
+
+ if (do_blend) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ }
+
+ resetProjection();
+
+ /* use XYZ scaling factors to change the size of the pulsar */
+ glScalef(gp->scale_x, gp->scale_y, gp->scale_z);
+ drawQuads(gp);
+ mi->polygon_count = num_quads;
+
+ /* update the scaling factors- cyclic */
+ gp->scale_x = cos(gp->frame/360.)*10.;
+ gp->scale_y = sin(gp->frame/360.)*10.;
+ gp->scale_z = 1;
+
+ /* increment frame-counter */
+ gp->frame++;
+
+/* check_gl_error ("drawScene"); */
+}
+
+
+ENTRYPOINT void draw_pulsar(ModeInfo * mi)
+{
+ pulsarstruct *gp = &Pulsar[MI_SCREEN(mi)];
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!gp->glx_context)
+ return;
+
+ glXMakeCurrent(display, window, *(gp->glx_context));
+ drawScene(mi);
+ if (mi->fps_p) do_fps (mi);
+ glXSwapBuffers(display, window);
+}
+
+/* Standard reshape function */
+ENTRYPOINT void
+reshape_pulsar(ModeInfo *mi, int width, int height)
+{
+ glViewport( 0, 0, MI_WIDTH(mi), MI_HEIGHT(mi) );
+ resetProjection();
+}
+
+ENTRYPOINT void
+init_pulsar(ModeInfo * mi)
+{
+ int screen = MI_SCREEN(mi);
+
+ pulsarstruct *gp;
+
+ MI_INIT (mi, Pulsar);
+ gp = &Pulsar[screen];
+
+ gp->window = MI_WINDOW(mi);
+
+ gp->scale_x = gp->scale_y = gp->scale_z = 1;
+
+ if ((gp->glx_context = init_GL(mi)) != NULL) {
+ reshape_pulsar(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ initializeGL(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+
+/* all sorts of nice cleanup code should go here! */
+ENTRYPOINT void free_pulsar(ModeInfo * mi)
+{
+ pulsarstruct *gp = &Pulsar[MI_SCREEN(mi)];
+ free(gp->quads);
+}
+#endif
+
+XSCREENSAVER_MODULE ("Pulsar", pulsar)