summaryrefslogtreecommitdiffstats
path: root/hacks/glx/cityflow.c
diff options
context:
space:
mode:
Diffstat (limited to 'hacks/glx/cityflow.c')
-rw-r--r--hacks/glx/cityflow.c545
1 files changed, 545 insertions, 0 deletions
diff --git a/hacks/glx/cityflow.c b/hacks/glx/cityflow.c
new file mode 100644
index 0000000..2b3bd4f
--- /dev/null
+++ b/hacks/glx/cityflow.c
@@ -0,0 +1,545 @@
+/* cityflow, Copyright (c) 2014-2017 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: 20000 \n" \
+ "*count: 800 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+# define free_cube 0
+# define release_cube 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SKEW "12"
+
+#define DEF_WAVES "6"
+#define DEF_WAVE_SPEED "25"
+#define DEF_WAVE_RADIUS "256"
+static int texture_size = 512;
+
+typedef struct {
+ GLfloat x, y, z;
+ GLfloat w, h, d;
+ GLfloat cth, sth;
+} cube;
+
+typedef struct {
+ int x, y;
+ double xth, yth;
+} wave_src;
+
+typedef struct {
+ int nwaves;
+ int radius;
+ int speed;
+ wave_src *srcs;
+ int *heights;
+} waves;
+
+
+typedef struct {
+ GLXContext *glx_context;
+ trackball_state *trackball;
+ Bool button_down_p;
+ GLuint cube_list;
+ int cube_polys;
+ int ncubes;
+ cube *cubes;
+ waves *waves;
+ GLfloat min_x, max_x, min_y, max_y;
+ int texture_width, texture_height;
+ int ncolors;
+ XColor *colors;
+
+} cube_configuration;
+
+static cube_configuration *ccs = NULL;
+
+static int wave_count;
+static int wave_speed;
+static int wave_radius;
+static int skew;
+
+static XrmOptionDescRec opts[] = {
+ {"-waves", ".waves", XrmoptionSepArg, 0 },
+ {"-wave-speed", ".waveSpeed", XrmoptionSepArg, 0 },
+ {"-wave-radius", ".waveRadius", XrmoptionSepArg, 0 },
+ {"-skew", ".skew", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&wave_count, "waves", "Waves", DEF_WAVES, t_Int},
+ {&wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int},
+ {&wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int},
+ {&skew, "skew", "Skew", DEF_SKEW,t_Int},
+};
+
+ENTRYPOINT ModeSpecOpt cube_opts = {
+ countof(opts), opts, countof(vars), vars, NULL};
+
+
+ENTRYPOINT void
+reshape_cube (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 2) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport (0, y, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ /* For this one it's really important to minimize the distance between
+ near and far. */
+ gluPerspective (30, 1/h, 10, 50);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+static void
+reset_colors (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ make_smooth_colormap (0, 0, 0,
+ cc->colors, &cc->ncolors,
+ False, 0, False);
+ if (! MI_IS_WIREFRAME(mi))
+ glClearColor (cc->colors[0].red / 65536.0,
+ cc->colors[0].green / 65536.0,
+ cc->colors[0].blue / 65536.0,
+ 1);
+}
+
+
+static void
+tweak_cubes (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ int i;
+ for (i = 0; i < cc->ncubes; i++)
+ {
+ cube *cube = &cc->cubes[i];
+ cube->x += (frand(2)-1)*0.01;
+ cube->y += (frand(2)-1)*0.01;
+ cube->z += (frand(2)-1)*0.01;
+ }
+}
+
+
+ENTRYPOINT Bool
+cube_handle_event (ModeInfo *mi, XEvent *event)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+
+ /* Neutralize any vertical motion */
+ GLfloat rot = current_device_rotation();
+ Bool rotp = ((rot > 45 && rot < 135) ||
+ (rot < -45 && rot > -135));
+
+ if (event->xany.type == ButtonPress ||
+ event->xany.type == ButtonRelease)
+ {
+ if (rotp)
+ event->xbutton.x = MI_WIDTH(mi) / 2;
+ else
+ event->xbutton.y = MI_HEIGHT(mi) / 2;
+ }
+ else if (event->xany.type == MotionNotify)
+ {
+ if (rotp)
+ event->xmotion.x = MI_WIDTH(mi) / 2;
+ else
+ event->xmotion.y = MI_HEIGHT(mi) / 2;
+ }
+
+ if (gltrackball_event_handler (event, cc->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &cc->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ reset_colors (mi);
+ tweak_cubes (mi);
+ gltrackball_reset (cc->trackball, 0, 0);
+ return True;
+ }
+
+ return False;
+}
+
+
+/* Waves.
+ Adapted from ../hacks/interference.c by Hannu Mallat.
+ */
+
+static void
+init_wave (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ waves *ww;
+ int i;
+ cc->waves = ww = (waves *) calloc (sizeof(*cc->waves), 1);
+ ww->nwaves = wave_count;
+ ww->radius = wave_radius;
+ ww->speed = wave_speed;
+ ww->heights = (int *) calloc (sizeof(*ww->heights), ww->radius);
+ ww->srcs = (wave_src *) calloc (sizeof(*ww->srcs), ww->nwaves);
+
+ for (i = 0; i < ww->radius; i++)
+ {
+ float max = (cc->ncolors * (ww->radius - i) / (float) ww->radius);
+ ww->heights[i] = ((max + max * cos(i / 50.0)) / 2.0);
+ }
+
+ for (i = 0; i < ww->nwaves; i++)
+ {
+ ww->srcs[i].xth = frand(2.0) * M_PI;
+ ww->srcs[i].yth = frand(2.0) * M_PI;
+ }
+
+ cc->texture_width = texture_size;
+ cc->texture_height = texture_size;
+}
+
+
+static int
+interference_point (cube_configuration *cc, int x, int y)
+{
+ /* Compute the effect of the waves on a pixel. */
+
+ waves *ww = cc->waves;
+ int result = 0;
+ int i;
+ for (i = 0; i < ww->nwaves; i++)
+ {
+ int dx = x - ww->srcs[i].x;
+ int dy = y - ww->srcs[i].y;
+ int dist = sqrt (dx*dx + dy*dy);
+ result += (dist >= ww->radius ? 0 : ww->heights[dist]);
+ }
+ result *= 0.4;
+ if (result > 255) result = 255;
+ return result;
+}
+
+
+static void
+interference (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ waves *ww = cc->waves;
+ int i;
+
+ /* Move the wave origins around
+ */
+ for (i = 0; i < ww->nwaves; i++)
+ {
+ ww->srcs[i].xth += (ww->speed / 1000.0);
+ if (ww->srcs[i].xth > 2*M_PI)
+ ww->srcs[i].xth -= 2*M_PI;
+ ww->srcs[i].yth += (ww->speed / 1000.0);
+ if (ww->srcs[i].yth > 2*M_PI)
+ ww->srcs[i].yth -= 2*M_PI;
+
+ ww->srcs[i].x = (cc->texture_width/2 +
+ (cos (ww->srcs[i].xth) *
+ cc->texture_width / 2));
+ ww->srcs[i].y = (cc->texture_height/2 +
+ (cos (ww->srcs[i].yth) *
+ cc->texture_height / 2));
+ }
+}
+
+
+/* qsort comparator for sorting cubes by y position */
+static int
+cmp_cubes (const void *aa, const void *bb)
+{
+ const cube *a = (cube *) aa;
+ const cube *b = (cube *) bb;
+ return ((int) (b->y * 10000) -
+ (int) (a->y * 10000));
+}
+
+
+ENTRYPOINT void
+init_cube (ModeInfo *mi)
+{
+ int i;
+ cube_configuration *cc;
+
+ MI_INIT (mi, ccs);
+
+ cc = &ccs[MI_SCREEN(mi)];
+
+ if ((cc->glx_context = init_GL(mi)) != NULL) {
+ reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ }
+
+ cc->trackball = gltrackball_init (False);
+
+ cc->ncolors = 256;
+ cc->colors = (XColor *) calloc(cc->ncolors, sizeof(XColor));
+
+ reset_colors (mi);
+ init_wave (mi);
+
+ cc->ncubes = MI_COUNT (mi);
+
+ if (cc->ncubes < 1) cc->ncubes = 1;
+
+ cc->cubes = (cube *) calloc (sizeof(cube), cc->ncubes);
+ for (i = 0; i < cc->ncubes; i++)
+ {
+ /* Set the size to roughly cover a 2x2 square on average. */
+ GLfloat scale = 1.8 / sqrt (cc->ncubes);
+ cube *cube = &cc->cubes[i];
+ double th = -(skew ? frand(skew) : 0) * M_PI / 180;
+
+ cube->x = (frand(1)-0.5);
+ cube->y = (frand(1)-0.5);
+
+ cube->z = frand(0.12);
+ cube->cth = cos(th);
+ cube->sth = sin(th);
+
+ cube->w = scale * (frand(1) + 0.2);
+ cube->d = scale * (frand(1) + 0.2);
+
+ if (cube->x < cc->min_x) cc->min_x = cube->x;
+ if (cube->y < cc->min_y) cc->min_y = cube->y;
+ if (cube->x > cc->max_x) cc->max_x = cube->x;
+ if (cube->y > cc->max_y) cc->max_y = cube->y;
+ }
+
+ /* Sorting by depth improves frame rate slightly. With 6000 polygons we get:
+ 3.9 FPS unsorted;
+ 3.1 FPS back to front;
+ 4.3 FPS front to back.
+ */
+ qsort (cc->cubes, cc->ncubes, sizeof(*cc->cubes), cmp_cubes);
+}
+
+
+static void
+animate_cubes (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ int i;
+ for (i = 0; i < cc->ncubes; i++)
+ {
+ cube *cube = &cc->cubes[i];
+ GLfloat fx = (cube->x - cc->min_x) / (cc->max_x - cc->min_x);
+ GLfloat fy = (cube->y - cc->min_y) / (cc->max_y - cc->min_y);
+ int x = (int) (cc->texture_width * fx) % cc->texture_width;
+ int y = (int) (cc->texture_height * fy) % cc->texture_height;
+ unsigned char v = interference_point (cc, x, y);
+ cube->h = cube->z + (v / 256.0 / 2.5) + 0.1;
+ }
+}
+
+
+ENTRYPOINT void
+draw_cube (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int i;
+
+ if (!cc->glx_context)
+ return;
+
+ mi->polygon_count = 0;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cc->glx_context));
+
+ interference (mi);
+ animate_cubes (mi);
+
+ glShadeModel(GL_FLAT);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+ /* glEnable (GL_POLYGON_OFFSET_FILL); */
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ glRotatef(current_device_rotation(), 0, 0, 1);
+ gltrackball_rotate (cc->trackball);
+ glRotatef (-180, 1, 0, 0);
+
+ {
+ GLfloat s = 15;
+ glScalef (s, s, s);
+ }
+ glRotatef (-90, 1, 0, 0);
+
+ glTranslatef (-0.18, 0, -0.18);
+ glRotatef (37, 1, 0, 0);
+ glRotatef (20, 0, 0, 1);
+
+ glScalef (2.1, 2.1, 2.1);
+
+ /* Position lights after device rotation. */
+ if (!wire)
+ {
+ static const GLfloat pos[4] = {0.0, 0.25, -1.0, 0.0};
+ static const GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
+ static const GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ }
+
+ glBegin (wire ? GL_LINES : GL_QUADS);
+
+ for (i = 0; i < cc->ncubes; i++)
+ {
+ cube *cube = &cc->cubes[i];
+ GLfloat cth = cube->cth;
+ GLfloat sth = cube->sth;
+ GLfloat x = cth*cube->x + sth*cube->y;
+ GLfloat y = -sth*cube->x + cth*cube->y;
+ GLfloat w = cube->w/2;
+ GLfloat h = cube->h/2;
+ GLfloat d = cube->d/2;
+ GLfloat bottom = 5;
+
+ GLfloat xw = cth*w, xd = sth*d;
+ GLfloat yw = -sth*w, yd = cth*d;
+
+ GLfloat color[4];
+ int c = cube->h * cc->ncolors * 0.7;
+ c %= cc->ncolors;
+
+ color[0] = cc->colors[c].red / 65536.0;
+ color[1] = cc->colors[c].green / 65536.0;
+ color[2] = cc->colors[c].blue / 65536.0;
+ color[3] = 1.0;
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+
+ /* Putting this in a display list makes no performance difference. */
+
+ if (! wire)
+ {
+ glNormal3f (0, 0, -1); /* top */
+ glVertex3f (x+xw+xd, y+yw+yd, -h);
+ glVertex3f (x+xw-xd, y+yw-yd, -h);
+ glVertex3f (x-xw-xd, y-yw-yd, -h);
+ glVertex3f (x-xw+xd, y-yw+yd, -h);
+ mi->polygon_count++;
+
+ glNormal3f (sth, cth, 0); /* front */
+ glVertex3f (x+xw+xd, y+yw+yd, bottom);
+ glVertex3f (x+xw+xd, y+yw+yd, -h);
+ glVertex3f (x-xw+xd, y-yw+yd, -h);
+ glVertex3f (x-xw+xd, y-yw+yd, bottom);
+ mi->polygon_count++;
+
+ glNormal3f (cth, -sth, 0); /* right */
+ glVertex3f (x+xw-xd, y+yw-yd, -h);
+ glVertex3f (x+xw+xd, y+yw+yd, -h);
+ glVertex3f (x+xw+xd, y+yw+yd, bottom);
+ glVertex3f (x+xw-xd, y+yw-yd, bottom);
+ mi->polygon_count++;
+
+# if 0 /* Omitting these makes no performance difference. */
+
+ glNormal3f (-cth, sth, 0); /* left */
+ glVertex3f (x-xw+xd, y-yw+yd, -h);
+ glVertex3f (x-xw-xd, y-yw-yd, -h);
+ glVertex3f (x-xw-xd, y-yw-yd, bottom);
+ glVertex3f (x-xw+xd, y-yw+yd, bottom);
+ mi->polygon_count++;
+
+ glNormal3f (-sth, -cth, 0); /* back */
+ glVertex3f (x-xw-xd, y-yw-yd, bottom);
+ glVertex3f (x-xw-xd, y-yw-yd, -h);
+ glVertex3f (x+xw-xd, y+yw-yd, -h);
+ glVertex3f (x+xw-xd, y+yw-yd, bottom);
+ mi->polygon_count++;
+# endif
+ }
+ else
+ {
+ glNormal3f (0, 0, -1); /* top */
+ glVertex3f (x+xw+xd, y+yw+yd, -h);
+ glVertex3f (x+xw-xd, y+yw-yd, -h);
+
+ glVertex3f (x+xw-xd, y+yw-yd, -h);
+ glVertex3f (x-xw-xd, y-yw-yd, -h);
+
+ glVertex3f (x-xw-xd, y-yw-yd, -h);
+ glVertex3f (x-xw+xd, y-yw+yd, -h);
+
+ glVertex3f (x-xw+xd, y-yw+yd, -h);
+ glVertex3f (x+xw+xd, y+yw+yd, -h);
+ mi->polygon_count++;
+ }
+ }
+ glEnd();
+
+ glPolygonOffset (0, 0);
+
+# if 0
+ glDisable(GL_DEPTH_TEST); /* Outline the playfield */
+ glColor3f(1,1,1);
+ glBegin(GL_LINE_LOOP);
+ glVertex3f (-0.5, -0.5, 0);
+ glVertex3f (-0.5, 0.5, 0);
+ glVertex3f ( 0.5, 0.5, 0);
+ glVertex3f ( 0.5, -0.5, 0);
+ glEnd();
+# endif
+
+ glPopMatrix();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+
+XSCREENSAVER_MODULE_2 ("Cityflow", cityflow, cube)
+
+#endif /* USE_GL */