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-rw-r--r--hacks/glx/dangerball.c364
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diff --git a/hacks/glx/dangerball.c b/hacks/glx/dangerball.c
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+/* dangerball, Copyright (c) 2001-2017 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: 30000 \n" \
+ "*count: 30 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_ball 0
+# define release_ball 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "sphere.h"
+#include "tube.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "0.05"
+
+#define SPIKE_FACES 12 /* how densely to render spikes */
+#define SMOOTH_SPIKES True
+#define SPHERE_SLICES 32 /* how densely to render spheres */
+#define SPHERE_STACKS 16
+
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ GLuint ball_list;
+ GLuint spike_list;
+
+ GLfloat pos;
+ int *spikes;
+
+ int ncolors;
+ XColor *colors;
+ int ccolor;
+ int color_shift;
+
+} ball_configuration;
+
+static ball_configuration *bps = NULL;
+
+static Bool do_spin;
+static GLfloat speed;
+static Bool do_wander;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" }
+};
+
+static argtype vars[] = {
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+};
+
+ENTRYPOINT ModeSpecOpt ball_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_ball (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);
+}
+
+
+static void
+randomize_spikes (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ int i;
+ bp->pos = 0;
+ for (i = 0; i < MI_COUNT(mi); i++)
+ {
+ bp->spikes[i*2] = (random() % 360) - 180;
+ bp->spikes[i*2+1] = (random() % 180) - 90;
+ }
+
+# define ROT_SCALE 22
+ for (i = 0; i < MI_COUNT(mi) * 2; i++)
+ bp->spikes[i] = (bp->spikes[i] / ROT_SCALE) * ROT_SCALE;
+
+ if ((random() % 3) == 0)
+ bp->color_shift = random() % (bp->ncolors / 2);
+ else
+ bp->color_shift = 0;
+}
+
+static void
+draw_spikes (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat diam = 0.2;
+ GLfloat pos = bp->pos;
+ int i;
+
+ if (pos < 0) pos = -pos;
+
+ pos = (asin (0.5 + pos/2) - 0.5) * 2;
+
+ for (i = 0; i < MI_COUNT(mi); i++)
+ {
+ glPushMatrix();
+ glRotatef(bp->spikes[i*2], 0, 1, 0);
+ glRotatef(bp->spikes[i*2+1], 0, 0, 1);
+ glTranslatef(0.7, 0, 0);
+ glRotatef(-90, 0, 0, 1);
+ glScalef (diam, pos, diam);
+ glCallList (bp->spike_list);
+ glPopMatrix();
+
+ mi->polygon_count += (SPIKE_FACES + 1);
+ }
+}
+
+
+static void
+move_spikes (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (bp->pos >= 0) /* moving outward */
+ {
+ bp->pos += speed;
+ if (bp->pos >= 1) /* reverse gears at apex */
+ bp->pos = -1;
+ }
+ else /* moving inward */
+ {
+ bp->pos += speed;
+ if (bp->pos >= 0) /* stop at end */
+ randomize_spikes (mi);
+ }
+}
+
+
+ENTRYPOINT Bool
+ball_handle_event (ModeInfo *mi, XEvent *event)
+{
+ ball_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;
+
+ return False;
+}
+
+
+ENTRYPOINT void
+init_ball (ModeInfo *mi)
+{
+ ball_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT (mi, bps);
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ 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);
+ }
+
+ {
+ double spin_speed = 10.0;
+ double wander_speed = 0.12;
+ double spin_accel = 2.0;
+
+ bp->rot = make_rotator (do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ spin_accel,
+ do_wander ? wander_speed : 0,
+ True);
+ bp->trackball = gltrackball_init (True);
+ }
+
+ bp->ncolors = 128;
+ bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
+ make_smooth_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+
+ bp->spikes = (int *) calloc(MI_COUNT(mi), sizeof(*bp->spikes) * 2);
+
+ bp->ball_list = glGenLists (1);
+ bp->spike_list = glGenLists (1);
+
+ glNewList (bp->ball_list, GL_COMPILE);
+ unit_sphere (SPHERE_STACKS, SPHERE_SLICES, wire);
+ glEndList ();
+
+ glNewList (bp->spike_list, GL_COMPILE);
+ cone (0, 0, 0,
+ 0, 1, 0,
+ 1, 0, SPIKE_FACES, SMOOTH_SPIKES, False, wire);
+ glEndList ();
+
+ randomize_spikes (mi);
+}
+
+
+ENTRYPOINT void
+draw_ball (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int c2;
+
+ static const GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
+ static const GLfloat sspec[4] = {0.0, 0.0, 0.0, 1.0};
+ static const GLfloat bshiny = 128.0;
+ static const GLfloat sshiny = 0.0;
+
+ GLfloat bcolor[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat scolor[4] = {0.0, 0.0, 0.0, 1.0};
+
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ glScalef(1.1, 1.1, 1.1);
+
+ {
+ double x, y, z;
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 8,
+ (y - 0.5) * 8,
+ (z - 0.5) * 15);
+
+ gltrackball_rotate (bp->trackball);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
+ }
+
+ bcolor[0] = bp->colors[bp->ccolor].red / 65536.0;
+ bcolor[1] = bp->colors[bp->ccolor].green / 65536.0;
+ bcolor[2] = bp->colors[bp->ccolor].blue / 65536.0;
+
+ c2 = (bp->ccolor + bp->color_shift) % bp->ncolors;
+ scolor[0] = bp->colors[c2].red / 65536.0;
+ scolor[1] = bp->colors[c2].green / 65536.0;
+ scolor[2] = bp->colors[c2].blue / 65536.0;
+
+ bp->ccolor++;
+ if (bp->ccolor >= bp->ncolors) bp->ccolor = 0;
+
+ mi->polygon_count = 0;
+
+ glScalef (2.0, 2.0, 2.0);
+
+ move_spikes (mi);
+
+ glMaterialfv (GL_FRONT, GL_SPECULAR, bspec);
+ glMateriali (GL_FRONT, GL_SHININESS, bshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bcolor);
+ glCallList (bp->ball_list);
+ mi->polygon_count += (SPHERE_SLICES * SPHERE_STACKS);
+
+ glMaterialfv (GL_FRONT, GL_SPECULAR, sspec);
+ glMaterialf (GL_FRONT, GL_SHININESS, sshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, scolor);
+ draw_spikes (mi);
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE_2 ("DangerBall", dangerball, ball)
+
+#endif /* USE_GL */