summaryrefslogtreecommitdiffstats
path: root/hacks/glx/discoball.c
diff options
context:
space:
mode:
Diffstat (limited to 'hacks/glx/discoball.c')
-rw-r--r--hacks/glx/discoball.c708
1 files changed, 0 insertions, 708 deletions
diff --git a/hacks/glx/discoball.c b/hacks/glx/discoball.c
deleted file mode 100644
index e54d1b3..0000000
--- a/hacks/glx/discoball.c
+++ /dev/null
@@ -1,708 +0,0 @@
-/* discoball, Copyright (c) 2016 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" \
-
-# define release_ball 0
-
-#include "xlockmore.h"
-#include "normals.h"
-#include "rotator.h"
-#include "gltrackball.h"
-#include <ctype.h>
-
-#ifdef USE_GL /* whole file */
-
-
-#define DEF_SPIN "False"
-#define DEF_WANDER "True"
-#define DEF_SPEED "1.0"
-
-typedef struct tile tile;
-struct tile {
- XYZ position, normal;
- GLfloat size, tilt;
- tile *next;
-};
-
-
-typedef struct {
- XYZ normal;
- GLfloat color[4];
-} ray;
-
-typedef struct {
- GLXContext *glx_context;
- rotator *rot;
- GLfloat th;
- trackball_state *trackball;
- Bool button_down_p;
- tile *tiles;
- int nrays;
- ray *rays;
-} 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};
-
-
-static XYZ
-normalize (XYZ p)
-{
- GLfloat d = sqrt(p.x*p.x + p.y*p.y * p.z*p.z);
- if (d < 0.0000001)
- p.x = p.y = p.z = 0;
- else
- {
- p.x /= d;
- p.y /= d;
- p.z /= d;
- }
-
- return p;
-}
-
-
-static void
-build_texture (ModeInfo *mi)
-{
- int x, y;
- int size = 128;
- int bpl = size * 2;
- unsigned char *data = malloc (bpl * size);
-
- for (y = 0; y < size; y++)
- {
- for (x = 0; x < size; x++)
- {
- unsigned char *c = &data [y * bpl + x * 2];
- GLfloat X = (x / (GLfloat) (size-1)) - 0.5;
- GLfloat Y = (y / (GLfloat) (size-1)) - 0.5;
- X = cos (X * X * 6.2);
- Y = cos (Y * Y * 6.2);
- X = X < Y ? X : Y;
- X *= 0.4;
- c[0] = 0xFF;
- c[1] = 0xFF * X;
- }
- }
-
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
- check_gl_error ("texture param");
-
- glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, size, size, 0,
- GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
- check_gl_error ("light texture");
- free (data);
-}
-
-
-static int
-draw_rays (ModeInfo *mi)
-{
- ball_configuration *bp = &bps[MI_SCREEN(mi)];
- int wire = MI_IS_WIREFRAME(mi);
- int polys = 0;
- int i;
-
- glEnable (GL_TEXTURE_2D);
- glDisable (GL_LIGHTING);
- glEnable (GL_BLEND);
- glDisable (GL_DEPTH_TEST);
- glBlendFunc (GL_SRC_ALPHA, GL_ONE);
-
- for (i = 0; i < bp->nrays; i++)
- {
- GLfloat x = bp->rays[i].normal.x;
- GLfloat y = bp->rays[i].normal.y;
- GLfloat z = bp->rays[i].normal.z;
- glPushMatrix();
-
- /* Orient to direction of ray. */
- glRotatef (-atan2 (x, y) * (180 / M_PI), 0, 0, 1);
- glRotatef ( atan2 (z, sqrt(x*x + y*y)) * (180 / M_PI), 1, 0, 0);
-
- glScalef (5, 5, 10);
- glTranslatef(0, 0, 1.1);
- glColor4fv (bp->rays[i].color);
- glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
- glTexCoord2f (0, 0); glVertex3f (-0.5, 0, -1);
- glTexCoord2f (1, 0); glVertex3f ( 0.5, 0, -1);
- glTexCoord2f (1, 1); glVertex3f ( 0.5, 0, 1);
- glTexCoord2f (0, 1); glVertex3f (-0.5, 0, 1);
- glEnd();
- polys++;
- glPopMatrix();
- }
-
- glDisable (GL_TEXTURE_2D);
- glEnable (GL_LIGHTING);
- glDisable (GL_BLEND);
- glEnable (GL_DEPTH_TEST);
- glDisable (GL_FOG);
-
- return polys;
-}
-
-
-static int
-draw_ball_1 (ModeInfo *mi)
-{
- ball_configuration *bp = &bps[MI_SCREEN(mi)];
- int wire = MI_IS_WIREFRAME(mi);
- int polys = 0;
- tile *t;
- GLfloat m[4][4];
-
- glGetFloatv (GL_MODELVIEW_MATRIX, &m[0][0]);
-
- glFrontFace (GL_CW);
-
-#if 0
- /* Draw the back rays.
- */
- if (! wire)
- {
- glPushMatrix();
- glLoadIdentity();
- glMultMatrixf (&m[0][0]);
- glTranslatef(0, 0, -4.1);
- glRotatef (bp->th, 0, 0, 1);
- polys += draw_rays (mi);
- glPopMatrix();
- }
- glClear(GL_DEPTH_BUFFER_BIT);
-#endif
-
-
- /* Instead of rendering polygons for the foam ball substrate, let's
- just billboard a quad down the middle to mask out the back-facing
- tiles. */
- {
- glPushMatrix();
- m[0][0] = 1; m[1][0] = 0; m[2][0] = 0;
- m[0][1] = 0; m[1][1] = 1; m[2][1] = 0;
- m[0][2] = 0; m[1][2] = 0; m[2][2] = 1;
- glLoadIdentity();
- glMultMatrixf (&m[0][0]);
- glScalef (40, 40, 40);
- glTranslatef (-0.5, -0.5, -0.01);
- if (! wire)
- glDisable (GL_LIGHTING);
- /* Draw into the depth buffer but not the frame buffer */
- glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- glColor3f (0, 0, 0);
- glBegin (GL_QUADS);
- glVertex3f (0, 0, 0);
- glVertex3f (0, 1, 0);
- glVertex3f (1, 1, 0);
- glVertex3f (1, 0, 0);
- glEnd();
- polys++;
- glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- if (! wire)
- glEnable (GL_LIGHTING);
- glPopMatrix();
- glColor3f (1, 1, 1);
- }
-
- /* Draw all the tiles.
- */
- for (t = bp->tiles; t; t = t->next)
- {
- GLfloat x = t->normal.x;
- GLfloat y = t->normal.y;
- GLfloat z = t->normal.z;
- GLfloat s = t->size / 2;
- glPushMatrix();
-
- /* Move to location of tile. */
- glTranslatef (t->position.x, t->position.y, t->position.z);
-
- /* Orient to direction tile is facing. */
- glRotatef (-atan2 (x, y) * (180 / M_PI), 0, 0, 1);
- glRotatef ( atan2 (z, sqrt(x*x + y*y)) * (180 / M_PI), 1, 0, 0);
-
- glRotatef (t->tilt, 0, 1, 0);
-
- glScalef (s, s, s);
- glNormal3f (0, 1, 0);
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
- glVertex3f (-1, 0, -1);
- glVertex3f ( 1, 0, -1);
- glVertex3f ( 1, 0, 1);
- glVertex3f (-1, 0, 1);
- glEnd();
- polys++;
-
- if (! wire)
- {
- GLfloat d = 0.2;
- glNormal3f (0, 0, -1);
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
- glVertex3f (-1, 0, -1);
- glVertex3f (-1, -d, -1);
- glVertex3f ( 1, -d, -1);
- glVertex3f ( 1, 0, -1);
- glEnd();
- polys++;
-
- glNormal3f (0, 0, 1);
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
- glVertex3f ( 1, 0, 1);
- glVertex3f ( 1, -d, 1);
- glVertex3f (-1, -d, 1);
- glVertex3f (-1, 0, 1);
- glEnd();
- polys++;
-
- glNormal3f (1, 0, 0);
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
- glVertex3f ( 1, 0, -1);
- glVertex3f ( 1, -d, -1);
- glVertex3f ( 1, -d, 1);
- glVertex3f ( 1, 0, 1);
- glEnd();
- polys++;
-
- glNormal3f (-1, 0, 0);
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
- glVertex3f (-1, 0, 1);
- glVertex3f (-1, -d, 1);
- glVertex3f (-1, -d, -1);
- glVertex3f (-1, 0, -1);
- glEnd();
- polys++;
- }
-
- glPopMatrix();
- }
-
- /* Draw the front rays.
- */
- if (! wire)
- {
- glPushMatrix();
- glLoadIdentity();
- glMultMatrixf (&m[0][0]);
- glTranslatef(0, 0, 4.1);
- glRotatef (-bp->th, 0, 0, 1);
- polys += draw_rays (mi);
- glPopMatrix();
- }
-
- return polys;
-}
-
-
-static GLfloat
-vector_angle (XYZ a, XYZ b)
-{
- double La = sqrt (a.x*a.x + a.y*a.y + a.z*a.z);
- double Lb = sqrt (b.x*b.x + b.y*b.y + b.z*b.z);
- double cc, angle;
-
- if (La == 0 || Lb == 0) return 0;
- if (a.x == b.x && a.y == b.y && a.z == b.z) return 0;
-
- /* dot product of two vectors is defined as:
- La * Lb * cos(angle between vectors)
- and is also defined as:
- ax*bx + ay*by + az*bz
- so:
- La * Lb * cos(angle) = ax*bx + ay*by + az*bz
- cos(angle) = (ax*bx + ay*by + az*bz) / (La * Lb)
- angle = acos ((ax*bx + ay*by + az*bz) / (La * Lb));
- */
- cc = (a.x*b.x + a.y*b.y + a.z*b.z) / (La * Lb);
- if (cc > 1) cc = 1; /* avoid fp rounding error (1.000001 => sqrt error) */
- angle = acos (cc);
-
- return (angle);
-}
-
-
-#undef RANDSIGN
-#define RANDSIGN() ((random() & 1) ? 1 : -1)
-
-#undef BELLRAND
-#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
-
-static void
-build_ball (ModeInfo *mi)
-{
- ball_configuration *bp = &bps[MI_SCREEN(mi)];
- int rows = MI_COUNT (mi);
-
- GLfloat tile_size = M_PI / rows;
- GLfloat th0, th1;
-
- struct { XYZ position; GLfloat strength; } dents[5];
- int dent_count = random() % countof(dents);
- int i;
- for (i = 0; i < dent_count; i++)
- {
- GLfloat dist;
- dents[i].position.x = RANDSIGN() * (2 - BELLRAND(0.2));
- dents[i].position.y = RANDSIGN() * (2 - BELLRAND(0.2));
- dents[i].position.z = RANDSIGN() * (2 - BELLRAND(0.2));
- dist = sqrt (dents[i].position.x * dents[i].position.x +
- dents[i].position.y * dents[i].position.y +
- dents[i].position.z * dents[i].position.z);
- dents[i].strength = dist - (1 - BELLRAND(0.3));
- dents[i].strength = dist - (1 - BELLRAND(0.3));
- }
-
-
- for (th1 = M_PI/2; th1 > -(M_PI/2 + tile_size/2); th1 -= tile_size)
- {
- GLfloat x = cos (th1);
- GLfloat y = sin (th1);
- GLfloat x0 = cos (th1 - tile_size/2);
- GLfloat x1 = cos (th1 + tile_size/2);
- GLfloat circ0 = M_PI * x0 * 2;
- GLfloat circ1 = M_PI * x1 * 2;
- GLfloat circ = (circ0 < circ1 ? circ0 : circ1);
- int row_tiles = floor ((circ < 0 ? 0 : circ) / tile_size);
- GLfloat spacing;
- GLfloat dropsy = 0.13 + frand(0.04);
-
- if (row_tiles <= 0) row_tiles = 1;
- spacing = M_PI*2 / row_tiles;
-
- for (th0 = 0; th0 < M_PI*2; th0 += spacing)
- {
- tile *t = (tile *) calloc (1, sizeof(*t));
- t->size = tile_size * 0.85;
- t->position.x = cos (th0) * x;
- t->position.y = sin (th0) * x;
- t->position.z = y;
-
- t->normal = t->position;
-
- /* Apply pressure on position from the dents. */
- for (i = 0; i < dent_count; i++)
- {
- GLfloat dist;
- XYZ direction;
-
- if (! (random() % 150)) /* Drop tiles randomly */
- {
- free (t);
- goto SKIP;
- }
-
- direction.x = t->position.x - dents[i].position.x;
- direction.y = t->position.y - dents[i].position.y;
- direction.z = t->position.z - dents[i].position.z;
- dist = sqrt (direction.x * direction.x +
- direction.y * direction.y +
- direction.z * direction.z);
- if (dist < dents[i].strength)
- {
- GLfloat s = 1 - (dents[i].strength - dist) * 0.66;
- XYZ n2 = t->normal;
- GLfloat angle = vector_angle (t->position, dents[i].position);
-
- /* Drop out the tiles near the apex of the dent. */
- if (angle < dropsy)
- {
- free (t);
- goto SKIP;
- }
-
- t->position.x *= s;
- t->position.y *= s;
- t->position.z *= s;
-
- direction = normalize (direction);
- n2.x -= direction.x;
- n2.y -= direction.y;
- n2.z -= direction.z;
-
- t->normal.x = (t->normal.x + n2.x) / 2;
- t->normal.y = (t->normal.y + n2.y) / 2;
- t->normal.z = (t->normal.z + n2.z) / 2;
- }
- }
-
- /* Skew the direction the tile is facing slightly. */
- t->normal.x += 0.12 - frand(0.06);
- t->normal.y += 0.12 - frand(0.06);
- t->normal.z += 0.12 - frand(0.06);
- t->tilt = 4 - BELLRAND(8);
-
- t->next = bp->tiles;
- bp->tiles = t;
- SKIP: ;
- }
- }
-
- bp->nrays = 5 + BELLRAND(10);
- bp->rays = (ray *) calloc (bp->nrays, sizeof(*bp->rays));
- for (i = 0; i < bp->nrays; i++)
- {
- GLfloat th = frand(M_PI * 2);
- bp->rays[i].normal.x = cos (th);
- bp->rays[i].normal.y = sin (th);
- bp->rays[i].normal.z = 1;
- bp->rays[i].normal = normalize (bp->rays[i].normal);
- bp->rays[i].color[0] = 0.9 + frand(0.1);
- bp->rays[i].color[1] = 0.6 + frand(0.4);
- bp->rays[i].color[2] = 0.6 + frand(0.2);
- bp->rays[i].color[3] = 1;
- }
-}
-
-
-/* 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);
-
- {
- GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
- ? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
- : 1);
- glScalef (s, s, s);
- }
-
- glClear(GL_COLOR_BUFFER_BIT);
-}
-
-
-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);
-
- if (! wire)
- build_texture (mi);
-
- reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
-
- bp->th = 180 - frand(360);
-
- if (MI_COUNT(mi) < 10)
- MI_COUNT(mi) = 10;
- if (MI_COUNT(mi) > 200)
- MI_COUNT(mi) = 200;
-
- {
- double spin_speed = 0.1;
- double wander_speed = 0.003;
- double spin_accel = 1;
-
- 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,
- False);
- bp->trackball = gltrackball_init (True);
- }
-
- build_ball (mi);
-
- if (!wire)
- {
- GLfloat color[4] = {0.5, 0.5, 0.5, 1};
- GLfloat cspec[4] = {1, 1, 1, 1};
- static const GLfloat shiny = 10;
-
- static GLfloat pos0[4] = { 0.5, -1, -0.5, 0};
- static GLfloat pos1[4] = {-0.75, -1, 0, 0};
- static GLfloat amb[4] = {0, 0, 0, 1};
- static GLfloat dif[4] = {1, 1, 1, 1};
- static GLfloat spc[4] = {1, 1, 1, 1};
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
-
- color[0] += frand(0.2);
- color[1] += frand(0.2);
- color[2] += frand(0.2);
-
- cspec[0] -= frand(0.2);
- cspec[1] -= frand(0.2);
- cspec[2] -= frand(0.2);
-
- glLightfv(GL_LIGHT0, GL_POSITION, pos0);
- glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
- glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
-
- glLightfv(GL_LIGHT1, GL_POSITION, pos1);
- glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, dif);
- glLightfv(GL_LIGHT1, GL_SPECULAR, spc);
-
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
- glMaterialfv (GL_FRONT, GL_SPECULAR, cspec);
- glMateriali (GL_FRONT, GL_SHININESS, shiny);
- }
-}
-
-
-ENTRYPOINT void
-draw_ball (ModeInfo *mi)
-{
- ball_configuration *bp = &bps[MI_SCREEN(mi)];
- Display *dpy = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
-
- 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 ();
-
- glRotatef(current_device_rotation(), 0, 0, 1);
-
- {
- double x, y, z;
- get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
- glTranslatef((x - 0.5) * 6,
- (y - 0.5) * 6,
- (z - 0.5) * 2);
-
- 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);
- }
-
- mi->polygon_count = 0;
-
- glRotatef (50, 1, 0, 0);
-
- glScalef (4, 4, 4);
- glRotatef (bp->th, 0, 0, 1);
- if (! bp->button_down_p)
- {
- bp->th += (bp->th > 0 ? speed : -speed);
- while (bp->th > 360) bp->th -= 360;
- while (bp->th < -360) bp->th += 360;
- }
-
- mi->polygon_count += draw_ball_1 (mi);
- glPopMatrix ();
-
- if (mi->fps_p) do_fps (mi);
- glFinish();
-
- glXSwapBuffers(dpy, window);
-}
-
-
-ENTRYPOINT void
-free_ball (ModeInfo *mi)
-{
- ball_configuration *bp = &bps[MI_SCREEN(mi)];
- if (!bp->glx_context) return;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
- while (bp->tiles)
- {
- tile *t = bp->tiles->next;
- free (bp->tiles);
- bp->tiles = t;
- }
- if (bp->rays) free (bp->rays);
- if (bp->trackball) gltrackball_free (bp->trackball);
- if (bp->rot) free_rotator (bp->rot);
-}
-
-XSCREENSAVER_MODULE_2 ("Discoball", discoball, ball)
-
-#endif /* USE_GL */