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-rw-r--r--hacks/glx/gibson.c1335
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diff --git a/hacks/glx/gibson.c b/hacks/glx/gibson.c
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+/* gibson, Copyright (c) 2020 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.
+ *
+ * Hacking the Gibson, as per the 1995 classic film, HACKERS.
+ *
+ * In the movie, this was primarily a practical effect: the towers were
+ * edge-lit etched perspex, each about four feet tall.
+ */
+
+#define TOWER_FONT "-*-helvetica-bold-r-normal-*-*-480-*-*-*-*-*-*"
+
+#define DEFAULTS "*delay: 20000 \n" \
+ "*groundColor: #8A2BE2" "\n" \
+ "*towerColor: #4444FF" "\n" \
+ "*towerText: #DDDDFF" "\n" \
+ "*towerText2: #FF0000" "\n" \
+ "*towerFont: " TOWER_FONT "\n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+# define release_gibson 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "rotator.h"
+#include "texfont.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPEED "1.0"
+#define DEF_TEXTURE "True"
+#define DEF_GRID_WIDTH "6"
+#define DEF_GRID_HEIGHT "7"
+#define DEF_GRID_DEPTH "6"
+#define DEF_GRID_SPACING "2.0"
+#define DEF_COLUMNS "5"
+
+#define GROUND_QUAD_SIZE 30
+
+typedef struct {
+ GLfloat x, y, h;
+ GLuint fg_dlists[5], bg_dlists[5];
+ int fg_polys, bg_polys;
+ unsigned int face_mode; /* 5 bit field */
+} tower;
+
+typedef struct {
+ GLXContext *glx_context;
+ Bool button_down_p;
+ rotator *rot, *rot2;
+ GLfloat xscroll, yscroll;
+ GLfloat oxscroll, oyscroll;
+
+ GLuint ground_dlist;
+ GLuint tower_dlist;
+ int ground_polys, tower_polys;
+ GLfloat ground_y;
+ GLfloat billboard_y;
+ const char *billboard_text;
+
+ int ntowers;
+ tower *towers;
+ GLfloat tower_color[4];
+ GLfloat tower_color2[4];
+ GLfloat edge_color[4];
+ GLfloat bg_color[4];
+ Bool startup_p;
+
+ struct {
+ GLuint texid;
+ XCharStruct metrics;
+ int width, height;
+ texture_font_data *font_data;
+ int ascent, descent, em_width;
+ char *text;
+ } text[2];
+
+} gibson_configuration;
+
+static gibson_configuration *ccs = NULL;
+
+static GLfloat speed;
+static Bool do_tex;
+static int grid_width;
+static int grid_height;
+static int grid_depth;
+static GLfloat grid_spacing;
+static int columns;
+
+static XrmOptionDescRec opts[] = {
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-texture", ".texture", XrmoptionNoArg, "True" },
+ { "+texture", ".texture", XrmoptionNoArg, "False" },
+ { "-grid-width", ".gridWidth", XrmoptionSepArg, 0 },
+ { "-grid-height", ".gridHeight", XrmoptionSepArg, 0 },
+ { "-grid-depth", ".gridDepth", XrmoptionSepArg, 0 },
+ { "-spacing", ".gridSpacing", XrmoptionSepArg, 0 },
+ { "-columns", ".columns", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&do_tex, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&grid_width, "gridWidth", "GridWidth", DEF_GRID_WIDTH, t_Int},
+ {&grid_height, "gridHeight", "GridHeight", DEF_GRID_HEIGHT, t_Int},
+ {&grid_depth, "gridDepth", "GridDepth", DEF_GRID_DEPTH, t_Int},
+ {&grid_spacing, "gridSpacing", "GridSpacing", DEF_GRID_SPACING, t_Float},
+ {&columns, "columns", "Columns", DEF_COLUMNS, t_Int},
+};
+
+ENTRYPOINT ModeSpecOpt gibson_opts = {
+ countof(opts), opts, countof(vars), vars, NULL};
+
+
+ENTRYPOINT void
+reshape_gibson (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ glViewport (0, y, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+# ifdef DEBUG
+ gluPerspective (30, 1/h, 1, 100);
+# else
+ gluPerspective (100, 1/h/4,
+ 1.0,
+ 20 * grid_depth * 1.5 * (1 + grid_spacing));
+# endif
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0, 0, 1,
+ 0, 0, 0,
+ 0, 1, 0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+/* Copied from gltrackball.c */
+static void
+adjust_for_device_rotation (double *x, double *y, double *w, double *h)
+{
+ int rot = (int) current_device_rotation();
+ int swap;
+
+ while (rot <= -180) rot += 360;
+ while (rot > 180) rot -= 360;
+
+ if (rot > 135 || rot < -135) /* 180 */
+ {
+ *x = *w - *x;
+ *y = *h - *y;
+ }
+ else if (rot > 45) /* 90 */
+ {
+ swap = *x; *x = *y; *y = swap;
+ swap = *w; *w = *h; *h = swap;
+ *x = *w - *x;
+ }
+ else if (rot < -45) /* 270 */
+ {
+ swap = *x; *x = *y; *y = swap;
+ swap = *w; *w = *h; *h = swap;
+ *y = *h - *y;
+ }
+}
+
+
+ENTRYPOINT Bool
+gibson_handle_event (ModeInfo *mi, XEvent *event)
+{
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ double w = MI_WIDTH(mi);
+ double h = MI_HEIGHT(mi);
+ double xoff = 0, yoff = 0;
+
+ if (event->xany.type == ButtonPress ||
+ event->xany.type == ButtonRelease)
+ {
+ double x = event->xbutton.x;
+ double y = event->xbutton.y;
+ adjust_for_device_rotation (&x, &y, &w, &h);
+ xoff = (x / w) - 0.5;
+ yoff = (event->xbutton.y / h) - 0.5;
+ bp->button_down_p = (event->xany.type == ButtonPress);
+ bp->oxscroll = xoff;
+ bp->oyscroll = yoff;
+
+ return True;
+ }
+ else if (event->xany.type == MotionNotify)
+ {
+ double x = event->xmotion.x;
+ double y = event->xmotion.y;
+ adjust_for_device_rotation (&x, &y, &w, &h);
+ xoff = (x / w) - 0.5;
+ yoff = (y / h) - 0.5;
+ if (bp->button_down_p)
+ {
+ bp->xscroll += xoff - bp->oxscroll;
+ bp->yscroll += yoff - bp->oyscroll;
+ bp->oxscroll = xoff;
+ bp->oyscroll = yoff;
+ }
+ return True;
+ }
+
+ return False;
+}
+
+
+static void
+parse_color (ModeInfo *mi, char *key, GLfloat color[4])
+{
+ XColor xcolor;
+ char *string = get_string_resource (mi->dpy, key, "Color");
+ if (!XParseColor (mi->dpy, mi->xgwa.colormap, string, &xcolor))
+ {
+ fprintf (stderr, "%s: unparsable color in %s: %s\n", progname,
+ key, string);
+ exit (1);
+ }
+ free (string);
+
+ color[0] = xcolor.red / 65536.0;
+ color[1] = xcolor.green / 65536.0;
+ color[2] = xcolor.blue / 65536.0;
+ color[3] = 1;
+}
+
+
+static int
+draw_ground (ModeInfo *mi)
+{
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+ int x, y;
+ int cells = 20;
+ GLfloat color[4];
+ GLfloat color0[4];
+ GLfloat cell_size = 1.0;
+ GLfloat z = -0.005;
+
+ parse_color (mi, "groundColor", color);
+ parse_color (mi, "towerColor", color0);
+ color0[0] *= 0.05;
+ color0[1] *= 0.05;
+ color0[2] *= 0.3;
+ color0[3] = 1;
+
+ if (!wire)
+ {
+ GLfloat fog_color[4] = { 0, 0, 0, 1 };
+
+ glFogi (GL_FOG_MODE, GL_EXP2);
+ glFogfv (GL_FOG_COLOR, fog_color);
+ glFogf (GL_FOG_DENSITY, 0.015);
+ glFogf (GL_FOG_START, -cells/2 * cell_size);
+ glEnable (GL_FOG);
+ }
+
+ glPushMatrix();
+ glScalef (1.0/cells, 1.0/cells, 1);
+ glTranslatef (-cells/2.0, -cells/2.0, 0);
+ glTranslatef (0.5, 0, 0);
+
+ glBegin (GL_QUADS); /* clipping quad */
+ glColor4fv (color0);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color0);
+
+ glVertex3f (0, 0, z);
+ glVertex3f (cells * cell_size, 0, z);
+ glVertex3f (cells * cell_size, cells * cell_size, z);
+ glVertex3f (0, cells * cell_size, z);
+ glEnd();
+ polys++;
+
+ glColor4fv (color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
+
+ for (y = 0; y < cells; y++)
+ for (x = 0; x < cells; x++)
+ {
+ GLfloat a = 0;
+ GLfloat b = 1.0/3;
+ GLfloat c = 2.0/3;
+ GLfloat d = 1.0;
+ GLfloat w = 0.02;
+
+ glPushMatrix();
+ glTranslatef (x, y, 0);
+
+ glNormal3f (0, 0, 1);
+
+ switch (random() % 4) {
+ case 0:
+ glRotatef (90, 0, 0, 1);
+ glTranslatef (0, -1, 0);
+ break;
+ case 1:
+ glRotatef (-90, 0, 0, 1);
+ glTranslatef (-1, 0, 0);
+ break;
+ case 2:
+ glRotatef (180, 0, 0, 1);
+ glTranslatef (-1, -1, 0);
+ break;
+ default: break;
+ }
+
+ switch (random() % 2) {
+ case 0:
+ glScalef (-1, -1, 1);
+ glTranslatef (-1, -1, 0);
+ break;
+ default: break;
+ }
+
+ switch (random() % 2) {
+ case 0:
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUAD_STRIP);
+ glVertex3f (a, b+w, 0);
+ glVertex3f (a, b-w, 0); polys++;
+ glVertex3f (b+w, a, 0); polys++;
+ glVertex3f (b-w, a, 0); polys++;
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUAD_STRIP);
+ glVertex3f (a, c+w, 0);
+ glVertex3f (a, c-w, 0); polys++;
+ glVertex3f (b+w, c+w, 0); polys++;
+ glVertex3f (b, c-w, 0); polys++;
+ glVertex3f (c+w, b+w, 0); polys++;
+ glVertex3f (c-w, b, 0); polys++;
+ glVertex3f (c+w, a, 0); polys++;
+ glVertex3f (c-w, a, 0); polys++;
+ glEnd();
+
+/*
+ glBegin (wire ? GL_LINE_LOOP : GL_QUAD_STRIP);
+ glVertex3f (c+w, d, 0);
+ glVertex3f (c-w, d, 0); polys++;
+ glVertex3f (d, c+w, 0); polys++;
+ glVertex3f (d, c-w, 0); polys++;
+ glEnd();
+*/
+ break;
+
+ default:
+ glBegin (wire ? GL_LINE_LOOP : GL_QUAD_STRIP);
+ glVertex3f (a+w, d, 0);
+ glVertex3f (a, d, 0); polys++;
+ glVertex3f (a+w, d, 0);
+ glVertex3f (a, d-w, 0); polys++;
+ glVertex3f (b+w, c-w, 0); polys++;
+ glVertex3f (b-w, c-w, 0); polys++;
+ glVertex3f (b+w, a, 0); polys++;
+ glVertex3f (b-w, a, 0); polys++;
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUAD_STRIP);
+ glVertex3f (b+w, d, 0);
+ glVertex3f (b-w, d, 0); polys++;
+ glVertex3f (c+w, c-w, 0); polys++;
+ glVertex3f (c-w, c-w, 0); polys++;
+ glVertex3f (c+w, a, 0); polys++;
+ glVertex3f (c-w, a, 0); polys++;
+ glEnd();
+ break;
+ }
+
+ glPopMatrix();
+ }
+ glPopMatrix();
+
+ if (!wire)
+ {
+ glDisable (GL_BLEND);
+ glDisable (GL_FOG);
+ }
+
+ return polys;
+}
+
+
+/* qsort comparator for sorting towers by y position */
+static int
+cmp_towers (const void *aa, const void *bb)
+{
+ const tower *a = (tower *) aa;
+ const tower *b = (tower *) bb;
+ return ((int) (b->y * 10000) -
+ (int) (a->y * 10000));
+}
+
+
+static GLfloat
+ease_fn (GLfloat r)
+{
+ return cos ((r/2 + 1) * M_PI) + 1; /* Smooth curve up, end at slope 1. */
+}
+
+
+static GLfloat
+ease_ratio (GLfloat r)
+{
+ GLfloat ease = 0.5;
+ if (r <= 0) return 0;
+ else if (r >= 1) return 1;
+ else if (r <= ease) return ease * ease_fn (r / ease);
+ else if (r > 1-ease) return 1 - ease * ease_fn ((1 - r) / ease);
+ else return r;
+}
+
+
+/* Draws the text quads on the face.
+ First pass is for the small background text, second is for the big block.
+ */
+static int
+draw_tower_face_text (ModeInfo *mi, GLfloat height, Bool which)
+{
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+ Bool wire2 = False; /* Debugging quads */
+ Bool bg_p = (which == 1 && do_tex && !wire);
+
+ glColor4fv (which ? bp->tower_color2 : bp->tower_color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
+ which ? bp->tower_color2 : bp->tower_color);
+
+ /* The texture is a tex_width x tex_height rectangle, of which we
+ only use the rbearing+lbearing x ascent+descent sub-rectangle.
+ Texture coordinates reference the tex_width x tex_height rectangle
+ as a 0.0 - 1.0 coordinate.
+ */
+ int n = which ? 1 : 0;
+ GLfloat twratio = ((bp->text[n].metrics.rbearing +
+ bp->text[n].metrics.lbearing) /
+ (GLfloat) bp->text[n].width);
+ GLfloat thratio = ((bp->text[n].metrics.ascent +
+ bp->text[n].metrics.descent) /
+ (GLfloat) bp->text[n].height);
+ GLfloat aspect = ((bp->text[n].ascent + bp->text[n].descent) /
+ (GLfloat) bp->text[n].em_width);
+
+ GLfloat sx = 1.0 / (which ? 1 : columns);
+ GLfloat sy = (which
+ ? height * 0.8
+ : sx * 4); /* Tweaked to match gluPerspective */
+
+ GLfloat lines_in_tex = ((bp->text[n].metrics.ascent +
+ bp->text[n].metrics.descent) /
+ (GLfloat)
+ (bp->text[n].ascent + bp->text[n].descent));
+ GLfloat tex_lines = (which ? 3 : 8); /* Put this many lines in each quad */
+
+ GLfloat tsx = sx * twratio;
+ GLfloat tsy = sy * thratio * tex_lines / lines_in_tex * aspect;
+ GLfloat x1, tx1;
+ GLfloat margin = 0.2;
+ GLfloat m2 = margin/2 / (which ? 1 : columns);
+ GLfloat m3 = m2 / (which ? 1 : height);
+ GLfloat h2 = height * (which ? 1-margin : 1);
+
+ glBindTexture (GL_TEXTURE_2D, bp->text[n].texid);
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ if (!wire && !wire2 && !bg_p) glBegin (GL_QUADS);
+ for (x1 = 0, tx1 = 0; x1 < 1.0; x1 += sx, tx1 += tsx)
+ {
+ GLfloat x2 = x1 + sx;
+ GLfloat tx2 = tx1 + tsx;
+ GLfloat y2, ty2;
+ GLfloat z = (which ? 0.05 : 0);
+
+ tx1 = 0;
+ tx2 = twratio;
+
+ for (y2 = h2, ty2 = thratio;
+ y2 > 0;
+ y2 -= sy, ty2 -= tsy)
+ {
+ GLfloat y1 = y2 - sy * (1-margin);
+ GLfloat ty1 = ty2 - tsy;
+ GLfloat toff = frand ((bp->text[n].metrics.ascent +
+ bp->text[n].metrics.descent)
+ * 0.8);
+
+ if (y1 < 0) /* Clip the panel to the bottom of the tower face */
+ {
+ tsy = y2 / (y2 - y1);
+ y1 = 0;
+ }
+
+ ty1 = toff;
+ ty2 = ty1 + tsy;
+
+ if (wire2 && which) glColor3f (1,0,0);
+ if (wire || wire2 || bg_p)
+ glBegin (!wire && (wire2 || bg_p) ? GL_QUADS : GL_LINE_LOOP);
+ glTexCoord2f(tx1, ty2); glVertex3f (x1+m2, y1+m3, z);
+ glTexCoord2f(tx2, ty2); glVertex3f (x2-m2, y1+m3, z);
+ glTexCoord2f(tx2, ty1); glVertex3f (x2-m2, y2-m3, z);
+ glTexCoord2f(tx1, ty1); glVertex3f (x1+m2, y2-m3, z);
+ if (wire || wire2 || bg_p)
+ glEnd();
+ polys++;
+
+ if (bg_p)
+ {
+ GLfloat bg[4] = { 1, 1, 1, 0.2 };
+ z -= 0.1;
+ m2 -= 0.03;
+ m3 -= 0.03;
+ glColor4fv (bg);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, bg);
+ }
+
+ if ((wire2 || bg_p) && !wire)
+ {
+ if (do_tex) glDisable(GL_TEXTURE_2D);
+ glBegin (bg_p ? GL_QUADS : GL_LINE_LOOP);
+ glVertex3f (x1+m2, y1+m3, z);
+ glVertex3f (x2-m2, y1+m3, z);
+ glVertex3f (x2-m2, y2-m3, z);
+ glVertex3f (x1+m2, y2-m3, z);
+ glEnd();
+ polys++;
+ if (do_tex) glEnable(GL_TEXTURE_2D);
+ }
+
+ if (which) break;
+ }
+ }
+ if (!wire && !wire2 && !bg_p) glEnd();
+
+ return polys;
+}
+
+
+/* Draws the wall of the face, and the edges, then the text quads on it.
+ */
+static int
+draw_tower_face (ModeInfo *mi, GLfloat height, int mode)
+{
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+
+ switch (mode) {
+ case 0:
+ if (! wire)
+ {
+ GLfloat m = 0.015;
+ GLfloat z = -0.0005;
+ if (do_tex) glDisable (GL_TEXTURE_2D);
+
+ glNormal3f (0, 0, 1);
+
+ glColor4fv (bp->bg_color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
+ bp->bg_color);
+
+ glBegin (GL_QUADS);
+ glVertex3f (0, 0, z*2); /* background */
+ glVertex3f (1, 0, z*2);
+ glVertex3f (1, height, z*2);
+ glVertex3f (0, height, z*2);
+ polys++;
+ glEnd();
+
+ glColor4fv (bp->edge_color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
+ bp->edge_color);
+
+ glBegin (GL_QUADS);
+ glVertex3f (0, 0, z); /* left */
+ glVertex3f (m, 0, z);
+ glVertex3f (m, height, z);
+ glVertex3f (0, height, z);
+ polys++;
+
+ glVertex3f (1-m, 0, 0); /* right */
+ glVertex3f (1, 0, 0);
+ glVertex3f (1, height, z);
+ glVertex3f (1-m, height, z);
+ polys++;
+
+ glVertex3f (m, 0, 0); /* bottom */
+ glVertex3f (1-m, 0, 0);
+ glVertex3f (1-m, m, 0);
+ glVertex3f (m, m, 0);
+ polys++;
+
+ glVertex3f (m, height-m, z); /* top */
+ glVertex3f (1-m, height-m, z);
+ glVertex3f (1-m, height, z);
+ glVertex3f (m, height, z);
+ polys++;
+ glEnd();
+
+ if (do_tex) glEnable (GL_TEXTURE_2D);
+ }
+ break;
+ case 1:
+ polys += draw_tower_face_text (mi, height, 0);
+ break;
+ case 2:
+ polys += draw_tower_face_text (mi, height * 0.7, 1);
+ break;
+ default:
+ abort();
+ break;
+ }
+
+ return polys;
+}
+
+
+/* Mode 0: draws 5 sides of the box
+ Mode 1: just background text
+ Mode 2: just foreground text
+ */
+static int
+draw_tower (ModeInfo *mi, tower *t, int mode, int face)
+{
+ GLfloat height = grid_height;
+
+ int polys = 0;
+
+ glPushMatrix();
+ glTranslatef (-0.5, 0.5, 0);
+
+ if (face == 0 || face == -1)
+ {
+ glPushMatrix(); /* top */
+ glTranslatef (0, 0, height);
+ polys += draw_tower_face (mi, 1.0, mode);
+ glPopMatrix();
+ }
+
+ if (face == 1 || face == -1)
+ {
+ glPushMatrix(); /* left */
+ glRotatef ( 90, 1, 0, 0);
+ glRotatef (-90, 0, 1, 0);
+ glTranslatef (-1, 0, 0);
+ polys += draw_tower_face (mi, height, mode);
+ glPopMatrix();
+ }
+
+ if (face == 2 || face == -1)
+ {
+ glPushMatrix(); /* back */
+ glRotatef ( 90, 1, 0, 0);
+ glRotatef (180, 0, 1, 0);
+ glTranslatef (-1, 0, 1);
+ polys += draw_tower_face (mi, height, mode);
+ glPopMatrix();
+ }
+
+ if (face == 3 || face == -1)
+ {
+ glPushMatrix(); /* right */
+ glRotatef ( 90, 1, 0, 0);
+ glRotatef ( 90, 0, 1, 0);
+ glTranslatef (0, 0, 1);
+ polys += draw_tower_face (mi, height, mode);
+ glPopMatrix();
+ }
+
+ if (face == 4 || face == -1)
+ {
+ glPushMatrix(); /* front */
+ glRotatef ( 90, 1, 0, 0);
+ polys += draw_tower_face (mi, height, mode);
+ glPopMatrix();
+ }
+
+ if (face < -1 || face > 4) abort();
+
+ glPopMatrix();
+ return polys;
+}
+
+
+static void
+animate_towers (ModeInfo *mi)
+{
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ int ii;
+ GLfloat min = -3;
+ GLfloat max = grid_depth * (1 + grid_spacing) - grid_spacing - 1;
+ GLfloat yspeed = speed * 0.05;
+
+ for (ii = 0; ii < 20; ii++)
+ {
+ int jj, kk;
+
+ /* randomly trade two towers' fg dlists */
+ if (0 == (random() % 20))
+ {
+ int i = random() % bp->ntowers;
+ int j = random() % bp->ntowers;
+ int k = random() % countof(bp->towers[i].fg_dlists);
+ GLuint d1 = bp->towers[i].bg_dlists[k];
+ GLuint d2 = bp->towers[j].bg_dlists[k];
+ bp->towers[i].bg_dlists[k] = d2;
+ bp->towers[j].bg_dlists[k] = d1;
+ }
+
+ /* randomly trade two towers' bg dlists */
+ if (1) /* (0 == (random() % 3)) */
+ {
+ int i = random() % bp->ntowers;
+ int j = random() % bp->ntowers;
+ int k = random() % countof(bp->towers[i].fg_dlists);
+ GLuint d1 = bp->towers[i].fg_dlists[k];
+ GLuint d2 = bp->towers[j].fg_dlists[k];
+ bp->towers[i].fg_dlists[k] = d2;
+ bp->towers[j].fg_dlists[k] = d1;
+ }
+
+ /* Randomize whether it's displaying fg text or bg text */
+ for (jj = 0; jj < bp->ntowers; jj++)
+ for (kk = 0; kk < countof(bp->towers[jj].fg_dlists); kk++)
+ {
+ /* Re-choose every N frames. Display fg 1 in M. */
+ int frames = 500;
+ int fg_chance = (kk == 0 ? 100000 : 10);
+ unsigned int o = !!(bp->towers[jj].face_mode & (1 << kk));
+ unsigned int n = !!((random() % frames) ? o :
+ (0 == (random() % fg_chance)));
+ bp->towers[jj].face_mode =
+ ((bp->towers[jj].face_mode & ~(1 << kk)) | (n << kk));
+ }
+ }
+
+ for (ii = 0; ii < bp->ntowers; ii++)
+ {
+ tower *t = &bp->towers[ii];
+ t->h += speed * 0.01;
+ if (t->h > 1) t->h = 1;
+
+ t->y -= yspeed;
+
+ if (t->y < min)
+ {
+ t->h = 0;
+ t->y = max;
+ }
+ }
+
+ /* Sorting by depth improves frame rate slightly. */
+ qsort (bp->towers, bp->ntowers, sizeof(*bp->towers), cmp_towers);
+
+ bp->ground_y -= yspeed / GROUND_QUAD_SIZE;
+ if (bp->ground_y < 1)
+ bp->ground_y += 1;
+
+ bp->billboard_y -= yspeed;
+ if (bp->billboard_y < min || !bp->billboard_text)
+ {
+ const char *const ss[] = {
+ "ACCESS GRANTED",
+ "ACCESS GRANTED",
+ "ACCESS DENIED",
+ "ACCESS DENIED",
+ "ACCESS DENIED",
+ "ACCESS DENIED",
+ "ACCESS DENIED",
+ "PASSWORD ACCEPTED",
+ " GIVE ME\nA COOKIE",
+ "MESS WITH THE BEST\n DIE LIKE THE REST",
+ };
+
+ bp->billboard_y = max * (1 + frand(8));
+ bp->billboard_text = ss[random() % countof(ss)];
+ }
+}
+
+
+static int
+draw_billboard (ModeInfo *mi)
+{
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ int polys = 0;
+ int wire = MI_IS_WIREFRAME(mi);
+ GLfloat w, h, s, margin, margin2;
+ XCharStruct metrics;
+ int ascent, descent;
+ texture_font_data *font = bp->text[1].font_data;
+ GLfloat color[4];
+ GLfloat y = grid_height * 0.3;
+
+ texture_string_metrics (font, bp->billboard_text,
+ &metrics, &ascent, &descent);
+ w = metrics.lbearing + metrics.rbearing;
+ h = metrics.ascent + metrics.descent;
+ s = 1.0 / w;
+ s *= 0.95;
+
+ margin = w * 0.1;
+ margin2 = margin * 1.7;
+
+ glPushMatrix();
+
+ glTranslatef (-0.5, bp->billboard_y, y);
+ glRotatef (90, 1, 0, 0);
+ glScalef (s, s * 1.5, s);
+
+ memcpy (color, bp->tower_color2, sizeof(color));
+ color[3] = 0.6;
+ glColor4fv (color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
+
+ if (do_tex && !wire)
+ glDisable (GL_TEXTURE_2D);
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glNormal3f (0, 0, 1);
+ glVertex3f (-margin, -margin2, 0);
+ glVertex3f (-margin, h+margin2, 0);
+ glVertex3f (w+margin, h+margin2, 0);
+ glVertex3f (w+margin, -margin2, 0);
+ glEnd();
+ polys++;
+
+ if (do_tex && !wire)
+ {
+ color[3] = 1;
+ glColor4fv (color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
+ glEnable (GL_TEXTURE_2D);
+ glTranslatef (-metrics.lbearing, metrics.descent, 0);
+ print_texture_string (font, bp->billboard_text);
+ polys++;
+ }
+
+ glPopMatrix();
+ return polys;
+}
+
+
+static void
+init_text (ModeInfo *mi)
+{
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ int lines = 20;
+ int i;
+ char *s;
+
+ const char *const ss[] = {
+ "\n"
+ "ACCESS TO THIS COMPUTER AND\n"
+ "ITS DATA IS RESTRICTED TO\n"
+ "AUTHORIZED PERSONNEL ONLY\n"
+ "\n",
+ "\n"
+ " PASSWORD ACCEPTED\n"
+ " GOD\n"
+ "\n",
+ "PERSONNEL >>>\n",
+ "SEA ROUTINGS >>>\n",
+ "GARBAGE >>>\n",
+ "COMP. SERVICING >>>\n",
+ "COMPANY BUDGETS >>>\n",
+ "SCIENTIFIC BUDGETS >>>\n",
+ "COMPANY POLICIES >>>\n",
+ "ANNUAL RETURNS >>>\n",
+ "MINE RESEARCH >>>\n",
+ "CENTRAL LIBRARY >>>\n",
+ "QUANTATIVE SPEC. >>>\n",
+ "PAYMENT LEVELS >>>\n",
+ "CENTRAL SERVER >>>\n",
+ "GARBAGE >>>\n",
+ "KNMTS. DVPNT. >>>\n",
+ "LICENSING >>>\n",
+ "RELATIONS >>>\n",
+ "TIME SHEET RECS. >>>\n",
+ "RD. PRT. ROUTINGS >>>\n",
+ "RECRUITMENT >>>\n",
+ "TNKR. EXPENDITURE >>>\n",
+ "MINE DEVELOPMENT >>>\n",
+ "GARBAGE >>>\n",
+ "ANNUAL BUDGETS >>>\n",
+ "OIL LOCATIONS >>>\n",
+ "TIME SHEET RECS. >>>\n",
+ "RD. PRT. ROUTINGS >>>\n",
+ "KINEMATICS >>>\n",
+ "TPS. REPORTS >>>\n",
+ "BLAST FRNC. STATUS >>>\n",
+ "ACCOUNTANTS >>>\n",
+ "SHIPPING FORCASTS >>>\n",
+ "INDST. REPORTS >>>\n",
+ "EXPLOR. DVLT. >>>\n",
+ "WRHSE. EXPEND. >>>\n",
+ "GARBAGE >>>\n",
+ "RELOCATIONS >>>\n",
+ "AIRFREIGHT STATUS >>>\n",
+ "TPGC. EXPEND. >>>\n",
+ "SEA-BOARD LAWS >>>\n",
+ "COMPOSITE PLANTS >>>\n",
+ "NUCLEAR RESEARCH >>>\n",
+ "BALLAST REPORTS >>>\n",
+ "\n"
+ "CONFIDENTAL\n"
+ "FILES\n"
+ "DO NOT DELETE\n"
+ "BEFORE FINAL\n"
+ "BACKUP IS COMPLETED\n"
+ "\n",
+ "\n"
+ "FILE 1\n"
+ "WAITING FOR BACK-UP\n"
+ "\n"
+ "FILE 2\n"
+ "WAITING FOR BACK-UP\n"
+ "\n"
+ "FILE 3\n"
+ "WAITING FOR BACK-UP\n"
+ "\n"
+ "FILE 4\n"
+ "WAITING FOR BACK-UP\n"
+ "\n"
+ };
+
+
+ bp->text[1].text = s = calloc (countof(ss) * 2 * 40, 1);
+ for (i = 0; i < countof(ss); i++)
+ {
+ int n = random() % countof(ss);
+ strcat (s, ss[n]);
+ s += strlen(s);
+ }
+
+ bp->text[0].text = s = calloc (lines * 40, 1);
+ for (i = 0; i < lines; i++)
+ {
+ switch (random() % 11) {
+ case 0: sprintf (s, "%X\n", random() % 0xFFFFFFFF); break;
+ case 1: sprintf (s, "%X\n", random() % 0xFFFFFF); break;
+ case 2: sprintf (s, "%X\n", random() % 0xFFFF); break;
+ case 3: sprintf (s, "%d\n", random() % 0xFFFFFF); break;
+ case 4: sprintf (s, "%d\n", random() % 0xFFFF); break;
+ case 5: sprintf (s, "%d\n", random() % 0xFFF); break;
+ case 6: strcat (s, "00000000\n"); break;
+ case 7: sprintf (s, "{{{{{{{{\n"); break;
+ case 8: sprintf (s, "[][][][][][]\n"); break;
+ case 9: sprintf (s, "DEFAULT\n"); break;
+ case 10: sprintf (s, "\n"); break;
+ }
+ s += strlen(s);
+ }
+}
+
+
+static void
+init_textures (ModeInfo *mi)
+{
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ int i;
+ for (i = 0; i < countof(bp->text); i++)
+ {
+ glGenTextures (1, &bp->text[i].texid);
+ glBindTexture (GL_TEXTURE_2D, bp->text[i].texid);
+ texture_string_metrics (bp->text[i].font_data, " ",
+ &bp->text[i].metrics,
+ &bp->text[i].ascent,
+ &bp->text[i].descent);
+ bp->text[i].em_width = bp->text[i].metrics.width;
+ string_to_texture (bp->text[i].font_data, bp->text[i].text,
+ &bp->text[i].metrics,
+ &bp->text[i].width,
+ &bp->text[i].height);
+ }
+ glBindTexture (GL_TEXTURE_2D, 0);
+}
+
+
+ENTRYPOINT void
+init_gibson (ModeInfo *mi)
+{
+ gibson_configuration *bp;
+
+ MI_INIT (mi, ccs);
+
+ bp = &ccs[MI_SCREEN(mi)];
+
+ if ((bp->glx_context = init_GL(mi)) != NULL) {
+ reshape_gibson (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ }
+
+ parse_color (mi, "towerText", bp->tower_color);
+ parse_color (mi, "towerText2", bp->tower_color2);
+ parse_color (mi, "towerColor", bp->bg_color);
+ memcpy (bp->edge_color, bp->bg_color, sizeof(bp->tower_color));
+ bp->edge_color [3] = 0.7;
+ bp->bg_color [3] = 1.0;
+ bp->tower_color [3] = 1.0;
+ bp->tower_color2[3] = 1.0;
+
+ if (grid_spacing < 1) grid_spacing = 1;
+ if (grid_width < 1) grid_width = 1;
+ if (grid_height < 1) grid_height = 1;
+ if (grid_depth < 1) grid_depth = 1;
+ if (columns < 1) columns = 1;
+ bp->ntowers = grid_width * grid_depth;
+ bp->towers = (tower *) calloc (sizeof(tower), bp->ntowers);
+ bp->startup_p = True;
+
+ {
+ double wander_speed = 0.007 * speed;
+ double tilt_speed = 0.01 * speed;
+ bp->rot = make_rotator (0, 0, 0, 0, wander_speed, True);
+ bp->rot2 = make_rotator (0, 0, 0, 0, tilt_speed, True);
+ }
+
+ bp->text[0].font_data = load_texture_font (mi->dpy, "towerFont");
+ bp->text[1].font_data = load_texture_font (mi->dpy, "towerFont");
+ init_text (mi);
+ init_textures (mi);
+
+ bp->ground_dlist = glGenLists (1);
+ glNewList (bp->ground_dlist, GL_COMPILE);
+ bp->ground_polys = draw_ground (mi);
+ glEndList ();
+
+ bp->tower_dlist = glGenLists (1);
+ glNewList (bp->tower_dlist, GL_COMPILE);
+ bp->tower_polys = draw_tower (mi, &bp->towers[0], 0, -1);
+ glEndList ();
+
+ {
+ int x, y;
+ GLfloat ww = grid_width * (1 + grid_spacing) - grid_spacing;
+ GLfloat hh = grid_depth * (1 + grid_spacing) - grid_spacing;
+ for (y = 0; y < grid_depth; y++)
+ for (x = 0; x < grid_width; x++)
+ {
+ int i;
+ tower *t = &bp->towers[y * grid_width + x];
+ t->x = (x * ww / (grid_width - 1)) - ww/2;
+ t->y = (y * hh / grid_depth) + 6;
+ t->h = 0 - y / (GLfloat) grid_depth / 2;
+
+ for (i = 0; i < countof(t->fg_dlists); i++)
+ {
+ t->bg_dlists[i] = glGenLists (1);
+ glNewList (t->bg_dlists[i], GL_COMPILE);
+ t->bg_polys = draw_tower (mi, t, 1, i);
+ glEndList ();
+
+ t->fg_dlists[i] = glGenLists (1);
+ glNewList (t->fg_dlists[i], GL_COMPILE);
+ t->fg_polys += draw_tower (mi, t, 2, i);
+ glEndList ();
+ }
+ }
+ }
+
+ animate_towers (mi);
+}
+
+
+ENTRYPOINT void
+draw_gibson (ModeInfo *mi)
+{
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int wire = MI_IS_WIREFRAME(mi);
+ GLfloat s;
+ int i;
+
+ static const GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
+ static const GLfloat bshiny = 128.0;
+ GLfloat bcolor[4] = { 0.7, 0.7, 1.0, 1.0 };
+
+ if (!bp->glx_context)
+ return;
+
+ mi->polygon_count = 0;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
+
+ glShadeModel (GL_SMOOTH);
+ glEnable (GL_NORMALIZE);
+ glEnable (GL_CULL_FACE);
+ glDisable (GL_TEXTURE_2D);
+ glEnable (GL_DEPTH_TEST);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (!wire)
+ {
+ GLfloat pos[4] = {0.4, 0.2, 0.4, 0.0};
+ GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
+
+ glPushMatrix ();
+
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+# ifdef DEBUG
+ s = 0.02;
+# else
+ s = 10;
+# endif
+
+ glScalef (s, s, s);
+
+ glTranslatef (0, -1, 0);
+
+# ifndef DEBUG
+ glRotatef (-82, 1, 0, 0);
+
+ {
+ double maxx = 40; /* up/down */
+ double maxy = 1.5; /* tilt */
+ double maxz = 100; /* left/right */
+
+ double x, y, z;
+ double minh = -(grid_height / 2.0);
+ double maxh = -(grid_height / 20.0);
+
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ x -= 0.5;
+ z = minh + (z * (maxh - minh));
+ glTranslatef(x * grid_spacing * 0.005, 0, z);
+
+ get_position (bp->rot2, &x, &y, &z, !bp->button_down_p);
+
+ z += (bp->xscroll / 2.0);
+ x += (bp->yscroll / 2.0);
+
+ glRotatef (maxx/2 - x*maxx, 1, 0, 0);
+ glRotatef (maxy/2 - y*maxy, 0, 1, 0);
+ glRotatef (maxz/2 - z*maxz, 0, 0, 1);
+ }
+# endif /* DEBUG */
+
+ glPushMatrix();
+ glScalef (GROUND_QUAD_SIZE, GROUND_QUAD_SIZE, 1);
+
+ glTranslatef (0, bp->ground_y - 1.5, 0);
+ glCallList (bp->ground_dlist);
+ mi->polygon_count += bp->ground_polys;
+
+ glTranslatef (0, 1, 0);
+ glCallList (bp->ground_dlist);
+ mi->polygon_count += bp->ground_polys;
+ glPopMatrix();
+
+ glMaterialfv (GL_FRONT, GL_SPECULAR, bspec);
+ glMateriali (GL_FRONT, GL_SHININESS, bshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bcolor);
+
+ glPushMatrix();
+
+ if (grid_width & 1) /* Stay between towers */
+ glTranslatef ((grid_spacing + 1) / 2.0, 0, 0);
+
+
+ if (!wire)
+ {
+ GLfloat fog_color[4] = { 0, 0, 0, 1 };
+ glFogfv (GL_FOG_COLOR, fog_color);
+ /* I so don't understand how to choose the fog parameters. */
+ glFogi (GL_FOG_MODE, GL_LINEAR);
+ glFogf (GL_FOG_START, 0);
+ glFogf (GL_FOG_END, 100);
+ glEnable (GL_FOG);
+ }
+
+ /* Clear the floor under the tower bases */
+
+ {
+ GLfloat color0[4] = { 0, 0, 0, 1 };
+ GLfloat z = 0.01;
+
+ if (do_tex && !wire) glDisable (GL_TEXTURE_2D);
+ glColor4fv (color0);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color0);
+ glDisable (GL_BLEND);
+ glDisable (GL_DEPTH_TEST);
+
+ for (i = 0; i < bp->ntowers; i++)
+ {
+ tower *t = &bp->towers[i];
+ glPushMatrix();
+ glTranslatef (t->x, t->y, 0);
+
+ glNormal3f (0, 0, 1);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* clipping quad */
+ glVertex3f (-0.5, -0.5, z);
+ glVertex3f ( 0.5, -0.5, z);
+ glVertex3f ( 0.5, 0.5, z);
+ glVertex3f (-0.5, 0.5, z);
+ glEnd();
+ mi->polygon_count++;
+ glPopMatrix();
+ }
+ }
+
+ glEnable (GL_DEPTH_TEST);
+
+ if (!wire)
+ {
+ if (do_tex)
+ {
+ glEnable (GL_TEXTURE_2D);
+ enable_texture_string_parameters();
+ }
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE);
+ glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+ glDisable (GL_CULL_FACE);
+ if (bp->startup_p)
+ glEnable (GL_DEPTH_TEST);
+ else
+ glDisable (GL_DEPTH_TEST);
+ }
+
+ /* Draw the towers */
+
+ for (i = 0; i < bp->ntowers; i++)
+ {
+ tower *t = &bp->towers[i];
+ glPushMatrix();
+ glTranslatef (t->x, t->y-1, -grid_height * ease_ratio (1 - t->h));
+
+ glCallList (bp->tower_dlist);
+ mi->polygon_count += bp->tower_polys;
+
+ if (wire || do_tex)
+ {
+ int j;
+ for (j = 0; j < countof(t->fg_dlists); j++)
+ {
+ if (! (t->face_mode & (1 << j)))
+ {
+ glCallList (t->bg_dlists[j]);
+ mi->polygon_count += t->bg_polys;
+ }
+ else
+ {
+ glCallList (t->fg_dlists[j]);
+ mi->polygon_count += t->fg_polys;
+ }
+ }
+ }
+ glPopMatrix();
+ }
+
+ glPopMatrix();
+
+ mi->polygon_count += draw_billboard (mi);
+ glPopMatrix();
+
+ if (!bp->button_down_p)
+ animate_towers (mi);
+
+ if (bp->startup_p && bp->towers[bp->ntowers-1].h >= 1)
+ bp->startup_p = False;
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+
+ENTRYPOINT void
+free_gibson (ModeInfo *mi)
+{
+ int i, j;
+ gibson_configuration *bp = &ccs[MI_SCREEN(mi)];
+ if (!bp->glx_context) return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
+
+ if (bp->towers) free (bp->towers);
+ if (bp->rot) free_rotator (bp->rot);
+ if (bp->rot2) free_rotator (bp->rot2);
+ if (glIsList(bp->ground_dlist)) glDeleteLists(bp->ground_dlist, 1);
+ if (glIsList(bp->tower_dlist)) glDeleteLists(bp->tower_dlist, 1);
+ for (i = 0; i < countof(bp->text); i++)
+ {
+ if (bp->text[i].font_data) free_texture_font (bp->text[i].font_data);
+ if (bp->text[i].text) free (bp->text[i].text);
+ }
+ for (i = 0; i < bp->ntowers; i++)
+ {
+ for (j = 0; j < countof(bp->towers[i].fg_dlists); j++)
+ {
+ if (glIsList(bp->towers[i].fg_dlists[j]))
+ glDeleteLists(bp->towers[i].fg_dlists[j], 1);
+ if (glIsList(bp->towers[i].bg_dlists[j]))
+ glDeleteLists(bp->towers[i].bg_dlists[j], 1);
+ }
+ }
+}
+
+
+XSCREENSAVER_MODULE ("Gibson", gibson)
+/* Greets to Crash Override, The Phantom Freak, and also Joey */
+
+#endif /* USE_GL */