summaryrefslogtreecommitdiffstats
path: root/hacks/glx/gleidescope.c
diff options
context:
space:
mode:
Diffstat (limited to 'hacks/glx/gleidescope.c')
-rw-r--r--hacks/glx/gleidescope.c1624
1 files changed, 1624 insertions, 0 deletions
diff --git a/hacks/glx/gleidescope.c b/hacks/glx/gleidescope.c
new file mode 100644
index 0000000..ec33388
--- /dev/null
+++ b/hacks/glx/gleidescope.c
@@ -0,0 +1,1624 @@
+/* -*- Mode: C; tab-width: 4 -*- */
+/* vim: set ai ts=4 sw=4: */
+
+#if 0
+/*static const char sccsid[] = "@(#)gleidescope.c 1.0 03/06/27 xlockmore";*/
+#endif
+
+/* enable -grab switch for animations */
+#undef GRAB
+
+#undef DISPLAY_TEXTURE
+
+/*-
+ * 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:
+ *
+ * 20030627 1.0 acd First Release.
+ * Texture loading code from 'glplanet'
+ * by Jamie Zawinski <jwz@jwz.org>
+ * 20030810 1.1 acd Added size flag.
+ * Now grabs screen / video / picture
+ * (uses code from 'glslideshow' by
+ * Mike Oliphant, Ben Buxton, Jamie Zawinski).
+ * Added -duration.
+ * Added mouse code.
+ * Added fade code (also from glslideshow).
+ * 20031013 1.2 acd Migrated to compile without warnings under
+ * xscreensaver 4.13.
+ * 20031023 1.3 acd Better code to limit twisting speeds.
+ * Tweaked initial rotation values.
+ * Move, Rotate, Zoom now chosen at random if
+ * no preference is given.
+ * Made grid slightly bigger so you can't see
+ * the edge when zooming and moving.
+ * 20061226 1.4 acd Now uses GL Display Lists.
+ * 20070318 1.5 acd Generates textures.
+ * Fixed texture size problem (and introduced another).
+ * 20070412 1.6 acd Textures now have independant sizes.
+ * 20070413 1.7 acd Added Lissajous movement pattern.
+ * 20070414 1.8 acd Added corners movement pattern.
+ * 20080319 1.9 acd Changes to arguments for saner gleidescope.xml.
+ *
+ * TODO
+ * generate textures myself - render random shapes to 256x256 texture. (done)
+ * lower res for checks and random - use 256 and 4x4 or 8x8 pixels. (disabled for now)
+ * gnome-saver doesn't let you specify source directory so add that to this.
+ * image loading routine is too slow - rotation grinds to a halt - stop using it. (better in version 5)
+ * image loading also looks bad for non-square images - edges are black. (fixed)
+ * possible to see edge of the world on widescreen terminals - use larger grid and hidden hex removal?
+ * fading textures may have different max_tx - use two sets. (done)
+ * choice of movement patterns. (3 implemented, chooseable at compile time)
+ * look into rangle and tangle.
+ */
+
+/*
+**----------------------------------------------------------------------------
+** Defines
+**----------------------------------------------------------------------------
+*/
+
+#ifdef STANDALONE
+# define DEFAULTS \
+ "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*size: 0 \n" \
+ "*useSHM: True \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_gleidescope 0
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+#include "colors.h"
+#include "ximage-loader.h"
+#include "grab-ximage.h"
+
+#ifdef GRAB
+void grab_frame(Display *display, Window window);
+#endif
+
+/* acd TODO should all these be in gleidestruct? */
+/* they can't be, because of the idiotic way the xlockmore "argtype vars"
+ interface works. -jwz */
+#ifdef GRAB
+static Bool grab; /* grab images */
+#endif
+static Bool move; /* moving camera */
+static Bool nomove; /* no moving camera */
+static Bool rotate; /* rotate in place */
+static Bool norotate; /* no rotate in place */
+static Bool zoom; /* zooming camera */
+static Bool nozoom; /* no zooming camera */
+static char *image_str; /* name of texture to load */
+static int duration; /* length of time to display grabbed image */
+
+#define MAX_CAM_SPEED 1.0
+#define MAX_ANGLE_VEL 1.0
+#define INITIAL_ANGLE_VEL 0.2
+#define INITIAL_ANGLE_ACC 0.001
+#define TWISTING_PROBABILITY 1000 /* 1 in ... of change of acceleration */
+
+#define RADIANS (M_PI / 180)
+#define ANGLE_120 (M_PI * 2 / 3)
+#define ANGLE_240 (M_PI * 4 / 3)
+
+#define DEF_GRAB "False"
+#define DEF_MOVE "False"
+#define DEF_NOMOVE "False"
+#define DEF_ROTATE "False"
+#define DEF_NOROTATE "False"
+#define DEF_ZOOM "False"
+#define DEF_NOZOOM "False"
+#define DEF_IMAGE "DEFAULT"
+#define DEF_DURATION "30"
+
+
+static XrmOptionDescRec opts[] =
+{
+#ifdef GRAB
+ {"-grab", ".gleidescope.grab", XrmoptionNoArg, "true"},
+#endif
+ {"-move", ".gleidescope.move", XrmoptionNoArg, "true"},
+ {"-no-move", ".gleidescope.nomove", XrmoptionNoArg, "true"},
+ {"-rotate", ".gleidescope.rotate", XrmoptionNoArg, "true"},
+ {"-no-rotate", ".gleidescope.norotate", XrmoptionNoArg, "true"},
+ {"-zoom", ".gleidescope.zoom", XrmoptionNoArg, "true"},
+ {"-no-zoom", ".gleidescope.nozoom", XrmoptionNoArg, "true"},
+ {"-image", ".gleidescope.image", XrmoptionSepArg, "DEFAULT"},
+ {"-duration", ".gleidescope.duration", XrmoptionSepArg, "30"},
+};
+
+
+static argtype vars[] = {
+#ifdef GRAB
+ {&grab, "grab", "Grab", DEF_GRAB, t_Bool},
+#endif
+ {&move, "move", "Move", DEF_MOVE, t_Bool},
+ {&nomove, "nomove", "noMove", DEF_NOMOVE, t_Bool},
+ {&rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
+ {&norotate, "norotate", "noRotate", DEF_NOROTATE, t_Bool},
+ {&zoom, "zoom", "Zoom", DEF_ZOOM, t_Bool},
+ {&nozoom, "nozoom", "noZoom", DEF_NOZOOM, t_Bool},
+ {&image_str, "image", "Image", DEF_IMAGE, t_String},
+ {&duration, "duration", "Duration", DEF_DURATION, t_Int},
+};
+
+static OptionStruct desc[] = {
+#ifdef GRAB
+ {"-grab", "grab images to create animation"},
+#endif
+ {"-move", "camera will move"},
+ {"-no-move", "camera won't move"},
+ {"-rotate", "camera will rotate"},
+ {"-no-rotate", "camera won't rotate"},
+ {"-zoom", "camera will zoom"},
+ {"-no-zoom", "camera won't zoom"},
+ {"-image", "xpm / xbm image file to use for texture"},
+ {"-duration", "length of time texture will be used"},
+};
+
+ENTRYPOINT ModeSpecOpt gleidescope_opts = {
+ sizeof opts / sizeof opts[0], opts,
+ sizeof vars / sizeof vars[0], vars,
+ desc
+};
+
+#ifdef USE_MODULES
+ModStruct gleidescope_description = {
+ "gleidescope", "init_gleidescope", "draw_gleidescope", NULL,
+ "draw_gleidescope", "init_gleidescope", "free_gleidescope",
+ &gleidescope_opts, 1000, 1, 2, 1, 4, 1.0, "",
+ "GL Kaleidescope", 0, NULL};
+#endif
+
+/*
+**-----------------------------------------------------------------------------
+** Typedefs
+**-----------------------------------------------------------------------------
+*/
+
+typedef struct hex_s {
+ GLfloat x, y, z; /* position */
+} hex_t;
+
+typedef struct {
+ GLfloat x;
+ GLfloat y;
+ GLfloat z;
+} vectorf;
+
+typedef struct {
+ GLfloat x;
+ GLfloat y;
+} vector2f;
+
+typedef struct {
+ GLuint id; /* opengl texture id */
+ GLfloat width, height; /* texture width and height */
+ GLfloat min_tx, min_ty; /* minimum texture sizes */
+ GLfloat max_tx, max_ty; /* maximum texture sizes */
+ time_t start_time;
+ Bool button_down_p;
+ Bool mipmap_p;
+ Bool waiting_for_image_p;
+ /* r_phase is for triangle rotation speed */
+ GLfloat x_period, y_period, r_period;
+ GLfloat x_phase, y_phase, r_phase;
+} texture;
+
+#define MAX_FADE 500 /* number of fade cycles */
+
+typedef struct {
+ float cam_x_speed, cam_z_speed, cam_y_speed;
+ int cam_x_phase, cam_z_phase, cam_y_phase;
+ float tic;
+ GLXContext *glx_context;
+ Window window;
+ texture textures[2]; /* texture handles */
+ GLuint visible; /* index for current texture */
+ GLint fade;
+ time_t start_time;
+ Bool button_down_p;
+
+ int size;
+ int list;
+
+ float tangle; /* texture angle (degrees) */
+ float tangle_vel; /* texture velocity */
+ float tangle_acc; /* texture acceleration */
+
+ float rangle; /* rotate angle */
+ float rangle_vel; /* rotate velocity */
+ float rangle_acc; /* rotate acceleration */
+
+ /* mouse */
+ int xstart;
+ int ystart;
+ double xmouse;
+ double ymouse;
+
+ Bool mipmap_p;
+ Bool waiting_for_image_p;
+
+} gleidestruct;
+
+#define frandrange(x, y) (x + frand(y - x))
+
+#define XOFFSET (0.8660254f) /* sin 60' */
+#define YOFFSET (1.5000000f) /* cos 60' + 1 */
+
+#if 0
+
+#define SIZE 3
+
+/* generates a grid with edges of given size */
+/* acd TODO - replace hex[] with this and allow size and distance as parameters */
+
+int
+generate_grid(int size)
+
+ int i, x, y;
+
+ gp->size--;
+
+ i = gp->size;
+ for (y = -size ; y <= size ; y++) {
+ for (x = -i ; x <= i ; x += 2) {
+ printf("{XOFFSET * %d, YOFFSET * %d, 0},\n", x, y);
+ }
+ printf("\n");
+ if (y < 0) {
+ i++;
+ } else {
+ i--;
+ }
+ }
+ return 0;
+}
+#endif
+
+/* acd - this is terrible - 120+ hexes */
+static const hex_t hex[] = {
+ /* edges of size 7 */
+ /* number of hexagons required to cover screen depends on camera distance */
+ /* at a distance of 10 this is just about enough. */
+ {XOFFSET * -6, YOFFSET * -6, 0},
+ {XOFFSET * -4, YOFFSET * -6, 0},
+ {XOFFSET * -2, YOFFSET * -6, 0},
+ {XOFFSET * 0, YOFFSET * -6, 0},
+ {XOFFSET * 2, YOFFSET * -6, 0},
+ {XOFFSET * 4, YOFFSET * -6, 0},
+ {XOFFSET * 6, YOFFSET * -6, 0},
+
+ {XOFFSET * -7, YOFFSET * -5, 0},
+ {XOFFSET * -5, YOFFSET * -5, 0},
+ {XOFFSET * -3, YOFFSET * -5, 0},
+ {XOFFSET * -1, YOFFSET * -5, 0},
+ {XOFFSET * 1, YOFFSET * -5, 0},
+ {XOFFSET * 3, YOFFSET * -5, 0},
+ {XOFFSET * 5, YOFFSET * -5, 0},
+ {XOFFSET * 7, YOFFSET * -5, 0},
+
+ {XOFFSET * -8, YOFFSET * -4, 0},
+ {XOFFSET * -6, YOFFSET * -4, 0},
+ {XOFFSET * -4, YOFFSET * -4, 0},
+ {XOFFSET * -2, YOFFSET * -4, 0},
+ {XOFFSET * 0, YOFFSET * -4, 0},
+ {XOFFSET * 2, YOFFSET * -4, 0},
+ {XOFFSET * 4, YOFFSET * -4, 0},
+ {XOFFSET * 6, YOFFSET * -4, 0},
+ {XOFFSET * 8, YOFFSET * -4, 0},
+
+ {XOFFSET * -9, YOFFSET * -3, 0},
+ {XOFFSET * -7, YOFFSET * -3, 0},
+ {XOFFSET * -5, YOFFSET * -3, 0},
+ {XOFFSET * -3, YOFFSET * -3, 0},
+ {XOFFSET * -1, YOFFSET * -3, 0},
+ {XOFFSET * 1, YOFFSET * -3, 0},
+ {XOFFSET * 3, YOFFSET * -3, 0},
+ {XOFFSET * 5, YOFFSET * -3, 0},
+ {XOFFSET * 7, YOFFSET * -3, 0},
+ {XOFFSET * 9, YOFFSET * -3, 0},
+
+ {XOFFSET * -10, YOFFSET * -2, 0},
+ {XOFFSET * -8, YOFFSET * -2, 0},
+ {XOFFSET * -6, YOFFSET * -2, 0},
+ {XOFFSET * -4, YOFFSET * -2, 0},
+ {XOFFSET * -2, YOFFSET * -2, 0},
+ {XOFFSET * 0, YOFFSET * -2, 0},
+ {XOFFSET * 2, YOFFSET * -2, 0},
+ {XOFFSET * 4, YOFFSET * -2, 0},
+ {XOFFSET * 6, YOFFSET * -2, 0},
+ {XOFFSET * 8, YOFFSET * -2, 0},
+ {XOFFSET * 10, YOFFSET * -2, 0},
+
+ {XOFFSET * -11, YOFFSET * -1, 0},
+ {XOFFSET * -9, YOFFSET * -1, 0},
+ {XOFFSET * -7, YOFFSET * -1, 0},
+ {XOFFSET * -5, YOFFSET * -1, 0},
+ {XOFFSET * -3, YOFFSET * -1, 0},
+ {XOFFSET * -1, YOFFSET * -1, 0},
+ {XOFFSET * 1, YOFFSET * -1, 0},
+ {XOFFSET * 3, YOFFSET * -1, 0},
+ {XOFFSET * 5, YOFFSET * -1, 0},
+ {XOFFSET * 7, YOFFSET * -1, 0},
+ {XOFFSET * 9, YOFFSET * -1, 0},
+ {XOFFSET * 11, YOFFSET * -1, 0},
+
+ {XOFFSET * -12, YOFFSET * 0, 0},
+ {XOFFSET * -10, YOFFSET * 0, 0},
+ {XOFFSET * -8, YOFFSET * 0, 0},
+ {XOFFSET * -6, YOFFSET * 0, 0},
+ {XOFFSET * -4, YOFFSET * 0, 0},
+ {XOFFSET * -2, YOFFSET * 0, 0},
+ {XOFFSET * 0, YOFFSET * 0, 0},
+ {XOFFSET * 2, YOFFSET * 0, 0},
+ {XOFFSET * 4, YOFFSET * 0, 0},
+ {XOFFSET * 6, YOFFSET * 0, 0},
+ {XOFFSET * 8, YOFFSET * 0, 0},
+ {XOFFSET * 10, YOFFSET * 0, 0},
+ {XOFFSET * 12, YOFFSET * 0, 0},
+
+ {XOFFSET * -11, YOFFSET * 1, 0},
+ {XOFFSET * -9, YOFFSET * 1, 0},
+ {XOFFSET * -7, YOFFSET * 1, 0},
+ {XOFFSET * -5, YOFFSET * 1, 0},
+ {XOFFSET * -3, YOFFSET * 1, 0},
+ {XOFFSET * -1, YOFFSET * 1, 0},
+ {XOFFSET * 1, YOFFSET * 1, 0},
+ {XOFFSET * 3, YOFFSET * 1, 0},
+ {XOFFSET * 5, YOFFSET * 1, 0},
+ {XOFFSET * 7, YOFFSET * 1, 0},
+ {XOFFSET * 9, YOFFSET * 1, 0},
+ {XOFFSET * 11, YOFFSET * 1, 0},
+
+ {XOFFSET * -10, YOFFSET * 2, 0},
+ {XOFFSET * -8, YOFFSET * 2, 0},
+ {XOFFSET * -6, YOFFSET * 2, 0},
+ {XOFFSET * -4, YOFFSET * 2, 0},
+ {XOFFSET * -2, YOFFSET * 2, 0},
+ {XOFFSET * 0, YOFFSET * 2, 0},
+ {XOFFSET * 2, YOFFSET * 2, 0},
+ {XOFFSET * 4, YOFFSET * 2, 0},
+ {XOFFSET * 6, YOFFSET * 2, 0},
+ {XOFFSET * 8, YOFFSET * 2, 0},
+ {XOFFSET * 10, YOFFSET * 2, 0},
+
+ {XOFFSET * -9, YOFFSET * 3, 0},
+ {XOFFSET * -7, YOFFSET * 3, 0},
+ {XOFFSET * -5, YOFFSET * 3, 0},
+ {XOFFSET * -3, YOFFSET * 3, 0},
+ {XOFFSET * -1, YOFFSET * 3, 0},
+ {XOFFSET * 1, YOFFSET * 3, 0},
+ {XOFFSET * 3, YOFFSET * 3, 0},
+ {XOFFSET * 5, YOFFSET * 3, 0},
+ {XOFFSET * 7, YOFFSET * 3, 0},
+ {XOFFSET * 9, YOFFSET * 3, 0},
+
+ {XOFFSET * -8, YOFFSET * 4, 0},
+ {XOFFSET * -6, YOFFSET * 4, 0},
+ {XOFFSET * -4, YOFFSET * 4, 0},
+ {XOFFSET * -2, YOFFSET * 4, 0},
+ {XOFFSET * 0, YOFFSET * 4, 0},
+ {XOFFSET * 2, YOFFSET * 4, 0},
+ {XOFFSET * 4, YOFFSET * 4, 0},
+ {XOFFSET * 6, YOFFSET * 4, 0},
+ {XOFFSET * 8, YOFFSET * 4, 0},
+
+ {XOFFSET * -7, YOFFSET * 5, 0},
+ {XOFFSET * -5, YOFFSET * 5, 0},
+ {XOFFSET * -3, YOFFSET * 5, 0},
+ {XOFFSET * -1, YOFFSET * 5, 0},
+ {XOFFSET * 1, YOFFSET * 5, 0},
+ {XOFFSET * 3, YOFFSET * 5, 0},
+ {XOFFSET * 5, YOFFSET * 5, 0},
+ {XOFFSET * 7, YOFFSET * 5, 0},
+
+ {XOFFSET * -6, YOFFSET * 6, 0},
+ {XOFFSET * -4, YOFFSET * 6, 0},
+ {XOFFSET * -2, YOFFSET * 6, 0},
+ {XOFFSET * 0, YOFFSET * 6, 0},
+ {XOFFSET * 2, YOFFSET * 6, 0},
+ {XOFFSET * 4, YOFFSET * 6, 0},
+ {XOFFSET * 6, YOFFSET * 6, 0},
+};
+
+/*
+**----------------------------------------------------------------------------
+** Local Variables
+**----------------------------------------------------------------------------
+*/
+
+static gleidestruct *gleidescope = NULL;
+
+#if 0
+/*
+ *load defaults in config structure
+ */
+static void setdefaultconfig(void)
+{
+#ifdef GRAB
+ grab = False;
+#endif
+ move = False;
+ rotate = False;
+ zoom = False;
+ image = NULL;
+}
+#endif
+
+ENTRYPOINT Bool
+gleidescope_handle_event(ModeInfo *mi, XEvent *event)
+{
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+
+ /*
+ printf("event:%d\n", event->xany.type);
+ printf("button:%d\n", event->xbutton.button);
+ */
+ if (event->xany.type == ButtonPress)
+ {
+ if (event->xbutton.button == Button1 ||
+ event->xbutton.button == Button3)
+ {
+ /* store initial values of mouse */
+ gp->xstart = event->xbutton.x;
+ gp->ystart = event->xbutton.y;
+
+ /* button is down */
+ gp->button_down_p = True;
+ return True;
+ }
+#if 0 /* TODO */
+ else if (event->xbutton.button == Button4)
+ {
+ /* zoom in */
+ return True;
+ }
+ else if (event->xbutton.button == Button5)
+ {
+ /* zoom out */
+ return True;
+ }
+#endif
+ } else if (event->xany.type == ButtonRelease)
+ {
+ if (event->xbutton.button == Button1 ||
+ event->xbutton.button == Button3)
+ {
+ /* button is up */
+ gp->button_down_p = False;
+ return True;
+ }
+ } else if (event->xany.type == MotionNotify)
+ {
+ if (gp->button_down_p)
+ {
+ /* update mouse position */
+ gp->xmouse += (double)(event->xmotion.x - gp->xstart) / MI_WIDTH(mi);
+ gp->ymouse += (double)(event->xmotion.y - gp->ystart) / MI_HEIGHT(mi);
+ gp->xstart = event->xmotion.x;
+ gp->ystart = event->xmotion.y;
+
+ return True;
+ }
+ }
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ gp->start_time = -1;
+ gp->fade = 0;
+ return True;
+ }
+
+ return False;
+}
+
+
+static void
+image_loaded_cb (const char *filename, XRectangle *geometry,
+ int image_width, int image_height,
+ int texture_width, int texture_height,
+ void *closure)
+{
+ texture *tp = (texture *) closure;
+
+#if 0
+ gp->max_tx = (GLfloat) image_width / texture_width;
+ gp->max_ty = (GLfloat) image_height / texture_height;
+#endif
+
+ /* new - taken from flipscreen */
+ tp->width = texture_width;
+ tp->height = texture_height;
+ tp->min_tx = (GLfloat) geometry->x / tp->width;
+ tp->min_ty = (GLfloat) geometry->y / tp->height;
+ tp->max_tx = (GLfloat) (geometry->x + geometry->width) / tp->width;
+ tp->max_ty = (GLfloat) (geometry->y + geometry->height) / tp->height;
+
+#ifdef DEBUG
+ printf("Image w,h: (%d, %d)\n", image_width, image_height);
+ printf("Texture w,h: (%d, %d)\n", texture_width, texture_height);
+ printf("Geom x,y: (%d, %d)\n", geometry->x, geometry->y);
+ printf("Geom w,h: (%d, %d)\n", geometry->width, geometry->height);
+ printf("Max Tx,Ty: (%f, %f)\n", tp->max_tx, tp->max_ty);
+#endif
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ (tp->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
+
+ tp->waiting_for_image_p = False;
+ tp->start_time = time ((time_t *) 0);
+}
+
+static void
+getSnapshot(ModeInfo *mi, texture *texture)
+{
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+
+#ifdef DEBUG
+ printf("getSnapshot");
+#endif
+
+ if (MI_IS_WIREFRAME(mi))
+ return;
+
+ gp->mipmap_p = True;
+ load_texture_async (mi->xgwa.screen, mi->window,
+ *gp->glx_context, 0, 0, gp->mipmap_p,
+ texture->id, image_loaded_cb, texture);
+ texture->start_time = time((time_t *)0);
+}
+
+#define TEXTURE_SIZE 256
+
+static void
+plot(unsigned char *buffer, int x, int y, int r, int g, int b, int a) {
+ int c;
+ if (x < 0 || x >= TEXTURE_SIZE || y < 0 || y >= TEXTURE_SIZE) {
+ return;
+ }
+ c = ((x * TEXTURE_SIZE) + y) * 4;
+ /*printf("(%d,%d)[%d]\n", x, y, c);*/
+ buffer[c + 0] = r;
+ buffer[c + 1] = g;
+ buffer[c + 2] = b;
+ buffer[c + 3] = a;
+}
+
+#if 0
+static void
+plot2(unsigned char *buffer, int x, int y, int r, int g, int b, int a) {
+ int c;
+ if (x < 0 || x >= TEXTURE_SIZE || y < 0 || y >= TEXTURE_SIZE) {
+ return;
+ }
+ c = ((x * TEXTURE_SIZE) + y) * 4;
+ /*printf("(%d,%d)[%d]\n", x, y, c);*/
+ buffer[c + 0] = r;
+ buffer[c + 1] = g;
+ buffer[c + 2] = b;
+ buffer[c + 3] = a;
+
+ if (y + 1 < TEXTURE_SIZE) {
+ buffer[c + 4] = r;
+ buffer[c + 5] = g;
+ buffer[c + 6] = b;
+ buffer[c + 7] = a;
+ }
+
+ if (x + 1 < TEXTURE_SIZE) {
+ c += (TEXTURE_SIZE * 4);
+ buffer[c + 0] = r;
+ buffer[c + 1] = g;
+ buffer[c + 2] = b;
+ buffer[c + 3] = a;
+ if (y + 1 < TEXTURE_SIZE) {
+ buffer[c + 4] = r;
+ buffer[c + 5] = g;
+ buffer[c + 6] = b;
+ buffer[c + 7] = a;
+ }
+ }
+}
+#endif
+
+/* draw geometric shapes to texture */
+/* modifies passed in buffer */
+static void
+draw_shapes (unsigned char *buffer) {
+ int a = 0xff;
+ int x, y, w, h;
+ int i, j;
+ int s;
+ float left, right;
+
+ for (i = 0 ; i < TEXTURE_SIZE * TEXTURE_SIZE * 4 ; i += 4) {
+ buffer[i + 0] = 0x00;
+ buffer[i + 1] = 0x00;
+ buffer[i + 2] = 0x00;
+ buffer[i + 3] = 0xff;
+ }
+
+ for (s = 0 ; s < 25 ; s++) {
+ int shape = random() % 3;
+
+ /* 8 bits */
+ int r = (random() & 0xff);
+ int g = (random() & 0xff);
+ int b = (random() & 0xff);
+
+ switch (shape) {
+ case 0:
+ /* rectangle */
+ x = (random() % TEXTURE_SIZE) - (TEXTURE_SIZE / 4); /* top left */
+ y = (random() % TEXTURE_SIZE) - (TEXTURE_SIZE / 4);
+ w = 10 + random() % (TEXTURE_SIZE / 4); /* size */
+ h = 10 + random() % (TEXTURE_SIZE / 4);
+#ifdef DEBUG
+ printf("Rectangle: (%d, %d)(%d, %d)\n", x, y, w, h);
+#endif
+ if (x < 0) {
+ x = 0;
+ }
+ if (y < 0) {
+ y = 0;
+ }
+ for (i = x ; i < x + w && i < TEXTURE_SIZE; i++) {
+ for (j = y ; j < y + h && j < TEXTURE_SIZE; j++) {
+ plot(buffer, i, j, r, g, b, a);
+ }
+ }
+ break;
+
+ case 1:
+ /* circle */
+ x = random() % TEXTURE_SIZE; /* centre */
+ y = random() % TEXTURE_SIZE;
+ h = 10 + random() % (TEXTURE_SIZE / 8); /* radius */
+#ifdef DEBUG
+ printf("Circle: %d, %d, %d\n", x, y, h);
+#endif
+ for (i = 0 ; i < h ; i++) {
+ int xdist = i * i;
+ for (j = 0 ; j < h ; j++) {
+ int ydist = j * j;
+ /*
+ printf("xdist: %d\n", xdist);
+ printf("ydist: %d\n", ydist);
+ printf("radius: %d\n", h * h);
+ */
+ if ((xdist + ydist) < (h * h)) {
+ plot(buffer, x + i, y + j, r, b, g, a);
+ /* check we haven't already done these */
+ if (j != 0) {
+ plot(buffer, x + i, y - j, r, b, g, a);
+ }
+ if (i != 0) {
+ plot(buffer, x - i, y + j, r, b, g, a);
+ if (j != 0) {
+ plot(buffer, x - i, y - j, r, b, g, a);
+ }
+ }
+ }
+ }
+ }
+ break;
+
+ case 2:
+ /* triangle */
+ x = random() % TEXTURE_SIZE; /* top */
+ y = random() % TEXTURE_SIZE;
+ h = 10 + random() % (TEXTURE_SIZE / 4); /* height */
+#ifdef DEBUG
+ printf("Triangle: %d, %d, %d\n", x, y, h);
+#endif
+ left = x;
+ right = x;
+ for (i = 0 ; i < h ; i++) {
+ for (j = left ; j < right ; j++) {
+ plot(buffer, j, y + i, r, g, b, a);
+ }
+ left -= .5;
+ right += .5;
+ }
+ break;
+ }
+ }
+}
+
+static void
+setup_random_texture (ModeInfo *mi, texture *texture)
+{
+ int width = 0, height = 0;
+ char buf[1024];
+ unsigned char *my_data = NULL;
+#if 0
+ int i, j, c;
+ int style;
+ int r0, g0, b0, a0, r1, g1, b1, a1;
+#endif
+
+#ifdef DEBUG
+ printf("RandomTexture\n");
+#endif
+
+ /* use this texture */
+ glBindTexture(GL_TEXTURE_2D, texture->id);
+
+ clear_gl_error();
+
+ /*
+ * code for various generated patterns - noise, stripes, checks etc.
+ * random geometric shapes looked the best.
+ */
+
+#if 0
+ style = random() & 0x3;
+ r0 = random() & 0xff;
+ g0 = random() & 0xff;
+ b0 = random() & 0xff;
+ a0 = 0xff;
+ r1 = random() & 0xff;
+ g1 = random() & 0xff;
+ b1 = random() & 0xff;
+ a1 = 0xff;
+
+ switch (style) {
+ case 0: /* random */
+ printf("Random0\n");
+ height = width = TEXTURE_SIZE;
+ my_data = (void *)malloc(width * height * 4);
+ for (i = 0 ; i < width ; i += 2) {
+ for (j = 0 ; j < height ; j += 2) {
+ r0 = random() & 0xff;
+ g0 = random() & 0xff;
+ b0 = random() & 0xff;
+ a0 = 0xff;
+ plot2(my_data, i, j, r0, g0, b0, a0);
+ }
+ }
+ break;
+
+ case 1: /* shapes */
+#endif
+#ifdef DEBUG
+ printf("Shapes\n");
+#endif
+ height = width = TEXTURE_SIZE;
+ my_data = (void *)malloc(width * height * 4);
+ draw_shapes(my_data);
+#if 0
+ break;
+
+ case 2: /* check */
+ printf("Check\n");
+ height = width = TEXTURE_SIZE;
+ my_data = (void *)malloc(width * height * 4);
+ for (i = 0 ; i < height ; i += 2) {
+ for (j = 0 ; j < width ; j += 2) {
+ if (((i + j) & 0x3) == 0) {
+ plot2(my_data, i, j, r0, g0, b0, a0);
+ } else {
+ plot2(my_data, i, j, r1, g1, b1, a1);
+ }
+ }
+ }
+ break;
+
+ case 3: /* random stripes */
+ printf("Stripes 2\n");
+ height = width = TEXTURE_SIZE;
+ my_data = (void *)malloc(width * height * 4);
+ for (i = 0 ; i < height ; i += 2) {
+ r0 = random() & 0xff;
+ g0 = random() & 0xff;
+ b0 = random() & 0xff;
+ a0 = 0xff;
+ for (j = 0 ; j < width ; j += 2) {
+ plot2(my_data, i, j, r0, g0, b0, a0);
+ }
+ }
+ break;
+ }
+#endif
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ width, height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, my_data);
+ sprintf (buf, "random texture: (%dx%d)",
+ width, height);
+ check_gl_error(buf);
+
+ /* setup parameters for texturing */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
+
+ 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);
+ if (random() & 0x1) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ } else {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
+
+ if (my_data != NULL) {
+ free(my_data);
+ my_data = NULL;
+ }
+
+ /* use full texture */
+ /* acd - was 1.0 */
+ texture->min_tx = 0.0;
+ texture->max_tx = 2.0;
+ texture->min_ty = 0.0;
+ texture->max_ty = 2.0;
+ texture->start_time = time((time_t *)0);
+}
+
+static Bool
+setup_file_texture (ModeInfo *mi, char *filename, texture *texture)
+{
+ Display *dpy = mi->dpy;
+ Visual *visual = mi->xgwa.visual;
+ char buf[1024];
+
+ XImage *image = file_to_ximage (dpy, visual, filename);
+ if (!image) return False;
+
+#ifdef DEBUG
+ printf("FileTexture\n");
+#endif
+
+ /* use this texture */
+ glBindTexture(GL_TEXTURE_2D, texture->id);
+
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ image->width, image->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, image->data);
+ sprintf (buf, "texture: %.100s (%dx%d)",
+ filename, image->width, image->height);
+ check_gl_error(buf);
+
+ /* setup parameters for texturing */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width);
+
+ 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);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ /* use full texture */
+ texture->min_tx = 0.0;
+ texture->max_tx = 1.0;
+ texture->min_ty = 0.0;
+ texture->max_ty = 1.0;
+ texture->start_time = time((time_t *)0);
+ return True;
+}
+
+static void
+setup_texture(ModeInfo * mi, texture *texture)
+{
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+
+ if (!image_str || !*image_str || !strcmp(image_str, "DEFAULT")) {
+ BUILTIN:
+ /* no image specified - use system settings */
+#ifdef DEBUG
+ printf("SetupTexture: get_snapshot\n");
+#endif
+ getSnapshot(mi, texture);
+ } else {
+ if (strcmp(image_str, "GENERATE") == 0) {
+#ifdef DEBUG
+ printf("SetupTexture: random_texture\n");
+#endif
+ setup_random_texture(mi, texture);
+ } else {
+ /* use supplied image file */
+#ifdef DEBUG
+ printf("SetupTexture: file_texture\n");
+#endif
+ if (! setup_file_texture(mi, image_str, texture))
+ goto BUILTIN;
+ }
+ }
+ /* copy start time from texture */
+ gp->start_time = texture->start_time;
+
+ check_gl_error("texture initialization");
+
+ /* acd
+ * resultant loaded image is upside down BUT
+ * it's a kaledescope and half of the hexagon is backwards anyway...
+ */
+
+ /* TODO: values for lissajous movement */
+ texture->x_period = frandrange(-2.0, 2.0);
+ texture->y_period = frandrange(-2.0, 2.0);
+ texture->r_period = frandrange(-2.0, 2.0);
+ texture->x_phase = frand(M_PI * 2);
+ texture->y_phase = frand(M_PI * 2);
+ texture->r_phase = frand(M_PI * 2);
+#ifdef DEBUG
+ printf("XPeriod %f XPhase %f\n", texture->x_period, texture->x_phase);
+ printf("YPeriod %f YPhase %f\n", texture->y_period, texture->y_phase);
+ printf("RPeriod %f RPhase %f\n", texture->r_period, texture->r_phase);
+#endif
+}
+
+#define VERTEX0 glVertex3f( 0.0000f, 0.000f, 0.0f);
+#define VERTEX1 glVertex3f( 0.0000f, 1.000f, 0.0f);
+#define VERTEX2 glVertex3f( XOFFSET, 0.500f, 0.0f);
+#define VERTEX3 glVertex3f( XOFFSET, -0.500f, 0.0f);
+#define VERTEX4 glVertex3f( 0.0000f, -1.000f, 0.0f);
+#define VERTEX5 glVertex3f(-XOFFSET, -0.500f, 0.0f);
+#define VERTEX6 glVertex3f(-XOFFSET, 0.500f, 0.0f);
+
+/*
+** Three different functions for calculating texture coordinates
+** which modify how the texture triangle moves over the source image.
+** Choose one.
+*/
+
+#if 0
+/* the classic equilateral triangle rotating around centre */
+static void
+calculate_texture_coords(ModeInfo *mi, texture *texture, vector2f t[3]) {
+
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+ GLfloat centre_x = 0.5;
+ GLfloat centre_y = 0.5;
+ GLfloat radius_x = (texture->max_tx - texture->min_tx) / 2;
+ GLfloat radius_y = (texture->max_ty - texture->min_ty) / 2;
+ GLfloat tangle2;
+ t[0].x = centre_x;
+ t[0].y = centre_y;
+
+ /* t[1] */
+ t[1].x = centre_x + .95 * radius_x * cos((gp->ymouse * 2 * M_PI) + (gp->tangle * RADIANS));
+ t[1].y = centre_y + .95 * radius_y * sin((gp->ymouse * 2 * M_PI) + (gp->tangle * RADIANS));
+
+ /* t[2] is always 60' further around than t2 */
+ tangle2 = (gp->ymouse * 2 * M_PI) + (gp->tangle * RADIANS) + (M_PI * 2 / 6);
+ t[2].x = centre_x + .95 * radius_x * cos(tangle2);
+ t[2].y = centre_y + .95 * radius_y * sin(tangle2);
+#if 0
+ printf("texcoords:[%f,%f]->[%f,%f](%f,%f)\n", t[0].x, t[0].y, t[1].x, t[1].y, texture->max_tx, texture->max_ty);
+#endif
+}
+#endif
+
+#if 1
+/* new lissajous movement pattern */
+static void
+calculate_texture_coords(ModeInfo *mi, texture *texture, vector2f t[3]) {
+
+ /* equilateral triangle rotating around centre */
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+ GLfloat width = texture->max_tx - texture->min_tx;
+ GLfloat height = texture->max_ty - texture->min_ty;
+ /* centre */
+ GLfloat centre_x = texture->min_tx + (width * .5);
+ GLfloat centre_y = texture->min_ty + (height * .5);
+ /* m radius and t radius should be = .5 */
+ /* triangle radius is 30% available space */
+ GLfloat t_radius_x = width * .3;
+ GLfloat t_radius_y = height * .3;
+ /* movement radius is 30% available space */
+ GLfloat m_radius_x = width * .2;
+ GLfloat m_radius_y = height * .2;
+ GLfloat angle2;
+
+ /* centre of triangle */
+ GLfloat angle = (gp->ymouse * 2 * M_PI) + (gp->tangle * RADIANS); /* to radians */
+ GLfloat t_centre_x = centre_x + m_radius_x * cos(texture->x_period * angle + texture->x_phase);
+ GLfloat t_centre_y = centre_y + m_radius_y * sin(texture->y_period * angle + texture->y_phase);
+
+#if 0
+ printf("WH: %f, %f - tWH: %f, %f\n", width, height, texture->width, texture->height);
+ printf("size: (%f, %f)\n", width, height);
+ printf("centre: (%f, %f)\n", centre_x, centre_y);
+#endif
+
+ angle2 = texture->r_period * angle + texture->r_phase;
+ t[0].x = t_centre_x + t_radius_x * cos(angle2);
+ t[0].y = t_centre_y + t_radius_y * sin(angle2);
+ t[1].x = t_centre_x + t_radius_x * cos(angle2 + ANGLE_120);
+ t[1].y = t_centre_y + t_radius_y * sin(angle2 + ANGLE_120);
+ t[2].x = t_centre_x + t_radius_x * cos(angle2 + ANGLE_240);
+ t[2].y = t_centre_y + t_radius_y * sin(angle2 + ANGLE_240);
+
+#if 0
+ printf("texcoords:[%f,%f]->[%f,%f](%f,%f)\n", t[0].x, t[0].y, t[1].x, t[1].y, texture->max_tx, texture->max_ty);
+#endif
+}
+#endif
+
+#if 0
+/* corners into corners - meant to maximise coverage */
+static void
+calculate_texture_coords(ModeInfo *mi, texture *texture, vector2f t[3]) {
+
+ /* equilateral triangle rotating around centre */
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+ GLfloat width = texture->max_tx - texture->min_tx;
+ GLfloat height = texture->max_ty - texture->min_ty;
+ /* centre */
+ GLfloat centre_x = texture->min_tx + (width * .5);
+ GLfloat centre_y = texture->min_ty + (height * .5);
+ /* m radius and t radius should be = .5 */
+ /* triangle radius calculated using maths 8) */
+#define TRADIUS (M_SQRT2 - 1.0)
+#define MRADIUS (1.0 - (M_SQRT2 / 2.0))
+ GLfloat t_radius_x = width * TRADIUS * .95;
+ GLfloat t_radius_y = height * TRADIUS * .95;
+ /* movement radius also calculated using maths */
+ GLfloat m_radius_x = width * MRADIUS * .95;
+ GLfloat m_radius_y = height * MRADIUS * .95;
+ GLfloat angle, angle2;
+ GLfloat t_centre_x, t_centre_y;
+
+ /* centre of triangle */
+ angle = gp->tangle * RADIANS; /* to radians */
+ t_centre_x = centre_x + m_radius_x * cos(angle);
+ t_centre_y = centre_y + m_radius_y * sin(angle);
+#if 0
+ printf("angle: %f, %f\n", angle, gp->tangle);
+ printf("tcentre: %f,%f\n", t_centre_x, t_centre_y);
+ printf("tradius: %f,%f\n", t_radius_x, t_radius_y);
+
+ printf("size: (%f, %f)\n", width, height);
+ printf("centre: (%f, %f)\n", centre_x, centre_y);
+ printf("centre: (%f, %f)\n", centre_x, centre_y);
+ printf("TRADIUS: %f\n", TRADIUS);
+ printf("MRADIUS: %f\n", MRADIUS);
+#endif
+
+ /* angle2 is tied to tangle */
+ angle2 = (180.0 - ((30.0 / 90.0) * gp->tangle)) * RADIANS;
+#if 0
+ printf("Angle1: %f\tAngle2: %f\n", angle / RADIANS, angle2 / RADIANS);
+#endif
+ t[0].x = t_centre_x + t_radius_x * cos(angle2);
+ t[0].y = t_centre_y + t_radius_y * sin(angle2);
+ t[1].x = t_centre_x + t_radius_x * cos(angle2 + ANGLE_120);
+ t[1].y = t_centre_y + t_radius_y * sin(angle2 + ANGLE_120);
+ t[2].x = t_centre_x + t_radius_x * cos(angle2 + ANGLE_240);
+ t[2].y = t_centre_y + t_radius_y * sin(angle2 + ANGLE_240);
+
+#if 0
+ printf("texcoords:[%f,%f][%f,%f][%f,%f]\n", t[0].x, t[0].y, t[1].x, t[1].y, t[2].x, t[2].y);
+#endif
+}
+#endif
+
+static int
+draw_hexagons(ModeInfo *mi, int translucency, texture *texture)
+{
+ int polys = 0;
+ int i;
+ vector2f t[3];
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+
+ calculate_texture_coords(mi, texture, t);
+
+ glColor4f(1.0, 1.0, 1.0, (float)translucency / MAX_FADE);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDepthMask(GL_FALSE);
+ glBindTexture(GL_TEXTURE_2D, texture->id);
+
+ if (gp->list == -1) {
+ gp->list = glGenLists(1);
+ }
+
+ /* compile new list */
+ glNewList(gp->list, GL_COMPILE);
+ glBegin(GL_TRIANGLES);
+
+ /*
+ ** six triangles to each hexagon
+ */
+
+ glTexCoord2f(t[0].x, t[0].y);
+ VERTEX0;
+ glTexCoord2f(t[1].x, t[1].y);
+ VERTEX1;
+ glTexCoord2f(t[2].x, t[2].y);
+ VERTEX6;
+
+ glTexCoord2f(t[0].x, t[0].y);
+ VERTEX0;
+ glTexCoord2f(t[2].x, t[2].y);
+ VERTEX6;
+ glTexCoord2f(t[1].x, t[1].y);
+ VERTEX5;
+
+ glTexCoord2f(t[0].x, t[0].y);
+ VERTEX0;
+ glTexCoord2f(t[1].x, t[1].y);
+ VERTEX5;
+ glTexCoord2f(t[2].x, t[2].y);
+ VERTEX4;
+
+ glTexCoord2f(t[0].x, t[0].y);
+ VERTEX0;
+ glTexCoord2f(t[2].x, t[2].y);
+ VERTEX4;
+ glTexCoord2f(t[1].x, t[1].y);
+ VERTEX3;
+
+ glTexCoord2f(t[0].x, t[0].y);
+ VERTEX0;
+ glTexCoord2f(t[1].x, t[1].y);
+ VERTEX3;
+ glTexCoord2f(t[2].x, t[2].y);
+ VERTEX2;
+
+ glTexCoord2f(t[0].x, t[0].y);
+ VERTEX0;
+ glTexCoord2f(t[2].x, t[2].y);
+ VERTEX2;
+ glTexCoord2f(t[1].x, t[1].y);
+ VERTEX1;
+
+ glEnd();
+ glEndList();
+
+ /* call the list n times */
+ for (i = 0 ; i < sizeof(hex) / sizeof(hex[0]) ; i++) {
+
+ glPushMatrix();
+
+ glTranslatef(hex[i].x, hex[i].y, 0.0);
+ glCallList(gp->list);
+ polys += 6;
+
+ glPopMatrix();
+ }
+
+#ifdef DISPLAY_TEXTURE
+ glPushMatrix();
+ /* acd debug - display (bigger, centred) texture */
+ glScalef(2.0, 2.0, 2.0);
+ glTranslatef(-0.5, -0.5, 0.0);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(0.0, 0.0, -0.1);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(1.0, 0.0, -0.1);
+ glTexCoord2f(1.0, 1.0);
+ glVertex3f(1.0, 1.0, -0.1);
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(0.0, 1.0, -0.1);
+ polys++;
+ glEnd();
+ /* acd debug - display texture triangle */
+ glColor4f(1.0, 0.5, 1.0, 1.0);
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(t[0].x, t[0].y, -0.11);
+ glVertex3f(t[1].x, t[1].y, -0.11);
+ glVertex3f(t[2].x, t[2].y, -0.11);
+ polys++;
+ glEnd();
+ glPopMatrix();
+#endif
+
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(GL_TRUE);
+ glDisable(GL_BLEND);
+ return polys;
+}
+
+/*
+ * main rendering loop
+ */
+static void
+draw(ModeInfo * mi)
+{
+ GLfloat x_angle, y_angle, z_angle;
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+ vectorf v1;
+
+ mi->polygon_count = 0;
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glLoadIdentity();
+
+ gp->tic += 0.005f;
+
+ x_angle = gp->cam_x_phase + gp->tic * gp->cam_x_speed;
+ y_angle = gp->cam_y_phase + gp->tic * gp->cam_y_speed;
+ z_angle = gp->cam_z_phase + gp->tic * gp->cam_z_speed;
+
+ if (move) {
+ v1.x = 1 * sin(x_angle);
+ v1.y = 1 * sin(y_angle);
+ } else {
+ v1.x = 0;
+ v1.y = 0;
+ }
+
+ /* size is changed in pinit() to be distance from plane */
+ gp->size = MI_SIZE(mi);
+ if (gp->size > 10) {
+ gp->size = 10;
+ }
+ if (gp->size <= 0) {
+ gp->size = 0;
+ }
+ if (gp->size > 0) {
+ /* user defined size */
+ v1.z = gp->size;
+ } else if (zoom) {
+ /* max distance given by adding the constant and the multiplier */
+ v1.z = 5.0 + 3.0 * sin(z_angle);
+ } else {
+ /* default */
+ v1.z = 7.0;
+ }
+
+ /* update rotation angle (but not if mouse button down) */
+ if (rotate && !gp->button_down_p)
+ {
+ float new_rangle_vel = 0.0;
+
+ /* update camera rotation angle and velocity */
+ gp->rangle += gp->rangle_vel;
+ new_rangle_vel = gp->rangle_vel + gp->rangle_acc;
+ if (new_rangle_vel > -MAX_ANGLE_VEL && new_rangle_vel < MAX_ANGLE_VEL)
+ {
+ /* new velocity is within limits */
+ gp->rangle_vel = new_rangle_vel;
+ }
+
+ /* randomly change twisting speed - 3ff = 1024 */
+ if ((random() % TWISTING_PROBABILITY) < 1.0) {
+ gp->rangle_acc = INITIAL_ANGLE_ACC * frand(1.0);
+ if (gp->rangle_vel > 0.0) {
+ gp->rangle_acc = -gp->rangle_acc;
+ }
+ }
+ }
+#if 0
+ printf("Rangle: %f : %f : %f\n", gp->rangle, gp->rangle_vel, gp->rangle_acc);
+ printf("Tangle: %f : %f : %f\n", gp->tangle, gp->tangle_vel, gp->tangle_acc);
+#endif
+
+#ifdef WOBBLE
+ /* this makes the image wobble - requires -move and a larger grid */
+ gluLookAt(0, 0, v1.z, v1.x, v1.y, 0.0, 0.0, 1.0, 0.0);
+#else
+ /* no wobble - camera always perpendicular to grid */
+
+ /* rotating camera rather than entire space - smoother */
+ gluLookAt(
+ v1.x, v1.y, v1.z,
+ v1.x, v1.y, 0.0,
+ sin((gp->xmouse * M_PI * 2) + gp->rangle * RADIANS),
+ cos((gp->xmouse * M_PI * 2) + gp->rangle * RADIANS),
+ 0.0);
+#endif
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ if (gp->fade == 0)
+ {
+ /* not fading */
+ mi->polygon_count +=
+ draw_hexagons(mi, MAX_FADE, &gp->textures[gp->visible]);
+ }
+ else
+ {
+ /* fading - show both textures with alpha
+ NB first is always max alpha */
+ mi->polygon_count +=
+ draw_hexagons(mi, MAX_FADE, &gp->textures[1 - gp->visible]);
+ mi->polygon_count +=
+ draw_hexagons(mi, MAX_FADE - gp->fade, &gp->textures[gp->visible]);
+
+ /* fade some more */
+ gp->fade++;
+
+ /* have we faded enough? */
+ if (gp->fade > MAX_FADE)
+ {
+ /* stop fading */
+ gp->fade = 0;
+ gp->visible = 1 - gp->visible;
+ }
+ }
+
+ /* increment texture angle based on time, velocity etc */
+ /* but only if button is not down */
+ if (!gp->button_down_p)
+ {
+ float new_tangle_vel = 0.0;
+
+ gp->tangle += gp->tangle_vel;
+
+ /* work out new texture angle velocity */
+ new_tangle_vel = gp->tangle_vel + gp->tangle_acc;
+ if (new_tangle_vel > -MAX_ANGLE_VEL && new_tangle_vel < MAX_ANGLE_VEL)
+ {
+ /* new velocity is inside limits */
+ gp->tangle_vel = new_tangle_vel;
+ }
+
+ /* randomly change twisting speed - 3ff = 1024 */
+ if ((random() % TWISTING_PROBABILITY) < 1.0) {
+ gp->tangle_acc = INITIAL_ANGLE_ACC * frand(1.0);
+ if (gp->tangle_vel > 0.0) {
+ gp->tangle_acc = -gp->tangle_acc;
+ }
+ }
+ }
+
+ glFlush();
+}
+
+/*
+ * new window size or exposure
+ */
+ENTRYPOINT void reshape_gleidescope(ModeInfo *mi, int width, int height)
+{
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+ 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;
+ }
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(gp->glx_context));
+
+ glViewport(0, y, (GLint) width, (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(50.0, 1/h, 0.1, 2000.0);
+ glMatrixMode (GL_MODELVIEW);
+ glLineWidth(1);
+ glPointSize(1);
+}
+
+static void
+pinit(ModeInfo * mi)
+{
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+
+ /* set start time - star_time = 0 implies non-dynamic texture */
+ gp->start_time = (time_t)0;
+
+ /* set the texture size to default */
+ /*
+ gp->max_tx = 1.0;
+ gp->max_ty = 1.0;
+ */
+
+ /* no fading */
+ gp->fade = 0;
+
+ glShadeModel(GL_SMOOTH);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+
+ /* space for textures */
+ glGenTextures(1, &gp->textures[0].id);
+ glGenTextures(1, &gp->textures[1].id);
+ gp->visible = 0;
+
+ setup_texture(mi, &gp->textures[gp->visible]);
+
+ /*
+ ** want to choose a value for arg randomly if neither -arg nor -no-arg
+ ** is specified. xscreensaver libraries don't seem to let you do this -
+ ** if something isn't true then it is false (pesky two-state boolean values).
+ ** so, i've defined both -arg and -no-arg to arguments and added the
+ ** following logic.
+ ** (btw if both -arg and -no-arg are defined then arg is set to False)
+ */
+ if (zoom == False && nozoom == False)
+ {
+ /* no zoom preference - randomise */
+ zoom = (((random() & 0x1) == 0x1) ? True : False);
+ }
+ else if (nozoom == True)
+ {
+ /* definately no zoom */
+ zoom = False;
+ }
+
+ if (move == False && nomove == False)
+ {
+ /* no move preference - randomise */
+ move = (((random() & 0x1) == 0x1) ? True : False);
+ }
+ else if (nomove == True)
+ {
+ /* definately no move */
+ move = False;
+ }
+
+ if (rotate == False && norotate == False)
+ {
+ /* no rotate preference - randomise */
+ rotate = (((random() & 0x1) == 0x1) ? True : False);
+ }
+ else if (norotate == True)
+ {
+ /* definately no rotate */
+ rotate = False;
+ }
+
+ /* define cam variables */
+ gp->cam_x_speed = MAX_CAM_SPEED * frandrange(-.5, 0.5);
+ gp->cam_x_phase = random() % 360;
+ gp->cam_y_speed = MAX_CAM_SPEED * frandrange(-.5, 0.5);
+ gp->cam_y_phase = random() % 360;
+ gp->cam_z_speed = MAX_CAM_SPEED * frandrange(-.5, 0.5);
+ gp->cam_z_phase = random() % 360;
+
+ /* initial angular speeds */
+ gp->rangle_vel = INITIAL_ANGLE_VEL * frandrange(-.5, 0.5);
+ gp->tangle_vel = INITIAL_ANGLE_VEL * frandrange(-.5, 0.5);
+ gp->rangle_acc = INITIAL_ANGLE_ACC * frandrange(-.5, 0.5);
+ gp->tangle_acc = INITIAL_ANGLE_ACC * frandrange(-.5, 0.5);
+
+ /* jwz */
+#if 0
+ {
+ GLfloat speed = 15;
+ gp->rangle_vel *= speed;
+ gp->tangle_vel *= speed;
+ gp->rangle_acc *= speed;
+ gp->tangle_acc *= speed;
+ }
+#endif
+
+ /* distance is 11 - size */
+ if (gp->size != -1) {
+ if (zoom) {
+ fprintf(stderr, "-size given. ignoring -zoom.\n");
+ zoom = False;
+ }
+ if (gp->size < 1) {
+ gp->size = 1;
+ } else if (gp->size >= 10) {
+ gp->size = 10;
+ }
+ gp->size = 11 - gp->size;
+ }
+
+#ifdef DEBUG
+printf("phases [%d, %d, %d]\n", gp->cam_x_phase, gp->cam_y_phase, gp->cam_z_phase);
+#endif
+}
+
+ENTRYPOINT void
+init_gleidescope(ModeInfo * mi)
+{
+ gleidestruct *gp;
+ int screen = MI_SCREEN(mi);
+
+ MI_INIT(mi, gleidescope);
+ gp = &gleidescope[screen];
+ gp->window = MI_WINDOW(mi);
+ gp->size = -1;
+ gp->list = -1;
+
+ if ((gp->glx_context = init_GL(mi)) != NULL) {
+
+ reshape_gleidescope(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ clear_gl_error(); /* WTF? sometimes "invalid op" from glViewport! */
+
+ glDrawBuffer(GL_BACK);
+
+ /* do initialisation */
+ pinit(mi);
+
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+ENTRYPOINT void
+draw_gleidescope(ModeInfo * mi)
+{
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+
+ if (!gp->glx_context)
+ return;
+
+ /* Just keep running before the texture has come in. */
+ /* if (gp->waiting_for_image_p) return; */
+
+ glDrawBuffer(GL_BACK);
+
+ glXMakeCurrent(display, window, *(gp->glx_context));
+ draw(mi);
+
+ if (mi->fps_p) {
+ do_fps (mi);
+ }
+
+ glFinish();
+ glXSwapBuffers(display, window);
+
+#ifdef GRAB
+ if (grab) {
+ grab_frame(display, window);
+ }
+#endif
+
+ /* need to change texture? */
+ if ((gp->start_time != 0) && (duration != -1) && gp->fade == 0) {
+ if (gp->start_time + duration <= time((time_t *)0)) {
+#ifdef DEBUG
+ printf("Start Time: %lu - Current Time: %lu\n", (unsigned long)gp->start_time, (unsigned long)time((time_t *)0));
+ printf("Changing Texture\n");
+#endif
+ /* get new snapshot (into back buffer) and start fade count */
+ setup_texture(mi, &gp->textures[1 - gp->visible]);
+ /* restart fading */
+ gp->fade = 1;
+ }
+ }
+}
+
+ENTRYPOINT void
+free_gleidescope(ModeInfo * mi)
+{
+ gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
+
+ /* acd - is this needed? */
+ if (gp->glx_context) {
+ /* Display lists MUST be freed while their glXContext is current. */
+ glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
+
+ /* acd - was code here for freeing things that are no longer in struct */
+ }
+}
+
+XSCREENSAVER_MODULE ("Gleidescope", gleidescope)
+
+#endif