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-rw-r--r--hacks/glx/glmatrix.c1076
1 files changed, 0 insertions, 1076 deletions
diff --git a/hacks/glx/glmatrix.c b/hacks/glx/glmatrix.c
deleted file mode 100644
index 4087ec1..0000000
--- a/hacks/glx/glmatrix.c
+++ /dev/null
@@ -1,1076 +0,0 @@
-/* glmatrix, Copyright (c) 2003-2018 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.
- *
- * GLMatrix -- simulate the text scrolls from the movie "The Matrix".
- *
- * This program does a 3D rendering of the dropping characters that
- * appeared in the title sequences of the movies. See also `xmatrix'
- * for a simulation of what the computer monitors actually *in* the
- * movie did.
- */
-
-#define DEFAULTS "*delay: 30000 \n" \
- "*showFPS: False \n" \
- "*wireframe: False \n" \
-
-# define release_matrix 0
-
-#undef BELLRAND
-#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
-
-#include "xlockmore.h"
-#include "ximage-loader.h"
-
-#include "images/gen/matrix3_png.h"
-
-#ifdef USE_GL /* whole file */
-
-
-#define DEF_SPEED "1.0"
-#define DEF_DENSITY "20"
-#define DEF_CLOCK "False"
-#define DEF_FOG "True"
-#define DEF_WAVES "True"
-#define DEF_ROTATE "True"
-#define DEF_TEXTURE "True"
-#define DEF_MODE "Matrix"
-#define DEF_TIMEFMT " %l%M%p "
-
-
-#define CHAR_COLS 16
-#define CHAR_ROWS 13
-
-static const int matrix_encoding[] = {
- 16, 17, 18, 19, 20, 21, 22, 23, 24, 25,
-# if 0
- 192, 193, 194, 195, 196, 197, 198, 199,
- 200, 201, 202, 203, 204, 205, 206, 207
-# else
- 160, 161, 162, 163, 164, 165, 166, 167,
- 168, 169, 170, 171, 172, 173, 174, 175
-# endif
- };
-static const int decimal_encoding[] = {
- 16, 17, 18, 19, 20, 21, 22, 23, 24, 25 };
-static const int hex_encoding[] = {
- 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 33, 34, 35, 36, 37, 38 };
-static const int binary_encoding[] = { 16, 17 };
-static const int dna_encoding[] = { 33, 35, 39, 52 };
-
-static const unsigned char char_map[256] = {
- 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 0 */
- 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 16 */
- 0, 1, 2, 96, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, /* 32 */
- 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, /* 48 */
- 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, /* 64 */
- 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, /* 80 */
- 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, /* 96 */
- 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, /* 112 */
- 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 128 */
- 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 144 */
- 96, 97, 98, 99,100,101,102,103,104,105,106,107,108,109,110,111, /* 160 */
- 112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, /* 176 */
- 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, /* 192 */
- 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, /* 208 */
-#if 0
- 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, /* 224 */
- 176,177,178,195,180,181,182,183,184,185,186,187,188,189,190,191 /* 240 */
-#else /* see spank_image() */
- 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 224 */
- 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 240 */
-#endif
-};
-
-#define CURSOR_GLYPH 97
-
-/* #define DEBUG */
-
-#define GRID_SIZE 70 /* width and height of the arena */
-#define GRID_DEPTH 35 /* depth of the arena */
-#define WAVE_SIZE 22 /* periodicity of color (brightness) waves */
-#define SPLASH_RATIO 0.7 /* ratio of GRID_DEPTH where chars hit the screen */
-
-static const struct { GLfloat x, y; } nice_views[] = {
- { 0, 0 },
- { 0, -20 }, /* this is a list of viewer rotations that look nice. */
- { 0, 20 }, /* every now and then we switch to a new one. */
- { 25, 0 }, /* (but we only use the first one at start-up.) */
- {-25, 0 },
- { 25, 20 },
- {-25, 20 },
- { 25, -20 },
- {-25, -20 },
-
- { 10, 0 },
- {-10, 0 },
- { 0, 0 }, /* prefer these */
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
-};
-
-
-typedef struct {
- GLfloat x, y, z; /* position of strip */
- GLfloat dx, dy, dz; /* velocity of strip */
-
- Bool erasing_p; /* Whether this strip is on its way out. */
-
- int spinner_glyph; /* the bottommost glyph -- the feeder */
- GLfloat spinner_y; /* where on the strip the bottom glyph is */
- GLfloat spinner_speed; /* how fast the bottom glyph drops */
-
- int glyphs[GRID_SIZE]; /* the other glyphs on the strip, which will be
- revealed by the dropping spinner.
- 0 means no glyph; negative means "spinner".
- If non-zero, real value is abs(G)-1. */
-
- Bool highlight[GRID_SIZE];
- /* some glyphs may be highlighted */
-
- int spin_speed; /* Rotate all spinners every this-many frames */
- int spin_tick; /* frame counter */
-
- int wave_position; /* Waves of brightness wash down the strip. */
- int wave_speed; /* every this-many frames. */
- int wave_tick; /* frame counter. */
-
-} strip;
-
-
-typedef struct {
- GLXContext *glx_context;
- Bool button_down_p;
- GLuint texture;
- int nstrips;
- strip *strips;
- const int *glyph_map;
- int nglyphs;
- GLfloat tex_char_width, tex_char_height;
-
- /* auto-tracking direction of view */
- int last_view, target_view;
- GLfloat view_x, view_y;
- int view_steps, view_tick;
- Bool auto_tracking_p;
- int track_tick;
-
- int real_char_rows;
- GLfloat brightness_ramp[WAVE_SIZE];
-
-} matrix_configuration;
-
-static matrix_configuration *mps = NULL;
-
-static GLfloat speed;
-static GLfloat density;
-static Bool do_clock;
-static char *timefmt;
-static Bool do_fog;
-static Bool do_waves;
-static Bool do_rotate;
-static Bool do_texture;
-static char *mode_str;
-
-static XrmOptionDescRec opts[] = {
- { "-speed", ".speed", XrmoptionSepArg, 0 },
- { "-density", ".density", XrmoptionSepArg, 0 },
- { "-mode", ".mode", XrmoptionSepArg, 0 },
- { "-binary", ".mode", XrmoptionNoArg, "binary" },
- { "-hexadecimal", ".mode", XrmoptionNoArg, "hexadecimal" },
- { "-decimal", ".mode", XrmoptionNoArg, "decimal" },
- { "-dna", ".mode", XrmoptionNoArg, "dna" },
- { "-clock", ".clock", XrmoptionNoArg, "True" },
- { "+clock", ".clock", XrmoptionNoArg, "False" },
- { "-timefmt", ".timefmt", XrmoptionSepArg, 0 },
- { "-fog", ".fog", XrmoptionNoArg, "True" },
- { "+fog", ".fog", XrmoptionNoArg, "False" },
- { "-waves", ".waves", XrmoptionNoArg, "True" },
- { "+waves", ".waves", XrmoptionNoArg, "False" },
- { "-rotate", ".rotate", XrmoptionNoArg, "True" },
- { "+rotate", ".rotate", XrmoptionNoArg, "False" },
- {"-texture", ".texture", XrmoptionNoArg, "True" },
- {"+texture", ".texture", XrmoptionNoArg, "False" },
-};
-
-static argtype vars[] = {
- {&mode_str, "mode", "Mode", DEF_MODE, t_String},
- {&speed, "speed", "Speed", DEF_SPEED, t_Float},
- {&density, "density", "Density", DEF_DENSITY, t_Float},
- {&do_clock, "clock", "Clock", DEF_CLOCK, t_Bool},
- {&timefmt, "timefmt", "Timefmt", DEF_TIMEFMT, t_String},
- {&do_fog, "fog", "Fog", DEF_FOG, t_Bool},
- {&do_waves, "waves", "Waves", DEF_WAVES, t_Bool},
- {&do_rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
- {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
-};
-
-ENTRYPOINT ModeSpecOpt matrix_opts = {countof(opts), opts, countof(vars), vars, NULL};
-
-
-/* Re-randomize the state of one strip.
- */
-static void
-reset_strip (ModeInfo *mi, strip *s)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
- int i;
- Bool time_displayed_p = False; /* never display time twice in one strip */
-
- memset (s, 0, sizeof(*s));
- s->x = (GLfloat) (frand(GRID_SIZE) - (GRID_SIZE/2));
- s->y = (GLfloat) (GRID_SIZE/2 + BELLRAND(0.5)); /* shift top slightly */
- s->z = (GLfloat) (GRID_DEPTH * 0.2) - frand (GRID_DEPTH * 0.7);
- s->spinner_y = 0;
-
- s->dx = 0;
-/* s->dx = ((BELLRAND(0.01) - 0.005) * speed); */
- s->dy = 0;
- s->dz = (BELLRAND(0.02) * speed);
-
- s->spinner_speed = (BELLRAND(0.3) * speed);
-
- s->spin_speed = (int) BELLRAND(2.0 / speed) + 1;
- s->spin_tick = 0;
-
- s->wave_position = 0;
- s->wave_speed = (int) BELLRAND(3.0 / speed) + 1;
- s->wave_tick = 0;
-
- for (i = 0; i < GRID_SIZE; i++)
- if (do_clock &&
- !time_displayed_p &&
- (i < GRID_SIZE-5) && /* display approx. once per 5 strips */
- !(random() % ((GRID_SIZE-5)*5)))
- {
- int j;
- char text[80];
- time_t now = time ((time_t *) 0);
- struct tm *tm = localtime (&now);
- strftime (text, sizeof(text)-1, timefmt, tm);
-
- /* render time into the strip */
- for (j = 0; j < strlen(text) && i < GRID_SIZE; j++, i++)
- {
- s->glyphs[i] = char_map [((unsigned char *) text)[j]] + 1;
- s->highlight[i] = True;
- }
-
- time_displayed_p = True;
- }
- else
- {
- int draw_p = (random() % 7);
- int spin_p = (draw_p && !(random() % 20));
- int g = (draw_p
- ? mp->glyph_map[(random() % mp->nglyphs)] + 1
- : 0);
- if (spin_p) g = -g;
- s->glyphs[i] = g;
- s->highlight[i] = False;
- }
-
- s->spinner_glyph = - (mp->glyph_map[(random() % mp->nglyphs)] + 1);
-}
-
-
-/* Animate the strip one step. Reset if it has reached the bottom.
- */
-static void
-tick_strip (ModeInfo *mi, strip *s)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
- int i;
-
- if (mp->button_down_p)
- return;
-
- s->x += s->dx;
- s->y += s->dy;
- s->z += s->dz;
-
- if (s->z > GRID_DEPTH * SPLASH_RATIO) /* splashed into screen */
- {
- reset_strip (mi, s);
- return;
- }
-
- s->spinner_y += s->spinner_speed;
- if (s->spinner_y >= GRID_SIZE)
- {
- if (s->erasing_p)
- {
- reset_strip (mi, s);
- return;
- }
- else
- {
- s->erasing_p = True;
- s->spinner_y = 0;
- s->spinner_speed /= 2; /* erase it slower than we drew it */
- }
- }
-
- /* Spin the spinners. */
- s->spin_tick++;
- if (s->spin_tick > s->spin_speed)
- {
- s->spin_tick = 0;
- s->spinner_glyph = - (mp->glyph_map[(random() % mp->nglyphs)] + 1);
- for (i = 0; i < GRID_SIZE; i++)
- if (s->glyphs[i] < 0)
- {
- s->glyphs[i] = -(mp->glyph_map[(random() % mp->nglyphs)] + 1);
- if (! (random() % 800)) /* sometimes they stop spinning */
- s->glyphs[i] = -s->glyphs[i];
- }
- }
-
- /* Move the color (brightness) wave. */
- s->wave_tick++;
- if (s->wave_tick > s->wave_speed)
- {
- s->wave_tick = 0;
- s->wave_position++;
- if (s->wave_position >= WAVE_SIZE)
- s->wave_position = 0;
- }
-}
-
-
-/* Draw a single character at the given position and brightness.
- */
-static void
-draw_glyph (ModeInfo *mi, int glyph, Bool highlight,
- GLfloat x, GLfloat y, GLfloat z,
- GLfloat brightness)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
- int wire = MI_IS_WIREFRAME(mi);
- GLfloat w = mp->tex_char_width;
- GLfloat h = mp->tex_char_height;
- GLfloat cx = 0, cy = 0;
- GLfloat S = 1;
- Bool spinner_p = (glyph < 0);
-
- if (glyph == 0) abort();
- if (glyph < 0) glyph = -glyph;
-
- if (spinner_p)
- brightness *= 1.5;
-
- if (!do_texture)
- {
- S = 0.8;
- x += 0.1;
- y += 0.1;
- }
- else
- {
- int ccx = ((glyph - 1) % CHAR_COLS);
- int ccy = ((glyph - 1) / CHAR_COLS);
-
- cx = ccx * w;
- cy = (mp->real_char_rows - ccy - 1) * h;
-
- if (do_fog)
- {
- GLfloat depth;
- depth = (z / GRID_DEPTH) + 0.5; /* z ratio from back/front */
- depth = 0.2 + (depth * 0.8); /* scale to range [0.2 - 1.0] */
- brightness *= depth; /* so no row goes all black. */
- }
- }
-
- {
- GLfloat r, g, b, a;
-
- if (highlight)
- brightness *= 2;
-
- if (!do_texture && !spinner_p)
- r = b = 0, g = 1;
- else
- r = g = b = 1;
-
- a = brightness;
-
- /* If the glyph is very close to the screen (meaning it is very large,
- and is about to splash into the screen and vanish) then start fading
- it out, proportional to how close to the glass it is.
- */
- if (z > GRID_DEPTH/2)
- {
- GLfloat ratio = ((z - GRID_DEPTH/2) /
- ((GRID_DEPTH * SPLASH_RATIO) - GRID_DEPTH/2));
- int i = ratio * WAVE_SIZE;
-
- if (i < 0) i = 0;
- else if (i >= WAVE_SIZE) i = WAVE_SIZE-1;
-
- a *= mp->brightness_ramp[i];
- }
-
- glColor4f (r,g,b,a);
- }
-
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
- glNormal3f (0, 0, 1);
- glTexCoord2f (cx, cy); glVertex3f (x, y, z);
- glTexCoord2f (cx+w, cy); glVertex3f (x+S, y, z);
- glTexCoord2f (cx+w, cy+h); glVertex3f (x+S, y+S, z);
- glTexCoord2f (cx, cy+h); glVertex3f (x, y+S, z);
- glEnd ();
-
- if (wire && spinner_p)
- {
- glBegin (GL_LINES);
- glVertex3f (x, y, z);
- glVertex3f (x+S, y+S, z);
- glVertex3f (x, y+S, z);
- glVertex3f (x+S, y, z);
- glEnd();
- }
-
- mi->polygon_count++;
-}
-
-
-/* Draw all the visible glyphs in the strip.
- */
-static void
-draw_strip (ModeInfo *mi, strip *s)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
- int i;
- for (i = 0; i < GRID_SIZE; i++)
- {
- int g = s->glyphs[i];
- Bool below_p = (s->spinner_y >= i);
-
- if (s->erasing_p)
- below_p = !below_p;
-
- if (g && below_p) /* don't draw cells below the spinner */
- {
- GLfloat brightness;
- if (!do_waves)
- brightness = 1.0;
- else
- {
- int j = WAVE_SIZE - ((i + (GRID_SIZE - s->wave_position))
- % WAVE_SIZE);
- brightness = mp->brightness_ramp[j];
- }
-
- draw_glyph (mi, g, s->highlight[i],
- s->x, s->y - i, s->z, brightness);
- }
- }
-
- if (!s->erasing_p)
- draw_glyph (mi, s->spinner_glyph, False,
- s->x, s->y - s->spinner_y, s->z, 1.0);
-}
-
-
-/* qsort comparator for sorting strips by z position */
-static int
-cmp_strips (const void *aa, const void *bb)
-{
- const strip *a = *(strip **) aa;
- const strip *b = *(strip **) bb;
- return ((int) (a->z * 10000) -
- (int) (b->z * 10000));
-}
-
-
-/* Auto-tracking
- */
-
-static void
-auto_track_init (ModeInfo *mi)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
- mp->last_view = 0;
- mp->target_view = 0;
- mp->view_x = nice_views[mp->last_view].x;
- mp->view_y = nice_views[mp->last_view].y;
- mp->view_steps = 100;
- mp->view_tick = 0;
- mp->auto_tracking_p = False;
-}
-
-
-static void
-auto_track (ModeInfo *mi)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
-
- if (! do_rotate)
- return;
- if (mp->button_down_p)
- return;
-
- /* if we're not moving, maybe start moving. Otherwise, do nothing. */
- if (! mp->auto_tracking_p)
- {
- if (++mp->track_tick < 20/speed) return;
- mp->track_tick = 0;
- if (! (random() % 20))
- mp->auto_tracking_p = True;
- else
- return;
- }
-
-
- {
- GLfloat ox = nice_views[mp->last_view].x;
- GLfloat oy = nice_views[mp->last_view].y;
- GLfloat tx = nice_views[mp->target_view].x;
- GLfloat ty = nice_views[mp->target_view].y;
-
- /* move from A to B with sinusoidal deltas, so that it doesn't jerk
- to a stop. */
- GLfloat th = sin ((M_PI / 2) * (double) mp->view_tick / mp->view_steps);
-
- mp->view_x = (ox + ((tx - ox) * th));
- mp->view_y = (oy + ((ty - oy) * th));
- mp->view_tick++;
-
- if (mp->view_tick >= mp->view_steps)
- {
- mp->view_tick = 0;
- mp->view_steps = (350.0 / speed);
- mp->last_view = mp->target_view;
- mp->target_view = (random() % (countof(nice_views) - 1)) + 1;
- mp->auto_tracking_p = False;
- }
- }
-}
-
-
-/* Window management, etc
- */
-ENTRYPOINT void
-reshape_matrix (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 (80.0, 1/h, 1.0, 100);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- gluLookAt( 0.0, 0.0, 25.0,
- 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0);
-
- glClear(GL_COLOR_BUFFER_BIT);
-}
-
-
-ENTRYPOINT Bool
-matrix_handle_event (ModeInfo *mi, XEvent *event)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
-
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- mp->button_down_p = True;
- return True;
- }
- else if (event->xany.type == ButtonRelease &&
- event->xbutton.button == Button1)
- {
- mp->button_down_p = False;
- return True;
- }
-
- return False;
-}
-
-
-#if 0
-static Bool
-bigendian (void)
-{
- union { int i; char c[sizeof(int)]; } u;
- u.i = 1;
- return !u.c[0];
-}
-#endif
-
-
-/* The image with the characters in it is 512x598, meaning that it needs to
- be copied into a 512x1024 texture. But some machines can't handle textures
- that large... And it turns out that we aren't using most of the characters
- in that image anyway, since this program doesn't do anything that makes use
- of the full range of Latin1 characters. So... this function tosses out the
- last 32 of the Latin1 characters, resulting in a 512x506 image, which we
- can then stuff in a 512x512 texture. Voila.
-
- If this hack ever grows into something that displays full Latin1 text,
- well then, Something Else Will Need To Be Done.
-
- Since currently GLMatrix does not run textclient / xscreensaver-text,
- it's not an issue. (XMatrix does that.)
-
- */
-static void
-spank_image (matrix_configuration *mp, XImage *xi)
-{
- int ch = xi->height / CHAR_ROWS;
- int cut = 2;
- unsigned char *bits = (unsigned char *) xi->data;
- unsigned char *from, *to, *s, *end;
- int L = xi->bytes_per_line * ch;
-/* int i;*/
-
- /* Copy row 12 into 10 (which really means, copy 2 into 0,
- since texture data is upside down.).
- */
- to = bits + (L * cut);
- from = bits;
- end = from + L;
- s = from;
- while (s < end)
- *to++ = *s++;
-
- /* Then, pull all the bits down by 2 rows.
- */
- to = bits;
- from = bits + (L * cut);
- end = bits + (L * CHAR_ROWS);
- s = from;
- while (s < end)
- *to++ = *s++;
-
- /* And clear out the rest, for good measure.
- */
- from = bits + (L * (CHAR_ROWS - cut));
- end = bits + (L * CHAR_ROWS);
- s = from;
- while (s < end)
- *s++ = 0;
-
- xi->height -= (cut * ch);
- mp->real_char_rows -= cut;
-
-# if 0
- /* Finally, pull the map indexes back to match the new bits.
- */
- for (i = 0; i < countof(matrix_encoding); i++)
- if (matrix_encoding[i] > (CHAR_COLS * (CHAR_ROWS - cut)))
- matrix_encoding[i] -= (cut * CHAR_COLS);
-# endif
-}
-
-
-static void
-load_textures (ModeInfo *mi, Bool flip_p)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
- XImage *xi;
- int x, y;
- int cw, ch;
- int orig_w, orig_h;
-
- /* The Matrix image is 512x598 -- but GL texture sizes must be powers of 2.
- So we waste some padding rows to round up.
- */
- xi = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
- matrix3_png, sizeof(matrix3_png));
- orig_w = xi->width;
- orig_h = xi->height;
- mp->real_char_rows = CHAR_ROWS;
- spank_image (mp, xi);
-
- if (xi->height != 512 && xi->height != 1024)
- {
- xi->height = (xi->height < 512 ? 512 : 1024);
- xi->data = realloc (xi->data, xi->height * xi->bytes_per_line);
- if (!xi->data)
- {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
-
- if (xi->width != 512) abort();
- if (xi->height != 512 && xi->height != 1024) abort();
-
- /* char size in pixels */
- cw = orig_w / CHAR_COLS;
- ch = orig_h / CHAR_ROWS;
-
- /* char size in ratio of final (padded) texture size */
- mp->tex_char_width = (GLfloat) cw / xi->width;
- mp->tex_char_height = (GLfloat) ch / xi->height;
-
- /* Flip each character's bits horizontally -- we could also just do this
- by reversing the texture coordinates on the quads, but on some systems
- that slows things down a lot.
- */
- if (flip_p)
- {
- int xx, col;
- unsigned long buf[100];
- for (y = 0; y < xi->height; y++)
- for (col = 0, xx = 0; col < CHAR_COLS; col++, xx += cw)
- {
- for (x = 0; x < cw; x++)
- buf[x] = XGetPixel (xi, xx+x, y);
- for (x = 0; x < cw; x++)
- XPutPixel (xi, xx+x, y, buf[cw-x-1]);
- }
- }
-
- /* The pixmap is a color image with no transparency. Set the texture's
- alpha to be the green channel, and set the green channel to be 100%.
- */
- {
- int rpos, gpos, bpos, apos; /* bitfield positions */
-#if 0
- /* #### Cherub says that the little-endian case must be taken on MacOSX,
- or else the colors/alpha are the wrong way around. How can
- that be the case?
- */
- if (bigendian())
- rpos = 24, gpos = 16, bpos = 8, apos = 0;
- else
-#endif
- rpos = 0, gpos = 8, bpos = 16, apos = 24;
-
- for (y = 0; y < xi->height; y++)
- for (x = 0; x < xi->width; x++)
- {
- unsigned long p = XGetPixel (xi, x, y);
- unsigned char r = (p >> rpos) & 0xFF;
- unsigned char g = (p >> gpos) & 0xFF;
- unsigned char b = (p >> bpos) & 0xFF;
- unsigned char a = g;
- g = 0xFF;
- p = (r << rpos) | (g << gpos) | (b << bpos) | (a << apos);
- XPutPixel (xi, x, y, p);
- }
- }
-
- /* Now load the texture into GL.
- */
- clear_gl_error();
- glGenTextures (1, &mp->texture);
-
- glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
- /* messes up -fps */
- /* glPixelStorei (GL_UNPACK_ROW_LENGTH, xi->width);*/
- glBindTexture (GL_TEXTURE_2D, mp->texture);
- check_gl_error ("texture init");
- glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, xi->width, xi->height, 0, GL_RGBA,
- GL_UNSIGNED_BYTE, xi->data);
- {
- char buf[255];
- sprintf (buf, "creating %dx%d texture:", xi->width, xi->height);
- check_gl_error (buf);
- }
-
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-
- /* I'd expect CLAMP to be the thing to do here, but oddly, we get a
- faint solid green border around the texture if it is *not* REPEAT!
- */
- 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");
-
- XDestroyImage (xi);
-}
-
-
-ENTRYPOINT void
-init_matrix (ModeInfo *mi)
-{
- matrix_configuration *mp;
- int wire = MI_IS_WIREFRAME(mi);
- Bool flip_p = 0;
- int i;
-
- if (wire)
- do_texture = False;
-
- MI_INIT (mi, mps);
-
- mp = &mps[MI_SCREEN(mi)];
- mp->glx_context = init_GL(mi);
-
- if (!mode_str || !*mode_str || !strcasecmp(mode_str, "matrix"))
- {
- flip_p = 1;
- mp->glyph_map = matrix_encoding;
- mp->nglyphs = countof(matrix_encoding);
- }
- else if (!strcasecmp (mode_str, "dna"))
- {
- flip_p = 0;
- mp->glyph_map = dna_encoding;
- mp->nglyphs = countof(dna_encoding);
- }
- else if (!strcasecmp (mode_str, "bin") ||
- !strcasecmp (mode_str, "binary"))
- {
- flip_p = 0;
- mp->glyph_map = binary_encoding;
- mp->nglyphs = countof(binary_encoding);
- }
- else if (!strcasecmp (mode_str, "hex") ||
- !strcasecmp (mode_str, "hexadecimal"))
- {
- flip_p = 0;
- mp->glyph_map = hex_encoding;
- mp->nglyphs = countof(hex_encoding);
- }
- else if (!strcasecmp (mode_str, "dec") ||
- !strcasecmp (mode_str, "decimal"))
- {
- flip_p = 0;
- mp->glyph_map = decimal_encoding;
- mp->nglyphs = countof(decimal_encoding);
- }
- else
- {
- fprintf (stderr,
- "%s: `mode' must be matrix, dna, binary, or hex: not `%s'\n",
- progname, mode_str);
- exit (1);
- }
-
- reshape_matrix (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
-
- glShadeModel(GL_SMOOTH);
-
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glEnable(GL_NORMALIZE);
-
- if (do_texture)
- load_textures (mi, flip_p);
-
- /* to scale coverage-percent to strips, this number looks about right... */
- mp->nstrips = (int) (density * 2.2);
- if (mp->nstrips < 1) mp->nstrips = 1;
- else if (mp->nstrips > 2000) mp->nstrips = 2000;
-
-
- mp->strips = calloc (mp->nstrips, sizeof(strip));
- for (i = 0; i < mp->nstrips; i++)
- {
- strip *s = &mp->strips[i];
- reset_strip (mi, s);
-
- /* If we start all strips from zero at once, then the first few seconds
- of the animation are much denser than normal. So instead, set all
- the initial strips to erase-mode with random starting positions.
- As these die off at random speeds and are re-created, we'll get a
- more consistent density. */
- s->erasing_p = True;
- s->spinner_y = frand(GRID_SIZE);
- memset (s->glyphs, 0, sizeof(s->glyphs)); /* no visible glyphs */
- }
-
- /* Compute the brightness ramp.
- */
- for (i = 0; i < WAVE_SIZE; i++)
- {
- GLfloat j = ((WAVE_SIZE - i) / (GLfloat) (WAVE_SIZE - 1));
- j *= (M_PI / 2); /* j ranges from 0.0 - PI/2 */
- j = sin (j); /* j ranges from 0.0 - 1.0 */
- j = 0.2 + (j * 0.8); /* j ranges from 0.2 - 1.0 */
- mp->brightness_ramp[i] = j;
- /* printf("%2d %8.2f\n", i, j); */
- }
-
-
- auto_track_init (mi);
-}
-
-
-#ifdef DEBUG
-
-static void
-draw_grid (ModeInfo *mi)
-{
- if (!MI_IS_WIREFRAME(mi))
- {
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
- }
- glPushMatrix();
-
- glColor3f(1, 1, 1);
- glBegin(GL_LINES);
- glVertex3f(-GRID_SIZE, 0, 0); glVertex3f(GRID_SIZE, 0, 0);
- glVertex3f(0, -GRID_SIZE, 0); glVertex3f(0, GRID_SIZE, 0);
- glEnd();
- glBegin(GL_LINE_LOOP);
- glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, 0);
- glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, 0);
- glVertex3f( GRID_SIZE/2, GRID_SIZE/2, 0);
- glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, 0);
- glEnd();
- glBegin(GL_LINE_LOOP);
- glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
- glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, GRID_DEPTH/2);
- glVertex3f( GRID_SIZE/2, GRID_SIZE/2, GRID_DEPTH/2);
- glVertex3f( GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
- glEnd();
- glBegin(GL_LINE_LOOP);
- glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
- glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, GRID_DEPTH/2);
- glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, GRID_DEPTH/2);
- glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
- glEnd();
- glBegin(GL_LINES);
- glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
- glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
- glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, GRID_DEPTH/2);
- glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, GRID_DEPTH/2);
- glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
- glVertex3f( GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
- glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, GRID_DEPTH/2);
- glVertex3f( GRID_SIZE/2, GRID_SIZE/2, GRID_DEPTH/2);
- glEnd();
- glPopMatrix();
- if (!MI_IS_WIREFRAME(mi))
- {
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- }
-}
-#endif /* DEBUG */
-
-
-ENTRYPOINT void
-draw_matrix (ModeInfo *mi)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
- Display *dpy = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- int i;
-
- if (!mp->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix ();
- glRotatef(current_device_rotation(), 0, 0, 1);
-
- if (do_texture)
- {
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
-
- /* Jeff Epler points out:
- By using GL_ONE instead of GL_SRC_ONE_MINUS_ALPHA, glyphs are
- added to each other, so that a bright glyph with a darker one
- in front is a little brighter than the bright glyph alone.
- */
- glBlendFunc (GL_SRC_ALPHA, GL_ONE);
- }
-
- if (do_rotate)
- {
- glRotatef (mp->view_x, 1, 0, 0);
- glRotatef (mp->view_y, 0, 1, 0);
- }
-
-#ifdef DEBUG
-# if 0
- glScalef(0.5, 0.5, 0.5);
-# endif
-# if 0
- glRotatef(-30, 0, 1, 0);
-# endif
- draw_grid (mi);
-#endif
-
- mi->polygon_count = 0;
-
- /* Render (and tick) each strip, starting at the back
- (draw the ones farthest from the camera first, to make
- the alpha transparency work out right.)
- */
- {
- strip **sorted = malloc (mp->nstrips * sizeof(*sorted));
- for (i = 0; i < mp->nstrips; i++)
- sorted[i] = &mp->strips[i];
- qsort (sorted, i, sizeof(*sorted), cmp_strips);
-
- for (i = 0; i < mp->nstrips; i++)
- {
- strip *s = sorted[i];
- tick_strip (mi, s);
- draw_strip (mi, s);
- }
- free (sorted);
- }
-
- auto_track (mi);
-
-#if 0
- glBegin(GL_QUADS);
- glColor3f(1,1,1);
- glTexCoord2f (0,0); glVertex3f(-15,-15,0);
- glTexCoord2f (0,1); glVertex3f(-15,15,0);
- glTexCoord2f (1,1); glVertex3f(15,15,0);
- glTexCoord2f (1,0); glVertex3f(15,-15,0);
- glEnd();
-#endif
-
- glPopMatrix ();
-
- if (mi->fps_p) do_fps (mi);
- glFinish();
-
- glXSwapBuffers(dpy, window);
-}
-
-
-ENTRYPOINT void
-free_matrix (ModeInfo *mi)
-{
- matrix_configuration *mp = &mps[MI_SCREEN(mi)];
- if (!mp->glx_context) return;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
- if (mp->strips) free (mp->strips);
- if (mp->texture) glDeleteTextures (1, &mp->texture);
-}
-
-XSCREENSAVER_MODULE_2 ("GLMatrix", glmatrix, matrix)
-
-#endif /* USE_GL */