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Diffstat (limited to 'hacks/glx/glmatrix.c')
| -rw-r--r-- | hacks/glx/glmatrix.c | 1076 |
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 */ |
